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[SOURCE: https://minecraft.wiki/w/Commands?action=edit§ion=18] | [TOKENS: 223] |
Editing Commands (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 10 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Dried_Kelp_Block] | [TOKENS: 549] |
Dried Kelp Block Yes Yes (64) 2.5 0.5 No No Yes (30) No 27 COLOR_GREEN Dried kelp blocks are storage blocks equivalent to nine dried kelp. They can also be used as fuel. Contents Obtaining Dried kelp blocks can be mined using any tool or by hand, but a hoe is the fastest way to break it. Usage Dried kelp blocks can be used to store dried kelp in a compact fashion. Unlike hay bales, dried kelp blocks cannot be placed in every orientation, despite both being bundled dried plant matter and using the same type of model. Dried kelp blocks can be used as fuel in furnaces, blast furnaces, and smokers. It is able to smelt 20 items, taking 4,000 ticks in a furnace, and 2,000 ticks in the blast furnace and smoker. This is 2.5 times the burn duration of coal and charcoal, and 0.25 times the burn duration of a block of coal. It is the fuel with the highest number of operations per fuel below 64 items. The highest number of items that can be smelted without any refills or hoppers and without loss of fuel is 60 items (3 dried kelp blocks). Crafting a dried kelp block first requires smelting 9 pieces of kelp, so its net fuel value is only 11 items. However, using a different fuel source to smelt pieces of kelp that are then crafted into dried kelp blocks, the number of operations per fuel is effectively increased. If a lava bucket were used to smelt 100 pieces of kelp that were then crafted into 11 dried kelp blocks, which can then smelt a total of 220 items, giving the lava bucket a net increase of 120 items smelted. Campfires can be used to cook the kelp without using up fuel. Dried kelp blocks have a 50% chance of increasing the compost level in a composter by 1. Composting a dried kelp block instead of 9 kelp items (whether raw or dried) is less efficient. For example, 100 dried kelp blocks would yield 7 1⁄7 bone meal on average, while 900 kelp items needed to make them in the first place would instead yield 38 4⁄7 bone meal on average. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Dried Kelp Block" are maintained on the bug tracker. Issues should be reported and viewed there. External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Crimson_Fence_(EW)_JE1.png] | [TOKENS: 68] |
File:Crimson Fence (EW) JE1.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 40 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/Experience#cite_ref-9] | [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/Marketplace#cite_ref-7] | [TOKENS: 1101] |
Marketplace The Marketplace (known as the Store on PlayStation) is an in-game platform where players can purchase access to content created by both Minecraft and members of the Minecraft Partner Program. Contents Usage The Marketplace is opened from the title screen, game menu (Browse Add-ons!), or dressing room, the former showing an animated button promoting new DLC and sometimes a tag. Throughout the menus are other buttons redirecting to the Marketplace, such as in resource pack or world template selection menus. Furthermore, Marketplace content is often promoted with pop-ups or inbox messages. It is only available with a stable Internet connection and a Microsoft account, and not in the trial version. The Marketplace is also available from minecraft.net, where packs can be browsed similar to the in-game menu, purchased once signed in, and even the game can be launched opening the selected pack's page in the Marketplace. The menu promotes various types of content organized into sections. With the Search tool, the player can filter for name, pack type, price, ratings, tags, individual creators, or Marketplace Pass availability. Every pack has a purchase page with more information, tags, images and videos, and purchase or download options. Packs can be added to the Wishlist using the heart icon, and the link to the pack on minecraft.net can be shared. Once obtained, packs can be downloaded to the device at any time. Depending on the type of pack, it can then be activated or played. The bottom of the purchase page allows to rate owned packs stars, which will be shown by the pack. Downloaded packs are automatically updated while in the menus; this can be toggled in the settings. Most content in the Marketplace costs money, and is purchased using Minecoins, although some content is free. Minecoins are obtained in the Marketplace with real money in selected packs, or along with promoted content in content bundles. They are saved to a player's Xbox account; on PlayStation they are called tokens and sold separately. All purchased content instantly syncs to the player's Microsoft account unless not signed into the Microsoft or console account on consoles, in which case it is saved locally to the player's device. Marketplace Pass is a monthly subscription that allows any subscribers to get access to a variety of Marketplace content that changes monthly as long as they pay a monthly fee. Included content can be activated directly from its own tab in screens with Marketplace content, such as the Create from Template screen. The Marketplace Pass is included in Realms Plus subscriptions. Content There are 5 different categories of content available on the Marketplace, including skin packs, worlds, add-ons, texture packs, and mash-up packs. All content is submitted by official Minecraft partners and is approved by the Minecraft Content Team. The Minecraft Wiki only documents officially promoted DLC, third-party content usually has its own documentation. Skin packs are collections of custom skins that players can use in both singleplayer and multiplayer games. Depending on the specific content, some skin packs provide 1 or 2 free skins to use without needing to purchase. Skin packs can be seen in the Dressing Room, allowing to enable included skins. Worlds are pre-built maps that offer wide variety of in-game experiences. Not to be confused with mash-up packs, worlds can also include custom textures, blocks, items and mobs and be bundled with bonus skins. Worlds in the Marketplace are distributed as world templates; they can be downloaded in the Create from Template screen allowing to create a world using the template. Dynamic worlds don't have a set build like normal pre-built ones, instead they can be generated like a Minecraft world. These worlds allow for a whole new experience every time because they generate differently depending on the seed. Sometimes they also include add-ons and texture packs as well. Adventure maps are self-contained experiences that focus on exploring and other types of guided gameplay. These types of worlds can range from PvP arenas to simulators and can be designed for singleplayer, multiplayer or both. Minigames are compact worlds with a specific theme or goal that are designed to be repeatable. These can feature a set of different gamemodes and variants or be designed to reset continuously. Survival spawns are starter maps that players can explore, gain loot from and expand. Maps of this type can sometimes add an entirely new aspect to the game but still allows players to experience the world as they normally would in survival mode. Texture packs, built from resource packs, allow players to change the visual appearance of worlds. These packs can also customize other in-game elements such as sounds, items, the GUI, the geometry/shape of mobs, animations, and Vibrant Visuals. Texture packs are only able to alter existing features in Minecraft and cannot add new mobs, blocks or items. Texture packs can be enabled from the Global Resources settings tab in the main menu. Unless a world or server disables global resources, they can always be enabled locally on the player's device. Mash-up packs are special bundles that combine a world, texture pack and skins. Unlike worlds, texture packs included in mash-up packs can be used across other singleplayer worlds and even servers. Add-ons are resource and behavior packs that can fully customize the game by adding new items, blocks, mobs, and more. Add-ons can be added to any world. They can be played and accessed on both singleplayer and multiplayer. History Issues Issues relating to "Marketplace" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Red_Nether_Bricks] | [TOKENS: 163] |
