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[SOURCE: https://minecraft.wiki/w/Nether_Brick_Fence] | [TOKENS: 233] |
Nether Brick Fence Yes Yes (64) 6 2 No Yes No No A Nether brick fence is a Nether brick variant of fences used to form Nether fortresses in the Nether. Contents Obtaining Nether brick fences can be mined using any pickaxe. If mined without a pickaxe, it will drop nothing. Nether brick fences generate as part of Nether fortresses, where they form window bars, balcony fencing, and portcullises. Usage Nether brick fences are non-flammable and have the same blast resistance as most stone blocks. Nether brick fences have the same usages as regular fences to form barriers and attaching mobs with a lead. Nether brick fences connect to most blocks, including wooden fence gates, but not wooden fences. Nether brick fences can be placed under note blocks to produce "bass drum" sound. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Videos History Issues Issues relating to "Nether Brick Fence" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Mushroom_Stem] | [TOKENS: 550] |
Mushroom Block Yes Yes (64) 0.2 0.2 No No No Yes A mushroom block is a solid block that makes up a huge mushroom, which consists of a mushroom stem and brown mushroom blocks or red mushroom blocks, depending on the color of the huge mushroom. Contents Obtaining Mushroom blocks are most quickly broken with an axe, with a chance of 77.77% of dropping 0 and respectively a chance of 11.11% to drop 1 or 2 mushroom items of the respective type. When mining a naturally generated huge mushroom structure, only the cap blocks drop mushroom items; the stem blocks drop nothing. Fortune does not affect the drop rate of mushrooms in any form. The blocks themselves can be retrieved only by using a tool enchanted with Silk Touch. Mining the mushroom cap or stem yields a block with the cap or stem texture, respectively, on all faces. Additionally, in Java Edition, if two similar mushroom blocks are placed next to each other and one of them is broken, the side of the other block that it was facing reveals the pore texture. This is because the side of these blocks change texture if they touch another block of the same type. Mushroom blocks can be moved and are not broken by pistons. Mushroom blocks generate as part of huge mushroom structures. The brown and red mushroom blocks (with the cap texture on all faces) as well as the mushroom stem are available in the Creative inventory. In Bedrock Edition, commands can be used to obtain legacy variants of brown and red mushroom blocks with additional texture arrangements, including a block with the pore texture on all sides and 9 blocks with the cap texture on top, one or two cap textures on (adjacent) sides, and the pore texture on the remaining sides and bottom. The all-pores blocks, of which there are 4 distinct variants for each color, all look identical but retain the color and variant number distinctions internally (hence they do not stack together). If broken with a Silk Touch tool, all these variants drop cap blocks of the appropriate color. Otherwise, they have a chance of dropping mushroom items of the appropriate color. Usage Mushroom blocks can be used in the composter with an 85% chance to make a new layer. Mushroom stems can be used in the composter with a 65% chance to make a new layer. Mushroom blocks can be placed under note blocks to produce "bass" sound. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Mushroom Block" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Slab?section=20&veaction=edit] | [TOKENS: 833] |
Slab A slab is a half-height version of its respective block. Contents Variants There are 61 variants of slabs: Obtaining All slabs have the same crafting recipe format, with one block resulting in two slabs each. All slabs except wooden slabs and bamboo mosaic slabs can be obtained by stonecutting, at the same rate as with crafting. Usage Slabs can occupy either the top half or the bottom half of a block, or both: Slabs cannot be oriented vertically. In Bedrock Edition a single slab (top or bottom) is transparent to light and diffuses sky light, while a double slab is opaque. The empty half of a slab block is also transparent to mobs, unlike other transparent blocks such as fences and glass, which players can see through but mobs cannot. A bottom placed on top of a hopper is transparent to items; the items fall through the bottom slab into the hopper. Without a hopper attached below, a bottom slab behaves as a solid surface. Falling block entities (like sand, gravel, and concrete powder) turn into their dropped form if they land on a bottom slab, as when they fall on a torch. Mobs see a slab as a full block when pathfinding. They can spawn on top slabs and double slabs, but not on bottom slabs. This can be used to prevent mob spawning in certain areas, such as mob farms. Generally, the top face of top slabs, the bottom face of bottom slabs, and all faces of double slabs are handled as solid blocks. Due to this, blocks that require a solid surface for placement can be placed on these faces. Double slabs are handled as a single block instead of two different slabs; as such, breaking one destroys the whole block and drops two slabs, as opposed to breaking only one slab within the same block-space. "Double slabs" that are not aligned to the grid (i.e. a bottom slab on top of a top slab) are handled as separate blocks and are broken individually. Redstone dust placed on a top slab receives signals from redstone dust one block lower and adjacent, but cannot transmit signals down to that block. Due to the way blast rays propagate from an explosion, bottom slabs provide extremely effective absorption to explosions directly on top of them. In some cases, only the slab is destroyed from a TNT explosion directly on top of it. Explosions from end crystals and creepers are also weakened. Sneaking reduces the player's hitbox height to 1.5 blocks, allowing the player to fit through such a gap (for example, walking over a bottom slab with one block of air above it, or in a two block high tunnel with an upper slab on the ceiling). A player cannot walk from a block of soul sand directly up to a bottom slab without jumping – this applies not just to soul sand, but to any block 7⁄8 of a block high or shorter, because the maximum step height of the player is 0.6 of a block. The player can walk off a bottom slab while sneaking, because the sneaking prevents falling only when the distance is higher than one half block. If a single slab is placed in a water source block, or water is placed onto a single slab using a water bucket, the empty half of that slab's block is waterlogged. If a slab is placed in flowing water, a pocket of air is created in the unfilled half of the block. If the player's head is in this pocket, the player can breathe and see as clearly as from an air block. In Java Edition, if a single slab is placed in between two water sources or waterlogged blocks, the slab becomes waterlogged. A minecart on powered rails is not repelled by a slab, although it is repelled by a slab with a minecart on top. Block states Java Edition: Bedrock Edition: History Gallery Issues Issues relating to "Slab" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Nether_Brick_Wall_(ewU)_JE3.png] | [TOKENS: 69] |
File:Nether Brick Wall (ewU) JE3.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 45 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Canyon] | [TOKENS: 400] |
Canyon Yes Canyons (formerly and commonly known as ravines) are deep and long cracks breaching the underground layers of the Overworld. Occasionally, they may breach the surface, potentially exposing caves that would not normally be visible otherwise. Contents Structure Canyons are around 85 to 127 blocks in length and typically less than 15 blocks wide. Water-filled canyons can also be found in any ocean biome. Canyons are up to 62 blocks in depth and can start at levels 10 to 72. Canyons in amplified worlds and in Bedrock Edition may go all the way down to the bedrock layer, causing canyons spawning in mountainous biomes to appear deeper. A canyon extending down to bedrock causes lava sources to generate at the bottom. Obsidian often forms at the bottom as water springs flow down into the lava. Canyons may have small ledges along the top. Deep canyons sometimes spawn slimes or expose a diamond ore vein. Canyons may also be floored by the lava lakes at level -55 or even deeper. Canyons can connect to caves, amethyst geodes, monster rooms, mineshafts, strongholds or any other generated structures. Due to the large surface area of their walls, canyons often have water and lava flowing down them from springs in the walls, aquifers or openings to a lake or an ocean biome. A canyon that intersects a river, a frozen river or a swamp is filled with stone under the body of water. Similarly to how lakes replace all air blocks below a certain altitude on the surface, when deep enough in a canyon, all blocks that would generate as air instead generate as lava lakes. Generation Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Canyon" or "Ravine" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Nether_Portal_(EW).gif] | [TOKENS: 75] |
File:Nether Portal (EW).gif Summary APNG version: File:Nether Portal.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 31 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/Nether_Brick_Stairs] | [TOKENS: 177] |
Nether Brick Stairs Yes Yes (64) 6 2 No Partial (blocks light)[JE only]Yes[BE only] Yes No No Nether brick stairs are a decorative stairs variant of Nether bricks that generates in Nether fortress staircases and is used for building. Contents Obtaining Nether brick stairs can be mined using any pickaxe. If mined without a pickaxe, they drop nothing. Nether brick stairs generate as part of Nether fortresses. Usage Nether brick stairs can be placed under note blocks to produce "bass drum" sounds. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Videos History Issues Issues relating to "Nether Brick Stairs" 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/Nether_Portal_(block)] | [TOKENS: 711] |
Nether Portal (block) Java Edition Bedrock Edition Yes Yes (64) [BE only]N/A [JE only] None 0 -1 Yes (11) Yes No No 0 NONE The Nether portal block is the translucent part of the Nether portal that teleports the player to and from the Nether. Contents Obtaining The Nether portal block cannot be obtained as an item even by using the /give command. The item form is completely non-existent in Java Edition, but it can be obtained through add-ons, external editors or by using bugs in Bedrock Edition. The Nether portal block can be placed using commands such as /fill or /setblock and is generated when lighting a Nether portal. Usage Nether portal blocks can stably exist only within a Nether portal structure, unlike End portal blocks. When the block is updated and detects it is not part of such a structure, it is destroyed. However, using update suppression glitches, it is possible to obtain a standalone portal block without a frame, but the portal is destroyed once it receives an update, i.e. placing a block next to the portal or moving a piston next to or into the portal. Nether portal blocks can be used to teleport entities between the Nether and the Overworld. When a player in the Overworld or the Nether stands in a Nether portal block for 4 seconds, the player is taken to the other dimension. While in the Nether portal block, the player can neither open their inventory nor interact with blocks with GUI. The player can step out of a portal before it completes its animation to abort the teleport. However, in Creative mode there is no wait time—the player immediately transfers between dimensions. If there is already an active portal within range (125 blocks) in the other world, the player appears in that portal. Otherwise, a portal is created at or near the corresponding coordinates. If a single portal block is placed using commands, it can still be used to travel to the Nether. Nether portal blocks make distinctive sounds, and emit the same purple particles produced by endermen, endermites, and ender chests. Portal blocks emit a light level of 11, dimmer than a torch. Falling block entities can be teleported through a portal, but a piston cannot push a block through. Much like water or lava, portal blocks cannot be broken by tools except in Creative. However, portal blocks can be destroyed by explosions (even weak ones) and can be replaced by placing water or lava sources in the same block (can also be done by dispensers). If any portal block is destroyed, the whole portal is deactivated as adjacent portal blocks are updated and detect that the portal structure is no longer complete. While Nether portals themselves cannot be lit in the End, a portal block set in the End and in custom dimensions behave exactly like in the Overworld, calculating coordinates in the Nether with the same 1:8 ratio. They teleport players to the Nether in Java Edition, and to the Overworld in Bedrock Edition. Nether portal blocks cannot be pushed by pistons. They also cannot be pushed or pulled by sticky pistons. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Nether portal" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Underwater_ravine] | [TOKENS: 400] |
Canyon Yes Canyons (formerly and commonly known as ravines) are deep and long cracks breaching the underground layers of the Overworld. Occasionally, they may breach the surface, potentially exposing caves that would not normally be visible otherwise. Contents Structure Canyons are around 85 to 127 blocks in length and typically less than 15 blocks wide. Water-filled canyons can also be found in any ocean biome. Canyons are up to 62 blocks in depth and can start at levels 10 to 72. Canyons in amplified worlds and in Bedrock Edition may go all the way down to the bedrock layer, causing canyons spawning in mountainous biomes to appear deeper. A canyon extending down to bedrock causes lava sources to generate at the bottom. Obsidian often forms at the bottom as water springs flow down into the lava. Canyons may have small ledges along the top. Deep canyons sometimes spawn slimes or expose a diamond ore vein. Canyons may also be floored by the lava lakes at level -55 or even deeper. Canyons can connect to caves, amethyst geodes, monster rooms, mineshafts, strongholds or any other generated structures. Due to the large surface area of their walls, canyons often have water and lava flowing down them from springs in the walls, aquifers or openings to a lake or an ocean biome. A canyon that intersects a river, a frozen river or a swamp is filled with stone under the body of water. Similarly to how lakes replace all air blocks below a certain altitude on the surface, when deep enough in a canyon, all blocks that would generate as air instead generate as lava lakes. Generation Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Canyon" or "Ravine" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Nether_Wart_Block_JE3.png] | [TOKENS: 77] |
