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[SOURCE: https://minecraft.wiki/w/File:CaveGame.png] | [TOKENS: 208]
File:CaveGame.png Summary This is a very early test of an Infiniminer clone I'm working on. It will have more resource management and materials, if I ever get around to finishing it. It currently runs at about 700 fps for a 256x256x64 tile map. You can follow development on my blog: http://notch.tumblr.com/ Frame from first ever footage of Minecraft during the pre-Classic stage of development. Taken from YouTube video "Cave game tech test" by Nizzotch (Notch). http://www.youtube.com/watch?v=F9t3FREAZ-k. Archived: https://www.youtube.com/watch?v=UMpv5kZ9-rE Notch See below. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 8 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/Java_Edition_pre-Classic_rd-131655] | [TOKENS: 231]
Cave game tech test Java Edition Cave game tech test Cave Game tech demo May 13, 2009 Client not archived rd-132211 ► Cave game tech test or Cave Game tech demo is the earliest publicized unreleased version of what would become Minecraft. It was made on May 13, 2009, between roughly 16:48 and 16:55 UTC. This version was never released. A video of the game at this time was recorded by Notch from around 17:00 UTC and uploaded at 17:36 on May 13. It is the earliest known version of Minecraft, or what was then known as Cave Game, to have been recorded. Development of the game started around May 10 or 11 to May 12 at the latest, and continued up to May 13, 2009, adding the features that would be later seen in the Cave game tech test video. Contents Features Air Grass block Stone Player Caves Chunks Controls HUD Light Videos Original Archive Gallery References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition#cite_note-21] | [TOKENS: 3070]
Java Edition Java Minecraft Usage Guidelines Partial (see below) Minecraft: Java Edition (formerly just Minecraft[note 1]) is the original version of Minecraft, developed by Mojang Studios for Windows, macOS, and Linux. Notch began development on Minecraft on May 10, 2009, and publicly released it a week later on May 17, 2009. The full release (version 1.0.0) was released on November 18, 2011, at MINECON 2011. Contents Unique features Updates are managed directly by the Minecraft Launcher, so it does not have to go through platform holders' certification. Logging in with a Microsoft account is required to use the launcher and play the game. In addition to the latest version and latest snapshot, most past versions of Java Edition are also available through the launcher. The launcher allows for separate profiles that are useful for mods, development versions, and old versions. Java Edition's code is more easily modifiable, and so it has by far the most robust scenes for mods and custom servers. One example of this was the addition of the obfuscation map, which was intended to make modding easier, before obfuscation was removed completely.​[upcoming JE 26.1] As such, the code has been extensively examined by the modding community, and therefore is highly documented - one example being the Java Edition protocol documentation. Realms for Java Edition is a separate subscription from the two Realms subscriptions for Bedrock Edition. The Windows versions of Java Edition and Bedrock Edition are sold together as Minecraft: Java & Bedrock Edition for PC and Minecraft: Java & Bedrock Edition Deluxe Collection (the latter includes DLC for Bedrock Edition). Previously, owners of Java Edition who bought the game before June 7, 2022 would also receive a free copy of Bedrock Edition. Development Notch got the idea for Minecraft after playing Infiniminer with other members of the TIGSource forums in 2009. Other influences include Dwarf Fortress, Dungeon Keeper, and Notch's own previous project, RubyDung. When he first started working on Minecraft, Notch had planned for it to just be a small project. For instance, when Notch uploaded the first YouTube video of Minecraft on May 13, 2009, he had not yet decided on a name, and simply referred to it as a "cave game". The name Minecraft: Order of the Stone was announced the next day (from a suggestion a TIGSource forums user gave in an IRC chat), a reference to The Order of the Stick, a webcomic and "one of the best things on the internet", and then shortly after, it was shortened to Minecraft as it was much simpler and to prevent people from confusing it with The Order of the Stick. The name was later used for Minecraft: Story Mode. The game was finally released for an "early private single-player alpha" on May 16, 2009. Today, the majority of all pre-classic versions are lost. Minecraft 0.0.11a was publicly released the day after the private release on May 17, 2009, and the game received mention on IndieGames.com the day after that. This phase was later named Minecraft Classic. In July, Minecraft was rewritten to use the Lightweight Java Gaming Library (LWJGL). Until Minecraft Beta reintroduced it, Classic was the only version of Minecraft with the Creative game mode, which gives players an infinite amount of each block to build with without having to gather them as in Survival mode. A multiplayer test also occurred shortly before the Survival test. Survival Test was released as a version of Classic on September 1, 2009. It was the introduction of Survival Mode. In it, the player now had to mine blocks, face mobs, and had a health bar. If the player were to die, the map was lost; unless backed up, the user would have to start over with a new map, similar to Hardcore mode. Indev (short for in development) was released on December 23, 2009, after Notch received requests to let the community try out new features he was implementing in Survival Test. Indev version 0.31 was released to the public on minecraft.net/indev and available only to people who had purchased the game. When a new game was started, the player would spawn in a prefabricated wooden house. Updates introduced a more complex and realistic lighting scheme than Classic, as well as a day-night cycle. Indev received more updates after this, adding a few fundamental features to Minecraft as it went. During its lifespan, some updates were devoted mostly to testing new things, like food, torches, or fire. The difficulty settings: Peaceful, Easy, Normal and Hard, were added to the game. Unique to Indev were level types, similar to biomes and dimensions - for example, Floating Islands and the Sky Dimension, and "Hell" (not the Nether). Like Survival Test, if the player were to die, all progress was lost. Infdev (short for infinite development) was released on February 27, 2010, and became the third phase of Minecraft's development. It featured the important addition of maps that can generate infinitely, which extended the gameplay possibilities even further as well as other upgrades including new crafting recipes, 3D clouds, a new terrain generator, a more realistic fluid system, and more complex caves. However, Infdev scrapped other features of Indev such as world themes. This, in turn, spelled the demise of features such as 'floating islands' and 'permaday'. These removals are understandable, as Infdev's main purpose was to develop infinite maps. However, some extra gameplay features and items were added, such as minecarts, dungeons with mob spawners, and the ability to respawn. After being replaced by Alpha on June 30, 2010, Infdev remained available on the official Minecraft website until September 2010, when it was removed. Only one version, Infdev 20100618, is playable through the launcher, by enabling the "Historical versions" button in the Launcher options. Alpha was released on June 30, 2010, however, only technically, as the first version labeled as Alpha was Alpha v1.0.1. When this update was released, Notch decided to rename Infdev (June 30, 2010) to Alpha v1.0.0. This phase of the game saw many major features added to Minecraft. Multiplayer for Survival was created, and features such as redstone circuits, boats, new music, and new mobs, often without announcement in "Seecret Friday Updates". The Halloween Update on October 30, 2010, was a major update adding biomes, The Nether, new mobs, blocks and items, and other changes. One could see Alpha's introduction of biomes as being the return, at least in part, of Indev's world themes, and indeed the Nether is not unlike the 'Hell' world theme. Another reintroduction in Alpha was the return of multiplayer. Unlike Classic's Creative multiplayer, Alpha's multiplayer was available only in Survival form that is logically called "Survival Multiplayer". It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. Today, 23% of all Alpha versions are lost. Beta was the sixth and last phase of Minecraft's development before its official release. Beta was released on December 20, 2010. Features that were added include a new logo and launcher, customizable world name and world seed, achievements and statistics, weather, Smooth Lighting, dyes, more plant types (two new types of trees and tall grass), wolves and squid, beds, and other blocks and items. The Adventure Update was a major set of updates, focusing on exploring and combat and adding an ending to the game. Features added include a new terrain generator, new mobs, blocks, biomes, and items. Three generated structures were added: villages, strongholds, and mineshafts. Changes to general gameplay include an improved combat system including critical hits and experience, a reintroduced Creative, Hardcore, and a way to finish the game by traveling to The End and defeating the ender dragon. Originally planned to be started in Beta 1.7, the first part of the Adventure Update was released as Beta 1.8 on September 14, 2011. Starting on September 9, 2011, developmental versions were "leaked" by Mojang Studios. Beta 1.9 was never released, but 6 pre-releases using the 1.9 version number were made available for users to test and report bugs back to Mojang Studios. On October 18, a feature freeze went into effect and Mojang Studios shifted all Minecraft development focus to fixing bugs and preparing the game for release. On November 13, a release candidate of 1.0 was released, along with an official update to 1.8.1 that added sounds from the developmental version. It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. 1.0.0 (November 18, 2011) 1.21.11 Yes: US$29.99/€29.99[note 2] The full release of Minecraft, 1.0.0, was released during MINECON 2011 on November 18, 2011, by Notch at the keynote address ceremony at 9:54 pm UTC. Jeb confirmed the version number in a tweet while also stating that the game would be officially out of Beta. The release includes many features from the Adventure Update that were not included in Beta 1.8. The most prominent feature is an ending to the game, which can be achieved by defeating the Ender Dragon boss in The End. The full release of Minecraft is charged at full price (US$29.99, Can$39.99, €29.99, £24.99, A$39.95, NZ$49.95, or S$39.90) to new players, but Alpha and Beta players receive this copy through regular updating. After the release, Notch said in an interview that he was nervous about releasing a full game that would be rated and reviewed. Upon release, the game was well received and was given high ratings by many gaming websites and fan reviews. Subsequent updates have since been released, with additions such as new gameplay mechanics, new mobs, and biomes. For the full list of additions since 1.0.0, see Java Edition version history. The game received the Java Edition subtitle in Java Edition 1.12.2, to separate it from Bedrock Edition, which was renamed to just "Minecraft" by the Better Together Update. On October 6, 2018, Mojang Studios open-sourced parts of the code for Java Edition, mainly the Brigadier command engine and the Data Fixer Upper. A complete rewrite of the game's rendering engine called Blaze3D is being considered for open-sourcing. Demo version The demo version of Java Edition is for players who haven't bought Minecraft yet and has some restrictions: Controls Controls for the Java Edition are designed for use with a keyboard and mouse, touchscreen, or touchpad. System requirements The game can run on a lot of hardware, including low end systems like mobile Intel Core 2 Duo from 2007. However, for an enjoyable experience, it is encouraged to consult the recommended requirements. The below requirements are adapted from the official requirements and are meant for unmodified versions of the game. Mods and resource packs can have significantly higher requirements, complex worlds might also require better hardware to run well. Java 21 is required. However, the Minecraft Launcher automatically supplies the correct Java version by default, removing the need to install it separately. Recent versions of Java Edition are not compatible with 32-bit operating systems. The latest version of Java Edition that can be played on a 32-bit operating system is Java Edition 1.20.4. A stable Internet connection is required for the launcher to download game files, authenticate usernames, and for the game to connect to multiplayer servers. The player must download and run Java Edition while connected to the internet at least once; afterward, the player can play without an internet connection, but must still connect to receive updates or play online. The latest version of game requires the following to run in any capacity: Officially, only Linux, macOS Mojave (10.14.5) or later and Windows 7 or later are supported, but it might be possible to run Java Edition on other platforms by unofficial means. Information on system requirements for running a Java Edition server can be found on the Server/Requirements page. Reception GameSpot Minecraft: Java Edition was first made available for sale in June 2009 and has since sold over 30 million copies. Minecraft has received high acclaim from critics and has since become one of the most influential and successful indie games ever released. The game's popularity has influenced the creation of a new genre of Minecraft clones. The game has been praised for the creative freedom it grants its players in-game, and for how dynamic the overall gameplay is. Since its creation, Minecraft has become the best-selling video game in history, selling a combined total from all versions of over 238,000,000 copies. PC Gamer listed Minecraft as the fourth-best game to play at work. A review of a version during the Alpha stage of the game, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock, Paper, Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego S.T.A.L.K.E.R.: Shadow of Chernobyl." On September 17, 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. Video game talk show Good Game gave it a 7.5 and 9 out of 10, praising its creativity and customization, though they criticized its lack of a tutorial. On May 5, 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of "The Art of Video Games" exhibit that was opened on March 16, 2012. Since its release Minecraft has won numerous awards including: Trailer An official trailer was released on Mojang Studios's official YouTube channel after the full release of Minecraft, on December 6, 2011. The video was made by Vareide instead of Hat Films, who have made update trailers and videos for Mojang Studios in the past. Previously, another trailer also made by Vareide was featured on the Minecraft website: Trivia Gallery Notes References Navigation See here for more information Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition#cite_note-22] | [TOKENS: 3070]
