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[SOURCE: https://minecraft.wiki/w/Glow_squid] | [TOKENS: 998]
Glow Squid Java Edition Bedrock Edition Java Edition‌[until First Drop 2026] Bedrock Edition‌[until First Drop 2026] Java Edition​[upcoming First Drop 2026] Bedrock Edition​[upcoming First Drop 2026] 10HP Passive AnimalAquatic In Java Edition: Height: 0.8 blocksWidth: 0.8 blocks Baby:Height: 0.4 blocksWidth: 0.4 blocks In Bedrock Edition: Adult:Height: 0.95 blocksWidth: 0.95 blocks Baby:Height: 0.475 blocksWidth: 0.475 blocks 85% § Spawning The glow squid is a variant of the normal squid found in dark underwater areas, typically in ocean depths, canyons, and underground lakes. It has an aqua luminescent texture, and is the only source of glow ink sacs. Contents Spawning In Java Edition, schools of 4 to 6 glow squid spawn in water (source block or flowing) in complete darkness in the Overworld below layer 30, except for the deep dark biome. Unlike most other aquatic mobs, they do not require water or waterlogged blocks above or below their spawning space. In all spawnable biomes, the spawn weight is 10⁄10 and the spawn chance is 100%. In Bedrock Edition, glow squid spawn anywhere in any dimension where there's water underground, in schools of 2 to 4 (below a solid roof categorized as cave spawn, while squid are surface spawns) anywhere below Y=30 in a light level of 0 except deep dark biomes. The spawn weight is 10 in all spawnable biomes except mangrove swamp, in which the spawn weight is 100. Glow squid have a 5% chance of spawning as babies. Drops Java Edition: Bedrock Edition: Behavior Glow squid are passive toward the player. They are not attracted to light and do not deliberately interact with the player. Glow squid sometimes beach themselves and suffocate on the banks of rivers and occasionally on ocean beaches. These behaviors are shared with the traditional squid. Glow squid wander around aimlessly in three dimensions as long as they are in the water, opening and closing their tentacles, which gives them the appearance of pushing themselves leisurely forward. A glow squid's hitbox does not include its tentacles, and therefore cannot be damaged by attacking its tentacles. Glow squid suffocate when out of water, dying after 15 seconds (300 game ticks). While on land, they remain stationary until they suffocate. They can take fall damage and burn like any other land mob, but they cannot drown. When out of the water, glow squid are extremely resistant to knockback. Glow squid appear to glow, but do not produce block lighting. They stop glowing for 5 seconds (100 game ticks) when harmed. They are emissive with Vibrant Visuals, and the light pixels glow especially strongly. Glow squid cannot swim in lava, even if inflicted with Fire Resistance. They simply pass through the lava and behave as if on land. In Bedrock Edition, a glow squid can survive on land with Water Breathing. However, they still cannot move. Unlike land-based mobs, glow squid can swim against a current and not get pushed by it.‌[Java Edition only] Guardians and elder guardians attack glow squid in the same manner as they would a player, even if the glow squid is affected by Invisibility. Axolotls also attack glow squid. Glow squid are affected by the Impaling enchantment — in Java Edition because they are aquatic mobs; in Bedrock Edition as long as they touch water. Glow squid constantly produce crystalline particles around them. When attacked, they emit a cloud of turquoise ink particles and swim away. The particles and the ink remain visible when the glow squid has the Invisibility status effect. If the player is in Spectator mode or is far away from glow squid (often when they are in unloaded chunks), they remain stationary. When attacked in this state, the squid cannot flee. Like a land-based mob, a glow squid can be picked up by a minecart. Unlike most “animal” mobs, glow squid cannot breed. Baby glow squid can be found only when they naturally spawn. A baby glow squid eventually turns into an adult after 24000 ticks (20 minutes), and their growth cannot be sped up. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Glow squid have entity data associated with them that contains various properties. Java Edition: Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Issues Issues relating to "Glow Squid" 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/Carrot_on_a_Stick] | [TOKENS: 398]
Carrot on a Stick Common JE: 25BE: 26 Yes No A carrot on a stick is a tool that can be used to control saddled pigs. Contents Obtaining Usage To use a carrot on a stick, the player must first saddle a pig, and ride it while holding the carrot on a stick. The pig then moves in the direction of the carrot. Also, if the player holds a carrot on a stick, all nearby pigs (but not rabbits) follow the player, but they can't breed using a carrot on a stick. To make the pig run faster, the player can press use while holding the carrot on a stick. This is called "boosting". Each boost costs 7 durability in Java Edition, or 2 durability in Bedrock Edition. If the carrot on a stick's durability is depleted, it turns back into a fishing rod. The speed of a mounted pig is 2.42 m/s. Boosting a pig causes its speed to slowly ramp up until it reaches 2.15 times its normal speed, 5.20 m/s. Then speed slowly declines until the pig reaches normal speed again. The boost lasts between 140 and 980 game ticks (7 seconds and 49 seconds respectively), chosen randomly. No matter how many ticks the boost lasts, the average speed of pig during a full boost cycle is roughly 4.19 m/s. These boosted speeds are applied only while holding the carrot on a stick. These speeds are affected by the speed effect. A carrot on a stick can be combined with another carrot on a stick in an anvil, preserving the enchantments of both. A carrot on a stick can receive the following enchantments: Sounds Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Carrot on a Stick" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Iron_Horse_Armor] | [TOKENS: 347]
Iron Horse Armor Common 5 () 0 () No No Iron horse armor is the fourth-strongest tier of horse armor. Unlike other iron items, it cannot be crafted and is only obtainable from chest loot in various structures. Contents Obtaining Usage Only regular adult horses and zombie horses can wear iron horse armor; baby horses, donkeys, mules and skeleton horses cannot be equipped with armor. Iron horse armor can be equipped to a horse either by manually placing it in its respective slot () in the horse’s inventory, or by pressing Use on the horse while holding it. The iron horse armor can be removed either by manually removing it from the armor slot or by using shears on the horse. When equipped, iron horse armor gives 5 () armor points. Horse armor protects zombie horses from burning in sunlight. If a horse dies while equipped with iron horse armor, it drops its normal loot, a saddle (if it had one), and the horse armor. Unlike player armor or wolf armor, horse armor does not have durability. This means a single iron horse armor can be used infinitely unless it is destroyed through other means. Unlike player armor, horse armor cannot be enchanted in Survival mode. However, in Java Edition Creative mode, horse armor can be used with an anvil to enchant with Thorns, Feather Falling, Protection, Fire Protection, Projectile Protection, Blast Protection, Curse of Binding, and Curse of Vanishing. Other enchantments can be applied, but they have no effect. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Iron Horse Armor" 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/Black_Banner] | [TOKENS: 1260]
