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[SOURCE: https://minecraft.wiki/w/NPC] | [TOKENS: 487] |
NPC ∞ (Minecraft Education)0 (Bedrock Edition) Passive Height: 2.1 BlocksWidth: 0.6 Blocks See Spawning Non player characters (abbreviated as NPCs) are interactive passive mobs that have models similar to villagers. Contents Spawning Unlike other entities, NPCs do not spawn naturally; they can be spawned using the NPC spawn egg (it can be obtained with the following command: /give @s spawn_egg 1 51), or by using the command /summon npc. When spawned, an NPC displays a name hovering over its head. The default name is "NPC" with a color code of §e, resulting in the name being yellow. To spawn an NPC with its spawn egg, the player must have the Worldbuilder authorization, automatically granted to players in Creative mode, or by using the /worldbuilder command. Behavior NPCs have no basic AI. They can neither move nor be pushed by most entities, but they can be pushed by the breeze's wind charge, and by explosions, water, lava, by sticky pistons from below or sides with a slime block attached and they can slide on ice when pushed. They cannot take damage nor be affected by potions. Nevertheless, the NPCs can still turn their body and stare at the nearest player if close enough. NPCs can also never ride minecarts or boats, and the vehicles go through NPCs. The player cannot use a lead on them. NPCs are invulnerable to attacks. An NPC is attacked by zoglins, withers, wardens, goats, and vindicators named Johnny, but the NPC remains undamaged. Pufferfish also inflate when an NPC is nearby. Foxes don't sleep near NPCs as well. Projectiles pass through them. However, an NPC dies when going below Y=-64, and despawns if it falls into the void. Interface Right-clicking an NPC displays the interface. It can be edited only as long as the player has the world builder permission. The interface allows the player to edit the dialog, name, appearance and advanced settings. When the player doesn't have the world builder permission, it shows only the dialog and buttons. Sounds Data values NPCs have entity data associated with them that contain various properties. History Issues Issues relating to "NPC" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Solid_block#Height] | [TOKENS: 723] |
Solid block Solid blocks consist of any type of block that has a collision box that players, mobs, or other entities cannot simply move through, and have to move on top of it or around it. Solid blocks are significantly different from liquid or gas blocks, through which entities can freely pass. Contents Properties Mobs require a solid top surface to spawn. Some mobs are able to spawn inside of the space occupied by another block, but only if their hitbox does not intersect the collision of any solid block. Players, mobs, and other entities can walk on top of solid blocks. Particles that are affected by gravity (e.g. slime particles or water drip particles) also collide with solid blocks. If a solid block's collision box is a full cube that is solid on all sides, it is known as a full block. For example, stone, planks, and glass are full blocks, but stairs, fences, and chests are not. For most blocks, it's easy to tell whether they're full blocks or not, but some are not so obvious: Whether or not a block is a full block can influence some game mechanics. For example, endermen will only place blocks on top of full blocks and hoppers will not try to collect item entities if their top face is covered by a full block. List of blocks The following blocks are all solid blocks. They are categorized by their material. The following is a list of blocks that are not solid. They are categorized by their material. Height Most solid blocks are 1 block in height, but certain blocks have non-standard block heights. 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. From ground level, this is anything the height of a chain or less. A player can fit through spaces as small as 1.8125 (29⁄16) blocks high, since players are 1.8 blocks tall. This allows players to fit through a 2-block gap with a floor as high as a trapdoor. When sneaking, a player can fit through spaces as small as 1.5 blocks, since sneaking players are 1.5 blocks tall, respectively. Players can fit through a 2-block space with a floor as high as a slab. When gliding with elytra, a player can fit through spaces as small as 0.625 (5⁄8) blocks high, since gliding players are 0.6 blocks tall. This allows players to fit through a 1-block gap with a floor of 0.375 blocks such as 3 layers of snow, a flower pot, or a daylight detector. Note that doors, although appearing to be one 2-meter-high block, are actually composed of two (top and bottom) 1-meter-high blocks. Here is a list of blocks with non-standard heights, from tallest to shortest in height: Width Many blocks are less than 1 meter wide on one or more sides. The table below shows the widths of various blocks. If a block has several hit boxes of different sizes (for example: brewing stands), then each hitbox is listed separately. Blocks with sides of different widths are listed with cardinal directions (north, south, east, west) for each side, assuming that the block was placed from above, with the player facing north. Videos History Issues Issues relating to "Solid block" are maintained on the bug tracker. Issues should be reported and viewed there. See also Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Flower] | [TOKENS: 2185] |
Flower Every flower as of Java Edition 1.21.5 and Bedrock Edition 1.21.70 Common Yes Yes (64) Any tool 0 0 No Yes One-block-high: Yes (JE: 60, BE: 30) Two-block-high: Yes (60) One-block-high: No Two-block-high: Yes Flowers are non-solid plants that occur in a variety of shapes and colors. They are primarily used for decoration and can be crafted into dyes. Contents Variants This article interchangeably uses the adjectives double and tall to describe these flowers, which are two blocks high: in Java Edition the following blocks are also part of the minecraft:flowers block tag. These blocks are substantially different from small and tall flowers. As a result, only some of the information presented in this overview page applies to them, such as their usage in bee-related features. Obtaining A flower can be broken instantly with any item or by hand, dropping itself. A flower also breaks if water runs over its location, or if a piston extends or pushes a block into its location. Most flowers generate naturally on dirt and grass blocks as part of vegetation features in most biomes. Flowers can generate even if the biome is covered with snow. The tables in § Flower biomes show the types of small flowers that can naturally spawn in each biome when a new chunk is generated, as well as the flowers that can spawn when bone meal is used on grass blocks. Sunflowers generate in sunflower plains; lilacs, rose bushes, and peonies can be found in forests, flower forests, birch forests, old growth birch forests, and dark forests. Wither roses, torchflowers, and pitcher plants, as well as golden dandelions,[upcoming First Drop 2026] do not generate naturally at all. Natural dandelions are found in plains and savanna villages; poppies in plains, savanna, taiga, and snowy plains[BE only] villages; and oxeye daisies, cornflowers, and azure bluets in plains villages. Potted dandelions, poppies, blue orchids, alliums, azure bluets, red and white tulips, and oxeye daisies can be found in woodland mansions. Flowers (and grass) can be found on dirt paths at villages, where the player cannot place them. Flowers marked "Natural generation only" can only spawn when the chunk is initially generated, not when using bone meal; flowers marked "Bone meal only" cannot generate naturally, but can be created by players using bone meal on a grass block in that biome (§ Post-generation for more details). Dandelions and poppies in jungles, bamboo jungles, sparse jungles, savannas, and savanna plateaus (but not windswept savanna) are twice as common as in other biomes. Some biomes - such as deserts - are technically enabled to generate vegetation features containing flowers, but do not generate dirt or grass blocks on the surface in regular worlds. This means that flowers are normally not generated in these biomes in regular worlds. Flowers can still be grown in these biomes by using bone meal on grass blocks, and they can generate naturally if a dirt or grass block surface is provided in custom superflats or custom worlds. In some biomes, the placement of flowers is determined by gradients. These are not affected by the world seed. In Java Edition, gradients are three dimensional and change on the Y level, while in Bedrock Edition they