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death

The death of the player pauses the game. In most cases, resuscitation is possible.

Death of the player [edit]

Game mode [edit]

After death in hardcore mode, the world can still be viewed in spectator mode
  • Creative mode
    In creative mode, the player usually cannot take damage or die. There are two exceptions: a fall into the void and the command. In both cases, resuscitation is possible.

In the Bedrock Edition you can't die in the void. If you fall long enough, you stand on a normal, invisible and non-degradable block.

  • Survival mode
    In the survival mode, the entire game revolves around the survival of the player, who can be damaged by his environment in a variety of ways. He can starve to death, take fall damage, drown, suffocate, burn in fire or lava, and most importantly, be killed by a multitude of monsters. The aim of the game is to survive. Dying is a failure in this game mode in which you lose your inventory and experience points. After all, resuscitation is possible. Then you can try to find your lost items within five minutes.
  • Adventure mode
    In terms of dying, the adventure mode is the same as the survival mode.
  • Hardcore mode
    If survival mode seems too easy for you, you can play Minecraft in hardcore mode. In this mode, death is final, there is no resurrection. When you die, you can decide whether to leave the world forever (in single player mode it will be deleted, in multiplayer mode you will be banned from the server forever) or whether to watch the world as a spectator (in spectator mode) .

Difficulty level [edit]

The level of difficulty, which can be set independently of the game mode, changes the risk of dying in the game. In the degree of difficulty Peaceful there are no monsters and no hunger. The environment that remains, depending on the game mode chosen, is more or less dangerous. The difficulty levels Simple, normal and Heavy affect the amount of damage the monsters cause and their robustness. In addition, you can only starve to death (die of hunger) in the difficulty level "difficult", in the easier levels of difficulty some life is left over.

Effects [edit]

If you die while the inventory is open, the figure in the inventory will also fall over. This display remains until you close the inventory, even if the player character has long since disappeared in the world.

The death of the player has the following effects:

  • The player figure, already colored red by the damage, falls across the floor.
  • The life meter drops to zero and the hearts of the blank life meter are shaking (it is not displayed in creative mode).
  • The screen turns reddish, pulsates slightly and shows the message: "You died!"
  • The experience achieved is shown below as a score.
  • All experience is lost. A part is dropped as experience balls.
  • The entire inventory including armor is dropped.
  • The player character disappears from the world with a cloud of smoke.
  • Interaction with the environment is no longer possible, the position and the perspective can no longer be changed. Sometimes, as long as you don't leave the death screen, you can still see movement in the environment through the reddish veil. If the viewing angle allows, you could, for example, watch how another player picks up the dropped inventory.

The death screen is not displayed when the game rules are on true is set.

Causes of death [edit]

For a list of causes of death in Survival or Hardcore mode, how they came about and how to avoid these causes of death, see Causes of Death in Hardcore Mode.

Death reports [edit]

A death report is published in the chat for each death. In multiplayer mode you are informed about the death of another player - but not about the place of his death. The name of the deceased always appears in the death report Player, for certain messages also the name of the Opponent who killed him (creature or opponent), as well as the one used object (the weapon) if it has been given a different name.

The original death reports are in the standard resources in the language file "en_US.lang". The German texts are in a different location in the language file "de_DE.lang". In the list below, the respective variable name of the death report is also given, under which it can be found in every Minecraft language file.

The death notices give an overview of the many deadly dangers in the game's survival mode. Not all of these dangers are instantly fatal, such as touching a cactus. But any danger causes harm, and when there is little residual health left, even a small amount of damage can be fatal. Some death reports only appear in very specific game situations that can only be reproduced after analyzing the program code.

With this command, the display of death reports can be switched off. In addition, for games that use the scoreboard, the command can be used to set the display of death reports for each team.