Banner Common Yes Yes (16) 1 1 No Yes JE: NoBE: Yes No Yes A banner is a block that can be crafted in 16 different colors, customized in a loom using dyes and banner patterns, and applied to a shield. In Java Edition, banners can also be used to add markers to maps. Contents Obtaining Banners can be broken with or without a tool, but an axe is fastest. A banner also breaks and drops itself as an item if the block the banner is attached to is moved, removed, or destroyed. Banners can be crafted from six wool and a stick in a pattern resembling a sign. Illagers that spawn carrying an ominous banner always drop it upon death, unaffected by looting. Usage There are 16 colored blank banners, and numerous patterns each available in 16 colors. A banner can be customized with up to 6 layers of patterns. The top layer of a banner (or the last pattern added) can be washed off by using it on a cauldron containing water. Banners, much like signs, can be placed either on the ground facing in 16 directions, or on a wall. They gently sway as if affected by a breeze, regardless of dimension or location. Other blocks (including other banners) can be placed on any edge of a banner's hitbox, which is only one block high despite the banner appearing as two blocks tall. When a banner is placed on the side of a block, its position is set by the top block. This makes it possible to overlap another solid block on the top half of a floor banner, or the bottom half of a wall banner. Banners have no collision mask as they are completely non-solid, so entities can move through them. Banners cannot be moved by pistons. Water and lava flow around banners. In Bedrock Edition, banners can be waterlogged. Lava can create fire in air blocks next to banners as if the banners were flammable, but the banners do not burn (and cannot be burned by other methods). A banner may have up to six layers of patterns, which are overlaid with the last-added on top. Patterns can be colored with any of the 16 dye colors. A loom is used to add patterns. All patterns require a dye, but some of them also need a banner pattern item, which is not consumed in the process. In Bedrock Edition, most patterns can also be added through crafting, although this generally requires more dye and may also consume valuable items such as enchanted golden apples. Designs that require uncraftable banner pattern items (e.g. globe or gust) are not available through crafting. Custom banner and shield designs can be previewed using this tool: In Java Edition, a banner can have more than six layers of patterns if obtained through commands (such as /give or /setblock) or external editors. A banner can visually display up to 16 layers. The item tooltip of a banner with more than 6 patterns lists only the first 6 bottom-most layers. Here is an example of a command that gives the player a banner with eight different patterns: /give @s white_banner[banner_patterns=[{pattern:half_horizontal,color:red},{pattern:stripe_top,color:blue},{pattern:stripe_middle,color:pink},{pattern:stripe_bottom,color:cyan},{pattern:stripe_downright,color:yellow},{pattern:stripe_downleft,color:lime},{pattern:rhombus,color:orange},{pattern:skull,color:black}]] In Bedrock Edition, banners with more than 6 layers are unobtainable via commands. Banners can display only up to 6 layers, even if more layers are added using external editors. Tooltips of such banners list all the layers. Shields can have patterns applied to them using banners. The shield pattern has a smaller resolution than the banner pattern, causing them to look different or offset. Banners can be copied with a blank banner to make multiple identical banners. Banners with more than 6 patterns applied using commands cannot be copied in this manner. In Bedrock Edition, the banner with the pattern must be to the left of or above the blank banner in the crafting table. Like other items, banners can be renamed on an anvil. A banner retains its custom name when it is placed and retrieved, when a layer is added or removed, and when the banner is cloned; additionally, applying a renamed banner to a shield in Bedrock Edition gives the shield the custom banner name. In Java Edition, a banner can also be given a custom name by using the /data command on a banner block to change its CustomName NBT tag. In Java Edition, pressing the use control on a banner while holding a map places a marker of the banner's position on the selected map, and pressing use on the banner again removes the marker. The marker has the same color as the banner's base without decorations. The marker is removed if the banner is destroyed unless the map is locked using a cartography table. If the banner is renamed, the name appears below the marker. While a banner cannot be equipped in the head slot in Survival mode, equipping it using commands causes it to appear on top of the player. This is how raid captains wear banners. While a banner cannot be equipped in the chestplate slot in Survival mode, equipping it using NBT editors causes it to appear on top of the player. This is how raid captains wear banners. Banners can be used as a fuel in furnaces, smelting 1.5 items per banner. Banners can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: None Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, banner items use the following data values: Java Edition: Floor Wall Bedrock Edition: A banner has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Banner" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Minecart_with_Chest] | [TOKENS: 538]
Minecart with Chest Java Edition Bedrock Edition Common Yes No Height: 0.7 blocksWidth: 0.98 blocks 1 Minecart with Chest plus contents 6HP A minecart with chest is a single chest inside a minecart, and functions as such. Contents Obtaining Minecarts with chests containing loot naturally generate in mineshafts, each on top of a piece of rail. Minecarts with chests can be retrieved by attacking them. By doing so, they drop as an item and any other contents of the chest are dropped as well. Critical hits are not applied to them although the particles suggest otherwise. Usage Minecarts with chests can be placed by using its item on any type of rail. Chest minecarts' contents can be accessed by pressing use item button on them. The interaction makes no sounds and the chest does not show the opening or closing animation, unlike regular chests. The boost that minecarts with chests gain from powered rails is dependent on their load. For example, from a 1 powered rail starter track, an empty minecart with chest travels 64 blocks, but a full minecart with chest travels only 16 blocks (opposed to 80 blocks for an occupied normal minecart and 8 blocks for an empty normal minecart). Another physical property of chest minecarts is their ability to be stacked. While three chests can fit in an area three blocks tall, up to four chest minecarts can fit in the same area. Like other minecarts, an unlimited number of minecarts with chests can exist in the same block space. Minecarts with chests are also able to interact with hoppers. Hoppers can take items out from the minecart chest if they are below the track as the minecart rolls over it or put them in if the minecart rolls under a downward facing hopper. Hoppers can also input items if they are facing into the side of the minecart. Opening or destroying a minecart with chest angers piglins. When on top of detector rails, nearby redstone comparators emit redstone signals based on how full the minecarts with chests are. Sounds Java Edition: Minecarts with chests use the Friendly Creatures sound category for entity-dependent sound events.[sound 1] Bedrock Edition: Data values Java Edition: Bedrock Edition: Minecarts with chests have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Minecart with Chest" 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/Breed] | [TOKENS: 1367]
