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[SOURCE: https://minecraft.wiki/w/Infested_Chiseled_Stone_Bricks] | [TOKENS: 877]
Infested Block Yes (64) 0.75 Stone and stone bricks: 0.75 Cobblestone: 1 Deepslate: 1.5 No No No No 9 CLAY An infested block is a stone, stone variant or deepslate block inhabited by a silverfish, which can break out if it is mined or a nearby silverfish is attacked. Infested blocks break more quickly, do not drop as items and can be safely cleaned of infestation using Silk Touch. Contents Obtaining Infested blocks are not obtainable by Silk Touch. They are available only through the Creative inventory or commands. However, they can be retained from worlds played in versions where they were legitimately obtainable. When the block is broken, whether by a player or by an explosion, a silverfish spawns where it was broken unless the difficulty is Peaceful or the game rule doTileDrops is set to false (doMobSpawning is irrelevant). Infested blocks take less time to break than their normal counterparts. When breaking them with a pickaxe, they take half as much time to break as their normal counterparts. When mined with anything other than a Silk Touch-enchanted tool, an infested block drops nothing and spawns a silverfish that immediately attacks the player. If the player attacks a silverfish directly with a sword, bow, or potion of Harming, or when a silverfish takes Poison damage, nearby infested blocks break, spawning more aggressive silverfish. If the silverfish is killed in one hit, then nearby infested blocks do not break, and no silverfish spawn from them. When mined with a tool enchanted with Silk Touch, the equivalent non-infested block is dropped without spawning a silverfish. This may be any tool (including swords), meaning a pickaxe is not required to harvest the block. Infested stone bricks are occasionally found in strongholds and igloo basements in place of normal stone bricks. Infested mossy and chiseled stone bricks also generate in igloo basements, but they do not generate naturally in strongholds. Infested cobblestone is found in the rarely generated "Fake End portal room" in woodland mansions. Infested stone and deepslate can generate in the Overworld in the form of blobs. Infested blocks attempt to generate 14 times per chunk in ore features of size 0-13‌[JE only]/0-10‌[BE only], from altitudes -64 to 63 in Java Edition or 0 to 64 in Bedrock Edition, within one of the following biomes, or within a chunk that is at least partially occupied by one of these biomes: Infested stone can replace stone, andesite, diorite, granite, tuff, and deepslate. If it replaces tuff or deepslate, it becomes infested deepslate. Infested blocks are generated when a silverfish enters the respective normal block form. Usage When mined, an infested block spawns a silverfish that immediately attacks the player. If the player attacks a silverfish directly with a sword, bow, or potion of Harming, or when a silverfish takes poison damage, nearby infested blocks break, spawning more aggressive silverfish. If the silverfish is killed in one hit, then nearby infested blocks do not break, and no silverfish spawn from them. A silverfish does not spawn if the block is destroyed by the ender dragon. Note blocks placed on infested blocks produce flute sounds‌[Bedrock Edition only] or harp sounds‌[Java Edition only], while those placed on non-infested blocks produce bass drum sounds. A player can distinguish infested blocks from their non-infested counterparts by observing that an infested block breaks faster than the block it appears to be, with or without a pickaxe. In Java Edition, using the debug screen, a player can identify whether or not a block is infested. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Bedrock Edition: Infested Deepslate: History Issues Issues relating to "Infested Block" or "Monster Egg" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Upside-downRedstone.png] | [TOKENS: 72]
File:Upside-downRedstone.png Summary A column of upside-down slabs. 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 page uses this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Smelting?action=edit&section=12] | [TOKENS: 214]
Editing Smelting (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Maps] | [TOKENS: 3276]
Map Common Yes Yes (64) A map is an item used to view explored surface terrain and players. Maps can be cloned, zoomed out and locked using a cartography table. Contents Obtaining This map only records terrain and does not show the player's location. In Bedrock Edition, a map can also be created using a single paper in a cartography table to create an empty map, or a paper and a compass for an empty locator map. When creating a new world in Bedrock Edition, the player can enable the "Starting Map" option to spawn with an empty locator map in the hotbar. This option is not available in Hardcore mode. The map's zoom scale is 1:8. In Java Edition, cartographer villagers may give players with the Hero of the Village effect an empty map. Usage Crafting a map creates an empty map. The map is drawn for the first time when it is held and used (by pressing the use item control). After conversion to a drawn map item, it starts to draw a top-down view of the player's surroundings, with North pointing to the top of the map. A pointed oval pointer indicates the player's position on the map, and moves in real-time as the player moves across the terrain shown on the map. In Bedrock Edition, this pointer is displayed exclusively on locator maps. The map does not center on the player when created; rather, the world is broken up into large invisible grid squares, and the map displays the area of whichever grid square it was in when it was first used. For example, if a player uses a new map in a certain grid square, then moves a distance away and uses another fresh map within the same grid square, both maps still have the exact same boundary. To make a map with different bounds than the first one, the player would have to move outside of the edges of the first map to enter a new grid square. This way, no two maps of the same size can ever partially overlap. However, by externally editing a map's NBT file, the center coordinate of a map can be changed to aribitrary X and Z integer coordinates, and it will work correctly. So, technically, this restriction on possible center positions only applies to map creation. To record the world on a map, that specific map must be held in either of the player's hands while the player moves around the world. The map records terrain within a 64 block radius (4 chunks) from a player in the Overworld or the End, or 32 blocks in the Nether. The map only records the surface even if the player is underground. The world is recorded as-is during exploration, meaning that if the world is modified, a player must revisit the area while holding the map to update the map. Maps display as a mini-map when held in the off-hand, or if the off-hand slot is occupied; the map is full-sized only when held in the dominant hand with both hands free. Maps can be cloned to synchronize them or framed for display. To create a custom picture, a player can make a large piece of pixel art (128×128) facing upward, center a map on it, and place that map in an item frame. Locking is recommended. See Map item format#Map Pixel Art for details on the techniques. Maps consist of square pixels arranged in a 128×128 square grid, with each pixel representing a square portion of land. A standard map represents 128×128 blocks (1 block per pixel, 8×8 chunks), but it can be zoomed out to represent up to 2048×2048 blocks (16 square blocks per pixel, 128×128 chunks). In Java Edition, the color of a map pixel generally matches the color of the most common opaque block in the corresponding area, as seen from a bird's-eye view. 