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[SOURCE: https://minecraft.wiki/w/Minecraft_Wiki:Hey_Wiki?action=edit§ion=7] | [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/Exhaustion] | [TOKENS: 1010] |
Food mechanics This article is about the mechanics of food, including eating, hunger, saturation, exhaustion, and status effects. The mechanics of food are exclusively used by players. Contents Eating Eating is the process of consuming food items. Eating a food item requires holding use, and takes an amount of time dependent on the food's consumption time value. Eating (or drinking) a consumable takes 32 game ticks (1.6 seconds), with the exceptions of dried kelp which takes half of the time (16 game ticks (0.8 seconds)), and honey bottles which take 25% longer (40 game ticks (2 seconds)). Cake is a block and thus cannot be eaten in the hand, requiring the player to place it down and then use it. In Survival, food cannot be eaten while already at full hunger, with the exception of chorus fruit, golden apples, enchanted golden apples, honey bottles, and suspicious stew. This also applies to potions, water bottles, and milk buckets. In Creative mode and Peaceful difficulty[Bedrock Edition only], any food can be consumed at any time. Hunger Hunger is a value that determines healing, whether or not the player can sprint, and whether or not the player is starving. Hunger is restored by eating food items. Hunger is lost by healing or by performing energy-intensive actions that exhaust the player, and is the second value to be consumed by it, after saturation. The player's current hunger value is represented by the hunger bar (), which displays above the hotbar on the right side, opposite of the health bar. Each hunger point is represented by half a hunger icon (), and the maximum hunger value is 20. Hunger points can also be restored by applying the Saturation status effect. The hunger value does not drain on Peaceful difficulty, and always remains at the maximum value of 20. If the hunger value is at 18 () or above, or the saturation value is non-zero, the player's health naturally regenerates every 4 seconds (80 ticks). Saturation is used first, and then once fully drained, hunger is used instead. When the hunger value drops to 17 () or below, natural regeneration stops. If the hunger value is at 6 () or below, the player loses the ability to sprint. If the hunger value reaches 0 (), the player will begin to lose health due to starvation. Starvation damages the player by 1HP every 4 seconds (80 ticks). Starvation damage ignores armor and armor toughness, the Protection enchantment, and the Resistance effect. Starvation damage stops taking effect when reaching certain health thresholds on certain difficulties. Saturation Saturation is a value that determines healing, as well as the time until hunger begins to deplete. Saturation is lost by healing or performing energy-intensive actions that exhaust the player, and is the first value to be consumed by it, before hunger. The player's current saturation value is not visually displayed as a bar, unlike the hunger value. Instead, when saturation reaches zero, the hunger bar starts to shake or jitter periodically. Saturation boost is a mechanic exclusive to Java Edition that regenerates health when the player's hunger bar is full (). Saturation boost heals 1HP and consumes 1.5 () saturation points every 0.5 seconds (10 ticks). Exhaustion Exhaustion is incurred from doing certain energy-intensive actions, and certain actions exhaust the player more than others. Exhaustion first reduces saturation, and then reduces hunger. Once the exhaustion level reaches 4.0, it resets to 0.0 and reduces the saturation by 1 () if there is any saturation remaining. If the saturation is 0, it reduces the hunger by 1 () instead. Effects Certain foods provide additional effects when eaten, both helpful and harmful. This can come in the form of gaining status effects, clearing status effects, or teleportation. The Hunger effect removes 1 () hunger or 1 () saturation point every 40level seconds, and turns the hunger bar to a green color (). It is inflicted by being attacked by a husk, or by eating pufferfish, rotten flesh, or raw chicken. The Saturation effect replenishes 1 () hunger point and 2 () saturation points every 0.05 seconds (1 tick)[Java Edition only] per level. It is applied exclusively through suspicious stew crafted with a blue orchid or dandelion. Internal variables Food mechanics utilize four variables, the values of which are stored in the player.dat format. Variables can be queried in-game with the following command: /data get entity <player's name> <variable>[Java Edition only]. Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Food mechanics" are maintained on the bug tracker. Issues should be reported and viewed there. Notes References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Edition#Release] | [TOKENS: 2558] |
Bedrock Edition Native Enhanced Backwards-compatible Discontinued C++ August 16, 2011 iOS & iPadOS 13+ Fire OS 7+ Galaxy Store Windows 10 Mobile Windows 10+ Gear VR Oculus Rift tvOS & Fire TV Xbox One Windows Mixed Reality Nintendo Switch PlayStation 4 ChromeOS PlayStation 5 Xbox Series X|S Online not rated As of 26.0: Proprietary No Base game Fire tablets Xbox Nintendo Switch PlayStation 4 PlayStation 5 Deluxe Collection Nintendo Switch PlayStation Triple Bundle[note 6] Nintendo Switch PlayStation Beta Preview Minecraft: Bedrock Edition (just Minecraft[note 7] on most platforms and in-game) is the multi-platform versions of Minecraft developed by Mojang Studios, Xbox Game Studios, and SkyBox Labs and based on the Bedrock codebase. Bedrock Edition was released on September 20, 2017 with the version 1.2.0 as a continuation of Pocket Edition. Contents Bedrock codebase The term "Bedrock Edition" originates from the Bedrock codebase, which was created in the C++ programming language to run on platforms that cannot support Java. Code was added to accommodate differences in the target platforms for such facilities as networking and storage access, though most of the code is used on every platform. This common core of functionality is called the "Bedrock Engine". The codebase resides within a software system that manages the pieces of code and tracks their evolution. This allows the codebase to host not only the current version but all past versions, the standalone Bedrock Dedicated Server (BDS) versions, and several Beta versions simultaneously with no conflicts. Target platform builds are created individually, then transmitted to the platform's app store. Most stores have their own compliance requirements and subject the incoming edition to a series of certification tests before making it available for download. Xbox Game Studios attempts to synchronize availability across stores, but the certification process is not under their control and can delay an edition's availability on a certain platform, especially if it fails certification and has to go back to the developers for a fix. Bedrock code is used for Minecraft Education, and China Edition, as well as the discontinued Minecraft Legends, Minecraft Dungeons, Pi Edition, New Nintendo 3DS Edition, and Minecraft Earth. Nomenclature Up until June 7, 2022, the name "Bedrock Edition" was not the official name of any edition of the game. Starting with the Better Together Update, all Bedrock editions of Minecraft have been named simply Minecraft. Before then, they each had a subtitle identifying the target platform, including Pocket Edition (for all mobile platforms), Windows 10 Edition, Gear VR Edition, and Fire TV Edition. The earliest of these was Pocket Edition, also known as "MCPE" or "PE", and these names were (and still are) sometimes used to refer to all the Bedrock editions, possibly even including those that were introduced after the renaming occurred. The renaming of the Bedrock editions to Minecraft with no "Edition" subtitles created confusion in the community for several reasons: Together, these complications made the official name Minecraft useless for referring to the Bedrock editions collectively. The editors of the Minecraft Wiki, however, needed such a term in order to describe the functioning of the Bedrock Engine across all editions, so despite there not being a real Bedrock Edition, the wiki chose to use this as a term of art, based on the internal name of the codebase. Subsequently, the community adopted it as well, and it is now the de facto standard term for referring to all the Bedrock editions collectively. Mojang Studios employees have also used the term "Bedrock Edition" to refer to said edition in news articles. Since June 7, 2022, both Java Edition for PC and Bedrock Edition for Windows are sold under one bundle, titled Minecraft: Java & Bedrock Edition for PC, marking the first official use of "Bedrock Edition" as a subtitle in any Bedrock editions. On September 10, 2024, the Minecraft Launcher update, Launcher 3.0.13, changed the previous naming of Minecraft for Windows to Minecraft: Bedrock Edition. Gameplay The objective of the game remains the same as Java Edition, where players can build virtual realities in a sandbox-like environment. Like them, Bedrock Edition has survival elements such as hunger and brewing, and the Nether and End dimensions. The multiplayer mode is cross-platform compatible between all supported devices. Bedrock Edition differs from Java Edition and Legacy Console Edition in a variety of ways, such as more saturated graphics, different terrain generation, some exclusive items, and an official add-on system. The HUD and other elements vary for each relevant device. Players can interact with the game via a keyboard and mouse, touchscreen, or a gamepad. Differences from Java Edition include: Some features of Bedrock Edition are available only on certain platforms. Minimum: Recommended: Minimum: Recommended: Minimum: Recommended: For ray tracing: Some devices below these specifications have been known to work fine either with or without custom ROM images, kernels, and overclocking of the CPU. The MSM7227 CPU is not supported due to its lack of a floating-point unit. The NVIDIA Tegra 2 processor is also not supported because it lacks support for NEON. Development A video of an early prototype was released on X (formerly Twitter), showing the game on the Xperia PLAY. The Alpha version was later released and was released for different platforms on October 7, 2011. The non-exclusive version was going to be released on September 29 for Android, but several severe bugs needed to be fixed; the release was delayed until October 7. A version for iOS devices was confirmed to be released before 2012 in an interview with Mojang Studios and was subsequently released on November 17, 2011. After the initial releases for Android and iOS, updates were released in parallel, with the same features being added for both platforms. During the Alpha stage, various aspects of gameplay were introduced into the Bedrock codebase, including: crafting, smelting, more blocks, items, mobs, and more game modes to bring it closer to the Java Edition. As the Pocket Edition development team works closely, often blocks released on the Java Edition are released around the same time for Pocket Edition. Certain features were also tested on Pocket Edition before their Java releases, such as beetroots and their related items, and also block models. During the Alpha phase, the Bedrock codebase was ported to more platforms: first, Pocket Edition was released for Fire on September 13, 2012, and for Windows Phone on December 10, 2014. The Windows 10 Edition Beta was released on July 29, 2015, at a higher price than Pocket Edition. Gear VR Edition was released April 27, 2016, for the same price as Pocket Edition. Two other versions of Minecraft that are based on the Bedrock codebase, but separate from Bedrock Edition, were also released during this period. Pi Edition is a free and discontinued version of Minecraft for the Raspberry Pi, which was based on an old alpha version of Bedrock. Minecraft Education was released for Windows and macOS on November 1, 2016. 