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[SOURCE: https://minecraft.wiki/w/Biome#cite_note-barrens-4] | [TOKENS: 9830]
Biome A biome is a region in a world with distinct geographical features, plants, mobs, temperatures, humidity levels, colors, and more. Biomes separate every generated world into different environments, such as forests, deserts, and oceans. The biome of a location is determined during world generation rather than by the current environment, even if all blocks in a large area are altered to imitate the terrain of other biomes. In Java Edition, the /fillbiome command can be used to change the biome in a selected area. Existing biomes can be located with the /locate biome command. Contents List of biomes In Java Edition, there are 65 different biome types: 54 for the Overworld, 5 for the Nether, and 5 for the End, plus one used only for a superflat preset. In Bedrock Edition, there are 87 biome types: 54 for the Overworld, 5 for the Nether, 1 for the End, and 27 unused. On this page, for convenience of description and reading, the biomes in Overworld are divided into 8 categories, which are not official. These biomes are used for the generation of oceans and mushroom fields. They are large, open biomes made entirely of water going up to Y=63, with underwater relief on the sea floor, such as small mountains and plains, usually including gravel, dirt, and sand. Squid and fish spawn frequently in the water, and dolphins spawn in non-frozen oceans. The basic ocean biome. Like its colder variants, its floor is largely made up of gravel, covered with kelp and seagrass. However, small patches of dirt, sand and clay can also appear. Cod and salmon‌[BE only] can spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. A variant of the ocean biome. In deep ocean biomes, the ocean can exceed 30 blocks in depth, making it twice as deep as the normal ocean. The ground is mainly covered with gravel. Ocean monuments generate in deep oceans, meaning guardians, elder guardians, prismarine and sponges can spawn here. A variant of the ocean biome, with light teal water at the surface. Like the lukewarm ocean, it has a floor made of sand and like all oceans, it is populated with seagrass, but without kelp. Pufferfish and tropical fish spawn here alongside dolphins, squid and nautiluses. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Unlike other ocean biomes, warm oceans allow for the generation of coral reefs and sea pickles. It is the only ocean biome that does not have a deep equivalent, but the terrain in this biome can reach the same depth as deep oceans. A variant of the ocean biome, with light blue water at the surface. Its floor is made of sand with an occasional patch of dirt or clay. Kelp and seagrass generates here. Unlike the warm ocean biome, cod and salmon‌[BE only] can spawn here, together with pufferfish‌[JE only] and tropical fish. Dolphins, squid, and nautiluses may also spawn here and drowned and rarely zombie nautiluses can spawn at night or during thunderstorms. Coral reefs cannot generate here. Similar to the lukewarm ocean biome, but twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine and sponges. A variant of the ocean biome, with dark blue water at the surface. Like regular oceans and frozen oceans, its floor is made up of gravel, though occasional patches of dirt can be found. Kelp and seagrass generates here. Salmon, cod and nautiluses can spawn in cold ocean biomes alongside squid and dolphins‌[BE only]. Drowned and rarely zombie nautiluses may also spawn here at night and during thunderstorms. Similar to the cold ocean biome, but twice as deep. Like other deep oceans, ocean monuments can generate here, which contain guardians, elder guardians, prismarine and sponges. A variant of the ocean biome with dark indigo water at the surface. Like the cold ocean, it has a gravel seabed and squid swimming about. However, the water's surface is frequently broken up by patches of ice and large icebergs, consisting of packed ice and blue ice, and occasionally topped with snow blocks and snow‌[BE only]. Strays, drowned, rarely zombie nautiluses, living nautiluses, polar bears, and rabbits‌[BE only] can spawn here, but dolphins can't. Salmon and cod‌[BE only] may also spawn here. Like the frozen ocean biome, the only fish that spawn here are salmon and cod‌[BE only], squid and nautiluses may also spawn here, and the floor consists of gravel. The frozen deep ocean biome also contains ocean monuments and a deeper floor than normal oceans, like other deep oceans. Frequent floating icebergs with blue ice generate here. Polar bears, strays, drowned, rarely zombie nautiluses and rabbits‌[BE only] can also spawn here, but dolphins can't. This rare biome consists of a mostly flat island and has mycelium instead of grass as its surface. Mushroom fields are always adjacent to a deep ocean and are always isolated from other biomes, and they are typically a few hundred blocks wide. It is one of the few biomes where huge mushrooms can generate naturally, and where mushrooms can grow in full sunlight. No mobs other than mooshrooms, bats‌[JE only], and glow squid spawn naturally in this biome, including the usual night-time hostile mobs. This also applies to caves, mineshafts and other dark structures, meaning exploring underground is safe. However, monster spawners still spawn mobs, wandering traders along with their llamas can spawn, raids can still spawn illagers, but villages don't spawn here. the player can still breed animals and spawn mobs using spawn eggs and insomnia still attracts phantoms‌[JE only]. Highland biomes are biomes with a higher Y-level. Rugged terrain and snow-covered peaks appear above the snow line. One of the three biomes that generate in the peaks of a mountain. This biome is found in taller and more jagged and pointy peaks that often pass the clouds and can peak at Y=256. It is covered by a single layer of snow blocks with stone underneath often exposing ores such as coal, iron and emerald. Just like the snowy slopes, stone cliffs can generate in some sides of the mountain. Goats spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms‌[BE only]. The frozen peaks are covered by snow blocks and packed ice with occasional small blobs of ice. Goats can spawn in this biome. Polar bears and rabbits may also spawn here and strays appear at night or during thunderstorms‌[BE only]. This biome usually generates in smoother and less jagged mountains compared to the jagged peaks biome. The stony peaks are a warmer variation of peak biomes that generates in warmer regions to avoid temperature clashes. It is mainly covered by stone with large strips of calcite and exposed ores. No passive mobs spawn here and there's no snow in this biome. The meadow is an elevated grassy biome found in plateaus near mountain ranges. It is filled with patches of flowers and turquoise-green short grass and tall grass. All small flowers generate except blue orchids, tulips, lilies of the valley or wither roses. Rarely, a lone oak or birch tree can generate and always has a bee nest. Both pillager outposts and plains villages can generate in this biome. Sheep, donkeys and rabbits are the only passive mobs that spawn in this biome. Cherry groves are grasslands with a lot of short grass, tall grass and, instead of the traditional dandelion and poppy flowers, the ground is covered with pink petals. The main environmental feature of the cherry grove are cherry trees identified by their striking pink color. The cherry trees may generate densely enough to create a cover of leaves. Sheep, pigs and rabbits are the only passive mobs that spawn in this biome. The grove creates a forest of spruce trees beneath the mountain peaks when near a forested biome. It is quite reminiscent of the snowy taiga, but the surface is covered with snow blocks and powder snow instead of grass blocks. Rabbits, wolves and foxes can spawn in this biome. The snowy slopes generate beneath the mountain peaks and are covered with multiple layers of snow blocks and powder snow, with some sides also having stone cliffs. Goats spawn in this biome alongside rabbits and polar bears‌[BE only]. Strays may also spawn here at night and during thunderstorms‌[BE only]. This is the only mountain biome where igloos can generate, making it one of the three biomes where igloos naturally generate. A highland biome with some steep hilltops and an occasional oak or spruce tree‌[JE only]. The terrain is usually flat, but sometimes hilly and shattered. This is one of the few biomes where llamas can spawn naturally. Snowfall also occurs above certain heights, rarely creating snow layers on the top of the hills. Windswept hills are one of six biomes where emerald ore and infested stone can be found naturally. Cold animal variants may also spawn here. The windswept gravelly hills are mostly covered in gravel with occasional patches of grass and stone blocks. This is one of the few biomes where llamas can spawn naturally. Due to the low amount of grass, the population of spruce and oak trees in this biome is sparse. Cold animal variants may also spawn here. This biome is found when windswept hills are located next to forested biomes. This is one of the few biomes where llamas can spawn naturally. It does not generate stone patches, so the floor is entirely covered by grass. There are more spruce and oak trees in this biome, forming small forests with a lower tree density than other forest biomes. Cold animal variants may also spawn here. Woodland biomes are rich in plants with a variety of trees, flowers and grasses. A common biome with many oak and birch trees and a fair amount of short grass, mushrooms and flowers. The ground beneath the trees is covered with leaf litter. Wolves can spawn in this biome. This forest variant has fewer trees but contains nearly every type of flower and tall plant in the game. Wolves do not spawn in the flower forest, although rabbits spawn occasionally. Bee nests have a higher chance to generate in this biome. A biome covered by a forest of spruce trees. Ferns, large ferns and sweet berry bushes grow commonly on the forest floor. One can find packs of wolves here, along with small groups of foxes, rabbits or cold animal variants. Villages may generate in this biome; the houses in these villages are built with spruce wood. Pillager outposts may also generate in this biome. This is one of the few biomes where trail ruins can generate. A biome composed of spruce trees (despite it being called a pine taiga, since there is no pine in the game), much like the standard taiga biome. However, some trees are 2×2 thick and taller than normal, akin to large jungle trees. Mossy cobblestone boulders appear frequently, mushrooms are common, and podzol can be found on the forest floor. There are also patches of coarse dirt that do not grow grass, with some dead bushes. Wolves, foxes and cold animal variants can spawn here, as they do in normal taiga biomes. Rabbits may also spawn here‌[JE only]. At first glance, this