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[SOURCE: https://minecraft.wiki/w/Experiments#Add-on_creators] | [TOKENS: 472]
Experiments Experiments (also known as Experimental Gameplay or Experimental Features in Bedrock Edition) are data packs in Java Edition or game options in Bedrock Edition. When an experiment is enabled, it allows players to test some experimental, unfinished, or work-in-progress features that may or may not eventually be released in future updates. Contents Toggling Experiments are found in the world options when creating or editing‌[Bedrock Edition only] a world. When turning an experiment on an existing world, a copy of the world is created automatically. In Bedrock Edition, turning an experiment on disables achievements for the world. Once the world is created with an experiment on, the experiment cannot be turned off again. Worlds with the experiments on have an "Experimental" tag next to the game mode name in the world menu. Experiments can be enabled for servers by editing the server.properties file‌[Java Edition only] before generating a world by adding the ID of the experiment to the initial-enabled-packs field in the form of a comma-separated list. For example, this is how Minecart Improvements can be enabled in server.properties: Features may be enabled retroactively to already existing worlds by editing the level.dat file in a specialized editor.​[more information needed] Warnings The point of experiments is for the player to look at some not-quite-finished or experimental features, which could crash, break, change, or stop working at any point in future updates. When the player attempts to load the experimental world, it shows a warning message before loading it. Attempting to disable the experiments toggle via external tools could also crash and break the world. It is recommended to create backup copies of the world before enabling any experiments to avoid breaking the world and having issues in future updates. Java Edition In Java Edition, experiments are built into data packs that can be enabled when creating a world. Java Edition features the following experiments: Bedrock Edition In Bedrock Edition, experiments sets of features that can be toggled in the world options menu, some of them are in internal behavior packs or resource packs. Experiments are split into two categories: "Gameplay" and "Add-On Creators." Change the way your world works For creators of game packs and other add-ons Features from removed experiments are now all available in regular gameplay. History References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Jungle_Leaves.png] | [TOKENS: 63]
File:Jungle Leaves.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 25 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/Add-on?action=edit] | [TOKENS: 227]
Editing Add-on 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 4 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Diamond_Leggings] | [TOKENS: 487]
Diamond Leggings Adult model Baby model​[upcoming First Drop 2026] Common 6 () 2 () JE: 495BE: 496 10 0 Yes No Diamond leggings are a variant of leggings crafted from diamonds. They are the second-highest tier of leggings, having higher armor points, armor toughness, durability, and enchantability than iron leggings. They can be upgraded into netherite leggings using a netherite ingot and netherite upgrade at a smithing table. Contents Obtaining Zombies, husks, skeletons, strays, and bogged have an extremely small chance to spawn wearing diamond armor. There is a 8.5% chance (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) for the mob to drop the leggings they're wearing upon death unless they are spawned from an ominous trial spawner. The dropped leggings are usually badly damaged, and may be enchanted with enchantment levels 5-19. Usage When worn, diamond leggings provide 6 () armor points and 2 () armor toughness. Two damaged diamond leggings can be combined through crafting or using the grindstone. The durability of the used diamond leggings are added together, plus an extra 5% durability. Both the crafting table and grindstone methods do not keep the enchantments of either leggings. Diamond leggings can also be repaired in an anvil by adding diamonds, with each diamond restoring 25% of the leggings' maximum durability, rounded down. Two leggings of the same tier can also be combined in an anvil. Both methods using the anvil preserves the leggings' enchantments. A leggings can receive the following enchantments: It is possible to upgrade armor with trims. This requires a smithing template, a leggings, and an ingot or crystal (iron ingot, copper ingot, gold ingot, netherite ingot, emerald, redstone dust, lapis lazuli, amethyst shard, nether quartz, diamond, or resin brick). These trims have no effect on the gameplay or strength of the armor. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Advancements History Issues Issues relating to "Diamond Leggings" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Birch_(colormap).png] | [TOKENS: 74]