Java Edition Java Minecraft Usage Guidelines Partial (see below) Minecraft: Java Edition (formerly just Minecraft[note 1]) is the original version of Minecraft, developed by Mojang Studios for Windows, macOS, and Linux. Notch began development on Minecraft on May 10, 2009, and publicly released it a week later on May 17, 2009. The full release (version 1.0.0) was released on November 18, 2011, at MINECON 2011. Contents Unique features Updates are managed directly by the Minecraft Launcher, so it does not have to go through platform holders' certification. Logging in with a Microsoft account is required to use the launcher and play the game. In addition to the latest version and latest snapshot, most past versions of Java Edition are also available through the launcher. The launcher allows for separate profiles that are useful for mods, development versions, and old versions. Java Edition's code is more easily modifiable, and so it has by far the most robust scenes for mods and custom servers. One example of this was the addition of the obfuscation map, which was intended to make modding easier, before obfuscation was removed completely.​[upcoming JE 26.1] As such, the code has been extensively examined by the modding community, and therefore is highly documented - one example being the Java Edition protocol documentation. Realms for Java Edition is a separate subscription from the two Realms subscriptions for Bedrock Edition. The Windows versions of Java Edition and Bedrock Edition are sold together as Minecraft: Java & Bedrock Edition for PC and Minecraft: Java & Bedrock Edition Deluxe Collection (the latter includes DLC for Bedrock Edition). Previously, owners of Java Edition who bought the game before June 7, 2022 would also receive a free copy of Bedrock Edition. Development Notch got the idea for Minecraft after playing Infiniminer with other members of the TIGSource forums in 2009. Other influences include Dwarf Fortress, Dungeon Keeper, and Notch's own previous project, RubyDung. When he first started working on Minecraft, Notch had planned for it to just be a small project. For instance, when Notch uploaded the first YouTube video of Minecraft on May 13, 2009, he had not yet decided on a name, and simply referred to it as a "cave game". The name Minecraft: Order of the Stone was announced the next day (from a suggestion a TIGSource forums user gave in an IRC chat), a reference to The Order of the Stick, a webcomic and "one of the best things on the internet", and then shortly after, it was shortened to Minecraft as it was much simpler and to prevent people from confusing it with The Order of the Stick. The name was later used for Minecraft: Story Mode. The game was finally released for an "early private single-player alpha" on May 16, 2009. Today, the majority of all pre-classic versions are lost. Minecraft 0.0.11a was publicly released the day after the private release on May 17, 2009, and the game received mention on IndieGames.com the day after that. This phase was later named Minecraft Classic. In July, Minecraft was rewritten to use the Lightweight Java Gaming Library (LWJGL). Until Minecraft Beta reintroduced it, Classic was the only version of Minecraft with the Creative game mode, which gives players an infinite amount of each block to build with without having to gather them as in Survival mode. A multiplayer test also occurred shortly before the Survival test. Survival Test was released as a version of Classic on September 1, 2009. It was the introduction of Survival Mode. In it, the player now had to mine blocks, face mobs, and had a health bar. If the player were to die, the map was lost; unless backed up, the user would have to start over with a new map, similar to Hardcore mode. Indev (short for in development) was released on December 23, 2009, after Notch received requests to let the community try out new features he was implementing in Survival Test. Indev version 0.31 was released to the public on minecraft.net/indev and available only to people who had purchased the game. When a new game was started, the player would spawn in a prefabricated wooden house. Updates introduced a more complex and realistic lighting scheme than Classic, as well as a day-night cycle. Indev received more updates after this, adding a few fundamental features to Minecraft as it went. During its lifespan, some updates were devoted mostly to testing new things, like food, torches, or fire. The difficulty settings: Peaceful, Easy, Normal and Hard, were added to the game. Unique to Indev were level types, similar to biomes and dimensions - for example, Floating Islands and the Sky Dimension, and "Hell" (not the Nether). Like Survival Test, if the player were to die, all progress was lost. Infdev (short for infinite development) was released on February 27, 2010, and became the third phase of Minecraft's development. It featured the important addition of maps that can generate infinitely, which extended the gameplay possibilities even further as well as other upgrades including new crafting recipes, 3D clouds, a new terrain generator, a more realistic fluid system, and more complex caves. However, Infdev scrapped other features of Indev such as world themes. This, in turn, spelled the demise of features such as 'floating islands' and 'permaday'. These removals are understandable, as Infdev's main purpose was to develop infinite maps. However, some extra gameplay features and items were added, such as minecarts, dungeons with mob spawners, and the ability to respawn. After being replaced by Alpha on June 30, 2010, Infdev remained available on the official Minecraft website until September 2010, when it was removed. Only one version, Infdev 20100618, is playable through the launcher, by enabling the "Historical versions" button in the Launcher options. Alpha was released on June 30, 2010, however, only technically, as the first version labeled as Alpha was Alpha v1.0.1. When this update was released, Notch decided to rename Infdev (June 30, 2010) to Alpha v1.0.0. This phase of the game saw many major features added to Minecraft. Multiplayer for Survival was created, and features such as redstone circuits, boats, new music, and new mobs, often without announcement in "Seecret Friday Updates". The Halloween Update on October 30, 2010, was a major update adding biomes, The Nether, new mobs, blocks and items, and other changes. One could see Alpha's introduction of biomes as being the return, at least in part, of Indev's world themes, and indeed the Nether is not unlike the 'Hell' world theme. Another reintroduction in Alpha was the return of multiplayer. Unlike Classic's Creative multiplayer, Alpha's multiplayer was available only in Survival form that is logically called "Survival Multiplayer". It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. Today, 23% of all Alpha versions are lost. Beta was the sixth and last phase of Minecraft's development before its official release. Beta was released on December 20, 2010. Features that were added include a new logo and launcher, customizable world name and world seed, achievements and statistics, weather, Smooth Lighting, dyes, more plant types (two new types of trees and tall grass), wolves and squid, beds, and other blocks and items. The Adventure Update was a major set of updates, focusing on exploring and combat and adding an ending to the game. Features added include a new terrain generator, new mobs, blocks, biomes, and items. Three generated structures were added: villages, strongholds, and mineshafts. Changes to general gameplay include an improved combat system including critical hits and experience, a reintroduced Creative, Hardcore, and a way to finish the game by traveling to The End and defeating the ender dragon. Originally planned to be started in Beta 1.7, the first part of the Adventure Update was released as Beta 1.8 on September 14, 2011. Starting on September 9, 2011, developmental versions were "leaked" by Mojang Studios. Beta 1.9 was never released, but 6 pre-releases using the 1.9 version number were made available for users to test and report bugs back to Mojang Studios. On October 18, a feature freeze went into effect and Mojang Studios shifted all Minecraft development focus to fixing bugs and preparing the game for release. On November 13, a release candidate of 1.0 was released, along with an official update to 1.8.1 that added sounds from the developmental version. It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. 1.0.0 (November 18, 2011) 1.21.11 Yes: US$29.99/€29.99[note 2] The full release of Minecraft, 1.0.0, was released during MINECON 2011 on November 18, 2011, by Notch at the keynote address ceremony at 9:54 pm UTC. Jeb confirmed the version number in a tweet while also stating that the game would be officially out of Beta. The release includes many features from the Adventure Update that were not included in Beta 1.8. The most prominent feature is an ending to the game, which can be achieved by defeating the Ender Dragon boss in The End. The full release of Minecraft is charged at full price (US$29.99, Can$39.99, €29.99, £24.99, A$39.95, NZ$49.95, or S$39.90) to new players, but Alpha and Beta players receive this copy through regular updating. After the release, Notch said in an interview that he was nervous about releasing a full game that would be rated and reviewed. Upon release, the game was well received and was given high ratings by many gaming websites and fan reviews. Subsequent updates have since been released, with additions such as new gameplay mechanics, new mobs, and biomes. For the full list of additions since 1.0.0, see Java Edition version history. The game received the Java Edition subtitle in Java Edition 1.12.2, to separate it from Bedrock Edition, which was renamed to just "Minecraft" by the Better Together Update. On October 6, 2018, Mojang Studios open-sourced parts of the code for Java Edition, mainly the Brigadier command engine and the Data Fixer Upper. A complete rewrite of the game's rendering engine called Blaze3D is being considered for open-sourcing. Demo version The demo version of Java Edition is for players who haven't bought Minecraft yet and has some restrictions: Controls Controls for the Java Edition are designed for use with a keyboard and mouse, touchscreen, or touchpad. System requirements The game can run on a lot of hardware, including low end systems like mobile Intel Core 2 Duo from 2007. However, for an enjoyable experience, it is encouraged to consult the recommended requirements. The below requirements are adapted from the official requirements and are meant for unmodified versions of the game. Mods and resource packs can have significantly higher requirements, complex worlds might also require better hardware to run well. Java 21 is required. However, the Minecraft Launcher automatically supplies the correct Java version by default, removing the need to install it separately. Recent versions of Java Edition are not compatible with 32-bit operating systems. The latest version of Java Edition that can be played on a 32-bit operating system is Java Edition 1.20.4. A stable Internet connection is required for the launcher to download game files, authenticate usernames, and for the game to connect to multiplayer servers. The player must download and run Java Edition while connected to the internet at least once; afterward, the player can play without an internet connection, but must still connect to receive updates or play online. The latest version of game requires the following to run in any capacity: Officially, only Linux, macOS Mojave (10.14.5) or later and Windows 7 or later are supported, but it might be possible to run Java Edition on other platforms by unofficial means. Information on system requirements for running a Java Edition server can be found on the Server/Requirements page. Reception GameSpot Minecraft: Java Edition was first made available for sale in June 2009 and has since sold over 30 million copies. Minecraft has received high acclaim from critics and has since become one of the most influential and successful indie games ever released. The game's popularity has influenced the creation of a new genre of Minecraft clones. The game has been praised for the creative freedom it grants its players in-game, and for how dynamic the overall gameplay is. Since its creation, Minecraft has become the best-selling video game in history, selling a combined total from all versions of over 238,000,000 copies. PC Gamer listed Minecraft as the fourth-best game to play at work. A review of a version during the Alpha stage of the game, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock, Paper, Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego S.T.A.L.K.E.R.: Shadow of Chernobyl." On September 17, 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. Video game talk show Good Game gave it a 7.5 and 9 out of 10, praising its creativity and customization, though they criticized its lack of a tutorial. On May 5, 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of "The Art of Video Games" exhibit that was opened on March 16, 2012. Since its release Minecraft has won numerous awards including: Trailer An official trailer was released on Mojang Studios's official YouTube channel after the full release of Minecraft, on December 6, 2011. The video was made by Vareide instead of Hat Films, who have made update trailers and videos for Mojang Studios in the past. Previously, another trailer also made by Vareide was featured on the Minecraft website: Trivia Gallery Notes References Navigation See here for more information Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Java_Edition#cite_note-23] | [TOKENS: 3070]
