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[SOURCE: https://minecraft.wiki/w/Movie:Obsidian] | [TOKENS: 172] |
Movie:Obsidian Details Aged Igneous rock Volcanic glass Oreo x A Minecraft Movie Experience A Minecraft Movie Obsidian is a material used in the creation of portals between realities. Contents Appearance Being a durable material, obsidian has a rugged appearance, covered in scratches and dents. It is a dark purple, near black glass with a smooth body and rough edges. Properties When placed in the correct positions, any piece of obsidian can be used to create a frame. Using a special tool on it, such as flint and steel or the Earth Cube, can create a portal, connecting two different worlds within the multiverse. If combined with diamonds, it can also be used to create an enchanting table, capable of upgrading items with magical functions, such as thorns, fire aspect, fortune, and punch. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Dungeons:Battle_Robe] | [TOKENS: 219] |
Dungeons:Battle Robe Armor COMMON / RARE -40% artifact cooldown +30% melee damage Does not accept soul enchantmentsDoes not grant soul collection Splendid Robe A battle robe is an armor set that can be found within the various missions of Minecraft Dungeons. Its unique variant is the splendid robe. Contents Obtaining Listed difficulties are considered to be the minimum difficulty, the item is obtainable on unless stated otherwise. Usage Battle robes provides 30% increased melee damage and -40% artifact cooldown to the wearer. It's best used with Cool Down to provide a total of -45.25% artifact cooldown time. It also works well with the Death Cap Mushroom since it boosts melee speed and movement speed, and battle robes make it recharge quicker, and allows more damage in tandem with the mushroom. Sounds Minecraft Dungeons Arcade The player equips a battle robe when the following cards are used in Minecraft Dungeons Arcade. History Issues Issues for Minecraft Dungeons relating to "Battle Robe" are no longer maintained on the bug tracker since September 28, 2023. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Wooden_pickaxe] | [TOKENS: 387] |
Wooden Pickaxe Common 2 0 JE: 2HPBE: 3HP 1.2 (0.833 seconds) 3 (3 blocks) 0 JE: 59BE: 60 15 Yes No A wooden pickaxe is an early-game variant of pickaxe that is crafted from planks. It is the seventh-highest tier of pickaxe, having the lowest mining efficiency, and having the lowest attack damage alongside golden pickaxes. It has a mining level of 0, allowing it to mine stone and coal ore. It can be used as fuel in a furnace, smoker, or blast furnace. Contents Obtaining Usage A wooden pickaxe is used to break stone-based and metal-based materials faster. Breaking a block with a wooden pickaxe consumes one use (one durability point). No durability is consumed for blocks that have a hardness value of 0, such as torches and flowers. All pickaxes have an attack speed modifier of -2.8, meaning they take about 0.85 seconds to recover. Wooden pickaxes do 2HP damage per attack, or 2.4 damage per second. All pickaxes attack instantly, with wooden pickaxes doing 3HP damage per attack. A wooden pickaxe can be repaired in an anvil by adding wooden planks, with each plank restoring 25% of the pickaxe's maximum durability, rounded down. Two wooden pickaxes can also be combined in an anvil. Both methods preserve the pickaxe's enchantments. A wooden pickaxe can receive the following enchantments: Wooden pickaxes can be used as a fuel in furnaces, smelting 1 item per wooden pickaxe. Data values Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Wooden Pickaxe" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/TU46] | [TOKENS: 301] |
Xbox 360 Edition TU46 Xbox 360 Edition December 21, 2016 Build 1.8.1231.0Installer v0.0.51.1 Download ◄ TU45 TU47 ► TU46 is a version of Xbox 360 Edition released on December 21, 2016. This version is equivalent to Java Edition 1.10. It is also known as the Holiday Update. Contents Additions Chorus flower, chorus plant, dragon head, End rod, purpur block, purpur pillar, purpur stairs, purpur slab. Chorus fruit, popped chorus fruit, dragon's breath, elytra, End crystal, lingering potion, water splash potion and lingering potion, potion of luck, tipped arrow, boats made from spruce, birch, jungle, acacia, and dark oak wood. Shulker, stray, husk, and skeleton trap horses End gateway, chorus tree, End city, and End ship Changes Beacons Brewing stands Doors Ender chests End portal block Enchanting tables Fence gates Glass panes Hay bales Iron bars Lily pads Rails Redstone Sugar cane Trapdoors Wheat, carrots, potatoes, beetroot, and Nether warts Armor Bows Buckets Enchanted golden apples Fishing rods Glass bottles Hoes Potions All mobs Endermen Iron golems Skeletons Snow golems Villagers Zombie villagers Combat Crosshair Death messages Fixes 33 issues fixed Trailer Gallery See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Dungeons:Creepy_Crypt] | [TOKENS: 450] |
Dungeons:Creepy Crypt II Creeper Woods Crypt scrollCreeper Woods Usually has all six captains but not always Can have daily trials THE FORSAKEN UNDERCROFT Creepy Crypt is the first mainland secret mission in Minecraft Dungeons. It is unlocked after collecting the scroll found in Creeper Woods Crypt and completing Creeper Woods. Completing Creepy Crypt does not unlock any missions. Contents Appearance and description CREEPY CRYPT – Located in Creeper Woods, the crypt is not for the faint of heart - the dark corridors are filled with terrifying tombs and crawling with mobs. It is also laden with loot - there are switches that reveal hidden areas and bonus chests that appear as rewards for defeating mob hordes. Your mission is to find the lost tome and make it out in one piece. Beware of crumbling walkways as you explore. Creepy Crypt is a labyrinth of dark corridors filled with tombs, chasms, and crumbling walkways. Parts of the crypt have had their ceilings collapse, letting in skylight from the forest above. It features torches, candles, cobwebs, villager statues, skeleton remains of royal guards, glowing mushrooms, skeleton skulls, and chandeliers. The starting area of the mission is in Crypt Entrance, where heroes must proceed into the crypt entrance to the north-west. Halfway through the mission, a lost tome must be collected from an elevated area called the Tomb of the One, accessed after defeating an ambush of undead mobs. After collecting the tome, all gates throughout the mission will be opened, which includes the gate blocking the exit of the crypt, as well as the gate from the start of the mission in Crypt Entrance. Near the end of the mission, the exit door of the main crypt can be found, leading to Crypt Exit. To the north, an exit door can be found across a wooden bridge suspended over lava, which when entered ends the mission. Unlocking The entrance door of Creeper Woods Crypt, the sub dungeon where Creepy Crypt's scroll is found, always spawns in Creeper Woods during the following objective: "THE CARAVAN: FIND THE CARAVAN" Locations Objectives Mobs and entities Items History Music Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Dungeons:Mission_Select?section=3&veaction=edit] | [TOKENS: 589] |