1.2.0 (September 20, 2017) On November 11, 2016, the full release of the game, version 1.0.0 (dubbed the Ender Update), was announced. It was released on December 19, 2016, along with the Apple TV Edition and Fire TV Edition. Pocket Edition began to receive updates again for Windows 10 Mobile on February 22, 2017. From version 1.2.0, the Better Together Update, the Bedrock editions no longer have the "Edition" subtitle and are renamed to simply Minecraft. A port of Bedrock Edition for Xbox One was released along with the update, and one for the Nintendo Switch was released digitally and physically on June 21, 2018. PlayStation 4 users received the Bedrock Edition with the 1.14.0 update on December 10, 2019. Owners of the original Legacy Console Edition for these consoles can download the new version for free. In October 2020, the Gear VR and Windows 10 Mobile editions of the game were discontinued. In June 2021, the Fire TV edition of the game was discontinued. beta 1.2.0.2 (July 31, 2017) Starting on November 22, 2013, Mojang Studios began to publicly release testing versions of full updates to Android users who opt into the beta program, to get major feedback, especially for bug reporting. This enabled the official updates to be considerably more stable. Versions from 0.8.0 to 0.12.1 required opting into a Google+ group to receive development builds. Players would then see development updates appear as normal updates in the Play Store. On July 17, 2015, the Google+ group was removed due to the amount of spam and advertisements that the group attracted. On November 3, 2015, the PE Beta team published a dedicated blog that was subsequently used for users to opt into the 0.13.0 beta program and to display changelogs for these development builds. The Xbox Insider Hub app is used to opt into the beta program on Windows since July 31, 2017, and on Xbox One since August 24. Before the release of the Better Together Update, the Xbox One beta was available only to owners of the digital version of the original Xbox One Edition, and not owners of the disc version. Starting on January 31, 2022, the beta program was expanded to other platforms, starting with iOS and iPadOS, with Minecraft Preview. The previous beta program through Xbox Insider Hub has been phased out and replaced by Minecraft Preview. Players can also test unfinished or work-in-progress features using Experimental Gameplay, a toggle that can be turned on through world settings, but once on, it cannot be turned off again in that world. Price Although all Bedrock editions are nearly identical, the price[note 8] varies depending on the platform. The mobile versions cost US$6.99 (£6.99), while the ChromeOS, Xbox, and PS4 versions cost US$19.99 (£19.99, £16.74, and £12.99 respectively). The Windows and Nintendo Switch versions are the most expensive, both costing US$29.99 (£24.99 and £19.99 respectively), though the Windows version includes Java Edition and the Nintendo Switch version includes some DLC. DLC purchased from the Marketplace on one platform is usable on all other platforms, but the game itself is sold separately on each platform. Xbox achievements are not shared between platforms, and buying the game on one of these platforms does not get the game on the others. The Xbox and Windows versions are included with Xbox Game Pass Premium and Xbox Game Pass Ultimate, with the Windows version also included with PC Game Pass. The PS4 version is PS4 Pro enhanced. As with all other versions of Minecraft, updates are free of charge. On Windows, the game can be launched via the Minecraft Launcher. Sales As of December 2013, Pocket Edition (the only Bedrock Codebase edition at the time) had sold 16.5 million copies, while at the same time, the Java Edition had sold 13 million. These calculations came out after the 0.8.0 update. This was considered a huge success, with Pocket Edition outselling both Java Edition and Legacy Console Edition, despite being considered to be the least-developed at the time. On December 2, 2016, Marsh Davies announced that Pocket Edition had sold over 40 million copies (at the time, Java Edition had sold over 24 million). This statistic included Windows 10 Edition and Gear VR Edition. Minecraft is also usually in the top 10 and regularly #1 in the Apple App Store's and Google Play's Paid Apps Section in the Top Charts. Platform differences There are several features in Bedrock Edition that are exclusive to certain platforms due to capability restrictions on different platforms. Here is a table of the features that are available only on certain platforms. Quotes Explore infinite worlds and build everything from the simplest of homes to the grandest of castles. Create, explore, and survive alone or with friends on mobile, PC, and console devices. Trivia Gallery Notes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands/transfer_(Education)] | [TOKENS: 94] |
/transfer Hidden 0 None Transfers a specified quantity of items from one slot to another of your Agent's inventory. Contents Syntax Arguments srcSlotNum: int quantity: int srcSlotNum: int Result Fails if the arguments are not specified correctly, or returns false if the destination already has items of a different type, and if the source slot was empty. On success, returns true if there was a room for the items to be transferred. History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Entity_format] | [TOKENS: 552] |
Entity format Entities are stored in the entities folder of respective dimension folders. It is stored like Minecraft Anvil format files, which are named in the form r.x.z.mca. Contents Directory structure Entity inheritance Most entities share similar functionalities with each other from abstract classes or interfaces. For instance, horses (and their undead variants), donkeys, camels, mules, and llamas all inherit from Abstract Horse, which share some of its horse-like behaviors and properties to their inheritance. This inheritance can be seen under the game's code for all of its entities. An entity that inherits from an abstract class or other entity share their implementation and functionalities with each other, while an entity that inherits from an interface may not necessarily share its functionalities, rather implement the required behaviors from the interface itself. As such, an entity's implementation of the interface may be different from other entities. Any entity may implement multiple interfaces, while only inheriting a single abstract class or other entity. NBT structure Every entity is an unnamed [NBT Compound / JSON Object] compound contained in the Entities list of a chunk file. The sole exception is the Player entity, stored in level.dat, or in <player>.dat files on servers. Entity format All entities are with the following structure: Mobs are a subclass of Living Entity with additional tags to store their health, attacking/damaged state, potion effects, and more depending on the mob. Players and armor stands are a subclass of living entities. Many mobs additionally have individual data. Variant names taken from the names of the texture file they correspond to. Summoning a horse without specifying the Variant value results in a white horse. Summoning a horse with a correct color byte but an incorrect marking byte results in a horse of the corresponding color but no markings. Summoning a horse with a correct marking byte but an incorrect color byte results in a white horse with the corresponding markings. The fish sizes and patterns are depicted in the following table, with white body color and dark-gray pattern color. The 22 varieties of tropical fish most commonly found throughout the world have Variant tag values from the following table, which also lists what color/shape/patterns come from that value. The variant number is the sum of the most significant byte × 224 + second most significant byte × 216 + second least significant byte × 28 + least significant byte. Projectiles are a subclass of Entity. Items and XPOrbs are a subclass of Entity. Vehicles are subclasses of Entity. Dynamic tiles are a subclass of Entity and are used to simulate realistically moving blocks. Display entities are subclasses of Entity. Other entity types that are a subclass of Entity but do not fit into any of the above categories. History References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Crimson_Roots] | [TOKENS: 283] |
Crimson Roots Yes Yes (64) Any tool 0 0 No Yes No No Yes Crimson roots are a non-solid "plant" block that generate naturally on nylium and soul soil in few Nether biomes. They resemble a colony of tall, thin mushrooms. Contents Obtaining Crimson roots can be mined instantly with any tool. They drop themselves when broken. Flower pots containing crimson roots drop both the flower pot and crimson roots when broken. Crimson roots generate often in the crimson forest biome and rarely in the warped forest biome and in the soul sand valley biome. An enderman holding crimson roots drops the block upon death. Applying bone meal to crimson nylium causes crimson roots to appear on nearby crimson or warped nylium. There is also a low chance for bone meal applied to warped nylium to generate crimson roots. Usage Crimson roots are decorative blocks. They can be planted on the same blocks that crimson fungi can be placed on. Crimson roots can be planted in a flower pot, which gives them a different texture. Crimson roots can also be used on a composter, with a 65% chance of increasing the level by 1. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Crimson Roots" 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/Minecraft_Wiki:Hey_Wiki?action=edit§ion=8] | [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/Namespace] | [TOKENS: 1359] |
