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[SOURCE: https://minecraft.wiki/w/Experience#cite_note-11] | [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/vote] | [TOKENS: 340] |
Java Edition 23w13a_or_b Java Edition The Vote Update April 1, 2023 Snapshot Original: Client (.json) Server Reupload: Client (.json) Server Original: ClientServer Reupload: ClientServer dec: 1073741953 hex: 40000081 3444 13 13 Java SE 17 23w13a_or_b, supposedly the first and only snapshot for the Vote Update, is an April Fools' joke snapshot, released on April 1, 2023, which, as the primary focus, adds a system where players vote for gameplay features or mechanics to be implemented. This snapshot is a fork of 23w13a. The snapshot was reuploaded about three hours after the release, to fix some crashes related to transformations and to remove various vulgar color names. Contents Additions Air Cheese Copper sink Copper spleaves Golden chest Other portal Packed air Pickaxe block Place block Bit Bottle of entity Bottle of void La baguette Le tricolore Longer string New thing banner pattern Potion of Big Potion of Small Skis Tags minecraft:dupe_hack Moon cow Ray Tracing Stencil Display[more information needed] The Moon Lunar base Advancements Thirst Voting system NBT tags /transform /vote Most items and blocks become gold ingots and gold blocks, though certain items have special cases: Attribute Capes No round shapes allowed Nya, nya, nya, UwU! Death messages Splashes Sounds Toasts Changes Emerald Name tag Wolf Minecart Resource pack Trivia Videos Gallery References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Cut_Copper_Slab_JE2_BE1.png] | [TOKENS: 68] |
File:Cut Copper Slab JE2 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 64 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience#cite_note-12] | [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=21] | [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/Talk:Commands] | [TOKENS: 1335] |
Talk:Commands Archive basics |archive = /Archive %(counter)d |counter = 4 Contents Split commands between editions Split between Java Edition Commands, Bedrock Edition Commands, and Education Edition Commands. I Oppose the split because the command subpages will also be split. The Great Spring (talk | contribs) (Tagalog translation) 04:03, 9 December 2020 (UTC)Reply I propose a different way to approach this split. I don't think the subpages are that much of a problem, and we can just turn Commands into a disambiguation of the three pages. The subpages will remain where they are. Here is my proposal: Any thoughts? I personally Support this change. Blockofnetherite Talk Contributions 18:53, 17 December 2020 (UTC)Reply I am also proposing a different way to approach this split: This system does not have to be implemented to all subpages at once and would be very easy to understand. It also works with existing bookmarks of users. I would be willing to make the sub-subpages for the execute command as a prove of concept. My background: I am an experienced command user and i have made multiple datapacks for java but also for the bedrock market place. I have used this wiki a lot, but at some point I got frustrated enough so I now decided to try to change it. (please don't understand it wrong, I love this wiki, but sometimes I get confused by this mess, which can cost hours of time while coding) (I have already written about this idea on the discord: https://discord.com/channels/447104142729674753/1158428792797282364) What do you think? I personally Support this change.LordOfSpyro (talk) 19:11, 2 October 2023 (UTC)Reply Split based on topic instead of edition The proposal above proposes to split the article into the two editions. I propose to instead split it into, for example (I'm open for other suggestions): The current article is kind of a mess and makes it difficult to find something specific. Note that this split is not necessarily incompatible with the one above. Both can happen at the same time if desired (although I don't think that makes much sense) | violine1101 (talk) 12:47, 15 February 2021 (UTC)Reply Remove Success Count from the output table The "Success Count" column on the output tables gives no useful information to the reader. The success count, which is written to the command block NBT, is the amount of contexts that ran successfully. It always matches the success column (next to it), and it can increase when commands like /execute as fork the command into multiple contexts. But the /execute page doesn't even have an output table. On Bedrock Edition the success count does depend on the command, but I think it can reuse the "Success" column, with a tooltip giving more info. I propose the following changes, using the /experience command as an example. Current: Proposed: - Misode (talk • contribs) 00:12, 2 November 2023 (UTC)Reply I have made a draft template on my user page (User:ZacNVR/Sandbox/Output table). Here's what it looks like when passing the same input parameters as the template above: And for a Bedrock exclusive with onlybe=1 (taken from Commands/replaceitem): It is compatible with both the current syntax {{Output table|1|2|3|4|cmd|edition|onlybe}} and the proposed shortened syntax {{Output table|1|2|3|cmd|edition|onlybe}} by ignoring 3 if 4 is specified and using 4 in place of 3 (check User:ZacNVR/Sandbox/Output table/Test to verify that these formats do produce identical tables). I left out the cell coloring for now as that would likely require an extra parameter, as sometimes commands have more detail than just success or fail (see Commands/function). – ZacNVR (talk) 07:19, 25 January 2024 (UTC)Reply Unclear phrase in "Restrictions" section Could anyone specialist do correct the following phrase, which is either incomplete, erroneous or unclear: Possible enables might be corrected as enabled , however as for me, it is still unclear, what this sentence says. The second phrase is OK: TwoBlocksMC (talk) 23:54, 23 January 2025 (UTC)Reply Bedrock commands Here to learn about bedrock edition commands Stuff (talk) 00:10, 5 March 2025 (UTC)Reply Any Commands on the version 0.14.3? I was wondering if any commands exist in 0.14.3 5.214.38.132 18:55, 3 April 2025 (UTC)Reply Feedback (Fri, 30 May 2025 00:45:19 UTC) Add sections listing off usable strings for certain commands Ok, so in bedrock edition some commands don't show possible strings/values you can insert(to make a successful command). That is annoying and I often came to the wiki to see what I can put, but there just wasn't a list on any of the command pages. /playanimation does sorta have it, but it's incomplete. So my idea is to have a list of possible strings you can put into the command. (Example being /playsound) Dinoman 69 (talk) 14:49, 5 September 2025 (UTC)Reply 1.3.1 - Snapshot 12w17a - "'Was "Enable Cheats' allowed in 12w16a (the snapshot the world option was added in)?" Under "1.3.1 12w17a "Enable Cheats" can no longer be turned on in Hardcore mode." there's a question that asks (inside "[more information needed]"), "'Was "Enable Cheats' allowed in 12w16a (the snapshot the world option was added in)?" I tested it using the betacraft launcher and the answer is yes. Someone else can test it if they want. I hope this helps. I would send a picture but I don't know how to do that. Quicklightning (talk) 04:51, 9 November 2025 (UTC)Reply Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Cut_Copper_Stairs_(N)_JE2_BE1.png] | [TOKENS: 77] |
