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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.8.6] | [TOKENS: 89] |
Bedrock Editor 0.8.6 Bedrock Editor January 30, 2025 1.21.70.20 ◄ 0.8.5 0.8.7 ► Bedrock Editor v0.8.6 is a minor beta release for the Bedrock Editor released on January 30, 2025, which adds some technical things and fixes bugs. Contents Additions Changes Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Mob_AI#Pathfinding] | [TOKENS: 630] |
Mob AI This article describes the various components of a mob's AI that control the mob's behavior. Contents Brain Some mobs use a complex AI system called a brain. A mob's brain stores memories (data), a list of tasks that can be performed, and a list of sensors used to determine which tasks it can perform. Sensors are used to detect if a mob with a brain can perform certain tasks. Examples of sensors include, a sensor to detect if an armadillo should be scared, a sensor to detect the nearest player, and a sensor to detect if a mob is in water. Tasks are activities that mobs with brain AI systems can perform. Sensors are used to determine if a task can be performed, and tasks may use information stored in memories. Examples of tasks include a villager walking to its jobsite, a piglin admiring an item, or a warden emerging. Tasks have priorities, so tasks with a higher priority will over run tasks with lower priority, for example, if a zombie is wandering and it sees a player, it will switch tasks to attacking. Memories are used to store data, and are used when mobs perform tasks. Examples of memories include a list of all visible mobs in range, the location of a villager's jobsite block, and any cooldowns the mob may have. Control Goals Goals are a simple AI system used primarily by mobs already existed before the brain AI. However, there are recent mobs that use both AIs simultaneously, for example, the happy ghast. Goals can range from wandering around, opening doors, attacking another mob, and more. Each type of mob that uses goals has its own defined list of goals, and each goal has a priority. Mobs attempt to perform the lowest priority goal they can, and may switch goals if there is an opportunity to pursue a lower priority goal. For example, if a zombie is targeting and chasing a villager (priority of 3) and a player comes within the detection range of the zombie, the zombie may target and chase the player (priority of 2) instead. List of goals that are used by many different mobs. Lists of goals and associated priorities for individual mobs. Pathfinding When pathfinding to a target, mobs will sometimes avoid certain blocks (usually blocks that cause damage or slow the mob down). These blocks have a penalty associated with them. Generally, mobs try to path through blocks with the smallest penalty. There are some blocks that most mobs cannot path through; these all have a penalty of -1. The following table is a list of all pathfinding penalties and their default values. Each type of pathfinding (land, water, air) uses its own subset of these penalties. Some mobs override these default values. The following mobs override the default pathfinding penalty for some blocks: This means, every entitiy when wandering will always prefer to pathfind to a block with the most blocks below it within range. Due to the higher chance that a target will be generated within the blocks below it and moved up to the nearest air block above before generating a path. See also Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Brewing?section=5&veaction=edit] | [TOKENS: 841] |
Brewing Brewing is the process of creating potions, splash potions, lingering potions, and medicine[Minecraft Education only] by adding various ingredients to water bottles in a brewing stand. Contents Brewing equipment Ingredients There is no provided in-game recipe book for brewing. Base ingredients are ingredients that can be added directly to a water bottle. Nether warts are used to make awkward potions, and are the fundamental of the base ingredients, as it is required to make the majority of potions. Modifiers are ingredients used to alter the properties of a potion or to change a potion effect into a different one. The fermented spider eye is unique as it is the only modifier that can convert a water bottle directly into a usable potion. Generally, upgrading a potion involves a trade-off between duration and potency. A potion with an enhanced effect has shorter duration, and a potion with extended duration cannot have an enhanced effect. However: A fermented spider eye changes a potion's base effect, often reversing it or producing a negative potion. By adding gunpowder, a drinking potion can be turned into a splash potion, which can be thrown to coat entities within the place of impact with a status effect. Subsequently, adding dragon's breath to a splash potion makes a lingering potion, creating a cloud that inflicts effects on entities that enter its area. Effect ingredients imbue an awkward potion with a particular effect but do not alter potion duration or intensity. When added directly to a water bottle, most of these ingredients produce a mundane potion. The exceptions to this are the golden carrot, pufferfish, turtle shell, and phantom membrane, which cannot be added directly to a water bottle. A corrupted version of a potion can be made by adding a fermented spider eye to it. Brewing recipes Base potions are potions without effects, brewed by adding a single base ingredient to a water bottle. Of these, only the awkward potion can be imbued with an effect ingredient to create a potion with an effect.[Java Edition only] Effect potions are primarily created by adding an effect ingredient to an awkward potion, which is created by adding nether wart to a water bottle. Certain effects require a potion to be corrupted by a fermented spider eye. The potion of Weakness can additionally be created by simply adding a fermented spider eye to a water bottle, and it is the only potion that can be brewed without nether wart. Undead mobs react differently to effects than other mobs. They take damage from potions of Healing, gain health from potions of Harming, and are unaffected by potions of Poison and Regeneration. Enhanced:Instant Health II: Restores health by 8HP. Enhanced:Regeneration II: Restores health by every 1.25 seconds. Enhanced:Strength II: Increases player's melee attack damage by 6HP. Enhanced:Speed II: Increases movement speed, sprinting speed, and jumping length by 40%. Enhanced:Jump Boost II: Increases jump height by 150%. Enhanced:Poison II: Depletes health by 1HP every 0.6 seconds. Enhanced:Instant Damage II: Inflicts 12HP × 6 damage. Enhanced:Slowness IV: Reduces movement speed by 60%. Enhanced:Slowness VI, Resistance IV: Reduces movement speed by 90% and reduces incoming damage by 80%. Brewing recipes in Bedrock Edition are a superset of that in Java Edition, which means that all Java Edition recipes are also available in Bedrock Edition, but not the other way round. Cures are brewed from awkward potions using different elements. Drinking these removes the specified bad effect. They cannot be modified into splash, lingering, extended, or enhanced versions. The potion of Luck[JE only] and the potion of Decay[BE only] cannot be brewed, and can be obtained only through commands or the Creative inventory. In Bedrock Edition, brewing recipes can be customized through addons using the same system as other recipes. History Issues Issues relating to "Brewing" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.8.7] | [TOKENS: 88] |