Dungeons:Mission Select MISSION SELECT – This helpful map shows you which missions you have completed, or are yet to attempt. Click on a mission to see the level of difficulty, drops you may receive and the Artifacts you could be rewarded with. The mission select is a table used to access an interactable map found within Camp in Minecraft Dungeons. It is used to select and enter missions and secret missions, and can also be used as an alternate way of accessing Ancient Hunt and the Tower. Contents Accessibility The mission select map is found in the north-west part of Camp, located next to the Village Merchant, Blacksmith, and Gift Wrapper. It can also be accessed by pressing the "map" button (Default M/D-pad Down) while inside Camp. The map plays an unfolding animation when hovering the cursor over it, revealing a pixelated version of the mainland map. The mission select map becomes accessible upon completion of Squid Coast. Usage The mission select map is an interface used to travel to different locations. It shows which missions, secret missions, and daily trials have been completed, as well as which ones have not been attempted. Heroes can view and customize the level of difficulty, as well as see weapon drops and artifacts that may be obtained from a particular location. It has three different sections, the first being the mainland section, which is the area where the base game story of the Arch-Illager's downfall takes place. The second section is the island realms section, which is the area in which the first three DLC packs, as well as the fifth, take place. This area contains four islands: Jungle Awakens, Creeping Winter, Howling Peaks, and Hidden Depths. The third and final section is the other dimensions section, which is the area in which the fourth and the sixth DLC packs take place. The other dimensions section also features an alternate way of accessing Ancient Hunt. The mainland section has a total of 17 accessible missions and secret missions, the island realms section has a total of thirteen, and the other dimensions section has a total of eight. All locations found in the mainland section can be accessed by any player’s hero without the need of any DLC, except for The Stronghold. All locations found within the island realms section require a form of DLC to be installed to be accessed, except for Treetop Tangle and Gauntlet of Gales. Aside from Ancient Hunt, all locations found within the other dimensions section require a form of DLC to be installed to be accessed. Random mission The term random mission, or just random, refers to the option that appears on the mission select map upon completion of Obsidian Pinnacle on default difficulty. This option sends the hero to a random mission already available on the mission select map. Completing the mission grants the hero a +25% boost in adventure points compared to if the hero were to complete it normally. Sounds Data values History Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Minecart_with_Dispenser] | [TOKENS: 5762] |
Mentioned features Since the beginning of Minecraft's development, there have been a number of features that were mentioned by developers at Mojang Studios. These features are either currently planned and have not yet appeared in a development version or have simply been dropped entirely. Note that this page only documents features that were mentioned, but are not yet in the game. Features in development versions are described on the parent version page. Contents Planned These features are planned to come to Minecraft sometime in the future. A new combat system is currently in development, containing changes such as the player only being able to attack when their weapon is fully drawn. However, as of 2026, the latest combat test is Combat Test 8c, which was released in August 2020. In 2017, a jocular suggestion regarding adding more types of illagers was posted. One of them, the pillager, has been implemented in Village & Pillage. The spin-off game Minecraft Dungeons introduced many such illagers, such as enchanters, geomancers, and wind callers. One of them, the iceologer, was an option in the Mob Vote at Minecraft Live 2020. In 2024, an episode of The Story of Mobs implied that even more illagers were planned. The desert and savanna biome reworks are the two remaining biome frameworks from the MINECON Earth 2018 Biome Chooser vote. Although no date has been given, both are promised to be updated in a future update: The badlands biome rework is the last remaining biome rework from the MINECON Live 2019 Biome Vote, as the winning mountains rework was implemented in Caves & Cliffs, and the swamp rework was part of The Wild Update. The badlands are promised to be updated in an unspecified future update: Other live votes did not promise that the losing options would be planned; for information on those features, see the "Partially implemented" section. Partially implemented Markus Persson commented that sea monsters were a possibility on Minecast on July 21, 2010. He particularly noted the possibility of sharks, though Mojang has since then stated that they will not be added. At MinecraftCon 2010, he also commented on the possibility of adding sea monsters. Hostile aquatic mobs like the guardian and drowned have been added since then. Another developer hinted about adding mobs involved adding seals/sea lions and/or orcas. In November 2018, a poll was held in which users could vote on which cat should be added to Minecraft. There were three options: Jellie, Zach, or Coco. Jellie won the vote and was added to the game in Village & Pillage. It is unknown whether the other two cats will be added. Spikes received a mention in mid-2009 by Notch in a blog post. These were originally planned for Java Edition Beta 1.7,[citation needed] working by extending and retracting spikes (and making them more "spike pistons" than anything),[citation needed] but were replaced by sticky pistons.