'Minority blocks' in the target area have no effect on the color of the pixel, thus small features tend to be undetectable on zoomed-out maps. In Bedrock Edition, the color of a map pixel instead matches the single top-most opaque block in a grid sized by the map's scale factor. For example, a map with zoom level 3/4 has a pixel size of 8×8 blocks; this means the map reads only the top-most opaque blocks at the 0,0 coordinate, the 8,0 coordinate, the 0,8 coordinate, etcetera, ignoring all other blocks in the area. This means that in Bedrock Edition, map pixel art requires only one block per pixel regardless of map magnification. In Bedrock Edition, grass, foliage and water colors that are biome-dependent are represented accurately on a map. On land above water, a block's color is darker if placed at a lower elevation than the block north of it, or brighter if placed at a higher elevation than the block north of it. Maps also show ground up to about 15 blocks below the surface of the water as slightly lighter blue, to show where the ground rises. While maps in the Nether work, they show only a red-and-gray pattern, regardless of the blocks placed. The only useful function is finding where the player is in relation to framed copies, which show as green pointers. Additionally, the player pointer rapidly spins and is not a good indicator of direction. In Java Edition, banner markers placed in the Nether still show on the map as usual. Despite its unreliability, having a mapped trail can still be useful in some cases, such as while riding a strider over lava. Maps in the End work as usual, mapping the terrain and showing the accurate location and direction of the player. In Java Edition, holding a map from the Overworld in a different dimension shows the player's last position and direction in the Overworld. This effect is temporary, and the marker disappears after quitting and joining the world/server again. In Bedrock Edition, an Overworld locator map in the Nether shows the player's relative location and direction in the Overworld. Similarly, a Nether locator map in the Overworld shows the player's relative location in the Nether, but the place marker spins. An Overworld locator map in the End shows the world spawn. A Nether locator map cannot be used in the End — the map appears, but the place marker is not shown anywhere — and similarly, an End locator map cannot be used in the Overworld or the Nether. The place marker changes color depending on the dimension that the player is currently in (white for the Overworld, red for the Nether, and magenta for the End). A map can be zoomed out up to 4 times, increasing the covered area from 128×128 blocks up to a maximum of 2048×2048 blocks. An empty map cannot be zoomed out; it needs to be activated for the zooming to be possible. Changing the zoom level of a map resets its contents, and terrain needs to be explored again to be drawn on the zoomed out map. Locked maps cannot be zoomed out. Supplying 8 sheets of paper results in a zoomed-out version of the input map. The zooming function starts from when the map is created (zoom level 0/4) up to its fourth zoom step (zoom level 4/4). 2×2 blocks 4×4 blocks 8×8 blocks 16×16 blocks Maps are always aligned to a grid at all zoom levels. That means zooming out any different map in a specific area covered by that map always has the same center. As such, maps are aligned by map width (1024 blocks for a level 3 map) minus 64. A level 3 map generated at X=0 Z=0 covers X and Z coordinates from -64 to 959. All maps generated in this area zoom out to the same coordinates, guaranteeing that they are always 'aligned' on a map wall. For a zoomed-out map to cover a new area, it must start with a base (level 0) map that is in that new area. At zoom level 0, a map created on the point (0,0) has (0,0) at the center of the map. At higher zoom levels of the same map, the coordinate (0,0) is in the top left square of the map. In Java Edition, the zoom level and the scaling factor are displayed in the tooltip of a map by turning on advanced tooltips (a debug option that can be toggled by using the key combination F3 + H). In Bedrock Edition, the zoom level of a map is always displayed in its tooltip. A map can be cloned to create multiple synchronized copies linked to the same map data. Multiple players can hold clones of the same map to record different parts of the world simultaneously. Upon cloning a map, the parts of the world that have already been explored and mapped are copied; thereafter, newly explored areas appear on all cloned instances automatically. The resulting copies have the same zoom level as the starting map. If one of the maps is later zoomed out, then that map loses its connection to the original and functions as a completely separate map that has to be individually filled by exploring. All cloned maps stack with each other, unless renamed. Even if renamed, the mapped areas continue to remain in sync. In Bedrock Edition, both empty maps and empty locator maps may be used to clone a map. Whether the cloned maps show position markers is dependent only on the input map. For this reason, using an empty locator map instead of an empty map for cloning is a waste of a compass. Only one copy can be made at a time. The non-empty input map must be a locator map for the output to be a locator map. An empty locator map is the same as an empty map for this recipe. In Creative mode, a map in an item frame may be cloned by using pick block on it, as long as that map is not also in the player's inventory. Holding any map in Java Edition, or a locator map in Bedrock Edition, displays a white pointer that marks the position of the player and points in the same direction as the player. When a player moves out of a map, the pointer turns into a white dot which moves along the edge relative to the player's position. The marker disappears if the player is too far from the mapped area; in explorer maps, the dot becomes smaller instead of fully disappearing. The distance on the X or Z axis from the map's edge required for the dot to vanish (regular maps) or to turn smaller (explorer maps) depends on the zoom level of the map: In multiplayer, other players are displayed on the map only if they have a map in their inventory cloned from the one being looked at. Other players are marked using white pointers. Players wearing a carved pumpkin are not marked on other