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[SOURCE: https://minecraft.wiki/w/Experience?action=edit&section=26] | [TOKENS: 223]
Editing Experience (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 15 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Lime_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/Chorus_tree] | [TOKENS: 235]
Chorus Plant (feature) End Stone No, but a chorus flower can grow to a chorus plant. A chorus plant is a plant-like feature that generates in the highlands of the outer End islands. Contents Generation Chorus plants generate on the outer islands of the End, in End highlands. They are formed in tall, coral-like patterns. They are the only source of chorus fruit and chorus flowers. The player can grow a new chorus plant by planting such a flower on a block of End stone. Construction Chorus plants consist of chorus plant blocks and chorus flowers. A chorus flower generates at the top of each branch. A branch stops growing when the chorus flower on the branch reaches age 5, but it can be harvested and replanted to reset the age. Plant heights range between 5 and 22 blocks, although most stop growing before they reach 16 blocks tall. Data values Java Edition: Bedrock Edition: Hardcoded in the End generator. Not a feature. Java Edition: History Issues Issues relating to "Chorus Plant (feature)" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Green_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/Tooltip] | [TOKENS: 432]
Tooltip A tooltip is extra information that appears when hovering over or focusing on certain elements in the user interfaces, or when switching the held item. Contents Types of tooltips When hovering over an item with the cursor while in the inventory or a container screen, a tooltip with the item’s name appears next to the cursor. When playing with touch controls, tapping an item displays its tooltip on the bottom of the screen. Some items display extra information on their tooltips, such as enchantments and shulker box contents. In Java Edition, basic item tooltips are also visible in the "Items" section of the statistics menu when hovering over a block or item on the left side of the screen. In Bedrock Edition, tooltips in the inventory display the category of the item (Construction, Equipment, Items, or Nature) on the first line below the item name in dark blue. In Java Edition, advanced tooltips, including item IDs and the exact remaining durability of tools, can be displayed by pressing the debug hotkey F3 + H. The table below describes all possible tooltip lines, including these shown when advanced tooltips are enabled. Note that table preserves the order of these lines too. In "Content" column, cells with yellow background means the exact text displayed. Additionally, cells marked "[...]" means that this field has variable lines count. When switching the item being held, the name of the item appears above the hotbar. In Bedrock Edition, held item tooltips also show enchantments and shulker box contents. In Java Edition, the “Notification Time” option affects how long this type of tooltip appears on-screen. When effects in the inventory are displayed in the compact style, hovering over an effect icon displays more information about that effect. When certain buttons, text fields, and sliders are hovered over, or focused on when navigating with ↹ Tab, they show a description in the form of a tooltip. The “Key Binds” options menu also has tooltips to provide details on conflicts between keys. History Issues Issues relating to "Tooltip" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Notes References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Melee_attack#Smash_attack] | [TOKENS: 4052]
Melee attack A melee attack is a type of attack that mobs and players use to cause damage through close contact with a target. Contents Attack scenario Melee attacks apply mob's base melee attack damage and deal damage to the target entity in mob_attack damage type. Most mobs perform one melee attack per second, targeting a single intended target for the melee attack, without accidentally harming other targets. Some mobs melee attack in a different way and have special effects: Attack damage All entities have a base melee attack damage. The final attack damage calculation includes the mob's base attack damage, main hand item damage, and status effects. In Java Edition, base melee attack damage is the computed value of the attribute attack_damage. The damage from the main hand item and status effects are essentially Op0 attribute modifiers. Using the /attribute command to modify the base value or modifiers can change the base melee attack damage for the corresponding entity. For example, the base melee attack damage of a player holding a wooden sword with the Strength II effect would be calculated as: The attack damage of the main hand items is shown in the table below (including the player's 1HP base attack value, matching the value displayed in the tooltip): The Strength status effect increases attack damage by 3HP per level, while the Weakness effect reduces it by 4HP per level. In Bedrock Edition, the base melee attack damage is calculated differently for different entities: For players, the calculation sequence for base melee attack damage is as follows: For example, the base melee attack damage of a player holding a wooden sword with both Strength II and Weakness I effects would be calculated as: For most non-player entities, the calculation sequence for base melee attack damage is as follows: For example, the base melee attack damage of a zombie holding a wooden sword with both Strength II and Weakness I effects would be calculated as: The attack damage of the main hand items is shown in the table below (including the player's 1HP base attack value, so the values are 