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[SOURCE: https://minecraft.wiki/w/Marketplace?veaction=edit] | [TOKENS: 1101]
Marketplace The Marketplace (known as the Store on PlayStation) is an in-game platform where players can purchase access to content created by both Minecraft and members of the Minecraft Partner Program. Contents Usage The Marketplace is opened from the title screen, game menu (Browse Add-ons!), or dressing room, the former showing an animated button promoting new DLC and sometimes a tag. Throughout the menus are other buttons redirecting to the Marketplace, such as in resource pack or world template selection menus. Furthermore, Marketplace content is often promoted with pop-ups or inbox messages. It is only available with a stable Internet connection and a Microsoft account, and not in the trial version. The Marketplace is also available from minecraft.net, where packs can be browsed similar to the in-game menu, purchased once signed in, and even the game can be launched opening the selected pack's page in the Marketplace. The menu promotes various types of content organized into sections. With the Search tool, the player can filter for name, pack type, price, ratings, tags, individual creators, or Marketplace Pass availability. Every pack has a purchase page with more information, tags, images and videos, and purchase or download options. Packs can be added to the Wishlist using the heart icon, and the link to the pack on minecraft.net can be shared. Once obtained, packs can be downloaded to the device at any time. Depending on the type of pack, it can then be activated or played. The bottom of the purchase page allows to rate owned packs stars, which will be shown by the pack. Downloaded packs are automatically updated while in the menus; this can be toggled in the settings. Most content in the Marketplace costs money, and is purchased using Minecoins, although some content is free. Minecoins are obtained in the Marketplace with real money in selected packs, or along with promoted content in content bundles. They are saved to a player's Xbox account; on PlayStation they are called tokens and sold separately. All purchased content instantly syncs to the player's Microsoft account unless not signed into the Microsoft or console account on consoles, in which case it is saved locally to the player's device. Marketplace Pass is a monthly subscription that allows any subscribers to get access to a variety of Marketplace content that changes monthly as long as they pay a monthly fee. Included content can be activated directly from its own tab in screens with Marketplace content, such as the Create from Template screen. The Marketplace Pass is included in Realms Plus subscriptions. Content There are 5 different categories of content available on the Marketplace, including skin packs, worlds, add-ons, texture packs, and mash-up packs. All content is submitted by official Minecraft partners and is approved by the Minecraft Content Team. The Minecraft Wiki only documents officially promoted DLC, third-party content usually has its own documentation. Skin packs are collections of custom skins that players can use in both singleplayer and multiplayer games. Depending on the specific content, some skin packs provide 1 or 2 free skins to use without needing to purchase. Skin packs can be seen in the Dressing Room, allowing to enable included skins. Worlds are pre-built maps that offer wide variety of in-game experiences. Not to be confused with mash-up packs, worlds can also include custom textures, blocks, items and mobs and be bundled with bonus skins. Worlds in the Marketplace are distributed as world templates; they can be downloaded in the Create from Template screen allowing to create a world using the template. Dynamic worlds don't have a set build like normal pre-built ones, instead they can be generated like a Minecraft world. These worlds allow for a whole new experience every time because they generate differently depending on the seed. Sometimes they also include add-ons and texture packs as well. Adventure maps are self-contained experiences that focus on exploring and other types of guided gameplay. These types of worlds can range from PvP arenas to simulators and can be designed for singleplayer, multiplayer or both. Minigames are compact worlds with a specific theme or goal that are designed to be repeatable. These can feature a set of different gamemodes and variants or be designed to reset continuously. Survival spawns are starter maps that players can explore, gain loot from and expand. Maps of this type can sometimes add an entirely new aspect to the game but still allows players to experience the world as they normally would in survival mode. Texture packs, built from resource packs, allow players to change the visual appearance of worlds. These packs can also customize other in-game elements such as sounds, items, the GUI, the geometry/shape of mobs, animations, and Vibrant Visuals. Texture packs are only able to alter existing features in Minecraft and cannot add new mobs, blocks or items. Texture packs can be enabled from the Global Resources settings tab in the main menu. Unless a world or server disables global resources, they can always be enabled locally on the player's device. Mash-up packs are special bundles that combine a world, texture pack and skins. Unlike worlds, texture packs included in mash-up packs can be used across other singleplayer worlds and even servers. Add-ons are resource and behavior packs that can fully customize the game by adding new items, blocks, mobs, and more. Add-ons can be added to any world. They can be played and accessed on both singleplayer and multiplayer. History Issues Issues relating to "Marketplace" 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/Effect?section=17&veaction=edit] | [TOKENS: 1003]