Bedrock Editor 0.8.7 Bedrock Editor February 5, 2025 1.21.70.22 ◄ 0.8.6 0.8.8 ► Bedrock Editor v0.8.7 is a minor beta release for the Bedrock Editor released on February 5, 2025, which adds some technical things and fixes bugs. Contents Additions Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Brewing?action=edit§ion=5] | [TOKENS: 223] |
Editing Brewing (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 3 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tutorials/Organization] | [TOKENS: 1165] |
Tutorial:Organization Organization is a very important habit to have in Minecraft. Organization helps with finding things quickly and easily, especially later in the game when you have collected a lot of materials. It takes a long time to find what you need when it is cluttered up. This tutorial is intended for players who prefer to store items in specific categories. Contents Storage Early on in the game, one double chest can fit most of your items, such as wood, weapons, and tools. However, to progress further in the game, you eventually need to make storage rooms with categorized chests to store items. Chests, shulker boxes and barrels are some of the most important blocks in the game. Here are the basic steps for organizing everything into a good sense of order. Once you have completed your storage rooms, you'll want to be consistent with your organizing across all the singleplayer and multiplayer worlds that you play on. One of the main things to do is to come up with a few general categories for every item and block. The exact categories you decide to organize items vary between players–organize them in a way that is convenient for you. Here are some suggestions: Remember that many items can fit in multiple categories. For example, most types of food would also fit into the mob drops or natural categories. You must decide what categories have priority over others. Another idea for organization is to organize each chest based on where they are in the Creative inventory. For example, use the labels in the Creative inventory like building blocks, decoration blocks, redstone, tools, combat, and others. Note that this does not work if you have a huge supply of items, but if this is the case, you can divide each category between two different chests. At the entrance of your house or base, you may want to have a temporary chest that can be used for anything, so you can go farming while you keep your mining or building the setup in an easily accessible place. It is also helpful to have a chest for items that need to be sorted. This discourages you from simply putting items in random chests when you need to empty your inventory quickly. The setup of how you put items in a specific chest is important too. Putting them randomly is going to make everything a mess, so you can group the same items and blocks together. Create rows of the same thing or section of the chest to specific items. One possible way to do this with multiple tools that have been used before, with differing durability, is to sort them like this: first, sort them by tool, sectioning them off in the chest vertically by pickaxe, shovel, hoe, etc.; then, by what they're made of–any diamond tools go to the top, while stone or wood goes to the bottom. Within the spaces of the tools, the new ones would be higher up than the used ones. For example, a new iron pickaxe would be higher than the used ones, but still not higher than a used diamond pickaxe. How you sort your items in the chests can save your sanity in the future. Inventory Cleaning up your inventory and hotbar can also benefit players by making unofficial hotkeys. This way, you don't have to look at your hotbar to select what item you want and you can find an acceptable limit for the extra resources you carry. Inventory management is crucial if you want to be an efficient player. The following are suggestions only. There is no one way to organize an inventory, and if you are overflowing with items, you may need to adjust your item locations. This is a method of inventory organization that is capable of changing depending on the task at hand. It uses a general layout with easy access to many items and utilities, but also leaves room for personalization. Some mods may allow you to bind inventory slots to hotkeys. The screenshot to the right shows the different "zones" in the inventory. You can add these colors to your survival inventory using resource packs. The color codes are explained below: Could be swapped with: maps, ender pearls, or more potions. Could be swapped with: any potions. You can use these slots as more work storage if you're not yet at the point in the game where you can brew potions. Could be swapped with: Job-specific items (redstone components, building blocks, etc.) Could be swapped with: glowstone Could be swapped with: any tool, depending on what you're doing. Could be swapped with: Any job-specific items (ex. leave empty for mining, so you have space for minerals.) It is recommended to always carry a water bucket. Could be swapped with: golden apples, or Instant Health potions. Could be swapped with: a fishing rod, or more swords/bows. There are two ways you can navigate the hotbar: using the mouse wheel to switch between items, and using keyboard keys. The mouse wheel is better for beginners, but it takes longer to scroll to an item and you have a high chance of skipping over the item you want. The keyboard keys can allow to you to switch to any slot on the hotbar from anywhere, but requires you to memorize the keys and you have limited mobility in the split second you switch slots. By default, the number keys are assigned to the corresponding hotbar slot. Some resource packs add numbers to the slots to make it easier. Here are some different recommended keyboard bindings to use for more advanced players and what fingers might be assigned to them: This layout is designed for instant access to items you might need quickly, and places items with a similar purpose next to each other so they can be accessed with a single scroll. It is also very flexible and has several slots that can be changed without sacrificing the functionality of the layout. Video Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Mob_fleeing] | [TOKENS: 334] |
