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[SOURCE: https://minecraft.wiki/w/Enchanting?section=7&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/File:Andesite_Slab_JE2_BE2.png] | [TOKENS: 77]
File:Andesite Slab JE2 BE2.png Summary Render of andesite slab. 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 51 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/Status_effect] | [TOKENS: 1003]
Effect An effect (also known as a mob effect or status effect) is a condition that affects an entity, either negatively, positively, or neutrally. Effects can be inflicted in various ways throughout the game, including consuming potions and some food items, being in the range of active beacons and conduits, and being attacked by or close to certain mobs. The /effect command allows players to inflict effects upon themselves and other entities. Contents Behavior Entities inflicted by an effect experience various changes for a duration of time. For most effects, higher levels increase the strength of the effect. As long as the effect is active, effect-dependent particles emanate from the position of the inflicted entity. Effects provided by beacons and conduits emit semitransparent particles. In Java Edition, a player can open their inventory to see any current effects afflicted upon them, as well as the levels and duration of each. In Bedrock Edition, effects are displayed in a separate screen, which can be opened by pressing Z on a keyboard, pressing /// on a controller, or tapping the effect icon when using touch controls. Any number of different effects (including opposing effects such as Strength and Weakness) can be simultaneously active on an entity. However, it is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity (excluding the player) that already has a weaker version of the same effect, the weaker effect remains but is hidden. If the weaker effect has a longer duration, the weaker effect will return after the more potent one expires. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. A player can remove all of their effects by either drinking a milk bucket, dying, or being saved from death by a totem of undying. Additionally, Poison can also be removed by drinking a honey bottle. Any damage dealt by effects is classified as magic damage and completely bypasses armor, making it effective at harming highly armored targets; however, the Protection enchantment still reduces the damage taken from effects. List of effects In Java Edition, positive effects have blue text in potion information and are displayed on the upper row of effects in the HUD, while negative effects have red potion text and are displayed in the bottom row. Neutral effects have the blue potion text and are listed with the negative effects in the bottom row in the heads up display. If the effect is a beacon effect, then it also has a blue outline. In Bedrock Edition, negative effect names in potion and tipped arrow tooltips are shown in red; positive and neutral effect names in these contexts, and all effect names in the "Mob effects" screen, are shown in white. Each effect has an associated color, used to represent it in particles, potions, and tipped arrows. If a potion or tipped arrow stores multiple effects (such as potion/arrow of the Turtle Master, or a custom potion created via commands in Java Edition), the colors of each effect are blended together. Entities affected by multiple effects, however, emit particles for each active effect separately, without blending the colors. A status effect's potency is how strong or effective it is. Some effects do not get stronger as its potency increases, but most do. It is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity that already has a weaker version of the same effect, the weaker effect remains, but is hidden. The weaker effect returns after the stronger effect expires, if the weaker effect has a longer duration. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. Effects that scale with potency Immunity Effects can only be applied to living entities. Witches have natural resistance against damage from effects, taking 85% less damage from effects in Java Edition and 95% less in Bedrock Edition. Additionally, certain entities are completely immune to some or all effects: 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 These effects exist only in 15w14a: These effects exist only in 23w13a_or_b: These effects exist only in 24w14potato: These effects exist only in 25w14craftmine: Issues Issues relating to "Effect" 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/Brewing?section=8&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/Andesite_Slab] | [TOKENS: 207]
Andesite Slab Yes Yes (64) 6 1.5 No Double slab: No Single slab: Partial (blocks light)‌[JE only]Partial (diffuses sky light)‌[BE only] Yes No No 11 STONE An andesite slab is a decorative slab variant of andesite that does not generate naturally and is used for building. Contents Obtaining Andesite slabs can be mined using any pickaxe. If mined without a pickaxe, they drop nothing. Usage Andesite slabs can be placed under note blocks to produce "bass drum" sounds. Sounds In Bedrock Edition, when an andesite slab is combined into a double slab, the block's use sound is played. Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Andesite Slab" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Brewing?section=9&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/Enchanting?section=8&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/File:Andesite_Stairs_(N)_JE2_BE1.png] | [TOKENS: 80]
