text stringlengths 0 113k |
|---|
[SOURCE: https://minecraft.wiki/w/File:Cyan_Carpet_JE2_BE2.png] | [TOKENS: 66] |
File:Cyan Carpet JE2 BE2.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 51 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/File:Savanna.png] | [TOKENS: 77] |
File:Savanna.png Summary A picture of the savanna biome with the new acacia trees. 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 4 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/File:Conduit_Power_JE1_BE1.png] | [TOKENS: 68] |
File:Conduit Power 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 14 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Potion_of_Luck] | [TOKENS: 142] |
Potion of Luck Common 32 game ticks (1.6 seconds) Yes No No A potion of Luck is a potion that provides Luck when used. Contents Obtaining Potions of Luck can be obtained via commands, and is also available in the Creative inventory. While the base potion of Luck cannot be obtained via brewing, it can still be brewed into a splash potion or a lingering potion. Usage Sounds Data values Java Edition: Java Edition: Normal potions use a "potion" tag inside "potion_contents" component to indicate the potion type. Advancements History Issues Issues relating to "Potion of Luck" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Tick] | [TOKENS: 1481] |
Tick Nearly all video games (including Minecraft) are driven by one big program loop. Just as every gear in a clock is synchronized with the pendulum, every task involved in advancing a game simulation is synchronized with the game loop. Appropriately, one cycle of the game loop is called a tick. Contents Game tick A game tick is where Minecraft's game loop runs once. The game normally runs at a fixed rate of 20 ticks per second, so one tick happens every 0.05 seconds (50 milliseconds or 1/20 seconds), making an in-game day last exactly 24 000 ticks (20 minutes). However, if the computer is unable to keep up with this speed, the amount of game ticks per second (TPS) decreases. As the vast majority of actions are timed based on tick count rather than on real time, this means that many things take longer on a slower computer. A statistic related to ticks per second (TPS) is milliseconds per tick (MSPT), the time a server actually uses to compute a tick. The TPS can be maintained at 20 only if the MSPT is no higher than 50. The following often contribute to server-side lag: The MSPT value is displayed in the F3 debug screen as "ms ticks" in Java Edition. The frame time graph (F3 + 2) shows the TPS value. Both displays are available only as a multiplayer host or singleplayer since the stats come from the integrated server of your Minecraft game. In Java Edition, tick rates can be controlled by the command /tick. Game process In Java Edition, in each game loop the following actions are processed in order: Chunk tick As a part of a game tick, specific chunks are ticked on every game tick. In Java Edition, chunks with loading type of entity ticking (see Chunk#Level and load type) are ticked on every game tick. This primarily includes chunks in the simulation distance, but chunks loaded through other methods are also random-ticked. Mob spawning and lightning strikes require a player within 8 chunks to occur, even if the chunk is fully loaded. Precipitation-related actions and all other random tick actions (such as crop growth) do not require any player to be near the chunk. In Bedrock Edition, all chunks inside simulation distance (or specified in the /tickingarea command) are ticked on every game tick. In both editions, the following things happen when a chunk gets ticked: Chunks consist of one subchunk per 16 blocks of height, each one being a 16×16×16=4096 block cube. Subchunks are distributed vertically starting at the lowest y level. Every chunk tick, some blocks are chosen at random from each subchunk in the chunk. The blocks at those positions are given a "random tick". Subchunks that do not contain at least one block that can react to random ticks are skipped. All blocks are a possible target of a random tick, including air. In Java Edition, the number of blocks chosen from each subchunk is specified by /gamerule random_tick_speed (defaults to 3), and one block can be chosen multiple times in one chunk tick. In Bedrock Edition, it also depends on randomTickSpeed (defaults to 1), but it specifies only relative speed instead of the exact number. Most blocks ignore this tick, but some use it to do something: Because random block ticks are granted randomly, there is no way to predict when a block can receive its next tick. In Java Edition, the median time between ticks is 47.30 seconds (log4096−34096(0.5)≈ 946.03 game ticks). That is, there is a 50% chance for the interval to be equal or shorter than 47.30 seconds and a 50% chance for it to be equal or longer than 47.30. However, sometimes it is much longer or shorter: for example, there is a 1.38% chance for the interval to be less than one second and a 1.23% chance for the interval to be over five minutes. On average, blocks are updated every 68.27 seconds (40963≈ 1365.33 game ticks). For the math behind these numbers, see the Wikipedia entries for the geometric distribution. Scheduled tick Some blocks can request a tick sometime in the future. These "scheduled ticks" are used for things that have to happen in a predictable pattern—for instance, redstone repeaters schedule a tick to change state in Java Edition, water schedules a tick when it needs to flow. During the scheduled tick phase, each block position that had previously requested a scheduled tick for this game tick gets ticked. In Java Edition, there are two types of scheduled ticks: block ticks and fluid ticks. Block ticks are executed first based on priority, and then based on scheduling order. A lower value for priority results in earlier execution during the scheduled tick phase. If a redstone repeater is facing the back or side of another diode, its block tick has a priority of -3. If a redstone repeater is depowering, it has a priority of -2. Otherwise, the repeater has a priority of -1. If a redstone comparator is facing the back or side of another diode, it has a priority of -1. All other block ticks have a priority of 0. Then, each block with a scheduled fluid tick get a tick. Fluid ticks do not use priorities and are ordered based on scheduling order. In Java Edition, the maximum number of scheduled ticks per game tick is 65,536. In Bedrock Edition, the maximum number of scheduled ticks in a chunk per game tick is 100. Redstone tick Redstone tick is a unit of time that describes a delay of two game ticks, creating a 1⁄10 of a second delay. The redstone system is calculated on concurrent threads, meaning that redstone updates are processed independently of the main game loop. This architecture utilizes a two-phase tick system, known as produce ticks (P-Ticks) and consume ticks (C-ticks), or alternatively as Output Ticks and Input Ticks. These two phases form a single redstone tick, which spans 2 game ticks. There are 10 redstone ticks per standard 20-game-tick second. Tick cycle Component Behavior The transmission and timing of redstone signals are determined by these ticks, which govern when redstone devices output power and when they respond to input. Piston tick The piston tick is a different way to divide the game tick, based on the Immediate Update Theory by Sancarn and Selulance. It was created by the Chinese redstone community in order to simplify the calculation of piston timings, but it never gained popularity in the Western community. The piston tick starts in the entity phase of the game tick and ends in the block event phase, therefore a piston always takes 3 piston ticks to extend or retract, without any start delay. Redstone components that use scheduled ticks lose 1 piston tick of delay depending on how they are powered (for example this happens when a repeater gets powered by a redstone block that was pushed by a piston). History References Navigation All commands Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Anvil_mechanics/Before_1.8] | [TOKENS: 1065] |
