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[SOURCE: https://minecraft.wiki/w/Brewing?action=edit] | [TOKENS: 226]
Editing Brewing 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. Pages included on this page: This page is a member of 3 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Xbox_One_Edition_CU44] | [TOKENS: 130]
Xbox One Edition CU44 Xbox One Edition June 27, 2017 ◄ CU43 CU45 ► CU44 is a version of Xbox One Edition released on June 27, 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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[SOURCE: https://minecraft.wiki/w/Wii_U_Edition_Patch_24] | [TOKENS: 144]
Wii U Edition Patch 24 Wii U Edition June 28, 2017 Build 1.12.1521.0 ◄ Patch 23 Patch 25 ► Patch 24 is a version of Wii U 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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[SOURCE: https://minecraft.wiki/w/Brewing?veaction=edit] | [TOKENS: 841]
Brewing Brewing is the process of creating potions, splash potions, lingering potions, and medicine‌[Minecraft Education only] by adding various ingredients to water bottles in a brewing stand. Contents Brewing equipment Ingredients There is no provided in-game recipe book for brewing. Base ingredients are ingredients that can be added directly to a water bottle. Nether warts are used to make awkward potions, and are the fundamental of the base ingredients, as it is required to make the majority of potions. Modifiers are ingredients used to alter the properties of a potion or to change a potion effect into a different one. The fermented spider eye is unique as it is the only modifier that can convert a water bottle directly into a usable potion. Generally, upgrading a potion involves a trade-off between duration and potency. A potion with an enhanced effect has shorter duration, and a potion with extended duration cannot have an enhanced effect. However: A fermented spider eye changes a potion's base effect, often reversing it or producing a negative potion. By adding gunpowder, a drinking potion can be turned into a splash potion, which can be thrown to coat entities within the place of impact with a status effect. Subsequently, adding dragon's breath to a splash potion makes a lingering potion, creating a cloud that inflicts effects on entities that enter its area. Effect ingredients imbue an awkward potion with a particular effect but do not alter potion duration or intensity. When added directly to a water bottle, most of these ingredients produce a mundane potion. The exceptions to this are the golden carrot, pufferfish, turtle shell, and phantom membrane, which cannot be added directly to a water bottle. A corrupted version of a potion can be made by adding a fermented spider eye to it. Brewing recipes Base potions are potions without effects, brewed by adding a single base ingredient to a water bottle. Of these, only the awkward potion can be imbued with an effect ingredient to create a potion with an effect.‌[Java Edition only] Effect potions are primarily created by adding an effect ingredient to an awkward potion, which is created by adding nether wart to a water bottle. Certain effects require a potion to be corrupted by a fermented spider eye. The potion of Weakness can additionally be created by simply adding a fermented spider eye to a water bottle, and it is the only potion that can be brewed without nether wart. Undead mobs react differently to effects than other mobs. They take damage from potions of Healing, gain health from potions of Harming, and are unaffected by potions of Poison and Regeneration. Enhanced:Instant Health II: Restores health by 8HP. Enhanced:Regeneration II: Restores health by every 1.25 seconds. Enhanced:Strength II: Increases player's melee attack damage by 6HP. Enhanced:Speed II: Increases movement speed, sprinting speed, and jumping length by 40%. Enhanced:Jump Boost II: Increases jump height by 150%. Enhanced:Poison II: Depletes health by 1HP every 0.6 seconds. Enhanced:Instant Damage II: Inflicts 12HP × 6 damage. Enhanced:Slowness IV: Reduces movement speed by 60%. Enhanced:Slowness VI, Resistance IV: Reduces movement speed by 90% and reduces incoming damage by 80%. Brewing recipes in Bedrock Edition are a superset of that in Java Edition, which means that all Java Edition recipes are also available in Bedrock Edition, but not the other way round. Cures are brewed from awkward potions using different elements. Drinking these removes the specified bad effect. They cannot be modified into splash, lingering, extended, or enhanced versions. The potion of Luck‌[JE only] and the potion of Decay‌[BE only] cannot be brewed, and can be obtained only through commands or the Creative inventory. In Bedrock Edition, brewing recipes can be customized through addons using the same system as other recipes. History Issues Issues relating to "Brewing" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Gray_Stained_Glass_Pane] | [TOKENS: 469]
