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[SOURCE: https://minecraft.wiki/w/Resource_pack#Biomes] | [TOKENS: 3455] |
Resource pack The resource pack system provides a way for players to customize textures, models, music, sounds, languages, texts such as the End Poem, splashes, credits, and fonts without any code modification. They are often used together with data packs or behavior packs to add new content to the game. In Bedrock Edition, resource packs are often included in add-ons in the Marketplace. Contents Java Edition Each resource pack is either a directory or a ZIP archive (with .zip extension). Resource packs can be added by placing them in the resourcepacks directory within .minecraft, or by dragging and dropping onto the "Select Resource Packs" screen, which copies them there automatically. Resource packs present in the directory can then be managed from the options, where they can be moved between "Available" (disabled) and "Selected" (enabled), and reordered. Resource packs load their assets based on the order they appear in on the "Selected" list. The bottom-most pack loads first, then each pack above it replaces or merges loaded assets with ones it contains. There are currently three resource packs that are included as part of the game. A ZIP archive resource pack can be bundled with a world by placing it in the world directory under the name resources.zip. When playing the world, that resource pack appears as the default pack, right above the default resource pack. It is, however, not distributed to other players connecting via LAN. A resource pack can be set on a server by setting resource-pack to an HTTP(S) URL pointing to a ZIP archive resource pack in server.properties. Players can then choose if they want to download the resource pack or not when joining. Players can also be forced to accept the resource pack by setting require-resource-pack=true; in this case, rejecting the resource pack disconnects the player from the server. There is no way to force the use of a resource pack in a Realm.[needs testing] Resource packs in Java Edition have the following directory structure: A resource pack is identified by Minecraft based on the presence of pack.mcmeta in the root directory. The root directory also contains an optional PNG image called pack.png, which appears as the thumbnail for the pack on the resource pack selection menu. Language files are JSON files, which contain text data translated to different languages. They are located in assets/namespace/lang and named language code.json. Languages other than default can be defined in pack.mcmeta. A language file consists of an object containing ID and translation pairs. The ID uniquely identifies any translatable text in the game, and the translation is displayed as that text when the language is selected. For example, block.minecraft.stone is the ID of the text used for the name of the stone block, and its translation in the en_us language is Stone. Language files are merged with other selected packs, so any names that are not present are loaded from packs of lesser priority. In language key values, placeholders to be replaced by other text or numbers later can also be used; for example, using the with of a translatable text component. Placeholders are defined using %s as a short form, or %<number>$s to specify the index explicitly. Placeholder indices start at 1. When not specifying the index explicitly, the game will pick the next available index in sequential order, and placeholders are assigned an index in the order they are encountered in the string. If translators need to swap the order of placeholders for grammatical reasons, they can swap a %s placeholder with an indexed one. A literal % character, which should render as such in the text shown by the game and is not part of a translation placeholder, must be escaped by using %%; otherwise, the game may fail to parse other placeholders within that string. Textures are image files in PNG format, which provide images to be used as textures for models such as items, blocks and mobs. Before 1.13 for block or item textures to function, they must have equal width and height (or height that is a multiple of the width if animated); otherwise it appears as a magenta and black checkerboard. For most other textures, the file is stretched to fit the required dimensions. As of 1.13 non-square textures can be used for blocks and items just fine (although they will look stretched/squashed on default models). Most solid blocks turn any transparent area fully opaque. Some other blocks, which have "cutout" transparency (like glass) turn all pixels that are less than 10% opaque fully transparent and all other pixels completely opaque. Every other block renders textures with semi-transparency as-is. All items, blocks or entities that are semi-transparent by default support semi-transparency. All items that do not have a corresponding block do support semi-transparency. If a texture does not exist in any resource pack, including the default, the missing texture appears in its place. As of 1.19.1, six such cases exist in the vanilla resource pack, all particle-related. All textures that get stitched to an atlas support animation. This includes: An animated texture is created by placing additional frames either vertically below the first, or horizontally to the right of the first. Alternatively, the frames can be arranged in a table by defining a width and height in the animation properties; in this case they are ordered row by row, top to bottom, left to right. Each frame of the animation must be the same size, and the total dimensions of the image must be divisible by the width and height in the animation properties; otherwise a missing texture is shown. If a width and height are not specified, the game assumes each frame is square and the size of the smallest dimension of the image. The animation properties are specified with a JSON file, named like the texture (including the extension), but with .mcmeta suffix appended. For example, the animation properties for stone.png would be stone.png.mcmeta. If the animation properties file does not exist in the pack and the texture does, the game assumes it isn't animated and displays the entire texture at once. Textures from assets/minecraft/textures/entity/villager and assets/minecraft/textures/entity/zombie_villager support a .mcmeta file in JSON format