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[SOURCE: https://minecraft.wiki/w/Enchanting] | [TOKENS: 2184]
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Enchanting Enchanting is the process of improving armor, tools, and weapons. A glint animation appears on items to show that they are enchanted. Contents Enchanting equipment Enchanting methods There are four ways to enchant an item in Survival mode: A player may also obtain items already enchanted: Server operators and players in singleplayer worlds with cheats enabled can also enchant items using commands such as /enchant. When enchanted with the /give command, the maximum enchantment level is 255 on Java Edition. In Creative mode, items can be enchanted via an anvil and enchanted books, with no experience points required. Enchanted books are available in the Creative mode inventory, with individual book displays for the highest level of each enchantment and other levels available via the "Search" tab. The enchanted golden apple, despite its name and glint, is not the enchanted form of any item and is completely different from the golden apple. An item can be enchanted by using an enchanting table and placing the item and 1–3 lapis lazuli in the input slots. Upon placing the item, three (pseudo)randomized options appear on the right of the GUI. The glyphs, written in Standard Galactic Alphabet, do not affect the enchantment, but hovering over a presented enchantment shows one enchantment to be applied. On mobile devices, the player can tap an enchantment before putting in the lapis lazuli or hold the enchantment before release. The only choices available have a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table. Each option imbues the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g. a level 30 enchantment can give a pickaxe the "Efficiency IV" enchantment); the actual level cost and the number of lapis lazuli required have no effect. Although the player must have at least the level requirement to get an enchantment, the number of levels that the player is charged is the same as the lapis lazuli requirement. For example, if the third enchantment listed is a level 30 enchantment, the player must have at least 30 levels, but pay only 3 levels and 3 lapis lazuli. The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a higher experience level generally resulting in more and/or higher-level enchantments. Nevertheless, there is a significant random factor, and even a level 30 enchantment (the maximum) doesn't guarantee more than one enchantment, or even that enchantments are "maximum strength" — a level 30 enchantment can still yield Fortune II or Efficiency III alone, for example. On the other hand, multiple different enchantments can be given from one use of the enchanting table. For example, a level 30 enchantment applied to a pickaxe may yield both Efficiency IV and Unbreaking III. However, certain selected enchants never give any additional enchantment, regardless of which tool is enchanted, such as Efficiency IV and Knockback II.[BE only][verify] To increase the enchantment level, bookshelves can be placed next to the enchanting table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments, a minimum of 15 bookshelves needs to be placed around the enchanting table. See the Enchantment Mechanics page for more detailed information on this. Enchanting a book produces an enchanted book, which does nothing on its own, but effectively "saves" the enchantment for later application to another item with an anvil. Unlike with an anvil, using the enchanting table while on Creative still costs experience. However, if the player doesn't have enough experience, then experience reduces to zero and the enchantment still works, even when using the enchanting table while already at level zero. Enchanting any item at any enchantment level changes the player's enchantment seed, which changes the possible enchantments for every item at every enchantment level. Thus, if none of the available enchantments for a tool are desired, 1 lapis lazuli and 1 level could be spent to enchant a book or a different tool to refresh the list. The possible enchantments depend on the player's enchantment seed, the item type, and material, and the enchantment level (1–30). The following actions do not affect the possible enchantments: Changing the enchantment levels offered by adding, removing, or blocking bookshelves alters the enchantments shown, but does not change possible enchantments; using another enchanting table with the previous bookshelf number still shows the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row they appear in, but they are not "better" or "worse" based on the row despite the different resource costs. An anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must be compatible; they must either be the same type and material (such as two iron swords) or an item and an enchanted book with an applicable enchantment (such as a bow and an Infinity enchanted book). Combining two enchanted items, books or one of each with the same enchantment at the same level produces an item or book with the next higher level of that enchantment up to the maximum allowed in Survival mode; for example, a book with Thorns I and Unbreaking II combined with a book with Unbreaking II produces a book with Thorns I and Unbreaking III. To combine items, the player places the target item in the anvil's first slot and the sacrifice item in the second slot. If the combination is allowed, the resulting enchanted item appears in the anvil's output slot and an experience level cost, labeled "Enchantment Cost", appears below (green if the player has enough experience levels, red if they don't). To complete the enchantment, the player removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly. The experience cost depends on the enchantments, with highly enchanted items costing more. If the target item is also being repaired, that costs more as well. The target item can also be renamed, at additional cost. There is also an accumulating surcharge for prior work done on anvils. In Survival mode, work that costs more than 39 levels of experience is refused, although it may still be possible to perform the same work in steps. For example, a damaged enchanted bow may be repaired on an anvil with an ordinary bow, and then another enchanted bow may be used to combine enchantments with the repaired bow. Enchanted books can be made by enchanting a book in an enchanting table at the cost of experience points. They can also be found in the chests of several structures, purchased with emeralds from a librarian villager, or caught while fishing. Enchanted books can be applied to tools, weapons, and armor, or combined with other enchanted books in an anvil. In this way, some enchantments that cannot normally be obtained on an item through use of the enchanting table can still be applied to those items, such as applying Thorns to boots. Although enchanted books can have multiple enchantments of any type, only enchantments appropriate to a given item type are applied to that item when combined in an anvil. For example, an enchanted book may have both the Respiration and Power enchantments, but the Respiration enchantment is lost if the book is applied to anything but a helmet. Likewise, the Power enchantment is lost if the book is applied to anything but a bow. In Creative mode, enchanted books can be used to apply any enchantment to any item, such as a stick having Knockback II on Java Edition. However, mutually-exclusive enchantments, such as Infinity and Mending, cannot be applied this way or even via /enchant (though both enchantments function as normal when obtained on a bow through the /give command). The experience costs for using books are considerably less than for combining items with similar enchantments since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items directly has a chance to get multiple enchantments. The advantage of books is that they can be stockpiled for use on an item of choice and allow for controlled combinations. For example, a Silk Touch book can be used on an axe, pickaxe, or shovel, and the player can decide which item receives which enchantment. Use Order Calculator to minimize experience loss when merging two items. Disenchanting The main way to disenchant items is via the grindstone or by repairing the items via the crafting grid. Using the grindstone removes all enchantments (except for curses) but gives some experience back based on the level of the enchantment(s) and their value. If a block is placed, it loses all the enchantments it has. Summary of enchantments Each enchantment in the table below includes attributes that are possible for the player to acquire legitimately in Survival mode. Other combinations are possible in Creative mode or with cheats, mods, or third-party software. Summary of enchantments by item Enchantments that have multiple levels are shown with their maximum level numbers. Mutually exclusive enchantments can be combined using commands (e.g., /give @s bow[enchantments={infinity:1,mending:1}]). Also, a player can exceed the maximum levels of enchantments (e.g., /give @s netherite_sword[enchantments={fire_aspect:10}]). However, if that number goes above 10 the translation string is exposed and it looks like this: The tables below summarize the enchantments that can be obtained on specific items in Bedrock Edition and in Java Edition Survival mode (Any enchantment can be applied to any item in Java Edition Creative mode). Enchantments that can be applied to both hand slot items and armor slot items are listed in both tables. Depth Strider (III) Maximum effective values for enchantments The table below shows the effective limits for enchantments (also found here). Mending Data values Java Edition: Bedrock Edition: Sounds Java Edition Bedrock Edition: Videos History Issues Issues relating to "Enchanting", "Enchantment", or "Enchanted" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Trivia See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Structure] | [TOKENS: 498]
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Structure Structures (also known as a "generated structure" or "structure feature") are naturally-generated formations that can be located using /locate structure and will not spawn in the world when the "Generate Structures" option is disabled during world creation[JE only]. Certain features, such as monster rooms or desert wells, still generate when this option is disabled and are listed under § Structure-like features due to their resemblance to other defined structures. Contents Overworld The Overworld contains numerous structures, at a wide variety of scales. These structures can generate only underground in any default Overworld. These structures generate only aboveground. These structures generate both aboveground and underground. These structures generate below the sea level i.e. y=64 and in the Ocean biomes. Note that ocean ruins and shipwrecks sometimes generate above water on shores, and icebergs are partially above and below water. The Nether The Nether, though equally vast, contains far fewer biomes and structures than the Overworld. The End The End is the final and most barren dimension. After defeating the ender dragon, gateways to the outer islands are created. Structure-like features These world generation features share similarities with structures but are generated in the same manner as trees and ores. They will generate even when the "Generate Structures" option[JE only] is disabled. These cannot be located using the /locate command. Removed structures These are structures that have been removed or exist only in older versions of Minecraft. Generation Structures are generated for a given chunk after the terrain has been formed. The chunk format includes a tag called TerrainPopulated that indicates whether structures whose "point of origin" is in that chunk have been generated. If it is false or missing, it generates again. Structure generation is based on what is already in the chunk, so (for example) flagging a chunk that has already been populated for repopulation approximately doubles the amount of ore in it. When structures are generated, they can spill over into neighboring chunks that have been previously generated. Data values The following table lists configured structure features' IDs in Java Edition and structure features' IDs in Bedrock Edition. These IDs can be used in /locate command. In Java Edition, there are some structure tags in vanilla game. #on_treasure_maps Achievements Advancements History Issues Issues relating to "Structure" are maintained on the bug tracker. Issues should be reported and viewed there. See also External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Smelting] | [TOKENS: 1211]