File:Cut Copper Stairs (N) JE2 BE1.png Summary 20w46a 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 65 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Minecraft_Wiki:Hey_Wiki?action=edit§ion=14] | [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/File:Levitation_JE1_BE1.png] | [TOKENS: 68] |
File:Levitation 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/Cut_Copper_Stairs] | [TOKENS: 274] |
Cut Copper Stairs Yes Yes (64) 6 3 No Partial (blocks light)[JE only]Yes[BE only] Yes No No Cut copper stairs are a decorative stairs variant of cut copper that generate in trial chambers and are used for building. Unlike other types of stairs, cut copper stairs can oxidize over time. Contents Obtaining Cut copper stairs can be broken with stone pickaxes or higher. If mined without a pickaxe, they drop nothing. Waxed oxidized cut copper stairs generate naturally in trial chambers. Usage Non-waxed cut copper stairs have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation on cut copper stairs. They can be waxed with a honeycomb to prevent it from oxidizing. As the block begins to oxidize (exposed), it gets discolored and green spots begin to appear. As the oxidation continues (weathered), the block is a green color with brown spots. In the last stage (oxidized), the block is teal with several green spots. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Cut Copper Stairs" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Desert.png] | [TOKENS: 63] |
File:Desert.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 8 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Options.txt] | [TOKENS: 196] |
options.txt options.txt is the file that stores all the options changeable in the in-game options/settings menu and various other information the game needs to store after quitting. It is found in the .minecraft folder in Java Edition or in the com.mojang/minecraftpe folder in Bedrock Edition, and can be edited with any basic text editor to change options. Most settings can be changed in-game, but a few can be changed only by editing this file. The options.txt file for the latest version of the game is not backward-compatible with older versions of the game, and if older versions are played in the same directory as a newer version, options.txt can be reset back to its default settings. Contents Options Each line represents a single option or piece of data, with the option followed by a colon followed by the value of that option. A list of all available key/button numbers for the controls options is available at key codes. Removed options Notes References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands?section=23&veaction=edit] | [TOKENS: 1848] |
Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / [BE only] / [BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands[Java Edition only] / Cheats[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"[JE only], "Terminated"[JE only], and "Error"[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Bedrock_Edition_installation_files] | [TOKENS: 290] |
Bedrock Edition installation files The installation files for Bedrock Edition contain the game program as well as resources required to run the game, such as resource packs, behavior packs, skin packs and Vibrant Visuals configurations. On the Windows version of Bedrock Edition, those are located in Minecraft for Windows or Minecraft Preview for Windows. Contents Location On Windows, the files are located under the <installation drive>\XboxGames\Minecraft for Windows (or ..\Minecraft Preview for Windows for Preview) directory. This directory contains a few unknown files and a Content directory containing all data. The XboxGames directory may also be located on other partition depending on the game's installation folder, which is configured in Microsoft Store or the Xbox app. The main Content directory can also be accessed from the old UWP storage location in %PROGRAMFILES%\WindowsApps. The directory's name is different based on each versions: On Android, the files are located inside APK files. Those are based on ZIP archives, and can be opened with an archive tool that supports this format. The assets present in the Content directory on Windows are located in the install_pack.apk split, inside the assets directory. When the game is installed, the APK files are installed into /data/app. While this directory is not readable without root, it is possible to access the APK files using Android Debug Bridge (ADB) or third-party tools like Package Manager. Directory structure History References Navigation Navigation menu |
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File:Cut Sandstone Slab 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 50 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Cyan_Banner_JE2_BE2.gif] | [TOKENS: 66] |
File:Cyan Banner JE2 BE2.gif 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 25 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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File:Bad Luck JE1.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 7 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Experience_Orb_(sprite)_Revision_3.png] | [TOKENS: 115] |
File:Experience Orb (sprite) Revision 3.png Summary for history 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 6 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Function_(Bedrock_Edition)] | [TOKENS: 502] |