Identifier Identifiers (also known as resource locations, namespaced IDs, namespaced identifiers, resource identifiers, or namespaced strings) are a way to declare and specify game objects in Minecraft, which can identify built-in and user-defined objects without potential ambiguity or conflicts. Contents Introduction Identifiers are used as plain strings to reference blocks, items, entity types, and various other objects in vanilla Minecraft. A valid identifier has a format of namespace:path, where only certain characters can be used. The namespace and the path of a identifier should only contain the following symbols: The following characters are illegal in the namespace, but acceptable in the path: The preferred naming convention for either namespace or path is snake_case. The namespace and the path of a namespaced ID can contain all symbols with the exception of slashes and colons. The following characters are illegal in the namespace, but acceptable in the path of loot tables and functions. The preferred naming convention for either namespace or path is snake_case. An identifier is converted to a string by concatenating its namespace with a : (colon) and its path. Examples: All identifiers can be converted to strings; however, not all strings can be converted to identifiers. For a string to be converted, it must follow these restrictions: When the : is present, the part of the string before the : becomes the namespace, and the part of the string after the : becomes the path. In Java Edition, and in some cases in Bedrock Edition, when the : is absent, minecraft becomes the namespace and the whole string becomes the path. It is recommended to always include a : in the string format of identifiers. Java Edition usage In Java Edition, identifiers act mainly as main keys of objects in registries or file paths of contents in data packs and resource packs. Some non-customizable contents also use identifiers to identify them. All registries and objects therein have identifiers to represent them. At the root of all registries is a registry with the identifier of minecraft:root into which all other registries are registered. Most registries are intended only for use internally by the game and by extension by mods, but some dynamic registries can have content added to them through data packs, marked in the list below with an asterisk (*). Identifiers are also used to represent file paths in data packs or resource packs. Given that objects in resource packs and data packs are files, the identifiers are constructed from their path relative to the data or assets folder. Though the locations vary by object type and the pack type the object type belongs to, there is a pattern to follow. In general, the location is in the fashion of pack_type/namespace/object_type/name.suffix, where all the / (forward slash) symbol (may be part of object_type or name) is replaced by operating system-dependent directory separator. Given the type of content we want to locate, we can find out the corresponding pack_type, object_type, and suffix. Then, we can substitute in and find out the final file location of the content. Examples A registried pack content refers to pack content that is registered into a registry when the pack is loaded. For a registried pack content, its identifier works as both main key of registry entry and path of its resource file. List of registered pack contents Bedrock Edition usage Unlike Java Edition, where there is a unified standard and handling methods of them, namespaced identifiers are usually treated as normal strings in Bedrock Edition. Moreover, some objects are identified based on their path (e.g. the identifier for recipes and trades) rather than what was defined in their file. In these cases, it is recommended that a folder named after the namespace is parented before the file at hand. The following is a list of all places that use namespaced identifiers: A registried add-on entry refers to any add-on content that is registered with an identifier declared within the content's file definition. Custom content under these types are able to be created. Here is a list of registried add-on entries whose identifiers are namespaced. Some custom fields in add-on files can also be namespaced, such as custom block properties and entity component groups, which aren't listed here. Some content may also be registered within the scripts of behavior packs. These are read as the world is generating. Namespaces This isn't a new concept, but I thought I should reiterate what a "namespace" is. Most things in the game has a namespace, so that if we add something and a mod (or map, or whatever) adds something, they're both different somethings. Whenever you're asked to name something, for example a loot table, you're expected to also provide what namespace that thing comes from. If you don't specify the namespace, we default to minecraft. This means that something and minecraft:something are the same thing. A namespace is a domain for content. It is to prevent potential content conflicts or unintentional overrides of objects of the same name. For example, two data packs add two minigame mechanisms to Minecraft; both have a function named start. Without namespaces, these two functions would clash and the minigames would be broken. When they have different namespaces of minigame_one and minigame_two, the functions would become minigame_one:start and minigame_two:start, which no longer conflict. Minecraft reserves the minecraft namespace. When a namespace is not specified, a identifier falls back to minecraft[Java Edition only]. As a result, the minecraft namespace should only be used by content creators when the content needs to overwrite or modify existing Minecraft data, such as adding a function to the minecraft:load function tag. The namespace should be distinct for different projects or content creations (e.g. a data pack, a resource pack, a mod, backing data/resource packs for a custom map, etc.) To prevent potential clashes, it is recommended that the namespace should be as specific as possible: In either case, these poorly chosen namespaces reduce the exposure of a project and bring difficulties for debugging when there are multiple content creations applied to the game. In Java Edition, the vanilla Minecraft resource pack declares Realms-oriented language files in the realms namespace (located at assets/realms/lang/.json) and game-related language files in the minecraft namespace, even though translation keys are not identifiers. The realms jar itself also declares its en_us.json language file and its various textures in the realms namespace. In the IDs of command argument types, a brigadier namespace also appears for command argument types that are native to Brigadier. In Bedrock Edition, the internal resource and behavior packs for Bedrock Editor contain some entities and items namespaced with editor. History See also References External links Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience?section=14&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/Data_component] | [TOKENS: 3703] |
Data component format Data components, or simply components, are structured data used to store information and define behavior. Their IDs are namespaced identifiers, and their values can be any data type – see § List of components. When used by items, they are referred as item components or item stack components. They can exist anywhere that an item is stored, such as the player's inventory, container block entities, and structure files. Not all characteristics of items are covered by data components. For properties of items that are defined by code and cannot be modified through components, see Java Edition hardcoded item properties. Data components are only partly implemented for block entities. They partially replace the NBT format and allow some block data to be read or copied through predicates and loot functions. Similarly, entities can interact with data components through predicates and loot functions, however they still strictly use the NBT format and other older internal systems to store their data in memory, not data components. Contents Usage Data components can be used in the item_stack and item_predicate argument types. In commands that take an item_stack argument, such as /give, items are represented in the format item_id[component1=value,component2=value], with component being the namespaced ID of a component, and the value being the value of the component written in SNBT format. Components can be removed by prefixing them with an exclamation mark, like item_id[!component3]. Any components that are not specified are implicitly set to the component's default value for that item type. If no components are specified, the square brackets can be removed, leaving just the item ID. See item_stack for details. In commands that take an item_predicate argument, such as /clear and /execute if items, item predicates are represented in the format item_type[list of tests], with each test either checking if a component exists with any value, checking for an exact component value match, or checking for a data component predicate. See item_predicate for details. Every item type (item ID) has a set of default data components. Item stacks must specify an item ID, which implicity sets these default components, but they may be overriden by that individual item stack. Default components are not saved on individual item stacks. When saved in the NBT format, items are written as a compound with the following tags: In containers that do not use the data component format (such as container blocks and entity inventories), an additional [Byte] Slot tag is used to specify the slot the item is in e.g. {Slot:0b,id:"stone"}. This is not a part of the item stack format so is not present anywhere else where individual items are stored (such as single-slot containers, unstructured lists of items, etc.). In the data component format, slot numbers and item stacks are stored as separate fields e.g. {slot:0,item:{id:"stone"}}. Block entities are stored in the NBT format. While they still use NBT tags for their individual properties, any non-default data components that exist on the item used to place the block will be saved. Some NBT data on block entities are treated as data components when transfering data between items and blocks. For example, the Items field in a chest is interpreted as the minecraft:container component, despite being labeled and structured differently. For example, if a chest was given to a player with the components minecraft:custom_data={foo:1} and minecraft:container=[{slot:0,item:{id:"stone"}}]], then placed the block on the ground, the block will be saved (omitting some fields) as: {id:"minecraft:chest", Items:[{count:1,id:"minecraft:stone",Slot:0b}], components:{"minecraft:custom_data":{foo:1}}} with minecraft:container saved as the Items tag, and minecraft:custom_data separated as it is not used by chest block entities. List of components Example: /give @s diamond[attack_range={max_reach:5.0}] Example: /give @s stick[attribute_modifiers=[{type:"minecraft:scale",slot:"hand",id:"example:grow",amount:4,operation:"add_multiplied_base"}]] Example: /give @s black_banner[banner_patterns=[{pattern:"triangle_top",color:"red"},{pattern:"cross",color:"white"}]] Example: /give @s shield[base_color="lime"] Example: /give @s bee_nest[bees=[{entity_data:{id:"bee",CustomName:"Maya"},min_ticks_in_hive:60,ticks_in_hive:0}]] Example: /give @s spawner[block_entity_data={id:"mob_spawner",SpawnData:{entity:{id:"spider"}}}] Example: /give @s bamboo_slab[block_state={type:"top"}] Example: /give @s diamond_sword[blocks_attacks={disable_cooldown_scale:0,damage_reductions:[{types:[mob_attack,arrow,explosion],base:0,factor:0.5}],block_sound:block.anvil.place}] Example: /give @s diamond_sword[break_sound="item.wolf_armor.break"] Other tags such as the entity's name or variant are stored as separate