Stained Glass Pane Yes Yes (64) Any tool 0.3 0.3 No Yes Yes No No 0 NONE A stained glass pane is a dyed version of a glass pane. It is a transparent block that can be used as a more efficient alternative to stained glass blocks. Contents Obtaining Stained glass panes can be obtained using a tool enchanted with Silk Touch. If one is broken without a Silk Touch enchantment, it drops nothing. Stained glass panes do not have an assigned tool; they are mined at the same speed regardless of what tool is used. Usage Stained glass panes are more efficient to use than stained glass blocks, as six stained glass blocks can be crafted into sixteen stained glass panes, yielding 22⁄3 panes per block. Windows built using stained glass panes can be up to 267% (22⁄3 times) larger in area than windows built with regular stained glass blocks. In Java Edition, stained glass panes appear as flat items inside the inventory, with the front face taking up the entire inventory slot. With the default texture pack, the light gray variant in particular is barely visible in the inventory due to its low contrast to the background of the slot. This can make containers appear empty when they are not. If placed without anything on the sides, they appear as a thin vertical • shape, 2×2 pixels in size; but when other blocks occupy adjacent spaces, it becomes flat or turns into a or or shape depending on the items surrounding it. The collision box is identical to the shape of the pane. Therefore, two glass panes placed with one empty space in between forms a gap that is two blocks wide. Stained glass panes are never oriented horizontally. Horizontal stained glass surfaces must be made from stained glass blocks. Stained glass panes can be waterlogged, which means water can be in the same place as a glass pane, unlike regular stained glass. Unlike regular glass panes, stained glass panes cannot be used to lock maps. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Videos History Issues Issues relating to "Stained Glass Pane" 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/Biome?section=16&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/Between] | [TOKENS: 240]
Between Stone Climate 0.5 0.5 None Colors #C0D8FF #8EB971 #71A74D #3F76E4 #050533 Between is a joke biome introduced in Java Edition 20w14∞. It generates in the fleet dimension. Contents Description If created as a Buffet world, the between biome consists of somewhat hilly terrain made out of stone. Some hills can reach Y=90. The biome is filled with an infinite fleet of end ships in a grid pattern, generating both in the sky and the underground. The fleet has three layers of end ships. The lowest blocks of the lowest end ships generate at Y=50, and the highest blocks of the highest end ships generate at Y=173. There are no caves or any other terrain features. No mobs spawn naturally in this biome. The end ships are almost identical to those that spawn in end cities, with two key differences: Brewing stands with Instant Health potions and dragon heads still generate. In the fleet dimension, the end ship fleet is identical, but the dimension generates no terrain: all the ships hover over the void. Data values Java Edition: Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Green_Bed.png] | [TOKENS: 62]
File:Green Bed.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 26 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Biome_For_Player_With_No_Time_For_Nonsense] | [TOKENS: 236]
Biome For Player With No Time For Nonsense Grass BlockSnowShort GrassFernLarge FernSpruce LogSpruce Leaves Climate -0.5 0.4 Snow Colors #80B497 #60A17B #3D57D6 Biome For Player With No Time For Nonsense is a joke biome introduced in Java Edition 20w14∞. It generates in the busy dimension. Contents Description The biome resembles a snowy taiga, although mineral blocks and redstone components generate instead of ores. These blocks also spawn a lot more frequently[needs testing]. Unlike in normal snowy taigas, no igloos or mobs spawn here, but mineshafts, monster rooms, strongholds, caves and ravines generate normally. Biome generates exactly the same in the busy dimension as in a Buffet world. Due to large amounts of block entities in this biome, it will most likely cause performance issues. List of ores This biome generates redstone components and mineral blocks where ores would normally generate. Like ores, these blocks generate in blobs. All of these blocks generate at below Y = 128. Data values Java Edition: Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Edition_beta_1.9.0.0#Command_format] | [TOKENS: 181]
Bedrock Edition beta 1.9.0.0 Bedrock Edition Xbox One, Windows 10, Android: November 15, 2018 Beta 1.9.0 330 beta 1.9.0.2 ► Beta 1.9.0.0 is the first beta version for Bedrock Edition 1.9.0, released on November 15, 2018, which adds some more Village & Pillage features such as cornflowers, lilies of the valley, and new slabs, stairs, and walls. Contents Additions Flowers Smooth blocks Signs Slabs Stairs Walls Spawn Egg Pillagers Bamboo forests Gamerules /particle /tellraw Splashes Changes Bamboo Moss stone Nether brick fences Smooth sandstone and smooth red sandstone Signs Stone slabs Sandstone slabs and stairs Tripwires Wool Loading tips Textures Fixes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Smelting#cite_ref-4] | [TOKENS: 1211]