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Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Commands] | [TOKENS: 1848]
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Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / [BE only] / [BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands[Java Edition only] / Cheats[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"[JE only], "Terminated"[JE only], and "Error"[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu
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[SOURCE: https://minecraft.wiki/w/Crafting] | [TOKENS: 1274]
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Crafting Crafting is the process of constructing tools, items, and blocks in Minecraft that can be performed via the inventory, a crafting table, or automatically using a crafter. Contents Crafting system Players in Survival and Adventure mode, as well as Creative in Bedrock Edition and Spectator in Java Edition, have access to a 2×2 crafting grid from their inventory screen. Players craft by arranging items in the crafting grid to match a given recipe. Small crafting recipes that are at most 2×2 can be made there, including wooden planks, sticks, crafting tables, and torches. To craft more complex items, a crafting table must be created, placed, and used. This brings up an interface with a larger 3×3 crafting grid in which the player can use to craft any crafting recipe in the game. Recipes fitting the 2×2 grid can also be crafted in the crafting table's 3×3 grid. There is a recipe book button in the inventory where the player can access all of their unlocked crafting recipes. Some recipes don't require their ingredients to be arranged in a specific way on the crafting grid. These are commonly known as "shapeless" recipes. For example, players may craft a fermented spider eye by placing its ingredients anywhere within the grid. Most recipes must have their ingredients placed in the correct relative positions on the crafting grid. These are commonly known as "shaped" recipes. Ingredients in shaped recipes can be moved up, down, left, or right. They can also be flipped horizontally, but not vertically. For example, a 3×1 recipe, such as bread, can be made using the top, middle, or bottom row of the 3×3 grid, and a bow may be made with the strings placed on the left instead of on the right. There are recipes that may not be moved or mirrored in this way. These are commonly known as "fixed" recipes. For example, dyes in banner recipes - only available in Bedrock Edition - must be specifically placed to achieve the desired pattern. No fixed recipes exist in Java Edition, but they can be added by data packs, add-ons, or mods. Unlike other in-game actions such as smelting, brewing, and enchanting, crafting is completely silent. Crafting can be automated using the crafter. The simplest way to do this is for the player to add the items for the crafting into the crafter manually, however this process can itself be automated using hoppers. In order to control which slots the hopper puts the item into it is possible to disable certain slots to prevent the input of items. When items are put into a crafter automatically they fill every enabled slot equally from left to right and top to bottom, in that order. If all slots are disabled, then hoppers connected to it cannot put items in it. The crafter can craft anything that a normal crafting table can. Crafters require a redstone signal to activate. Automated crafting is useful in both storage systems and automated farms, as it provides a way to automatically craft items and blocks that otherwise requires manual input. The recipe book is a mechanic that serves as a catalog of recipes and as a crafting guide. It shows every crafting recipe that the player has unlocked. Crafting recipes are organized in several different categories. The categories differ between Java and Bedrock. In Bedrock Edition, categories consist of craftable items from each Creative inventory tab. In Java Edition, the categories are as follows: Recipes, including crafting recipes, can be configured by data packs in Java Edition or add-ons in Bedrock Edition. Complete recipe list To save space, some recipes are animated (requires JavaScript). On this wiki, shapeless recipes are marked with a pair of intertwined arrows on the crafting table graphic, while fixed crafting recipes are marked by an exclamation point. These symbols do not appear in the game. Some items had different crafting recipes and have since been updated in later versions of Minecraft. Indev 0.31 20100130 Infdev 20100227-1414 Alpha v1.0.14 Recipe became shapeless. 13w36a Changed to 3 wheat instead of 6. Indev 20100223 Changed to leather instead of light gray wool. Note: Wool was called Cloth, and Leather Armor was called Cloth Armor at that time. Alpha v1.0.8 Beta 1.3 Beta 1.3 Changed to 4 string instead of 9. Beta 1.6.6 Beta 1.6.6 Recipe became shapeless. Beta 1.9 Prerelease 3 1.1 13w23a Alpha v1.0.6 Recipe became shapeless. 12w17a 14w32b 12w34b 19w45a 1.19.4-pre1 1.20-pre1 22w45a 22w45a 24w18a 24w33a 25w02a 25w18a 25w18a 25w32a Was changed to match Java Edition. Beta 1.14.0.2 Beta/Preview 1.19.60.20 Beta/Preview 1.19.60.20 Was changed to match Java Edition. Beta/Preview 1.20.10.20 Was changed to match Java Edition. Beta/Preview 1.20.10.20 Was changed to match Java Edition. Beta/Preview 1.20.10.21 Beta/Preview 1.21.0.24 Beta/Preview 1.21.60.25 Beta/Preview 1.21.90.21 Beta/Preview 1.21.90.21 Beta/Preview 1.21.110.23 Changed to match Java Edition. Beta/Preview 1.21.120.23 Some items could be crafted previously, but cannot be crafted in the current version of Minecraft. "Dandelion Yellow" and "Rose Red" are the former names for Yellow dye and Red dye, respectively. Videos Achievements History Issues Issues relating to "Crafting" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Biome] | [TOKENS: 9830]
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Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They are large, open biomes made entirely of water going up to Y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. A variant of the ocean biome. In deep ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardians, elder guardians, prismarine and sponges can spawn here. A variant of the ocean biome, with light teal water at the surface. Like the lukewarm ocean, it has a floor made of sand and like all oceans, it is populated with seagrass, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. Similar to the lukewarm ocean biome, but twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine and sponges. A variant of the ocean biome, with dark blue water at the surface. Like regular oceans and frozen oceans, its floor is made up of gravel, though occasional patches of dirt can be found. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. A variant of the ocean biome with dark indigo water at the surface. Like the cold ocean, it has a gravel seabed and squid swimming about. However, the water's surface is frequently broken up by patches of ice and large icebergs, consisting of packed ice and blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits[BE only] can spawn here, but dolphins can't. Salmon and cod[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod[BE only], squid and nautiluses may also spawn here, and the floor consists of gravel. The frozen deep ocean biome also contains ocean monuments and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with blue ice generate here. Polar bears, strays, drowned, rarely zombie nautiluses and rabbits[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight. No mobs other than mooshrooms, bats[JE only], and glow squid spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts and other dark structures, meaning exploring underground is safe. However, monster spawners still spawn mobs, wandering traders along with their llamas can spawn, raids can still spawn illagers, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears[BE only]. Strays may also spawn here at night and during thunderstorms[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), much like the standard taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and podzol can be found on the forest floor. There are also patches of coarse dirt that do not grow grass, with some dead bushes. Wolves, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here[JE only]. At first glance, this biome may look almost exactly the same as its pine tree counterpart. However, the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. Birch trees grow much taller than usual in this uncommon variant of the birch forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing, but drowned can spawn at night and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits[BE only] and polar bears[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. A biome characterized by a mix of flat areas around sea level, and shallow pools of green water with floating lily pads. Clay, sand and dirt are commonly found at the bottom of these pools. Trees are covered with vines and can be found growing out from the water. Mushrooms, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. Temperature varies within the biome, causing foliage and grass colors to vary. In Bedrock Edition, huge mushrooms also spawn in this biome. Visibility is also lower than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. Generated where oceans meet other biomes, beaches are primarily composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for fishing. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. Like a regular beach, one can find plenty of sand in this biome and buried treasure can be found underground in this snowy beach. However, sand is covered in a layer of snow. Snowy beaches are found when a snowy biome borders a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. Sugar cane can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few spruce trees in this biome. No animal mobs other than rabbits and polar bears can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains biome that features large spikes and glaciers of packed ice. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in snow blocks instead of grass, and ice patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. Tall grass covers the landscape. Villages can generate in this biome, constructed of acacia wood, with some stained terracotta. Pillager outposts can also generate here. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. Mineshafts generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the badlands. Gold ore also occurs more frequently, because additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant generates unique terrain features that are similar to the structures in Utah's Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is completely empty except for a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. Notable features of the biome are exposed Nether fossils in various shapes and sizes, large amounts of lava, blue fog, large spires made of basalt, soul fire, and the occasional Nether fortress or bastion remnant. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] The ground consists of basalt and blackstone blocks, with small patches of netherrack and pools of lava. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, bastion remnants do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to farm magma cream. This biome also contains a much higher abundance of blackstone compared to other Nether biomes. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in the End. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the ender dragon, the obsidian pillars, the End crystals, the 5×5 spawn platform, the exit portal and the 20 central End gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. If the biome is used for a superflat world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night. Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. End cities generate here, but chorus trees do not. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both chorus trees and End cities generate. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither End cities nor chorus trees generate in this biome. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack[JE only] or client biome JSON files in vanilla resource packs.[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff[JE only] or #abd2ff[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Block] | [TOKENS: 970]
