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[SOURCE: https://minecraft.wiki/w/Mob#cite_ref-shelved_8-8] | [TOKENS: 1402]
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mob#cite_ref-shelved_8-9] | [TOKENS: 1402]
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Mob#cite_ref-shelved_8-10] | [TOKENS: 1402]
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Mob#cite_ref-shelved_8-11] | [TOKENS: 1402]
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Spear?action=edit&section=28] | [TOKENS: 223]
Editing Spear (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 12 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Brick] | [TOKENS: 146]
Brick Common Yes Yes (64) A brick is an item mainly obtained by smelting clay balls used to craft brick blocks, flower pots, and decorated pots. Contents Obtaining When breaking a decorated pot with a tool without Silk Touch on the main hand, the decorated pot can drop 0-4 brick(s) depending on the material that the decorated pot was made of. A brick can be obtained by smelting a clay ball. Usage Bricks can be used to craft brick blocks, flower pots, and decorated pots. Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Brick" 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/Void_start_platform] | [TOKENS: 245]
Void Start Platform The Void‌[JE only] Plains‌[BE only] No The void start platform is a feature of 33×33 square of stone with a single block of cobblestone in the center. One can generate at the origin of superflat worlds with "The Void" preset and single biome worlds if in the_void biome.‌[Java Edition only] Contents Generation The void start platform spawns from block positions (-8, -61‌[JE only]/-64‌[BE only], -8) to (24, -61‌[JE only]/-64‌[BE only], 24), and thus the player spawns at Y=-60‌[JE only]/Y=-63‌[BE only]. This feature is most easily accessible through "The Void" preset but it still generates if different layers are specified, even if it gets engulfed. Void start platforms replace any blocks such as even bedrock when generated underground. Construction Void start platforms are large platforms made up of stone and cobblestone. Data values History Issues Issues relating to "Void Start Platform" 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/Mob#cite_ref-upcoming_12-0] | [TOKENS: 1402]
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Brewing?action=edit&section=27] | [TOKENS: 223]
Editing Brewing (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 3 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Copper_Chain_(UD)_JE1.png] | [TOKENS: 91]
File:Copper Chain (UD) JE1.png Summary No information available. Please correct this! This is a file pertaining to Minecraft. 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 39 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/Mob#cite_ref-upcoming_12-1] | [TOKENS: 1402]
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Brewing#cite_ref-1] | [TOKENS: 841]
Brewing Brewing is the process of creating potions, splash potions, lingering potions, and medicine‌[Minecraft Education only] by adding various ingredients to water bottles in a brewing stand. Contents Brewing equipment Ingredients There is no provided in-game recipe book for brewing. Base ingredients are ingredients that can be added directly to a water bottle. Nether warts are used to make awkward potions, and are the fundamental of the base ingredients, as it is required to make the majority of potions. Modifiers are ingredients used to alter the properties of a potion or to change a potion effect into a different one. The fermented spider eye is unique as it is the only modifier that can convert a water bottle directly into a usable potion. Generally, upgrading a potion involves a trade-off between duration and potency. A potion with an enhanced effect has shorter duration, and a potion with extended duration cannot have an enhanced effect. However: A fermented spider eye changes a potion's base effect, often reversing it or producing a negative potion. By adding gunpowder, a drinking potion can be turned into a splash potion, which can be thrown to coat entities within the place of impact with a status effect. Subsequently, adding dragon's breath to a splash potion makes a lingering potion, creating a cloud that inflicts effects on entities that enter its area. Effect ingredients imbue an awkward potion with a particular effect but do not alter potion duration or intensity. When added directly to a water bottle, most of these ingredients produce a mundane potion. The exceptions to this are the golden carrot, pufferfish, turtle shell, and phantom membrane, which cannot be added directly to a water bottle. A corrupted version of a potion can be made by adding a fermented spider eye to it. Brewing recipes Base potions are potions without effects, brewed by adding a single base ingredient to a water bottle. Of these, only the awkward potion can be imbued with an effect ingredient to create a potion with an effect.‌[Java Edition only] Effect potions are primarily created by adding an effect ingredient to an awkward potion, which is created by adding nether wart to a water bottle. Certain effects require a potion to be corrupted by a fermented spider eye. The potion of Weakness can additionally be created by simply adding a fermented spider eye to a water bottle, and it is the only potion that can be brewed without nether wart. Undead mobs react differently to effects than other mobs. They take damage from potions of Healing, gain health from potions of Harming, and are unaffected by potions of Poison and Regeneration. Enhanced:Instant Health II: Restores health by 8HP. Enhanced:Regeneration II: Restores health by every 1.25 seconds. Enhanced:Strength II: Increases player's melee attack damage by 6HP. Enhanced:Speed II: Increases movement speed, sprinting speed, and jumping length by 40%. Enhanced:Jump Boost II: Increases jump height by 150%. Enhanced:Poison II: Depletes health by 1HP every 0.6 seconds. Enhanced:Instant Damage II: Inflicts 12HP × 6 damage. Enhanced:Slowness IV: Reduces movement speed by 60%. Enhanced:Slowness VI, Resistance IV: Reduces movement speed by 90% and reduces incoming damage by 80%. Brewing recipes in Bedrock Edition are a superset of that in Java Edition, which means that all Java Edition recipes are also available in Bedrock Edition, but not the other way round. Cures are brewed from awkward potions using different elements. Drinking these removes the specified bad effect. They cannot be modified into splash, lingering, extended, or enhanced versions. The potion of Luck‌[JE only] and the potion of Decay‌[BE only] cannot be brewed, and can be obtained only through commands or the Creative inventory. In Bedrock Edition, brewing recipes can be customized through addons using the same system as other recipes. History Issues Issues relating to "Brewing" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Marketplace?action=edit&section=19] | [TOKENS: 212]
Editing Marketplace (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. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mossy_Cobblestone] | [TOKENS: 267]
Mossy Cobblestone Yes Yes (64) 6 2 No No No No 11 STONE Mossy cobblestone is a variant of cobblestone with moss on it. It is mainly used for crafting or as building block. Contents Obtaining Mossy cobblestone can be mined using a pickaxe, in which case it drops itself. If mined without a pickaxe, it drops nothing. Mossy cobblestone occurs naturally in monster rooms, jungle pyramids, pillager outposts, cold ocean ruins, and plains and taiga villages (as well as zombie villages). It can also be found in the form of forest rocks in the old growth pine taiga and old growth spruce taiga biomes, and around zombie or baby zombie trial spawners in trial chambers. Usage Mossy cobblestone can be used as a basic building block, as it is blast resistant and fairly common. Mossy cobblestone can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: History Trivia Issues Issues relating to "Mossy Cobblestone" or "Moss Stone" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mod#cite_ref-17] | [TOKENS: 1752]