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" 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/Smelting#cite_ref-3] | [TOKENS: 1211]
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" 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/Smelting#cite_ref-5] | [TOKENS: 1211]
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" 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/Green_Bed] | [TOKENS: 2909]
Bed Yes No Any tool 0.2 0.2 No Yes JE: NoBE: Yes No JE: YesBE: No 3 WOOL A bed is a dyeable utility block that allows a player in the Overworld to sleep through the night and reset their spawn point to within a few blocks of the bed, as long as it is not broken or obstructed. Contents Obtaining No tool can accelerate the breaking process of bed. Bed drops itself when it's destroyed. Igloo Village Trial chambers Usage Beds are used by pressing the use item button while looking at the bed. A player sleeps by using a bed during a thunderstorm, or at night (between 12523 and 23477 ticks in clear weather, when stars appear in the sky, or between 12002 and 23998 ticks in rainy weather). Players can sleep during a thunderstorm even if they are in a biome where it does not rain (e.g. desert). Attempting to use a bed at any other time results in the message "You can sleep only at night or during thunderstorms" in Java Edition or "You can only sleep at night and during thunderstorms" in Bedrock Edition. A player sleeps in a bed for 101 in-game ticks, or 5.05 seconds before the time skips to the next day. Sleeping in a bed with the /gamerule doDaylightCycle set to false results in the player being kicked out of the bed after the 101 ticks, but does not change time of the world to day. Sleeping in a bed is possible only in the Overworld. Attempting to sleep in a bed in the Nether, the End, and custom dimensions‌[JE only] in which they are disabled causes it to explode and set fire to surrounding blocks. The explosion has power 5, which is stronger than TNT (4), but not as strong as a charged creeper or end crystal (6). The explosion centers on the head part of the bed. Villagers can sleep normally in any dimension without the bed being blown up. Upon death from a bed explosion, the message "(Player) was killed by [Intentional Game Design]" appears. In Bedrock Edition, bed explosions can be disabled by setting /gamerule respawnBlocksExplode to false; this still prevents beds to be used in invalid dimensions. The player must be close to the bed to sleep. If the player is close enough to interact with the bed, but not close enough to sleep in it, the message "You may not rest now, the bed is too far away" in Java Edition or "Bed is too far away" in Bedrock Edition appears. To use a bed, a player must be within a distance of 3 blocks in Java Edition or 2 blocks in Bedrock Edition from the bed. If a monster is within 8 blocks of the bed head horizontally (in the X- and Z-axis), and 5 blocks vertically (in the Y-axis), the message "You may not rest now, there are monsters nearby" appears and the player is prevented from sleeping until the monsters leave or are killed. Most hostile mobs, as well as some neutral mobs prevent players from sleeping, as shown in the table below. If the player has not entered a bed and didn't die for 3 in-game days, phantoms can spawn unless /gamerule doInsomnia is set to false. In Java Edition, this can be verified by checking if the "Time Since Last Rest" statistic is greater than 1.00 h. Taking damage from any source while in a bed causes the player to wake; this means players cannot sleep while on fire, while poisoned, or while starving, because the damage wakes them before they can fully fall asleep. Attacks from other players and hostile mobs also wake the player in this way, although the latter is rarely seen due to hostile mobs typically preventing the bed from being entered in the first place. The player also cannot sleep in a bed occupied by another player, resulting in the message, "This bed is occupied". A player can, however, sleep in a bed being used by a villager. The player may first wake the villager (pressing use on the villager) and then quickly enter the bed before the villager can lie down again. The villager reclaims the bed after the player wakes. The villager is kicked out of its bed when a player attempts to sleep there. If all sleeping requirements are met and the player enters a bed, the player is positioned in the bed. The player falls asleep as the screen fades to black. In Bedrock Edition, the sleeping animation slowly lowers the player into bed. Once all players in a world are asleep, after 5 seconds (100 ticks) the time of day changes to sunrise. (time 0) During this time, the chat window is focused, and the player can leave the bed by clicking the Leave Bed button. Waterlogged beds‌[Bedrock Edition only] cannot be slept in unless the player or villager has the Water Breathing or Conduit Power status effects. Attempting to use a waterlogged bed otherwise does not display any message. In Java Edition, beds displaying an error above the hotbar is a feature