Breeding Breeding is a game mechanic that allows certain mobs, including villagers and many animals, to produce offspring. Some mobs have similar mechanics that are not classified as breeding. Contents Mechanics Most animals that can be bred have food items that can be used to lead and breed them (there are a few special cases, described below). Villagers have their own breeding mechanics (see Villager § Breeding). Once an animal notices a player holding its food, it follows the player until either the player is out of range, the player stops holding the item, it begins the breeding process, or it is attacked. Baby animals behave the same way. Most animals are uninterested in food lying on the ground, and those that are do not breed from eating this food. Any two adult animals of the same species can breed with each other, even if one animal is the parent of the other. Animals only breed when a player feeds them. One food item needs to be fed to each parent to breed a single baby. When an animal is fed its food, it enters "love mode", preparing to breed with another animal of the same species that is also in love mode. Animals that are in love mode emit heart particles constantly‌[Bedrock Edition only] (see MC-93826). When both animals are fed, they pathfind toward each other, up to eight blocks away. The two animals walk into each other for about two and a half seconds, which simulates kissing, and then drop 1–7XP and end love mode to produce their offspring, the method of which depends on the animal. Most animals immediately spawn a baby animal at the feet of the parents, usually of the same species as their parents. Some animals lay eggs, but the method and location they perform this varies from animal to animal. Chickens are the only animals that can both directly produce babies and lay eggs, as well as the only animals that lay eggs without being fed. After breeding, the parents cannot be fed to breed again for five minutes, but they (and their babies) always follow players holding breeding items. An animal exits love mode if it does not breed 30 seconds after being fed, but it immediately becomes able to be fed and enter love mode again. Animals can be bred repeatedly to grow a large population of them. The number of animals that are produced starting from a single pair of animals, assuming the offspring are fully grown before breeding again, is represented by this sequence (OEIS A061418): a1=2a2=3a3=4a4=6a5=9a6=13a7=19⋮an+1=⌊32an⌋⋮ where ⌊x⌋ is the floor function. The nth term of the sequence can also be computed with this formula: an=⌈K×(3/2)n⌉ where K=1.08151366859... and ⌈x⌉ is the ceiling function. The constant K is defined to be (2/3)×K(3) (see OEIS A083286). The following items cannot be used for leading or breeding, but can be used to feed an untamed horse, donkey, or mule, grow a baby, or for healing: In Bedrock Edition, the following can also be used for healing, but cannot be used for breeding or growing a baby wolf: In Java Edition a bowl is returned upon feeding rabbit stew. When fed, ocelots have a 1⁄3 chance of trusting the player that fed them, and do not run away. An ocelot does not need to be trusting to breed. In Bedrock Edition, breeding creates a baby ocelot that trusts the player. A water bucket is returned upon feeding. Wheat can also be used to feed an untamed llama, grow a baby, or for healing, but it cannot be used to lead or breed llamas. In Java Edition, pandas breed only if there is at least one bamboo plant (not including shoots) within a 7×7×3 area. In Bedrock Edition, pandas breed only if there are at least eight bamboo plants placed in a radius of five blocks around them. Although pandas can eat cake, they cannot be bred with it. The baby fox always trusts the player who bred the foxes, even when it grows up, and does not run away when approached. Zoglins cannot breed. When a bucketed fish item is fed to a nautilus, a water bucket is returned after feeding. The following items cannot be used for breeding, but can be used to grow a baby, or for healing: Villagers do not breed automatically when given food. Villager breeding depends on both the number of valid beds in the area (see the village page for full details), as well as whether the villagers are "willing." A villager may become willing if they have 3 bread, 12 carrots, 12 potatoes, or 12 beetroots in their inventory. They may also become willing as a result of trading with a player. When they breed, they produce a smaller villager. Unlike many baby animals, baby villagers do not have big heads in Java Edition. Zombie villagers and wandering traders cannot breed, and baby zombie villagers do not grow up. Baby mobs Baby mobs are smaller variations of their adult counterparts, having small bodies, relatively big heads (with some exceptions), and faster walking speeds. Their sounds are the same as their adult variants but 50% faster and are pitched up by 6 semitones. The only exception to this is tadpoles, which are a wholly unique mob from frogs. Similar mechanics If an allay is given an amethyst shard while it is dancing due to a nearby jukebox playing any music disc, it splits into two allays (itself and a new allay) and the amethyst shard is consumed. After duplication, both allays have a five minute cooldown before being able to duplicate again. Allays do not have a baby form. There is a chance for a new shulker of the same color to spawn when a shulker is hit with a shulker bullet (including one of its own). The following conditions must be met: If the attempt succeeds a new shulker spawns where the old shulker was before it teleported. Shulkers do not have a baby form, and, other than the above criteria, have no duplication cooldown. Achievements Advancements History Issues Issues relating to "Breeding" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Black_Candle_JE1.png] | [TOKENS: 108]
File:Black Candle JE1.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 56 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Orange_Wool] | [TOKENS: 790]
Wool Yes Yes (64), same color only 0.8 0.8 No No Yes (30) Yes 16 colors Wool is a block obtained from sheep that can be dyed in any of the sixteen different colors. It can be used as a crafting material and to block vibrations. Contents Obtaining Wool can be broken using any tool, but shears are the fastest tool to use. All wool colours (except magenta, pink, and purple) generate naturally as part of structures within woodland mansions. White and yellow wool generate in shepherd houses, fletcher houses, and meeting points in plains villages. 