Run these from an operator’s chat, a command block, or a function file. Execute is simplified here — chain the rows in the order you want them to run.

How to Use the Particle Command Generator

  1. Open the Particle tab.
  2. Enter the particle’s namespaced ID, e.g. minecraft:flame.
  3. Set the position (x y z, relative ~ coordinates work).
  4. Set the delta spread box (dx dy dz) – how far particles randomly scatter from the position on each axis.
  5. Set speed and count, and optionally pick force (renders even far away/at low particle settings) or normal mode.
  6. Optionally restrict who sees it with a viewer selector like @a.
  7. Copy the generated /particle command into a command block, function, or an operator’s chat.

Command Syntax Reference

/particle <name> <x> <y> <z> <dx> <dy> <dz> <speed> <count> [force|normal] [<viewers>]

Particles spawn at x y z, then each of the count individual particles is randomly offset from that point by up to dx/dy/dz on its respective axis – together these three deltas define a spread box, not a single direction. speed feeds into how fast a particle moves or animates (its exact effect depends on the particle type; some ignore it, others use it as initial velocity). force renders the particle at a distance and even when a client’s particle setting is turned down, while normal respects the viewer’s particle settings and render distance like usual; omitting it defaults to normal. The trailing viewers selector, if set, limits who actually sees the particles (everyone in range sees them by default).

Frequently Asked Questions

What do dx, dy, and dz actually control?

They define a spread box around the spawn position – each individual particle in the count gets a random offset up to that many blocks on each axis, independently. Setting all three to 0 spawns every particle at exactly the same point; larger values scatter them across a wider area, useful for filling a region rather than a single spot.

What’s the difference between force and normal mode?

force makes the particle render for players even at a distance beyond the client’s normal particle render distance, and even if the player has their particle settings turned down to reduce visual clutter. normal (the default if you leave the field blank) respects each viewer’s own particle settings and render distance, so some players might not see it depending on their client configuration.

Does speed always control how fast the particle moves?

Not exactly the same way for every particle – some particle types use speed as literal initial velocity (like minecraft:flame drifting upward faster), while others ignore it entirely or use it for a different visual property such as animation rate. It’s worth testing a specific particle type with a few different speed values to see its actual effect.

Can I limit who sees the particle effect to just one player?

Yes – the trailing, optional viewers argument accepts any selector, so setting it to a specific player name or a narrow selector like @p restricts the particles to just that player instead of everyone in range, which is useful for private UI-style effects or per-player feedback.

Why would I use a high count with zero spread instead of a low count with spread?

A high count with a zero-spread box stacks every particle at exactly the same point, which is mostly useful for intensity – making a single spot visually louder – while spread is for covering an area, like a cloud of particles filling a room. The two settings solve different visual goals and are often combined: a moderate count with a modest spread box for a natural-looking cluster.

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