containing additional effects to apply to the hat layer. The file is contained in the same directory as the texture, and has the same name as the texture, except appended with .mcmeta. For example, the file profession/farmer.png can have a properties file called profession/farmer.png.mcmeta If the .mcmeta file does not exist in the pack and the texture does, the game loads the default settings, rather than loading a .mcmeta file from a pack below that pack. Textures from assets/minecraft/textures/gui/sprites support a .mcmeta file in JSON format containing scaling behavior of the texture. For example, the file button.png can have a properties file called button.png.mcmeta Colormaps are 256×256 pixel images that tell the game which color to use in each biome. They are located in assets/minecraft/textures/colormap. The game contains three colormaps: foliage.png colors plants such as leaves (except birch and spruce) and vines, grass.png colors grass and grass blocks, and dry_foliage.png colors leaf litter. Colormaps can be disabled on individual blocks by removing the tintindex tag from the block model. Birch leaves, spruce leaves, swamp grass, mangrove swamp grass and midlands grass are not controlled by colormaps in Java Edition, unlike in Bedrock Edition. Textures from assets/minecraft/textures/misc[verify] support a .mcmeta file in JSON format containing additional effects to apply to the texture. The file is contained in the same directory as the texture, and has the same name as the texture, except appended with .mcmeta. For example, the file pumpkinblur.png can have a properties file called pumpkinblur.png.mcmeta If the .mcmeta file does not exist in the pack and the texture does, the game loads the default settings, rather than loading a .mcmeta file from a pack below that pack. Two text files in UTF-8 format and one JSON file exist in assets/minecraft/texts. They are used to display specific untranslated text. The file end.txt contains the text of the End Poem, using formatting codes to apply the colors to the two speakers, and with the text PLAYERNAME being replaced with the player's name. After that file is shown, credits based on contents of credits.json are shown. The following JSON format is used for credits.json: The file splashes.txt contains texts separated by LF line breaks used as splashes. Minecraft generally does not store multiple different textures in combined sheets and instead stores them in separate files. The only current exceptions are experience orbs. Regional compliancies warnings can be customized in assets/namespace/regional_compliancies.json. The game includes a compliancy warning for South Korea (KOR) about excessive playing, shown every hour and telling the exact number of hours the game is open for. An additional warning is shown if the game is open for a day or more. The default resource pack is special, as it does not exist in the same form as other resource packs. It combines assets from two sources: the assets directory in client.jar and the asset object store. The default resource pack also provides the other built-in resource packs, as regular resource pack ZIP files. The asset object store is a system used to efficiently download, store and retrieve assets across multiple versions. It resides in assets inside the launcher .minecraft directory. The path to the directory of the store is provided to the game with the --assetsDir command line parameter. The ID of the asset index, describing asset metadata for a specific version, is provided with the --assetIndex command line parameter. Asset files for all versions are stored inside objects, in subdirectories named with two hexadecimal digits (0-f), for example 7f. The names correspond to the first two digits of the SHA1 hashes of the asset files stored inside. The asset files inside are named with their full SHA1 hash, which is 40 hexadecimal digits (without a filename extension), for example 7f7777e5d5b163c5d64201fd53e5682599548a49. For the game to find assets, the asset index corresponding to the version is required. Indexes are stored in indexes. An index is a JSON file named id.json, where id is the index ID. The file structure is as follows: The mapping of versions to asset index IDs is as follows: Bedrock Edition Similarly to behavior packs, resource packs can be created and imported in Bedrock Edition. Users can download external resource packs with the .mcpack file extension, if the game platform allows file importation. When these files are opened, they are automatically imported into the resource_packs directory in com.mojang without any need for file system access. Resource packs can also be put manually in the development_resource_packs directory. Each resource pack must either be a subdirectory or a .zip file. Resource packs can be applied locally on the Global Resources option from the settings menu from the main menu screen. Resource packs can be moved between "Active" and "My Packs". One or more resource packs can be bundled with a world from the Create New World and Edit World screens. These resource packs will be imported into the world files, and are kept when exporting the world. Players joining a multiplayer world with resource packs get an option to download the resource pack or not. When "Shared packs" (or texturepack-required in server.properties) is enabled, all global resources will be ignored and players are forced to download and enable all resource packs stored in the world files. Developmental resource packs cannot be applied to worlds on Realms, but worlds uploaded to Realms or Bedrock Dedicated Server keep the resource packs applied to the world. In Bedrock Dedicated Server, resource packs also can be stored outside of worlds. Packs need to be enabled in the world_resource_packs.json file in a world file. Resource packs load their assets based on the order of the packs on the list. The bottom-most pack loads first, then each pack placed above it replaces assets of the same name with its assets. Global resources are always applied above world resource packs. Resource packs cannot be edited unless put into the development_resource_packs directory, and will update themselves when joining a world or changing active resource packs. Resource packs can contain custom settings that affect features in the pack. Settings need to be specified in manifest.json, with the options to create an on/off toggle, or a slider