10 light gray wool generate under the door and on the floor of Snowy_small_house_8 in snowy tundra villages. White wool generates as tents outside pillager outposts. Gray wool appears on some walls and on the floors of long corridors at the corners of an ancient city. The wool damps vibrations, preventing activation of nearby sculk blocks. Ancient cities can also generate blue, cyan, and light blue wool. Using shears on an adult sheep yields 1–3 wool. Sheep also drop 1 wool upon death, if they are not sheared. The wool dropped is the same color as the sheep, unless the sheep is named jeb_, in which case the sheep drops whatever color the sheep truly is instead of rainbow wool. The drop rates are not affected by the Fortune or Looting enchantments. Baby sheep cannot be sheared. Sheep can spawn with different colors. The most common color is determined by the type of biome the sheep spawns in. In temperate biomes the most common color is white, in cold biomes it is black and in warm biomes it is brown. However sheep can spawn in all three of these colors, and light and dark grey, in all biomes. Sheep can also naturally spawn with pink wool but this has a rare chance. Java Edition: Bedrock Edition: In Java Edition, a shepherd villager may throw a block of wool of random color at a player under the Hero of the Village effect. Usage Wool comes in sixteen colours, which are white, light gray, gray, black, brown, red, orange, yellow, lime, green, cyan, light blue, blue, purple, magenta, and pink. Unlike stained glass and terracotta, the white variant serves as the undyed block. Wool of any color can be re-dyed into any other color. Wool is easily mined, highly flammable, and offers little resistance against explosions. Wool can be used to block vibrations from reaching nearby sculk sensors. If a wool block is placed between a sensor and a vibration source, the sensor is not able to detect vibrations behind it. Similarly, if a wool block is placed between a sensor and a sculk shrieker, the sensor is unable to alert the shrieker. Sculk sensors are not able to detect the placing and breaking of wool, as well as entities walking, sprinting, or jumping on top of it. They are also unable to detect items dropped on wool, or wool itself dropped in item form. Similar to sculk sensors, wardens are also unable to detect everything wool-related as listed above. Wool can also be used to block note block sounds from reaching allays. Wool blocks can be placed under note blocks to produce "guitar" sounds. Any color of wool can be used for paintings, but it has no effect on the product's final appearance. In Java Edition, wool can be used as fuel in furnaces and their variants, smelting 0.5 items per wool block. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Wool" 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/Green_Wool] | [TOKENS: 790]
Wool Yes Yes (64), same color only 0.8 0.8 No No Yes (30) Yes 16 colors Wool is a block obtained from sheep that can be dyed in any of the sixteen different colors. It can be used as a crafting material and to block vibrations. Contents Obtaining Wool can be broken using any tool, but shears are the fastest tool to use. All wool colours (except magenta, pink, and purple) generate naturally as part of structures within woodland mansions. White and yellow wool generate in shepherd houses, fletcher houses, and meeting points in plains villages. 10 light gray wool generate under the door and on the floor of Snowy_small_house_8 in snowy tundra villages. White wool generates as tents outside pillager outposts. Gray wool appears on some walls and on the floors of long corridors at the corners of an ancient city. The wool damps vibrations, preventing activation of nearby sculk blocks. Ancient cities can also generate blue, cyan, and light blue wool. Using shears on an adult sheep yields 1–3 wool. Sheep also drop 1 wool upon death, if they are not sheared. The wool dropped is the same color as the sheep, unless the sheep is named jeb_, in which case the sheep drops whatever color the sheep truly is instead of rainbow wool. The drop rates are not affected by the Fortune or Looting enchantments. Baby sheep cannot be sheared. Sheep can spawn with different colors. The most common color is determined by the type of biome the sheep spawns in. In temperate biomes the most common color is white, in cold biomes it is black and in warm biomes it is brown. However sheep can spawn in all three of these colors, and light and dark grey, in all biomes. Sheep can also naturally spawn with pink wool but this has a rare chance. Java Edition: Bedrock Edition: In Java Edition, a shepherd villager may throw a block of wool of random color at a player under the Hero of the Village effect. Usage Wool comes in sixteen colours, which are white, light gray, gray, black, brown, red, orange, yellow, lime, green, cyan, light blue, blue, purple, magenta, and pink. Unlike stained glass and terracotta, the white variant serves as the undyed block. Wool of any color can be re-dyed into any other color. Wool is easily mined, highly flammable, and offers little resistance against explosions. Wool can be used to block vibrations from reaching nearby sculk sensors. If a wool block is placed between a sensor and a vibration source, the sensor is not able to detect vibrations behind it. Similarly, if a wool block is placed between a sensor and a sculk shrieker, the sensor is unable to alert the shrieker. Sculk sensors are not able to detect the placing and breaking of wool, as well as entities walking, sprinting, or jumping on top of it. They are also unable to detect items dropped on wool, or wool itself dropped in item form. Similar to sculk sensors, wardens are also unable to detect everything wool-related as listed above. Wool can also be used to block note block sounds from reaching allays. Wool blocks can be placed under note blocks to produce "guitar" sounds. Any color of wool can be used for paintings, but it has no effect on the product's final appearance. In Java Edition, wool can be used as fuel in furnaces and their variants, smelting 0.5 items per wool block. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Wool" 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/Commands/tag] | [TOKENS: 105]
/tag Cheat only‌[BE only] Controls scoreboard tags on individual entities. In Java Edition, the number of tags owned by an entity cannot exceed 1024. Java Edition note: This is distinct from entity type tags, which are applied to entity types and can't be changed by commands. Contents Syntax Arguments JE: <targets>: entityBE: entity: target: WildcardCommandSelector<Actor> JE: <name>: stringBE: name: string: basic_string Result Output History See also External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Minecart_with_Furnace] | [TOKENS: 1157]
Minecart with Furnace Common Yes No Height: 0.7 blocksWidth: 0.98 blocks 1 Minecart with Furnace 6HP A minecart with furnace is a furnace inside a minecart. It can be powered with exclusively coal or charcoal to propel it across a rail line for a limited time, which can be used to move other minecarts. Contents Obtaining Minecarts with furnace can be retrieved by attacking them, and by doing so they drop as an item. Critical hits are not applied to them, although the particles suggest otherwise. Usage Minecarts with furnaces are placed in the same way as other minecarts. They do not have a GUI, unlike a furnace. Also unlike a furnace, furnace minecarts can only be powered with coal and charcoal. Other fuel sources, such as blocks of coal or blaze rods, cannot be used. Minecarts with furnaces can be powered, done by feeding fuel into the furnace minecart with the use button. The fuel is consumed immediately and it starts to move in the same direction the player clicked toward. Pressing use while not holding coal or charcoal plays the hand animation[note 1] and is supposed to turn it to that direction, but this does not happen due to a bug. Adding fuel increases the duration by an additional 3600 ticks (equal to 180 seconds or 3 minutes). The upper limit is 32767 ticks, approximately 27 minutes. When powered, minecarts with furnaces cover 240m per minute (about 4 m/s, slightly slower than walking speed) or 720m per piece of fuel. They do not accelerate beyond this speed when going downhill or on active powered rails, and as long as they remain powered, they do not slow down when going uphill, on inactive powered rails, or when pushing or pulling other minecarts. If a powered furnace minecart is derailed and then pushed back onto a rail, it starts moving again in the direction it came from, so they are not easily turned around in this state unless a player is nearby to redirect it with use. When a minecart with furnace bumps into another minecart or multiple minecarts, the other minecarts are pushed forward with