Mod A mod (short for modification) is a piece of unofficial code that is injected into the game for the purpose of modifying its behavior. They can be used to enhance the game by means ranging from fixing bugs, adjusting core mechanics, to completely revamping the way the game is played with unique features. Contents Overview Mods are primarily user-created content used to alter the base game to create unique experiences that are not usually present from vanilla. They allow players to customize the look and feel of the game, give more options and customization, or expand the game with new progression and mechanics. Mods have control over various aspects of the game, where developers can modify or add custom features, such as physics, graphics, user interface, and various gameplay features (such as entities, items, blocks, world generation, and dimensions, usually through the game's registries). While many mods add content, others act as utilities that are designed to improve the game while being close to vanilla. There are optimization mods that modify the game's rendering to improve frame rates and load times, making the game more accessible on lower-end hardware (see also Tutorial:Improving frame rate). Other client side mods may also fix several bugs and improve stability of the base game, such as reducing crashes and micro-stutter, and fixing several block and item duplication bugs. Mods are usually designed for specific release versions of the game. When the game is updated, the mod must also be updated accordingly, otherwise it may no longer work for future versions. Java Edition is written in Java and runs on JVM, which for technical reasons makes creating mods relatively easy. Modding strongly depend on decompilation to see the game's source code. Because Java compiles to bytecode rather than machine code, it is highly susceptible to decompilation, allowing modders to reverse-engineer the game logic easily. Due to this, a prolific modding scene exists for that edition, which has matured over a decade, and has created several programs and tools for modding, notably mod loaders. For older versions, obfuscation maps provided by Mojang and the community which ease the process of reverse-engineering the game. The unobfuscated versions of the game also lets modders directly see the game's source code without obfuscation maps. Bedrock Edition is written in C++ and runs as machine code, which makes it technically challenging to mod. Mods for that edition exist, but are much less common and less complex, both due to technical challenges, and other reasons such as low interest from the community and add-ons providing official means of adding content to the game. In Java Edition, a mod loader is used to inject modifications into the game. Mod loaders serve as an intermediary between the game's and the mod's code, they provide two main functions for modding: (1) providing system of API and tools to develop new mods and communicate with the game, and (2) managing loading mods simultaneously while keeping them compatible with each other. There are many well-known mod loaders, such as Forge, Fabric, Quilt, and NeoForge. Each mod loader supports different system and API for developing mods. Because of this, mods designed for specific mod loader are not likely interoperable with another mod loader, and vice versa. Add-ons serve as the official modding API in Bedrock Edition, they can add new content and modify existing features and customizations in the game. In comparison to Java Edition mods, add-ons may be limited in terms of features and customization, but are far more friendly and less complex for creators. An official modding API was planned for Java Edition, called "Plugin API" (dubbed "Workbench"), but was subsequently abandoned, with no further mentions or developments of it after Java Edition 1.9 (see Mentioned features § Workbench (Plugin API)). In Bedrock Edition 1.21.20, Mojang Studios removed debug information (bedrock_server.pdb file) from Bedrock Dedicated Server, making modding more difficult for Bedrock Edition. While there are other ways to change the experience of Minecraft, such as resource packs and data packs, the ability to load these is part of the vanilla game and usually not considered modding (see Game customization). Historically, the modification of features such as advancements, enchantments, dimensions, or world generation have required the usage of mods. However, in later versions of the game, the additions and expansions of data packs and resource packs have allowed several of these features to be implemented into the game without any modification of or addition to the game's code. Most modern mod loaders allow data packs and resource packs to be included alongside a mod to provide additional data and resources, such as models or recipes. Types of mods Client mods are direct modifications of the Minecraft game files. They control and add custom content for mobs, particles, items, and blocks, such as models, sounds, textures, and GUIs, but require the server to implement the game mechanics behind them (see § Server-based). They usually modify the client software, or client.jar file. Functional client mods like Sodium and OptiFine modify and enhance client side features of the game, such as graphics fidelity and rendering, while not adding or changing any gameplay features, making them perfectly compatible with vanilla server without any modifications. Server mods are modifications to the official Minecraft server software. They control features that are handled exclusively in the server, primarily the game mechanics, such as physics, mob AI, chat, commands, player interactions (e.g. crafting, smelting, opening chests or inventory, block placement and destruction), world generation, and much more. They cannot control client side features, and are limited in terms of custom content. Most mods are installed together on the server and client side, allowing for more freedom and complete game customization. Server mods are commonly used to enhance server administration with more functionality and ease of use. They can provide tools to protect against griefing and cheating, implement tiered privileges for commands, automate server backup, monitor server performance, optimize gameplay features, and more. Most server mods are compatible with vanilla client, without requiring the same modifications on their end (see semivanilla). Most multiplayer minigames, such as spleef, capture the flag, sky wars and bed wars, are implemented using server mods. Server mods may be referred to as plugins, mainly on Spigot mod loader and its derivatives. Some are implemented as wrappers, which do not modify the server software directly, instead monitoring its output and sending commands to it, typically using the RCON protocol. A shader pack is a client mod used to alter the visuals and looks of Minecraft. They primarily change the game's graphics, and enhance it by adding shadows, lightnings, reflections, and other customization. Shader packs require a mod designed to load them, such as Iris Shaders or OptiFine. When combined with resource pack, shader packs can drastically transform the game's appearance, allowing players to customize into different styles and settings like medieval, realistic, cinematic, and cartoonish. Additionally, resource pack can include custom material data loaded by shader packs for use in physically based rendering (PBR). Modern shader packs can implement path tracing and global illumination (GI) for Minecraft, most notably, SEUS PTGI and Continuum RT have done this. A mod pack is a collections of mods that have been put together and configured so that they work together. Mod packs are often centered around a general theme like tech, quests, or magic. Mod packs often have either custom launchers or installers that make installing and running the mod pack easy. Some of the most popular mod packs include Feed The Beast, Tekkit, RLCraft, and Hexxit. In addition to making it easy to install mod pack clients, certain launchers can also download server mod packs. Modded flag If Minecraft crashes, a modified game is flagged in the crash report. This is possible by first checking the client or server brand is vanilla branded, then verifying if the Java class (where the game crashed from) is signed from a signature file, which is stored on the META-INF directory with .SF file extension in the JAR archive. These checks are done on both client.jar and server.jar files. The signature file that comes from the vanilla build of the game is named MOJANGCS.SF, and stored on the META-INF directory like any other signature files. The creator of the signature file is listed as Microsoft. The crash report text includes one of these lines near the bottom: A shortened example crash report is given below: Trivia Gallery See also Notes References External links Navigation See here for more information Navigation menu