players' maps. In Bedrock Edition, position markers are displayed exclusively on locator maps. A map without position markers can be turned into a locator map at a later time by combining it with a compass on the crafting grid, on an anvil, or at a cartography table. Maps crafted from only paper do not show the location marker; to add it, a compass must be added to the map. The map keeps its current zoom level, and remembers all of the terrain it has mapped out. Maps crafted from only paper do not show the location marker; to add it, a compass must be added to the map. The map keeps its current zoom level, and remembers all of the terrain it has mapped out. Maps crafted with only paper do not show the location marker; to add it, a compass must be added to the map. In multiplayer, a locator map contains markers for all players who are not in Spectator mode and are not wearing a head or a carved pumpkin, even if they don't have any maps in their inventory. In the Overworld, players see themselves as a white pointer, and other players are displayed in different colors depending on the order in which they joined: the first player who joined - or the host - is light gray (looking almost identical to the regular white pointer), the second player is cyan, the third player is orange, the fourth player is light green, and so on. All players in the Nether are displayed with a red pointer, and all players in the End use a magenta pointer. If other players have a map in their inventory cloned from the one being looked at, they are displayed using white pointers. This also includes players wearing a head or a carved pumpkin, and players in Spectator mode. Players who are between 10 to 80 blocks away are displayed using the face of their skin instead of the pointer, with a border colored as described above. When a map is placed into an item frame, the map displays a green pointer at the location of the item frame (it must be a locator map in Bedrock Edition). If the player leaves a map in an item frame and then views a clone of it, the green pointer is displayed on both copies. This can be used to track waypoints. If a player holds a map whose clone is on display in an item frame, then the map in the item frame updates along with the held map. These markers work only on clones of the same map. Other maps of the same area do not show the existing markers that the player(s) had placed. The size of the item frame expands when displaying a map. This allows for combining multiple maps side-by-side to create a much larger map display that visually appears to be one continuous map. For example, a player could display four maps in a 2x2 grid on a wall; if each map is zoom level 2, the total area displayed would be 1024×1024 blocks (the same as a zoom level 3 map) but with a scaling ratio of 1:4 (the same as a zoom level 2 map), depicting much more detail than a zoom level 3 map. Unexplored areas of a framed map are transparent, making the item frame visible. In Java Edition, the player can also mark spots on a map by using a map on a placed-down banner. The mark takes the color of whatever the base color is for the banner, and if the banner was given a name using an anvil, the mark shows that name. Banner marks on a map are always oriented with their top facing north, regardless of the banner's actual orientation. If the banner is destroyed, the mark of the banner remains at first, but if the player gets closer to where the banner previously was, it disappears as the area is updated on the map. Maps can be locked when using a glass pane in a cartography table. This creates a new map containing the same data and locks it. All new copies of this new map are also locked. A locked map never changes, even when the depicted terrain changes. In Bedrock Edition, locked maps have a unique texture. Stained glass panes cannot be used to lock maps. In Bedrock Edition, a map or an empty map can be renamed at a cartography table. A renamed empty map keeps its name when activated. Unlike renaming items at an anvil, this does not cost any experience. Sounds Java Edition Bedrock Edition: Data values Java Edition: Bedrock Edition: In Bedrock Edition, maps use the following data values: Empty map: Filled map: Java Edition: Bedrock Edition: Map icons are 8×8 in Java Edition, but 16×16 in Bedrock Edition. As such, there are minor misalignment issues in Java Edition. It should be noted that even if the player used a NBT editor to add an additional icon on the map, Minecraft shows only the first one listed when the player loads up their world. Achievements History Issues Issues relating to "Map" 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/Fence] | [TOKENS: 320]
Fence A fence is a barrier block that cannot normally be jumped over, similar to a wall. Unlike a wall, a player (but not mobs) can see through the openings in a fence. Contents Variants Obtaining All types of fences can be obtained through crafting. Usage While fences appear to be a single block tall and have a hitbox height of one block, their collision box (for entities) is 1.5 blocks tall, meaning most mobs cannot jump over them without the Jump Boost status effect. They are transparent to light and have visual gaps in the model. Spiders can climb over a fence, just like any other vertical object. Camels can walk over fences. A fence occupies the center space of blocks and automatically connects to any solid block that is placed next to it. Wooden fences connect to other wooden fences, but do not connect to Nether brick fences. However, Nether brick fences connect to wooden fence gates. Mobs cannot pass between Nether brick fences and wooden fences, although players can. Additionally, if a carpet, trapdoor, moss carpet or pale moss carpet is placed above a fence, players are able to jump over the fence while other mobs are unable to, including mobs like zombies with similar attributes to players. Fences can be used to attach mobs with a lead. Block states Java Edition: Videos History This table list changes affecting both wooden and Nether brick fences. Issues Issues relating to "Fence" 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/Smelting?section=13&veaction=edit] | [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/Infested_Stone] | [TOKENS: 877]