File:Andesite Stairs (N) JE2 BE1.png Summary Render of andesite stairs. 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 51 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/Awkward_Potion] | [TOKENS: 197]
Awkward Potion Common 32 game ticks (1.6 seconds) Yes Yes No An awkward potion is a potion that provides no effects. It is used as the basis for brewing most other potions. Contents Obtaining Usage Awkward potion is a base potion. It has no effect when the player drinks it, but is necessary as the basis for other potions. In Bedrock Edition, a lingering awkward potion acts similar to the lingering water bottle, being able to extinguish burning entities and damage endermen, blazes, and snow golems, but without the ability to put out fires. Sounds Data values Java Edition: Bedrock Edition: In Bedrock Edition: Java Edition: Normal potions use a "potion" tag inside "potion_contents" component to indicate the potion type. Bedrock Edition: Achievements Advancements History Issues Issues relating to "Awkward Potion" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Enchanting?action=edit&section=9] | [TOKENS: 225]
Editing Enchanting (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 8 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Feather_JE3_BE2.png] | [TOKENS: 80]
File:Feather JE3 BE2.png Summary Texture of a Feather. 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 35 pages use this file (also see what links to it): Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Andesite_Wall_(ewU)_JE2.png] | [TOKENS: 70]
File:Andesite Wall (ewU) JE2.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 48 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/File:Cold_Ocean.png] | [TOKENS: 63]
File:Cold Ocean.png 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 5 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/Cherry_Boat_with_Chest] | [TOKENS: 489]
Boat with Chest Common Yes No Yes In Java Edition: Height: 0.5625 blocksWidth: 1.375 blocks In Bedrock Edition: Height: 0.455 blocksWidth: 1.4 blocks JE: 1 Boats with chests (including bamboo rafts with chests) are boats with single chests occupying their passenger seats. A boat's chest can be accessed by using the boat while sneaking, or while riding it. Contents Obtaining A boat with chest can be directly retrieved by attacking it, as it drops itself in item form, along with its contents. Tools and weapons with damage above 4 can instantly destroy a boat with chest in one hit.‌[Java Edition only] Usage A boat with chest can be used for the transportation of players, mobs and items, or as fuel when smelting. A boat with chest can be used as fuel in a furnace, lasting 60 seconds and smelting up to 6 items. Boats with chests can carry only one entity while regular boats can carry up to two. The chest occupies the passenger seat. Behavior Boats with chests share most behaviors with boats. The inventory of the boat with chest has the same amount of slots as a single chest. Its inventory can be accessed by sneaking and interacting with the boat with chest, interacting with the part of the boat with chest that actually contains the chest while another player or entity is inside the boat, or by opening the player's inventory while inside the boat. This means that the player cannot access armor slots without exiting the boat. When a boat with chest moves above, underneath, or beside a hopper, its inventory is filled or drained accordingly. The size of its hitbox allows a boat with chest to be placed above up to nine hoppers so that it can evenly split its items nine ways. As with other chests, opening or breaking a boat with chest causes any nearby piglin(s) to attack the player. Sounds Java Edition: Boats with chests use the Friendly Creatures sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Boat with chests have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Boat with Chest" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Deep_cold_ocean] | [TOKENS: 266]
Deep Cold Ocean Ocean MonumentShipwreckOcean ruinsMineshaftTrial Chambers WaterGravelSeagrassKelp Climate 0.5 0.5 Yes Colors #8EB971 #71A74D #A17448 #3D57D6‌[JE only] #2080C9‌[BE only] #050533‌[JE only] #185390‌[BE only] The deep cold ocean is a deep cold variant of oceans. Contents Description The deep cold ocean generates in deeper waters. Being twice as deep, ocean monuments can generate, and there are higher amounts of tall seagrass. With Vibrant Visuals, deep cold oceans use default environmental settings with a coolish color grading, making the biome appear colder blue. Mobs The following mobs naturally spawn here: Sounds When in any ocean biome, unique ocean ambience play randomly. Normal overworld tracks also play, alongside "Axolotl", "Dragon Fish" and "Shuniji", as the requirements for those are merely to be underwater rather than biome-determined. Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Deep Cold Ocean" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Jungle_Hills] | [TOKENS: 319]