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[SOURCE: https://minecraft.wiki/w/Decorated_pot] | [TOKENS: 843]
Decorated Pot Only bricks: YesWith pottery sherd(s): No Yes (64) Any tool 0 0 No Yes Yes No No 50 TERRACOTTA_RED A decorated pot is a storage block crafted from bricks and/or pottery sherds, with the items used individually affecting the appearance of its four side faces. It can store a single inventory slot's worth of items, which cannot be seen or retrieved by hand without breaking the pot. Contents Obtaining Decorated pots can be broken with any tool and are mined instantly, even when under the Mining Fatigue effect. A decorated pot drops the four pottery sherds or bricks used to craft it when mined with a pickaxe, axe, shovel, hoe or sword not enchanted with Silk Touch. It drops itself when mined with anything else, including tools listed above enchanted with Silk Touch. In either case, the tool does not lose durability. A decorated pot breaks when hit by one of the following projectiles, causing it to shatter into sherds or bricks: A decorated pot also shatters if a player collides with it while flying using elytra boosted by a firework rocket. A decorated pot drops itself if pushed by a piston. It also always drops itself when destroyed by an explosion, similar to other precious blocks such as beacons and shulker boxes. Stored items are dropped when the decorated pot is broken, regardless of whether the pot shatters into sherds or drops itself. Breaking a pot is the only way to access the stored items without using a hopper. In Java Edition, if the cracked block state is set to true, a decorated pot always drops sherds or bricks regardless of the breaking method. The decorated pot's side textures correspond to the item used in the crafting. If a pottery sherd is used, that side bears the texture of that pottery sherd, if a brick is used, that side bears the default texture. Decorated pots naturally generate in trial chambers, with loot inside. Decorated pots in the trial chambers are composed of either four bricks (10⁄13 chance) or three bricks and either one flow, guster, or scrape pottery sherd (each of those has 1⁄13 chance). Usage Decorated pots can be used for decoration. Due to the top part of the decorated pot having no collision, other blocks can be placed on top of them, including other decorated pots and regular flower pots, which are required to place a flower in the decorated pot. Pressing the use control on a decorated pot causes it to play a wobble animation, triggering a vibration frequency of 11. Decorated pots crafted without sherds can also serve as a temporary building block, similar to scaffolding and slime blocks, because they are easy to craft, stack to 64, and can be broken instantly by hand. A decorated pot can store up to a stack of a single type of item. However, it fills instantly if an unstackable item like a sword, a filled bucket, or potions are stored in it. Unlike other containers, decorated pots have no GUI; items are inserted by interacting with the pot or by using droppers, hoppers or crafters. The only way to retrieve stored items is by breaking the pot or by using hoppers or minecarts with hoppers. Decorated pots crafted without sherds can also serve as compact storage for bricks, as they are stackable; each can be crafted from four bricks and can be broken down into four bricks. A redstone comparator can be used to measure the number of stored items. Sounds Decorated pots switch to the shattered sounds immediately before breaking when destroyed by a non-Silk Touch tool. Java Edition: Bedrock Edition: Java Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Java Edition: Bedrock Edition: A decorated pot has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Decorated Pot" 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/Structure?action=edit&section=9] | [TOKENS: 222]
Editing Structure (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 a hidden category: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Copper_Door_JE3_BE3.png] | [TOKENS: 148]
File:Copper Door JE3 BE3.png Summary Copper door render Java Edition revision 3 Bedrock Edition revision 3 This is a file pertaining to Minecraft. Render created by uploader using Minecraft assets Render: HarristicAssets: 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 60 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/Mentioned_features#Brief_mentions] | [TOKENS: 5762]
Mentioned features Since the beginning of Minecraft's development, there have been a number of features that were mentioned by developers at Mojang Studios. These features are either currently planned and have not yet appeared in a development version or have simply been dropped entirely. Note that this page only documents features that were mentioned, but are not yet in the game. Features in development versions are described on the parent version page. Contents Planned These features are planned to come to Minecraft sometime in the future. A new combat system is currently in development, containing changes such as the player only being able to attack when their weapon is fully drawn. However, as of 2026, the latest combat test is Combat Test 8c, which was released in August 2020. In 2017, a jocular suggestion regarding adding more types of illagers was posted. One of them, the pillager, has been implemented in Village & Pillage. The spin-off game Minecraft Dungeons introduced many such illagers, such as enchanters, geomancers, and wind callers. One of them, the iceologer, was an option in the Mob Vote at Minecraft Live 2020. In 2024, an episode of The Story of Mobs implied that even more illagers were planned. The desert and savanna biome reworks are the two remaining biome frameworks from the MINECON Earth 2018 Biome Chooser vote. Although no date has been given, both are promised to be updated in a future update: The badlands biome rework is the last remaining biome rework from the MINECON Live 2019 Biome Vote, as the winning mountains rework was implemented in Caves & Cliffs, and the swamp rework was part of The Wild Update. The badlands are promised to be updated in an unspecified future update: Other live votes did not promise that the losing options would be planned; for information on those features, see the "Partially implemented" section. Partially implemented Markus Persson commented that sea monsters were a possibility on Minecast on July 21, 2010. He particularly noted the possibility of sharks, though Mojang has since then stated that they will not be added. At MinecraftCon 2010, he also commented on the possibility of adding sea monsters. Hostile aquatic mobs like the guardian and drowned have been added since then. Another developer hinted about adding mobs involved adding seals/sea lions and/or orcas. In November 2018, a poll was held in which users could vote on which cat should be added to Minecraft. There were three options: Jellie, Zach, or Coco. Jellie won the vote and was added to the game in Village & Pillage. It is unknown whether the other two cats will be added. Spikes received a mention in mid-2009 by Notch in a blog post. These were originally planned for Java Edition Beta 1.7,[citation needed] working by extending and retracting spikes (and making them more "spike pistons" than anything),[citation needed] but were replaced by sticky pistons.