File:Birch (colormap).png Summary Colormap used in Bedrock Edition to determine the color of birch leaves, found in vanilla resource pack 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): Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Evergreen.png] | [TOKENS: 50]
File:Evergreen.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 2 pages use this file (also see what links to it): Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Jungle_Sapling_JE7_BE2.png] | [TOKENS: 112]
File:Jungle Sapling JE7 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 53 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Jungle_Shelf_JE1_BE2.png] | [TOKENS: 87]
File:Jungle Shelf JE1 BE2.png Summary No information available. Please correct this! No information available. Please correct this! See below. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 30 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/Special:TalkPage/Slab] | [TOKENS: 1097]
Talk:Slab Contents Seamless Double Slabs and 1.13 When the smooth stone double slab was re-implemented, along with the smooth sandstone double slab and smooth quartz double slab, all the other stone slabs (old wood, cobblestone, bricks, stone bricks and nether bricks) also got "seamless" variants (with data values 10-14, respectively), though they appeared identical to their normal counterparts in-game. In more recent versions, it has been possible to alter the appearance of these separately from their normal counterparts by modifying their blockstate files, and a few resource packs do take advantage of this feature. However, in the 1.13 snapshots, those five variants have been removed. If they exist in a world, they will turn into the normal double slab counterparts of themselves. Granted, they've been restricted to /setblock only for a while, but that hasn't stopped people from using them. I don't know if it's significant enough to be worth mentioning in the article, though. - Princessnightmoon (talk) 12:19, 27 March 2018 (UTC)Reply Weird slab behaviour in Survival Test As you can see, slabs have weird behaviour when placed on top of one another. The video is in 0.27_ST but it is the same in 0.30. When was this removed and should this be mentioned somewhere? – Nixinova 04:59, 19 May 2018 (UTC)Reply New slabs in Bedrock Edition What exactly looks different about the new slabs added in Bedrock 1.9? I've looked at them in-game and they don't seem different from Java. Velentos (talk) 14:50, 26 February 2019 (UTC)Reply petrified oak There are petrified oak slabs, but I can't find anything else about petrified oak anywhere. Where does the material for this slab come from? Or are they generated in construction somewhere? 174.20.21.130 00:03, 1 March 2019 (UTC)Reply Iron golem spawn interaction with slabs in Bedrock The article says "In Bedrock Edition, iron golems do not spawn even on a top slab." I added a 'verify' template on that because in my observation (not thoroughly tested), a slab doesn't prevent an iron golem from spawning. Often, the golem doesn't appear to spawn on the slab, but rather in the slab. I don't have Java Edition, only Bedrock, but I notice that Iron Golem § Villages says about Java Edition: "Iron golems can spawn inside transparent blocks, stairs, carpets and half-slabs as long as there is a full block underneath them." Bedrock Edition 1.11.0 changed the spawning rules about the volume in which an iron golem spawns. Apparently the types of surfaces it can spawn on were changed also. This is a key bit of information to get correct. Iron golem farms all broke in the 1.11 update when the spawn rules changed to rely on beds and the definition of the village center. Survival-mode farm designs need a way to prevent iron golems from spawning inside the area where beds are... and apparently laying slabs on the floor is no longer sufficient; you may need to dig out underneath the slabs a bit. ~ Amatulic (talk) 20:49, 30 October 2019 (UTC)Reply End Stone Brick Slab blast resistance It seems like End Stone Brick Slabs should have 9 blast resistance, instead of the 6 for other stone slabs. From some very simple testing they do seem stronger. Could we mention this on the page, if anyone can confirm? (And maybe double-check sandstone slabs, though they seem to match stone still.) --101.173.8.215 14:44, 21 March 2020 (UTC)Reply Blackstone Slab on Bedrock In Bedrock Edition, I've noticed that the blackstone slabs (including double blackstone slabs) have the side texture on all sides. Can we get a render of it? I'll move the file to just JE1 as well -FezEmerald (Talk to me|See what I've been up to) 16:01, 24 June 2020 (UTC)Reply Fake Wooden Slabs? Is there even Fake Wooden Slabs? If so how do you obtain it? - Melvintnh327 (talk) 13:29, 16 January 2021 (UTC)Reply yo we need the tuff related blocks now renders for tuff, polished tuff & tuff brick slabs from 23w43a are missing--The Dab Master (talk) 19:04, 25 October 2023 (UTC)Reply Putting all slab pages togheter So just like the logs or planks they are merged togheter but should we do it to this one? Lolo1010hp (talk) 15:54, 5 October 2024 (UTC)Reply Feedback (Sun, 10 Aug 2025 20:07:35 UTC) Feedback (Wed, 28 Jan 2026 17:40:18 UTC) Navigation menu