are consistent at every height. In a flower forest, any given coordinate can spawn only one type of flower, resulting in a gradient (pictured below). The gradient runs as follows: In Bedrock Edition, additional randomness is applied during terrain generation, meaning that some flowers might not perfectly align to the gradient. Peonies, lilacs, and rose bushes generate independently from the gradient. In Java Edition, additional patches of lily of the valley are generated by a separate flower feature that does not follow the gradient and that cannot be regrown using bone meal. In meadows, up to 3 gradients intersect and overlap to create complex patterns. Like in flower forests, any given coordinate can spawn only one type of flower. In Java Edition, the individual gradients run as follows: Using bone meal in areas of the gradient where only tall grass or short grass generates does not create any flower. In Bedrock Edition, the gradients only affect naturally generated vegetation; bone meal completely ignores the gradients and only generates dandelions. The individual gradients run as follows: Plains and sunflower plains use a simpler gradient that allows tulips to generate only in rare areas where no other kinds of flower can spawn. Flower types are otherwise selected randomly: dandelions, poppies, azure bluets, oxeye daisies, and cornflowers outside the tulip areas (with dandelions being more common than the others), and any type of tulip inside the tulip areas. Sunflowers in sunflower plains generate independently from the gradient. In Java Edition, this pattern is also applied to dripstone caves and the deep dark, although flowers do not naturally generate there. When bone meal is applied to a grass block, flowers have a chance of generating instead of short grass on the targeted block and adjacent grass blocks in a 15×5×15 area in Java Edition, or a 7×5×7 area in Bedrock Edition. In most biomes, the generated flower is picked randomly among all possible choices depending on the biome (see § Flower biomes for a chart of flowers that can be grown in each biome). In a few biomes, however, a gradient is applied and the generated flower additionally depends on the X/Y/Z coordinates. Double flowers, wither roses, and torchflowers cannot be obtained this way. In Bedrock Edition, when bone meal is applied to a small flower (except wither rose and torchflower), more flowers appear on adjacent grass blocks without generating any short grass. With the exception of dandelions and poppies, the flowers that form around are the same type as the original flower. In the case of dandelions, poppies occasionally appear, and vice versa for poppies. The flowers can appear up to 3 blocks away from the original, forming a 7×7 square. Applying bone meal to a double flower (except pitcher plants) causes the flower to drop a copy of itself. This is the only renewable way to obtain double flowers. Endermen can pick up any small flower in Java Edition, or only dandelions and poppies in Bedrock Edition; the flower is dropped if the enderman is killed while holding it. Iron golems drop 0–2 poppies on death. Wandering traders may sell 1 of most small flowers for a single emerald. They cannot sell wither roses, torchflowers, closed eyeblossoms, or any tall flowers. Usage All kinds of flowers can be used as decoration and planted on grass blocks, dirt, coarse dirt, rooted dirt, farmland, podzol, mycelium, moss blocks, pale moss blocks, mud, or muddy mangrove roots. Wither roses can also be planted on netherrack or soul sand. In Java Edition, wither roses can also be planted on soul soil. One-block-tall flowers can be planted in a flower pot. All flowers can be crafted into dyes, and all small flowers can be used to craft suspicious stew. Because flowers are non-solid transparent blocks, they can be used (like torches) to break blocks that fall on them, such as sand. All small flowers can be used to create suspicious stew. When a flower is used on a brown mooshroom, the brown mooshroom produces a suspicious stew related to that flower the next time it is milked with a bowl. The mooshroom returns to producing regular mushroom stew until fed another flower. Eating one bowl of suspicious stew restores 6 () hunger and 7.2 hunger saturation, as well as producing a brief status effect. Using different flowers results in different effects. All are short-lived, but some have lasting effects: Regeneration restores 2HP health, Poison inflicts up to 8HP damage, and Wither inflicts up to 3HP damage. The Saturation effect makes those stews a superfood: they restore up to 6 hunger and 12 saturation points on top of their food value, for a total of 12 ( × 6) and over 19 points of saturation. Bees engage in a pollinating behavior with flowers. Bees will collect nectar from nearby flowers and bring it back to their hive, increasing the honey level in beehives and bee nests by 1. Certain plants will have their growth advanced if a bee carrying nectar flies overhead, "pollenating" the plant. Bees attempt to collect nectar from wither roses, although they get damaged in the process if the difficulty is higher than Peaceful. Bees also get inflicted with Poison when they touch an open eyeblossom and the difficulty is higher than Peaceful. Bees ignore and do not interact with golden dandelions[upcoming First Drop 2026] and closed eyeblossoms. In Bedrock Edition, bees ignore snowlogged flowers. Dandelions can be used to lead, breed, and grow rabbits. Most flowers can be used to lead, breed, and grow bees. Wither roses and open eyeblossoms can be used to lead bees, but feeding a bee with them inflicts the bee with Wither or Poison, respectively. Golden dandelions[upcoming First Drop 2026] and closed eyeblossoms cannot lead, breed, or grow bees at all. Oak, birch, and cherry trees grown from saplings that are within 2 blocks of any flower have a 5% chance to grow with a bee nest and 2-3 bees in it. Placing any flower (except for the torchflower or a pitcher plant) into a composter has a 65% chance of raising the compost level by 1. A stack of flowers yields an average of 5.94 bone meal. Placing a torchflower or a pitcher plant into a composter has a 85% chance of raising the compost level by 1. Golden dandelions[upcoming First Drop 2026] cannot be composted. Sounds Java Edition: Bedrock Edition: History Issues Issues relating to "Flower" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Spectator] | [TOKENS: 1027] |
Spectator Spectator mode is a game mode that allows the player to fly around and observe the world without interacting with it in any way. Contents Usage Spectators are invisible to other players and mobs, can fly, clip through blocks and entities, and view all entities, including other players, in Spectator mode. The HUD is completely invisible, except for subtitles and the chat. The inventory is accessible in Spectator mode; however, it cannot be interacted with in any way, and items cannot be crafted in the crafting grid. Spectator mode can be entered by using the /gamemode spectator command, dying in Hardcore mode, using F3 + N with cheats enabled, or through the F3 + F4 game mode selector. In Bedrock Edition and Minecraft Education, Spectator mode can also be entered by changing the personal game mode to Spectator through settings, although players cannot spectate other entities. Spectators are not noticed by mobs, and do not trigger mob spawning (including from monster spawners), nor do they prevent mob despawning, but they are noticed by commands and/or command blocks. Spectators who are affected by the Glowing status effect can still be seen in Spectator mode by other players, although not by mobs. Spectators can also use the "Highlight Players (Spectator)" control if changed from the default (unassigned). This allows the spectator to see other players as if they have the Glowing effect when the button is pressed; the effect disappears when the button is released. The color of the outline reflects the player's team. Spectators can move through blocks, entities and other players. When their head is inside a block, they can see through all blocks. Spectators can see through lava and powder snow, and their underwater vision is set to maximum instantly instead of gradually like in other game modes. Spectators cannot take damage, as all blows go through them. Lava, drowning, fire, and suffocation also do not affect them. However, they can still take damage from the void[Java Edition only] or the /kill command. Commands (including player selectors) can still target spectators. Spectators are always flying. They cannot stop flying by landing, as the player just clips through the blocks. The mouse scroll wheel and the sprint key affect the flying