Effect An effect (also known as a mob effect or status effect) is a condition that affects an entity, either negatively, positively, or neutrally. Effects can be inflicted in various ways throughout the game, including consuming potions and some food items, being in the range of active beacons and conduits, and being attacked by or close to certain mobs. The /effect command allows players to inflict effects upon themselves and other entities. Contents Behavior Entities inflicted by an effect experience various changes for a duration of time. For most effects, higher levels increase the strength of the effect. As long as the effect is active, effect-dependent particles emanate from the position of the inflicted entity. Effects provided by beacons and conduits emit semitransparent particles. In Java Edition, a player can open their inventory to see any current effects afflicted upon them, as well as the levels and duration of each. In Bedrock Edition, effects are displayed in a separate screen, which can be opened by pressing Z on a keyboard, pressing /// on a controller, or tapping the effect icon when using touch controls. Any number of different effects (including opposing effects such as Strength and Weakness) can be simultaneously active on an entity. However, it is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity (excluding the player) that already has a weaker version of the same effect, the weaker effect remains but is hidden. If the weaker effect has a longer duration, the weaker effect will return after the more potent one expires. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. A player can remove all of their effects by either drinking a milk bucket, dying, or being saved from death by a totem of undying. Additionally, Poison can also be removed by drinking a honey bottle. Any damage dealt by effects is classified as magic damage and completely bypasses armor, making it effective at harming highly armored targets; however, the Protection enchantment still reduces the damage taken from effects. List of effects In Java Edition, positive effects have blue text in potion information and are displayed on the upper row of effects in the HUD, while negative effects have red potion text and are displayed in the bottom row. Neutral effects have the blue potion text and are listed with the negative effects in the bottom row in the heads up display. If the effect is a beacon effect, then it also has a blue outline. In Bedrock Edition, negative effect names in potion and tipped arrow tooltips are shown in red; positive and neutral effect names in these contexts, and all effect names in the "Mob effects" screen, are shown in white. Each effect has an associated color, used to represent it in particles, potions, and tipped arrows. If a potion or tipped arrow stores multiple effects (such as potion/arrow of the Turtle Master, or a custom potion created via commands in Java Edition), the colors of each effect are blended together. Entities affected by multiple effects, however, emit particles for each active effect separately, without blending the colors. A status effect's potency is how strong or effective it is. Some effects do not get stronger as its potency increases, but most do. It is not possible to apply the same effect multiple times, even if they are of different levels. When applying an effect already active on the player, higher levels overwrite lower levels, and higher durations overwrite lower durations of the same level. In Java Edition, when a stronger version of an effect is applied to an entity that already has a weaker version of the same effect, the weaker effect remains, but is hidden. The weaker effect returns after the stronger effect expires, if the weaker effect has a longer duration. In Bedrock Edition, when a stronger effect overrides a weaker effect, the weaker effect is deleted and does not return. Effects that scale with potency Immunity Effects can only be applied to living entities. Witches have natural resistance against damage from effects, taking 85% less damage from effects in Java Edition and 95% less in Bedrock Edition. Additionally, certain entities are completely immune to some or all effects: Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History These effects exist only in 15w14a: These effects exist only in 23w13a_or_b: These effects exist only in 24w14potato: These effects exist only in 25w14craftmine: Issues Issues relating to "Effect" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Exposed_Copper] | [TOKENS: 628]
Block of Copper Yes Yes (64) 6 3 No No No No 15 COLOR_ORANGE A block of copper, internally known as a copper block, is a block that oxidizes over time, gaining a verdigris appearance over four stages. They can be prevented from oxidizing by being waxed with honeycombs. Non-oxidized blocks of copper are storage blocks equivalent to nine copper ingots. Contents Obtaining Blocks of copper can be mined only with a stone pickaxe or better; otherwise, it drops nothing. Waxed blocks of copper and waxed oxidized copper generate naturally in trial chambers. Blocks of copper can be turned into the respective waxed copper blocks by using a honeycomb item on them. Waxed copper blocks do not oxidize and are identical to the non-waxed version. Using an axe on a waxed block of copper turns it into the respective non-waxed block of copper. In addition, using an axe on an exposed, weathered, or oxidized block of copper reverts it one stage to a regular, exposed, or weathered copper block respectively. Scraping with an axe is not possible when holding a shield in the offhand, so that combat is not affected when the player is near waxed or oxidized