[citation needed] On May 28, 2012, Nathan Adams stated that he'd like to add spike blocks, but is unsure of how to implement them. Caves & Cliffs implemented pointed dripstone, which can damage mobs and players that fall on them, or are crushed by them. Rubies were intended to be the original currency used for trading. They could be seen in a screenshot released by Jeb on May 21, 2012, in which the trading system was first being tested. They were later replaced by emeralds because Dinnerbone is colorblind; though their texture remained in the files after emeralds were implemented. The paeonia was a flower type originally planned for implementation in 1.7.2. Originally revealed by Jeb in a screenshot, the flower was never implemented, being superseded by the peony, though its texture remained in the files after peonies were implemented. On September 19, 2014, Tommaso stated that when adding boats to Pocket Edition, he would add a "paddle" item, which would be required to move boats. Paddles were never implemented as items, but rather as part of the boat model. The crafting recipe used to require a wooden shovel to represent the paddle. As of the 1.20.10 update, a wooden shovel is no longer required to craft a boat or raft in Bedrock Edition. Nathan Adams said on Twitter he would like to add weapons/tools that cannot be crafted, and could only obtained through treasure chests/trading, etc. For example, bows with faster drawback (somewhat implemented with the addition of Quick Charge), boots that increase health, or night vision helmets. However, the attribute system had to be finished first. Several later additions that follow this rough idea are the Frost Walker and Mending treasure enchantments, as well as the Curses of Binding and Vanishing, and totems of undying. Furthermore, tridents were implemented in Update Aquatic, and in the Nether Update the Soul Speed enchantment was added and made exclusively obtainable through looting bastion remnants and bartering with piglins. In the Wild Update, Swift Sneak was added as an enchantment exclusive to ancient cities, and Tricky Trials added the mace, as well as making tridents available in vaults, along with the Wind Burst enchantment being exclusive to said vaults. Multiple references to steel were made early on in the game's development. Notch had stated that it could be made using coal and iron ore, and that it could be used for armor and weapons more powerful than iron. In-game, flint and steel is crafted using iron ingots, considering the lack of steel and the need of a “fire striker”, despite the name of the former. Somewhere in 1.16[citation needed], developers stated that certain changes would be made to functionality exploited in several farms. In particular: The sculk mechanics introduced in 1.19 may be intended as a replacement. The Sky dimension was a planned dimension, intended to be the opposite of the Nether. Portals to the Sky dimension were never implemented, but it could be accessed using third-party programs. The idea was ultimately scrapped and its code was reused to make the End, which can be seen in versions prior to 14w17a as the End's technical biome was still referred to in the debug menu as "Sky". Unlike the Sky dimension, the End has a dark purple sky, no clouds, and the floating islands are made entirely of End stone. With the addition of the buffet functionality in Java Edition 1.13 snapshot 18w15a, this can be distantly recreated by using the "Floating Islands" option. The addition of custom world generation in Java Edition 1.16.2 snapshot 20w28a also included a minecraft:floating_islands noise preset offering similar functionality. Additionally, the Sky dimension was independently recreated into the popular Aether mod. At Minecraft Live 2021, it was stated that The Wild Update would focus on biome diversity and immersion, giving a unique identity and atmosphere to different biomes. The birch forest was used as an example to demonstrate this new atmosphere, and concept art pieces depicting an improved birch forest with new flowers and shelf fungi were shown. Also shown was swamp concept art with fireflies and flowering lily pads. Later it was stated that "concept art is not a commitment" and that this part of the update was now "not something we have continued working with" in an Ask Mojang episode. The short flowers and fireflies were later implemented in Spring to Life as wildflowers and firefly bushes. The bracket fungi, tall flowers and water lilies are yet to see an implementation. On the feedback site, several posts have been marked as "under review" by Mojang. These include: Some of these features have either partially or entirely been added, but are still marked as "under review". Delayed or scrapped These features were initially promised to be implemented in a specific update, but were later postponed and have not currently been made part of another update. In 2016, Jeb was planning on adding alpacas, but due to other developers wanting llamas instead, he held an informal poll on Twitter in which the public voted on adding the llama over the alpaca. Nathan Adams briefly thought about implementing colored wood planks, releasing a test image on his Twitter page. This however never got implemented, as can be seen from the following quotes. The idea was eventually replaced with stained terracotta. This refers to changing the chunk format to make chunks 16 blocks tall, allowing for infinite world height. Ryan Holtz discussed it with Erik Broes, but they decided they couldn't implement it, because of the difficulty of solving problems such as the occlusion of sky light. The feature was previously rejected by Notch for similar reasons. In early footage of the Update Aquatic seen at MINECON Earth 2017, slab forms of coral blocks can be seen generated as part of coral reefs. These never made it into a released version for reasons unknown. Fletching tables are set to gain functionality in a later update, similar to what happened with smithing tables (originally added as a generic villager job site block and then received player functionality in a future update). Originally, this was planned for "the next major themed update". Later, it was stated that functionality wasn't a guarantee for 1.16. Later, it was confirmed that fletching tables wouldn’t be gaining functionality in 1.16. To this day, they still have no functionality beyond serving as the workplace block for fletcher villagers. Fireflies were originally going to be eaten by frogs to produce froglights, but this was scrapped due to the fact that some species of fireflies are poisonous to some species of frogs in real life. They would have glowed in the dark and been two pixels in size, which would have made them the smallest mob in the game. It was officially confirmed that they were scrapped for the 1.19 update in an Ask Mojang episode. It was later implemented in the form of a particle generated by firefly bushes in Java Edition 25w05a, rather than as a mob. This mob was seen at Minecraft Live 2020 as part of the axolotl announcement. The mob was presumed to be added in the Caves and Cliffs update, but wasn't added alongside the other axolotl colors shown. They also later appeared in the update trailer despite not actually existing in the game. Development of a male mob which may have had no clothes was also mentioned by Nathan Adams in 2012, but this is not currently being worked on. On April 14, 2020, Nathan Adams clarified that the mob was going to be a pigman