great speed. The furnace minecart continues on with its own speed. Because of this speed difference, some of the minecarts may end up inside unloaded chunks on straight tracks. A furnace minecart can be made to pull up to four other minecarts. All minecarts in this train move at the constant speed of the furnace minecart. Trains are formed when a minecart is pushed into the back of a powered furnace minecart or a short-enough train. These shunts are fragile at best and easily come undone, but some methods are stronger than others. For example, pushing a minecart into a furnace minecart and then powering the furnace gives a weaker shunt than pushing the furnace minecart into the other minecart against a wall, and then powering the furnace in the other direction. Minecarts with furnaces can climb up steep inclines while pushing other minecarts as long as they have fuel. If a minecart with furnace reaches a slope while pulling another minecart, the pulled minecart is switched to the forward position so that it can be pushed along the slope instead of pulled. A high-speed minecart running into the back of a furnace minecart going in the same direction automatically creates a weak shunt with it, pulling it along. Pulling a minecart with TNT causes it to explode. When a train comes to a turn, the shunt comes undone with the pulled minecart jettisoned backward. The correct way to make such a turn is having the shunt undone before a turn, and then make the two rejoin on a straight rail later by having the pulled cart catch up with the minecart with furnace. Since the train runs slower on a fully powered track than a normal minecart (~5 m/s compared to 8m/s), a train pulled by an unpowered furnace minecart is ideal for AFK farms involving breaking or placing blocks like nether wart. Unlike other carts, minecart with furnace does not get pushed backwards or forwards because of any collision mechanics. This means they can be useful to move longer "trains" of carts forward, even in conjunction with powered rails. See Tutorial:Minecarts § Moving Mobs - Minecart with Furnace for more details. Properties Fuel is not stored as an item in the entity, but in the object data in the fuel property as a time in ticks. Fuel is a short value, i.e. a maximum of 32767 ticks, which is about 27 minutes. However, /summon furnace_minecart ~ ~ ~ {Fuel:32000} alone doesn't make it go since it doesn't have a direction. It can be right-clicked on a track to give it a direction, or it can be summoned with the properties PushX and PushZ set, which are responsible for the direction. The Motion property of every entity allows for movement of the minecart, but it does not direct the minecart to move on its own. Sounds Java Edition: Minecarts with furnaces use the Friendly Creatures sound category for entity-dependent sound events.[sound 1] Data values Java Edition: Bedrock Edition (unused): Minecarts with furnace have entity data associated with them that contain various properties of the entity. Java Edition: History Issues Issues relating to "Minecart with Furnace" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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File:Mushroom Fields.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 7 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:Black_Concrete_Powder.png] | [TOKENS: 82]
File:Black Concrete Powder.png Summary Render of a Black Concrete Powder block. 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 30 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/Biome?action=edit&section=5] | [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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Recovery Compass Uncommon No Yes (64) A recovery compass is an item that can be held by a player who has died to point to where their most recent death occurred, as long as they are in the same dimension. If these conditions are not met, it will spin in random directions. Contents Obtaining Usage When held by a player, the recovery compass points toward the location where the player last died. The recovery compass works only when it is held by a player who has previously died and is in the same dimension as their last death. Otherwise, it spins around randomly. Like other items, the recovery compass itself still drops when a player dies if the keepInventory game rule is not enabled. This item is useless on Hardcore mode, where the player cannot respawn. The location the recovery compass points to is stored as the player's LastDeathLocation NBT tag, and can be accessed with the /data get @s LastDeathLocation command if cheats are enabled. As with the normal compass, it also points toward the position of last death when viewed in the crafting table preview menu, even without being crafted.‌[Bedrock Edition only] The direction of the needle is relative to the player viewing it. A recovery compass can receive the following enchantment: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Recovery Compass" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Biome?section=5&veaction=edit] | [TOKENS: 9830]
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They are large, open biomes made entirely of water going up to Y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon‌[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. A variant of the ocean biome. In deep ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardians, elder guardians, prismarine and sponges can spawn here. A variant of the ocean biome, with light teal water at the surface. Like the lukewarm ocean, it has a floor made of sand and like all oceans, it is populated with seagrass, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon‌[BE only] can spawn here, together with pufferfish‌[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. Similar to the lukewarm ocean biome, but twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine and sponges. A variant of the ocean biome, with dark blue water at the surface. Like regular oceans and frozen oceans, its floor is made up of gravel, though occasional patches of dirt can be found. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins‌[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. A variant of the ocean biome with dark indigo water at the surface. Like the cold ocean, it has a gravel seabed and squid swimming about. However, the water's surface is frequently broken up by patches of ice and large icebergs, consisting of packed ice and blue ice, and occasionally topped with snow blocks and snow‌[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits‌[BE only] can spawn here, but dolphins can't. Salmon and cod‌[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod‌[BE only], squid and nautiluses may also spawn here, and the floor consists of gravel. The frozen deep ocean biome also contains ocean monuments and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with blue ice generate here. Polar bears, strays, drowned, rarely zombie nautiluses and rabbits‌[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight. No mobs other than mooshrooms, bats‌[JE only], and glow squid spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts and other dark structures, meaning exploring underground is safe. However, monster spawners still spawn mobs, wandering traders along with their llamas can spawn, raids can still spawn illagers, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms‌[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms‌[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms‌[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears‌[BE only]. Strays may also spawn here at night and during thunderstorms‌[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree‌[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), much