Jungle Hills Jungle pyramid Grass BlockVinesJungle LogJungle LeavesCocoaOak LogOak LeavesMelonBambooMushrooms‌[BE only] Climate 0.95 0.9 Yes Colors #59C93C #30BB0B #A36346 #3F76E4‌[JE only] #1B9ED8‌[BE only] The jungle hills biome was a hills variant of the jungle biome that no longer generates since Caves & Cliffs: Part II, and was removed in Java Edition. Contents Description Similar to other hills biomes, the jungle hills featured steeper terrain, making it a more difficult variant of the already difficult jungle for survival purposes. The foliage generated was similar to its regular counterpart, with large or small jungle trees (sometimes with cocoa pods), large or small oak trees, melon patches, bamboo, and jungle bushes. Ocelots, parrots and pandas also spawned here and jungle pyramids generated here. With Vibrant Visuals, jungle hills use a strong humid volumetric fog setting, which fades the distance in an orange tint. Jungle hills have warm atmospherics, lighting, and color grading, which makes the biome look more humid and warm. Mobs In Java Edition, jungle hills used the same mob spawning chances as jungles for ambient categories, and had different chances for the others, while in Bedrock Edition, jungle hills used the same mob spawning chances as jungles. The following mobs spawned naturally here: Data values Bedrock Edition: History Gallery See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Snow_Golem] | [TOKENS: 876]
Snow Golem 4HP Passive[note 1] Ranged: Snowball: 3HP (Blaze only)0HP (Other) In Java Edition: Height: 1.9 blocksWidth: 0.7 blocks In Bedrock Edition: Height: 1.8 blocksWidth: 0.4 blocks 0.2 When created by a player, enderman, or dispenser A snow golem is a buildable passive mob that throws snowballs at monsters, which provokes them into attacking it. Depending on the biome temperature, it also either produces a trail of snow or takes heat damage and dies. Contents Creation Snow golems are created by stacking two snow blocks vertically, and then placing a carved pumpkin or jack o'lantern on top of the stack. The pumpkin may be placed by the player, a dispenser, or an enderman. Snow golems cannot be made by pistons. The building pattern also works when arranged sideways or upside-down, as long as the pumpkin is the last block placed. The snow golem spawns at the location of the snow block as its feet when created horizontally. Drops A snow golem drops 1 carved pumpkin when sheared. Java Edition: Bedrock Edition: Behavior Snow golems wander aimlessly and try to avoid water, obstacles, and environmental hazards, but are immune to damage from powder snow. They are also immune to fall damage. Snow golems take 1HP damage per tick when in contact with rain or water and in biomes with a temperature greater than 1.0. Examples include savannas,‌[Java Edition only] badlands, deserts, and biomes in the Nether. The Fire Resistance effect allows them to survive in these biomes. As a snow golem moves, it leaves a trail of snow on the ground if the blocks can support it. In Java Edition, this happens in any biome. In Bedrock Edition, however, the snow trail is not generated in biomes with a high temperature value; examples include jungles, mushroom fields, savannas, stony peaks, deserts, badlands, and biomes in the Nether. If the mobGriefing game rule is false, the snow trail does not appear. Snow golems move toward all monsters (except ghasts and undead mounts) and throw snowballs at them up to 10 blocks away, provoking them, regardless of whether they attack the player. When captured, they throw snowballs up to 16 blocks away (in Euclidian distance). They throw one snowball per second. Thrown snowballs do not deal damage except to blazes, but they still knock back any mobs that they hit. Additionally, snow golems also attack creepers. They never intentionally attack the player. In Bedrock Edition, if a snowball hits the player, it deals knockback and makes tamed wolves and trusting foxes attack the snow golem. In Bedrock Edition, a snow golem's snowballs can also set other mobs on fire if the shot flies through a lava block or a block that is on fire. A snow golem is not provoked by another golem (snow or iron) attacking it, although an iron golem that is hit accidentally by a snow golem's snowball attacks the snow golem. A snow golem wears its carved pumpkin like a helmet. Its actual head is hidden beneath the pumpkin. Shearing a snow golem removes the pumpkin, revealing its derpy face and making it drop the pumpkin. The pumpkin is stored using the Pumpkin tag instead of ArmorItems; a snow golem does not display its HandItems or its ArmorItems. In Java Edition, after shearing the pumpkin, the player can give a snow golem a new pumpkin only by using a command, such as /data. No‌[JE only] Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Snow golems have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: History Issues Issues relating to "Snow Golem" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Notes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Special:RecentChangesLinked/Bedrock_Editor_1.2.4] | [TOKENS: 46]
Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Enchantment_mechanics#Step_One_-_Applying_modifiers_to_the_enchantment_level] | [TOKENS: 2020]
Enchanting table mechanics This article is about the mechanics of enchanting with enchanting tables. Contents Basic mechanics Whenever the player places an eligible item on the enchanting table, the enchantment levels available are randomly generated for each slot using the formula below. The enchantment level is dependent upon the number of nearby bookshelves (capped at 15) and which slot position it is in. where b is the number of nearby bookshelves (maximum of 15) and randomInt(x,y) generates a uniformly distributed random integer between x and y, inclusive. This is then modified according to the slot position: where max(x,y) returns the greater of two values x and y. Note that a higher experience cost for a specific slot does not necessarily mean that the enchantments from that slot are better than the others with less cost. In