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Block Blocks are the basic units of a structure in Minecraft that make up the game's world. Many blocks can be collected and placed anywhere, and can also be used as helpful resources. Contents Behavior Blocks are arranged in a 3-dimensional grid of 1-cubic-meter cells, although some blocks appear to occupy a partial cell; these include slabs, snow layers, ladders, vines, stairs, turtle eggs, and sea pickles, among others. Collectively, blocks and fluids make up the in-game environment, and most can be harvested and utilized in various fashions. Some blocks, such as dirt and sandstone, are opaque and occupy their entire cubic meter, while others, such as glass and flowers, are transparent or non-solid. Explosions destroy some blocks more easily than they destroy others, while some are virtually immune to explosions. They can still be theoretically exploded. Air is a special block that acts as a substitute for the absence of blocks. It has two variants: cave air and void air.[Java Edition only] Some blocks, such as sea lanterns and glowstone, emit light, the amount of which varies widely; see this table of light values for further information. Opaque blocks completely block light, while transparent blocks have no effect on light, block the light, or merely weaken it. Almost all blocks ignore gravity, except for sand, red sand, gravel, anvils of all damage levels, dragon eggs, all colors of concrete powder, scaffolding, snow layers[BE only], pointed dripstone, suspicious sand, and suspicious gravel. These turn into entities when their support is removed. When broken, blocks emit sounds and particles associated with themselves, except in the following cases: Block height Most solid blocks are 1 meter high (3.28084... feet or 1250⁄381 feet), but several blocks have non-standard block heights, such as slabs. A player can automatically step up from a lower to a higher height if the difference is at most 0.6 (3⁄5) of a block or 1.9685... feet (250⁄127 feet). Textures The textures on the faces of most blocks are 16×16 pixels, which control all colors and transparencies. Exceptions include candles, sculk sensors, and other blocks with animations, which use texture files with multiple frames, and block entity textures which are rendered in different models. Some blocks with square textures have different textures for faces, such as logs. With Vibrant Visuals and ray tracing, the game uses multiple texture files on top of the color textures, which affects how light and reflections behave on the block. The MERS (MER with ray tracing) texture map is used to define per pixel how metallic (reflects all light), emissive (produces its own light), or rough (absorbs all light) it is, with an additional subsurface scattering (how light is scattered on the surface) applied to Vibrant Visuals only. With resource packs, other texture maps are also used, including normal and heightmaps. These change depth of the block, and can add multiple 3D effects. Using resource packs, the player can change the textures and resolution of blocks, including whether their texture is animated. They can also change the shapes of blocks using models and the size of blocks to any size with equal width and height, though sizes that are a power of two tend to work better. List of blocks Technical blocks serve various purposes during events within the game, or use a separate name spaced ID in order to avoid unnecessary combinations of block states. In Java Edition technical blocks do not exist as items, while in Bedrock Edition they may be obtained using inventory editors or add-ons. These blocks can be accessed only in Minecraft Education and in Bedrock Edition when education options are enabled (Elements are not listed here). In Bedrock Edition, boards, posters, and slates can be obtained only through inventory editors. These blocks were removed from the game entirely. These blocks were "retconned" into other blocks through a major simultaneous name and texture change. Some blocks and states of blocks were distinguished via numerical metadata in previous versions of the game. Having metadata values outside of the accepted range could produce unintended results for some block IDs. These blocks only exist in April Fools' Day joke versions of the game. Videos History Unique blocks are defined as having unique namespaced IDs in current versions of Java Edition, excluding obvious technical variants such as potted plants and wall attachments of blocks, but including the rose. Unintentional metadata variants are also not included. Issues Issues relating to "Block" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Item] | [TOKENS: 898]
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Item An item is an object that can exist within inventories of players, mobs, or armor stands; in various storage blocks (like chests or droppers), as well as in item frames, glow item frames, and shelves. Contents Behavior Some items when used, place a block (ItemBlock) or entity (minecart, spawn eggs, etc.) version of themselves into the game world. Put simply, they are an item when in the inventory, and a block when placed. For example, boats turn into an entity when placed, and beds turn into a group of blocks when placed. When selected in the hotbar, items briefly display their names above the HUD. The only methods by which an item can be properly displayed within the game environment is to place it into an item frame, shelf, or armor stand. Displayed items, either on these blocks, the hand (both third-person and first-person), or thrown, are rendered in-game with MERS texture sets with Vibrant Visuals, and can show shadows, reflections, or caustics. Various items have emissive lighting and glow in the dark. If an item that does not become a block is dropped, it becomes an entity represented by a sprite that floats above the ground. It remains for 5 minutes in a loaded chunk before despawning (except for the Nether star), unless the player walks over it to pick it up, it is picked up by a mob, hopper or minecart with hopper, or it is destroyed by fire, lava, cactus, explosion, void, or /kill. A submerged object ascends toward the water's surface. If the water is flowing, the object is pushed along with it. Hoppers draw in any items that are placed above them if they are not powered by redstone. 0.98 degUnreachable1 Direct hit Items can either stack up to 64 or 16, or not stack at all: Lists of items Technical blocks serve various purposes during events within the game, or use a separate name spaced ID in order to avoid unnecessary combinations of block states. In Java Edition technical blocks do not exist as items, while in Bedrock Edition they may be obtained using inventory editors or add-ons. These items, when highlighted in a player's hotbar (or "held"), in the off hand, or equipped in an armor slot, can be used by either attack or use, or can serve a specific purpose (for example, offer the player advantage or disadvantage). Some can be used any time, others only when aiming at specific blocks or entities. The player cannot interact with or directly use these items; however, they are used for trading, brewing, enchanting, or crafting ingredients for other items that do have direct uses. Clocks and recovery compasses are exceptions, as they merely serve an informative function (although clocks also attract piglins as a dropped item entity). Spawn eggs spawn the entity inside them. They cannot be obtained in Survival mode. These items are exclusive to Minecraft Education and Bedrock Edition when the "Minecraft Education features" cheat setting is enabled. The portfolio is exclusive to Minecraft Education, and the poster, slate, and camera are obtainable in Bedrock Edition only through inventory editing or add-ons. The garbage item is obtainable only through invalid lab table recipes or via inventory editing. Some items are unimplemented, or have been mentioned to be implemented in the future. Removed items no longer exist in current versions of the game. These blocks were removed from the game entirely. These blocks were "retconned" into other blocks through a major simultaneous name and texture change. Some blocks and states of blocks were distinguished via numerical metadata in previous versions of the game. Having metadata values outside of the accepted range could produce unintended results for some block IDs. Joke items are present only in April Fools' Day joke versions in the game. These blocks only exist in April Fools' Day joke versions of the game. Display by entities Mobs and some other entities are capable of holding items as well as having them equipped in certain slots; in some cases, this results in the item being displayed visually. A table of mobs that do this is as follows. Note that this does not count equipment, which uses a separate system. Videos History Issues Issues relating to "Item" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also Notes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Experience] | [TOKENS: 1434]
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Experience 5HP In Java Edition: Height: 0.5 blocksWidth: 0.5 blocks In Bedrock Edition: Height: 0.25 blocksWidth: 0.25 blocks Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. Experience orbs also recover durability on items with Mending that are being worn or are in-hand. Contents Sources Experience can be gained from several different sources. Most sources drop experience in the form of orbs, which can be claimed by any player, while a few methods directly award the player experience upon completing the action. Gathering experience points increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach approximately 7.5 levels), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies. Experience orbs Most experience sources drop experience in the form of experience orbs, which can then be claimed by any player. Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents. When collected, experience orbs make a bell-like sound for a split second. Unlike items, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it despawns. Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs with values 17 or higher have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high-traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb. Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into the base values of orbs by size (1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477). Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. While the first ender dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can exist in the world via furnaces that have had a lot of traffic. Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. In Bedrock Edition, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears. In Java Edition, experience orbs appear in the same spatial and temporal location as loot when an entity is killed. Orbs with negative values can be created using the /summon command, either using values below 0 or above 32767 due to 16-bit integer overflow. They use the smallest texture of experience orb. Negative orbs behave differently from positive orbs, namely that they do not deduct experience when collected by the player. They deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs. The following mobs and similar entities do not drop experience when killed: Leveling up The formulas for figuring out how many experience orbs needed to get to the next level are as follows: One can determine how much experience has been collected to reach a level using the equations: Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations: Score The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen. Sounds Java Edition: Experience orbs do not use entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Experience orbs have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Videos History The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price. A player dropping excessive experience orbs upon death may cause performance degradation in the game. Issues Issues relating to "Experience" or "Orb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bundles_of_Bravery] | [TOKENS: 184]
