Search any Minecraft item, block or mob to instantly see its IDs, one-click /give and /summon commands for Java and Bedrock, how to obtain, farm or spawn it, its uses and drops, and the mechanics worth knowing. Everything on one screen, no ads, all in your browser.
The item ID is the modern namespaced identifier such as minecraft:sugar_cane, used since Java 1.13. The legacy ID is the older string name from before 1.13 (for example reeds for sugar cane). The numerical ID is the pre-1.8 data value like 338. Items added after the 1.13 "Flattening" only have a modern item ID.
Copy the command shown, for example /give @p minecraft:diamond 64, then paste it into the in-game chat or a command block and press Enter. You need cheats enabled or operator permissions. Use the Java/Bedrock toggle to match your edition.
Yes. Every item has a Java/Bedrock give toggle. Java uses the minecraft: prefix; Bedrock omits it. The supported item IDs are shared across both editions.
Numerical and legacy IDs were retired in the 1.13 Flattening. Items introduced afterwards, such as netherite ingots, copper, amethyst and the trident, only carry a modern namespaced item ID, so their legacy and numerical fields read "none (post-1.13)".
Type any Minecraft username to render its skin as a 3D profile picture in the classic Mojang developer style, then pick a background, frame the head and download a clean square PNG. No signup, no ads, all in your browser.
Style
Background
Shape
Framing
Mojavatar is the render with a large head and a small body that Mojang staff and many Minecraft creators use for their profile pictures. It is the default here because it makes a clean, recognisable PFP, but you can switch styles at any time.
Yes. Enter any valid Minecraft Java Edition username. The account is resolved to its current skin and rendered live. If no account matches the name, you will see an error instead of a placeholder.
Yes. Pick the checkerboard (transparent) swatch and the exported PNG keeps its transparency, so you can drop the avatar onto any design, banner or profile.
Yes. The tool is completely free with no signup or ads. The render is generated from the public skin and composited in your browser; nothing you make is stored on a server.
Work out exactly how much experience it takes to get from your current level to a target level, then see how many mobs, ores or smelts add up to it. Or flip it around and turn a raw XP amount into the levels it earns. All the vanilla Java Edition maths, in your browser.
Gain
Minecraft's XP curve is three formulas stitched together, so each level costs more than the last and the cost accelerates twice as you climb.
level² + 6 × level2.5 × level² − 40.5 × level + 3604.5 × level² − 162.5 × level + 2220Each formula gives the total XP to reach that level from 0. The XP between two levels is simply the difference between their totals.
| Level | Total XP | XP to next |
|---|
Not sure how much XP? Build it from a source
The experience inside a single level bar depends on your level: it is 2 × level + 7 for levels 0–15, 5 × level − 38 for 16–30, and 9 × level − 158 for level 31 and up. So early levels are cheap and later ones get steadily more expensive.
The total XP to reach a level is level² + 6 × level up to level 16, 2.5 × level² − 40.5 × level + 360 up to 31, and 4.5 × level² − 162.5 × level + 2220 from level 32 onward.
Level 30 is 1,395 total experience points from scratch. It is the level the enchanting table needs for its best enchantments, which is why so many players grind exactly to 30. This calculator shows the quickest routes there.
Most hostile mobs drop 5 XP, blazes and guardians drop 10, and the Ender Dragon gives 12,000 on the first kill (500 on respawns). Mining diamond or emerald ore drops 3–7 each, redstone and quartz a few, and smelting ores or throwing bottles o' enchanting fills the gaps. The source grid ranks all of them for the XP you need.
The level curve and per-level maths are the vanilla Java Edition values, which Bedrock also follows closely. Individual mob and ore XP drops match Java Edition; a few Bedrock drops differ slightly but the totals stay very close.
Write with & and § codes or build a hex gradient, see it in Minecraft's exact colours, and check it against the real limit of wherever it's going: 256 characters in chat, 50 in an anvil, 90 pixels a line on a sign. Every setting comes with a preview of that part of the game.
Press Ctrl+B / I / U to insert &l &o &n.
Where is it going? sets the character limit and the preview
Chat is 320 px wide and drawn with a drop shadow. The bar underneath is the input box: vanilla clients show the codes there as raw text, so this is what you type versus what everyone reads.
Play Multiplayer
The server list shows two MOTD lines under the name, greyish white by default. In server.properties you write \u00A7 instead of § and \n for the line break — the escaped output below is ready to paste.
Sign text is drawn without a shadow, centred, four lines a side. The edit screen stops each line at 90 px rather than a character count, which is why &l bold costs you a pixel per letter.
