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[SOURCE: https://minecraft.wiki/w/Advancement#The_Parrots_and_the_Bats] | [TOKENS: 886] |
Advancement Advancements are a way to gradually guide new players into Minecraft and give them challenges to complete, similar to the system of achievements in Bedrock Edition. Contents Obtaining Advancements can be completed in any game mode, and are obtained and saved per world. Advancements can also be granted (and revoked) using the /advancement command. Although advancements guide players logically through the game, they are independent of each other; an advancement can be completed without having completed the advancements "before" it. There are 125 advancements: 16 in the Minecraft tab, 23 in the Nether tab, 9 in The End tab, 47 in the Adventure tab, and 30 in the Husbandry tab. When an advancement is obtained, a sliding toast notification appears in the top right corner. Each notification is accompanied by a chat message, if the game rule show_advancement_messages is set to true (i.e., enabled). The color of the header text in the notification depends on the advancement; normal and goal advancements have yellow header text, while challenge advancements have pink header text. Completing a normal advancement causes the header text to display "Advancement Made!", completing a goal advancement results in a "Goal Reached!" header, and completing a challenge advancement shows "Challenge Complete!". In addition, a sound effect plays and experience is rewarded when completing most of these advancements. Unlike the others, the five "root" advancements in each tab, each of which appears as the left-most advancement in its tab, and have the same name as its tab, do not cause a chat message or notification to appear. Interface The button to access the Advancements screen is found on the pause menu screen. The player can also open this screen by pressing L (this can be changed in the in-game options menu). The advancement system involves several trees composed of advancements, each tree beginning with a root advancement from which several branches diverge. By clicking and dragging, the player can view different branches of an advancement tree. Each tree is categorized into different tabs, defined by the root advancements. Tabs are not visible if no advancements in the tab have been unlocked. There are five tabs in vanilla Minecraft: Each tab has a different background with a repeating texture. Tabs appear when at least one advancement in that tab has been made. Tabs are ordered left to right, based on when the first advancement in each tab was made. Advancement icons display a header name and description when hovered over. The advancement descriptions have a unique color depending on the type of advancement with normal and goal advancements having green descriptions and challenge advancements having purple ones. As more advancements are unlocked, new ones become visible, with up to two advancements being displayed ahead of an unlocked one. Unlocked advancements show all of its direct parents advancements (the advancements between the root advancement of the tab and it), even those that have not been unlocked (but show only up to 2 advancements downstream of advancements already unlocked). Nine advancements, "How Did We Get Here?", "Voluntary Exile", "Hero of the Village", "Arbalistic", "You've Got a Friend in Me", "Smells Interesting", "Birthday Song", "Little Sniffs", and "Planting the Past" are hidden advancements, meaning that they cannot be viewed by the player until they have been unlocked, regardless of if its child advancement(s) (any advancement after it, including all branches), if any have been unlocked, which would normally display its parent advancements (as advancements can be unlocked and completed in any order). If the player has not completed/unlocked any advancements, the interface shows a black background with white text reading "There doesn't seem to be anything here... :(". The icon frames of advancements can vary in appearance based on difficulty, and whether or not it was completed. A legend is provided below: Extra advancements and tabs can be added and customized with the use of JSON files and data packs. List of advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. JSON format Sounds History Note that before 17w13a, Java Edition had a feature called Achievements that served a similar purpose. Issues Issues relating to "Advancement" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation More More Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Xbox_360_Edition_TU1] | [TOKENS: 95] |
Xbox 360 Edition TU1 Xbox 360 Edition May 9, 2012 Build 0.66.0086.0Installer v0.0.1.1 Download ◄ TU0 TU2 ► TU1 is a version of Xbox 360 Edition released on May 9, 2012. This version is based on Java Edition Beta 1.6.6. This was the day-one patch for consoles. Contents Changes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Gravel_JE5_BE4.png] | [TOKENS: 85] |
File:Gravel JE5 BE4.png Summary Render of a Gravel block. Licensing Textures used 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 84 pages use this file (also see what links to it): Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Category:Minecraft_Wiki?veaction=edit] | [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 31 pages are in this category, out of 31 total. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands/fly] | [TOKENS: 131] |