Mob fleeing In Minecraft, mob fleeing is a mechanic in which mobs will attempt to avoid or "flee" from sources that they are fearful of. Contents Overview When a mob is in close enough proximity to something that it is fearful of (referred to as a "fear source" in this article), it attempts to move away from that source (usually through moving quickly such as sprinting) until it is a reasonable distance away. All mobs will check for fear sources in the surrounding area every 5 ticks when there is a line of sight. The radius in which a mob detects a fear source can vary depending on the specific fear source in Java Edition or simply 3×3×3 for every mob in Bedrock Edition. For example: a mob may detect a certain fear source within a radius of 8 blocks, whereas it may detect a different fear source within a larger radius of 15 blocks. When fleeing, a mob moves to a location 4-15 blocks away from the feared source and then return to its regular behavior. Usually, fleeing from a fear source becomes a mob’s top priority, meaning it will stop whatever action it was doing in favor of fleeing. As such, fleeing can interrupt mobs from doing many actions such as interacting or attacking. In most cases, the mob will return to what it was previously doing when it is no longer fleeing. A mob's fear source can be in the form of a block, another mob, or a player. Fleeing interactions Zoglin Zombified PiglinSoul Campfire (lit)Soul FireSoul LanternSoul Torch See also References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.8.9] | [TOKENS: 81] |
Bedrock Editor 0.8.9 Bedrock Editor February 19, 2025 1.21.70.24 ◄ 0.8.8 Bedrock Editor v0.8.9, is a minor beta release for the Bedrock Editor released on February 19, 2025, which improves the workbench and fixes bugs. Contents Changes Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Wind_Burst] | [TOKENS: 570] |
Wind Burst III None 2 wind_burst Wind Burst is an enchantment applied to maces that causes a powerful upward knockback effect to be created upon executing a smash attack. Unlike wind charges, Wind Burst does not negate fall damage. Contents Obtaining Wind Burst can only be obtained from ominous vaults in trial chambers in the form of enchanted books at level I. It is a rare enchantment, having a 5.5% chance of being ejected from an ominous vault. Usage When executing a smash attack using a mace enchanted with Wind Burst, the user is launched back into the air, allowing them to chain continuous smash attacks. Attacks on the ground do not activate Wind Burst, as the activation requires a smash attack. In order to perform a smash attack, and in turn activate Wind Burst, a player has to fall more than 1.5 blocks. This can be achieved by jumping off a single block placed on the ground and attacking right before touching the ground (total fall height of ~2 blocks), or alternatively by using a wind charge or the Jump Boost effect. The slow attack speed of the mace in Java Edition makes it impossible to chain fully-charged smash attacks with Wind Burst I on a target that stays at the same elevation. Like wind charges, Wind Burst can interact with redstone objects such as levers or wooden doors. Since foxes can attack mobs by pouncing on them, a fox given a mace enchanted with Wind Burst is capable of activating it. This is of little benefit to the fox, as it will typically fail to chain a second smash attack and will thus take fall damage. Wind Burst adds approximately 8 blocks of upward knockback for the first level, 16 blocks for the second level, and 24 blocks for the third level. In Java Edition, Blast Protection reduces the effect of Wind Burst. In Bedrock Edition netherite armor reduces Wind Burst's effect. The table below details the explosion knockback multiplier and blocks launched per level. Further Wind Burst levels use the formula 1.15 + 0.35 * level to calculate the knockback multiplier. If Wind Burst is applied to an item other than a mace by use of commands or anvils in Creative mode in Java Edition, Wind Burst activates after the player has fallen at least 1.5 blocks. The launch from Wind Burst doesn't boost the player as high, since landing hits with any other item does not reset vertical velocity unlike the mace. The faster the player falls while hitting an entity, the less it is launched upwards, since gravity and the enchantment are close to causing a force equilibrium. Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Wind Burst" 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/Suspicious_sand] | [TOKENS: 573] |
Suspicious Sand Common No Yes (64) 0.25 0.25 No No No No 2 SAND Suspicious sand is a fragile gravity-affected block found in various Overworld structures. It can be brushed to extract unique structure-dependent loot from it. It drops nothing if it breaks, and will break if it falls or is moved. Contents Obtaining In Java Edition, suspicious sand drops as an item if it falls for more than 30 seconds, which can be achieved by falling into an upward bubble column, or through two cobwebs stacked on top of each other. However, it does not retain its loot. In Bedrock Edition, suspicious sand can be obtained only through the Creative inventory, using pick block in Creative mode and commands. The suitable tool to break suspicious sand is shovel. Suspicious sand drops nothing when it's destroyed. Suspicious sand generates naturally in buried rooms under desert pyramids, as well as in the bottom of desert wells. It also generates within warm ocean ruins. Usage When a brush is used on a suspicious sand, cracks start to appear on all sides of the block as the dusted block state of the block starts to increase. If the suspicious sand being brushed is naturally generated, an item gradually emerges from the side where the player starts brushing. After 96 (6+20+30+40 per stage) game ticks (4.8 seconds), the item is extracted, and the suspicious sand is converted into sand. If the player stops brushing a suspicious sand, the block remains in its half-excavated state for a few seconds, before gradually returning to its unexcavated state one stage at a time. The item obtained and the loot table of suspicious sand is dependent on which structure it has generated in. Items can be extracted only from naturally generated suspicious sand. When placed by the player, nothing is produced after brushing. In Java Edition and Bedrock Edition, each warm ocean ruin's suspicious sand contains 1 item stack, with the following distribution: In Java Edition and Bedrock Edition, each desert temple's suspicious sand contains 1 item stack, with the following distribution: In Java Edition and Bedrock Edition, each desert well's suspicious sand contains 1 item stack, with the following distribution: A turtle egg can hatch only if placed on suspicious sand, regular sand, or red sand. Suspicious sand is destroyed when the piston tries to push it. It can't be pulled by the sticky piston. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Height: 0.98 blocksWidth: 0.98 blocks Advancements History Issues Issues relating to "Suspicious Sand" 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/Potion_of_Swiftness] | [TOKENS: 239] |