like the standard taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and podzol can be found on the forest floor. There are also patches of coarse dirt that do not grow grass, with some dead bushes. Wolves, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here‌[JE only]. At first glance, this biome may look almost exactly the same as its pine tree counterpart. However, the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here‌[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here‌[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. Birch trees grow much taller than usual in this uncommon variant of the birch forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle‌[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots‌[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here‌[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing, but drowned can spawn at night and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits‌[BE only] and polar bears‌[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays‌[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. A biome characterized by a mix of flat areas around sea level, and shallow pools of green water with floating lily pads. Clay, sand and dirt are commonly found at the bottom of these pools. Trees are covered with vines and can be found growing out from the water. Mushrooms, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. Temperature varies within the biome, causing foliage and grass colors to vary. In Bedrock Edition, huge mushrooms also spawn in this biome. Visibility is also lower than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. Generated where oceans meet other biomes, beaches are primarily composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for fishing. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. Like a regular beach, one can find plenty of sand in this biome and buried treasure can be found underground in this snowy beach. However, sand is covered in a layer of snow. Snowy beaches are found when a snowy biome borders a frozen ocean biome. No passive mobs other than rabbits‌[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here‌[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. Sugar cane can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few spruce trees in this biome. No animal mobs other than rabbits and polar bears can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains biome that features large spikes and glaciers of packed ice. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in snow blocks instead of grass, and ice patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. Tall grass covers the landscape. Villages can generate in this biome, constructed of acacia wood, with some stained terracotta. Pillager outposts can also generate here. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here‌[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here‌[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. Mineshafts generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the badlands. Gold ore also occurs more frequently, because additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant generates unique terrain features that are similar to the structures in Utah's Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is completely empty except for a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. Notable features of the biome are exposed Nether fossils in various shapes and sizes, large amounts of lava, blue fog, large spires made of basalt, soul fire, and the occasional Nether fortress or bastion remnant. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] The ground consists of basalt and blackstone blocks, with small patches of netherrack and pools of lava. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, bastion remnants do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to farm magma cream. This biome also contains a much higher abundance of blackstone compared to other Nether biomes. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in the End. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the ender dragon, the obsidian pillars, the End crystals, the 5×5 spawn platform, the exit portal and the 20 central End gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. If the biome is used for a superflat world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night. Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. End cities generate here, but chorus trees do not. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both chorus trees and End cities generate. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither End cities nor chorus trees generate in this biome. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap‌[JE only] or textures/colormap‌[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack‌[JE only] or client biome JSON files in vanilla resource packs.‌[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff‌[JE only] or #abd2ff‌[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color‌[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.‌[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d‌[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mountains] | [TOKENS: 1925]
Mountains Mountains are terrain forms with elevated and jagged terrain, containing unique biomes and terrain characteristics. Contents Description Typical mountain terrain generates before biome placement in the world generation. The highest peaks, usually passing the cloud height, are generated in areas with very low erosion values, and mountains can cover larger areas further inland. Smoother mountain peaks can generate at slightly higher erosion values, and at medium erosion values they are replaced with flat, elevated plateaus. When mountainous areas border oceans, the surrounding land is cut off by large stone cliffs, exposing many caves inside. Mountainous terrain at high continentalness replaces rivers with middle biomes, often in deep valleys surrounded by tall peaks. Rivers that do generate close to mountains are much deeper and the surrounding terrain is very steep, resembling fjords. Mountain peaks, but also plateaus, often generate in circles of a single peak range, with enclosed valleys with medium biomes inside. When peaks generate without circles at lower erosion values, they cover an area large enough to reach the maximum generation of Y=256, where they are cut off and form plateaus. At higher erosion, they usually form single peaks or longer ranges surrounded by various valleys. All mountain peaks have very steep and jagged terrain, exposing stone, caves, and various ores, but they rarely generate floating islands. There are six biomes that can generate on the tallest mountain peaks, and there are other biomes that typically generate on the slopes or plateaus near mountains. All peaks can generate pillager outposts and some of these biomes are the only places where goats can spawn in the game. Just like the windswept hills, windswept gravelly hills, and windswept forest, emerald ores can be found in mountain biomes, especially at higher altitudes, and both coal and iron ores are commonly found in the mountains. Underground, below the sea level, infested block blobs naturally generate in mountain biomes. The only surface features in mountain peaks are calcite strips in stony peaks and oak trees in wooded badlands, but other structures and features are commonly found in neighboring slopes and plateaus. Cave biome generation is also affected by mountain generation, with deep dark generating deep below the biggest mountain terrain at low erosion, and dripstone caves above the deep dark, or surrounding the mountainous