speed, but the slowness and swiftness effects do not. The maximum speed that can be achieved while flying is 43.556 m/s (156.80 km/h) without sprinting and 87.111 m/s (313.59 km/h) if sprinting. If a player opens their inventory while in Spectator mode, they cannot interact with or use any of the items in it. Likewise, viewing GUIs is possible, but it is not possible to interact with them. If a container uses a loot table to generate its contents, but the loot has not yet been generated, a player in Spectator mode cannot open the container to view its contents. Items in the world also cannot be picked up. The player's head is slightly visible in the inventory, but in a translucent, darker color. If a number key is pressed, the player can teleport to a specific player on that server by pressing 1, or the player can teleport to a team member by pressing 2 and clicking on the number of the player twice to be teleported or once to see their name. There are also specific buttons on the hotbar in Java Edition. However, these icons use older textures. Spectators can see other spectators and invisible mobs, as well as themselves using F5. Spectators appear as a translucent disembodied head, and any held or equipped items are invisible. Invisible mobs appear translucent, like when viewing an invisible ally with /team modify <team> seeFriendlyInvisibles set to true. A spectator can click on an entity with the attack button, to take its view. Their position is locked to that of the entity, and their POV moves in accordance with the entity. Viewing oneself while spectating from an entity's point-of-view using F5 shows the entity. Pressing the dismount key (⇧ Shift by default) returns the player to flying mode. In addition to spectating mobs, players can also spectate any other entity, such as an end crystal, primed TNT, or an armor stand. If the spectating mob takes any form of damage, the screen tilts a little as if the player was taking damage. Certain mobs also apply a post-processing shader while looking from their point of view. This filters how the world is portrayed to the spectator. Similar to the Super Secret Settings, if one presses F4, it removes the filter without dismounting the mob. Below is a table of mobs that have a filter. Wardens, despite supposedly being blind and having no visible eyes, show a normal view when spectated. History Issues Issues relating to "Spectator" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience#Navigation] | [TOKENS: 1434] |
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/Item#Issues] | [TOKENS: 898] |
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/Monster_spawners] | [TOKENS: 1653] |
Monster Spawner Common No Yes (64) 5 5 No JE: Partial[a]BE: Yes JE: NoBE: Yes No No 11 STONE A monster spawner is a type of spawner found in a variety of structures. It constantly summons instances of the mob displayed within it as long as a player is in range and it is dark enough for that mob type to spawn nearby. It only drops experience orbs when broken, and cannot be moved from where it is found. Contents Obtaining Monster spawners cannot be obtained in Survival, even with Silk Touch. A monster spawner can be obtained in Creative mode by taking it from Creative inventory, by using the /give command, or by using pick block. It is initially empty and inert, but can be configured to spawn a desired mob by using a spawn egg on the placed block. A /setblock, /clone or /fill command can also be used to obtain a monster spawner. If broken with a pickaxe, a monster spawner drops 15-43 experience. When mined with anything else, it drops nothing. Monster spawners can generate naturally in the following places: Usage A monster spawner spawns mobs in an (at most) 9×3×9 volume (see § Mechanics) around it when the player is within 16 blocks. Suitable spawning locations for the block's mob type are provided in or around the spawning volume. The monster spawner attempts to spawn four mobs around it, then waits from 10 to 39.95 seconds before attempting to spawn more. In Peaceful difficulty, monster spawners still activate but do not spawn monsters, including zombie horses and camel husks in Java Edition. Monster spawners are transparent, but they behave like leaves in that they diffuse sky light coming from directly above. A monster spawner activates when a player (that's not in Spectator mode) comes within a spherical radius of 16 blocks from the center point of the block; i.e. 15.5 blocks from the monster spawner itself. The player's presence is determined by coordinates at their foot level, meaning that a player standing exactly 15.5 blocks below the spawner doesn't activate it, even though their head is in range. In Java Edition an active monster spawner attempts to spawn mobs within a 4-block horizontal and 1-block vertical range; that is, in a 9×3×9 volume centered on the monster spawner. In Bedrock Edition, the horizontal spawning range is 4 blocks taxicab distance, creating spawning volume extending 4 blocks in each cardinal horizontal direction from the sides of the monster spawner; its horizontal cross-section is therefore diamond-shaped. Mobs can spawn anywhere in this range that is suitable, with mobs more likely to spawn closer to the monster spawner than farther away. While mobs are spawned at fractional x and z-coordinates (i.e. not aligned to blocks), they are spawned at an integer y-coordinate. Horizontally, a mob can spawn with its center point anywhere within range, but vertically, mobs spawn with their legs at either the same layer as the monster spawner block, one block above it, or one block below it. (Note that when there are other blocks slightly intersecting the mob's hitbox, they can sometimes glitch further away - often up - but this does not make it a true spawning point.) A monster spawner attempts to spawn 4 mobs at randomly chosen points within the spawning volume, then waits anywhere from 200 to 799 ticks (10 to 39.95 seconds) before spawning again. As it waits, the mob model inside the block spins faster and faster. Except for the normal solid-block spawning requirement, all the remaining ones must be met (not in a solid block, correct light level, etc.), so the monster spawner often produces fewer than 4 mobs. When it does spawn, more flame particles temporarily appear around it, and puffs of smoke are emitted from the spawned mobs in Java Edition or the northwest corner of the spawner in Bedrock Edition. If the monster spawner fails to spawn any mobs because it did not pick any suitable locations, it repeats this process every tick until it succeeds. It starts the next wait cycle only after successfully spawning at least one mob. If 6 or more mobs of a monster spawner's type have their hitbox intersecting a 9×9×9 volume centered on the monster spawner block in Java Edition or a 16×10×16 volume centered on the lower northwest corner of the monster spawner block in Bedrock Edition, the monster spawner "poofs" without creating any mobs and then waits for the next cycle.[needs testing in Bedrock Edition] This is checked before each of the four spawn attempts. A monster spawner performs a relaxed version of the ordinary spawning check: the general solid block requirement is removed, but the volume (hitbox of the mob) is kept along with some other checks according to mob specifics. As a result, for some types of mobs to spawn in the outer planes of the spawning volume, some planes outside the volume may also need to be free of solid blocks to conform with the mobs' height, width, or other rules governing their individual spawn volumes. Examples: For all of the volumes listed in the table, the horizontal plane is centered on the center of the monster spawner. While the spawning volume for pigs is 8.9×2.9×8.9, the requirement of grass blocks that are necessary for pigs to spawn reduces the actual volume in which they successfully spawn to 8.9×1.0×8.9. Other mobs can spawn in mid-air, ignoring general rules about spawning on solid ground. The spawn conditions do not include biomes for most mobs. As such, monster spawners can place mobs where they normally wouldn't generate. For example, a mooshroom monster spawner can operate in a plains biome as long as there are mycelium blocks within the spawn area because the mooshroom's spawning code checks only for mycelium. The reason mooshrooms are not actually spawned elsewhere is that the game does not normally try to spawn them in other biomes: only the mushroom field biome has mooshroom on the list of things to spawn. The way a monster spawner can be disabled depends on the entity it tries to spawn. For a monster spawner that generates mobs that spawn only in dark conditions (light level = 0), a torch placed on any side or top of the monster spawner is sufficient to disable it for the whole 9×3×9 volume. For a blaze or silverfish spawner, a light level of 12 is required to prevent spawning. This can be achieved by: A monster spawner is also disabled by filling the spawning volume with solid blocks. This is often used to disable magma cube monster spawners, as magma cubes can spawn in any light level. However, since all magma cubes require the space of a large magma cube in order to spawn, a clever placement of as little as 9 solid blocks a layer above the monster spawner (see right image) can completely disable it. In Java Edition, using commands, monster spawners can be customized: Detailed technical information about custom monster spawners can be found below. In Bedrock Edition, monster spawner customization cannot be done in the base game (i.e. without addons/behavior packs). A monster spawner can be placed under a note block to produce "bass drum" sounds. Monster spawners cannot be pushed by pistons. They also cannot be pushed nor pulled by sticky pistons. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: A monster spawner has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Monster Spawner" or "Spawner" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Enchanting?section=2&veaction=edit] | [TOKENS: 2184] |
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/Raw_Porkchop] | [TOKENS: 256] |
Raw Porkchop Common 32 game ticks (1.6 seconds) 3 () 1.8 () Heals: 1.2HP × 0.6Duration: 0.6 seconds No Yes Yes (64) A raw porkchop is a food item that can be cooked into a cooked porkchop. Contents Obtaining Java Edition: Bedrock Edition: Usage To eat a raw porkchop, press and hold use while it is selected in the hotbar. Eating one restores 3 () hunger and 0.6 saturation. Raw porkchops can be used to breed and heal tamed wolves, lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time. Piglins instantly pick up raw or cooked porkchops that are within 1 block of them, unless they have already picked up one within the last 10 seconds. Porkchops picked up are not dropped upon the piglin's death. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Raw Porkchop" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience?action=edit§ion=1] | [TOKENS: 223] |
Editing Experience (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 15 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Enchanted_Diamond_Sword.gif] | [TOKENS: 66] |
File:Enchanted Diamond Sword.gif Summary Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 24 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Plank] | [TOKENS: 494] |
Planks Bamboo Bamboo Mosaic Yes Yes (64) 3 2 No No Planks are common blocks used as building blocks and in crafting recipes. They are usually one of the first things that a player crafts in Survival mode. There are currently twelve variants of planks, which can be differentiated into three categories: Overworld planks made from tree logs, bamboo planks made from blocks of bamboo, and nonflammable Nether planks made from huge fungus stems. Contents Obtaining Planks can be broken by hand, but using an axe speeds up the process. Oak planks generate as part of: Spruce planks generate as part of: Birch planks generate as part of: Jungle planks generate as part of shipwrecks. Acacia planks generate as part of: Dark oak planks generate as part of: Mangrove, pale oak, crimson, warped, cherry and bamboo planks don't generate naturally. Usage Planks can be used to build structures, craft ingredients, or as fuel for smelting. Crimson planks and warped planks, however, cannot be used as fuel; the player has to convert them into tools, sticks, or other things. Planks are used in many crafting recipes. Stairs, slabs, fences, fence gates, doors, trapdoors, pressure plates, buttons, signs, and boats must be crafted from planks of the same type, and the crafted result depends on the type used. For other products, planks of different types can be mixed freely and the wood types in the product is indeterminate. Crimson and warped planks cannot be used to make boats. Overworld planks can be used as a fuel in furnaces, smelting 1.5 items per block. Nether planks (crimson and warped planks) cannot be used as fuel, although they can be crafted into sticks, which can be used as fuel. Planks are the repair items for the wood tier, and thus can be used to repair the following items in an anvil: Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Trivia Gallery Issues Issues relating to "Planks" are maintained on the bug tracker. Issues should be reported and viewed there. References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Hotkeys] | [TOKENS: 3553] |
Controls Minecraft offers controls tailored for different input methods. While Java Edition is playable only with a keyboard and mouse, Bedrock Edition has a wider variety of control schemes in order to accommodate players across all platforms. These controls can be changed in the options menu. Contents Java Edition Java Edition uses a combination of the mouse and keyboard for controls, generically known as "mouselook/keymove." Many prior games (such as DOOM and Quake) have used such a scheme, but those who have not played such a game before may need practice to get around effectively. Creative mode or Peaceful difficulty in Survival mode are helpful for a player to gain familiarity with the controls. Scrolls through any menu screens when opened, including Video Settings, Select World screen, chat overlay, server list, etc. Changes the flight speed in Spectator mode. Scrolling up increases the flight speed, while scrolling down decreases the flight speed. Esc Pause / Break When the F5 key is pressed while on the multiplayer screen, it refreshes the server list. ⇧ Shift + clicking on a piece of armor, a carved pumpkin, a mob head or a pair of elytra moves it between the inventory and the corresponding armor slot. ⇧ Shift + clicking on a shield moves it between the inventory and the off-hand slot. When a container is open, ⇧ Shift + clicking on an item moves up to a stack between the container and the inventory. Existing stacks are filled first, then empty slots from top to bottom then from left to right. ⇧ Shift + double clicking moves all items of the same kind. To ⇧ Shift + double click, get one item in hand, and while holding ⇧ Shift, double click on another item type to move it. When a crafting table is open, ⇧ Shift + clicking an item or stack in the inventory moves it into the 3×3 crafting grid. The slots are filled from left to right and then top to bottom. When any type of furnace is open, ⇧ Shift + clicking an item or stack in the inventory moves it into the input (upper left) slot of the furnace. Items that can serve as fuel move to the fuel (lower left) slot. When crafting, ⇧ Shift + clicking the crafting output automatically crafts the maximum number of that item for the materials being used (up to one stack), and moves all crafted items to the inventory. In the Survival inventory tab of the Creative inventory, ⇧ Shift + clicking the X clears the whole inventory. In any other tab, ⇧ Shift + clicking an item puts a stack onto the hotbar. When in the Multiplayer server selection menu, ⇧ Shift + ↑ Up and ⇧ Shift + ↓ Down moves a server name to a specific position. Holding ⇧ Shift while a server name is selected and left clicking another server name causes them to swap. ↵ Enter ↵ Numpad Enter When chat is open, sends the typed chat message (if it's not empty) and closes chat. When Creative inventory or the recipe book is open, focuses the search box. Space ↵ Enter ↵ Numpad Enter Hold ⇧ Shift to refill entire stacks. Menus out of the game and some in-game menus can be full navigated using the keyboard. Notable exception that can't be fully navigated are the various inventories and the Advancements screen. ↵ Enter ↵ Numpad Enter Space Activates the focused element. This usually has the same function as left clicking it. If the focused element doesn't have an action, the main "Done" action of the current screen will be activated instead. Sliders When active, pressing ← Left and → Right will decrease and increase the value respectively. Pressing the activation key again deactivates the active slider. Esc Pause / Break While aspects of these controls can be modified to an extent, full control over them is not possible. These are controls that a user may change at their preference. Holding ⇧ Shift and pressing use on an usable block with a block in hand overrides the USE action and places the block instead. For example, using a lever on a block that would usually open an internal inventory (such as a dispenser) places the lever instead. Used to get off rideable entities. %appdata%\.minecraft\screenshots