Anvil mechanics/Before 1.8 This page explains the mechanics of the anvil. The anvil is primarily used to repair tools, armor, and weapons, which it can do without stripping their enchantments. It can also be used to combine the enchantments of two items, to give an item an individual name, or to crush other players that walk beneath it while it is falling. All its functions, except for crushing players, cost experience levels, and some have material costs. The anvil has five basic functions: Renaming items can be done in the same work step as repairing or combining, provided the experience cost is not too high. In Survival mode, the anvil can apply only 39 levels worth of work in a single operation. If the job would cost 40 or more levels, it is rejected as "Too Expensive!". (This does not apply in Creative mode.) Such jobs can often be done piecewise: rename first, then repair, then combine. Note that it is possible to produce items so heavily enchanted that they cannot be worked on at all. Contents Base value of items The most important concept for using an anvil is the base value of an item, figured in experience levels. Other than combining with enchanted books, any change made to an item costs its base value plus costs for the change. An item's base value is the sum of the costs of its enchantments, plus a charge for the number of its enchantments. Note that the item's material does not affect its base cost, nor does the order of its enchantments. An unenchanted (or unenchantable) item has base value 0. As formulas: Finally, an extra value (NumEnchantCost) needs to be added based on how many enchantments the item has, which can be found from the table below. Notes: Example: Say we have a sword with Sharpness 3, Knockback 2 and Looting 2. Referring to the table we see that the Enchantments costs 3×1 → 3, 2×2 → 4, and 2×4 → 8 respectively, and another 6 levels for having three of them. 3+4+8+6 → 21. In the anvil for the first time, this sword costs at least 21 levels to work on, even before considering what to do with it. Prior work penalty Regardless of the work being done, be it rename, repair, or combine, there is an extra cost, the "prior work penalty", to work on an item that has previously been altered in an anvil. Renaming Renaming something with durability costs (base value + prior work penalty) + 7 the first time, later renames cost (base value + prior work penalty) + 10. Renaming an item without durability costs 5 the first time, then stays 9 for all later renames. This includes the implicit prior-work penalty, and everything without durability except enchanted books has a base value of 0. Unit repair Repairing a "tiered" target item using units of its material restores up to 25% total durability per unit and costs the sum of the unit costs of each unit. (In addition to the base value and prior work penalty.) Combining items The anvil can be used to combine two items of the same type, or an item with an enchanted book. This applies only to items with durability: swords, tools, and armor. The first/left item is the target item, the second/right item is the sacrifice item, which is destroyed. Combining two similar items does either or both of two things. Each of these costs levels, but if they're both done at once, part of the cost is shared: The total cost for combining two similar items is the sum of: If the sacrifice is a book, there is no repair, but the anvil tries to combine the book's enchantment onto the target. The item can also be renamed at the same time. The cost is much less than for combining two similar items. The target item ends up with the sum of both items durabilities, plus a bonus (12% of the items' maximum durability, rounded down) up to the maximum. The cost for the repair depends only on the sacrifice's current durability and (slightly) the type of item: For each item type and sacrifice durability, the repair cost is: (This is just the enchanting cost. The total cost outline is in Combining Items.) Examples: The costs for enchanting with books expose more of the internals of the anvil system, but while this makes them more complex, they also include some major discounts compared to item combination. Naturally, repair costs do not apply. Normally, enchanted books have one enchantment, but books with multiple enchantments can be produced by combining two books on an anvil. Such books have their own prior-work penalty. Notes: Examples: Enchanted books can produce any enchantment available to the enchanting table, and some that the enchanting table can't match: Enchanted books can also be combined with each other to produce higher-level or multi-enchantment books. Notes Navigation More More Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Structure?section=13&veaction=edit] | [TOKENS: 498] |
Structure Structures (also known as a "generated structure" or "structure feature") are naturally-generated formations that can be located using /locate structure and will not spawn in the world when the "Generate Structures" option is disabled during world creation[JE only]. Certain features, such as monster rooms or desert wells, still generate when this option is disabled and are listed under § Structure-like features due to their resemblance to other defined structures. Contents Overworld The Overworld contains numerous structures, at a wide variety of scales. These structures can generate only underground in any default Overworld. These structures generate only aboveground. These structures generate both aboveground and underground. These structures generate below the sea level i.e. y=64 and in the Ocean biomes. Note that ocean ruins and shipwrecks sometimes generate above water on shores, and icebergs are partially above and below water. The Nether The Nether, though equally vast, contains far fewer biomes and structures than the Overworld. The End The End is the final and most barren dimension. After defeating the ender dragon, gateways to the outer islands are created. Structure-like features These world generation features share similarities with structures but are generated in the same manner as trees and ores. They will generate even when the "Generate Structures" option[JE only] is disabled. These cannot be located using the /locate command. Removed structures These are structures that have been removed or exist only in older versions of Minecraft. Generation Structures are generated for a given chunk after the terrain has been formed. The chunk format includes a tag called TerrainPopulated that indicates whether structures whose "point of origin" is in that chunk have been generated. If it is false or missing, it generates again. Structure generation is based on what is already in the chunk, so (for example) flagging a chunk that has already been populated for repopulation approximately doubles the amount of ore in it. When structures are generated, they can spill over into neighboring chunks that have been previously generated. Data values The following table lists configured structure features' IDs in Java Edition and structure features' IDs in Bedrock Edition. These IDs can be used in /locate command. In Java Edition, there are some structure tags in vanilla game. #on_treasure_maps Achievements Advancements History Issues Issues relating to "Structure" are maintained on the bug tracker. Issues should be reported and viewed there. See also External links Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Formatting_codes] | [TOKENS: 1896] |