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[SOURCE: https://minecraft.wiki/w/Leather_Horse_Armor] | [TOKENS: 447]
Leather Horse Armor Java Edition Bedrock Edition Common 3 () 0 () Yes No Leather horse armor is the weakest tier of horse armor. It is the only type that is craftable. Similarly to leather armor, leather horse armor can be dyed and protects the wearer from freezing. Contents Obtaining Usage Only regular adult horses and zombie horses can wear leather horse armor; baby horses, donkeys, mules and skeleton horses cannot be equipped with armor. Leather horse armor can be equipped to a horse either by manually placing it in its respective slot () in the horse’s inventory, or by pressing Use on the horse while holding it. The leather horse armor can be removed either by manually removing it from the armor slot or by using shears on the horse. When equipped, leather horse armor gives 3 () armor points. Leather horse armor protects horses from freezing in powder snow, but it does not negate other powder snow effects (e.g. falling through, inability to jump). Horse armor prevents zombie horses from burning in sunlight. If a horse dies while equipped with leather horse armor, it drops its normal loot and the horse armor. Unlike player armor or wolf armor, horse armor does not have durability. This means a single leather horse armor can be used infinitely unless it is destroyed through other means. Unlike player armor, horse armor cannot be enchanted in Survival mode. However, in Java Edition Creative mode, horse armor can be used with an anvil to enchant with Thorns, Feather Falling, Protection, Fire Protection, Projectile Protection, Blast Protection, Curse of Binding, and Curse of Vanishing. Other enchantments can be applied, but they have no effect. Leather horse armor can be dyed by combining it with dye(s) through crafting‌[JE only] or by using it on a cauldron containing dyed water.‌[BE only] Using leather horse armor on a cauldron containing ordinary water removes any dye from it. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Leather Horse Armor" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Notes Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Special:RecentChangesLinked/Add-on] | [TOKENS: 46]
Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Kelp_(block)_JE3_BE2.png] | [TOKENS: 124]
File:Kelp (block) JE3 BE2.png Summary Static render of the top block of kelp. 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 27 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/Diamond_Horse_Armor] | [TOKENS: 363]
Diamond Horse Armor Common 11 ( × 5.5) 2 () No No Diamond horse armor is the second-strongest tier of horse armor. Unlike other diamond items, it cannot be crafted and is only obtainable from chest loot in various structures. Contents Obtaining Usage Only regular adult horses and zombie horses can wear diamond horse armor; baby horses, donkeys, mules and skeleton horses cannot be equipped with armor. Diamond horse armor can be equipped to a horse either by manually placing it in its respective slot () in the horse’s inventory, or by pressing Use on the horse while holding it. The diamond horse armor can be removed either by manually removing it from the armor slot or by using shears on the horse. When equipped, diamond horse armor gives 11 ( × 5.5) armor points and 2 armor toughness. Horse armor protects zombie horses from burning in sunlight. If a horse dies while equipped with diamond horse armor, it drops its normal loot, a saddle (if it had one), and the horse armor. Unlike player armor or wolf armor, horse armor does not have durability. This means a single diamond horse armor can be used infinitely unless it is destroyed through other means. Unlike player armor, horse armor cannot be enchanted in Survival mode. However, in Java Edition Creative mode, horse armor can be used with an anvil to enchant with Thorns, Feather Falling, Protection, Fire Protection, Projectile Protection, Blast Protection, Curse of Binding, and Curse of Vanishing. Other enchantments can be applied, but they have no effect. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Diamond Horse Armor" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/PlayStation_3_Edition_1.37] | [TOKENS: 78]
PlayStation 3 Edition 1.37 PlayStation 3 Edition October 25, 2016 Build 1.8.1148.0 ◄ 1.36 1.38 ► 1.37 is a version of PlayStation 3 Edition released on October 25, 2016. Contents Additions Fixes 34 issues fixed See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Biome?action=edit&section=28] | [TOKENS: 224]
Editing Biome (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 4 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Xbox_One_Edition_CU34] | [TOKENS: 57]
Xbox One Edition CU34 Xbox One Edition October 25, 2016 ◄ CU33 CU35 ► CU34 is a version of Xbox One Edition released on October 25, 2016. Contents Additions Fixes 34 issues fixed See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/PlayStation_4_Edition_1.37] | [TOKENS: 68]
PlayStation 4 Edition 1.37 PlayStation 4 Edition October 25, 2016 ◄ 1.36 1.38 ► 1.37 is a version of PlayStation 4 Edition released on October 25, 2016. Contents Additions Fixes 34 issues fixed See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Lapis_Lazuli_Ore_JE4_BE4.png] | [TOKENS: 120]