[citation needed] On May 28, 2012, Nathan Adams stated that he'd like to add spike blocks, but is unsure of how to implement them. Caves & Cliffs implemented pointed dripstone, which can damage mobs and players that fall on them, or are crushed by them. Rubies were intended to be the original currency used for trading. They could be seen in a screenshot released by Jeb on May 21, 2012, in which the trading system was first being tested. They were later replaced by emeralds because Dinnerbone is colorblind; though their texture remained in the files after emeralds were implemented. The paeonia was a flower type originally planned for implementation in 1.7.2. Originally revealed by Jeb in a screenshot, the flower was never implemented, being superseded by the peony, though its texture remained in the files after peonies were implemented. On September 19, 2014, Tommaso stated that when adding boats to Pocket Edition, he would add a "paddle" item, which would be required to move boats. Paddles were never implemented as items, but rather as part of the boat model. The crafting recipe used to require a wooden shovel to represent the paddle. As of the 1.20.10 update, a wooden shovel is no longer required to craft a boat or raft in Bedrock Edition. Nathan Adams said on Twitter he would like to add weapons/tools that cannot be crafted, and could only obtained through treasure chests/trading, etc. For example, bows with faster drawback (somewhat implemented with the addition of Quick Charge), boots that increase health, or night vision helmets. However, the attribute system had to be finished first. Several later additions that follow this rough idea are the Frost Walker and Mending treasure enchantments, as well as the Curses of Binding and Vanishing, and totems of undying. Furthermore, tridents were implemented in Update Aquatic, and in the Nether Update the Soul Speed enchantment was added and made exclusively obtainable through looting bastion remnants and bartering with piglins. In the Wild Update, Swift Sneak was added as an enchantment exclusive to ancient cities, and Tricky Trials added the mace, as well as making tridents available in vaults, along with the Wind Burst enchantment being exclusive to said vaults. Multiple references to steel were made early on in the game's development. Notch had stated that it could be made using coal and iron ore, and that it could be used for armor and weapons more powerful than iron. In-game, flint and steel is crafted using iron ingots, considering the lack of steel and the need of a “fire striker”, despite the name of the former. Somewhere in 1.16[citation needed], developers stated that certain changes would be made to functionality exploited in several farms. In particular: The sculk mechanics introduced in 1.19 may be intended as a replacement. The Sky dimension was a planned dimension, intended to be the opposite of the Nether. Portals to the Sky dimension were never implemented, but it could be accessed using third-party programs. The idea was ultimately scrapped and its code was reused to make the End, which can be seen in versions prior to 14w17a as the End's technical biome was still referred to in the debug menu as "Sky". Unlike the Sky dimension, the End has a dark purple sky, no clouds, and the floating islands are made entirely of End stone. With the addition of the buffet functionality in Java Edition 1.13 snapshot 18w15a, this can be distantly recreated by using the "Floating Islands" option. The addition of custom world generation in Java Edition 1.16.2 snapshot 20w28a also included a minecraft:floating_islands noise preset offering similar functionality. Additionally, the Sky dimension was independently recreated into the popular Aether mod. At Minecraft Live 2021, it was stated that The Wild Update would focus on biome diversity and immersion, giving a unique identity and atmosphere to different biomes. The birch forest was used as an example to demonstrate this new atmosphere, and concept art pieces depicting an improved birch forest with new flowers and shelf fungi were shown. Also shown was swamp concept art with fireflies and flowering lily pads. Later it was stated that "concept art is not a commitment" and that this part of the update was now "not something we have continued working with" in an Ask Mojang episode. The short flowers and fireflies were later implemented in Spring to Life as wildflowers and firefly bushes. The bracket fungi, tall flowers and water lilies are yet to see an implementation. On the feedback site, several posts have been marked as "under review" by Mojang. These include: Some of these features have either partially or entirely been added, but are still marked as "under review". Delayed or scrapped These features were initially promised to be implemented in a specific update, but were later postponed and have not currently been made part of another update. In 2016, Jeb was planning on adding alpacas, but due to other developers wanting llamas instead, he held an informal poll on Twitter in which the public voted on adding the llama over the alpaca. Nathan Adams briefly thought about implementing colored wood planks, releasing a test image on his Twitter page. This however never got implemented, as can be seen from the following quotes. The idea was eventually replaced with stained terracotta. This refers to changing the chunk format to make chunks 16 blocks tall, allowing for infinite world height. Ryan Holtz discussed it with Erik Broes, but they decided they couldn't implement it, because of the difficulty of solving problems such as the occlusion of sky light. The feature was previously rejected by Notch for similar reasons. In early footage of the Update Aquatic seen at MINECON Earth 2017, slab forms of coral blocks can be seen generated as part of coral reefs. These never made it into a released version for reasons unknown. Fletching tables are set to gain functionality in a later update, similar to what happened with smithing tables (originally added as a generic villager job site block and then received player functionality in a future update). Originally, this was planned for "the next major themed update". Later, it was stated that functionality wasn't a guarantee for 1.16. Later, it was confirmed that fletching tables wouldn’t be gaining functionality in 1.16. To this day, they still have no functionality beyond serving as the workplace block for fletcher villagers. Fireflies were originally going to be eaten by frogs to produce froglights, but this was scrapped due to the fact that some species of fireflies are poisonous to some species of frogs in real life. They would have glowed in the dark and been two pixels in size, which would have made them the smallest mob in the game. It was officially confirmed that they were scrapped for the 1.19 update in an Ask Mojang episode. It was later implemented in the form of a particle generated by firefly bushes in Java Edition 25w05a, rather than as a mob. This mob was seen at Minecraft Live 2020 as part of the axolotl announcement. The mob was presumed to be added in the Caves and Cliffs update, but wasn't added alongside the other axolotl colors shown. They also later appeared in the update trailer despite not actually existing in the game. Development of a male mob which may have had no clothes was also mentioned by Nathan Adams in 2012, but this is not currently being worked on. On April 14, 2020, Nathan Adams clarified that the mob was going to be a pigman bodyguard, which was naked by default so that the player could provide armor for it. The quiver was an item briefly present in indev versions of the game while items were being tested. Its texture came from Notch's previous Legend of the Chambered games, and remained in the files for many years afterwards. During the development of Java Edition 1.9, Dinnerbone posted a 2×204960 image on Twitter which could be reformed into a 854×480 Minecraft screenshot, clearly depicting the quiver as a usable item in the inventory, where it had what seemed to be a dedicated slot alongside a slot for arrows. He shared another screenshot of the quiver in the inventory a few weeks