Potion of Swiftness Common 32 game ticks (1.6 seconds) Yes Yes No A potion of Swiftness is a potion that provides Speed when used. Contents Obtaining A witch has an 8.5% chance to drop a potion of Swiftness if it dies while drinking the potion. In Bedrock Edition, the cauldron in a swamp hut contains a random potion, with a 25% chance for it to be Swiftness. Usage Potion of Swiftness is a base for brewing potions of Slowness. Sounds Data values Java Edition: Bedrock Edition: Bedrock Edition: Java Edition: Regular, splash, and lingering potions all use a "potion" tag inside "potion_contents" component to indicate the potion type. Bedrock Edition: Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Potion of Swiftness" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Item_(entity)] | [TOKENS: 1401] |
Item (entity) 5HP[note 1] Height: 0.25 blocksWidth: 0.25 blocks Items are "dropped" blocks or items (non-block resources) that appear in the world, rather than being in the inventory of a player or block entity; they are a type of entity. Contents Appearance Items have two possible appearances, generally corresponding to whether the item appears as a 3D or 2D shape in a player's inventory screens. 3D items appear as their 3D shape, miniaturized to about 1⁄4 scale, while 2D items appear as 1⁄2 scale with all the pixels extruded into a cube. Both types slowly rotate and bob up and down; this is merely a visual effect, the item itself does not actually rotate or bob up and down. Item entities that represent a stack of more than one item appear as several items stuck together. Stacks of 1 appear as one item, 2-16 as two items, 17–32 as three, 33-48 as four, and 49+ as five. The rotation rate of the item is approximately 2.9 degrees per tick, or 57.6 degrees per second. Behavior Item entities come from many sources. Some common ones are: The player may be thought of as having an "item pickup" box that surrounds their hitbox. This pickup box extends 1 additional block to the horizontal sides, and 0.5 additional blocks up and down. Any item whose hitbox intersects with the pickup box can be picked up. The pickup box is inclusive on the horizontal sides (for distance less than or equal to 1), and exclusive on the vertical sides (distance less than 0.5). When the player's hitbox size changes, such as when crouching or sleeping, the pickup box size changes with it. Once an item entity's hitbox overlaps with the player's pickup box, it can transfer its items. As many items as can fit in the player inventory, excluding the armor slots and the off-hand slot, are transferred. If any item is transferred, a "plopping" sound is played. If all items are transferred, the items appear to move into the center of the player. The item entity never physically moves, however, which means it can appear to go through lava and blocks in its path. This can happen through blocks that are thinner than a full block, but also through the shared edge of two full blocks. Unlike experience orbs, multiple item entities can be picked up simultaneously. Dropped items have a delay of 10 ticks (half a second) between appearing and being able to be picked up, or 40 ticks (2 seconds) if thrown by a player, dolphin, or fox. Items do not collide with other entities (except boats and shulkers) and are only moved or stopped by blocks. Like other entities, items can be pushed by flowing water and bubble columns, pushed by a piston, launched by a moving slime block, stuck to a honey block, or caught in a cobweb. Items move at faster speeds if ice is placed under the flowing water. When in still water, items float slowly up to the surface. In Java Edition, items can be reeled by fishing rods, costing 3 durability. If an item is within a solid block, it then flies out one of the unobstructed sides, or out of the top of the block if surrounded by solid blocks on all sides. It does this even if the space below is unoccupied; therefore, it is possible to recover an item dropped in a small pit by blocking up the pit. Items visually disappear when the player is about 16 blocks away from them, and reappear when they get closer. In Java Edition, this distance can be adjusted by the "Entity Distance" slider in video settings. Unlike most entities, items cannot be spectated in Spectator mode without use of the /spectate command. When an item entity drops within the pickup box of two separate players simultaneously on a multiplayer server, the player who joined first automatically gets the item. If the item is tossed by one of said players, the other player is prioritized.[verify] Some mobs, such as zombies and skeletons, have a chance to spawn being able to pick up weapons and armor depending on difficulty. Two stackable items of the same type can merge together into a single item entity if the resulting stack size does not exceed that item's maximum stack size and if one is within a 0.5×0.25×0.5 square bounding box around the other item. The item with the greater stack gets its item count increased while the smaller or equal that is processed first is despawned. Items usually attempt to merge every 40 game ticks (2 seconds) but items moving across block boundaries can be processed every 2 game ticks (0.1 seconds). Items cannot be attacked by players or mobs; attempting to do so simply hits through them. However, they take damage and disappear from environmental or block-based damage such as explosions, fire, lava, and contact with cacti. Items have essentially no health, so they are destroyed by the slightest damage, though if set on fire they may remain for a few seconds before disappearing. Nether stars are immune to explosions, and netherite-based items and tools are immune to fire and float on top of lava. Also, some blocks that regularly damage mobs, such as magma blocks, campfires, sweet berry bushes, wither roses, and