copper blocks. Non-waxed blocks of copper are completely deoxidized when struck by lightning, and other non-waxed blocks of copper nearby are deoxidized randomly. Usage Blocks of copper can be used to store copper ingots in a compact fashion. Exposed, weathered, and oxidized variants cannot be crafted back into copper ingots, but the unoxidized waxed block variant can. Unlike the cut variant, blocks of copper cannot be crafted directly into slabs or stairs without a stonecutter. Stonecutting blocks of copper gives four times more products than typical for stone, and allows slabs and stairs to be obtained. A block of copper and carved pumpkins or jack o'lanterns are used to build copper golems. The carved pumpkin or jack o'lantern must be placed last, and the golem spawns immediately after placing it. Non-waxed blocks of copper have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation from blocks of copper. They can be waxed with a honeycomb to prevent the oxidation from progressing. As the block begins to oxidize (exposed copper), it gets discolored and green spots begin to appear. As the oxidation continues (weathered copper), the block is a green color with brown spots. In the last stage (oxidized copper), the block is teal with several green spots. Blocks of 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 Videos History Issues Issues relating to "Block of Copper" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Experience?section=28&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/File:Exposed_Copper_Bulb_JE1_BE1.png] | [TOKENS: 152]
File:Exposed Copper Bulb JE1 BE1.png Summary Exposed copper bulb render Java Edition revision 1 Bedrock Edition revision 1 This is a file pertaining to Minecraft. Render created by uploader using Minecraft assets Render: HarristicAssets: Mojang Studios File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 51 pages use this file (also see what links to it): Global file usage The following other wikis use this file: 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:Exposed_Copper_Chain_(UD)_JE1.png] | [TOKENS: 88]
File:Exposed Copper Chain (UD) JE1.png Summary No information available. Please correct this! No information available. Please correct this! See below. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 35 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/Waxed_Block_of_Copper] | [TOKENS: 628]
Block of Copper Yes Yes (64) 6 3 No No No No 15 COLOR_ORANGE A block of copper, internally known as a copper block, is a block that oxidizes over time, gaining a verdigris appearance over four stages. They can be prevented from oxidizing by being waxed with honeycombs. Non-oxidized blocks of copper are storage blocks equivalent to nine copper ingots. Contents Obtaining Blocks of copper can be mined only with a stone pickaxe or better; otherwise, it drops nothing. Waxed blocks of copper and waxed oxidized copper generate naturally in trial chambers. Blocks of copper can be turned into the respective waxed copper blocks by using a honeycomb item on them. Waxed copper blocks do not oxidize and are identical to the non-waxed version. Using an axe on a waxed block of copper turns it into the respective non-waxed block of copper. In addition, using an axe on an exposed, weathered, or oxidized block of copper reverts it one stage to a regular, exposed, or weathered copper block respectively. Scraping with an axe is not possible when holding a shield in the offhand, so that combat is not affected when the player is near waxed or oxidized copper blocks. Non-waxed blocks of copper are completely deoxidized when struck by lightning, and other non-waxed blocks of copper nearby are deoxidized randomly. Usage Blocks of copper can be used to store copper ingots in a compact fashion. Exposed, weathered, and oxidized variants cannot be crafted back into copper ingots, but the unoxidized waxed block variant can. Unlike the cut variant, blocks of copper cannot be crafted directly into slabs or stairs without a stonecutter. Stonecutting blocks of copper gives four times more products than typical for stone, and allows slabs and stairs to be obtained. A block of copper and carved pumpkins or jack o'lanterns are used to build copper golems. The carved pumpkin or jack o'lantern must be placed last, and the golem spawns immediately after placing it. Non-waxed blocks of copper have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation from blocks of copper. They can be waxed with a honeycomb to prevent the oxidation from progressing. As the block begins to oxidize (exposed copper), it gets discolored and green spots begin to appear. As the oxidation continues (weathered copper), the block is a green color with brown spots. In the last stage (oxidized copper), the block is teal with several green spots. Blocks of 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 Videos History Issues Issues relating to "Block of Copper" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Error] | [TOKENS: 167]
Error An error is a piece of text that appears on the screen to alert the player of some form of mistake or complications. Contents Command errors Monsters cannot be summoned in Peaceful difficulty ‌[JE only] (#) is higher than the maximum level of (#) which is supported for this enchantment ‌[JE only] Chat errors These errors appear in the chat,‌[BE only] or action bar.‌[JE only] Errors in Legacy Console Edition There are errors that appear in the middle of the screen, similar to death messages. These errors appear in boxes similar to the hints found in the tutorial. Special errors These errors are only found in the menus that indicate the errors, and not while playing the game in a world. We have encountred a unknown error. Please try again. Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Too_Much_Experience.jpg] | [TOKENS: 148]
