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[SOURCE: https://minecraft.wiki/w/Reserved6] | [TOKENS: 111] |
reserved6 No Yes (64) Any tool 0 0 None No No No reserved6 is an unused former technical block. It was used for referencing empty inventory slots. Contents Obtaining This block cannot be obtained via /give or /setblock, and as such can only be obtained through inventory editors or add-ons. reserved6 is immediately destroyed when broken. reserved6 drops itself when it's destroyed. Sounds Data values History Issues reserved6 is an unsupported block, and as such, issues relating to it may not be fixed. References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tutorial:Magma_Cube_farming] | [TOKENS: 416] |
Tutorial:Magma cube farming This tutorial teaches the player how to build a magma cube farm. They can often be difficult to make, partially because of the fact that water cannot be placed in the Nether without commands. Contents Differences from slimes A magma cube farm is rather similar to a slime farm, meaning that if you've made a slime farm, making a magma cube farm should be a little easier than it would be otherwise. The following is a list of the differences between the two farms: Magma cube spawner trap There is always a magma cube monster spawner in each bastion remnant of the treasure room type. It is located close to the bottom of the large room, above a lava pool, guarding the ultimate treasure: a pile of gold blocks, and a chest. Most players would just easily disable the spawner by breaking it, as magma cubes spawn at any light level, torches won't do anything, and it takes a lot of time and blocks to fill up the entire 9×3×9 spawning area, enough time for the local piglins, piglin brutes and magma cubes to tear you into pieces. However, there exists a simple way to disable a magma cube spawner entirely and reliably, using as little as 9 blocks. This disabling grid makes use of the mechanic that a magma cube, no matter if it's large, medium, or small, checks for the space requirements of a large magma cube before it spawns. Since a large magma cube is slightly wider than 2 blocks, there is no horizontal space within the 9×3×9 area for it to fit in. Also, a spawner can only spawn a mob's "feet" at 3 heights: one block below the spawner, same height as the spawner, or one block above the spawner. No matter which layer it chooses, its "head" will slightly intersect with at least one of the solid blocks, cancelling the spawn attempt since a large magma cube is slightly taller than 2 blocks. Designs Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/12w23a] | [TOKENS: 130] |
Java Edition 12w23a Java Edition June 7, 2012 Snapshot 1.3.1 Client (.json) Server (.exe) 35 Java SE 5 ◄ 12w22a 12w23b ► 12w23a is the ninth snapshot for Java Edition 1.3.1, released on June 7, 2012. Contents Changes Stairs Tripwire Wooden pressure plates Boats Creative inventory Enchanting Multiplayer Texture packs Controls Fixes 7 bugs fixed 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/Dragon_Egg] | [TOKENS: 737] |
Dragon Egg Java Edition Bedrock Edition Epic No Yes (64) Any tool 9 3 Yes (1) Yes JE: NoBE: Yes No No 29 COLOR_BLACK The dragon egg is a gravity-affected block that can be obtained only once per world (or twice in Bedrock Edition) by defeating the ender dragon. It teleports to avoid being mined, but drops as an item if it falls onto a non-full block such as a torch or is pushed by a piston. Contents Obtaining The dragon egg is available in the Creative inventory. It can be obtained with pick block or the /give command, or placed in the world with commands such as /setblock and /fill. The dragon egg usually cannot be mined directly, as trying to do so causes it to teleport within a 31×15×31 volume centered on the egg, with locations toward the center more likely. If all air blocks in that area are filled so there is nowhere for the egg to teleport to, or if it fails to find an air block after 1,000 attempts at teleporting, it can be mined. The dragon egg is a gravity-affected block, and drops as an item when pushed by a piston or when it falls onto a block less than a full block tall, such as a torch or a bottom slab. When destroyed by an explosion, the block always drops as an item. The dragon egg is not immune to destruction by the ender dragon, despite being produced by it. In Java Edition, a single dragon egg is generated on top of the exit portal when the first ender dragon is defeated. In Bedrock Edition, two dragon eggs generate on top of the exit portal; one generates when the first ender dragon is defeated, while the other generates when the second ender dragon is defeated. Usage The dragon egg, if there is no block below it, falls until it lands on the next available block. When it is being affected by gravity and falling, it exhibits a smooth falling animation. It does not suffocate mobs or players when it falls and covers them, nor does it squash mobs or players like anvils and stalactites do. The dragon egg can be placed on a non-solid block without falling. Like other falling blocks, when the dragon egg is floating, it has black particles falling from it. The dragon egg emits a light level of 1. To cause the egg to teleport, press attack or use while in Survival or Adventure mode (or only use in Creative). It teleports to an air block nearby (up to seven blocks vertically and fifteen blocks horizontally), creating the same particles as an enderman. It may teleport into the air and subsequently fall to the ground since it forcefully obeys gravity. When the egg teleports, it creates a particle trail that, in Bedrock Edition, leads from its prior location to where it has teleported to; however, in Java Edition, a bug causes the particles not to point correctly to the egg's new location. If all available air blocks are filled, it is possible to break the block. Dragon egg teleportation lacks teleportation sounds. If egg teleportation finds an invalid location (such as below the world), it makes an additional attempt to find a valid location centered on the invalid location rather than the original position. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Height: 0.98 BlocksWidth: 0.98 Blocks Advancements History Issues Issues relating to "Dragon Egg" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:BasaltDeltas.png] | [TOKENS: 79] |
File:BasaltDeltas.png Summary The new Basalt Deltas biome added in 20w15a Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 5 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Dried_Kelp_Block_JE1_BE2.png] | [TOKENS: 89] |
File:Dried Kelp Block JE1 BE2.png Summary Render of a Dried Kelp Block block. 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 43 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/Biome?action=edit§ion=13] | [TOKENS: 224] |