item components such as minecraft:custom_name and minecraft:tropical_fish/pattern. Example: /give @s axolotl_bucket[bucket_entity_data={Health:3.0f},axolotl/variant="wild",custom_name="Bob"] Example: /give @s bundle[bundle_contents=[{id:"diamond",count:2}]] When present, the player holding the item can break the specified blocks in Adventure mode. Example: /give @s netherite_pickaxe[can_break={blocks:['black_concrete','coal_ore','iron_ore','gold_ore','diamond_ore','emerald_ore']}] When present, the player holding the item can place the held block item on any sides of the specified blocks in Adventure mode. Example: /give @s target[can_place_on={blocks:'sandstone'}] Example: /give @s crossbow[charged_projectiles=[{id:"spectral_arrow"}]] Note: Adding an invalid projectile or item id charges an arrow that, when collected, grants the wrong item. Ex: wind_charge causes it to fire an arrow that grants a wind charge when collected. If present, the item can be consumed. Its options can also be modified. Example: /give @s gold_ingot[consumable={consume_seconds:3.0, animation:'eat', sound:'entity.generic.eat', has_consume_particles:true, on_consume_effects:[{type:'minecraft:clear_all_effects'}]}] Example: /give @s barrel[container=[{slot:0,item:{id:apple}}]] Example: /give @s chest[container_loot={loot_table:"chests/desert_pyramid"}] Example: /give @s iron_sword[custom_data={foo:1}] Example: Used to specify an item, block, or entity's custom name. This component can be added, changed, or removed by any player with the item who has access to an anvil. Example: Example: /give @s diamond_axe[damage=500] Example: /give @s diamond_sword[damage_type="minecraft:campfire"] Example: /give @s nether_star[death_protection={death_effects:[{type:'minecraft:clear_all_effects'}]}] Example: /give @s debug_stick[debug_stick_state={"minecraft:oak_fence": "west", "minecraft:candle": "lit"}] Example: /give @s blue_dye[dye="red"] Example: /give @s leather_helmet[dyed_color=8388403] or: /give @s leather_helmet[dyed_color=0x7FFF33] or: /give @s leather_helmet[dyed_color=[0.5, 1.0, 0.2]] Example: /give @s elytra[enchantable={value:15}] Example: /give @s experience_bottle[enchantment_glint_override=false] Example: /give @s wooden_sword[enchantments={sharpness:3,knockback:2}] Note: This component adds active enchantments and should not be confused with the stored_enchantments component, which is used to add inactive enchantments, such as with enchanted books. To illustrate the difference, hitting an entity with an enchanted_book[enchantments={knockback:2}] would knock any entity hit per knockback II while hitting an entity with an enchanted_book[stored_enchantments={knockback:2}] would not. Furthermore the latter would be able to add knockback II to an enchantable item in an anvil, while the former would not. Example: /give @s armor_stand[entity_data={id:"armor_stand",Small:1b}] Example 1: /give @s glass[equippable={slot:"head",equip_sound:"block.glass.break",dispensable:true}] Example 2: /give @s leather_leggings[equippable={slot:legs,asset_id:"minecraft:diamond"}] If present and the consumable component are also present on this item, foxes consider the item as consumable food. Example 1: /give @s melon_slice[food={nutrition:3,saturation:1,can_always_eat:true}] Example 2: /give @s minecraft:sponge[consumable={consume_seconds:2.4},food={nutrition:5,saturation:5,can_always_eat:true}] Example: /give @s nether_star[equippable={slot:"head"},glider={}] There are actually two unique states of this component that both register in usage as the minecraft:ponder_goat_horn instrument ID, but they do not stack with each other, only one of them matches a component comparison for that ID, and only one of them gets serialised while the other does not. This "ghost" Ponder goat horn instrument is only accessible as the default instrument component of the goat_horn item.[until 26.1] Example 1: /give @s goat_horn[instrument="feel_goat_horn"] Example 2: /give @s goat_horn[instrument={description: "prank!", sound_event: "entity.creeper.primed", use_duration:2, range:30}] Example: /give @s arrow[intangible_projectile={}] Example: /give @s netherite_sword[item_model="minecraft:diamond_sword"] Example: /give @s diamond[minecraft:jukebox_playable="pigstep"] Example: /give @s amethyst_shard[kinetic_weapon={forward_movement:0.0,delay_ticks:20,damage_conditions:{max_duration_ticks:60},knockback_conditions:{max_duration_ticks:40},dismount_conditions:{max_duration_ticks:20},hit_sound:"block.amethyst_cluster.step"}] Example 1: /give @p chest[minecraft:lock={components:{"minecraft:item_model":"minecraft:diamond"}}] Example 2: /give @p furnace[minecraft:lock={components:{"minecraft:custom_name":"Furnace Key"}}] Example 3: /give @p barrel[minecraft:lock={items:["minecraft:oak_planks","minecraft:diamond"],count:6,predicates:{custom_data:{bar:foo}}}] Example: /give @s compass[minecraft:lodestone_tracker={target:{pos:[I;1,2,3],dimension:"overworld"}}] Example 1: /give @p stick[lore=[{text:"This Stick is very sticky."}]] Example 2: /give @p diamond[lore=[{text:"A shiny Diamond!",italic:false,color:"gold"}]] Example 3: /give @p emerald[lore=[{text:"A shiny Emerald!","italic":false,"color":"gold"}, {text:"Maybe share it with a friend?",italic:false,color:"yellow"}]] Example: /give @s filled_map[map_color=16711680] Example: /give @s diamond_pickaxe[max_damage=4] Example: /give @s acacia_boat[max_stack_size=64] 5 Example: /give @s diamond_sword[minimum_attack_charge=0.5] 1 Example: /give @p minecraft:player_head[minecraft:profile=minecraftWiki,minecraft:note_block_sound=entity.item.pickup] Example: /give @s minecraft:blaze_rod[minecraft:piercing_weapon={sound:"entity.blaze.hurt",hit_sound:"entity.lightning_bolt.impact"}] Example: /give @s decorated_pot[pot_decorations=["skull_pottery_sherd","heart_pottery_sherd","blade_pottery_sherd","brick"]] Example: /give @p potion[potion_contents={potion:swiftness},potion_duration_scale=2] Example: /give @p player_head[profile=MinecraftWiki] Example: /give @p diamond[provides_banner_patterns='#minecraft:pattern_item/globe'] Example: /give @p iron_sword[rarity=epic] Example: /give @p knowledge_book[recipes=["minecraft:end_crystal","minecraft:diamond","minecraft:stone_sword","minecraft:blast_furnace"]] Example: /give @p diamond_sword[repairable={items:"stick"}] Example: /give @p oak_fence[max_stack_size=1,max_damage=350,damage=0,tool={default_mining_speed:1.5,damage_per_block:2,rules:[{blocks:"#mineable/pickaxe",speed:6,correct_for_drops:true}]}] Example 1: /give @p diamond_sword[tooltip_display={hidden_components:["minecraft:enchantments"]},enchantments={sharpness:1}] Example 2: /give @p diamond_sword[tooltip_display={hide_tooltip:1b}] Example: /give @p minecraft:leather_leggings[trim={"pattern":"host","material":"emerald"}] 1 Example: /give @p ender_pearl[use_cooldown={seconds:10,cooldown_group:"foo:bar"}] Example 1: /give @p splash_potion[use_remainder={id:"minecraft:gunpowder"}] Example 2: /give @p cooked_chicken[use_remainder={id:"minecraft:bone",components:{custom_name:{text:"Chicken Bone"}},count:2}] If present, the item acts as a weapon. For attack damage see the attribute_modifiers component. Example 1: /give @p minecraft:stick[weapon={},max_damage=10,max_stack_size=1,damage=0] Example 2: /give @p iron_sword[minecraft:weapon={disable_blocking_for_seconds:5,item_damage_per_attack:10}] Entity variant components Entity variant components are a group of components that are present in items like spawn eggs, mob buckets, paintings, item frames, etc. These components modify some of the properties of the entity stored within those items. Here is a list of all entity variant components: Example: /give @s axolotl_spawn_egg[axolotl/variant="blue"] Example: /give @s cat_spawn_egg[cat/collar="blue"] Example: /give @s cat_spawn_egg[cat/variant="jellie"] Example 1: /give @s chicken_spawn_egg[chicken/variant="cold"] Example 2: /give @s egg[chicken/variant="cold"] Example: /give @s cow_spawn_egg[cow/variant="cold"] Example: /give @s fox_spawn_egg[fox/variant="snow"] Example: /give @s frog_spawn_egg[frog/variant="cold"] Example: /give @s horse_spawn_egg[horse/variant="chestnut"] Example: /give @s llama_spawn_egg[llama/variant="gray"] Example: /give @s mooshroom_spawn_egg[mooshroom/variant="brown"] Example: /give @s painting[painting/variant="plant"] Example: /give @s parrot_spawn_egg[parrot/variant="blue"] Example: /give @s pig_spawn_egg[pig/variant="warm"] Example: /give @s rabbit_spawn_egg[rabbit/variant="evil"] Example: /give @s salmon_spawn_egg[salmon/size="large"] Example: /give @s sheep_spawn_egg[sheep/color="blue"] Example: /give @s shulker_spawn_egg[shulker/color="red"] Example: /give @s tropical_fish_spawn_egg[tropical_fish/pattern="snooper", tropical_fish/base_color="red", tropical_fish/pattern_color="blue"] Example: /give @s villager_spawn_egg[villager/variant="desert"] Example: /give @s wolf_spawn_egg[wolf/collar="blue"] Example: /give @s wolf_spawn_egg[wolf/sound_variant="cute"] Example: /give @s wolf_spawn_egg[wolf/variant="rusty"] Non-encoded components These data components exist and are used by the game internally, but are not encoded on items. Therefore, they cannot be used in commands, nor seen with /data. Exclusive to joke versions The following components were added and used in April Fools' Day joke snapshots. History Notes Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands/getitemcount] | [TOKENS: 76] |
/getitemcount Hidden 0 None Lets your agent return the number of items in the specified slot, as in how many the player could use before it would be empty. Contents Syntax Arguments slotNum: int Result Fails if the arguments are not specified correctly. On success, returns the number of item in the specified slot. See block ids for the complete list. Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Biome?action=edit§ion=9] | [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/File:Absorption_JE1_BE1.png] | [TOKENS: 67] |
File:Absorption 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/Iron_axe] | [TOKENS: 608] |
Iron Axe Common 6 JE: 9HPBE: 6HP 0.9 (1.111 seconds) 3 (3 blocks) 0 JE: 250BE: 251 14 Yes No An iron axe is a variant of axe and can be crafted from iron ingots. It can be used to cut down trees faster, to strip logs and scrape copper-based blocks, and as a melee weapon that disables shields. It is the third-highest tier of axe, having higher mining efficiency, attack speed, durability, and enchantability than a copper axe. Contents Obtaining A vindicator spawns with an iron axe and has an 8.5% chance (9.5% with Looting I, 10.5% with Looting II, and 11.5% with Looting III) of dropping it upon death by the player. It is usually heavily damaged and is sometimes enchanted. In Bedrock Edition, vindicators and pillagers that spawn in raids have a 4.1% chance (5.12% on hard) to drop a badly-damaged iron axe, which is sometimes enchanted with a random enchantment. A vindicator can drop 2 iron axes, one from natural equipment and one from raid drops. Weaponsmith villagers occasionally throw iron axes at players with the Hero of the Village status effect.[Java Edition only] Usage Iron axes can break wood-related blocks faster than other tools. Breaking a block costs 1 durability.[note 1] Using an iron axe on a log, wood block, or block of bamboo turns it into a stripped log, stripped wood, or block of stripped bamboo, respectively. This uses 1 point of the axe's durability. Using an iron axe on a waxed or oxidized copper block removes the wax if it has any, or otherwise removes a level of oxidization. This uses 1 point of durability. When used as a weapon, an iron axe loses 2 durability points. Attacking a shield user with an axe disables the use of the shield for 5 seconds. Vindicators, piglin brutes, or other mobs with commands always disable the player's shield. Damage done when using an axe as a weapon is more than that of a sword of the same tier, though they take longer than a sword to recover, resulting in lower DPS. Iron axes attack instantly with no cooldown and deal 6HP damage. An iron axe can be repaired in an anvil by adding iron ingot, with each ingot restoring 25% of the axe's maximum durability, rounded down. Two iron axes can also be combined in an anvil. Both methods preserve the axe's enchantments. An iron axe can receive the following enchantments: Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Iron Axe" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Crimson_Sign] | [TOKENS: 1369] |