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Bundles of Bravery October 22, 2024 Bundles of Bravery is a game drop that was released on October 22, 2024, as Java Edition 1.21.2 and Bedrock Edition 1.21.40. It adds bundles to the game. It also adds Hardcore mode to Bedrock Edition and makes it available to Realms on Java Edition. The game drop was announced at Minecraft Live 2024, though the name was accidentally revealed on Minecraft.net as part of a summary of the event posted a few days before it happened. Contents Additions Banner patterns Bundle Hardcore for Bedrock Edition and Java Edition Realms Changes Loom [Java Edition only] Redstone torch [Java Edition only] Redstone comparator and redstone repeater [Java Edition only] Banner pattern Smithing template Further revisions Videos Gallery Notes References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Marketplace] | [TOKENS: 1101]
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Marketplace The Marketplace (known as the Store on PlayStation) is an in-game platform where players can purchase access to content created by both Minecraft and members of the Minecraft Partner Program. Contents Usage The Marketplace is opened from the title screen, game menu (Browse Add-ons!), or dressing room, the former showing an animated button promoting new DLC and sometimes a tag. Throughout the menus are other buttons redirecting to the Marketplace, such as in resource pack or world template selection menus. Furthermore, Marketplace content is often promoted with pop-ups or inbox messages. It is only available with a stable Internet connection and a Microsoft account, and not in the trial version. The Marketplace is also available from minecraft.net, where packs can be browsed similar to the in-game menu, purchased once signed in, and even the game can be launched opening the selected pack's page in the Marketplace. The menu promotes various types of content organized into sections. With the Search tool, the player can filter for name, pack type, price, ratings, tags, individual creators, or Marketplace Pass availability. Every pack has a purchase page with more information, tags, images and videos, and purchase or download options. Packs can be added to the Wishlist using the heart icon, and the link to the pack on minecraft.net can be shared. Once obtained, packs can be downloaded to the device at any time. Depending on the type of pack, it can then be activated or played. The bottom of the purchase page allows to rate owned packs stars, which will be shown by the pack. Downloaded packs are automatically updated while in the menus; this can be toggled in the settings. Most content in the Marketplace costs money, and is purchased using Minecoins, although some content is free. Minecoins are obtained in the Marketplace with real money in selected packs, or along with promoted content in content bundles. They are saved to a player's Xbox account; on PlayStation they are called tokens and sold separately. All purchased content instantly syncs to the player's Microsoft account unless not signed into the Microsoft or console account on consoles, in which case it is saved locally to the player's device. Marketplace Pass is a monthly subscription that allows any subscribers to get access to a variety of Marketplace content that changes monthly as long as they pay a monthly fee. Included content can be activated directly from its own tab in screens with Marketplace content, such as the Create from Template screen. The Marketplace Pass is included in Realms Plus subscriptions. Content There are 5 different categories of content available on the Marketplace, including skin packs, worlds, add-ons, texture packs, and mash-up packs. All content is submitted by official Minecraft partners and is approved by the Minecraft Content Team. The Minecraft Wiki only documents officially promoted DLC, third-party content usually has its own documentation. Skin packs are collections of custom skins that players can use in both singleplayer and multiplayer games. Depending on the specific content, some skin packs provide 1 or 2 free skins to use without needing to purchase. Skin packs can be seen in the Dressing Room, allowing to enable included skins. Worlds are pre-built maps that offer wide variety of in-game experiences. Not to be confused with mash-up packs, worlds can also include custom textures, blocks, items and mobs and be bundled with bonus skins. Worlds in the Marketplace are distributed as world templates; they can be downloaded in the Create from Template screen allowing to create a world using the template. Dynamic worlds don't have a set build like normal pre-built ones, instead they can be generated like a Minecraft world. These worlds allow for a whole new experience every time because they generate differently depending on the seed. Sometimes they also include add-ons and texture packs as well. Adventure maps are self-contained experiences that focus on exploring and other types of guided gameplay. These types of worlds can range from PvP arenas to simulators and can be designed for singleplayer, multiplayer or both. Minigames are compact worlds with a specific theme or goal that are designed to be repeatable. These can feature a set of different gamemodes and variants or be designed to reset continuously. Survival spawns are starter maps that players can explore, gain loot from and expand. Maps of this type can sometimes add an entirely new aspect to the game but still allows players to experience the world as they normally would in survival mode. Texture packs, built from resource packs, allow players to change the visual appearance of worlds. These packs can also customize other in-game elements such as sounds, items, the GUI, the geometry/shape of mobs, animations, and Vibrant Visuals. Texture packs are only able to alter existing features in Minecraft and cannot add new mobs, blocks or items. Texture packs can be enabled from the Global Resources settings tab in the main menu. Unless a world or server disables global resources, they can always be enabled locally on the player's device. Mash-up packs are special bundles that combine a world, texture pack and skins. Unlike worlds, texture packs included in mash-up packs can be used across other singleplayer worlds and even servers. Add-ons are resource and behavior packs that can fully customize the game by adding new items, blocks, mobs, and more. Add-ons can be added to any world. They can be played and accessed on both singleplayer and multiplayer. History Issues Issues relating to "Marketplace" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mod] | [TOKENS: 1752]
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Mod A mod (short for modification) is a piece of unofficial code that is injected into the game for the purpose of modifying its behavior. They can be used to enhance the game by means ranging from fixing bugs, adjusting core mechanics, to completely revamping the way the game is played with unique features. Contents Overview Mods are primarily user-created content used to alter the base game to create unique experiences that are not usually present from vanilla. They allow players to customize the look and feel of the game, give more options and customization, or expand the game with new progression and mechanics. Mods have control over various aspects of the game, where developers can modify or add custom features, such as physics, graphics, user interface, and various gameplay features (such as entities, items, blocks, world generation, and dimensions, usually through the game's registries). While many mods add content, others act as utilities that are designed to improve the game while being close to vanilla. There are optimization mods that modify the game's rendering to improve frame rates and load times, making the game more accessible on lower-end hardware (see also Tutorial:Improving frame rate). Other client side mods may also fix several bugs and improve stability of the base game, such as reducing crashes and micro-stutter, and fixing several block and item duplication bugs. Mods are usually designed for specific release versions of the game. When the game is updated, the mod must also be updated accordingly, otherwise it may no longer work for future versions. Java Edition is written in Java and runs on JVM, which for technical reasons makes creating mods relatively easy. Modding strongly depend on decompilation to see the game's source code. Because Java compiles to bytecode rather than machine code, it is highly susceptible to decompilation, allowing modders to reverse-engineer the game logic easily. Due to this, a prolific modding scene exists for that edition, which has matured over a decade, and has created several programs and tools for modding, notably mod loaders. For older versions, obfuscation maps provided by Mojang and the community which ease the process of reverse-engineering the game. The unobfuscated versions of the game also lets modders directly see the game's source code without obfuscation maps. Bedrock Edition is written in C++ and runs as machine code, which makes it technically challenging to mod. Mods for that edition exist, but are much less common and less complex, both due to technical challenges, and other reasons such as low interest from the community and add-ons providing official means of adding content to the game. In Java Edition, a mod loader is used to inject modifications into the game. Mod loaders serve as an intermediary between the game's and the mod's code, they provide two main functions for modding: (1) providing system of API and tools to develop new mods and communicate with the game, and (2) managing loading mods simultaneously while keeping them compatible with each other. There are many well-known mod loaders, such as Forge, Fabric, Quilt, and NeoForge. Each mod loader supports different system and API for developing mods. Because of this, mods designed for specific mod loader are not likely interoperable with another mod loader, and vice versa. Add-ons serve as the official modding API in Bedrock Edition, they can add new content and modify existing features and customizations in the game. In comparison to Java Edition mods, add-ons may be limited in terms of features and customization, but are far more friendly and less complex for creators. An official modding API was planned for Java Edition, called "Plugin API" (dubbed "Workbench"), but was subsequently abandoned, with no further mentions or developments of it after Java Edition 1.9 (see Mentioned features § Workbench (Plugin API)). In Bedrock Edition 1.21.20, Mojang Studios removed debug information (bedrock_server.pdb file) from Bedrock Dedicated Server, making modding more difficult for Bedrock Edition. While there are other ways to change the experience of Minecraft, such as resource packs and data packs, the ability to load these is part of the vanilla game and usually not considered modding (see Game customization). Historically, the modification of features such as advancements, enchantments, dimensions, or world generation have required the usage of mods. However, in later versions of the game, the additions and expansions of data packs and resource packs have allowed several of these features to be implemented into the game without any modification of or addition to the game's code. Most modern mod loaders allow data packs and resource packs to be included alongside a mod to provide additional data and resources, such as models or recipes. Types of mods Client mods are direct modifications of the Minecraft game files. They control and add custom content for mobs, particles, items, and blocks, such as models, sounds, textures, and GUIs, but require the server to implement the game mechanics behind them (see § Server-based). They usually modify the client software, or client.jar file. Functional client mods like Sodium and OptiFine modify and enhance client side features of the game, such as graphics fidelity and rendering, while not adding or changing any gameplay features, making them perfectly compatible with vanilla server without any modifications. Server mods are modifications to the official Minecraft server software. They control features that are