Editing Biome (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 4 hidden categories: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Coordinates#Local_coordinates] | [TOKENS: 1246] |
Coordinates Coordinates numerically represent a location in a dimension. Contents World coordinates World coordinates are expressed as a set of three absolute world coordinates (X Y Z), each number representing a distance along an axis from the world origin. World coordinates are based on a grid where three lines or axes intersect at the origin point. The origin point marks the zero point for the x and z coordinates. Hence, it may be thought of as the 0,0 coordinate: As the player travels south, the z-axis number increases; travel north and it decreases. Similarly, the x-axis number increases as the player travels east and decreases as they travel west. As the player's elevation rises, the y-axis number increases, and as the player's elevation lowers, that number decreases. An entity's coordinates are actually the coordinates of the center at the bottom of entity's collision box. When the display shows that the player is at position Y=63, then the player's feet are at Y=63.0, and their eyes are at Y=64.62. The position of a block is actually the coordinates of the point at the lower northwest corner of the block, that is, the integer coordinates obtained by rounding down the coordinates inside the block. In Minecraft, decimal coordinates usually needs to be converted into integer coordinates by rounding down, which is called the block position of the coordinate. Note that for positive coordinates a block position starts with 0 (it's so-called 0-based), and for negative coordinates it starts with -1. There are available interactive calculators (hosted on this wiki) that may be used to convert between different types of coordinate values. In Java Edition, pressing F3 (or Fn + F3 on Macs and some laptops or Alt + Fn + F3 on newer Macs[verify]) brings up a debug screen that shows the player's current coordinates (XYZ) and rotation in the upper left part of the screen. It also shows other useful in-game information, like the block position of the player, and the position of this block within the current chunk. The debug screen also replaces the crosshair with a display of these three directions: +X in red, +Y in green, +Z in blue (eastward, upward, and southward, respectively). Some information can be hidden using /gamerule reducedDebugInfo true command. In Bedrock Edition, the block position of the player can be displayed by changing the world options. The coordinates are displayed in a box in the top left, if the "Show Coordinates" option is turned on in the game settings screen or /gamerule showcoordinates true is used. The coordinates can also be shown in the chat by enabling "Copy Coordinate UI" in the creator settings, which is independent from the world options. The player's coordinates are shown with two decimals, and the player can also choose to show the coordinates of the block the player is currently facing. Both coordinates can also be copied with a customizable hotkey, Ctr + Alt + C for the player's coordinates and Ctr + Alt + X for the facing coordinates by default. Commands Some commands use require the player to specify coordinates. They can be expressed explicitly, using absolute world coordinates, or relative to the command source, using relative world coordinates or local coordinates. When specifying coordinates, each coordinate can alternatively be expressed as a relative world coordinate, written in tilde notation (~ΔX ~ΔY ~ΔZ). A number following a tilde (~) describes an offset from execution position along one of the world axes, and a lone tilde assumes an offset of 0. For example, the position 32 blocks NNE ~10 ~ ~-30 means "10 blocks east (+X) and 30 blocks north (–Z) of here." And ~ ~ ~ means the command's current position. Relative world coordinates can mix with absolute coordinates; for example, /tp ~ 64 ~ keeps the sender's X and Z positions unchanged but teleports them to an absolute height of 64 blocks. The /execute command can update a command's current position, changing the meaning of ~ ~ ~. The other way to describe positions is with local coordinates, written in caret notation (^ΔXlocal ^ΔYlocal ^ΔZlocal). Like relative coordinates, these describe positions relative to where a command is executed from, but with different directions. A number following a caret (^) is an offset within a moving, entity-centric frame: This coordinate system is centered at the executor's position, with +Xlocal directed to its left, +Ylocal directed upward, and +Zlocal directed in the direction the sender faces. (Note that an entity with rotation 0 0 has its local frame aligned with the world frame.) Described in other terms, these coordinates express ^ΔSway ^ΔHeave ^ΔSurge For example, /tp ^ ^ ^5 teleports the player 5 blocks forward. If they turn around and repeat the command, they are teleported back to where they started. In Java Edition, pressing F3+B displays the +Zlocal direction for all entities as a blue ray centered on their heads. Local coordinates cannot be mixed with world coordinates (e.g. ^ 0 ^, ^ 0 ~1), and attempting so alerts the typist, "Cannot mix world & local coordinates (everything must either use ^ or not)." So such a command fails to be parsed. However, this effect can be achieved using /execute rotated ~ 0 to "globalize" the y coordinate, and /execute rotated 0 ~ to "globalize" the x and z coordinates. For example, /execute rotated ~ 0 run tp ^ ^ ^3 teleports the player 3 blocks in forward, but at the same Y level. A command's execution position, rotation, dimension, and anchor all can change the effect of using ^ ^ ^. These can be updated by the /execute command. History Issues Issues relating to "Coordinates" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/The_World_of_Minecraft] | [TOKENS: 655] |
