Minecraft Particle Command Builder

Build /particle commands with full control over particle type, position, spread, speed, and count. The list holds 125 of the 125 particle types that Java Edition 26.2 registers, counted in ParticleTypes in the client jar on 8 August 2026, each one with a description and presets for common effects.

Java Edition 26.2Updated

Quick Presets

Select Particle

minecraft:flame
Orange fire from torches, furnaces, and fire entities

Parameters

Generated Command

/particle minecraft:flame ~ ~1 ~ 0.2 0.1 0.2 0.02 20

Embed This Tool

Put the particle visualizer on your own site or server wiki.
<iframe src="https://tools.astroworldmc.com/embed/particle-visualizer" width="700" height="700" frameborder="0" style="border:none;border-radius:12px;" loading="lazy" title="Particle Visualizer"></iframe>
Live Preview

How to build a particle command

  1. Start from a preset

    Eight ready scenes, from a fire trail to a snow globe, each one arriving with its own numbers already filled in.

  2. Pick the particle

    The list runs to 125 particles, grouped by where they show up in game, with a note on what each one is normally used for.

  3. Set the spread

    Delta X, Y and Z spread the particles around the point, speed drives their motion and count is how many spawn at once.

  4. Copy the command

    The output is a full particle line, ready for a command block, a function or a plugin that runs commands.

How It Works

Preview particle effects with command output.

Java Edition 26.2Checked on against 125 particle types in ParticleTypesPage updated

How to Use the Minecraft Particle Command Builder

The /particle command lets you spawn any particle effect at a specific location with control over spread area, speed, and count. Start by selecting a particle type from the searchable list. Particles are organized into categories like ambient, combat, fire, and water so you can quickly find what you need. Each particle entry includes a description of what it looks like in-game and where it naturally appears.

Set the position using Minecraft coordinates. Use tilde (~) for relative coordinates based on the command executor. The delta values (dx, dy, dz) control how far the particles spread from the center point. A delta of 0 means all particles spawn at the exact position, while higher values create a wider area of effect. The speed parameter controls how fast particles move, and count determines how many spawn at once. Inside a command block a particle line usually sits behind an /execute so it fires at a player instead of at the block, and the command generator builds that execute chain.

Use the quick presets to load common configurations like fire trails, healing auras, and enchanting effects. These set all parameters to tested values that produce attractive results. You can then tweak individual values to customize the effect further. The generated command works in Minecraft Java Edition 1.13 and later.

Common Use Cases

Command block engineers use particle effects to create visual feedback for custom game mechanics like capture zones, damage areas, and spell effects. Server plugins often combine particle commands with scoreboards and functions to build interactive experiences. Adventure map creators use particles to guide players, mark objectives, and create atmospheric environments.

Builders use particles for decorative purposes like adding campfire smoke to chimneys, portal effects around magical structures, and heart particles in garden areas. The particle command is also essential for creating custom boss fight arenas where visual feedback helps players understand attack patterns and safe zones. Block and item particles copy a real block or item, so their ID comes out of the block and item database, and an effect that is easier to hang in the air as a rocket belongs in the firework designer.

What each argument in the command does

OrderName, then position, then three delta values, then speed, then count, then optionally force or normal and a player.
Delta with a countWith a count of one or more the three delta values are a spread. Particles are scattered inside that box and the speed sets how fast they drift.
Delta with count zeroSet the count to 0 and the deltas stop being a spread and become a direction. The particle is fired along that vector at the given speed, which is the only way to aim one.
SpeedNot a distance. It scales the movement the particle already has, so on many particle types a speed of 0 leaves it hanging exactly where it spawned.
forceDraws the particle for players up to 512 blocks away and ignores their particle setting. normal keeps the usual 32 block limit.
Extra argumentsA few particles take parameters of their own, such as a colour and a size for dust or a block state for block particles.

Java Edition 26.2 registers 125 particle types in ParticleTypes, counted inside the client jar for that version on 8 August 2026. All 125 are in this builder now, each with its own description, among them firefly, trail and the four geyser types.

Why the count is the wrong dial, worked out on the eight presets here

The count is the number everybody reaches for and the three deltas are what actually decide whether an effect reads as thick smoke or as a few specks. The presets on this page make that visible, because they were measured against each other.

the deltas are half widths, so the region is 2dx by 2dy by 2dz blocksdensity = count divided by that volumedouble all three deltas and the volume goes up eightfold, so the same count is eight times thinner
Fire Trail, the tightest preset0.4 x 0.2 x 0.4 = 0.032 blocks20 particles625 particles per block
Snow Globe, the loosest4 x 4 x 4 = 64 blocks30 particles0.47 particles per block
The two next to each otherthe counts differ by 10 and the density by a factor of 1,333
Soul Fire Ringdy is 0, so it has no height at all: 30 particles spread over 4 square blocks of floor and nothing above it

So an effect that looks too sparse is almost never short of particles. Halving the three deltas divides the volume by eight and does more than raising the count from 30 to 100, and it costs the client nothing extra to draw.

Frequently Asked Questions

Questions about particles
  • How do I make a particle move in one direction?

    Set the count to 0. That switches the three delta values from a spread into a velocity vector, and the speed argument becomes how hard the particle is pushed along it.

  • Why can my players not see the particles?

    Distance or their own settings. A normal particle reaches 32 blocks and is skipped entirely on the minimal particle setting. force raises the range and overrides the setting.

  • Why does speed 0 leave my particles frozen?

    Because speed scales existing motion rather than adding any. With a count above 0 and a speed of 0 the particles spawn spread across the box and simply sit there, which is exactly what you want for a static shape.

  • Why does a coloured dust particle need extra numbers?

    Dust takes its colour and size as arguments of its own, before the position. Particles with extra arguments will not parse without them, and the error points at the position instead, which makes it look like the coordinates are wrong.

Related Tools

More tools that might help youView All Tools