/fly 1 Cheat only Enables flying for a player regardless of gamemode. If no player is specified, toggles the current player to fly. Flying stops upon touching the ground in survival and adventure mode. Therefore, the player must execute this command mid-air to fly. Upon succeed, the command prints [PlayerName]: Take to the Air!. The selected player flies similar to creative mode if flying is toggled to true. Contents Syntax /fly [player: target] [shouldFly: boolean] Arguments [player: target]: CommandSelector<Player> The player selected [shouldFly: boolean]: bool Whether to fly or not Result History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Biome?section=15&veaction=edit] | [TOKENS: 9830] |
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They are large, open biomes made entirely of water going up to Y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. A variant of the ocean biome. In deep ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardians, elder guardians, prismarine and sponges can spawn here. A variant of the ocean biome, with light teal water at the surface. Like the lukewarm ocean, it has a floor made of sand and like all oceans, it is populated with seagrass, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon[BE only] can spawn here, together with pufferfish[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. Similar to the lukewarm ocean biome, but twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine and sponges. A variant of the ocean biome, with dark blue water at the surface. Like regular oceans and frozen oceans, its floor is made up of gravel, though occasional patches of dirt can be found. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. A variant of the ocean biome with dark indigo water at the surface. Like the cold ocean, it has a gravel seabed and squid swimming about. However, the water's surface is frequently broken up by patches of ice and large icebergs, consisting of packed ice and blue ice, and occasionally topped with snow blocks and snow[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits[BE only] can spawn here, but dolphins can't. Salmon and cod[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod[BE only], squid and nautiluses may also spawn here, and the floor consists of gravel. The frozen deep ocean biome also contains ocean monuments and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with blue ice generate here. Polar bears, strays, drowned, rarely zombie nautiluses and rabbits[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight. No mobs other than mooshrooms, bats[JE only], and glow squid spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts and other dark structures, meaning exploring underground is safe. However, monster spawners still spawn mobs, wandering traders along with their llamas can spawn, raids can still spawn illagers, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears[BE only]. Strays may also spawn here at night and during thunderstorms[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), much like the standard taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and podzol can be found on the forest floor. There are also patches of coarse dirt that do not grow grass, with some dead bushes. Wolves, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here[JE only]. At first glance, this biome may look almost exactly the same as its pine tree counterpart. However, the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. Birch trees grow much taller than usual in this uncommon variant of the birch forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing, but drowned can spawn at night and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits[BE only] and polar bears[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. A biome characterized by a mix of flat areas around sea level, and shallow pools of green water with floating lily pads. Clay, sand and dirt are commonly found at the bottom of these pools. Trees are covered with vines and can be found growing out from the water. Mushrooms, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. Temperature varies within the biome, causing foliage and grass colors to vary. In Bedrock Edition, huge mushrooms also spawn in this biome. Visibility is also lower than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. Generated where oceans meet other biomes, beaches are primarily composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for fishing. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. Like a regular beach, one can find plenty of sand in this biome and buried treasure can be found underground in this snowy beach. However, sand is covered in a layer of snow. Snowy beaches are found when a snowy biome borders a frozen ocean biome. No passive mobs other than rabbits[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. Sugar cane can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few spruce trees in this biome. No animal mobs other than rabbits and polar bears can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains biome that features large spikes and glaciers of packed ice. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in snow blocks instead of grass, and ice patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. Tall grass covers the landscape. Villages can generate in this biome, constructed of acacia wood, with some stained terracotta. Pillager outposts can also generate here. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. Mineshafts generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the badlands. Gold ore also occurs more frequently, because additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant generates unique terrain features that are similar to the structures in Utah's Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is completely empty except for a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. Notable features of the biome are exposed Nether fossils in various shapes and sizes, large amounts of lava, blue fog, large spires made of basalt, soul fire, and the occasional Nether fortress or bastion remnant. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] The ground consists of basalt and blackstone blocks, with small patches of netherrack and pools of lava. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, bastion remnants do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to farm magma cream. This biome also contains a much higher abundance of blackstone compared to other Nether biomes. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in the End. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the ender dragon, the obsidian pillars, the End crystals, the 5×5 spawn platform, the exit portal and the 20 central End gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. If the biome is used for a superflat world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night. Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. End cities generate here, but chorus trees do not. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both chorus trees and End cities generate. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither End cities nor chorus trees generate in this biome. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap[JE only] or textures/colormap[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack[JE only] or client biome JSON files in vanilla resource packs.[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff[JE only] or #abd2ff[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" 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:Gray_Candle_JE1.png] | [TOKENS: 108] |
File:Gray Candle JE1.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 54 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/Xbox_360_Edition_TU36] | [TOKENS: 84] |
Xbox 360 Edition TU36 Xbox 360 Edition June 21, 2016 Build 1.8.0976.0_DLCInstaller v0.0.42.1 Download ◄ TU35 TU37 ► TU36 is a version of Xbox 360 Edition released on June 21, 2016. Contents Additions Changes Fixes 13 issues fixed Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/PlayStation_4_Edition_1.28] | [TOKENS: 80] |
PlayStation 4 Edition 1.28 PlayStation 4 Edition June 21, 2016 Build 1.8.0968.0 ◄ 1.26 1.29 ► 1.28 is a version of PlayStation 4 Edition released on June 21, 2016. Contents Additions Changes Fixes 13 issues fixed Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/PlayStation_3_Edition_1.28] | [TOKENS: 80] |
PlayStation 3 Edition 1.28 PlayStation 3 Edition June 21, 2016 Build 1.8.0976.0 ◄ 1.26 1.29 ► 1.28 is a version of PlayStation 3 Edition released on June 21, 2016. Contents Additions Changes Fixes 13 issues fixed Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Xbox_One_Edition_CU25] | [TOKENS: 59] |
Xbox One Edition CU25 Xbox One Edition June 21, 2016 ◄ CU23 CU26 ► CU25 is a version of Xbox One Edition released on June 21, 2016. Contents Additions Changes Fixes 13 issues fixed Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Rainforest.jpg] | [TOKENS: 82] |
File:Rainforest.jpg Summary A Rainforest Biome, in-game screen-shot. Intermixing with a regular forest 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 8 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/Seasonal_forest] | [TOKENS: 147] |
Seasonal Forest Grass BlockOak LeavesOak LogShort GrassFlowers Climate 97% Seasonal Forest is a removed humid biome, which existed in the game prior to the Adventure Update. They were a lower density version of the forest biome only capable of spawning oak trees. They usually consisted of low plains and could be mountainous at higher rainfalls. Description Seasonal Forests spawned with a temperature of 97% or greater, and had a rainfall value between 45% and 90%. They were commonly found between forest and rain forests, and near plains. They were identical to forests, except their canopies were lower density and were only capable of spawning oak trees, and had varying amounts of tall grass. History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Gray_Carpet_JE2_BE2.png] | [TOKENS: 66] |
File:Gray Carpet JE2 BE2.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 51 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/PlayStation_Vita_Edition_1.28] | [TOKENS: 67] |
PlayStation Vita Edition 1.28 PlayStation Vita Edition June 21, 2016 ◄ 1.26 1.29 ► 1.28 is a version of PlayStation Vita Edition released on June 21, 2016. Contents Additions Changes Fixes 13 issues fixed Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Oak_tree] | [TOKENS: 434] |