Death by arrows
  • <player> was from <opponent> shot (death.attack.arrow)
    • Appears when the player is killed by an arrow shot by a player or creature with a bow or crossbow.
    • Arrows from a thrower are used as <opponent> "Arrow" inserted.
  • <player> was from <opponent> with <object> shot (death.attack.arrow.item)
    • Appears when the player is killed by an arrow shot by a player or creature with a renamed bow or crossbow.
Death by cactus
  • <player> was stabbed to death (death.attack.cactus)
    • Appears when the player is killed for touching a cactus.
  • <player> ran while trying <opponent> Escape into a cactus (death.attack.cactus.player)
    • Appears when the player is injured by a player or creature and then killed by touching a cactus.
Death by drowning
  • <player> drowned (death.attack.drown)
    • Appears when the player runs out of air underwater and is killed by drowning damage.
  • <player'drowned trying'opponent> to escape (death.attack.drown.player)
    • Appears when the player is injured and then drowned by a player or creature.
Death by Elytres
  • <player> experienced kinetic energy (death.attack.flyIntoWall)
    • Appears if the player is killed by hitting a wall while flying with the Elytres on.
  • <player> found out while trying, <opponent> escape, kinetic energy (death.attack.flyIntoWall.player)
    • Appears when the player is injured by a player or creature and then bumps into a wall while flying with the Elytres turned on.
Death by explosion
  • <player> Was blown up (death.attack.explosion)
    • Appears when the player is killed by TNT triggered by redstone mechanisms, fire, a launcher or an end crystal.
  • <player> was through <opponent> blown up (death.attack.explosion.player)
    • Appears when the player is injured by a player or creature and then killed by TNT triggered by redstone mechanisms, fire, a launcher, or an end crystal.
    • Appears as a separate death message if the player is killed by an exploded entity.
  • <player> was from <opponent> with <object> blown up (death.attack.explosion.player.item)
    • Appears when the player is killed by an entity holding a renamed item that has exploded.
  • <player> died from [intended game design] (death.attack.badRespawnPoint)
    • If a bed is set up in the Nether or End, it will explode instantly. If you set up a respawn anchor in the overworld or in the end, it will explode too. If you move the mouse over the death report, "MCPE-28723" is displayed. In this error message, a player describes how he built a ghast-safe house in the Nether several times and, to his surprise, died from an explosion every time he went to bed.
Death by falling
  • <player> fell victim to gravity (death.attack.fall)
    • A fall of up to 5 blocks or a fall caused by an Enderperlen teleportation.
  • <player'fell while trying'opponent> Escape victim to gravity (death.attack.fall.player)
    • Appears when the player is injured by a player or creature and then killed by one of the types of fall damage listed above.
  • <player> fell from too great a height (death.fell.accident.generic)
    • Standard message for a case of 6 blocks or more
  • <player> fell off a ladder (death.fell.accident.ladder)
    • If the player falls off a ladder and then dies from fall damage.
  • <player> fell from tendrils (death.fell.accident.vines)
    • If the player falls from a tendril and then dies from falling damage.
  • <player> fell from weeping vines (death.fell.accident.weeping_vines)
    • When the player falls from a grave and dies of fall damage afterwards.
  • <player> fell from twirling tendrils (death.fell.accident.twisting_vines)
    • If the player falls from a twirling vine and then dies from fall damage.
  • <player> fell out of the water (death.fell.accident.water)
    • If the player falls out of water and then dies from fall damage.
  • <player> fell from a scaffold (death.fell.accident.scaffolding)
    • If the player falls from a scaffold and then dies from fall damage.
  • <player> crashed while climbing (death.fell.accident.other_climbable)
    • If the player climbs on e.g. Ladders falls and then dies of fall damage.

New with version 1.17:

  • <player> was impaled by a stalagmite (death.attack.stalagmite)
    • Appears when the player falls on a stalagmite and dies.
  • <player> was during the fight with <opponent> impaled by a stalagmite (death.attack.stalagmite.player)
    • Appears when the player is injured by a player or creature, then falls on a stalagmite and dies.
Death from falling blocks
  • <player> Was crushed by a falling block (death.attack.fallingBlock)
    • Appears when the player is killed by a falling block (other than an anvil) that has been modified to deal damage.
  • <player> was during the fight with <opponent> crushed by a falling block (death.attack.fallingBlock.player)
    • Appears when the player is injured by a player or creature and then killed by a falling block that has been modified to deal damage.
  • <player> Was crushed by a falling anvil (death.attack.anvil)
    • Appears when the player is killed by an anvil falling on their head.
  • <player> was during the fight with <opponent> crushed by a falling anvil (death.attack.anvil.player)
    • Appears when the player is injured by a player or creature and then killed by a falling anvil.