with specific values. The settings menu for custom and Marketplace resource packs can be opened with a button next to the pack button in the edit world screen to change settings for the whole world, or in the pack description in the global resources settings to change settings locally. Custom labels for each setting can be applied, which support text formatting. Custom settings currently can't affect any features in the resource pack, but Mojang Studios plans to create a Molang query function for this purpose. The settings menu can also be used to change the memory tier, which affects the sub-packs being used. The memory tier can be set to any specified value from the device's memory tier and lower. Sub-packs are resource packs within the root of the behavior pack, with the same directory structure. They can be added to the pack in manifest.json. Add-ons and worlds from the Marketplace often contain or consist entirely of a resource pack. These packs are stored internally and can't be accessed from com.mojang. Players can only access Marketplace resource packs or play on worlds with resource packs applied when they own the pack, by purchasing it in the Marketplace or by owning the Marketplace Pass. Which packs a player owns is stored in the online player profile, so resource packs can only be accessed when signed in. Marketplace packs can be applied the same way as custom resource packs including Realms, but not to worlds in external servers. When a player joins a multiplayer world or Realm with Marketplace packs, the player is offered to download these packs to apply them, even when the player does not own the pack. Marketplace resource packs update automatically depending on the "Auto Update Unlocked Packs" settings, or can be updated manually from the purchase screen. There is currently one resource pack that is included as part of the game. Resource packs in Bedrock Edition use the following directory structure: JSON files in the biomes directory define client-side environmental settings that change per biome. They are named like biome ID.client_biome.json. In the biomes_client.json file in the root of the resource pack, fallback values for all biome settings can be provided under the objects biomes default. These settings will be used for all biomes that don't provide them in their own client biome JSON files, and it will override all vanilla settings. Most entities, biomes, loot tables, and various things from the base game are defined by the vanilla resource pack, which is built inside the game itself and can be found at game directory\data\resource_packs. Mojang Studios releases the Bedrock Add-On Sample Files with every new update of Bedrock Edition, which provide the latest vanilla behavior and resource packs from the game. Multiple internal resource packs exist for different situations. Some experiments may have their own resource pack, in addition to Minecraft Education features and Minecraft Preview. Each resource pack contains the same structure and assets as custom resource packs, defined for the whole game. Some packs also have an icon or description, which is not visible in-game. Bedrock Edition supports backwards-compatibility for add-ons and old worlds. This is done for the vanilla and chemistry resource packs since 1.14 and 1.20.50 respectively, with the regular resource pack supporting the latest version before. Each update with changes to features defined in resource packs has its own resource packs, with all the features that changed. Some Marketplace add-ons can lock a world in an older version by disabling internal resource packs from higher versions. SoulSteel pack The default Minecraft UI resources. History Trivia The pack.png was an image file used for the default resource pack icon before Java Edition 1.14, and a grayscaled version of it is still used as a fallback for the world icon on the Select World screen as well as the server icon on the server list. The file shows a screenshot taken in what is likely a development version of Java Edition Alpha v1.2.2, in a world generated with the seed 3257840388504953787. It was taken approximately at X=49.16, Z=0.72, with view angle facing RX=-119.23, RY=-8.297. This image has been referenced officially multiple times in the "One Trillion Minecraft Views on YouTube and Counting" video and Unpacked painting in the game. Gallery See also External links References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Block_definition] | [TOKENS: 333] |
Block definition A block definition is a JSON file used to define a custom block and its behavior. Block definition files are located in the blocks folder of a behavior pack. Contents Structure Block definitions are structured as follows: The [NBT Compound / JSON Object] states object is used to define custom block states. Only custom states are allowed, using a vanilla state or the "minecraft" namespace will cause an error and fail. The object consists of state names as properties, and an array of possible values for each state. Integer states can also be defined as a range using an object. Block state values can be queried in permutations using the molang query "query.block_state('<state_name>')". Examples: The [NBT Compound / JSON Object] traits object is used to add vanilla block traits, which allow for custom blocks to have access to some vanilla block states. This object only gives access to the states, other functionality usually has to be added using permutations. The object consists of traits and their enabled states: Gives blocks the boolean states minecraft:connection_north, minecraft:connection_south, minecraft:connection_east, and minecraft:connection_west, allowing for the block to connect to blocks next to it. Example: Allows a block to be made up of multiple block parts like a door. This adds the minecraft:multi_block_part state, which is a integer representing which part this block is in the multi block. Example: Gives blocks states related to where the player places the block. Two states are available: Example: Gives blocks states related to the direction in which the player places the block. Three states are available: Example: History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience#cite_note-15] | [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/1.19.4-pre1] | [TOKENS: 280] |