Function (Bedrock Edition) Functions allow players to run lists of commands using text files with the extension .mcfunction. This page covers how to use functions in Bedrock Edition. Contents Usage Text files must be placed into a top-level folder named "functions" within a behavior pack, located at behavior_packs/[behavior_pack]/functions. Subfolders can also be added to this folder. For example, running the function sub/foo runs the file located at [behavior_pack]/functions/sub/foo.mcfunction. Note: Currently /reload reloads only functions that already exist at the time the game is launched, meaning changes can be made to existing functions but the game must be restarted for newly added functions. Upon successfully running a function, a message displays in chat: "Executed [amount] Command(s) from function [function file directory]." In version 1.12.0 this is "Successfully executed [amount] function entries." Function syntax Within the .mcfunction file, one valid command is placed per line, without the usual forward slash /. Players can add comments within the function text file by preceding them with a #. Functions require a minimum engine version specified in the pack manifest.json file. This field determines which version of a command to run. The number specified here should match the version number of the game. For example, lets say that /fill was changed in 1.9.0. If your behavior pack has "min_engine_version": [1, 8, 0] and runs a function that contains /fill, it runs the older version of fill (as if the version was still 1.8.0). This function builds a basic stone and wood house around the executor. Note that because the function runs commands in order, the glass windows and wooden door replace the stone walls created by the first command. Running a function Functions attempt to run all commands within a single tick, including the commands of nested functions called within another function. A single function call runs up to 10,000 commands (including calls to other functions, i.e. recursion). The tick.json file is also located in the behavior_packs/[behavior_pack]/functions folder, specifying functions to be executed on every game tick. Functions running in this file are executed by the server at origin 0, 0, 0 in the overworld. Functions in this file are executed as soon as the world is initialized, regardless of whether or not the player has been loaded. History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Special:TalkPage/Experience] | [TOKENS: 5684] |
Talk:Experience The main part of this page has a redirect to it's self just so you guys know. 24.10.30.125 08:15, 11 September 2011 (UTC)vanstratReply Someone needs to fix the Bugs text, because that has been officially fixed by Jeb. 173.72.72.214 22:00, 19 September 2011 (UTC)Reply Contents Points? http://twitter.com/#!/notch/status/119024329550856192 In that tweet Notch talks about experience orbs being worth 1 point and breaking a tradition. Does anyone else think that experience orbs will break the &e0 score we get when we die? Finally have a score from eorbs? --Throex 15:13, 28 September 2011 (UTC)Reply http://www.minecraftforum.net/news/244-19-updates-old-score-gone-experience-possible-substitute/ --Throex 01:01, 29 September 2011 (UTC)Reply Screenshot of the Buff Potion effects You do know that Jeb tested potion effects/buffs, and not skillpoint related stuff in that picture from Twitter? I edited and removed it, remember the spirit of a wiki imply you should take action, if you find something you know is wrong you don't have to be afraid to fix it yourself. Daropedia 16:25, 3 October 2011 (UTC)Reply Experience loss on death In case someone deems it worthy to be added to the article, I recently died in the nether (because I'm stupid enough to go down there without flint&steel and get my portal shot by a ghast). I was level 19, built a small safe house, I put a chest inside and dropped all my stuff in it. I went out, lit myself in a random fire, ran back to the safe house, and died. When I went back to the nether to pick up the experience orbs I had dropped, it was barely enough to get me to level 1, halfway to level 2. This means, if you die you better forget about your exp, that was almost a complete experience loss. --Mokunen 04:21, 10 October 2011 (UTC)Reply "Sucked into lava by soul sand" It does that now? --Throex 05:42, 10 October 2011 (UTC)Reply It seems this has been fixed in 1.9pre4. Now you drop a few orbs worth your full exp. at the moment of death. --Mokunen 03:12, 15 October 2011 (UTC)Reply I saw a vid on youtube from BdoubleO100, he died at level3, recollected all his XP and his level was 11. Anyone had something similar to that or could try it out? Experience From Mobs Does anybody know, how much experience the Mobs give? (in 1.9-pre4) I think I read somewhere that notch made it, so one orb is not always worth one point. Maybe someone has an idea on how to measure experience drops. And then it would be interesting how much Experience you need for each level (I would guess it can be described with a formula which grows exponentially). --Gitterrost4 14:18, 22 October 2011 (UTC)Reply And do experience drops go up on higher difficulty levels? In 1.0.0, either the XP level values have changed or the mob XP values have changed. For example, killing 100 zombies in my grinder gets me straight to level 17. 175 gets me to level 21. If the levels do increase by 7 each time, that means that each zombie is worth 10 XP (and this holds true for all hostile mobs except the blaze which gives me 20 XP). I haven't checked the actual figure (can you only do this by dying?) but the relationship of 7 points increase per level / 10 XP per monster is certainly what I am seeing on my copy. I'd also like to confirm that the orb pick-up bug has been fixed. No matter how many orbs you try to get at once, they fill the bar progressively slower as each experience level rolls over just as if you picked them up one by one. 86.212.105.28 17:27, 8 December 2011 (UTC)Reply Orbs Disappearing I know that jeb added a section to the code that would only allow a certain amount of your orbs to drop on death to cut down on lag spots, but how come at sometimes more drop than at other times and I have also noticed that other times when water is involved, you lose ALL your orbs. I have tested this by reaching level 5 and killing myself in different instances. --Throex TALK|CONT 01:36, 7 November 2011 (UTC)Reply That would be an interesting concept, and a good idea for a mod. I don't think they would put that in the vanilla game, as that kinda breaks the intention of losing XP as a consequence of death. Bejoe905 21:44, 6 December 2011 (UTC)Reply Experience Scaling To whomever keeps changing the Trivia post about how the experience scales: It has a linear scaling, not quadratic. Linear: 7, 14, 21, 28, 35, 42, 49, 56, 63, 70, 77,.... Quadratic: 7, 49, 343, 2401, 16807,.... And it certainly is not Logaritmic which is what this page said when I changed it to linear first time around. 