later, with the quiver slot in a different location. On June 30, 2015, Dinnerbone stated that he scrapped quivers as he felt that holding arrows in the off-hand felt "more natural." This block was seen at Minecraft Live 2020 as part of the deep dark announcement. Walking on it would change its texture, and it is presumed that it would do damage to the player and that it could be broken with the hoe like with other sculk blocks. The block was presumed to be added in The Wild Update, but kingbdogz revealed that it was unlikely to be added in the final release. In the end it was not added. Markus Persson initially mentioned wanting to add dragons. After implementing the ender dragon, he said that he wanted to also add a friendly, red dragon to the Overworld. However, there are no current plans of adding the second dragon. Mentioned These features were mentioned at one point, but later abandoned or their current status is unknown. Note that some of these features were mentioned by developers who either no longer work at Mojang Studios, or no longer work on Minecraft. A mob which camouflages with its environment was a concept considered by Jens Bergensten when designing the shulker, which was originally one of the mob's mechanics during development - the mob would camouflage with the surroundings, but due to difficulties with the code and rendering, he decided to abandon this element of the mob. He stated however that it may happen in the future. Before the implementation of hostile mobs, Notch stated that he liked the idea of monsters such as lava zombies or troll infestations, which would roam the land and break things. Later, the zombie was implemented. Notch mentioned prefix mobs in a Brocraft stream. He gave examples of mobs such as "Burning Spiders, Giant Zombies, and Cobble Creepers." Some prefix mobs have been added in the form of cave spiders, charged creepers, strays, bogged, husks, drowned, and other mob variants. Giant zombies have technically been added, but are currently unused. In the 3D Shareware April Fools update, the ORDER.txt jokingly mentions "11 new enemy variants including Buff Crepper and Evilshroom II" for a fake game: "MineCraft 3D: Deeper and darker." Reindeer were another mob acknowledged and suggested initially for Christmas 2015. Minecraft Earth version 0.6.0 added the Jolly Llama, which is supposed to represent a reindeer. It is currently unknown if reindeer will ever be added or not. Many features relating to the underground and caves have been mentioned historically, but are yet to be seen in-game. Some suggestions which were approved by Mojang include rainbow crystalline caves and cave maps, considered "an interesting idea" by Notch. Nathan Adams mentioned on Twitter that he was experimenting with adding seasons, and varying the length of day and night according to season. He also mentioned it during Minecon 2013. Seasons may include changes in color of tree leaves and may also be tied to real time. The later released Minecraft Dungeons has a location called Pumpkin Pastures, which resembles an autumn-themed forest biome. Autumn-colored trees also appear in forest biomes in Minecraft Legends. Multiple features relating to the Nether have been proposed and acknowledged, such as utilizing the space above the Nether ceiling for something else, non-rectangular Nether portals, and Nether portals placing players in front if possible. During the development of the Nether Update, other ideas were discussed, such as dyeable Nether portals, which were dismissed as not being priority by Jeb. As a joke feature in Java Edition 20w14∞, funky portals were added and would change color depending on the text data found in a written book. Scarecrows were mentioned multiple times. In Minecraft: The Story of Mojang, Jeb mentioned the possibility of a scarecrow crafted using a pumpkin, wool block and 3 sticks, which would attract monsters. He brought this up again later in a reddit comment, stating "The reason I haven't added it already is that the mob AI assumes the target is an entity, and not a world block. I would either have to make the scarecrow an entity, or allow mobs to target blocks." Armor stands would later be added as a stationary entity with a similar appearance to a scarecrow. Village & Pillage added pillager outposts, which can generate a scarecrow-like target structure. Zombies can pathfind to turtle eggs in order to break them, showing that block targeting is possible to some extent. Jeb stated after the addition of pumpkin pies that "only mutton and calamari are missing", implying mutton and calamari were both planned additions. Mutton was indeed added a few updates later, while squids are yet to drop any form of meat. Technical Java Edition 1.13 added waterlogging, marking the start of the separation between liquids and blocks. An in-development screenshot showing water occupying leaves and flowers, referred to as having "no water blocks", was released in 2018. However, water and lava still currently exist as blocks, and so far only water sources can occupy other blocks through the waterlogged block state; flowing water and bubble columns cannot occupy other blocks, and both still and flowing lava cannot occupy other blocks at all. Having water only occupy one side of a block like a glass pane, but not the other, is also something that has been considered. In Java Edition 1.14, numerous new blocks were implemented as replacements for certain "complex" crafting recipes, with the replaced crafting recipes relying on NBT data. This included moving inventory tool repair to the grindstone, banner modification to the loom, and map modification to the cartography table. However, several more NBT based crafting recipes still exist (such as fireworks, dyeing leather armor and tipped arrows), and these are planned to be phased out. Certain blocks that may be added in the future to further this goal include a dedicated fireworks customization block. In Java Edition 1.14.3, tool repair crafting recipes were reimplemented. Java Edition 1.20.5 adds data components to replace the non-strict item NBT format, all item data is still stored in NBT but uses a stricter way to access the data to keep the data structure consistent. On the feedback site, shaders (resource packs that override the vanilla shaders) were marked as announced, meaning that they were going to be implemented. This feature was partially implemented in 1.16 and 1.17, as resource packs can enable similar effects. While core shaders can be modified with resource packs, this is not considered a supported feature by Mojang. Different methods to change the game's graphics to the extent that overriding core shaders allows may be implemented at some point. However, Mojang developers are planning on implementing their new shader pack, Vibrant Visuals, into Java Edition. Docm77 confirmed in a tweet that sometime in the future, a new graphics setting will be added to Minecraft called "super fancy". It is unknown whether it is the "Fabulous!" graphics setting added in Java Edition 1.16 Pre-release 1, Vibrant Visuals ​[upcoming], or another new one. The use of OpenGL 3.2 for rendering in Java Edition 1.17 may lead toward the Super Fancy graphics. This could also be a reference to the Ray Tracing functionality in Bedrock Edition or the scrapped Super Duper Graphics Pack. An inventory rewrite was originally added in the snapshot 14w07a for Java Edition 1.8, but a roadblock was hit and Mojang had to shelve the change before the release of 1.8. Other changes to the inventory have been mentioned, including spectators being able to look at other's inventories, visible health/armor bar on all players, seeing players' GUI when spectating from their POV and the return of shift-double-clicking. Lua scripting was a feature mentioned by Notch as a way to create server-side modifications. The server would be able to create custom commands, assign certain server functions to blocks, and create user groups. Players would not have to download scripts within or outside of the client, and therefore no client-side modifications will be necessary. Notch said that he wanted Lua to be an extension for