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[SOURCE: https://minecraft.wiki/w/Pale_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/Experience#cite_ref-11] | [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#cite_ref-12] | [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/Enchanting?section=19&veaction=edit] | [TOKENS: 2184]
Enchanting Enchanting is the process of improving armor, tools, and weapons. A glint animation appears on items to show that they are enchanted. Contents Enchanting equipment Enchanting methods There are four ways to enchant an item in Survival mode: A player may also obtain items already enchanted: Server operators and players in singleplayer worlds with cheats enabled can also enchant items using commands such as /enchant. When enchanted with the /give command, the maximum enchantment level is 255 on Java Edition. In Creative mode, items can be enchanted via an anvil and enchanted books, with no experience points required. Enchanted books are available in the Creative mode inventory, with individual book displays for the highest level of each enchantment and other levels available via the "Search" tab. The enchanted golden apple, despite its name and glint, is not the enchanted form of any item and is completely different from the golden apple. An item can be enchanted by using an enchanting table and placing the item and 1–3 lapis lazuli in the input slots. Upon placing the item, three (pseudo)randomized options appear on the right of the GUI. The glyphs, written in Standard Galactic Alphabet, do not affect the enchantment, but hovering over a presented enchantment shows one enchantment to be applied. On mobile devices, the player can tap an enchantment before putting in the lapis lazuli or hold the enchantment before release. The only choices available have a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table. Each option imbues the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g. a level 30 enchantment can give a pickaxe the "Efficiency IV" enchantment); the actual level cost and the number of lapis lazuli required have no effect. Although the player must have at least the level requirement to get an enchantment, the number of levels that the player is charged is the same as the lapis lazuli requirement. For example, if the third enchantment listed is a level 30 enchantment, the player must have at least 30 levels, but pay only 3 levels and 3 lapis lazuli. The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a higher experience level generally resulting in more and/or higher-level enchantments. Nevertheless, there is a significant random factor, and even a level 30 enchantment (the maximum) doesn't guarantee more than one enchantment, or even that enchantments are "maximum strength" — a level 30 enchantment can still yield Fortune II or Efficiency III alone, for example. On the other hand, multiple different enchantments can be given from one use of the enchanting table. For example, a level 30 enchantment applied to a pickaxe may yield both Efficiency IV and Unbreaking III. However, certain selected enchants never give any additional enchantment, regardless of which tool is enchanted, such as Efficiency IV and Knockback II.‌[BE only][verify] To increase the enchantment level, bookshelves can be placed next to the enchanting table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments, a minimum of 15 bookshelves needs to be placed around the enchanting table. See the Enchantment Mechanics page for more detailed information on this. Enchanting a book produces an enchanted book, which does nothing on its own, but effectively "saves" the enchantment for later application to another item with an anvil. Unlike with an anvil, using the enchanting table while on Creative still costs experience. However, if the player doesn't have enough experience, then experience reduces to zero and the enchantment still works, even when using the enchanting table while already at level zero. Enchanting any item at any enchantment level changes the player's enchantment seed, which changes the possible enchantments for every item at every enchantment level. Thus, if none of the available enchantments for a tool are desired, 1 lapis lazuli and 1 level could be spent to enchant a book or a different tool to refresh the list. The possible enchantments depend on the player's enchantment seed, the item type, and material, and the enchantment level (1–30). The following actions do not affect the possible enchantments: Changing the enchantment levels offered by adding, removing, or blocking bookshelves alters the enchantments shown, but does not change possible enchantments; using another enchanting table with the previous bookshelf number still shows the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row they appear in, but they are not "better" or "worse" based on the row despite the different resource costs. An anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must be compatible; they must either be the same type and material (such as two iron swords) or an item and an enchanted book with an applicable enchantment (such as a bow and an Infinity enchanted book). Combining two enchanted items, books or one of each with the same enchantment at the same level produces an item or book with the next higher level of that enchantment up to the maximum allowed in Survival mode; for example, a book with Thorns I and Unbreaking II combined with a book with Unbreaking II produces a book with Thorns I and Unbreaking III. To combine items, the player places the target item in the anvil's first slot and the sacrifice item in the second slot. If the combination is allowed, the resulting enchanted item appears in the anvil's output slot and an experience level cost, labeled "Enchantment Cost", appears below (green if the player has enough experience levels, red if they don't). To complete the enchantment, the player removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly. The experience cost depends on the enchantments, with highly enchanted items costing more. If the target item is also being repaired, that costs more as well. The target item can also be renamed, at additional cost. There is also an accumulating surcharge for prior work done on anvils. In Survival mode, work that costs more than 39 levels of experience is refused, although it may still be possible to perform the same work in steps. For example, a damaged enchanted bow may be repaired on an anvil with an ordinary bow, and then another enchanted bow may be used to combine enchantments with the repaired bow. Enchanted books can be made by enchanting a book in an enchanting table at the cost of experience points. They can also be found in the chests of several structures, purchased with emeralds from a librarian villager, or caught while fishing. Enchanted books can be applied to tools, weapons, and armor, or combined with other enchanted books in an anvil. In this way, some enchantments that cannot normally be obtained on an item through use of the enchanting table can still be applied to those items, such as applying Thorns to boots. Although enchanted books can have multiple enchantments of any type, only enchantments appropriate to a given item type are applied to that item when combined in an anvil. For example, an enchanted book may have both the Respiration and Power enchantments, but the Respiration enchantment is lost if the book is applied to anything but a helmet. Likewise, the Power enchantment is lost if the book is applied to anything but a bow. In Creative mode, enchanted books can be used to apply any enchantment to any item, such as a stick having Knockback II on Java Edition. However, mutually-exclusive enchantments, such as Infinity and Mending, cannot be applied this way or even via /enchant (though both enchantments function as normal when obtained on a bow through the /give command). The experience costs for using books are considerably less than for combining items with similar enchantments since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items directly has a chance to get multiple enchantments. The advantage of books is that they can be stockpiled for use on an item of choice and allow for controlled combinations. For example, a Silk Touch book can be used on an axe, pickaxe, or shovel, and the player can decide which item receives which enchantment. Use Order Calculator to minimize experience loss when merging two items. Disenchanting The main way to disenchant items is via the grindstone or by repairing the items via the crafting grid. Using the grindstone removes all enchantments (except for curses) but gives some experience back based on the level of the enchantment(s) and their value. If a block is placed, it loses all the enchantments it has. Summary of enchantments Each enchantment in the table below includes attributes that are possible for the player to acquire legitimately in Survival mode. Other combinations are possible in Creative mode or with cheats, mods, or third-party software. Summary of enchantments by item Enchantments that have multiple levels are shown with their maximum level numbers. Mutually exclusive enchantments can be combined using commands (e.g., /give @s bow[enchantments={infinity:1,mending:1}]). Also, a player can exceed the maximum levels of enchantments (e.g., /give @s netherite_sword[enchantments={fire_aspect:10}]). However, if that number goes above 10 the translation string is exposed and it looks like this: The tables below summarize the enchantments that can be obtained on specific items in Bedrock Edition and in Java Edition Survival mode (Any enchantment can be applied to any item in Java Edition Creative mode). Enchantments that can be applied to both hand slot items and armor slot items are listed in both tables. Depth Strider (III) Maximum effective values for enchantments The table below shows the effective limits for enchantments (also found here). Mending Data values Java Edition: Bedrock Edition: Sounds Java Edition Bedrock Edition: Videos History Issues Issues relating to "Enchanting", "Enchantment", or "Enchanted" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Trivia See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Enchanting?action=edit&section=19] | [TOKENS: 225]