109.130.80.39 10:23, 11 November 2011 (UTC)Reply Leveling Algorithm changed I suppose, those statements about linear growth of exp needed to go from lvl n to n+1 come from earlier versions of MC, however now in the 1.0.0 the algorithm used is more complicated and works like xpbar=xp/(7+round_down(old_level*3.5)) new_lvl=old_level+round_down(xpbar) a resonable approximation for this algo for going from 0 to lvl x in [1..200] would be 1.9504*x^2+4.9938*x+1.75 so i'd suggest to update this article.--84.181.151.221 14:39, 19 November 2011 (UTC)Reply The algorithm I have formulated is nearly exact. E is the required experience to advance to level n. The result will always be .25 higher than actual value with even levels only. I am unable to determine where in my formula to correct this small, nearly negligible, error. If using this formula in code, just round down or cast to an integer for the correct value. –Preceding unsigned comment was added by Vioviocity (Talk|Contribs) 08:21, 2 February 2012. Please sign your posts with ~~~~ Since this was such a pain to find... Here is the working formula for MC 1.3 --Szhlopp 17:11, 29 August 2012 (UTC)Reply Level Cap? Is here a hardcoded level cap? I noticed after I had killer an Enderdragon, I capped off at like, 80, and couldn't gain any more XP from anything. Might this cap be a bug? Bejoe905 19:49, 26 November 2011 (UTC)Reply The XP bar grows very very slowly at level 80; I just experimented and came up with somewhere around 375 XP. By comparison, the enderdragon gives you 20,000 XP, and the levels you gain are boosted by the levels/XP bug I documented. Or do you mean that when defeating monsters, XP no longer appears at all? 142.163.166.214 01:10, 30 November 2011 (UTC)Reply I did a few tests and I got to Level 100,000 using single player commands, that simply means you can just keep on going without an end. However, I do believe that they might add a level cap because eventually your stats are going to be too ridiculous to play with. Dotsonface 05:19, 6 December 2011 (UTC)Reply I did some experimentation with SPC, and verified that you level up exponentially on a linear scale, so I may not have noticed the XP increase. Bejoe905 21:39, 6 December 2011 (UTC)Reply If you were experimenting with single player commands, can I ask whether you were starting from level 0 every time? The amount of levels gained = XP/Xp for next level, so if you gain 350 XP at level 0, you go to level 50, since 7 XP is required to get level 1. If you were level 1, you would need 49 * 14 = 686 XP to get to level 50. If you levelled honestly, 8925 XP from level 0 to level 50. Which is definitely not linear :) (It's quadratic). Basically, if you started from the same level everytime, due to the way the game grants levels, if you acquired all the XP at the same time, (as with SPC or server commands), it would appear linear at first glance. 142.162.205.213 07:43, 6 January 2012 (UTC)Reply Yes, I was doing it from 0 every time. I haven't had much time to test under 1.1, but i assume the bugs still remain, since nothing was mentioned in the changelog about XP. Bejoe905 00:11, 18 January 2012 (UTC)Reply Old bugs and old trivia Is it really necessary to keep carrying old information? I have seen this on quite many pages so is there a general consensus to keep this stuff? Wethospu 16:36, 22 January 2012 (UTC)Reply Water exp remover? When I hit a Skeleton off a cliff, it hit water and died. I checked for exp, but I found none. Is it because it hit water, then died? Or did it just give 0 exp? It happens everytime a mob hits water then dies.Punch trees, get wood 19:06, 22 January 2012 (UTC) Something remotely related happened to me. I drowned (crashing underwater is pretty annoying) then after I came back, some of the experience i dropped was glitching, and I couldn't pick it upReply slot.png in minecraft.jar under gui, you can see a slot.png. This might be a future feature of experience. TTiscoming 02:12, 24 March 2012 (UTC)Reply Making a Texture Pack How do I make custom experience orbs for my texture pack? What file can I find it in? --Orcaman4 20:07, 31 May 2012 (UTC)Reply Experience in 12w22a The experience system is very different in 12w22a. From my playing around, it looks very much like levels are now awarded on a linear scale instead of a quadratic scale. I'm just running some inaccurate tests by repeatedly killing zombies and XP counting; from that, I would guess that: Level = XP / 17 I initially thought it might be 16, but the numbers don't add up. That, or something very funky is going on that's causing rounding errors. Can someone with more skill than me verify this? --Zeta0134 00:22, 1 June 2012 (UTC)Reply Snapshots vs Released Can we please leave the data for Release versions of Minecraft intact and have a separate section for Snapshot changes? Snapshots are a work in progress, while the release versions are what most users will be using. Snapshot changes should be placed under their own heading within each article. –Preceding unsigned comment was added by 141.132.148.19 (Talk) 23:11, 5 June 2012 (UTC). Please sign your posts with ~~~~Reply Experience has never been "exponential" I posted this on the Version history talk page too, but perhaps it belongs here too or instead: I don't know if this is an error on Mojang's part or some wiki editor, but experience has never been "exponential" either "slightly" or otherwise. In the pre-12w22a system the differential xp was linear and the cummulative xp was consequently quadratic. I have no hard stats to go by for 12w22a, but it sounds like the differential xp was constant (17 xp) and the cummulative xp was consequently linear. In the post-12w23a system the differential xp is constant for the first 16 levels, then it becomes roughly linear (it actually fluctuates a bit). This makes the cummulative xp roughy quadratic (the slight fluctuations prevent it from being perfectly fit by a polynomial). None of these systems are exponential. They are nowhere NEAR exponential. An exponential case would be where you have to multiply the past level's xp by some fixed number to find the next levels xp (either differential or cummulative, the derivative of an exponential is an exponential). An example would be where that number is 2 and the amount of xp required to level up doubles every time. This number could be less than 2, or even less than 1, but the bottom line is that the required xp grows *very* fast in the limit of large levels. Constant is "order 0", linear is "order 1", quadratic is "order 2", and so on. Exponential technically has infinite order. Granted there are slow growing functions, oscillating functions, and so on that have infinite order, but exponentials are generally considered one of the fastest growing functions (from the perspective of limiting behavior). So, I think its worth noting that the