File:Nether Wart Block JE3.png Summary 1.16 nether wart block texture Licensing History 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 48 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/Nether_Sprouts] | [TOKENS: 281] |
Nether Sprouts Yes Yes (64) 0 0 No Yes No Yes 23 COLOR_CYAN Nether sprouts are a non-solid fungi block that generate in warped forests. Unlike other warped forest plants, it does not have a crimson equivalent. Contents Obtaining Nether sprouts can be mined instantly with any item. The block also breaks if the block below is removed, or if water flows into its space. The block drops only if broken with shears. Nether sprouts generate in warped forest biomes. Applying bone meal to warped nylium creates Nether sprouts on that block and surrounding nylium, along with crimson roots, warped roots, and Nether fungi. Usage Nether sprouts can be planted on the same blocks as Nether fungi, crimson roots, and warped roots, namely on nylium, soul soil, grass, podzol, mycelium, moss, dirt, coarse dirt, rooted dirt, and farmland. However, they cannot be planted in flower pots. Placing Nether sprouts into a composter has a 50% chance of raising the compost level by 1. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Nether Sprouts" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands/kit] | [TOKENS: 142] |
/kit gamemasters Cheat only Give the local player a preset kit, likely for debugging use in creative mode. Upon succeed, the command prints Gave [kit name] kit to player. After spawning the kit, the items won't appear immediately in the inventory until you interact with the world (i.e., placing blocks, attacking, etc.) When run in a command block, it will fail with the message "Could not find target player". There are 4 presets available. Namely blockui, minecart, redstone and wool Contents Kits Each of the four presets below spawns one of each item in its respective list below. Syntax /kit <kit: KitType> Result History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Netherrack_JE4_BE2.png] | [TOKENS: 228] |
File:Netherrack JE4 BE2.png Summary Render of the 4th iteration of the Netherrack block. Minecraft's textures No information available. Please correct this! This file represents the Netherrack block as it was at a particular point in the game. It should be used in areas such as history sections where the file should not change to match the latest version of the game. Do not overwrite it with changes made in later versions of the game, instead upload it as a separate file and add it to the table below. For areas which should always show the latest version, use the redirect (File:Netherrack.png), which should be updated to point to the latest revision. File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage More than 100 pages use this file. The following list shows the first 100 pages that use this file only. A full list is available. View more links to this file. Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Category:Environment] | [TOKENS: 61] |
Category:Environment The Environment category is for pages that describe the environmental aspects of the Minecraft world. Subcategories This category has the following 5 subcategories, out of 5 total. Pages in category "Environment" The following 75 pages are in this category, out of 75 total. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Special:TalkPage/Template:Navbox_environment] | [TOKENS: 2714] |
Template talk:Navbox environment Contents Mesa (Bryce)[until 1.13] Eroded Badlands[upcoming 1.13] 165 floating islands If one makes a flooded world in customised at a flood level of 90-95 sea level the towers in the biome will ofton generate floating and if build anything on them becusae of there sand stucture they will collapse under the ocean only a few not floating being able to build on without collapseing deep into the ocean. Mesa (Bryce)[until 1.13] Eroded Badlands[upcoming 1.13] 165 floating I cant seem how to create a new page for question so adding this. i cant seem to edit in that with this biome if you play a flooded world with sea level 90-95 you can find lots of the tall parts of these mountians of sand floating above the ocean, only to collapse into the sea if you build on them. a few will spawn attached and not floating (aprox 10%) i cant add this in becuase the page is protected. --Nightmarerex666 (talk) 17:08, 6 July 2018 (UTC)Reply Wikicode question Can someone explain the point of width: {{{width|540px}}} instead of just width: 540px? –ultradude25 (T|C) at 04:22, 14 December 2010 (CST) Adding icons I am glad I forgot about this now, because the layout here is PERFECT =D I'll help by uploading small icons, to bring it into line with the block/item templates. I'll start at around 4:30, as I'm at college atm.--Kizzycocoa 05:32, 14 December 2010 (CST) The Far Lands I motion that the Far Lands page be put under Category:Environment and added to the Environment template, specifically the Space row. Jaeil 03:35, 31 March 2011 (UTC)Reply Icons Can we get images for Rain, Snow, and Thunderstorm? --{ Fishrock123 } (Talk) 16:19, 22 April 2011 (UTC)Reply where to put Constellations? two of us added Constellations to the template, I putted it in space and the other putted it in time, for now I'll delete he's version but will let you discuss the subject --Yurisho 18:35, 29 May 2011 (UTC)Reply The new template structure. If we keep the new template structure(which I would really like to, because I made it) we will need to discuss several points it makes which I don't think I can answer myself: A.Are trees a "natural structure" and thus fit that category more then "matter"? note that the blocks that form the trees are already included in the "matter" category under "blocks". B.should we keep Gemberkoekje's edit of the "Planned Features" and "Removed Features" groups? C.what other "natural structures" exist in the game? what is the definition of a "natural structure"? I suggest the following: snow icon problem...IT'S WHITE! yea...the snow icon is quite invisible...do someone have an idea on how can we fix that? maybe putting a background? Making the snow particles black, like on Cobweb. Calinou - talk × contribs » 17:31, 2 June 2011 (UTC)Reply Template suggestion I worked hard to make a new template I think is better in every way then the existing one, and here it is: NOTE:this test template links to icons that had changed positions, and may look strange The sum-up of the changes: But, the work here isn't done yet. as you can see Geography is too detailed, I suggest making a new template to list Geographical stuff and put a link to an article named Geography(that will be made) at this template so it could really live to the name of general template to anything in game. I also ask you to tell me if anything is missing, as I did my best to search all the categories I saw to find the best articles. About the EnvCSS.png file(the file of all the sprites used in the template): I made a new one, and will upload it IF this new template will be excepted. detail on the new EnvCSS.png: --Yurisho 19:11, 12 June 2011 (UTC)Reply fluids should be added mainly as they have very, very unique properties, and aren't really blocks. light, well, it's the cause of mob spawns. simple. stars? that is one sentence, and moon is already linked to.--Kizzycocoa 19:23, 12 June 2011 (UTC)Reply OK, little update - ordered the icons who is first in the new template, added star icon and made the white part of the biome icon transparent. also, I forgot to say that at first I wanted to give every entity a link in the template but linking the template to tiny parts of articles just looked strange...having links to primed TNTs and projectile arrows just doesn't fit the generality of the template IMO...but an entity template to list them sounds nice...but then again it WILL be tiny...--Yurisho 08:59, 15 June 2011 (UTC)Reply O.K I finished all the side job...now please don't kill me for the chunks icon...couldn't think of anything else... also, I think fluids should be in small and in barracks as I already suggested...they are just...part of blocks...--Yurisho 20:52, 15 June 2011 (UTC)Reply Put fluids in barracks? Well because it is actually a different subject then the rest of my template suggestion, now that it is implemented, I went ahead and made a new topic: I suggest putting the fluids link in small tags, and in barracks near the blocks link, just like it is in the sticky piston or the redstone links. I think so because fluids are a sub-category of blocks.--Yurisho 21:05, 15 June 2011 (UTC)Reply Discussion cleanup? + critique What's the protocol for removing old comments/topics? (for example, the whole topic 'snow icon problem...IT'S WHITE!' no longer deals with the current version of the template) It's spelt 'brackets'. Entities: Are these really part of the environment, or just a byproduct? I feel like the environment should only deal with that which is created upon map generation. I mean, most people make a house, but that's not part of 'natural structures' because it wasn't created upon generation. Likewise are items part of the environment or another byproduct? New Template Icons: The purpose of icons is to be immediately recognizable, such a small area is next to impossible to build something realistic. For example, I had no idea what the altitude icon is until I blew it up 200%. The thunderstorm icon is also difficult to understand because it started as such a large image. Again, simple is good. The items icon now looks cluttered. What's wrong with a single pickaxe? I immediately recognize the triple axis, but I don't know if the average minecrafter will. I'm assuming the triple axis is just being a place holder for the removed features? Qcdynamics 18:52, 16 June 2011 (UTC)Reply Pigmen face for NPC villages? Why does someone keep adding that back in? Is there a source I don't know about that confirms the NPCs in NPC villages as Pigmen? –Preceding unsigned comment was added by Verhalthur (Talk|Contribs) 21:56, 18 September 2011. Please sign your posts with ~~~~ Huge mushrooms Can anyone explain how to merge 2 images (such as the doors or stairs) because I want to merge these 2 Cool12309(T|C) 01:41, 2 September 2011 (UTC)Reply Resizing this Template Hello, I have been adding <br /> to some long lines of texts to reduce size and came up with 4 versions: This one being the smallest: smallest template This one can be made smaller by adding even more <br />, but it has more white. And a much bigger version, but with less <br />: --31.151.146.87 11:40, 17 September 2011 (UTC)Reply Icons 2: Electric Boogaloo Can we please stop using blocks as icons? Honestly, some like Pyramid had very nice icons that summed their general figure up, and now it's just a Sandstone2 block. Someone, please change it back. I have no idea how icons are added (Spent 30 minutes trying to find it), but if it makes things easier, at least use the icon from Ender crystals for the Obsidian pillars etc, don't just put a block there. It seems lazy, and sloppy. –Preceding unsigned comment was added by Gardevoirr (Talk|Contribs) 04:04, 27 May 2012 . Please sign your posts with ~~~~ If I were to design a sprite for Obsidian pillars, would it be okay if I added it? Or should permission be granted first? --Gardevoirr 21:06, 29 May 2012 (UTC)Reply Okay, so this is my first venture into the art of Icons, so it may not be *perfect*, but constructive criticism and the likes would be appreciated! It appears stretched when I uploaded it, but the actual icon still looks fine. So it may not appear right etc. I also did a few other icons for a little bit of practice, so i'll add those as well so you can laugh at them :P - Obsidian Pillars - Practiced Abandoned Mineshaft image. - Practiced Stronghold image. Based on the original pic. --Gardevoirr 01:21, 31 May 2012 (UTC)Reply Redid the two: - Obsidian Pillar(s) - Stronghold (Underground) --Gardevoirr 22:38, 31 May 2012 (UTC)Reply I didn't do the Netherfort lol, I just added some better lighting to it and the well. I tried editing the sheet, but apparently I did a whole lot of things wrong lol...so i'm never touching it again out of fear :) If anyone wants another go at it, my sprites are here, and please use the ones that other dude made (forgot his name) of the desert well and the nether fortress. --Gardevoirr 17:03, 6 June 2012 (UTC)Reply Desert Well and Ravine links These links are not necessary because they just redirect to Generated structures, which is already linked (twice!) in the template. As I pointed out, there are plenty of in-game structures that are not listed on the template, and that don't belong there. Saying that they should be listed just because File:EnvCSS.png happens to have icons for them is ridiculous, since anyone can add (or remove) any sprite they like on that image (whether their version would be reverted is a different matter, but that's neither here nor there). I have yet to see any good reason to have these links. 「ディノ奴千?!」? · ☎ Dinoguy1000 19:30, 16 June 2012 (UTC)Reply The desert well may have more use in the time, and needs it own page and link I will suggest a move --007a83 (Talk|Contribs) 17:19, 17 June 2012 (UTC)Reply The void...its own dimension? Is the void really a dimension? Why is it in that section? LB(T|C) 02:27, 12 July 2012 (UTC) The void is NOT a dimension. metarmask 18:30, 26 November 2012 (UTC)Reply Add category Can and admin set this template to add Category:Environment to articles similar to what {{blocks}} or {{items}} does? –KnightMiner (t·c) 23:46, 14 December 2014 (UTC)Reply Ocean should be deleted? There is {{EnvLink|link=Generated structures#Ocean|Ocean}} , but Generated structures#Ocean does not exist any more. BSkyWcloud (talk) 07:15, 24 December 2018 (UTC)BSkyWCloudReply Need help with adding entries According to The End#Generation, I've added chorus tree and end ship, however Central island and Outer island don't work, the links are always red. How can I fix this? Luotiansha (talk) 18:04, 18 October 2019 (UTC)Reply Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Commands/pause] | [TOKENS: 44] |