Java Edition 1.19.4 Pre-release 1 Java Edition February 22, 2023 Pre-release 1.19.4 Client (.json)Server ClientServer dec: 1073741944 hex: 40000078 3330 13 12 Java SE 17 ◄ 23w07a 1.19.4 Pre-release 2 ► 1.19.4 Pre-release 1 (known as 1.19.4-pre1 in the launcher) is the first pre-release for Java Edition 1.19.4, released on February 22, 2023, which fixes bugs. This is the first pre-release released in 2023. Contents Additions Options Realms Resource packs Tags Changes Froglight Sculk sensor Potions General /execute Create New World Options Resource packs Tags Experimental These changes only take effect when the 1.20 experimental data pack is enabled. Pink petals Torchflower Brush Spawn Eggs Torchflower seeds Cherry grove Advancements Recipe book Tags Fixes 62 issues fixed From released versions before 1.19 From 1.19 From 1.19.2 From 1.19.3 From the 1.19.4 development versions From the previous development version Videos 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:AMCM_Spear.jpeg] | [TOKENS: 89] |
File:AMCM Spear.jpeg Summary Better spear image No information available. Please correct this! A Minecraft Movie No information available. Please correct this! See below. 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 2 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/Java_Edition_1.20.5-pre1] | [TOKENS: 260] |
Java Edition 1.20.5 Pre-Release 1 Java Edition April 10, 2024 Pre-release 1.20.5 Client (.json)Server ClientServer dec: 1073742009 hex: 400000B9 3829 31 39 Java SE 21 ◄ 24w14a 1.20.5 Pre-Release 2 ► 1.20.5 Pre-Release 1 (known as 1.20.5-pre1 in the launcher) is the first pre-release for Java Edition 1.20.5, released on April 10, 2024, which adds new advancements and fixes bugs. This is the first pre-release released in 2024. Contents Additions Advancements Loot functions Tags Changes Written book Effects Item sub-predicates Loot functions Data pack Languages Particles Tags Experimental Advancements Trial chambers Ominous trials Tags Fixes 57 issues fixed From released versions before 1.20 From 1.20 From 1.20.1 From 1.20.4 From the 1.20.5 development versions From the previous development version Videos 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/Food_mechanics#Hunger] | [TOKENS: 1010] |
Food mechanics This article is about the mechanics of food, including eating, hunger, saturation, exhaustion, and status effects. The mechanics of food are exclusively used by players. Contents Eating Eating is the process of consuming food items. Eating a food item requires holding use, and takes an amount of time dependent on the food's consumption time value. Eating (or drinking) a consumable takes 32 game ticks (1.6 seconds), with the exceptions of dried kelp which takes half of the time (16 game ticks (0.8 seconds)), and honey bottles which take 25% longer (40 game ticks (2 seconds)). Cake is a block and thus cannot be eaten in the hand, requiring the player to place it down and then use it. In Survival, food cannot be eaten while already at full hunger, with the exception of chorus fruit, golden apples, enchanted golden apples, honey bottles, and suspicious stew. This also applies to potions, water bottles, and milk buckets. In Creative mode and Peaceful difficulty[Bedrock Edition only], any food can be consumed at any time. Hunger Hunger is a value that determines healing, whether or not the player can sprint, and whether or not the player is starving. Hunger is restored by eating food items. Hunger is lost by healing or by performing energy-intensive actions that exhaust the player, and is the second value to be consumed by it, after saturation. The player's current hunger value is represented by the hunger bar (), which displays above the hotbar on the right side, opposite of the health bar. Each hunger point is represented by half a hunger icon (), and the maximum hunger value is 20. Hunger points can also be restored by applying the Saturation status effect. The hunger value does not drain on Peaceful difficulty, and always remains at the maximum value of 20. If the hunger value is at 18 () or above, or the saturation value is non-zero, the player's health naturally regenerates every 4 seconds (80 ticks). Saturation is used first, and then once fully drained, hunger is used instead. When the hunger value drops to 17 () or below, natural regeneration stops. If the hunger value is at 6 () or below, the player loses the ability to sprint. If the hunger value reaches 0 (), the player will begin to lose health due to starvation. Starvation damages the player by 1HP every 4 seconds (80 ticks). Starvation damage ignores armor and armor toughness, the Protection enchantment, and the Resistance effect. Starvation damage stops taking effect when reaching certain health thresholds on certain difficulties. Saturation Saturation is a value that determines healing, as well as the time until hunger begins to deplete. Saturation is lost by healing or performing energy-intensive actions that exhaust the player, and is the first value to be consumed by it, before hunger. The player's current saturation value is not visually displayed as a bar, unlike the hunger value. Instead, when saturation reaches zero, the hunger bar starts to shake or jitter periodically. Saturation boost is a mechanic exclusive to Java Edition that regenerates health when the player's hunger bar is full (). Saturation boost heals 1HP and consumes 1.5 () saturation points every 0.5 seconds (10 ticks). Exhaustion Exhaustion is incurred from doing certain energy-intensive actions, and certain actions exhaust the player more than others. Exhaustion first reduces saturation, and then reduces hunger. Once the exhaustion level reaches 4.0, it resets to 0.0 and reduces the saturation by 1 () if there is any saturation remaining. If the saturation is 0, it reduces the hunger by 1 () instead. Effects Certain foods provide additional effects when eaten, both helpful and harmful. This can come in the form of gaining status effects, clearing status effects, or teleportation. The Hunger effect removes 1 () hunger or 1 () saturation point every 40level seconds, and turns the hunger bar to a green color (). It is inflicted by being attacked by a husk, or by eating pufferfish, rotten flesh, or raw chicken. The Saturation effect replenishes 1 () hunger point and 2 () saturation points every 0.05 seconds (1 tick)[Java Edition only] per level. It is applied exclusively through suspicious stew crafted with a blue orchid or dandelion. Internal variables Food mechanics utilize four variables, the values of which are stored in the player.dat format. Variables can be queried in-game with the following command: /data get entity <player's name> <variable>[Java Edition only]. Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Food mechanics" are maintained on the bug tracker. Issues should be reported and viewed there. Notes References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Structure?section=15&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 |
