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[SOURCE: https://minecraft.wiki/w/File:Pale_Oak_Planks_JE1_BE1.png] | [TOKENS: 68] |
File:Pale Oak Planks JE1 BE1.png Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 54 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Tight_Spot_JINX.jpg] | [TOKENS: 103] |
File:Tight Spot JINX.jpg Summary JINX merchandise (wave 2?): https://web.archive.org/web/20140327002427/http://www.jinx.com/shop/coll/minecraft/ps/0/ 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 4 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Minecraft_Party_JINX.jpg] | [TOKENS: 103] |
File:Minecraft Party JINX.jpg Summary JINX merchandise (wave 2?): https://web.archive.org/web/20140327002427/http://www.jinx.com/shop/coll/minecraft/ps/0/ 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 4 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Projectile] | [TOKENS: 610] |
Projectile A projectile is an entity that can be fired, shot, or thrown by mobs, other entities, dispensers, and players. Projectiles can also be summoned using /summon. Contents List of projectiles Mobs and players equipped with bows and crossbows can use them to shoot arrows. The player can also throw various items as projectiles. Some mobs shoot projectiles directly as an attack. An eye of ender has a 80% chance of surviving when thrown. If it survives, it drops as an item where it stopped, which can then by picked up. A trident thrown by a player can be picked up (in its projectile form), as long as its on the ground, doesn't have Loyalty, and the player didn't throw it while in Creative mode. All other projectiles are either destroyed, turned into something else, or exist as a projectile which despawns after some time, and cannot be picked up or grabbed in their projectile form. Initial conditions All projectiles use the following calculations to get shot by a dispenser: The direction and velocity of throwable projectiles is slightly randomized and affected by the player's movement. More specifically, the game does these calculations in order: The result is a shooting speed of around POWER towards where the player is facing, depending on randomness and the player's velocity. Motion (m/tick/tick) (vertical) (horizontal) (m/tick)[note 2] (m/s) (m/(m/s))[note 3] 0.99 0 0 ticks 0 0 m 1 Time 0 Radius X = , Y = , Z = Maximum height: m ( ticks)noneHorizontal range: m ( ticks) VX = , VY = , VZ = (m/tick)Terminal speed: m/tick degUnreachable1 Direct hit Collision Projectiles perform a raycast from their current position to their next position and check for blocks and entities that would get hit. Throwable projectiles (Ender pearl, snowball, egg, potion, experience bottle, eye of ender) treat entities as being 0.6 blocks larger than they actually are in every axis (0.3 in every direction). They collide with all living entities, all minecart types, boats, end crystals, falling blocks, and tnt. To calculate the collision, the game uses the following process: Abstract arrows (Arrow, tipped arrow, spectral arrow, trident) and abstract hurting projectiles (Fireball, dragon fireball, wind charge, wither skull, dangerous wither skull) use a raycast to calculate entity collisions, and don't inflate entities like ThrowableProjectiles.[verify] All blocks collisions are checked using a raycast from the projectile's current position to its next position, which hits the block's collision box, with a few special cases: Data values Java Edition: Bedrock Edition: History Issues Issues relating to "Projectile" are maintained on the bug tracker. Issues should be reported and viewed there. See also Notes References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Custom] | [TOKENS: 487] |
Custom Custom is a world type that allows users to change the generation of the Overworld, Nether, and End dimensions as well as the ability to create custom dimensions. It is edited using a JSON file that is imported on the world creation screen. Contents Access To customize a world by using a JSON file, it needs to be imported before world creation: The only way to access added dimensions is through commands, such as /execute in <dimension name> run tp @s ~ ~ ~, which teleports the player to the specified dimension (see § JSON format). JSON format Custom generation files take the following format: Defaults Moved to Custom world generation#Noise settings These are the settings used by the 6 presets available for the minecraft:noise generator. These are the default values for all namespaced structures. Every preset uses the same values for all of these structures, with the exception of minecraft:ruined_portal. *Placeholder values, have no effect **Salt values aren't used for theses structures; changing them produces no effect These are the default values used for each biome in the multi_noise biome_source. Interestingly, although only the values for nether biomes are accessible through a preset, several overworld biomes have default values as well. These are the settings used by the 3 dimensions present in Vanilla and the additional Overworld Caves settings provided by Minecraft. Examples This one will change to 1.19.3-typed later. The following is the settings for an exported default Minecraft world. This file contains the same settings used to produce a default world, but with all of the presets expanded to their default values. Note that there is a bug that makes it impossible to create the ender dragon fight without using the dimension type preset minecraft:the_end, as the flag that creates the fight is hardcoded and not accessible through JSON. However, it is otherwise identical to the default world. This dimension is a Superflat world with a layer of grass on four layers of coarse dirt on top of five layers of basalt. The entire world is full of village houses as spacing is set to 3 (default: 32) and separation is set to 1 (default: 8). The world starts by default at time 1000. History Issues Issues relating to "Custom" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery External links See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Purpur_Pillar] | [TOKENS: 198] |
Purpur Pillar Yes Yes (64) 6 1.5 No No No No Purpur pillars are decorative blocks that can be crafted with purpur slabs and are naturally generated in End cities and End ships. Contents Obtaining Purpur pillars can be mined using any pickaxe. If mined without a pickaxe, it drops nothing. Purpur pillars can be found naturally as part of the structure of End cities and End ships. Usage Purpur pillars are primarily decorative blocks, similar to other brick-type blocks. Purpur pillar blocks can be placed sideways, similar to logs or quartz pillar blocks. Purpur pillar can be placed under note blocks to produce "bass drum" sound. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: History Issues Issues relating to "Purpur Pillar" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Telemetry] | [TOKENS: 160] |
Telemetry Telemetry Data Collection (formerly called Snooper) is a feature that allows Mojang Studios to collect telemetry data on the player, from either the client or the server. On the telemetry data collection screen, the player can view the collected data and choose between sending a required "minimal" amount of data or an extended "all". It also includes a link to the stored data files. This feature was removed globally in 18w21a because of the European Union's General Data Protection Regulations (GDPR). It was re-added in 21w38a to "improve players' experience", and since then it is no longer possible to disable telemetry data collection completely without client modifications. Contents Telemetry Data Collection Fields OpenGL keys for the client. History Gallery References Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Mob_E_2.jpg] | [TOKENS: 81] |
File:Mob E 2.jpg Summary Source: https://twitter.com/Minecraft/status/917387172604370944 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 5 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:Mob_E_1.jpg] | [TOKENS: 81] |
File:Mob E 1.jpg Summary Source: https://twitter.com/Minecraft/status/908321945791340546 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 5 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/Ender_Dragon#Dragon_Fireball] | [TOKENS: 2007] |
Ender Dragon 200HP × 100[note 1] Hostile Monster Melee: Peaceful: 0HP (but still performs attack animation)Easy: 6HPNormal: 10HPHard: 15HP × 7.5 Wings:Easy: 3.5HP × 1.75 Normal: 5HP Hard: 7.5HP × 3.75 Dragon's breath: 3HP per second Dragon fireball: 6HP per second Height: 8 blocksWidth: 16 blocks 0.7 The End The ender dragon is a giant flying hostile boss mob found when first entering the End. It is the largest naturally spawning mob in the game. Its attacks involve charging at the player and shooting fireballs that create damaging effect clouds. The ender dragon can be re-summoned by placing four End crystals around the exit portal. Defeating the ender dragon the first time activates the exit portal which allows safe return to the Overworld. Each time it is defeated, an End gateway is created on the outskirts of the central island which can be used to teleport to the outer End islands. Contents Spawning The ender dragon spawns 20 game ticks (1 second) after an entity first arrives in the End, along with the bedrock frame for the exit portal. Players can re-summon the dragon by placing four End crystals on the edges of the exit portal, one on each side. If the exit portal is ever destroyed, End crystals can be placed on obsidian blocks placed where the bedrock of the original exit portal once stood. (In Bedrock Edition, the crystals can be placed one block further away.