Sign Yes Yes (16) 1 1 No Yes Yes No JE: Yes, except Crimson and Warped SignBE: Yes A sign is a non-solid block that can display text, and can be placed on the top or side of other blocks. The text of signs can be customized with dyes and glow ink sacs, and they can be waxed to prevent its text from being edited by any player. Contents Obtaining Signs can be broken with any tool or without a tool, but an axe is fastest. A sign also breaks and drops itself as an item if the block the sign is attached to is moved, removed or destroyed. An oak sign can be found in igloo basements. Spruce signs can be found in taiga village houses, as part of a chair. Usage Signs can be used to display text; they can be used to label storage, display information to other players or note areas of interest. Signs are also not destroyed by water or lava and therefore may be used to control the flow of these fluids. Signs may be placed on the top or side of other blocks (including semi-solid and non-solid blocks such as fences, trapdoors and other signs). To place a sign, use a sign item while pointing at the block the sign should be attached to, enter the desired text (or none), and click the "Done" button or press "escape" on a keyboard (or press × in Bedrock Edition, on an Xbox controller, on a PlayStation controller, or on a Nintendo Switch controller. Closing the virtual keyboard on a mobile device also exits the typing menu). To place a sign on a block that can be interacted with by the use control (for example, chests, note blocks, etc.), sneak while placing the sign. Signs on the top of a block stand on a short post and face toward the player who placed it, in any of 16 different directions. Signs placed on the side of a block simply float there, even if the block doesn't make contact with the sign. For more information about the blocks signs can be placed on, see Opacity/Placement. Placing a sign opens an editor interface resembling a magnified view of the sign. Up to four lines of text can then be entered using a keyboard (hardware or on-screen). The editor supports limited editing, including moving the cursor and inserting and deleting characters. In Bedrock Edition, formatting codes can also be used to apply decorative effects such as color, bold, italic and underline to various bits of the text. Depending on the edition and platform in use, copy and paste operations may be supported and the editor may also support keyboard entry of Alt-codes for displaying Unicode characters. Text can be added to the back side of a sign by interacting with that side of the sign after placing it and editing the front. Signs can be waxed by using a honeycomb on it. Once waxed, a sign cannot be unwaxed or edited without being broken and placed down again or by using commands like /data After placing and affixing text on a sign, a player can change the text color by using a dye on it. When colored with dye, the text color may differ from any color specified by formatting codes. These values are hard-coded in the game's code, each dye color maps to one of these. The dye color on the sign's face is applied to all 4 lines of text. Any text that has been colored with text component format overwrites this color, effectively making the 'dye' color be used as a base color for any unstyled text. A player can use a glow ink sac on a sign to make its text glow and have an outline. The glowing text is not affected by lighting. The player can use a regular black ink sac on the sign to remove the glowing effect. If the text has been colored with text component format the glow outline still shows the default white or the color of underlying dye that was used on the sign. In Creative mode, the combination Ctrl + pick block on Windows/Linux, or ⌘ Command + pick block on macOS, can be used to copy an already-placed sign, including its text (with decorations), into the player's inventory. A dyed sign facing east or west has text that appears more saturated and bright than a sign facing north or south. However, it is actually the sign that is dimmer, because Minecraft's lighting engine uses side lighting to make the world appear less flat, but the text on signs is not affected by this. In Bedrock Edition, inappropriate words or phrases in a sign's text are displayed as hashtags if the "Filter Profanity" setting is true. In Java Edition, signs can be created with text components, which allows complex formatting (colors, bold, italic, etc.), hover and click events, localized translation (for Minecraft technical terms, like "Redstone Repeater", otherwise translations must be provided in language files in resource packs), and the incorporation of scoreboard values into text. Use the /data merge block command to create or alter text component-based signs. Signs can post the success count of text hover and click events to scoreboard objectives. The objectives to be used can be specified by running the /execute store command or by modifying the sign's NBT data directly with the /data merge block command. Signs can be edited after being placed by using them, which opens the edit sign message GUI. Signs are destroyed and drop as an item when pushed by a piston.[Bedrock Edition only] Signs are non-solid and have no collision, so items and mobs can move through sign blocks. Other blocks (including other signs) can be placed on any edge of a sign. Water and lava flow around signs. Lava can create fire in air blocks next to signs as if the signs were flammable, but the signs do not burn (and cannot be burned by other methods either, except in Bedrock Edition). Overworld signs can be used as a fuel in furnaces, smelting an item per sign. Nether signs (crimson and warped), cannot be used as fuel in a furnace. Signs can be placed under note blocks to produce a "bass" sound. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: A sign has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Sign" 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/File:Crimson_Stairs_(N)_JE1_BE1.png] | [TOKENS: 71] |
File:Crimson Stairs (N) 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 47 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/Releases] | [TOKENS: 1180] |
Minecraft Wiki:Hey Wiki/Releases This page documents changes of all releases of Hey Wiki. Contents v1.7.0 Released on October 23, 2024 for versions 1.21 and 1.21.1 (current LTS), and 1.21.2 (current active). v1.6.3 Released on September 2, 2024 for versions 1.21 and 1.21.1 (current active). v1.6.2 Released on August 22, 2024 for versions 1.21 and 1.21.1 (current active). v1.6.1 Released on August 20, 2024 for versions 1.21 and 1.21.1 (current active). v1.6.0 Released on August 20, 2024 for versions 1.21 and 1.21.1 (current active). v1.5.7 Released on August 14, 2024 for versions 1.21 (current active) and 1.20.4 (LTS maintenance). v1.5.6 Released on August 4, 2024 for versions 1.21 (current active) and 1.20.4 (LTS active). Support for Hey Wiki for 1.20.4 has now been downgraded to Maintenance. This version receives only bug fixes and security patches. Features are generally not backported. v1.5.5 Released on July 29, 2024 for versions 1.21 (current active) and 1.20.4 (LTS active). v1.5.4 Released on July 22, 2024 for versions 1.21 (current active) and 1.20.4 (LTS active). Note: 1.20.4 support will be dropped in 1.6.0 v1.5.3 Released on June 29, 2024 for versions 1.21 (current active) and 1.20.4 (LTS active). v1.5.2 Released on June 20, 2024 for versions 1.21 (current active) and 1.20.4 (LTS active). v1.5.1+1.21 Release on June 14, 2024 for version 1.21 (current active) and 1.20.4 (LTS active). Note that 1.20.6 support has been dropped. 1.20.4 support is still available. v1.5.1 Released on June 9, 2024 for versions 1.20.6 (current active) and 1.20.4 (LTS active). v1.5.0 Released on June 8, 2024 for versions 1.20.6 (current active) and 1.20.4 (LTS active). We plan to introduce no more breaking changes to the resource pack wiki_family format starting the next minor version. This will stabilize the API for mod pack authors starting 1.6.0. This also means any backward-incompatible change will receive a major version bump. v1.4.3+1.20.6 Released on May 31, 2024 for versions 1.20.6 (current active). v1.4.2 Released on May 11, 2024 for versions 1.20.6 (current active) and 1.20.4 (LTS active). v1.4.1+1.20.6 Released on May 1, 2024 for versions 1.20.6 (current active). Note: Support for 1.20.5 is immediately dropped. v1.4.1+1.20.4 Released on April 29, 2024 for versions 1.20.4 (LTS active). v1.4.0 Released on April 25, 2024 for versions 1.20.5 (current active) and 1.20.4 (LTS active). Note: 1.20.4 is now a long-term support (LTS) version. This means that it will receive new bug fixes and some new features, even if it is not the latest Minecraft release. Note that the LTS does not have a minimum duration, and it may end at any time. v1.3.2+1.20.4 Released on April 21, 2024 for version 1.20.4 (current active). v1.3.2+1.20.5 Released on April 17, 2024 for version 1.20.5 (snapshot active). v1.3.1 Released on April 9, 2024 for version 1.20.4 (current active). v1.3.0 Released on April 8, 2024 for version 1.20.4 (current active). v1.2.2 Released on April 3, 2024 for version 1.20.4 (current active). v1.2.1 Released on April 3, 2024 for version 1.20.4 (current active). v1.2.0 Released on April 3, 2024 for version 1.20.4 (current active). v1.1.0 Released on April 2, 2024 for version 1.20.4 (current active). v1.0.0 Released on March 31, 2024 for version 1.20.4 (current active). Initial release. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Achievement#Monster_Hunter] | [TOKENS: 526] |