Minecraft, but did not want Lua to turn Minecraft into a game engine. Lua scripting has been further hinted at by Searge. Certain plugins such as Spigot or Bukkit support Lua scripting implementation into servers, but these plugins are not created by nor affiliated with Mojang Studios and thus are not an official means in which to implement Lua scripting. In one of the Blaze3D showcase screenshots, a development version that mentions Lua scripting in it's name can be seen in the world list. Changes with the off-hand slot added in Java Edition 1.9 were planned on being added to Minecraft sometime in the future. Specifically, the player would no longer be able to attack or place blocks with any item in their off-hand slot, similar to Bedrock Edition. However, players would still be able to hold items in the off-hand slot, which still made the off-hand useful for maps and such. Also, blocking would still be able to be activated if the player is holding a shield in their off-hand. However, this regression was later retracted due to massive community backlash. The Plugin API, dubbed "Workbench", was a feature that would have allowed mod developers to easily add more content to the game. In contrast to mods, plugins will not require any alteration of the minecraft.jar file itself, although they will also be slightly limited in their feature set. The Bukkit team was to help make the official Plugin API. Plans for official game customization date back to July 5, 2010, with the Modding API planned after the release of Java Edition Alpha v1.0.1_01. It was then stated to be released in Beta 1.8. The Modding API was then rebranded as the Plugin API, with the release originally stated to be planned for 1.3, then for 1.4, and then it was accidentally stated by Curse that it would be implemented in 1.5. At MINECON 2012, Mojang shared their vision for the future of the Plugin API. The API was to be developed by the Bukkit team and intended to simplify the modding and downloading process, although containing a slightly limited feature set. After initially publishing a developer website (http://dev.minecraft.net) and GitHub page, these were both taken down within a year. Developers on numerous occasions have mentioned that many changes made in the game's code were in preparation for the Plugin API, including Nathan Adams on July 29, 2014, Grum at the "The Minecraft Team - Behind the Scenes" panel on July 5, 2015 and Nathan Adams again on October 19, 2015 while working on the loot tables for Java Edition 1.9. A user replied "I think an official "we're working on it" would really help a lot" to which Nathan Adams replied, "We're working on it." Since then, no further developments have been made regarding Plugin API. In order to continue supporting macOS and bring Vibrant Visuals to Java Edition, switching the graphics API from OpenGL to Vulkan was planned for sometime over the summer of 2026. Minecraft on Xbox Series X|S could theoretically support ray tracing. However, as of latest mentions on March 31, 2022, there are currently no plans of adding ray tracing support for Xbox Series X|S. There have been a number of mentioned changes to world generation from the developers. Tommaso had planned a Far biome, which likely would have resembled a motivated alteration of the Far Lands, potentially made into its own stand-alone biome. This would be found at the edge of infinite worlds, and was going to be implemented in 0.9.0. For unknown reasons, it was indefinitely delayed. Tommaso also proposed a unique underworld/underground structure, as well as a dream dimension. However, none of these ideas (with the exception of the "unique underground structure", later added as the ancient city) came to fruition. Tommaso stated on Reddit that he would like to add a numerical "difficulty" value that mobs could have depending on their circumstances (spawn conditions, weather, etc.). This would vary the amount of hostile mobs at night and the amount of resources gained from each biome. He also stated that he would like more biome-specific mobs as well as biomes with specific difficulty/mob distributions (something which has been partially implemented with more biome-specific mobs added over the last couple updates). He also experimented with several other unimplemented world-gen related features which were either not implemented or else only implemented much later, such as much larger caves, waves in water, short 3D grass on top of grass blocks, and worlds over 400 blocks tall. Many of these ideas were reiterated again at MINECON 2016, where the developers stated they could either port the world generation changes from PC (added in Caves & Cliffs) or create a new world generation altogether. They posed that this new world generation system could operate with its own form of "progression system," wherein which harder/more complex biomes generate further from spawn. Other new generation features might have included more space underground (later added in Caves & Cliffs), a rise in the sea level to Y=96, and terrain alterations which would make generated terrain less predictable (also added in Caves & Cliffs). Since the world generation got completely overhauled in Bedrock Edition 1.18.0 (for the first time since Pocket Edition v0.9.0 alpha), and with the new caves, terrain port from Java Edition, and the addition of ancient cities, four of the aforementioned changes were/are officially added into the game, with one being only partially implemented (more biome-specific mobs). At MINECON 2016, the developers mentioned potential future improvements to the controls. This would have made the input system vector-based, allowing full mouse support on Android (added in 1.17.0) and having better built-in controller support. In addition, at a previous panel, they also mentioned the ability to remap the "long touch" input to "hardness-based" touch (3D Touch) for capable iPhones. In other words, the input wouldn't be based on touch duration, but rather on touch intensity. In a Twitch stream previewing the Nintendo Switch version, the developers mentioned that they would like to look into adding motion-controlled aiming, but currently have no plans to add it. This kind of feature would theoretically only function on devices supporting gyro-based controls, a qualification which would make it a natural addition to a platform like Nintendo Switch, but not several others. Development on this kind of feature is likely suspended due to a lack of clear way to make it cross-compatible. Bluetooth keyboard and mouse support was added to iOS and iPadOS devices in 1.19.10 Tommaso stated on Reddit that they may make other limited world sizes available, in addition to the Old world type (256×256). Mentioned world sizes were 1000×1000 and 10000×10000. The addition of different world sizes was again mentioned at MINECON 2016. Roger Carpenter talked about this in a stream of the 1.2 beta for Xbox One. They would like for the console versions to support the loading of files from external media such as a USB stick. This would allow the use of Add-Ons, custom worlds, skins and resource packs, etcetera, like on the other platforms. However, console companies are worried about "security issues" that this could cause. Other games that loaded content from external media have sometimes been exploited by hackers to run unauthorized code on consoles. If loading add-ons from external media is not an option, they would "work it out some other way". (Partially added with full add-on and behavior packs support for Xbox One) Brief mentions These features were briefly mentioned, but no further information was given after its mention. Mistakes Sometimes the staff at Mojang make minor mistakes, and the community interprets these mistakes as sneaky teasers or easter eggs. Some examples are: Joke features Mojang Studios employees have frequently joked about adding various features to the game. See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Copper_Door] | [TOKENS: 713]