/pause Unknown Client only Cheat only Simulates the action of the player pressing the pause button and entering the pause screen. Cannot be activated by a command block. Contents Syntax /pause Result Always successful. History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Oak_Fence_Gate_JE4_BE3.png] | [TOKENS: 85] |
File:Oak Fence Gate JE4 BE3.png Summary Render of an Oak Fence Gate. Minecraft's textures No information available. Please correct this! File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 59 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Oak_Leaves.png] | [TOKENS: 62] |
File:Oak 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 38 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Oak_Log_(UD)_JE8_BE3.png] | [TOKENS: 85] |
File:Oak Log (UD) JE8 BE3.png Summary Render of an Oak Log block. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 88 pages use this file (also see what links to it): Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Oak_Planks.png] | [TOKENS: 65] |
File:Oak Planks.png Redirect to: 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 46 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/Weapon#Melee_weapons] | [TOKENS: 235] |
Weapon Weapons are items used to deal damage to entities. They include tools, projectiles, obstacles, and traps. Some weapons can be enchanted to enhance their combat efficacy. Contents Overview Melee weapons can be held in the main hand while pressing the attack control to deal more damage than punching. Ranged weapons can be used to fire projectiles. Block weapons are typically used by placing them. A redstone circuit can be used in various ways, depending on its design. Melee weapons Melee weapons can be used to deal damage within a player's reach distance. A player can attack with the held weapon by pressing the attack control. In Java Edition, the damage dealt by melee weapons is affected by the attack cooldown: in order to deal maximum damage again, the player must wait for the weapon to "recharge" after each attack. Ranged weapons Ranged weapons are less effective in close combat and more effective at attacking enemies from a distance. Other weapons Other items listed below can be used as weapons but usually have other intended uses and should be used strategically. History Issues Issues relating to "Weapon" 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/File:Oak_Shelf_JE1_BE2.png] | [TOKENS: 94] |
File:Oak 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 50 pages use this file (also see what links to it): Global file usage The following other wikis use this file: View more global usage of this file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Oak_Sign_(0).png] | [TOKENS: 65] |
File:Oak Sign (0).png License 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 76 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/World_boundary] | [TOKENS: 2120] |
World boundary The world boundary is the area defining the intended spatial edges of a Minecraft dimension. It is distinct from hard limits, which are defined by limitations of the programming language itself. Contents General information There are several different intended horizontal boundaries in the game. The first layer is the world border, which lies at X/Z ±29,999,984 by default, and establishes an arbitrary (but capped at this default value) blockade to prevent the player from advancing. There are several methods of bypassing this border. The next layer lies exactly one chunk further, at X/Z: ±30,000,000. At this point, there is an invisible "wall" preventing the player from advancing by setting any players' positions beyond it to it, even in spectator mode. Using commands like /teleport does not work, since the game does not accept any value beyond X/Z: ±29,999,999.5. This value is hard-coded into the game's source code. Other block interactions, such as water flowing, affects blocks outside this limit. By using a minecart (in a superflat preset with the top layer as rails), the player can go even further, up to X/Z: ±30,000,208, which is considered as the third layer in recent versions. At that point, the player is frozen in place until the minecart is destroyed, then they are teleported back to X/Z: ±29,999,999. By using a boat (in a superflat world), the player can still go even further, up to X/Z: ±30,000,544. At that point, the player is frozen in place with the camera shaking uncontrollably, until the boat is destroyed, then they are teleported back to X/Z: ±29,999,999. As the server thinks the player is still at X/Z: ±30,000,000, no more chunks generate past X/Z: ±30,000,544. This is considered to be the absolute edge of the Minecraft world. By editing the source code for the game, it is possible to extend the terrain generation and world border past X/Z: ±30,000,544 (up to X/Z: ±2,147,483,647) and experience the game quite normally (no ghost chunks; mobs can spawn alright; commands accept higher values). The game performs normally even at distances of X/Z: ±2,000,000,000, as in modern versions, most distance effects have been patched out of the game. It is advisable to take note of what distance effects do exist, as well as the hard limits present - notably the ±33,554,432 lighting stop and hard limit of ±2,147,483,647. Each dimension has what is called a build limit. This is the maximum and minimum heights where a player can place and break blocks. These numbers are controlled by files in a data pack's data/<namespace>/dimension_type folder. The minimum build height is controlled by the JSON value [Int] min_y, which must be between -2032 and 2031 and be a multiple of 16. The minimum build heights in the vanilla data pack are Y=-64 in the Overworld and Y=0 in the Nether and End. The maximum build height is controlled by [Int] height, which dictates the total height within which a player may break or place blocks. It must be between 16 and 4064 and be a multiple of 16. The maximum build heights (not the [Int] height values) in the vanilla data pack are Y=320 in the Overworld and Y=256 in the Nether and the End. Regardless of what [Int] min_y and [Int] height are set to, the minimum build height cannot be below Y=-2032, and the maximum build height cannot exceed Y=2031. These limits do not apply to entities, which are allowed to travel to and exist above the maximum and below the minimum build heights. The space beyond the build limit is often referred to as the void. Any mob (besides the ender dragon) that is 64 blocks or further below the minimum build height takes damage at a rate of 4HP every 10 game ticks (0.5 seconds). Bedrock Edition technically has no hard boundary, and the world at far distances is far too ravaged by several distance effects to provide any semblance of reasonable gameplay. Nonetheless, there exists one intentional defined limit for command usage at X/Z ±30,000,000. This is the maximum teleportation distance for the /tp command, and it is impossible to teleport beyond this distance in the vanilla game. Any attempts to teleport farther put the player back at this coordinate, and using commands at this point causes an "Unable to fill, summon, more object" error message, because it is an Illegal position in the command. Players who write certain commands on these coordinates (either with chat or a command block) get an error message. Attempting to use any block placement command results in an error message. Despite this, it is still possible to use structure blocks and the /locate command. The maximum distance that can be reached in the Overworld using teleportation, is by entering a Nether portal in the Nether at X/Z ±31,999,872. The player is able to go as far up or down as desired, although at further distances more types of movement become impossible, and the game may eventually crash due to vertical distance effects. There are a few defined limitations for vertical movement. Legitimate terrestrial journeys to the various world boundaries have been done across different versions of Minecraft. The 30M world border in Java Edition has been reached by Figonometry in 1.17. The world boundary in Beta 1.7.3 has been reached by MysticalMidget, who reached the Far Lands before continuing the journey to 32M. One other player, DumbName, has attempted to reach the world boundary in Bedrock Edition but ceased at 2.1M due to "lots of storage problems plus the jitter point at 2,097,152 blocks" For players who have reached the Far Lands legitimately, see the Far Lands page. Time-wise, the walking (not sprinting) speed is 4.3 blocks per second. Walking for 6 hours per day is equal to 21,600 seconds, giving a travelled distance of 92,880 blocks every day. Walking to the 12.5M Far Lands would take just under 136 days at this pace. The boundary is almost 3x further out. Effects Generally, long server response times caused by massive distances produce unintended results, but most blocks and entities behave normally, with a few exceptions: Beyond this, most of the unintended behavior of blocks and entities is caused by either the world border (as detailed here) or being sufficiently far from the world origin (see this page). Some odd effects that are attributed to the boundary itself are as follows: History On February 27, 2010, version of Infdev, many side effects would occur as the player walked thousands or even millions of blocks away. In Infdev 20100327, walking off the edge would cause the player to become stuck in a glitched position, unable to escape. In previous versions of the game, if the player teleported as high as they possibly could, they were sent to a Y-Axis of 3.4×1038. In this zone, the player floats without a purpose, and dropped items that slide with what appears to be no friction before suddenly stop after about 20 blocks. It has been reported that the X and Z-Axis sometimes flicker randomly in this zone. The memory pie chart also sometimes randomly jumps to 100% undefined memory usage, and then disappears upon re-entering the debug menu. As the player journeys even deeper into the Far Lands, the effects worsen to the point where the game is unplayable. At X/Z ±32,000,000, blocks are treated as permanently nonexistent, and do not generate even though they may appear to. When Minecraft generates and loads chunks, it loads an empty version of the terrain, complete with grass, stone and water textures that cannot be walked on. This map generates out to the 32-bit integer limit. The game can load chunks only out to X/Z: ±32,000,000, causing a problem between the noise map and the chunk generator. To fix this problem, Minecraft removes the chunks generated beyond X/Z: >±32,000,000 and generates only the noise map. If the player tries to walk on this map, they fall into the void. This value is hard-coded in the source code of Minecraft, meaning that it cannot be changed without editing the source files. Because chunks technically do not generate beyond X/Z: ±32,000,000, things like trees, falling gravel, falling sand, mobs, grass, and other entities do not generate either. This can make the map relatively stable and crashes can be somewhat rare; however, crashes can happen on low-end computers. In rare cases, if the player performs the "ghost spawn glitch" that worked in versions between Beta 1.6 Test Build 3 and Beta 1.7.3, the player can cause trees and plants to generate beyond ±32,000,000. However the framerate was actually much better the further one went because of no entities. In the Xbox 360 Edition, PlayStation 3 Edition, PlayStation Vita Edition, and Wii U Edition, the Overworld is limited to 864×864 blocks. Additionally, in the Xbox One Edition, PlayStation 4 Edition and Nintendo Switch Edition, the player is able to further select the size of their worlds, from Small (1024×1024), Medium (3072×3072), and Large (5120×5120, except Nintendo Switch Edition). The edges of these worlds are surrounded by an invisible barrier with an endless sea of water beyond it. Before being patched out over time, there were often several exploits that could be used to glitch past the border, such as using boats, or using hundreds of TNT Minecarts to blow the player above the world height ceiling. Issues Issues relating to "World boundary" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tutorial:PvP_(Java_Edition)] | [TOKENS: 15918] |