biome may look almost exactly the same as its pine tree counterpart. However, the most striking feature of this biome is its giant spruce trees, which are essentially a scaled-up version of regular spruce trees. One can easily differentiate this from an old growth pine taiga by observing how the leaves almost completely cover the tree trunks, whereas in pine ones, leaves tend to cover only the top. Like the old growth pine taiga, wolves, foxes and cold animal variants spawn here, and trail ruins can also generate. Rabbits may also spawn here‌[JE only]. Similar to the standard taiga, except much of the biome is covered in snow. Ferns and large ferns generate here commonly, however sweet berry bushes generate more rarely than in the regular taiga. Wolves, foxes, rabbits and cold animal variants can spawn here. One may also find an igloo nestled between the trees, making it one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here‌[BE only]. Villages use the same architecture as taiga villages, but the villagers wear snowy biome outfits. A forest that is solely made of birch trees. The grass is aqua in color, and unlike the regular forest, no wolves spawn in this biome. Wildflowers are very common in birch forests. Birch trees grow much taller than usual in this uncommon variant of the birch forest biome. Whereas normal birch trees grow up to 7 blocks tall, these trees can grow up to 13 blocks in height. This makes deforestation a much more difficult task, although it provides the player with far more resources. This is one of the few biomes where trail ruins can generate. This biome is mainly composed of dark oak trees, which create a mostly closed roof of leaves. Oak trees, birch trees, and huge mushrooms can also be found occasionally, and the ground is covered with leaf litter. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate. The pale garden is a rarer variation of the dark forest biome. It is, in fact, the rarest biome. The dark oak trees are replaced with pale oak trees, with lots of pale hanging moss hanging from the trees. Patches of pale moss blocks and pale moss carpets cover much of the ground, and patches of eyeblossoms dot the landscape. The sky, foliage, and water in this biome are gray and desaturated, and no music plays inside the biome. Some of the pale oak trees may have a creaking heart hidden within them, which spawns a creaking at night. No passive mobs spawn in this biome. Trees in this forest are so densely packed that some areas are dark enough for hostile mobs to spawn, even during the day. On rare occasions, a woodland mansion may generate, making the pale garden one of only two biomes where it can be found. A dense forested biome that includes many different plants and features. Jungle trees and mega jungle trees are common, with the mega trees having 2x2 thick trunks and possibly growing up to 31 blocks in height. Fancy oak trees are also common, and jungle bushes often cover much of the forest floor. Ferns and large ferns are found commonly, and vines are found growing on most types of blocks, especially on jungle trees. Additionally, cocoa can also grow on the sides of jungle trees. Melons can generate here in patches, similar to pumpkins, although they are much more common. Single shoots of bamboo can be found scattered throughout the biome. The foliage in the jungle is a bright, lush green color. Jungle pyramids and trail ruins can generate, and ocelots, parrots, pandas and warm animal variants can spawn in this biome. In contrast to the wild and overgrown vegetation of the jungle biome, the sparse jungle consists of jungle trees, fancy oak trees, and jungle bushes that are spaced out and isolated, creating a much more open environment. The terrain of this biome is often flat, but there may be some small rises in elevation. Parrots, ocelots, and pandas can still spawn in the sparse jungle‌[Bedrock Edition only]. Wolves can also spawn in this biome along with warm animal variants. In this biome, large areas of the landscape are covered with massive amounts of bamboo. Patches of podzol can be found underneath the densely packed bamboo. Additionally, mega jungle trees, fancy oak trees, and jungle bushes can also generate here. Pandas have a much higher chance to spawn here than the other jungle biomes, making this the best place to find them. Ocelots‌[BE only], parrots and warm animal variants are also able to spawn, and jungle pyramids can generate here‌[JE only]. Wetland biomes are rivers, swamps and beaches. They have a large amount of water resources. Rivers separate other biomes; beaches generate as a transition between the ocean and land. A biome that consists of water blocks that form an elongated, curving shape similar to a real river. Rivers cut through terrain or separate the main biomes. They attempt to join up with ocean biomes, but sometimes loop around to the same area of ocean. Rarely, they can have no connection to an ocean, instead forming a loop, or ending in a swamp or far inland. The grass has a dull aqua tone, much like the ocean, and trace amounts of oak trees, bushes, and firefly bushes tend to generate there as well. Rivers are also a reliable source of clay. These biomes are good for fishing, but drowned can spawn at night and during thunderstorms. In Bedrock Edition, mobs other than salmon, squid and drowned cannot spawn in this biome, even underground, except from a monster spawner. A river with a layer of ice covering its surface. It generates when a river goes through snowy biomes. Salmon spawn underwater while rabbits‌[BE only] and polar bears‌[BE only] spawn on the surface. At night and during thunderstorms, drowned can spawn below the ice with strays‌[BE only] on the surface. In Bedrock Edition, no hostile mobs other then strays and skeletons can spawn here, even underground, except from a monster spawner. A biome characterized by a mix of flat areas around sea level, and shallow pools of green water with floating lily pads. Clay, sand and dirt are commonly found at the bottom of these pools. Trees are covered with vines and can be found growing out from the water. Mushrooms, firefly bushes, dead bushes, and sugar canes are abundant, and blue orchids grow exclusively here. Frogs of the temperate variant can spawn here as well. Swamp huts with a black cat and a witch generate exclusively in swamps. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or during thunderstorms. Temperature varies within the biome, causing foliage and grass colors to vary. In Bedrock Edition, huge mushrooms also spawn in this biome. Visibility is also lower than other biomes when the player is underwater. A biome characterized by a dense foliage, featuring plenty of mangrove trees of varying heights. The floor is mainly composed of mud blocks with occasional grass patches. The grass has the same color as in the normal swamp but leaves and vines have a unique light green tint and the water is teal rather than gray. Warm frogs often spawn in this biome. Slimes also spawn naturally at night and during thunderstorms, most commonly on full moons. Some zombies may end up underwater, which can transform them into drowned, and some skeletons are replaced by bogged, making this an especially dangerous biome at night or thunderstorms. Visibility is also lower than other biomes when the player is underwater. Generated where oceans meet other biomes, beaches are primarily composed of sand. Beaches penetrate the landscape, removing the original blocks and placing in sand blocks. These are also useful for fishing. Buried treasure can be found under few blocks of sand, and an occasional shipwreck can also generate here. Passive mobs other than turtles do not spawn on beaches. Like a regular beach, one can find plenty of sand in this biome and buried treasure can be found underground in this snowy beach. However, sand is covered in a layer of snow. Snowy beaches are found when a snowy biome borders a frozen ocean biome. No passive mobs other than rabbits‌[BE only] spawn in this biome. This stone-covered biome generates at shores with low erosion values, usually close to mountains. Depending on the height of the nearby land, stony shores may generate as medium slopes or huge cliffs, its tops tall enough to be covered by snow even when near warmer biomes. No passive mobs spawn here. Buried treasure can generate here‌[BE only]. Strips of gravel can sometimes be found here. These biomes have a wide view on usually flat terrain, but can also generate on large hills or cliffs. Trees spawn less here and water sources are plentiful. They also have a higher number of passive mob spawns. A flat and grassy biome with rolling hills and few oak trees. Villages are common. Cave openings, lava lakes and waterfalls are easily identifiable due to the flat unobstructed terrain. Passive mobs are easily found in plains biomes; this biome is also one of the few biomes where horses and donkeys spawn naturally, while hostile zombie horses will spawn during the nighttime. Pillager outposts may also be generated. A fairly uncommon variation of the plains, this biome is the only place where sunflowers naturally generate. In Bedrock Edition, villages and pillager outposts may also generate here. An expansive biome with a huge amount of snow. Sugar cane can generate in this biome, but can become uprooted when chunks load as the water sources freeze to ice. There are few spruce trees in this biome. No animal mobs other than rabbits and polar bears can spawn; however, it is one of the few biomes where strays and zombie horses appear. In Bedrock Edition, this biome does not spawn monsters other than strays and skeletons, but monster spawners can still spawn monsters. This is one of the three biomes where igloos naturally generate. Villages and pillager outposts may also generate here. A rare variation of the snowy plains biome that features large spikes and glaciers of packed ice. Usually, the spikes are 10 to 20 blocks tall, but some long, thin spikes can reach over 50 blocks in height. The floor in this biome is entirely covered in snow blocks instead of grass, and ice patches made of packed ice can generate on it. Like the regular snowy plains, no animal mobs other than rabbits and polar bears can spawn and strays appear at night or during thunderstorms. In these biomes, it neither rains nor snows. The surface is covered with sparse vegetation. A barren biome consisting mostly of sand dunes, dead bushes, dry grass, and cacti. Sandstone and sometimes fossils are found underneath the sand. The only passive mobs that spawn naturally in deserts are gold/creamy rabbits and camels. At night and during thunderstorms, husks, parched, and camel husks usually spawn in the place of normal zombies and skeletons. Sugar cane can be found if the desert is next to a river biome. Desert villages, desert wells and desert pyramids are found exclusively in this biome. Pillager outposts can also generate here. A relatively flat and dry biome with a dull-brown grass color and acacia trees scattered around