minecraft case is quadratic, not exponential, since quadratic is very slow-growing in comparison when it comes to limiting behavior. Dove 23:00, 14 June 2012 (UTC)Reply Achievements? The article mentions achievements in the 12w23a section but... I can't find any information to back that up on either the Achievements page, or by testing it myself (I'm playing 12w24a.) Is this claim that achievements give exp a mistake? I'm not sure enough to edit the article myself... Experience in 12w23b So I see it now takes 825 experience to get to level 30 (a substantial decline from the previous snapshot) but how does this affect the experience required for levels 31-50? Ipctimor 13:51, 5 July 2012 (UTC)Reply Monster spawners Just was mining monster spawners, they give loads of xp. I just did one, got nearly 2 levels. Somebody dig into the code, find the exact xp it can give. Funky3000 18:41, 13 July 2012 (UTC)Reply Block and Smelting XP Are the block XP ranges flat random values? Similarly, are the smelting values exact, multiplied by the item count? I'd kind of like to break out the block & smelting section to a new table, just so I can add a "per stack" column. --Mental Mouse 13:11, 9 September 2012 (UTC)Reply Is XP lost if items smelted emptied into a chest via a hopper?--Clonemonkey (talk) 12:17, 15 July 2019 (UTC)Reply Video tutorial I want to add here a link to a EXP farm. Where should I? –Preceding unsigned comment was added by Ritonda66 (Talk|Contribs) 18:56, 30 November 2012 (UTC). Please sign your posts with ~~~~Reply Extend level table to 40? Since the anvil can take up to 39 levels at a time, perhaps we should extend the XP/level table to level 40? --Mental Mouse 20:42, 15 December 2012 (UTC)Reply Geared mobs drop more XP While playing around in unmodded version 1.6.2 with strenght effect high enough to kill any mob with one hit, I've discovered some changes in XP drops : First of all, I've noticed that Skeletons, Wither Skeletons and Zombie Pigmen now drop 6,7 or 8 XP instead of 5. Note that : _every Skeleton carries a bow by default _every Wither Skeleton carries an Iron Sword by default _every Zombie Pigman carries a Golden Sword by default Then I made further tests (The following tests were made in hard mode with spawn eggs but seem to follow the same rules as natural spawning. However, they may contain mistakes) : Zombie - Iron Shovel - 6 XP (2x3) Zombie - Iron Sword - 7 XP (1x7) Zombie - Golden helmet with enchanted golden chestplate - 9 XP (2x1 + 1x7) Zombie - Full golden armor - 12 XP (2x1 + 1x3 + 1x7) Zombie - Full leather armor with enchanted chestplate - 14 XP (2x7) Zombie - Full golden armor with enchanted chestplate - 14 XP (2x7) Zombie - Full leather armor - 15 XP (1x1 + 2x7) Skeleton - Full leather armor - 12 XP (2x1 + 1x3 + 1x7) Skeleton - Full golden armor but shoes - 13 XP (2x3 + 1x7) Skeleton - Full golden armor - 18 XP (1x1 + 1x17) Conclusions : _It seems like carried gear affects the XP drops and scales with its efficiency. _It seems like eventual enchantments don't. Could somebody look at the code to confirm these observations ? (sorry for my english, just in case ;) ) Missingno 26 19:54, 22 August 2013 (UTC)Reply Experience for Spider Jockey Shouldn't it be 5+(1-3)+5 now, since the skelly always gives extra experience for its bow? --MentalMouse42 (talk) 20:29, 30 December 2013 (UTC)Reply Mending Using experience to achieve item mending is not discussed at all. 97.90.238.97 01:05, 24 November 2018 (UTC)Reply Cactus smelting The table here gives the amount of experience for smelting cactus at 0.2/block. This video tries to determine the experience rates for a few different smelting blocks. all the other blocks check out, but the result for cactus blocks seems to indicate a rate of 1/block. For the actual math, all other blocks seem to check out; the cobblestone as an example: 27*64 cobblestone@0.1 xp/block would give 173 xp, which is level 10 with ~47% towards next levelup. The cactus at the rates indicated here: 27*64 cactus@0.2 xp/block would give 346 xp, which is level 15 + ~83% towards next levelup, which is not what the guy in the video is getting. My hypothesis is that cactus actually give 1 xp/block: 27*64 cactus@1 xp/block would give 1728 xp, which is level 32 + ~76% towards next levelup, which is consistent with the results in the video. I'll edit the number in the table, if anybody has an insight that I've overlooked that would explain the results with the rates as in this page, I'd love to hear it and you can feel welcome to revert me. 31.21.110.226 15:55, 23 July 2019 (UTC)Reply Orb sounds Should the Orb Pickup Sound(sounds/random/orb.ogg) and Levelup Sound(sounds/random/levelup.ogg) be inserted into this( or Player) infobox ? Pneuma01 (talk) 07:45, 16 September 2019 (UTC)Reply Split discussion Gonna start this discussion with a weak oppose. I feel like the two sets of info are closely enough related it makes sense to keep the combined. I don't feel too strongly though. -PancakeIdentity (talk) 23:18, 19 March 2020 (UTC)Reply I agree that it should be split up. One article should focus on the Experience and Leveling system in Minecraft and the other article should focus on the orb itself eg. the block code, color, etc. 182.253.96.245 11:39, 26 April 2020 (UTC)Reply Oppose I don't feel like the page needs to be split, but I do think the page needs to be reorganized to bring information that players are more likely to be looking for to the top of the page, and moving less relevant info towards the bottom, and then combining sections to reduce redundant info. I think we can move the entire section about the xp orb entity down the page further, and bring more relevant info up higher. I have already made a a minor edit to the page by taking some info found in later sections and adding it to the introductory paragraph so the "behavior" section became more of an "experience sources" section. I spent a few hours drafting up a full page change, only to have the editor crash on me once, and the "Contents" table formatting broke itself another time. Flamingkitty the Memelord (talk) 06:16, 27 April 2020 (UTC)Reply Support, as this would make linking and categorization easier. We could still briefly describe the experience system in the Experience Orb section, as the two topics are related. Fadyblok240 (talk) 22:12, 19 August 2020 (UTC)Reply Formula for "EXP until next level" in incorrect The formula for how much exp it takes to get to the next level is incorrect according to the chart, and the chart is correct. [Java] Please verify furnaces no longer destroy stored exp when broken? Game version 1.16.1 JE No mention of furnaces dropping exp. Scenario I tested: Furnace that had