File:Lapis Lazuli Ore JE4 BE4.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 70 pages use this file (also see what links to it): Global file usage The following other wikis use this file: View more global usage of this file. Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu
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[SOURCE: https://minecraft.wiki/w/PlayStation_Vita_Edition_1.37] | [TOKENS: 65]
PlayStation Vita Edition 1.37 PlayStation Vita Edition October 25, 2016 ◄ 1.36 1.38 ► 1.37 is a version of PlayStation Vita Edition released on October 25, 2016. Contents Additions Fixes 34 issues fixed See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Commands?action=edit&section=27] | [TOKENS: 223]
Editing Commands (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 10 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Commands?section=27&veaction=edit] | [TOKENS: 1848]
Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / ‌[BE only] / ‌[BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands‌[Java Edition only] / Cheats‌[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values‌[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values‌[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"‌[JE only], "Terminated"‌[JE only], and "Error"‌[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats‌[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu
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[SOURCE: https://minecraft.wiki/w/Biome?section=28&veaction=edit] | [TOKENS: 9830]
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They are large, open biomes made entirely of water going up to Y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon‌[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. A variant of the ocean biome. In deep ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardians, elder guardians, prismarine and sponges can spawn here. A variant of the ocean biome, with light teal water at the surface. Like the lukewarm ocean, it has a floor made of sand and like all oceans, it is populated with seagrass, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon‌[BE only] can spawn here, together with pufferfish‌[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. Similar to the lukewarm ocean biome, but twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine and sponges. A variant of the ocean biome, with dark blue water at the surface. Like regular oceans and frozen oceans, its floor is made up of gravel, though occasional patches of dirt can be found. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins‌[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. A variant of the ocean biome with dark indigo water at the surface. Like the cold ocean, it has a gravel seabed and squid swimming about. However, the water's surface is frequently broken up by patches of ice and large icebergs, consisting of packed ice and blue ice, and occasionally topped with snow blocks and snow‌[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits‌[BE only] can spawn here, but dolphins can't. Salmon and cod‌[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod‌[BE only], squid and nautiluses may also spawn here, and the floor consists of gravel. The frozen deep ocean biome also contains ocean monuments and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with blue ice generate here. Polar bears, strays, drowned, rarely zombie nautiluses and rabbits‌[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight. No mobs other than mooshrooms, bats‌[JE only], and glow squid spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts and other dark structures, meaning exploring underground is safe. However, monster spawners still spawn mobs, wandering traders along with their llamas can spawn, raids can still spawn illagers, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms‌[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms‌[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms‌[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears‌[BE only]. Strays may also spawn here at night and during thunderstorms‌[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree‌[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), much like the standard taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and podzol can be found on the forest floor. There are also patches of coarse dirt that do not grow grass, with some dead bushes. Wolves, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here‌[JE only]. At first glance, this biome may look almost exactly the same as its pine tree counterpart. However, the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here‌[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here‌[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. Birch trees grow much taller than usual in this uncommon variant of the birch forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle‌[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots‌[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here‌[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing, but