Red Nether Bricks Yes Yes (64) 6 2 No No No No 35 NETHER Red Nether bricks are a decorative variant of Nether bricks that do not naturally generate. Contents Obtaining Red Nether bricks can be mined using any pickaxe. If mined without a pickaxe, they drop nothing. Usage Red Nether bricks are non-flammable and immune to ghast fireballs, making them a suitable shelter material for the Nether. Red Nether 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 "Red Nether Bricks" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Snowy_plains] | [TOKENS: 659] |
Snowy Plains IglooSnowy VillagePillager Outpost SpruceIce Patch SnowGrass BlockIceSpruce LogSpruce Leaves Climate 0.0 0.5 Yes 0.25-1.0 Colors #80B497 #60A17B #8F7A5A #3F76E4[JE only] #14559B[BE only] #050533[JE only] #14559B[BE only] The snowy plains or ice plains are snow-covered grassland biomes in the Overworld that usually generate near other snowy biomes. Contents Description Snowy plains are plains covered with snow layers, which are often stacked in Bedrock Edition. Aquifers and springs freeze over soon after generation due to the temperature if not exposed to light; thus, sugar cane that generates alongside water sources often uproot themselves shortly after. Lava lakes and lava springs that generate within the snowy plains biomes melt the snow layers around them. Polar bears, rabbits, zombie horses, and strays spawn here; with the latter two being hostile mobs, making this biome and its variants slightly harder to survive in, as zombie horses spawn with a zombie rider wielding a spear, while strays are a variant of the skeleton that shoot arrows of Slowness. Survival in snowy plains biomes is quite difficult due to the sparseness of the biome and the lack of animals; only polar bears and rabbits may naturally spawn here, though cows, sheep, pigs and horses may spawn as part of villages. Infrequent spruce trees are the only natural source of wood in the regular snowy plains biome and maintaining water sources, for farming crops for example, can be tough due to water in this biome freezing into ice, if it is not protected by light or a roof. Strays often spawn in place of skeletons which can make dealing with hostile mobs even more difficult due to their Slowness arrows, and aggravating polar bears, or even coming near one if accompanied by cubs, can lead to fatal consequences if the player is unprepared. The ice spikes variety can be valuable to late-game players due to the occurrence of ice spikes that can be used for a base or as a source of packed ice blocks. With Vibrant Visuals, snowy plains use default environmental settings with a strong cold color grading, making the biome appear icy blue. Snowy plains generate in areas with very low temperature and low to medium humidity, more frequently at negative weirdness. They can border plains, snowy taigas, forests and windswept gravelly hills. At higher elevations, snowy plains give way to snowy slopes, jagged peaks and frozen peaks, less frequently to groves. Regular snowy plains are often separated from ice spikes or snowy taigas by frozen rivers. In coastal areas, snowy plains border frozen oceans, with snowy beaches generating along the coastline. Mobs The following mobs naturally spawn here: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Snowy Plains", "Tundra", "Snowy Tundra", or "Ice Plains" 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/Smelting#cite_note-6] | [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/Blaze_Rod] | [TOKENS: 119] |
Blaze Rod Common Yes Yes (64) A blaze rod is an item obtained from blazes. It is required to craft brewing stands and fuel them in a powdered form, which is also required to craft eyes of ender. Contents Obtaining Java Edition: Bedrock Edition: Usage When used in a furnace, a blaze rod lasts 120 seconds (12 items). Achievements Advancements Videos Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Blaze Rod" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Motorcycle_Add-On] | [TOKENS: 894] |
Demo content Throughout several events such as MINECON and Minecraft LIVE, demo content has been shown but not released to the public to demonstrate features that can be used in worlds. Contents Minecon Featured during MINECON Live 2019, the Creative Tools were created by to be used by Marketplace developers. The tools created by G2Crafted are available for download (behavior pack and resource pack). Showcased during the same segment as the Creative Tools, Super Hero was a map developed by Shapescape, which took advantage of the previously featured mechanics. The map gave players the ability to use several superpowers through the inventory, including an evolution of the endermen's teleportation, a "magic missile" used to fight skeletons, and an energy shield that can be placed on the ground. Following Super Hero, a map developed by Jason Major was showcased where the player model is replaced by a penguin, with the sprinting animation becoming a belly slide. Minecraft Live Presented at Minecraft Live 2020, the Tomatoes add-on consisted of a tomato crop, which can be collected similar to sweet berries and thrown. If left unattended, the crop will begin to rot, and spawn in a "rotten tomato monster," which throws rotten tomatoes, also projectiles but with a shorter distance and higher knockback. Following the Tomato demonstration, an adventure map set in a desert was shown. The player was given a golden skull item and lightning sword, the former being used to activate a pedestal, which opened a cave in a "hollow mountain." Inside were several husks, riding scorpions, which could be attacked by hitting them with the sword, which generates actual lightning. The map was designed to showcase several then new features, such as items being locked to the inventory so they can't be lost. Following the Tomato and adventure map demonstrations, a second map was revealed, described as a "sci-fi, parkour course." The map is a simple parkour course, set on metallic platforms with a ladder trick, and then a "slimenator" item which converts blocks to slime blocks when thrown. After using a teleporter, the player continues through to another area with a slight elevation, before another puzzle solved with a "blockinator." This item creates a small platform of slabs to help traverse, similar to the hook. Upon reaching a platform, a chest is found containing a "levitation cyberdog" and antidote, the former granting levitation, wither, poison, and nausea, while the latter heals all but levitation. A third section follows, containing a wall which can be broken with a wand and 17 magic gems, which