Copper Door Yes Yes (64) 6 3 No Partial No (Java Edition)Yes (Bedrock Edition) No No The copper door is a type of door made of copper that can be opened and closed by the player without redstone. Contents Obtaining A copper door can be mined with anything, but pickaxes allow for faster mining. Copper door drops itself when it's destroyed. Copper door also drops itself when its supporting block is moved or removed. Copper doors generate naturally between the rooms of trial chambers. Usage Copper doors can be opened and closed using a redstone signal, or by players, villagers, piglins, vindicators‌[JE only], and copper golems. Copper doors are also affected by the wind burst of thrown wind charges, causing them to open if closed, or vice versa. In Hard difficulty, copper doors can be broken by vindicators and all variants of zombies, including sometimes drowned. A copper door can be opened or closed by pressing the Use Item/Place Block control. When a door opens or closes, it immediately changes its orientation without affecting anything in the space it "swings through". Some zombies can break copper doors in Hard difficulty. Zombies have a 5% chance to spawn with the ability to break doors. Vindicators spawned from a raid in Normal and Hard difficulty can also break copper doors, but they do so only to reach targeted players, villagers, or wandering traders. In Java Edition, some vindicators may sometimes open a copper door instead of breaking it. Both zombies and vindicators attempt to break a copper door only when the door is in its "closed" state; this is the case even when the door is placed in such a way as to allow passage in its "closed" state and block passage in its "open" state (for example, by facing sideways when placing the door). Copper doors can be controlled with redstone power. A copper door is a redstone mechanism component and can be activated by weakly powering any cardinally adjacent block. When activated, the copper door immediately opens. When deactivated, it immediately closes. Players and mobs can still open and close a door that is controlled by a redstone signal. All methods of activating a door can be applied to either the top or bottom parts of a door. Non-waxed copper doors have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation on copper doors. They can be waxed with honeycomb to prevent oxidation from progressing. As the block begins to oxidize (exposed), it gets discolored and green spots begin to appear. As the oxidation continues (weathered), the block is a green color with brown spots. In the last stage (oxidized), the block is teal with several green spots. Copper doors can be used as air pockets underwater in Java Edition. They can also be used as air pockets in lava in both Java and Bedrock editions, similar to iron doors. Copper door is destroyed when the piston tries to push it. It can't be pulled by the sticky piston. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Lower Door Block: Upper Door Block: Achievements Advancements History The crafting recipe for copper doors has been changed: Issues Issues relating to "Copper Door" 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/Granite] | [TOKENS: 327]
Granite Yes Yes (64) 6 1.5 No No No No 10 DIRT Granite is a block of igneous rock, found in large pockets underground. Contents Obtaining Granite can be mined using any pickaxe. If mined without a pickaxe, it drops nothing. Granite can generate in the Overworld in the form of ores. In Bedrock Edition, granite attempts to generate in two batches in all biomes in the Overworld. The first batch generates 2 times per chunk in ores of size 0-864, from elevations 0 to 60. The second batch has 1⁄6 chance to generate ores of size 0-864, from elevation 64 to 128. In Bedrock Edition, granite can replace stone, andesite, diorite, polished andesite, polished diorite, and polished granite. In Java Edition, granite can replace stone, andesite, diorite, tuff, and deepslate. In addition, granite generates as part of large copper ore veins, coral reefs‌[Bedrock Edition only], and in desert village armorer houses. Usage Granite has the same blast resistance as stone, meaning it can be used as a substitute for stone when building. Granite can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Granite" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Trivia References See also External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Oak_Fence] | [TOKENS: 269]
Wooden Fence Yes Yes (64) 3 2 No Yes Yes A wooden fence is the wooden variant of fences, crafted using planks and sticks. Contents Obtaining Wooden fences are broken most quickly with an axe, but drop when broken with any tool. Oak fences generate as part of: Spruce fences generate as part of: Birch fences generate as part of: Jungle fences generate as part of: Acacia fences generate as part of: Dark oak fences generate as part of: Usage Wooden fences have the same usages as nether brick fences to form barriers and attaching mobs with a lead. Wooden fences connect to other wooden fences, but do not connect to Nether brick fences. However, Nether brick fences connect to wooden fence gates. Overworld wooden fences can be used as fuel in furnaces, smelting 1.5 items per block. Wooden fences can be placed under note blocks to produce "bass" sound. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Videos History Issues Issues relating to "Wooden Fence" 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/Mod#cite_ref-22] | [TOKENS: 1752]
Mod A mod (short for modification) is a piece of unofficial code that is injected into the game for the purpose of modifying its behavior. They can be used to enhance the game by means ranging from fixing bugs, adjusting core mechanics, to completely revamping the way the game is played with unique features. Contents Overview Mods are primarily user-created content used to alter the base game to create unique experiences that are not usually present from vanilla. They allow players to customize the look and feel of the game, give more options and customization, or expand the game with new progression and mechanics. Mods have control over various aspects of the game, where developers can modify or add custom features, such as physics, graphics, user interface, and various gameplay features (such as entities, items, blocks, world generation, and dimensions, usually through the game's registries). While many mods add content, others act as utilities that are designed to improve the game while being close to vanilla. There are optimization mods that modify the game's rendering to improve frame rates and load times, making the game more accessible on lower-end hardware (see also Tutorial:Improving frame rate). Other client side mods may also fix several bugs and improve stability of the base game, such as reducing crashes and micro-stutter, and fixing several block and item duplication bugs. Mods are usually designed for specific release versions of the game. When the game is updated, the mod must also be updated accordingly, otherwise it may no longer work for future versions. Java Edition is written in Java and runs on JVM, which for technical reasons makes creating mods relatively easy. Modding strongly depend on decompilation to see the game's source code. Because Java compiles to bytecode rather than machine code, it is highly susceptible to decompilation, allowing modders to reverse-engineer the game logic easily. Due to this, a prolific modding scene exists for that edition, which has matured over a decade, and has created several programs and tools for modding, notably mod loaders. For older versions, obfuscation maps provided by Mojang and the community which ease the process of reverse-engineering the game. The unobfuscated versions of the game also lets modders directly see the game's source code without obfuscation maps. Bedrock Edition is written in C++ and runs as machine code, which makes it technically challenging to mod. Mods for that edition exist, but are much less common and less complex, both due to technical challenges, and other reasons such as low interest from the community and add-ons providing official means of adding content to the game. In Java Edition, a mod loader is used to inject modifications into the game. Mod loaders serve as an