drowned can spawn at night and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits‌[BE only] and polar bears‌[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays‌[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. A biome characterized by a mix of flat areas around sea level, and shallow pools of green water with floating lily pads. Clay, sand and dirt are commonly found at the bottom of these pools. Trees are covered with vines and can be found growing out from the water. Mushrooms, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. Temperature varies within the biome, causing foliage and grass colors to vary. In Bedrock Edition, huge mushrooms also spawn in this biome. Visibility is also lower than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. Generated where oceans meet other biomes, beaches are primarily composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for fishing. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. Like a regular beach, one can find plenty of sand in this biome and buried treasure can be found underground in this snowy beach. However, sand is covered in a layer of snow. Snowy beaches are found when a snowy biome borders a frozen ocean biome. No passive mobs other than rabbits‌[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here‌[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. Sugar cane can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few spruce trees in this biome. No animal mobs other than rabbits and polar bears can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains biome that features large spikes and glaciers of packed ice. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in snow blocks instead of grass, and ice patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. Tall grass covers the landscape. Villages can generate in this biome, constructed of acacia wood, with some stained terracotta. Pillager outposts can also generate here. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here‌[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here‌[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. Mineshafts generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the badlands. Gold ore also occurs more frequently, because additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant generates unique terrain features that are similar to the structures in Utah's Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is completely empty except for a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. Notable features of the biome are exposed Nether fossils in various shapes and sizes, large amounts of lava, blue fog, large spires made of basalt, soul fire, and the occasional Nether fortress or bastion remnant. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] The ground consists of basalt and blackstone blocks, with small patches of netherrack and pools of lava. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, bastion remnants do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to farm magma cream. This biome also contains a much higher abundance of blackstone compared to other Nether biomes. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in the End. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the ender dragon, the obsidian pillars, the End crystals, the 5×5 spawn platform, the exit portal and the 20 central End gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. If the biome is used for a superflat world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night. Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. End cities generate here, but chorus trees do not. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both chorus trees and End cities generate. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither End cities nor chorus trees generate in this biome. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap‌[JE only] or textures/colormap‌[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack‌[JE only] or client biome JSON files in vanilla resource packs.‌[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff‌[JE only] or #abd2ff‌[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color‌[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.‌[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d‌[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Large_Fern_JE4.png] | [TOKENS: 108]
File:Large Fern JE4.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 53 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/Large_Amethyst_Bud] | [TOKENS: 827]