Java Edition Java Minecraft Usage Guidelines Partial (see below) Minecraft: Java Edition (formerly just Minecraft[note 1]) is the original version of Minecraft, developed by Mojang Studios for Windows, macOS, and Linux. Notch began development on Minecraft on May 10, 2009, and publicly released it a week later on May 17, 2009. The full release (version 1.0.0) was released on November 18, 2011, at MINECON 2011. Contents Unique features Updates are managed directly by the Minecraft Launcher, so it does not have to go through platform holders' certification. Logging in with a Microsoft account is required to use the launcher and play the game. In addition to the latest version and latest snapshot, most past versions of Java Edition are also available through the launcher. The launcher allows for separate profiles that are useful for mods, development versions, and old versions. Java Edition's code is more easily modifiable, and so it has by far the most robust scenes for mods and custom servers. One example of this was the addition of the obfuscation map, which was intended to make modding easier, before obfuscation was removed completely.​[upcoming JE 26.1] As such, the code has been extensively examined by the modding community, and therefore is highly documented - one example being the Java Edition protocol documentation. Realms for Java Edition is a separate subscription from the two Realms subscriptions for Bedrock Edition. The Windows versions of Java Edition and Bedrock Edition are sold together as Minecraft: Java & Bedrock Edition for PC and Minecraft: Java & Bedrock Edition Deluxe Collection (the latter includes DLC for Bedrock Edition). Previously, owners of Java Edition who bought the game before June 7, 2022 would also receive a free copy of Bedrock Edition. Development Notch got the idea for Minecraft after playing Infiniminer with other members of the TIGSource forums in 2009. Other influences include Dwarf Fortress, Dungeon Keeper, and Notch's own previous project, RubyDung. When he first started working on Minecraft, Notch had planned for it to just be a small project. For instance, when Notch uploaded the first YouTube video of Minecraft on May 13, 2009, he had not yet decided on a name, and simply referred to it as a "cave game". The name Minecraft: Order of the Stone was announced the next day (from a suggestion a TIGSource forums user gave in an IRC chat), a reference to The Order of the Stick, a webcomic and "one of the best things on the internet", and then shortly after, it was shortened to Minecraft as it was much simpler and to prevent people from confusing it with The Order of the Stick. The name was later used for Minecraft: Story Mode. The game was finally released for an "early private single-player alpha" on May 16, 2009. Today, the majority of all pre-classic versions are lost. Minecraft 0.0.11a was publicly released the day after the private release on May 17, 2009, and the game received mention on IndieGames.com the day after that. This phase was later named Minecraft Classic. In July, Minecraft was rewritten to use the Lightweight Java Gaming Library (LWJGL). Until Minecraft Beta reintroduced it, Classic was the only version of Minecraft with the Creative game mode, which gives players an infinite amount of each block to build with without having to gather them as in Survival mode. A multiplayer test also occurred shortly before the Survival test. Survival Test was released as a version of Classic on September 1, 2009. It was the introduction of Survival Mode. In it, the player now had to mine blocks, face mobs, and had a health bar. If the player were to die, the map was lost; unless backed up, the user would have to start over with a new map, similar to Hardcore mode. Indev (short for in development) was released on December 23, 2009, after Notch received requests to let the community try out new features he was implementing in Survival Test. Indev version 0.31 was released to the public on minecraft.net/indev and available only to people who had purchased the game. When a new game was started, the player would spawn in a prefabricated wooden house. Updates introduced a more complex and realistic lighting scheme than Classic, as well as a day-night cycle. Indev received more updates after this, adding a few fundamental features to Minecraft as it went. During its lifespan, some updates were devoted mostly to testing new things, like food, torches, or fire. The difficulty settings: Peaceful, Easy, Normal and Hard, were added to the game. Unique to Indev were level types, similar to biomes and dimensions - for example, Floating Islands and the Sky Dimension, and "Hell" (not the Nether). Like Survival Test, if the player were to die, all progress was lost. Infdev (short for infinite development) was released on February 27, 2010, and became the third phase of Minecraft's development. It featured the important addition of maps that can generate infinitely, which extended the gameplay possibilities even further as well as other upgrades including new crafting recipes, 3D clouds, a new terrain generator, a more realistic fluid system, and more complex caves. However, Infdev scrapped other features of Indev such as world themes. This, in turn, spelled the demise of features such as 'floating islands' and 'permaday'. These removals are understandable, as Infdev's main purpose was to develop infinite maps. However, some extra gameplay features and items were added, such as minecarts, dungeons with mob spawners, and the ability to respawn. After being replaced by Alpha on June 30, 2010, Infdev remained available on the official Minecraft website until September 2010, when it was removed. Only one version, Infdev 20100618, is playable through the launcher, by enabling the "Historical versions" button in the Launcher options. Alpha was released on June 30, 2010, however, only technically, as the first version labeled as Alpha was Alpha v1.0.1. When this update was released, Notch decided to rename Infdev (June 30, 2010) to Alpha v1.0.0. This phase of the game saw many major features added to Minecraft. Multiplayer for Survival was created, and features such as redstone circuits, boats, new music, and new mobs, often without announcement in "Seecret Friday Updates". The Halloween Update on October 30, 2010, was a major update adding biomes, The Nether, new mobs, blocks and items, and other changes. One could see Alpha's introduction of biomes as being the return, at least in part, of Indev's world themes, and indeed the Nether is not unlike the 'Hell' world theme. Another reintroduction in Alpha was the return of multiplayer. Unlike Classic's Creative multiplayer, Alpha's multiplayer was available only in Survival form that is logically called "Survival Multiplayer". It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. Today, 23% of all Alpha versions are lost. Beta was the sixth and last phase of Minecraft's development before its official release. Beta was released on December 20, 2010. Features that were added include a new logo and launcher, customizable world name and world seed, achievements and statistics, weather, Smooth Lighting, dyes, more plant types (two new types of trees and tall grass), wolves and squid, beds, and other blocks and items. The Adventure Update was a major set of updates, focusing on exploring and combat and adding an ending to the game. Features added include a new terrain generator, new mobs, blocks, biomes, and items. Three generated structures were added: villages, strongholds, and mineshafts. Changes to general gameplay include an improved combat system including critical hits and experience, a reintroduced Creative, Hardcore, and a way to finish the game by traveling to The End and defeating the ender dragon. Originally planned to be started in Beta 1.7, the first part of the Adventure Update was released as Beta 1.8 on September 14, 2011. Starting on September 9, 2011, developmental versions were "leaked" by Mojang Studios. Beta 1.9 was never released, but 6 pre-releases using the 1.9 version number were made available for users to test and report bugs back to Mojang Studios. On October 18, a feature freeze went into effect and Mojang Studios shifted all Minecraft development focus to fixing bugs and preparing the game for release. On November 13, a release candidate of 1.0 was released, along with an official update to 1.8.1 that added sounds from the developmental version. It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. 1.0.0 (November 18, 2011) 1.21.11 Yes: US$29.99/€29.99[note 2] The full release of Minecraft, 1.0.0, was released during MINECON 2011 on November 18, 2011, by Notch at the keynote address ceremony at 9:54 pm UTC. Jeb confirmed the version number in a tweet while also stating that the game would be officially out of Beta. The release includes many features from the Adventure Update that were not included in Beta 1.8. The most prominent feature is an ending to the game, which can be achieved by defeating the Ender Dragon boss in The End. The full release of Minecraft is charged at full price (US$29.99, Can$39.99, €29.99, £24.99, A$39.95, NZ$49.95, or S$39.90) to new players, but Alpha and Beta players receive this copy through regular updating. After the release, Notch said in an interview that he was nervous about releasing a full game that would be rated and reviewed. Upon release, the game was well received and was given high ratings by many gaming websites and fan reviews. Subsequent updates have since been released, with additions such as new gameplay mechanics, new mobs, and biomes. For the full list of additions since 1.0.0, see Java Edition version history. The game received the Java Edition subtitle in Java Edition 1.12.2, to separate it from Bedrock Edition, which was renamed to just "Minecraft" by the Better Together Update. On October 6, 2018, Mojang Studios open-sourced parts of the code for Java Edition, mainly the Brigadier command engine and the Data Fixer Upper. A complete rewrite of the game's rendering engine called Blaze3D is being considered for open-sourcing. Demo version The demo version of Java Edition is for players who haven't bought Minecraft yet and has some restrictions: Controls Controls for the Java Edition are designed for use with a keyboard and mouse, touchscreen, or touchpad. System requirements The game can run on a lot of hardware, including low end systems like mobile Intel Core 2 Duo from 2007. However, for an enjoyable experience, it is encouraged to consult the recommended requirements. The below requirements are adapted from the official requirements and are meant for unmodified versions of the game. Mods and resource packs can have significantly higher requirements, complex worlds might also require better hardware to run well. Java 21 is required. However, the Minecraft Launcher automatically supplies the correct Java version by default, removing the need to install it separately. Recent versions of Java Edition are not compatible with 32-bit operating systems. The latest version of Java Edition that can be played on a 32-bit operating system is Java Edition 1.20.4. A stable Internet connection is required for the launcher to download game files, authenticate usernames, and for the game to connect to multiplayer servers. The player must download and run Java Edition while connected to the internet at least once; afterward, the player can play without an internet connection, but must still connect to receive updates or play online. The latest version of game requires the following to run in any capacity: Officially, only Linux, macOS Mojave (10.14.5) or later and Windows 7 or later are supported, but it might be possible to run Java Edition on other platforms by unofficial means. Information on system requirements for running a Java Edition server can be found on the Server/Requirements page. Reception GameSpot Minecraft: Java Edition was first made available for sale in June 2009 and has since sold over 30 million copies. Minecraft has received high acclaim from critics and has since become one of the most influential and successful indie games ever released. The game's popularity has influenced the creation of a new genre of Minecraft clones. The game has been praised for the creative freedom it grants its players in-game, and for how dynamic the overall gameplay is. Since its creation, Minecraft has become the best-selling video game in history, selling a combined total from all versions of over 238,000,000 copies. PC Gamer listed Minecraft as the fourth-best game to play at work. A review of a version during the Alpha stage of the game, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock, Paper, Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego S.T.A.L.K.E.R.: Shadow of Chernobyl." On September 17, 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. Video game talk show Good Game gave it a 7.5 and 9 out of 10, praising its creativity and customization, though they criticized its lack of a tutorial. On May 5, 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of "The Art of Video Games" exhibit that was opened on March 16, 2012. Since its release Minecraft has won numerous awards including: Trailer An official trailer was released on Mojang Studios's official YouTube channel after the full release of Minecraft, on December 6, 2011. The video was made by Vareide instead of Hat Films, who have made update trailers and videos for Mojang Studios in the past. Previously, another trailer also made by Vareide was featured on the Minecraft website: Trivia Gallery Notes References Navigation See here for more information Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Java_Edition#cite_note-24] | [TOKENS: 3070]