on Windows ~/Library/Application Support/minecraft/screenshots on macOS ~/.minecraft/screenshots on Linux. When using some Apple keyboards, F11 must be pressed while holding Fn and ⌥ Option to enter fullscreen. Using F11 alone toggles Exposé, and pressing F11 while holding Fn turns down the volume or vice versa, depending on system preferences. Some people are experiencing a bug while exiting from full-screen mode that causes an inescapable black screen. When that's the case, use Alt + ↹ Tab to switch out of Minecraft and switch it back to windowed mode. On Linux, mouse input is often buggy while in full-screen mode. After entering full-screen mode on Linux, the mouse typically restricts the player to a single 360-degree rotation. This can be fixed by hitting Esc to release the mouse then hitting Esc again to regrab it. Also, note that this may not respect multiple monitors and Minecraft may occupy all screens instead of the one it is active on. Use this in conjunction with F2 to take screenshots without the HUD. This option is also useful when exploring with a map. When in the chat window, ↹ Tab cycles through possible commands or arguments and also complete player names. Hovering over an item in any inventory and clicking with the mouse wheel when in Creative gives one full stack of that item. Dragging over slots of inventory/container while holding an item fills them with full stacks of copies of that item. If used on a tile entity while holding ⌃ Control, or ⌘ Command (for some Mac computers), the tile entity's nbt data are copied. The block given to the player has the Lore: (+DATA)[Bedrock Edition only]. Place blocks, summon entities with spawn eggs, toggle levers/doors (click once), charge a bow (release to fire), crossbow, use crossbow, block using a shield, use special blocks like chests, doors, and levers, enter vehicles, eat food, drink potions, till farmland, shear or dye a sheep, command tamed wolves and cats to sit, trade with villagers, place fire using flint and steel or a fire charge, name a mob with a name tag, attach a lead to an animal or attach an animal on a lead to a fence, cast or reel in a fishing rod, throw a splash potion, egg, ender pearl, eye of ender, bottle o' enchanting, or snowball, equip armor from the hotbar if the associated armor slot is empty, eating cake, starting a furnace minecart, open book and quill and written book, use debug stick, add mob in a monster spawner. Commonly, if both the item held and the block clicked on has a such purpose (like trying to place dirt on a chest), the block overrules the item. This also means a player can punch an entity while eating/drinking, however the eating/drinking resets when a player presses Button 1. This button also uses items in the off-hand. Only items with a right click function can be used, and they are available only if the item in the main hand does not have a right click action, or its right click action cannot be performed. Note that there is no corresponding Pick Up command. Dropped items are picked up (if there is room in inventory/hotbar) by moving near them. Placed items are picked up by "mining" (e.g. chopping up a sign with an axe), when they behave as dropped items and can be picked up as such. Pressing this key toggles the appearance of extra debug information. The specific debug information can be configured by pressing F3 + F6. Pressing the keys 1–9 while in the debug screen shows a more detailed view of the graph on the right. Pressing 0 shows a less detailed graph. (Hold ⇧ Shift before pressing F3 to display the Profiler graph.) This key acts as a modifier key for the controls below. Pressing this key while holding down the debug modifier key clears all chat history, including previously typed commands. Pressing this key while holding down the debug modifier key copies the /setblock command for the block the player is currently looking at, with the corresponding coordinates, to the clipboard. Pressing this key while holding down the debug modifier key copies the current location and rotation data as a /execute in <dimension> run tp @s command. Pressing this key while holding down the debug modifier key sets the player's game mode to Spectator, or to the previous game mode the player was in if they are already in Spectator mode. Holding down this key while holding down the debug modifier key for 10 seconds triggers a manual debug crash unless released. A warning message displays in chat every second after the keys have been held down for at least 2 seconds, in the format [Debug]: Crashing in <seconds remaining>. Pressing this key while holding down the debug modifier key opens the Debug Options menu, where the specific information that displays in the debug overlap can be configured. Pressing this key while holding down the debug modifier key exports all loaded dynamic textures to .minecraft/screenshots/debug. Pressing this key while holding down the debug modifier key displays the client's game version information in the following format (for what each value means, see version.json): Pressing this key while holding down the debug modifier key opens the game mode switcher. Pressing this key while holding down the debug modifier key reloads all chunks. Pressing this key while holding down the debug modifier key reloads the changes from all resource packs, such as textures and sounds. If the player holds the attack or use button while triggering this control, then releases it during the reloading, the corresponding button's input repeatedly gets sent, which is useful for operating automatic farms. Pressing this key while holding down the debug modifier key toggles showing additional tooltips, such as item durability and armor color. Pressing this key while holding down the debug modifier key toggles the chunk_borders debug renderer. Pressing this key while holding down the debug modifier key toggles the entity_hitboxes debug renderer. Pressing this key while holding down the debug modifier key tests for performance metrics and saves them to .minecraft/debug/profiling/<yyyy-MM-dd_HH.mm.ss>.zip. Pressing this key while holding down the debug modifier key toggles whether the game automatically pauses when the game loses focus or is not selected as the primary window. Pressing this key while holding down the debug modifier key toggles whether the profiler graph (pie chart) appears on the debug menu. Pressing this key while holding down the debug modifier key toggles whether the FPS graph appears on the debug menu. Pressing this key while holding down the debug modifier key toggles whether the TPS graph, bandwidth graph, and ping graph appear on the debug menu. Bedrock Edition In Bedrock Edition, there are three control modes available: Keyboard & Mouse, Controller, and Touch. Keyboard & Mouse and Touch controls are not available for Nintendo Switch, although a keyboard can be used for typing and the touchscreen can be used for menu screens and GUIs. All other platforms support any control mode, but the device may not support it by default. Whenever an input is detected from a different control mode, the game automatically switches to that control mode and enables its settings. The game launches with the latest selected control mode, or the device default on first launch. The keyboard and mouse controls are similar to Java Edition, with a few differences. Most keybinds can be changed in the settings, with a few optional settings related to the controls. Keyboard and mouse controls are unavailable on the Nintendo Switch and require external keyboards on devices without a built-in keyboard and mouse (mobile and consoles). The game will enter keyboard & mouse mode when it receives a mouse event, but key event won't.