1 higher than what is displayed in the tooltip): The Strength status effect can be calculated using the recursive formula dn=1.3dn−1+1 or the general formula dn=1.3nd0+1.3n−10.3, where d0 is the input attack damage, dn is the output attack damage, and n is the level of the Strength status effect. The Weakness status effect can be calculated using the recursive formula dn=0.8dn−1−0.5 or the general formula dn=0.8nd0+0.8n−10.4, where d0 is the input attack damage, dn is the output attack damage, and n is the level of the Weakness status effect. If the result is less than 0, the output attack damage is 0. The enchantments on items in the main hand will affect attack damage, referred to here as enchantment attack damage. For different entities, enchantments have different attack damage: The total of all enchantment attack damage is the current enchantment attack damage. In Bedrock Edition, enchantment attack damage is rounded down after summing, so if Sharpness I and Smite I are both active, the enchantment attack damage would be 3HP instead of 3.75HP × 1.875. After calculating the base melee attack damage and enchantment attack damage, the game also determines whether to add a bonus attack damage based on the nature of the current main hand item and the state of the attacked entity. Currently, only mace has bonus attack damage. The bonus attack damage of the mace only takes effect when the entity falls from a height greater than 1.5 blocks and not gliding‌[Java Edition only], with the bonus attack damage adjusted according to the fall height: Attack cooldown The attack cooldown is a meter below the crosshair that reduces damage when attacking before the meter is full. An attack cooldown percentage of 84.8% or above is also required for critical hits, sprint-knockback attacks, and sweep attacks to activate. The indicator can be optionally changed to display next to the hotbar instead of under the crosshair in Video Settings. Attack speed is controlled by the attack_speed attribute. The default value is 4, meaning that 4 full-damage melee attacks can be performed per 20 game ticks (1 second), however damage immunity allows only 2 of these attacks to connect against a single target. The Haste effect increases attack speed by 10% per level, and the Mining Fatigue effect decreases it by 10% per level. Spear jab attacks specifically have a forced attack cooldown, meaning they cannot attack at all until they reach 100% cooldown charge. Tools and weapons have different attack speeds that replace the base value of 4 when held in the mainhand. The following table lists all attack speeds from fastest to slowest: The time from one melee attack, breaking a block, or switching the main-hand item to the next melee attack that can deal full damage is called the attack cooldown time. The ratio of the time elapsed since the above actions to the total attack cooldown time is the attack cooldown completion. The number of full-damage melee attacks a player can perform per 20 game ticks (1 second) is the attack speed. Attack cooldown time can be calculated from attack speed. If the attack speed is s, the attack cooldown time T is 20s game ticks. Since game ticks do not have decimal values, the actual attack cooldown time is rounded: if the decimal part is greater than 0.5, it is rounded up; otherwise, it is rounded down. Attack cooldown completion can also be calculated from these values. If the time since the last melee attack, block break, or main-hand item switch is t game ticks, then the attack cooldown completion p is clamp(t+0.5T,0,1). The visual component related to attack cooldown completion is the attack indicator, which has a slight difference in rendering percentage compared to the actual attack cooldown completion: clamp(tT,0,1), meaning the displayed value lags by half a game tick. Attack cooldown affects base melee attack damage, enchanted attack damage, and additional attack damage differently. Given attack cooldown completion p, the base melee attack damage is modified by 0.2+0.8p2, the enchanted attack damage by p, while additional attack damage remains unaffected. The effect on base melee attack damage can stack with critical hits. Attack range The reach in blocks of a given player attack is dependent on the player's weapon, and is controlled by the entity_interaction_range attribute. If the target is outside the reach of the attack range, the melee attack does not connect. For entities, it is instead dependent on the entity's attack bounding box. For both players using the jab or charge attacks of the spear and any entity that can use the spear's charge attacks, targets within range are selected by first attempting to find an obstructing block for the attack, which will then become the maximum range, then trying to find all entities within a bounding box representing the range that are directly between the maximum and minimum range (assuming no block intersections, 1-2.25 blocks for most entities, and 2-4.5 blocks for players) in the direction of the view vector (with inflated hitboxes of 0.125 blocks, effectively decreasing minimum range and increasing maximum range by that amount). For players, the attack range is the range they can physically reach with an attack. The default attack range is 3 (3 blocks). In Java Edition, attack range is dependent on the attack_range data component. When in Creative Mode, the attack range increases to 5 blocks when holding any item except a spear, while spears do not change their attack range in Creative Mode. When entity_interaction_range and attack_range are set to different values, attack_range takes priority. For most entities, the attack range is defined as a horizontally extended area beyond their collision box, referred to below as the attack bounding box. Similarly, the attacked entity has a range