been storing exp due to hopper automation was destroyed by me mining it, dropped exp as collectable orbs instead of deleting it. If page is out of date and has been feature for a while, just update the page. If new unconfirmed change, please attempt to reproduce and post your findings as a reply. My testing on a vanilla JE server with no datapacks conflicts with "Dumping the contents by breaking the furnace destroys the experience." Untested on BE. -LexiTehGallade aka 82.12.238.82 19:42, 4 July 2020 (UTC)Reply EDIT: Nevermind. I see it was a bug (MC-1601) that was resolved in 20w17a. Making the edit myself. Do hostile babies really give that much? The page indicated that the various baby zombies etc give 12 XP+equipment. Which would certainly be deserved (those things are nasty!), but it's the first I've seen of that. Has anybody checked the code on this? --MentalMouse42 (talk) 23:41, 3 May 2021 (UTC)Reply Sculk Catalyst and Baby Mobs I don't know how old this info is but I just tested and killing a baby mob did trigger the Sculk Catalyst to do its own block animation, however I did not see any sculk creation or bubbling. So it is not "allowing for experience to be obtained in a more indirect way" as the current page says. Someone else should probably test this and verify, so we can correct this page info. Also on the page for the Sculk Catalyst, it states the opposite, that it will not spread sculk with any mobs that don't drop XP, so either way the info on both pages should match. --DrNusbaum (talk) 03:05, 3 May 2023 (UTC)Reply Useful numbers -> "The maximum level of XP" So I read this last bullet point in list, and this "survival EXP cap" struck me as suspiciously low, especially compared to the supposed required amount of EXP to get to the next level being over 2^32 - 1, when in the EXP table above this list, the EXP required for the next level never outpaces the total EXP required for said level. So I plugged 238,609,312 as the total EXP needed into the 'Total Levels' equation at level 32+, and got ~7,299.822. Instead of doing the easy thing and just plugging 7,300 in as the level in the equation for total experience (level 32+), I tinkered with adding a bit more EXP in the first equation until I found that I needed 11,658 additional EXP to get to a whole numbered level of 7,300. In any case, plugging this into the 'Experience required (until next level)' equation gives 65,542, which is just a bit over the short integer limit. But that's not the limit the factoid states. Out of curiosity, I plugged in the 32-bit integer limit into the 'Total Levels' equation and solved, and got ~21,863.285. Plugging in 21,863 as the current level, the EXP needed to get to the next level is only 196,609. Since total EXP reaches the limit long before EXP to next level, I'm going to assume that that's the hard survival cap on how many levels can be gained. However, I tried one last thing. I read it again and thought "what if the person who wrote this meant just 'level', and not 'amount of XP'". I plugged the number in the bullet point into the 'experience required (until next level)'" equation and got just 3 over the 32-bit integer limit. I clarified the bullet point now, so this should put this issue to rest and hopefully prevent further confusion. Sculk Silk Touch Pickaxe (?) In the “Sources” section it says that if you mine sculk blocks with a Silk Touch pickaxe it will drop the block itself, I’m going to change this to “Silk Touch tool” because I did it with a shovel and the primary tool for breaking sculk is a hoe anyway Pokemonster (talk) 15:33, 28 March 2025 (UTC)Reply Feedback (Sat, 07 Jun 2025 23:19:19 UTC) Feedback (Tue, 30 Sep 2025 01:49:45 UTC) Feedback (Mon, 06 Oct 2025 19:10:03 UTC) Navigation menu |
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File:Experience Orb (sprite) Revision 1.gif Summary for history 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 9 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Health_Boost_JE2_BE2.png] | [TOKENS: 67] |
File:Health Boost JE2 BE2.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 5 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_talk:Hey_Wiki] | [TOKENS: 813] |
Minecraft Wiki talk:Hey Wiki Contents Broken links Can someone please change the broken links https://modrinth.com/mod/roughly-enough-items and https://modrinth.com/mod/mod-menu to correct ones (https://modrinth.com/mod/rei and https://modrinth.com/mod/modmenu) on this wiki and the GitHub repository? Thank you! 83.28.217.24 17:37, 1 June 2024 (UTC)Reply Bedrock port I Hope This Comes To Bedrock– Unsigned comment added by Jernicol (talk • contribs) at 08:51, 10 June 2024 (UTC). Sign comments with ~~~~Reply –MetalManeMc, French Wiki admin (Talk to me!) 13:20, 11 June 2024 (UTC)Reply Server Plugin? Hello, I tested out this mod and it‘s very good. While testing, the idea to remake this mod as a server plugin came me. It should have the same features like the mod (for example, when I‘m facing on oak planks and press the „H“ key, the plugin checks the block which I‘m currently facing on and sends a link to the client. I could (and I really want) to make this as a server plugin for PaperMC starting with version 1.19. Greetings, Atten007 —-Atten007 (talk) 13:01, 13 June 2024 (UTC)Reply Please Forge Hello, Could you make the mod for Minecraft Forge too, please? A lot of people play with Forge Minecraft, as many other important mods are for Forge. It could be very useful, so I'm waiting for it! Thank you! 95.251.242.36 07:28, 2 July 2024 (UTC)Reply Mod Support Hm, will there be any plans to support modded items? Similar to projects like the FTB Wiki (which is massively out of date) It's kinda a missed opportunity to have an overpowered TMI/WALIA and not support modded things. Aytimothy (talk) 09:28, 29 July 2024 (UTC)Reply --Simanelix (T|C) 00:12, 7 June 2025 (UTC)Reply Version 1.7.1+1.21.1 is actually for 1.21.3 For some reason there is a duplicate 1.7.1 build that is apparently meant to be for 1.21.1 but is actually for 1.21.3. I’ve got fooled by the mod version naming and only discovered the mismatch upon trying to start the game (my favorite server is still on 1.21.1). — BabylonAS 17:30, 15 November 2024 (UTC)Reply please add the 1.21.7 support please add the 1.21.7 support for hey wiki 95.26.138.94 07:48, 4 July 2025 (UTC)Reply Bedrock there needs to bedrock edition mod DD54343 (talk) 17:33, 13 August 2025 (UTC)Reply huh ... 81.99.70.48 14:15, 22 August 2025 (UTC)Reply Template error I believe there is an error in this article, in section "Resource pack", where it tries to call a nonexistent "Filename2" template. What is it supposed to mean? Rert 14:44, 20 November 2025 (UTC)Reply Protect this page from vandalism shouldn't this page be protected? like people will vandalize it with misinformation 2001:4455:E34:9700:244E:694D:95A8:8812 03:56, 17 December 2025 (UTC)Reply Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience#cite_note-14] | [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/Cyan_Bed] | [TOKENS: 2909] |
