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[SOURCE: https://minecraft.wiki/w/File:Minecoins_Artwork.png] | [TOKENS: 101] |
File:Minecoins Artwork.png Summary Image from the Minecraft Website from where Minecoins can be redeemed. Source: https://www.minecraft.net/en-us/redeem https://www.minecraft.net/en-us/redeem/minecoins Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following page uses 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/Tuff_Bricks] | [TOKENS: 150] |
Tuff Bricks No Yes (64) 6 1.5 No No No No Tuff bricks are a brick variant of tuff found abundantly in trial chambers. Contents Obtaining Tuff bricks drop as an item if mined by any pickaxe. If mined without a pickaxe, it drops nothing. Tuff bricks generate naturally in trial chambers as the primary ceiling and wall block of many rooms. Usage Tuff bricks 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 "Tuff Bricks" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Sonic_Add-On] | [TOKENS: 145] |
Sonic Add-On Gamemode One 1,340 Minecoins January 7, 2025 Sonic Add-On in Minecraft Marketplace The Sonic Add-On is an add-on developed by Gamemode One, which adds blocks, items and morphs of characters from the Sonic the Hedgehog franchise. Contents Additions Quotes Sonic-boom into ANY world with this thrilling Add-On! Transform into Sonic, Knuckles, Tails, Amy and Shadow! Run at the speed of sound, smash blocks, collect Rings and bop mobs like they're Badniks. Build your own levels with springs, spikes and dash panels! Enjoy Version 1.0, featuring the incredible powers of Team Sonic! Videos History Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Minecraft-tokens.png] | [TOKENS: 105] |
File:Minecraft-tokens.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following page uses 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/File:Invisibility_JE1_BE1.png] | [TOKENS: 67] |
File:Invisibility JE1 BE1.png Summary Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 10 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/Commands/mixer] | [TOKENS: 77] |
/mixer 0 Cheat only Controls Mixer interactivity. Due to the shutdown of the Mixer service, this command was removed and permanently unusable, due to it requiring the Interactive lab setup inside the Mixer website. Contents Syntax Arguments start version shareCode scene sceneName stop Result start mode: scene mode: stop mode: Fails if the arguments are not specified correctly. History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience?section=8&veaction=edit] | [TOKENS: 1434] |
Experience 5HP In Java Edition: Height: 0.5 blocksWidth: 0.5 blocks In Bedrock Edition: Height: 0.25 blocksWidth: 0.25 blocks Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. Experience orbs also recover durability on items with Mending that are being worn or are in-hand. Contents Sources Experience can be gained from several different sources. Most sources drop experience in the form of orbs, which can be claimed by any player, while a few methods directly award the player experience upon completing the action. Gathering experience points increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach approximately 7.5 levels), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies. Experience orbs Most experience sources drop experience in the form of experience orbs, which can then be claimed by any player. Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents. When collected, experience orbs make a bell-like sound for a split second. Unlike items, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it despawns. Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs with values 17 or higher have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high-traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb. Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into the base values of orbs by size (1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477). Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. While the first ender dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can exist in the world via furnaces that have had a lot of traffic. Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. In Bedrock Edition, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears. In Java Edition, experience orbs appear in the same spatial and temporal location as loot when an entity is killed. Orbs with negative values can be created using the /summon command, either using values below 0 or above 32767 due to 16-bit integer overflow. They use the smallest texture of experience orb. Negative orbs behave differently from positive orbs, namely that they do not deduct experience when collected by the player. They deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs. The following mobs and similar entities do not drop experience when killed: Leveling up The formulas for figuring out how many experience orbs needed to get to the next level are as follows: One can determine how much experience has been collected to reach a level using the equations: Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations: Score The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen. Sounds Java Edition: Experience orbs do not use entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Experience orbs have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Videos History The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price. A player dropping excessive experience orbs upon death may cause performance degradation in the game. Issues Issues relating to "Experience" or "Orb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Nether_Reactor] | [TOKENS: 453] |