within which it can be struck, referred to as the hit bounding box. A melee attack can occur when the attack bounding box intersects with the hit bounding box. Entities performing melee attacks must also maintain a clear line of sight to the attacked entity, preventing attacks through blocks. Since entities cannot see themselves, they cannot perform melee attacks on themselves. In Mounts of Mayhem, there is a second minimum bounding box representing the minimum reach of the entity, which will prevent the attacker from attacking the attacked entity if it is within its range. The attack bounding boxes for an entity are obtained for the entity's minimum range (if non-zero) and maximum range boxes as follows: [note 1] The hit bounding box is calculated as follows: Attack knockback When melee attack damage is dealt, the attacked entity will be pushed backward; this is knockback. The horizontal direction of knockback aligns with the attacker's viewpoint. The knockback of an attack is dependent on the player's weapon, and is controlled by the attack knockback attribute. The magnitude of knockback depends on whether the attacker is sprinting and the item in their main hand. This is described using knockback strength. Knockback strength is 0 by default. If the main-hand item has the knockback enchantment, the knockback strength increases by the enchantment's level. In Java Edition, only players can knock back non-living entities. Knockback strength determines the knockback speed, which is half of the knockback strength. If the target of the knockback is a non-living entity, it receives a vertical motion of 0.1 blocks per tick (2 blocks per second) and a horizontal knockback speed. If the target is a living entity, the knockback speed is reduced based on its knockback resistance (attribute knockback_resistance). If the knockback resistance is 1, knockback does not occur. Next, the entity's horizontal movement speed is halved, and knockback speed is applied. If the entity is touching the ground, its vertical speed is also halved, and upward knockback speed is applied. However, the final vertical speed does not exceed 0.4 blocks per tick (8 blocks per second). After knockback occurs, the attacking entity immediately stops sprinting, and their horizontal speed is reduced to 60% of its original value. Hitbox margin The hitbox margin increases the distance at which an entity can still be hit when attacking outside of its hitbox. In vanilla this mechanic is only used by spears, with both their jab attack and charge attack having a hitbox margin of 0.125. All other items have a hitbox margin of 0. It is controlled by the attack_range component's hitbox_margin field, and the default value is 0.3 (this value in practice is only used if the component is included but no value is given, as if the component is not included the default value is 0). Special attacks Melee attacks can be special attacks when meeting certain conditions: All weapons aside from spears have the ability to do critical hits, which deal 50% extra damage. To perform a critical hit, the following conditions must be met: In Java Edition, critical hits increase damage before calculating damage enchantments, while in Bedrock Edition they increase damage after calculating damage enchantments. When a critical hit is successfully performed, small star-shaped particles will burst out of the hit entity, and a unique sound effect is played. The ender dragon is immune to critical hits in Java Edition. All weapons aside from spears have the ability to do sprint-knockback attacks, which deal extra knockback while sprinting and cancel the sprint. In Java Edition, sprint-knockback attacks play a unique sound when performed, and they require an attack cooldown charge of at least 84.8%. Spears are the only item type that cannot do sprint-knockback attacks. In Java Edition, sprint-knockback attacks cannot be performed at the same time as critical hits or sweep attacks. If a sprint-knockback attack is performed at the same time as a critical hit, the sprint-knockback attack takes priority. They can however be performed at the same time as smash attacks and crushing blows. The extra inflicted knockback stacks with the Knockback enchantment. Like the Knockback enchantment, sprint-knockback attacks do not increase knockback against entities that are immune to knockback, such as iron golems or shielding players. The only exceptions to this are armor stands and boats, which ordinarily do not take knockback when hit but do when hit by a sprint-knockback attack. Swords have the special ability to do sweep attacks, which damage nearby entities with a gale particle. A sweep attack occurs only if all of the following conditions are met: The range of a sweep attack is determined by both the attacked entity and the player's position. Based on the attacked entity's collision box, the range extends 1 block horizontally in all directions and 0.25 blocks vertically both up and down. All entities within 3 blocks of the player (excluding the attacking player themselves, the primary attacked entity, and armor stands with the [Boolean] Marker tag set to true) will be affected by the sweep attack. By default, a sweep attack deals 1HP damage. However, this damage can be increased using the Sweeping Damage Ratio attribute. If the calculated value of sweeping_damage_ratio is r, and the sum of base melee attack damage and additional attack damage is d, the sweep attack damage is calculated as 1+rd. The Sweeping Edge enchantment increases the sweeping damage ratio attribute, which increases the damage of the sweep attack damage to entities close to the attacked entity, but not the attacked entity itself. If the level of Sweeping Edge is n, then the Sweeping Damage Ratio increases by ndn+1. By default, Sweeping Edge I, II, and III increase