the biome, though oak trees may generate occasionally. Tall grass covers the landscape. Villages can generate in this biome, constructed of acacia wood, with some stained terracotta. Pillager outposts can also generate here. Horses, armadillos and warm animal variants can naturally spawn here, while hostile zombie horses will spawn during the nighttime. Llamas may also spawn here‌[BE only]. This biome generates when a normal savanna biome spawns at high altitudes and near mountains. It is mostly indistinguishable from the standard savanna, with the main differences being the fact that llamas and wolves can spawn, and villages and pillager outposts cannot generate. In contrast to the mostly flat and calm terrain of the savanna biome, this uncommon variant generates chaotic terrain, with gigantic mountains covered in coarse dirt and some patches of stone. The mountains in the windswept savanna are extremely steep, sometimes jutting out at 90-degree angles, making it almost impossible to climb. On top of that, they can reach heights comparable to the mountain peak biomes, sometimes rising above the clouds. Massive waterfalls and lavafalls are quite common, and ocean-like lakes can also generate. Unlike the regular savanna, villages and pillager outposts do not generate in this biome. Horses, armadillos and warm animal variants can still spawn in the windswept savanna, as well as hostile zombie horses during the nighttime. Llamas may also spawn here‌[BE only]. An uncommon biome where large mounds of terracotta and stained terracotta generate. Red sand also generates here instead of regular sand, with occasional cacti, dead bushes, and dry grass. This biome is usually found alongside desert biomes and it can generate in mountainous terrain. Armadillos are the only mobs that can be found here. Mineshafts generate at a higher altitude than normal - occasionally a player may come across a mineshaft jutting out of the badlands. Gold ore also occurs more frequently, because additional veins can generate within badlands up to Y=256. The composition of this biome is useful when other sources of terracotta and gold are scarce. The wooded badlands has layers of coarse dirt and grass blocks, and forests of oak trees with leaf litter that generate at higher altitudes in humid areas. The lower parts don't generate the oak forests, exposing terracotta and red sand to the sky. The color of the grass and leaves is a dull green-brown hue, giving it a dried and dead appearance. These trees are a rare source of wood when living in the otherwise barren badlands. Armadillos can spawn here during the day, and wolves and warm animal variants can spawn on the wooded plateaus. This rare variant generates unique terrain features that are similar to the structures in Utah's Bryce Canyon. Tall and narrow spires of colorful terracotta rise out of the floor of the canyon, which like all other badlands variants, is covered in red sand. Armadillos are the only passive mobs that can be found here. These biomes generate inside caves in the Overworld. They're mostly found underground but can sometimes leak out of cave entrances. A dimly lit cave biome that generates deep underground mostly within the deepslate layer. It is largely sculk blocks 1 block thick upon all surfaces, with frequent sculk sensors and occasional sculk shriekers, the latter of which can directly summon a warden. Large structures known as ancient cities can generate here, containing chests with unique loot. No mobs aside from wardens spawn here, except from a monster spawner. These are caves filled with dripstone blocks and pointed dripstone both hanging as stalactites and growing from the ground as stalagmites and small water wells of 1×1 in the ground. Large dripstone clusters structures generate occasionally inside these caves. Copper ore blobs found in this biome are much bigger compared to other biomes. Drowned and rarely zombie nautiluses can spawn in aquifers. Lush caves are often found underground below azalea trees. These caves are covered by moss blocks, moss carpets, short grass and azalea bushes on the floors. On the ceiling, vines and cave vines with glow berries grow down and light up the caves, and spore blossoms grow from the ceiling and spore particles. There are also shallow lakes with clay where dripleaf plants grow out of them and axolotls spawn, making this the only biome where they can spawn. Tropical fish can also spawn inside the aquifers in a lush cave. Can be accessed only through Single Biome world selection or The Void superflat preset. In a single biome world, the landscape consists of stone, as well as water and bedrock depending on the generator type. In The Void superflat preset, the world is completely empty except for a single structure: a 33×33 stone platform with a single block of cobblestone in the center. No mobs (passive or hostile) aside from phantoms and pillager patrols can spawn without spawn eggs, monster spawners or commands. It does not rain in this biome. The Nether is considered a different dimension. All biomes in this dimension are hot and dry, and it is not possible to place water; ice can still be placed, though it does not turn into water upon melting. Lava oceans are generated as a feature and are therefore not considered a separate biome. The Nether wastes is the most common biome in the Nether. The terrain mainly consists of netherrack, with glowstone clusters growing and lava leaking from the ceiling and gravel and soul sand lining its shores. Most of the Nether’s mobs can spawn here, including ghasts, zombified piglins, magma cubes, striders, piglins, and the occasional enderman. The soul sand valley mainly consists of soul sand, basalt and soul soil. Notable features of the biome are exposed Nether fossils in various shapes and sizes, large amounts of lava, blue fog, large spires made of basalt, soul fire, and the occasional Nether fortress or bastion remnant. Ghasts and skeletons are common in this biome while endermen are rare. Striders can spawn here as well. This is the only place to find dried ghasts naturally. The crimson forest consists of many huge crimson fungi, which act as the "trees" of this biome. The huge fungi often generate with weeping vines hanging from them, and shroomlights which light up the landscape. The floor is mostly covered with crimson nylium, with occasional patches of bare netherrack or Nether wart blocks. Crimson roots, crimson fungus, and occasionally warped fungus grow on the ground. Small patches of Nether wart blocks and weeping vines can also be found growing on the ceiling. Hoglins, piglins, zombified piglins, and striders can spawn in this biome. The warped forest consists of many huge warped fungi, which act as the "trees" of this biome. The huge fungi often generate with shroomlights, which light up the landscape. Twisting vines grow throughout the biome in patches. The floor is mostly covered with warped nylium, with occasional patches of bare netherrack or warped wart blocks. Warped roots, warped fungus, Nether sprouts, and occasionally crimson fungus grow on the ground. Endermen and striders are the only mobs that spawn in this biome. The biome emits out a magenta-purple fog upon entry. A gray biome, the basalt deltas are said to be the remnant of ancient volcanic eruptions.[citation needed] The ground consists of basalt and blackstone blocks, with small patches of netherrack and pools of lava. The shape of the terrain is chaotic and uneven, making it somewhat difficult to traverse and build on. Unlike the other biomes in the Nether, bastion remnants do not generate in basalt deltas. When this biome borders a lava ocean, clusters of basalt form near the coast. Fog is colored light-gray and particles of dust can be seen falling from the ceiling upon entry. Magma cubes have a high spawn rate in this biome, making the basalt deltas the best place to farm magma cream. This biome also contains a much higher abundance of blackstone compared to other Nether biomes. Ghasts and striders can spawn in this biome as well. The End is considered a different dimension. The terrain consists of end stone islands of varying sizes, floating in the void. They use five different biomes in Java Edition, or all use the End in Bedrock Edition, with no terrain differences. This biome is used to generate the circle of radius 1000 centered at the 0,0 coordinates in the End. The End central island is generated at the center of this circle, and it's surrounded by a complete vacuum all the way to the edge of the biome. Most of the End features are exclusive to that island, including the ender dragon, the obsidian pillars, the End crystals, the 5×5 spawn platform, the exit portal and the 20 central End gateways. Large amounts of endermen spawn in this biome. It does not rain or snow in this biome unlike the other low-temperature biomes. The outer islands in the End can be accessed using End gateways after the ender dragon has been defeated. In Bedrock Edition, this biome is instead the biggest, as it is used to generate the whole dimension. If the biome is used for a superflat world, the sky appears nearly black and an ender dragon spawns at the 0,0 coordinates in the Overworld. Only endermen spawn at night. Generates as part of the outer islands of the End. This biome represents the empty expanse between the larger islands, populated by the smaller, circular islands. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the gradual slope from the hilltops of each island down to the cliffs around the edge. End cities generate here, but chorus trees do not. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the hilltops of each island, and is the only biome in the End where both chorus trees and End cities generate. Large amounts of endermen spawn in this biome. Generates as part of the outer islands of the End. This biome represents the outer rims of each island, with steep cliffs below the edge. Neither End cities nor chorus trees generate in this biome. Large amounts of endermen spawn in this biome. These biomes have been completely removed from the game in Java Edition. In Bedrock Edition, they still exist in the code, but do not generate and can only be found in old worlds. Most biomes were removed from the generator because the terrain was the only difference with their regular biome variant. This biome doesn't generate naturally from Pocket Edition Alpha 0.9.0 onward. When Bedrock Edition 1.4.0 introduced the new frozen ocean, this biome was not removed or replaced by the new frozen ocean, although the id name changed from frozen_ocean to legacy_frozen_ocean. This biome doesn't generate naturally from Pocket Edition v0.9.0 alpha and Java Edition 1.7.2 onward. The deep warm ocean did not naturally generate in any non-snapshot or non-beta version. Most hills were gentle rolling slopes on which the usual biome terrain generated, with some sharper cliffs here and there. Snowy mountains had a lower chance of spawning passive mobs during world generation than other biomes (7% versus 10%). Swamp hills and dark forest hills generated as 'modified' biomes instead of hills biomes, making them slightly rarer but also bigger in size. Tall birch hills generated as 'modified hills' biomes, which made them even rarer than modified biomes. Tall birch hills had much more mountainous terrain than most hills biomes. In Bedrock Edition, this biome did generate as a much hillier version of the giant spruce taiga, even more mountainous than regular hills biomes. However, the giant spruce taiga hills used the same trees as the giant tree taiga hills (with leaves only at the top), making this biome very similar to the giant tree taiga hills. With the new terrain generation in Caves & Cliffs: Part II, the regular badlands biome also featured these plateaus and this biome became redundant. In Bedrock Edition, the grass and foliage color was lush green (the same color as in mushroom fields), making it easily distinguishable from the regular shattered savanna. Because the terrain was the only difference with the regular mushroom fields biome, this biome became redundant after Caves & Cliffs: Part II. In Bedrock Edition, the regular gravelly mountains did not have any trees, but this biome did, making it slightly different. Because almost no grass blocks were generated between the gravel, trees did rarely generate. These biomes no longer exist in current versions of the game. Snow, grass blocks, ice Grass block, short grass, ferns, oak trees, birch trees Grass block, short grass, oak trees Sand, snow, ice Grass block, oak trees, birch trees These biomes can appear only in April Fools snapshots of the game. This "biome" includes all the other non-custom dimensions biomes. All mobs, blocks, particles and structures in 20w13b (vanilla) can generate in this biome. A dimension can have multiple of these randomly generated biomes. Tint All biomes use a set of colors for various environmental aspects such as the sky, water, fog, and some blocks. In Bedrock Edition, biomes specify their colors in the client_biome JSON files in the vanilla resource packs. Some biomes specify their colors directly, while others use colormaps or separate JSON files which can also control other environmental effects. In Bedrock Edition, all biome colors for blocks are also visible on maps. Biome grass and foliage colors are selected from three 256×256 colormap images: grass.png, foliage.png, and dry_foliage under assets/minecraft/textures/colormap‌[JE only] or textures/colormap‌[BE only] in the vanilla resource pack. The grass.png colormap sets the colors for grass block, short grass, tall grass, ferns, large ferns, ferns in flower pots, sugar canes, bushes and stems of pink petals and wildflowers. Meanwhile, the foliage.png colormap sets the colors for vines and tree leaves of oak, jungle, acacia, dark oak and mangrove. The dry_foliage.png colormap sets the colors for leaf litter. Only the colors in the lower-left halfs of the images are used, even though the upper-right side of foliage.png and dry_foliage.png is colored. The adjusted temperature and adjusted downfall values (recognized as AdjTemp and AdjDownfall in the following, respectively) are used when determining the biome color to select from the colormap. They are computed as follows: AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjDownfall = clamp( Downfall, 0.0, 1.0 ) * AdjTemp. "clamp" limits the range of the temperature and downfall to 0.0—1.0. The clamped downfall value is then multiplied by the adjusted temperature value, bringing its value to be inside the lower left triangle. Treating the bottom-right corner of the colormap as AdjTemp = 0.0 and AdjDownfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted downfall increases to 1.0 along the Y-axis. In the following cases, the plants are not tinted exactly according to the colormap. In Java Edition, several of them are specified in biome Jsons in vanilla data pack. Swamps In swamps and mangrove swamps, the grass color is based on a noise on XZ plane. When the value of this noise is less than -0.1, it uses the color #4c763c. Otherwise using #6a7039. The foliage color is #6a7039 in swamps and #8db127 in mangrove swamps, which are not affected by the colormap. The dry foliage color in swamps and mangrove swamps is #7b5334, which also ignores the colormap. In Bedrock Edition, all swamp biomes use colormaps to determine these colors, similar to regular colormaps described above. Dark forest In dark forests, the grass color is the result of the bitwise AND between the color in the colormap and #fefefe, and then averaging with #28340a. In vanilla, that is #507a32. Badlands In badlands, wooded badlands and eroded badlands, the grass color is #90814d and the foliage color and dry foliage color is #9e814d. They are not affected by the colormap. Cherry grove The color for grass and foliage in cherry groves is always #b6db61, which is not affected by the colormap. Pale garden In the pale garden, the grass color is #778272, the foliage color is #878d76, and the dry foliage color is #a0a69c They are not affected by the colormap. Other leaves The color for spruce leaves is #619961 and the color for birch leaves is #80a755. Both are not affected by the biome, but determined by colormaps in Bedrock Edition. The color of the daytime sky in Overworld changes according to the basic temperature value of the biome. The basic temperature is first modified as T = clamp( Temperature / 3 , -1.0, 1.0 ). Then the triple (0.62222224-0.05T, 0.5+0.1T, 1) is the sky color. The color of the sky in the pale garden biome is #b9b9b9, which is unaffected by the above formula. See § List of biome climates below for all sky colors. The colors and surface opacity of water are defined in the vanilla data pack‌[JE only] or client biome JSON files in vanilla resource packs.‌[BE only] Some biomes in Java Edition, or most biomes in Bedrock Edition have unique water colors. Swamps and warm oceans in Bedrock Edition have unique water surface opacities, 65% and 55% respectively. The color and density of water and sky fog is different for most biomes, defined by separate JSON files for each biome in Bedrock Edition. The underwater fog color is #050533 with a few exceptions in Java Edition, or the same as the water surface color with some exceptions in Bedrock Edition. The sky fog color is #c0d8ff‌[JE only] or #abd2ff‌[BE only] in all Overworld biomes, except pale gardens which use #817770. Nether biomes and the End have unique fog colors. Vibrant Visuals ignores default colors for the sky, water, and fog, and adds new effects for each biome or a set of biome. Which environmental settings are used is determined by the biome JSON file, and all environmental settings are stored in separate directories in resource packs. In vanilla, the following effects are affected by the biome: Water colors are not visible with Vibrant Visuals, but all regular fog colors still apply asides from the volumetric fog. When plants or water are at the borders between or among biomes, the color is affected by the biome of the surrounding blocks at the same Y-level. The range of the block involved in the calculation is determined by the biome blend radius in options. Takes the plant color or water color of the biomes within a square centered on this block and with the side length being the biome blend radius, and calculates their average value to get the final color for this block. The sky color‌[JE only] and the fog color use the color processed by Gaussian blur from colors of the biomes at each block in the range of 5×5×5 centered on the block the camera is in. Climate A biome has three climate attributes: temperature, downfall and precipitation. Each biome has a base temperature value (see § List of biome climates), but the actual temperature value at each location in the biome is also affected by the height of the location. Locations with Y≤80 use the base temperature as actual temperature. At Y=81, the actual temperature value randomly fluctuates up and down by -0.00875 — +0.01125 from the base temperature based on a noise on the XZ plane, and at Y≥81 the actual temperature decreases by 0.00125 (1⁄800) every block up. In frozen oceans and deep frozen oceans, it is also affected by a noise value on the XZ plane. In some regions according to the noise, the base temperature value is always regarded as 0.2. The actual temperature values for these regions are also calculated on this basis. This is detectable in frozen oceans, as its base temperature is low enough to freeze or snow, so that only these regions do not freeze or snow at sea level. The temperature affects at which height snowfall can occur, the sky and block colors, and whether sponges dry in the air.‌[BE only] The downfall value is a number between 0.0 and 1.0 (see § List of biome climates). When the downfall value is greater than 0.85, the biome is marked as humid, which is related only to the random extinction of fire and block colors. This value doesn't affect the weather. The precipitation value can be "true" or "false". If the precipitation of the biome is false, no rain or snow occurs. Otherwise, a location is rainable when its temperature value is equal or greater than 0.15, and snowable otherwise. So, if the base temperature is less than 0.15, it's snowable at any Y level. Even if equal or greater than 0.15, it will still snow above a certain Y level, which are listed below: Snowy Plains Ice Spikes Grove Frozen Peaks Jagged Peaks Snowy Slopes Snowy Taiga Snowy Beach Some regions of Frozen Ocean The exact minimum height for snowfall is randomized per block, with a margin of 8 blocks. In Bedrock Edition, this is a transition layer where both snow and rain particles are visible at the same time. This transition also appears when moving horizontally between snowy and rainy biomes, and the particle density decreases when moving to a dry biome. In Bedrock Edition, the amount of snow layers generated on the surface is based on the snow accumulation value of the biome. The snow height is randomly selected per block between a minimum and maximum value, with 0.0 being no snow and 1.0 being the full height of one block. During snowfall, snow can stack infinitely on top of generated snow, unlike in Java Edition where this is controlled by a snow accumulation game rule. #9c754d‌[BE only] Generation Biome IDs Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Achievements Advancements History Issues Issues relating to "Biome" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dungeons:Mission_Select?action=edit&section=2] | [TOKENS: 226]
Editing Dungeons:Mission Select (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 3 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Wall] | [TOKENS: 445]