The World of Minecraft Edwin Evans-Thirlwell United States English Minecraft Random House October 15, 2024 October 29, 2024 Print, Digital 224 [[Special:BookSources/; Standard Edition (US) 9780593722503 9780008599669 9780593974575|; Standard Edition (US) 9780593722503 9780008599669 9780593974575]] The World of Minecraft is a Minecraft book authored by Edwin Evans-Thirlwell that was released on October 15, 2024. It covers the game's history and includes exclusive concept art and interviews from various Mojang Studios employees. A special edition of the book, that is numbered and includes various extras, was released on October 29, 2024. Contents Official synopsis Uncover the history of one of the most influential games of all time in The World of Minecraft. Explore how the critically acclaimed game evolved from a one-person project in 2009 to the global gaming phenomenon it is today. The World of Minecraft is the definitive account of the game’s history, combining exclusive interviews from the Mojang studio and recollections from long-standing members of the gaming community. Read the stories behind mods like Feed The Beast, the growth of community-defining servers like Hypixel, and YouTube channels like The Yogscast, plus a personal account from Lydia Winters on the creation of Alex, the impact of Minecraft charity Block by Block, the origin of the phantom, and many more insights. This must-have collector’s item includes a foreword from chief creative officer Jens “Jeb” Bergensten and an afterword from vanilla Minecraft game director Agnes Larsson, plus original concept art, beautifully detailed renders, and previously unseen archive materials that illustrate how the game has developed over its first fifteen years. Journey back into past eras of the game and look to the future in this comprehensive chronicle of Minecraft’s story." This deluxe, numbered edition of The World of Minecraft uncovers the history of one of the most influential games of all time, with special features including: This special edition offers the perfect collector’s item to celebrate the game’s momentous fifteenth anniversary. In The World of Minecraft, explore how the critically acclaimed game evolved into the global gaming phenomenon it is today, with a definitive account of the game’s history, combining exclusive interviews from the Mojang studio and recollections from long-standing members of the gaming community. You’ll read the stories behind mods like Feed The Beast, the growth of community-defining servers like Hypixel, and YouTube channels like The Yogscast, plus a personal account from Lydia Winters on the creation of Alex, the impact of Minecraft charity Block by Block, the origin of the phantom, and many more insights. This must-have collector’s item includes a foreword from chief creative officer Jens “Jeb” Bergensten and an afterword from vanilla Minecraft game director Agnes Larsson, plus original concept art, beautifully detailed renders, and previously unseen archive materials that illustrate how the game has developed over its first fifteen years. Journey back into past eras of the game and look to the future in this comprehensive chronicle of Minecraft’s story." Errors Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Jungle_Shelf] | [TOKENS: 627] |
Shelf Yes Yes (64) 3 2 No Yes Yes A shelf is a block that can store and display up to three stacks of items. A shelf can be used to swap its slots with the slots in the player's hotbar. It swaps 1 slot normally, and 3 slots at a time when powered with redstone. Contents Obtaining Shelves can be broken by hand, but using an axe is the fastest. Usage In Java Edition, shelves cannot be moved by pistons. A shelf can store up to 3 item stacks. Each slot of the shelf can store a full stack of any stackable item, or just one of a non-stackable item. The number of items in the stack is not displayed. The shelf displays all items it contains in front of it, similar to an item frame. Interacting with any of the 3 slots swaps the player's main hand item with the content of that slot if it is not powered by redstone. While a shelf is powered by redstone, its front texture changes to show its powered state; when placed next to each other, up to three powered shelves can connect together. Powered shelves prioritize connecting to other shelves on the left. Powered shelves can be used to quickly swap the contents of a player's hotbar, similar to the Saved Hotbars[JE only] function in Creative mode. It does not matter which of the connected shelves the player interacts with. in Bedrock Edition, the shelf only activates on the Input/Consume redstone tick (C-tick). Shelves can also act as power sources for redstone comparators depending on what slots contain an item. If multiple slots contain an item, the comparator will output the total, up to a maximum power of 7 if all slots are filled. Shelves can be filled automatically by using either hoppers or droppers. Hoppers can also remove items from a shelf when placed underneath. Items from a shelf are added and removed from left to right and will stack stackable items into one slot until that slot is full. Overworld shelves can be used as a fuel in furnaces, smelting 1.5 items per shelf. Nether shelves cannot be used as a fuel in furnaces. Shelves can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Despite shelves using the chiseled_bookshelf sound type for its generic sounds, in Java Edition, the following resource locations also exist: block.shelf.break, block.shelf.place, block.shelf.hit, block.shelf.fall, and block.shelf.step. Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Shelves have block entities associated with them that hold additional data about the block. Java Edition: Bedrock Edition: History Issues Issues relating to "Shelf" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Spruce Birch Jungle Acacia Dark Oak Mangrove Cherry Pale Oak Bamboo Crimson Warped See also Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Enchanting_Table_JE4_BE2.png] | [TOKENS: 116] |
File:Enchanting Table JE4 BE2.png Summary Render of an Enchantment Table block. 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 More than 100 pages use this file. The following list shows the first 100 pages that use this file only. A full list is available. View more links to this file. Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Game_mode_switcher] | [TOKENS: 210] |
Game mode switcher The game mode switcher is a feature in Java Edition that allows the player to quickly switch between different game modes with keyboard hotkeys, when commands are enabled. Contents Usage The game mode switcher is activated on a combination of debug hotkey, when F3 is held down and F4 is then pressed. The game mode choice can be made by pressing F4 repeatedly until the game mode of choice is outlined. When F3 is released, that game mode is selected and applied to the player. The game mode options are, in order, Creative, Survival, Adventure, and Spectator. The game mode initially selected when the screen is opened is whatever game mode the player was last in. Before the game mode has been changed at all, the default selection is Creative if currently in any other game mode or Survival if currently in Creative mode. History Issues Issues relating to "Gamemode switcher" or "Mode switcher" are maintained on the bug tracker. Issues should be reported and viewed there. Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Repairing] | [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/Advancement#It_Spreads] | [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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[SOURCE: https://minecraft.wiki/w/Score] | [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/File:End_Portal_Frame_(S)_JE7.png] | [TOKENS: 68] |