Infested Block Yes (64) 0.75 Stone and stone bricks: 0.75 Cobblestone: 1 Deepslate: 1.5 No No No No 9 CLAY An infested block is a stone, stone variant or deepslate block inhabited by a silverfish, which can break out if it is mined or a nearby silverfish is attacked. Infested blocks break more quickly, do not drop as items and can be safely cleaned of infestation using Silk Touch. Contents Obtaining Infested blocks are not obtainable by Silk Touch. They are available only through the Creative inventory or commands. However, they can be retained from worlds played in versions where they were legitimately obtainable. When the block is broken, whether by a player or by an explosion, a silverfish spawns where it was broken unless the difficulty is Peaceful or the game rule doTileDrops is set to false (doMobSpawning is irrelevant). Infested blocks take less time to break than their normal counterparts. When breaking them with a pickaxe, they take half as much time to break as their normal counterparts. When mined with anything other than a Silk Touch-enchanted tool, an infested block drops nothing and spawns a silverfish that immediately attacks the player. If the player attacks a silverfish directly with a sword, bow, or potion of Harming, or when a silverfish takes Poison damage, nearby infested blocks break, spawning more aggressive silverfish. If the silverfish is killed in one hit, then nearby infested blocks do not break, and no silverfish spawn from them. When mined with a tool enchanted with Silk Touch, the equivalent non-infested block is dropped without spawning a silverfish. This may be any tool (including swords), meaning a pickaxe is not required to harvest the block. Infested stone bricks are occasionally found in strongholds and igloo basements in place of normal stone bricks. Infested mossy and chiseled stone bricks also generate in igloo basements, but they do not generate naturally in strongholds. Infested cobblestone is found in the rarely generated "Fake End portal room" in woodland mansions. Infested stone and deepslate can generate in the Overworld in the form of blobs. Infested blocks attempt to generate 14 times per chunk in ore features of size 0-13‌[JE only]/0-10‌[BE only], from altitudes -64 to 63 in Java Edition or 0 to 64 in Bedrock Edition, within one of the following biomes, or within a chunk that is at least partially occupied by one of these biomes: Infested stone can replace stone, andesite, diorite, granite, tuff, and deepslate. If it replaces tuff or deepslate, it becomes infested deepslate. Infested blocks are generated when a silverfish enters the respective normal block form. Usage When mined, an infested block spawns a silverfish that immediately attacks the player. If the player attacks a silverfish directly with a sword, bow, or potion of Harming, or when a silverfish takes poison damage, nearby infested blocks break, spawning more aggressive silverfish. If the silverfish is killed in one hit, then nearby infested blocks do not break, and no silverfish spawn from them. A silverfish does not spawn if the block is destroyed by the ender dragon. Note blocks placed on infested blocks produce flute sounds‌[Bedrock Edition only] or harp sounds‌[Java Edition only], while those placed on non-infested blocks produce bass drum sounds. A player can distinguish infested blocks from their non-infested counterparts by observing that an infested block breaks faster than the block it appears to be, with or without a pickaxe. In Java Edition, using the debug screen, a player can identify whether or not a block is infested. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Bedrock Edition: Infested Deepslate: History Issues Issues relating to "Infested Block" or "Monster Egg" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Stone_Bricks_JE3_BE2.png] | [TOKENS: 191]
File:Stone Bricks JE3 BE2.png Summary Render of a Stone Bricks block. Minecraft's textures No information available. Please correct this! This file represents the Stone Bricks block as it was at a particular point in the game. It should be used in areas such as history sections where the file should not change to match the latest version of the game. Do not overwrite it with changes made in later versions of the game, instead upload it as a separate file and add it to the table below. For areas which should always show the latest version, use the redirect (File:Stone Bricks.png), which should be updated to point to the latest revision. 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 77 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/Smelting?action=edit&section=13] | [TOKENS: 214]
Editing Smelting (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Smelting?action=edit&section=14] | [TOKENS: 214]
Editing Smelting (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Iron_Bars_(EW)_JE7.png] | [TOKENS: 67]
File:Iron Bars (EW) JE7.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 54 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Lava_sea] | [TOKENS: 1290]
Terrain features This page lists generated terrain features that are created as part of the world generation. Contents Overworld Hills can contain extreme slopes, cliffs, and caves. On an amplified world, hills are extremely common in all biomes except oceans. Mountains are high elevation terrain that has jagged peaks and higher land. Cliffs are steep vertical slopes that can sometimes generate beside an ocean or a big lake. Fjords happen when rivers cut through high-medium elevation terrain. Rivers are deeper here than usual. Floating islands are structures that float in mid-air. Floating islands are normally just small chunks of floating dirt and stone found near cliffs, but on rare occasions they can be large structures that even have springs and trees on them. Floating islands are most frequently found in windswept hills biomes and their variants, as well as windswept savannas. Noise caves are generated using a noise. They come in the form of cheese caves, spaghetti caves, and noodle caves. By adjusting noise frequency, hollowness (for cheese caves), and thickness (for spaghetti caves, noodle caves, and noise pillars), noise caves can vary in extremely diverse ways. When generating noise caves, the game firstly generates a random noise field, and "smudges" it using a mathematical trick called Perlin noise. These processes then result in a 3D noise image. Noise pillars also generate inside cave blobs. Noise caves are a part of the base terrain generation, and so do not intersect generated structures or mineral deposits. They are typically decorated with biome-specific features and decoration such as grass, sand, snow, or trees at higher y-levels, or dripstone pillars or clay deltas at lower y-levels. This is important, as cave noise is dually used to generate important Overworld terrain features such as overhangs or floating islands on the surface. The uppermost layers of the terrain are converted to a biome-dependent material: usually grass blocks and dirt, or sand in deserts and beaches. Podzol is found in giant tree taiga, mycelium in mushroom field biomes, and red sand is found in the badlands biome. Sandstone is generated under the sand. In older versions of Minecraft, instead of being converted to dirt or sand, the top layer is stripped away, leaving an 'erosion' (aka. 