Editing Enchanting (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 8 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Experience#cite_ref-16] | [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:Deep_Warm_Ocean.png] | [TOKENS: 63]
File:Deep Warm Ocean.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 5 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Spruce_Hanging_Sign] | [TOKENS: 755]
Hanging Sign Yes Yes (16) 1 1 No Yes Yes No A hanging sign is a variant of a sign that displays text, and can be placed underneath blocks or with a solid self-supporting bracket. The text of hanging signs can be customized with dyes and glow ink sacs, and they can be waxed to prevent edits. Contents Obtaining Hanging signs can be broken with any tool or without a tool, but an axe is fastest. Hanging signs break and drop themselves as an item if the block the sign is attached to is moved, removed or destroyed. However, this is not the case if the hanging sign is attached to a wall. Usage Hanging signs can be used to display text; they can be used to label storage, display information to other players or note areas of interest. Hanging signs are also not destroyed by water or lava and therefore may be used to control the flow of these fluids. Hanging signs can be placed in three different ways: In regards to text editing and formatting, hanging signs behave identically to regular signs, showing up to four lines of text. However, these lines are narrower than on regular sign, meaning that a hanging sign has less space for writing. Just like regular signs, hanging signs can be dyed, the text can be made to glow by using a glow ink sac on the sign (a change revertable with a regular ink sac), the sign can be waxed with a honeycomb to prevent further editing (an irreversible change), and in Java Edition, the sign's content can be further customized with JSON text. 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 hanging sign, including its text (with decorations), into the player's inventory. A dyed hanging sign facing east or west has text that appears more saturated and bright than a hanging sign facing north or south. However, it is actually the hanging sign that is dimmer, because Minecraft's lighting engine uses side lighting to make the world appear less flat, but the text on hanging signs is not affected by this. In Bedrock Edition, inappropriate words or phrases in a hanging sign's text are displayed as hashtags. Hanging signs can be edited after being placed by using them, which opens the edit sign message GUI. Hanging signs are destroyed and drop as an item when pushed by a piston.‌[Bedrock Edition only] Hanging signs' mounting bracket are solid and have collision, the sign itself however does not. Water and lava flow around hanging signs. Lava can create fire in air blocks next to hanging signs as if the hanging signs were flammable, but they do not burn (and cannot be burned by other methods either, except in Bedrock Edition). Hanging signs made of logs found in the Overworld can be used as a fuel in furnaces, smelting 4 items per hanging signs. Hanging signs made of logs found in the Nether (crimson and warped) cannot be used as fuel in a furnace. Hanging 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: Advancements Videos History Added hanging signs. Issues Issues relating to "Hanging Sign" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Wooded_Hills] | [TOKENS: 196]
Wooded Hills Grass BlockOak LogOak LeavesBirch LogBirch LeavesBee NestRose BushLilacPeony Lily of the ValleyVines‌[BE only]Mushrooms‌[BE only] Climate 0.7 0.8 Yes Colors #79C05A #59AE30 #A36D46 #3F76E4‌[JE only] #056BD1‌[BE only] The wooded hills or forest hills was a hills variant of the forest that no longer generates since Caves & Cliffs: Part II, and was removed in Java Edition. Contents Description The wooded hills biome generated as hills inside forests, and sometimes in plains biomes. The biome was similar to forests, with much more hills, cliffs, and floating islands, making it less suitable for survival. Wolves spawned here. Mobs The following mobs spawned naturally here: Data values Bedrock Edition: History Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Exposed_Lightning_Rod] | [TOKENS: 738]