Java Edition Java Minecraft Usage Guidelines Partial (see below) Minecraft: Java Edition (formerly just Minecraft[note 1]) is the original version of Minecraft, developed by Mojang Studios for Windows, macOS, and Linux. Notch began development on Minecraft on May 10, 2009, and publicly released it a week later on May 17, 2009. The full release (version 1.0.0) was released on November 18, 2011, at MINECON 2011. Contents Unique features Updates are managed directly by the Minecraft Launcher, so it does not have to go through platform holders' certification. Logging in with a Microsoft account is required to use the launcher and play the game. In addition to the latest version and latest snapshot, most past versions of Java Edition are also available through the launcher. The launcher allows for separate profiles that are useful for mods, development versions, and old versions. Java Edition's code is more easily modifiable, and so it has by far the most robust scenes for mods and custom servers. One example of this was the addition of the obfuscation map, which was intended to make modding easier, before obfuscation was removed completely.​[upcoming JE 26.1] As such, the code has been extensively examined by the modding community, and therefore is highly documented - one example being the Java Edition protocol documentation. Realms for Java Edition is a separate subscription from the two Realms subscriptions for Bedrock Edition. The Windows versions of Java Edition and Bedrock Edition are sold together as Minecraft: Java & Bedrock Edition for PC and Minecraft: Java & Bedrock Edition Deluxe Collection (the latter includes DLC for Bedrock Edition). Previously, owners of Java Edition who bought the game before June 7, 2022 would also receive a free copy of Bedrock Edition. Development Notch got the idea for Minecraft after playing Infiniminer with other members of the TIGSource forums in 2009. Other influences include Dwarf Fortress, Dungeon Keeper, and Notch's own previous project, RubyDung. When he first started working on Minecraft, Notch had planned for it to just be a small project. For instance, when Notch uploaded the first YouTube video of Minecraft on May 13, 2009, he had not yet decided on a name, and simply referred to it as a "cave game". The name Minecraft: Order of the Stone was announced the next day (from a suggestion a TIGSource forums user gave in an IRC chat), a reference to The Order of the Stick, a webcomic and "one of the best things on the internet", and then shortly after, it was shortened to Minecraft as it was much simpler and to prevent people from confusing it with The Order of the Stick. The name was later used for Minecraft: Story Mode. The game was finally released for an "early private single-player alpha" on May 16, 2009. Today, the majority of all pre-classic versions are lost. Minecraft 0.0.11a was publicly released the day after the private release on May 17, 2009, and the game received mention on IndieGames.com the day after that. This phase was later named Minecraft Classic. In July, Minecraft was rewritten to use the Lightweight Java Gaming Library (LWJGL). Until Minecraft Beta reintroduced it, Classic was the only version of Minecraft with the Creative game mode, which gives players an infinite amount of each block to build with without having to gather them as in Survival mode. A multiplayer test also occurred shortly before the Survival test. Survival Test was released as a version of Classic on September 1, 2009. It was the introduction of Survival Mode. In it, the player now had to mine blocks, face mobs, and had a health bar. If the player were to die, the map was lost; unless backed up, the user would have to start over with a new map, similar to Hardcore mode. Indev (short for in development) was released on December 23, 2009, after Notch received requests to let the community try out new features he was implementing in Survival Test. Indev version 0.31 was released to the public on minecraft.net/indev and available only to people who had purchased the game. When a new game was started, the player would spawn in a prefabricated wooden house. Updates introduced a more complex and realistic lighting scheme than Classic, as well as a day-night cycle. Indev received more updates after this, adding a few fundamental features to Minecraft as it went. During its lifespan, some updates were devoted mostly to testing new things, like food, torches, or fire. The difficulty settings: Peaceful, Easy, Normal and Hard, were added to the game. Unique to Indev were level types, similar to biomes and dimensions - for example, Floating Islands and the Sky Dimension, and "Hell" (not the Nether). Like Survival Test, if the player were to die, all progress was lost. Infdev (short for infinite development) was released on February 27, 2010, and became the third phase of Minecraft's development. It featured the important addition of maps that can generate infinitely, which extended the gameplay possibilities even further as well as other upgrades including new crafting recipes, 3D clouds, a new terrain generator, a more realistic fluid system, and more complex caves. However, Infdev scrapped other features of Indev such as world themes. This, in turn, spelled the demise of features such as 'floating islands' and 'permaday'. These removals are understandable, as Infdev's main purpose was to develop infinite maps. However, some extra gameplay features and items were added, such as minecarts, dungeons with mob spawners, and the ability to respawn. After being replaced by Alpha on June 30, 2010, Infdev remained available on the official Minecraft website until September 2010, when it was removed. Only one version, Infdev 20100618, is playable through the launcher, by enabling the "Historical versions" button in the Launcher options. Alpha was released on June 30, 2010, however, only technically, as the first version labeled as Alpha was Alpha v1.0.1. When this update was released, Notch decided to rename Infdev (June 30, 2010) to Alpha v1.0.0. This phase of the game saw many major features added to Minecraft. Multiplayer for Survival was created, and features such as redstone circuits, boats, new music, and new mobs, often without announcement in "Seecret Friday Updates". The Halloween Update on October 30, 2010, was a major update adding biomes, The Nether, new mobs, blocks and items, and other changes. One could see Alpha's introduction of biomes as being the return, at least in part, of Indev's world themes, and indeed the Nether is not unlike the 'Hell' world theme. Another reintroduction in Alpha was the return of multiplayer. Unlike Classic's Creative multiplayer, Alpha's multiplayer was available only in Survival form that is logically called "Survival Multiplayer". It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. Today, 23% of all Alpha versions are lost. Beta was the sixth and last phase of Minecraft's development before its official release. Beta was released on December 20, 2010. Features that were added include a new logo and launcher, customizable world name and world seed, achievements and statistics, weather, Smooth Lighting, dyes, more plant types (two new types of trees and tall grass), wolves and squid, beds, and other blocks and items. The Adventure Update was a major set of updates, focusing on exploring and combat and adding an ending to the game. Features added include a new terrain generator, new mobs, blocks, biomes, and items. Three generated structures were added: villages, strongholds, and mineshafts. Changes to general gameplay include an improved combat system including critical hits and experience, a reintroduced Creative, Hardcore, and a way to finish the game by traveling to The End and defeating the ender dragon. Originally planned to be started in Beta 1.7, the first part of the Adventure Update was released as Beta 1.8 on September 14, 2011. Starting on September 9, 2011, developmental versions were "leaked" by Mojang Studios. Beta 1.9 was never released, but 6 pre-releases using the 1.9 version number were made available for users to test and report bugs back to Mojang Studios. On October 18, a feature freeze went into effect and Mojang Studios shifted all Minecraft development focus to fixing bugs and preparing the game for release. On November 13, a release candidate of 1.0 was released, along with an official update to 1.8.1 that added sounds from the developmental version. It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. 1.0.0 (November 18, 2011) 1.21.11 Yes: US$29.99/€29.99[note 2] The full release of Minecraft, 1.0.0, was released during MINECON 2011 on November 18, 2011, by Notch at the keynote address ceremony at 9:54 pm UTC. Jeb confirmed the version number in a tweet while also stating that the game would be officially out of Beta. The release includes many features from the Adventure Update that were not included in Beta 1.8. The most prominent feature is an ending to the game, which can be achieved by defeating the Ender Dragon boss in The End. The full release of Minecraft is charged at full price (US$29.99, Can$39.99, €29.99, £24.99, A$39.95, NZ$49.95, or S$39.90) to new players, but Alpha and Beta players receive this copy through regular updating. After the release, Notch said in an interview that he was nervous about releasing a full game that would be rated and reviewed. Upon release, the game was well received and was given high ratings by many gaming websites and fan reviews. Subsequent updates have since been released, with additions such as new gameplay mechanics, new mobs, and biomes. For the full list of additions since 1.0.0, see Java Edition version history. The game received the Java Edition subtitle in Java Edition 1.12.2, to separate it from Bedrock Edition, which was renamed to just "Minecraft" by the Better Together Update. On October 6, 2018, Mojang Studios open-sourced parts of the code for Java Edition, mainly the Brigadier command engine and the Data Fixer Upper. A complete rewrite of the game's rendering engine called Blaze3D is being considered for open-sourcing. Demo version The demo version of Java Edition is for players who haven't bought Minecraft yet and has some restrictions: Controls Controls for the Java Edition are designed for use with a keyboard and mouse, touchscreen, or touchpad. System requirements The game can run on a lot of hardware, including low end systems like mobile Intel Core 2 Duo from 2007. However, for an enjoyable experience, it is encouraged to consult the recommended requirements. The below requirements are adapted from the official requirements and are meant for unmodified versions of the game. Mods and resource packs can have significantly higher requirements, complex worlds might also require better hardware to run well. Java 21 is required. However, the Minecraft Launcher automatically supplies the correct Java version by default, removing the need to install it separately. Recent versions of Java Edition are not compatible with 32-bit operating systems. The latest version of Java Edition that can be played on a 32-bit operating system is Java Edition 1.20.4. A stable Internet connection is required for the launcher to download game files, authenticate usernames, and for the game to connect to multiplayer servers. The player must download and run Java Edition while connected to the internet at least once; afterward, the player can play without an internet connection, but must still connect to receive updates or play online. The latest version of game requires the following to run in any capacity: Officially, only Linux, macOS Mojave (10.14.5) or later and Windows 7 or later are supported, but it might be possible to run Java Edition on other platforms by unofficial means. Information on system requirements for running a Java Edition server can be found on the Server/Requirements page. Reception GameSpot Minecraft: Java Edition was first made available for sale in June 2009 and has since sold over 30 million copies. Minecraft has received high acclaim from critics and has since become one of the most influential and successful indie games ever released. The game's popularity has influenced the creation of a new genre of Minecraft clones. The game has been praised for the creative freedom it grants its players in-game, and for how dynamic the overall gameplay is. Since its creation, Minecraft has become the best-selling video game in history, selling a combined total from all versions of over 238,000,000 copies. PC Gamer listed Minecraft as the fourth-best game to play at work. A review of a version during the Alpha stage of the game, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock, Paper, Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego S.T.A.L.K.E.R.: Shadow of Chernobyl." On September 17, 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. Video game talk show Good Game gave it a 7.5 and 9 out of 10, praising its creativity and customization, though they criticized its lack of a tutorial. On May 5, 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of "The Art of Video Games" exhibit that was opened on March 16, 2012. Since its release Minecraft has won numerous awards including: Trailer An official trailer was released on Mojang Studios's official YouTube channel after the full release of Minecraft, on December 6, 2011. The video was made by Vareide instead of Hat Films, who have made update trailers and videos for Mojang Studios in the past. Previously, another trailer also made by Vareide was featured on the Minecraft website: Trivia Gallery Notes References Navigation See here for more information Navigation menu
========================================
[SOURCE: https://minecraft.wiki/w/Java_Edition#cite_note-25] | [TOKENS: 3070]
Java Edition Java Minecraft Usage Guidelines Partial (see below) Minecraft: Java Edition (formerly just Minecraft[note 1]) is the original version of Minecraft, developed by Mojang Studios for Windows, macOS, and Linux. Notch began development on Minecraft on May 10, 2009, and publicly released it a week later on May 17, 2009. The full release (version 1.0.0) was released on November 18, 2011, at MINECON 2011. Contents Unique features Updates are managed directly by the Minecraft Launcher, so it does not have to go through platform holders' certification. Logging in with a Microsoft account is required to use the launcher and play the game. In addition to the latest version and latest snapshot, most past versions of Java Edition are also available through the launcher. The launcher allows for separate profiles that are useful for mods, development versions, and old versions. Java Edition's code is more easily modifiable, and so it has by far the most robust scenes for mods and custom servers. One example of this was the addition of the obfuscation map, which was intended to make modding easier, before obfuscation was removed completely.