powder snow, do not damage items. Items despawn after 6000 game ticks (5 minutes) of being in a loaded, entity-ticking chunk; this is affected by the player's simulation distance. If two item stacks merge, the timer is set to the item that has more time remaining. The 5-minute timer is paused when the chunk is unloaded or no longer processing entities. In Bedrock Edition, nether stars do not despawn. In Java Edition, nether stars dropped by a dying wither despawn after 10 minutes, but they despawn after 5 minutes if dropped by any other means. Items that fall into the void immediately despawn when they fall below world minumum build height - 64 (Y=-128 in the Overworld, Y=-64 in the Nether and the End). Sounds Java Edition: Item Entities use the Ambient/Environment sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Dropped items have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: History Issues Issues relating to "Item" or "Item entity" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.9.1] | [TOKENS: 83] |
Bedrock Editor 0.9.1 Bedrock Editor March 11, 2025 1.21.80.20 0.9.2 ► Bedrock Editor v0.9.1 is a minor beta release for the Bedrock Editor released on March 11, 2025, which changes the selection system and fixes bugs. Contents Additions Changes Selection Other Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Potions_of_Weakness] | [TOKENS: 321] |
Potion of Weakness Common 32 game ticks (1.6 seconds) Yes Yes No A potion of Weakness is a potion that provides Weakness when used. Contents Obtaining A witch has a 25% chance of throwing a splash potion of Weakness if a player is 3 or less blocks away and does not already have the Weakness effect. Also, the player's health has to be at 8HP or less, or the player has to have the Poison effect. The thrown potion cannot be picked up, but it can cause the Weakness effect. One splash potion of Weakness can be found in the brewing stand inside every igloo basement. In Bedrock Edition, the cauldron in a swamp hut contains 1 to 2 bottles of a random potion. There is a 10% for it to be a potion of Weakness. Usage A golden apple and a splash potion of Weakness can be used to convert a zombie villager into a regular villager. Sounds Data values Java Edition: Bedrock Edition: Bedrock Edition: Java Edition: Regular, splash, and lingering potions all use a "potion" tag inside "potion_contents" component to indicate the potion type. Bedrock Edition: Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. Trivia History Issues Issues relating to "Potion of Weakness" 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/Smelting?section=6&veaction=edit] | [TOKENS: 1211] |
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Falling_Block] | [TOKENS: 718] |
Falling Block Height: 0.98 blocksWidth: 0.98 blocks A falling block is the entity form of a block that appears when a gravity-affected block loses its support. Contents Spawning Falling blocks naturally spawn where gravity-affected blocks lose their base of support. These blocks include: In Java Edition, falling block entities can be spawned through /summon. By tweaking the BlockState NBT tag, it is possible to summon any block as a falling block entity. Although it has the same appearance as its corresponding block and is also affected by gravity, primed TNT is a different entity. Behavior A falling block continues falling until it lands on another block with a solid top surface. If it lands with the bottom center of its hitbox in a replaceable block (grass, fluids, vines, air, etc.), and the block below can support it (i.e. not a replaceable block), then the falling block returns to its block state. Otherwise, it breaks and drops as an item. Like most other entities, falling blocks are affected by explosions and bubble columns, can be launched by a moving slime block, can be pushed by pistons, can be slowed down by cobwebs, can slide down the side of a honey block, and can travel through nether and end portals. However, they do not bounce on a stationary slime block and can neither be pushed nor slowed down by water or lava. Falling blocks pass through most entities without colliding with them, although projectiles such as arrows bounce off them. They do not have health, cannot be attacked and do not take damage. They are also immune to all status effects. By default, a falling block that has existed for more than 600 ticks (30 seconds) destroys itself and drops as an item. This can be changed by modifying the entity's Time NBT value. Suspicious sand and suspicious gravel also drop themselves after falling for more than 30 seconds, making this the only way to obtain suspicious blocks in Survival mode.[Java Edition only] Commands such as /data[Java Edition only] can change the moving and facing directions of a falling block, although there are no in-game mechanics that can alter a falling block's facing direction. They can be removed with the /kill command. Some falling blocks, like anvils and pointed dripstone, deal damage to players and mobs in the same block space where they land. The damage is dealt only on landing, and is not dealt to players and mobs that collide with them in mid-air. A falling block that deals damage can be summoned if its HurtEntities tag is set to true. The amount of damage dealt per block fallen can be customized via the FallHurtAmount tag, and the maximum damage dealt can be customized via the FallHurtMax tag. 0.98 0 0 ticks 0 0 m 1 Time 0 Radius X = , Y = , Z = Maximum height: m ( ticks)noneHorizontal range: m ( ticks) VX = , VY = , VZ = (m/tick)Terminal speed: m/tick degUnreachable1 Direct hit Projectile hits the falling block Projectile passes through the falling block Projectile ricochets on the falling block Sounds Some falling blocks produce sounds when they land. Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Falling Block" 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/Bedrock_Editor_0.9.2] | [TOKENS: 87] |
Bedrock Editor 0.9.2 Bedrock Editor March 18, 2025 1.21.80.21 ◄ 0.9.1 0.9.3 ► Bedrock Editor v0.9.2 is a minor beta release for the Bedrock Editor released on March 18, 2025, which adds trim actions and fixes bugs. Contents Additions Fixes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Sculk_shrieker] | [TOKENS: 1302] |