File:Too Much Experience.jpg Summary Bedrock tech players, I have a question. I've recently stumbled upon a bug where Withers and Evokers drop XP even without players killing them, similar to Piglin XP farms. The idea with Sculk was to fix the angry Piglin XP bug while providing Sculk as a way to passively farm XP. https://twitter.com/kingbdogz/status/1483744501919330309 Kingbdogz 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 page uses 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:Coin_change_orbs_2500.png] | [TOKENS: 127]
File:Coin change orbs 2500.png Coin change problem for orbs up to 2500 XP. For other zoomouts: License File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 2 pages use this file (also see what links to it): Global file usage The following other wikis use this file: 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/Oak_Sign] | [TOKENS: 1369]
Sign Yes Yes (16) 1 1 No Yes Yes No JE: Yes, except Crimson and Warped SignBE: Yes A sign is a non-solid block that can display text, and can be placed on the top or side of other blocks. The text of signs can be customized with dyes and glow ink sacs, and they can be waxed to prevent its text from being edited by any player. Contents Obtaining Signs can be broken with any tool or without a tool, but an axe is fastest. A sign also breaks and drops itself as an item if the block the sign is attached to is moved, removed or destroyed. An oak sign can be found in igloo basements. Spruce signs can be found in taiga village houses, as part of a chair. Usage Signs can be used to display text; they can be used to label storage, display information to other players or note areas of interest. Signs are also not destroyed by water or lava and therefore may be used to control the flow of these fluids. Signs may be placed on the top or side of other blocks (including semi-solid and non-solid blocks such as fences, trapdoors and other signs). To place a sign, use a sign item while pointing at the block the sign should be attached to, enter the desired text (or none), and click the "Done" button or press "escape" on a keyboard (or press × in Bedrock Edition, on an Xbox controller, on a PlayStation controller, or on a Nintendo Switch controller. Closing the virtual keyboard on a mobile device also exits the typing menu). To place a sign on a block that can be interacted with by the use control (for example, chests, note blocks, etc.), sneak while placing the sign. Signs on the top of a block stand on a short post and face toward the player who placed it, in any of 16 different directions. Signs placed on the side of a block simply float there, even if the block doesn't make contact with the sign. For more information about the blocks signs can be placed on, see Opacity/Placement. Placing a sign opens an editor interface resembling a magnified view of the sign. Up to four lines of text can then be entered using a keyboard (hardware or on-screen). The editor supports limited editing, including moving the cursor and inserting and deleting characters. In Bedrock Edition, formatting codes can also be used to apply decorative effects such as color, bold, italic and underline to various bits of the text. Depending on the edition and platform in use, copy and paste operations may be supported and the editor may also support keyboard entry of Alt-codes for displaying Unicode characters. Text can be added to the back side of a sign by interacting with that side of the sign after placing it and editing the front. Signs can be waxed by using a honeycomb on it. Once waxed, a sign cannot be unwaxed or edited without being broken and placed down again or by using commands like /data After placing and affixing text on a sign, a player can change the text color by using a dye on it. When colored with dye, the text color may differ from any color specified by formatting codes. These values are hard-coded in the game's code, each dye color maps to one of these. The dye color on the sign's face is applied to all 4 lines of text. Any text that has been colored with text component format overwrites this color, effectively making the 'dye' color be used as a base color for any unstyled text. A player can use a glow ink sac on a sign to make its text glow and have an outline. The glowing text is not affected by lighting. The player can use a regular black ink sac on the sign to remove the glowing effect. If the text has been colored with text component format the glow outline still shows the default white or the color of underlying dye that was used on the sign. In Creative mode, the combination Ctrl + pick block on Windows/Linux, or ⌘ Command + pick block on macOS, can be used to copy an already-placed sign, including its text (with decorations), into the player's inventory. A dyed sign facing east or west has text that appears more saturated and bright than a sign facing north or south. However, it is actually the sign that is dimmer, because Minecraft's lighting engine uses side lighting to make the world appear less flat, but the text on signs is not affected by this. In Bedrock Edition, inappropriate words or phrases in a sign's text are displayed as hashtags if the "Filter Profanity" setting is true. In Java Edition, signs can be created with text components, which allows complex formatting (colors, bold, italic, etc.), hover and click events, localized translation (for Minecraft technical terms, like "Redstone Repeater", otherwise translations must be provided in language files in resource packs), and the incorporation of scoreboard values into text. Use the /data merge block command to create or alter text component-based signs. Signs can post the success count of text hover and click events to scoreboard objectives. The objectives to be used can be specified by running the /execute store command or by modifying the sign's NBT data directly with the /data merge block command. Signs can be edited after being placed by using them, which opens the edit sign message GUI. Signs are destroyed and drop as an item when pushed by a piston.