Formatting codes Formatting codes (also known as color codes) add color and modifications to text in-game. Since Java Edition 1.21.6, pasting paragraph symbols into books is no longer possible, making formatting in survival impossible. Text in Minecraft can be formatted with the section sign (§). In Bedrock Edition, the section sign can be used in signs, world names, book and quills, anvils and cartography tables (to rename items and maps), and in the chat input field (including in commands such as /say and /title). In Java Edition, section signs may be used in server.properties, pack.mcmeta, splashes.txt, language files, world titles, commands (such as /tellraw and /title) in data packs, and server names. External programs can be used to insert it in other locations. Contents Usage Text can be formatted using the section sign (§) followed by a character. A § symbol followed by a hex digit in the message tells the client to switch colors while displaying text. In Bedrock Edition, the § symbol can be used in any text input, while in Java Edition, it may be used in server.properties, pack.mcmeta, splashes.txt, language files, world titles, commands (such as /tellraw and /title) in datapacks, and server names. Formatting codes are deprecated and will be removed in the future. We will continue to introduce further support for text components instead where it is still missing, so prefer moving to those wherever possible and be aware that any strings using format codes may stop working in future versions. If a color code is used after a formatting code, the formatting code is disabled beyond the color code point. For example, §cX§nY displays as XY, whereas §nX§cY displays as XY. Therefore, when using a color code in tandem with a formatting code, ensure the color code is used first and reuse the formatting code when changing colors. Also, you could put §r§f in an anvil to rename an item as non-italic. Formatting codes persist after a color code. Furthermore, if an obfuscated code is used and a reset code is not used before the end of the line, the client GUI continues to obfuscate text past the MOTD and into the version number display. Messages sent from the server to the client can contain color codes, which allow the coloring of text for various purposes. The random characters placed after §k are always the same width as the original characters. For example, any random character cycled through in place of the letter "m" would be a wide character while any random character in place of the letter "i" would be a narrow character. *MTS: Magical Text Source; used in the game's source code (this.magictextsrc) §r resets the styles of following characters; e.g., §nXXX§rYYY displays as XXXYYY, which can be used to remove the default italics formatting when renaming an item in an Anvil. When part of JSON text, the symbol can be written as \u00A7 or \u00a7. Alternatively in Bedrock Edition, the character can be copied from this page (§) and pasted into virtually any text field by pressing Ctrl + V (Windows) or ⌘ Command + V (macOS). If pasting does not work it may be necessary to use the JSON format or another method. While in chat in Java Edition, usage of this character disconnects the user, even in 'offline' single player mode, and thus cannot be used directly in commands such as /say. In early Java Edition Classic versions, the character used was & instead of §. The following text can be pasted into a Book and Quill (prior to 1.14) to produce what is shown in the picture: This tool converts input text into plain text with formatting codes. Note: The dice icon highlights text, which, in the real game, will appear as obfuscated text. Use in server.properties and pack.mcmeta In order to get an MOTD colored or formatted, \u00A7 must be used instead of §; for example, §5 would be \u00A75. The full list of them is listed below. Colors can be used in conjunction with formatting. The formatting must be done after the color. Given that pack.mcmeta files accept raw JSON text as descriptions, the usage of § can be replaced by text components with different color and style, though using § still works. Formatting codes can be used in the motd line in a server.properties file, but the section signs must be escaped as \u00A7. If a section sign is entered directly, the server replaces it with \u00C2\u00A7 (§); clients display the \u00C2 character as a question mark. Delete the \u00C2 character in the MOTD if it comes with a bunch of question marks: this happens if something is not compatible. Use in custom language packs Formatting codes can be used to color names and description in language files by using § then any of the numbers/letters displayed above. This is also used in end.txt and credits.txt. An example of this is §dDiamond to make the name of a diamond appear as Diamond. Since Java Edition 1.16, §r can no longer be used to remove italics from custom translation tags within language files. For example, if the translation tag "item.example.test": "§rTest Item" is applied to the Name display data of a custom item ({display:{Name:'{translate:"item.example.test"}'}), it still appears as Test Item rather than simply Test Item. This is not true of any other formatting options. Use in world names In Java Edition, with the help of external tools, such as NBTExplorer, world names can have custom colors and formatting codes. To modify the name, choose the LevelName tag in the world's level.dat. For example, the LevelName tag can be set to §1R§2e§3d§4s§5t§6o§7n§8e §9C§ar§be§ca§dt§ei§fo§1n§2s to make the world name a colorful one. Additionally, the player can rename the world's folder to contain the codes. Then, in the world selection menu, the specified colors or effects will appear. The player can also use a resource pack with § character(s) already present in the world name, and in this case, when creating a new world, all the player has to do is to change the color codes after the § characters. In Bedrock Edition, the player is allowed to use a § inside of the world name when creating the world. This allows for using custom colors and formatting codes inside of the world name without having to modify the game. Use in server names With the use of a third party tool such as NBTExplorer, server names can have custom colors. To utilize this functionality, select the Name attribute in the servers.dat file inside the .minecraft directory using a third party tool. In the following example, the Name tag is set to §4§lMinecraft §6§lServer: History In Java Edition Alpha 1.0.12, text coloring from color codes were changed for the first time [more information needed]. In Java Edition Beta 1.7.3, §g produces an RGB effect. Obfuscated format §k has changed 3 times in Java Edition after being introduced in Beta 1.9 Prerelease 6. On the right is an image of how the obfuscated text of 1234567890abcdefghijklmnopqrstuvwxyz~!@#$%^&*()-=_+{}[] looks in 4 different versions. At first glance, they might look similar, but in reality, there are some differences. One major difference is that as font textures get updated with new characters and symbols, the obfuscated character cycles through more characters. That change can be clearly seen when any character gets obfuscated in versions 1.6.4-1.12.2. However, when 1.13 came out, if the obfuscated format was used on any character, it looped only through the ASCII character set. Nevertheless, an obfuscated character can still add a character to its loop. If a character that matches its dimensions was written into the chat by a player, it is inserted to the loop automatically. As for 1.13+, the whole system got reworked. All characters cycle through all characters that can be written in the game no matter what kind of character is getting obfuscated. The difference is that the condition that identifies similar characters, became more diverse in its identification, which made it include several unicode font characters. This can be spotted in one pixel width characters i!:;., which are the most used characters by players, as they display a unique effect when used with obfuscation rather than it being what it's for, "Obfuscation". Followed by @~ in older versions. In 25w36a, formatting codes have now been stripped from the code of conduct files. Trivia References Navigation All commands Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Simulation_distance] | [TOKENS: 795] |