New with version 1.17:

  • <player> was impaled by a falling stalactite (death.attack.fallingStalactite)
    • Appears when the player is killed by a falling stalactite.
  • <player> was during the fight with <opponent> impaled by a falling stalactite (death.attack.fallingStalactite.player)
    • Appears when the player is injured by a player or creature and then killed by a falling stalactite.
Death by fire
  • <player> went up in flames (death.attack.inFire)
    • When you burn in a fire.
  • <player> ran into the fire while he was with <opponent> fought (death.attack.inFire.player)
    • Appears when the player is injured by a player or creature and then enters a fire source block.
  • <player> burned (death.attack.onFire)
    • When you die burning without standing in the fire.
  • <player> was during the fight with <opponent> roasted (death.attack.onFire.player)
    • Appears when the player is injured by a player or creature and then killed for being on fire.
Death from fireworks rockets
  • <player> blew up with a bang (death.attack.fireworks)
  • <player> flew with me during the fight <opponent> with a bang in the air (death.attack.fireworks.player)
    • Appears when the player is injured by a player or creature and then killed by a fireworks rocket explosion.
  • <player> flew because of a fireworks display from <opponent> with <object> was shot down with a bang in the air (death.attack.fireworks.item)
    • Appears when the player is killed by the explosion of a fireworks rocket shot down from a renamed crossbow.
Death from lava
  • <player> tried to swim in lava (death.attack.lava)
    • Appears when the player is killed for being in lava.
  • <player'fell while trying'opponent> to escape in lava (death.attack.lava.player)
    • Appears when the player is injured by a player or creature and then enters lava.
Death by lightning
  • <player> was struck by lightning (death.attack.lightningBolt)
    • Appears when the player is killed by a lightning strike.
  • <player> was during the fight with <opponent> Struck by lightning (death.attack.lightningBolt.player)
    • Appears when the player is injured by a player or creature and then killed by lightning.
Death from magma block
  • <player> the floor got too hot (death.attack.hotFloor)
    • Appears when the player is killed for standing on a block of magma.
  • <player> got because of <opponent> into the danger zone (death.attack.hotFloor.player)
    • Appears when the player is injured by a player or creature and then killed by magma block damage.
Magic (Potion of Damage / Mage Fangs / Guardian Ray)
  • <player> was killed by magic (death.attack.magic)
  • <player> was trying to <opponent> Escape, killed by magic (death.attack.magic.player)
    • Appears when the player is injured by a player or creature and then killed by a Potion of Damage or fangs that was not made by a player or creature.
  • <player> was from <opponent> killed with magic (death.attack.indirectMagic)
    • Appears when the player is killed by a potion or arrow of damage shot by a player or creature, a fang conjured by a mage, or the additional damage from a Guardian or Great Guardian's laser.
  • <player> was from <opponent> with <object> killed (death.attack.indirectMagic.item)
    • Appears when the player is killed in one of the ways above, but the player or creature is holding a renamed item when the player dies.
New with version 1.17: Death by powder snow
  • <player> is frozen to death (death.attack.freeze)
    • Appears when the player is killed because they have been in powder for too long.
  • <player> is through <opponent> froze to death (death.attack.freeze.player)
    • Appears when the player is injured by a player or creature and then steps onto powder snow.
Death by starvation
  • <player> starved to death (death.attack.starve)
    • Only possible in the difficulty level "hard" or in hardcore mode.
  • <player"died of starvation during the fight with"opponent> (death.attack.starve.player)
    • Appears when the player is playing Hard or Hardcore and is injured by a player or creature and then killed by starvation damage.
Death from suffocation
  • <player> was buried alive (death.attack.inWall)
  • <player> was during the fight with <opponent> buried alive "(death.attack.inWall.player)
    • Appears when the player is injured by a player or creature and then killed by suffocation damage.
  • <player> was crushed (death.attack.cramming)
  • <player> was from <opponent> crushed (death.attack.cramming.player)
Death by sweet berry bush
  • <player> stabbed himself to death on a sweetberry bush (death.attack.sweetBerryBush)
    • Appears when the player is killed for being in a sweet berry bush.
  • <player> has tried to <opponent> to escape, stabbed to death on a sweetberry bush (death.attack.sweetBerryBush.player)
    • Appears when the player is injured by a player or creature and then steps into a sweetberry bush.
Death by the thorns enchantment
  • <player> became while trying <opponent> injured killed (death.attack.thorns)
  • <player> was trying to <opponent> to hurt, from <object> killed(death.attack.thorns.item)
    • Appears when the player is killed for injuring a Guardian, Great Guardian, or a player or creature wearing thorn-enchanted armor and holding a renamed item.
Death by trident
  • <player> was from <opponent> impaled (death.attack.trident)
  • <player> was from <opponent> with <object> impaled (death.attack.trident.item)
    • Appears when the player is killed by a trident shot from a player or creature that was holding a renamed item when the player died.
Death through the void
  • <player> fell out of the world (death.attack.outOfWorld)
  • <player"didn't want to be in the same world as"opponent> live (death.attack.outOfWorld.player)
    • In the event of a fall into the void caused by the opponent.
Death from the parched effect
  • <player> withered (death.attack.wither)
    • Appears when the player is killed by the "parched" status effect.
  • <player"withered during the fight with"opponent> (death.attack.wither.player)
    • Appears when the player is injured by a player or a creature and then killed by the "Parched" status effect.
Death by the player or a creature
  • <player> was from <opponent> slain (death.attack.mob, death.attack.player)
    • Appears when the player is injured and killed by a player or creature.
  • <player> was from <opponent> with <object> slain (death.attack.player.item, death.attack.mob.item)
    • Appears when the player is injured and killed by a player or creature holding a renamed item.
  • <player> was from <opponent> flambéed (death.attack.fireball)
  • <player> was from <opponent> with <object> flambéed (death.attack.fireball.item)
    • Appears when the player is killed by a fireball shot by a player or creature that was holding a renamed item when the player died.
  • <player> was stabbed to death (death.attack.sting)
    • Appears when the player is killed by a bee (not its venom).
  • <player> was from <opponent> shot with a skull (death.attack.witherSkull)
    • Appears when the player is killed by a wither skull shot by a player or creature (only possible with the wither).
Death by snowball
  • <player> was from <opponent> beaten to death (death.attack.thrown)
  • <player> was from <opponent> with <object> beaten to death (death.attack.thrown.item)
Unreachable death news
  • <player> was roasted in the dragon's breath (death.attack.dragonBreath)
  • <player> was from <opponent> Roasted in dragon breath (death.attack.dragonBreath.player)
  • <player> died "(death.attack.generic)
    • Standard message if no other reason applies.
  • <player> died because of <opponent> (death.attack.generic.player)
Unused
  • <player> was doomed to fall (death.fell.killer)
    • In the event of damage shortly before a fatal fall, e.g. falling to death while burning.
  • <player> was from <opponent> doomed to fall (death.fell.assist)
    • e.g. if you fall after a creeper explosion.
  • <player> was from <opponent> with <object> doomed to fall (death.fell.assist.item)
  • <player> fell too deep and got off <opponent> done (death.fell.finish)
  • <player> fell too deep and got off <opponent> with <object> done (death.fell.finish.item)
  • <player> was killed by augmented magic (death.attack.even_more_magic)
    • Has a hover event, with text: Unfortunately the message is too long to be displayed. Here is a shortened version: [Message]
    • Standard message when the item name is too long to be displayed.
  • <player> was from <opponent> stabbed to death (death.attack.sting.player)