Wall A wall is a decorative block. Like fences, they can be used to create boundaries, because players and most mobs cannot climb or jump over them. Contents Variants There are 26 variants of walls: Obtaining All walls have the same crafting recipe shape, with six blocks of the same type resulting in six walls of the same type. All walls can be obtained by stonecutting. As with crafting, each used block results in one crafted wall. Usage Walls are one and a half blocks tall for player or mob collisions, and one block tall for all other purposes, similar to fences. This prevents players and mobs from jumping over them, while using only one actual block space. A wall occupies the center space of blocks. A wall block connects to side and top blocks in three ways: A wall block has a center post even if not covered by the blocks mentioned above, unless connecting to only two opposite sides or all four sides. Without center posts, walls connect to other walls to create a large, flat wall. Wall blocks are more efficient at fencing off mobs than a two-block high wall of regular blocks, costing half as many blocks, and being more space-efficient as well. However, a skeleton might shoot over the wall, a creeper could explode if a player is standing near the wall, a spider could still climb over the wall, and a camel can walk over the wall. Unlike fences, if two walls are placed one block apart diagonally, the player cannot walk between them. Walls can be placed under note blocks to produce "bass drum" sounds. Walls can be used to give block updates (post placement updates in Java Edition) to other walls under it when connected to another block; the walls under the connected wall will change the block state that controls the center post to the same state as the wall above if the wall above makes the wall below raise its top on any two opposite sides, which can be detected by an observer. This sort of redstone is called wallstone. Block states Java Edition: Bedrock Edition: History Issues Issues relating to "Wall" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Jungle_MCL.png] | [TOKENS: 139]
File:Jungle MCL.png Summary Screenshot of a biome This is a file pertaining to Minecraft Legends. Screenshot taken by uploader Screenshot: uploaderAssets showcased in screenshot: Mojang Studios File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 2 pages use this file (also see what links to it): 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/Tutorial:Tree_farming?section=1&veaction=edit] | [TOKENS: 4608]
Tutorial:Tree farming Tree farming is the process of planting a large number of saplings and waiting for them to grow into trees. These trees are then harvested for logs and more saplings, which can be used to grow another generation of trees. This can be repeated indefinitely, yielding a regular supply of logs without the hassle of covering large areas of terrain, therefore making wood a renewable resource. A secondary benefit of tree farming is that it allows conservation of the surrounding environment. The use of bone meal can speed up the process, or players can just plant the saplings and go do something else while they grow. For detailed information on the mechanics of tree growth and structure, see the article on trees. Contents Uses Tree harvesting is an essential first step for any player in Survival mode. The wooden blocks can be harvested for wood, without requiring tools, although an axe quickens harvesting. Each wood can be crafted into planks and sticks, which are used to craft tools, like a wooden pickaxe and similar wood-derived materials. Wood can also be smelted into charcoal, a functional, easily renewable substitute to coal. When leaves are harvested, or decay naturally, they have a chance to drop a sapling of their own species, which can be planted to grow a new tree. Decaying oak and dark oak tree leaves also have a 1/200 chance of dropping an apple. Destroying leaves does not require a tool; a sword is negligibly faster than bare hands but wears out the sword. Using a hoe increases the speed of breaking leaves, with an iron hoe able to mine them instantly. Using shears harvests usable leaf blocks for the player to pick up and later place elsewhere. Use of fire also destroys leaves quickly, but when used on a tree, fire also destroys much of the wood. Also, any leaf block unconnected or too far from a block of wood decays naturally over time. Wood is also one of the most used building blocks in the game, used as pillars, flooring or simply as the main building material for base building. Aside being used as a building material, wood is also essential in crafting. Chests, hoppers, tools, fences, torches, etc. have wood as one of its materials and are thus really important. Which type of tree is best? Because all eight types have different advantages and disadvantages, the best tree to choose can vary with the situation: Different kinds of trees have different wood textures. If building wooden structures, you may choose a specific type of wood for its texture. Because the efficiency difference among tree types is only slight, appearance often has priority. If building or decorating with multiple wood types, having a tree farm for each is also useful. Azalea Trees Farming various types of trees What players need: First dig 1 block down. Count 4 blocks to the left and dig 1 block down. 4 blocks left again, dig one down. Repeat one more time. Then plant a sapling in every hole: Wait a day (or use bone meal), then harvest the trees and get the saplings. Place the chest nearby to store the saplings (and axe, if players have one) in there. Then, you can extend the grid if you like, as long as all the saplings are the same type. (Mixing types can work, but the timing and space requirements get a bit messier.) You can add a torch in the middle to make the saplings able to grow at night and also ward off some mobs. Spruce and jungle trees can be planted and grown just like any other tree. But unless you only need a small amount of wood quickly, this is not useful. Not only are regular jungle trees slightly too large to harvest easily, they rarely drop saplings, and may not even replace the one used to grow them. However, four saplings can be grown into the respective "giant spruce" and "jungle giant" forms, by planting them in a 2×2 formation: Aside from the saplings, make sure there are no blocks less than 2 blocks away from the saplings (even torches and grass), at any height up to the future height of the tree trunk (up to 32 blocks). A huge tree needs a 2×2 thick trunk to grow. These trees average ~96 wood (1½ stacks), and some can exceed 2 stacks. Bone meal can be used on any one of the saplings to make the tree grow more quickly. (Dark Oak must be planted similarly, but they don't grow tall enough to require the special harvesting techniques.) Harvesting wood is a bit harder, since the trees are extremely tall. You can do it with a top-down technique or with a spiral-up technique. If you want to be able to pause your work or are just afraid of heights, you can put a block of water around the dirt blocks where tree saplings sit on. If you are working with spruce trees, increase the depth to two blocks in case leaves grow over them. Since the player can only harvest 7 blocks above the ground without climbing on something, the most efficient tree farm design limits the height of trees to 9 blocks. This allows 7 blocks of logs as a "trunk" and 2 block of leaves above that. This is accomplished by adding a ceiling at 10th block above the ground, leaving a space 9 blocks high in which trees can grow. This allows all of the wood from the trees to be harvested quickly and with minimal effort. The other option is to grab what you can from the ground and use a flint and steel to burn what you can't reach. It should be noted that leaving 9 blocks of space for trees to grow does not guarantee that all trees grow to this height. Trees grow with trunks 4-7 blocks in height, but not higher. Some may also grow branches despite the height limitation. This height issue can also be avoided by planting a sapling on the bottom of a 2-block-deep hole. This ensures that the top layer of the tree remains reachable, and has the added benefit of preventing mobs from hiding in the shadow of the tree and surviving daylight. It also prevents growth of the smallest size, whose leaves would be blocked by the hole. Note that oaks can grow through certain blocks: Small oaks can replace many blocks (fences, glass (but not glass panes), paintings, stairs, pistons, torches, buttons, ladders and doors), while the branch wood of large oaks can grow through even solid blocks (including bedrock). Because trees grow underground with a nearby light source, and also grow when in direct or diagonal contact with other trees, quite compact arrangements can be used for efficient use of space. Underground saplings rely on torch light to grow. Various patterns of saplings and torches can be used to achieve varying degrees of space efficiency. Since saplings only require light level 9 to grow, a single torch starting at light level 14 can sufficiently light 60 saplings. However, this torch-efficient model comes at the cost of stability. Trees can grow and block the torch light to other saplings. Underground tree farms should stay clear of magma blocks because a bug relating to the south-east rule may let magma affect any leaf/wood blocks occupying the same corner.[verify] It is also possible to grow trees to maximize wood for the territory. However, because the canopies overlap, you harvest fewer saplings. Oak, birch, jungle, and acacia trees ignore logs of their own kind when calculating when to grow. However, spruce trees still require two blocks between other trees. The most space-efficient way to prevent grown trees from blocking light to other saplings is to have every sapling directly next to a torch (not diagonal). This strategy yields a basic space efficiency of 80% since the pattern is made up of units of 1 torch + 4 saplings. The plus-sign shaped units can be arranged to completely fill an area. It is recommended that the perimeter walkway and all blocks with a torch underneath be a different material, such as cobblestone. This allows for quick visual identification during re-planting, of which blocks get saplings and which get torches that may have been inadvertently knocked out during harvest. It is recommended to do the same for torches on the wall, as these may get knocked off by growing trees. If you dig down two blocks instead, and place the torches under glass blocks, the trees still receive the proper light level, and you are far less likely to inadvertently break your light structure during harvesting or replanting. A 11 by 7 farm, utilizing 61 Saplings and 22 torches, with a perimeter walkway. This design takes account for the fact that all saplings adjacent to the walkway are supplied by light from the torches on the walkway. Thus the farm yields an efficiency of 84%. Note when the tree farm is cut down, the amount of returned saplings per tree is much lower than cutting trees in a forest, as the canopy is shared by many trees. Using an iron Hoe with Fortune III to break the leaves often drops enough saplings to replant the farm. Unlike oak trees, spruce and birch trees never grow to a branched tree. This makes