​[upcoming JE 26.1] As such, the code has been extensively examined by the modding community, and therefore is highly documented - one example being the Java Edition protocol documentation. Realms for Java Edition is a separate subscription from the two Realms subscriptions for Bedrock Edition. The Windows versions of Java Edition and Bedrock Edition are sold together as Minecraft: Java & Bedrock Edition for PC and Minecraft: Java & Bedrock Edition Deluxe Collection (the latter includes DLC for Bedrock Edition). Previously, owners of Java Edition who bought the game before June 7, 2022 would also receive a free copy of Bedrock Edition. Development Notch got the idea for Minecraft after playing Infiniminer with other members of the TIGSource forums in 2009. Other influences include Dwarf Fortress, Dungeon Keeper, and Notch's own previous project, RubyDung. When he first started working on Minecraft, Notch had planned for it to just be a small project. For instance, when Notch uploaded the first YouTube video of Minecraft on May 13, 2009, he had not yet decided on a name, and simply referred to it as a "cave game". The name Minecraft: Order of the Stone was announced the next day (from a suggestion a TIGSource forums user gave in an IRC chat), a reference to The Order of the Stick, a webcomic and "one of the best things on the internet", and then shortly after, it was shortened to Minecraft as it was much simpler and to prevent people from confusing it with The Order of the Stick. The name was later used for Minecraft: Story Mode. The game was finally released for an "early private single-player alpha" on May 16, 2009. Today, the majority of all pre-classic versions are lost. Minecraft 0.0.11a was publicly released the day after the private release on May 17, 2009, and the game received mention on IndieGames.com the day after that. This phase was later named Minecraft Classic. In July, Minecraft was rewritten to use the Lightweight Java Gaming Library (LWJGL). Until Minecraft Beta reintroduced it, Classic was the only version of Minecraft with the Creative game mode, which gives players an infinite amount of each block to build with without having to gather them as in Survival mode. A multiplayer test also occurred shortly before the Survival test. Survival Test was released as a version of Classic on September 1, 2009. It was the introduction of Survival Mode. In it, the player now had to mine blocks, face mobs, and had a health bar. If the player were to die, the map was lost; unless backed up, the user would have to start over with a new map, similar to Hardcore mode. Indev (short for in development) was released on December 23, 2009, after Notch received requests to let the community try out new features he was implementing in Survival Test. Indev version 0.31 was released to the public on minecraft.net/indev and available only to people who had purchased the game. When a new game was started, the player would spawn in a prefabricated wooden house. Updates introduced a more complex and realistic lighting scheme than Classic, as well as a day-night cycle. Indev received more updates after this, adding a few fundamental features to Minecraft as it went. During its lifespan, some updates were devoted mostly to testing new things, like food, torches, or fire. The difficulty settings: Peaceful, Easy, Normal and Hard, were added to the game. Unique to Indev were level types, similar to biomes and dimensions - for example, Floating Islands and the Sky Dimension, and "Hell" (not the Nether). Like Survival Test, if the player were to die, all progress was lost. Infdev (short for infinite development) was released on February 27, 2010, and became the third phase of Minecraft's development. It featured the important addition of maps that can generate infinitely, which extended the gameplay possibilities even further as well as other upgrades including new crafting recipes, 3D clouds, a new terrain generator, a more realistic fluid system, and more complex caves. However, Infdev scrapped other features of Indev such as world themes. This, in turn, spelled the demise of features such as 'floating islands' and 'permaday'. These removals are understandable, as Infdev's main purpose was to develop infinite maps. However, some extra gameplay features and items were added, such as minecarts, dungeons with mob spawners, and the ability to respawn. After being replaced by Alpha on June 30, 2010, Infdev remained available on the official Minecraft website until September 2010, when it was removed. Only one version, Infdev 20100618, is playable through the launcher, by enabling the "Historical versions" button in the Launcher options. Alpha was released on June 30, 2010, however, only technically, as the first version labeled as Alpha was Alpha v1.0.1. When this update was released, Notch decided to rename Infdev (June 30, 2010) to Alpha v1.0.0. This phase of the game saw many major features added to Minecraft. Multiplayer for Survival was created, and features such as redstone circuits, boats, new music, and new mobs, often without announcement in "Seecret Friday Updates". The Halloween Update on October 30, 2010, was a major update adding biomes, The Nether, new mobs, blocks and items, and other changes. One could see Alpha's introduction of biomes as being the return, at least in part, of Indev's world themes, and indeed the Nether is not unlike the 'Hell' world theme. Another reintroduction in Alpha was the return of multiplayer. Unlike Classic's Creative multiplayer, Alpha's multiplayer was available only in Survival form that is logically called "Survival Multiplayer". It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. Today, 23% of all Alpha versions are lost. Beta was the sixth and last phase of Minecraft's development before its official release. Beta was released on December 20, 2010. Features that were added include a new logo and launcher, customizable world name and world seed, achievements and statistics, weather, Smooth Lighting, dyes, more plant types (two new types of trees and tall grass), wolves and squid, beds, and other blocks and items. The Adventure Update was a major set of updates, focusing on exploring and combat and adding an ending to the game. Features added include a new terrain generator, new mobs, blocks, biomes, and items. Three generated structures were added: villages, strongholds, and mineshafts. Changes to general gameplay include an improved combat system including critical hits and experience, a reintroduced Creative, Hardcore, and a way to finish the game by traveling to The End and defeating the ender dragon. Originally planned to be started in Beta 1.7, the first part of the Adventure Update was released as Beta 1.8 on September 14, 2011. Starting on September 9, 2011, developmental versions were "leaked" by Mojang Studios. Beta 1.9 was never released, but 6 pre-releases using the 1.9 version number were made available for users to test and report bugs back to Mojang Studios. On October 18, a feature freeze went into effect and Mojang Studios shifted all Minecraft development focus to fixing bugs and preparing the game for release. On November 13, a release candidate of 1.0 was released, along with an official update to 1.8.1 that added sounds from the developmental version. It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. 1.0.0 (November 18, 2011) 1.21.11 Yes: US$29.99/€29.99[note 2] The full release of Minecraft, 1.0.0, was released during MINECON 2011 on November 18, 2011, by Notch at the keynote address ceremony at 9:54 pm UTC. Jeb confirmed the version number in a tweet while also stating that the game would be officially out of Beta. The release includes many features from the Adventure Update that were not included in Beta 1.8. The most prominent feature is an ending to the game, which can be achieved by defeating the Ender Dragon boss in The End. The full release of Minecraft is charged at full price (US$29.99, Can$39.99, €29.99, £24.99, A$39.95, NZ$49.95, or S$39.90) to new players, but Alpha and Beta players receive this copy through regular updating. After the release, Notch said in an interview that he was nervous about releasing a full game that would be rated and reviewed. Upon release, the game was well received and was given high ratings by many gaming websites and fan reviews. Subsequent updates have since been released, with additions such as new gameplay mechanics, new mobs, and biomes. For the full list of additions since 1.0.0, see Java Edition version history. The game received the Java Edition subtitle in Java Edition 1.12.2, to separate it from Bedrock Edition, which was renamed to just "Minecraft" by the Better Together Update. On October 6, 2018, Mojang Studios open-sourced parts of the code for Java Edition, mainly the Brigadier command engine and the Data Fixer Upper. A complete rewrite of the game's rendering engine called Blaze3D is being considered for open-sourcing. Demo version The demo version of Java Edition is for players who haven't bought Minecraft yet and has some restrictions: Controls Controls for the Java Edition are designed for use with a keyboard and mouse, touchscreen, or touchpad. System requirements The game can run on a lot of hardware, including low end systems like mobile Intel Core 2 Duo from 2007. However, for an enjoyable experience, it is encouraged to consult the recommended requirements. The below requirements are adapted from the official requirements and are meant for unmodified versions of the game. Mods and resource packs can have significantly higher requirements, complex worlds might also require better hardware to run well. Java 21 is required. However, the Minecraft Launcher automatically supplies the correct Java version by default, removing the need to install it separately. Recent versions of Java Edition are not compatible with 32-bit operating systems. The latest version of Java Edition that can be played on a 32-bit operating system is Java Edition 1.20.4. A stable Internet connection is required for the launcher to download game files, authenticate usernames, and for the game to connect to multiplayer servers. The player must download and run Java Edition while connected to the internet at least once; afterward, the player can play without an internet connection, but must still connect to receive updates or play online. The latest version of game requires the following to run in any capacity: Officially, only Linux, macOS Mojave (10.14.5) or later and Windows 7 or later are supported, but it might be possible to run Java Edition on other platforms by unofficial means. Information on system requirements for running a Java Edition server can be found on the Server/Requirements page. Reception GameSpot Minecraft: Java Edition was first made available for sale in June 2009 and has since sold over 30 million copies. Minecraft has received high acclaim from critics and has since become one of the most influential and successful indie games ever released. The game's popularity has influenced the creation of a new genre of Minecraft clones. The game has been praised for the creative freedom it grants its players in-game, and for how dynamic the overall gameplay is. Since its creation, Minecraft has become the best-selling video game in history, selling a combined total from all versions of over 238,000,000 copies. PC Gamer listed Minecraft as the fourth-best game to play at work. A review of a version during the Alpha stage of the game, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock, Paper, Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego S.T.A.L.K.E.R.: Shadow of Chernobyl." On September 17, 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. Video game talk show Good Game gave it a 7.5 and 9 out of 10, praising its creativity and customization, though they criticized its lack of a tutorial. On May 5, 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of "The Art of Video Games" exhibit that was opened on March 16, 2012. Since its release Minecraft has won numerous awards including: Trailer An official trailer was released on Mojang Studios's official YouTube channel after the full release of Minecraft, on December 6, 2011. The video was made by Vareide instead of Hat Films, who have made update trailers and videos for Mojang Studios in the past. Previously, another trailer also made by Vareide was featured on the Minecraft website: Trivia Gallery Notes References Navigation See here for more information Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition#cite_note-32] | [TOKENS: 3070]
Java Edition Java Minecraft Usage Guidelines Partial (see below) Minecraft: Java Edition (formerly just Minecraft[note 1]) is the original version of Minecraft, developed by Mojang Studios for Windows, macOS, and Linux. Notch began development on Minecraft on May 10, 2009, and publicly released it a week later on May 17, 2009. The full release (version 1.0.0) was released on November 18, 2011, at MINECON 2011. Contents Unique features Updates are managed directly by the Minecraft Launcher, so it does not have to go through platform holders' certification. Logging in with a Microsoft account is required to use the launcher and play the game. In addition to the latest version and latest snapshot, most past versions of Java Edition are also available through the launcher. The launcher allows for separate profiles that are useful for mods, development versions, and old versions. Java Edition's code is more easily modifiable, and so it has by far the most robust scenes for mods and custom servers. One example of this was the addition of the obfuscation map, which was intended to make modding easier, before obfuscation was removed completely.​[upcoming JE 26.1] As such, the code has been extensively examined by the modding community, and therefore is highly documented - one example being the Java Edition protocol documentation. Realms for Java Edition is a separate subscription from the two Realms subscriptions for Bedrock Edition. The Windows versions of Java Edition and Bedrock Edition are sold together as Minecraft: Java & Bedrock Edition for PC and Minecraft: Java & Bedrock Edition Deluxe Collection (the latter includes DLC for Bedrock Edition). Previously, owners of Java Edition who bought the game before June 7, 2022 would also receive a free copy of Bedrock Edition. Development Notch got the idea for Minecraft after playing Infiniminer with other members of the TIGSource forums in 2009. Other influences include Dwarf Fortress, Dungeon Keeper, and Notch's own previous project, RubyDung. When he first started working on Minecraft, Notch had planned for it to just be a small project. For instance, when Notch uploaded the first YouTube video of Minecraft on May 13, 2009, he had not yet decided on a name, and simply referred to it as a "cave game". The name Minecraft: Order of the Stone was announced the next day (from a suggestion a TIGSource forums user gave in an IRC chat), a reference to The Order of the Stick, a webcomic and "one of the best things on the internet", and then shortly after, it was shortened to Minecraft as it was much simpler and to prevent people from confusing it with The Order of the Stick. The name was later used for Minecraft: Story Mode. The game was finally released for an "early private single-player alpha" on May 16, 2009. Today, the majority of all pre-classic versions are lost. Minecraft 0.0.11a was publicly released the day after the private release on May 17, 2009, and the game received mention on IndieGames.com the day after that. This phase was later named Minecraft Classic. In July, Minecraft was rewritten to use the Lightweight Java Gaming Library (LWJGL). Until Minecraft Beta reintroduced it, Classic was the only version of Minecraft with the Creative game mode, which gives players an infinite amount of each block to build with without having to gather them as in Survival mode. A multiplayer test also occurred shortly before the Survival test. Survival Test was released as a version of Classic on September 1, 2009. It was the introduction of Survival Mode. In it, the player now had to mine blocks, face mobs, and had a health bar. If the player were to die, the map was lost; unless backed up, the user would have