File:End Portal Frame (S) JE7.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 57 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/22w45a] | [TOKENS: 273] |
Java Edition 22w45a Java Edition November 9, 2022 Snapshot 1.19.3 Client (.json)Server ClientServer dec: 1073741931 hex: 4000006B 3208 12 10 Java SE 17 ◄ 22w44a 22w46a ► 22w45a is the fourth snapshot for Java Edition 1.19.3, released on November 9, 2022, which adds block of bamboo and block of stripped bamboo in the built-in experimental data pack, adds new default skins for offline players, changes model and texture for vexes, tweaks creative inventory again, and fixes bugs. Contents Additions Player Options Changes Scaffolding Shulker box Water bucket Vex Creative inventory Spectator /publish Multiplayer Music Recipes Resource pack Tags Experimental These additions and changes only take effect when the 1.20 experimental data pack is enabled. Block of bamboo and block of stripped bamboo Tags Bamboo planks Hanging signs Bamboo raft and bamboo raft with chest Tags Fixes 40 issues fixed From released versions before 1.19 From 1.19.2 From the 1.19.3 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/Small_End_islands] | [TOKENS: 174] |
Small End Islands End gatewaySmall island End Stone Climate 0.5 0.5 No Colors #a080a0 #8EB971 #71A74D #A17448 #3F76E4 The small End islands biome is a biome used to generate outer End islands. Contents Description This biome generates as part of the outer islands of the End which consists of the empty expanses between the larger islands, populated only by smaller, circle-shaped islands. Neither End cities nor chorus trees can generate in this biome and it is the only biome where small islands can generate. Mobs The following mobs naturally spawn here: Music These music tracks play while the player is in the small End islands. Data values History Issues Issues relating to "Small End Islands" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:End_Rod_(U)_JE2_BE2.png] | [TOKENS: 76] |
File:End Rod (U) JE2 BE2.png Summary Render of an End Rod. 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 56 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/Structure?section=18&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/Gray_Banner] | [TOKENS: 1260] |
Banner Common Yes Yes (16) 1 1 No Yes JE: NoBE: Yes No Yes A banner is a block that can be crafted in 16 different colors, customized in a loom using dyes and banner patterns, and applied to a shield. In Java Edition, banners can also be used to add markers to maps. Contents Obtaining Banners can be broken with or without a tool, but an axe is fastest. A banner also breaks and drops itself as an item if the block the banner is attached to is moved, removed, or destroyed. Banners can be crafted from six wool and a stick in a pattern resembling a sign. Illagers that spawn carrying an ominous banner always drop it upon death, unaffected by looting. Usage There are 16 colored blank banners, and numerous patterns each available in 16 colors. A banner can be customized with up to 6 layers of patterns. The top layer of a banner (or the last pattern added) can be washed off by using it on a cauldron containing water. Banners, much like signs, can be placed either on the ground facing in 16 directions, or on a wall. They gently sway as if affected by a breeze, regardless of dimension or location. Other blocks (including other banners) can be placed on any edge of a banner's hitbox, which is only one block high despite the banner appearing as two blocks tall. When a banner is placed on the side of a block, its position is set by the top block. This makes it possible to overlap another solid block on the top half of a floor banner, or the bottom half of a wall banner. Banners have no collision mask as they are completely non-solid, so entities can move through them. Banners cannot be moved by pistons. Water and lava flow around banners. In Bedrock Edition, banners can be waterlogged. Lava can create fire in air blocks next to banners as if the banners were flammable, but the banners do not burn (and cannot be burned by other methods). A banner may have up to six layers of patterns, which are overlaid with the last-added on top. Patterns can be colored with any of the 16 dye colors. A loom is used to add patterns. All patterns require a dye, but some of them also need a banner pattern item, which is not consumed in the process. In Bedrock Edition, most patterns can also be added through crafting, although this generally requires more dye and may also consume valuable items such as enchanted golden apples. Designs that require uncraftable banner pattern items (e.g. globe or gust) are not available through crafting. Custom banner and shield designs can be previewed using this tool: In Java Edition, a banner can have more than six layers of patterns if obtained through commands (such as /give or /setblock) or external editors. A banner can visually display up to 16 layers. The item tooltip of a banner with more than 6 patterns lists only the first 6 bottom-most layers. Here is an example of a command that gives the player a banner with eight different patterns: /give @s white_banner[banner_patterns=[{pattern:half_horizontal,color:red},{pattern:stripe_top,color:blue},{pattern:stripe_middle,color:pink},{pattern:stripe_bottom,color:cyan},{pattern:stripe_downright,color:yellow},{pattern:stripe_downleft,color:lime},{pattern:rhombus,color:orange},{pattern:skull,color:black}]] In Bedrock Edition, banners with more than 6 layers are unobtainable via commands. Banners can display only up to 6 layers, even if more layers are added using external editors. Tooltips of such banners list all the layers. Shields can have patterns applied to them using banners. The shield pattern has a smaller resolution than the banner pattern, causing them to look different or offset. Banners can be copied with a blank banner to make multiple identical banners. Banners with more than 6 patterns applied using commands cannot be copied in this manner. In Bedrock Edition, the banner with the pattern must be to the left of or above the blank banner in the crafting table. Like other items, banners can be renamed on an anvil. A banner retains its custom name when it is placed and