Tutorial:PvP (Java Edition) PvP, an abbreviation of player versus player, refers to multiplayer combat in Minecraft where players fight other players. This guide covers Java Edition PvP in the most modern versions of vanilla Minecraft. For other version-dependent PvP environments, see PvP. Contents PvP terms PvP kit types A kit in PvP is a pre-determined loadout of items. Kits function as PvP gamemodes, and require different skillsets from one another. The following list includes kits that are officially recognised by servers and tier testing, and are thus commonly practiced: PvP equipment A combatant's equipment is an important factor in PvP, as it determines survivability, damage output, and versatility. Having good gear does not guarantee success, as skill is far more impactful in the modern combat system. Becoming familiar with the usecases, strengths, and weaknesses different equipment is an important aspect of PvP. Swords are the best weapon for doing combos, as well as for breaking out of an opponent's combo, due to their high attack speed. While they also have the special ability to do sweep attacks, this is only useful when fighting an opponent's wolves. When all four melee weapons have maxed out enchantments, swords have the highest DPS and the third-highest damage per hit. Axes are essential for their ability to stun shields, and are the second-best weapon for dealing high-damage single hits. When all four melee weapons have maxed out enchantments, axes have the second-highest DPS and the second-highest damage per hit. Tridents can be thrown as a projectile or used to escape threats using the Riptide enchantment. When all four melee weapons have maxed out enchantments, tridents have the lowest DPS and the lowest damage per hit. When all three ranged weapons have maxed out enchantments, tridents are tied with crossbows for the fastest charge time, and have the lowest damage per hit. Maces have the ability to deal devastating smash attacks after falling, and are the best weapon for dealing high-damage single hits due to the Breach enchantment. When all four melee weapons have maxed out enchantments, maces have the third-highest DPS and the highest damage per hit, even without doing smash attacks. Bows are the best ranged weapon for dealing damage, and can also be used to quickly spam uncharged arrows to deal chip damage. They are also the only ranged weapon with access to the Flame enchantment, and are thus essential in Cart PvP for activating TNT minecarts. The Punch enchantment greatly helps with bow spamming, as it increases knockback, making it harder for the enemy to reach the player. When all three ranged weapons have maxed out enchantments, bows have the slowest charge time, the highest damage per hit, and the second-highest DPS. Crossbows are the best ranged weapon for spreading tipped arrow effects, and for the utility of having an instantaneous long-ranged shot that can be used at any time, so long as they have been charged in advance. When all three ranged weapons have maxed out enchantments, crossbows are tied with tridents for the fastest charge time, have the second-highest damage per hit (by use of 7 star firework rockets), and have the highest DPS (Quick Charge III with 7 star firework rockets). Armor is essential to have for PvP, as failure to equip any armor will result in near-instant death. Different armor material types have differing amounts of armor points, armor toughness, and durability. The armor material types with zero armor toughness are extremely frail, and thus require high levels of Protection to be useful. Shields are an essential defensive tool, as they block 100% of melee, ranged, and explosive damage when active, and block in a 180° arc in front of the user. When using a shield, there is a 250ms delay, ping not accounted for, before the shield becomes active. Shields that are in the active state will become stunned for 5 seconds if hit by an axe, regardless of the axe's attack cooldown percentage. The durability loss a shield endures is dependent on the strength of the blocked attack, with attacks dealing 3HP or more taking durability damage equal to the strength of the attack rounded up. They have 336 durability. A combatant should make sure they have a full hunger and saturation. Reaching 20 ( × 10) hunger after eating food causes health to quickly regenerate at the cost of saturation. Health also passively regenerates slowly when hunger is at 16 ( × 8) or above, and stops when below that amount. Additionally, if hunger dips below 6 (), sprinting becomes disabled. The best food types are those that have provide high saturation when consumed. Golden carrots, steak, and porkchops are the food sources with the highest saturation that are still able to stack to 64. Golden apples and enchanted golden apples directly provide Regeneration and Absorption alongside having good saturation, making them the best food types. Blocks are useful for obstructing attackers and making escapes. They are especially useful in tight spaces like tunnels for blocking off a pursuer. They can also be used to pillar up to safety in a fight, at the cost of becoming vulnerable to being knocked off by projectiles. Some blocks have unique properties, such as high blast resistance, flammability, or being openable. Openable blocks such as chests or barrels can be used to counter cobweb or lava users by having them open the block when they try to place cobwebs or lava. Potions apply a variety of useful effects. These effects can strengthen allies and harm enemies when thrown as splash potions. In addition, lingering potions allow for a larger potion radius, but do not deal their effects on impact, and are expensive to brew. Drinking a regular potion takes time and leaves the user open, while splash potions can be used in quick succession. In the middle of a fight, it is most practical to splash them at the user's feet, especially when using splash potions of healing. Lingering potions are useful for either making an area inaccessible for a while or allowing everyone in a team to heal together. Using negative splash potions and lingering potions as throwable projectiles is not advised, as the throwing distance is short and each projectile takes up an entire inventory slot; tipped arrows are optimal for this instead. Ender pearls can be used to escape opponents, allowing the user to heal, or to pursue a fleeing opponent. Ender pearls inflict damage to the user when landing, damage that can be reduced by Protection and Feather Falling. Ender pearls can be used to scale walls, done by placing a block below one's self upon landing into the wall. A ender pearl stasis chamber can be used to teleport out of a dangerous situation if activated remotely. Water buckets can be used to obstruct opponents, buying more time to escape by slowing them down. It can also be used to avoid taking fall damage, destroy cobwebs, put out fires, and travel up walls. Lava buckets can be used to damage and slow opponents, as well as to create small barricades. The Protection enchantment greatly reduces the effectiveness of lava as a damage option, making lava buckets more practical for low-power fights. Redstone can be used to create traps and TNT cannons. Building a trap in a strategic location and luring the opponent into it can be an easy way to win a fight. However, constructing traps or TNT cannons using redstone in the middle of a fight is highly impractical, and thus traps and cannons that are easier to build and do not use redstone are preferred. End crystals can be placed on obsidian or bedrock, and when punched cause an instant powerful explosion. They can also be placed and exploded rapidly, but in order to do full damage and knockback on an opponent, the user must first knock the opponent up near the end crystal, or place the obsidian and crystal as the opponent is midair, for maximum effectiveness. As long as the user is at least 1 block below the exploding end crystals, the user takes little damage from the explosions. Respawn anchors when given a piece of glowstone can be right clicked on for an instant powerful explosion. Unlike end crystals, respawn anchors do not require a block for them to be placed, allowing them to be placed right at an opponent's feet without having to hit them up. However, respawn anchors cannot be activated in rapid succession and cannot be used in the Nether, unlike end crystals. Respawn anchors also pose a higher threat to the player using them than end crystals do, and thus it is recommended to place a block between the user and the respawn anchor before activating it. Beds are the Nether counterpart to respawn anchors, and have the benefit of not requiring a fuel source to activate. TNT can be used to build traps or deter opponents from approaching or chasing. TNT can also be used in specific formations to launch other TNT towards opponents. TNT minecarts can be used offensively in a similar way to respawn anchors, and are activated instantly with a bow enchanted with Flame. The damage of a tnt minecart explosion is influenced by the velocity of the Flame arrow that activated it. Flint and steel can be used to alter the battlefield by setting surfaces on fire. Due to the Protection enchantment, fire damage is largely negligible and is instead useful for the movement disruption inflicted by it. The screen effect incurred from being on fire also obstructs a player's field of view, however this can be circumvented by use of a low-fire resource pack. Fire charges are identical to flint and steel when used as an item, but can also be fired by dispensers. Flint and steel has only 64 durability, and is therefore used up in the same time as a stack of fire charges. However, flint and steel when enchanted with Unbreaking becomes the superior option. Cobwebs slow any player caught in them to a crawl, trapping them and make them easy targets. Ender pearls are the best way to escape from cobwebs, and water buckets can also be used to destroy them. They can also be destroyed with a sword, however being inside a cobweb whilst not being grounded causes mining speed to decrease dramatically, making this a poor escape option. Cobwebs can also be placed on one's self to act as a barricade against attacks, so long as no part of the player is exposed. When held in the offhand, totems protect the player from a lethal hit (except from the void), and grant them temporary Regeneration, Fire Resistance, and Absorption. Totems can be quickly re-equipped by hovering over one in the inventory and pressing the F key to replenish the offhand, or using hotkeys/Shift+Right Click (not rebindable) to replenish the mainhand. A totems of undying only returns your health to 10 at the moment of use, and wipes potion effects. The severity of the screen obstruction that occurs when a totem activates can be reduced with a resource pack. Mining tools allow for modifying the terrain, tunneling away, and destroying defenses. They are most useful when enchanted with Efficiency, as this increases their mining speed. Shears also disarm tripwire traps without triggering them. The elytra can be used to travel long distances at high speed, surprise attack enemies, make quick escapes, and become difficult to hit. Wearing elytra dramatically reduces damage reduction due to taking up the chestplate slot. Having Mending on the elytra, as well as a supply of experience bottles, is recommended for sustained use. Elytra can be used in tandem with a mace to deal smash attacks with better precision and safety, however the elytra must be unequipped the moment the smash attack is dealt for the smash attack to activate. Fireworks can be used to boost with an elytra. Fireworks made with firework stars can be fired as explosive projectiles using a crossbow, with higher star counts resulting in higher explosion damage. Horses can be used to travel around the map quicker, as well as to reach high places using their high jumping. While getting hit on a horse prevents knockback to the rider, horses are not recommended for direct combat. This is because horses have a random chance to be stunned when taking damage, making themselves and their rider vulnerable. They are also quickly killed by attacking players, and are outclassed by elytra for travel. When using a horse, having a supply of hay bales to heal it is recommended. Tamed wolves will aid the player in combat by targeting the last entity that was hit, or the last entity that hit their owner. Meat food types can be used to heal wolves and cause them to breed, making more wolves. Equipping a wolf with wolf armor is highly recommended, as failure to equip wolves with armor causes them to die quickly to attacking players. When using wolves, having a supply of armadillo scutes to repair their armor is recommended. Due to the way wolves jump when attacking targets, they often miss their attacks. This in combination with their low movement speed, damage output, and health pools causes wolves to be poor allies in combat, requiring a large army with status effects for wolves to be useful. Enchantments for PvP Power increases damage dealt by 50% for the first level, and by 25% for each subsequent level. This results in Power V giving a total damage increase of 150%. Breach decreases the effectiveness of a target's armor by 15% per level. This results in Breach IV giving a total armor effectiveness decrease of -60%. Density is a must-have in kits revolving around repeatedly chaining mace smash attacks. However, for kits that do not offer wind charges or an elytra, Density is completely outclassed by Breach. Flame sets the target on fire for 5 seconds per level. This results in Flame I inflicting 5 seconds of burning, dealing 1HP each second for a total of 5HP over time. Burning damage does not take effect when the target is already taking damage from other sources, such as melee/ranged attacks or explosions. Punch increases the amount of horizontal knockback inflicted on the target by 3 blocks per level. This results in Punch II dealing 8.792 blocks of knockback. Knockback is not a recommended enchantment for the majority of PvP kits. The enchantment makes it more difficult to combo in PvP that doesn't have netherite armor, and makes it easier for your opponent to back out of combos even in PvP that does have netherite armor. The Knockback enchantment's only usecases are in Crystal PvP, where Knockback I is used to knock opponents into end crystal explosions when spam clicking, or in netherite SMP PvP, where Knockback 1 can be used to combo more effectively at the cost of combos being easier to back out of. Protection is required in all forms of PvP, as armor without any Protection enchantments is incredibly frail. Having a piece of Blast Protection armor is required in Crystal PvP and Cart PvP, as not having any Blast Protection results in instant death to two crystal explosions even with a totem of undying equipped. Having more than one piece of Blast Protection armor is not recommended, as having only two pieces of Protection armor will result in dying quickly to Strength II-boosted melee weapons. Projectile Protection increases projectile damage resistance 8% per level. This results in a Projectile Protection IV armor piece giving a total projectile damage resistance increase of 32%. Both Fire Protection and Projectile Protection have no usecases for PvP. This is because sacrificing Protection for one of the two is never worth it, regardless of the type of PvP kit. Feather Falling is not mutually exclusive with any other enchantments, so it is always worth having. Thorns is not a recommended enchantment for PvP, as the damage of thorns becomes inconsequential against the Protection enchantment, while still massively harming the sustainability of your armor. In addition to this, when Thorns inflicts damage on the opponent, it will grant them knockback immunity for 0.5 seconds, as all indirect damage sources do, which disrupts combos. Bows are virtually never at risk of breaking in a PvP fight, so Infinity is always preferred over Mending in a PvP environment. Unbreaking is essential to have on armor, as armor durability is a key factor in high-power gear PvP. Excluding shields, it is not as important to have Unbreaking on other items, as they are very unlikely to break from full durability in a PvP fight. Mending, like Unbreaking, is essential to have on armor, as armor durability is a key factor in high-power gear PvP. It is important to omit having Mending on equipment other than armor in a PvP fight, as repairing armor using bottle o' enchanting must take priority over