[more information needed]) When it is re-summoned, the four End crystals point to the tops of each pillar, setting off a series of explosions that resets the obsidian pillars, iron bars, and End crystals. The top of each pillar explodes, destroying any player-placed blocks. Eventually, all of the End crystals point at the coordinates of (0.0, 128, 0.0) and the ender dragon spawns there. The four crystals placed around the exit portal then explode. The whole sequence lasts a bit over 30 seconds (exactly 604 ticks). If any of the End crystals placed around the exit portal are destroyed, the summoning sequence is canceled. During the summoning sequence, the End crystals on top of the End spikes cannot be destroyed. If the player does not pick up the dragon egg and starts to re-summon the dragon, the dragon egg disappears. If the dragon goes through an End gateway, another immediately spawns at (0, 128, 0) while the other dragon flies to (0, 128, 0). Death and drops After the ender dragon is slain for the first time, the following events take place: When a re-summoned ender dragon is slain, the same events occur, except that only 500XP experience points are dropped[Java Edition only], and if there are already 20 End gateway portals, no more are generated. In Java Edition, the dragon egg appears only the first time the ender dragon is slain; in Bedrock Edition, it appears the first and second time. Behavior During the battle with the ender dragon, unique music called "Boss" plays, the edges of the screen darken, black fog appears, and chunks around the exit portal are constantly loaded regardless of simulation distance. These happen as long as there is at least one player within a Euclidean distance of 192 blocks from (0.0, 128, 0.0). The ender dragon has a light purple health bar that appears at the top of the player's screen. Its health is restored by nearby End crystals at the rate of 1HP every 10 game ticks (0.5 seconds), indicated by a white beam connecting the dragon and the crystal. Destroying an End crystal that is actively healing the dragon causes 10HP damage to it. The ender dragon only takes damage from explosions and players (including commands). The ender dragon is immune to fire, falling, drowning, freezing, poisoning, lightning, and the void; while perching, it is also immune to arrows. The dragon is immune to all status effects, except for Instant Damage coming from a player (via a thrown splash or lingering potion of Harming). When hit on any part that is not its head, the damage it takes is modified to original damage4+min(1,original damage), which adjusts the value toward 4⁄3 (HP × 0.667). In Bedrock Edition the dragon has similar armor but it is temporarily removed when a projectile hits its head. The damage modification is applied to all damage types the dragon takes, including starvation and void damage, which are only possible with /damage. In Java Edition, although the particles are displayed, critical hits do not apply to the ender dragon, since it can be applied only to living entities. While the ender dragon is a living entity, the parts that are damaged are actually non-mob entities. Suffocation is completely non-applicable, as it either phases through or immediately destroys any block it touches. By using the F3 + B shortcut, the dragon's bounding box appears.[Java Edition only] However, it cannot be damaged at just any spot in this large volume: eight green sub-hitboxes are also shown, which indicate the locations where the dragon can take damage: the tail, body, head, and wings. Name tags cannot be used on an ender dragon. Ender dragons killed by /kill[Java Edition only] or from damage belonging to the type self_destruct, and was not spawned from the player[Bedrock Edition only], will skip their death animation and the exit portal will immediately open; in Bedrock Edition, if the dragon was killed by /kill it will stay in the same place and play its death animation there instead of flying to the exit portal. The purple eyes and mouth of the ender dragon are emissive with Vibrant Visuals enabled. The ender dragon is a flying mob and cannot stand on the ground. It flies around the End's main island. The dragon can pass through all blocks and destroys most of them, but it can still be affected by flowing water, lava, and bubble columns. Blocks not destroyed are those that naturally generate on the central End island, such as End stone, and those that are intended to be indestructible, such as bedrock. The following blocks will not be destroyed if the ender dragon passes through them: In Java Edition, these blocks are marked under the dragon_immune tag, with the exception of light blocks and fire, which are marked as dragon_transparent. Destroyed blocks are not dropped, but containers other than shulker boxes and ender chests drop their contents. The dragon never targets any entity but the player, although other mobs may turn hostile to the dragon when hit, and the dragon may sometimes retaliate against other mobs if it takes damage to a projectile. Any entities hit by its wings are dealt 5HP damage (or 10HP damage if hit by its head), and in Java Edition, are thrown into the air, sometimes to fatal heights or off the island. Neither of these effects is applied for 1⁄2 second after the dragon takes damage. The ender dragon has four main states of behavior: When the dragon takes a fatal blow, it flies toward the exit portal structure before dying, unless it cannot find it within 150 blocks, or it is inside blocks. Dragon Fireball Java Edition Bedrock Edition Height: 1 blockWidth: 1 block Dragon fireballs are special fireballs that the ender dragon fires. The ender dragon always fires one dragon fireball for each End crystal destroyed by the player, and also fires them periodically. Unlike ghast fireballs, they cannot be deflected and do not deal any damage or knockback on impact with an entity. Instead, they deposit purple effect clouds across the ground that damage players the same way a lingering potion of Harming II does. This means that the ender dragon's fireballs deal magic damage, which ignores any damage reduction from the player's armor. However, its damage is reduced by the Protection enchantment. The purple effect cloud's hitbox slowly grows larger in diameter until it disappears. As with its close-ranged breath attack, the purple clouds can be bottled to obtain the dragon's breath. Unlike lingering potions of Harming, the effect cloud does not shrink when affecting mobs. Sounds Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Ender dragons have entity data associated with them that contain various properties. Bedrock Edition: Java Edition: Dragon fireballs have entity data associated with them that contain various properties. In Java Edition, the /summon ender_dragon command, by default, summons a harmless ender dragon that hovers in place. Setting the DragonPhase tag (by issuing either the /summon ender_dragon ~ ~ ~ {DragonPhase:0} or the /data merge entity <selector> {DragonPhase:0} commands) starts the ender dragon's ordinary behavior, although the health bar does not appear because it is managed by the ender dragon fight status rather than by the dragon entity itself. If spawned away from the center of the map (x=0, z=0), it flies to the center then resumes normal behavior (see #Behavior). Achievements Achievements that apply to all mobs: Advancements Advancements that apply to all mobs: Videos History Issues Issues relating to "Ender Dragon" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Infinite_Map_Visualizer] | [TOKENS: 129] |
Infinite Map Visualizer Infinite Map Visualizer, also known as level previewer, was a feature which was added in Java Edition Infdev 20100616-2210 as a replacement of Indev's isometric screenshot maker, but later removed in Alpha v1.1.1. It was exclusive to the browser version of Minecraft. The level previewer was hosted on http://minecraft.net/infdev/preview.jsp (archive), and was removed between September 14 and September 26, 2010. However, it remained in the game's source code until 12w18a. Contents History Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Pale_Oak_Shelf_JE1_BE2.png] | [TOKENS: 95] |
File:Pale 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 48 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/Llama_Spit] | [TOKENS: 383] |
Llama Spit Height: 0.25 blocksWidth: 0.25 blocks Llama attack Llama spit is a projectile produced by llamas and trader llamas that deals a small amount of damage. Contents Behavior Llama spit that hits an entity deals 1HP damage. Despite the spit being a projectile, dying from llama spit still shows the death message "<player> was slain by trader llama/llama." In Bedrock Edition, however, the death message is "<player> was spitballed by trader llama/llama". When a llama accidentally hits a neutral or hostile mob (except goats) with its llama spit, the mob retaliates and attacks that llama. The spit entity must belong to an entity to do damage, meaning that a spit entity summoned by commands does no damage unless its Owner NBT attribute matches the UUID of an entity in loaded chunks. In Bedrock Edition, llama spit can be deflected if hit by the player or hit by certain projectiles. Doing so makes the new entity the owner of the spit. Llama spit can not pass through any blocks, and in Java Edition, includes non-solid blocks (ex. signs, open fencegate & sugarcane) and even water. The spitting animation still shows the trajectory but the spit entity that does damage terminates on the non-solid block. Llama spit can be blocked by a shield or deflected by fist [Bedrock Edition only]. 0.99 degUnreachable1 Direct hit Sounds Java Edition: Llama spit uses the Friendly Creatures sound category for entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Llama spit have entity data associated with them that contain various properties. Bedrock Edition: History Issues Issues relating to "Llama Spit" 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/List_of_mobs_by_version] | [TOKENS: 48] |
List of mobs by version This article lists every mob added by version, and when they were added or removed. Contents Java Edition Bedrock Edition April Fools' mobs These mobs are added for one day in one snapshot. See also Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Old_Customized] | [TOKENS: 654] |