retrieved, when a layer is added or removed, and when the banner is cloned; additionally, applying a renamed banner to a shield in Bedrock Edition gives the shield the custom banner name. In Java Edition, a banner can also be given a custom name by using the /data command on a banner block to change its CustomName NBT tag. In Java Edition, pressing the use control on a banner while holding a map places a marker of the banner's position on the selected map, and pressing use on the banner again removes the marker. The marker has the same color as the banner's base without decorations. The marker is removed if the banner is destroyed unless the map is locked using a cartography table. If the banner is renamed, the name appears below the marker. While a banner cannot be equipped in the head slot in Survival mode, equipping it using commands causes it to appear on top of the player. This is how raid captains wear banners. While a banner cannot be equipped in the chestplate slot in Survival mode, equipping it using NBT editors causes it to appear on top of the player. This is how raid captains wear banners. Banners can be used as a fuel in furnaces, smelting 1.5 items per banner. Banners can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: None Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, banner items use the following data values: Java Edition: Floor Wall Bedrock Edition: A banner has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Banner" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Red_Banner] | [TOKENS: 1260] |
Banner Common Yes Yes (16) 1 1 No Yes JE: NoBE: Yes No Yes A banner is a block that can be crafted in 16 different colors, customized in a loom using dyes and banner patterns, and applied to a shield. In Java Edition, banners can also be used to add markers to maps. Contents Obtaining Banners can be broken with or without a tool, but an axe is fastest. A banner also breaks and drops itself as an item if the block the banner is attached to is moved, removed, or destroyed. Banners can be crafted from six wool and a stick in a pattern resembling a sign. Illagers that spawn carrying an ominous banner always drop it upon death, unaffected by looting. Usage There are 16 colored blank banners, and numerous patterns each available in 16 colors. A banner can be customized with up to 6 layers of patterns. The top layer of a banner (or the last pattern added) can be washed off by using it on a cauldron containing water. Banners, much like signs, can be placed either on the ground facing in 16 directions, or on a wall. They gently sway as if affected by a breeze, regardless of dimension or location. Other blocks (including other banners) can be placed on any edge of a banner's hitbox, which is only one block high despite the banner appearing as two blocks tall. When a banner is placed on the side of a block, its position is set by the top block. This makes it possible to overlap another solid block on the top half of a floor banner, or the bottom half of a wall banner. Banners have no collision mask as they are completely non-solid, so entities can move through them. Banners cannot be moved by pistons. Water and lava flow around banners. In Bedrock Edition, banners can be waterlogged. Lava can create fire in air blocks next to banners as if the banners were flammable, but the banners do not burn (and cannot be burned by other methods). A banner may have up to six layers of patterns, which are overlaid with the last-added on top. Patterns can be colored with any of the 16 dye colors. A loom is used to add patterns. All patterns require a dye, but some of them also need a banner pattern item, which is not consumed in the process. In Bedrock Edition, most patterns can also be added through crafting, although this generally requires more dye and may also consume valuable items such as enchanted golden apples. Designs that require uncraftable banner pattern items (e.g. globe or gust) are not available through crafting. Custom banner and shield designs can be previewed using this tool: In Java Edition, a banner can have more than six layers of patterns if obtained through commands (such as /give or /setblock) or external editors. A banner can visually display up to 16 layers. The item tooltip of a banner with more than 6 patterns lists only the first 6 bottom-most layers. Here is an example of a command that gives the player a banner with eight different patterns: /give @s white_banner[banner_patterns=[{pattern:half_horizontal,color:red},{pattern:stripe_top,color:blue},{pattern:stripe_middle,color:pink},{pattern:stripe_bottom,color:cyan},{pattern:stripe_downright,color:yellow},{pattern:stripe_downleft,color:lime},{pattern:rhombus,color:orange},{pattern:skull,color:black}]] In Bedrock Edition, banners with more than 6 layers are unobtainable via commands. Banners can display only up to 6 layers, even if more layers are added using external editors. Tooltips of such banners list all the layers. Shields can have patterns applied to them using banners. The shield pattern has a smaller resolution than the banner pattern, causing them to look different or offset. Banners can be copied with a blank banner to make multiple identical banners. Banners with more than 6 patterns applied using commands cannot be copied in this manner. In Bedrock Edition, the banner with the pattern must be to the left of or above the blank banner in the crafting table. Like other items, banners can be renamed on an anvil. A banner retains its custom name when it is placed and retrieved, when a layer is added or removed, and when the banner is cloned; additionally, applying a renamed banner to a shield in Bedrock Edition gives the shield the custom banner name. In Java Edition, a banner can also be given a custom name by using the /data command on a banner block to change its CustomName NBT tag. In Java Edition, pressing the use control on a banner while holding a map places a marker of the banner's position on the selected map, and pressing use on the banner again removes the marker. The marker has the same color as the banner's base without decorations. The marker is removed if the banner is destroyed unless the map is locked using a cartography table. If the banner is renamed, the name appears below the marker. While a banner cannot be equipped in the head slot in Survival mode, equipping it using commands causes it to appear on top of the player. This is how raid captains wear banners. While a banner cannot be equipped in the chestplate slot in Survival mode, equipping it using NBT editors causes it to appear on top of the player. This is how raid captains wear banners. Banners can be used as a fuel in furnaces, smelting 1.5 items per banner. Banners can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: None Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, banner items use the following data values: Java Edition: Floor Wall Bedrock Edition: A banner has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Banner" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Light_Gray_Banner] | [TOKENS: 1260] |