Creative mode, no experience or lapis is needed. Bookshelf placement Nearby bookshelves raise the available enchantment levels; without any bookshelves, the experience level requirement never exceeds 8. The maximum number of bookshelves affecting enchantment level is 15. In order to have an effect, a bookshelf must be placed exactly 2 blocks, laterally, off the enchanting table and be on the same level or one block height above the table. Additionally, the bookshelf must not be blocked. The meaning of "blocked" differs in both Java and Bedrock editions. The 2-high space between the bookshelf and table must be air (even a torch, snow cover or carpet blocks the effect), where "between" is as shown in the following diagrams (the blank spaces are air, and the do not matter): The space between the bookshelf and table at the height of the bookshelf must be air or a replaceable block like snow or grass. For corner bookshelves, the space between is 1 block diagonal from the enchanting table; for all other bookshelves, the gap must be to the side of the enchanting table. This is illustrated in the following diagrams (the blank spaces are air, and the do not matter): The glyph particles, which fly from bookshelves, follow different rules and may appear even if the bookshelves are not enhancing the table. There are many possible bookshelf arrangements that can reach the enchantment limit. A simple method is to surround the enchanting table with a 1-block high square of bookshelves with an empty space anywhere on the perimeter: Another alternative that is now available is to build a 'library corner' where each bookshelf is two blocks high, as in the plan below. This arrangement gives space for 16 shelves, which is one more than needed, so if the corner bookshelf column cannot be seen, removing one of the two bookshelves in that does not have any effect, either technically or visually. As enchantments offered depend on the enchantment level and the enchantment level depends on the number of active bookshelves, an easy way to change the enchantments offered is to disable bookshelves by placing torches between them and the enchanting table. That way one can still have the entire 'ring' of bookshelves around the table but get lower-level enchantments. Breaking the torches restores the effect of the bookshelves. With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained: With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained: How enchantments are chosen "Enchantment level" is the required experience level (the green number on the bottom-right). "Enchantment power" is the strength of the particular enchantment. For example, "Sharpness IV" has a power of 4. The enchantment algorithm uses a three-step process. The first thing that Minecraft does is apply two modifiers to the base enchantment level. Each modifier is restricted to a certain range, with numbers close to the middle of the range more common than those near the ends. The first modifier is based on the item's "enchantability," which depends on the material and the type of the item (see the table below). Other enchantable items such as books, bows, crossbows, tridents, and fishing rods have an enchantability of 1 for this purpose. In Java Edition, an item's enchantability is stored in the minecraft:enchantable item component and can be changed with commands. Minecraft picks a number between 0 and half the enchantability, then adds that number plus one to the enchantment level. This random value follows a triangular distribution (like rolling a pair of dice and adding) so results close to a quarter of the enchantability are much more likely than results at the extremes. The modified enchantment level is calculated with the following formula: Where: See pseudocode below. Next, Minecraft picks a value between 0.85 and 1.15, again with a triangular distribution. The modified enchantment level is multiplied by this value (so it could increase or decrease by up to 15%) and then rounded to the nearest integer. This pseudocode is based on Minecraft 1.8 source code, but still matches the 1.21 behavior. Note that all operations not explicitly executed as floating-point calculations round their result down to the nearest integer, e.g. 3 / 4 becomes 0. The round method used to calculate the final level rounds values both ways, i.e. below .5 it rounds down and at or above .5 it rounds up. A modified experience level probability calculator based on the pseudocode above can be found in this Desmos graph: https://www.desmos.com/calculator/iyvmjs3qfw. Now, based on the modified level, Minecraft makes a list of all enchantment types that can be applied to the target item along with the power that each enchantment has. The power of each enchantment type is determined by the level and the values in the enchantments levels table. For each power value of an enchantment type, there is a minimum and maximum modified level that can produce the enchantment at that power. If the modified enchantment level (calculated at the first step) is within the range of an enchantment's possible power values, then the enchantment is assigned the modified enchantment level as power. If the modified level is within two overlapping ranges for the same enchantment type, the higher power value is used. Some enchantments are "treasure enchantments" (shown in the table below), meaning they can never be created by an enchanting table, and can be discovered only in certain situations: when generating chest loot (equipment and books), when fishing, when generating enchanted book trades, when bartering, and when an enchanted book is dropped by a raiding illager.