Sculk Shrieker Non Warden-Summoning: YesWarden-Summoning: No Yes (64) 3 3 No JE: NoBE: Yes Yes No No 29 COLOR_BLACK A sculk shrieker is a sculk block that will "shriek" if any player touches its top (even indirectly) or activates a nearby sculk sensor. Only players can trigger it. Naturally-generated sculk shriekers also inflict Darkness and may summon a warden if triggered, but shriekers placed by players or sculk catalysts are completely inert and harmless. Contents Obtaining A sculk shrieker can be mined with any tool, but hoes are the quickest. It drops itself only if mined with any tool enchanted with Silk Touch. If mined with a non-Silk Touch tool, it drops 5 experience instead. When a sculk shrieker is broken it loses the ability to summon wardens, even if mined with Silk Touch. Sculk shriekers can be found infrequently within the deep dark biome, and they are much more common within ancient cities. All naturally generated shriekers can summon wardens. A sculk catalyst has a 1% chance of generating a sculk shrieker on top of a sculk block. These shriekers do not summon wardens. Usage Sculk shriekers "shriek" after being activated. A sculk shrieker activates when any player stands on the black part in the center of the block, even when sneaking. Sculk shriekers are also activated by any sculk sensor triggered within an 8-block spherical radius of itself, but only if the vibration was caused by a player. However, a sculk sensor cannot activate the sculk shrieker if the line between the two contains a wool block. The shrieker shrieks for 90 game ticks (4.5 seconds). Sculk shriekers that naturally generate in the deep dark biome are capable of inflicting the Darkness effect upon players and summoning wardens. If a sculk shrieker is placed by a player or generated via a sculk catalyst, the tag can_summon is set to false, and therefore a warden cannot be summoned and Darkness cannot be inflicted by that sculk shrieker. Each time a naturally generated sculk shrieker is activated, it adds 1 to a "warning" level to alert a warden. The warning level is specific to each player, not each sculk shrieker, meaning that the same player can activate a different sculk shrieker for each of the four times, and a warden still spawns on the fourth activation, even though any particular shrieker had been activated once. If a player does not activate any sculk shrieker, the warning level decreases by 1 every 10 minutes (12000 ticks). In multiplayer, all other players in a 16-block spherical radius are also "blamed" for a sculk shrieker's activation, and all blamed players will have their warning level set to one more than the highest warning level among blamed players, and all of their warning level timers will be reset. After the shrieking ends, all players in Survival or Adventure mode within 40 blocks are given the Darkness effect for 12 seconds. After a warden is summoned, a player's warning level does not reset back to 0, meaning multiple wardens can be summoned. Naturally generated sculk shriekers have a 10-second cooldown per player. This means that if a player triggers one shrieker, they are completely unable to trigger any other shrieker within 10 seconds. The cooldown period includes the 4.5-second shrieking, which means 5.5 seconds after the previous shrieking ends, the player can activate sculk shriekers again. When a player's warning level reaches level 4, the sculk shrieker attempts to spawn a warden after its shrieking ends. If the shrieker is broken before it ends shrieking, a warden spawns immediately. Up to 20 attempts are made to spawn a warden within an 11×13×11 box centered on the shrieker. If there isn't another warden within 24 blocks, a warden emerges from the ground. The warden always spawns at the highest available block. If all 20 spawning attempts fail, a loud roaring sound is played. Spawning a warden does not decrease the player's warning level, so a warden can be immediately summoned again after the 10-second cooldown. However, the warning level will not increase above 4. In Peaceful difficulty or in Java Edition, if the game rule doWardenSpawning is set to false, naturally generated sculk shriekers behave as if they are placed by a player: they do shriek, but there is no shrieking cooldown, the player's warning level does not increase, no Darkness effect is inflicted, and no warden spawns. If the player that triggered the sculk shrieker is outside the shrieker's range when the shrieking ends, the sculk shrieker does not apply the Darkness effect to any player. The player's warning level still increases by 1. It is possible to make a warden spawn from a distance, by shooting a projectile into the direction of known sensors that are near shriekers. The warnings have unique subtitles at different levels of warning: Since sculk shriekers only activate in response to vibrations caused by a player, it has the potential be used for systems that require player-only vibrations. Activated sculk shriekers can also be detected by an observer, making it useful for sending a pulse to redstone components. Sculk shriekers cannot be moved by pistons or sticky pistons. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: A sculk shrieker has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Sculk Shrieker" 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/File:Splash_Potion_Weakness.png] | [TOKENS: 64] |
File:Splash Potion Weakness.png 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 4 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/Vault] | [TOKENS: 773] |
Vault No Yes (64) Any tool 50 50 Yes Active or ejecting: 12 Inactive: 6 Partial No No 11 STONE A vault is a block found in trial chambers that ejects loot when unlocked using a trial key. Each vault can be opened by an unlimited number of players, but each player can unlock a specific vault only once. Contents Obtaining Vaults can be obtained only by the Creative inventory, using pick block, or executing commands. A vault has no tool associated with it and does not drop anything when destroyed. In trial chambers, vaults can generate naturally in all rooms that also contain trial spawners, as well as the entrance room. They are found generated on small pedestals made of waxed cut copper blocks and cut copper slabs. Usage When a player is within 3.0 blocks of a vault, it becomes active and begins emitting flame particles inside of it. If the player has not unlocked the vault before (i.e. if the player is not in its list of players), a stream of orange particles flows from the player to the vault's keyhole. The vault becomes inactive if there are no players within 4.0 blocks who have not unlocked the vault. When active, a vault idly cycles between items once every second, visually displaying the current item inside the block. Each time the vault cycles to a new item, the item is randomly chosen from the loot table (§ Loot). Small orange particles also appear in front of the vault as if they were being sucked into the keyhole. When a trial key is used on a vault, it ejects items. Items are ejected one stack at a time with a burst of particles for each stack. While a vault is ejecting items, it will