Achievement Achievements (known as trophies on PlayStation) are ways to gradually guide new players into Minecraft and give them rewarding challenges to complete, similar to the system of advancements in Java Edition. There are 132 achievements (135 trophies) in Bedrock Edition. Contents Obtaining Every achievement is tracked per user account in Minecraft's social system. They are not tracked separately per world; achievements earned in one world apply to all worlds using that edition and that user account. Achievements are tracked separately on each platform of Bedrock Edition; they do not carry over to other platforms when using the same account. On most platforms, profile data including achievements is logged to a Microsoft account, so players must be logged in to their Microsoft account to earn and see them. On PlayStation, achievements are logged as trophies to the player's console account, and if logged into a PlayStation Network account and online, they are synced with the PlayStation Network but not the Xbox network (even if logged into a Microsoft account). Any player's achievement progress can be accessed from the profile screen, both in-game and in the Xbox app, although privacy settings may restrict profile visibility to friends or only the player themself. They are independent of one another, allowing players to get them in any order. Once earned, they cannot be reset. Achievements grant the player Xbox gamerscore on all platforms except PlayStation, totaling 2,970. Some achievements also give rewards, which include emotes and character creator items. They can be unlocked only by completing their respective achievement. Unobtainability There are some conditions that permanently disable the ability to earn achievements in a world if it is saved with one or more of the following settings. Even if disabled later, achievements can never be earned again on that world. Additionally, achievements cannot be earned or viewed in Minecraft Preview or the beta version. List of achievements Note that the achievements are categorized as they are shown in-game using the default sorting. With the the button, the list can be sorted and filtered on game progress, the named update each achievement has been added, or the player's progress. Each achievement can be marked or unmarked as "in progress" on the achievement's details screen. History Added 44 achievements to the Windows 10 Edition: Added 8 achievements, bringing the total up to 52: Added 9 achievements, bringing the total up to 65: Added 8 achievements, bringing the total up to 87: Issues Issues relating to "Achievement" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience?action=edit§ion=16] | [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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[SOURCE: https://minecraft.wiki/w/Experience?section=16&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/Commands?action=edit§ion=20] | [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/Boat_with_Chest] | [TOKENS: 489] |
Boat with Chest Common Yes No Yes In Java Edition: Height: 0.5625 blocksWidth: 1.375 blocks In Bedrock Edition: Height: 0.455 blocksWidth: 1.4 blocks JE: 1 Boats with chests (including bamboo rafts with chests) are boats with single chests occupying their passenger seats. A boat's chest can be accessed by using the boat while sneaking, or while riding it. Contents Obtaining A boat with chest can be directly retrieved by attacking it, as it drops itself in item form, along with its contents. Tools and weapons with damage above 4 can instantly destroy a boat with chest in one hit.[Java Edition only] Usage A boat with chest can be used for the transportation of players, mobs and items, or as fuel when smelting. A boat with chest can be used as fuel in a furnace, lasting 60 seconds and smelting up to 6 items. Boats with chests can carry only one entity while regular boats can carry up to two. The chest occupies the passenger seat. Behavior Boats with chests share most behaviors with boats. The inventory of the boat with chest has the same amount of slots as a single chest. Its inventory can be accessed by sneaking and interacting with the boat with chest, interacting with the part of the boat with chest that actually contains the chest while another player or entity is inside the boat, or by opening the player's inventory while inside the boat. This means that the player cannot access armor slots without exiting the boat. When a boat with chest moves above, underneath, or beside a hopper, its inventory is filled or drained accordingly. The size of its hitbox allows a boat with chest to be placed above up to nine hoppers so that it can evenly split its items nine ways. As with other chests, opening or breaking a boat with chest causes any nearby piglin(s) to attack the player. Sounds Java Edition: Boats with chests use the Friendly Creatures sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Boat with chests have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Boat with Chest" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Mentioned_features#Bedrock_Edition] | [TOKENS: 5762] |
Mentioned features Since the beginning of Minecraft's development, there have been a number of features that were mentioned by developers at Mojang Studios. These features are either currently planned and have not yet appeared in a development version or have simply been dropped entirely. Note that this page only documents features that were mentioned, but are not yet in the game. Features in development versions are described on the parent version page. Contents Planned These features are planned to come to Minecraft sometime in the future. A new combat system is currently in development, containing changes such as the player only being able to attack when their weapon is fully drawn. However, as of 2026, the latest combat test is Combat Test 8c, which was released in August 2020. In 2017, a jocular suggestion regarding adding more types of illagers was posted. One of them, the pillager, has been implemented in Village & Pillage. The spin-off game Minecraft Dungeons introduced many such illagers, such as enchanters, geomancers, and wind callers. One of them, the iceologer, was an option in the Mob Vote at Minecraft Live 2020. In 2024, an episode of The Story of Mobs implied that even more illagers were planned. The desert and savanna biome reworks are the two remaining biome frameworks from the MINECON Earth 2018 Biome Chooser vote. Although no date has been given, both are promised to be updated in a future update: The badlands biome rework is the last remaining biome rework from the MINECON Live 2019 Biome Vote, as the winning mountains rework was implemented in Caves & Cliffs, and the swamp rework was part of The Wild Update. The badlands are promised to be updated in an unspecified future update: Other live votes did not promise that the losing options would be planned; for information on those features, see the "Partially implemented" section. Partially implemented Markus Persson commented that sea monsters were a possibility on Minecast on July 21, 2010. He particularly noted the possibility of sharks, though Mojang has since then stated that they will not be added. At MinecraftCon 2010, he also commented on the possibility of adding sea monsters. Hostile aquatic mobs like the guardian and drowned have been added since then. Another developer hinted about adding mobs involved adding seals/sea lions and/or orcas. In November 2018, a poll was held in which users could vote on which cat should be added to Minecraft. There were three options: Jellie, Zach, or Coco. Jellie won the vote and was added to the game in Village & Pillage. It is unknown whether the other two cats will be added. Spikes received a mention in mid-2009 by Notch in a blog post. These were originally planned for Java Edition Beta 1.7,[citation needed] working by extending and retracting spikes (and making them more "spike pistons" than anything),[citation needed] but were replaced by sticky pistons.[citation needed] On May 28, 2012, Nathan Adams stated that he'd like to add spike blocks, but is unsure of how to implement them. Caves & Cliffs implemented pointed dripstone, which can damage mobs and players that fall on them, or are crushed by them. Rubies were intended to be the original currency used for trading. They could be seen in a screenshot released by Jeb on May 21, 2012, in which the trading system was first being tested. They were later replaced by emeralds because Dinnerbone is colorblind; though their texture remained in the files after emeralds were implemented. The paeonia was a flower type originally planned for implementation in 1.7.2. Originally revealed by Jeb in a screenshot, the flower was never implemented, being superseded by the peony, though its texture remained in the files after peonies were implemented. On September 19, 2014, Tommaso stated that when adding boats to Pocket Edition, he would add a "paddle" item, which would be required to move boats. Paddles were never implemented as items, but rather as part of the boat model. The crafting recipe used to require a wooden shovel to represent the paddle. As of the 1.20.10 update, a wooden shovel is no longer required to craft a boat or raft in Bedrock Edition. Nathan Adams said on Twitter he would like to add weapons/tools that cannot be crafted, and could only obtained through treasure chests/trading, etc. For example, bows with faster drawback (somewhat implemented with the addition of Quick Charge), boots that increase health, or night vision helmets. However, the attribute system had to be finished first. Several later additions that follow this rough idea are the Frost Walker and Mending treasure enchantments, as well as the Curses of Binding and Vanishing, and totems of undying. Furthermore, tridents were implemented in Update Aquatic, and in the Nether Update the Soul Speed enchantment was added and made exclusively obtainable through looting bastion remnants and bartering with piglins. In the Wild Update, Swift Sneak was added as an enchantment exclusive to ancient cities, and Tricky Trials added the mace, as well as making tridents available in vaults, along with the Wind Burst enchantment being exclusive to said vaults. Multiple references to steel were made early on in the game's development. Notch had stated that it could be made using coal and iron ore, and that it could be used for armor and weapons more powerful than iron. In-game, flint and steel is crafted using iron ingots, considering the lack of steel and the need of a “fire striker”, despite the name of the former. Somewhere in 1.16[citation needed], developers stated that certain changes would be made to functionality exploited in several farms. In particular: The sculk mechanics introduced in 1.19 may be intended as a replacement. The Sky dimension was a planned dimension, intended to be the opposite of the Nether. Portals to the Sky dimension were never implemented, but it could be accessed using third-party programs. The idea was ultimately scrapped and its code was reused to make the End, which can be seen in versions prior to 14w17a as the End's technical biome was still referred to in the debug menu as "Sky". Unlike the Sky dimension, the End has a dark purple sky, no clouds, and the floating islands are made entirely of End stone. With the addition of the buffet functionality in Java Edition 1.13 snapshot 18w15a, this can be distantly recreated by using the "Floating Islands" option. The addition of custom world generation in Java Edition 1.16.2 snapshot 20w28a also included a minecraft:floating_islands noise preset offering similar functionality. Additionally, the Sky dimension was independently recreated into