Bed Yes No Any tool 0.2 0.2 No Yes JE: NoBE: Yes No JE: YesBE: No 3 WOOL A bed is a dyeable utility block that allows a player in the Overworld to sleep through the night and reset their spawn point to within a few blocks of the bed, as long as it is not broken or obstructed. Contents Obtaining No tool can accelerate the breaking process of bed. Bed drops itself when it's destroyed. Igloo Village Trial chambers Usage Beds are used by pressing the use item button while looking at the bed. A player sleeps by using a bed during a thunderstorm, or at night (between 12523 and 23477 ticks in clear weather, when stars appear in the sky, or between 12002 and 23998 ticks in rainy weather). Players can sleep during a thunderstorm even if they are in a biome where it does not rain (e.g. desert). Attempting to use a bed at any other time results in the message "You can sleep only at night or during thunderstorms" in Java Edition or "You can only sleep at night and during thunderstorms" in Bedrock Edition. A player sleeps in a bed for 101 in-game ticks, or 5.05 seconds before the time skips to the next day. Sleeping in a bed with the /gamerule doDaylightCycle set to false results in the player being kicked out of the bed after the 101 ticks, but does not change time of the world to day. Sleeping in a bed is possible only in the Overworld. Attempting to sleep in a bed in the Nether, the End, and custom dimensions[JE only] in which they are disabled causes it to explode and set fire to surrounding blocks. The explosion has power 5, which is stronger than TNT (4), but not as strong as a charged creeper or end crystal (6). The explosion centers on the head part of the bed. Villagers can sleep normally in any dimension without the bed being blown up. Upon death from a bed explosion, the message "(Player) was killed by [Intentional Game Design]" appears. In Bedrock Edition, bed explosions can be disabled by setting /gamerule respawnBlocksExplode to false; this still prevents beds to be used in invalid dimensions. The player must be close to the bed to sleep. If the player is close enough to interact with the bed, but not close enough to sleep in it, the message "You may not rest now, the bed is too far away" in Java Edition or "Bed is too far away" in Bedrock Edition appears. To use a bed, a player must be within a distance of 3 blocks in Java Edition or 2 blocks in Bedrock Edition from the bed. If a monster is within 8 blocks of the bed head horizontally (in the X- and Z-axis), and 5 blocks vertically (in the Y-axis), the message "You may not rest now, there are monsters nearby" appears and the player is prevented from sleeping until the monsters leave or are killed. Most hostile mobs, as well as some neutral mobs prevent players from sleeping, as shown in the table below. If the player has not entered a bed and didn't die for 3 in-game days, phantoms can spawn unless /gamerule doInsomnia is set to false. In Java Edition, this can be verified by checking if the "Time Since Last Rest" statistic is greater than 1.00 h. Taking damage from any source while in a bed causes the player to wake; this means players cannot sleep while on fire, while poisoned, or while starving, because the damage wakes them before they can fully fall asleep. Attacks from other players and hostile mobs also wake the player in this way, although the latter is rarely seen due to hostile mobs typically preventing the bed from being entered in the first place. The player also cannot sleep in a bed occupied by another player, resulting in the message, "This bed is occupied". A player can, however, sleep in a bed being used by a villager. The player may first wake the villager (pressing use on the villager) and then quickly enter the bed before the villager can lie down again. The villager reclaims the bed after the player wakes. The villager is kicked out of its bed when a player attempts to sleep there. If all sleeping requirements are met and the player enters a bed, the player is positioned in the bed. The player falls asleep as the screen fades to black. In Bedrock Edition, the sleeping animation slowly lowers the player into bed. Once all players in a world are asleep, after 5 seconds (100 ticks) the time of day changes to sunrise. (time 0) During this time, the chat window is focused, and the player can leave the bed by clicking the Leave Bed button. Waterlogged beds[Bedrock Edition only] cannot be slept in unless the player or villager has the Water Breathing or Conduit Power status effects. Attempting to use a waterlogged bed otherwise does not display any message. In Java Edition, beds displaying an error above the hotbar is a feature exclusive to beds. In Bedrock Edition, the bed sends the message in the chat; other blocks that cannot be used do not display such a message. The process for determining where to put the player after waking up is the same as for determining where to respawn the player after death (see below). The player attempting to sleep in a bed with no suitable wakeup positions (achievable by interacting with the bed from underneath it), such that the player will suffocate upon waking up, will result in the message "This bed is obstructed". The player always wakes up facing the head of the bed. Villagers always wake up on top of the bed, meaning they can suffocate if there isn't enough room above the bed. Sleeping changes the time of day to sunrise and resets the weather cycle, changing the weather to clear conditions. In Java Edition, the weather cycle resets only during rainy or snowy weather. Sleeping does not accelerate processes that take place over time such as the growth of crops or smelting. To skip the night in multiplayer, all players in the Overworld must be in bed at the same time. Pressing the Leave Bed button is not necessary in this case. The percentage of players that need to sleep to skip the night can be customized with the game rule playersSleepingPercentage. Sleeping in a bed while playersSleepingPercentage is set to higher than 100 displays the message "No amount of rest can pass this night." and disables passing the night. Villagers are unable to skip the night by sleeping in beds, unlike players. Players and villagers do not drown or take damage from lava while in a bed, even if the bed is covered in lava. However, if the bed is destroyed while the