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[SOURCE: https://minecraft.wiki/w/Item_repair] | [TOKENS: 1013] |
Item repair Item repair is a feature that allows players to repair damaged items with durability (tools, armor, and weapons) by combining them in the crafting grid or a grindstone. Contents Usage Two items of the same type and material can be placed anywhere on the crafting grid or grindstone, which results in a single repaired item. The durability of the repaired item equals the sum of the old items' durability plus a 'repair bonus' of 5% of the item's maximum uses, up to a limit of the maximum durability for that item. Repairing gives a slight benefit in conserving inventory space, as it combines two non-stackable objects into one. The repaired object is never enchanted even if both items were to have the exact same enchantments, with the exception of curse enchantments, which are transferred to the repaired item. Therefore, using a "junk" item in a repair may sometimes be useful for removing an unwanted enchantment from an item prior to enchanting it again. Tools made of different materials (for example, a wood and a stone pickaxe) cannot be combined. All items with durability can be repaired this way. Formula for uses restored The formula for determining how many uses a repaired item can have restored to it in the crafting box, is as follows: where "floor" means round down to the smaller integer, and "min(x,y)" means the smallest of x or y. Example: Two stone axes have 10 and 45 uses. A newly crafted stone axe would have 61 uses. Or, in terms of percentage (approximated): The greatest benefit is gained when the two items have a combined durability of at most approximately 95%, in any combination, such as 47.5% + 47.5%, 94% + 1%, 10% + 10% or any other values that total 95% or less. The order in which items are combined does not matter; one sequence of repairs gives exactly the same durability as any other. In the example, repairing a stone tool restores a bonus of 6 durability, which is actually only 6⁄132 = 4.5%. The precise combined durability for efficient repairs is shown in the following table. A perfect repair is theoretically possible, but unlikely in practice. Combining items whose combined durability is more than 100% actually wastes more resources than simply using tools until they break. The precise combined durability for efficient repairs for all types of armor is shown in the following table. Anvil repair An anvil can also repair items in two different ways. This costs experience levels, but unlike the grindstone, the anvil preserves or can even enhance the target's enchantments. The anvil can combine the enchantments on two similar items, or rename any item (not just the ones it can repair). The costs are complex, so a summary is given here. The repair cost is stored in a repairCost value. Two items of the same type are put into the input slots; the first one is the item to be repaired and the second one is to be merged into the first. The second item's durability is added to the first, and if applicable, some or all enchantments from the second item are added. If two of the same enchantments have the same level and there is a level above that the enchantments will combine increasing the level of the enchantment by one. Some items can be repaired by "covering" the damage with a specific material. The item to be repaired is put into the first input slot, and the corresponding material is put into the second slot. Each material item (unit) heals the item's durability by 25% its maximum durability, rounded down. Anything not listed below does not have a unit repair item, and can be repaired only by consuming another instance of itself. Wooden Sword Wooden Pickaxe Wooden Axe Wooden Shovel Wooden Hoe Wooden Spear Shield Leather Cap Leather Tunic Leather Pants Leather Boots Stone Sword Stone Pickaxe Stone Axe Stone Shovel Stone Hoe Stone Spear Cobblestone Cobbled Deepslate Blackstone Copper Helmet Copper Chestplate Copper Leggings Copper BootsCopper Sword Copper Pickaxe Copper Axe Copper Shovel Copper Hoe Copper Spear Iron Helmet Iron Chestplate Iron Leggings Iron Boots Chainmail Helmet Chainmail Chestplate Chainmail Leggings Chainmail Boots Iron Sword Iron Pickaxe Iron Axe Iron Shovel Iron Hoe Iron Spear Golden Helmet Golden Chestplate Golden Leggings Golden Boots Golden Sword Golden Pickaxe Golden Axe Golden Shovel Golden Hoe Golden Spear Diamond Helmet Diamond Chestplate Diamond Leggings Diamond Boots Diamond Sword Diamond Pickaxe Diamond Axe Diamond Shovel Diamond Hoe Diamond Spear Netherite Helmet Netherite Chestplate Netherite Leggings Netherite Boots Netherite Sword Netherite Pickaxe Netherite Axe Netherite Shovel Netherite Hoe Netherite Spear Videos History Issues Issues relating to "Repair" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Spear?section=39&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 |
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[SOURCE: https://minecraft.wiki/w/Brown_Dye] | [TOKENS: 100] |
Brown Dye Common Yes Yes (64) Brown dye is one of the sixteen available dyes. It can be crafted from cocoa beans. Contents Obtaining Wandering traders have a chance to trade 3 brown dyes for 1 emerald. Usage Like all other dyes, brown dye can be: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Brown Dye" 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/Achievement#It_Spreads] | [TOKENS: 526] |