handled exclusively in the server, primarily the game mechanics, such as physics, mob AI, chat, commands, player interactions (e.g. crafting, smelting, opening chests or inventory, block placement and destruction), world generation, and much more. They cannot control client side features, and are limited in terms of custom content. Most mods are installed together on the server and client side, allowing for more freedom and complete game customization. Server mods are commonly used to enhance server administration with more functionality and ease of use. They can provide tools to protect against griefing and cheating, implement tiered privileges for commands, automate server backup, monitor server performance, optimize gameplay features, and more. Most server mods are compatible with vanilla client, without requiring the same modifications on their end (see semivanilla). Most multiplayer minigames, such as spleef, capture the flag, sky wars and bed wars, are implemented using server mods. Server mods may be referred to as plugins, mainly on Spigot mod loader and its derivatives. Some are implemented as wrappers, which do not modify the server software directly, instead monitoring its output and sending commands to it, typically using the RCON protocol. A shader pack is a client mod used to alter the visuals and looks of Minecraft. They primarily change the game's graphics, and enhance it by adding shadows, lightnings, reflections, and other customization. Shader packs require a mod designed to load them, such as Iris Shaders or OptiFine. When combined with resource pack, shader packs can drastically transform the game's appearance, allowing players to customize into different styles and settings like medieval, realistic, cinematic, and cartoonish. Additionally, resource pack can include custom material data loaded by shader packs for use in physically based rendering (PBR). Modern shader packs can implement path tracing and global illumination (GI) for Minecraft, most notably, SEUS PTGI and Continuum RT have done this. A mod pack is a collections of mods that have been put together and configured so that they work together. Mod packs are often centered around a general theme like tech, quests, or magic. Mod packs often have either custom launchers or installers that make installing and running the mod pack easy. Some of the most popular mod packs include Feed The Beast, Tekkit, RLCraft, and Hexxit. In addition to making it easy to install mod pack clients, certain launchers can also download server mod packs. Modded flag If Minecraft crashes, a modified game is flagged in the crash report. This is possible by first checking the client or server brand is vanilla branded, then verifying if the Java class (where the game crashed from) is signed from a signature file, which is stored on the META-INF directory with .SF file extension in the JAR archive. These checks are done on both client.jar and server.jar files. The signature file that comes from the vanilla build of the game is named MOJANGCS.SF, and stored on the META-INF directory like any other signature files. The creator of the signature file is listed as Microsoft. The crash report text includes one of these lines near the bottom: A shortened example crash report is given below: Trivia Gallery See also Notes References External links Navigation See here for more information Navigation menu
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[SOURCE: https://minecraft.wiki/w/Add-on] | [TOKENS: 1118]
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Add-on An add-on is a package format and a type of downloadable content that provides additional custom game features beyond the base game in Bedrock Edition. It contains a set of programming interfaces used for constructing and customizing certain game objects and elements, such as entities, blocks, items, biomes, structures, the user interface, and more. It is officially supported by Mojang Studios, who provide the Creator Documentation for developers. Add-ons consist of three main APIs: a resource pack for managing assets and resources, a behavior pack for defining data-driven behaviors, and the Script API for writing a set of procedural instructions to perform custom behaviors and interactions. These functions and utilities are used for video game modding. Add-ons are officially hosted on the Marketplace, where players can download or purchase them on their devices using an in-game digital currency called Minecoins. They must be submitted by members in the Minecraft Partner Program and approved by the Minecraft Content Team. Contents Overview Add-ons can be created with two types of data packs: behavior packs and resource packs. Behavior packs can be used to change gameplay and allow adding and customizing entity behaviors, loot tables, spawn rules, item behaviors, item recipes, biome characteristics, and much more. Resource packs affect how the game looks and have no effect on gameplay, and they allow adding and customizing textures, models, music, texts, and interfaces. Definitions are written in JSON files, which are organized in multiple folders by their features. This system allows users to override and modify certain features in the base game, or add unique features with their own pack. All contents of an add-on can be packaged together in a zipped .mcaddon file. An add-on file can be automatically imported by the game, which will organize all contents in the dedicated directories in com.mojang. Resource packs and behavior packs can contain other packs inside the root, known as sub-packs. A sub-pack has the same format as the main pack and the directory of a sub-pack can have any name. Sub-packs need to be specified in the manifest.json file of the main pack, where a name and minimum memory tier can also be added. For example, a pack can have multiple less resource-intensive sub-packs for lower memory tiers, but it can also be used for other types of settings. The memory tier, affecting which sub-pack is used, can be adjusted in the pack's settings menu in-game. Molang is a simple expression-based language designed for fast, data-driven calculation of values at run-time, and with a direct connection to in-game values and systems. It is used in Bedrock Edition in their add-on system with its purpose being to enable low-level systems like animation to support flexible data-driven behavior for both internal and external creators, while staying highly performant. Scripting is an add-on feature used to write a set of procedural instructions for the game to perform custom behaviors and interactions at a certain time or in response to events and actions. It lets users control behaviors of entities, blocks, and items; characteristics of the world; or an entire game loop. It is fundamentally different from the behavior pack system, the latter uses a component system with preset definitions provided by the game. Script files are written in the JavaScript programming language and loaded by the game under the scripts directory inside an add-on. Users may use TypeScript, a dialect of JavaScript, which provides better error reporting and a static type system. The Scripting API provides script modules for users to interact with the game, each module must be added as a dependency in the manifest.json, some notable ones are: The Scripting API also provides a way to define and register custom commands. The Scripting API version 2 is a major update to the Scripting API, which provides a new API to define custom components along with other major API changes that aren't backward compatible with the previous version. The Marketplace is an in-game platform where creators may sell their add-ons to the player-base. All Marketplace content must be submitted by members in the Minecraft Partner Program and approved by the Minecraft Content Team. Purchased content in the Marketplace is synchronized to the player's Microsoft account, and if they are not signed in, it is saved locally on their device. Add-ons are usually added to the Marketplace every Tuesday (originally Wednesday)[citation needed], although occasionally appearing on other days. Free add-ons are released as part of special events, for occasions such as to promote the release of A Minecraft Movie for Minecraft's 15 Years celebration and the eventful McDonald's X A Minecraft Movie promotion. In addition to the Marketplace, there are community websites dedicated to hosting community-made add-ons, although such add-ons may only be loaded on PCs and phones, whereas consoles can only access those add-ons through Realms. Loading tips Extra loading tip messages would appear if the player is loading a world with add-ons applied. The loading message box is titled "Modified World", and loading tip messages would primarily warn the player about the add-ons or resource packs applied. Here's the list of add-on applied loading tips: History Videos Tutorials from the official Minecraft Creator Channel. Quotes Within Minecraft, there are so many ways to be creative and build the worlds of your dreams. But when you want to extend Minecraft even further and introduce new mobs, items and other artifacts into your world, you’ll want to go to the next level of creation by building new Add-On packs that can transform Minecraft. Gallery See also References External links Resource and Behavior Example Packs Script API Example Packs Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Slab] | [TOKENS: 833]
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Slab A slab is a half-height version of its respective block. Contents Variants There are 61 variants of slabs: Obtaining All slabs have the same crafting recipe format, with one block resulting in two slabs each. All slabs except wooden slabs and bamboo mosaic slabs can be obtained by stonecutting, at the same rate as with crafting. Usage Slabs can occupy either the top half or the bottom half of a block, or both: Slabs cannot be oriented vertically. In Bedrock Edition a single slab (top or bottom) is transparent to light and diffuses sky light, while a double slab is opaque. The empty half of a slab block is also transparent to mobs, unlike other transparent blocks such as fences and glass, which players can see through but mobs cannot. A bottom placed on top of a hopper is transparent to items; the items fall through the bottom slab into the hopper. Without a hopper attached below, a bottom slab behaves as a solid surface. Falling block entities (like sand, gravel, and concrete powder) turn into their dropped form if they land on a bottom slab, as when they fall on a torch. Mobs see a slab as a full block when pathfinding. They can spawn on top slabs and double slabs, but not on bottom slabs. This can be used to prevent mob spawning in certain areas, such as mob farms. Generally, the top face of top slabs, the bottom face of bottom slabs, and all faces of double slabs are handled as solid blocks. Due to this, blocks that require a solid surface for placement can be placed on these faces. Double slabs are handled as a single block instead of two different slabs; as such, breaking one destroys the whole block and drops two slabs, as opposed to breaking only one slab within the same block-space. "Double slabs" that are not aligned to the grid (i.e. a bottom slab on top of a top slab) are handled as separate blocks and are broken individually. Redstone dust placed on a top slab receives signals from redstone dust one block lower and adjacent, but cannot transmit signals down to that block. Due to the way blast rays propagate from an explosion, bottom slabs provide extremely effective absorption to explosions directly on top of them. In some cases, only the slab is destroyed from a TNT explosion directly on top of it. Explosions from end crystals and creepers are also weakened. Sneaking reduces the player's hitbox height to 1.5 blocks, allowing the player to fit through such a gap (for example, walking over a bottom slab with one block of air above it, or in a two block high tunnel with an upper slab on the ceiling). A player cannot walk from a block of soul sand directly up to a bottom slab without jumping – this applies not just to soul sand, but to any block 7⁄8 of a block high or shorter, because the maximum step height of the player is 0.6 of a block. The player can walk off a bottom slab while sneaking, because the sneaking prevents falling only when the distance is higher than one half block. If a single slab is placed in a water source block, or water is placed onto a single slab using a water bucket, the empty half of that slab's block is waterlogged. If a slab is placed in flowing water, a pocket of air is created in the unfilled half of the block. If the player's head is in this pocket, the player can breathe and see as clearly as from an air block. In Java Edition, if a single slab is placed in between two water sources or waterlogged blocks, the slab becomes waterlogged. A minecart on powered rails is not repelled by a slab, although it is repelled by a slab with a minecart on top. Block states Java Edition: Bedrock Edition: History Gallery Issues Issues relating to "Slab" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Minecraft_Wiki:Hey_Wiki] | [TOKENS: 726]