terrain at higher continentalness values. Lush caves can sometimes also generate below mountains where other cave biomes do not generate. Most temperate and cold peak biomes and slopes have lower temperatures to allow snowfall at any height. Other cold but rainy biomes such as old growth taigas and meadows, however, may reach high enough elevations close to mountains to allow snowfall on the surface as well. The warmer stony peaks only have rainfall and badlands do not have precipitation at all. Exposed dripstone caves in elevated mountain terrain are also covered with snow in Bedrock Edition, even in warm or dry biomes, or on grassy slopes. Biomes There are seven biomes unique to mountains. These are the biomes that only generate on the slopes of mountains or standalone as plateaus. They usually generate in high altitudes beneath the peaks and hilltops, with groves and snowy slopes generating above meadows and cherry groves. These biomes only generate in snowy, cold, or medium temperature zones. In cold areas and medium areas with high humidity, forested biomes such as forests, taigas, old growth taigas, and birch forests can generate on the slopes and plateaus replacing meadows and cherry groves. In warm temperature zones, forests, jungles, and savanna plateaus replace them as well as groves and snowy slopes. All biomes are replaced by badlands in dry temperature zones. Savanna plateaus and pale gardens are exclusive to plateau and slope biomes. The meadow is a grassy biome filled with a specific type of flowers defined by the flower gradient, along with wildflowers and turquoise-green grass and tall grass, where sheep, donkeys and rabbits spawn. All small flowers generate except blue orchids, tulips, lilies of the valley, eyeblossoms, or wither roses. Rarely, a lone oak or birch tree of any size can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome, making this the only mountain biome where villages can generate. In Java Edition, unlike most overworld biomes, sugar canes and pumpkin patches cannot generate here. This biome can generate on both mountain slopes and plateaus, mainly next to plains, but also various forested biomes. It is separated from cherry groves by rivers. Cherry groves are similar to meadows, but featuring pink petals and cherry trees identified by their striking pink leaves that drop petal particles. The cherry trees can generate densely enough create a cover of leaves. Bee nests with bees generate somewhat commonly on the side of the cherry trees. Cherry groves are mainly next to plains and separated from meadows by rivers. The grove creates a forest of spruce trees on the sides of a mountain, reminiscent of a snowy taiga but the surface is covered with snow layers, snow blocks, dirt and strips of powder snow instead of grass blocks. Rabbits, snowy wolves and snow foxes can spawn in this biome. This biome generates next to all other slope biomes, and temperate, cold, and snowy forested biomes as well as snowy slopes. In snowy areas with low erosion, groves typically cover entire climate zones stretching over thousands of blocks, whereas they are very small in other temperature zones. The snowy slopes is almost the same as grove except that no trees generate, making it similar to snowy plains. It is a mostly barren biome covered in snow, multiple layers of snow blocks and strips of powder snow, with steep sides to the north or east also having stone cliffs covered with snow layers. Goats spawn in this biome alongside rabbits and polar bears.‌[BE only] This is the only mountain biome where igloos can generate. This biome generates similarly to groves but in lower humidity areas next to snowy plains, ice spikes, plains, sunflower plains, and flower forests. Like groves, they can cover thousands of blocks in snowy climate zones with low erosion. There are six peak biomes that generate in areas with low erosion, high PV value, and high continentalness value, which means they generate only at the tops of the mountains that are tall enough to generate them. Biomes generated on peaks cannot border any other biomes than the slopes listed above. Jagged peaks and frozen peaks often generate on the peaks on different sides of large valleys. The jagged peaks biome is more likely to generate in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. Goats spawn in this biome, and in Bedrock Edition, rabbits and polar bears also spawn here. Jagged peaks generate in temperate, cold, and snowy biome temperature ranges. The frozen peaks are covered by snow, snow blocks, with glaciers of packed ice and occasional small blobs of ice. Packed ice cliffs can generate in steep sides to the east or north with only a layer of snow covering them. Because this biome generates in positive weirdness, this biome usually generates in smaller and smoother hills, but it can also generate on taller and more jagged and pointy peaks but less compared to the jagged peaks biome. Frozen peaks generate in temperate, cold, and snowy biome temperature ranges. The stony peaks are a warmer variation of both the jagged peaks and the frozen peaks biomes that generates when a mountain peak is in the lukewarm biome temperature range. It generates in savannas, some forests, some plains, and jungles, and it doesn't generate snowy slopes, groves, meadows or cherry groves in the slopes of the mountain, instead, savanna plateaus, forests, and jungles often generate around it. It is mainly covered by stone with large strips of calcite and exposed ores. Stony peaks are the second rarest Overworld biome, making up around 0.1% of the Overworld by area. All types of badlands replace other peak biomes in warm temperature zones. This occurs when badlands and all variants generate on very low erosion. Like other peak biomes, they can generate up to Y=256. At higher elevations, the stained terracotta layers generate as usual and more different colors are visible because of the steep cliffs. Eroded badlands don't generate their hoodoos at the mountain peaks, making them indistinctable from regular badlands. Wooded badlands generate with coarse dirt, leaf litter and oak trees, making this the highest biome with trees, which may peak up to Y=263. Because badlands also generate as slope and plateau biomes, the highest mountain peaks are often isolated from other biomes. They can sometimes border stony peaks, and the lower parts can also border rivers, deserts, and lukewarm biomes. Achievements Advancements Videos History Issues Issues relating to "Mountains", "Meadow", "Snowy Slopes", "Grove", "Frozen Peaks", "Jagged Peaks", or "Stony Peaks" 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/Commands/teleport] | [TOKENS: 211]
/teleport /tp Cheat only‌[BE only] Teleports entities (players, mobs, etc.). Although most commands can affect only chunks that have already been generated, /teleport can send entities into chunks that have yet to be generated. Right before teleporting, the game generates the destination chunk. Contents Syntax Arguments JE: <targets>: entityBE: victim: target: CommandSelector<Actor> JE: <location>: vec3BE: destination: x y z: CommandPositionFloat JE: <destination>: entityBE: destination: target: CommandSelector<Actor> JE: <rotation>: rotation BE: yRot: value: RelativeFloat and <xRot: value>: RelativeFloat JE: <facingLocation>: vec3BE: lookAtPosition: x y z: CommandPositionFloat JE: <facingEntity>: entityBE: lookAtEntity: target: CommandSelector<Actor> JE: <facingAnchor>: entity_anchor BE: checkForBlocks: Boolean: enum Result Output Examples History External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Potion_of_Strength] | [TOKENS: 184]