Lightning Rod Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Java Edition Bedrock Edition Yes Yes (64) 6 3 No Yes Yes No No 15 COLOR_ORANGE A lightning rod is a block that diverts lightning strikes. Getting struck by lightning causes it to emit a redstone signal and, if it is not waxed, also reduces its level of oxidation. Contents Obtaining A lightning rod must be mined with a stone pickaxe or better, or else it drops nothing. Usage Lightning rods can be oriented in different directions. Lightning rods that are the highest block in the column redirect lightning strikes within a spherical volume having a radius of 128 blocks in Java Edition and 64 blocks in Bedrock Edition. The block emits particles during thunderstorms as an indicator. If multiple lightning rods are in range, the closest to the original location of the strike is chosen. In order to divert lightning bolts, a lightning rod cannot have any block (excluding air)‌[JE only] or blocks with a collision box‌[BE only] at any position above its own. A lightning rod can be struck by lightning when hit by a trident enchanted with Channeling during thunderstorms. This can happen as long as the blocks above the lightning rod are fully transparent (do not block sky light). Lightning rods do not divert lightning created by a Channeling trident thrown at an entity, or lightning summoned by commands. Unlike in real life, a lightning rod doesn't require a direct connection to ground in order to work. Lightning strikes on lightning rods cannot summon skeleton trap horses. A lightning rod emits a redstone pulse, and strongly powers the block it's attached to, at level 15 for 8 game ticks (0.4 seconds) when struck by lightning. Lightning diverted by a lightning rod inflicts lightning damage on mobs within a 6×12×6 volume centered 4 blocks above the bottom center of the lightning rod block (that is, extending 2 below and 9 above). When a lightning rod is struck by lightning, the lightning has a chance to set fire to the surrounding blocks. In Java Edition, the lightning tries to set fire to a 3×3×3 volume around the air block directly above the lightning rod. Then, fire spawning conditions apply: The block itself must be air and is either on top of a block with a solid full top or is adjacent to a flammable block. This creates a danger zone of a 2-block radius sphere around the air block directly above the lightning rod (this sphere is all the blocks adjacent to the 3×3×3 volume and the volume itself). However, two blocks within this sphere are never set on fire by the lightning - the lightning rod itself and the block on which it's placed. Non-waxed lightning rods have four stages of oxidation (including the initial normal state). Lightning bolts and axes can remove the oxidation on lightning rods. They can be waxed with honeycomb to prevent oxidation from progressing. 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 Java Edition: Bedrock Edition: Java Edition Bedrock Edition: None Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Lightning Rod" 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/Jungle_Hanging_Sign] | [TOKENS: 755]
Hanging Sign Yes Yes (16) 1 1 No Yes Yes No A hanging sign is a variant of a sign that displays text, and can be placed underneath blocks or with a solid self-supporting bracket. The text of hanging signs can be customized with dyes and glow ink sacs, and they can be waxed to prevent edits. Contents Obtaining Hanging signs can be broken with any tool or without a tool, but an axe is fastest. Hanging signs break and drop themselves as an item if the block the sign is attached to is moved, removed or destroyed. However, this is not the case if the hanging sign is attached to a wall. Usage Hanging signs can be used to display text; they can be used to label storage, display information to other players or note areas of interest. Hanging signs are also not destroyed by water or lava and therefore may be used to control the flow of these fluids. Hanging signs can be placed in three different ways: In regards to text editing and formatting, hanging signs behave identically to regular signs, showing up to four lines of text. However, these lines are narrower than on regular sign, meaning that a hanging sign has less space for writing. Just like regular signs, hanging signs can be dyed, the text can be made to glow by using a glow ink sac on the sign (a change revertable with a regular ink sac), the sign can be waxed with a honeycomb to prevent further editing (an irreversible change), and in Java Edition, the sign's content can be further customized with JSON text. 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 hanging sign, including its text (with decorations), into the player's inventory. A dyed hanging sign facing east or west has text that appears more saturated and bright than a hanging sign facing north or south. However, it is actually the hanging sign that is dimmer, because Minecraft's lighting engine uses side lighting to make the world appear less flat, but the text on hanging signs is not affected by this. In Bedrock Edition, inappropriate words or phrases in a hanging sign's text are displayed as hashtags. Hanging signs can be edited after being placed by using them, which opens the edit sign message GUI. Hanging signs are destroyed and drop as an item when pushed by a piston.