Old Customized Old Customized (known as Customized prior to 20w21a) was a world type that allowed players to thoroughly customize the terrain generation of the Overworld. The ability to create Old Customized worlds was removed in 18w06a with the rewrite of world generation. A new world type known as Buffet was added to replace it in 18w16a, though the only configurable options were biome and terrain shaping type. A new format for Custom worlds was added in 20w21a. Contents Customization There were 18 customization options that affected whether structures generate, among other environmental factors. The decrease in the frequency is not linear: the difference between 1% and 25% is huge, the other differences up to 100% are minor. Each of the eleven sections of this page modifies the generation settings for each type of ore. These settings can be used to change the distribution of almost all any ore and mineral type. The only exception is emerald ore, as it generates only in extreme hills biomes, and the blob size is always one block; as its distribution is hard coded, it cannot be changed. The distribution of natural resources in the Nether (Nether quartz ore and magma block) also cannot be changed. Apart from the above exceptions, the blob size, number and distribution are set. Here are the default settings: There are 16 customization options that can be used to affect various aspects of Minecraft's terrain generator. These settings appear on two pages: one with sliders, and one that allows for text input. On the manual text input page, typing in any value lower or higher than the allowed parameter changes the value to the lowest or highest value possible for that customization option. The settings change only the mountains and valleys of the landscape; structures and other environmental factors (which are set on page 1) remain unaffected. Minecraft uses noise generators, specifically those making use of Perlin noise to create the randomness of its terrain. Perlin noise is a method for generating noise that transitions smoothly and looks more natural than 'regular' noise. The Minecraft world generator uses many Perlin noise functions to generate the surface terrain. Three Perlin noise functions are combined to form the standard hills: a main function (Main Noise), a lower limit (Lower Limit) and a ceiling (Upper Limit). The world generator is calculated for each coordinate (X, Z) by comparing the average value between the lower limit and upper limit to the value of the main function. The base height (Depth Base) determines the separation between the standard hills and valleys and is independent from sea level. The default scenery is not seen in the finished world, because each biome has specific properties. Plains are flat, hills have small to medium elevations, extreme mountains are high mountain ranges, oceans have deep valleys, savannas and mesas have low mountains with flat plateaus, etc. Each biome type has an individual biome depth (Biome Depth) and an individual biome factor (Biome Scale) in order to perform the biome specific deformations. Videos History Gallery Trivia Issues Issues relating to "Old Customized" 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/Java_Edition_removed_features#"Winter_Mode"_map_type] | [TOKENS: 11741] |
Java Edition removed features Since the beginning of the development of Java Edition, there have been a number of features that were removed from the game. These features may have been replaced, or a developer decided against the feature later on. Note: This page documents only game features that were removed; features of a particular game element that were removed are noted in that element's history. See Java Edition unused features for features that are still currently in the game. Contents Blocks Items Mobs Recipes Player features In Survival Test and early Indev versions, the score was displayed in the upper right corner. This was removed in Java Edition Indev 0.31 20100130. In early Indev versions, the player could open the inventory screen and view their name and three stats: "ATK", "DEF", and “SPD”, probably standing for attack, defense, and speed. These existed only briefly; when asked, Notch stated he could not remember exactly why they were implemented and subsequently removed, and he assumed they were placeholders for "vague plans". An inventory rewrite was originally partially implemented in snapshot 14w07a, but it was reverted before the release of 1.8.[more information needed] During Survival Test and early Indev versions, an arrow indicator appeared above the hotbar which indicated how many arrows player has left. Prior to Java Edition Beta 1.8 before hunger bar was added, eating food directly increased health. It was possible to use a sword in main-hand to block attacks with right click. This feature was removed in 1.9 and attacks are now blocked with shield instead. Before 1.6.1, on player death while playing in multiplayer, the player would stay standing, leap a little bit, and then disappear. In 1.6.1, this was replaced with the player falling onto the side and then disappearing. Before the 1.6.1 update, custom player skins would revert to the default Steve skin on the death screen. This feature was removed sometime during the 1.6 full release update's development. Removed in 1.14 for performance reasons. Before changed, the player could not look directly upwards or downwards. Before 1.3.1, players named "Notch" would drop an apple along with the rest of their inventory upon death. Apples were otherwise unobtainable before Beta 1.8 Pre-release. Starting with Classic 0.0.2a, all subsequent versions until RC2 had text displayed in the top left corner of the screen that displayed the version. Versions between Beta 1.6.5 and Beta 1.7.3 did not have this text. From Classic 0.0.2a to Indev 0.31 20100206-1437, only the version number was displayed, but after Indev it switched from being "0.31" to being called "Minecraft Indev" (Indev 20100206-2034), the word "Minecraft" was shown before the version number. In the Alpha development stage, the text read "Minecraft Alpha v#.#.#(_0#)." In the Beta development stage, the text read "Minecraft Beta #.#(_0#)." This feature was only partially removed, for, among other things, the version number can now be shown by opening the debug screen while in-game. Before Alpha v1.2.2, the version number did not display on the main menu screen. From Beta 1.6 Test Build 3 to Beta 1.7.3, a message reading "Minecraft Beta #.#.#(_0#) Unlicensed Copy :( (Or logged in from another location). Purchase at minecraft.net" was shown in the top-left corner if the player was detected to be running an unlicensed or cracked version of the game.[more information needed] This would also force the version number to be displayed, including in Beta 1.6.5 and later which normally had the version number hidden. The message was removed in Beta 1.8. Achievements were available between Beta 1.5 and full release 1.11.2 (snapshot 17w06a). They were ultimately replaced by advancements. Editions other than Java Edition still have achievements instead, although they use a different system, being synced per Xbox Live or PlayStation account and not separated by worlds. Before Alpha v1.0.9, the walking animation for the player and the human mob was different; the player and the human mob would swing their arms wildly to their sides while walking like cartoons. Different versions in Minecraft's history had items pre-spawned in the player's inventory. Here is a table below: Since Java Edition 1.3.1, creating a new world in Creative mode no longer spawns the player with any items in their inventory. High-distance anomalies Many of the game's mechanics would break down in strange ways when at a large distance from the origin of the world. The vast majority of these effects have been patched, or at least minimised, in modern versions. For elements of the game which are integer-aligned, such as the positions of blocks, Java Edition uses integer data types, which can be either 32-bit or 64-bit. 32-bit integers were more commonly used in older versions, which allowed for 4,294,967,296 possible distinct integer values, ranging from -2,147,483,648 to 2,147,483,647. Exceeding these boundaries, such as by using an external editor to move the player to beyond 2,147,483,647 blocks from the origin as to force the game to load blocks beyond this position, often would result in major game-breaking bugs and crashes. Accessing such regions is now much more difficult than it was previously, as distance is now much more restrictive, requiring modifications to the game to allow these limits to be exposed. For elements of the game which are not integer-aligned, such as the positions of entities, Java Edition uses 64-bit floating point (or "double") values for arithmetic and storage of relevant variables. However, there are odd cases in which a 32-bit floating point value is used instead. Such cases are rare in the modern game (a full list of those which still exist in 1.20 can be found at Java Edition distance effects), however older versions of the game used 32-bit values (or unnecessarily casted from and to them, resulting in data loss which could have easily been avoided without this pointless casting) much more heavily, resulting in a plethora of strange gameplay bugs which were tied to how far the player was from the center of the world, getting twice as intense for every integer power of 2 blocks the player went from the center. One of the most notable floating point precision loss bugs is where the rendering of the world stops being accurate depending on the player's position. Commonly experienced alongside (and frequently, and incorrectly, blamed on) the Far Lands, the position at which blocks render does not match up with that of entities and other world elements such as the hitboxes of blocks. At 8,388,608 blocks and beyond, the game assumes the player is standing at the edge or corner of each block, and always renders the blocks of the world as if they player is standing at one of those corners. This effect is difficult to describe in text, and is best experienced firsthand. Most of the other issues regarding floating point imprecision deal with the creation of particles, spawning of entities, and (prior to their standardisation in 1.8 with json files, which fixed all of these permanently) the geometrical distortion of block models. A comprehensive list of since-fixed issues, as well as breakdowns of how they progress, can be found at Java Edition distance effects/Historical effects. Boundary effects refer to oddities which arise due to hardcoded numerical limits in the game, such as the 30 million wall (as opposed to hard limits, which are defined by the programming language and/or computer architecture rather than the game code). The current world boundary as of 1.21 is a "pseudo-wall" which exists at 30 million blocks from the origin, a chunk beyond the world border. (This is defined as a "pseudo-wall" rather than a true wall as rather than being solid and preventing passage like the world border or a solid block does, the player's position is instead set to 30 million by the game if the player attempts to exceed it, which can be seen by the fact that the walking animation, step sounds and view bobbing can still be experienced by walking into the wall, as does the sounds of flying with an elytra.) However, previous versions had much stranger effects at great distances. The world boundary was something commonly experienced in Classic and Indev due to worlds being small by design. The first versions of Infdev, which did away with such boundaries, therefore had no such effects, instead exposing the existing hard limits of the game (although experiencing these was effectively impossible due to floating point bugs rendering the game unplayable much earlier). The version of Infdev released on March 13, 2010 reimplemented a boundary at 32 million blocks, likely to prevent access to the then-relatively-new Far Lands