repairing other equipment. Loyalty is not a recommended enchantment for PvP. This is because tridents are poor weapons for damage-dealing, leading to the utility of Riptide being far more useful. Riptide is the main reason to use a trident in PvP, as tridents are poor damage-dealers, resulting in the utility of Riptide being their best usecase. Curse of Vanishing can be useful for preventing opponents from collecting your gear in a team-based PvP fight. Quick Charge is an essential enchantment for crossbows, as it drastically increases their DPS and rate of spreading tipped arrow effects. Spamming arrows with a Quick Charge III crossbow is a viable strategy, as it will repeatedly damage an opponent's armor and make it difficult for them to approach. Piercing is most useful in low-power PvP kits, as the utility of letting a crossbow ignore a shield is very helpful. Piercing also acts as a pseudo-Infinity enchantment that works with tipped arrows, however the arrows have to be picked up again manually. Piercing becomes less useful as gear becomes more powerful, as Multishot begins overshadowing it for the utility of spreading tipped arrow effects when the crossbow itself stops dealing meaningful damage. Multishot is incredibly useful in high-power gear kits for the utility of spreading tipped arrow effects. It also by nature makes it easier to land arrow shots, and drastically increases the effective coverage of shot firework rockets. Status effects for PvP PvP settings It's important to determine the best settings for you. Settings don't improve your fighting skill, rather they make your fights more comfortable. It is discouraged to constantly change your settings to try to find the "perfect" setting that will "magically make you the best". Get settings that don't limit your gameplay and get skilled with them. Having more FPS is incredibly important if you have a low-end system. Tone down most of your graphics, such as setting it to "Fast", turning down your render distance, and turning your FPS cap to unlimited are some examples that can somewhat improve your FPS. Additionally, you can also turn off particle settings as some particles are too obstructive such as the crit particles and totem particles, but this also means you need to listen to your sounds more carefully due to lack of a visual sign that is usually seen in these things. Next are your controls. First, modifying your keybinds is totally up to you. Using the default 1-9 isn't recommended, as the numbers past 4 or 5 are inconvenient to reach. Although using the scroll wheel in your mouse can be helpful, keybinds are faster and more accurate than using the scroll wheel if you become good with your keybinds. Your mouse sensitivity is also dependent on each player and choosing one that you're comfortable with is essential with getting better aim. With a high sensitivity, your crosshair would start becoming shaky and you won't accurately track your opponent as your mouse is too fast, while if your sensitivity is too low, your rotation is too slow, thus you won't be able to track your opponent that moves too much and too fast. Other settings to change are turning Auto-jump to off and turning your sprint to "Toggle". An ideal FOV is any FOV above 80-85, letting you see enough so that enemies can't strafe behind you easily but not making opponents too small if they are at the edge of your reach. Its best to turn off FOV effects as well as Damage Tilt completely, as they cause your screen to warp and shake during fights that makes aiming much harder. Resource packs are optional but sometimes they make your PvP experience more comfortable. Some vanilla textures in the game obstruct your vision too much, such as food, explosion particles, swords, fire, and offhand items, so texture packs reducing the size of those are definitely recommended. While resource packs that function while minimally modifying the vanilla aesthetic are called overlays, one may opt for a resource pack with cosmetic changes, too. Mods are also important and some of these are tailored for PvP combat. Sodium and FPS-increasing mods are incredibly essential and PvP clients like Lunar, Badlion and Feather feature modules that significantly help in combat. PvP locations The location where PvP takes place affects general gameplay and can affect strategies. This is when two players fight in the naturally generated terrain of Minecraft. In this type of fight, players decide on a designated area or may be unexpectedly attacked (underground, caves, cliffs, or strongholds). One can also add custom features into the natural terrain, normally player-built structures. This is PvP that takes place in a unique area or challenge map. Players that are friends may decide to create or use a challenge map that facilitates PvP. The players may choose to divide themselves into multiple groups, enjoy a free-for-all, or any other distribution of players that fight among one another. Players may prefer to build an arena for the sake of organization or aesthetics. A hazard is any area that's dangerous or disadvantageous to be. Most likely its a lava pool, ravine opening, or for a particularly experienced player, even just a wall that's easy to headweb against. In any case, both players want to stay away from it and force the other player into it. When playing around a hazard, strafe around your opponent constantly and stay low to the ground, letting you move more effectively to put them in between you and the hazard. Whether you're successful or not, you'll need to push your opponent back and gain ground. To do this, disable their shield and don't let yours be disabled, at all costs. Use techniques like Shoving to advance forwards consistently without taking much knockback or Uppercutting to gain lots of ground very quickly. If your opponent crits you, Sidesweeps are a viable option (only if you're losing) to run around behind them and flip the scenario on them. PvP context It is important to note the context in which PvP takes place. Friendly PvP is when two or more players agree to PvP for friendly practice and training only. Friendly PvP is great to play on LAN. It is the least hostile option for PvP as it: In organized PvP, players agree on the circumstances of their fight, and then battle. The victor may be agreed to receive anything, from diamonds and emeralds to proven superiority to nothing at all. This type of PvP can be highly competitive and players may need an impartial judge to moderate. This is when someone surprise attacks you without warning, and is mainly common in SMP PvP. If you have better equipment than your attacker, you will likely be able to kill them. At this point, there is no better time to give it your all. Utilize anything and everything at your disposal to destroy your opponent — any method that Minecraft provides, you should exploit. (Combat-logging, hacking, and other out-of-game methods are unacceptable except on select servers.) Always carry extras. You never want to be stuck in battle without a weapon. Therefore, extensive measures must be taken to ensure that equipment can be readily replaced in a fight, such as enchantments, extras, and consistent resupplying. Press any advantages you can, and consider fleeing if you don't think you can win. There's little point in being honorable, and more point to staying alive. Make sure to understand your disadvantage if you are attacked unexpectedly. Your opponent likely has applied potion effects or eaten golden apples in advance, giving them saturation and absorption. To stand a chance against them, you'll need to do the same. Keeping combat healing items, ender pearls or potions on you as well as in your hotbar can save you in those situations. In this type, 2 players spawn in a set map with an arranged set of equipment, thus the name of PvP. Practicing kits are important in learning the basics of PvP. And the kits can also be customizable depending on the server. Minigames are typically played on dedicated minigame servers. Some popular ones include Bedwars (where each player/team has a bed that allows them to respawn if it is undestroyed), and Capture the Flag (where each team tries to steal a banner/wool from the other team). Many other variations of these games, and some more niche minigames, also exist. Each minigame will typically have its own set of rules, as well as a shop or class system (although this is not true for all minigames). To gain experience in this kind of PvP, it is recommended to try different kinds of minigames, and find one/some that you enjoy. Minigames are technically a form of Organized PvP, but are normally on a dedicated server. Melee fundamentals The majority of PvP is melee based combat: using your sword, axe and shield to damage your opponent directly. Swords and axes are the strongest and most damaging non-crystal PvP weapons in the game, apart from maces which are typically restricted to their own gamemode. Choosing your offhand item is an important decision, with the most popular choices being a shield, totem of undying, or food. There are two main avenues and essential concepts for attacking: sprint-knockback attacks and critical hits. There are many techniques and maneuvers you can use in PvP to give yourself a large advantage. This is the next step in complexity in PvP up from just critting and shielding. These are some more complicated and high level techniques. Many of them build off of other techniques and are more useful against better players, used to counter other more basic techniques. Shield fundamentals Shields protect all damage and knockback infront of the user when active, aside from arrows from Piercing crossbows. Shields have 250ms delay between being raised and being active. They are disabled for 5 second when hit by an axe, regardless of the axe's attack cooldown charge. Disabling the opponent's shield is a huge part of SMP kit, giving a 5 second window where they aren't able to protect themselves effectively. To disable a shield, hotkey to your axe and spam click 2-3 times, then immediately swap back to sword. Later in this section are some special ways to disable your opponent's shield to give you an advantage. Don't wait to charge the attacks: axes are inefficient at dealing damage. You can attempt to disable either when you see them put up shield, which requires fast reactions and good hotkeying, or by predicting when they will shield. While fighting, try to watch their shield patterns and learn them so you can predict them in advance. In addition, most players will shield with the following patterns: Be careful when your shield gets disabled. Did you shield in a predictable pattern? They might have learned that pattern. Be careful before repeating it. Once you disable their shield, you have a 5 second window where they cannot block any hits. To take advantage of this, you can use 2 different follow ups. When your own shield is disabled, you are very vulnerable to crit or combo follow ups. By far one of the most effective ways to play while your shield is disabled is KB hit trading. Back away and try to bait your opponent. Trade KB hits with them, holding S after each hit to get too far away from your opponent to be comboed. This is a very slow playstyle and your shield will come back up soon. The reason it works so well is that if your opponent attempts to block your hit with their shield, you can easily either disable it or back away from their hit before they lower their shield, rendering their shield advantage useless. Another trick you can use when your shield is disabled is literally to pearl out and heal. If you can safely get the pearl off, you might avoid a very costly encounter. It might seem sort of hacky or cringe, since you're just running away whenever you're at a disadvantage, but your opponent can't do anything besides cry about it. Don't do this if you are going to get crit out while the pearl is in the air. Here are some shield related techniques you can use. Some of these are very difficult to perform, and some of them delightfully simple, but they can give you a significant edge in getting more effectiveness out of your shield. Ranged fundamentals Bows and crossbows can be used to attack and snipe at a safe distance. Learning how to use bows and crossbows effectively is an important aspect of PvP. There are various styles to shooting such as jump shooting, aiming upward and strafing to the right/left, spamming uncharged shots (bow only). Strafing from left to right when shooting is the optimal way to shoot from mid-range, as it can help you avoid an opponent's shots. To hit a moving target, lead the arrow ahead of them some blocks depending on their distance and ping. Sniping is attempting to hit targets at long range with a bow or crossbow. Done well, sniping can deplete a weak target's health or knock them off a cliff. This tactic by itself can be ineffective if not followed up with melee combat, as shields and healing are certain counters to the exclusive use of bows and crossbows. However as a method to drain your opponent of resources, such as armor durability and food, sniping them can make a difference. At further distances, the level of precision needed to have a good hit rate increases, and the innate randomness value of arrow shots becomes a problem. An 8-degree pitch shot with a bow will hit a target between 47 and 52 meters out, and a 37-degree angle can put shots out to around 120 meters. The pitch of your shot can be viewed using the F3 screen. Generally, aim 1 degree up for every 4 blocks away your target is assuming they're at level ground with you (Pitch = (distance - 18)/4), compensating for their movement appropriately. For example, to hit a target 50 meters away, aim up by 8 degrees. 62 meters away, aim up by 11 degrees. 