to start over with a new map, similar to Hardcore mode. Indev (short for in development) was released on December 23, 2009, after Notch received requests to let the community try out new features he was implementing in Survival Test. Indev version 0.31 was released to the public on minecraft.net/indev and available only to people who had purchased the game. When a new game was started, the player would spawn in a prefabricated wooden house. Updates introduced a more complex and realistic lighting scheme than Classic, as well as a day-night cycle. Indev received more updates after this, adding a few fundamental features to Minecraft as it went. During its lifespan, some updates were devoted mostly to testing new things, like food, torches, or fire. The difficulty settings: Peaceful, Easy, Normal and Hard, were added to the game. Unique to Indev were level types, similar to biomes and dimensions - for example, Floating Islands and the Sky Dimension, and "Hell" (not the Nether). Like Survival Test, if the player were to die, all progress was lost. Infdev (short for infinite development) was released on February 27, 2010, and became the third phase of Minecraft's development. It featured the important addition of maps that can generate infinitely, which extended the gameplay possibilities even further as well as other upgrades including new crafting recipes, 3D clouds, a new terrain generator, a more realistic fluid system, and more complex caves. However, Infdev scrapped other features of Indev such as world themes. This, in turn, spelled the demise of features such as 'floating islands' and 'permaday'. These removals are understandable, as Infdev's main purpose was to develop infinite maps. However, some extra gameplay features and items were added, such as minecarts, dungeons with mob spawners, and the ability to respawn. After being replaced by Alpha on June 30, 2010, Infdev remained available on the official Minecraft website until September 2010, when it was removed. Only one version, Infdev 20100618, is playable through the launcher, by enabling the "Historical versions" button in the Launcher options. Alpha was released on June 30, 2010, however, only technically, as the first version labeled as Alpha was Alpha v1.0.1. When this update was released, Notch decided to rename Infdev (June 30, 2010) to Alpha v1.0.0. This phase of the game saw many major features added to Minecraft. Multiplayer for Survival was created, and features such as redstone circuits, boats, new music, and new mobs, often without announcement in "Seecret Friday Updates". The Halloween Update on October 30, 2010, was a major update adding biomes, The Nether, new mobs, blocks and items, and other changes. One could see Alpha's introduction of biomes as being the return, at least in part, of Indev's world themes, and indeed the Nether is not unlike the 'Hell' world theme. Another reintroduction in Alpha was the return of multiplayer. Unlike Classic's Creative multiplayer, Alpha's multiplayer was available only in Survival form that is logically called "Survival Multiplayer". It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. Today, 23% of all Alpha versions are lost. Beta was the sixth and last phase of Minecraft's development before its official release. Beta was released on December 20, 2010. Features that were added include a new logo and launcher, customizable world name and world seed, achievements and statistics, weather, Smooth Lighting, dyes, more plant types (two new types of trees and tall grass), wolves and squid, beds, and other blocks and items. The Adventure Update was a major set of updates, focusing on exploring and combat and adding an ending to the game. Features added include a new terrain generator, new mobs, blocks, biomes, and items. Three generated structures were added: villages, strongholds, and mineshafts. Changes to general gameplay include an improved combat system including critical hits and experience, a reintroduced Creative, Hardcore, and a way to finish the game by traveling to The End and defeating the ender dragon. Originally planned to be started in Beta 1.7, the first part of the Adventure Update was released as Beta 1.8 on September 14, 2011. Starting on September 9, 2011, developmental versions were "leaked" by Mojang Studios. Beta 1.9 was never released, but 6 pre-releases using the 1.9 version number were made available for users to test and report bugs back to Mojang Studios. On October 18, a feature freeze went into effect and Mojang Studios shifted all Minecraft development focus to fixing bugs and preparing the game for release. On November 13, a release candidate of 1.0 was released, along with an official update to 1.8.1 that added sounds from the developmental version. It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. 1.0.0 (November 18, 2011) 1.21.11 Yes: US$29.99/€29.99[note 2] The full release of Minecraft, 1.0.0, was released during MINECON 2011 on November 18, 2011, by Notch at the keynote address ceremony at 9:54 pm UTC. Jeb confirmed the version number in a tweet while also stating that the game would be officially out of Beta. The release includes many features from the Adventure Update that were not included in Beta 1.8. The most prominent feature is an ending to the game, which can be achieved by defeating the Ender Dragon boss in The End. The full release of Minecraft is charged at full price (US$29.99, Can$39.99, €29.99, £24.99, A$39.95, NZ$49.95, or S$39.90) to new players, but Alpha and Beta players receive this copy through regular updating. After the release, Notch said in an interview that he was nervous about releasing a full game that would be rated and reviewed. Upon release, the game was well received and was given high ratings by many gaming websites and fan reviews. Subsequent updates have since been released, with additions such as new gameplay mechanics, new mobs, and biomes. For the full list of additions since 1.0.0, see Java Edition version history. The game received the Java Edition subtitle in Java Edition 1.12.2, to separate it from Bedrock Edition, which was renamed to just "Minecraft" by the Better Together Update. On October 6, 2018, Mojang Studios open-sourced parts of the code for Java Edition, mainly the Brigadier command engine and the Data Fixer Upper. A complete rewrite of the game's rendering engine called Blaze3D is being considered for open-sourcing. Demo version The demo version of Java Edition is for players who haven't bought Minecraft yet and has some restrictions: Controls Controls for the Java Edition are designed for use with a keyboard and mouse, touchscreen, or touchpad. System requirements The game can run on a lot of hardware, including low end systems like mobile Intel Core 2 Duo from 2007. However, for an enjoyable experience, it is encouraged to consult the recommended requirements. The below requirements are adapted from the official requirements and are meant for unmodified versions of the game. Mods and resource packs can have significantly higher requirements, complex worlds might also require better hardware to run well. Java 21 is required. However, the Minecraft Launcher automatically supplies the correct Java version by default, removing the need to install it separately. Recent versions of Java Edition are not compatible with 32-bit operating systems. The latest version of Java Edition that can be played on a 32-bit operating system is Java Edition 1.20.4. A stable Internet connection is required for the launcher to download game files, authenticate usernames, and for the game to connect to multiplayer servers. The player must download and run Java Edition while connected to the internet at least once; afterward, the player can play without an internet connection, but must still connect to receive updates or play online. The latest version of game requires the following to run in any capacity: Officially, only Linux, macOS Mojave (10.14.5) or later and Windows 7 or later are supported, but it might be possible to run Java Edition on other platforms by unofficial means. Information on system requirements for running a Java Edition server can be found on the Server/Requirements page. Reception GameSpot Minecraft: Java Edition was first made available for sale in June 2009 and has since sold over 30 million copies. Minecraft has received high acclaim from critics and has since become one of the most influential and successful indie games ever released. The game's popularity has influenced the creation of a new genre of Minecraft clones. The game has been praised for the creative freedom it grants its players in-game, and for how dynamic the overall gameplay is. Since its creation, Minecraft has become the best-selling video game in history, selling a combined total from all versions of over 238,000,000 copies. PC Gamer listed Minecraft as the fourth-best game to play at work. A review of a version during the Alpha stage of the game, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock, Paper, Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego S.T.A.L.K.E.R.: Shadow of Chernobyl." On September 17, 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. Video game talk show Good Game gave it a 7.5 and 9 out of 10, praising its creativity and customization, though they criticized its lack of a tutorial. On May 5, 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of "The Art of Video Games" exhibit that was opened on March 16, 2012. Since its release Minecraft has won numerous awards including: Trailer An official trailer was released on Mojang Studios's official YouTube channel after the full release of Minecraft, on December 6, 2011. The video was made by Vareide instead of Hat Films, who have made update trailers and videos for Mojang Studios in the past. Previously, another trailer also made by Vareide was featured on the Minecraft website: Trivia Gallery Notes References Navigation See here for more information Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Indev.png] | [TOKENS: 82]
File:Indev.png Summary A shot for the indev page, since the one there doesn't really show a natural map 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 6 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/Daylight_cycle] | [TOKENS: 1491]
Daylight cycle The daylight cycle is a 20-minute-long cycle between two main light settings: day and night. Contents Behavior During the daylight cycle, the sun and moon appear to rotate around the player, appearing directly overhead at midday and midnight, respectively. The sun and moon always remain in the same position relative to the stars, and to each other. Solar eclipses are therefore impossible, and technically the moon would constantly be eclipsed by the world, even though it exhibits phases depending on the number of nights elapsed. The daylight cycle pauses when a single-player game is paused, but it does not when a GUI window (such as the inventory) is opened. In multiplayer, time proceeds normally as long as the server is running. The daylight cycle continues while the player is in the Nether or The End, although the world itself does not change until the Overworld is loaded again. A village created in another dimension observes a normal village schedule. Conversions In Minecraft, time is approximately 72 times faster than normal time. This can be easily calculated as the proportion 1440⁄20 = 72, since there are 1440 minutes (86400 seconds) in a real day (3600sec × 24hr) and 20 minutes (1200 seconds) in a full Minecraft day, assuming the tick speed is maintained at 20 ticks/second. A collection of time unit conversions is listed below: The approximation of real time to Minecraft time: 24-hour Minecraft day Time when using the /time set sunset‌[Bedrock Edition only] command. Villagers go to their beds and sleep. In rainy weather, the internal sky-light level begins to decrease. In rainy weather, creakings start to spawn. In clear weather, creakings start to spawn. Time when using the /time set night command. Time when using the /time set sunrise‌[Bedrock Edition only] command. In clear weather, creakings begin to despawn. In rainy weather, the internal sky-light level reaches 12, the maximum. In rainy weather, creakings begin to despawn. Daytime, not including sunset and sunrise, is equal in length to nighttime, lasting 9 minutes and 10 seconds. When a player first spawns in singleplayer, the daylight cycle always starts at the beginning of the daytime (0:00). Most multiplayer servers also start at the beginning of the daytime, but the daylight cycle continues regardless of any new players joining. During the daytime, the sun rises up to its peak in a light blue sky. The exact color of the sky depends on the current biome; for example, desert skies are a lighter shade of blue than plains skies. With Vibrant Visuals, biomes have more unique sky colors and sunlight is also colored depending on the biome. The moon is not visible below the world during daytime in Bedrock Edition. All blocks that are in direct vertical view of the sky receive sunlight at the internal sky light level 15, which is the maximum. Sunlight provides ample light for the growth of saplings and grass blocks. Most undead mobs (including zombies and skeletons) exposed to direct sunlight (and are not in shade, in water, or wearing helmets) are set on fire. Additionally, sunlight renders spiders neutral, unless they are currently chasing a player, and any endermen exposed to sunlight teleport randomly when near the player and randomly become neutral if having been aggressive for at least 30 seconds. For more details see Light § Effects of light. Sunset is the period between daytime and nighttime, and always lasts 50 seconds. During sunset, the sun descends on the western horizon, and the moon rises on the eastern horizon. The sky and clouds‌[BE only] near the setting sun turn into a vibrant orange-red, which is a set region of the sky in Java Edition, or the whole horizon while the camera is facing near the sun in Bedrock Edition. With Vibrant Visuals, more different sky and sun colors are applied depending on the biome. The internal sky light level decreases. Eventually, undead mobs exposed to direct sunlight are set not to burn. Between dusk and dawn, players may sleep in a bed. In singleplayer mode, doing so advances the daylight cycle to dawn and sets the weather to clear. This also occurs in multiplayer as long as every player online is in a bed simultaneously. Time does not pass for other aspects of the world, however; for example, crops do not grow and furnaces do not cook or smelt as they would when players are awake. Nighttime lasts 9 minutes and 10 seconds. During the night, the moon rises to its peak in a dark blue sky dotted with small white stars, while the sun isn't visible below the world in Bedrock Edition. The stars appear to move with the moon and can be first seen toward the end of the sunset. During the nighttime, the world is covered in darkness; the internal sky light level falls to a minimum of 4, which allows hostile mobs to spawn on the surface. The exact duration for which hostile mobs are able to spawn in exposed areas is 13188 ticks.