Achievement Achievements (known as trophies on PlayStation) are ways to gradually guide new players into Minecraft and give them rewarding challenges to complete, similar to the system of advancements in Java Edition. There are 132 achievements (135 trophies) in Bedrock Edition. Contents Obtaining Every achievement is tracked per user account in Minecraft's social system. They are not tracked separately per world; achievements earned in one world apply to all worlds using that edition and that user account. Achievements are tracked separately on each platform of Bedrock Edition; they do not carry over to other platforms when using the same account. On most platforms, profile data including achievements is logged to a Microsoft account, so players must be logged in to their Microsoft account to earn and see them. On PlayStation, achievements are logged as trophies to the player's console account, and if logged into a PlayStation Network account and online, they are synced with the PlayStation Network but not the Xbox network (even if logged into a Microsoft account). Any player's achievement progress can be accessed from the profile screen, both in-game and in the Xbox app, although privacy settings may restrict profile visibility to friends or only the player themself. They are independent of one another, allowing players to get them in any order. Once earned, they cannot be reset. Achievements grant the player Xbox gamerscore on all platforms except PlayStation, totaling 2,970. Some achievements also give rewards, which include emotes and character creator items. They can be unlocked only by completing their respective achievement. Unobtainability There are some conditions that permanently disable the ability to earn achievements in a world if it is saved with one or more of the following settings. Even if disabled later, achievements can never be earned again on that world. Additionally, achievements cannot be earned or viewed in Minecraft Preview or the beta version. List of achievements Note that the achievements are categorized as they are shown in-game using the default sorting. With the the button, the list can be sorted and filtered on game progress, the named update each achievement has been added, or the player's progress. Each achievement can be marked or unmarked as "in progress" on the achievement's details screen. History Added 44 achievements to the Windows 10 Edition: Added 8 achievements, bringing the total up to 52: Added 9 achievements, bringing the total up to 65: Added 8 achievements, bringing the total up to 87: Issues Issues relating to "Achievement" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Dead_Brain_Coral_JE1_BE1.png] | [TOKENS: 104] |
File:Dead Brain Coral JE1 BE1.png Summary Render of a Dead Brain Coral. 2D version: File:Dead Brain Coral (texture) JE1 BE1.png. 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 44 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/Tag_(Bedrock_Edition)] | [TOKENS: 177] |
Tag (Bedrock Edition) Tags (also called registry tags) in behavior packs allow players to group different game elements together. Contents Usage Tags are defined in the block's, item's, and biome's behavior definitions, usually as part of the minecraft:tags component. Custom tags do not need a registry to be validated. A block, item, or biome may have multiple tags. Combinations of custom and vanilla tags are authorized. Tags can be used in command queries and behavior pack molang and scripting. List of tag types This section lists the tag types that are used by the game to affect its behavior in various ways, as well as those that are populated by default, even if the game does not use them to control some behavior. History Issues Issues relating to "Tag" are maintained on the bug tracker. Issues should be reported and viewed there. See also Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Mob_conversion] | [TOKENS: 213] |
Mob conversion Mob conversion is a game mechanic whereby certain mobs can convert to mobs of a different type, or to a different variant of the same type of mob, under specific circumstances. Contents List of mob conversions In these instances, a mob converts to another type of mob. In Java Edition, data is transferred according to #Data transfer. In these instances, a mob converts to a different variant of the same type of mob. Only one top-level data field is modified. Data transfer A mob which converts to another mob retains the following entity data, provided that the new mob is able to make use of said data:[note 1] Notably, the following fields are not retained: Additionally, equipment.saddle is not retained when a saddled pig converts to a zombified piglin. A related case to mob conversion is where a mob (specifically a slime or magma cube) splits into several mobs upon death. In terms of entity data, this is treated as a conversion except that the following fields are additionally not transferred: See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Spruce_Stairs] | [TOKENS: 233] |
Wooden Stairs Bamboo Bamboo Mosaic Yes Yes (64) 3 2 No Partial (blocks light)[JE only]Yes[BE only] Yes Wooden stairs are a wooden variant of stairs, crafted from their respective planks. Contents Obtaining Wooden stairs can be broken with anything, but axes are the fastest. Oak stairs generate as part of: Spruce stairs generate as part of: Birch stairs generate as part of: Jungle stairs generate as part of shipwrecks. Dark Oak stairs generate as part of: Acacia stairs generate as part of: Usage Overworld wooden stairs can be used as fuel in furnaces, smelting 1.5 items per block. Wooden stairs can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Wooden 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/Red_Dye] | [TOKENS: 88] |
Red Dye Common Yes Yes (64) Red dye is one of the sixteen available dyes. Contents Obtaining Wandering traders sell 3 red dyes for an emerald. Usage Like all other dyes, red dye can be: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Red Dye" are maintained on the bug tracker. Issues should be reported and viewed there. Notes Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Effect?action=edit§ion=13] | [TOKENS: 223] |
Editing Effect (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 6 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Jungle_Stairs] | [TOKENS: 233] |
Wooden Stairs Bamboo Bamboo Mosaic Yes Yes (64) 3 2 No Partial (blocks light)[JE only]Yes[BE only] Yes Wooden stairs are a wooden variant of stairs, crafted from their respective planks. Contents Obtaining Wooden stairs can be broken with anything, but axes are the fastest. Oak stairs generate as part of: Spruce stairs generate as part of: Birch stairs generate as part of: Jungle stairs generate as part of shipwrecks. Dark Oak stairs generate as part of: Acacia stairs generate as part of: Usage Overworld wooden stairs can be used as fuel in furnaces, smelting 1.5 items per block. Wooden stairs can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Wooden 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/Spear?action=edit§ion=40] | [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 |