Amethyst Cluster Yes Yes (64) 1.5 1.5 Small: Yes (1)Medium: Yes (2)Large: Yes (4)Cluster: Yes (5) Yes Yes No No 24 COLOR_PURPLE Amethyst buds are the first three stages of growth of amethyst clusters, which grow on budding amethyst. Amethyst clusters are the fourth and final growth stage of amethyst buds, which drop amethyst shards when mined. Contents Obtaining The amethyst cluster block drops itself in any of its growth stages (rather than its amethyst shard drops) when mined with any tool with the Silk Touch enchantment. When mined without Silk Touch or broken by being pushed off an attached block by a piston or sticky piston, only fully grown amethyst clusters drop amethyst shards, while amethyst buds drop nothing. Breaking an amethyst cluster with a pickaxe drops 4 shards while any other method of breaking it yields 2 shards. The maximum amount of amethyst shards dropped can be increased with Fortune; Fortune I gives a 1⁄3 chance for 8 shards (averaging 5.33 shards), Fortune II gives a 25% chance (each) to give 8 or 12 shards (averaging 7 shards), and Fortune III gives a 20% chance (each) to give 8, 12, or 16 shards (averaging 8.8 shards). Amethyst buds and clusters generate naturally as part of amethyst geodes, on exposed faces of budding amethysts. Every time a budding amethyst block receives a random tick, there is a 20% chance for a small amethyst bud to generate on any of its sides, as long as the block being replaced with the small amethyst bud is air or a water source block. Usage An amethyst bud placed on a budding amethyst (rather than any other block) regardless whether it was placed by the player or spawned by the budding amethyst itself, grows over time, going through three growth stages – small, medium, and large – before reaching its 4th and final growth stage as an amethyst cluster, which drops amethyst shards when mined. In Java Edition, the below logic can be applied: As such, the math can be applied if a player is within random tick range as to calculate amethyst growth rate: (68.27 seconds/1 random tick) × (5 random ticks/1 growth stage) × (4 growth stages/1 amethyst cluster) × (6 amethyst clusters/1 budding amethyst block) = 68.27×5×6×4 = 8192.4 seconds for an unobstructed budding amethyst block to fully grow each of its clusters. This time is equivalent to 2 hours 16 minutes 32.4 seconds or 6.827 in-game days. They can also be placed on certain other types of blocks for decoration. The block must be solid and have at least one side that form a full surface: for example, they can be placed on the bottom of stairs (or top of upside down stairs), but not on their side, or top. They can also be placed on the bottom of bottom slabs and on the top of top slabs. Of blocks that meet these criteria, some are still excluded. Amethyst clusters cannot be placed on: Small, medium, and large amethyst buds give off a light level of 1, 2 and 4 respectively, while amethyst clusters give off a light level of 5. Uniquely among other blocks, an amethyst cluster in all its growth stages makes a quiet overlay sound when generally interacted with, as well as its block breaking sound when hit with a projectile. Sounds List of sounds Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Amethyst Cluster", "Amethyst Bud", or "Amethyst Crystal" 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/Lighting] | [TOKENS: 2829]
Light Light (or lighting) in Minecraft is a game mechanic that affects visibility, mob spawning, and the growth of some plants. There are three aspects of Minecraft's lighting system: light level, internal light level, and rendered brightness. Contents Light level Light levels can be found on the debug screen in Java Edition next to "Client Light" in parentheses. There exist two main types of light: sky light and block light. Other types of light, not present on the debug screen, are explained in the internal light level section. The term light level may be used to refer to the value of any of the light types. There are 16 light levels, specified by an integer from 0 (the minimum) through 15 (the maximum). The game sometimes uses the larger value of the two main light types currently at a block's location for some computations. This is what is known as client light, and its value, displayed after the words "Client Light" on the debug screen, is the number before the parentheses, which is calculated by the formula: max(sky light, block light). Block light comes from light-emitting blocks, and spreads using a flood fill algorithm. The block light level decreases by one for each meter (block) of taxicab distance from the light source. This applies to each of the 3 coordinate axes. In other words, the light level decreases diagonally by the sum of the distances along each axis. For example: On a surface, this effect produces a diamond-shaped pattern of illumination around the light source. An image of this can be seen in the section § Light-emitting blocks. In Java Edition, when calculating lighting, the shapes of some blocks are detected: pistons, daylight detectors, enchanting tables, farmland, lecterns, stonecutters, dirt paths, snow, end portal frames, slabs and stairs, so that the light passing through them can spread only in specific directions. For example, dirt paths prevent the light from propagating downward, but the light can propagate in other directions. Sky light is a type of light that is spread by the sky. It's not a light source in the natural sense, as it is used mainly for the game's logic computations. The sky light level for blocks vertically exposed to the sky is 15. Sky light cast onto blocks can spread to adjacent areas using a flood fill algorithm. Sky light is not reduced at night; rather, the spawning