Nether Reactor The Nether reactor was a player-built structure exclusive to Pocket Edition and Pi Edition which, when activated, created a massive structure of netherrack and spawned large quantities of normally rare or unobtainable items. Contents Creation The reactor was constructed by placing gold blocks, cobblestone, and a Nether reactor core in the 3×3×3 arrangement shown to the right. Air blocks were required on the middle and top layers. If the structure was incorrect, attempting to activate the reactor resulted in the client message "Not the correct pattern!". Behavior To activate a Nether reactor, the following conditions needed to be met: If those conditions were met, tapping the core would activate the reactor, sending the client message "Active!". Immediately after activation, a massive structure of netherrack with multiple rooms, referred to as a Nether spire, was generated around the reactor. The bottom room, which contains the reactor, replaced all blocks other than those of the reactor with air, while blocks in the upper levels remained intact. During this stage, the blocks that made up the reactor were converted into glowing obsidian, and the core adopted a red texture to symbolize activation. If the player mined the active core, all aspects of the reaction froze. Items would begin to spawn within the reactor room, including glowstone dust, Nether quartz, cacti, sugar canes, both types of mushrooms, pumpkin seeds, and melon seeds. Glowstone dust and Nether quartz were the most common items; a single reactor would yield around a full stack of each, but only a quarter stack of other items. Zombie pigmen were also able to spawn, but they were hostile, unlike in modern versions of Minecraft. The reactor cycle would end after 45 seconds, damaging the reactor's structure and changing the world to night. The reactor was replaced with a 3×3×3 box of obsidian containing the core, which adopted a darker, blue-black texture to indicate that the reaction has ended. If the player built a new reactor around the burnt-out core, the netherrack spire would generate, although the rest of the reaction would not take place. History Trivia Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Mountain] | [TOKENS: 1925] |
Mountains Mountains are terrain forms with elevated and jagged terrain, containing unique biomes and terrain characteristics. Contents Description Typical mountain terrain generates before biome placement in the world generation. The highest peaks, usually passing the cloud height, are generated in areas with very low erosion values, and mountains can cover larger areas further inland. Smoother mountain peaks can generate at slightly higher erosion values, and at medium erosion values they are replaced with flat, elevated plateaus. When mountainous areas border oceans, the surrounding land is cut off by large stone cliffs, exposing many caves inside. Mountainous terrain at high continentalness replaces rivers with middle biomes, often in deep valleys surrounded by tall peaks. Rivers that do generate close to mountains are much deeper and the surrounding terrain is very steep, resembling fjords. Mountain peaks, but also plateaus, often generate in circles of a single peak range, with enclosed valleys with medium biomes inside. When peaks generate without circles at lower erosion values, they cover an area large enough to reach the maximum generation of Y=256, where they are cut off and form plateaus. At higher erosion, they usually form single peaks or longer ranges surrounded by various valleys. All mountain peaks have very steep and jagged terrain, exposing stone, caves, and various ores, but they rarely generate floating islands. There are six biomes that can generate on the tallest mountain peaks, and there are other biomes that typically generate on the slopes or plateaus near mountains. All peaks can generate pillager outposts and some of these biomes are the only places where goats can spawn in the game. Just like the windswept hills, windswept gravelly hills, and windswept forest, emerald ores can be found in mountain biomes, especially at higher altitudes, and both coal and iron ores are commonly found in the mountains. Underground, below the sea level, infested block blobs naturally generate in mountain biomes. The only surface features in mountain peaks are calcite strips in stony peaks and oak trees in wooded badlands, but other structures and features are commonly found in neighboring slopes and plateaus. Cave biome generation is also affected by mountain generation, with deep dark generating deep below the biggest mountain terrain at low erosion, and dripstone caves above the deep dark, or surrounding the mountainous terrain at higher continentalness values. Lush caves can sometimes also generate below mountains where other cave biomes do not generate. Most temperate and cold peak biomes and slopes have lower temperatures to allow snowfall at any height. Other cold but rainy biomes such as old growth taigas and meadows, however, may reach high enough elevations close to mountains to allow snowfall on the surface as well. The warmer stony peaks only have rainfall and badlands do not have precipitation at all. Exposed dripstone caves in elevated mountain terrain are also covered with snow in Bedrock Edition, even in warm or dry biomes, or on grassy slopes. Biomes There are seven biomes unique to mountains. These are the biomes that only generate on the slopes of mountains or standalone as plateaus. They usually generate in high altitudes beneath the peaks and hilltops, with groves and snowy slopes generating above meadows and cherry groves. These biomes only generate in snowy, cold, or medium temperature zones. In cold areas and medium areas with high humidity, forested biomes such as forests, taigas, old growth taigas, and birch forests can generate on the slopes and plateaus replacing meadows and cherry groves. In warm temperature zones, forests, jungles, and savanna plateaus replace them as well as groves and snowy slopes. All biomes are replaced by badlands in dry temperature zones. Savanna plateaus and pale gardens are exclusive to plateau and slope biomes. The meadow is a grassy biome filled with a specific type of flowers defined by the flower gradient, along with wildflowers and turquoise-green grass and tall grass, where sheep, donkeys and rabbits spawn. All small flowers generate except blue orchids, tulips, lilies of the valley, eyeblossoms, or wither roses. Rarely, a lone oak or birch tree of any size can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome, making this the only mountain biome where villages can generate. In Java Edition, unlike most overworld biomes, sugar canes and pumpkin patches cannot generate here. This biome can generate on both mountain slopes and plateaus, mainly next to plains, but also various forested biomes. It is separated from cherry groves by rivers. Cherry groves are similar to meadows, but featuring pink petals and cherry trees identified by their striking pink leaves that drop petal particles. The cherry trees can generate densely enough create a cover of leaves. Bee