[needs testing] Scrolls through any scroll-able regions of menu screens and GUIs when opened. When a container is open, ⇧ Shift + clicking on an item transfers it between the container and the inventory. Existing stacks are filled first, then empty slots from top to bottom then from left to right. When a furnace is open, ⇧ Shift + clicking an item or stack in the furnace moves it to the inventory, and ⇧ Shift + clicking an item or stack in the inventory moves it into the input slot of the furnace. Fuel items move into the fuel slot first if it is empty or if the item that occupied the slot is less than a stack of the same kind. When crafting, ⇧ Shift + clicking the crafted item automatically crafts the maximum number of that item for the materials being used (up to one stack), and moves all crafted items to the inventory. ⇧ Shift + clicking an item from the Creative inventory menu puts the maximum stack of the item onto the hotbar (inventory if full). Activates the focused menu element. This usually has the same function as left clicking it. If the focused element doesn't have an action, the main "Done" action of the current screen will be activated instead. Sliders When active, pressing ← Left and → Right will decrease and increase the value respectively. Pressing the activation key again deactivates the active slider. Moves focus to the menu element in the give direction. If used on a tile entity while holding ⌃ Control, the tile entity's nbt data is copied. The block given to the player has the Lore: "(+DATA)." If both the item held and the faced block interactable, the block overrules the item; that is, the player interacts with the block. Holding ⇧ Shift and pressing use on an interactable block with a block in hand overrides the use action and places the block instead. Dismounts the player from rideable entities. If "Full Keyboard Gameplay" is enabled, the following inputs are made available/used instead. The "Controller" controls for gamepads are similar to the Xbox One, Nintendo Switch, and PlayStation 4 editions, with some differences. All of these controls, except the control sticks and menu controls, can be changed in the settings, as well as some other controller-related options. The Nintendo Switch version can be played with a pair of Joy-Con or Joy-Con 2 controllers, the Nintendo Switch Pro Controller, the Nintendo Switch 2 Pro Controller, or the Nintendo Switch Lite. It cannot be played with a single Joy-Con or Joy-Con 2 controller, as they do not have enough buttons or control sticks. If the gamepad has two control sticks, then the left stick (////) would be used for moving and the right stick (////) would be used for looking. The blank spaces mean that the function is, by default, left unassigned and it is up to the player to assign a button to it. All platforms support gamepads. If the connected controller loses its connection, the game hides the HUD and shows a message prompting to reconnect it, while the FPS is lowered. This can be disabled in the settings. "Touch" controls for touchscreen devices use controls shown on the HUD. There are three touch control modes, and an option to split controls, resulting in four actual control modes: All control buttons and the joystick can be customized in location, size, and opacity, in the settings, where various other touch control features can be changed. Menu buttons always appear on the top of the screen regardless of touch control mode. Touch controls are available on devices with a touchscreen except Nintendo Switch, where the touchscreen can only be used to interact with the hotbar, inventory, and menus. This can also be enabled for other devices. The game will enter touch mode when it receives a touch event.[needs testing] If both the item held and the faced block interactable, the block overrules the item; that is, the player interacts with the block. Some items have extra functionality, and these can be executed when either long-pressing on the target or tapping the interaction button, located on top of the hotbar. These are listed below: Legacy versions These versions have either been discontinued or long forgotten about. However, their controls are documented here for historical purposes. All of the controls in the Pi Edition are fixed and cannot be changed. Note: For Xperia Play owners using the gamepad, while in Creative mode, the lowest two rows of items are beneath the screen, and one cannot scroll down to see them. They are still accessible, but it requires either remembering how many times one has to press the directional buttons to access them, or trial-and-error. This is most prominent in the 4.0 update, as the amount of items has increased, and now sixteen items are hidden. The only way to see them is to turn on the option to use touch controls in the options menu. Also: Eat food, hoe farmland, shear sheep All of the controls in the New Nintendo 3DS Edition are fixed and cannot be changed. History Issues Issues relating to "Controls" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Ore UI control icons See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Diamond_sword] | [TOKENS: 610] |
Diamond Sword Common JE: 7HPBE: 8HP 1.6 (0.625 seconds) 3 (3 blocks) 0 1HPSE I: 3.5HP × 1.75SE II: 4.69HP × 2.345SE III: 5.25HP × 2.625 1.515 (on cobwebs)30 (on bamboo) JE: 1561BE: 1562 10 Yes No A diamond sword is a variant of sword that is crafted from diamonds. It is the second-highest tier of sword, dealing more damage than an iron sword and having higher durability. It can be upgraded into a netherite sword using a netherite ingot and netherite upgrade at a smithing table. Contents Obtaining A diamond sword is crafted using 1 stick and 2 diamonds. Usage A sword can also be used to destroy certain blocks 50% quicker, sometimes much quicker than with fists. Using a sword to destroy any block that doesn't break instantly by hand decreases its durability by 2; this includes bamboo, despite that the sword is the fastest tool for breaking it. If a sword is enchanted with Silk Touch, either using Creative or commands, cobwebs the sword destroys drop the cobwebs themselves instead of the usual string. This is due to the sword being classified as the proper tool for cobwebs. In Creative mode, swords are unable to break blocks. However, they can still break placed entities such as minecarts, paintings, item frames,[Java Edition only] and armor stands. A diamond sword is used to deal damage to mobs and entities by attacking them. The diamond sword has 7HP base damage in Java Edition and 8HP base damage in Bedrock Edition, and can be enchanted to deal more damage. The following tables show how the Sharpness enchantment affects the damage dealt by the sword. The tables below assume that the attack is fully charged[Java Edition only], the target is not wearing armor, and neither the attacker nor the target has any effects. A diamond sword can be repaired in an anvil by adding diamonds, with each repair diamond restoring 25% the sword's maximum durability, rounded down. Two diamond swords can also be combined in an anvil. Both methods preserve the diamond sword's enchantments. A diamond sword can receive the following enchantments: Like other diamond items, a diamond sword can be upgraded to a netherite sword, increasing its durability and attack damage, as well as granting resistance to fire and lava when dropped as an item. Sounds Diamond swords make a sound when used to attack an entity. The sound depends on how the attack is landed. All sounds are the same as every other sword. Data values Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Diamond Sword" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References See also Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Gunpowder] | [TOKENS: 95] |
Gunpowder Common Yes Yes (64) Gunpowder is an item used for explosion-related recipes, and as an ingredient in potions. Contents Obtaining Java Edition: Bedrock Edition: Wandering traders can occasionally sell 4 gunpowder for 1 emerald. Usage Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Gunpowder" are maintained on the bug tracker. Issues should be reported and viewed there. External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Cooked_Mutton] | [TOKENS: 265] |
Cooked Mutton Common 32 game ticks (1.6 seconds) 6 () 9.6 () Heals: 6.4HP × 3.2Duration: 3.2 seconds No Yes Yes (64) Cooked mutton is a food item obtained from cooking raw mutton. Contents Obtaining Java Edition: Bedrock Edition: Raw mutton can be cooked in a furnace, smoker, or campfire. Each piece of cooked mutton removed from a furnace output slot gives 0.35 experience (22.4 experience per stack). In Java Edition, butcher villagers may give the players with the Hero of the Village effect cooked mutton. Usage To eat cooked mutton, press and hold use while it is selected in the hotbar. Eating one restores 6 () hunger and 9.6 saturation, the same as cooked salmon. Cooked mutton can be used to breed and heal tamed wolves, lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Advancements Videos History Issues Issues relating to "Cooked Mutton" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Cave_air] | [TOKENS: 499] |