‌[Bedrock Edition only] Signs are non-solid and have no collision, so items and mobs can move through sign blocks. Other blocks (including other signs) can be placed on any edge of a sign. Water and lava flow around signs. Lava can create fire in air blocks next to signs as if the signs were flammable, but the signs do not burn (and cannot be burned by other methods either, except in Bedrock Edition). Overworld signs can be used as a fuel in furnaces, smelting an item per sign. Nether signs (crimson and warped), cannot be used as fuel in a furnace. Signs can be placed under note blocks to produce a "bass" sound. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: A sign has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Sign" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Slab?action=edit&section=4] | [TOKENS: 224]
Editing Slab (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 3 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Pocket_Edition_Alpha_0.9.0] | [TOKENS: 458]
Pocket Edition v0.9.0 alpha Pocket Edition July 10, 2014 Android: 400900012 (armeabi-v7a-gb, 19) 500900012 (armeabi-v7a-hc, 19) 700900012 (x86, 19) iOS: 613932834 Original Gingerbread x86 17 ◄ v0.8.2 alpha v0.9.1 alpha ► v0.9.0 alpha is a major update to Minecraft: Pocket Edition that was released on July 10, 2014. It adds new blocks, mobs, generated structures, infinite worlds as well as other features, changes, and fixes. Contents Additions Monster Spawners End Portal Frame Emerald Ore Block of Emerald Hardened Clay Stained Clay End Stone Red Sand Mycelium Podzol Packed Ice Grassless Dirt Granite Polished Granite Andesite Polished Andesite Diorite Polished Diorite Acacia wood, bark, planks, slabs, stairs, leaves and sapling Dark Oak wood, bark, planks, slabs, stairs, leaves and sapling Jungle Sapling Poppy Blue Orchid, Allium, Azure Bluet, Oxeye Daisy, Sunflower, Lilac, Rose Bush, Peony Tulip Vines Lily Pads Cocoa Pods Double Tallgrass Large Fern Cookies Emerald Spawn Eggs Endermen Villagers Slimes Wolves Silverfish Mooshrooms Port of Minecraft Java Edition world generation as of Java Edition 1.8, allowing for new generated structures and biomes Hotbar Render distance Advanced World Options Taming Zombie sieges Particles Changes Bed Birch, Spruce and Jungle Wood Carpets Gravel Jungle Leaves Jungle Wood Planks Lava and Water Leaves Gray dye and light gray dye Snow TNT explosion Cold-en oak trees Oak trees Old terrain Gravel Beaches Frozen Oceans Smooth lighting Clouds Textures World list Crafting screen Survival inventory View distance All mobs Passive mobs Zombies Spiders Creepers Other Fixes 6 bugs fixed From released versions before 0.9.0 Videos A trailer for the update was released on July 4, 2014. Gallery These screenshots were uploaded to store pages on update release. References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Waxed_Weathered_Copper] | [TOKENS: 628]
Block of Copper Yes Yes (64) 6 3 No No No No 15 COLOR_ORANGE A block of copper, internally known as a copper block, is a block that oxidizes over time, gaining a verdigris appearance over four stages. They can be prevented from oxidizing by being waxed with honeycombs. Non-oxidized blocks of copper are storage blocks equivalent to nine copper ingots. Contents Obtaining Blocks of copper can be mined only with a stone pickaxe or better; otherwise, it drops nothing. Waxed blocks of copper and waxed oxidized copper generate naturally in trial chambers. Blocks of copper can be turned into the respective waxed copper blocks by using a honeycomb item on them. Waxed copper blocks do not oxidize and are identical to the non-waxed version. Using an axe on a waxed block of copper turns it into the respective non-waxed block of copper. In addition, using an axe on an exposed, weathered, or oxidized block of copper reverts it one stage to a regular, exposed, or weathered copper block respectively. Scraping with an axe is not possible when holding a shield in the offhand, so that combat is not affected when the player is near waxed or oxidized copper blocks. Non-waxed blocks of copper are completely deoxidized when struck by lightning, and other non-waxed blocks of copper nearby are deoxidized randomly. Usage Blocks of copper can be used to store copper ingots in a compact fashion. Exposed, weathered, and oxidized variants cannot be crafted back into copper ingots, but the unoxidized waxed block variant can. Unlike the cut variant, blocks of copper cannot be crafted directly into slabs or stairs without a stonecutter. Stonecutting blocks of copper gives four times more products than typical for stone, and allows slabs and stairs to be obtained. A block of copper and carved pumpkins or jack o'lanterns are used to build copper golems. The carved pumpkin or jack o'lantern must be placed last, and the golem spawns immediately after placing it. Non-waxed blocks of copper have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation from blocks of copper. They can be waxed with a honeycomb to prevent the oxidation from progressing. As the block begins to oxidize (exposed copper), it gets discolored and green spots begin to appear. As the oxidation continues (weathered copper), the block is a green color with brown spots. In the last stage (oxidized copper), the block is teal with several green spots. Blocks of 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 Videos History Issues Issues relating to "Block of Copper" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Slab?section=4&veaction=edit] | [TOKENS: 833]