'basin') of bare stone. Commonly, minerals can be found in these, generally coal ore and iron ore. If generated in a Badlands biome, gold ore can also be seen. Erosions appear in all dimensions. Due to a bug, this no longer occurs except in frozen oceans. Strips are long stretches of blocks in certain biomes that replace the typical surface materials in these biomes. They can occur in stony shore biomes as strips of gravel, in stony peaks biomes as strips of calcite, in frozen peaks biomes as strips of packed ice, as well as in grove and snowy slopes biomes as strips of powder snow. Hoodoos are tall spike-like structures found in badlands, consisting of six colors of terracotta. While this structure is found exclusively in eroded badlands, all badlands biomes actually have this structure, but set to false except for eroded badlands and can occasionally pass altitude layer 100. A large iceberg is a large terrain feature composed of packed ice and snow blocks. There is also a smaller feature known as a cone iceberg. Large icebergs generate in frozen oceans and deep frozen oceans. They consist of packed ice, and can be topped with snow blocks. Icebergs generate in a wide variety of shapes and sizes, ranging from small islands to giant mountain-like icebergs. They can also generate with cave-like holes (these might be related to the carved recesses in cone icebergs) ​[more information needed] in them, which sometimes pass through to the other side of the iceberg. There are often blue ice features attached to them. The Nether Lava seas are found at and below y-level 31 in the Nether. They make a large portion of the Nether and are extremely common. They can stretch for hundreds of blocks in any direction, and are usually bordered by netherrack, or occasionally soul sand, gravel, and/or magma blocks. Striders can spawn in lava seas. Unlike with Overworld oceans, lava seas are not handled as a biome. In the Nether, erosions generate the same size and shape as they do in the Overworld. Unlike their Overworld counterparts, however, Nether erosions replace the ground with netherrack instead of stone. Nether erosions can also expose ores, mainly Nether quartz ore and Nether gold ore. Notably, erosions generate independent of the y-coordinate; if an erosion generates in an overhang in the Nether, an identical erosion is guaranteed to generate at the exact same x and z coordinates on the ground below such an overhang. The End The center of the End is a large, asteroid-like island composed entirely of End stone, floating in the void. It features the exit portal in the center, surrounded by 10 End spikes in a circle. The island is home to the ender dragon, and serves as the arena where it is fought. At a distance of 1000 blocks away, an endless expanse of additional islands begins, away from the main island. These consist of large islands, about the size of the main island, and smaller ones, which are usually thin and small. The outer End islands are found 1000 blocks away from the central island. They vary in size from large islands to smaller "mini islands". Generated structures such as End cities and End ships spawn here, along with chorus trees and erosions. The player can be taken to the End islands through the End gateway. The obsidian platform is a square of obsidian that generates when an entity enters the End. Erosions generate in the End as they would in the Overworld and the Nether but they never expose any ores. End erosions may generate on both the central island and outer islands, and chorus trees can occasionally take root in the erosions. History Issues Issues relating to "Terrain features" are maintained on the bug tracker. Issues should be reported and viewed there. Videos References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Infested_Stone_Bricks] | [TOKENS: 877]
Infested Block Yes (64) 0.75 Stone and stone bricks: 0.75 Cobblestone: 1 Deepslate: 1.5 No No No No 9 CLAY An infested block is a stone, stone variant or deepslate block inhabited by a silverfish, which can break out if it is mined or a nearby silverfish is attacked. Infested blocks break more quickly, do not drop as items and can be safely cleaned of infestation using Silk Touch. Contents Obtaining Infested blocks are not obtainable by Silk Touch. They are available only through the Creative inventory or commands. However, they can be retained from worlds played in versions where they were legitimately obtainable. When the block is broken, whether by a player or by an explosion, a silverfish spawns where it was broken unless the difficulty is Peaceful or the game rule doTileDrops is set to false (doMobSpawning is irrelevant). Infested blocks take less time to break than their normal counterparts. When breaking them with a pickaxe, they take half as much time to break as their normal counterparts. When mined with anything other than a Silk Touch-enchanted tool, an infested block drops nothing and spawns a silverfish that immediately attacks the player. If the player attacks a silverfish directly with a sword, bow, or potion of Harming, or when a silverfish takes Poison damage, nearby infested blocks break, spawning more aggressive silverfish. If the silverfish is killed in one hit, then nearby infested blocks do not break, and no silverfish spawn from them. When mined with a tool enchanted with Silk Touch, the equivalent non-infested block is dropped without spawning a silverfish. This may be any tool (including swords), meaning a pickaxe is not required to harvest the block. Infested stone bricks are occasionally found in strongholds and igloo basements in place of normal stone bricks. Infested mossy and chiseled stone bricks also generate in igloo basements, but they do not generate naturally in strongholds. Infested cobblestone is found in the rarely generated "Fake End portal room" in woodland mansions. Infested stone and deepslate can generate in the Overworld in the form of blobs. Infested blocks attempt to generate 14 times per chunk in ore features of size 0-13‌[JE only]/0-10‌[BE only], from altitudes -64 to 63 in Java Edition or 0 to 64 in Bedrock Edition, within one of the following biomes, or within a chunk that is at least partially occupied by one of these biomes: Infested stone can replace stone, andesite, diorite, granite, tuff, and deepslate. If it replaces tuff or deepslate, it becomes infested deepslate. Infested blocks are generated when a silverfish enters the respective normal block form. Usage When mined, an infested block spawns a silverfish that immediately attacks the player. If the player attacks a silverfish directly with a sword, bow, or potion of Harming, or when a silverfish takes poison damage, nearby infested blocks break, spawning more aggressive silverfish. If the silverfish is killed in one hit, then nearby infested blocks do not break, and no silverfish spawn from them. A silverfish does not spawn if the block is destroyed by the ender dragon. Note blocks placed on infested blocks produce flute sounds‌[Bedrock Edition only] or harp sounds‌[Java Edition only], while those placed on non-infested blocks produce bass drum sounds. A player can distinguish infested blocks from their non-infested counterparts by observing that an infested block breaks faster than the block it appears to be, with or without a pickaxe. In Java Edition, using the debug screen, a player can identify whether or not a block is infested. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Bedrock Edition: Infested Deepslate: History Issues Issues relating to "Infested Block" or "Monster Egg" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Iron_Door_JE5.png] | [TOKENS: 64]
File:Iron Door JE5.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 58 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/Central_island] | [TOKENS: 1290]