sweep attack damage by 50%, 67%, and 75% of the base melee attack damage plus additional attack damage, respectively. Similar to melee attacks, sweep attacks also apply knockback. However, knockback from sweep attacks is not affected by the knockback enchantment or sprinting. If the affected entity has 0 knockback resistance, the sweep attack applies a knockback speed of 0.4 blocks per tick. Axes have the special ability to do crushing blows, which disable the use of the target's shield for 5 seconds. Crushing blows are triggered only against targets that are actively holding their shield up. Crushing blows affect all of the target's shields, rather than affecting only the one that was being used. Crushing blows do not trigger against targets whose shields are not yet past their 250ms activation delay. Crushing blows are triggered regardless of attack cooldown percentage and, unlike sweep attacks, they can be triggered at the same time as critical hits and sprint-knockback attacks. Crushing blows work by inflicting a 5 second use cooldown. When a shield is stunned, it cannot be used by pressing the use button‌[Java Edition only] or sneaking ‌[Bedrock Edition only]. Performing a crushing blow does not consume durability from the axe, in the same way that other attacks do not consume durability when they're blocked by a shield. Mobs that wield axes, such as vindicators or piglin brutes, perform crushing blows should they hit a player's shield. The melee attack of a warden also performs a crushing blow should it connect against a player's shield. In the Java Edition Combat Tests, the stun duration from crushing blows is lengthened by the Cleaving enchantment, at an additional 0.5 seconds per level with a maximum level of III. Maces have the special ability to do smash attacks, which cause extra damage depending on how many blocks were fallen prior to attacking. Connecting a smash attack clears all fall damage that was accumulated prior to the attack. All entities within 2.5 blocks of the smash attack are knocked back. Like crushing blows, smash attacks are triggered regardless of attack cooldown percentage, and can be triggered at the same time as critical hits and sprint-knockback attacks. Smash attacks trigger the Wind Burst enchantment. To perform a smash attack, the player must not be grounded or in elytra flight, and the fall height used in calculation is simply the starting height (Y coordinate) minus the ending height (Y coordinate). Descending with an elytra counts as blocks fallen for smash attacks. In Java Edition, the elytra must be unequipped before attacking for the smash attack to activate, as being in elytra flight does not activate a smash attack. In Bedrock Edition, unequipping the elytra before attacking is not necessary, as smash attacks activate even while the user is in elytra flight. A successful smash attack causes a mace to deal 4HP extra damage for each of the first 3 blocks fallen, 2HP extra damage for each of the next 5 blocks fallen, and 1HP extra damage for each block fallen after that. The damage of smash attacks is increased by the Density enchantment by an additional 0.5HP × 0.25 for each block fallen per level of enchantment, at a maximum level of V. Spears have the special ability to do jab attacks, which have 4.5 blocks of reach rather than the typical 3 blocks, can hit multiple entities with a single attack, and inflate the hitboxes of targets by 0.125 making attacks easier to land. Jab attacks have a minimum reach requirement however, where they cannot connect hits if the target is within 2 blocks or less of the user. Jab attacks have a forced cooldown effect 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. Attacking with a jab attack and then following it up with a charge attack causes the charge attack to do less damage depending on the attack cooldown percentage of the prior jab attack. Spears have the special ability to do charge attacks by holding the use button, which deal extra damage depending on the velocity of the user and the target. Like jab attacks, charge attacks have a 4.5 block attack reach, 0.125 hitbox inflation, and the 2 block minimum reach requirement, but do not have any sort of cooldown. Charge attacks can hit multiple entities, but only once for each entity. 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 go through three stages when held out, and the tier of the spear influences the behavior of its charge attacks: Calculate spear charge attack damage Attack resolution and attack failure When performing a melee attack, the game first calculates the attack damage the attacker can deal, then applies damage to the attacked entity and attempts to disable the shield. After damage is dealt, it calculates knockback, sweep attack‌[Java Edition only], and Fire Aspect, processes the Thorns enchantment's reflected damage, applies Slowness effect by the Bane of Arthropods to arthropods, and may generate critical hit particles. Finally, the player's exhaustion increases by 0.1 per successful melee attack. Melee attacks can fail, and failed melee attacks do not deal damage. A failed melee attack does not consume item durability, does not apply knockback, sweep attack‌[Java Edition only], fire aspect, or shield disabling, and does not generate critical hit particles or increase the player's exhaustion. Sounds Java Edition: Bedrock Edition: History Notes References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/End_Stone_Brick_Wall] | [TOKENS: 143]
End Stone Brick Wall Yes Yes (64) 9 3 No Yes Yes No No An End stone brick wall is a decorative wall variant of End stone bricks that does not generate naturally and is used for building. Contents Obtaining End stone brick walls can be mined using any pickaxe. If mined without a pickaxe, they drop nothing. Usage End stone brick walls can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "End Stone Brick Wall" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Color] | [TOKENS: 1203]