Slab A slab is a half-height version of its respective block. Contents Variants There are 61 variants of slabs: Obtaining All slabs have the same crafting recipe format, with one block resulting in two slabs each. All slabs except wooden slabs and bamboo mosaic slabs can be obtained by stonecutting, at the same rate as with crafting. Usage Slabs can occupy either the top half or the bottom half of a block, or both: Slabs cannot be oriented vertically. In Bedrock Edition a single slab (top or bottom) is transparent to light and diffuses sky light, while a double slab is opaque. The empty half of a slab block is also transparent to mobs, unlike other transparent blocks such as fences and glass, which players can see through but mobs cannot. A bottom placed on top of a hopper is transparent to items; the items fall through the bottom slab into the hopper. Without a hopper attached below, a bottom slab behaves as a solid surface. Falling block entities (like sand, gravel, and concrete powder) turn into their dropped form if they land on a bottom slab, as when they fall on a torch. Mobs see a slab as a full block when pathfinding. They can spawn on top slabs and double slabs, but not on bottom slabs. This can be used to prevent mob spawning in certain areas, such as mob farms. Generally, the top face of top slabs, the bottom face of bottom slabs, and all faces of double slabs are handled as solid blocks. Due to this, blocks that require a solid surface for placement can be placed on these faces. Double slabs are handled as a single block instead of two different slabs; as such, breaking one destroys the whole block and drops two slabs, as opposed to breaking only one slab within the same block-space. "Double slabs" that are not aligned to the grid (i.e. a bottom slab on top of a top slab) are handled as separate blocks and are broken individually. Redstone dust placed on a top slab receives signals from redstone dust one block lower and adjacent, but cannot transmit signals down to that block. Due to the way blast rays propagate from an explosion, bottom slabs provide extremely effective absorption to explosions directly on top of them. In some cases, only the slab is destroyed from a TNT explosion directly on top of it. Explosions from end crystals and creepers are also weakened. Sneaking reduces the player's hitbox height to 1.5 blocks, allowing the player to fit through such a gap (for example, walking over a bottom slab with one block of air above it, or in a two block high tunnel with an upper slab on the ceiling). A player cannot walk from a block of soul sand directly up to a bottom slab without jumping – this applies not just to soul sand, but to any block 7⁄8 of a block high or shorter, because the maximum step height of the player is 0.6 of a block. The player can walk off a bottom slab while sneaking, because the sneaking prevents falling only when the distance is higher than one half block. If a single slab is placed in a water source block, or water is placed onto a single slab using a water bucket, the empty half of that slab's block is waterlogged. If a slab is placed in flowing water, a pocket of air is created in the unfilled half of the block. If the player's head is in this pocket, the player can breathe and see as clearly as from an air block. In Java Edition, if a single slab is placed in between two water sources or waterlogged blocks, the slab becomes waterlogged. A minecart on powered rails is not repelled by a slab, although it is repelled by a slab with a minecart on top. Block states Java Edition: Bedrock Edition: History Gallery Issues Issues relating to "Slab" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Waxed_Oxidized_Copper] | [TOKENS: 628]
Block of Copper Yes Yes (64) 6 3 No No No No 15 COLOR_ORANGE A block of copper, internally known as a copper block, is a block that oxidizes over time, gaining a verdigris appearance over four stages. They can be prevented from oxidizing by being waxed with honeycombs. Non-oxidized blocks of copper are storage blocks equivalent to nine copper ingots. Contents Obtaining Blocks of copper can be mined only with a stone pickaxe or better; otherwise, it drops nothing. Waxed blocks of copper and waxed oxidized copper generate naturally in trial chambers. Blocks of copper can be turned into the respective waxed copper blocks by using a honeycomb item on them. Waxed copper blocks do not oxidize and are identical to the non-waxed version. Using an axe on a waxed block of copper turns it into the respective non-waxed block of copper. In addition, using an axe on an exposed, weathered, or oxidized block of copper reverts it one stage to a regular, exposed, or weathered copper block respectively. Scraping with an axe is not possible when holding a shield in the offhand, so that combat is not affected when the player is near waxed or oxidized copper blocks. Non-waxed blocks of copper are completely deoxidized when struck by lightning, and other non-waxed blocks of copper nearby are deoxidized randomly. Usage Blocks of copper can be used to store copper ingots in a compact fashion. Exposed, weathered, and oxidized variants cannot be crafted back into copper ingots, but the unoxidized waxed block variant can. Unlike the cut variant, blocks of copper cannot be crafted directly into slabs or stairs without a stonecutter. Stonecutting blocks of copper gives four times more products than typical for stone, and allows slabs and stairs to be obtained. A block of copper and carved pumpkins or jack o'lanterns are used to build copper golems. The carved pumpkin or jack o'lantern must be placed last, and the golem spawns immediately after placing it. Non-waxed blocks of copper have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation from blocks of copper. They can be waxed with a honeycomb to prevent the oxidation from progressing. As the block begins to oxidize (exposed copper), it gets discolored and green spots begin to appear. As the oxidation continues (weathered copper), the block is a green color with brown spots. In the last stage (oxidized copper), the block is teal with several green spots. Blocks of 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 Videos History Issues Issues relating to "Block of Copper" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Exposed_Copper_Lantern_JE2.gif] | [TOKENS: 110]