Resuscitation

After resuscitation, the player appears with a full life and food display and an empty experience bar at his spawn point. This is the last bed used or, if none was used or destroyed, the world's spawn point. If the player has used a soul anchor and if it still has at least one use available, it will be used instead of the bed or the spawn point.
Then you can try to save your dropped inventory and the experience balls. There are some boundary conditions for this:

  • The command can be used to prevent the loss of inventory and experience spheres upon death.
  • Drops can take damage. They are lost in fire, lava, the void, with strong explosions or when they touch a cactus. Netherite items are exempt from fire and lava damage.
  • Drops are subject to gravity. They can fall and slide down stairs. They can also be washed away by running water.
  • Other players can pick up drops.
  • Monsters can also collect drops (see regional difficulty level).
  • Drops in a loaded chunk disappear after 5 minutes and are then lost. The chunk with the drops is only loaded, however, if any player is within a radius of 160 blocks (with the standard view range unchanged). If all players are further away, the chunk is not loaded and the drop clock is paused until a player approaches them within 160 blocks (own chunk plus 9 loaded chunks in the direction of travel = 10 chunks, times 16 blocks = 160 blocks. The setting of the visibility is not identical to the loaded chunks in the direction of travel, but influences them). So if the drops are in a lonely area, you can take your time and just have to hurry on the last 160 blocks.
  • Since the drop is an object, it is saved; H. it is still there after leaving and restarting the game (at least in single player mode. In multiplayer mode, the time continues as long as there are other players in the vicinity of the drops).
  • The dropped experience balls contain a maximum of 102 experience points - just enough to rise to level 7.5.