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[SOURCE: https://minecraft.wiki/w/Orange_Dye] | [TOKENS: 87] |
Orange Dye Common Yes Yes (64) Orange dye is one of the sixteen available dyes. Contents Obtaining Wandering traders may sell 3 orange dye for an emerald. Usage Like all other dyes, orange dye can be: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Orange Dye" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Lush_caves] | [TOKENS: 918] |
Lush Caves MineshaftStrongholdTrial ChambersWoodland Mansion[BE only] Azalea TreeAmethyst geodeMonster room Oak LogAzalea LeavesFlowering Azalea LeavesAzaleaFlowering AzaleaRooted DirtHanging RootsMoss BlockMoss CarpetShort GrassTall GrassVinesWaterClaySmall DripleafBig DripleafCave VinesSpore BlossomGlow Berries Climate 0.5[JE only]0.9[BE only] 0.5[JE only]0.0[BE only] Yes Colors #8EB971[JE only] #B9B75B[BE only] #71A74D[JE only] #A6A432[BE only] #A17448[JE only]?[BE only] #3F76E4[JE only] #44AFF5[BE only] Lush caves are temperate cave biomes with unique fauna and flora and are found underground below humid biomes, indicated above ground by azalea trees. Contents Description Azalea trees generate on any empty space above a lush cave, with roots consisting of rooted dirt and hanging roots that generate down until reaching the lush cave. This is most common at the surface, but they can sometimes generate inside caves if there is enough room. Underground, moss and ores cover the floors and ceilings, along with moss carpets, grass, and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and drip water particles. Dripleaf plants grow up from shallow lakes lined with clay, which sometimes generate dry. Water can also generate here in the form of springs. Asides from the regular underground structures that can generate in all biomes, woodland mansions rarely generate on the surface above lush caves in Bedrock Edition. With Vibrant Visuals, lush caves biomes use a strong humid volumetric fog setting similar to jungles, which fades the distance in an orange tint. Lush caves have default atmospherics and lighting, and warmish color grading, which makes the biome look more humid and warm without strong effects at the surface. Players cannot spawn in a lush caves biome during world generation. Lush caves generate underground at any altitude. They favor generating underneath biomes with high humidity values (H=3,4), which makes them most commonly found beneath dark forests, jungles, old growth taigas, wooded badlands, and taigas at temperatures of -0.450 and below, but may also generate under windswept forests, mangrove swamps, birch forests, taigas at temperatures of -0.150 to -0.450 and snowy taigas. Dark forests, old growth taigas, bamboo jungles, wooded badlands, and taigas at temperatures of -0.450 and below are almost guaranteed to have lush caves generate below them, but when these biomes generate far inland, dripstone caves may generate underneath them instead. It is not possible for lush caves to generate beneath forests and grassland biomes like plains and savanna as they are not humid enough. Lush caves can sometimes generate beneath oceans and deserts, whose generation is independent of humidity values. They are also the only underground biome capable of generating beneath oceans and mushroom fields. Forests, flower forests, and cherry groves are the only forested biomes where lush caves do not generate at all, and deserts and oceans are the only non-forested biomes where lush caves can generate. Mobs Bats, glow squid, tropical fish, and axolotls are the only passive mobs that spawn, with the latter being exclusive to the biome. While hostile mobs can spawn throughout the biome, many areas have a light level greater than 0 due to the pervasive glow berries. Most hostile mobs are therefore found in large caverns more than 10 blocks high and near borders with other cave biomes. The following mobs naturally spawn here: Sounds These music tracks play while the player is in the Lush Caves. Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Lush Caves" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Dead_Brain_Coral_Block] | [TOKENS: 290] |
Dead Coral Block Yes Yes (64) 6 1.5 0 No No No A dead coral block is a dead variant of a coral block. These blocks are always gray. There are five variants total: tube, brain, bubble, fire, and horn. Contents Obtaining Dead coral blocks can be obtained with any type of pickaxe. They can also be obtained by mining the respective live variant of coral blocks without Silk Touch. In Bedrock Edition, dead coral blocks naturally generate in coral reef structures, which can be found in warm oceans. In Java Edition, dead coral blocks do not generate naturally. If a live coral block is placed outside of water, it transforms into its respective dead coral block after a few seconds — a grayscale version of the coral block. A coral block still dies if the game rule randomTickSpeed is set to 0. Usage Dead coral blocks can be used for building or as decoration blocks. Unlike live coral blocks, dead coral blocks cannot be used for farming sea pickles. It is not possible to turn a dead coral block back into a live coral block. All types of dead coral blocks can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Dead Coral Block" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Achievement#Over-Overkill] | [TOKENS: 526] |