Air Yes No None 0 0 No Yes No No 0 NONE Air is an invisible block used to define unoccupied space where other blocks and items could exist; it represents the absence of a block or an item. It is one of the few blocks in the game that players cannot normally interact with. Cave air[Java Edition only] is a variant found only underground in carver caves and some generated structures along with features like lava lakes. Void air[Java Edition only] is a variant used internally for the 'air' in unloaded chunks and outside of the world height limits (above Y=319 and below Y=-64 in the Overworld, and above Y=255 and below Y=0 in the Nether and the End dimensions). Contents Appearance All types of air are completely invisible. The only exception is that air can be visualized with the use of structure blocks in Save mode: when "Show invisible blocks" is enabled, air is represented as small blue cubes. Air, cave air, and void air are all displayed identically. Obtaining In Bedrock Edition, air cannot be obtained in the inventory without editing. In Java Edition, the block is completely unobtainable as an item. When attempting to use commands with air as an item ID: As a block, air can be destroyed or created only by the placement or removal of other blocks respectively. When using commands such as /fill, specifying air deletes other blocks. Upon world generation, all otherwise empty spaces are occupied by air. In Java Edition, carver caves and some underground structures generate containing cave air instead, including mineshafts, strongholds, monster rooms, and lava lakes, and void air is used in place of unloaded chunks and above or below the world's buildable area to denote illegal locations for blocks to be put. When other blocks are destroyed by any means, air is created. Usage Air shares some properties with non-solid blocks, including allowing the player or mob to move within that space without suffocating, and also to catch their breath if they are drowning in water. Cave air and void air have no special properties; they function the same as normal air. Air and its variants are destroyed when pushed by a piston. They cannot be pulled by sticky pistons. Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Air" are maintained on the bug tracker. Issues should be reported and viewed there. See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Function_(Java_Edition)#Macros] | [TOKENS: 1424] |
Function (Java Edition) Functions are data pack files, allowing players to run lists of commands. This page covers how functions are defined and invoked in Java Edition. Contents Definition A function is a text file with the file extension .mcfunction. Function files are part of the data pack directory structure, highlighted below: As with all other data pack files, the function folder may also contain subfolders to further organize the function files within a namespace. These subfolders must be referenced when invoking the function. Within the .mcfunction file, one valid command is placed per line, without the usual forward slash (/). Individual commands in functions can be longer than the 32,500 character limit in command blocks. Comments can be added within the function text file by beginning a line with #. A line can have tabs and spaces before and after the command. A single backslash \ as the last non-whitespace character of a line allows a command to be continued on the next line, and the leading and trailing whitespace of the following line are stripped before appending. Invocation Functions can be invoked in several different manners from other data pack files. Functions can be invoked using the /function command and /execute (if|unless) function command. A single function can be invoked by specifying its resource location. Functions are supported by tags, allowing them to be grouped together. /function also accepts a function tag, invoking all listed functions. As mentioned above, functions can be grouped together using function tags. Functions in a tag get executed in the defined order, but only the first occurrence of the same function if it occurs multiple times. In addition, there are two function tags within the minecraft namespace that have special behavior: Advancements can run a function once as a reward for completing them. The commands in the function are run through the player who completed the advancement. Reward functions are called within advancement JSON files using the following format: The /schedule command schedules a function to be invoked after a certain amount of time. The function is invoked by the server when the scheduled time arrives. Enchantment entity effect run_function can run a function once as an enchantment effect. Behaviors Each time a level or a server is opened, the game loads all the functions in the data pack. In a running level, if function files are changed, use /reload to reload them from disk. When a function is loaded or reloaded, all non-macro lines are parsed as commands, and if any of the lines in a function file is unparseable, the function file cannot be loaded. Macro lines are parsed into commands each time before the function executes. In a singleplayer or a LAN world, like a command block, a function can run any command that is no more restrictive than permission level 2. On the default multiplayer software, a function can run any command that is no more restrictive than the permission level prescribed in function-permission-level setting in server.properties. Functions run all their commands in a single tick and other functions called from within also run their commands in the same tick as their parent. The total number of commands run inside a function obeys /gamerule maxCommandChainLength, which is 65,536 commands by default; any commands beyond this limit are ignored. Functions use the execution context of whatever is invoking the function. This includes executing entity, as well as execution position, rotation, dimension, and anchor. Contextual parameters are preserved for every command in the function. An /execute command can change the context, but that change does not carry through to any following commands in the same function. For example: Where, the function foo:bar is: When invoked, this function teleports the nearest player 5 blocks up, places an emerald block one block below their original position before the teleport, and then places a diamond block one block below their new position after the teleport. As seen in the above example, contextual parameters can be changed as usual by their respective /execute sub-commands. The order that functions get executed within a single tick is: In addition, upon (re)loading a data pack, #minecraft:load is executed before any of the ones above. Functions can include macro lines, lines preceded by $. Macro lines act similar to normal commands but can reference the compound NBT tag provided when invoking the function with the /function command. Values from this compound tag can be referenced with their associated key by using $(<key>) anywhere in the macro line. Macro lines are evaluated each time before the function executes, substituting the variable specifications with the associated values and parsing the resulting command. The compound tag provided must contain one entry for each variable used in the macro function, but may contain entries not referenced by the macro function. If any variables are not provided, or any commands evaluated from macro lines are unparseable, the entire function is not invoked and no commands in it run. Valid characters for a <key> are: Tags in the compound tag can be of any type. The method in which the values are inserted vary by type: For example, running the command: With the function foo:bar being: Would teleport you 10 blocks up, as well as show in chat the following: Macro functions can also harness stored NBT data using the with instruction that may follow the function name. The argument succeeding with must specify a NBT source (a block, entity, or command storage) followed by the NBT path of a compound tag. For example: And the function foo:bar2 is: A function can be forcibly stopped by a /return command. Following a /execute (if|unless) ... run or a forking /execute command that may terminate, a /return command can be restricted to only execute under certain conditions. With this, under different conditions a function can stop at different lines, thus achieving more complex behaviors. After execution, the function can return a return value and a successfulness. The return value is an integer, and the successfulness is failure or success. If no /return command is executed in the function, the function is a void function that does not return any return value or successfulness. With /return executed, the function is stopped and its return value and successfulness are set. If the function is called by a /function command, its return value and successfulness is returned to the /function command. See also /function article for the details. If the function is called by a /execute if function command, its return value is checked whether it is not 0. History Issues Issues relating to "Function command", "Function datapack", "Function pack", "Function json", "Function macro", "Function file", "Mcfunction", "Function folder", "Function comment", "Function return", "Function schedule", "Function execute", "Function invoke", "Function call", "Function run", "Function parse", "Function output", "Function success", "Function fail", or "Function feedback" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Item#Notes] | [TOKENS: 898] |