nests with bees generate somewhat commonly on the side of the cherry trees. Cherry groves are mainly next to plains and separated from meadows by rivers. The grove creates a forest of spruce trees on the sides of a mountain, reminiscent of a snowy taiga but the surface is covered with snow layers, snow blocks, dirt and strips of powder snow instead of grass blocks. Rabbits, snowy wolves and snow foxes can spawn in this biome. This biome generates next to all other slope biomes, and temperate, cold, and snowy forested biomes as well as snowy slopes. In snowy areas with low erosion, groves typically cover entire climate zones stretching over thousands of blocks, whereas they are very small in other temperature zones. The snowy slopes is almost the same as grove except that no trees generate, making it similar to snowy plains. It is a mostly barren biome covered in snow, multiple layers of snow blocks and strips of powder snow, with steep sides to the north or east also having stone cliffs covered with snow layers. Goats spawn in this biome alongside rabbits and polar bears.[BE only] This is the only mountain biome where igloos can generate. This biome generates similarly to groves but in lower humidity areas next to snowy plains, ice spikes, plains, sunflower plains, and flower forests. Like groves, they can cover thousands of blocks in snowy climate zones with low erosion. There are six peak biomes that generate in areas with low erosion, high PV value, and high continentalness value, which means they generate only at the tops of the mountains that are tall enough to generate them. Biomes generated on peaks cannot border any other biomes than the slopes listed above. Jagged peaks and frozen peaks often generate on the peaks on different sides of large valleys. The jagged peaks biome is more likely to generate in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. Goats spawn in this biome, and in Bedrock Edition, rabbits and polar bears also spawn here. Jagged peaks generate in temperate, cold, and snowy biome temperature ranges. The frozen peaks are covered by snow, snow blocks, with glaciers of packed ice and occasional small blobs of ice. Packed ice cliffs can generate in steep sides to the east or north with only a layer of snow covering them. Because this biome generates in positive weirdness, this biome usually generates in smaller and smoother hills, but it can also generate on taller and more jagged and pointy peaks but less compared to the jagged peaks biome. Frozen peaks generate in temperate, cold, and snowy biome temperature ranges. The stony peaks are a warmer variation of both the jagged peaks and the frozen peaks biomes that generates when a mountain peak is in the lukewarm biome temperature range. It generates in savannas, some forests, some plains, and jungles, and it doesn't generate snowy slopes, groves, meadows or cherry groves in the slopes of the mountain, instead, savanna plateaus, forests, and jungles often generate around it. It is mainly covered by stone with large strips of calcite and exposed ores. Stony peaks are the second rarest Overworld biome, making up around 0.1% of the Overworld by area. All types of badlands replace other peak biomes in warm temperature zones. This occurs when badlands and all variants generate on very low erosion. Like other peak biomes, they can generate up to Y=256. At higher elevations, the stained terracotta layers generate as usual and more different colors are visible because of the steep cliffs. Eroded badlands don't generate their hoodoos at the mountain peaks, making them indistinctable from regular badlands. Wooded badlands generate with coarse dirt, leaf litter and oak trees, making this the highest biome with trees, which may peak up to Y=263. Because badlands also generate as slope and plateau biomes, the highest mountain peaks are often isolated from other biomes. They can sometimes border stony peaks, and the lower parts can also border rivers, deserts, and lukewarm biomes. Achievements Advancements Videos History Issues Issues relating to "Mountains", "Meadow", "Snowy Slopes", "Grove", "Frozen Peaks", "Jagged Peaks", or "Stony Peaks" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Jungle_Leaves] | [TOKENS: 1179] |
Leaves Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Yes Yes (64) 0.2 0.2 No Partial (diffuses sky light) Yes Yes (30) Yes 7 PLANT Leaves are transparent natural blocks that generate as part of trees. They decay when not attached to a tree trunk, but persist when placed by a player. Contents Obtaining Hoes are the default tools for breaking leaves, but leaves can be obtained only with shears or Silk Touch enchanted tools. Leaves occur naturally on trees and azaleas throughout the Overworld. Oak leaves also generate in jungle bushes and the tree at meeting points in plains villages. Dark oak leaves can also generate in woodland mansions. Oak and mangrove leaves can also generate in the trial chambers. Leaves generate as part of trees grown from saplings, azaleas, or mangrove propagules. Usage Leaves from trees spontaneously decay (disappear) when they receive a block tick in Java Edition if they are not connected to a block with the logs tag in Bedrock Edition it is defined internally by the game itself (log or wood block), either directly or via other leaf blocks, with a maximum distance of 6 blocks[Java Edition only] or 4 blocks[Bedrock Edition only]. The distance is taxicab distance, but can cross corners. Leaves placed by players never decay. Bamboo does not count as a log for this purpose. Leaves that decay, or are destroyed without using Silk Touch or shears, yield saplings 5% (1⁄20) of the time, sticks 2% of the time, and otherwise nothing. Jungle leaves drop saplings 2.5% (1⁄40) of the time. Oak and dark oak leaves also have a separate but additional 0.5% (1⁄200) chance of dropping an apple, making it extremely rare but possible for a single leaf to drop a sapling, a stick and an apple at the same time. Rates are increased by the Fortune enchantment. Leaves that are burned do not yield saplings or apples. Oak, jungle, acacia, dark oak, and mangrove leaves take on a different shade of green depending on the biome in which they are placed. Leaves are always transparent to light but cannot be seen through when the graphics is set to "Fast" or fancy leaves are turned off; the transparent regions are instead dark