intermediary between the game's and the mod's code, they provide two main functions for modding: (1) providing system of API and tools to develop new mods and communicate with the game, and (2) managing loading mods simultaneously while keeping them compatible with each other. There are many well-known mod loaders, such as Forge, Fabric, Quilt, and NeoForge. Each mod loader supports different system and API for developing mods. Because of this, mods designed for specific mod loader are not likely interoperable with another mod loader, and vice versa. Add-ons serve as the official modding API in Bedrock Edition, they can add new content and modify existing features and customizations in the game. In comparison to Java Edition mods, add-ons may be limited in terms of features and customization, but are far more friendly and less complex for creators. An official modding API was planned for Java Edition, called "Plugin API" (dubbed "Workbench"), but was subsequently abandoned, with no further mentions or developments of it after Java Edition 1.9 (see Mentioned features § Workbench (Plugin API)). In Bedrock Edition 1.21.20, Mojang Studios removed debug information (bedrock_server.pdb file) from Bedrock Dedicated Server, making modding more difficult for Bedrock Edition. While there are other ways to change the experience of Minecraft, such as resource packs and data packs, the ability to load these is part of the vanilla game and usually not considered modding (see Game customization). Historically, the modification of features such as advancements, enchantments, dimensions, or world generation have required the usage of mods. However, in later versions of the game, the additions and expansions of data packs and resource packs have allowed several of these features to be implemented into the game without any modification of or addition to the game's code. Most modern mod loaders allow data packs and resource packs to be included alongside a mod to provide additional data and resources, such as models or recipes. Types of mods Client mods are direct modifications of the Minecraft game files. They control and add custom content for mobs, particles, items, and blocks, such as models, sounds, textures, and GUIs, but require the server to implement the game mechanics behind them (see § Server-based). They usually modify the client software, or client.jar file. Functional client mods like Sodium and OptiFine modify and enhance client side features of the game, such as graphics fidelity and rendering, while not adding or changing any gameplay features, making them perfectly compatible with vanilla server without any modifications. Server mods are modifications to the official Minecraft server software. They control features that are handled exclusively in the server, primarily the game mechanics, such as physics, mob AI, chat, commands, player interactions (e.g. crafting, smelting, opening chests or inventory, block placement and destruction), world generation, and much more. They cannot control client side features, and are limited in terms of custom content. Most mods are installed together on the server and client side, allowing for more freedom and complete game customization. Server mods are commonly used to enhance server administration with more functionality and ease of use. They can provide tools to protect against griefing and cheating, implement tiered privileges for commands, automate server backup, monitor server performance, optimize gameplay features, and more. Most server mods are compatible with vanilla client, without requiring the same modifications on their end (see semivanilla). Most multiplayer minigames, such as spleef, capture the flag, sky wars and bed wars, are implemented using server mods. Server mods may be referred to as plugins, mainly on Spigot mod loader and its derivatives. Some are implemented as wrappers, which do not modify the server software directly, instead monitoring its output and sending commands to it, typically using the RCON protocol. A shader pack is a client mod used to alter the visuals and looks of Minecraft. They primarily change the game's graphics, and enhance it by adding shadows, lightnings, reflections, and other customization. Shader packs require a mod designed to load them, such as Iris Shaders or OptiFine. When combined with resource pack, shader packs can drastically transform the game's appearance, allowing players to customize into different styles and settings like medieval, realistic, cinematic, and cartoonish. Additionally, resource pack can include custom material data loaded by shader packs for use in physically based rendering (PBR). Modern shader packs can implement path tracing and global illumination (GI) for Minecraft, most notably, SEUS PTGI and Continuum RT have done this. A mod pack is a collections of mods that have been put together and configured so that they work together. Mod packs are often centered around a general theme like tech, quests, or magic. Mod packs often have either custom launchers or installers that make installing and running the mod pack easy. Some of the most popular mod packs include Feed The Beast, Tekkit, RLCraft, and Hexxit. In addition to making it easy to install mod pack clients, certain launchers can also download server mod packs. Modded flag If Minecraft crashes, a modified game is flagged in the crash report. This is possible by first checking the client or server brand is vanilla branded, then verifying if the Java class (where the game crashed from) is signed from a signature file, which is stored on the META-INF directory with .SF file extension in the JAR archive. These checks are done on both client.jar and server.jar files. The signature file that comes from the vanilla build of the game is named MOJANGCS.SF, and stored on the META-INF directory like any other signature files. The creator of the signature file is listed as Microsoft. The crash report text includes one of these lines near the bottom: A shortened example crash report is given below: Trivia Gallery See also Notes References External links Navigation See here for more information Navigation menu
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[SOURCE: https://minecraft.wiki/w/Polished_Granite] | [TOKENS: 169]
Polished Granite Yes Yes (64) 6 1.5 No No No No 10 DIRT Polished granite is a processed and polished decorative form of granite. Contents Obtaining Polished granite can be mined using any pickaxe. If mined without a pickaxe, it drops nothing. Polished granite generates in many ocean ruin variants. Usage Polished granite is currently used only for decoration. It has the same blast resistance as stone, meaning it can be used as a substitute for stone when building. Polished granite can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Polished Granite" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Diorite] | [TOKENS: 357]
Diorite Yes Yes (64) 6 1.5 No No No No 14 QUARTZ Diorite is a block of igneous rock, found in large pockets in the ground. Contents Obtaining Diorite can be mined using any pickaxe. If broken without a pickaxe, it drops nothing. Diorite can generate in the Overworld in the form of ore blobs. In Bedrock Edition, diorite attempts to generate in two batches in all biomes in the Overworld. The first batch generates 2 times per chunk in blobs of size 0-864, from elevations 0 to 60. The second batch has 1⁄6 chance to generate blobs of size 0-864, from elevation 64 to 128. In Bedrock Edition, diorite can replace stone, andesite, granite, polished andesite, polished diorite, and polished granite. In Java Edition, diorite can replace stone, andesite, granite, tuff, and deepslate. Diorite generates in weaponsmith houses, tannery houses, and mason houses in snowy villages. In Bedrock Edition, diorite generates in coral reefs, replacing some blocks of coral crust. Usage Diorite has the same blast resistance as stone, meaning it can be used as a substitute for stone when building. Diorite can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Diorite" 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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