‌[Bedrock Edition only] Now that it has a list of the possible enchantments for the item, Minecraft must pick some of them to apply. Each enchantment has a statistical "weight". Enchantments with higher weights have a higher chance of being selected. Minecraft uses the following weighted random selection algorithm: This algorithm produces the same results as listing each enchantment the number of times given by its weight, then choosing a random entry from the combined list. So, for each enchantment in the list, the probability of it being selected is: List of enchantments The following table lists every enchantment, its weight (relative frequency), maximum level, and whether the enchantment can be obtained from an enchanting table. The player always gets at least one enchantment on an item, and there is a chance of receiving more. Additional enchantments are chosen by this algorithm: When enchanting books using an enchanting table, if multiple enchantments were generated, then one selected at random is removed from the final list. This does not apply to other sources of enchanted books that use enchantment mechanics, such as fishing or chests in generated structures. Some enchantments conflict with other enchantments and thus both can't be enchanted into the same item, whether for balance or logistical reasons. The rules for enchantment conflicts are: Conflicting enchantments may appear on an item with specially-crafted /give commands. The behavior of such items should not be relied upon, but in general: Enchanting seed The enchantments that the enchanting table offers to a player do not usually change until the player enchants an item. After each applied enchant, the player gets offered different enchantments for any type of enchantable item. This is controlled by the enchanting seed XpSeed in the player data. This enchantment seed is initialized to 0 on world creation, and whenever the last enchantment seed was 0 on loading into a world it is re-rolled. Hence, when a new world is played until the player performs their first enchant without closing and re-joining the world in between, the offered enchantments are always the same. They still depend on the enchanted item and the enchantment level. These deterministic enchantments with the XpSeed equal to 0, colloquially known as first enchants, can be used to guarantee certain enchantments, e.g. a diamond sword enchanted with 3 lapis lazuli and 15 bookshelves always gets Unbreaking 3 and Looting 2. Due to the fact that enchanting an item changes the enchanting seed, only one such first enchant can be chosen per world. All tools (axe, hoe, pickaxe, and shovel) will always offer the same enchantments for any given seed. For example, if a diamond hoe is offered Unbreaking I at level 1, Efficiency II at level 2, and Fortune II at level 3, then diamond shovels, axes, and pickaxes will also offer the same enchantments. History References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Frozen_ocean] | [TOKENS: 461]
Frozen Ocean ShipwreckOcean ruinsMineshaftTrial Chambers IcebergBlue ice WaterIceSnow BlockPacked IceBlue IceGravelSandClayDirt Climate 0.0 (0.2 in some ocean areas) 0.5 Yes 0.125-0.25 Colors #80B497 #60A17B #8F7A5A #3938C9‌[JE only] #2570B5‌[BE only] #050533‌[JE only] #174985‌[BE only] The frozen ocean is a cold variant of oceans covered by icebergs. The water's surface is partially covered with ice, where snowfall may occur and polar bears can spawn. Contents Description The frozen ocean has low temperature and often borders snowy beaches. They generate next to snowy plains, ice spikes, and snowy taigas usually, but they can also generate next to regular taiga biomes, resulting in incorrect and weird generation. Like the standard and cold oceans, it has a gravel seabed, though the water's surface is mostly frozen. Neither seagrass nor kelp generates on the seafloor, leaving it entirely barren and reminiscent of pre-Update Aquatic oceans. Large icebergs made of snow blocks, packed ice and a bit of blue ice frequently generate on the surface. Frozen oceans have varying temperatures across their landscapes, and have a more noticeable effect in that colder patches have snowfall and ice sheets, while warmer patches have rainfall (up to a certain height) and unfrozen water. See also Biome#Temperature. With Vibrant Visuals, frozen oceans use default environmental settings with a strong cold color grading, making the biome appear colder blue. Mobs The following mobs naturally spawn here: Sounds When in any ocean biome, unique ocean ambience play randomly. Normal overworld tracks also play, alongside "Axolotl", "Dragon Fish" and "Shuniji", as the requirements for those are merely to be underwater rather than biome-determined. Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Frozen Ocean" 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/File:Azure_Bluet_JE7_BE2.png] | [TOKENS: 104]
File:Azure Bluet JE7 BE2.png Summary Render of an Azure Bluet. 2D version: File:Azure Bluet (texture) JE2 BE2.png. Minecraft's textures No information available. Please correct this! 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 49 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/Bedrock_Editor_1.2.4?action=info] | [TOKENS: 42]
Information for "Bedrock Editor 1.2.4" Basic information Page protection Edit history Page properties This page is a member of a hidden category: Pages included on this page: Lint errors Navigation menu