Banner Common Yes Yes (16) 1 1 No Yes JE: NoBE: Yes No Yes A banner is a block that can be crafted in 16 different colors, customized in a loom using dyes and banner patterns, and applied to a shield. In Java Edition, banners can also be used to add markers to maps. Contents Obtaining Banners can be broken with or without a tool, but an axe is fastest. A banner also breaks and drops itself as an item if the block the banner is attached to is moved, removed, or destroyed. Banners can be crafted from six wool and a stick in a pattern resembling a sign. Illagers that spawn carrying an ominous banner always drop it upon death, unaffected by looting. Usage There are 16 colored blank banners, and numerous patterns each available in 16 colors. A banner can be customized with up to 6 layers of patterns. The top layer of a banner (or the last pattern added) can be washed off by using it on a cauldron containing water. Banners, much like signs, can be placed either on the ground facing in 16 directions, or on a wall. They gently sway as if affected by a breeze, regardless of dimension or location. Other blocks (including other banners) can be placed on any edge of a banner's hitbox, which is only one block high despite the banner appearing as two blocks tall. When a banner is placed on the side of a block, its position is set by the top block. This makes it possible to overlap another solid block on the top half of a floor banner, or the bottom half of a wall banner. Banners have no collision mask as they are completely non-solid, so entities can move through them. Banners cannot be moved by pistons. Water and lava flow around banners. In Bedrock Edition, banners can be waterlogged. Lava can create fire in air blocks next to banners as if the banners were flammable, but the banners do not burn (and cannot be burned by other methods). A banner may have up to six layers of patterns, which are overlaid with the last-added on top. Patterns can be colored with any of the 16 dye colors. A loom is used to add patterns. All patterns require a dye, but some of them also need a banner pattern item, which is not consumed in the process. In Bedrock Edition, most patterns can also be added through crafting, although this generally requires more dye and may also consume valuable items such as enchanted golden apples. Designs that require uncraftable banner pattern items (e.g. globe or gust) are not available through crafting. Custom banner and shield designs can be previewed using this tool: In Java Edition, a banner can have more than six layers of patterns if obtained through commands (such as /give or /setblock) or external editors. A banner can visually display up to 16 layers. The item tooltip of a banner with more than 6 patterns lists only the first 6 bottom-most layers. Here is an example of a command that gives the player a banner with eight different patterns: /give @s white_banner[banner_patterns=[{pattern:half_horizontal,color:red},{pattern:stripe_top,color:blue},{pattern:stripe_middle,color:pink},{pattern:stripe_bottom,color:cyan},{pattern:stripe_downright,color:yellow},{pattern:stripe_downleft,color:lime},{pattern:rhombus,color:orange},{pattern:skull,color:black}]] In Bedrock Edition, banners with more than 6 layers are unobtainable via commands. Banners can display only up to 6 layers, even if more layers are added using external editors. Tooltips of such banners list all the layers. Shields can have patterns applied to them using banners. The shield pattern has a smaller resolution than the banner pattern, causing them to look different or offset. Banners can be copied with a blank banner to make multiple identical banners. Banners with more than 6 patterns applied using commands cannot be copied in this manner. In Bedrock Edition, the banner with the pattern must be to the left of or above the blank banner in the crafting table. Like other items, banners can be renamed on an anvil. A banner retains its custom name when it is placed and retrieved, when a layer is added or removed, and when the banner is cloned; additionally, applying a renamed banner to a shield in Bedrock Edition gives the shield the custom banner name. In Java Edition, a banner can also be given a custom name by using the /data command on a banner block to change its CustomName NBT tag. In Java Edition, pressing the use control on a banner while holding a map places a marker of the banner's position on the selected map, and pressing use on the banner again removes the marker. The marker has the same color as the banner's base without decorations. The marker is removed if the banner is destroyed unless the map is locked using a cartography table. If the banner is renamed, the name appears below the marker. While a banner cannot be equipped in the head slot in Survival mode, equipping it using commands causes it to appear on top of the player. This is how raid captains wear banners. While a banner cannot be equipped in the chestplate slot in Survival mode, equipping it using NBT editors causes it to appear on top of the player. This is how raid captains wear banners. Banners can be used as a fuel in furnaces, smelting 1.5 items per banner. Banners can be placed under note blocks to produce "bass" sounds. Sounds Java Edition: Bedrock Edition: Java Edition: None Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, banner items use the following data values: Java Edition: Floor Wall Bedrock Edition: A banner has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements History Issues Issues relating to "Banner" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Biome/Before_1.18] | [TOKENS: 2491] |