A written-book page is 114 px wide, 14 lines tall and capped at 1024 bytes. Text wraps on its own, so long words break rather than overflow.
Repair & Name
Enchantment Cost: 1
50 characters, codes included — and every colour change spends 2 of them (8 for a hex colour). The floating tooltip is the finished item as everyone else sees it.
The first line is the item name, every line after it becomes a lore line. Lore starts grey (#AAAAAA) rather than white, so a lore line with no codes on it still isn't the same colour as the name.
Ghillie.xyz
A team prefix follows the player everywhere: above their head, in the tab list and in front of their chat name. 64 characters for the prefix and 64 for the suffix on 1.13+.
Just the text. The drop shadow is the colour shifted down to a quarter brightness, one pixel down and right — the same thing the game draws behind chat, tooltips and nametags.
Colours Minecraft's own hex values — click a swatch to insert its code, or the hex to copy it
Formatting a colour code clears all of these, so re-apply them after
Gradient hex colours, letter by letter — 1.16+ servers and MiniMessage
Copy it out the same text in every format a server might want
&cred text. Click a swatch to insert its code at the cursor.&c&lred bold in that order.& codes for most plugins, § for in-game, escaped \u00A7 for server.properties, or MiniMessage and JSON.Every code maps to one fixed colour: &0 black #000000, &1 dark blue #0000AA, &2 dark green #00AA00, &3 dark aqua #00AAAA, &4 dark red #AA0000, &5 dark purple #AA00AA, &6 gold #FFAA00, &7 gray #AAAAAA, &8 dark gray #555555, &9 blue #5555FF, &a green #55FF55, &b aqua #55FFFF, &c red #FF5555, &d light purple #FF55FF, &e yellow #FFFF55 and &f white #FFFFFF.
Each one also has a drop-shadow colour, which is the foreground at a quarter brightness — red #FF5555 shadows as #3F1515. Gold is the one oddity: its shadow comes out #2A2A00 rather than #3F2A00, because the game builds the shadow from the un-brightened gold. The previews here use both.
Because a colour code resets the style. In Java Edition, any of &0–&f (or a hex colour) clears bold, italic, underline, strikethrough and obfuscated. Put the colour first and the formatting second — &6&lGOLD BOLD works, &l&6GOLD BOLD comes out plain. It also means a gradient has to repeat &l after every single letter, which the character counter here accounts for.
Gradients aren't a single code: you colour each letter individually with a hex colour. Since 1.16 Java accepts full RGB, and most plugins take it written as &#RRGGBB (Spigot stores it as §x§R§R§G§G§B§B, which the toggle above will output). Pick your stops in the gradient builder, hit Apply, and every character gets its own hex code.
If your server has MiniMessage — Paper, Velocity, LuckPerms, DeluxeChat and plenty more — use the MiniMessage output instead: <gradient:#ff0000:#0000ff>text</gradient> is far shorter, which matters inside a 50-character anvil name.
A chat message is 256 characters. An anvil rename is 50 (35 before 1.14). A scoreboard team prefix or suffix is 64 each. The motd line in server.properties is trimmed at 59 characters.
Signs and books are measured in pixels instead: a sign line stops at 90 px across four lines a side, and a book page is 114 px wide, 14 lines tall and 1024 bytes. Letter widths vary — i is 2 px, l is 3, most letters are 6, and bold adds 1 px each — so this tool measures with the game's own font widths rather than guessing.
Colour codes count towards every one of those limits, which is the usual reason a name that looked fine gets rejected.
They're the same thing at different stages. § (section sign, U+00A7) is what Minecraft actually reads, but you can't type it into a vanilla client, so plugins and config files let you write & and translate it for you. Use & in plugin configs and commands, § in files you're editing directly, and \u00A7 in server.properties where the file format needs it escaped.
Mostly. Bedrock reads the same § colour codes and adds its own material colours — §g minecoin gold, §h quartz, §i iron, §j netherite, §p gold, §q emerald, §s diamond, §t lapis and §u amethyst. It has no underline or strikethrough, and no arbitrary hex colours, so a gradient built here will show up as the nearest legacy colours or not at all. The previews and hex values on this page are Java Edition.
Yes. Nothing you type leaves your browser — the parsing, the previews, the gradients and the font measurements all run locally, with no signup and no ads.
Explore the rest of the site: the Darkroom image tools, the Wordle Solver, the SQLite DB Viewer, the full portfolio, or more about Ghillie.