Terrain features This page lists generated terrain features that are created as part of the world generation. Contents Overworld Hills can contain extreme slopes, cliffs, and caves. On an amplified world, hills are extremely common in all biomes except oceans. Mountains are high elevation terrain that has jagged peaks and higher land. Cliffs are steep vertical slopes that can sometimes generate beside an ocean or a big lake. Fjords happen when rivers cut through high-medium elevation terrain. Rivers are deeper here than usual. Floating islands are structures that float in mid-air. Floating islands are normally just small chunks of floating dirt and stone found near cliffs, but on rare occasions they can be large structures that even have springs and trees on them. Floating islands are most frequently found in windswept hills biomes and their variants, as well as windswept savannas. Noise caves are generated using a noise. They come in the form of cheese caves, spaghetti caves, and noodle caves. By adjusting noise frequency, hollowness (for cheese caves), and thickness (for spaghetti caves, noodle caves, and noise pillars), noise caves can vary in extremely diverse ways. When generating noise caves, the game firstly generates a random noise field, and "smudges" it using a mathematical trick called Perlin noise. These processes then result in a 3D noise image. Noise pillars also generate inside cave blobs. Noise caves are a part of the base terrain generation, and so do not intersect generated structures or mineral deposits. They are typically decorated with biome-specific features and decoration such as grass, sand, snow, or trees at higher y-levels, or dripstone pillars or clay deltas at lower y-levels. This is important, as cave noise is dually used to generate important Overworld terrain features such as overhangs or floating islands on the surface. The uppermost layers of the terrain are converted to a biome-dependent material: usually grass blocks and dirt, or sand in deserts and beaches. Podzol is found in giant tree taiga, mycelium in mushroom field biomes, and red sand is found in the badlands biome. Sandstone is generated under the sand. In older versions of Minecraft, instead of being converted to dirt or sand, the top layer is stripped away, leaving an 'erosion' (aka. 'basin') of bare stone. Commonly, minerals can be found in these, generally coal ore and iron ore. If generated in a Badlands biome, gold ore can also be seen. Erosions appear in all dimensions. Due to a bug, this no longer occurs except in frozen oceans. Strips are long stretches of blocks in certain biomes that replace the typical surface materials in these biomes. They can occur in stony shore biomes as strips of gravel, in stony peaks biomes as strips of calcite, in frozen peaks biomes as strips of packed ice, as well as in grove and snowy slopes biomes as strips of powder snow. Hoodoos are tall spike-like structures found in badlands, consisting of six colors of terracotta. While this structure is found exclusively in eroded badlands, all badlands biomes actually have this structure, but set to false except for eroded badlands and can occasionally pass altitude layer 100. A large iceberg is a large terrain feature composed of packed ice and snow blocks. There is also a smaller feature known as a cone iceberg. Large icebergs generate in frozen oceans and deep frozen oceans. They consist of packed ice, and can be topped with snow blocks. Icebergs generate in a wide variety of shapes and sizes, ranging from small islands to giant mountain-like icebergs. They can also generate with cave-like holes (these might be related to the carved recesses in cone icebergs) ​[more information needed] in them, which sometimes pass through to the other side of the iceberg. There are often blue ice features attached to them. The Nether Lava seas are found at and below y-level 31 in the Nether. They make a large portion of the Nether and are extremely common. They can stretch for hundreds of blocks in any direction, and are usually bordered by netherrack, or occasionally soul sand, gravel, and/or magma blocks. Striders can spawn in lava seas. Unlike with Overworld oceans, lava seas are not handled as a biome. In the Nether, erosions generate the same size and shape as they do in the Overworld. Unlike their Overworld counterparts, however, Nether erosions replace the ground with netherrack instead of stone. Nether erosions can also expose ores, mainly Nether quartz ore and Nether gold ore. Notably, erosions generate independent of the y-coordinate; if an erosion generates in an overhang in the Nether, an identical erosion is guaranteed to generate at the exact same x and z coordinates on the ground below such an overhang. The End The center of the End is a large, asteroid-like island composed entirely of End stone, floating in the void. It features the exit portal in the center, surrounded by 10 End spikes in a circle. The island is home to the ender dragon, and serves as the arena where it is fought. At a distance of 1000 blocks away, an endless expanse of additional islands begins, away from the main island. These consist of large islands, about the size of the main island, and smaller ones, which are usually thin and small. The outer End islands are found 1000 blocks away from the central island. They vary in size from large islands to smaller "mini islands". Generated structures such as End cities and End ships spawn here, along with chorus trees and erosions. The player can be taken to the End islands through the End gateway. The obsidian platform is a square of obsidian that generates when an entity enters the End. Erosions generate in the End as they would in the Overworld and the Nether but they never expose any ores. End erosions may generate on both the central island and outer islands, and chorus trees can occasionally take root in the erosions. History Issues Issues relating to "Terrain features" are maintained on the bug tracker. Issues should be reported and viewed there. Videos References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Outer_islands] | [TOKENS: 1914]