which existed at a bit over 33 million blocks. This boundary was considerably different and buggier than those from Indev, although this was largely to be expected due to it being effectively impossible to reach legitimately. Beyond this 32 million limit, blocks would no longer exist at all, and give way to an empty void. When major changes to world generation brought the Far Lands much closer to the world origin later that same month, however, the world boundary still remained at 32 million, meaning the Far Lands were completely possible to reach without modding the game. Updating blocks next to this void would cause the game to freeze due to it having to calculate an immense amount of lighting updates. This void could still be traversed by entities normally until the April 13 build, in which entities that render it would become stuck in place and jitter eternally. This was later fixed in an unknown version. In Alpha v1.2.0, the boundary effects would get stranger than before. While previously no blocks would render beyond this point, Alpha v1.2.0 and onwards would cause a strange phenomenon in which chunks would appear to generate, but would be intangible, appear fully lit, and generated features such as trees and ores would not generate at all in these chunks. For reasons which remain completely unknown to this day, Beta 1.8 would shrink the world boundaries inwards from 32 million blocks out to only 30 million blocks out. While the effects would remain similar, with blocks beyond the 30 million boundary appearing fully lit and ignoring collision and feature generation, these fake chunks would only generate a small distance out from this boundary, stopping at 30,000,064, or four chunks from the boundary. In addition, any entity attempting to surpass 30,000,032 would again be stuck in a jittery stasis, with players in particular having their heads twist unnaturally if looking around after this point (a bug that was patched in 12w03a, where facing direction would no longer change and preventing this unnatural twisting). With the client-server split in snapshot 12w18a for 1.3 (a change which broke many other things about the game), the stasis bug was actually fixed, and fake chunks could be generated beyond the 30,000,064 point, allowing for the player to keep flying outwards until 32,000,000 blocks, where they would be kicked out of the game due to being in an illegal position, revealing that not all elements of the 32,000,000 limit had been removed from the game yet. 12w27a, a later snapshot for 1.3, would clamp nether portal positions to be within the 30 million limit. 1.7 and 1.8 started to make major changes to the world boundary to bring it to its modern state. 1.7 first made all blocks beyond 30 million completely solid, including air. Said wall could still be surpassed, however, by flying over it, as it only extended to the 32-bit limit on the Y-axis, allowing for 32 million blocks to be reached once more and the illegal position game crash triggered. The boundary became more unstable from version to version throughout 1.8's development, with the end result on its release being that chunks beyond 30 million blocks would no longer render, and teleporting beyond 30 million would crash the game. 1.9 would allow chunks beyond 30 million blocks to render once more, and prevent teleportation beyond 30 million blocks at all. Little has changed about the world boundary between this point and 1.21. The Far Lands were a complex terrain phenomenon which arise due to a major bug in terrain generation works. Generally, "far lands" are the result of what happens when a given noise generator exceeds the largest value it can handle, resulting in an integer overflow and resulting in the generated values reaching unnatural magnitudes. The term "Far Lands" in isolation most commonly refers to what results from "low noise" and "high noise" overflowing simultaneously. Due to many occurrences at high distance being lumped together with each other, confusion often arises as to what is related to or caused by the Far Lands, and what is not. The following is a list of things which are commonly misattributed to being a product, effect or even type of the Far Lands, despite not being so. Precision loss errors are not caused by the Far Lands The position where the world appears to render is considerably offset at the point where the Far Lands begin in Java Edition Beta 1.7.3 and earlier, with a magnitude of one block, with the player appearing to be at the edges and corners of blocks at all times. However, this is purely a floating-point bug, and exists whether or not the Far Lands themselves do. This can be demonstrated by the following: This is also true of every other precision loss bug, especially those which were not fixed in Beta 1.8 and persisted into later versions after the Far Lands were removed in said version, demonstrating that they are two completely different things which are associated with each other due to happening at high distances. The Stripe Lands are not a type of Far Lands The Stripe Lands, a mostly Bedrock Edition-exclusive phenomenon which can be seen in Java Edition only through extensive modding, are another example of floating-point precision loss, and are not a terrain bug. Fake chunks are not caused by the Far Lands "Fake" chunks at the world boundary are another anomaly that happens at high distances. Occurring considerably past the Far Lands' beginning, they are commonly said to be a "part" or "layer" of the Far Lands. While they are among the interesting effects which can be experienced when moving high distances from the world origin, their occurrence is a distinct phenomenon, and, to an extent, actually intended. This is further reinforced by them being at a rather round number (32 million), rather than the seemingly overall arbitrary 12,550,824 of the Far Lands, or power-of-two values such as 16,777,216 where precision loss worsens. Hard limits are not caused by the Far Lands While the Far Lands themselves are technically a hard limit due to arising from integer overflow, they are treated solely as a terrain phenomenon, and the game still functions fine with them. Integer overflows in other cases such as player position are much more dangerous and much harder to reach, and are considered separately. In their most well-known iteration, the Far Lands manifested as a sort of "wall" which would extend from the lowest point of the world to the very top. This wall contained a series of holes in it, with these holes reaching back almost infinitely, with only minor changes even after millions of blocks. The density of a cross-section of this wall was roughly 50%, with solid portions and hollow portions being around equal. Given their positions at the four sides of a world, there regions are often referred to as the "Edge Far Lands" when distinction from other regions of a world is necessary, and, due to their "Swiss cheese"-like formation, informally as "The Loop". Since the Far Lands existed on both the X and Z axes, it is entirely possible for them to "intersect" each other when surpassing their starting point on both axes. The resulting terrain, named the "Corner Far Lands" in analogy to the vertices of a square, is markedly different from that of the edge regions: the world appears to be solid layers of terrain arranged on top of each other with air gaps in between. Due to this distinctive morphology, the Corner Far Lands are also informally referred to as "The Stack". The terrain seen in these regions is comparable to that which is seen in the Nether. Often, major diagonal or oblique patterns can be seen within the generated terrain, which, if they exist, are especially obvious at the beginning of the corner Far Lands. In the unmodified game, only four sets each of the edge and corner Far Lands can exist in a world, from the noise overflowing on the X and Z axes. However, game modifications can modify aspects of either chunk saving or terrain generation in ways that ultimately allows for noise to overflow on the Y axis as well. Such modifications reveal two more sets of Edge Far Lands for a total of six sets (corresponding to the faces of a cube), eight sets of Corner Far Lands from these Y axis Edge Far Lands intersecting X and Z axis Edge Far Lands for a total of twelve sets (corresponding to the edges of a cube), and new regions in which all three axes simultaneously overflow due to Y axis Edge Far Lands intersecting the existing Corner Far Lands, with eight of these regions in total (corresponding to the vertices of a cube). These regions, referred to as the "Vertex Far Lands", are incredibly unstable; sometimes these regions are completely solid, other times are completely empty, and other times still feature incredibly strange terrain atypical of even "The Loop" or "The Stack". With default settings, the noise would overflow at twice the distance on the Y axis as it does on the X and Z axes, at around 25,101,640 blocks. The Farther Lands is the name given to another noise overflow which, by default, happens at a greater distance than the normal Far Lands. Whereas the usual Far Lands arise from the overflowing of "low noise" and "high noise", the Farther Lands sees "selector noise" break down instead. Low noise and high noise are two different noise generators which the game uses to generate the potential fundamental shape of terrain, whereas selector noise chooses whether low noise or high noise is used to actually generate the terrain at that given point. When the conventional Far Lands start, despite both low noise and high noise overflowing simultaneously, selector noise still functions normally, meaning that there is still a large amount of possible variation in the shape of the Far Lands. When selector noise does eventually break, which happens at roughly 1,004,065,920 blocks from the world origin, it follows that the variation between low and high noise also breaks down. Like how the usual Far Lands is a series of straight tunnels, the Farther Lands divides the world into a series of straight regions, with low noise used exclusively in one region and high noise in others. As such, the variation usually seen in the Far Lands vanishes after the Farther Lands. The Corner Farther Lands take this effect to an extreme: while the normal Corner Far Lands are rich in nuance, the Corner Farther Lands are almost devoid of it. The beginning of the corner makes this all the more obvious, and also highlights edge Farther Lands-corner Far Lands intersections, making the aforementioned straight line regions clear to see. Terrain generation was much simpler in versions before March 27, 2010. While in modern versions, the