exclusive to beds. In Bedrock Edition, the bed sends the message in the chat; other blocks that cannot be used do not display such a message. The process for determining where to put the player after waking up is the same as for determining where to respawn the player after death (see below). The player attempting to sleep in a bed with no suitable wakeup positions (achievable by interacting with the bed from underneath it), such that the player will suffocate upon waking up, will result in the message "This bed is obstructed". The player always wakes up facing the head of the bed. Villagers always wake up on top of the bed, meaning they can suffocate if there isn't enough room above the bed. Sleeping changes the time of day to sunrise and resets the weather cycle, changing the weather to clear conditions. In Java Edition, the weather cycle resets only during rainy or snowy weather. Sleeping does not accelerate processes that take place over time such as the growth of crops or smelting. To skip the night in multiplayer, all players in the Overworld must be in bed at the same time. Pressing the Leave Bed button is not necessary in this case. The percentage of players that need to sleep to skip the night can be customized with the game rule playersSleepingPercentage. Sleeping in a bed while playersSleepingPercentage is set to higher than 100 displays the message "No amount of rest can pass this night." and disables passing the night. Villagers are unable to skip the night by sleeping in beds, unlike players. Players and villagers do not drown or take damage from lava while in a bed, even if the bed is covered in lava. However, if the bed is destroyed while the player is in it, due to for example an explosion or by another player, the player wakes prematurely and the night does not pass. In Bedrock Edition, on Peaceful difficulty only, sleeping in a bed fully restores the player's health. Once a player has entered a bed (or right clicked the bed during daytime), their spawn point is set to the location of that bed. Multiple players can set their spawn point on a single bed. Using a bed in the daytime likewise sets the spawn point, without actually entering the bed. When a bed explodes, it does not set the spawn point. The message "Respawn point set" is displayed in chat when the respawn point is successfully changed. The check for a bed is made only when the player respawns. This means that the bed can be destroyed and replaced or even reoriented, but as long as there is a bed present in the same location, the player can respawn there. If a player's bed is absent, or if the area around the bed is made unsuitable for respawning (see below), a message is displayed saying "You have no home bed or respawn anchor, or it was obstructed" in Java Edition or "Your home bed was missing or obstructed" in Bedrock Edition, and the player respawns at the world spawn point. When choosing where to respawn the player, the two blocks to the immediate left and right of the head of the bed are considered first. Which block is chosen between the two corresponds to which direction the player was facing when they last interacted with the bed to set their spawn point; For example, a bed facing west will respawn the player on the south side of the bed if they are facing towards the north while setting their spawn point, and vice versa. If the player is perfectly aligned with the bed when the spawn point is set, the right side of the bed takes priority. Interacting with the bed again will still update which side of the bed is chosen for respawning, even if the location of the spawn point itself does not change. Once a side is chosen, if the block immediately on the chosen side of the head of the bed is obstructed, the next block to be checked is chosen moving in a clockwise (right side) or counterclockwise (left side) direction around the bed. If all of the 10 blocks immediately adjacent to the bed are obstructed, the block above the head of the bed is checked, followed by the block above the foot of the bed. The player is always respawned facing the head of the bed, the same as for waking up. For a location to be unobstructed, the block at the level of the bed must be air or non-solid (e.g. torches, but not glass) and there must be a space with a solid block below it and two non-colliding blocks for the player to stand in 0-2 blocks below the bed. It does not matter if the bed itself has blocks above it. Putting a slab one block above a bed can act as a two block tall space, as the bed is half a block tall. The bed never spawns the player directly below itself even if all other locations are obstructed. If a bed is obstructed, the player's spawn point is cleared after they respawn. That is, even if the bed is subsequently made usable again, the player continues to respawn at the world spawn until interacting with the bed again. Specifically, when interacting with it, the location of the head of the bed is saved as the spawn point, and if a bed is in that space (whether it is the foot or the head) then the respawn works. This can be observed by reorienting the bed with its head in the same