bodyguard, which was naked by default so that the player could provide armor for it. The quiver was an item briefly present in indev versions of the game while items were being tested. Its texture came from Notch's previous Legend of the Chambered games, and remained in the files for many years afterwards. During the development of Java Edition 1.9, Dinnerbone posted a 2×204960 image on Twitter which could be reformed into a 854×480 Minecraft screenshot, clearly depicting the quiver as a usable item in the inventory, where it had what seemed to be a dedicated slot alongside a slot for arrows. He shared another screenshot of the quiver in the inventory a few weeks later, with the quiver slot in a different location. On June 30, 2015, Dinnerbone stated that he scrapped quivers as he felt that holding arrows in the off-hand felt "more natural." This block was seen at Minecraft Live 2020 as part of the deep dark announcement. Walking on it would change its texture, and it is presumed that it would do damage to the player and that it could be broken with the hoe like with other sculk blocks. The block was presumed to be added in The Wild Update, but kingbdogz revealed that it was unlikely to be added in the final release. In the end it was not added. Markus Persson initially mentioned wanting to add dragons. After implementing the ender dragon, he said that he wanted to also add a friendly, red dragon to the Overworld. However, there are no current plans of adding the second dragon. Mentioned These features were mentioned at one point, but later abandoned or their current status is unknown. Note that some of these features were mentioned by developers who either no longer work at Mojang Studios, or no longer work on Minecraft. A mob which camouflages with its environment was a concept considered by Jens Bergensten when designing the shulker, which was originally one of the mob's mechanics during development - the mob would camouflage with the surroundings, but due to difficulties with the code and rendering, he decided to abandon this element of the mob. He stated however that it may happen in the future. Before the implementation of hostile mobs, Notch stated that he liked the idea of monsters such as lava zombies or troll infestations, which would roam the land and break things. Later, the zombie was implemented. Notch mentioned prefix mobs in a Brocraft stream. He gave examples of mobs such as "Burning Spiders, Giant Zombies, and Cobble Creepers." Some prefix mobs have been added in the form of cave spiders, charged creepers, strays, bogged, husks, drowned, and other mob variants. Giant zombies have technically been added, but are currently unused. In the 3D Shareware April Fools update, the ORDER.txt jokingly mentions "11 new enemy variants including Buff Crepper and Evilshroom II" for a fake game: "MineCraft 3D: Deeper and darker." Reindeer were another mob acknowledged and suggested initially for Christmas 2015. Minecraft Earth version 0.6.0 added the Jolly Llama, which is supposed to represent a reindeer. It is currently unknown if reindeer will ever be added or not. Many features relating to the underground and caves have been mentioned historically, but are yet to be seen in-game. Some suggestions which were approved by Mojang include rainbow crystalline caves and cave maps, considered "an interesting idea" by Notch. Nathan Adams mentioned on Twitter that he was experimenting with adding seasons, and varying the length of day and night according to season. He also mentioned it during Minecon 2013. Seasons may include changes in color of tree leaves and may also be tied to real time. The later released Minecraft Dungeons has a location called Pumpkin Pastures, which resembles an autumn-themed forest biome. Autumn-colored trees also appear in forest biomes in Minecraft Legends. Multiple features relating to the Nether have been proposed and acknowledged, such as utilizing the space above the Nether ceiling for something else, non-rectangular Nether portals, and Nether portals placing players in front if possible. During the development of the Nether Update, other ideas were discussed, such as dyeable Nether portals, which were dismissed as not being priority by Jeb. As a joke feature in Java Edition 20w14∞, funky portals were added and would change color depending on the text data found in a written book. Scarecrows were mentioned multiple times. In Minecraft: The Story of Mojang, Jeb mentioned the possibility of a scarecrow crafted using a pumpkin, wool block and 3 sticks, which would attract monsters. He brought this up again later in a reddit comment, stating "The reason I haven't added it already is that the mob AI assumes the target is an entity, and not a world block. I would either have to make the scarecrow an entity, or allow mobs to target blocks." Armor stands would later be added as a stationary entity with a similar appearance to a scarecrow. Village & Pillage added pillager outposts, which can generate a scarecrow-like target structure. Zombies can pathfind to turtle eggs in order to break them, showing that block targeting is possible to some extent. Jeb stated after the addition of pumpkin pies that "only mutton and calamari are missing", implying mutton and calamari were both planned additions. Mutton was indeed added a few updates later, while squids are yet to drop any form of meat. Technical Java Edition 1.13 added waterlogging, marking the start of the separation between liquids and blocks. An in-development screenshot showing water occupying leaves and flowers, referred to as having "no water blocks", was released in 2018. However, water and lava still currently exist as blocks, and so far only water sources can occupy other blocks through the waterlogged block state; flowing water and bubble columns cannot occupy other blocks, and both still and flowing lava cannot occupy other blocks at all. Having water only occupy one side of a block like a glass pane, but not the other, is also something that has been considered. In Java Edition 1.14, numerous new blocks were implemented as replacements for certain "complex" crafting recipes, with the replaced crafting recipes relying on NBT data. This included moving inventory tool repair to the grindstone, banner modification to the loom, and map modification to the cartography table. However, several more NBT based crafting recipes still exist (such as fireworks, dyeing leather armor and tipped arrows), and these are planned to be phased out. Certain blocks that may be added in the future to further this goal include a dedicated fireworks customization block. In Java Edition 1.14.3, tool repair crafting recipes were reimplemented. Java Edition 1.20.5 adds data components to replace the non-strict item NBT format, all item data is still stored in NBT but uses a stricter way to access the data to keep the data structure