Oak Tree Tree Tree Sapling Apple Yes An oak is the most common tree in the game, found in a variety of biomes and available in several variants. It has the smallest initial space requirement for growth, and along with dark oaks, its leaves have a chance to drop an apple. As with birches and cherries, an oak grown near flowers can generate with a bee nest attached. There are three variants of the oak tree: small regular oaks, tall and branching fancy oaks, and swamp oaks. Contents Appearance Oaks come in several variants with different properties: Generation The oak variants generate naturally in the following biomes: Blocks and items These items can be obtained from all variants of oak: Planting Oak saplings can be planted and grown on all of these blocks: An oak requires a 1×1 column of unobstructed space at least 4 blocks above its sapling to grow (5 blocks including the sapling itself). Oaks can still grow when the base and trunk are enclosed on all sides. Their growth is not hindered by logs, leaves, dirt, or saplings. An oak grown from a sapling within 2 blocks of a flower has a 5% chance of having a bee nest containing 2-3 bees. Other oak variants Oak trees can generate as one of the two following variants of the normal tree. Both of these generate naturally, and can be grown out of normal saplings. These trees consist of a single upright log or stump. Logs lying on their side are often found 1–2 blocks from the stump. They occasionally have mushrooms on top. A fallen oak has a log length of 4–7 blocks and the stump is 75% covered with vines. Dying oaks retain their standard growth pattern. However, all exposed logs in the main trunk are covered with vines. They can generate as regular or small oaks. Data values Java Edition: History The texture of oak leaves is now tinted with biome colors. Issues Issues relating to "Oak" 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/Gray_Candle] | [TOKENS: 612] |
Candle Common Yes Yes (64) Any tool 0.1 0.1 Yes, when lit 1 candle: 3 2 candles: 6 3 candles: 9 4 candles: 12 Yes Yes No No 2 SAND A candle is a dyable block that emits light when lit with a flint and steel. Up to four of the same color of candle can be placed in one block space, which affects the amount of light produced. Dyed candles are the dyed variants of candles that come in all sixteen colors, that once dyed, cannot be changed into a different color. Contents Obtaining All candles can be mined using any tool, or without a tool. Non-dyed candles and white candles can be found in ancient cities. Non-dyed and red candles can also be found in the trial chambers. Usage All candles can be used as a light source, emitting light like a sea pickle. A single candle emits a light level of 3. Up to four identically colored candles may be placed in one block, with each candle increasing the emitted light level by 3, for a maximum light level of 12. They also emit fire particles. Candles are not lit when they are placed, and must be lit using flint and steel, fire charge, or any flaming projectile. If any candle is already lit, more candle(s) that may be added (if possible) are also lit. In Bedrock Edition, a mob/player that is burning or any sword enchanted with Fire Aspect can also be used to light candles. Any candle may be waterlogged, but waterlogged candles cannot be lit. Lit candles can be extinguished using water (even a water bottle[Java Edition only]), wind charges, or by the player interacting with the candle. When the Render Dragon Features for Creators experiment is enabled in Minecraft Preview, the center of all types of lit candles emits colored point lighting with #d3852b. This causes the bottom part of the candle to render a small shadow below it. A single candle of any color may be used on an uneaten cake, turning it into a candle cake, which acts as a normal, singular candle on top of a cake. If the candle cake is eaten at all or destroyed, the candle is dropped. Interacting with the lit candle (but not the cake) extinguishes it. Interacting with a lit candle cake causes the player to eat it if possible, but if the held item is a flint and steel or fire charge, the appropriate block becomes lit, if possible (otherwise nothing happens). Lit candled cakes emit the same point lighting as regular candles. Sounds Java Edition: Bedrock Edition: [sound 1] Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Candle" 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/File:Gray_Shulker_Box_JE2_BE2.png] | [TOKENS: 133] |
File:Gray Shulker Box JE2 BE2.png Summary Render of a Gray Shulker Box. 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 59 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/PlayStation_4_Edition_1.36] | [TOKENS: 180] |
PlayStation 4 Edition 1.36 PlayStation 4 Edition October 5, 2016 ◄ 1.35 1.37 ► 1.36 is a version of PlayStation 4 Edition released on October 5, 2016. It is also known as the October 2016 Update. Contents Additions End stone bricks, beetroot, grass path, frosted ice, magma block, Nether wart block, red Nether bricks, bone block, and banner Beetroot, beetroot seeds, and beetroot soup Polar bears Fossils and igloos Enchantments Sounds DLC Mini games Changes End portal frames Huge mushrooms Stained clay Gold ore Shears Villages Mineshafts Loot chests Plains and sunflower plains Endermen Elder guardians Pigs Skeletons Health Enchantments Sleeping Fixes 16 issues fixed Trailer Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Category:Minecraft_Education] | [TOKENS: 111] |