player is in it, due to for example an explosion or by another player, the player wakes prematurely and the night does not pass. In Bedrock Edition, on Peaceful difficulty only, sleeping in a bed fully restores the player's health. Once a player has entered a bed (or right clicked the bed during daytime), their spawn point is set to the location of that bed. Multiple players can set their spawn point on a single bed. Using a bed in the daytime likewise sets the spawn point, without actually entering the bed. When a bed explodes, it does not set the spawn point. The message "Respawn point set" is displayed in chat when the respawn point is successfully changed. The check for a bed is made only when the player respawns. This means that the bed can be destroyed and replaced or even reoriented, but as long as there is a bed present in the same location, the player can respawn there. If a player's bed is absent, or if the area around the bed is made unsuitable for respawning (see below), a message is displayed saying "You have no home bed or respawn anchor, or it was obstructed" in Java Edition or "Your home bed was missing or obstructed" in Bedrock Edition, and the player respawns at the world spawn point. When choosing where to respawn the player, the two blocks to the immediate left and right of the head of the bed are considered first. Which block is chosen between the two corresponds to which direction the player was facing when they last interacted with the bed to set their spawn point; For example, a bed facing west will respawn the player on the south side of the bed if they are facing towards the north while setting their spawn point, and vice versa. If the player is perfectly aligned with the bed when the spawn point is set, the right side of the bed takes priority. Interacting with the bed again will still update which side of the bed is chosen for respawning, even if the location of the spawn point itself does not change. Once a side is chosen, if the block immediately on the chosen side of the head of the bed is obstructed, the next block to be checked is chosen moving in a clockwise (right side) or counterclockwise (left side) direction around the bed. If all of the 10 blocks immediately adjacent to the bed are obstructed, the block above the head of the bed is checked, followed by the block above the foot of the bed. The player is always respawned facing the head of the bed, the same as for waking up. For a location to be unobstructed, the block at the level of the bed must be air or non-solid (e.g. torches, but not glass) and there must be a space with a solid block below it and two non-colliding blocks for the player to stand in 0-2 blocks below the bed. It does not matter if the bed itself has blocks above it. Putting a slab one block above a bed can act as a two block tall space, as the bed is half a block tall. The bed never spawns the player directly below itself even if all other locations are obstructed. If a bed is obstructed, the player's spawn point is cleared after they respawn. That is, even if the bed is subsequently made usable again, the player continues to respawn at the world spawn until interacting with the bed again. Specifically, when interacting with it, the location of the head of the bed is saved as the spawn point, and if a bed is in that space (whether it is the foot or the head) then the respawn works. This can be observed by reorienting the bed with its head in the same location. Interacting with it does not produce a "Respawn point set" message as the game doesn't change the saved spawn point. If a bed is reoriented so that its foot is in this space, it still functions on the next respawn, but it can also be interacted with to update the spawn point to the new head of the bed and cause a "Respawn point set" message. Attempting the reverse, reorienting the bed so that it overlaps the original location of the foot, results in a respawn at world spawn. However, the location of the foot of the bed is also saved. If the bed is moved so that part of it overlaps the original location of the head, it can be observed that the same locations need to be obstructed to stop spawning. It is possible to respawn 2 blocks away from the bed this way. Falling onto a bed bounces the player with 66% strength – the bouncing-up velocity is 66% of the impact velocity. The player also takes less fall damage when bouncing on a bed. The player's fall distance is set to 50% of the actual distance fallen, which results in the player taking half of the normal fall damage. Baby villagers bounce on beds during the day. If the player is falling while sleeping requirements are met, and presses use on a bed within reach before hitting the ground, the fall damage is delayed until the player wakes. A player can bounce on a bed while another player or villager is sleeping on it without waking the player or the villager up. Villagers can be pushed onto beds, as the bed is half a block tall. Each bed in the vicinity of a zombie villager has a chance to speed up the process of curing the zombie villager. Iron bars (such as in a prison cell) also have this effect. Beds require two blocks of floor space. Placement requires at least 2 blocks from the player's facing direction. When placed, the foot of the bed is placed on the block selected and the head of the bed on the block farther away from the player. In Bedrock Edition, beds require solid blocks below them when placed. However, the bed remains in place if its supporting blocks are later removed. They also cannot be placed on transparent blocks. In Java Edition, beds do not require supporting blocks and can be placed anywhere, provided there is enough room. Because beds explode when a player attempts to sleep in the Nether or the End, they can be used as any other explosion, to demolish blocks or deal damage, with the advantage of being extremely cheap compared to TNT or end crystals, and being instantaneous. Explosions can be used, for example, to mine for ancient debris or to kill the ender dragon. In Bedrock Edition, beds do not explode if /gamerule respawnBlocksExplode is set to false. Beds are destroyed when a piston tries to push them. They are not pulled by sticky pistons. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, bed items use the following data values: Java Edition: Bedrock Edition: A bed has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History For a more in-depth breakdown of changes to textures and models, including a set of renders for each state combination, see /Asset history Issues Issues relating to "Bed" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu |
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