Color Colors are applied to several blocks, items and particles in order to display a much wider array of possibilities than would be possible with a raw unmodified texture without the need for potentially millions of distinct files. Contents Texture colors While most objects directly use colors from the RGBA color texture map, some parts of textures are tinted with specific variable colors. Tinted textures are created by taking the base texture and multiplying it with the given tint, such as the biome color. Block and fluid colors The following blocks are counted as part of the "grass" group of blocks, and are accordingly colored: Grass colors are biome-dependent, and the colors used are usually picked from a dedicated grass colormap, with some exceptions. The following removed blocks (many unintended) also utilized the grass colors (full lists of renders can be found here and here): The following blocks are counted as part of the "foliage" group of blocks, and are accordingly colored: Foliage colors are biome-dependent, and the colors used are usually picked from a dedicated foliage colormap, with some exceptions. The following removed blocks (many unintended) also utilized the foliage colors (a full list of renders can be found here): One block is counted as part of the "dry foliage" group, colored in different tints of brown based on the biome. Water placed in the world is also subject to coloring. In Java Edition, this also applies to cauldrons. Unlike grass and foliage, water colors are always predefined, and are never picked from a colormap, even though one used to exist. Unlike other crops, pumpkin stems and melon stems utilize a color system which applies a different color for each growth stage. Redstone wire uses a color system which colors the wire depending on its current power level. With no power, it appears as a very dark red, whereas it appears bright red at full power. Potions placed in cauldrons also use colors to represent the contained potion.​[more information needed] Water in cauldrons can be dyed similar to leather armor. A small subclass of blocks use colors which do not change at all under any circumstances. The following removed block (many unintended) also used a constant color (a full list of renders can be found here): Items Entities Sheep can be dyed, which changes the color of its wool with unique colors. Both wolf and cat collars use the dye colors directly one to one. Experience orb textures are mostly white, gray, and red; a gradient is applied afterward to make them green and yellow. Alongside potion particles, several other particles are stored as gray textures with colors applied to them after the fact. Notable examples are the various dripping particles (water, lava, honey, crying obsidian, spore blossom), critical hit (which has a white texture but an orange color is later applied), and magic crit (same). Note blocks also emit particles, whose base texture is gray, that change color through the spectrum. Commands can be used to set the colors of some but not all particles. Banners are colored according to default dye colors. Beacon beams are colored according to default dye colors. Without any stained glass, it defaults to the color for white dye. The end gateway creates a beam under certain circumstances which is colored different colors depending on why said beam is created. When attacking, guardians shoot a ranged beam which follows a gradient dependent on time. When the "Render Dragon Features for Creators" experiment is enabled in Minecraft Preview, and Vibrant Visuals is enabled, all light-emitting blocks render colored lighting on the surrounding blocks. Furthermore, if point lights are enabled, some light blocks have point lighting, which is a directional light source with the same colors applied. In Bedrock Edition, the sky and clouds have predefined colors for rainfall, thunderstorms and lightning strikes, which are blended with a specified weight with regular biome colors. The world border in Java Edition has several colors. A blue color is applied if the border is stationary. If expanding, the world border takes on a green hue. If the world border is shrinking, the world border turns red. In the Nether, the world border is always red no matter if it is expanding, stationary, or shrinking. The world border becomes more opaque the closer the player is to it, and more transparent if the player is further away. Biome colors The temperature and downfall values of a biome are used when determining the colors of grass, foliage, dry foliage, water, fog, and the sky. Blocks such as mossy cobblestone, mossy stone bricks, and the stems of most flowers are not affected by biome coloration. In Bedrock Edition, biome colors are also visible on maps. Most biomes color blocks based on colormaps. The exact color used depends on the biome's temperature and downfall values, on the X and Y axis respectively. At borders between or among biomes, the colors of the block and its eight[verify] neighbors are computed and the average is used for the final block color. Certain biomes use unique colors, overriding the temperature-based colors. Water and water cauldrons placed in the world are subject to coloring. In Java Edition, unique water colors are used for different ocean temperatures, swamps, pale gardens, and a few other biomes. In Bedrock Edition, every biome has unique colors, even different dimensions. These are also visible on maps. Some biomes also have custom transparencies for water surface colors. Water fog is colored accordingly to the water surface per biome, with slightly different colors and strengths. The sky in the Overworld has variying shades of blue based on the temperature. Pale gardens override this with #B9B9B9, and End biomes placed in the Overworld have black sky colors. In Java Edition, each biome has unique colors during rainfall and thunder. Fog has several colors, which are dependent of the fog type and the biome. References Navigation menu