consistent. On the feedback site, shaders (resource packs that override the vanilla shaders) were marked as announced, meaning that they were going to be implemented. This feature was partially implemented in 1.16 and 1.17, as resource packs can enable similar effects. While core shaders can be modified with resource packs, this is not considered a supported feature by Mojang. Different methods to change the game's graphics to the extent that overriding core shaders allows may be implemented at some point. However, Mojang developers are planning on implementing their new shader pack, Vibrant Visuals, into Java Edition. Docm77 confirmed in a tweet that sometime in the future, a new graphics setting will be added to Minecraft called "super fancy". It is unknown whether it is the "Fabulous!" graphics setting added in Java Edition 1.16 Pre-release 1, Vibrant Visuals [upcoming], or another new one. The use of OpenGL 3.2 for rendering in Java Edition 1.17 may lead toward the Super Fancy graphics. This could also be a reference to the Ray Tracing functionality in Bedrock Edition or the scrapped Super Duper Graphics Pack. An inventory rewrite was originally added in the snapshot 14w07a for Java Edition 1.8, but a roadblock was hit and Mojang had to shelve the change before the release of 1.8. Other changes to the inventory have been mentioned, including spectators being able to look at other's inventories, visible health/armor bar on all players, seeing players' GUI when spectating from their POV and the return of shift-double-clicking. Lua scripting was a feature mentioned by Notch as a way to create server-side modifications. The server would be able to create custom commands, assign certain server functions to blocks, and create user groups. Players would not have to download scripts within or outside of the client, and therefore no client-side modifications will be necessary. Notch said that he wanted Lua to be an extension for Minecraft, but did not want Lua to turn Minecraft into a game engine. Lua scripting has been further hinted at by Searge. Certain plugins such as Spigot or Bukkit support Lua scripting implementation into servers, but these plugins are not created by nor affiliated with Mojang Studios and thus are not an official means in which to implement Lua scripting. In one of the Blaze3D showcase screenshots, a development version that mentions Lua scripting in it's name can be seen in the world list. Changes with the off-hand slot added in Java Edition 1.9 were planned on being added to Minecraft sometime in the future. Specifically, the player would no longer be able to attack or place blocks with any item in their off-hand slot, similar to Bedrock Edition. However, players would still be able to hold items in the off-hand slot, which still made the off-hand useful for maps and such. Also, blocking would still be able to be activated if the player is holding a shield in their off-hand. However, this regression was later retracted due to massive community backlash. The Plugin API, dubbed "Workbench", was a feature that would have allowed mod developers to easily add more content to the game. In contrast to mods, plugins will not require any alteration of the minecraft.jar file itself, although they will also be slightly limited in their feature set. The Bukkit team was to help make the official Plugin API. Plans for official game customization date back to July 5, 2010, with the Modding API planned after the release of Java Edition Alpha v1.0.1_01. It was then stated to be released in Beta 1.8. The Modding API was then rebranded as the Plugin API, with the release originally stated to be planned for 1.3, then for 1.4, and then it was accidentally stated by Curse that it would be implemented in 1.5. At MINECON 2012, Mojang shared their vision for the future of the Plugin API. The API was to be developed by the Bukkit team and intended to simplify the modding and downloading process, although containing a slightly limited feature set. After initially publishing a developer website (http://dev.minecraft.net) and GitHub page, these were both taken down within a year. Developers on numerous occasions have mentioned that many changes made in the game's code were in preparation for the Plugin API, including Nathan Adams on July 29, 2014, Grum at the "The Minecraft Team - Behind the Scenes" panel on July 5, 2015 and Nathan Adams again on October 19, 2015 while working on the loot tables for Java Edition 1.9. A user replied "I think an official "we're working on it" would really help a lot" to which Nathan Adams replied, "We're working on it." Since then, no further developments have been made regarding Plugin API. In order to continue supporting macOS and bring Vibrant Visuals to Java Edition, switching the graphics API from OpenGL to Vulkan was planned for sometime over the summer of 2026. Minecraft on Xbox Series X|S could theoretically support ray tracing. However, as of latest mentions on March 31, 2022, there are currently no plans of adding ray tracing support for Xbox Series X|S. There have been a number of mentioned changes to world generation from the developers. Tommaso had planned a Far biome, which likely would have resembled a motivated alteration of the Far Lands, potentially made into its own stand-alone biome. This would be found at the edge of infinite worlds, and was going to be implemented in 0.9.0. For unknown reasons, it was indefinitely delayed. Tommaso also proposed a unique underworld/underground structure, as well as a dream dimension. However, none of these ideas (with the exception of the "unique underground structure", later added as the ancient city) came to fruition. Tommaso stated on Reddit that he would like to add a numerical "difficulty" value that mobs could have depending on their circumstances (spawn conditions, weather, etc.). This would vary the amount of hostile mobs at night and the amount of resources gained from each biome. He also stated that he would like more biome-specific mobs as well as biomes with specific difficulty/mob distributions (something which has been partially implemented with more biome-specific mobs added over the last couple updates). He also experimented with several other unimplemented world-gen related features which were either not implemented or else only implemented much later, such as much larger caves, waves in water, short 3D grass on top of grass blocks, and worlds over 400 blocks tall. Many of these ideas were reiterated again at MINECON 2016, where the developers stated they could either port the world generation changes from PC (added in Caves & Cliffs) or create a new world generation altogether. They posed that this new world generation system could operate with its own form of "progression system," wherein which harder/more complex biomes generate further from spawn. Other new generation features might have included