‌[Bedrock Edition only] Hanging signs' mounting bracket are solid and have collision, the sign itself however does not. Water and lava flow around hanging signs. Lava can create fire in air blocks next to hanging signs as if the hanging signs were flammable, but they do not burn (and cannot be burned by other methods either, except in Bedrock Edition). Hanging signs made of logs found in the Overworld can be used as a fuel in furnaces, smelting 4 items per hanging signs. Hanging signs made of logs found in the Nether (crimson and warped) cannot be used as fuel in a furnace. Hanging 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: Advancements Videos History Added hanging signs. Issues Issues relating to "Hanging Sign" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Fern_JE6.png] | [TOKENS: 136]
File:Fern JE6.png Summary Render of a Fern. 2D version: File:Fern (item).png. Minecraft's textures No information available. Please correct this! File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 50 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/Experimental_Gameplay] | [TOKENS: 472]
Experiments Experiments (also known as Experimental Gameplay or Experimental Features in Bedrock Edition) are data packs in Java Edition or game options in Bedrock Edition. When an experiment is enabled, it allows players to test some experimental, unfinished, or work-in-progress features that may or may not eventually be released in future updates. Contents Toggling Experiments are found in the world options when creating or editing‌[Bedrock Edition only] a world. When turning an experiment on an existing world, a copy of the world is created automatically. In Bedrock Edition, turning an experiment on disables achievements for the world. Once the world is created with an experiment on, the experiment cannot be turned off again. Worlds with the experiments on have an "Experimental" tag next to the game mode name in the world menu. Experiments can be enabled for servers by editing the server.properties file‌[Java Edition only] before generating a world by adding the ID of the experiment to the initial-enabled-packs field in the form of a comma-separated list. For example, this is how Minecart Improvements can be enabled in server.properties: Features may be enabled retroactively to already existing worlds by editing the level.dat file in a specialized editor.​[more information needed] Warnings The point of experiments is for the player to look at some not-quite-finished or experimental features, which could crash, break, change, or stop working at any point in future updates. When the player attempts to load the experimental world, it shows a warning message before loading it. Attempting to disable the experiments toggle via external tools could also crash and break the world. It is recommended to create backup copies of the world before enabling any experiments to avoid breaking the world and having issues in future updates. Java Edition In Java Edition, experiments are built into data packs that can be enabled when creating a world. Java Edition features the following experiments: Bedrock Edition In Bedrock Edition, experiments sets of features that can be toggled in the world options menu, some of them are in internal behavior packs or resource packs. Experiments are split into two categories: "Gameplay" and "Add-On Creators." Change the way your world works For creators of game packs and other add-ons Features from removed experiments are now all available in regular gameplay. History References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Fire_Coral] | [TOKENS: 360]
Coral Yes Yes (64) Any tool 0 0 No Yes Yes No No Coral is a type of non-solid block that comes in five variants: tube, brain, bubble, fire, and horn. Contents Obtaining Coral can be broken instantly by hand, but can be obtained only when mined with a Silk Touch enchanted tool. Mining coral does not decrease the Silk Touch tool's durability. Coral naturally generates in coral reef structures found in warm ocean biomes. When using bone meal on dirt, coarse dirt, sand, red sand, gravel, or clay in warm ocean biomes, coral generates in place of some of the seagrass in a 5×5 area. In Bedrock Edition, the same can happen in any biome as long as bone meal is used in a water source above the aforementioned solid blocks. Usage Coral can be used as a building or decoration block. In order for coral to stay alive, at least one of the blocks surrounding it must be water or a waterlogged block. If placed outside of water, it dies and transforms into its respective dead coral after 3 to 4.95 seconds‌[Java Edition only] or 2 to 9.95 seconds‌[Bedrock Edition only]. Coral dies even when the game rule randomTickSpeed is set to 0. Once a coral turns into its dead variant, it is not possible to turn it back into a live variant. All types of coral can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: History Issues Issues relating to "Coral" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Category:Game_customization] | [TOKENS: 63]