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Minecraft Wiki:Hey Wiki Minecraft Wiki Main contributors Java 1.8.0 June 1, 2024 ~228 KiB LGPL-3.0 Yes (GitHub) Hey Wiki is a client mod for Java Edition made by the Minecraft Wiki community. It allows players to quickly open the wiki page of the block, item, or entity that the camera is aimed at, whether it is from the vanilla game or another mod. Download on Modrinth Download on CurseForge Contents Features It is also supported to use MCBrowser and MCEF for in-game browsing. Optionally, the following behaviors in the config menu can be changed: These commands are available: Opening a page with a command does not cause the confirmation screen to appear. Hey Wiki supports [[wiki links]] in chat. When a message is sent with [[wiki link]] syntax, it will automatically be replaced with a clickable link. Interwiki links and other namespaces are supported. For example: Supported wikis The latest version of Hey Wiki supports the following wikis: Resource packs can be used to add support for other wikis. An issue can be filed in case a wiki should be added to the default list. APIs Hey Wiki provides several ways mod, mod pack, data pack, and custom server developers can leverage to support their creation. Hey Wiki supports using resource pack to add support for other wikis. To do so, create a JSON file in the assets/<namespace>/wiki_family/ folder in your resource pack with the following format: You also want to include a translation file in assets/<namespace>/lang/ folder with the following format: Data pack and custom server authors can use heywiki:identifier, heywiki:translation_key and heywiki:fallback_title in custom_data data component to provide custom namespace and name for an item. However, this only accounts for custom items. For 1.20.4, you can populate these fields directly in NBT. You need to use the method above to register a new wiki with a custom namespace using resource pack. If it is not feasible to ask your players to download a resource pack, we can also ship it with the mod itself. For example, on "niceserver", to have a bone item to resolve to the "Drill" page, you will first need to register the "niceserver" namespace per above. Then you can give the player this item: Dependencies For Fabric: For NeoForge: Versioning Hey Wiki uses Semantic Versioning in the format <major>.<minor>.<patch>[-<prerelease>]. The version number is incremented based on the following rules: Changelogs for Hey Wiki can be seen at MCW:Hey Wiki/Releases. Hey Wiki supports multiple versions of Minecraft. Every Minecraft version is assigned a support status: The current Minecraft release and the master branches are always Active. Pull requests should almost always go to master. If they're accepted, they should be cherry-picked to other Active branches. When a new snapshot releases, master branch is updated to that snapshot. Snapshots might receive only one version or no version at all. Only Fabric is supported for snapshots. Old Minecraft versions are provided with Long Term Support (LTS) based on their popularity and the community's interest. LTS versions receive Active support at first. After some time, they will be downgraded to Maintenance. Old snapshots are not supported. The following table shows which versions are supported: Language support Hey Wiki is available in multiple languages. It is translated by the community on Crowdin. It currently supports the following languages: Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Category:Minecraft_Wiki] | [TOKENS: 70]
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Category:Minecraft Wiki This is the top-level category of the Minecraft Wiki. This should be the only category with no parent category. Subcategories This category has the following 11 subcategories, out of 11 total. Pages in category "Minecraft Wiki" The following 33 pages are in this category, out of 33 total. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Special:RandomRootpage/Main] | [TOKENS: 178]
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Legacy Console Edition Tutorial The Tutorial is a world that introduces the player to the basic mechanics of Minecraft. Available only in the Legacy Console Edition, it allows newcomers to familiarize themselves with the game, primarily with the controls and the crafting system. The world and presentation differ depending on the version of the game it was created in; however, the basic tutorial mechanics remain the same. All versions begin with the player in a small, enclosed area where building, crafting, mining, and survival mechanics are introduced. The tutorial world contains twelve hidden chests with music discs that the player can search for. Contents Concepts covered The tutorial walks the player through: Other tutorials for features such as beds, Nether portals, trading, boats, pistons, brewing, and fishing rods are scattered throughout the world, but are not part of the main tutorial. Tutorial area History Trivia Gallery References See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Special:RandomRootpage/Movie] | [TOKENS: 114]
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Movie:Cactus Ball Details Plant A Minecraft Movie Live Event A Minecraft Movie A cactus ball is a type of cactus that is shaped like a slightly cubical ball and covered in sharp spines, allowing it to cling to anything it touches. It can be used as a projectile. Contents History Cactus balls are projectiles used by Steve as part of a defense system in the Redstone Mountains. While visiting the mines to snag diamonds, Garrett unwittingly sets off Steve's traps, getting impaled by several cactus balls in the process. Trivia Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Special:RandomRootpage/MCE] | [TOKENS: 45]
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Earth:Polished Andesite Slab Rare No ? ? ? ? ? ? ? A polished andesite slab was a block found in many levels of Minecraft Earth. Contents Obtaining Usage Behavior Sounds History Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Minecraft_Wiki:Sandbox] | [TOKENS: 208]
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Minecraft Wiki:Sandbox Minecraft Wiki Sandbox This is the Minecraft Wiki sandbox. You can experiment with making edits on this page. To edit this page, click the "Edit" tab (or the pencil button in mobile view) at the top of the page, or click here. To reset the sandbox, click the "Reset sandbox" link above and click "Save changes". After making your changes, you can preview them by clicking the "Show preview" button below the edit box, and save them by clicking the "Save changes" button. Note that changes made here are not kept, since this page is only meant for testing. You can create subpages of this page (e.g. Minecraft Wiki:Sandbox/Temporary testing page) for longer-term projects, though these will still be deleted after a period of inactivity. All current subpages of this page can be found here. Alternatively, if you are logged in, you can create a personal sandbox in your userspace where you can experiment without your changes being wiped. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Special:RandomRootpage/Tutorial] | [TOKENS: 4608]
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Tutorial:Tree farming Tree farming is the process of planting a large number of saplings and waiting for them to grow into trees. These trees are then harvested for logs and more saplings, which can be used to grow another generation of trees. This can be repeated indefinitely, yielding a regular supply of logs without the hassle of covering large areas of terrain, therefore making wood a renewable resource. A secondary benefit of tree farming is that it allows conservation of the surrounding environment. The use of bone meal can speed up the process, or players can just plant the saplings and go do something else while they grow. For detailed information on the mechanics of tree growth and structure, see the article on trees. Contents Uses Tree harvesting is an essential first step for any player in Survival mode. The wooden blocks can be harvested for wood, without requiring tools, although an axe quickens harvesting. Each wood can be crafted into planks and sticks, which are used to craft tools, like a wooden pickaxe and similar wood-derived materials. Wood can also be smelted into charcoal, a functional, easily renewable substitute to coal. When leaves are harvested, or decay naturally, they have a chance to drop a sapling of their own species, which can be planted to grow a new tree. Decaying oak and dark oak tree leaves also have a 1/200 chance of dropping an apple. Destroying leaves does not require a tool; a sword is negligibly faster than bare hands but wears out the sword. Using a hoe increases the speed of breaking leaves, with an iron hoe able to mine them instantly. Using shears harvests usable leaf blocks for the player to pick up and later place elsewhere. Use of fire also destroys leaves quickly, but when used on a tree, fire also destroys much of the wood. Also, any leaf block unconnected or too far from a block of wood decays naturally over time. Wood is also one of the most used building blocks in the game, used as pillars, flooring or simply as the main building material for base building. Aside being used as a building material, wood is also essential in crafting. Chests, hoppers, tools, fences, torches, etc. have wood as one of its materials and are thus really important. Which type of tree is best? Because all eight types have different advantages and disadvantages, the best tree to choose can vary with the situation: Different kinds of trees have different wood textures. If building wooden structures, you may choose a specific type of wood for its texture. Because the efficiency difference among tree types is only slight, appearance often has priority. If building or decorating with multiple wood types, having a tree farm for each is also useful. Azalea Trees Farming various types of trees What players need: First dig 1 block down. Count 4 blocks to the left and dig 1 block down. 4 blocks left again, dig one down. Repeat one more time. Then plant a sapling in every hole: Wait a day (or use bone meal), then harvest the trees and get the saplings. Place the chest nearby to store the saplings (and axe, if players have one) in there. Then, you can extend the grid if you like, as long as all the saplings are the same type. (Mixing types can work, but the timing and space requirements get a bit messier.) You can add a torch in the middle to make the saplings able to grow at night and also ward off some mobs. Spruce and jungle trees can be planted and grown just like any other tree. But unless you only need a small amount of wood quickly, this is not useful. Not only are regular jungle trees slightly too large to harvest easily, they rarely drop saplings, and may not even replace the one used to grow them. However, four saplings can be grown into the respective "giant spruce" and "jungle giant" forms, by planting them in a 2×2 formation: Aside from the saplings, make sure there are no blocks less than 2 blocks away from the saplings (even torches and grass), at any height up to the future height of the tree trunk (up to 32 blocks). A huge tree needs a 2×2 thick trunk to grow. These trees average ~96 wood (1½ stacks), and some can exceed 2 stacks. Bone meal can be used on any one of the saplings to make the tree grow more quickly. (Dark Oak must be planted similarly, but they don't grow tall enough to require the special harvesting techniques.) Harvesting wood is a bit harder, since the trees are extremely tall. You can do it with a top-down