Achievement Achievements (known as trophies on PlayStation) are ways to gradually guide new players into Minecraft and give them rewarding challenges to complete, similar to the system of advancements in Java Edition. There are 132 achievements (135 trophies) in Bedrock Edition. Contents Obtaining Every achievement is tracked per user account in Minecraft's social system. They are not tracked separately per world; achievements earned in one world apply to all worlds using that edition and that user account. Achievements are tracked separately on each platform of Bedrock Edition; they do not carry over to other platforms when using the same account. On most platforms, profile data including achievements is logged to a Microsoft account, so players must be logged in to their Microsoft account to earn and see them. On PlayStation, achievements are logged as trophies to the player's console account, and if logged into a PlayStation Network account and online, they are synced with the PlayStation Network but not the Xbox network (even if logged into a Microsoft account). Any player's achievement progress can be accessed from the profile screen, both in-game and in the Xbox app, although privacy settings may restrict profile visibility to friends or only the player themself. They are independent of one another, allowing players to get them in any order. Once earned, they cannot be reset. Achievements grant the player Xbox gamerscore on all platforms except PlayStation, totaling 2,970. Some achievements also give rewards, which include emotes and character creator items. They can be unlocked only by completing their respective achievement. Unobtainability There are some conditions that permanently disable the ability to earn achievements in a world if it is saved with one or more of the following settings. Even if disabled later, achievements can never be earned again on that world. Additionally, achievements cannot be earned or viewed in Minecraft Preview or the beta version. List of achievements Note that the achievements are categorized as they are shown in-game using the default sorting. With the the button, the list can be sorted and filtered on game progress, the named update each achievement has been added, or the player's progress. Each achievement can be marked or unmarked as "in progress" on the achievement's details screen. History Added 44 achievements to the Windows 10 Edition: Added 8 achievements, bringing the total up to 52: Added 9 achievements, bringing the total up to 65: Added 8 achievements, bringing the total up to 87: Issues Issues relating to "Achievement" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Advancement#Those_Were_the_Days] | [TOKENS: 886] |
Advancement Advancements are a way to gradually guide new players into Minecraft and give them challenges to complete, similar to the system of achievements in Bedrock Edition. Contents Obtaining Advancements can be completed in any game mode, and are obtained and saved per world. Advancements can also be granted (and revoked) using the /advancement command. Although advancements guide players logically through the game, they are independent of each other; an advancement can be completed without having completed the advancements "before" it. There are 125 advancements: 16 in the Minecraft tab, 23 in the Nether tab, 9 in The End tab, 47 in the Adventure tab, and 30 in the Husbandry tab. When an advancement is obtained, a sliding toast notification appears in the top right corner. Each notification is accompanied by a chat message, if the game rule show_advancement_messages is set to true (i.e., enabled). The color of the header text in the notification depends on the advancement; normal and goal advancements have yellow header text, while challenge advancements have pink header text. Completing a normal advancement causes the header text to display "Advancement Made!", completing a goal advancement results in a "Goal Reached!" header, and completing a challenge advancement shows "Challenge Complete!". In addition, a sound effect plays and experience is rewarded when completing most of these advancements. Unlike the others, the five "root" advancements in each tab, each of which appears as the left-most advancement in its tab, and have the same name as its tab, do not cause a chat message or notification to appear. Interface The button to access the Advancements screen is found on the pause menu screen. The player can also open this screen by pressing L (this can be changed in the in-game options menu). The advancement system involves several trees composed of advancements, each tree beginning with a root advancement from which several branches diverge. By clicking and dragging, the player can view different branches of an advancement tree. Each tree is categorized into different tabs, defined by the root advancements. Tabs are not visible if no advancements in the tab have been unlocked. There are five tabs in vanilla Minecraft: Each tab has a different background with a repeating texture. Tabs appear when at least one advancement in that tab has been made. Tabs are ordered left to right, based on when the first advancement in each tab was made. Advancement icons display a header name and description when hovered over. The advancement descriptions have a unique color depending on the type of advancement with normal and goal advancements having green descriptions and challenge advancements having purple ones. As more advancements are unlocked, new ones become visible, with up to two advancements being displayed ahead of an unlocked one. Unlocked advancements show all of its direct parents advancements (the advancements between the root advancement of the tab and it), even those that have not been unlocked (but show only up to 2 advancements downstream of advancements already unlocked). Nine advancements, "How Did We Get Here?", "Voluntary Exile", "Hero of the Village", "Arbalistic", "You've Got a Friend in Me", "Smells Interesting", "Birthday Song", "Little Sniffs", and "Planting the Past" are hidden advancements, meaning that they cannot be viewed by the player until they have been unlocked, regardless of if its child advancement(s) (any advancement after it, including all branches), if any have been unlocked, which would normally display its parent advancements (as advancements can be unlocked and completed in any order). If the player has not completed/unlocked any advancements, the interface shows a black background with white text reading "There doesn't seem to be anything here... :(". The icon frames of advancements can vary in appearance based on difficulty, and whether or not it was completed. A legend is provided below: Extra advancements and tabs can be added and customized with the use of JSON files and data packs. List of advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. JSON format Sounds History Note that before 17w13a, Java Edition had a feature called Achievements that served a similar purpose. Issues Issues relating to "Advancement" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation More More Navigation menu |
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