Category:Game customization Includes various game customization in Minecraft, supported by Mojang Studios and the community. Subcategories This category has the following 5 subcategories, out of 5 total. Pages in category "Game customization" The following 10 pages are in this category, out of 10 total. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Birch_Forest_Hills] | [TOKENS: 198]
Birch Forest Hills The birch forest hills was a hills variant of the birch forest that no longer generates since Caves & Cliffs: Part II, and was removed in Java Edition. Grass BlockBirch LogBirch LeavesBee NestRose BushLilacPeonyLily of the ValleyMushrooms‌[BE only]Short Grass Climate 0.6 0.6 Yes Colors #88BB67 #6BA941 #A37246 #3F76E4‌[JE only] #0A74C4‌[BE only] Contents Description Like all hill biomes, the birch forest hills featured hillier terrain than regular birch forests, being identical to them in every other aspect. It was fairly common due to its wide spread. Mobs Birch forest hills used the same mob spawning chances as birch forests. The following mobs naturally spawn here: Data values Bedrock Edition: History Gallery See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mangrove_Hanging_Sign] | [TOKENS: 755]
Hanging Sign Yes Yes (16) 1 1 No Yes Yes No A hanging sign is a variant of a sign that displays text, and can be placed underneath blocks or with a solid self-supporting bracket. The text of hanging signs can be customized with dyes and glow ink sacs, and they can be waxed to prevent edits. Contents Obtaining Hanging signs can be broken with any tool or without a tool, but an axe is fastest. Hanging signs break and drop themselves as an item if the block the sign is attached to is moved, removed or destroyed. However, this is not the case if the hanging sign is attached to a wall. Usage Hanging signs can be used to display text; they can be used to label storage, display information to other players or note areas of interest. Hanging signs are also not destroyed by water or lava and therefore may be used to control the flow of these fluids. Hanging signs can be placed in three different ways: In regards to text editing and formatting, hanging signs behave identically to regular signs, showing up to four lines of text. However, these lines are narrower than on regular sign, meaning that a hanging sign has less space for writing. Just like regular signs, hanging signs can be dyed, the text can be made to glow by using a glow ink sac on the sign (a change revertable with a regular ink sac), the sign can be waxed with a honeycomb to prevent further editing (an irreversible change), and in Java Edition, the sign's content can be further customized with JSON text. 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 hanging sign, including its text (with decorations), into the player's inventory. A dyed hanging sign facing east or west has text that appears more saturated and bright than a hanging sign facing north or south. However, it is actually the hanging sign that is dimmer, because Minecraft's lighting engine uses side lighting to make the world appear less flat, but the text on hanging signs is not affected by this. In Bedrock Edition, inappropriate words or phrases in a hanging sign's text are displayed as hashtags. Hanging signs can be edited after being placed by using them, which opens the edit sign message GUI. Hanging signs are destroyed and drop as an item when pushed by a piston.‌[Bedrock Edition only] Hanging signs' mounting bracket are solid and have collision, the sign itself however does not. Water and lava flow around hanging signs. Lava can create fire in air blocks next to hanging signs as if the hanging signs were flammable, but they do not burn (and cannot be burned by other methods either, except in Bedrock Edition). Hanging signs made of logs found in the Overworld can be used as a fuel in furnaces, smelting 4 items per hanging signs. Hanging signs made of logs found in the Nether (crimson and warped) cannot be used as fuel in a furnace. Hanging 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: Advancements Videos History Added hanging signs. Issues Issues relating to "Hanging Sign" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bamboo_Jungle_Hills] | [TOKENS: 313]