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[SOURCE: https://minecraft.wiki/w/Virtual_reality] | [TOKENS: 597]
Virtual reality Virtual reality (VR) was a mode exclusive to Bedrock Edition for Windows (formerly Windows 10 Edition) and PlayStation 4. It was used with the Oculus Rift, Meta Quest (via Link and Air Link), PlayStation VR, and all Windows Mixed Reality compatible headsets. On September 17, 2024, with the release of 1.21.30, Mojang Studios announced that support for PlayStation VR will be discontinued in March 2025. This announcement was later extended to all VR devices on October 22, 2024, with the release of 1.21.40. After players received the final update, they would still receive updates and their Marketplace purchases will continue to be available, but they will no longer be able to play Minecraft with a VR headset. VR support was ultimately removed with the release of 1.21.80. Contents Launching In order to launch Bedrock Edition on Windows systems in VR mode, the creation of a custom application shortcut was required. This was achieved by following these steps: Gameplay Two different VR modes were available, namely the Living Room Mode and Immersive Mode. The player can toggle between both modes by pressing the toggle view button.​[more information needed] The Living Room Mode was selected by default when entering the game. The player was placed in a static environment in form of a dimly lit living room built from Minecraft assets. The viewpoint was still in VR and the player can look around the room but the gameplay was fixed on the virtual screen in front of them, resulting in an experience similar to playing Minecraft on a normal screen without VR. In Immersive Mode, the player assumed the perspective of the player entity in first person, with the game world surrounding them in 360°. The game had full 6DoF support when played with a supported motion controller. This allowed players to freely move in the Minecraft world by walking in the real world and reflects their hand movement on virtual hands displayed in-game. When playing with a regular controller or with mouse and keyboard, the VR experience was limited to head tracking. In addition to input devices like mouse & keyboard and controllers, that were compatible with regular Bedrock Edition gameplay, VR mode allowed the usage of selected motion controllers like Oculus Touch controllers. PlayStation Move controllers were not supported by the game. To reduce motion sickness, various VR options were available to modify the experience. Some options were only available when a motion controller is used as input. Snap Allowed to turn the camera by periodic steps.Classic Allowed the player to move the camera freely.Wheel Allowed to turn the camera by rotating Right Stick in a circle.Snap Wheel Allowed to turn the camera in pre-determined angles by rotating Right Stick in a circle. Classic The player accelerated/decelerated normally in VR mode. Classic The player jumped normally in VR mode. Offhand The HUD is fixed to the player's offhand Videos History Trivia Gallery Renders References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:End_Barrens.png] | [TOKENS: 63]
File:End Barrens.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 3 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/Magenta_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/Pink_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?action=edit&section=14] | [TOKENS: 224]
Editing Biome (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 4 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Experience_Orb_Value_617-1236.png] | [TOKENS: 113]
File:Experience Orb Value 617-1236.png Summary Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 3 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Nether_Reactor_Core.png] | [TOKENS: 116]
File:Nether Reactor Core BE2.png Summary Render of a Nether Reactor Core 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/File:Experience_Orb_Value_2477-32767.png] | [TOKENS: 114]
File:Experience Orb Value 2477-32767.png Summary Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 12 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Category:Bedrock_Edition] | [TOKENS: 89]
Category:Bedrock Edition This category contains: When updates to Minecraft are released, especially editions other than Bedrock Edition, it is useful to check these pages to sort out whether the version-exclusive features are indeed still version-exclusive. Subcategories This category has the following 7 subcategories, out of 7 total. Pages in category "Bedrock Edition" The following 200 pages are in this category, out of 558 total. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Tutorial:Programs_and_editors] | [TOKENS: 82]
Tutorial:Programs and editors The Minecraft community has created thousands of programs and modifications that can be used to enhance the game. List of programs and editors There is also a small collection of apps for iOS, iPadOS, and Android devices. These tools will not work for iOS or iPadOS unless the device is jailbroken. Some .NET apps may require Mono to run on macOS and Linux. Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Exposed_Cut_Copper_Slab] | [TOKENS: 318]