green. They diffuse sky light, causing the shadows they cast under trees. Leaf blocks can be waterlogged although they are full blocks. Water does not spread out[Java Edition only], and waterlogged leaves follow the same rules as any other waterlogged block. When concrete powder is placed on any side of the waterlogged leaves it turns into concrete, and the leaf block remains waterlogged. Applying bone meal to mangrove leaves with a space beneath produces a hanging mangrove propagule with age=0. The state of a leaves block—including a player-placed block—changes after 1 game tick (half a redstone tick) when the distance to the nearest log or wood block changes, up to 6 blocks of leaves away. Observers facing away from the leaves detect this change and transmit a redstone signal in the same game tick, making leaves useful for redstone signal transmission. This has been called "Leafstone" by the Minecraft Community. Leaves are destroyed when pushed by pistons. They do not stick to sticky pistons, slime blocks, or honey blocks. Most types of leaves have a 30% chance of increasing the compost level in a composter by 1. A stack of leaves yields an average of 3.05 bone meal. The exception are flowering azalea leaves, which have a 50% chance of increasing the compost level (a stack of those yields 4.92 pieces of bone meal on average). Flowering azaleas leaves and cherry leaves function like any other flowers in their interaction and uses with bees. Oak, birch, and cherry trees grown from saplings that are within 2 blocks of flowering azalea leaves or cherry leaves have a 5% chance to grow with bee nest and 2-3 bees in it. These values are generated by the biome dyeing algorithm. In any biome with a base temperature of below 0.15, all leaves exposed to the sky gradually fade to white once snowfall begins, giving them a frosted appearance for the storm's duration. Cherry, azalea, flowering azalea, and pale oak leaves are not affected as their colors are based on the texture instead of colormaps. The change is entirely invisible to the client if the graphics mode is set to Simple, though it still takes place, and leaves are the correct color phase for the time if the option is reenabled. After snowfall ends, leaves gradually fade back to their normal coloration. All types of leaves have their own falling leaves particle which are produced underneath the leaf block, where they slowly fall to the ground. Leaf particles have the same color as the leaves they're falling from, which can change with the biome or during snowfall.[BE only] Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History The data values for minecraft:leaves2 were as follows: Issues Issues relating to "Leaves" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/12w34b] | [TOKENS: 144] |
Java Edition 12w34b Java Edition August 24, 2012 Snapshot 1.4.2 Client (.json) Server (.exe) 42 Java SE 5 ◄ 12w34a 12w36a ► 12w34b is the third snapshot for Java Edition 1.4.2, released on August 24, 2012 to fix some of the bugs and crashes in the 12w34a snapshot. Contents Additions Bosses Changes Buttons Armor Maps Hostile mobs Zombie Pigmen Withers Fixes 2 bugs fixed Trivia References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Pale_Oak_Leaves] | [TOKENS: 1179] |
Leaves Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Yes Yes (64) 0.2 0.2 No Partial (diffuses sky light) Yes Yes (30) Yes 7 PLANT Leaves are transparent natural blocks that generate as part of trees. They decay when not attached to a tree trunk, but persist when placed by a player. Contents Obtaining Hoes are the default tools for breaking leaves, but leaves can be obtained only with shears or Silk Touch enchanted tools. Leaves occur naturally on trees and azaleas throughout the Overworld. Oak leaves also generate in jungle bushes and the tree at meeting points in plains villages. Dark oak leaves can also generate in woodland mansions. Oak and mangrove leaves can also generate in the trial chambers. Leaves generate as part of trees grown from saplings, azaleas, or mangrove propagules. Usage Leaves from trees spontaneously decay (disappear) when they receive a block tick in Java Edition if they are not connected to a block with the logs tag in Bedrock Edition it is defined internally by the game itself (log or wood block), either directly or via other leaf blocks, with a maximum distance of 6 blocks[Java Edition only] or 4 blocks[Bedrock Edition only]. The distance is taxicab distance, but can cross corners. Leaves placed by players never decay. Bamboo does not count as a log for this purpose. Leaves that decay, or are destroyed without using Silk Touch or shears, yield saplings 5% (1⁄20) of the time, sticks 2% of the time, and otherwise nothing. Jungle leaves drop saplings 2.5% (1⁄40) of the time. Oak and dark oak leaves also have a separate but additional 0.5% (1⁄200) chance of dropping an apple, making it extremely rare but possible for a single leaf to drop a sapling, a stick and an apple at the same time. Rates are increased by the Fortune enchantment. Leaves that are burned do not yield saplings or apples. Oak, jungle, acacia, dark oak, and mangrove leaves take on a different shade of green depending on the biome in which they are placed. Leaves are always transparent to light but cannot be seen through when the graphics is set to "Fast" or fancy leaves are turned off; the transparent regions are instead dark green. They diffuse sky light, causing the shadows they cast under trees. Leaf blocks can be waterlogged although they are full blocks. Water does not spread out[Java Edition only], and waterlogged leaves follow the same rules as any other waterlogged block. When concrete powder is placed on any side of the waterlogged leaves it turns into concrete, and the leaf block remains waterlogged. Applying bone meal to mangrove leaves with a space beneath produces a hanging mangrove propagule with age=0. The state of a leaves block—including a player-placed block—changes after 1 game tick (half a redstone tick) when the distance to the nearest log or wood block changes, up to 6 blocks of leaves away. Observers facing away from the leaves detect this change and transmit a redstone signal in the same game tick, making leaves useful for redstone signal transmission. This has been called "Leafstone" by the Minecraft Community. Leaves are destroyed when pushed by pistons. They do not stick to sticky