more space underground (later added in Caves & Cliffs), a rise in the sea level to Y=96, and terrain alterations which would make generated terrain less predictable (also added in Caves & Cliffs). Since the world generation got completely overhauled in Bedrock Edition 1.18.0 (for the first time since Pocket Edition v0.9.0 alpha), and with the new caves, terrain port from Java Edition, and the addition of ancient cities, four of the aforementioned changes were/are officially added into the game, with one being only partially implemented (more biome-specific mobs). At MINECON 2016, the developers mentioned potential future improvements to the controls. This would have made the input system vector-based, allowing full mouse support on Android (added in 1.17.0) and having better built-in controller support. In addition, at a previous panel, they also mentioned the ability to remap the "long touch" input to "hardness-based" touch (3D Touch) for capable iPhones. In other words, the input wouldn't be based on touch duration, but rather on touch intensity. In a Twitch stream previewing the Nintendo Switch version, the developers mentioned that they would like to look into adding motion-controlled aiming, but currently have no plans to add it. This kind of feature would theoretically only function on devices supporting gyro-based controls, a qualification which would make it a natural addition to a platform like Nintendo Switch, but not several others. Development on this kind of feature is likely suspended due to a lack of clear way to make it cross-compatible. Bluetooth keyboard and mouse support was added to iOS and iPadOS devices in 1.19.10 Tommaso stated on Reddit that they may make other limited world sizes available, in addition to the Old world type (256×256). Mentioned world sizes were 1000×1000 and 10000×10000. The addition of different world sizes was again mentioned at MINECON 2016. Roger Carpenter talked about this in a stream of the 1.2 beta for Xbox One. They would like for the console versions to support the loading of files from external media such as a USB stick. This would allow the use of Add-Ons, custom worlds, skins and resource packs, etcetera, like on the other platforms. However, console companies are worried about "security issues" that this could cause. Other games that loaded content from external media have sometimes been exploited by hackers to run unauthorized code on consoles. If loading add-ons from external media is not an option, they would "work it out some other way". (Partially added with full add-on and behavior packs support for Xbox One) Brief mentions These features were briefly mentioned, but no further information was given after its mention. Mistakes Sometimes the staff at Mojang make minor mistakes, and the community interprets these mistakes as sneaky teasers or easter eggs. Some examples are: Joke features Mojang Studios employees have frequently joked about adding various features to the game. See also References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Legends:Biome?action=edit§ion=2] | [TOKENS: 215] |
Editing Legends:Biome (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Legends:Resource?section=6&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/w/Music_Disc_strad] | [TOKENS: 362] |
Music Disc strad Uncommon Yes No "strad" 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 "strad". 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 03:08 Electronic C418 "strad" is a tropical-sounding piece with the main melody being played on a steelpan, accompanied by a layered mix of strings, woodwinds, and soft synths, and supported by a glitchy electronic tribal percussion beat, ending on some melancholy Hurdy-gurdy chords. Bits and pieces of the melody from "Minecraft" can be heard throughout, sometimes played on bells in the background. Usage Like all music discs, using the "strad" music disc on a jukebox causes the jukebox to play the song. If the player places a redstone comparator besides a jukebox playing "strad", it will emit a redstone signal of 9. Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Music Disc strad" 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:Painting] | [TOKENS: 110] |
Movie:Painting Details Artpiece Steve A Minecraft Movie A painting is a method expression or documentation conveyed through paint, appearing in various locations. Contents Appearance Paintings come in different sizes, and have different pictures being represented, with one of them having Steve's pet wolf, Dennis on it. Some paintings also have pictures of different mobs, such as the wither, and different objects like skulls and foliage. Properties Paintings can be used for display in houses, often complimenting the scenery or holding sentimental value. History of appearances Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Dungeons:Mission_Select?action=edit§ion=3] | [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/Legends:Resource?action=edit§ion=6] | [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/Music_Disc_ward] | [TOKENS: 346] |
Music Disc ward Uncommon Yes No "ward" 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 "ward". 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 04:10 Electronic C418 "ward" starts off with an excerpt from Chopin's Funeral March played on a synth organ, but it is interrupted by vinyl static and switches to an electronic, upbeat tune with a dark undertone. The track then fades in vinyl static, before an uplifting electronic tune closes out the song. The album version of "ward" shortens the Chopin's beginning. Usage Like all music discs, using the "ward" music disc on a jukebox causes the jukebox to play the song. If the player places a redstone comparator besides a jukebox playing "ward", it will emit a redstone signal of 10. Data values Java Edition: Bedrock Edition: Achievements Advancements History Issues Issues relating to "Music Disc ward" 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:Biome?action=edit§ion=3] | [TOKENS: 215] |
Editing Legends:Biome (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. Navigation menu |
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[SOURCE: https://minecraft.wiki/?diff=prev&oldid=3407011] | [TOKENS: 475] |
Minecraft Wiki: Difference between revisions Revision as of 17:20, 27 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/Dungeons:Colossal_Rampart] | [TOKENS: 808] |