74 meters away, 14 degrees. If a player is higher than the user, a simple way of compensating is to look them in the face and set that as your zero. This works for relatively flat shots that aren't at an enormous range. If a player is 9 degrees up from the user and appears to be around 60 meters away, a 19.5 degrees pitch is a good approximation of where to aim. Sniping is a skill that becomes feel-based at higher distances, making practice essential. General fundamentals Longer term, overall strategy during fights to make the most out of your PvP skills. This section will detail how to heal yourself properly, win fights when outnumbered, heal your armor, and use your utility items properly. You can heal faster by having high saturation, or by consuming a healing item like a golden apple or a potion of Healing. Foods with high saturation such as golden carrots are preferred as more saturation translates to a longer period of faster healing. Since healing by eating normally takes some time and slows you down you want to do it while sprint jumping away if you can't ender pearl, preferrable after separating from your opponent as well as possible. KB hits, cobwebs, and blocks can all help you get away. If your opponent is healing, make the most of that time. Crit them out to drain them of resources if they are close. If they aren't close enough for you to reach this, do something else such as healing or refilling your hotbar. Just running at your opponent doesn't help you. Its also common for players to KB hit their opponent on the last hit while their opponent is healing. This sets their opponent up for a combo when they finish eating. When you meet with multiple people that have the intent on killing you, the best option is of course run or negotiate for peace. If that's not an option though, you'll need to figure something else out. Utilities are your backup weapons in a fight. The most effective way to use utilities is to have just a couple in your hotbar and become quick and experienced with using them so you can constantly bombard your opponent with effective secondary attacks. In various kits, players are given stacks of bottle o' enchanting to repair their Mending armor. Without proper XP usage, you will waste a significant portion of your XP and your armor will break earlier. Before repairing, make sure to back off way before your armor breaks (preferably when your helmet/boots dips to below 70 durability). Use XP bottles to heal your armor if it gets low. If your shield has mending, all the XP will go to healing your shield, so take off your shield while doing this (shields don't take enough damage to fully break during a fight, normally.) XP bottles heal all your armor evenly, but your armor has different amounts of durability. Your helmet will break while your chestplate still has 1/3 durability. XP bottles only heal armor pieces that you are wearing, though. Take off everything but your helmet and heal it to 100% durability. Now put on your boots and heal them to 80%. Now take them off and heal your leggings to 75%, and then chestplate to 70% durability. Also, make sure you're not too close to your enemy while repairing, since they can get free hits on you, wasting your bottles. Playstyles It's extremely important to know how to play and when. Knowing how to deal more damage than your opponent is necessary, but you have to be able to chain your manuevers and gameplay together to really press your advantages and turn a mess of hitting things into a cohesive playstyle. First we'll examine the two most basic playstyles, playing Defensively or Offensively, and how to counter those playstyles. The most common playstyle in SMPs, a defensive playstyle involves constantly keeping a little between your opponent and playing reactionarily. You will be playing slow and winning by Armor Drain, steadily but surely. This playstyle is very effective against players that seem to have good aim and fast mechanics, but have worse strategy and might be too eager to rush into things. This is how to pull it off using your kit. Defensive players need two things: they need to be able to run away from you, and they need to safely survive to drain your resources. An aggressive playstyle is constantly pushing your opponent, never allowing more than a short break. It mostly relies on being able to play faster than your opponent, making them panic or forcing them into bad decisions. You are often able to drop your opponent when they can't escape your quick damage. It requires strong mechanical skill and versatility with melee mechanics. Aggressive players want to disable your shield and catch you in a bad situation to crit you out. You're gonna need to react to all they're doing and avoid getting dropped at all costs. Minecraft ping is coded differently from other games. The two differences are that you can hit a player when you can hit them on your computer, even if your opponent and the server agree you can't yet, and your knockback is delayed by your ping. If you have 100 ping, you only start taking knockback after the 1/10 a second has passed for your computer to find out you got hit. Fighting Ping: Any opponent that has ping has slower reactions. Strategies like No-KB crits that require immediate counters work very well. Their shield disabling will also be very delayed: you can get away with much more aggressive shield usage. Don't try to combo against ping as much because their knockback is delayed, giving them a window to hit you. If you do, use Silly Circle Hitting or side strafes to make them miss, since laggy players often have more trouble hitting you. Low ping players should play more defensively since they can react very quickly. Using Ping: You are far harder to combo on high ping, since your knockback is literally delayed, giving you an extra window to hit your opponents. Its better to be using an aggressive playstyle. Use the Spacing Techniques detailed earlier in the guide to get in constant extra hits and pcrits before knockback takes place. It's also more difficult for you to be KB hit away, so a crit spammy playstyle is very effective (and annoying) here. PvP misconceptions The world of PvP is vast as it takes place in a sandbox game, giving players many options, and not all of them are good, despite how tempting they may seem. A great way to learn your mistakes is to watch better players play and simply try to notice what's different. Why might they be playing that way or using that item? PvP kit tips Basic tips: Advanced tips: Axe is a very strategic gamemode. Autohitting and backstabbing are of great importance. It's very common to let the opponent disable your shield, autohit them, shoot them with a crossbow to push them away, and run until their shield is back. You need a good understanding of what each player has available to them, and therefore what move they want to make. Baiting your opponent into jumping could get you a free crit, turning the tide of the round. Bowing them near the end of the round when they have no shield might finish them off. At any moment you might only have one opportunity or play to make, and your job is to find it and execute it properly. Now each SMP might have a set of standard rules when it comes to fighting, such as netherite or certain potions being illegal. Even though this is the case, the tips here can still be used on SMPs regardless of their rules. For this kit, we're going to assume that the kit contains fully enchanted netherite armor, 2 netherite swords (one is fully enchanted with Knockback I, while the other doesn't have Knockback), a fully enchanted netherite axe, 2 stacks of gapples, one totem, around 4 stacks of pearls, a fully enchanted shield, 2 stacks of XP bottles and finally copious amounts of Strength II, Speed II and some Fire Resistance (8 minutes) potions. Basic tips: Crystal PvP is using end crystals and respawn anchors to defeat your opponent. End crystals and respawn anchors are capable of one-shotting players in full Protection IV netherite armor, and so it is generally regarded as the most powerful form of PvP. Many survival servers ban or disable these items, and even on those that do, getting large quantities of crystals and anchors can be time consuming and expensive. Crystal PvP is all about being lower than your opponent and setting off your explosives so that they damage them far more than they damage you. Basic tips: Basic tips: Advanced tips: UHC is unique for a reason, that is because of a game mechanic being absent, the ability to heal naturally. This meant that you can't heal on food alone, and you'd need the regen and absorption from golden apples to heal. Aside from that, UHC has a diverse inventory of melee, ranged weapons and utilities that players can use to their advantage. Players must be fast at hotkeying, and scrollwheels won't simply cut it, since hotkeys are more accurate and faster. Second, players must know how to use each utility to their advantage, and must know when to fight defensively to drain or offensively to drop your opponent. Blocks for example, can be used not only to build/bridge up but also to put out a lava or a water source block when placed down. Its an interesting mix of the melee combat similar to SMP kit and intense mastery of usage of utility items. PvP building Factions This can be done with a Factions plugin or through other means. This is when a group attempts to irreparably exterminate members on another group and later destroy or loot all property of the said group. These can range from a surprise attack to a formal challenge of two armies, and can have up to hundreds of warriors on either side (though this is extremely rare and may cause lag). In some servers, you may be asked to pick a team without knowing who is on it. If you can't hurt them from the outside, hurt them from the inside! If possible, join your enemy faction while you are still able to. If you get into their base as a faction member, wait until the faction moderators are all offline. This is the best time to strike. Take their best valuables, then break the furnaces, chests, and burn the items with a flint & steel. If they have a water mine, block the water. If they have a staircase mine, put a lava or two at the top. Go to the "/f home" and dig a hole. Put lava in it, from the ceiling and make a wall so as soon as they "/f home" they will constantly respawn in lava. If you have spare lava, fill the place with it! Make sure that there aren't any hidden chests, and destroy the farms if no one in the faction catches on. If possible, if they don't know you griefed/raided them, wait until they repair their bases with more food/loot and restart the process! Remember to give loot to your actual team after each raid. In most, if not all faction servers, there is a plugin that allows factions to claim chunks of land. If you are raiding a base, there is a 99% chance that they have claimed their base. So how do you get in? Here's how. If you intend to explore the full tactical armory of PvP, then a helpful one and likely the first is the raid. Simply put, a raid is the theft of materials from the property of another player and killing enemy team members. Raids can have pros, such as drain the opponent's resources that could later have been used against you, and increasing your own resources. However they can also have cons, such as increasing the likelyhood of you being made a target by others. Generally, raids are worth the risk. There are three different types of faction raids: There are two objects that are absolutely necessary if you want the raid to be effective and efficient: The first is always needed since this may take some time. However, you may wonder why the list contains an enchanted diamond pick. It's because you can break almost anything fast. Without a powerful pick like this, the odds are that the owner will have mowed you down before you could even get inside their base! Therefore, you must be fast. Choosing a base is easy, and really, an unmanned base is a dead base. When a minimal amount of people are manning the base, then you can strike. Steal all goods. Remember that your point is sabotage, and so you should dispose of all you didn't steal. If you really want to damage them, clog all entry points. Don't stay around too long, though. Take a minute longer and they might be online and hunting you down, in the end you're just wasting your time. Keep in mind that faction wars are not always about combat. It's about preparations and knowledge in order to turn the tide exponentially in your favor, such as how you can slay a player in diamond armor with only iron armor and win a battle before going out to war. You can't rush into an attack, you need to plan it. There's lots of ways to get a kill without having to fairly "fight" your opponent. Now say a new enemy has come and they have Protection IV armor, with a Sharpness V sword, and an obsidian base. Attacking them would be suicidal in a fair fight (unless you have better equipment). First, send someone to scout their base while you prepare a full assault. TNT their base and ruin the defenses. This allows you to eliminate their source of power. Then, send someone to cause a diversion to distract them. They'll be chased all the way until they come back and finds the smoldering ruin that was their home. Lead them to a premade trap such as a TNT minecart bomb and detonate it as they chase you over it. No matter how geared they are, they will be killed and their base will be undefended. Always make sure every fight is strongly in your favor. Go to reasonable lengths to ensure you can attack, but they cannot retaliate, or sacrifice to gain power, such as you losing 10HP through snowballing them, but in the process breaking their diamond armor. Faction wars are not always about fighting. Although the point of a Faction War is to demolish, a clear assessment about the other side is helpful in doing so. Let's go into another scenario. Another faction is the strongest faction but is secretive, stealthy, mean, and rich. Your faction has never liked them, and in fact, hated them. But in terms of pure force, your faction is outclassed. They need you. Now, they equip you with invisibility potions, a diamond sword, a bucket of milk, a splash potion of poison and 3 of Harming, a bow with 128 arrows, and 32 pieces of pork. Throw in some Fireworks for distractions, and you're ready to go. The whole faction depends on you! Now, as a spy, don't ever alert them to your position, because even if they don't know who you are, you are someone sneaking around their base, and they will pursue. To do that, you must follow some steps. Make note of details, as intelligence is most important as it can get you get one step closer to victory. Do not forget that secrecy is required. Report back to your base once you think you have more than enough information on the enemy and that is when you can declare war. Another trick is to (if in a faction server) station your teammates nearby. (Say, a mountain bunker in the distance) That way, if you are caught and running for your life, you can send a distress signal or flares (The most obvious thing would be fireworks). One other trick is to pay attention to what you hear. Say you are in the base, and you hear someone