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[SOURCE: https://minecraft.wiki/w/Coal_Ore] | [TOKENS: 499]
Coal Ore No Yes (64) 3 Coal Ore: 3 Deepslate Coal Ore: 4.5 No No No No 11 STONE Coal ore is a mineral block that drops coal when mined. Deepslate coal ore is a variant of coal ore that rarely generates at the top of the deepslate layer. Contents Obtaining Coal ore itself can be obtained by mining it with any pickaxe enchanted with Silk Touch. When mined without Silk Touch, it drops one coal. It is affected by the Fortune enchantment, dropping 1–2, 1–3, or 1–4 coal respectively with Fortune I, II, and III. It also drops 0–2XP when mined. Fortune does not affect the amount of experience dropped. Coal ore can generate in the Overworld in the form of ore blobs. It generates in two batches per chunk. The first batch attempts to generate 30 times per chunk in blobs of 0–37, evenly from levels 136 to 320. The second batch attempts to generate 20 times per chunk in blobs of 0–37, from levels 0 to 192, being most common at Y=96, and being less common toward either end of the range. Coal ore in this second batch is also less likely to be exposed to air: 50% of ore blocks that would generate exposed do not generate. In Bedrock Edition, coal ore also has the third batches, which attempts to generate 20 times per chunk in blobs of size 0–37, evenly from levels 128 to 256, within any type of mountains biomes. Coal ore can replace stone, andesite, diorite, granite, tuff, and deepslate. Deepslate coal ore generates when replacing tuff or deepslate, which is a rare occurrence due to the rarity of coal blobs below Y=8 where deepslate generates. Coal ore is also found in small amounts alongside underground fossils. Usage The primary usage of coal ore is to mine it for coal. Coal ore can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Coal Ore" or "Deepslate Coal Ore" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dark_Oak_Boat] | [TOKENS: 2206]
Boat Common Yes No Yes In Java Edition: Height: 0.5625 blocksWidth: 1.375 blocks In Bedrock Edition: Height: 0.455 blocksWidth: 1.4 blocks JE: Just over 4HP[note 1]BE: 40HP × 20 Boats (including bamboo rafts) are drivable vehicle entities that can be ridden through water or at high speeds across all types of ice. Most mobs will ride nearby boats, which they cannot control or exit on their own. Contents Obtaining Boats can be crafted with any Overworld planks; crimson and warped planks cannot be used to make boats. Boats can be retrieved by repeatedly hitting them until they drop as an item. In Java Edition, tools and weapons that deal more than 4HP damage can destroy a boat in one hit. Usage Boats can be used for the transportation of players and mobs, sold for emeralds, or used as fuel. A boat used as fuel in a furnace lasts 60 seconds, smelting up to 6 items. A player enters a boat by using it, if the boat is not fully occupied (boats can hold two entities). Unlike beds, there is no message above the hotbar for attempting to enter a fully occupied boat. A boat can be exited by sneaking or in Bedrock Edition, pressing down the right analog stick on a controller, tapping the "Leave Boat" button when using touch controls, or jumping. When exiting a boat, the player is placed in the direction the player is facing, or, if facing directly up or down, the player is placed in front of the boat. The exiting player is placed on land if possible from the dismounting position. Boats do not turn with mouse-look. With a keyboard or gamepad, boats are controlled using the forward, left (turns left), right (turns right), and backward keys. Using the sprint key increases the field of vision, but does not increase speed as if sprinting. With touchscreen controls, two buttons for steering appear. The right button or key steers to the left, and the left button or key steers to the right. Pressing both buttons or keys moves the boat forward. In Java Edition, boats can be ridden against a current, but cannot be ridden upstream to a higher elevation. A boat lift, usually made from tripwire, pistons, and optionally a slime block, can be used to move a boat up. Bubble columns created with soul sand can also be used to push boats upward. These mechanisms can also be used in Bedrock Edition but are usually unnecessary because boats can be ridden upward in descending water, as well as follow upward stair-step currents. Behavior Boats move according to the player's control or water currents, with speed affected by the surface traversed. When the forward or backward command is issued, a constant thrust is applied relative to the boat's facing direction, exponentially approaching the top speed at which thrust balances drag. The backward thrust is one-eighth of the forward thrust’s strength. When strafe commands are issued, a constant torque is applied to increase the boat's rotation speed, with the same drag mechanism limiting the maximum rate of rotation. In Bedrock Edition, boats do not have air resistance, meaning that if a boat is launched off a cliff at a certain speed, it will continue flying at that speed until it touches the ground. Regardless of controls, the boat applies a friction that is proportional to the current horizontal velocity v by multiplying it with a coefficient c at the beginning of every tick: in water, air, or under flowing water, this value is 0.9; underwater, this value is 0.45; on land, this value is the average c (slipperiness) of all solid blocks underneath the boat (e.g. 0.6 for most blocks, 0.98 for ice and 0.989 for blue ice). The same is applied to rotational (angular) velocity. This is equivalent to applying a deceleration af=−μv, where v is the current horizontal velocity and μ=(1−c)tick−1=20(1−c)s−1 is a friction coefficient. As a result, when controls are not pressed, the boat slows to a stop quadratically. Slime blocks, honey blocks, and soul sand each apply their special entity-slowing logic to boats on top of this. In Java Edition, When the forward key is pressed, the boat accelerate at 0.04 m/tick2, for a real-time acceleration of 16 ms-2 forward assuming no lag. The reverse acceleration is 0.005 m/tick2 for a real-time acceleration of 2 ms-2. When strafe keys are pressed, the boat is given a rotation acceleration of 1°/tick2 (400°/s2), which is so high that no gradual change of turning rate is usually felt. The above gives us a way to calculate the maximum speed of a boat on a surface because maximum speed is reached when the player's acceleration ap cancels out with the friction af, vmax=apμ. The torque and thrust values differ between Java and Bedrock edition, as do the linear drag coefficients of various surfaces, which are proportionally scaled to produce the same top speed/max yaw rate between two editions. A boat floats atop still or flowing water. In Java Edition, a boat sinks if it enters water flowing downward. In Bedrock Edition, a boat does not sink when submerged but floats up. This feature lets a player contrive stepped uphill water flows to propel a boat uphill using only flowing water. When a boat moves over a bubble column, it begins to shake. If the bubbles are caused by a magma block, all passengers are expelled and the boat sinks. In Java Edition, a sunken boat cannot be re-floated until a bubble column pushes it up or it is broken by the player. In Bedrock Edition, a boat resumes floating when it emerges from the currents keeping it down, or when the bubble column is blocked or removed. Dolphins chase players riding a boat in motion, occasionally bumping the boat, causing it to shake briefly. As boats are entities, they have health. In Java Edition, boats effectively have just over 4HP (exactly 4 damage is not enough to destroy a boat), and regenerate 1⁄10 per game tick. Boats in Bedrock Edition have 40HP × 20 health. Boats can be destroyed by explosions, fire and lava (but not magma blocks), cactus, and by being punched/shot by mobs, such as drowned. Boats made invulnerable with commands cannot be broken by any of these, but they still cannot be used to travel on lava because they sink. When a boat is destroyed, it drops itself in item form. Boats can support two riders, including mobs. A mob cannot exit a boat and is trapped until the boat gets destroyed, or until the player uses a fishing rod or lead to remove the mob. This can be used to transport mobs, although hostile mobs still attack while in boats. Mobs riding a boat don't despawn‌[Java Edition only] and don't count toward the mob cap. In Java Edition, a player cannot both move (row) and use items at the same time. It is still possible to initialize item use (e.g. start eating) and row the boat while the item is still in the middle of the use animation. Although the rowing animation overrides the item use animation, the item can still be successfully consumed. Being in a boat limits the player's mouse-look to the forward 210° arc in Java Edition and 180° in Bedrock Edition. Underwater boats cannot be ridden. When the boat is underwater, all passengers in it are expelled. Riding a boat does not deplete hunger, making it an efficient way to travel. Boats can completely nullify fall damage for themselves and any players/mobs inside, making them useful for travel through mountains or through the Nether. A boat has a solid collision box, which means players and other entities can't go through it even at high speeds. Falling blocks are also blocked by boats. In Java Edition, a boat falling on top of an entity stops on top of the entity. In Bedrock Edition, a falling boat can go through other entities. Riding a boat over a lily pad causes the lily pad to drop, and causes the boat's speed to stutter a bit. Most mobs can ride boats. Mobs cannot exit the boat unless the boat is destroyed, sinks, or moves over a bubble column. Mobs can be picked up into the boat when they collide with the side of the boat. A mob cannot control the boat. In Java Edition, a boat being ridden by a player cannot pick up a mob. In Bedrock Edition, mobs can be picked up by a boat being ridden by a player. In Minecraft Education, even tripod cameras can ride boats. A mob can ride a boat if it is narrower than a boat, and is neither an aquatic[note 2] nor ambient animal. The following mobs are unable to ride in a boat: The baby counterparts of these mobs can ride in boats, but not the adult versions. If a baby grows up, the adult form is dismounted. Additionally, the adult versions of these mobs can still ride boats manually using the /ride command: Additionally, few types of mobs can have various Size values, which can prevent them from riding boats: Leads can be attached to boats and can break when stretched too far due to boats moving much more slowly on land. The lead has no effect if a player is riding the boat. However, if any mob is riding the boat, the boat can be tugged along. This includes villagers, making transportation easier in early game with just a few boats and leads. Sounds Java Edition: Boats use the Friendly Creatures sound category for entity-dependent sound events. Despite being a solid surface, walking on boats is completely silent and does not produce footstep sounds. Bedrock Edition: Data values Java Edition: Bedrock Edition: Boats have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements Advancements History Boats have been overhauled to match the boats from Pocket Edition Alpha 0.11.0. They now have oars for paddling and are more durable and now allows passengers to board. Added boats. Each wood type has its own respective variant, though they share the same sprite as items. Issues Issues relating to "Boat" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Notes External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Azalea_Leaves] | [TOKENS: 1179]