The End The End is a dark, void-like, and space-like dimension consisting of separate islands in the void, made out of End stone. It is inhabited by endermen and shulkers. The ender dragon also spawns when the player first arrives. The End is often considered the final goal of Minecraft, and is usually the last dimension a player will travel to. The ender dragon is considered the final boss, and it is necessary to defeat it to return to the Overworld without dying, "beat" the game, and see the End Poem. Contents Accessing To access the End, the player must go through the process of finding a stronghold using eyes of ender, finding the portal room, and activating the End portal in the End portal room. The room consists of a 5×5 square of End portal frames, with the corners cut out, making a total of 12. The portal hangs over a lava pool, with a staircase leading up to it. A silverfish spawner sits on top of the staircase. The player can activate the portal by filling the 12 End portal frames each with an eye of ender. Each frame block has a 10% chance of generating with an eye in it. Once all the eyes of ender are placed, the portal activates and emits a loud noise. As soon as it is activated, the portal destroys all blocks in the central 3×3 square, including bedrock or another portal frame, and replaces them with the End portal blocks that can teleport an entity into the End dimension. Upon jumping into the portal, the player immediately arrives in the End (x: 100, z: 0), along with any prior entities that may have teleported. If cheats are enabled, players can also teleport to the End without using an End portal: the command /execute in the_end allows the player to select their teleportation destination in the End directly. Environment The End consists of one large island surrounded at a distance by many smaller islands, all mainly composed of End stone. There is a gap between the central island and the outer islands of about 1000 blocks with nothing but the void. The starless "sky" and the void of the End are both composed of a blank, static pattern (see End sky), colored slightly purple with Vibrant Visuals. The daylight cycle is absent in the End, similar to the Nether, being replaced by a constant dim light. In Bedrock Edition with Vibrant Visuals enabled and in Java Edition, the sky periodically flashes and emits purple light while also producing sounds. The purple light acts as sky light. The weather cycle does not exist in the End, meaning there is no rain, snowfall, or thunderstorms. Most items and blocks function in the End exactly as they do in the Overworld, with a few notable exceptions: There are 5 biomes that make up the End in Java Edition. Beds and respawn anchors still explode if the biome is set in the Overworld. In Bedrock Edition, all End biomes are classified as a single biome, which is the_end. There are currently 9 features or generated structures in The End: All players begin their exploration of the End with the main island. Unlike Nether portals, entering the End portal instantly teleports the player to the End, giving no time to back out. Upon arrival in the End, the player is placed on a 5×5×1 obsidian platform with three layers of air blocks above it. If there are any blocks in a three-block space above the platform, they are destroyed when a player enters an End portal. The platform can generate on the island, within it, or at a short distance from it, close enough to throw an ender pearl to reach the island. It always generates centered on the coordinates (100, 49, 0) with the player facing west. Once the player enters the End, the only way back (without prior setup) is to die or defeat the ender dragon. The dragon spawns naturally and flies around above ten towers of obsidian arranged in a circle around the central exit portal, which activates when the dragon is killed. On top of each tower lies an End crystal. Some of the crystals are protected by cages of iron bars. These crystals heal the dragon but can be destroyed by hitting them (even with projectiles). Destroying the crystal while the dragon is healing damages the dragon. Once defeated, the dragon goes to the exit portal at (0, 64, 0), rises into the sky, and disintegrates, with bright beams of light flashing from its body. It then explodes, drops 12,000 (first dragon) or 500 (all subsequent dragons) experience orbs, activates the exit portal, and generates one End gateway (first 20 dragons only). This gives the player access to the End's outer islands. Atop the exit portal lie four torches and the dragon egg. After the dragon is killed, it can be respawned an unlimited number of times by placing four End crystals on the sides of the exit portal. Respawning the ender dragon regenerates any obsidian pillar blocks previously mined by the player, as well as the torches on the exit portal. However, the dragon egg does not regenerate when a respawned ender dragon is killed. Once the player enters the exit portal, the "End Poem" is displayed, thereby "completing" the game. The player then respawns wherever the spawn point is set in the Overworld or in the Nether and may return to the End through the same portal (or a different portal from another stronghold); the End remains in the same state as the player left it. The obsidian platform is regenerated each time a player enters the End, meaning that any blocks or block entities placed in the 5×5×4 space on or above the platform are destroyed and replaced with obsidian and air blocks. The End's outer islands are more diverse than the main island. When a player enters one of the End gateways that generate after killing the dragon, they are instantly teleported over the ~1000 block void to the outer islands. These gateway portals are easiest to enter through the use of ender pearls, due to the one block tall gap between the bedrock blocks, but can also be entered by placing water and swimming through, using a trapdoor or piston to force the player to crawl, or with skilled use of a pair of elytra. The outer islands vary in size. There are occasional "mini islands" in the gaps between the larger ones, generally with nothing on them (occasionally they generate End gateways that return the player to the obsidian platform). The larger islands can also vary in size but are generally a hundred to several hundred blocks wide. The gaps between these islands are generally short enough that players can travel between them via ender pearls. These outer islands generate up to the world boundary. Some are topped with a forest of chorus trees that may be harvested for its chorus fruit, and perhaps chorus flowers, to grow it in the Overworld. The player may find End cities (which may generate ships with them) on these islands, which hold exclusive loot. Elytra and the dragon head can only be found on the End ships. In Java Edition, due to a bug, the outer End islands generate in multiple concentric rings. The first ring ends at ±370,720 blocks laterally from (0, 0), cutting off terrain generation in a donut shape. It continues empty, but the second ring starts at ±524,288 blocks, then disappears again at ±642,112 blocks and comes back at ±741,455 blocks. It continues like this all the way until the world boundary, getting closer and closer. This is a hard limit caused by an arithmetic overflow when calculating the squared distance from the origin. Outer End islands can spawn at a set of coordinates (X,Z) if and only if they satisfy both sin⁡(X2+Z243748131634) and X2+Z2−1,000,000 are greater than zero. Interestingly, each of the rings supporting outer island generation has the same area. The player can only access the first to 6,548th rings due to the world boundary. The End is home to three naturally spawning mobs, with one additional related mob: Naturally generated includes blocks that are created through the world seed and always generate no matter what. These blocks are created through a combination of events that lead these blocks to be placed by natural causes such as summoning the ender dragon, not by the player. These blocks and entities are only generated as part of End cities, when the "generated structures"‌[Java Edition only] option is on. Technical information In Java Edition, the End is stored in .minecraft/saves/worldname/DIM1. Deleting this folder resets the End, so that all player-made changes and buildings in that dimension are undone. In Bedrock Edition, the com.mojang/minecraftWorlds/world ID/db folder contains several collections of chunks. Some of these files are used for the End, but it is impossible to tell which ones simply by reading the file name. Achievements Advancements Videos History Issues Issues relating to "The End" 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/File:Grasscolor.png] | [TOKENS: 63]