Simulation distance Simulation distance is a world option in Bedrock Edition that controls mob spawning and despawning, and tick updates. In Java Edition, simulation distance is a video setting related to render distance, to restrict tick update distance. Contents Range of simulation distance The simulation distance of the Minecraft server can be modified in the file server.properties. Bedrock Edition Spawning and despawning range Ticking range The simulation distance control appears in the "Advanced" tab of the create new world screen or edit world screen. It is separated by different worlds, and cannot be modified when the world is loading. Simulation distance restricts the range at which mobs spawn and despawn. The minimum spawning distance is 24 blocks (Euclidean distance) from the player. The maximum spawning distance and despawning distances are determined by the simulation distance, which is a quasi-spherical shell having the following ranges relative to the player: Within the simulation distance, there is a 11⁄2000 chance of the mob spawning algorithm attempting to run per chunk, per tick. Regardless of simulation distance, mobs with persistence do not despawn, and fish always despawn when they are more than 40 blocks from the nearest player. Simulation distance determines the maximum chunk distance in which entities get updated, and blocks and fluids are ticked. This is not a Euclidean distance, but taxicab distance in Bedrock Edition. These ticks include random ticking of crops, amethysts and such. The simulation distance is purely chunk based and has nothing to do with the player's position inside the chunk. Pure redstone circuits continue to function infinitely far away, but break down where they interact with hoppers, pistons, observers, and anything else that needs tick updates to function. Mobs in chunks outside a ticking area still count toward the per-mob population control caps as long as they were previously loaded within the simulation distance at some time. Java Edition All worlds on the client share a simulation distance, and the distance can be modified anytime. Simulation distance defines a square region of chunks around the player where entities are ticked. Using distance of 6 for instance, entities may move normally within a 13×13 chunk column around the player chunk. One more chunk out, within a one-chunk-thick square frame surrounding this region, redstone may run, fluid may flow, and crop may grow (subject to normal chunk ticking rules). Beyond that nothing moves or changes. But these game aspects are also subject to chunk loading rules. See also Chunk#Ticking. The simulation distance setting is ideally less than render distance because updating all entities within the simulation distance is more taxing on performance than the equivalent level of render distance. Not all entities within the loaded and visible chunks are displayed to the player. There are three criteria that hide entities from view. First, the server does not send any information about an entity to the client if the entity is beyond a certain distance from the player, controlled by "entity-broadcast-range-percentage" in the server.properties file. Second, the client does not render entities depending on both "Render distance" and "Entity distance" video settings. Apparently, render distance (in chunks) multiplied by a magic number (about 8.5 for mobs, 2 for items) and scaled by the "entity distance" percentage gives the radius in blocks for a sphere around the player beyond which entities are hidden. For example, using render distance 10 and 100% entity distance, a skeleton disappears from view if the player stands more than 85 blocks directly above it. The magic number varies slightly for different types of mobs, such as being larger for spiders and ghasts, even though ghasts still frequently attack player from beyond visibility range. Finally, the client has a hard visibility limit of 128 blocks horizontally, defining another circular column. Entities are displayed only if they are inside the intersection of this sphere and two cylinders. History Notelist References Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Spear?action=edit§ion=34] | [TOKENS: 223] |
Editing Spear (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 12 hidden categories: Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Screenshot] | [TOKENS: 1173] |
Screenshot Screenshots are images of the player camera view taken while playing the game. Screenshots can be taken when the player is in the first person or third person camera view. Contents Java Edition In Java Edition, screenshots can be taken in-game by pressing the default F2 key, or the Fn + F2 for macOS, some laptops and other keyboards. Screenshots are automatically saved in the "screenshots" directory within the .minecraft directory. Like other control keys in Java Edition, the screenshot key can be customized by navigating through "Options..." → "Controls..." → "Key Binds...", and select the key binding of "Take a screenshot" under the "Miscellaneous" category. Screenshots are saved as PNG files in the .minecraft/screenshots directory, with the filename format based on the current date and time: YYYY-MM-DD_HH.MM.SS.png. For example, a screenshot taken on February 20, 2026, at 3:17:30 AM gets named 2026-02-20_03.17.30.png. If multiple screenshots are saved within the same second, a revision number is appended to the file name (e.g., 2026-02-20_03.17.30_1.png is the second screenshot taken at that time). On Windows, the screenshot directory can be accessed by pressing ⊞ Windows + R and typing %AppData%\.minecraft\screenshots. On Mac, screenshots are stored in ~/Library/Application Support/minecraft/screenshots, and on Linux, they are stored in ~/.minecraft/screenshots. The screenshots directory can also be accessed by going to "Resource Packs" in the settings menu, clicking on "Open resource pack folder", and going up one level. It is possible to change what features are included in the screenshot by pressing control keys. By default, the screenshots look exactly like the screen during regular gameplay. Bedrock Edition In Bedrock Edition, screenshots can be taken in-game by pressing the screenshot button () in the pause menu. Like Java Edition, screenshots can also be taken by pressing the default F2 key for computers, or the Fn + F2 keys for some laptops and other keyboards; however, it can only be taken in gameplay (while playing in a world), not while in a menu screen. Screenshots always hide the HUD, but name tags from other entities are still shown. The screenshot button is not available on the pause menu for players who are not signed in to Microsoft account. Once a screenshot is taken, they can be managed on the "Screenshot Gallery" under the "Profile screen", which showcase all of the screenshots the player has taken in the game. In the gallery, players can use their saved screenshots to customize certain elements of the game, such as setting their saved world's thumbnail, regardless if the screenshot was not originally from that world. They can also use it to set their profile's featured banner and showcase gallery, which are shown to their friends in the profile screen. In Realms, players can share their screenshots to Realms Stories. Screenshots are saved in the com.mojang/Screenshots/XUID directory, the XUID being the ID of the player's Xbox account. Each screenshot consists of 2-3 files: The UUID is a string encoded, version 4, RFC 4122 variant UUID generated for each screenshot. The metadata JSON file has the following structure: If there are any YYYY-MM-DD_HH.mm.ss[sequence].jpeg files, possibly with corresponding YYYY-MM-DD_HH.mm.ss[sequence].mc files, which was the old naming format used in previous versions, the game renames them to the new format, and creates the metadata file based on the timestamp included as part of the old name, assuming the current system timezone. On Windows, players can screenshot their game by pressing