Cut Copper Slab Yes Yes (64) 6 3 No Double slab: No Single slab: Partial (blocks light)‌[JE only]Partial (diffuses sky light)‌[BE only] Yes No No A cut copper slab is a decorative slab variant of cut copper that generates in trial chambers and is used for building. Unlike other types of slabs, cut copper slabs can oxidize over time. Contents Obtaining Cut copper slabs can be broken with stone pickaxes or higher. If mined without a pickaxe, they drop nothing. Waxed cut copper slabs generate naturally in trial chambers. Usage Non-waxed cut copper slabs have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation on cut copper slabs. They can be waxed with a honeycomb to prevent it from oxidizing. As the block begins to oxidize (exposed), it gets discolored and green spots begin to appear. As the oxidation continues (weathered), the block is a green color with brown spots. In the last stage (oxidized), the block is teal with several green spots. Sounds In Bedrock Edition, when a cut copper slab is combined into a double slab, the block's use sound is played. Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Cut Copper Slab" 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/Exposed_Chiseled_Copper] | [TOKENS: 299]
Chiseled Copper Yes Yes (64) 6 3 No No No No Chiseled copper is a variant of copper blocks that generates in trial chambers. Contents Obtaining Chiseled copper can be mined only with a stone pickaxe or better. If chiseled copper is mined without the use of a pickaxe, it drops nothing. Waxed chiseled copper and waxed oxidized chiseled copper can be found in trial chambers. Usage Chiseled copper is a decorative block that oxidizes over time. Non-waxed chiseled copper has four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation on chiseled copper. Using a honeycomb on chiseled copper prevents it from oxidizing further. As the block begins to oxidize (exposed), it gets discolored and green spots begin to appear. As the oxidation continues (weathered), the block is a green color with brown spots. In the last stage (oxidized), the block is teal with several green spots. Chiseled copper can be placed under note blocks to produce trumpet sounds.​[upcoming First Drop 2026] Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Chiseled Copper" 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/Experience?section=27&veaction=edit] | [TOKENS: 1434]
Experience 5HP In Java Edition: Height: 0.5 blocksWidth: 0.5 blocks In Bedrock Edition: Height: 0.25 blocksWidth: 0.25 blocks Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. Experience orbs also recover durability on items with Mending that are being worn or are in-hand. Contents Sources Experience can be gained from several different sources. Most sources drop experience in the form of orbs, which can be claimed by any player, while a few methods directly award the player experience upon completing the action. Gathering experience points increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach approximately 7.5 levels), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies. Experience orbs Most experience sources drop experience in the form of experience orbs, which can then be claimed by any player. Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents. When collected, experience orbs make a bell-like sound for a split second. Unlike items, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it despawns. Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs with values 17 or higher have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high-traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb. Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into the base values of orbs by size (1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477). Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. While the first ender dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can exist in the world via furnaces that have had a lot of traffic. Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. In Bedrock Edition, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears. In Java Edition, experience orbs appear in the same spatial and temporal location as loot when an entity is killed. Orbs with negative values can be created using the /summon command, either using values below 0 or above 32767 due to 16-bit integer overflow. They use the smallest texture of experience orb. Negative orbs behave differently from positive orbs, namely that they do not deduct experience when collected by the player. They deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs. The following mobs and similar entities do not drop experience when killed: Leveling up The formulas for figuring out how many experience orbs needed to get to the next level are as follows: One can determine how much experience has been collected to reach a level using the equations: Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations: Score The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen. Sounds Java Edition: Experience orbs do not use entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Experience orbs have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Videos History The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price. A player dropping excessive experience orbs upon death may cause performance degradation in the game. Issues Issues relating to "Experience" or "Orb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Experience?action=edit&section=27] | [TOKENS: 223]
Editing Experience (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 15 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Talk:Marketplace] | [TOKENS: 881]