noise generator used for terrain is 3D, earlier versions used a purely 2D noise generator for the world instead. The resulting terrain was much more cliff-based as a result, and overhangs were an impossibility. In addition, noise incremented much slower than the modern noise generator does, resulting in it overflowing at 33,554,432 blocks out (coincidentally a power of 2). Rather than featuring a series of holes, this noise generator instead created a huge, featureless wall as it broke, as the purely 2D nature of the noise forbids any overhangs from generating. This wall is completely solid stone and extends infinitely outwards when it starts. Occasionally, the faces of this wall may appear ridged like a radiator or heat sink, resulting in a slightly more gradual transformation of the terrain. While largely removed as of Beta 1.8, simple modifications to the game can effectively reintroduce them, in which case they behave effectively identically to how they did before, but much more stable due to the fixing of the vast majority of high-distance precision loss effects in earlier versions which caused lag and hindered movement. In addition, several aspects of the Far Lands persisted into later versions: Modding has allowed for y-axis Far and Farther Lands, the Fartherer and Farthest Lands, and 64-bit versions of the Far and Farther Lands (distinct from the Fartherer and Farthest Lands in while they appear at the same locations as them, they result from 64-bit noise breaking normally rather than the modulo that prevents 32-bit noise from breaking itself) to be seen in their natural habitats. Generated structures Brick pyramids were tall experimental generated structures made up exclusively of bricks. They were added in Java Edition Infdev 20100227-1414 and they were removed from the game in Java Edition Infdev 20100327. These were entirely composed of bricks - the pyramids did not have any rooms inside, however caves could generate through them Java Edition Infdev 20100325-1640 due to caves being able to generate through any blocks at the time (including trees and other structures they should not be able to). These were most likely intended for testing structure generation in infinite worlds. As blocks did not drop items at the start of Infdev due to entity code still being reworked, brick blocks could not be collected from pyramids for most of their existence. The starting house was a building which generated at the center of Indev maps. The player would spawn inside of the starting house when the world was first generated. This structure was added in Java Edition Indev 0.31 20100124-2119, and was initially comprised of mossy cobblestone, with two Torches inside. The starting house was reworked in Java Edition Indev 20100213, having a stone floor and walls made of oak planks. Early iterations of the starting house contained a series of chests, which would harbor almost every block and item in the entire game at that point. These chests went through a series of changes, before being removed from the starting house entirely in later iterations. The starting house was removed at Java Edition Infdev 20100227-1414 due to terrain generation being redone to accommodate infinite worlds, ditching the limited worlds of Indev and earlier. In Java Edition Infdev 20100227-1414, two obsidian walls generated in the world as to mark the orthogonal directions. One of these walls would appear where the X-axis was at 0, and another where the Z-axis was 0. The player would spawn at the point where these two walls intersected. Like with the brick pyramids, these were a debugging feature, and were not implemented as a source of obsidian for players due to the inability for blocks to drop items at the time. These walls would no longer generate as of Java Edition Infdev 20100313. Monoliths were a terrain bug which existed from late Infdev to late Alpha. Occurring when the noise generators for handling the shape of terrain output specific values, these structures would consist of the terrain being "inverted" in a given region of space. Outwardly, they appear as sheer stone cliffs which reach the top of the world. Ore and sediment blobs could be seen to generate in the sides of these, as could water and lava springs. Further examination of these reveal that the area underneath these monoliths is completely empty all the way down to the bedrock layers, further proving that the terrain is "inverted", as air regions and solid regions have completely switched places. Water would generate in this empty space below monoliths, as the game would consider any air space below a given point that did not belong to a cave or other structure as an "ocean", and fill it with water accordingly. Due to being "inverted" sections of terrain, it is exceedingly likely that monoliths would generate up infinitely (or at least up until the vertical Far Lands) were they given sufficient space. Due to their version range, they were limited to 128 blocks. Monoliths could also fully enclose regions of normal terrain - when seen from below, these would appear as sheer cliffs, like all non-monolith terrain. Monoliths came with the Java Edition Infdev 20100611, which overhauled terrain a third time in the Infdev development period, they persisted up until Java Edition Alpha v1.1.2_01. Alpha v1.2.0 redid terrain generation once more, such that completely different noise generators were used for terrain, which no longer had the potential to cause these bugs. However, despite this, Old Customized worlds were still capable of generating monolith structures by defining a negative "Biome Scale Weight" value from snapshot 14w17a for Java Edition 1.8 to snapshot 18w05a for 1.13, prior to the removal of the "Customized" world type altogether in the next 1.13 snapshot 18w06a. Monoliths could also be generated from 1.16 to 1.17.1 by using customized worlds to set a biome's scale to a negative number. There are several cases in the game in which unique species of tree use the logs and leaves primarily associated with other trees. Two prominent examples are pine trees, which use spruce logs and leaves, and swamp trees, which use oak logs and leaves, rather than either of these having dedicated blocks. As a result of this, they cannot be grown from saplings, and can only be encountered when generating new chunks. In Java Edition 1.7.2's development, when biomes were being added to the game, two trees were added to the then-new biomes which also reused the logs and leaves of existing trees. However, these were a temporary measure, as later in development, they were given logs and leaves of their own, alongside saplings, planks and further wood products. Specifically, these were the acacia tree, and the dark oak tree. The acacia tree reused jungle logs and oak leaves, and dark oak trees used spruce logs and oak leaves. Villages have seen multiple changes in generation since their introduction. Due to these changes, some may consider villages which generated in previous versions, or at least certain buildings within them, as "removed" structures. Old villages and old zombie villages could generate in plains, savanna, taiga, and desert biomes. The type of village, and therefore the style of all structures within it, was determined by the biome where the village well was located. All village biome variants were essentially palette swaps of each other. The "old villages" were not known as such until Java Edition 1.14. Before Java Edition 1.10, villages used gravel with cobblestone underneath to signify roads; however, in Java Edition 1.10, grass paths were added to signify village roads. However, grass paths sensibly were only generated where they replaced grass blocks, and gravel paths still existed until Java Edition 1.14, when the jigsaw system broke it. Prior to Java Edition 1.10, plains villages would generate in savanna biomes. Plains villages was replaced by savanna villages made out of acacia derived blocks. Prior to Java Edition 1.3.1, plains villages would generate in desert biomes. Plains villages was replaced by desert villages made out of sandstone derived blocks. Prior to Java Edition 1.8, plains wells would generate in desert villages. Plains wells was replaced by desert wells made out of sandstone derived blocks. Any No Glass Glass pillars were a debug element of end portal rooms used to mark the location of strongholds, since the eye of ender's functionality of pointing toward strongholds did not exist yet. One pillar extended from the main entrance and another from the portal room, both from the Stone Bricks to the build limit. They were accidentally left in the public release of Java Edition Beta 1.9 Prerelease 3, and were removed in the next update. Prior to Java Edition Beta 1.8, clay blobs were a terrain feature that existed as a way for clay blocks to generate naturally. They were removed and clay is now found as disks instead. Prior to Beta 1.8, beaches existed as a terrain feature and generated in two variants (sand beaches and gravel beaches). Beaches were removed in Beta 1.8, then returned as biome in Java Edition 1.1 but without gravel variant. Prior to Java Edition 1.18, water lakes were small bodies of water source blocks in the Overworld. They could generate both on the surface and underground, in the latter case, air pockets would generate above them. Water lakes generated in almost all Overworld biomes (except desert). Water lakes were removed in Java Edition 1.18 and replaced with aquifers. Map settings In Indev versions of Minecraft, it was possible to customize the color of the sky, fog, and clouds via map editing, but this feature was removed in Infdev. Unlike some customizations now available via custom world generation, these are yet to see a return. In the Indev versions of Minecraft, players could take a screenshot of the map from an isometric perspective using F7. When the game captured an isometric image, it would save the current location of all mobs and show any and all alterations to the map the player had made that would be visible from the perspective of the sun (at sunrise). The player would not be visible unless the player was in third-person view before taking the isometric screenshot. The isometric screenshot would save to their local user folder as "mc_map_####.png" where #### represents the number of the screenshot starting at 0000 up to 9999. There are some limitations that existed with the screenshots: This feature was removed in Infdev due to the addition of infinite worlds. Was replaced by Infinite Map Visualizer. During the development of Indev, there were settings to change level's theme, type, shape and size. "Winter Mode" was a randomly