pistons, slime blocks, or honey blocks. Most types of leaves have a 30% chance of increasing the compost level in a composter by 1. A stack of leaves yields an average of 3.05 bone meal. The exception are flowering azalea leaves, which have a 50% chance of increasing the compost level (a stack of those yields 4.92 pieces of bone meal on average). Flowering azaleas leaves and cherry leaves function like any other flowers in their interaction and uses with bees. Oak, birch, and cherry trees grown from saplings that are within 2 blocks of flowering azalea leaves or cherry leaves have a 5% chance to grow with bee nest and 2-3 bees in it. These values are generated by the biome dyeing algorithm. In any biome with a base temperature of below 0.15, all leaves exposed to the sky gradually fade to white once snowfall begins, giving them a frosted appearance for the storm's duration. Cherry, azalea, flowering azalea, and pale oak leaves are not affected as their colors are based on the texture instead of colormaps. The change is entirely invisible to the client if the graphics mode is set to Simple, though it still takes place, and leaves are the correct color phase for the time if the option is reenabled. After snowfall ends, leaves gradually fade back to their normal coloration. All types of leaves have their own falling leaves particle which are produced underneath the leaf block, where they slowly fall to the ground. Leaf particles have the same color as the leaves they're falling from, which can change with the biome or during snowfall.[BE only] Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History The data values for minecraft:leaves2 were as follows: Issues Issues relating to "Leaves" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Cracked_Polished_Blackstone_Bricks_JE2_BE2.png] | [TOKENS: 72] |
File:Cracked Polished Blackstone Bricks JE2 BE2.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 50 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/Movie:McDonald%27s_Add-On] | [TOKENS: 171] |
McDonald's Add-On Starfish Studios Free[note 1] March 24, 2025 McDonald's Add-On is an add-on promoting the McDonald's x A Minecraft Movie collaboration which was obtained by purchasing the adult A Minecraft Movie Meal through the McDonald's app and opting into emails in the app's settings. The add-on code would be sent via email after a meal is purchased. Two million qualifying purchases could be given the add-on. The add-on ceased distribution on May 6, 2025. Contents Additions Quotes Experience McDonald's in Minecraft! Meet familiar faces such as Grimace, the Hamburglar, and Birdie. Drink the Soda Potion to turn your world wacky, harvest and eat Burger Crystals to become powerful, and soar through the skies with the Birdie Wings! Videos History Gallery See also Notes Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Minecraft_Wiki:Hey_Wiki#How_to_use] | [TOKENS: 726] |
Minecraft Wiki:Hey Wiki Minecraft Wiki Main contributors Java 1.8.0 June 1, 2024 ~228 KiB LGPL-3.0 Yes (GitHub) Hey Wiki is a client mod for Java Edition made by the Minecraft Wiki community. It allows players to quickly open the wiki page of the block, item, or entity that the camera is aimed at, whether it is from the vanilla game or another mod. Download on Modrinth Download on CurseForge Contents Features It is also supported to use MCBrowser and MCEF for in-game browsing. Optionally, the following behaviors in the config menu can be changed: These commands are available: Opening a page with a command does not cause the confirmation screen to appear. Hey Wiki supports [[wiki links]] in chat. When a message is sent with [[wiki link]] syntax, it will automatically be replaced with a clickable link. Interwiki links and other namespaces are supported. For example: Supported wikis The latest version of Hey Wiki supports the following wikis: Resource packs can be used to add support for other wikis. An issue can be filed in case a wiki should be added to the default list. APIs Hey Wiki provides several ways mod, mod pack, data pack, and custom server developers can leverage to support their creation. Hey Wiki supports using resource pack to add support for other wikis. To do so, create a JSON file in the assets/<namespace>/wiki_family/ folder in your resource pack with the following format: You also want to include a translation file in assets/<namespace>/lang/ folder with the following format: Data pack and custom server authors can use heywiki:identifier, heywiki:translation_key and heywiki:fallback_title in custom_data data component to provide custom namespace and name for an item. However, this only accounts for custom items. For 1.20.4, you can populate these fields directly in NBT. You need to use the method above to register a new wiki with a custom namespace using resource pack. If it is not feasible to ask your players to download a resource pack, we can also ship it with the mod itself. For example, on "niceserver", to have a bone item to resolve to the "Drill" page, you will first need to register the "niceserver" namespace per above. Then you can give the player this item: Dependencies For Fabric: For NeoForge: Versioning Hey Wiki uses Semantic Versioning in the format <major>.<minor>.<patch>[-<prerelease>]. The version number is incremented based on the following rules: Changelogs for Hey Wiki can be seen at MCW:Hey Wiki/Releases. Hey Wiki supports multiple versions of Minecraft. Every Minecraft version is assigned a support status: The current Minecraft release and the master branches are always Active. Pull requests should almost always go to master. If they're accepted, they should be cherry-picked to other Active branches. When a new snapshot releases, master branch is updated to that snapshot. Snapshots might receive only one version or no version at all. Only Fabric is supported for snapshots. Old Minecraft versions are provided with Long Term Support (LTS) based on their popularity and the community's interest. LTS versions receive Active support at first. After some time, they will be downgraded to Maintenance. Old snapshots are not supported. The following table shows which versions are supported: Language support Hey Wiki is available in multiple languages. It is translated by the community on Crowdin. It currently supports the following languages: Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Stone_Shore.png] | [TOKENS: 106] |