Dungeons:Colossal Rampart V Ravine Ruins scrollWindswept Peaks Always has six captains Can have daily trials FORMIDABLE FORTIFICATIONS Colossal Rampart is the third island realms secret mission in Minecraft Dungeons, and is part of the Howling Peaks DLC. It is unlocked after collecting the scroll found in Ravine Ruins and completing Windswept Peaks. Completing Colossal Rampart does not unlock any missions. Contents Appearance and description Colossal Rampart is a massive battlement built around the base of a snowy mountain. It is composed of thin walkways atop dark stone brick walls, and is suspended over foggy chasms and cliffs. It features small abandoned homes and towers, banners, dangerously strong winds, torches, swinging coals, windmills, a tall outpost, ambush pillars that release wind bursts, fields of wheat and rivers, siege gears, hay bales, and a massive garrison. At the start of the mission, a thin bridge with strong winds must be crossed to reach an area with an ambush and three gates. Defeating the ambush lowers the gates, granting access to a clifface area with an outpost at the top of the cliff. Upon reaching the outpost by climbing the cliffs and wooden stairs, a wind ambush pillar must be defeated to grant access to the entrance door of Ominous Outpost. Ominous Outpost is a multi-level tower featuring three colored gates that prevent access to a gold key golem. The different floors of the outpost are color-coded, with the first being red, the second being yellow, and the third being blue. Completing the puzzles and ambushes on the red and yellow floors will grant access to buttons that lower the first and second gates next to the key golem. The final blue floor is always an outdoor area with a wind pipe puzzle, and completing said puzzle extinguishes an open flame at the center of the room, granting access to a button that lowers the third and final gate next to the key golem. By using the gold key golem on the yellow locked gateway up the stairs to the north-west, the exit door of Ominous Outpost can be accessed, leading to a second outdoor portion of the mission. Upon navigating across the battlements and bridges to the south-east, which can occasionally have a blue locked gateway and diamond key golem, another ambush can be reached. This ambush ends with a fight with an illusioner and, if defeated, grants access to an open area with wheat fields and two siege gears. Upon deactivating the two siege gears, the entrance door of the Garrison can be reached by navigating up the battlements to the north-east. The Garrison is an expansive fortress featuring bookcases, furniture, trees, and two locked gateways, one blue and the other yellow. The blue locked gateway must be unlocked first, and is unlocked using the diamond key golem found past the hallway to the north-west. Upon opening the blue locked gateway and navigating to the north-east, an area with a button, gate, and gold key golem can be reached. Using the button to the north-west opens the gate to the south-east, granting access to the gold key golem which must be brought back to the yellow locked gateway to the south-west. A final arena can be entered upon opening the yellow locked gateway, where an ambush ending with a fight with a rampart captain occurs. Defeating the ambush grants access to a small treasure room with emerald urns and a fancy chest. Additionally, the exit door of the fortress can be found to the north-east which, if entered, ends the mission. Unlocking The entrance door of Ravine Ruins, the sub dungeon where Colossal Rampart's scroll is found, can rarely spawn in Windswept Peaks during the following objective: "THE ROOF OF THE WORLD: OPEN THE GATE" Locations Objectives Mobs and entities Items Achievements Data values History Trivia Music Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Earth:Clay_Block] | [TOKENS: 56] |
Earth:Clay Block Common Yes Yes (Infinite) 0.6 0.6 ? No No ? ? Clay block was a block in Minecraft Earth. Contents Obtaining Clay Blocks could have been obtained from Chest Tappables. Usage Behavior Sounds History Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Legends:Mob?section=3&veaction=edit] | [TOKENS: 328] |
Legends:Mob A mob, short for mobile entity, is an AI-driven game entity. There are several mobs exclusively found in Minecraft Legends that are not present in Minecraft, the original game. Contents List of mobs The mobs listed here always behave passively towards the player, and some of them are created to populate the world. The mobs listed here act passively towards the player and are used as a means of fast travel. The mobs listed here are designed to assist the player, from gathering resources and constructing buildings to attacking hostile mobs. Typically, summons are unlocked for use as you progress through the story campaign. The mobs listed here are stronger ancient versions of regular golems, with different abilities and unlocked as the player progresses through the story campaign. The mobs listed here are ancient entities that watch over the Overworld. These mobs assist the player in the campaign by giving hints and teaching the player. The mobs listed here have aggressive behavior towards the player, units, and some passive mobs. They will usually try to attack them at any opportunity. The mobs listed here are hostile mobs that have a boss bar, high stats, multiple attacks, and appear at the climax of the game and play a big role in the plot. The mob listed here is a unused features and did not appear in gameplay. The mobs listed here have been removed and did not appear in gameplay. The mobs listed here only appeared in conceptual artwork and did not appear in gameplay. The mobs listed here only appeared in the live event and did not appear in gameplay. Related The mobs listed here are particles which create an atmosphere in certain biomes. Achievements Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Legends:Diamond] | [TOKENS: 484] |
Legends:Diamond Frost and ranged related structures and units Jagged PeaksTundra Gather Diamond Diamond is a resource primarily found in jagged peaks and tundras used to create ranged and frost based structures and units, such as the First of Oak and ice traps. Contents Obtaining Only once the gather diamond improvement has been built at an improvement hub, diamond can be gathered by using a gather allay near a diamond vein, which can generate in tundras and jagged peaks. When gathering, the gather allay will fill up the player's diamond storage until either the storage capacity is reached or all diamond within the gather allay's gathering radius has been obtained. 