the ⊞ Windows + G, opening Xbox Game Bar overlay, and clicking the camera button to take a screenshot under the Capture window. A notification then appears, and when clicked, it opens up the Gallery window, where you can see the screenshot and the location it was saved. The default screenshot directory is C:\Users\username\Videos\Captures. Players can also take screenshots quickly by pressing the ⊞ Windows + Alt + PrtScn keys. On an Xbox console, press the Xbox button, and press the button to take a screenshot, or the button to take a video clip. You can upload your screenshot through the Captures app, and download it by visiting your profile page on the Xbox website under the Captures tab, or through the Xbox mobile app. Minecraft Education In Minecraft Education, players can take screenshots as a gameplay feature by using the camera item. When the camera is selected in the player hotbar, players can take a first person view screenshot by right-clicking it. Camera can also be placed, creating a camera entity that tracks the user, and take pictures from the camera's perspective. Photos that are taken with the camera appear in the portfolio. Close-up snapshots of an item on the ground can be taken by holding the ⇧ Shift key while right-clicking. Screenshots are shown as photos in chronological order on the portfolio. Players can type a short caption text under the picture of the photo. These photos then can be exported in JPEG inside a ZIP file in the specified directory by clicking the "Export Portfolio" button. Screenshots can also be inserted into book and quill, and then exported as a PDF, along with the written text, title and author shown in the filename. Screenshots taken with the camera are stored in com.mojang/Screenshots. Videos History Issues Issues relating to "Screenshot" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References Navigation All commands Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Bottles_o%27_enchanting] | [TOKENS: 248] |
Bottle o' Enchanting Uncommon Yes Yes (64) Height: 0.25 blocksWidth: 0.25 blocks A bottle o' enchanting is an item that can be thrown to break it and release experience orbs. Contents Obtaining Usage A bottle o' enchanting can be thrown by pressing use. On impact, it destroys itself and drops experience orbs worth 3–11XP (average 7.0) and sends out blue particles. Bottles o' enchanting can be used to increase the player's level for enchanting, using an anvil, or repairing tools and armor enchanted with Mending. Bottles o' enchanting have an enchantment glint like enchanted items do. 0.99 degUnreachable1 Direct hit Sounds Java Edition: Bottles o' enchanting use the Friendly Creatures sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Thrown bottles o' enchanting have entity data that define various properties of the entity. History Issues Issues relating to "Bottle o' Enchanting" or "Experience Bottle" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Notes Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Raid_captain] | [TOKENS: 606] |
Raid captain A raid captain[a] is the occurrence of an illager that spawns wearing an ominous banner on its head. It is usually a pillager or vindicator, or rarely in Java Edition an evoker. They are the only renewable source of both ominous banners and ominous bottles, which they drop when killed. Contents Spawning Raid captains spawn in mostly the same conditions and occurrences as a regular illager, with a few exceptions. In Bedrock Edition, a pillager raid captain can be spawned using the /summon pillager ~ ~ ~ ~ ~ minecraft:spawn_as_illager_captain command, and a vindicator raid captain (which is unused in-game) can be spawned using the /summon vindicator ~ ~ ~ ~ ~ minecraft:spawn_as_illager_captain command. In Java Edition, pillagers, vindicators and evokers spawned from spawn eggs, monster spawners or trial spawners also have a small chance to spawn as a raid captain. One pillager raid captain always spawns as part of a patrol, as the leader. These are referred to as “patrol captains” to avoid confusion. In Java Edition, one raid captain spawns in each wave during a raid. They usually spawn within a group of pillagers, and sometimes spawns riding a ravager. When its ominous banner is dropped, other illagers rush and attempt to pick it up to become the new raid captain. In Bedrock Edition, raid captains are unused and do not spawn naturally during raids, but the code for them is present.[verify] Pillager raid captains regularly spawn in a pillager outpost. Every pillager spawned has a small chance to be a raid captain. In Java Edition, only pillagers and passive mobs may spawn within a pillager outpost spawn area. Pillagers may spawn on any valid opaque block as long as the block light level is 8 or lower. Drops Upon death, a raid captain can drop: In Bedrock Edition, raid captains that spawn from raids can additionally drop: An additional drop is dependent on difficulty, with a 65% chance of dropping on easy and normal, and an 80% chance of dropping on hard. They can drop one of the following items: Note: Behavior Raid captains usually act the same as if they were a normal illager, but other illagers follow behind them (except for outpost captain), and usually the captain takes the lead ahead of the other illagers. Once a raid captain is killed by a player, an ominous bottle is dropped that if drank, grant Bad Omen, which can be used to start ominous events like raids or ominous trials. The captain also drops its ominous banner as well; another illager nearby can pick it up to become the next captain. Achievements Advancements Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Raid captain" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes Navigation More More Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Dungeons:Spear] | [TOKENS: 210] |
Dungeons:Spear Icon Sprite Melee Weapon COMMON / RARE 6.6 2.2 9.2 Long melee reach Melee 3 hits Does not accept soul enchantmentsDoes not grant soul collection Whispering Spear Fortune Spear Spine-Chill Spear A spear is a melee weapon that can be found within the various missions of Minecraft Dungeons. Its unique variants are the fortune spear, whispering spear and the spine-chill spear. Contents Obtaining Listed difficulties are considered to be the minimum difficulty the item is obtainable on unless stated otherwise. Usage Spears possess moderate power, low speed, and high range, and have a combo consisting of three thrusts. The first two hits deal the weapon's minimum melee damage, the third deals the maximum melee damage. In-game, damage numbers can vary even in the same power level, and may not be exactly as seen below. Sounds History Issues Issues for Minecraft Dungeons relating to "Spear" are no longer maintained on the bug tracker since September 28, 2023. Gallery Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Spear?section=33&veaction=edit] | [TOKENS: 1522] |