function like a bow and arrow. The final teleporter pad is blocked off, requiring the player to climb up a ladder and fall on top of the block blocking the path. Upon completing the map, the player will be transported into a room with a FannyVH NPC and a final chest, with text appearing displaying the amount of times the player died. Demonstrated by Jannis, the creator of Blockbench, at Minecraft Live 2021, the butterfly and grizzly bear were simple add-ons created to demonstrate the release of the Entity Wizard. Minecraft Live co-hosts Fanny Vadillo Herrera and Quinn also demonstrated simple mobs of their own, showing off wolf variants modeled after her dogs and a sentient tree named Evelyn Evergreen respectively, one made from reskinning a mob and the other from scratch. Afterwards, Lydia Winters demonstrated a mob she made herself, the "aloto," a hybrid of an axolotl and alligator. During Minecraft Live 2022, several mobs created with Entity Wizard were showcased. Many of them would be released in an add-on following the broadcast, but not all of them were included. These include creature3, Bombie, the Pumpkin King, and a humanoid banana designed by Daniel Middleton. Blockbench Feature Hype The Blockbench Feature Hype videos, also known as Minecraft Tutorial Series, were a series of videos demonstrating the Entity Wizard feature on Blockbench. At least two videos were created by Patrick Rodes, both featuring separate add-ons: a "cake golem" using a snow golem as a basis, and a motorcycle ridden by Makena. Quotes The Cake Golem, made to demonstrate the new drop-table editor feature of the Entity Wizard, drops stacks of Sugar when defeated. Videos Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Minecraft_Wiki:Hey_Wiki?action=edit§ion=3] | [TOKENS: 216] |
Editing Minecraft Wiki:Hey Wiki (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Talk:Experience] | [TOKENS: 5684] |
Talk:Experience The main part of this page has a redirect to it's self just so you guys know. 24.10.30.125 08:15, 11 September 2011 (UTC)vanstratReply Someone needs to fix the Bugs text, because that has been officially fixed by Jeb. 173.72.72.214 22:00, 19 September 2011 (UTC)Reply Contents Points? http://twitter.com/#!/notch/status/119024329550856192 In that tweet Notch talks about experience orbs being worth 1 point and breaking a tradition. Does anyone else think that experience orbs will break the &e0 score we get when we die? Finally have a score from eorbs? --Throex 15:13, 28 September 2011 (UTC)Reply http://www.minecraftforum.net/news/244-19-updates-old-score-gone-experience-possible-substitute/ --Throex 01:01, 29 September 2011 (UTC)Reply Screenshot of the Buff Potion effects You do know that Jeb tested potion effects/buffs, and not skillpoint related stuff in that picture from Twitter? I edited and removed it, remember the spirit of a wiki imply you should take action, if you find something you know is wrong you don't have to be afraid to fix it yourself. Daropedia 16:25, 3 October 2011 (UTC)Reply Experience loss on death In case someone deems it worthy to be added to the article, I recently died in the nether (because I'm stupid enough to go down there without flint&steel and get my portal shot by a ghast). I was level 19, built a small safe house, I put a chest inside and dropped all my stuff in it. I went out, lit myself in a random fire, ran back to the safe house, and died. When I went back to the nether to pick up the experience orbs I had dropped, it was barely enough to get me to level 1, halfway to level 2. This means, if you die you better forget about your exp, that was almost a complete experience loss. --Mokunen 04:21, 10 October 2011 (UTC)Reply "Sucked into lava by soul sand" It does that now? --Throex 05:42, 10 October 2011 (UTC)Reply It seems this has been fixed in 1.9pre4. Now you drop a few orbs worth your full exp. at the moment of death. --Mokunen 03:12, 15 October 2011 (UTC)Reply I saw a vid on youtube from BdoubleO100, he died at level3, recollected all his XP and his level was 11. Anyone had something similar to that or could try it out? Experience From Mobs Does anybody know, how much experience the Mobs give? (in 1.9-pre4) I think I read somewhere that notch made it, so one orb is not always worth one point. Maybe someone has an idea on how to measure experience drops. And then it would be interesting how much Experience you need for each level (I would guess it can be described with a formula which grows exponentially). --Gitterrost4 14:18, 22 October 2011 (UTC)Reply And do experience drops go up on higher difficulty levels? In 1.0.0, either the XP level values have changed or the mob XP values have changed. For example, killing 100 zombies in my grinder gets me straight to level 17. 175 gets me to level 21. If the levels do increase by 7 each time, that means that each zombie is worth 10 XP (and this holds true for all hostile mobs except the blaze which gives me 20 XP). I haven't checked the actual figure (can you only do this by dying?) but the relationship of 7 points increase per level / 10 XP per monster is certainly what I am seeing on my copy. I'd also like to confirm that the orb pick-up bug has been fixed. No matter how many orbs you try to get at once, they fill the bar progressively slower as each experience level rolls over just as if you picked them up one by one. 86.212.105.28 17:27, 8 December 2011 (UTC)Reply Orbs Disappearing I know that jeb added a section to the code that would only allow a certain amount of your orbs to drop on death to cut down on lag spots, but how come at sometimes more drop than at other times and I have also noticed that other times when water is involved, you lose ALL your orbs. I have tested this by reaching level 5 and killing myself in different instances. --Throex TALK|CONT 01:36, 7 November 2011 (UTC)Reply That would be an interesting concept, and a good idea for a mod. I don't think they would put that in the vanilla game, as that kinda breaks the intention of losing XP as a consequence of death. Bejoe905 21:44, 6 December 2011 (UTC)Reply Experience Scaling To whomever keeps changing the Trivia post about how the experience scales: It has a linear scaling, not quadratic. Linear: 7, 14, 21, 28, 35, 42, 49, 56, 63, 70, 77,.... Quadratic: 7, 49, 343, 2401, 16807,.... And it certainly is not Logaritmic which is what this page said when I changed it to linear first time around. 109.130.80.39 10:23, 11 November 2011 (UTC)Reply Leveling Algorithm changed I suppose, those statements about linear growth of exp needed to go from lvl n to n+1 come from earlier versions of MC, however now in the 1.0.0 the algorithm used is more complicated and works like xpbar=xp/(7+round_down(old_level*3.5)) new_lvl=old_level+round_down(xpbar) a resonable approximation for this algo for going from 0 to lvl x in [1..200] would be 1.9504*x^2+4.9938*x+1.75 so i'd suggest to update this article.