Bamboo Jungle Hills Jungle pyramids‌[JE only] Grass BlockPodzolBambooVinesJungle LogJungle LeavesOak LogOak LeavesMelon Climate 0.95 0.9 Yes Colors #59C93C #30BB0B #A36346 #3F76E4‌[JE only] #1B9ED8‌[BE only] The bamboo jungle hills biome was a hills variant of the bamboo jungle biome that no longer generates as of Caves & Cliffs: Part II, and was removed in Java Edition. Contents Description The bamboo jungle hills was similar to the bamboo jungle, though with steeper terrain like the regular jungle hills. Large amounts of bamboo covered the landscape, and patches of podzol replaced most grass blocks. Naturally-generated trees were always large variants, and pandas spawned here, like in the bamboo jungle. Jungle pyramids also generated here in Java Edition. With Vibrant Visuals, bamboo jungle hills use a strong humid volumetric fog setting, which fades the distance in an orange tint. Bamboo jungle hills have warm atmospherics, lighting, and color grading, which makes the biome look more humid and warm. Mobs In Java Edition, bamboo jungle hills used the same mob spawning chances as jungle hills for hostile and ambient categories, and had different chances for passive categories. The following mobs naturally spawned here: In Bedrock Edition, bamboo jungle hills used the same mob spawning chances as bamboo jungles: Data values Bedrock Edition: History Gallery See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Category:Minecraft_Wiki#mw-head] | [TOKENS: 70]
Category:Minecraft Wiki This is the top-level category of the Minecraft Wiki. This should be the only category with no parent category. Subcategories This category has the following 11 subcategories, out of 11 total. Pages in category "Minecraft Wiki" The following 33 pages are in this category, out of 33 total. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dark_forest_hills] | [TOKENS: 339]
Dark Forest Hills Woodland mansion Grass BlockDark Oak LogDark Oak LeavesOak LogOak LeavesBirch LogBirch LeavesMushroom BlocksRose BushPeonyLilacLily of the ValleyVines‌[BE only]Mushrooms‌[BE only] Climate 0.7 0.8 Yes Colors #507A32 #59AE30 #7B5334 #3F76E4‌[JE only] #44AFF5‌[BE only] The dark forest hills or roofed forest mutated biome was a rare variant of the dark forest that no longer generates since Caves & Cliffs: Part II, and was removed in Java Edition. Contents Description The mountains and cliffs of the dark forest hills broke the leaf canopy, increasing visibility and decreasing the chance of daytime hostile mob spawning, though the hills were steeper compared to other hill biomes. Hills generated near rivers led to cliffs. Small plains biome clearings did not generate within the dark forest hills variant. The foliage was the same as in regular dark forests, with a high density of dark oak trees, oak trees, birch trees, and huge mushrooms. The ground was covered with different flowers. Woodland mansions also generated here, often with a very high base due to the high elevation. Although this biome is called 'dark forest hills', it did not actually generate as a 'hills' variant, but as a 'modified' variant of the dark forest, making it slightly rarer. Mobs Dark forest hills used the same mob spawning chances as dark forests. The following mobs naturally spawn here: Data values Bedrock Edition: History Gallery See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Swamp_hills] | [TOKENS: 374]
Swamp Hills Swamp hills or swampland mutated were a rare variant of the swamp that no longer generate since Caves & Cliffs: Part II, and were removed in Java Edition. Swamp Hut‌[BE only] Fossil Huge Mushroom‌[BE only] Grass BlockWaterLily PadClayVinesOak LogOak LeavesBlue Orchid MushroomsMushroom Blocks‌[BE only] Climate 0.8 0.5 Yes Colors #6A7039 #4C763C #6A7039 #7B5334 #617B64 #232317 30 Contents Description The swamp hills featured hillier terrain rising up between the flat marshes. These hills would tower over the otherwise low-elevation swamp, with some large areas at high elevation without any water. Additionally, flooded areas in swamp hills tended to reach lower depths than the rest of the swamp, sometimes deep enough to have a gravel floor in place of a dirt floor, like normal oceans. Swamp huts did not generate in swamp hills‌[Java Edition only], nor did slimes spawn, but fossils did still generate underground. Additionally, seagrass did not generate in flooded areas of swamp hills. If it connected to a jungle it had a chance to create a modified jungle edge biome. The swamp hills had the same vegetation as the regular swamp, with swamp oaks, lily pads, blue orchids, mushrooms, and huge mushrooms‌[Bedrock Edition only]. Although this biome is called 'swamp hills', it did not actually generate as a 'hills' variant, but as a 'modified' variant of the swamp, making it slightly rarer. Mobs Swamp hills used the same mob spawning chances as regular swamps. The following mobs spawned naturally here: Data values Bedrock Edition: History Gallery See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Talk:Mod] | [TOKENS: 934]