munching on food. Avoid them as quickly as you can. If you hear a nether portal, then your team may be able to build a corresponding portal in the Nether and invade through the enemy's portal. Building a base to protect yourself from the diamond swords and the arrows? Good work! Here are some tips to help you make your base even more efficient: Bigger may not be better, as a visible structure gains visibility the larger it is, and leaves more space unguarded. On the flip side, big bases are good for large amounts of people that are working on something together, and can hold more munitions. A small base is also dangerous, because it will be easily demolished. One effective type of base is a base that is deep underground. Here enemies will take days to hunt you down, while you survive on a farm and branch mine for diamonds. Another base, meant for continuous habitation, is far above the world. Therefore enemies will be required to build up to it. Unless a prohibitively expensive defensive structure is used to get up, they can be easily pummeled with arrows, a single one of which could send them falling to their death or at least making them restart. For sky fortress builders, the most important rule is to not have any spots that are out of the fortresses' archers' line-of-sight. Try building the bottom floor in a "multiple ring" shape to do this. Also, make a disabled nether portal that will upon activation become an escape (disable it to ensure that it cannot accidentally link up to another portal). Bases in mid-air are effective during a raid, when manned, as entry is all but impossible. Again, this base type is best for continuous habitation, but it is only slightly more protected than a house on the ground if nobody is manning it. Also make sure to put cobwebs all over the bottom to stop ender pearl glitching. Every good base needs traps and defenses! First of all, we have the wall. A good wall should contain at least one obsidian or water layer to shield explosive force, and require at least one minute to mine through with an unenchanted diamond pickaxe. To further prolong base penetration, chessboard wood and cobble to force players to slowly break wood or switch from axe to pick. Traps are great defenses to surprise enemies that make it through the wall, but are generally not infallible. Note that self building walls can be useful during an attack to repair severe damage (aka the TNT equivalent of a bunker missile). However, remember that a trespasser will not simply pound at the wall forever (unless they are monotonously dedicated to it). Eventually, they will most likely climb it with blocks, or disable it by destroying the mechanism. This is one of the great secrets to PvP mastery! Trustworthy allies can be useful in many tasks, from grunt work to being the safe keeper of your gold. Be careful whom you choose for an ally, as treachery or lack of skill can easily hamper or destroy your attempts to thrive in PvP. Haste in that aspect is generally a waste. If the server you're playing on has the Factions plugin, you can create an impenetrable base with water and cheap walls. To do this, dig a hole along the border of claimed land (INSIDE your faction land, otherwise it can be blocked up or destroyed) all the way to bedrock. Next, cover your base with water, including the sides and roof, and let it flow down to bedrock. Make sure TNT cannot land anywhere in the base. There should be no blocks connecting your base to the wilderness. The water acts as a shield, making your base invulnerable to TNT, and impassable by enemies. The only way to counter this is make a sand/gravel cannon (a TNT cannon that shoots the falling gravel/sand instead). This can also be countered by a team of people using Wither. You can also bring elder guardians (if possible on the server) and bury them near the outside walls in obsidian, then build a wall of waterlogged stairs around the base. You can then cover that in another layer of water, forcing the enemy to use a Wither. You can use this to your advantage and get your whole team a smite V sword to shred the Wither(s) along with sharpness V to deal with the players after the Wither dies. Gather enough dirt to build to the build limit (about 3 stacks). Then pillar jump with all of it, or until you reach the build limit. Then dig 17 blocks down. Place 1 obsidian by pillar jumping with it, mark that corner, then build a 12×12 obsidian platform. (Set home to platform if /home is enabled!) Then find the corner you marked, dig down, (you should see dirt, and not fall), dig 2 more dirt down, replace the obsidian, and coat the bottom with lava. (Fire Resistance is highly recommended) Ender pearl down, dig the bottom block of dirt, and dig a 12×12×2 trench where the lava lands. Then teleport up, either with an ender pearl (may take multiple tries) or /home. You can now add the necessary items to your new base as needed. And finally, add redstone blocks around the edge, and build rings around the platform at a lower level for archers and potion lobbers to walk on. If the base is being raided, and your hand is forced, activate the self-destruct on your base. It is important to keep one on hand at all times and also have an escape. The self-destruct must be designed to overwhelmingly destroy all life and loot inside the base and the base itself but also be well-hidden. This is hard and so you should experiment. In times of need, start the lethal countdown and escape. Ender chests are good for these kinds of bases, as they don't drop their content and it can be accessed anywhere as long as you have another one. Escape pods are essential for above-ground bases as they can drop you deep underground into a water spot, where you can dig (possibly minecart) yourself up to the ground and escape with your friends (if you have more than just one pod) to far away from the base. You can lock the escape pods with pistons to prevent enemies follow you when attempting to escape. Not all of your faction skirmishes in the PvP world will be set up beforehand. Organize raids with your faction. Find some server to host a voice chat box with your teammates. This will allow you to coordinate your attacks on hostile bases and their creations. The more connected you are with your fellow faction members, the more likely you are to emerge victorious. Keep in touch with them and increase your odds of success. Let's say that you have just moved in with your awesome new faction. They have diamonds, dozens of anvils, and general awesomeness. Now, a faction war has started, and you have no base, no food, nothing except what the faction gave you. This is dangerous. In the event the faction fails, you are defenseless. Trust nobody and keep a secret base all to yourself. Put a home there and be safe from pursuers and spawn campers. Be ready! If you need to and fear that the faction is about to fall, steal some items and leave the faction when necessary. If your group's/faction's leader has been killed, or you just feel like it, don't be afraid to go rogue. In order to do so successfully, you need to follow certain rules. First, you need to either decide whether you want to be a wandering rogue, or a bandit-style rogue. Wandering rogue life is relatively simple. You wander around, and occasionally raid abandoned or unguarded bases, and avoiding other players at all costs. If you decide on this, you can refer to the nomadic experience tutorial to help you get started. If you want to be a bandit-style rogue, however, then you need a top secret base of operations, and lots of equipment. Only engage people if you are 100% sure you can win, and escape as quickly as possible. Trust no one, let no one see you. Although the life of a rogue may not be as action-packed as being in a faction, it is certainly profitable, and once you have enough stuff, you might be able to join a new faction, either to settle down or backstab them, get their stuff, and move on to the next gullible faction. PvP in large factions can include multiple scenarios, from individual murders or attempts to murder, to entire factions battling it out with lines of defense, barricades, and tunnels. There are three major melee builds, which will be discussed more in depth later. They are: The first situation is if the enemy has large numbers of archers. Send a wave of soldiers charging in, with moderate armor, and some skill, as well as some Special units to cause some starting chaos in their lines. Even better, get some ender pearls and rush in to engage the archers, who will often be weaker in melee combat. If they don't have archers, they will run or charge. If they run, have archers retreat to the back lines and then have the whole army sprint, bunching Juggernauts close to the front line while staying together, for maximum impact. If they charge, stop their forward momentum with arrows, shooting when they are 10–15 meters away. Then the infantry should then fight for a bit, while juggernauts and potion lobbers move in at sprinting speed to surge into enemy lines and later replace the infantry and slaughter anyone that was engaging the infantry. Make sure that the juggernauts and potion lobbers do this carefully, as the enemy infantry may have lethal potions. However, in general, the enemy can do little versus Juggernauts and potion lobbers coming in from a flank as well as a defensive row of Exotics to stop enemy Juggernauts from advancing effectively. However, if you are on the attack, there are some threats to your advance you must take into account. Then charge with infantry, followed immediately by exotics. The juggernauts among you should flank around and smash the enemy infantry after a few seconds of fighting. The Exotics should only engage juggernauts in combat, and only with superior numbers. In this situation, have archers aim for infantry advancing toward the fight, NOT the enemy front line, where you could shoot one of your own men. One can make some professional charging units with horses. Never have everyone charge at once. They will lose momentum and a solid position, while also becoming less cohesive which causes less damage distribution. Retreat, while also dangerous, is far safer. A server wars is a mass battle with a large quantity of the server's playerbase participating. The attacking parties are typically organized and well armed. They launch an attack big enough to cause a disturbance on the server. Another party, typically admins, retaliates against this attack. If the retaliating party is composed of admins, it will typically resort to Intel and the power to ban players. However, admins will counterattack with weapons in the process of banning the attacking players. Unless they allow griefing of course. In an all out server war, you have two choices: you can either fight for one of the two parties, or you can flee to safety and let the admins sort it out. Most players decide to fight for their server, however, players who have a lot of resources like diamond might feel the need to protect their precious resources and flee to safety. If you decide to join the party that is defending the server, you don't really need to worry about firepower since you will probably be armed by fellow soldiers. If you join the attacking party, you should equip enchanted weapons with high damage. It is also good to equip weapons of mass destruction such as TNT, end crystals, lava buckets, etc. You should do everything in your power to keep your nametag hidden if you don't want to be banned. Being banned means you are out of the server, and out of the war. You can no longer fight alongside your comrades. When you are fighting with the attacking party, you typically want to destroy as much as possible and invade as much of the server as you can. A good tip? Drink an invisibility potion, arm yourself with end crystals and blast protection armor, and let the terrorist bombings commence on anyone you see, especially the ones that are insecure. Remember, the retaliating party doesn't always win even though they seem like the "underdogs". Server wars are won with great soldiers, and most importantly, great leaders. You don't have to be a "grizzled" war veteran to be a great general, a great general is someone who is smart and fights alongside their soldiers. Remember, great generals take point, they don't watch from a safe distance and bark orders while watching their fellow players get slaughtered. Also, if the server has mods equipped, especially mods like "flans mod", "flintlock weapons mod", or "Mo' explosives mod", use that to your advantage! Because of the nature and the danger of these wars, the mechanics of these "groups" of people that are attempting to overthrow the server will be explained. Generally, the group may know each-other personally. If three friends chose to do this, and each friend tells two of their friends, then we already have nine people ready to attack. Doing this makes it easier to create order and hierarchy. This is also done to deter any traitors or turncoats in the group. Some of these groups go into faction servers, claim land, and make a legitimate faction. They will probably use the faction as a temporary "bank" for what they steal and make. They will build a secondary base, and will use this when they attack. They are highly armed, and are equipped with heavy enchants, potions, lava buckets, redstone, TNT, and whatever the Modifications on the server make available. They disband the faction, and move to the other base and create a new faction, (if they make one at all) and begin their attack, or they may each stay factionless (to avoid detection) and cause great destruction to large bases using the exploits above, communicating attacks via a third-party social platform. There is a hierarchy involving the status and rank of the players usually, there are generals of the troops that go to battle. They are on the battlefield. And they command the players to attack. But these generals get their orders from one player. This player is the equivalent to the "god father". They are never seen, although sometimes in the game anonymously. Several of these groups have primarily PvP champs, but most of them have hackers, x-rayers, cheat mods, and whatever they chose. Most times the hacker is the godfather or at least close to the top. They also have spies and intel groups. This is not the most usual case, but there are exceptions. Some of them have strategies that they commonly use. Some are griefing, personal raids, and singling out a player. For example, if