Category:Minecraft Education This category contains: When updates to Minecraft are released, especially editions other than Education Edition, it is useful to check these pages to sort out whether the version-exclusive features are indeed still version-exclusive. Subcategories This category has the following 8 subcategories, out of 8 total. Pages in category "Minecraft Education" The following 150 pages are in this category, out of 150 total. Media in category "Minecraft Education" The following 2 files are in this category, out of 2 total. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/PlayStation_Vita_Edition_1.36] | [TOKENS: 177] |
PlayStation Vita Edition 1.36 PlayStation Vita Edition October 5, 2016 ◄ 1.35 1.37 ► 1.36 is a version of PlayStation Vita Edition released on October 5, 2016. It is also known as the October 2016 Update. Contents Additions End stone bricks, beetroot, grass path, frosted ice, magma block, Nether wart block, red Nether bricks, bone block, and banner Beetroot, beetroot seeds, and beetroot soup Polar bears Fossils and igloos Enchantments Sounds DLC Mini games Changes End portal frames Huge mushrooms Stained clay Gold ore Shears Villages Mineshafts Loot chests Plains and sunflower plains Endermen Elder guardians Pigs Skeletons Health Enchantments Sleeping Fixes 16 issues fixed Trailer Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Gray_Stained_Glass_JE3_BE3.png] | [TOKENS: 88] |
File:Gray Stained Glass JE3 BE3.png Summary Render of a Gray Stained Glass block. Minecraft's textures No information available. Please correct this! File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 45 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/Talk:Brewing] | [TOKENS: 1993] |
Talk:Brewing Contents "Most efficient recipes" While this section was useful before, all inefficient recipes have been removed (with one exception). Additionally, the page overhaul I performed recently has made the recipes fairly simple to look up in the Potions section. With this in mind, is there even a need for the efficient recipes section anymore? - Princess Nightmoon () 16:48, 12 April 2018 (UTC)Reply Recipes not mentioned I found that in Bedrock Edition, putting a Fermented Spider Eye in an awkward, mundane or thick potion can make a weakness potion, and in a long mundane potion can make a long weakness potion. I didn't find this information in the page. Should I add it? --87.202.191.35 13:21, 28 August 2019 (UTC)Reply Old brewing stand UI image? Old brewing stand UI image? – Unsigned comment added by EYALONSKY (talk • contribs) at 17:48, 27 May 2020 (UTC). Sign comments with ~~~~Reply 1.16 makes brewing more difficult Due to the 1.16 update, I’ve found that it’s more difficult to find fortresses, therefore making nether wart and potions that need nether wart for crafting much more scarce –Preceding unsigned comment was added by Enchanter511 (talk • contribs) at 00:16, 8 September 2020 (UTC). Please sign your posts with ~~~~Reply "Brewing equipment" This lists a cauldron for some reason. It can hold potions (in 1 game version) and it can hold water, but it's not really relevant to brewing at all. For either use, it's possible (any by far the simplest solution) to just store bottles of potion in ones inventory, or a common chest. And it's not like the cauldron itself could be a water source. Just fill the water bottles at the water source. And if there's a need for a lot of water bottles, just store them in a chest/barrel. So a chest/barrel is superior in every way. Shouldn't those also be listed then? And if the instructions mention that one would need a bucket to fill the the cauldron with water, then obviously, the bucket should also be listed as relevant equipment. My point is that the cauldron should be removed for not being relevant. 90.191.109.211 13:35, 3 October 2020 (UTC)Reply I just fixed this and removed the cauldron Minceraft257 (talk) 22:16, 21 March 2024 (UTC)Reply Potion of Weakness not included from strength in table picture https://minecraft.gamepedia.com/Talk:Potion#Potion_of_Weakness_not_included_from_strength_in_table_picture There is an aside picture with a tree of how to make each potion, and Weakness is only listed from Water Bottle and not Mundane Potion or Fermented Spider Eye + Potion of Strength. SpeedoThreeSixty (talk) 18:35, 12 March 2021 (UTC)Reply Semi-protection needed? I noticed a lot of edits to this article this month, so I checked a diff between the last version of February and the latest version (so far) on March 30. There were 55 edits which, combined, accomplished the following: The remaining 52 were unwanted edits, mostly from IP users, and the reversions of them. I then checked the abuse log for the page and found over two dozen attempts at vandalism going back to mid-February. To me, the timing and similarities of these edits hint at a possibly coordinated attempt to troll the page. Under the circumstances, might it be a good idea to semi-protect the page for a while? — Auldrick (talk · contribs) 13:49, 30 March 2021 (UTC)Reply Likely errors in Brewing chart According to the chart at the top of the page: and However, according to Poison#Causes: and according to Regeneration#Causes: The chart on this page is likely wrong since level II potions should have the same or higher lifetime effect than level I, but according to the chart, they have 1/4 the lifetime effect of level I potions (1/2 dps * 1/2 time = 1/4 lifetime effect). --Runamucker (talk) 05:22, 30 May 2021 (UTC)Reply Addendum: At least on Bedrock edition, Extended Regeneration potions last a full 2:00. I have