--84.181.151.221 14:39, 19 November 2011 (UTC)Reply The algorithm I have formulated is nearly exact. E is the required experience to advance to level n. The result will always be .25 higher than actual value with even levels only. I am unable to determine where in my formula to correct this small, nearly negligible, error. If using this formula in code, just round down or cast to an integer for the correct value. –Preceding unsigned comment was added by Vioviocity (Talk|Contribs) 08:21, 2 February 2012. Please sign your posts with ~~~~ Since this was such a pain to find... Here is the working formula for MC 1.3 --Szhlopp 17:11, 29 August 2012 (UTC)Reply Level Cap? Is here a hardcoded level cap? I noticed after I had killer an Enderdragon, I capped off at like, 80, and couldn't gain any more XP from anything. Might this cap be a bug? Bejoe905 19:49, 26 November 2011 (UTC)Reply The XP bar grows very very slowly at level 80; I just experimented and came up with somewhere around 375 XP. By comparison, the enderdragon gives you 20,000 XP, and the levels you gain are boosted by the levels/XP bug I documented. Or do you mean that when defeating monsters, XP no longer appears at all? 142.163.166.214 01:10, 30 November 2011 (UTC)Reply I did a few tests and I got to Level 100,000 using single player commands, that simply means you can just keep on going without an end. However, I do believe that they might add a level cap because eventually your stats are going to be too ridiculous to play with. Dotsonface 05:19, 6 December 2011 (UTC)Reply I did some experimentation with SPC, and verified that you level up exponentially on a linear scale, so I may not have noticed the XP increase. Bejoe905 21:39, 6 December 2011 (UTC)Reply If you were experimenting with single player commands, can I ask whether you were starting from level 0 every time? The amount of levels gained = XP/Xp for next level, so if you gain 350 XP at level 0, you go to level 50, since 7 XP is required to get level 1. If you were level 1, you would need 49 * 14 = 686 XP to get to level 50. If you levelled honestly, 8925 XP from level 0 to level 50. Which is definitely not linear :) (It's quadratic). Basically, if you started from the same level everytime, due to the way the game grants levels, if you acquired all the XP at the same time, (as with SPC or server commands), it would appear linear at first glance. 142.162.205.213 07:43, 6 January 2012 (UTC)Reply Yes, I was doing it from 0 every time. I haven't had much time to test under 1.1, but i assume the bugs still remain, since nothing was mentioned in the changelog about XP. Bejoe905 00:11, 18 January 2012 (UTC)Reply Old bugs and old trivia Is it really necessary to keep carrying old information? I have seen this on quite many pages so is there a general consensus to keep this stuff? Wethospu 16:36, 22 January 2012 (UTC)Reply Water exp remover? When I hit a Skeleton off a cliff, it hit water and died. I checked for exp, but I found none. Is it because it hit water, then died? Or did it just give 0 exp? It happens everytime a mob hits water then dies.Punch trees, get wood 19:06, 22 January 2012 (UTC) Something remotely related happened to me. I drowned (crashing underwater is pretty annoying) then after I came back, some of the experience i dropped was glitching, and I couldn't pick it upReply slot.png in minecraft.jar under gui, you can see a slot.png. This might be a future feature of experience. TTiscoming 02:12, 24 March 2012 (UTC)Reply Making a Texture Pack How do I make custom experience orbs for my texture pack? What file can I find it in? --Orcaman4 20:07, 31 May 2012 (UTC)Reply Experience in 12w22a The experience system is very different in 12w22a. From my playing around, it looks very much like levels are now awarded on a linear scale instead of a quadratic scale. I'm just running some inaccurate tests by repeatedly killing zombies and XP counting; from that, I would guess that: Level = XP / 17 I initially thought it might be 16, but the numbers don't add up. That, or something very funky is going on that's causing rounding errors. Can someone with more skill than me verify this? --Zeta0134 00:22, 1 June 2012 (UTC)Reply Snapshots vs Released Can we please leave the data for Release versions of Minecraft intact and have a separate section for Snapshot changes? Snapshots are a work in progress, while the release versions are what most users will be using. Snapshot changes should be placed under their own heading within each article. –Preceding unsigned comment was added by 141.132.148.19 (Talk) 23:11, 5 June 2012 (UTC). Please sign your posts with ~~~~Reply Experience has never been "exponential" I posted this on the Version history talk page too, but perhaps it belongs here too or instead: I don't know if this is an error on Mojang's part or some wiki editor, but experience has never been "exponential" either "slightly" or otherwise. In the pre-12w22a system the differential xp was linear and the cummulative xp was consequently quadratic. I have no hard stats to go by for 12w22a, but it sounds like the differential xp was constant (17 xp) and the cummulative xp was consequently linear. In the post-12w23a system the differential xp is constant for the first 16 levels, then it becomes roughly linear (it actually fluctuates a bit). This makes the cummulative xp roughy quadratic (the slight fluctuations prevent it from being perfectly fit by a polynomial). None of these systems are exponential. They are nowhere NEAR exponential. An exponential case would be where you have to multiply the past level's xp by some fixed number to find the next levels xp (either differential or cummulative, the derivative of an exponential is an exponential). An example would be where that number is 2 and the amount of xp required to level up doubles every time. This number could be less than 2, or even less than 1, but the bottom line is that the required xp grows *very* fast in the limit of large levels. Constant is "order 0", linear is "order 1", quadratic is "order 2", and so on. Exponential technically has infinite order. Granted there are slow growing functions, oscillating functions, and so on that have infinite order, but exponentials are generally considered one of the fastest growing functions (from the perspective of limiting behavior). So, I think its worth noting that the minecraft case is quadratic, not exponential, since quadratic is very slow-growing in comparison when it comes to limiting behavior. Dove 23:00, 14 June 2012 (UTC)Reply Achievements? The article mentions achievements in the 12w23a section but... I can't find any information to back that up on either the Achievements page, or by testing it myself (I'm playing 12w24a.) Is this claim that achievements give exp a mistake? I'm not sure enough to edit the article myself... Experience in 12w23b So I see it now takes 825 experience to get to level 30 (a substantial decline from the previous snapshot) but how does this affect the experience required for levels 31-50? Ipctimor 13:51, 5 July 2012 (UTC)Reply Monster spawners Just was mining monster spawners, they give loads of xp. I just did one, got nearly 2 levels. Somebody dig into the code, find the exact xp it can give. Funky3000 18:41, 13 July 2012 (UTC)Reply Block and Smelting XP Are the block XP ranges flat random values? Similarly, are the smelting values exact, multiplied by the item count? I'd kind of like to break out the block & smelting section to a new table, just so I can add a "per stack" column. --Mental Mouse 13:11, 9 September 2012 (UTC)Reply Is XP lost if items smelted emptied into a chest via a hopper?