briefly show the next item to be ejected. This should not be confused with the random items displayed while the vault is idle. These random item displays cannot be used for timing the unlocking, as the items to eject are rolled independently of whatever the idle display shows. When a vault is finished ejecting items, it becomes inactive until another player approaches it. Each vault can be unlocked only once per player. Vaults are intended to reward each player for completing each trial chamber one time. This gives every player in a world the opportunity to find their own loot without having to travel substantial distances to find undiscovered loot at a fresh structure. Each vault keeps track of up to 128 unique players that have opened it. If the list of players is full and another opens the vault, the new player is added to the end of the list while the first known player is forgotten and becomes able to open the vault again. Because of this, any item dropped by vaults is functionally renewable with enough players. See Renewable resource § Vault. A vault ejects 2 to 5 stacks of loot, which can sometimes include a few unstackable items. It ejects a combination of loot from three different loot tables. The following information describes the loot ejected for a single player when a single trial key is used. In Java Edition, each trial chambers vault and reward chest contains items drawn from 3 pools, with the following distribution: In Bedrock Edition, each trial chambers vault and reward chest contains items drawn from 3 pools, with the following distribution: A vault cannot be pushed by a piston or pulled by a sticky piston. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: A vault has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Advancements Videos History Issues Issues relating to "Vault" 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/Superflat] | [TOKENS: 1080] |
Superflat Superflat[JE only] or Flat world[BE only] is a world type or a vanilla world preset that replaces the normal varied terrain of the Overworld with a completely flat surface composed of multiple layers and set to a single biome. A superflat world can be customized using presets, which change its layers and biome. In Java Edition, presets can also change the features and structures found in a superflat world, and an in-game menu allows players to fully customize the layers and the biome. In Java Edition, superflat can also refer to a dimension's generator type, with which the completely flat terrain can be generated in a specific dimension. See also Custom dimension and Custom world preset. Contents Structure In the default superflat world, the terrain consists of one layer of bedrock, two layers of dirt, and one layer of grass blocks, with the biome set to plains. In Java Edition, villages generate relatively frequently, and strongholds can also be found; in Bedrock Edition, no features or structures generate in flat worlds. In the default superflat world, the surface of the world is completely flat and at Y=-60, except for villages and other structures if they are enabled. Mobs still spawn normally. Because of the low altitude of the world, slimes spawn frequently. Superflat worlds allow the player to access the Nether and the End in the usual ways, which generate as normal. Customization When creating a new world, the superflat generator can be changed to various presets or fully customized depending on the edition. In Java Edition, upon selecting "Superflat" in the "World Type" button, the "Customize" button on its right becomes clickable. In the "Superflat Customization" menu, there are two buttons available to customize superflat worlds: the "Remove Layer" button, used for removing unwanted types of layers, and the "Presets" button, used for accessing the preset code string or selecting one of the nine default presets. Data packs can be used to customize the default presets or add new ones, see Custom world preset#Superflat Level Generation Preset for more information. If the player can understand the preset code syntax, they can create presets of their own by entering valid information into the preset code box. The preset code can be highlighted and copied, allowing it to be shared with other players. Similar to how new worlds are shared through seeds, a preset code can be entered into this box to use it. The preset code currently cannot fully describe a superflat level generation preset. Settings related to features and structures are inaccessible in the preset code. Using a preset code to recreate a world can only ensure that the blocks on each layer are the same, as well as the same biome, but cannot guarantee the same settings for features or structures. When using a preset code, the settings for features and structures are based on what default preset is currently selected on the list. There is no interface for further customization. However, custom flat worlds are possible internally, and can be generated by modifying FlatWorldLayers in the world's level.dat file using an external editor. This was used for converting custom superflat worlds from Legacy Console Edition to the console versions of Bedrock Edition. Classic Flat Grass Block x1Dirt x2Bedrock x1 Tunnelers' Dream Grass Block x1Dirt x5Stone x230Bedrock x1 Water World Water x90Gravel x5Dirt x5Stone x5Deepslate x64Bedrock x1 Overworld Grass Block x1Dirt x3Stone x59Bedrock x1 Snowy Kingdom Snow x1Grass Block x1Dirt x3Stone x59Bedrock x1 Bottomless Pit Grass Block x1Dirt x3Cobblestone x2 Desert Sand x8Sandstone x52Stone x3Bedrock x1 Redstone Ready Sandstone x116Stone x3Bedrock x1 The Void Air x1 The preset code is a string of numbers, semicolons(;), colons(:), commas(,), and asterisks(*). Each code has three main parts, divided by semicolons. They are: Several criteria must be satisfied before some features can appear: For example, to have an 'End' superflat world with end spikes, the biome ID must be the_end, and the top surface block must be end stone. In this particular case 'Structures' does not need to be turned on in the world options. Attempting to use an incorrectly formatted preset code causes the game to default to the Classic preset. Consider the following preset code: It consists of the following elements: Multiplayer In Java Edition, the level-type flag in server.properties must be set to minecraft\:flat for a server to generate as superflat. The JSON object flag generator-settings in server.properties defines further customizations of the world, such as block layers, biome, and structures. The syntax is shown in the example below: Example generation settings that recreate the "Classic Flat" preset: In Bedrock Edition, setting the level-type field in server.properties to "FLAT" will generate a flat world. History Issues Issues relating to "Superflat" or "Flat worlds" 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/Minecart_with_hopper] | [TOKENS: 662] |