25 diamond is automatically granted to players when they build the gather diamond improvement. Players passively receive 15 diamond every minute if they have built the large gather diamond improvement at an improvement hub. In a Custom Game, the amount of diamond veins that generate throughout the world can be increased or decreased during world generation. Once the world has been created this setting cannot be changed again. Once the gather diamond improvement has been built, diamond has a chance to be obtained by opening village chests in tundra villages and allay chests. The amount of diamond that can be stored at one time is limited. The maximum diamond capacity is increased every time a gather diamond improvement is built. Usage Diamond is used in the spawning of some units and the building of some structures. Naturally generated frost towers cost 100 gold and 25 diamond to collect. Frost towers can only naturally generate in the Campaign. The disassembled First of Oak costs 100 gold and 125 diamond to wake. The First of Oak can only be found disassembled in the Campaign. Quotes Diamond Resources Collecting diamond "Diamond can rarely be found in small deposits around the Overworld as well as collected in village chests. It is used by the allays to build ice traps and the spyglass overlook." Gather Diamond Resourcing Melodies Building Improvement Gather Diamond "Gather diamond from the chosen area. Diamond unlocks advanced structures and can be used to spawn skeletons. Diamond deposits can be found in the tundra and jagged peaks." DIAMOND – Hidden in the tundra and jagged peaks, this valuable resource is harder to find than many other resources. It is used to build advanced structures and is a key ingredient in the spawning of skeletons. Achievements History Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Dungeons:Adventure_Point] | [TOKENS: 262] |
Dungeons:Adventure Hub The adventure hub is a totem-like golem located within the camp between the luxury merchant's stall and the map table. Contents Spawning Reward tree The adventure hub offers a tree of rewards for a seasonal adventure. There are a total of fifty three levels and new levels can be unlocked by getting adventure points. The rewards consist of either cosmetics, or of currencies such as emeralds or gold. Weekly challenge A weekly challenge is a type of objective that the hero can undertake from the adventure hub to earn adventure points upon completing them, which randomly change bi-weekly. There are five challenges available at once. Adventure point Currency An adventure point is a type of currency that the hero uses on the free reward track and the premium reward track. These points are obtained when the hero completes tasks such as weekly challenges or when the hero completes a mission, ancient hunt, or the tower. They can also be collected in much smaller amounts by completing arena battles, opening chests, and defeating powerful mobs. The hero can receive a 25% bonus in adventure points when completing a mission from the random mission feature. Sounds Data values History Issues Issues for Minecraft Dungeons relating to "Adventure Hub" are no longer maintained on the bug tracker since September 28, 2023. Gallery References Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Movie:Stone] | [TOKENS: 168] |
Movie:Stone Details Inorganic Silicate Overworld Oreo x A Minecraft Movie Experience A Minecraft Movie Stone, also known as rock, is a type of inorganic material composing the bedrock of the Overworld. They serve as the primary block of caves, containing vital ores. Similar materials also exist on Earth. Contents Appearance Stone is a block that looks similar compared to real world stone, but otherwise looks the same as Minecraft. Variations About as commonly seen as regular stone is granite, a reddish-range material. It is frequently the composition of large areas, most notably the arch over Midport Village. Several mines are set inside of granite caves. Throughout the Overworld, several materials can be found within ore, all useful for various recipes. These include diamond, iron, redstone, gold, and coal. Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Dungeons:Mission_Select?section=4&veaction=edit] | [TOKENS: 589] |
Dungeons:Mission Select MISSION SELECT – This helpful map shows you which missions you have completed, or are yet to attempt. Click on a mission to see the level of difficulty, drops you may receive and the Artifacts you could be rewarded with. The mission select is a table used to access an interactable map found within Camp in Minecraft Dungeons. It is used to select and enter missions and secret missions, and can also be used as an alternate way of accessing Ancient Hunt and the Tower. Contents Accessibility The mission select map is found in the north-west part of Camp, located next to the Village Merchant, Blacksmith, and Gift Wrapper. It can also be accessed by pressing the "map" button (Default M/D-pad Down) while inside Camp. The map plays an unfolding animation when hovering the cursor over it, revealing a pixelated version of the mainland map. The mission select map becomes accessible upon completion of Squid Coast. Usage The mission select map is an interface used to travel to different locations. It shows which missions, secret missions, and daily trials have been completed, as well as which ones have not been attempted. Heroes can view and customize the level of difficulty, as well as see weapon drops and artifacts that may be obtained from a particular location. It has three different sections, the first being the mainland section, which is the area where the base game story of the Arch-Illager's downfall takes place. The second section is the island realms section, which is the area in which the first three DLC packs, as well as the fifth, take place. This area contains four islands: Jungle Awakens, Creeping Winter, Howling Peaks, and Hidden Depths. The third and final section is the other dimensions section, which is the area in which the fourth and the sixth DLC packs take place. The other dimensions section also features an alternate way of accessing Ancient Hunt. The mainland section has a total of 17 accessible missions and secret missions, the island realms section has a total of thirteen, and the other dimensions section has a total of eight. All locations found in the mainland section can be accessed by any player’s hero without the need of any DLC, except for The Stronghold. All locations found within the island realms section require a form of DLC to be installed to be accessed, except for Treetop Tangle and Gauntlet of Gales. Aside from Ancient Hunt, all locations found within the other dimensions section require a form of DLC to be installed to be accessed. Random mission The term random mission, or just random, refers to the option that appears on the mission select map upon completion of Obsidian Pinnacle on default difficulty. This option sends the hero to a random mission already available on the mission select map. Completing the mission grants the hero a +25% boost in adventure points compared to if the hero were to complete it normally. Sounds Data values History Gallery Navigation Navigation menu |
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[SOURCE: https://minecraft.wiki/w/Tutorial:Tree_farming?action=edit§ion=3] | [TOKENS: 225] |
Editing Tutorial:Tree farming (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/Tutorial:Tree_farming?section=2&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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