occurring map type in Alpha. It was added on July 9, 2010, in Alpha v1.0.4 and was the first "biome" to appear in Minecraft. There were a couple of differences compared to normal worlds. First, there was the presence of snowflakes, which fell constantly. There were four different kinds of snowflakes. These snowflakes would create snow on surfaces directly exposed to the sky, provided that it was a solid block. Due to a lack of unfrozen water, reeds were rare. The second element unique to "Winter Mode" was the presence of ice. When a map was generated, most exposed water blocks would be frozen into ice. The water did not freeze completely near gravel beaches. The third element was a decrease in the spawning rate of passive mobs. Whether a world was in "Winter Mode" was determined with a 25% chance at creation. "Winter Mode" was removed in Alpha v1.2.0 with the addition of proper biomes. The "Default 1.1" world type was added in 1.2.1 (snapshot 12w03a). Initially it was permanently applied to old worlds in order to prevent chunk borders but from snapshot 12w07a onwards, this world type only got used during the conversion process from the Region file format to the Anvil file format which stored biomes in chunk data. After conversion, old worlds would switch back to the default world type which allowed for world generation to create jungles. The world type was accessible in later versions by changing the "generatorName" property in the level.dat of a world created in 1.2 to "default_1_1" and it would persist across world saves. When it was first added, the "Default 1.1" world type was simply the same as the default world type but without jungles. In 1.7.2, it was changed to match the updated biome generation with the only difference being that warm climate regions were replaced with regions containing biomes from 1.1, those being deserts, forests, extreme hills, swamps, plains and taigas. With another biome overhaul occurring in 1.18 (experimental snapshot 1), the "Default 1.1" world type was removed. Versions prior to 1.7.2 had two biomes that were later removed from the world generator. Despite being unused, they continued to exist until Java Edition 1.18, in which mountain edge got removed. The following biomes became unused in 1.7.2: In Beta 1.8, biomes received a major overhaul, removing and changing many of them. Prior to these changes, there were 13 biome types that were much smaller and less distinct. In 1.18, terrain height is no longer controlled by biome, so the following height variations biome have been removed and had their code merged into the main one: "Customized" was a world type that gave control over many settings that affected terrain generation, such as ores, sea level, biomes, structures, and many variables that govern the random shape of the terrain. It was introduced in snapshot 14w17a for 1.8, and was removed in snapshot 18w06a for 1.13. Although customized worlds were added back in the 1.16 snapshot 20w21a, there is currently no in-game menu to modify worlds; custom worlds can be generated only by importing a JSON file. Several historical file formats existed before the current Anvil file format during early development of Minecraft. Sounds Loops were unused sounds, found in the game files, and were possibly meant for when the player is in a specific type of location (i.e., in caves, forests, oceans and beside a waterfall). These sound effects only appeared in C418's June 4, 2009 Sound Test. They were found in .minecraft/resources/sound/loops/, and could be converted to reveal four loops, of birds chirping, cave chimes, ocean and waterfall noises. calm4.ogg was a music track that was included accidentally in Java Edition Alpha 1.1.1 when he used it to test the music system. Unused These features never had any functionality in-game. An unclickable "Play Tutorial Level" button was added to the main menu during Indev. With the addition of texture packs in Alpha v1.2.2, the button was removed. No tutorial level had actually existed during that time. In Infdev, a texture called Fluff.png was added. It was used as a texture for clouds from Infdev 20100611 to Infdev 20100618, but became unused in Infdev 20100624 and was removed by Alpha v1.2.2. The texture from the minecart model is rarely visible. The texture appears to be dirt, which is an artifact of when the minecart used to act as a portable chest. The "dirt" level used to raise when items were put into it. The texture still appeared inside minecarts until Java Edition 1.18 Pre-release 2. Purple arrows were shot by skeletons in Survival Test versions from 0.25. They acted the same as regular arrows, but could not be picked up. The purple arrow used a texture on the same sheet as the normal arrows, but the texture is not currently in use. Despite being unused, their texture was updated with the normal arrow's in the April Fools' snapshot 15w14a. With the addition of a new arrow texture in Java Edition 1.9, the original arrow texture, including the purple arrows, became entirely unused. The original texture was removed in snapshot 21w13a. From 1.8 (snapshot 14w30a) to 1.13 (snapshot 17w45a), the file en_us.lang contained translation strings for a /chunkinfo command, which never existed in game. The following keys existed: It is unknown if this command was used for development or was simply a dropped feature. command_blocks.pdn was an unused file added in 15w34a and quickly removed in the next snapshot. This file was created with the Paint.NET program and, presumably, was used in the creation of the textures for the impulse, chain and repeat types of command block, added in the same snapshot. The file also contains multiple layers. From 10 layers, by default, only "Back Shadow", "Back Panel", and "Orange Back" layers are visible, forming the back texture for the impulse command block. The "Background" name is given to the first created layer in an image created by Paint.NET. This layer contains the old texture for command block, which implies that all other layers were created based upon it. Compared to the final textures, the layers included in command_blocks.pdn lack animation frames and use different colors for the individual “lights” on each “panel”. Other Prior to Java Edition 1.13, all blocks and items had unique numeric IDs alongside namespaced IDs. Numeric IDs were removed during The Flattening in 1.13 and all blocks and items now have only namespaced IDs. In Java Edition Alpha v1.2.2a, players had the ability to spawn nether portals by pressing F4. In Alpha v1.2.2b, spawning nether portals using F4 was removed. In early Indev versions, pressing F5 would toggle between rain and clear. In Beta 1.8 Pre-release, as a result of remaining debug code, players had the ability to use F6 and F7 to control in-game time. In Beta 1.8 Pre-release 2, the functionality of F6 and F7 was removed. In Indev 20100129-1447, it was possible to access 3x3 crafting grid by pressing B. This was intended only as temporary way, and it was removed shortly after in Indev 20100129-2332 after addition of crafting tables. Between 0.0.12a and Beta 1.7.3, pressing F would toggle render distance. In pre-Classic and early Classic, it was possible to spawn human mobs by pressing G. As human mobs were removed from normal gameplay in Survival Test, this functionality was also removed as well. In pre-Classic, early Classic and late Classic (except for versions with Survival mode), it was possible for player to respawn on default position in world by pressing R, which was especially useful if player was stuck somewhere. This was removed in Indev. Prior to Beta 1.8, entity numbers shown above mobs when player opened debug screen with F3. This feature was removed probably to prevent unfair progress, because it allowed players to see where caves and dungeons were located due to monsters in them being labeled by numbers. Between Infdev 20100629 and Alpha 1.0.3, a "Loading..." screen with dirt background appeared upon starting the game. This was removed in Alpha 1.0.4 and replaced with Mojang splash screen. Save level, Load level and Generate new level were features in game menu between Classic and Indev. Save level allowed player to save world which was currently opened, Load level allowed player to load previously saved worlds, while Generate new level allowed player to generate new world. This was removed in Infdev 20100327 and replaced with Select World menu and Autosave. In 0.24_SURVIVAL_TEST, Save level and Load level options were disabled. Between Infdev 20100327 and Beta 1.2_02, players could create only up to 5 worlds. If players wanted to create a new world, they had to delete an existing world. World slots were removed in Beta 1.3 and players could create as many worlds as they want. Block indicator was added in rd-20090515 to indicate currently selected block. It was located on upper right corner of screen. Block indicator was removed in 0.0.19a and replaced with hotbar. Texture packs were added in Alpha v1.2.2, and were replaced with resource packs in snapshot 13w24a for 1.6.1. The "Super Secret Settings", added in snapshot 13w38a for 1.7.2, were removed in snapshot 15w31a for 1.9 due to an internal rewrite. It was a button under the options menu that, when pressed, would blare a random game sound with a lower pitch, and activate a shader. "3D Anaglyph" was an option (added in Java Edition Classic 0.24_SURVIVAL_TEST) in video settings that applies a red-cyan stereoscopic effect, enabling the use of red-cyan 3D glasses to experience the game in more depth. This option was removed in snapshot 17w43a for 1.13 due to 3D glasses becoming less popular.