the popular Aether mod. At Minecraft Live 2021, it was stated that The Wild Update would focus on biome diversity and immersion, giving a unique identity and atmosphere to different biomes. The birch forest was used as an example to demonstrate this new atmosphere, and concept art pieces depicting an improved birch forest with new flowers and shelf fungi were shown. Also shown was swamp concept art with fireflies and flowering lily pads. Later it was stated that "concept art is not a commitment" and that this part of the update was now "not something we have continued working with" in an Ask Mojang episode. The short flowers and fireflies were later implemented in Spring to Life as wildflowers and firefly bushes. The bracket fungi, tall flowers and water lilies are yet to see an implementation. On the feedback site, several posts have been marked as "under review" by Mojang. These include: Some of these features have either partially or entirely been added, but are still marked as "under review". Delayed or scrapped These features were initially promised to be implemented in a specific update, but were later postponed and have not currently been made part of another update. In 2016, Jeb was planning on adding alpacas, but due to other developers wanting llamas instead, he held an informal poll on Twitter in which the public voted on adding the llama over the alpaca. Nathan Adams briefly thought about implementing colored wood planks, releasing a test image on his Twitter page. This however never got implemented, as can be seen from the following quotes. The idea was eventually replaced with stained terracotta. This refers to changing the chunk format to make chunks 16 blocks tall, allowing for infinite world height. Ryan Holtz discussed it with Erik Broes, but they decided they couldn't implement it, because of the difficulty of solving problems such as the occlusion of sky light. The feature was previously rejected by Notch for similar reasons. In early footage of the Update Aquatic seen at MINECON Earth 2017, slab forms of coral blocks can be seen generated as part of coral reefs. These never made it into a released version for reasons unknown. Fletching tables are set to gain functionality in a later update, similar to what happened with smithing tables (originally added as a generic villager job site block and then received player functionality in a future update). Originally, this was planned for "the next major themed update". Later, it was stated that functionality wasn't a guarantee for 1.16. Later, it was confirmed that fletching tables wouldn’t be gaining functionality in 1.16. To this day, they still have no functionality beyond serving as the workplace block for fletcher villagers. Fireflies were originally going to be eaten by frogs to produce froglights, but this was scrapped due to the fact that some species of fireflies are poisonous to some species of frogs in real life. They would have glowed in the dark and been two pixels in size, which would have made them the smallest mob in the game. It was officially confirmed that they were scrapped for the 1.19 update in an Ask Mojang episode. It was later implemented in the form of a particle generated by firefly bushes in Java Edition 25w05a, rather than as a mob. This mob was seen at Minecraft Live 2020 as part of the axolotl announcement. The mob was presumed to be added in the Caves and Cliffs update, but wasn't added alongside the other axolotl colors shown. They also later appeared in the update trailer despite not actually existing in the game. Development of a male mob which may have had no clothes was also mentioned by Nathan Adams in 2012, but this is not currently being worked on. On April 14, 2020, Nathan Adams clarified that the mob was going to be a pigman bodyguard, which was naked by default so that the player could provide armor for it. The quiver was an item briefly present in indev versions of the game while items were being tested. Its texture came from Notch's previous Legend of the Chambered games, and remained in the files for many years afterwards. During the development of Java Edition 1.9, Dinnerbone posted a 2×204960 image on Twitter which could be reformed into a 854×480 Minecraft screenshot, clearly depicting the quiver as a usable item in the inventory, where it had what seemed to be a dedicated slot alongside a slot for arrows. He shared another screenshot of the quiver in the inventory a few weeks later, with the quiver slot in a different location. On June 30, 2015, Dinnerbone stated that he scrapped quivers as he felt that holding arrows in the off-hand felt "more natural." This block was seen at Minecraft Live 2020 as part of the deep dark announcement. Walking on it would change its texture, and it is presumed that it would do damage to the player and that it could be broken with the hoe like with other sculk blocks. The block was presumed to be added in The Wild Update, but kingbdogz revealed that it was unlikely to be added in the final release. In the end it was not added. Markus Persson initially mentioned wanting to add dragons. After implementing the ender dragon, he said that he wanted to also add a friendly, red dragon to the Overworld. However, there are no current plans of adding the second dragon. Mentioned These features were mentioned at one point, but later abandoned or their current status is unknown. Note that some of these features were mentioned by developers who either no longer work at Mojang Studios, or no longer work on Minecraft. A mob which camouflages with its environment was a concept considered by Jens Bergensten when designing the shulker, which was originally one of the mob's mechanics during development - the mob would camouflage with the surroundings, but due to difficulties with the code and rendering, he decided to abandon this element of the mob. He stated however that it may happen in the future. Before the implementation of hostile mobs, Notch stated that he liked the idea of monsters such as lava zombies or troll infestations, which would roam the land and break things. Later, the zombie was implemented. Notch mentioned prefix mobs in a Brocraft stream. He gave examples of mobs such as "Burning Spiders, Giant Zombies, and Cobble Creepers." Some prefix mobs have been added in the form of cave spiders, charged creepers, strays, bogged, husks, drowned, and other mob variants. Giant zombies have technically been added, but are currently unused. In the 3D Shareware April Fools update, the ORDER.txt jokingly mentions "11 new enemy variants including Buff Crepper and Evilshroom II" for a fake game: "MineCraft 3D: Deeper and darker." Reindeer were another mob acknowledged and suggested initially for Christmas 2015. Minecraft Earth version 0.6.0 added the Jolly Llama, which is supposed to represent a reindeer. It is currently unknown if reindeer will ever be added or not. Many features relating to the underground and caves have been mentioned historically, but are yet to be seen in-game. Some suggestions which were approved by Mojang include rainbow crystalline caves and cave maps, considered "an interesting idea" by Notch. Nathan Adams mentioned on Twitter that he was experimenting with adding seasons, and varying the length of day and night according to season. He also mentioned it during Minecon 2013. Seasons may include changes in color of tree leaves and may also be tied to real time. The later released Minecraft Dungeons has a location called Pumpkin Pastures, which resembles an autumn-themed forest biome. Autumn-colored trees also appear in forest biomes in Minecraft Legends. Multiple features relating to the Nether have been proposed and acknowledged, such as utilizing the space above the Nether ceiling for something else, non-rectangular Nether portals, and Nether portals placing players in front if possible. During the development of the Nether Update, other ideas were discussed, such as dyeable Nether portals, which were dismissed as not being priority by Jeb. As a joke feature in Java Edition 20w14∞, funky portals were added and would change color depending on the text data found in a written book. Scarecrows were mentioned multiple times. In Minecraft: The Story of Mojang, Jeb mentioned the possibility of a scarecrow crafted using a pumpkin, wool block and 3 sticks, which would attract monsters. He brought this up again later in a reddit comment, stating "The reason I haven't added it already is that the mob AI assumes the target is an entity, and not a world block. I would either have to make the scarecrow an entity, or allow mobs to target blocks." Armor stands would later be added as a stationary entity with a similar appearance to a scarecrow. Village & Pillage added pillager outposts, which can generate a scarecrow-like target structure. Zombies can pathfind to turtle eggs in order to break them, showing that block targeting is possible to some extent. Jeb stated after the addition of pumpkin pies that "only mutton and calamari are missing", implying mutton and calamari were both planned additions. Mutton was indeed added a few updates later, while squids are yet to drop any form of meat. Technical Java Edition 1.13 added waterlogging, marking the start of the separation between liquids and blocks. An in-development screenshot showing water occupying leaves and flowers, referred to as having "no water blocks", was released in 2018. However, water and lava still currently exist as blocks, and so far only water sources can occupy other blocks through the waterlogged block state; flowing water and bubble columns cannot occupy other blocks, and both still and flowing lava cannot occupy other blocks at all. Having water only occupy one side of a block like a glass pane, but not the other, is also something that has been considered. In Java Edition 1.14, numerous new blocks were implemented as replacements for certain "complex" crafting recipes, with the replaced crafting recipes relying on NBT data. This included moving inventory tool repair to the grindstone, banner modification to the loom, and map modification to the cartography table. However, several more NBT based crafting recipes still exist (such as fireworks, dyeing leather armor and tipped arrows), and these are planned to be phased out. Certain blocks that may be added in the future to further this goal include a dedicated fireworks customization block. In Java Edition 1.14.3, tool repair crafting recipes were reimplemented. Java Edition 1.20.5 adds data components to replace the non-strict item NBT format, all item data is still stored in NBT but uses a stricter way to access the data to keep the data structure consistent. On the feedback site, shaders (resource packs that override the vanilla shaders) were marked as announced, meaning that they were going to be implemented. This feature was partially implemented in 1.16 and 1.17, as resource packs can enable similar effects. While core shaders can be modified with resource packs, this is not considered a supported feature by Mojang. Different methods to change the game's graphics to the extent that overriding core shaders allows may be implemented at some point. However, Mojang developers are planning on implementing their new shader pack, Vibrant Visuals, into Java