Minecart with Hopper Common Yes No Height: 0.7 blocksWidth: 0.98 blocks 1 Minecart with Hopperplus contents 6HP A minecart with hopper is a minecart with a hopper inside. Unlike a normal hopper, it pulls items from containers much more quickly, cannot push items into containers, can collect item entities through a single layer of solid blocks, and is locked and unlocked via activator rails. Contents Obtaining Minecarts with hoppers can be retrieved by attacking them. By doing so, it drops as an item along with the contents of the hopper. Critical hits are not applied to them although the particles suggest otherwise. Usage Minecarts with hoppers are placed similarly to other minecarts. A minecart with hopper pulls in items lying nearby (within a range slightly larger than the cart itself), or inside a container directly above the minecart, at a high speed. In Java Edition a hopper minecart pulls items from a container directly above the minecart at a speed of one item every game tick in (20 items per second), eight times as fast as a normal hopper. In Bedrock Edition it pulls an item only every two game ticks (10 items per second), four times as fast as a normal hopper. It also picks up items that are lying on a block directly above the track. It does not push items into containers, but a hopper underneath the track can remove items from a minecart with hopper on the track. Ordinary hoppers can also drop items into a minecart with hopper like other containers, at the normal speed of 2.5 items per second. In Bedrock Edition a minecart with hopper on a curved rail pulls in items in a hopper lying in front of its moving direction and one block above if the hopper's output funnel is pointed downward and no block is below that hopper. The minecart with hopper can be disabled by passing over a powered activator rail, and can be reenabled by an inactive activator rail. An empty minecart with hopper can travel more than 85 blocks without stopping (as opposed to a normal cart going less than 12 blocks) from a dead stop using a two-powered track starter, even with another minecart in front of it. However, the distance traveled by a minecart with hopper depends on the hopper's load. Using a one-powered rail starter track, a minecart with an empty hopper travels 64 blocks until it stops (as opposed to an empty normal minecart going 8 blocks). The distance traveled diminishes non-linearly with increased hopper load; a minecart with a full hopper can travel only 16 blocks in this setup. Sounds Java Edition: Minecarts with hoppers use the Friendly Creatures sound category for entity-dependent sound events.[sound 1] Bedrock Edition: Data values Java Edition: Bedrock Edition: Minecarts with hoppers have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Minecart with Hopper" 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/Desert_pyramid] | [TOKENS: 668] |
Desert Pyramid Desert No A desert pyramid, commonly referred to as a desert temple, is an above ground structure found in desert biomes built mostly of sandstone. The desert pyramid contains four loot chests hidden under the floor in the center protected by a TNT trap, and a secret buried room to the side where archaeology can be performed by brushing the generated suspicious sand. Contents Generation Desert pyramids generate in desert biomes. Desert pyramids have a lower generation frequency in Java Edition than in Bedrock Edition. Structure Desert pyramids are intended to represent an excavation site. The structure is constructed with normal, smooth, chiseled, and cut sandstone, as well as orange and blue terracotta, sandstone slabs, and sandstone stairs. The pattern of orange terracotta on the towers of desert pyramids resembles an Ankh, the ancient Egyptian symbol for life and the Nile key. There is one main entrance in the front, two more entrances in the back on both the left and right sides near the top of the pyramid, and a one-block wide window at the top. Even if the rest of the pyramid generates mostly buried by sand, the top of the pyramid is almost always above ground. A mostly buried pyramid can still be accessed by the window in the top if necessary, though fall damage is likely. In the center of the pyramid's 21×21 ground floor is a checkerboard pattern of terracotta and sandstone in a wind rose symbol, with a block of blue terracotta in the center. Underneath this terracotta is a secret fosse containing four chests, which are rigged by a stone pressure plate directly under the blue terracotta block. The pressure plate is connected to a 3×3 grid of TNT, which means that if a player or mob unintentionally steps on the plate, it sets off the nine TNT blocks, which destroy the chests and their loot and can kill the player. As there is no light in the chest room, mobs sometimes spawn inside it and trigger the TNT trap, destroying the chests and loot before any player can reach it. Desert pyramids also generate with a lower room situated in the back (either on the left or right), and buried in sand. Six to eight of these sand blocks generate as suspicious sand. This room is 5×5 blocks, has another instance of the sandstone wind rose pattern on the ground, and is connected to the main floor with collapsed stairs. When a desert pyramid generates above a ravine, the foundation extends downward until it reaches the bottom. In Java Edition and Bedrock Edition, each desert pyramid chest contains items drawn from 3 pools, with the following distribution: The loot chances above are per chest. As each chest has a 2.6% chance to contain an enchanted golden apple for example, with four chests, each pyramid has about a 10% chance overall of having at least one. In Java Edition and Bedrock Edition, each desert temple's suspicious sand contains 1 item stack, with the following distribution: Data values Java Edition: Bedrock Edition: Java Edition: History Issues Issues relating to "Desert pyramid" or "Desert temple" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Biome?action=edit§ion=3] | [TOKENS: 224] |
Editing Biome (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 4 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_0.9.6] | [TOKENS: 84] |
Bedrock Editor 0.9.6 Bedrock Editor April 22, 2025 1.21.90.20 ◄ 0.9.5 0.9.7 ► Bedrock Editor v0.9.6 is a minor beta release for the Bedrock Editor released on April 22, 2025, which fixes bugs. Contents Additions Changes Fixes References Navigation Navigation menu |
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