[citation needed] Note: It sometimes leaves a stain on your skin when you turn it off. "Limit Framerate" was an option (added in 0.26 SURVIVAL TEST) in video settings that allowed player to toggle framerate of game. Prior to Beta 1.6.5, it had only OFF and ON states. In Beta 1.6.5, this option was renamed to "Framerate cap" and instead of single OFF/ON switch, states 200, 90 and 40 FPS were added. It was removed in Beta 1.6.6 and replaced with "Performance" option. "Performance" was an option (added in Java Edition Beta 1.6.6) in video settings that allowed player to configure framerate of game. It had three states, Balanced (limits to 120 maximum FPS), Power Saver (constantly limits to 35 FPS) and Max FPS (sets no limit to maximum FPS). It was removed in Java Edition 1.7.2 and replaced with Max Framerate slider. "Maximum" and "Minimum" (added in Java Edition 1.5) were states of the Smooth lighting option. "Minimum" state used the original smooth lighting rendering that existed since Beta 1.3, while "Maximum" state existed as way to correct lighting of certain blocks (like back of stairs). Over time, there wasn't any difference between these states and in Java Edition 1.19.3 RC1, the "Minimum" state of smooth lighting was removed and the "Maximum" state was renamed to ON. "Advanced OpenGL" was an option (added in Java Edition Beta 1.5) in video settings that allowed players to use occlusion culling which means it didn't rendered blocks that the player can't "see" which helped to gain performance in graphics cards that supported it, but many players complained that it was counterproductive. This option was removed in 1.8. "Use VBOs" was an option (added in Java Edition 14w29a) in video settings that allowed players to toggle VBOs which offered a ~10% performance increase when set to ON. It was removed in Java Edition 18w44a and VBOs are now always used. "Show FPS" was an option (added in Java Edition Classic 0.0.23a) that allowed players to show debug screen. It was removed in Alpha 1.1.1 and debug screen is now opened with F3 key. "Alternate Blocks" was an option (added in Java Edition 14w28a) that allowed players to enable (or disable) weighted alternative block models. When turned off, the least complex highest priority model is always used for each block. It was removed in Java Edition 1.9. "Server Textures" was a client-side option (added in Java Edition 1.3.1) in video settings that allowed players to enable (or disable) texture pack/resource pack used by server. It was removed in Java Edition 1.7.6 and replaced with server-side "Server Resource Packs" option and moved from video settings to Edit Server Info. "Hide Address" was an option in Edit Server Info that allowed players to toggle display of IP addresses in server list. It was removed in Java Edition 1.7.2, probably for privacy reasons. The "Player Activity" button in "Minecraft Realms" was added in 1.5, but it was removed in 1.14.4 for unknown reasons. This button was used to show the online activities of players. Chat preview was a feature (added in Java Edition 1.19) which displayed a server-controlled preview above the chat edit box, showing how messages appeared when sent. Chat preview sent chat messages to the server as they were typed, even before they were sent, the server then sent back the styled preview in real time. This allowed servers to apply dynamic message stylings while still allowing chat to be securely signed. Chat preview was removed in Java Edition 1.19.3. Native Twitch.tv integration was added in snapshot 13w47a for 1.7.4, and was removed in snapshot 15w31a for 1.9. It integrated Twitch chat into the game. Note: When a line of splash text is removed, the line it occupied in splashes.txt is deleted, meaning the line number of all subsequent splashes lowers by one. Prior to 1.3, this splash read "SOPA means LOSER in Swedish", without an exclamation point. The specific bill SOPA had not been a current issue for several years, by the time of the splash's removal. Prior to the release of Launcher 2.1.497x, the launcher contained multiple easter eggs. If the player hovered their cursor over the "Play" button for a few seconds, a random mob would appear in the bottom right corner of the launcher. In the top left corner of the launcher, the player could see a translucent creeper face. There was about a 1⁄11 chance of the creeper face being replaced with a shrugging kaomoji, ¯\_(ツ)_/¯. When the player clicked on either of these, they turned solid white. Clicking them again would return them to their translucent state. In addition, if the player pressed Ctrl+B, the experience orb pickup sound would play (). The conduit was added in snapshot 18w15a with particles, but those particles were changed in the next snapshot, 18w16a. From Java Edition Beta 1.8 Pre-release up to its removal in Java Edition 14w34c, a fog effect and particles would appear in the lower 16 blocks of the world. From snapshot 14w07a for 1.8, dispensers had the ability to place command blocks, when activated. This feature was removed as of 1.8.6 to solve a security issue. In 1.8, mobs ran away from creepers that were about to explode. In 1.8.1-pre1, this feature was removed because every mob that had the ability to run from a creeper was looking for an exploding creeper every tick, degrading performance. In snapshot 18w45a for 1.14, ravagers were originally meant to spawn in pillager patrols rather than raids. In 18w46a, ravagers were removed from pillager patrols which made them briefly unused, and in 18w47a, ravagers were now spawning in raids instead. In snapshot 18w43a for 1.14, ravagers were fleeing away in presence of rabbits. This feature was removed in 18w44a because it didn't fit with ravager's lore. In snapshot 14w27a for 1.8, it was possible to tame rabbits with carrots. In 14w34a, taming functionality was removed and rabbits can no longer be tamed. Prior to 1.14, cats were initially meant to be tamed from ocelots. In 1.14, ocelots can no longer be tamed and cats can be tamed from stray cats instead. Attempting to tame ocelots, a player can gain an ocelot's trust instead by feeding it raw cod or salmon until heart particles show, causing it to no longer flee from players. In snapshot 17w14a for 1.12, parrots were cycling through variants if music was playing on a nearby jukebox. In 17w15a, this behavior was removed and parrots no longer cycle through variants. Prior to 1.9, baby horses were gradually growing when fed or when certain amout of time passed. This was removed in 1.9 and baby horses now grow only after they turn adult. Prior to 1.4.2, wheat was used for feeding chickens and pigs. In 1.4.2, this was changed and chickens are now fed with seeds, while pigs are fed with carrots and potatos. In snapshot 17w13a for 1.12, cookies were used for feeding parrots. In Java Edition 1.12 Pre-release 3, this was changed and parrots are now fed with seeds. Parrots will die when player attempts to feed them with cookies. Prior to 1.14, bone meal, ink sac, cocoa beans and lapis lazuli were used as white, black, brown and blue dyes. In 1.14, this was changed and white dye, black dye, brown dye and blue dye were added as separate dye items while bone meal, ink sac, cocoa beans and lapis lazuli are no longer used as dyes. In snapshot 16w20a for 1.10, water evaporated on top of magma blocks when randomly ticked. From snapshot 18w07a for 1.13, whirlpool bubble columns are produced on top of magma blocks instead. Prior to Java Edition 1.4.2, it was possible to open and close wooden doors by hitting them with left click. This feature was removed, probably because destroying doors was more difficult. In Java Edition Classic 0.30, it was possible to defuse primed TNT by hitting it with left click. This feature was removed in Indev. Between Indev and Beta 1.6.6, hitting sheep with left click made them drop wool. This feature was removed in Beta 1.7 due to addition of shears. Prior to Java Edition 1.9, crashing boats instantly broke them into planks and sticks. In 1.9, this behavior was removed as many players complained about it. Prior to Java Edition Beta 1.6, tilling a grass block with a hoe had a small chance of dropping wheat seeds. This feature was removed and wheat seeds are now obtained by breaking a short grass instead. Prior to Java Edition 1.1, players (and other mobs as well) could trample farmland by walking on it. To avoid this, players had to use sneaking. This feature was removed and farmland is now trampled only when a player jumps onto it. Prior to Java Edition Beta 1.6, fire spreading was very aggressive and fire was able to spread infinitely. This behavior was removed in Beta 1.6 and fire spreading was severely nerfed. Prior to Java Edition 1.8, it was possible to shuffle enchantment options by swapping items in the input slot. From 1.8, this behavior was removed and enchantments the player would get on a specific kind of item do not change until the enchantment happens. Between Java Edition Beta 1.8 and 1.5.2, it was possible to break blocks with swords in Creative mode. This ability was removed in 1.6.1, probably to prevent players from accidentally destroying their buildings while fighting mobs. Between Java Edition Beta 1.8 and Beta 1.9 Pre-release 4, monsters were trying to attack players in Creative mode. This behavior was removed in Beta 1.9 Pre-release 5 and all monsters remained neutral towards Creative mode players, unless player provoked them by hitting (until versions 1.6.1 and 1.7.2 where provocation was gradually removed). In pre-Classic and early Classic versions, block interactions behaved differently. Between pre-Classic and early Indev, it was possible to place plants (saplings, mushrooms, and flowers) on any blocks, even on top of another plant, and not only on grass blocks or dirt. Last version where this was possible is Java Edition Indev 0.31 20100202-2330 (the exact removal date is uncertain because Indev versions between 20100202-2330 and 20100206-2103 are not archived). Survival Test introduced block drops, which were mapped as follows: Block drops were reworked in Indev. In Survival Test, item drops were restricted to the cube shape used for blocks. The projected texture was the same on all faces and the texture scale was closer to those of blocks, making it look cropped. In Survival Test, mobs (pigs, sheep, skeletons, zombies, spiders and creepers) had different walking animations. In Survival Test, creepers did melee damage (4HP) to the player. In Indev 0.31, this feature was removed. When 1.3 split client and server logic, several features lost significant functionality. While some of these have been effectively restored or at least substituted, many of them remain removed to this day. Ghasts used to expand slightly before shooting fireballs. This was accidentally removed in 1.3. Baby villagers used to accept poppies (originally roses) offered to them by iron golems since their addition in Java Edition 12w08a. This feature was removed at some point during the development of Java Edition 1.14. Iron golems still offer poppies to baby villagers, but they don't take the flower from the golem's hand. Erosions, also known as basins, are terrain features that strip away the surface layer of blocks in a small area, exposing the stone underneath. They were accidentally removed in 1.18 (Java Edition 21w41a). Mushrooms generated in caves from Java Edition Classic 0.24_SURVIVAL_TEST until 1.18 (Java Edition 21w39a), when underground mushroom patches were (probably accidentally) removed from Java Edition, and have yet to be re-added. Between Java Edition Beta 1.2 and Beta 1.2_02, it was possible to milk squids with an empty bucket. This feature was removed in Beta 1.3. In Java Edition Beta 1.9 Pre-release, it was possible to gain experience points by jumping. This was only a testing feature and was removed in Java Edition Beta 1.9 Pre-release 2. entity.hanging.place and entity.hanging.pop were two sound effects added in snapshot 15w49a and removed in the next snapshot, 15w49b. The sound effects were blank audio files and were likely intended as sound effects for the lead. There was a locate command called /locate New_Village. This was implemented in snapshot 18w48a for Village & Pillage before the village structures from Update Aquatic and prior were removed. Once these "old" villages were officially taken from the game's structure spawn list in snapshot 19w02a, /locate New_Village was replaced by /locate Village as the New_Village ID was no longer needed. The water_hacked and waterlogged tags were added in snapshots 18w07a and 18w07b for 1.13 respectively and removed in 18w10c. Before the removal, these tags functioned as follows: Notes References Navigation See here for more information Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Pale_Oak_Slab_JE1_BE1.png] | [TOKENS: 68] |