--Clonemonkey (talk) 12:17, 15 July 2019 (UTC)Reply Video tutorial I want to add here a link to a EXP farm. Where should I? –Preceding unsigned comment was added by Ritonda66 (Talk|Contribs) 18:56, 30 November 2012 (UTC). Please sign your posts with ~~~~Reply Extend level table to 40? Since the anvil can take up to 39 levels at a time, perhaps we should extend the XP/level table to level 40? --Mental Mouse 20:42, 15 December 2012 (UTC)Reply Geared mobs drop more XP While playing around in unmodded version 1.6.2 with strenght effect high enough to kill any mob with one hit, I've discovered some changes in XP drops : First of all, I've noticed that Skeletons, Wither Skeletons and Zombie Pigmen now drop 6,7 or 8 XP instead of 5. Note that : _every Skeleton carries a bow by default _every Wither Skeleton carries an Iron Sword by default _every Zombie Pigman carries a Golden Sword by default Then I made further tests (The following tests were made in hard mode with spawn eggs but seem to follow the same rules as natural spawning. However, they may contain mistakes) : Zombie - Iron Shovel - 6 XP (2x3) Zombie - Iron Sword - 7 XP (1x7) Zombie - Golden helmet with enchanted golden chestplate - 9 XP (2x1 + 1x7) Zombie - Full golden armor - 12 XP (2x1 + 1x3 + 1x7) Zombie - Full leather armor with enchanted chestplate - 14 XP (2x7) Zombie - Full golden armor with enchanted chestplate - 14 XP (2x7) Zombie - Full leather armor - 15 XP (1x1 + 2x7) Skeleton - Full leather armor - 12 XP (2x1 + 1x3 + 1x7) Skeleton - Full golden armor but shoes - 13 XP (2x3 + 1x7) Skeleton - Full golden armor - 18 XP (1x1 + 1x17) Conclusions : _It seems like carried gear affects the XP drops and scales with its efficiency. _It seems like eventual enchantments don't. Could somebody look at the code to confirm these observations ? (sorry for my english, just in case ;) ) Missingno 26 19:54, 22 August 2013 (UTC)Reply Experience for Spider Jockey Shouldn't it be 5+(1-3)+5 now, since the skelly always gives extra experience for its bow? --MentalMouse42 (talk) 20:29, 30 December 2013 (UTC)Reply Mending Using experience to achieve item mending is not discussed at all. 97.90.238.97 01:05, 24 November 2018 (UTC)Reply Cactus smelting The table here gives the amount of experience for smelting cactus at 0.2/block. This video tries to determine the experience rates for a few different smelting blocks. all the other blocks check out, but the result for cactus blocks seems to indicate a rate of 1/block. For the actual math, all other blocks seem to check out; the cobblestone as an example: 27*64 cobblestone@0.1 xp/block would give 173 xp, which is level 10 with ~47% towards next levelup. The cactus at the rates indicated here: 27*64 cactus@0.2 xp/block would give 346 xp, which is level 15 + ~83% towards next levelup, which is not what the guy in the video is getting. My hypothesis is that cactus actually give 1 xp/block: 27*64 cactus@1 xp/block would give 1728 xp, which is level 32 + ~76% towards next levelup, which is consistent with the results in the video. I'll edit the number in the table, if anybody has an insight that I've overlooked that would explain the results with the rates as in this page, I'd love to hear it and you can feel welcome to revert me. 31.21.110.226 15:55, 23 July 2019 (UTC)Reply Orb sounds Should the Orb Pickup Sound(sounds/random/orb.ogg) and Levelup Sound(sounds/random/levelup.ogg) be inserted into this( or Player) infobox ? Pneuma01 (talk) 07:45, 16 September 2019 (UTC)Reply Split discussion Gonna start this discussion with a weak oppose. I feel like the two sets of info are closely enough related it makes sense to keep the combined. I don't feel too strongly though. -PancakeIdentity (talk) 23:18, 19 March 2020 (UTC)Reply I agree that it should be split up. One article should focus on the Experience and Leveling system in Minecraft and the other article should focus on the orb itself eg. the block code, color, etc. 182.253.96.245 11:39, 26 April 2020 (UTC)Reply Oppose I don't feel like the page needs to be split, but I do think the page needs to be reorganized to bring information that players are more likely to be looking for to the top of the page, and moving less relevant info towards the bottom, and then combining sections to reduce redundant info. I think we can move the entire section about the xp orb entity down the page further, and bring more relevant info up higher. I have already made a a minor edit to the page by taking some info found in later sections and adding it to the introductory paragraph so the "behavior" section became more of an "experience sources" section. I spent a few hours drafting up a full page change, only to have the editor crash on me once, and the "Contents" table formatting broke itself another time. Flamingkitty the Memelord (talk) 06:16, 27 April 2020 (UTC)Reply Support, as this would make linking and categorization easier. We could still briefly describe the experience system in the Experience Orb section, as the two topics are related. Fadyblok240 (talk) 22:12, 19 August 2020 (UTC)Reply Formula for "EXP until next level" in incorrect The formula for how much exp it takes to get to the next level is incorrect according to the chart, and the chart is correct. [Java] Please verify furnaces no longer destroy stored exp when broken? Game version 1.16.1 JE No mention of furnaces dropping exp. Scenario I tested: Furnace that had been storing exp due to hopper automation was destroyed by me mining it, dropped exp as collectable orbs instead of deleting it. If page is out of date and has been feature for a while, just update the page. If new unconfirmed change, please attempt to reproduce and post your findings as a reply. My testing on a vanilla JE server with no datapacks conflicts with "Dumping the contents by breaking the furnace destroys the experience." Untested on BE. -LexiTehGallade aka 82.12.238.82 19:42, 4 July 2020 (UTC)Reply EDIT: Nevermind. I see it was a bug (MC-1601) that was resolved in 20w17a. Making the edit myself. Do hostile babies really give that much? The page indicated that the various baby zombies etc give 12 XP+equipment. Which would certainly be deserved (those things are nasty!), but it's the first I've seen of that. Has anybody checked the code on this? --MentalMouse42 (talk) 23:41, 3 May 2021 (UTC)Reply Sculk Catalyst and Baby Mobs I don't know how old this info is but I just tested and killing a baby mob did trigger the Sculk Catalyst to do its own block animation, however I did not see any sculk creation or bubbling. So it is not "allowing for experience to be obtained in a more indirect way" as the current page says. Someone else should probably test this and verify, so we can correct this page info. Also on the page for the Sculk Catalyst, it states the opposite, that it will not spread sculk with any mobs that don't drop XP, so either way the info on both pages should match. --DrNusbaum (talk) 03:05, 3 May 2023 (UTC)Reply Useful numbers -> "The maximum level of XP" So I read this last bullet point in list, and this "survival EXP cap" struck me as suspiciously low, especially compared to the supposed required amount of EXP to get to the next level being over 2^32 - 1, when in the EXP table above this list, the EXP required for the next level never outpaces the total EXP required for said level. So I plugged 238,609,312 as the total EXP needed into the 'Total Levels' equation at level 32+, and got ~7,299.822. Instead of doing the easy thing and just plugging 7,300 in as the level in the equation for total experience (level 32+), I tinkered with adding a bit more EXP in the first equation until I found that I needed 11,658 additional EXP to get to a whole numbered level of 7,300. In any case, plugging this into the 'Experience required (until next level)' equation gives 65,542, which is just a bit over the short integer limit. But that's not the limit the factoid states. Out of curiosity, I plugged in the 32-bit integer limit into the 'Total Levels' equation and solved, and got ~21,863.285. Plugging in 21,863 as the current level, the EXP needed to get to the next level is only 196,609. Since total EXP reaches the limit long before EXP to next level, I'm going to assume that that's the hard survival cap on how many levels can be gained. However, I tried one last thing. I read it again and thought "what if the person who wrote this meant just 'level', and not 'amount of XP'". I plugged the number in the bullet point into the 'experience required (until next level)'" equation and got just 3 over the 32-bit integer limit. I clarified the bullet point now, so this should put this issue to rest and hopefully prevent further confusion. Sculk Silk Touch Pickaxe (?) In the “Sources” section it says that if you mine sculk blocks with a Silk Touch pickaxe it will drop the block itself, I’m going to change this to “Silk Touch tool” because I did it with a shovel and the primary tool for breaking sculk is a hoe anyway Pokemonster (talk) 15:33, 28 March 2025 (UTC)Reply Feedback (Sat, 07 Jun 2025 23:19:19 UTC) Feedback (Tue, 30 Sep 2025 01:49:45 UTC) Feedback (Mon, 06 Oct 2025 19:10:03 UTC) Navigation menu |