Talk:Marketplace Contents History section With all that edit-warring, 1.1.6 doesn't exist, and only added Marketplace content. Should the History section include these minor Marketplace updates, something like Realms#History?? – Nixinova 04:06, 22 August 2017 (UTC)Reply The future of this page This page was mostly managed by the Microsoft team (albeit pretty badly), which they stopped doing a while ago. I suggest we remove the version history section, it's not manageable with releases now being weekly and more and more partners joining the program, it's already missing a lot of stuff with no easy way to track them down. --Pepijn (talk) 12:40, 30 April 2018 (UTC)Reply Marketplace mention in old Word of Notch post In this post, Notch mentions "a map market place on minecraft.net". Should this be added to the History section? - Luke18033 (talk) 18:25, 23 November 2018 (UTC)Reply Microsoft / Mojang Studios 85.74.223.143 (talk • contribs • logs • block log) Please stop vandalizing the page. As explained in my edit notes the Partner Program is directly from Microsoft, not their sub studio Mojang Studios. Applying is done through a Microsoft website (https://partner.microsoft.com/en-us/minecraft), the full name is Microsoft Partner Program per said website, and contracts are between partners and Microsoft. -Pepijn (talk) 20:43, 13 June 2020 (UTC)Reply Does anyone know how to upload a map or skin-pack to the minecraft marketplace? How do you upload a world, skin, mashup, or texture to the marketplace? old store can there be a topic about the old store that used real money?--173.180.201.172 21:22, 30 January 2021 (UTC)Reply Controversy section? Should there be a controversy section? The marketplace is VERY controversial, especially with Bedrock players. 1.158.238.102 07:48, 11 November 2022 (UTC)Reply Splitting/moving Minecoin section I suggest that the minecoin section of the Marketplace page be split/moved (I'll be using split, but it's actually moved). It's also a little vague on the buying of minecoins, since the gift cards for them are very widespread at big reatilers (such as Amazon, Target, Walmart, etc.), and the section doesn't even mention any form of gift cards. And now they can be bought directly from minecraft.net, so that's another reason to split the section. Support as proposer. PhoenixAsh89 (talk) (contribs) 11:16, 20 January 2025 (UTC)Reply Microsoft reward does not give Mincoins anymore :( Microsoft rewards doesn’t let you pay 2,500/2,000 points for Minecoins anymore. I’m bad at editing from an ipad WearyEagle77054 (talk) 19:41, 10 February 2025 (UTC)Reply Robux and V-Bucks? Minecoins is a virtual currency are the most similar to Robux and V-Bucks Lakasay30 (talk) 08:16, 4 April 2025 (UTC)Reply Shall we separate Minecoins to Marketplace as a standalone article? Shall we separate both Minecoins and Marketplace? It doesn't make sense to me that there is a bubble that "It has been suggested that this section be split into its own page". I suggest that we should not separate them both, since Minecoins is instantly associated with the Marketplace, which means we should remove that blue bubble thing. And also, Minecoins doesn't have much of a history/background, so it totally makes sense that we should just leave it alone. Bioberm3602 (talk) 13:36, 17 April 2025 (UTC)Reply Feedback (Tue, 22 Apr 2025 20:44:23 UTC) Question Hello. Do you think there should be a page the marketplace starter packs. Thecoolmantv2 (talk) 18:55, 15 November 2025 (UTC)Reply Navigation menu
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[SOURCE: https://minecraft.wiki/w/Effect?action=edit&section=17] | [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/Miscellaneous_colors] | [TOKENS: 556]
Miscellaneous colors This page lists texture colors that do not fit into any other category. Only colors that are applied to textures are listed; other colors such as sky and fog are not listed here. Contents List Blocks and items in the Creative inventory have a darkened tint attached to them on Java Edition. If all textures are set to #FFFFFF, then all items, single sided blocks, and the top faces of all other blocks, are rendered slightly darker at about 98.8% brightness #FCFCFC, the bottom left side of blocks at about 64.3% brightness #A4A4A4, and the bottom right side at 39.6% brightness #656565. In full brightness, blocks render at 98.8% brightness #FCFCFC on the top, 79.2% brightness #CACACA on the Z-axis, and 59.2% brightness #979797 on the X-axis. This is due a rendering bug: MC-213446 and MC-123703. The enchanted glint appears on the following items: Experience orb textures are mostly white, gray, and red; a gradient is applied afterward to make them green and yellow. When the "Render Dragon Features for Creators" experiment is enabled in Minecraft Preview, and Vibrant Visuals is enabled, all light-emitting blocks render colored lighting on the surrounding blocks. Furthermore, if point lights are enabled, some light blocks have point lighting, which is a directional light source with the same colors applied. The strength depends on the block's light level. Blocks not listed here use the default light colors.​[more information needed] Both wolf and cat collars use the dye colors directly one to one. Banners are colored according to default dye colors. Beacon beams are colored according to default dye colors. Without any stained glass, it defaults to the color for white dye. Guardian beams are colored based on the progress of the attack and linearly transition from #402080 to #FFDF40. When the attack is past 80 ticks it causes the red color to overflow, which colors the beam #00E040 as intended. The text on dyed signs uses the following colors.[verify for Bedrock Edition] On signs with non-glowing ink, the colors are darkened by 60% from the values in the table. On signs with glowing ink, the colors in the table are used directly for the text, and the outline has the same darkened color as text on signs with regular ink, except for black text, which has an outline of #F0EBCC. Due to MC-123703 — resolved as "Works as intended"., the actual rendered colors are slightly darker. References Navigation More More Navigation menu
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