File:Pale Oak Slab JE1 BE1.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/Mob#cite_ref-14] | [TOKENS: 1402] |
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Pale_Oak_Stairs_JE1_BE1.png] | [TOKENS: 68] |
File:Pale Oak Stairs JE1 BE1.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 41 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Special:RecentChangesLinked/Enchanting] | [TOKENS: 46] |
Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Java_Edition_Classic_data_values] | [TOKENS: 77] |
Java Edition Classic data values These values apply to blocks placed in the world in Minecraft Classic. Since versions since Minecraft Classic have drastically increased the number of blocks, and removed or re-used IDs, Minecraft Classic has its own list. IDs in light blue cannot be legitimately obtained in the player's inventory in the game; they can only be obtained by inventory editors. IDs Navigation All commands Navigation menu |
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[SOURCE: https://minecraft.wiki/w/File:Pale_Oak_Trapdoor_JE1_BE1.png] | [TOKENS: 112] |
File:Pale Oak Trapdoor JE1 BE1.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 42 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Metadata This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Shulker_Bullet] | [TOKENS: 1901] |
Shulker 30HP × 15 Closed: 20 ( × 10) Opened: 0 () Hostile Monster Shulker Bullet: Easy: 3HPNormal: 4HPHard: 6HP Levitation: Levitation for 10 seconds (9 Blocks) Closed:Height: 1 blockWidth: 1 block Peeking:Height: 1.2 blocksWidth: 1 block Open:Height: 2 blocksWidth: 1 block 0.7 End city A shulker is a box shaped hostile mob found only in End cities. It hides in its shell to protect itself and blend in with its surroundings, and attacks by shooting homing bullets that inflict Levitation. It is the only source of shulker shells, which are used to craft shulker boxes. Contents Spawning Shulkers spawn during the generation of End cities, which are located on the outer islands of the End. They usually spawn on the walls of the city and on End ships. They do not despawn naturally, even in Peaceful difficulty. There is a chance for a new shulker of the same color to spawn when a shulker is hit with a shulker bullet (including one of its own [Java Edition only]). The following checks need to pass: In Bedrock Edition shulkers also duplicate every time they are killed by a shulker bullet. If the attempt succeeds a new shulker spawns where the old shulker was before it teleported. The new shulker is a completely fresh entity and only copies the original shulker's color. Drops Java Edition: Bedrock Edition: Shulkers also drop 5XP when killed by a player or a tamed wolf. Behavior A shulker's shell is similar in color to a purpur block. Inside the shell is a small yellow head with two eyes. Shulkers can be spawned with other colors using the /summon command, as detailed below. Shulkers generally remain stationary, attached to an adjacent block with a full face. However, if the block the shulker occupies becomes something other than air or the shulker finds itself not adjacent to any full face, or the shell cannot fully open (due to solid blocks or entities such as boats or other shulkers), it attempts to teleport away. Shulkers occasionally open their shell for 1–3 seconds. When a target comes within about 16 blocks, it opens fully and shoots guided projectiles that follow its target, called shulker bullets, moving only along the X, Y, or Z axes and leaving trails of white particles. The projectiles can be destroyed by attacking them or blocking them with a shield. If the projectile hits an entity, it does 4HP damage and inflicts the Levitation status effect for 10 seconds. This status effect has no effect underwater[Java Edition only], while in flight mode[Bedrock Edition only], or while riding a mob. The shulker continues firing every 1–5.5 seconds while the target remains in range. If the shulker's target dies with projectiles still in flight, they fall to the ground. Shulkers can attack each other, in which case they shoot fully guided bullets at each other, but are unaffected by Levitation when hit. The normal teleportation habits apply during these battles, and is likely to result in the duplication of more shulkers. When its shell is closed, a shulker has 20 ( × 10) armor points and deflects arrows. When the shell opens, it loses this natural armor and takes damage as normal. When at less than half health, a shulker has a 25% chance of teleporting (as described above) after taking damage. When a shulker is attacked, other shulkers within a 32x20x32 box will target the attacker as well. Shulkers do not take burning damage from lava or fire. They drown in water, but try to teleport away when water or lava flows into the block they occupy. In Peaceful difficulty, shulkers still spawn but do not attack, like piglins and hoglins. Shulkers are treated differently than true blocks. For example, mobs are unable to pathfind around or jump over them, and falling on them from a height does not produce particles. Their spawn egg also does not destroy blocks such as grass. Despite having a full block hitbox, their collision box is not a full block, allowing players to stand on the edge of a block with a shulker on top. Gravity-affected blocks break when falling onto a shulker. Shulkers can attempt to teleport away for several reasons: When a shulker attempts to teleport away, it will make five attempts to find a position to teleport to. Each attempt checks a random position within a 17x17x17 cube centered on the shulker's current position. The position must satisfy the following criteria for the teleportation attempt to succeed: Shulkers evaluate the collision box of scaffolding based on their current position, which can result in the shulker teleporting to a position right above a scaffolding block, only to find it invalid and teleport again. When trying to find an attachable surface, the shulker tests adjacent blocks in the following order: below, above, north, south, west, east. It also uses this order when looking for alternative attachment options before teleporting away form its current position if the previous attachment side became invalid. Height: 0.3125 blocksWidth: 0.3125 blocks A shulker bullet is a guided projectile that is launched from shulkers. Its shape is similar to a Conduit's power structure, with End stone white coloring on the outside and purple mottling on the inside. As the bullet flies towards its target it spins randomly. It follows the targeted entity along the X, Y, or Z axis and leaves trails of white particles. A shulker bullet that hits a mob or player deals damage and affects it with Levitation for ten seconds. If a shulker bullet hits a neutral or hostile mob by accident, it retaliates against the shulker after its Levitation effect is removed. The shulker's projectiles also have entity data that control its movement. The bullet can be destroyed when it is hit with any item, shot with an arrow, or blocked with a shield. Specifically when attacked by a player using a melee attack, it has a larger hitbox than usual.[Java Edition only] It is also destroyed upon contact with a block or lava. In Bedrock Edition, shulkers can be dyed in a similar fashion to sheep. Using a dye on a shulker gives it the color of the dye. They can be dyed only in Creative mode. In Java Edition, the color of a shulker can be changed through commands using the color byte tag. Transportation Shulkers can be moved by boats or minecarts; pushing a boat/minecart into a shulker causes it to board. A boat's sides block some of a shulker's projectiles. Shulkers can be teleported through End gateways. In Java Edition, they can be transported through the gateway and arrive on the obsidian platform while in a boat or a minecart. In Bedrock Edition, shulkers in a boat or a minecart cannot go through an End gateway, so they have to be dismounted before being teleported through. A shulker that enters the exit portal in the End gets transported to the world spawn point in the Overworld. In Java Edition, entities with passengers can pass through the exit portal, so shulkers can be directly teleported to the Overworld while in a boat or a minecart. In Bedrock Edition, entities with passengers cannot pass through the exit portal; therefore, the shulker has to be dismounted from the boat or minecart it is transported in. Since shulkers teleport when not adjacent to a solid block, they must be pushed down the central pillar of the exit portal (or a manually placed block directly above the portal) with a piston. Alternatively, if a shulker is in a boat that has been ridden into the exit portal, it is possible to break the boat, either with an arrow shot at the boat or otherwise. This causes the shulker to go through the exit portal. Sounds Despite being a solid surface, walking on shulkers is completely silent and does not produce footstep sounds. Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: Shulkers have entity data associated with them that contains various properties. Shulker bullets have entity data associated with them that contains various properties. Bedrock Edition: Achievements Achievements that apply to all mobs: Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. Advancements that apply to all mobs: History Issues Issues relating to "Shulker" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Mob#cite_ref-NewInfo_9-0] | [TOKENS: 1402] |
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu |
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