File:Exposed Copper Lantern JE2.gif 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 29 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/Experience?section=29&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/Jungle_Sign] | [TOKENS: 1369]
Sign Yes Yes (16) 1 1 No Yes Yes No JE: Yes, except Crimson and Warped SignBE: Yes A sign is a non-solid block that can display text, and can be placed on the top or side of other blocks. The text of signs can be customized with dyes and glow ink sacs, and they can be waxed to prevent its text from being edited by any player. Contents Obtaining Signs can be broken with any tool or without a tool, but an axe is fastest. A sign also breaks and drops itself as an item if the block the sign is attached to is moved, removed or destroyed. An oak sign can be found in igloo basements. Spruce signs can be found in taiga village houses, as part of a chair. Usage Signs can be used to display text; they can be used to label storage, display information to other players or note areas of interest. Signs are also not destroyed by water or lava and therefore may be used to control the flow of these fluids. Signs may be placed on the top or side of other blocks (including semi-solid and non-solid blocks such as fences, trapdoors and other signs). To place a sign, use a sign item while pointing at the block the sign should be attached to, enter the desired text (or none), and click the "Done" button or press "escape" on a keyboard (or press × in Bedrock Edition, on an Xbox controller, on a PlayStation controller, or on a Nintendo Switch controller. Closing the virtual keyboard on a mobile device also exits the typing menu). To place a sign on a block that can be interacted with by the use control (for example, chests, note blocks, etc.), sneak while placing the sign. Signs on the top of a block stand on a short post and face toward the player who placed it, in any of 16 different directions. Signs placed on the side of a block simply float there, even if the block doesn't make contact with the sign. For more information about the blocks signs can be placed on, see Opacity/Placement. Placing a sign opens an editor interface resembling a magnified view of the sign. Up to four lines of text can then be entered using a keyboard (hardware or on-screen). The editor supports limited editing, including moving the cursor and inserting and deleting characters. In Bedrock Edition, formatting codes can also be used to apply decorative effects such as color, bold, italic and underline to various bits of the text. Depending on the edition and platform in use, copy and paste operations may be supported and the editor may also support keyboard entry of Alt-codes for displaying Unicode characters. Text can be added to the back side of a sign by interacting with that side of the sign after placing it and editing the front. Signs can be waxed by using a honeycomb on it. Once waxed, a sign cannot be unwaxed or edited without being broken and placed down again or by using commands like /data After placing and affixing text on a sign, a player can change the text color by using a dye on it. When colored with dye, the text color may differ from any color specified by formatting codes. These values are hard-coded in the game's code, each dye color maps to one of these. The dye color on the sign's face is applied to all 4 lines of text. Any text that has been colored with text component format overwrites this color, effectively making the 'dye' color be used as a base color for any unstyled text. A player can use a glow ink sac on a sign to make its text glow and have an outline. The glowing text is not affected by lighting. The player can use a regular black ink sac on the sign to remove the glowing effect. If the text has been colored with text component format the glow outline still shows the default white or the color of underlying dye that was used on the sign. In Creative mode, the combination Ctrl + pick block on Windows/Linux, or ⌘ Command + pick block on macOS, can be used to copy an already-placed sign, including its text (with decorations), into the player's inventory. A dyed sign facing east or west has text that appears more saturated and bright than a sign facing north or south. However, it is actually the sign that is dimmer, because Minecraft's lighting engine uses side lighting to make the world appear less flat, but the text on signs is not affected by this. In Bedrock Edition, inappropriate words or phrases in a sign's text are displayed as hashtags if the "Filter Profanity" setting is true. In Java Edition, signs can be created with text components, which allows complex formatting (colors, bold, italic, etc.), hover and click events, localized translation (for Minecraft technical terms, like "Redstone Repeater", otherwise translations must be provided in language files in resource packs), and the incorporation of scoreboard values into text. Use the /data merge block command to create or alter text component-based signs. Signs can post the success count of text hover and click events to scoreboard objectives. The objectives to be used can be specified by running the /execute store command or by modifying the sign's NBT data directly with the /data merge block command. Signs can be edited after being placed by using them, which opens the edit sign message GUI. Signs are destroyed and drop as an item when pushed by a piston.