Potion of Strength Common 32 game ticks (1.6 seconds) Yes Yes No A potion of Strength is a potion that provides Strength when used. Contents Obtaining Each trial chambers supply chest can generate with 2 to 10 potions of Strength in it. Usage The potion of Strength is a base for brewing potions of Weakness. 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 Strength" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Density] | [TOKENS: 245]
Density V None 5 Density is a mace enchantment that increases the damage of smash attacks. Contents Obtaining Density can be obtained on maces through an enchanting table, as an enchanted book by trading with a librarian of any level‌[until Villager Trade Rebalance], from fishing, or from ominous vaults, as well as any other structures that generate enchanted books. Usage Density increases smash attack damage by 0.5HP × 0.25 per block fallen per level of enchantment. These tables detail how much damage is added per block fallen based on the level of enchantment used. Incompatibilities Density is incompatible with Breach, Smite, and Bane of Arthropods. It is also incompatible with Sharpness and Impaling, however in Survival these incompatibilities cannot be encountered, as no weapon types have access to both Density and Sharpness/Impaling. If commands are used to have two or more of these enchantments on the same item, their effects stack.‌[Java Edition only] Data values Java Edition Bedrock Edition: History Issues Issues relating to "Density" are maintained on the bug tracker. Issues should be reported and viewed there. Notes Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Minecart_with_TNT] | [TOKENS: 509]
Minecart with TNT Common Yes No Height: 0.7 blocksWidth: 0.98 blocks 6HP A minecart with TNT is a minecart with TNT inside. Unlike normal TNT, it can detonate instantly, and its blast radius and damage is increased by its speed at detonation. Contents Obtaining Minecarts with TNT can be retrieved by attacking them, and doing so drops them as an item. Critical hits are not applied to them, although the particles suggest otherwise. Usage A minecart with TNT detonates after a delay on these conditions: The delay is 4 seconds (80 game ticks) for an activator rail, like the TNT block. For other causes there is a random delay between 0 and 1.95 seconds. It detonates instantly on these conditions: Upon detonation it acts as normal TNT, exploding and damaging nearby blocks, players, and entities. Upon detonation after activating on activator rail, it does not destroy its rails and the blocks the rail is on, however other nearby minecarts can.‌[Java Edition only] More than one minecart can be placed on the same rail block, allowing many of them to fit into a single block. In Java Edition they explode when touched, dealing large amounts of damage. The explosion has a base power of 4, the same as regular TNT, but the game also adds a random bonus value up to 1.5 times velocity, but no higher than 7.5. This means that with a speed of 5 or higher the power is a random value between 4 and 11.5. When triggered by an activator rail or by damage, the bonus value is calculated using the horizontal velocity of the minecart. When hit by a flaming arrow the velocity of the arrow is used instead. When triggered by fall damage, the fall distance divided by 10 is used. Minecarts with TNT bounce off of other minecarts and cannot be linked to minecarts with furnaces. Sounds Java Edition: Minecarts with TNT use the Friendly Creatures sound category for entity-dependent sound events.[sound 1] Bedrock Edition:[sound 1] Data values Java Edition: Bedrock Edition: Minecarts with TNT 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 TNT" 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/Bundles_of_Bravery#mw-head] | [TOKENS: 184]
Bundles of Bravery October 22, 2024 Bundles of Bravery is a game drop that was released on October 22, 2024, as Java Edition 1.21.2 and Bedrock Edition 1.21.40. It adds bundles to the game. It also adds Hardcore mode to Bedrock Edition and makes it available to Realms on Java Edition. The game drop was announced at Minecraft Live 2024, though the name was accidentally revealed on Minecraft.net as part of a summary of the event posted a few days before it happened. Contents Additions Banner patterns Bundle Hardcore for Bedrock Edition and Java Edition Realms Changes Loom ‌[Java Edition only] Redstone torch ‌[Java Edition only] Redstone comparator and redstone repeater ‌[Java Edition only] Banner pattern Smithing template Further revisions Videos Gallery Notes References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bundles_of_Bravery#searchInput] | [TOKENS: 184]
Bundles of Bravery October 22, 2024 Bundles of Bravery is a game drop that was released on October 22, 2024, as Java Edition 1.21.2 and Bedrock Edition 1.21.40. It adds bundles to the game. It also adds Hardcore mode to Bedrock Edition and makes it available to Realms on Java Edition. The game drop was announced at Minecraft Live 2024, though the name was accidentally revealed on Minecraft.net as part of a summary of the event posted a few days before it happened. Contents Additions Banner patterns Bundle Hardcore for Bedrock Edition and Java Edition Realms Changes Loom ‌[Java Edition only] Redstone torch ‌[Java Edition only] Redstone comparator and redstone repeater ‌[Java Edition only] Banner pattern Smithing template Further revisions Videos Gallery Notes References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Depth_Strider] | [TOKENS: 379]
Depth Strider III None 2 depth_strider Frost Walker Depth Strider is an enchantment applied to boots that lessens the movement speed reduction that occurs when in water. Contents Obtaining Depth Strider can be obtained from enchanting tables, drops from mobs that have spawned in a raid,‌[Bedrock Edition only] books obtained by fishing, librarian villagers, and in the following structure loot chests: desert pyramids, strongholds, ocean ruins, ancient cities, woodland mansions, pillager outposts, mineshafts, dungeons, jungle pyramids, and from vaults in trial chambers. Usage Each level of Depth Strider increases water movement efficiency by ⅓, including reducing the speed at which flowing water pushes the player when standing still. An armor stand carrying armor enchanted with Depth Strider also moves slower when being pushed by water. Level 3 lets the player swim as fast as walking on land. Any higher level has no effect on speed. Also at level 3, a Speed potion affects the player's swimming the same as walking. If the player has the Dolphin's Grace effect, bonuses from both are combined and the player can move at a high speed through water.‌[Java Edition only] Depth Strider can normally be applied only to boots. Using commands, the enchantment still works when applied to other types of armor (such as a helmet). However, it has no effect unless the enchanted item is equipped in the feet slot. Depth Strider only affects horizontal movement speed in water. Vertical movement speed is not affected. Incompatibilities Depth Strider and Frost Walker are mutually exclusive. However, if combined using commands, both enchantments function normally. Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Depth Strider" 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/File:1.21.2_banner.png] | [TOKENS: 137]
File:1.21.2 banner.png October 22 Minecraft.net alt text - Noor is building a house using turquoise and orange color palette. They hold turquoise and orange bundles in their hands containing matching blocks. This is a file pertaining to Minecraft. "Minecraft Java Edition 1.21.2" by Java Team – Minecraft.net, October 22, 2024. Mojang Studios 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 8 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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