a feeling a lot of this information is now outdated. UnmeiX (talk) 18:41, 29 January 2022 (UTC)Reply Doesn't the chart say it deals 1 damage(half a heart) every 2.5s for poison I + extended and 1dmg/1.2s for poison 2? The same happens to regen potions, chart says half heart/2.5s for regen I and extended and half heart/1.2s for regen II GamerLoko (talk) 17:27, 25 December 2023 (UTC)Reply Mundane potion and thick potion In the beggining about creating mundane and thick potions, it says the mundane potion extends the time, and thick potion extends the duration. This is wrong, th only use is to act as an alternate base for weaknes potions in Bedrock Edition. Can someone change it? I don't know how to edit a table MinecraftExp123 (talk) 02:48, 6 February 2024 (UTC)Reply Previous edit was correct - that column is referring to what redstone and glowstone do when you add them as a modifier, not how mundane and thick potions change the outcome. I reverted the edits and just changed some text for clarification mariberry-hearn! (talk) 04:20, 6 February 2024 (UTC)Reply Error in chart In the history section, it says that in a 1.9 snapshot you can no longer brew a Potion of Weakness by corrupting a Potion of Strength, and it never said that change was reverted. But in the brewing chart, it says that we can brew weakness potions with strength potions. I will try to remove that, please revert my change if I'm wrong, and please clarify. MinecraftExp123 (talk) 09:01, 6 February 2024 (UTC)Reply After some in-game testing, I verified that you can't brew weakness potions with strength potions, at least in Java Edition. Can someone else do it on Bedrock Edition? MinecraftExp123 (talk) 13:29, 6 February 2024 (UTC)Reply Leaping potion value My proposal is to use the snow layers as a basis for calculating the jump, since it has a height of 2 pixels. On the Portuguese wiki, fractions are still used. For that reason, I don't think it's correct to state, as it currently stands, that the Potion of Leaping I increases by 50% of the base value. It's more than 50%. Werkhauser (talk) 13:21, 13 February 2024 (UTC)Reply What exactly needs to be changed here? Hello folks, I came to this page by chance (i.e. the "Random Page" button) and immediately saw a note at the top that something still needs to be changed, especially with the Bedrock Edition. Since I didn't understand this exactly, I wanted to ask what exactly needs to be changed here, so I know what needs to be adjusted here and can get to work :D Best regards, --Atten007 (talk) 10:50, 29 May 2024 (UTC)Reply Brewing recipe UI changes I'd like to suggest changing the recipe UI for brewing (or at least implement it as an alternate mode) to only include one potion slot instead of all three, because they're not really used when typically showing brewing recipes. Instead, a dedicated output slot like all other recipe UIs could be more helpful, even though it's not present in the in-game UI. BabylonAS 06:57, 11 January 2025 (UTC)Reply Feedback (Sat, 29 Mar 2025 13:39:13 UTC) April fools potions There needs to be the recipes for April Fools potions here, or a separate page for every potion (see: Potion) an example being the Potion of Big, where you brew an awkward potion with a bottle o’ enchanting. 2600:387:6:80F:0:0:0:64 02:27, 14 July 2025 (UTC)Reply Brewing Chart for Bedrock Edition Can someone make a brewing chart for bedrock edition WearyEagle77054 (talk) 14:49, 16 August 2025 (UTC)Reply Feedback (Mon, 22 Sep 2025 12:31:21 UTC) Wrong Pufferfish The pufferfish item image redirects to the pufferfish mob page instead of the pufferfish item page. CrockCraftMC (talk) 14:49, 29 September 2025 (UTC)Reply Feedback (Sat, 15 Nov 2025 16:25:15 UTC) Feedback (Tue, 13 Jan 2026 01:48:09 UTC) Feedback (Fri, 20 Feb 2026 20:15:03 UTC) Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Shrubland] | [TOKENS: 178] |
Shrubland Grass BlockOak LeavesBirch LeavesOak LogBirch Log Climate >50%, <97% Shrubland is a removed biome that was introduced in the Halloween Update, which existed in the game prior to the Adventure Update. It was usually quite flat due to height variation decreasing at lower rainfalls. The biome was removed upon the release of Beta 1.8, as part of the update's overhaul to terrain generation. Description The shrublands are largely identical to the savanna biome, featuring few trees and no tall grass. Along with swampland, it was one of the smallest biomes in the game, rarely being larger than a few chunks. It would only generate if the temperature was between 50% and 97%, and if the rainfall value was below 35% and therefore too little to generate a forest. History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Nintendo_Switch_Edition_1.0.4] | [TOKENS: 160] |
Nintendo Switch Edition 1.0.4 Nintendo Switch Edition June 28, 2017 Build 1.12.1521.0 ◄ 1.0.3 1.0.5 ► 1.0.4 (Patch 4) is a version of Nintendo Switch Edition released on June 28, 2017. Contents Additions Changes Armor Armor stands Banners Beds Cobblestone walls and mossy cobblestone walls Durability bar End portal blocks Farmland Flower pots Iron bars, glass panes, and fences Iron trapdoors Magma blocks Rails Snow layers Spawn eggs Torches Creepers Elder guardians Ender dragon and wither Endermen and blazes Guardians Strays Villagers Painting Fixes 31 issues fixed See also References Navigation Navigation menu |
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