‌[Bedrock Edition only] Signs are non-solid and have no collision, so items and mobs can move through sign blocks. Other blocks (including other signs) can be placed on any edge of a sign. Water and lava flow around signs. Lava can create fire in air blocks next to signs as if the signs were flammable, but the signs do not burn (and cannot be burned by other methods either, except in Bedrock Edition). Overworld signs can be used as a fuel in furnaces, smelting an item per sign. Nether signs (crimson and warped), cannot be used as fuel in a furnace. Signs can be placed under note blocks to produce a "bass" sound. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: A sign has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Sign" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Experience#cite_ref-2] | [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/Exposed_Copper_Lantern] | [TOKENS: 632]
Copper Lantern Yes Yes (64) 3.5 3.5 Yes (15) Yes Yes No No A copper lantern is a copper variant of a lantern that displays a green flame and oxidizes over time. Contents Obtaining A copper lantern can be mined with anything, but pickaxes are the fastest. A copper lantern also breaks and drops itself if a piston extends or pushes a block into its location, or if its supporting block is moved or destroyed. Usage Copper lanterns can be placed on the top or bottom surfaces of most solid blocks, although some require sneaking. More information can be found at Opacity/Placement. When placed below a block the copper lantern appears to hang. They connect to copper chains seamlessly. Copper lanterns can be placed on the ground (if a supporting floor block is present) or hung (if a ceiling block is present). The type of the block (solid, opaque, transparent, etc...), given the block has top/bottom solid surface, does not affect the ability to hang of a copper lantern, similar to torches. Press use on the targeted block or a block adjacent to the air block the copper lantern is going to occupy to place it. If the latter is used and both the support/ceiling block is presented: If the block the copper lantern is placed on receives a block update that makes it so it can no longer support the placement of the copper lantern, the copper lantern is removed and dropped as an item (e.g: the copper lantern is placed on a trapdoor, and then the trapdoor is flipped). The copper lantern is among the most luminous of light sources, emitting a light level of 15. Copper lanterns also melt snow layers within 2 blocks and ice within 3 blocks (taxicab distance). When the Render Dragon Features for Creators experiment is enabled in Minecraft Preview, the inside of all copper lanterns emits colored point lighting with #86ca59 for the unaffected unwaxed variant, and #e8c398 for all other variants. The casing of the copper lantern blocks a part of the light and casts some shadows around the lantern. Non-waxed copper lanterns have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation on copper lanterns. Using a honeycomb on a copper lantern prevents 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. Unlike copper bulbs, the light level of a copper lantern is unaffected by its oxidation stage; even an oxidized copper lantern will still emit a light level of 15. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Copper Lantern" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Desert_lakes] | [TOKENS: 224]
Desert Lakes Fossil Desert Well SandSandstoneCactusDead BushSugar cane Climate 2.0 0.0 No Colors #BFB755 #AEA42A #A38046 #3F76E4‌[JE only] #44AFF5‌[BE only] The desert lakes or desert mutated were a rare variant of deserts that no longer generate since Caves & Cliffs: Part II, and were removed in Java Edition. Contents Description The desert lakes featured slightly rougher and hillier terrain than the base desert biome, though not as much as the desert hills. This made them more likely to have oases of water across its landscape. These lakes were often surrounded by large amounts of sugar cane. Like regular deserts, the ground was completely covered with sand and no rain occurred here. Cacti, dead bushes, fossils, and desert wells generated here, but villages and desert pyramids did not. Mobs Desert lakes used the same mob spawning chances as deserts. The following mobs naturally spawned here: Data values Bedrock Edition: History Gallery See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Exposed_Copper_Trapdoor_JE2_BE2.png] | [TOKENS: 156]
File:Exposed Copper Trapdoor JE2 BE2.png Summary Exposed copper trapdoor render Java Edition revision 2 Bedrock Edition revision 2 This is a file pertaining to Minecraft. Render created by uploader using Minecraft assets Render: JjlrjjlrAssets: Mojang Studios File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 55 pages use this file (also see what links to it): Global file usage The following other wikis use this file: 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:Desert_Lakes.png] | [TOKENS: 96]
File:Desert Lakes.png Summary The desert M biome, with several lakes generated in it along with some sugar canes beside one of the lakes. Screenshot from 13w36b. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 7 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Experience#cite_ref-6] | [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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