technique or with a spiral-up technique. If you want to be able to pause your work or are just afraid of heights, you can put a block of water around the dirt blocks where tree saplings sit on. If you are working with spruce trees, increase the depth to two blocks in case leaves grow over them. Since the player can only harvest 7 blocks above the ground without climbing on something, the most efficient tree farm design limits the height of trees to 9 blocks. This allows 7 blocks of logs as a "trunk" and 2 block of leaves above that. This is accomplished by adding a ceiling at 10th block above the ground, leaving a space 9 blocks high in which trees can grow. This allows all of the wood from the trees to be harvested quickly and with minimal effort. The other option is to grab what you can from the ground and use a flint and steel to burn what you can't reach. It should be noted that leaving 9 blocks of space for trees to grow does not guarantee that all trees grow to this height. Trees grow with trunks 4-7 blocks in height, but not higher. Some may also grow branches despite the height limitation. This height issue can also be avoided by planting a sapling on the bottom of a 2-block-deep hole. This ensures that the top layer of the tree remains reachable, and has the added benefit of preventing mobs from hiding in the shadow of the tree and surviving daylight. It also prevents growth of the smallest size, whose leaves would be blocked by the hole. Note that oaks can grow through certain blocks: Small oaks can replace many blocks (fences, glass (but not glass panes), paintings, stairs, pistons, torches, buttons, ladders and doors), while the branch wood of large oaks can grow through even solid blocks (including bedrock). Because trees grow underground with a nearby light source, and also grow when in direct or diagonal contact with other trees, quite compact arrangements can be used for efficient use of space. Underground saplings rely on torch light to grow. Various patterns of saplings and torches can be used to achieve varying degrees of space efficiency. Since saplings only require light level 9 to grow, a single torch starting at light level 14 can sufficiently light 60 saplings. However, this torch-efficient model comes at the cost of stability. Trees can grow and block the torch light to other saplings. Underground tree farms should stay clear of magma blocks because a bug relating to the south-east rule may let magma affect any leaf/wood blocks occupying the same corner.[verify] It is also possible to grow trees to maximize wood for the territory. However, because the canopies overlap, you harvest fewer saplings. Oak, birch, jungle, and acacia trees ignore logs of their own kind when calculating when to grow. However, spruce trees still require two blocks between other trees. The most space-efficient way to prevent grown trees from blocking light to other saplings is to have every sapling directly next to a torch (not diagonal). This strategy yields a basic space efficiency of 80% since the pattern is made up of units of 1 torch + 4 saplings. The plus-sign shaped units can be arranged to completely fill an area. It is recommended that the perimeter walkway and all blocks with a torch underneath be a different material, such as cobblestone. This allows for quick visual identification during re-planting, of which blocks get saplings and which get torches that may have been inadvertently knocked out during harvest. It is recommended to do the same for torches on the wall, as these may get knocked off by growing trees. If you dig down two blocks instead, and place the torches under glass blocks, the trees still receive the proper light level, and you are far less likely to inadvertently break your light structure during harvesting or replanting. A 11 by 7 farm, utilizing 61 Saplings and 22 torches, with a perimeter walkway. This design takes account for the fact that all saplings adjacent to the walkway are supplied by light from the torches on the walkway. Thus the farm yields an efficiency of 84%. Note when the tree farm is cut down, the amount of returned saplings per tree is much lower than cutting trees in a forest, as the canopy is shared by many trees. Using an iron Hoe with Fortune III to break the leaves often drops enough saplings to replant the farm. Unlike oak trees, spruce and birch trees never grow to a branched tree. This makes them easier to harvest, but to farm Birch and Spruce trees efficiently, more space is required. Birches can be planted next to other birches with 2 blocks of space between them since the birch leaves can overlap with other birch leaves. This same spacing holds true for spruces. However, when planting the different types of trees together, birch and spruce trees need 4 blocks of space in between the saplings (the tree does not grow if leaves of a different tree are obstructing its path). Both birch and spruce trees require 9 blocks of vertical space above the sapling to grow regularly (10 is more efficient for growth). Both spruce and birch grow with less space, but not as regularly. Like other saplings, they must receive light level 8 or better to grow. Acacia trees require six blocks of space from the sapling to the ceiling, if there is any, and at least two empty blocks to each wall. So the minimum space that an acacia tree requires to grow is an empty rectangular cuboid over the sapling of 6(height) × 5(wide) × 5(long) blocks. Using the same spacing as a birch farm, one can grow individual jungle tree saplings as small jungle trees. Without fortune enchantments, a single tree would not produce enough saplings to replace itself. A 3×3 grid of trees growing usually produces enough saplings to replace itself in the long term, and occasionally produces 1-2 excess saplings. After 6-7 real life hours of hovering over the farm, cutting down, and replacing trees as they grow, a profit of about 10-20 saplings can be accumulated this way. A starting supply of 9 planted saplings and 18 back stock for the eventual stretch of losses is necessary to keep the initial tree grid planted at all times. After enough iterations, the ultimate result is a profit in jungle saplings. Huge fungi require Bone Meal, Nylium and Nether fungi to farm. You can make a platform of nylium, apply bonemeal until it generates fungi, then quickly grow the fungi and break the bottom stem to prevent the nylium from decaying. Cut down the fungus, and break the vegetation and nether wart blocks that generate and compost them, along with all the non-fungus vegetation that generates with using the bone meal on the nylium. With luck, you can get enough bone meal to do it all over again. You can always farm some other vegetation to produce enough bone meal to make sure you do not run out. Collecting huge fungi blocks in their own biomes is a great way to collect a sufficient amount of wood and decorative blocks early game. The fastest way to use this method is to make an efficiency 5 netherite axe and hoe, then travel to the nether and fly around using an elytra until you come across a warped or crimson forest. If it's a crimson forest, be sure to bring warped fungus to repel hoglins (must be planted, with an area of effect of 15 blocks). After planting a fungus, build a 3×3 platform of gold blocks with a beacon on top for the haste 1 effect. Fly up from the beacon base and destroy the netherrack obstructing the beacon beam. The haste 1 effect reduces the mining time per stem block by 2gt. This also helps when mining wart blocks and shroomlights, as when combined with an efficiency 3 netherite or diamond hoe, you can mine each block in 1gt. Setting up and removing a 1 layer beacon in the nether takes on average 600gt, so this beacon method is effective only if you are mining more than 300 stem blocks, or if it is necessary for instant mining more than 38 blocks. Once the beacon is set up, you can begin harvesting trees. Huge Fungi normally generate together in clumps, so it's best to climb to the top using twisting vines, and then mine from the top down. Be sure to use a hoe to mine the leaf blocks (wart blocks and shroomlights), and your axe to harvest the stems. To marginally increase speed, carry with you a few shulker boxes of unbreaking 3, efficiency 5, gold axes to reduce the mining speed by 1gt per stem block. Place 2 nylium in a 3×3 grid pattern with 6 blocks in between each one. Then construct a water stream platform beneath it. Have the water stream funnel the items into a chest storage, connected by a hopper. To use the manual farm, place down a fungus on each nylium block, then grow the fungi using bone meal. Now climb to the top using ladders, a bubble column, scaffolding or vines, and mine out the huge fungi from the top down. After harvesting the huge fungi, collect any items that didn't drop into the water stream below. Semi-automatic harvesting is when everything in a farm is self-sufficient except for the input. In the case of semi-automatic huge fungi farms, this would be the placement of fungi plants and often, but not always, supplying it with bone meal. The positives of a semi-automatic design, is that they're fast, inexpensive to construct, lag friendly on small scales, and produces every block from the tree (wart blocks, shroomlights and weeping vines included). This is a nether tree farm designed by ncolyer dubbed as "The Menace". The design is fairly complex but to simplify, it uses TNT dupers to destroy the logs and pistons to destroy the wart blocks. A modified design includes a system to convert byproducts such as vines, wart blocks and shroomlights to bonemeal to fully AFK the farm without the worry of running out of bonemeal. In all, it produces 80,000 logs per hour. Mangrove trees are really tall, and require a horizontal footprint of 13 by 13 blocks to grow fully. They are difficult to harvest from the ground up, because their log usually starts a few blocks above the ground, and the logs branch in all sorts of different directions, which is hard to trace when digging through the leaves. Therefore, the best way to mine these trees manually is a top-down approach. However, these trees are usually tall and difficult to get on top of. Despite this difficulty, mangrove trees possess a unique trait that stands out among other trees: they can be planted underwater. To farm these trees underwater, find a flat lakebed or ocean floor that is at least 10 blocks deep, place the mangrove propagule in the middle, and use bone meal on it. After the tree grows, you can easily swim to the top and start harvesting it downward. Because you stay underwater for long periods of time, a helmet with Aqua Affinity or a conduit might be helpful. Because mangrove leaves do not drop saplings, There is no point to wait for all of them to decay before you plant the next tree, so you can simply mine out all the logs and mangrove roots, and then start planting the next tree. Because mangrove propagules can be easily obtained by using bone meal on mangrove leaves, you can simply harvest a bunch of propagules, then start planting new trees without worrying about propagule collection at all. You can much more easily collect all the logs if you farm multiple trees in a special shape. In EthosLab's LP episode 51, Etho has a tree farm with 24 trees growing side by side in a 7×7 square. The tree/dirt part looks like: The farm should be put above a flowing source of water to auto-collect the drops. In Etho's version, the farm is put in the middle of a 13×13 square, and on each corner of the square is a water block. This takes all drops from the leaves to the center point of the setup, where you can place a hopper. After setting up the farm, just put a sapling (oak, birch, or spruce) on every dirt block. If you want to plant 25 trees, you can put a dirt block in the dead center. Automatic tree farms Although somewhat complex to build (as opposed to planting saplings and just waiting or applying bone meal and then manually chopping them down), these automatic tree farms allow you to harvest wood at a much faster rate by automating the gathering and block breaking portions of tree farming. Focusing only on the growth portion of the farm, these designs allow you to quickly grow hundreds of trees by pressing down a mouse button and then ignoring it. A dispenser with bone meal automatically forces the tree to grow, and a column of pistons pushs the trunk into a collection area where it is stacked in a