In the death screen you can Not call up the menu with as usual. You get to the menu if you press the button "main menu" instead of "resuscitate" and answer the query with "main menu". In the menu you can save the game and revive it at a later time. In single player mode there is no longer any chunk loaded, which stops the inventory drop clock. It only continues when the world is started again and the chunk is loaded with the drops.

Inventory and experience balls of a dead player
Consultation if you choose not "Revive" but "Main Menu"

Death of a creature

Each creature is colored red as it dies, falls to the side and disappears in a cloud of smoke. The only exception is the ender dragon. If the final blow has been delivered, it still flies over the end well and then dissolves into several violet and white colored rays of light that come from the center of its body. In the Bedrock Edition, the Wither also has a special death animation that makes it tremble. Most creatures make a certain sound when they die, which is named "death.ogg" in their respective .minecraft / assets / sounds folder.

Killing creatures brings drops and experience orbs in most cases. The drops can be switched off with the command. A list of the drops that result from killing creatures can be found here. The death of the ender dragon activates the portal in the end well, which leads back to the upper world and which is also crowned by a dragon egg when the first dragon dies.

Experience orbs only drop from creatures if the player causes the kill immediately. Death must occur no later than five seconds after the last damage by the player, so that he can be assigned to him and experience balls drop (this does not apply to death by fire or lava). This can be exploited by pre-damaging monsters (easiest by falling damage) and then only having to hit them with a blow or two.

The owner of a dog, a cat and a tamed parrot receives a death report when they die. If the animal was named, that name is used instead wolf, cat or parrot displayed. This death report is only issued for the owner, even on a server no other player sees it.

  • A pig has just died and is still visible for a short time

  • All that remains of the pig is a cloud of dust, which also disappears after a short time

  • The Ender Dragon dissolves in many rays of light

Progress [edit]

symbol progress description predecessor task Data value
adventure
Adventure, exploration and combat Kill any creature or get killed by any creature
post mortem
Use a totem of immortality to jump death off the shovel Monster hunterDie (Got 0 ()) with a totem in hand

Achievements [edit]

symbolsuccessdescriptiontaskPointsCup (PS)
Escape from deathUse the totem of immortality to escape deathHold a totem of immortality in hand when you die.30Gsilver

Trivia

  • Early in the game development, Notch pondered on his blog whether there should be blood in Minecraft when a creature is killed.[1] On the basis of various feedbacks, he decided against it: "In fact, blood is already being used far too often".[2]

Gallery [edit]

References Edit]

History [edit]

Version history of the Java Edition
Survival Test0.24
  • Introduction of life indicator, fall damage and death
  • Players and creatures fall over when they die
Infdev27. March 2010
  • When the player dies, all items are at the place of death and the player spawns when spawning
Beta 1.8(Beta 1.8-pre1)
  • You get experience balls when you kill a creature
  • When the player dies, the entire experience is dropped in the form of experience balls
Full version 1.0
Full version 1.3(12w18a)
  • Introduction of the hardcore mode in the multiplayer mode: after death the player is automatically banned
Full version 1.5(13w02a)
  • Improved death reports: now contain the cause of death, the name of the opponent and the name of the item with which the player was killed
  • The name of the creature that killed the player is shown on the death message
  • The number of deaths, killed fellow players and killed creatures is automatically counted up (statistics)
Full version 1.7(13w36b)
  • Death screen: If you die and choose to go back to the main menu, you have to confirm this again
Full version 1.8(14w10a)
  • New command to turn off death notifications in chat
Full version 1.9(15w38a)
  • Death reports for dogs or cats (the former under the name "Wolf") are issued even if they have not been renamed with a name tag
Full version 1.11(16w39a)
Full version 1.13(17w48a)
  • If you die from a bed explosion in the Nether or Ende you will receive an adapted death report