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File:Crimson Hanging Sign JE1 BE1.png License File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 49 pages use this file (also see what links to it): Global file usage The following other wikis use this file: 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:Crimson_Hyphae_(UD)_JE1_BE1.gif] | [TOKENS: 92] |
File:Crimson Hyphae (UD) JE1 BE1.gif Summary Animated render of a crimson hyphae. Static render File:Crimson Hyphae.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 42 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/destroy] | [TOKENS: 60] |
/destroy Hidden 0 None Makes your agent destroy a block or item in the specified direction. Contents Syntax Arguments direction: string Result Fails if the block was unbreakable or a non-solid block. On success, the Agent destroys the block/item by one hit as expected. History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Minecraft_Wiki:Hey_Wiki?action=edit§ion=4] | [TOKENS: 216] |
Editing Minecraft Wiki:Hey Wiki (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Special:TalkPage/Template:Navbox_gameplay] | [TOKENS: 553] |
Template talk:Navbox gameplay Contents Interwiki The german name changed to Vorlage:Navbox-Gameplay. Can someone change it?--.zip de.MinecraftWiki-Admin Diskussion 09:56, 18 August 2013 (UTC)Reply Ajax Why use Ajax for loading the template? That just makes it slower and not work without Javascript.This template is way too small for there to be any benefits to not loading it straight away. If you want to hide it before you click it, there are other ways. -- Anka213 (talk) 12:32, 18 July 2014 (UTC)Reply Category on project pages Can the category be set to not show on translation pages like was done with other navboxes (e.x. {{blocks}})? –KnightMiner (t·c) 17:35, 12 January 2015 (UTC)Reply Remove farming Seeing as all the pages under "Farming" are tutorials, and they describe mainly exploits rather than gameplay mechanics, do we really need that section here? I can see maybe having a page about general farming mechanics being here, but specific tutorials on every farmable item and mob I think belongs only on {{tutorials}}. –KnightMiner t/c 03:58, 30 December 2015 (UTC)Reply Tutorial hints Can I add tutorial hints to this template? Tutorial hints have similar mechanics to advancements, which are regarded as a gameplay mechanic, and I can't think of any other category tutorial hints would fit in.--Madminecrafter12 (talk) 16:37, 13 January 2018 (UTC)Reply non-renewable I didn't see them 180.190.39.161 05:43, 17 June 2019 (UTC)Reply Italian language It would be appropiate to add the Italian language attached to this page, as the Italian version of this Wiki has this page too. So do it, thanks. --Zizork (talk) 13:51, 12 November 2019 (UTC)Reply Add Emotes —98.230.115.82 19:29, 8 May 2020 (UTC)Reply Change link Hello. Can anyone change the link to "Item durabilty" (a redirect) to "Durability"? Thanks. --149.71.48.97 10:30, 16 April 2021 (UTC)Reply Add Autosave Currently Autosave is not in an Navbox. Should it be added here in General mechanics or in another section completely. BBQChicken (talk) 19:23, 15 May 2025 (UTC)Reply Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Attribute] | [TOKENS: 2635] |
Attribute An attribute is a value that determines certain properties of mobs, armor stands, and players. Attributes also have modifiers that adjust the strength of their effects. Contents Applying attributes Attributes can be applied directly to living entities using the /attribute command. The below command is an example that dramatically increases the luck attribute, leading to the player being able to fish treasures nearly every time: /attribute @p minecraft:luck base set 1024 After it's modified, it can then be reset to the default value (which is 0.0 for minecraft:luck attribute): /attribute @p minecraft:luck base reset Additionally, attribute values can be specified when summoning a mob. For example, the following command summons a zombie that follows players when they are 100 blocks or fewer from it instead of the usual 35: /summon zombie ~ ~ ~ {attributes:[{id:"follow_range", base:100.0d}]} Attributes can also be applied as attribute modifiers on items by using data components. When applied to an item, a modifier adjusts the corresponding attribute if the item is held or worn. Attribute modifiers can be added to items by adding data tags to the item. Each attribute modifier has a unique identifier, which is a resource location to identify the modifier. The following command gives the player a netherite sword that deals 20HP × 10 extra damage: /give @s netherite_sword[attribute_modifiers=[{type:"attack_damage", amount:20.0, operation:"add_value", id:"example:custom_damage", slot:"mainhand"}]] Attributes A single attribute controls some property of an entity, described by its name; it has a base value, set within hard-coded minimum and maximum limits, and if undefined, it's specified by the default value. The base value may be multiplied or added by a set of modifiers; these affect the attribute's base, but the calculated value is always capped by the minimum and maximum. Attribute modifiers have namespaced identifiers. If two modifiers have the same ID and affect the same attribute, then they do not stack; instead, only the one most recently added takes effect, overriding previous modifiers. These attributes are found on all living and undead entities, including players. armor 0 () 0 () 30 ( × 15) This attribute defines the armor defense points. armor_toughness 0 0 20 This attribute defines armor toughness. attack_damage 2HP 0HP 2048HP × 1024 This attribute defines the damage dealt by attacks, in half-hearts. attack_knockback 0 0 5 This attribute defines the knockback applied to attacks.