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The mod Roguelike Dungeons includes a custom potion (the "Vile Mixture") which among other things provides "Invisibility II". Anyone know what the actual effects of a higher level of Invisibility might be like? Perhaps less detection range despite armor? --MentalMouse42 (talk) 12:18, 1 June 2016 (UTC)
So, I tried doing a page for Speed, replacing its redirect. What do people think? --MentalMouse42 (talk) 14:34, 20 January 2019 (UTC)
The darkness effect was found in the Minecrafts 1.17.30 leaked developer build. Its unsure if it will make it to the final game
I was trying to fact check the Type entries in the Effect List table against BE and realized that I could only do this for a few effects, namely the effects that can be brewed into potions. The reason is that the only place I can think of in-game where there's any difference between what are labeled positive, neutral, and negative effects in the article, is in the tooltips for potions (and tipped arrows, which are derived from potions so they're not really a separate category). But you can't brew about half of the effects into a potion, so at least for Bedrock I don't think there's any authoritative way to decide what type any of those effects are.
There is, of course, a distinction for the potion effects. In fact, there are two in BE: (1) The tooltips for negative effects are shown in red, while those for positive and neutral effects are in white, and (2) negative effect potion recipes always use fermented spider eye, while those for positive and neutral effects never do. Frankly, I don't see why it's useful to color code that minor fact in the tooltips, since most of us still have to look up what the main ingredient is anyway, but Mojang made the choice to color code it so let it stand as meaningful.
Nevertheless, there is no reason at all to distinguish positive from neutral effects in BE, and the only difference between them in Java (as far as I can tell) is that neutral effect icons appear on the second row on the HUD (assuming that is still true; I don't have Java Edition so I can't check). Is that intended as useful information, or merely a coincidence? I fail to see how it conveys and useful knowledge to a player.
My theory is that the distinction between positive, negative, and neutral effects is the invention of somebody observing what the game called "positive effect potions" and "negative effect potions". The "positive" and "negative" actually referred to an attribute of the potion, not the effect, but they misapprehended the relevant context. Having done that, they were compelled to assign "positive" and "negative" labels to all the other effects, which they did from intuition because the game is utterly mute on the subject. But some effects weren't clearly, or uniquely, positive or negative, so they invented a third "neutral" category for those. They were motivated by an actual distinction the game makes, but they misunderstood the context it was relevant to, and it led them to invent facts that have no clear meaning or purpose in the game.
So I propose the following:
Have I overlooked something, maybe something that's only in Java, that my proposal would conflict with? — Auldrick (talk · contribs) 22:07, 8 November 2021 (UTC)
so apparently like a year ago I think I did 255 on a effect on either night vision or darkness or smth and it made the world foggy 2604:3D09:E77B:5A00:E266:A403:8F9D:B890 15:33, 29 August 2025 (UTC)
Effects that scale with the command version should be added to the scales chart (like blindness) because some don't scale period (like oozing/darkness) and some only with command (again, blindness)
In hardcore, it does not really matter that cobwebs will spawn when you die, and it makes you move through cobwebs faster. It could also be used for farms too. Keep inventory (talk) 03:22, 27 May 2026 (UTC)