Biome/Before 1.18 In Java Edition 1.18 and Bedrock Edition 1.18.0, Overworld terrain generation was rewritten to be more varied and independent of biome generation. This made many biome variants that were in the game redundant, as the only difference between them and their regular counterparts was the way terrain generated in them. As a result, most variant biomes were removed from the generator. In Java Edition, these biomes were merged with their normal variants, while in Bedrock Edition, these biomes still exist but are no longer used. Contents Generation Minecraft biomes were generated in layer stacks. These layers generated specific aspects of Minecraft biomes, such as scale, rivers, varieties, and biome categories. Biome generation was initialized as a 1 to 4096 scale of ocean, with a few spots of landmasses scattered throughout. This map was then scaled and additional landmasses shuffled around to decrease the amount of ocean, twice, to reach a scale of 1 to 1024. Additional layers that decrease the amount of ocean were repeatedly applied until the ratio of land to ocean was about 50-50. Snowy biome categories were then assigned to a few spots of land, which was then shuffled around a final time to obtain a ratio of 33% ocean and 67% landmass. At this stage of biome generation, the final climate zones were applied as follows. Areas of dry landmasses were assigned to be a normal biome if it bordered a cold or frozen landmass. Areas of snowy landmasses were assigned to the cold temperature category if it bordered a normal or dry temperature zone. 1 out of every 13 landmasses was then marked as "Special", which would be used to place some of the rarer biomes in later stages of biome generation. This map was then scaled twice, until a scale of 1 to 256. An additional layer was applied to create a more jagged coastline, creating areas of large islands and lakes around the coastline. 1 out of 100 areas of oceans were assigned as mushroom fields biomes and areas of ocean far from the coast converted into deep ocean. The final areas of climate areas were as follows: 31% oceanic, which consisted of 22% deep ocean and 9% ocean, 0.07% mushroom, 13% dry, 22% medium, 23% cold, and 6% frozen. Areas of rare biomes made up 4% of the total area. The biome generation was then split into 3 separate stacks. One stack of biome generation generated the actual biomes in-game. The biome categories generated the following biomes as follows. Some biomes were weighed more and as such generated more commonly than other biomes. Snowy biomes had an unused rare biome variant and as such generated as normal snowy biomes. Forest and mountainsmountains biomes could generate in both cold biome clusters in addition to normal temperature clusters. Plains biomes could generate in all temperature clusters except in frozen biomes. Bamboo jungles overwrote certain areas of jungle biomes since Village and Pillage. This map was scaled twice until a scale of 1 to 64 in both Java Edition and Bedrock Edition. In Legacy Console Edition, the map was not scaled at all at this stage of biome generation unless biome size was set to medium or large. To ensure a smooth transition between biomes, some biomes generated an "edge biome" as follows. These edge biomes could also generate hills and modified biome variants: Modified and hill biomes were then merged into the biome generation. Most biomes had a "hills" variant but some biomes used other biomes as their "hills" variant, which are listed below. This stage also allowed islands to generate in areas of deep ocean. Swamps, wooded mountains and regular badlands did not generate a hills biome variant. Oceans and bamboo jungles did not have a "modified" biome variant. While most biomes had a "modified" variant, few biomes generated a unique "modified hills" variant, such as birch forests and mountain biomes. Some other biomes used another existing biome as a "modified hills" variant. If a biome did not have a "modified hills" variant, such as swamps or snowy taigas, the regular biome variant generated instead. Additional areas of sunflower plains were generated separately to the modified biome stage of biome generation, covering 1/57 of normal plains biome. The map was then scaled and the coastline made more jagged, then scaled again and beaches were generated. The generation of shorelines and beaches were as follows, this also added a few additional biome edge biomes for jungles and badlands, without biome variants: This also created unique quirks in generation, where gravelly mountains and swamp hills generated a beach biome, and swamp hills bordering a regular jungle edge, with a modified jungle edge bordering jungles. This biome map was scaled two more times (scaled 4x) until a scale of 1 to 4. River generation was merged with the regular biomes, then ocean climate zones merged. A layer stack for river noise generation was used as a random number generator to generate areas of hills and mutated biomes, which was scaled twice before applied to the biome stage of biome generation at scale 1 to 64. Since Update Aquatic, modified biomes could conform to an entire biome or border a river. A separate layer stack to generate rivers throughout was scaled 4 times, before it was merged with the rest of the generation at scale 1 to 4. Rivers generated across all land biomes excluding areas of oceans. Frozen rivers replaced rivers in regular snowy tundrasnowy tundra, and mushroom field shore replaced rivers in mushroom fields. Once the ocean temperature stack and river generation stack was merged with the biome generation stack, a final layer was applied to make the biome scale 1:1, which was the final biome generation used in Minecraft. Ocean biomes generated their climate zones separately from land biome generation, to avoid changing existing Minecraft seeds/biome generation in its entirety. Ocean climate zones were initialized at a scale of 1 to 256, then scaled 6 times, before it was merged with the rest of the biome generation. There were 5 different climate zones, and deep oceans were converted into the deep variant of these biomes. Warm oceans overwrote deep warm oceans as they did not generate. In Java Edition, ocean climate zones were done so warm oceans could not border frozen oceans. One must go incrementally from warm oceans, to lukewarm oceans, regular oceans, and cold oceans, before reaching frozen oceans. If a frozen ocean or deep frozen ocean bordered a land biome, a regular cold ocean generated. If a warm ocean generated next to a land biome, a regular lukewarm ocean generated. Ocean climate zones were based off the 48 bit seed, unlike the rest of the land biome generation, as such, shadow seeds in Java Edition contained entirely different ocean climate areas, even though common land biomes generated identically in Java Edition shadow seeds. In Bedrock Edition, ocean climate zones could border every other ocean climate zone and land biomes. Ocean climate zones were much smaller than in Java Edition, and frozen and warm climate zones were roughly twice as rare as other climate zones. In Java Edition, the possible shapes of biomes could use only the first 24 bits of the 64-bit world seed, and biome shapes within a world seed could repeat beginning around 229 blocks from 0,0. Biome generation overflowed at 231 blocks from 0,0. However, as biomes were generated in a zoomed