of mobs is determined by internal light values. Opaque blocks can prevent the spread of sky light. By contrast, transparent blocks such as glass and iron bars have no effect on the sky light level. All light-filtering blocks, however, reduce the spread of sky light. When sky light of a level of 15 spreads down through a transparent block, the level remains unchanged. When it spreads horizontally or upwards, it reduces its level by 1. However, when it spreads through a light-filtering block, it does not follow the above two rules and it attenuates by a certain number of light levels. Sky light with a level less than 15 spreads in a similar way as block light does: when it propagates to adjacent (including top and bottom, six blocks in total) blocks, it is attenuated until it is 0. In Java Edition, when calculating lighting, the shapes of some blocks are detected: piston, daylight detectors, enchanting table, farmland, lectern, stonecutter, grass path, snow, end portal frame, slabs, and stairs. They have directional opacity, so that the light passing through them can spread only in specific directions. For example, the dirt path prevents the light from propagating downward, but the light can propagate in other directions. In Java Edition, all of the following light-filtering blocks decrease sky light by 1 level (but do not affect block light). In Bedrock Edition, light-filtering blocks can reduce more levels of block or sky light. The following values are the amounts by which each block decreases the light level. The following values are the brightness of the blocks themselves. #e8c398[a] (oxidized & waxed variants) Internal light level The internal light level is used for calculations within the game. The game uses the internal light level of a block to compute various aspects of the game, which include mob spawning, the growth of some plants, and daylight detector outputs. In the Overworld, the internal light level is calculated as the maximum level of the block light and the internal sky light (formula: max(internal sky light, block light)). In other dimensions, due to the lack of sky light in them, the internal sky light level is always 0, so the internal light level is simply equal to the level of block light. In the Overworld, the game uses sky light, time, and weather to calculate an internal sky light value (also known as darkening sky light). This value is an integer with a maximum level of 15; it can also be negative. As the Overworld becomes darker, the internal sky light gets lower. Rendered brightness is what dictates the illumination of the Overworld, not internal sky light. Below there are two charts that explain how internal sky light is affected by the time and weather at sky light level 15. To obtain an internal sky light for a sky light level s less than 15, take the internal level L at 15 and subtract from it the difference between 15 and s: L−(15−s). (8,660 Gtk/7:13) (8,660 Gtk/7:13) (8,660 Gtk/7:13) (160 Gtk/8 sec) (160 Gtk/8 sec) () () () () (160 Gtk/8 sec) (160 Gtk/8 sec) () () () () B: (160 Gtk/8 sec) (159 Gtk/7.95 sec) () () () () J: (160 Gtk/8 sec) B: (159 Gtk/7.95 sec) (160 Gtk/8 sec) () () () () (160 Gtk/8 sec) (159 Gtk/7.95 sec) () () (240 Gtk/12 sec) J:(358 Gtk/17.9 sec) B:(357 Gtk/17.85 sec) (161 Gtk/8.05 sec) (161 Gtk/8.05 sec) () () B: (11,881 Gtk/9:54) (162 Gtk/8.1 sec) (162 Gtk/8.1 sec) () () B: (164/8.2 sec) (164 Gtk/8.2 sec) (12,017 Gtk/10:00.85) J: (166 Gtk/8.3 sec) B: (165 Gtk/8.25 sec) (166 Gtk/8.3 sec) (169 Gtk/8.45 sec) (168 Gtk/8.4 sec) Effects of light Light affects various things in the world: from crop growth, to mob spawning and behavior, and so on. Below, there are charts that depict the effects of light on various mobs and blocks. Keep in mind that light level is only one of the considerations that apply to mob spawning and plant growth. Check the corresponding articles for more information. Passive mobs, and some friendly neutral mobs can spawn at both day and night. However, they require a block light level of 9 or higher when the block is not exposed to the sky.‌[Java Edition only]. In Bedrock Edition, they can only spawn during the day as they require a light level of 7 or more. Most hostile mobs spawn in the Overworld when it gets dark at night, thunderstorms, or in caves, but torches and other light-emitting blocks prevent the mobs' spawn. These mobs need a maximum internal sky light level of 7 (however, the smaller the value, the more successful spawn attempts happen) and a block light level of 0 to spawn. Several undead mobs are set on fire for 8 seconds when hit by sunlight; these mobs try to avoid such areas and do not burn while in water, in the rain, wearing a helmet, or in the shade. The following chart describes the spawning and behavior of various mobs in function of the block light, in different worlds. In the nether: In Java Edition, most types of plants can grow at night, even if not supplied sufficient light from a light-emitting block, as long as plants of certain types are receiving a sufficient sky light value. This is because those types use the client light formula. In other words, those types do not grow in extremely