Edition. Docm77 confirmed in a tweet that sometime in the future, a new graphics setting will be added to Minecraft called "super fancy". It is unknown whether it is the "Fabulous!" graphics setting added in Java Edition 1.16 Pre-release 1, Vibrant Visuals [upcoming], or another new one. The use of OpenGL 3.2 for rendering in Java Edition 1.17 may lead toward the Super Fancy graphics. This could also be a reference to the Ray Tracing functionality in Bedrock Edition or the scrapped Super Duper Graphics Pack. An inventory rewrite was originally added in the snapshot 14w07a for Java Edition 1.8, but a roadblock was hit and Mojang had to shelve the change before the release of 1.8. Other changes to the inventory have been mentioned, including spectators being able to look at other's inventories, visible health/armor bar on all players, seeing players' GUI when spectating from their POV and the return of shift-double-clicking. Lua scripting was a feature mentioned by Notch as a way to create server-side modifications. The server would be able to create custom commands, assign certain server functions to blocks, and create user groups. Players would not have to download scripts within or outside of the client, and therefore no client-side modifications will be necessary. Notch said that he wanted Lua to be an extension for Minecraft, but did not want Lua to turn Minecraft into a game engine. Lua scripting has been further hinted at by Searge. Certain plugins such as Spigot or Bukkit support Lua scripting implementation into servers, but these plugins are not created by nor affiliated with Mojang Studios and thus are not an official means in which to implement Lua scripting. In one of the Blaze3D showcase screenshots, a development version that mentions Lua scripting in it's name can be seen in the world list. Changes with the off-hand slot added in Java Edition 1.9 were planned on being added to Minecraft sometime in the future. Specifically, the player would no longer be able to attack or place blocks with any item in their off-hand slot, similar to Bedrock Edition. However, players would still be able to hold items in the off-hand slot, which still made the off-hand useful for maps and such. Also, blocking would still be able to be activated if the player is holding a shield in their off-hand. However, this regression was later retracted due to massive community backlash. The Plugin API, dubbed "Workbench", was a feature that would have allowed mod developers to easily add more content to the game. In contrast to mods, plugins will not require any alteration of the minecraft.jar file itself, although they will also be slightly limited in their feature set. The Bukkit team was to help make the official Plugin API. Plans for official game customization date back to July 5, 2010, with the Modding API planned after the release of Java Edition Alpha v1.0.1_01. It was then stated to be released in Beta 1.8. The Modding API was then rebranded as the Plugin API, with the release originally stated to be planned for 1.3, then for 1.4, and then it was accidentally stated by Curse that it would be implemented in 1.5. At MINECON 2012, Mojang shared their vision for the future of the Plugin API. The API was to be developed by the Bukkit team and intended to simplify the modding and downloading process, although containing a slightly limited feature set. After initially publishing a developer website (http://dev.minecraft.net) and GitHub page, these were both taken down within a year. Developers on numerous occasions have mentioned that many changes made in the game's code were in preparation for the Plugin API, including Nathan Adams on July 29, 2014, Grum at the "The Minecraft Team - Behind the Scenes" panel on July 5, 2015 and Nathan Adams again on October 19, 2015 while working on the loot tables for Java Edition 1.9. A user replied "I think an official "we're working on it" would really help a lot" to which Nathan Adams replied, "We're working on it." Since then, no further developments have been made regarding Plugin API. In order to continue supporting macOS and bring Vibrant Visuals to Java Edition, switching the graphics API from OpenGL to Vulkan was planned for sometime over the summer of 2026. Minecraft on Xbox Series X|S could theoretically support ray tracing. However, as of latest mentions on March 31, 2022, there are currently no plans of adding ray tracing support for Xbox Series X|S. There have been a number of mentioned changes to world generation from the developers. Tommaso had planned a Far biome, which likely would have resembled a motivated alteration of the Far Lands, potentially made into its own stand-alone biome. This would be found at the edge of infinite worlds, and was going to be implemented in 0.9.0. For unknown reasons, it was indefinitely delayed. Tommaso also proposed a unique underworld/underground structure, as well as a dream dimension. However, none of these ideas (with the exception of the "unique underground structure", later added as the ancient city) came to fruition. Tommaso stated on Reddit that he would like to add a numerical "difficulty" value that mobs could have depending on their circumstances (spawn conditions, weather, etc.). This would vary the amount of hostile mobs at night and the amount of resources gained from each biome. He also stated that he would like more biome-specific mobs as well as biomes with specific difficulty/mob distributions (something which has been partially implemented with more biome-specific mobs added over the last couple updates). He also experimented with several other unimplemented world-gen related features which were either not implemented or else only implemented much later, such as much larger caves, waves in water, short 3D grass on top of grass blocks, and worlds over 400 blocks tall. Many of these ideas were reiterated again at MINECON 2016, where the developers stated they could either port the world generation changes from PC (added in Caves & Cliffs) or create a new world generation altogether. They posed that this new world generation system could operate with its own form of "progression system," wherein which harder/more complex biomes generate further from spawn. Other new generation features might have included more space underground (later added in Caves & Cliffs), a rise in the sea level to Y=96, and terrain alterations which would make generated terrain less predictable (also added in Caves & Cliffs). Since the world generation got completely overhauled in Bedrock Edition 1.18.0 (for the first time since Pocket Edition v0.9.0 alpha), and with the new caves, terrain port from Java Edition, and the addition of ancient cities, four of the aforementioned changes were/are officially added into the game, with one being only partially implemented (more biome-specific mobs). At MINECON 2016, the developers mentioned potential future improvements to the controls. This would have made the input system vector-based, allowing full mouse support on Android (added in 1.17.0) and having better built-in controller support. In addition, at a previous panel, they also mentioned the ability to remap the "long touch" input to "hardness-based" touch (3D Touch) for capable iPhones. In other words, the input wouldn't be based on touch duration, but rather on touch intensity. In a Twitch stream previewing the Nintendo Switch version, the developers mentioned that they would like to look into adding motion-controlled aiming, but currently have no plans to add it. This kind of feature would theoretically only function on devices supporting gyro-based controls, a qualification which would make it a natural addition to a platform like Nintendo Switch, but not several others. Development on this kind of feature is likely suspended due to a lack of clear way to make it cross-compatible. Bluetooth keyboard and mouse support was added to iOS and iPadOS devices in 1.19.10 Tommaso stated on Reddit that they may make other limited world sizes available, in addition to the Old world type (256×256). Mentioned world sizes were 1000×1000 and 10000×10000. The addition of different world sizes was again mentioned at MINECON 2016. Roger Carpenter talked about this in a stream of the 1.2 beta for Xbox One. They would like for the console versions to support the loading of files from external media such as a USB stick. This would allow the use of Add-Ons, custom worlds, skins and resource packs, etcetera, like on the other platforms. However, console companies are worried about "security issues" that this could cause. Other games that loaded content from external media have sometimes been exploited by hackers to run unauthorized code on consoles. If loading add-ons from external media is not an option, they would "work it out some other way". (Partially added with full add-on and behavior packs support for Xbox One) Brief mentions These features were briefly mentioned, but no further information was given after its mention. Mistakes Sometimes the staff at Mojang make minor mistakes, and the community interprets these mistakes as sneaky teasers or easter eggs. Some examples are: Joke features Mojang Studios employees have frequently joked about adding various features to the game. See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands/transform] | [TOKENS: 97] |
/transform Unknown No[verify] /transform is an April Fools' command added in snapshot 23w13a_or_b, which can be used to transform the user in a few ways: either turning them into a mob, giving them the skin of any other player, or changing their scale. Different transformations can be stacked, such as transforming into an Allay and then setting the user's scale to 2.0 resulting in a large Allay. Syntax Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_1.6.1-pre] | [TOKENS: 354] |
Java Edition 1.6.1 Java Edition Horse Update Pre-release: June 28, 2013 Release: July 1, 2013 Client (.json)Server (.exe) 73 1 Java SE 6 ◄ 1.5.2 1.6.2 ► 1.6.1, the release of the Horse Update, is a major update to Java Edition released on July 1, 2013, which added many new features including horses and their relatives, leads, coal blocks, carpets, new commands, resource packs and a new launcher. A pre-release version of 1.6.1 was released on June 28, 2013. This pre-release is identical to the full release of 1.6.1. Contents Additions Carpets Hay bale Hardened clay Block of coal Stained clay Horse armor Lead Horse spawn egg Name tag Horses Donkeys Mules Skeleton and zombie horses Status effects /spreadplayers /playsound[note 1] /gamerule arguments Resource pack system Attribute system Splash screens Changes Lapis lazuli block Redstone comparator Command blocks Lava Charcoal Saddle Golden apple Glistering melon Spawn eggs Flint and steel All mobs Zombies Villagers Withers Spiders Creepers, skeletons, witches and wolves Ghasts and zombie pigmen Deserts Nether Riding mounts Respiration enchantment Changed the idea of mob difficulty Tooltips Status effects Hunger Creative mode Technical Internal chat system New launcher Realms NBT Fixes 86 issues fixed From released versions before 1.7.2 From the current version, hotfixed Notes References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu |
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