out stage, before it was scaled upward, it technically means that biome generation could extend further out during earlier stages of biome generation as the integer overflow point is further out. Even though there are 64-bit seeds on Java, there were only 263 unique noise maps for continental/ocean biome generation, because a quadratic equation was used, and quadratic equations always can be mirrored so that for every input except one to the quadratic equation, there is another that results in the same output (halving the number of truly distinct possibilities). For any seed, the other seed resulting in the same output to this equation was colloquially known as a shadow seed. In this case, land biome and general ocean biomes were exactly the same in a pair of seeds, but ocean biome temperatures, structures and hills differed in the shadow seed. A user could find a shadow seed by adding the constant -7379792620528906219 to the negative of their current world seed, to obtain the shadow seed. Shadow seeds were exclusive to Java Edition. With Bedrock Edition using 32-bit seeds and a different world generation algorithm, there were few similarities between it and the 64-bit world generation. The positions of mutated biomes, oceans (and islands), rare biomes (jungles, badlands, mushroom fields, giant tree taiga), as well as specific biomes in cold, temperate, or dry biome clusters, bore some geographical relationship with the equivalent positive value seed of the 64-bit generation. The biome shapes deviated significantly. The specific generation of lush biomes and ocean variants was completely different on Bedrock. Redundant biomes The following biomes became redundant after 1.18 and were either removed[JE only] or made unused.[BE only] Hills were generated as relatively small spots within certain biomes. Most hills were gentle rolling slopes on which the usual biome terrain generates, with some sharper cliffs here and there. The same structures and features generated as in the regular biomes. Modified biomes were rare variations on their regular counterparts. They were much larger in size than hills, and often bordered each other. These biomes had only different terrain than the regular biomes, and were therefore removed. Most of them were even more mountainuous than the hills biomes. The modified hills biomes were variations on some modified biomes. Their terrain was somewhat different, with the tall birch hills being more hilly, and the shattered savanna plateau being slightly less shattered. Modified hills did not generate as small spots within modified biomes, but as large biomes on their own. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainuous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinctable from the regular shattered savanna. These biomes were neither a modified variant nor a hills variant. They no longer generate due to various reasons. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Unlike other biomes, it was removed in 21w43a, rather than 21w40a. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. Climate This is a list of climate attributes and colors for each unused biome. For block renders with these colors applied, see Block colors § Biome colors. Unused biomes have the following minimum heights for snowfall: Mountain Edge Taiga Mountains Giant Spruce Taiga Hills The fog color in all these biomes is #abd2ff. Data values Bedrock Edition: History Gallery See also Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Experience?section=25&veaction=edit] | [TOKENS: 1434] |
Experience 5HP In Java Edition: Height: 0.5 blocksWidth: 0.5 blocks In Bedrock Edition: Height: 0.25 blocksWidth: 0.25 blocks Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. Experience orbs also recover durability on items with Mending that are being worn or are in-hand. Contents Sources Experience can be gained from several different sources. Most sources drop experience in the form of orbs, which can be claimed by any player, while a few methods directly award the player experience upon completing the action. Gathering experience points increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach approximately 7.5 levels), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies. Experience orbs Most experience sources drop experience in the form of experience orbs, which can then be claimed by any player. Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents. When collected, experience orbs make a bell-like sound for a split second. Unlike items, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it despawns. Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs with values 17 or higher have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high-traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb. Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into the base values of orbs by size (1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477). Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. While the first ender dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can exist in the world via furnaces that have had a lot of traffic. Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. In Bedrock Edition, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears. In Java Edition, experience orbs appear in the same spatial and temporal location as loot when an entity is killed. Orbs with negative values can be created using the /summon command, either using values below 0 or above 32767 due to 16-bit integer overflow. They use the smallest texture of experience orb. Negative orbs behave differently from positive orbs, namely that they do not deduct experience when collected by the player. They deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs. The following mobs and similar entities do not drop experience when killed: Leveling up The formulas for figuring out how many experience orbs needed to get to the next level are as follows: One can determine how much experience has been collected to reach a level using the equations: Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations: Score The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen. Sounds Java Edition: Experience orbs do not use entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Experience orbs have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Videos History The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price. A player dropping excessive experience orbs upon death may cause performance degradation in the game. Issues Issues relating to "Experience" or "Orb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation More More Navigation menu |
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