Spear Held Item Held Item Held Item Held Item Held Item Held Item Held Item Common Jab attack: Charge attack: 1.54 (0.65 seconds) 1.33 (0.75 seconds) 1.18 (0.85 seconds) 1.05 (0.95 seconds) 0.95 (1.05 seconds) 0.87 (1.15 seconds) 13 game ticks (0.65 seconds) 15 game ticks (0.75 seconds) 17 game ticks (0.85 seconds) 19 game ticks (0.95 seconds) 21 game ticks (1.05 seconds) 23 game ticks (1.15 seconds) 0.125 Java Edition: Bedrock Edition: Yes No (except via vault) No No A spear is a tiered melee weapon that can be used to perform slow jab attacks or held forward to do charge attacks which deal damage based on the velocity of the user and the target. Spears have especially long reach, but cannot hit targets that are too close. Contents Variants There are seven spear variants: Obtaining Zombies, husks, zombie horsemen, and camel husk jockey riders can spawn wielding iron spears, while piglins and zombified piglins can spawn wielding golden spears. These spears have an 8.5% chance of dropping upon death, increased to a maximum of 11.5% with the Looting III enchantment. It is also possible to get the golden spear from a piglin by dropping a crossbow or sword nearby, which the piglin will swap its spear for. It then requires precise timing to pick it up before the piglin does. Usage Spears have a longer attack range than other weapons, at 4.5 blocks rather than 3 blocks. However, they also have a minimum attack range value that prevents attacking entities that are within 2 blocks of the user.[note 1] Unlike all other weapons, including a bare hand, spears cannot do critical hits or sprint-knockback attacks. Spears can damage multiple entities with a single attack. Spears inflate the hitboxes of targets by 0.125 when calculating hit registration, giving them more effective area. It is not possible to break blocks while holding a spear, and instead an attack is performed. Spears also have a unique ability to attack through non-solid blocks like cobwebs and tall grass. In Java Edition, spear attacks (both jab and charge attacks) are also uniquely capable of causing horizontal knockback to primed TNT. Spears have two methods of attacking: A spear can be used with the attack button to perform a jab attack, dealing damage at an amount dependent on the tier of the spear. Jab attacks have a unique type of cooldown that cannot be bypassed: A spear can still perform a charge attack while the jab attack is on cooldown, and thus by alternating between jab attacks and charge attacks the rate of attacks can be effectively doubled. Jab attacks do one additional damage in Bedrock Edition compared to Java Edition. The jab attack of copper spears is strictly worse than stone spears, due to having a lower attack speed[JE only] / longer use cooldown[BE only] with identical attack damage. Switching to a spear in Bedrock Edition does not cause the use cooldown to need to charge, unlike the attack cooldown in Java Edition. The spear can alternatively be lowered into an attack position by holding the use button, where colliding with a target deals damage depending on the velocity of the user and the velocity of the target. Charged attacks require a movement speed difference of 5.1 blocks per second between the attacker and the target in order to deal damage. Because of this, mobs like skeletons that strafe backwards will often only take knockback from charge attacks. Charge attacks can hit multiple entities, and in Bedrock Edition there is a 0.5 second (10 tick) delay between charge attack connections. A charge attack can be dealt even when the jab attack is on cooldown. Charge attacks go through three stages when held out: Charge attacks can still deal damage while the user is standing still, if the target is moving towards the user. The damage done by the charge attack is its damage multiplier multiplied by the velocity of the attacker relative to the target in blocks per second. Charge attacks are not influenced by the Strength or Weakness effects. In Bedrock Edition, spear charge attacks produce critical hit particles when striking targets, but they aren't actually critical hits. A charge attack can be canceled at any time, regardless of the stage it's in. When doing a charge attack directly after a jab attack, the spear will perform the jab animation and then flourish into the charge attack position in two rotations.[JE only] The tier of a given spear slightly alters the behavior of jab and charge attacks: Spear attacks cannot be critical hits. In Java Edition, spears have differing attack speeds, and have the following statistics: Calculate spear charge attack damage In Bedrock Edition, spears have differing use cooldowns, and have the following statistics: Zombies, husks, zombified piglins, zombie villagers[Java Edition only], and piglins wielding spears have unique attacking behavior. When attacking, they use the spear's charge attack while moving towards their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended, they walk away to increase the distance between them and their target before turning around to begin another charge. When wielded by any other mob, such as skeletons, they instead use the spear's jab attack when in melee range. Like players, the 2-4.5 blocks attacking range applies to these mobs as well. The Lunge enchantment will also take effect for these mobs. A spear can be repaired in an anvil by adding units of the tiers' repair material, with each repair material restoring 25% the spear's maximum durability, rounded down. Two spears of the same tier can also be combined in an anvil with an extra 12% durability, in Bedrock Edition the extra durability is approximately 6% for this item.[note 7] Both methods preserve the spear's enchantments. A spear can receive the following enchantments: Spears enchanted with Lunge propel the player forward when a jab attack is performed, at the cost of consuming saturation and hunger points at an amount dependent on the enchantment level, as well as consuming 1 durability. Saturation points are consumed first, and then hunger points are consumed after. Lunge does not trigger when the player has less than 6 hunger points, is riding a mount, is gliding with an elytra, or if the user is in water. Level I consumes 1 saturation/hunger points, level II takes 2 saturation/hunger points, and level III takes 3 saturation/hunger points. By initiating a charge attack directly after a jab attack, the charge attack can be connected using the velocity gained with Lunge. There must be significant distance between the user and the target to give time for the charge attack's activation delay to fully finish after jabbing. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Spear" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/File:Dark_Oak_Button_JE4.png] | [TOKENS: 65] |
File:Dark Oak Button JE4.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 |
======================================== |
[SOURCE: https://minecraft.wiki/w/A_Minecraft_Movie:_Add-on] | [TOKENS: 212] |
A Minecraft Movie: Add-on Spark Universe Free February 26, 2025 A Minecraft Movie: Add-on "A Minecraft Movie: Add-on" – Minecraft.net. A Minecraft Movie: Add-on is an add-on made to promote A Minecraft Movie, featuring many mobs and objects from the film. Contents Additions Malgosha's Staff All hostile mobs in the add-on naturally spawn in the Nether. Can also be spawned on Peaceful difficulty (where hostile mobs cannot be spawned normally), in which all piglin mobs, including boss mobs are passive to players in survival mode. Quotes When the Overworld and Nether clash, you’d better be equipped! Wield powerful weapons and fight vicious piglins from A Minecraft Movie in this free add-on. Equip the potato launcher, buck-chuckets, and more, then face the Piglin General, the Great Hog, and a host of other foes. Can you handle everything the Nether will throw at you? Gear up and find out! Videos History Trivia Gallery See also References Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Lapis_lazuli_ore] | [TOKENS: 479] |
Lapis Lazuli Ore No Yes (64) 3 Lapis Lazuli Ore: 3 Deepslate Lapis Lazuli Ore: 4.5 No No No No 11 STONE Lapis lazuli ore, internally known as lapis ore, is the ore block from which lapis lazuli is obtained. Deepslate lapis lazuli ore, internally known as deepslate lapis ore, is a variant of lapis lazuli ore that generates in deepslate layers. Contents Obtaining Lapis lazuli ore can be mined with a stone pickaxe or better. To obtain the block itself, the player must use Silk Touch; otherwise, the block drops 4–9 lapis lazuli. When mined with a Fortune-enchanted pickaxe, there is a chance for the drops to be multiplied by between 2 and the level plus 1, up to a maximum of 2 to 4 at level III (for a maximum of 36 lapis lazuli dropped). This means at Fortune III there is a chance to get a minimum of 4 lapis lazuli or 36 lapis lazuli. Because the average drop for Fortune II and III is more than 9, a block of lapis lazuli ore potentially stores more lapis lazuli than a block of lapis lazuli. The drops per Fortune level are as follows: Lapis ore also drops 2–5XP when broken without Silk Touch. Lapis lazuli ore generates in the Overworld in the form of ore features. It generates in two batches per chunk: Lapis lazuli ore can replace stone, andesite, diorite, granite, tuff, and deepslate. Any lapis lazuli ore that replaces tuff or deepslate becomes deepslate variant. Usage The primary usage of lapis lazuli ore is to mine it for lapis lazuli. Lapis lazuli ore can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Lapis Lazuli Ore" or "Deepslate Lapis Lazuli Ore" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/File:Badlands.png] | [TOKENS: 62] |