File:Grasscolor.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 4 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:Jigsaw_Block_(S)_JE3_BE2.png] | [TOKENS: 70]
File:Jigsaw Block (S) JE3 BE2.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 56 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:Foliage.png] | [TOKENS: 62]
File:foliage.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 6 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/Slab?section=9&veaction=edit] | [TOKENS: 833]
Slab A slab is a half-height version of its respective block. Contents Variants There are 61 variants of slabs: Obtaining All slabs have the same crafting recipe format, with one block resulting in two slabs each. All slabs except wooden slabs and bamboo mosaic slabs can be obtained by stonecutting, at the same rate as with crafting. Usage Slabs can occupy either the top half or the bottom half of a block, or both: Slabs cannot be oriented vertically. In Bedrock Edition a single slab (top or bottom) is transparent to light and diffuses sky light, while a double slab is opaque. The empty half of a slab block is also transparent to mobs, unlike other transparent blocks such as fences and glass, which players can see through but mobs cannot. A bottom placed on top of a hopper is transparent to items; the items fall through the bottom slab into the hopper. Without a hopper attached below, a bottom slab behaves as a solid surface. Falling block entities (like sand, gravel, and concrete powder) turn into their dropped form if they land on a bottom slab, as when they fall on a torch. Mobs see a slab as a full block when pathfinding. They can spawn on top slabs and double slabs, but not on bottom slabs. This can be used to prevent mob spawning in certain areas, such as mob farms. Generally, the top face of top slabs, the bottom face of bottom slabs, and all faces of double slabs are handled as solid blocks. Due to this, blocks that require a solid surface for placement can be placed on these faces. Double slabs are handled as a single block instead of two different slabs; as such, breaking one destroys the whole block and drops two slabs, as opposed to breaking only one slab within the same block-space. "Double slabs" that are not aligned to the grid (i.e. a bottom slab on top of a top slab) are handled as separate blocks and are broken individually. Redstone dust placed on a top slab receives signals from redstone dust one block lower and adjacent, but cannot transmit signals down to that block. Due to the way blast rays propagate from an explosion, bottom slabs provide extremely effective absorption to explosions directly on top of them. In some cases, only the slab is destroyed from a TNT explosion directly on top of it. Explosions from end crystals and creepers are also weakened. Sneaking reduces the player's hitbox height to 1.5 blocks, allowing the player to fit through such a gap (for example, walking over a bottom slab with one block of air above it, or in a two block high tunnel with an upper slab on the ceiling). A player cannot walk from a block of soul sand directly up to a bottom slab without jumping – this applies not just to soul sand, but to any block 7⁄8 of a block high or shorter, because the maximum step height of the player is 0.6 of a block. The player can walk off a bottom slab while sneaking, because the sneaking prevents falling only when the distance is higher than one half block. If a single slab is placed in a water source block, or water is placed onto a single slab using a water bucket, the empty half of that slab's block is waterlogged. If a slab is placed in flowing water, a pocket of air is created in the unfilled half of the block. If the player's head is in this pocket, the player can breathe and see as clearly as from an air block. In Java Edition, if a single slab is placed in between two water sources or waterlogged blocks, the slab becomes waterlogged. A minecart on powered rails is not repelled by a slab, although it is repelled by a slab with a minecart on top. Block states Java Edition: Bedrock Edition: History Gallery Issues Issues relating to "Slab" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Jukebox_JE2_BE2.png] | [TOKENS: 105]
File:Jukebox JE2 BE2.png Summary Render of a Jukebox block. 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 More than 100 pages use this file. The following list shows the first 100 pages that use this file only. A full list is available. View more links to this file. Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Category:Experimental] | [TOKENS: 64]
Category:Experimental This page lists articles and sections under the Experimental Gameplay features, via the {{Experimental}} template. Subcategories This category has the following 7 subcategories, out of 7 total. Pages in category "Experimental" The following 21 pages are in this category, out of 21 total. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Slab?action=edit&section=10] | [TOKENS: 224]
Editing Slab (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 3 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Jungle_Door_JE5.png] | [TOKENS: 65]
File:Jungle Door JE5.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 51 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Edition_beta_1.19.60.20] | [TOKENS: 269]
Bedrock Edition Preview 1.19.60.20 Bedrock Edition Windows, Android, Xbox - November 23, 2022 Windows: 1.19.6020.0Xbox One: 1.19.6020.70Android: 1.19.60.20 Preview 1.19.60 ServerWindows Linux 561 Preview 1.19.60.22 ► Beta 1.19.60.20 (Android) or Preview 1.19.60.20 (Windows, Xbox) is the first beta/Preview version for Bedrock Edition 1.19.60, released on November 23, 2022, which adds new spawn eggs, piglin heads, blocks of bamboo, and fixes bugs. Contents Additions Spawn Eggs Particle Effects Changes Spawn Eggs Actor Filters Molang AI Goals Experimental These additions and changes are accessible by enabling the "Beta APIs" and "Next Major Update" experimental toggle. Block of bamboo and Stripped Block of Bamboo Piglin Mob Head Bamboo Fence Bamboo Planks Chiseled Bookshelf Hanging Signs Note Block Scaffolding Camel Boats and boat with chests API JSON Synchronization Fixes Android Blocks Gameplay Graphical Mobs Villager Particle Effects Player Stability and Performance Text Fields Touch Controls User Interface Vanilla Parity Graphical Commands References Navigation Navigation menu
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