them easier to harvest, but to farm Birch and Spruce trees efficiently, more space is required. Birches can be planted next to other birches with 2 blocks of space between them since the birch leaves can overlap with other birch leaves. This same spacing holds true for spruces. However, when planting the different types of trees together, birch and spruce trees need 4 blocks of space in between the saplings (the tree does not grow if leaves of a different tree are obstructing its path). Both birch and spruce trees require 9 blocks of vertical space above the sapling to grow regularly (10 is more efficient for growth). Both spruce and birch grow with less space, but not as regularly. Like other saplings, they must receive light level 8 or better to grow. Acacia trees require six blocks of space from the sapling to the ceiling, if there is any, and at least two empty blocks to each wall. So the minimum space that an acacia tree requires to grow is an empty rectangular cuboid over the sapling of 6(height) × 5(wide) × 5(long) blocks. Using the same spacing as a birch farm, one can grow individual jungle tree saplings as small jungle trees. Without fortune enchantments, a single tree would not produce enough saplings to replace itself. A 3×3 grid of trees growing usually produces enough saplings to replace itself in the long term, and occasionally produces 1-2 excess saplings. After 6-7 real life hours of hovering over the farm, cutting down, and replacing trees as they grow, a profit of about 10-20 saplings can be accumulated this way. A starting supply of 9 planted saplings and 18 back stock for the eventual stretch of losses is necessary to keep the initial tree grid planted at all times. After enough iterations, the ultimate result is a profit in jungle saplings. Huge fungi require Bone Meal, Nylium and Nether fungi to farm. You can make a platform of nylium, apply bonemeal until it generates fungi, then quickly grow the fungi and break the bottom stem to prevent the nylium from decaying. Cut down the fungus, and break the vegetation and nether wart blocks that generate and compost them, along with all the non-fungus vegetation that generates with using the bone meal on the nylium. With luck, you can get enough bone meal to do it all over again. You can always farm some other vegetation to produce enough bone meal to make sure you do not run out. Collecting huge fungi blocks in their own biomes is a great way to collect a sufficient amount of wood and decorative blocks early game. The fastest way to use this method is to make an efficiency 5 netherite axe and hoe, then travel to the nether and fly around using an elytra until you come across a warped or crimson forest. If it's a crimson forest, be sure to bring warped fungus to repel hoglins (must be planted, with an area of effect of 15 blocks). After planting a fungus, build a 3×3 platform of gold blocks with a beacon on top for the haste 1 effect. Fly up from the beacon base and destroy the netherrack obstructing the beacon beam. The haste 1 effect reduces the mining time per stem block by 2gt. This also helps when mining wart blocks and shroomlights, as when combined with an efficiency 3 netherite or diamond hoe, you can mine each block in 1gt. Setting up and removing a 1 layer beacon in the nether takes on average 600gt, so this beacon method is effective only if you are mining more than 300 stem blocks, or if it is necessary for instant mining more than 38 blocks. Once the beacon is set up, you can begin harvesting trees. Huge Fungi normally generate together in clumps, so it's best to climb to the top using twisting vines, and then mine from the top down. Be sure to use a hoe to mine the leaf blocks (wart blocks and shroomlights), and your axe to harvest the stems. To marginally increase speed, carry with you a few shulker boxes of unbreaking 3, efficiency 5, gold axes to reduce the mining speed by 1gt per stem block. Place 2 nylium in a 3×3 grid pattern with 6 blocks in between each one. Then construct a water stream platform beneath it. Have the water stream funnel the items into a chest storage, connected by a hopper. To use the manual farm, place down a fungus on each nylium block, then grow the fungi using bone meal. Now climb to the top using ladders, a bubble column, scaffolding or vines, and mine out the huge fungi from the top down. After harvesting the huge fungi, collect any items that didn't drop into the water stream below. Semi-automatic harvesting is when everything in a farm is self-sufficient except for the input. In the case of semi-automatic huge fungi farms, this would be the placement of fungi plants and often, but not always, supplying it with bone meal. The positives of a semi-automatic design, is that they're fast, inexpensive to construct, lag friendly on small scales, and produces every block from the tree (wart blocks, shroomlights and weeping vines included). This is a nether tree farm designed by ncolyer dubbed as "The Menace". The design is fairly complex but to simplify, it uses TNT dupers to destroy the logs and pistons to destroy the wart blocks. A modified design includes a system to convert byproducts such as vines, wart blocks and shroomlights to bonemeal to fully AFK the farm without the worry of running out of bonemeal. In all, it produces 80,000 logs per hour. Mangrove trees are really tall, and require a horizontal footprint of 13 by 13 blocks to grow fully. They are difficult to harvest from the ground up, because their log usually starts a few blocks above the ground, and the logs branch in all sorts of different directions, which is hard to trace when digging through the leaves. Therefore, the best way to mine these trees manually is a top-down approach. However, these trees are usually tall and difficult to get on top of. Despite this difficulty, mangrove trees possess a unique trait that stands out among other trees: they can be planted underwater. To farm these trees underwater, find a flat lakebed or ocean floor that is at least 10 blocks deep, place the mangrove propagule in the middle, and use bone meal on it. After the tree grows, you can easily swim to the top and start harvesting it downward. Because you stay underwater for long periods of time, a helmet with Aqua Affinity or a conduit might be helpful. Because mangrove leaves do not drop saplings, There is no point to wait for all of them to decay before you plant the next tree, so you can simply mine out all the logs and mangrove roots, and then start planting the next tree. Because mangrove propagules can be easily obtained by using bone meal on mangrove leaves, you can simply harvest a bunch of propagules, then start planting new trees without worrying about propagule collection at all. You can much more easily collect all the logs if you farm multiple trees in a special shape. In EthosLab's LP episode 51, Etho has a tree farm with 24 trees growing side by side in a 7×7 square. The tree/dirt part looks like: The farm should be put above a flowing source of water to auto-collect the drops. In Etho's version, the farm is put in the middle of a 13×13 square, and on each corner of the square is a water block. This takes all drops from the leaves to the center point of the setup, where you can place a hopper. After setting up the farm, just put a sapling (oak, birch, or spruce) on every dirt block. If you want to plant 25 trees, you can put a dirt block in the dead center. Automatic tree farms Although somewhat complex to build (as opposed to planting saplings and just waiting or applying bone meal and then manually chopping them down), these automatic tree farms allow you to harvest wood at a much faster rate by automating the gathering and block breaking portions of tree farming. Focusing only on the growth portion of the farm, these designs allow you to quickly grow hundreds of trees by pressing down a mouse button and then ignoring it. A dispenser with bone meal automatically forces the tree to grow, and a column of pistons pushs the trunk into a collection area where it is stacked in a large block for you to later harvest. The more complex designs also include leaf breaking, meaning that you end up with a net positive on the saplings and in the case of oak trees get apples without having to do much of anything. After a few minutes you then go over to the storage area and mine out all the wood blocks in much the same way as you would cave-mine; meaning that you do not have to waste time by moving from one tree to the other. Smallest auto tree farm design (no sapling collection, oak only) Auto tree farm design (breaks all leaves, for oak trees only) Auto tree farm design (breaks all leaves, can use any tree type except spruce and dark oak) 1.14 TNT farms As of update 1.14, it's possible to make a TNT based tree farm, or TNTree, with 100% drop rate for saplings, apples, sticks and logs. Several mobs in the game can break blocks, and most of them have been used for wood farming. An overly complex design featuring creepers was made, but the insane size of it makes constructing it anywhere exceptionally difficult. A different design that uses ghasts is also available and much simpler to make, however when ghasts break blocks they destroy (without dropping) most of them, making tree farming with the ghast extremely inefficient. The wither makes it possible to auto-break blocks by using the wither's ability to break any blocks within a 3×3×4 area (4×6×4 on bedrock edition) of it one second after it has been damaged. The wither can be trapped in bedrock in any of the dimensions. Because of the larger breaking area on Bedrock Edition, you can grow oak, birch, jungle, acacia, spruce, and even dark oak (by using boats to shift the breaking area) inside the breaking area of the wither. A newer method of caging in the wither has also been found that enables a tree farm to be build anywhere while at the same time using the wither to break the wood blocks. Although potentially more dangerous than encasing the Wither in bedrock (as in the above design), this cage has been found to be completely reliable as long as it is built correctly. It works by distracting each head with mobs without them being able to damage those mobs. These tree farms work with all tree types except for dark oak. The only reason it does not work with dark oak is because they have a 2×2 block trunk. The section below covers those. These are nearly non-existent because dark oak trees grow with a 2×2 trunk and have extremely specific growth restrictions. The most well-known design of a dark oak tree farm is by ShaydeeJay, which produces 21000-36000 logs per hour. Fungi can be generated from using bone meal on nylium. The bone meal can be generated by composting the Wart Blocks from a grown Huge Fungus. Combine this with a flying machine and a TNT duplicator for breaking the blocks and add some sorting mechanisms, a self-sustaining farm is made. Since nylium decays when an opaque block (like tree stem) is above it, it is recommended that players stay away from the farm so that random ticks don't land on the nylium blocks. A smaller-scale version for logs only (without the TNT and composting) is shown to the right. Apart from being placed on it's respective nylium block, fungi have no growth restrictions thus removing the need for double piston-extender walls. This allows for rapid cycle speeds, and fast rates for minimal build effort. Wart Blocks and Shroomlights can be composted to provide a semi-self-sustaining functionality. Simple huge fungus farm for starter worlds More advanced huge fungus farm for increased drops and efficiency 1.13+ stripped log farms Players can also create farms that automatically place saplings and break logs by either using an auto clicker or holding f3+t in some versions. In 1.13, logs were changed to become stripped logs when right clicked by a player holding an axe of any kind. These types of farms don't give you the raw logs you need for building, but can give you sufficent wood for crafting mass items. Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Biome/ID?section=T-1&veaction=edit] | [TOKENS: 114]