they know that a player has valuables (diamonds, enchanted books, etc.) and they don't know where it is hidden, they may grief and threaten the player. PvP behind the scenes Your presence on a server is important for gaining allies or a following. If you want griefers or spawn killers on your side, be really nice to them. Most of them are notoriously good at PvP from practice, and giving them a reason to be on your side through making sure they never have to worry about starving or being hunted by others is a good way to avoid alienating them. Ironically, this may be the most effective way to make allies with random people, giving them full access to all of your resources and your considerable efforts to be hospitable will generally remove any want to take your items. (As always, this may backfire). If a server has an online dynamic map or if the Rei's Minimap mod is allowed (most likely), USE THEM. Rei's Minimap helps you understand what structures are ahead of you, and Online maps show everything and also show locations of players. Forgo any advantage you can get your hands on. Whether it'd be a Drop Party or an organized PvP match, participate in server events and you'll be known by most members in the server. This means people will have second thoughts of attempting to kill you. This one is obvious. Make sure to be friendly and caring with your members. Give items randomly to the squadron. Make an Army, Navy, and Air Force if you must, but let them mingle. Give crate keys to your teammates if the server has a crate system. And make sure to not act stuck up. Listen to their opinions. If you want a Mega-Uber Skull Laser Chainsaw Castle of Death™, and your friend wants a smaller base, compromise. Let's say you're on a faction server and you have many enemies. Your base has not been found until now. Two players each holding a Sharpness V, Fire Aspect II, Knockback II sword and wearing Protection IV armor are directly outside your base setting up a TNT cannon. You should always have defenses that are innately active, such as obsidian and water to negate explosions and if available, a spawner that can funnel out mobs on command (go exploring for spawners) to distract and dangerously deter, or snow golems to break armor. If you have these, don't jump down and PvP. Wait for the spawning mobs to break their armor, or call for your faction members and allies to assist in defeating the enemy. In these cases, booby traps are good, so set up booby traps everywhere where the enemy can't find them. In fact, make some that are meant to make the enemy know about the traps but it itself is a trap. These work as warnings and signals. Use tripwires and wool under them to use as signals for example. If you're building a massive fortress near the spawn, a griefer or simply a plain idiot might run behind you and kill you, disassemble your fortress and run off with your materials. Well, the easiest method to prevent this is to build your house away from spawn and try to survive a good distance away from spawn. It is usually a good idea to use a home-setting command around this area where you wish to live, as if it is a long way away from spawn and you die, it's a long walk, or mad chase if there are spawnkillers with diamond armor and enchanted diamond swords. Using the /home command if you used /sethome cuts the time getting to your safe zone drastically, usually having the spawnkillers and griefers be dazzled in confusion. The best way to keep your most precious valuables is to put them in an ender chest. Then put a chest in your house with basic invaluable items in it (with a few valuables mixed in to help fool them), and bury a chest with 8 obsidian, an eye of ender, a crafting table, and other less semi-valued objects in it a short way away from your house. Even if your entire house is a crater and the ender chest you placed is destroyed, the chest you buried will still be safe, and you can craft an Ender chest with what is in it to access all your valuable items and loot in there, as well as the loot in your actual chest. Getting started on a server The following is a step-by-step tutorial on how to survive while being new to a PvP server. Follow in this order: Tip: You must have a fallback in your base in the case of hard times. This means: A lot of times in single player survival Minecraft, you are going to need something. In factions, you are going to need it a lot more because you are competing with other people for it. Some ways to get it faster: Despite lag making people randomly visually act, cause injury because of damage just showing up, and crash the server, it may still be useful instead of a nuisance if you know how to control it to your advantage. Whenever you hit someone under the effects of a lag spike, there is a chance that they won't be hurt and can escape. You can use this time to run when a lag spike comes, therefore you may escape if necessary. Keep in mind, lag also delays redstone machinery, meaning if there's a staircase that only activates when you're on a pressure plate, you can get up easier. There is that one case of being left for green. This means that your squad disbanded, you are out, all alone with maybe a few enemies a kilometer or two behind you looking for you, and you're starving. Be independent. What if nobody is there stupid to help you? What if your leader takes all the valuables and leaves their troops out to die? You must gather resources, get help of any kind, whether it be a lone man just with a stone toolkit or a juggernaut in Protection IV armor, and you must be careful and start your own faction. Tip: Since anyone can be bought…eventually, keep your own secret, hidden, well guarded bases. Never tell anyone about it. It is for you and only you. Be smart with what you learned. Many people know how to make traps. That is good on one hand, but on another, they might not know how to use their knowledge to their advantage. Combine traps and improvise offline. Think first before charging ahead to do something. Think first of the necessities, which are supplies, and deal with the secondary needs after. If you stand no chance, save what you can save and run. If you're nearly killed, and have no hope of victory, run. And don't let yourself be lured into 1-on-1 PvP unless you can win. Use your mind over your in-game muscles. Most important is to use your environment wisely. For example: if you're in a jungle biome, run into the trees and attack your enemies! If you're in a big NPC-village with iron golems: make your foe hit the Iron Golem, then run off and snipe the foe! If you're on a small island in an ocean biome: get a boat, sail a little away, and use your bow to take down that diamond-armor juggernaut! While in the Nether, surprise the enemy with a bed and kill them with the explosion! While in The End, spleef your enemy into the void for a sure victory! It will all be yours if you succeed! Your sword might be a strong weapon, but your bow is even stronger if you use your mind. Also, don't be scared to use potions: they can give you a great advantage over your non-potion using enemies. In other words, take into account all your advantages, all their advantages, and weigh the options. Sometimes, you need to guess and check. The most important ones are your advantages or disadvantages in: Be aware of your surroundings, even when playing casually, to avoid being ambushed. Let's say that your base is in the sky with a public chest containing some equipment. Then, all of a sudden, you come down with one teammate and realize that the base is being raided! In the chest, you find some string and cobblestone. The enemies are in iron armor. Now, if the raider's armor was not enchanted, then you're in luck. A stone sword against iron armor with no buffs deals a full heart of damage. A fully charged bow does about as much damage as a diamond sword. Even if you have no armor, you still somewhat stand a chance against those two since it's you and your teammate fighting them. You do not need to be the same size as long as you can beat them. If you and your teammate are strategic, let's say they stick together, and your enemy doesn't, then you are almost guaranteed to kill them, that is if both of you have at least stone swords and they are alone with an iron sword and full iron armor. If you got lucky enough to mine a diamond sword, bring that out too: if you can, enchant with even just Sharpness I, which will do about 5HP hearts every hit. If you somehow have gotten a Strength II potion, maybe by buying it on a server, then DRINK IT! It will multiply your damage by 3.6, so that 5HP, if you make that a critical hit (by falling when attacking) (will do 7HP hearts) WITH Strength II, then you just might have killed your opponent in one or two hits. You may be thinking that people who have lost so much that their anger is uncontrollable are going to go psycho to win and when people come with supreme equipment you should be scared out of your wits, since that "causes" adrenaline. No! Anger and fear are both factors to defeat. When either happens, whether it be an attempt to kill a player who has diamond armor with your fists or combat logging just because you are so scared that you have to go to the bathroom of fear of peeing in your pants, you will most likely forget all the tips you have learned until you get back to your senses. Avoid that. Now, you must stay calm. Run for cover, and don't stop to watch the deaths of your teammates. If you have one, drink a Potion of Swiftness (the second tier is highly recommended), and keep running. Do not turn back, do not look back, do think of what's back there, and do not stop. Just keep running until you reach safety, whether it be allied or peaceful territory, or a secret place. Don't stop. Stay sharp. Remember what's been said about not trusting anyone? Your turn to chip in to take a stab at backstabbing. Create peaceful factions for your team. Their only purpose is to earn supplies while being impossible to touch. If two players in diamond with enchantments come and raid your base, and you're 4 people in iron, and only you have a full set of diamond equipment, do not bring it out! It is obvious you don't stand much chance as you are overpowered. You do, however, need to keep potions of Strength and Speed at a minimum. Also, keep flint and steel, along with fire aspect swords and bows, along with you. And if you find generation errors that create gateways to the Void, use them. Don't forget to keep your dispensers loaded and ready to fire with arrows, damage splash potions, and fire charges. The reason why this equipment and these traps can beat people in diamond is because they go right through their armor. Nothing, not even diamond armor, can resist their effects (except for arrows. Fire, potion effects and Void damage are the only lethal things unaffected no matter what kind of armor.). Also, a potion of invisibility will mean no one will know where you are attacking from! Remember the gift of decoys. Say you have nothing at all and you were just a player that started in a faction war faction. Use your expendable condition. Say there is a hall of traps designed by a redstone scientist. Throw yourself at the traps, run like a madman, break those hidden redstone clocks, and just kill your player on those lethal traps so your faction can zip in and break a hole in their obsidian shield. To victory! On some servers, the PvP can take place in real life, as well. If you have many friends who play Minecraft, you can call them to join your (allied) faction, which will make strength in numbers. If one of your friends is good at persuading or knows a lot about strategy, that's even better! Also, if you know your in-game enemy well in real life, you can somehow reduce the time they can play or have a talk with them, so they may have a change of heart. No matter how your opponent fights, they are bound to have some kind of weakness. Wastefully attacking where they are well defended won't work, and you will usually have to change your plan accordingly. Is he not using a shield? Abuse yours extra hard by blocking all their hits. Debuffing you with splash potions? Chug some milk. Shielding your arrows and tridents? Whip out the Piercing enchantment. Not even the heavily-geared Netherite player is invincible: you can bypass their armor with splash potions and tipped arrows. This also brings to the next point: Just as you adapt to your opponent's tactics, your opponent will adapt to your tactics. If you see your opponent change their actions, think about why he is doing that. Don't rashly play into their hands. If your opponent just placed blocks to stop you from shooting them, stop shooting them and attack up close. Just as your opponent counters your actions, you need to counter their actions. Your plan of bypassing their Protection IV Netherite Armor with tipped arrows may be a sound plan, but if he starts holding down their shield, you'll have to change. If you, say, start shooting with your Piercing Crossbow then you're golden. As long as you are devising and implementing counters to your opponent's counterplay, then until your opponent figures out what to do in response, you have the advantage and you should press it. The longer one plays reactively rather than proactively, the more of a disadvantage they are at. It is said above regarding running in traps (refer to "Diamonds aren't the key to victory") being a tactic that will fool the enemy, this makes it a rather effective attack. Always use psychology as a weapon! When running into a row of tripwires, the enemy might find it as a suicide attempt and not as a double trap, although not likely since most people will tend to just chase you. However, if you have a circuit that makes it so that the first time somebody runs through it, there is a chance your enemy may think that it's a dud or just a scare for the raiders. Once they step over it, though, the trap activates. This makes it useful since it can make the enemy think you are intending to run away when you're instead luring them into a death trap. If you have any type of invisibility potion or maybe you are just good at not being noticed, you can easily lure the enemy away from your actual position, then jump-attack them when they are least expecting it. This can be the key to a neck-and-neck battle, where your enemy's equipment is as good as yours. Gallery See also Tutorial:Traps References Notes Navigation Navigation menu |
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