[note 1] Regardless of the low internal sky light level, crops continue to grow during the night as long as they have sufficient client‌[JE only] or internal‌[BE only] light level, and at least one player is not sleeping to avoid skipping the night.[note 2] Sunrise is the period between nighttime and daytime, and always lasts 50 seconds. During sunrise, the moon sets on the western horizon and the sun rises on the eastern horizon. The same graphical effects are applied to the sky as with sunset, but in reverse. The internal sky light level increases. Eventually, the effects of sunlight return, dissipating the threat of most hostile mobs. Clocks A clock allows players to determine Minecraft time. A clock is useful while underground where the current day/night cycle is not visible, as they can help the player avoid mistakenly surfacing at night and falling prey to night-spawned mobs on the surface. Clocks spin uselessly in the Nether and the End, because there is no daylight cycle in those dimensions. Commands If commands are enabled, then it is possible to change the current time with the /time commands, as detailed below. To enable or disable the daylight cycle, use the following command: /gamerule advance_time‌[JE only]/gamerule dodaylightcycle‌[BE only] true|false Specific times can be set with the /time set command. Examples: Each day that progresses adds 24000 ticks to the time counter. While each day looks the same, the Moon appears in one of eight different phases each night. The phase of the moon can also alter some events in game such as Slime spawning and Spider effects. Although there is no explicit command to change the Moon's phase, using /time add 24000 advances the Moon to its next phase. Using /time set midnight also sets the moon's phase to full moon no matter what. Furthermore, any of the phases can be accessed with the use of one of the following commands: Achievements Videos Graph History Issues Issues relating to "Daylight cycle" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Light] | [TOKENS: 2829]
Light Light (or lighting) in Minecraft is a game mechanic that affects visibility, mob spawning, and the growth of some plants. There are three aspects of Minecraft's lighting system: light level, internal light level, and rendered brightness. Contents Light level Light levels can be found on the debug screen in Java Edition next to "Client Light" in parentheses. There exist two main types of light: sky light and block light. Other types of light, not present on the debug screen, are explained in the internal light level section. The term light level may be used to refer to the value of any of the light types. There are 16 light levels, specified by an integer from 0 (the minimum) through 15 (the maximum). The game sometimes uses the larger value of the two main light types currently at a block's location for some computations. This is what is known as client light, and its value, displayed after the words "Client Light" on the debug screen, is the number before the parentheses, which is calculated by the formula: max(sky light, block light). Block light comes from light-emitting blocks, and spreads using a flood fill algorithm. The block light level decreases by one for each meter (block) of taxicab distance from the light source. This applies to each of the 3 coordinate axes. In other words, the light level decreases diagonally by the sum of the distances along each axis. For example: On a surface, this effect produces a diamond-shaped pattern of illumination around the light source. An image of this can be seen in the section § Light-emitting blocks. In Java Edition, when calculating lighting, the shapes of some blocks are detected: pistons, daylight detectors, enchanting tables, farmland, lecterns, stonecutters, dirt paths, snow, end portal frames, slabs and stairs, so that the light passing through them can spread only in specific directions. For example, dirt paths prevent the light from propagating downward, but the light can propagate in other directions. Sky light is a type of light that is spread by the sky. It's not a light source in the natural sense, as it is used mainly for the game's logic computations. The sky light level for blocks vertically exposed to the sky is 15. Sky light cast onto blocks can spread to adjacent areas using a flood fill algorithm. Sky light is not reduced at night; rather, the spawning of mobs is determined by internal light values. Opaque blocks can prevent the spread of sky light. By contrast, transparent blocks such as glass and iron bars have no effect on the sky light level. All light-filtering blocks, however, reduce the spread of sky light. When sky light of a level of 15 spreads down through a transparent block, the level remains unchanged. When it spreads horizontally or upwards, it reduces its level by 1. However, when it spreads through a light-filtering block, it does not follow the above two rules and it attenuates by a certain number of light levels. Sky light with a level less than 15 spreads in a similar way as block light does: when it propagates to adjacent (including top and bottom, six blocks in total) blocks, it is attenuated until it is 0. In Java Edition, when calculating lighting, the shapes of some blocks are detected: piston, daylight detectors, enchanting table, farmland, lectern, stonecutter, grass path, snow, end portal frame, slabs, and stairs. They have directional opacity, so that the light passing through them can spread only in specific directions. For example, the dirt path prevents the light from propagating downward, but the light can propagate in other directions. In Java Edition, all of the following light-filtering blocks decrease sky light by 1 level (but do not affect block light). In Bedrock Edition, light-filtering blocks can reduce more levels of block or sky light. The following values are the amounts by which each block decreases the light level. The following values are the brightness of the blocks themselves. #e8c398[a] (oxidized & waxed variants) Internal light level The internal light level is used for calculations within the game. The game uses the internal light level of a block to compute various aspects of the game, which include mob spawning, the growth of some plants, and daylight detector outputs. In the Overworld, the internal light level is calculated as the maximum level of the block light and the internal sky light (formula: max(internal sky light, block light)). In other dimensions, due to the lack of sky light in them, the internal sky light level is always 0, so the internal light level is simply equal to the level of block light. In the Overworld, the game uses sky light, time, and weather to calculate an internal sky light value (also known as darkening sky light). This value is an integer with a maximum level of 15; it can also be negative. As the Overworld becomes darker, the internal sky light gets lower. Rendered brightness is what dictates the illumination of the Overworld, not internal sky light. Below there are two charts that explain how internal sky light is affected by the time and weather at sky light level 15. To obtain an internal sky light for a sky light level s less than 15, take the internal level L at 15 and subtract from it the difference between 15 and s: L−(15−s). (8,660 Gtk/7:13) (8,660 Gtk/7:13) (8,660 Gtk/7:13) (160 Gtk/8 sec) (160 Gtk/8 sec) () () () () (160 Gtk/8 sec) (160 Gtk/8 sec) () () () () B: (160 Gtk/8 sec) (159 Gtk/7.95 sec) () () () () J: (160 Gtk/8 sec) B: (159 Gtk/7.95 sec) (160 Gtk/8 sec) () () () () (160 Gtk/8 sec) (159 Gtk/7.95 sec) () () (240 Gtk/12 sec) J:(358 Gtk/17.9 sec) B:(357 Gtk/17.85 sec) (161 Gtk/8.05 sec) (161 Gtk/8.05 sec) () () B: (11,881 Gtk/9:54) (162 Gtk/8.1 sec) (162 Gtk/8.1 sec) () () B: (164/8.2 sec) (164 Gtk/8.2 sec) (12,017 Gtk/10:00.85) J: (166 Gtk/8.3 sec) B: (165 Gtk/8.25 sec) (166 Gtk/8.3 sec) (169 Gtk/8.45 sec) (168 Gtk/8.4 sec) Effects of light Light affects various things in the world: from crop growth, to mob spawning and behavior, and so on. Below, there are charts that depict the effects of light on various mobs and blocks. Keep in mind that light level is only one of the considerations that apply to mob spawning and plant growth. Check the corresponding articles for more information. Passive mobs, and some friendly neutral mobs can spawn at both day and night. However, they require a block light level of 9 or higher when the block is not exposed to the sky.‌[Java Edition only]. In Bedrock Edition, they can only spawn during the day as they require a light level of 7 or more. Most hostile mobs spawn in the Overworld when it gets dark at night, thunderstorms, or in caves, but torches and other light-emitting blocks prevent the mobs' spawn. These mobs need a maximum internal sky light level of 7 (however, the smaller the value, the more successful spawn attempts happen) and a block light level of 0 to spawn. Several undead mobs are set on fire for 8 seconds when hit by sunlight; these mobs try to avoid such areas and do not burn while in water, in the rain, wearing a helmet, or in the shade. The following chart describes the spawning and behavior of various mobs in function of the block light, in different worlds. In the nether: In Java Edition, most types of plants can grow at night, even if not supplied sufficient light from a light-emitting block, as long as plants of certain types are receiving a sufficient sky light value. This is because those types use the client light formula. In other words, those types do not grow in extremely dark areas where the value of sky light that reaches them is not sufficient. Unlike internal sky light, regular sky light used by the client light formula does not change with the time of day or weather. In Bedrock Edition, more types of plants need a light-emitting block to grow throughout the night than the amount of types that need light at night in Java Edition. In Java Edition, insufficiently illuminated crops break (uproot) in the next block update, and planting crops is not possible in such conditions. In Bedrock Edition, crops don't break and can always be planted due to a bug. Light level is checked at the block's position, even for crops and ice blocks. The block above is checked instead for bamboo, saplings, grass blocks, and mycelium. Below is a chart that explains how various blocks react to different types of light (see § Light level and § Internal light level, above). It is intended for Java Edition. The main differences with Bedrock Edition not seen in the chart are: Blocks and plants that are not listed on the chart (for example, sugar cane and cactus) are considered to not be affected by any type of light. Rendered brightness In classic graphics modes, the game uses the light level (instead of internal light level), time, and weather to compute the rendered brightness of a given object in the world.[note 1] Light is completely monochromatic and cannot be truly colored. As mentioned above, sky light is not reduced at night, instead, the brightness curve itself changes based on the time. Entities cast circular‌[Java Edition only] or tridecagonal‌[Bedrock Edition only] shadows (except on Simple graphics); however, these are unrelated to the rendering of blocks. In general, lighting due to blocks results in a higher brightness, which is balanced by the fact that light due to blocks effectively starts at 14 (solid light source blocks emit a level of 15, but that applies to the light source block itself) while sky light brightness is 15 outdoors. Light due to blocks also tends toward orange in the middle ranges, while sky light in the Overworld daytime is white. In the Overworld with the lowest brightness setting, full daylight reaches 98% brightness,[luma 1] while at night brightness is reduced to about 17% and is shaded blue. Full darkness is about 5% brightness. In Bedrock Edition, brightness during sunrise and sunset is dynamically tinted orange. In the Nether, sky lighting doesn't play a role since there is no source of sky light (although if there were, it would reach about 99% brightness.) Full darkness with the lowest brightness setting is at about 25% brightness, slightly darker than a block light level of 7 and no sky light in the Overworld, and is shaded orange like block light. In the End, sky lighting wouldn't play a role even if there were a source of sky light; this can also be seen if lightning is summoned in the End (there is no flash of brightness like there is in other dimensions). Full darkness in the End with the lowest brightness setting is about 28% brightness, and is shaded toward a bluish-green rather than the orange of the Nether and of block lighting. During End flashes in Java Edition, the lighting gets tinted purple. Regardless of graphics settings, all top faces of a three-dimensional object are rendered with full brightness, the north/south sides are slightly darkened, and the bottom and east/west sides are more darkened. This is not applied to entities and objects on the HUD in Simple graphics.‌[BE only] Smooth lighting is a lighting effect that blends light levels across block faces and darkens corners using ambient occlusion to add semi-realistic shadows and glowing from light sources. Paintings, item frames and water surfaces are unaffected in Java Edition; paintings are unaffected in Bedrock Edition with Simple graphics. Smooth lighting can be turned on or off in the video settings, except with ray tracing or Vibrant Visuals. Ambient occlusion darkens corners between blocks to mimic the real life effect where less light makes it into corners. This effect is based on the blocks placed diagonally in front of the shaded side of a block. For each corner of a side, the game checks diagonally for full blocks and determines the corner's brightness based on the found full blocks, with no full blocks meaning full brightness and both sides diagonally being full blocks meaning the darkest level possible (ambient occlusion only darkens to an extent and does not turn textures fully black). The brightnesses of the four corners are then blurred across the whole side and are applied to the block's texture. This table shows all different combinations of of ambient occlusion for the back corner of the top of the lower block: The effects of light are greatly enhanced by Vibrant Visuals, with reflections, shadows and scattering effects. Various effects can be customized in the Vibrant Visuals options. The brightness can be adjusted with a separate "Gamma" option, which allows a larger range of brightness levels. History Issues Issues relating to "Light" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dimension] | [TOKENS: 760]