File:Badlands.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 8 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/File:Dark_Oak_Door_JE4.png] | [TOKENS: 65] |
File:Dark Oak Door JE4.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 55 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Diamond_ore] | [TOKENS: 507] |
Diamond Ore No Yes (64) 3 Diamond Ore: 3 Deepslate Diamond Ore: 4.5 No No No No 11 STONE Diamond ore is a rare ore that generates deep underground, and drops diamonds when mined. Deepslate diamond ore is a variant of diamond ore that can generate in deepslate and tuff blobs, and is more common than its regular variant. Contents Obtaining The diamond ore block itself (rather than its diamond drops) can be obtained by mining it with an iron pickaxe or better, with the Silk Touch enchantment. When mined without Silk Touch, diamond ore drops a single diamond and 3–7XP. The maximum number of diamonds dropped from a diamond ore block can be increased with Fortune. Fortune I gives a 1⁄3 chance for 2 diamonds, averaging 1.33 diamonds, Fortune II gives a 25% chance (each) to give 2 or 3 diamonds, averaging 1.75 diamonds, and Fortune III gives a 20% chance (each) to give 2, 3, or 4 diamonds, averaging 2.2 diamonds. Diamond ore generates in the Overworld in the form of ore features, and is more common as the altitude decreases. Diamond ore blocks have a chance to not generate if they are exposed to air; however, they do not have a reduced chance to generate if exposed to water or lava, making them appear more commonly on the walls of aquifers. Diamond ore generation occurs in four batches: Diamond ore can replace stone, andesite, diorite, granite, tuff, and deepslate. Diamond ore that replaces tuff or deepslate becomes deepslate diamond ore, which is more common than its regular variant because diamond ore is more likely to generate at lower altitudes. Deepslate diamond ore also generates as part of fossils that generate below Y=0, replacing some of the bone blocks. Deepslate diamond ore is most commonly found at Y=-58 and Y=-59. Usage The primary usage of diamond ore is to mine it for diamonds. Diamond ore can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Video History Issues Issues relating to "Diamond Ore" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Dark_Oak_Button] | [TOKENS: 608] |
Wooden Button Yes Yes (64) 0.5 0.5 No Yes JE: NoBE: Yes No JE: NoBE: Yes A wooden button is a type of button that remains pressed for longer than a stone button and can additionally be pressed by arrows and thrown tridents. Contents Obtaining A wooden button is most easily broken with an axe. It drops itself as an item when broken using any tool. A button is removed and drops as an item if: Jungle buttons generate naturally on house walls in desert villages. Oak buttons generate naturally in trial chambers making up the various dispensers. Buttons can be crafted from planks for a matching wood-type button. Usage Buttons can be placed by using them on a surface. They can be attached to the side, bottom and top of any full opaque block. In Java Edition, if placed on the top or bottom of a block, the button can face any direction. It can also be attached to the top of a fence in Bedrock Edition. More information about placement on transparent blocks can be found at Opacity/Placement. A button can be used as a monostable redstone power source (it automatically deactivates shortly after being activated). Buttons are usually in an inactive state, but can be temporarily activated by players using it. A wooden button can also be activated by a fired arrow, a thrown wind charge, or a thrown trident if its collision box touched the button. Mobs cannot activate buttons directly, but arrows fired by skeletons or dispensers can activate wooden buttons. When activated, a wooden button remains active for 1.5 seconds (15 redstone ticks; 30 game ticks). A wooden button activated by a fired arrow or a thrown trident remains active until the arrow or trident despawns (after 1 minute) or is picked up by a player. While active, a button: When a button changes state it provides a redstone update to all redstone components adjacent to itself (including above and below), and to all redstone components adjacent to its attachment block. Overworld wooden buttons can be used as a fuel source in furnaces, smelting 0.5 items per button. Nether wood buttons (crimson and warped), cannot be used as fuel in a furnace. 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: Videos History Issues Issues relating to "Wooden Button", "Oak Button", "Spruce Button", "Birch Button", "Jungle Button", "Acacia Button", "Dark Oak Button", "Mangrove Button", "Cherry Button", "Pale Oak Button", "Bamboo Button", "Crimson Button", or "Warped Button" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Spear?section=35&veaction=edit] | [TOKENS: 1522] |
Spear Held Item Held Item Held Item Held Item Held Item Held Item Held Item Common Jab attack: Charge attack: 1.54 (0.65 seconds) 1.33 (0.75 seconds) 1.18 (0.85 seconds) 1.05 (0.95 seconds) 0.95 (1.05 seconds) 0.87 (1.15 seconds) 13 game ticks (0.65 seconds) 15 game ticks (0.75 seconds) 17 game ticks (0.85 seconds) 19 game ticks (0.95 seconds) 21 game ticks (1.05 seconds) 23 game ticks (1.15 seconds) 0.125 Java Edition: Bedrock Edition: Yes No (except via vault) No No A spear is a tiered melee weapon that can be used to perform slow jab attacks or held forward to do charge attacks which deal damage based on the velocity of the user and the target. Spears have especially long reach, but cannot hit targets that are too close. Contents Variants There are seven spear variants: Obtaining Zombies, husks, zombie horsemen, and camel husk jockey riders can spawn wielding iron spears, while piglins and zombified piglins can spawn wielding golden spears. These spears have an 8.5% chance of dropping upon death, increased to a maximum of 11.5% with the Looting III enchantment. It is also possible to get the golden spear from a piglin by dropping a crossbow or sword nearby, which the piglin will swap its spear for. It then requires precise timing to pick it up before the piglin does. Usage Spears have a longer attack range than other weapons, at 4.5 blocks rather than 3 blocks. However, they also have a minimum attack range value that prevents attacking entities that are within 2 blocks of the user.