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/TNT] | [TOKENS: 1201] |
TNT Yes Yes (64) Any tool 0 0 No No Yes (15) Yes 4 FIRE TNT is an explosive block that can be lit by a redstone signal, flint and steel, stray fire, flaming projectile or explosion. When lit, TNT becomes primed TNT, a gravity-affected entity that produces a damaging, block-destroying explosion, usually after four seconds. Blocks destroyed by TNT always drop their usual items as if mined by a player. Contents Obtaining TNT can be broken instantly with any tool or by hand. Primed TNT cannot be broken as it is an entity, but it can be removed with the /kill command. Nine TNT blocks generate naturally in each desert pyramid. Two TNT blocks flank a trapped chest in one secret woodland mansion room. An enderman holding a block of TNT drops the block upon death. Usage TNT blocks can be activated by: Height: 0.98 blocksWidth: 0.98 blocks When activated, a TNT block is replaced with an entity called primed TNT that creates an explosion after an amount of time has passed. Primed TNT is affected by gravity, and can be pushed by flowing water, lava, pistons, and explosions. In Java Edition, spear attacks (both jab and charge attacks) can also horizontally push primed TNT, which is more effective with the Knockback enchantment. The amount of time before primed TNT explodes depends on how the TNT was activated: The TNT block has a display name of "TNT" in the inventory; however, it also has an in-game name of "tnt" when used in commands such as /setblock. The primed TNT entity has a display name of "primed TNT" in chat, but also has an in-game name of "tnt" when used in commands such as /summon. Primed TNT has a data tag called fuse that acts as a countdown timer, and stores the number of game ticks until the primed TNT explodes. The timer decreases by 1 every game tick, and the Primed TNT explodes when it reaches 0. When summoned by activating a TNT block or commands, fuse is set to 80 by default, but can be modified using commands. When TNT is activated, the primed TNT entity is placed offset from the bottom center of the TNT block position by [+0.5, +0.0, +0.5], and given an initial velocity of 0.2 blocks per tick upward, and 0.02 blocks per tick in a random direction. When the primed TNT explodes, the explosion is located at 0.06125 blocks above the entity's position (at 0.98⁄16 block height). Primed TNT creates explosions with a power of 4, which can break most blocks. Blocks destroyed by primed TNT always drop items as if mined by a player using a correct, unenchanted tool (or an empty hand if the correct tool would be shears). The explosion deals a maximum of 84.5HP × 42.25 damage on Hard difficulty, 56HP × 28 damage on Normal difficulty, 29HP × 14.5 damage on Easy difficulty and high knockback to a player exposed to the explosion. TNT explosions do not damage players in Peaceful difficulty. Primed TNT's texture blinks, alternating every 0.5 seconds between the TNT block's texture, and a copy of it that has been brightened to near-white. The effect is dynamic and the brightened texture can't be found in the assets. A primed TNT is teleported to the respective dimensions when entering a Nether portal or End portal, maintaining its fuse, direction and speed. In Java Edition, after teleporting through a nether portal, the primed TNT cannot destroy Nether portal blocks. TNT usually cannot be used to destroy blocks underwater; however, there are some circumstances in Java Edition where TNT can be made to destroy blocks underwater. In Java Edition, if TNT is activated while a gravity-affected block (e.g. sand, or gravel) is on top of it, the block falls through the primed TNT entity, and when the primed TNT explodes, it can break blocks. If TNT is placed on top of a block whose height is less than a full block (e.g. soul sand, honey block, etc.) and activated, the primed TNT can destroy blocks. If TNT is activated while on top of a soul sand block, a bubble column forms, but the primed TNT does not float away. Primed TNT is affected by bubble columns if summoned farther up the column, or if pushed into the bubble column by a piston. In Bedrock Edition, TNT is unable to destroy blocks underwater by any of the above methods: falling blocks partially displace primed TNT, and primed TNT is always pushed upward by a soul sand's bubble column. There is however a variation of TNT called underwater TNT (When Education Edition option is enabled) that can destroy blocks underwater. A TNT block is considered a redstone mechanism component, and is activated when it receives a redstone signal. TNT is a non-conductive (transparent) block and cannot be powered. When a TNT block receives a redstone signal, it does not activate any other adjacent TNT blocks via redstone, but any adjacent TNT blocks are activated by the explosion. Sounds Java Edition: Bedrock Edition: Java Edition: Primed TNT use the Friendly Mobs sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: TNT has entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Videos History Issues Issues relating to "TNT" 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/Biome#Gallery] | [TOKENS: 9830] |
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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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/Sea_lantern] | [TOKENS: 415] |
Sea Lantern Java Edition Bedrock Edition Yes Yes (64) Any tool 0.3 0.3 Yes (15) Partial (suffocates mobs, blocks sunlight, blocks beacons) No No 14 QUARTZ A sea lantern is an underwater light source that appears in ocean monuments and ocean ruins. Contents Obtaining No tool can accelerate the breaking process of sea lantern. Sea lantern drops 2~3 prismarine crystals when it's destroyed using a tool without Silk Touch. In Java Edition, the Fortune enchantment makes the sea lantern drop extra 0~level prismarine crystals at the equal chances, but it is capped at 5. In Bedrock Edition, the number of drops is not affected by Fortune. Sea lantern drops itself when it's destroyed using a tool with Silk Touch. Sea lanterns generate throughout ocean monuments, as well as in some ocean ruins. Usage Sea lanterns emit a light level of 15, the brightest possible light level in the game. Sea lanterns can be used to activate a conduit by building a structure around it. By doing this, the conduit emits the Conduit Power effect in a certain radius, depending on how many blocks are used to power it. Prismarine, dark prismarine, and prismarine bricks can also be used for this purpose. Sea lanterns can be placed under note blocks to produce "Clicks and Sticks" sounds. The Sea lantern blocks all sunlight, players and mobs suffocate inside it, and it blocks a beacon's beam, preventing the beacon's activation. However, like transparent blocks, it does not prevent the opening of chests, monsters (including slimes) cannot spawn on it,[Java Edition only] and it does not transfer a redstone signal. This behavior also occurs in glowstone. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Sea Lantern" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.7.5] | [TOKENS: 78] |
Bedrock Editor 0.7.5 Bedrock Editor October 17, 2024 1.21.50.24 ◄ 0.7.4 0.7.6 ► Bedrock Editor v0.7.5 is a minor alpha release for the Bedrock Editor released on October 17, 2024. Contents Changes Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Dragon%27s_breath] | [TOKENS: 202] |
Dragon's Breath Uncommon Yes Yes (64) The dragon's breath is a brewing item that is used solely to make lingering potions. Contents Obtaining Dragon's breath can be obtained by using empty glass bottles on the ender dragon's breath attack while perched, or on the purple effect clouds caused by dragon fireballs. Usage Dragon's breath may be added to any splash potion to upgrade it to a lingering potion, which can be used to create a lasting area effect cloud, or to craft tipped arrows. With two or more dragon's breath in the brewing stand, after the brewing process, a glass bottle drops as an entity. However, with one dragon's breath in the brewing stand, the glass bottle is consumed and cannot be retrieved. Sounds Java Edition Bedrock Edition: Achievements Advancements Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Dragon's Breath" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References External links Navigation Navigation menu |
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