Biome/ID Each type of biome has its own Resource Location, shown in the following tables. Before 1.13 biomes used to have a numerical ID. These can be seen in this page: Biome/IDs before 1.13 In versions after 1.13 biomes use a numerical ID which is determined by the alphabetical ordering of their resource locations.[verify] This information is however only used by the game internals and is not included below. Each type of biome has its own Resource Location / IDs, shown in the following tables. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Biome/ID?action=edit&section=T-1] | [TOKENS: 225]
Editing Biome/ID (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of a hidden category: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Legends:Resource?section=4&veaction=edit] | [TOKENS: 324]
Legends:Resource RESOURCES – Even the most talented sword swinger will need a helping hand to overpower and outsmart the piglins. Gathering the right resources and learning how to build structures will help you craft a stronger defence of the Overworld. A resource is a material used to build structures and spawn units in Minecraft Legends. Contents Obtaining All resources, excluding piglin keys are obtained by using a gather allay near a deposit of resources. The gather allay will collect the resource over a period of time. Piglin keys are obtained when defeating piglins. The more powerful the piglin, the higher the chance of obtaining a key is, with bosses dropping keys 100% of the time. Gold is only accessible when playing the Campaign. All resources have a limited capacity. The capacity of lapis, gold, stone, prismarine, and wood can be increased by building allay storage improvements. The capacity of coal, diamond, iron, and redstone can be increased by building their respective gather improvements (for example, the capacity of diamond is increased by building a gather diamond improvement). The capacity of the power tower cores and piglin keys cannot be increased. Usage When placing a structure or spawning a unit from a spawner, a set amount of resources is used up. The amount of and which resources are used depends on the specific structure or unit; however, lapis is always used when spawning units. List of resources Achievements History Issues Issues for Minecraft Legends relating to "Resource" are no longer maintained on the bug tracker since January 10, 2024. References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/?oldid=3410112] | [TOKENS: 457]
Minecraft Wiki Welcome to the most comprehensive wiki about the Minecraft franchise, proudly community-run since 2009. Anyone can contribute! Latest game drops Java Edition 1.21.11Bedrock Edition 1.21.130 (26.1) Java Edition 26.1 (26.1 Snapshot 9)Bedrock Edition 26.10 (Preview 26.10.24) About the game Minecraft is a 3D sandbox adventure game developed by Mojang Studios, where players can interact with a fully customizable three-dimensional world made of blocks and entities. Its diverse gameplay options allow players to choose the way they play, creating infinite possibilities. There are three actively maintained editions of Minecraft: Java Edition for Windows, macOS, and Linux; Bedrock Edition for Windows, mobile, and consoles; Minecraft Education for educational settings; and China Edition as a localized release for mainland China. Featured article Survival is one of the four main game modes in Minecraft. It is mainly characterized by a limited amount of health and experience, and by certain mobs actively seeking out to attack the player in order to kill them. The player also has limited resources they collect through various methods. Coming back to the game? Check out the most recent updates: For creators Beyond the base game, Minecraft can be modified in various ways by players, like tweaking gameplay, adding new features, or even making something entirely new out of the game! Did you know… Help improve the wiki! The wiki is made by people like you. If you see something you think could be improved on a page, just click the "Edit" or "Edit source" button. Wiki tools Wiki news February 6, 2026 – Minwi has been introduced as the wiki mascot, debuting on the main page and in social media. February 4, 2026 – The wiki has been upgraded to MediaWiki 1.45.1, replacing IP editing with temporary accounts. October 15, 2025 – Dianliang233 has been promoted to CATS after a discussion on the meta forum. Related communities Websites Reddit communities Discord servers Official sites In other languages The Minecraft Wiki is an international community. Visit or contribute to wikis in other languages to help share Minecraft knowledge worldwide! Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dungeons:Armor?section=1&veaction=edit] | [TOKENS: 334]
Dungeons:Armor The term armor refers to the category of equippable items in Minecraft Dungeons that increase the hero's health, apply additional properties, and appear graphically on the hero once equipped. Armor can be obtained opening chests, defeating mobs, exchanging Emeralds with village merchant, luxury merchant, mystery merchant, piglin merchant, and from Gifts provided by heroes made by other players through the gift wrapper. Armor can have up to three player selected enchantments applied to apply additional properties. The mystery armor can have any combination of Mainland armor properties along with armor properties from DLC content if owned thus permitting unique combinations that otherwise cannot be provided by other armors. The obtainable Power level for armor has a maximum of 263. Gilded armor can be obtained by completing the Tower with a maximum power of 263 or by completing an Ancient Hunt and from the piglin merchant with a maximum power of 251. Each armor in the game has a base health value of 200. There are 71 armors, plus two unused armors. 41 of these armors are of unique rarity, seven of which are exclusive to seasonal events. Contents Default 1 - Apocalypse +25 Adventure and above Apocalypse Daily Trial Exclusive Unused History Quotes ARMOR – As you battle your way to the Arch-Illager's fortress, you'll discover many sets of armor. Each set offers different protections and abilities, and can be customized with enchantments. Try out each new set to see what it can do, as it will lend special abilities and open up new combat styles. Here are a few of the sets that you might find. Gallery See also Notes Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Client.json] | [TOKENS: 90]
client.json client.json is the file that accompanies client.jar in .minecraft/versions/<version> and lists the version's attributes. When using the latest version of the Minecraft Launcher, it is named <game version>.json (e.g., 1.21.7.json). The JSON file for specific versions is located in the version_manifest.json file. Contents JSON format This is the JSON format for client.json. History Notes Navigation All commands Navigation menu
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[SOURCE: https://minecraft.wiki/w/Legends:Resource?action=edit&section=4] | [TOKENS: 224]
Editing Legends:Resource (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of a hidden category: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Movie:Gold] | [TOKENS: 170]
Movie:Gold Details Metal A Minecraft Movie Live Event A Minecraft Movie DLC Gold is a valuable metal found across several dimensions, sought after by Malgosha. Contents Appearance Gold is a precious metallic substance that has a very shiny orange-yellow surface. Properties Gold is not known to have any particular functions, however it is highly sought after by the piglin race, who have used it as a key component of their military. It is used often as the tip of weapons, such as on spears, swords, and battleaxes, and can also be used to make armor. As such, it can be presumed that it is quite strong, or at least malleable. It is also known to be considered valuable on Earth, with Garrett requesting it from a sheep; he was treating the situation like an encounter in a video game. Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Music_Disc_mall] | [TOKENS: 297]
Music Disc mall Uncommon Yes No "mall" refers to both a song composed by C418, and a music disc that plays the song when inserted in a jukebox. The music disc is obtained from creepers killed by skeletons. Contents Obtaining When killed by any skeleton, stray, bogged, or parched (or wither skeleton if given a bow using commands), a creeper drops a random music disc, which has a 1⁄12 chance to be "mall". Because TNT ignited by a flaming arrow attributes all resulting kills to the entity that fired the arrow, a skeleton igniting a TNT block due to holding a bow enchanted with Flame, or shooting through lava or fire, also causes any creepers killed in the explosion to drop a disc. Track description C418 November 9, 2013 03:18 Electronic C418 "mall" is a calm, underwater-like piece of serene music being played on a soft, chiming keyboard synth sound. Usage Like all music discs, using the "mall" music disc on a jukebox causes the jukebox to play the song. If the player places a redstone comparator besides a jukebox playing "mall", it will emit a redstone signal of 6. Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Music Disc mall" 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/Movie:Iron] | [TOKENS: 150]
Movie:Iron Details Metal Oreo x A Minecraft Movie Experience A Minecraft Movie Iron is a versatile metal frequently appearing in A Minecraft Movie, most frequently used by Steve. Contents Appearance Although raw iron ore has not been seen, it has been shown to be processed in various ways, taking on forms such as ingots, nuggets, and blocks. The ingots and nuggets resemble mere basic shapes, such as a cuboid, while the blocks are full cubes resembling metallic stone. Properties Iron is primarily used to craft various items, such as swords, buckets, and anvils. However, the material is also shown to possess supernatural properties. If placed in the correct arrangement, it can be used to manifest an iron golem. Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Polished_Deepslate_Wall_(ewU)_JE2.png] | [TOKENS: 72]