[more information needed] It applies only to mobs with physical attacks and players. generic.attack_reach 2.5 0 6 This attribute determines the reach at which players can attack entities. It does not affect the interaction range. attack_speed 4 0 1024 This attribute determines recharging rate of attack strength. Its value is the number of full-strength attacks per second. block_break_speed 1 0 1024 This attribute determines the speed at which the player can break blocks as a multiplier. block_interaction_range 4.5 0 64 This attribute determines the block interaction range for players in blocks. In Creative mode, the block interaction range is increased by 0.5 to make some actions easier. This does not affect the base value of the attribute, so the bonus acts as a modifier. burning_time 1 0 1024 This attribute is a multiplier for how long an entity should remain on fire after being ignited. A value of 0 eliminates the burn time. It has no impact on the burning time increase when staying in fire. camera_distance 4 0 32 This attribute determines the distance at which the camera is placed away from the player or spectated entity when in a third-person view. This distance is multiplied by the scale attribute to get a final target camera distance. If the entity being ridden has a larger camera_distance attribute, that distance will be used. entity_interaction_range 3 0 64 This attribute determines the entity interaction range for players in blocks. In Creative mode, the entity interaction range is increased by 2 to make some actions easier. This does not affect the base value of the attribute, so the bonus acts as a modifier. explosion_knockback_resistance 0 0 1 This attribute defines what percentage of knockback from explosions an entity resists. A value of 1 eliminates the knockback. fall_damage_multiplier 1 0 100 This attribute determines the amount of fall damage an entity takes as a multiplier. flying_speed 0.4 0 1024 This attribute is a flight speed modifier in some unknown metric.[more information needed] follow_range 32 0 2048 This attribute determines the range in blocks within which a mob with this attribute targets players or other mobs to track. Exiting this range causes the mob to cease following the player/mob. gravity 0.08 -1 1 This attribute determines the gravity affecting an entity in blocks per tick squared. jump_strength 0.42[note 1] 0 32 This attribute determines the initial vertical velocity of an entity when they jump, in blocks per tick. knockback_resistance 0 0 1 This attribute determines the scale of horizontal knockback resisted from attacks and projectiles. Vertical knockback is not affected. It does not affect explosions. The resistance functions as a percentage from 0.0 (0% resistance) to 1.0 (100% resistance) (e.g. 0.4 is 40% resistance, meaning the attributed mob takes 60% of usual knockback). Iron golems and wardens suffer zero knockback from attacks or projectiles. luck 0 -1024 1024 This attribute affects the results of loot tables using the quality or bonus_rolls tag (e.g. when opening chests or chest minecarts, fishing, and killing mobs). max_absorption 0HP 0HP 2048HP × 1024 This attribute is the maximum absorption of this entity (in half-hearts); it determines the highest health they may gain by the Absorption effect. max_health 20HP × 10 1HP 1024HP × 512 This attribute is the maximum health of the entity in half-hearts. It determines the highest health they may be healed to. If the player is using this to summon a mob with high health, use this and the Health tag; for example: {Health:200.0f}.[verify] mining_efficiency 0 0 1024 This attribute is a factor to speed up the mining of blocks when using the right tool. movement_efficiency 0 0 1 This attribute is a factor to improve walking on terrain that slows down movement. A value of 1 removes the slowdown. movement_speed 0.7 0 1024 Movement speed is the speed at which entities can move, but this is not the actual speed value in blocks/second. The mob's actual speed in blocks/second is a bit over 20 times this value, but is affected by various conditions, such as the behavior it's following (e.g. idling, attacking or fleeing), being ridden (if a horse), sprinting, being led by a leash, and being under the effect of a Speed or Slowness potion. Baby mobs also have an additional speed multiplier on top of the base value. oxygen_bonus 0 0 1024 This attribute determines the chance that an entity's Air data tag decreases in any given game tick, while the entity is underwater. The chance is given by 1⁄(oxygen_bonus + 1). safe_fall_distance 3 -1024 1024 This attribute determines the number of blocks an entity can fall before fall damage starts to be accumulated. It also determines the minimum amount of blocks the entity has to fall to make fallling particles and sounds. scale 1 0.0625 16 This attribute multiplies the size of an entity. spawn_reinforcements 0 0 1 This attribute determines the chance for a zombie to spawn another zombie when attacked. sneaking_speed 0.3 0 1 This attribute determines the movement speed factor when sneaking or crawling. A factor of 1 means sneaking or crawling is as fast as walking, a factor of 0 means unable to move while sneaking or crawling. step_height 0.6 0 10 This attribute determines the maximum number of blocks that an entity can step up without jumping. Sneaking prevents drops from heights that are higher than this attribute. This happens if the height that the player is above a block is equal or less than the attribute. submerged_mining_speed 0.2 0 20 This attribute determines the mining speed factor when underwater. A factor of 1 means mining as fast as on land, a factor of 0 means unable to mine while submerged. This represents only the submersion factor itself; other factors (such as not touching the ground) also apply. sweeping_damage_ratio 0 0 1 This attribute determines how much of the base attack damage gets transferred to secondary targets in a sweep attack. This is in addition to the base attack of the sweep damage itself. A value of 1 means that all of the base attack damage is transferred (sweep damage is attack_damage + 1) tempt_range 10 0 2024 This attribute determines the range, in blocks, in which mobs can be tempted. When tempted, mobs follow the player while the player is holding a specific item. water_movement_efficiency 0 0 1 This attribute is a factor of movement speed when submerged. A higher value lets entities move faster. This represents only the submersion factor itself; other factors (such as sprinting) also apply. waypoint_receive_range 0 0 60,000,000 This attribute determines the maximum distance from the player to a waypoint at which the waypoint is displayed on the locator bar. This attribute has no effect on mobs. waypoint_transmit_range 0 0 60,000,000 This attribute determines the distance at which an entity displays as a waypoint on the locator bar. Modifiers Modifiers increase or decrease the attribute's base value by using certain operations. The resulting value after modification is capped by the attribute's minimum and maximum limits. Similar to attribute names, modifiers have a namespaced identifiers to uniquely identify the modifier. However, a modifier's ID does not define the modifier's behavior; instead, it is determined by its operation. Modifiers carry an amount to their modification. When attribute modifiers are applied to items, the type parameter is required; this defines which attribute the modifier affects. Modifiers can be added or removed from all living entities using the /attribute command, modifying the entity's NBT data, or using item modifiers via data components. Modifier operations dictate how it modifies an attribute base value. There are three operations that exist in the game:[note 1] Total=Base+Amount1+Amount2+…+Amountn For example, applying two add_value modifiers with amounts of 2 and 4, to attribute base of 3: Total=3+2+4=9 Total=Base×(1+Amount1+Amount2+…+Amountn)[note 2] For example, applying two add_multiplied_base modifiers with amounts of 2 and 4, to attribute base of 3: Total=3×(1+2+4)=3×7=21 Total=Base×(1+Amount1)×(1+Amount2)×…×(1+Amountn) For example, applying two add_multiplied_total modifiers with amounts of 2 and 4, to attribute base of 3: Total=3×(1+2)×(1+4)=3×3×5=45 If multiple attribute modifiers are applied, the game first executes all add_value modifiers, then all add_multiplied_base modifiers, and finally all add_multiplied_total modifiers. The Total value is always carried as the Base for the next set of modifiers. As stated before, a modifier's ID can be anything, and this does not affect its behavior. The following are known modifier IDs and values used in vanilla Minecraft. Manually setting vanilla modifiers with the correct ID and attribute overrides the default value. minecraft:armor.chestplate minecraft:armor.leggings minecraft:armor.boots minecraft:armor.chestplate minecraft:armor.leggings minecraft:armor.boots minecraft:armor.chestplate minecraft:armor.leggings minecraft:armor.boots History Issues Issues relating to "Attribute" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Minecraft_Wiki:Hey_Wiki?action=edit§ion=5] | [TOKENS: 216] |