large block for you to later harvest. The more complex designs also include leaf breaking, meaning that you end up with a net positive on the saplings and in the case of oak trees get apples without having to do much of anything. After a few minutes you then go over to the storage area and mine out all the wood blocks in much the same way as you would cave-mine; meaning that you do not have to waste time by moving from one tree to the other. Smallest auto tree farm design (no sapling collection, oak only) Auto tree farm design (breaks all leaves, for oak trees only) Auto tree farm design (breaks all leaves, can use any tree type except spruce and dark oak) 1.14 TNT farms As of update 1.14, it's possible to make a TNT based tree farm, or TNTree, with 100% drop rate for saplings, apples, sticks and logs. Several mobs in the game can break blocks, and most of them have been used for wood farming. An overly complex design featuring creepers was made, but the insane size of it makes constructing it anywhere exceptionally difficult. A different design that uses ghasts is also available and much simpler to make, however when ghasts break blocks they destroy (without dropping) most of them, making tree farming with the ghast extremely inefficient. The wither makes it possible to auto-break blocks by using the wither's ability to break any blocks within a 3×3×4 area (4×6×4 on bedrock edition) of it one second after it has been damaged. The wither can be trapped in bedrock in any of the dimensions. Because of the larger breaking area on Bedrock Edition, you can grow oak, birch, jungle, acacia, spruce, and even dark oak (by using boats to shift the breaking area) inside the breaking area of the wither. A newer method of caging in the wither has also been found that enables a tree farm to be build anywhere while at the same time using the wither to break the wood blocks. Although potentially more dangerous than encasing the Wither in bedrock (as in the above design), this cage has been found to be completely reliable as long as it is built correctly. It works by distracting each head with mobs without them being able to damage those mobs. These tree farms work with all tree types except for dark oak. The only reason it does not work with dark oak is because they have a 2×2 block trunk. The section below covers those. These are nearly non-existent because dark oak trees grow with a 2×2 trunk and have extremely specific growth restrictions. The most well-known design of a dark oak tree farm is by ShaydeeJay, which produces 21000-36000 logs per hour. Fungi can be generated from using bone meal on nylium. The bone meal can be generated by composting the Wart Blocks from a grown Huge Fungus. Combine this with a flying machine and a TNT duplicator for breaking the blocks and add some sorting mechanisms, a self-sustaining farm is made. Since nylium decays when an opaque block (like tree stem) is above it, it is recommended that players stay away from the farm so that random ticks don't land on the nylium blocks. A smaller-scale version for logs only (without the TNT and composting) is shown to the right. Apart from being placed on it's respective nylium block, fungi have no growth restrictions thus removing the need for double piston-extender walls. This allows for rapid cycle speeds, and fast rates for minimal build effort. Wart Blocks and Shroomlights can be composted to provide a semi-self-sustaining functionality. Simple huge fungus farm for starter worlds More advanced huge fungus farm for increased drops and efficiency 1.13+ stripped log farms Players can also create farms that automatically place saplings and break logs by either using an auto clicker or holding f3+t in some versions. In 1.13, logs were changed to become stripped logs when right clicked by a player holding an axe of any kind. These types of farms don't give you the raw logs you need for building, but can give you sufficent wood for crafting mass items. Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Legends:Resource] | [TOKENS: 324]
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Legends:Resource RESOURCES – Even the most talented sword swinger will need a helping hand to overpower and outsmart the piglins. Gathering the right resources and learning how to build structures will help you craft a stronger defence of the Overworld. A resource is a material used to build structures and spawn units in Minecraft Legends. Contents Obtaining All resources, excluding piglin keys are obtained by using a gather allay near a deposit of resources. The gather allay will collect the resource over a period of time. Piglin keys are obtained when defeating piglins. The more powerful the piglin, the higher the chance of obtaining a key is, with bosses dropping keys 100% of the time. Gold is only accessible when playing the Campaign. All resources have a limited capacity. The capacity of lapis, gold, stone, prismarine, and wood can be increased by building allay storage improvements. The capacity of coal, diamond, iron, and redstone can be increased by building their respective gather improvements (for example, the capacity of diamond is increased by building a gather diamond improvement). The capacity of the power tower cores and piglin keys cannot be increased. Usage When placing a structure or spawning a unit from a spawner, a set amount of resources is used up. The amount of and which resources are used depends on the specific structure or unit; however, lapis is always used when spawning units. List of resources Achievements History Issues Issues for Minecraft Legends relating to "Resource" are no longer maintained on the bug tracker since January 10, 2024. References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dungeons:Armor] | [TOKENS: 334]
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Dungeons:Armor The term armor refers to the category of equippable items in Minecraft Dungeons that increase the hero's health, apply additional properties, and appear graphically on the hero once equipped. Armor can be obtained opening chests, defeating mobs, exchanging Emeralds with village merchant, luxury merchant, mystery merchant, piglin merchant, and from Gifts provided by heroes made by other players through the gift wrapper. Armor can have up to three player selected enchantments applied to apply additional properties. The mystery armor can have any combination of Mainland armor properties along with armor properties from DLC content if owned thus permitting unique combinations that otherwise cannot be provided by other armors. The obtainable Power level for armor has a maximum of 263. Gilded armor can be obtained by completing the Tower with a maximum power of 263 or by completing an Ancient Hunt and from the piglin merchant with a maximum power of 251. Each armor in the game has a base health value of 200. There are 71 armors, plus two unused armors. 41 of these armors are of unique rarity, seven of which are exclusive to seasonal events. Contents Default 1 - Apocalypse +25 Adventure and above Apocalypse Daily Trial Exclusive Unused History Quotes ARMOR – As you battle your way to the Arch-Illager's fortress, you'll discover many sets of armor. Each set offers different protections and abilities, and can be customized with enchantments. Try out each new set to see what it can do, as it will lend special abilities and open up new combat styles. Here are a few of the sets that you might find. Gallery See also Notes Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Legends:Mob#Allied] | [TOKENS: 328]
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Legends:Mob A mob, short for mobile entity, is an AI-driven game entity. There are several mobs exclusively found in Minecraft Legends that are not present in Minecraft, the original game. Contents List of mobs The mobs listed here always behave passively towards the player, and some of them are created to populate the world. The mobs listed here act passively towards the player and are used as a means of fast travel. The mobs listed here are designed to assist the player, from gathering resources and constructing buildings to attacking hostile mobs. Typically, summons are unlocked for use as you progress through the story campaign. The mobs listed here are stronger ancient versions of regular golems, with different abilities and unlocked as the player progresses through the story campaign. The mobs listed here are ancient entities that watch over the Overworld. These mobs assist the player in the campaign by giving hints and teaching the player. The mobs listed here have aggressive behavior towards the player, units, and some passive mobs. They will usually try to attack them at any opportunity. The mobs listed here are hostile mobs that have a boss bar, high stats, multiple attacks, and appear at the climax of the game and play a big role in the plot. The mob listed here is a unused features and did not appear in gameplay. The mobs listed here have been removed and did not appear in gameplay. The mobs listed here only appeared in conceptual artwork and did not appear in gameplay. The mobs listed here only appeared in the live event and did not appear in gameplay. Related The mobs listed here are particles which create an atmosphere in certain biomes. Achievements Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dungeons:Mission_Select] | [TOKENS: 589]
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Dungeons:Mission Select MISSION SELECT – This helpful map shows you which missions you have completed, or are yet to attempt. Click on a mission to see the level of difficulty, drops you may receive and the Artifacts you could be rewarded with. The mission select is a table used to access an interactable map found within Camp in Minecraft Dungeons. It is used to select and enter missions and secret missions, and can also be used as an alternate way of accessing Ancient Hunt and the Tower. Contents Accessibility The mission select map is found in the north-west part of Camp, located next to the Village Merchant, Blacksmith, and Gift Wrapper. It can also be accessed by pressing the "map" button (Default M/D-pad Down) while inside Camp. The map plays an unfolding animation when hovering the cursor over it, revealing a pixelated version of the mainland map. The mission select map becomes accessible upon completion of Squid Coast. Usage The mission select map is an interface used to travel to different locations. It shows which missions, secret missions, and daily trials have been completed, as well as which ones have not been attempted. Heroes can view and customize the level of difficulty, as well as see weapon drops and artifacts that may be obtained from a particular location. It has three different sections, the first being the mainland section, which is the area where the base game story of the Arch-Illager's downfall takes place. The second section is the island realms section, which is the area in which the first three DLC packs, as well as the fifth, take place. This area contains four islands: Jungle Awakens, Creeping Winter, Howling Peaks, and Hidden Depths. The third and final section is the other dimensions section, which is the area in which the fourth and the sixth DLC packs take place. The other dimensions section also features an alternate way of accessing Ancient Hunt. The mainland section has a total of 17 accessible missions and secret missions, the island realms section has a total of thirteen, and the other dimensions section has a total of eight. All locations found in the mainland section can be accessed by any player’s hero without the need of any DLC, except for The Stronghold. All locations found within the island realms section require a form of DLC to be installed to be accessed, except for Treetop Tangle and Gauntlet of Gales. Aside from Ancient Hunt, all locations found within the other dimensions section require a form of DLC to be installed to be accessed. Random mission The term random mission, or just random, refers to the option that appears on the mission select map upon completion of Obsidian Pinnacle on default difficulty. This option sends the hero to a random mission already available on the mission select map. Completing the mission grants the hero a +25% boost in adventure points compared to if the hero were to complete it normally. Sounds Data values History Gallery Navigation Navigation menu
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