Leaves Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Yes Yes (64) 0.2 0.2 No Partial (diffuses sky light) Yes Yes (30) Yes 7 PLANT Leaves are transparent natural blocks that generate as part of trees. They decay when not attached to a tree trunk, but persist when placed by a player. Contents Obtaining Hoes are the default tools for breaking leaves, but leaves can be obtained only with shears or Silk Touch enchanted tools. Leaves occur naturally on trees and azaleas throughout the Overworld. Oak leaves also generate in jungle bushes and the tree at meeting points in plains villages. Dark oak leaves can also generate in woodland mansions. Oak and mangrove leaves can also generate in the trial chambers. Leaves generate as part of trees grown from saplings, azaleas, or mangrove propagules. Usage Leaves from trees spontaneously decay (disappear) when they receive a block tick in Java Edition if they are not connected to a block with the logs tag in Bedrock Edition it is defined internally by the game itself (log or wood block), either directly or via other leaf blocks, with a maximum distance of 6 blocks‌[Java Edition only] or 4 blocks‌[Bedrock Edition only]. The distance is taxicab distance, but can cross corners. Leaves placed by players never decay. Bamboo does not count as a log for this purpose. Leaves that decay, or are destroyed without using Silk Touch or shears, yield saplings 5% (1⁄20) of the time, sticks 2% of the time, and otherwise nothing. Jungle leaves drop saplings 2.5% (1⁄40) of the time. Oak and dark oak leaves also have a separate but additional 0.5% (1⁄200) chance of dropping an apple, making it extremely rare but possible for a single leaf to drop a sapling, a stick and an apple at the same time. Rates are increased by the Fortune enchantment. Leaves that are burned do not yield saplings or apples. Oak, jungle, acacia, dark oak, and mangrove leaves take on a different shade of green depending on the biome in which they are placed. Leaves are always transparent to light but cannot be seen through when the graphics is set to "Fast" or fancy leaves are turned off; the transparent regions are instead dark green. They diffuse sky light, causing the shadows they cast under trees. Leaf blocks can be waterlogged although they are full blocks. Water does not spread out‌[Java Edition only], and waterlogged leaves follow the same rules as any other waterlogged block. When concrete powder is placed on any side of the waterlogged leaves it turns into concrete, and the leaf block remains waterlogged. Applying bone meal to mangrove leaves with a space beneath produces a hanging mangrove propagule with age=0. The state of a leaves block—including a player-placed block—changes after 1 game tick (half a redstone tick) when the distance to the nearest log or wood block changes, up to 6 blocks of leaves away. Observers facing away from the leaves detect this change and transmit a redstone signal in the same game tick, making leaves useful for redstone signal transmission. This has been called "Leafstone" by the Minecraft Community. Leaves are destroyed when pushed by pistons. They do not stick to sticky pistons, slime blocks, or honey blocks. Most types of leaves have a 30% chance of increasing the compost level in a composter by 1. A stack of leaves yields an average of 3.05 bone meal. The exception are flowering azalea leaves, which have a 50% chance of increasing the compost level (a stack of those yields 4.92 pieces of bone meal on average). Flowering azaleas leaves and cherry leaves function like any other flowers in their interaction and uses with bees. Oak, birch, and cherry trees grown from saplings that are within 2 blocks of flowering azalea leaves or cherry leaves have a 5% chance to grow with bee nest and 2-3 bees in it. These values are generated by the biome dyeing algorithm. In any biome with a base temperature of below 0.15, all leaves exposed to the sky gradually fade to white once snowfall begins, giving them a frosted appearance for the storm's duration. Cherry, azalea, flowering azalea, and pale oak leaves are not affected as their colors are based on the texture instead of colormaps. The change is entirely invisible to the client if the graphics mode is set to Simple, though it still takes place, and leaves are the correct color phase for the time if the option is reenabled. After snowfall ends, leaves gradually fade back to their normal coloration. All types of leaves have their own falling leaves particle which are produced underneath the leaf block, where they slowly fall to the ground. Leaf particles have the same color as the leaves they're falling from, which can change with the biome or during snowfall.‌[BE only] Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History The data values for minecraft:leaves2 were as follows: Issues Issues relating to "Leaves" 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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