Editing Minecraft Wiki:Hey Wiki (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Crimson_Hyphae] | [TOKENS: 365] |
Wood Yes Yes (64); same type only 2 2 No No Wood or hyphae is a block that has the log's "bark" texture on all six sides. It comes in 11 types: oak, spruce, birch, jungle, acacia, dark oak, mangrove, cherry, crimson, warped, and pale oak. Contents Obtaining Wood and hyphae can be broken by hand, but using an axe is the fastest. Acacia wood can generate in savanna villages. Spruce wood can generate in snowy taiga and taiga villages. Mangrove wood can generate in some entrance rooms of trial chambers. Wood or hyphae can be crafted out of four matching logs or stems, yielding three wood or hyphae as a result. Usage Wood and hyphae can be placed in three orientations, similarly to normal logs. Wood can be used as a fuel in furnaces, smelting 1.5 items per block. Hyphae cannot be used as a fuel in furnaces. Using an axe on wood or hyphae turns it into stripped wood or hyphae, which acts the same as regular wood or hyphae. Cocoa beans can be placed on the side of jungle wood to grow new cocoa pods. Wood and hyphae can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Videos History The data values for minecraft:log2 were as follows: Issues Issues relating to "Wood" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Crimson_Pressure_Plate_JE1_BE1.png] | [TOKENS: 68] |
File:Crimson Pressure Plate JE1 BE1.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 42 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/Minecraft_Wiki:Hey_Wiki?action=edit§ion=6] | [TOKENS: 216] |
Editing Minecraft Wiki:Hey Wiki (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Waxed_Cut_Copper] | [TOKENS: 390] |
Cut Copper Yes Yes (64) 6 3 No No No No Cut copper is an oxidizing metal block crafted from blocks of copper. Like other copper blocks, cut copper can be waxed to prevent oxidation. Contents Obtaining Cut copper can be mined only with a stone pickaxe or better. If cut copper is mined without the use of a pickaxe, it drops nothing. Oxidized cut copper, waxed oxidized cut copper, and waxed cut copper generates naturally in trial chambers. Cut copper can be turned into the respective waxed cut copper by using a honeycomb item on them. Waxed cut copper does not oxidize and are identical to the non-waxed version. Using an axe on waxed cut copper turns it into the respective non-waxed cut copper. In addition, using an axe on exposed, weathered, or oxidized cut copper reverts it one stage to regular, exposed, or weathered cut copper respectively. Non-waxed cut copper is completely deoxidized when struck by lightning, and other non-waxed cut copper nearby is deoxidized randomly. Usage Non-waxed cut copper has four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation on cut copper. As the block begins to oxidize (exposed), it gets discolored and green spots begin to appear. As the oxidation continues (weathered), the block is a green color with brown spots. In the last stage (oxidized), the block is teal with several green spots. Cut copper can be placed under note blocks to produce trumpet sounds.[upcoming First Drop 2026] Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Gallery Issues Issues relating to "Cut Copper" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Waxed_Weathered_Cut_Copper] | [TOKENS: 390] |
Cut Copper Yes Yes (64) 6 3 No No No No Cut copper is an oxidizing metal block crafted from blocks of copper. Like other copper blocks, cut copper can be waxed to prevent oxidation. Contents Obtaining Cut copper can be mined only with a stone pickaxe or better. If cut copper is mined without the use of a pickaxe, it drops nothing. Oxidized cut copper, waxed oxidized cut copper, and waxed cut copper generates naturally in trial chambers. Cut copper can be turned into the respective waxed cut copper by using a honeycomb item on them. Waxed cut copper does not oxidize and are identical to the non-waxed version. Using an axe on waxed cut copper turns it into the respective non-waxed cut copper. In addition, using an axe on exposed, weathered, or oxidized cut copper reverts it one stage to regular, exposed, or weathered cut copper respectively. Non-waxed cut copper is completely deoxidized when struck by lightning, and other non-waxed cut copper nearby is deoxidized randomly. Usage Non-waxed cut copper has four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation on cut copper. As the block begins to oxidize (exposed), it gets discolored and green spots begin to appear. As the oxidation continues (weathered), the block is a green color with brown spots. In the last stage (oxidized), the block is teal with several green spots. Cut copper can be placed under note blocks to produce trumpet sounds.[upcoming First Drop 2026] Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Gallery Issues Issues relating to "Cut Copper" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Waxed_Exposed_Cut_Copper] | [TOKENS: 390] |
Cut Copper Yes Yes (64) 6 3 No No No No Cut copper is an oxidizing metal block crafted from blocks of copper. Like other copper blocks, cut copper can be waxed to prevent oxidation. Contents Obtaining Cut copper can be mined only with a stone pickaxe or better. If cut copper is mined without the use of a pickaxe, it drops nothing. Oxidized cut copper, waxed oxidized cut copper, and waxed cut copper generates naturally in trial chambers. Cut copper can be turned into the respective waxed cut copper by using a honeycomb item on them. Waxed cut copper does not oxidize and are identical to the non-waxed version. Using an axe on waxed cut copper turns it into the respective non-waxed cut copper. In addition, using an axe on exposed, weathered, or oxidized cut copper reverts it one stage to regular, exposed, or weathered cut copper respectively. Non-waxed cut copper is completely deoxidized when struck by lightning, and other non-waxed cut copper nearby is deoxidized randomly. Usage Non-waxed cut copper has four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation on cut copper. As the block begins to oxidize (exposed), it gets discolored and green spots begin to appear. As the oxidation continues (weathered), the block is a green color with brown spots. In the last stage (oxidized), the block is teal with several green spots. Cut copper can be placed under note blocks to produce trumpet sounds.[upcoming First Drop 2026] Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Gallery Issues Issues relating to "Cut Copper" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu |
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