location. Interacting with it does not produce a "Respawn point set" message as the game doesn't change the saved spawn point. If a bed is reoriented so that its foot is in this space, it still functions on the next respawn, but it can also be interacted with to update the spawn point to the new head of the bed and cause a "Respawn point set" message. Attempting the reverse, reorienting the bed so that it overlaps the original location of the foot, results in a respawn at world spawn. However, the location of the foot of the bed is also saved. If the bed is moved so that part of it overlaps the original location of the head, it can be observed that the same locations need to be obstructed to stop spawning. It is possible to respawn 2 blocks away from the bed this way. Falling onto a bed bounces the player with 66% strength – the bouncing-up velocity is 66% of the impact velocity. The player also takes less fall damage when bouncing on a bed. The player's fall distance is set to 50% of the actual distance fallen, which results in the player taking half of the normal fall damage. Baby villagers bounce on beds during the day. If the player is falling while sleeping requirements are met, and presses use on a bed within reach before hitting the ground, the fall damage is delayed until the player wakes. A player can bounce on a bed while another player or villager is sleeping on it without waking the player or the villager up. Villagers can be pushed onto beds, as the bed is half a block tall. Each bed in the vicinity of a zombie villager has a chance to speed up the process of curing the zombie villager. Iron bars (such as in a prison cell) also have this effect. Beds require two blocks of floor space. Placement requires at least 2 blocks from the player's facing direction. When placed, the foot of the bed is placed on the block selected and the head of the bed on the block farther away from the player. In Bedrock Edition, beds require solid blocks below them when placed. However, the bed remains in place if its supporting blocks are later removed. They also cannot be placed on transparent blocks. In Java Edition, beds do not require supporting blocks and can be placed anywhere, provided there is enough room. Because beds explode when a player attempts to sleep in the Nether or the End, they can be used as any other explosion, to demolish blocks or deal damage, with the advantage of being extremely cheap compared to TNT or end crystals, and being instantaneous. Explosions can be used, for example, to mine for ancient debris or to kill the ender dragon. In Bedrock Edition, beds do not explode if /gamerule respawnBlocksExplode is set to false. Beds are destroyed when a piston tries to push them. They are not pulled by sticky pistons. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, bed items use the following data values: Java Edition: Bedrock Edition: A bed has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements History For a more in-depth breakdown of changes to textures and models, including a set of renders for each state combination, see /Asset history Issues Issues relating to "Bed" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Smelting#cite_ref-7] | [TOKENS: 1211]
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" 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/File:Green_Concrete.png] | [TOKENS: 80]
File:Green Concrete.png Summary Render of a Green Concrete 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 29 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/Green_Concrete] | [TOKENS: 338]
Concrete Yes Yes (64) 1.8 1.8 No No No No Concrete is a block created when concrete powder touches water. It comes in the sixteen dye colors. Contents Obtaining Concrete requires a pickaxe to be mined. When mined without a pickaxe, it drops nothing. Red and white concrete can be found in trial chambers throughout many various murals in an atrium. Concrete is formed when concrete powder comes into contact with a block of water (source block, flowing or waterlogged‌‌[Java Edition only]). If next to a waterlogged block, it must be adjacent to the sides where water can flow out from, such as the open sides of stairs, but not the back side of stairs or any sides of waterlogged leaves. Concrete is renewable as all of the crafting ingredients of concrete powder are renewable. However, without glitches, sand is renewably obtained only through the wandering trader, which spawns infrequently and allows a limited number of trades per spawn, making it impractical to obtain sand (and by extension, concrete) through renewable means. Usage The bright and solid colors of concrete make it useful for decoration. It has more pronounced colors than stained terracotta, and unlike wool, is not flammable. As a building material, its hardness is slightly higher than stone, but its blast resistance is significantly lower. Concrete can be placed under note blocks to produce "bass drum" sound. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Concrete" 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/Smelting#cite_ref-MCPE-94368_8-0] | [TOKENS: 1211]