[note 1] Unlike all other weapons, including a bare hand, spears cannot do critical hits or sprint-knockback attacks. Spears can damage multiple entities with a single attack. Spears inflate the hitboxes of targets by 0.125 when calculating hit registration, giving them more effective area. It is not possible to break blocks while holding a spear, and instead an attack is performed. Spears also have a unique ability to attack through non-solid blocks like cobwebs and tall grass. In Java Edition, spear attacks (both jab and charge attacks) are also uniquely capable of causing horizontal knockback to primed TNT. Spears have two methods of attacking: A spear can be used with the attack button to perform a jab attack, dealing damage at an amount dependent on the tier of the spear. Jab attacks have a unique type of cooldown that cannot be bypassed: A spear can still perform a charge attack while the jab attack is on cooldown, and thus by alternating between jab attacks and charge attacks the rate of attacks can be effectively doubled. Jab attacks do one additional damage in Bedrock Edition compared to Java Edition. The jab attack of copper spears is strictly worse than stone spears, due to having a lower attack speed[JE only] / longer use cooldown[BE only] with identical attack damage. Switching to a spear in Bedrock Edition does not cause the use cooldown to need to charge, unlike the attack cooldown in Java Edition. The spear can alternatively be lowered into an attack position by holding the use button, where colliding with a target deals damage depending on the velocity of the user and the velocity of the target. Charged attacks require a movement speed difference of 5.1 blocks per second between the attacker and the target in order to deal damage. Because of this, mobs like skeletons that strafe backwards will often only take knockback from charge attacks. Charge attacks can hit multiple entities, and in Bedrock Edition there is a 0.5 second (10 tick) delay between charge attack connections. A charge attack can be dealt even when the jab attack is on cooldown. Charge attacks go through three stages when held out: Charge attacks can still deal damage while the user is standing still, if the target is moving towards the user. The damage done by the charge attack is its damage multiplier multiplied by the velocity of the attacker relative to the target in blocks per second. Charge attacks are not influenced by the Strength or Weakness effects. In Bedrock Edition, spear charge attacks produce critical hit particles when striking targets, but they aren't actually critical hits. A charge attack can be canceled at any time, regardless of the stage it's in. When doing a charge attack directly after a jab attack, the spear will perform the jab animation and then flourish into the charge attack position in two rotations.[JE only] The tier of a given spear slightly alters the behavior of jab and charge attacks: Spear attacks cannot be critical hits. In Java Edition, spears have differing attack speeds, and have the following statistics: Calculate spear charge attack damage In Bedrock Edition, spears have differing use cooldowns, and have the following statistics: Zombies, husks, zombified piglins, zombie villagers[Java Edition only], and piglins wielding spears have unique attacking behavior. When attacking, they use the spear's charge attack while moving towards their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended, they walk away to increase the distance between them and their target before turning around to begin another charge. When wielded by any other mob, such as skeletons, they instead use the spear's jab attack when in melee range. Like players, the 2-4.5 blocks attacking range applies to these mobs as well. The Lunge enchantment will also take effect for these mobs. A spear can be repaired in an anvil by adding units of the tiers' repair material, with each repair material restoring 25% the spear's maximum durability, rounded down. Two spears of the same tier can also be combined in an anvil with an extra 12% durability, in Bedrock Edition the extra durability is approximately 6% for this item.[note 7] Both methods preserve the spear's enchantments. A spear can receive the following enchantments: Spears enchanted with Lunge propel the player forward when a jab attack is performed, at the cost of consuming saturation and hunger points at an amount dependent on the enchantment level, as well as consuming 1 durability. Saturation points are consumed first, and then hunger points are consumed after. Lunge does not trigger when the player has less than 6 hunger points, is riding a mount, is gliding with an elytra, or if the user is in water. Level I consumes 1 saturation/hunger points, level II takes 2 saturation/hunger points, and level III takes 3 saturation/hunger points. By initiating a charge attack directly after a jab attack, the charge attack can be connected using the velocity gained with Lunge. There must be significant distance between the user and the target to give time for the charge attack's activation delay to fully finish after jabbing. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Spear" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/Wooded_badlands] | [TOKENS: 736] |
Wooded Badlands Badlands mineshaft Oak Red SandRed SandstoneTerracottaStained TerracottaCactusCactus FlowerShort Dry GrassTall Dry GrassDead BushLeaf LitterGrassCoarse DirtOak LogOak LeavesGold Ore Climate 2.0 0.0 No Colors #90814D #9E814D #9E814D #3F76E4[JE only] #55809E[BE only] The wooded badlands or mesa plateau stone is a more humid variant of the badlands covered by oak trees, grass blocks, and coarse dirt. Contents Description Wooded badlands generate groves of trees at high altitudes, and therefore are the forest variant of the badlands. The uppermost layers of terrain consist of both grass blocks and coarse dirt, with oak trees and grass growing on them, the former always appearing as small variants. Leaf litter and dead bushes commonly cover the ground under the trees. In wooded badlands, the grass and oak leaves take on a dull greenish-brown color darker than that of the savanna biome, giving it a droughted and weathered appearance. This variant is a rare source of wood in the otherwise barren badlands. The coarse dirt and grass layer on top begins generating above Y=97. Beneath, wooded badlands generate similar to regular badlands, with red sand, red sandstone, stained terracotta, dead bushes and cacti making up the landscape. Cacti might bloom with a single cactus flower on top. Additionally, gold ore has a higher chance of generating, like in other badlands biomes, and mineshafts made of dark oak planks generate much more elevated and exposed than regular mineshafts. The deep dark biome can spawn under this biome, although not as common as beneath mountains and plateaus. Despite being more lush, wooded badlands still count as arid biomes and never experience rainfall unless divided by a river, in which case rain appears in the river biome only. Armadillos live in wooded badlands, and the warm variants of farm animals can spawn on top of the wooded plateaus. Striped wolves exclusively spawn in here. With Vibrant Visuals, wooded badlands have unique atmospherics, lighting, and color grading which appears dry and yellow with slightly more color than deserts, although they use default volumetric fog. Wooded badlands generate at higher humidity values compared to the default badlands, which means that they can often be found bordering jungles. Wooded badlands also border deserts, badlands, forests, and plains, and they usually do not border oceans, but they can also generate by the ocean in areas with mountain peaks. They can also generate in mountain peaks, where they can elevate up to Y=256 and rarely border stony peaks. Because of this, the wooded badlands is the highest biome with trees, that may peak at Y=263. Due to their high humidity values, wooded badlands almost always have lush caves beneath them, although dripstone caves may generate instead when they are far inland. Due to their low erosion value, wooded badlands have a high chance to generate the deep dark beneath them. Mobs The following mobs naturally spawn here: Sounds These music tracks play while the player is in a Wooded Badlands. Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Wooded Badlands" or "Mesa Plateau F" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also External links Navigation Navigation menu |
======================================== |
[SOURCE: https://minecraft.wiki/w/File:Dark_Oak_Fence_Gate_JE3_BE2.png] | [TOKENS: 87] |
File:Dark Oak Fence Gate JE3 BE2.png Summary Render of a Dark Oak Fence Gate. Minecraft's textures No information available. Please correct this! File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 46 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
======================================== |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.