dark areas where the value of sky light that reaches them is not sufficient. Unlike internal sky light, regular sky light used by the client light formula does not change with the time of day or weather. In Bedrock Edition, more types of plants need a light-emitting block to grow throughout the night than the amount of types that need light at night in Java Edition. In Java Edition, insufficiently illuminated crops break (uproot) in the next block update, and planting crops is not possible in such conditions. In Bedrock Edition, crops don't break and can always be planted due to a bug. Light level is checked at the block's position, even for crops and ice blocks. The block above is checked instead for bamboo, saplings, grass blocks, and mycelium. Below is a chart that explains how various blocks react to different types of light (see § Light level and § Internal light level, above). It is intended for Java Edition. The main differences with Bedrock Edition not seen in the chart are: Blocks and plants that are not listed on the chart (for example, sugar cane and cactus) are considered to not be affected by any type of light. Rendered brightness In classic graphics modes, the game uses the light level (instead of internal light level), time, and weather to compute the rendered brightness of a given object in the world.[note 1] Light is completely monochromatic and cannot be truly colored. As mentioned above, sky light is not reduced at night, instead, the brightness curve itself changes based on the time. Entities cast circular‌[Java Edition only] or tridecagonal‌[Bedrock Edition only] shadows (except on Simple graphics); however, these are unrelated to the rendering of blocks. In general, lighting due to blocks results in a higher brightness, which is balanced by the fact that light due to blocks effectively starts at 14 (solid light source blocks emit a level of 15, but that applies to the light source block itself) while sky light brightness is 15 outdoors. Light due to blocks also tends toward orange in the middle ranges, while sky light in the Overworld daytime is white. In the Overworld with the lowest brightness setting, full daylight reaches 98% brightness,[luma 1] while at night brightness is reduced to about 17% and is shaded blue. Full darkness is about 5% brightness. In Bedrock Edition, brightness during sunrise and sunset is dynamically tinted orange. In the Nether, sky lighting doesn't play a role since there is no source of sky light (although if there were, it would reach about 99% brightness.) Full darkness with the lowest brightness setting is at about 25% brightness, slightly darker than a block light level of 7 and no sky light in the Overworld, and is shaded orange like block light. In the End, sky lighting wouldn't play a role even if there were a source of sky light; this can also be seen if lightning is summoned in the End (there is no flash of brightness like there is in other dimensions). Full darkness in the End with the lowest brightness setting is about 28% brightness, and is shaded toward a bluish-green rather than the orange of the Nether and of block lighting. During End flashes in Java Edition, the lighting gets tinted purple. Regardless of graphics settings, all top faces of a three-dimensional object are rendered with full brightness, the north/south sides are slightly darkened, and the bottom and east/west sides are more darkened. This is not applied to entities and objects on the HUD in Simple graphics.‌[BE only] Smooth lighting is a lighting effect that blends light levels across block faces and darkens corners using ambient occlusion to add semi-realistic shadows and glowing from light sources. Paintings, item frames and water surfaces are unaffected in Java Edition; paintings are unaffected in Bedrock Edition with Simple graphics. Smooth lighting can be turned on or off in the video settings, except with ray tracing or Vibrant Visuals. Ambient occlusion darkens corners between blocks to mimic the real life effect where less light makes it into corners. This effect is based on the blocks placed diagonally in front of the shaded side of a block. For each corner of a side, the game checks diagonally for full blocks and determines the corner's brightness based on the found full blocks, with no full blocks meaning full brightness and both sides diagonally being full blocks meaning the darkest level possible (ambient occlusion only darkens to an extent and does not turn textures fully black). The brightnesses of the four corners are then blurred across the whole side and are applied to the block's texture. This table shows all different combinations of of ambient occlusion for the back corner of the top of the lower block: The effects of light are greatly enhanced by Vibrant Visuals, with reflections, shadows and scattering effects. Various effects can be customized in the Vibrant Visuals options. The brightness can be adjusted with a separate "Gamma" option, which allows a larger range of brightness levels. History Issues Issues relating to "Light" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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