Talk:Mod Contents Link to Feed the Beast wiki Should add some links to the FTB wiki on gamepedia, and CurseForge, for linking to more general (and mod-specific) information on this topic. DSquirrelGM𝓣𝓟𝓒 05:43, 6 February 2017 (UTC)Reply Move to Mod The very first line in the style guide's "Article titles" section is "Article titles should be in the singular form to maintain consistency." Nothing about this topic suggests that it's special or warrants an exception. The only reason I hesitate to move it myself is because there are over 600 subpages, and I can't have more than 100 moved automatically along with this page. — Randomwaffle23 (talk) 00:58, 2 January 2020 (UTC)Reply Remove the "Exclusive to Java Edition" The article even mentions ways on how to mod other platforms of the game. Yivan000 (talk) 17:12, 3 December 2020 (UTC)Reply ikr i use crafty craft and i can mod my ipad--Geniusrobot1 (talk) 19:13, 26 April 2021 (UTC)Reply Add a history section Suggest adding a history section to the mods page. Gives a basic out line of major events such as modloader to optifine transition, curse to twitch to overwolf, explains why alot of mods/mod packs are stuck on older versions of the game and highlight/remarks on mod makers who have greatly impacted Minecraft's history. 118.208.99.161 10:23, 2 November 2021 (UTC)Reply --MetalManiacMc at your service fellow human! (talk) 13:27, 2 November 2021 (UTC)Reply Remove Mods/<name of mod> It only has 18 bytes, and duplicates of the same msgbox. Could you please delete it? 2001:4456:C8F:1900:25F1:1BC0:4486:B9BE 10:04, 7 September 2024 (UTC)Reply Broaden the definition of a mod This article currently uses a very narrow definition of a mod, though it doesn't really do a good job at describing it. A mod, according to this, is something that alters the game's code. I'd argue, however, that resource packs and data packs are also mods (the other is sort of implied by the usage of Template:For at the beginning of the article...?). What I'd like to do is to make this article a sort of a break-off point for any kinds of modifications to the game, and either keep the information about code modification here as well or split it to a separate article. Not sure if people agree or not though, that's a pretty substantial change I think. Grzesiek11 (talk) 02:48, 10 November 2024 (UTC)Reply I guess even Microsoft/Mojang have noticed this, and instead refer behavior pack and resource pack together as add-ons rather than mods. Can you mod Minecraft Bedrock Edition?You can use Resource and Behavior pack Add-Ons to mod Minecraft mobs, blocks, and items. Learn more about how to Get Started with Minecraft Add-Ons. We have had Mojang using the wide definition of mod, the most notable example of which is https://www.minecraft.net/en-us/creator: There was also the recent promotion of Phantom Frames, which is "also available as a Java mod", that being a datapack + resource pack combo. First, we would be redefining a term from outside of Minecraft, which could lead to confusion for a lot of people. Video game modding (short for "modifying") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. A set of modifications, commonly called a mod, may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game. Remove An Army of Mountaineers Raiding a Village With a Spinosaurus An Army of Mountaineers Raiding a Village With a Spinosaurus is using a Bedrock addon not a Java mod ThatMCShrew (talk) 22:27, 25 November 2024 (UTC)Reply Feedback (Tue, 13 May 2025 16:37:28 UTC) Navigation menu
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[SOURCE: https://minecraft.wiki/w/Tall_birch_hills] | [TOKENS: 287]
Tall Birch Hills Grass BlockBirch LogBirch LeavesBee NestRose BushLilacPeonyLily of the ValleyMushrooms‌[BE only] Climate 0.6‌[JE only]0.7‌[BE only] 0.8 Yes Colors #88BB67‌[JE only] #79C05A‌[BE only] #6BA941‌[JE only] #59AE30‌[BE only] #A36D46 #3F76E4‌[JE only] #44AFF5‌[BE only] The tall birch hills or birch forest hills mutated was a rare variant of the birch forest that no longer generates since Caves & Cliffs: Part II, and was removed in Java Edition. Contents Description Like the other hills biomes, the tall birch hills biome had hillier, rougher terrain, along with the taller birch trees of the old growth birch forest variant. The hills were steep in this biome, comparable to the windswept hills biome. Unlike most hills biomes, this biome used to generate as a 'modified hills' biome, making it much rarer but also bigger in size. Mobs Tall birch hills used the same mob spawning chances as birch forests. The following mobs spawned naturally here: Data values Bedrock Edition: History Gallery See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Special:UncategorizedCategories] | [TOKENS: 70]
Uncategorized categories Showing below up to 7 results in range #1 to #7. View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500) View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500) Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Desert_Hills.png] | [TOKENS: 68]
File:Desert Hills.png Summary Desert Hills biome. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 5 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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