File:Stone Shore.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 5 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/Experience#cite_note-6] | [TOKENS: 1434] |
Experience 5HP In Java Edition: Height: 0.5 blocksWidth: 0.5 blocks In Bedrock Edition: Height: 0.25 blocksWidth: 0.25 blocks Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. Experience orbs also recover durability on items with Mending that are being worn or are in-hand. Contents Sources Experience can be gained from several different sources. Most sources drop experience in the form of orbs, which can be claimed by any player, while a few methods directly award the player experience upon completing the action. Gathering experience points increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach approximately 7.5 levels), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies. Experience orbs Most experience sources drop experience in the form of experience orbs, which can then be claimed by any player. Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents. When collected, experience orbs make a bell-like sound for a split second. Unlike items, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it despawns. Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs with values 17 or higher have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high-traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb. Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into the base values of orbs by size (1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477). Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. While the first ender dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can exist in the world via furnaces that have had a lot of traffic. Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. In Bedrock Edition, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears. In Java Edition, experience orbs appear in the same spatial and temporal location as loot when an entity is killed. Orbs with negative values can be created using the /summon command, either using values below 0 or above 32767 due to 16-bit integer overflow. They use the smallest texture of experience orb. Negative orbs behave differently from positive orbs, namely that they do not deduct experience when collected by the player. They deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs. The following mobs and similar entities do not drop experience when killed: Leveling up The formulas for figuring out how many experience orbs needed to get to the next level are as follows: One can determine how much experience has been collected to reach a level using the equations: Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations: Score The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen. Sounds Java Edition: Experience orbs do not use entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Experience orbs have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Videos History The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price. A player dropping excessive experience orbs upon death may cause performance degradation in the game. Issues Issues relating to "Experience" or "Orb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience#cite_note-7] | [TOKENS: 1434] |
Experience 5HP In Java Edition: Height: 0.5 blocksWidth: 0.5 blocks In Bedrock Edition: Height: 0.25 blocksWidth: 0.25 blocks Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. Experience orbs also recover durability on items with Mending that are being worn or are in-hand. Contents Sources Experience can be gained from several different sources. Most sources drop experience in the form of orbs, which can be claimed by any player, while a few methods directly award the player experience upon completing the action. Gathering experience points increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach approximately 7.5 levels), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies. Experience orbs Most experience sources drop experience in the form of experience orbs, which can then be claimed by any player. Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents. When collected, experience orbs make a bell-like sound for a split second. Unlike items, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it despawns. Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs with values 17 or higher have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high-traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb. Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into the base values of orbs by size (1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477). Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. While the first ender dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can exist in the world via furnaces that have had a lot of traffic. Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. In Bedrock Edition, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears. In Java Edition, experience orbs appear in the same spatial and temporal location as loot when an entity is killed. Orbs with negative values can be created using the /summon command, either using values below 0 or above 32767 due to 16-bit integer overflow. They use the smallest texture of experience orb. Negative orbs behave differently from positive orbs, namely that they do not deduct experience when collected by the player. They deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs. The following mobs and similar entities do not drop experience when killed: Leveling up The formulas for figuring out how many experience orbs needed to get to the next level are as follows: One can determine how much experience has been collected to reach a level using the equations: Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations: Score The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen. Sounds Java Edition: Experience orbs do not use entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Experience orbs have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Videos History The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price. A player dropping excessive experience orbs upon death may cause performance degradation in the game. Issues Issues relating to "Experience" or "Orb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Adidas_Adventurers_Add-On] | [TOKENS: 147] |