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" 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/Smelting#cite_ref-MCPE-94368_8-1] | [TOKENS: 1211]
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" are maintained on the bug tracker. Issues should be reported and viewed there. 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[SOURCE: https://minecraft.wiki/w/Biome?section=18&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/Green_Concrete_Powder] | [TOKENS: 412]
Concrete Powder Yes Yes (64) 0.5 0.5 No No No No Concrete powder is a gravity-affected block that is converted to concrete when touching water. It comes in the sixteen dye colors. Contents Obtaining Concrete powder can be mined with any tool or by hand, but using a shovel is the quickest method. The crafting recipe is shapeless; the order of ingredients does not matter. Concrete powder is renewable as all of its crafting ingredients are themselves renewable. However, without glitches, sand is renewably obtained only through the wandering trader, which spawns infrequently and allows a limited number of trades per spawn. Therefore, concrete powder is more easily obtained by simply harvesting naturally-occurring sand. Usage Concrete powder falls when there is a non-solid block beneath it. If a concrete powder block comes into contact with water, it solidifies into a block of concrete. Specifically, the block has to be placed into, placed next to, or fall into flowing water, a water source block, or a waterlogged block‌[Java Edition only]. If placed next to a waterlogged block, it must be adjacent to the sides where water can flow out from, such as the open sides of stairs, but not the back side of stairs or any sides of waterlogged leaves. It does not solidify in midair falling past water. If it lands next to water, it solidifies only after a block update. Rain or splash water bottles also have no effect on concrete powder. Concrete powder in item form also does not become concrete. Concrete powder placed directly at water makes the placement sound of concrete. Concrete powder can be placed under note blocks to produce "snare drum" sound. Sounds Java Edition: Bedrock Edition: Java Edition Bedrock Edition: None Data values Java Edition: Bedrock Edition: Height: 0.98 blocksWidth: 0.98 blocks Videos History Issues Issues relating to "Concrete Powder" are maintained on the bug tracker. Issues should be reported and viewed there. References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Green_Glazed_Terracotta_(S)_JE1_BE1.png] | [TOKENS: 95]
File:Green Glazed Terracotta (S) JE1 BE1.png Summary Render of a Green Glazed Terracotta 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 70 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Book_Enchant_Probability_Chart.png] | [TOKENS: 139]
File:Book Enchant Probability Chart.png Summary A table of all possible enchantments on books along with their probability based on the number of levels of experience spent. The best chances are highlighted. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 3 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Moon_cow] | [TOKENS: 391]
Moon Cow 10HP Passive Animal Adult:Height: 1.4 BlocksWidth: 0.9 Blocks Baby:Height: 0.7 BlocksWidth: 0.45 Blocks 0.25 The Moon A moon cow is a variant of a cow that spawns on the Moon. They function similar to the cow, except they walk backward and wear glass. Contents Spawning Moon cows spawn on the surface of cheese blocks on the Moon in groups of 1-5. Drops An adult moon cow drops: Killing a calf yields no items and no experience drop. Behavior A moon cow follows a player who holds wheat but stops following if separated from the player by at least six blocks. Adult moon cows enter love mode and pair off to create calves after they are given wheat, granting the player 1–7 experience orbs. The parent cows have a cooldown of five minutes before they can breed again. The growth of calves can be accelerated using wheat; each use reduces the remaining growth duration by 10%. Baby moon cows take 20 minutes to grow and follow adult cows, preferring them instead of a player holding wheat. The moon calf that results from breeding attempts to go to the nearest available block to its parent, even if no path can be found. A moon calf pathfinds to other adult cows if it is separated from its parent by more than 24 blocks. Normal calves also follow moon cows, but moon calves do not follow normal cows. Like regular cows, moon cows can be fed air to turn them into balloon cows and go back to the Earth. The glass bottles dropped by them allow the player to craft new air if they run out of it. After reaching Y=689, the cow explodes with a firework blast and gives the player Nausea II and Levitation II for 20 seconds. Sounds Moon cows use the Friendly Creatures sound category for entity-dependent sound events. Data values Trivia Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Smelting#cite_ref-MCPE-94368_8-4] | [TOKENS: 1211]
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" 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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