File:Polished Deepslate Wall (ewU) JE2.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 49 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/Legacy_Console_Edition_Tutorial?action=edit&section=2] | [TOKENS: 225]
Editing Legacy Console Edition Tutorial (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of a hidden category: Navigation menu
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[SOURCE: https://minecraft.wiki/?diff=prev&oldid=3408020] | [TOKENS: 475]
Minecraft Wiki: Difference between revisions Revision as of 04:32, 28 January 2026 Welcome to the most comprehensive wiki about the Minecraft franchise, proudly community-run since 2009. Anyone can contribute! Latest game drops Java Edition 1.21.11Bedrock Edition 1.21.130 (26.1) Java Edition 26.1 (26.1 Snapshot 9)Bedrock Edition 26.10 (Preview 26.10.24) About the game Minecraft is a 3D sandbox adventure game developed by Mojang Studios, where players can interact with a fully customizable three-dimensional world made of blocks and entities. Its diverse gameplay options allow players to choose the way they play, creating infinite possibilities. There are three actively maintained editions of Minecraft: Java Edition for Windows, macOS, and Linux; Bedrock Edition for Windows, mobile, and consoles; Minecraft Education for educational settings; and China Edition as a localized release for mainland China. Featured article Survival is one of the four main game modes in Minecraft. It is mainly characterized by a limited amount of health and experience, and by certain mobs actively seeking out to attack the player in order to kill them. The player also has limited resources they collect through various methods. Coming back to the game? Check out the most recent updates: For developers Beyond the base game, Minecraft can be modified in various ways by players, like tweaking gameplay, adding new features, or even making something entirely new out of the game! Did you know… Help improve the wiki! The wiki is made by people like you. If you see something you think could be improved on a page, just click the "Edit" or "Edit source" button. Wiki tools Wiki news February 6, 2026 – Minwi has been introduced as the wiki mascot, debuting on the main page and in social media. February 4, 2026 – The wiki has been upgraded to MediaWiki 1.45.1, replacing IP editing with temporary accounts. October 15, 2025 – Dianliang233 has been promoted to CATS after a discussion on the meta forum. Related communities Websites Reddit communities Discord servers Official sites In other languages The Minecraft Wiki is an international community. Visit or contribute to wikis in other languages to help share Minecraft knowledge worldwide! Navigation menu
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[SOURCE: https://minecraft.wiki/w/Earth:Birch_Wood_Stairs] | [TOKENS: 43]
Earth:Birch Wood Stairs Common No ? ? ? ? ? ? ? 2 SAND Birch wood stairs were a block found in many levels of Minecraft Earth. Contents Obtaining Usage Behavior Sounds History Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Music_Disc_mellohi] | [TOKENS: 311]
Music Disc mellohi Uncommon Yes No "mellohi" refers to both a song composed by C418, and a music disc that plays the song when inserted in a jukebox. The music disc is obtained from creepers killed by skeletons. Contents Obtaining When killed by any skeleton, stray, bogged, or parched (or wither skeleton if given a bow using commands), a creeper drops a random music disc, which has a 1⁄12 chance to be "mellohi". Because TNT ignited by a flaming arrow attributes all resulting kills to the entity that fired the arrow, a skeleton igniting a TNT block due to holding a bow enchanted with Flame, or shooting through lava or fire, also causes any creepers killed in the explosion to drop a disc. Track description C418 November 9, 2013 01:38 Electronic C418 "mellohi" is a slow, slightly melancholic waltz with a sample from a mellotron playing in the background. Usage Like all music discs, using the "mellohi" music disc on a jukebox causes the jukebox to play the song. If the player places a redstone comparator besides a jukebox playing "mellohi", it will emit a redstone signal of 7. Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Music Disc mellohi" 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/Legends:Ocean] | [TOKENS: 113]
Legends:Ocean None The ocean is a vast and mysterious biome within Minecraft Legends, surrounding all other areas of a game world. Contents Description The ocean contains large amounts of water and surrounds the entire Overworld. Nothing can be found in the ocean as it acts as a barrier. Quotes Little is known of this vast and mysterious place. Perhaps its significance will be revealed one day? The Overworld is surrounded by a vast ocean. While you can swim, little is known of this mysterious area and exploring it will offer you no rewards. History Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dungeons:Other_Dimensions] | [TOKENS: 317]
Dungeons:Other Dimensions Other dimensions is the term used to refer to the two alternate dimensions in Minecraft Dungeons. Both dimensions each have their own unique geographic features and have unique structures and mobs. The music track on this tab is distinct from the mainland and island realms tabs. Contents Missions Secret missions Story The first dimension in the Minecraft Dungeons universe is the Nether dimension. It is a hellish dimension that is filled with fire, lava, fungus-based vegetation, and many hostile mobs. It contains a total of six locations, five which take place in all of the nether biomes: Nether Wastes, Basalt Deltas, Warped Forest, Crimson Forest and the Soul Sand Valley. There is also a Nether Fortress as well. Many of the mobs here are the same as in Minecraft, with the exception of some new exclusive ones like the Fungus Thrower and the Wildfire. There are exclusive items that are themed around this dimension and its inhabitants. Heroes can also visit this dimension in Ancient Hunt, where they traverse through multiple sub-missions and searching for ancient mobs and collecting gold. They can also find gold in theses hunts, which will attract the Piglin Merchant who sells gilded items for this exotic currency. The second dimension in the Minecraft Dungeons universe is the End dimension. It is a dimension of floating islands which is surrounded by the void and a lot of hostile mobs. It contains 2 missions: End Wilds, and Broken Citadel. Unlike the nether, The End has very few mobs from Minecraft. Achievements Gallery Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Movie:Mushroom] | [TOKENS: 154]
Movie:Mushroom Details Fungi Pileus A Minecraft Movie: Add-on A Minecraft Movie A mushroom is a type of organism native to the dark forest and regions of Earth, albeit with drastically different sizes. Contents Appearance The mushroom hat resembles the cap of an amanita muscaria, with its distinctive red coloration and white spots. The cap itself is shaped in a curved cuboid shape, while the spots remain lifelike. Variations In A Minecraft Movie, Steve and Garrett use mushroom hats in the Woodland Mansion while distracting the illagers, while Henry searches for the Earth Crystal. Constructs Constructed by Dawn and Natalie, the tower is a safe house made out of a giant mushroom within the dark forest. History of appearances Gallery Videos Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Legends:Stone] | [TOKENS: 217]
Legends:Stone Building structures BadlandsFatelandsForestJagged PeaksMeadowTundra Stone is a common resource in Minecraft Legends. Contents Obtaining Stone can be obtained by using gather allays in areas with rocks or bones. Stone has a chance to be obtained by opening village chests and allay chests. Usage Stone is used in the spawning of some units and the building of some structures. Quotes Stone Resources Collecting stone "Stone is required to build moderate and advanced structures like stronger village fortifications. You can find stone pillars and deposits in most biomes." Gather Stone Resourcing Melodies Automatically unlocked "Gather stone from the chosen area. Stone is essential for many structures. Make sure you keep your allay storage filled with stone. To hold more stone, build one or more Improvement: Allay Storage at the Well of Fate." STONE – Found all across the Overworld, stone is great for building stronger structures with more durability than wood. It is easy to gather and an essential component for many structures and upgrades. Achievements History Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/?oldid=3408020] | [TOKENS: 457]
Minecraft Wiki Welcome to the most comprehensive wiki about the Minecraft franchise, proudly community-run since 2009. Anyone can contribute! Latest game drops Java Edition 1.21.11Bedrock Edition 1.21.130 (26.1) Java Edition 26.1 (26.1 Snapshot 9)Bedrock Edition 26.10 (Preview 26.10.24) About the game Minecraft is a 3D sandbox adventure game developed by Mojang Studios, where players can interact with a fully customizable three-dimensional world made of blocks and entities. Its diverse gameplay options allow players to choose the way they play, creating infinite possibilities. There are three actively maintained editions of Minecraft: Java Edition for Windows, macOS, and Linux; Bedrock Edition for Windows, mobile, and consoles; Minecraft Education for educational settings; and China Edition as a localized release for mainland China. Featured article Survival is one of the four main game modes in Minecraft. It is mainly characterized by a limited amount of health and experience, and by certain mobs actively seeking out to attack the player in order to kill them. The player also has limited resources they collect through various methods. Coming back to the game? Check out the most recent updates: For developers Beyond the base game, Minecraft can be modified in various ways by players, like tweaking gameplay, adding new features, or even making something entirely new out of the game! Did you know… Help improve the wiki! The wiki is made by people like you. If you see something you think could be improved on a page, just click the "Edit" or "Edit source" button. Wiki tools Wiki news February 6, 2026 – Minwi has been introduced as the wiki mascot, debuting on the main page and in social media. February 4, 2026 – The wiki has been upgraded to MediaWiki 1.45.1, replacing IP editing with temporary accounts. October 15, 2025 – Dianliang233 has been promoted to CATS after a discussion on the meta forum. Related communities Websites Reddit communities Discord servers Official sites In other languages The Minecraft Wiki is an international community. Visit or contribute to wikis in other languages to help share Minecraft knowledge worldwide! Navigation menu
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