Adidas Adventurers Add-On Minecraft Free June 3, 2025 adidas Adventurers Add-On "adidas x Minecraft" – Minecraft.net. adidas Adventurers Add-On is an add-on made to promote the Adidas clothing brand, as part of a larger collaboration. Contents Additions Quotes Get the ultimate sidekicks with the adidas AdventurersAdd-On! Your utility companions can:• Find ore• Locate structures• Offer quests – w/ rewards• Fight mobs• Auto farm• Jump boost• Save your death point• Provide buffs (lava protection, lighting up areas, etc.)Complete quests to earn special armor that lets you track mobs, walk on lava, boost XP gain, and more! Videos History Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Spruce_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/Biome?section=8&veaction=edit] | [TOKENS: 9830] |
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They are large, open biomes made entirely of water going up to Y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. A variant of the ocean biome. In deep ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardians, elder guardians, prismarine and sponges can spawn here. A variant of the ocean biome, with light teal water at the surface. Like the lukewarm ocean, it has a floor made of sand and like all oceans, it is populated with seagrass, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. Similar to the lukewarm ocean biome, but twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine and sponges. A variant of the ocean biome, with dark blue water at the surface. Like regular oceans and frozen oceans, its floor is made up of gravel, though occasional patches of dirt can be found. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. A variant of the ocean biome with dark indigo water at the surface. Like the cold ocean, it has a gravel seabed and squid swimming about. However, the water's surface is frequently broken up by patches of ice and large icebergs, consisting of packed ice and blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits[BE only] can spawn here, but dolphins can't. Salmon and cod[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod[BE only], squid and nautiluses may also spawn here, and the floor consists of gravel. The frozen deep ocean biome also contains ocean monuments and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with blue ice generate here. Polar bears, strays, drowned, rarely zombie nautiluses and rabbits[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight. No mobs other than mooshrooms, bats[JE only], and glow squid spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts and other dark structures, meaning exploring underground is safe. However, monster spawners still spawn mobs, wandering traders along with their llamas can spawn, raids can still spawn illagers, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears[BE only]. Strays may also spawn here at night and during thunderstorms[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), much like the standard taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and podzol can be found on the forest floor. There are also patches of coarse dirt that do not grow grass, with some dead bushes. Wolves, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here[JE only]. At first glance, this biome may look almost exactly the same as its pine tree counterpart. However, the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. Birch trees grow much taller than usual in this uncommon variant of the birch forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing, but drowned can spawn at night and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits[BE only] and polar bears[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. A biome characterized by a mix of flat areas around sea level, and shallow pools of green water with floating lily pads. Clay, sand and dirt are commonly found at the bottom of these pools. Trees are covered with vines and can be found growing out from the water. Mushrooms, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. Temperature varies within the biome, causing foliage and grass colors to vary. In Bedrock Edition, huge mushrooms also spawn in this biome. Visibility is also lower than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. Generated where oceans meet other biomes, beaches are primarily composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for fishing. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. Like a regular beach, one can find plenty of sand in this biome and buried treasure can be found underground in this snowy beach. However, sand is covered in a layer of snow. Snowy beaches are found when a snowy biome borders a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. Sugar cane can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few spruce trees in this biome. No animal mobs other than rabbits and polar bears can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains biome that features large spikes and glaciers of packed ice. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in snow blocks instead of grass, and ice patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. Tall grass covers the landscape. Villages can generate in this biome, constructed of acacia wood, with some stained terracotta. Pillager outposts can also generate here. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. Mineshafts generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the badlands. Gold ore also occurs more frequently, because additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant generates unique terrain features that are similar to the structures in Utah's Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is completely empty except for a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. Notable features of the biome are exposed Nether fossils in various shapes and sizes, large amounts of lava, blue fog, large spires made of basalt, soul fire, and the occasional Nether fortress or bastion remnant. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] The ground consists of basalt and blackstone blocks, with small patches of netherrack and pools of lava. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, bastion remnants do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to farm magma cream. This biome also contains a much higher abundance of blackstone compared to other Nether biomes. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in the End. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the ender dragon, the obsidian pillars, the End crystals, the 5×5 spawn platform, the exit portal and the 20 central End gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. If the biome is used for a superflat world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night. Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. End cities generate here, but chorus trees do not. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both chorus trees and End cities generate. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither End cities nor chorus trees generate in this biome. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack[JE only] or client biome JSON files in vanilla resource packs.[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff[JE only] or #abd2ff[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Flowering_Azalea_Leaves] | [TOKENS: 1179] |
Leaves Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Yes Yes (64) 0.2 0.2 No Partial (diffuses sky light) Yes Yes (30) Yes 7 PLANT Leaves are transparent natural blocks that generate as part of trees. They decay when not attached to a tree trunk, but persist when placed by a player. Contents Obtaining Hoes are the default tools for breaking leaves, but leaves can be obtained only with shears or Silk Touch enchanted tools. Leaves occur naturally on trees and azaleas throughout the Overworld. Oak leaves also generate in jungle bushes and the tree at meeting points in plains villages. Dark oak leaves can also generate in woodland mansions. Oak and mangrove leaves can also generate in the trial chambers. Leaves generate as part of trees grown from saplings, azaleas, or mangrove propagules. Usage Leaves from trees spontaneously decay (disappear) when they receive a block tick in Java Edition if they are not connected to a block with the logs tag in Bedrock Edition it is defined internally by the game itself (log or wood block), either directly or via other leaf blocks, with a maximum distance of 6 blocks[Java Edition only] or 4 blocks[Bedrock Edition only]. The distance is taxicab distance, but can cross corners. Leaves placed by players never decay. Bamboo does not count as a log for this purpose. Leaves that decay, or are destroyed without using Silk Touch or shears, yield saplings 5% (1⁄20) of the time, sticks 2% of the time, and otherwise nothing. Jungle leaves drop saplings 2.5% (1⁄40) of the time. Oak and dark oak leaves also have a separate but additional 0.5% (1⁄200) chance of dropping an apple, making it extremely rare but possible for a single leaf to drop a sapling, a stick and an apple at the same time. Rates are increased by the Fortune enchantment. Leaves that are burned do not yield saplings or apples. Oak, jungle, acacia, dark oak, and mangrove leaves take on a different shade of green depending on the biome in which they are placed. Leaves are always transparent to light but cannot be seen through when the graphics is set to "Fast" or fancy leaves are turned off; the transparent regions are instead dark green. They diffuse sky light, causing the shadows they cast under trees. Leaf blocks can be waterlogged although they are full blocks. Water does not spread out[Java Edition only], and waterlogged leaves follow the same rules as any other waterlogged block. When concrete powder is placed on any side of the waterlogged leaves it turns into concrete, and the leaf block remains waterlogged. Applying bone meal to mangrove leaves with a space beneath produces a hanging mangrove propagule with age=0. The state of a leaves block—including a player-placed block—changes after 1 game tick (half a redstone tick) when the distance to the nearest log or wood block changes, up to 6 blocks of leaves away. Observers facing away from the leaves detect this change and transmit a redstone signal in the same game tick, making leaves useful for redstone signal transmission. This has been called "Leafstone" by the Minecraft Community. Leaves are destroyed when pushed by pistons. They do not stick to sticky pistons, slime blocks, or honey blocks. Most types of leaves have a 30% chance of increasing the compost level in a composter by 1. A stack of leaves yields an average of 3.05 bone meal. The exception are flowering azalea leaves, which have a 50% chance of increasing the compost level (a stack of those yields 4.92 pieces of bone meal on average). Flowering azaleas leaves and cherry leaves function like any other flowers in their interaction and uses with bees. Oak, birch, and cherry trees grown from saplings that are within 2 blocks of flowering azalea leaves or cherry leaves have a 5% chance to grow with bee nest and 2-3 bees in it. These values are generated by the biome dyeing algorithm. In any biome with a base temperature of below 0.15, all leaves exposed to the sky gradually fade to white once snowfall begins, giving them a frosted appearance for the storm's duration. Cherry, azalea, flowering azalea, and pale oak leaves are not affected as their colors are based on the texture instead of colormaps. The change is entirely invisible to the client if the graphics mode is set to Simple, though it still takes place, and leaves are the correct color phase for the time if the option is reenabled. After snowfall ends, leaves gradually fade back to their normal coloration. All types of leaves have their own falling leaves particle which are produced underneath the leaf block, where they slowly fall to the ground. Leaf particles have the same color as the leaves they're falling from, which can change with the biome or during snowfall.[BE only] Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History The data values for minecraft:leaves2 were as follows: Issues Issues relating to "Leaves" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Biome?action=edit§ion=8] | [TOKENS: 224] |
Editing Biome (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 4 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Smelting?section=9&veaction=edit] | [TOKENS: 1211] |
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience?action=edit§ion=9] | [TOKENS: 223] |
Editing Experience (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 15 hidden categories: Navigation menu |
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