Dimension Dimensions are parallel worlds within a Minecraft world characterized by a way of generation, biomes and structures, and other things unique to one dimension. Each dimension is its own separate 3D space, not affecting other dimensions. Players can explore and discover various dimensions in Minecraft, typically through the use of portals. With the addition of data packs, players can make custom dimensions to explore in Minecraft.‌[Java Edition only] The daylight cycle and weather may work differently or not exist in different dimensions, as well as respawn points (such as beds and respawn anchors). Contents Overworld The Overworld is the primary dimension in Minecraft. It has a wide variety of unique biomes to explore, and is easily the most diverse of the dimensions. Players typically spend most of their time in this dimension. Unique features of the Overworld include: The Nether The Nether (known as DIM-1 in the files) is a hot dimension where lava flows equivalent to water's flow characteristics. It is so hot that water evaporates and wet sponges dry out the instant they are placed. The ground mainly consists of netherrack, but soul sand covers the surface of soul sand valleys, and the basalt deltas consist of basalt and blackstone. A player can go to the Nether by entering a Nether portal in the Overworld. In most biomes, hostile mobs spawn and attack players, although in the warped forest only endermen spawn who don't attack players unless provoked. Unique features of the Nether include: The End The End (known as DIM1 in the files) is a space-like dimension with floating End stone islands, accessible with an End portal in a stronghold. In its center, there is a large lone island on which the ender dragon fight takes place; the outer islands are about a thousand blocks of void away from it. The End is a barren environment, but it is the place where some of the most unique and useful items in the game can be obtained, such as the elytra or shulker boxes. Unique features of the End include: Custom dimensions Using data packs, it is possible to create custom dimensions and dimension types that have different biomes, world generation and properties from the regular dimensions. Unimplemented dimensions The sky dimension was a scrapped dimension that would have contained floating land masses and was planned to be added in the Adventure Update. Eventually, the code for the sky dimension was repurposed for The End instead. In a Twitch livestream, the developers briefly mentioned the idea of a "dream dimension" that would be exclusive to Pocket Edition. Joke dimensions In multiple April Fools updates, new joke dimensions have been added for those updates only. In the joke snapshot 20w14∞, about 2.1 billion (2^31) dimensions were added. These only existed in 20w14∞ and these changes were not kept in later snapshots. There were also several easter egg dimensions, each having their own unique feature, including the ant dimension, the sponge dimension, the library dimension, the bridges dimension, the isolation dimension, the slime dimension, and the skygrid dimension. The other dimensions were completely random. In 23w13a or b, there is a dimension called the Moon. The Moon dimension is primarily made of cheese and features a mob called the moon cow. The Moon also features lunar bases which expand into a tree-like structure when activated. In 24w14potato, the Potato dimension was added. It is similar to the unused Sky dimension, and features many potato-themed mobs, blocks, structures, and a boss. History Issues Issues relating to "Dimension" 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/Sky_Dimension] | [TOKENS: 1264]
Sky dimension The Sky Dimension, or simply the "Sky", was a planned dimension in Minecraft, intended to be the opposite of the Nether. Using data packs, a player can generate a partial recreation of the original concept. Contents History In Indev, there was a map type called "Floating". It generated floating islands full of terrain based on the World Theme. The Sky Dimension was first announced when Notch tweeted a picture of the dimension. It was probably made to be like a "heaven", because the Nether was considered to be like a hell. The Sky Dimension was not completely confirmed until Notch released an update via Twitter stating: "And because PC Gamer made such a big deal of the Sky Dimension, I guess I'll have to finish it. Consider it confirmed." In a live webcast on the Swedish gaming site feber.se Notch revealed that the Sky Dimension would "probably be a dream world" and that when "you go to bed there is a certain chance that you get dragged into the dream world instead. Then you will be able to do it on purpose later on." The Sky Dimension was originally planned for the Adventure Update, but Notch put it on hold until the Nether was more fun. "It didn't work so well because of how light is calculated," Jeb explained. "The Sky Dimension originally had this top down light that the Overworld has, so you get like shadows in caves and such. But performance wise, it didn't work - it was extremely slow. So we removed the sun – now everything is evenly lit unless you've got a torch." And so the original concept of the Sky Dimension was later rebranded as "The End", a dark place fittingly referred to as the "end of the game", home to the endermen and the ender dragon, and a total conversion of the original idea. Notch tweeted much later that a different "Skylands" dimension probably was still in the making. This version, completely separate from the End, was set to replace the original idea. However, Jeb later stated that returning the Sky Dimension was not planned and therefore is unlikely to be done. For almost seven years until the release of Java Edition 1.13, the End's biome nomenclature remained as the last vestige of the scrapped Sky Dimension idea. Until 1.8, the only biome present in the End at the time was called "Sky"; the resource location for the biome remained minecraft:sky until 1.13-pre5. Even the new biomes added for the End in 18w06a initially used minecraft:sky_islands_* resource locations during development, before being changed to refer to the End instead. From Java Edition 1.13 to 1.17.1, it was possible to partially recreate the Sky Dimension through the Buffet world type. This was done by choosing the "Floating Islands" world generation option (world type after 1.16) and picking any Overworld biome (any type of Forest, Plains, Swamp, or Jungle) as the World Terrain option. This created a partial recreation of what the Sky dimension might have looked like. However, the “Floating Islands” world type was removed in 1.18. Since Java Edition 1.16.2, after the Nether Update, it is possible to create a data pack that adds a custom dimension set to use the minecraft:floating_islands noise settings or a custom set of noise settings that generates floating terrain. Since clouds are hard-coded to a specific range of altitudes (between 192 and 196 as of present day), custom noise and dimension settings can be set to generate terrain above them (minecraft:floating_islands uses the same altitude settings as the End). This is the current and only in-game way to recreate what the Sky Dimension could have looked like, even more so after the removal of the "Floating Islands" world type in 1.18. Mod-enabled version Code for a prototype of the Sky Dimension exists in versions from Beta 1.6 to Beta 1.9 Prerelease 3. Essentially, the only thing preventing it from being fully functional is the absence of a means of generating it and getting there. By modifying the game, it is possible to access this unfinished version of the Sky Dimension. The Sky Dimension can be accessed by modifying the following compiled Java class files in minecraft.jar: wr.class in Beta 1.6.6, xa.class in Beta 1.7.3, and acz.class in Beta 1.8.1. In this version of the Sky Dimension, the buildup of the world blocks-wise is very much like the Overworld, but it is always midday and it does not rain or snow (though cloud cover does appear as if it were raining). Like in the Overworld, there are oak trees, flowers, springs, lakes, and caves, and one can also find pumpkins, mushrooms, dungeons, iron, coal, and gold. Although uncommon, it is also possible to find sugar cane, redstone, lapis lazuli, and more rarely diamond. The only mobs that spawn in the Sky Dimension are chickens; no other mobs (including hostile ones and squid) spawn, except for monsters spawned by monster spawners in monster rooms. Snow generates on surfaces above a certain altitude, similarly to mountain biomes; however, there is no weather in the Sky Dimension, so snow is not renewable. Below the islands of the Sky Dimension is nothing but the Void and a layer of clouds. Bugs Originally, the Sky Dimension was hidden within the region 0 (Overworld) code. However, starting in Beta 1.9 Prerelease 3, it was given its own region: Region 2, with Region 1 being the Nether. However, Sky Dimension chunks stopped spawning within its region, they would generate in the Overworld on Multiplayer servers. If a world with Sky Dimension chunks is brought from multiplayer to singleplayer, the area of the chunks are always Plains biome, even if snow generated naturally on the ground. Trivia Gallery The first released screenshots of the Sky Dimension: The Sky Dimension Far Lands: See also References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Difficulty] | [TOKENS: 2378]
Difficulty Difficulty is an option in Minecraft that has a direct impact on the ease of gameplay, allowing the game's challenges to be tailored to the player's skill level. Contents World settings There are four difficulty levels in the game: Peaceful, Easy, Normal, and Hard. These can be changed when creating a world, in the world options, as well as with the /difficulty command. While the difficulty settings modify the challenge in Survival mode, they also affect hostile mobs in Creative mode the same as in Survival; for example: Survival mode is affected by difficulty as described in the sections below. No hostile mobs can spawn naturally, except for shulkers, hoglins, and the ender dragon, all of whom no longer deal any damage. No spiders, cave spiders, zombified piglins, endermen, drowned, skeleton horses, zombie horses, or camel husks – neutral/passive rather than hostile mobs – can spawn naturally. In Java Edition, piglins and hoglins can only naturally spawn inside of bastion remnants, and their other spawning conditions are disabled, same goes for zombie nautiluses, only spawning inside of ocean ruins. When any of these mobs attempt to spawn (whether naturally, through monster spawners, spawn eggs, or commands), they despawn instantaneously, with no visible spawning. All mobs that can spawn (such as shulkers, piglins, zombie nautiluses, polar bears, or wolves) are completely peaceful and unable to harm the player, with the exception of the ender dragon, which still targets players and deals knockback. Additionally, sculk shriekers do not give the Darkness effect because they can't spawn the warden. When the difficulty is switched from any other setting to Peaceful, all mobs that are not allowed to spawn on Peaceful despawn. Players regain health rapidly over time. Despite this, it is still possible to die if damage is received quickly enough. TNT deals no direct damage to the player, but it does give knockback still, meaning a player can be killed by it if it launches them too far upward. In Java Edition, due to a bug, ocelots can't spawn naturally on Peaceful, as they occupy the monster mob cap. The hunger bar never depletes; in Java Edition, players therefore cannot eat anything except golden apples, chorus fruits, milk buckets, honey bottles, and suspicious stew, unless the player switched to Peaceful when their hunger bar was below the maximum. Players can eat normally in Bedrock Edition. Additionally, if the hunger bar is below the maximum, it regenerates quickly. The monsters that spawn naturally, which are ender dragons, hoglins, piglins, shulkers and zombie nautiluses, become harmless on Peaceful. Killer bunnies‌[JE only] become passive as well. If a player is in a village with Raid Omen and the effect ends, the raid is not triggered as raiders cannot spawn in peaceful difficulty. Because of the gameplay changes and the absence of many mob types, many blocks and items are unavailable to the player. A list can be found at Non-renewable resource#Peaceful difficulty. In addition, the player is unable to get many advancements and achievements. Dispensers are unable to place wither skeleton skulls even if the required blocks for summoning a wither are available. One major effect of the lack of certain resources is that End portals cannot be activated by the player in Peaceful difficulty, because it is impossible to acquire the eyes of ender necessary to activate an end portal.[note 1] However, it is possible to switch to a non-Peaceful difficulty, let blazes spawn, kill enough for crafting eyes of ender, and switch back to Peaceful. It is also possible for an end portal to be activated by naturally generating with an eye of ender already embedded within all 12 end portal frames. For any given end portal, there is a 1 in a trillion chance of this happening.[note 2] However, because of the huge number of possible seeds, over 8 million seeds are known to generate such end portals. Hostile mobs spawn, but they deal 1⁄2 of the damage they would on Normal difficulty plus 1HP or the same damage they would on Normal difficulty, whichever is lower. The hunger bar can deplete, damaging the player until 10HP remain if it drains completely. Cave spiders and bees cannot poison players on Easy difficulty, and the wither does not cause the Wither effect, although wither skeletons do. Lightning sets only the struck block on fire, not surrounding blocks. Zombies do not break down doors, and do not turn villagers into zombie villagers. Zombies and skeletons do not wear full sets of armor. Hostile mobs like zombies, skeletons, spiders, husks, and strays deal about 1HP or 2HP damage. If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 3 waves (4 waves if a player with a Raid Omen effect that is higher than one level enters a village.) Hostile mobs spawn and deal standard damage. The hunger bar can deplete, damaging the player until 1HP remains if it drains completely. Zombies do not break down doors, but villagers killed by zombies have a 50% chance of turning into zombie villagers. Zombies and skeletons rarely wear sets of enchanted armor. Vindicators can break doors. If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 5 waves (6 waves if a player with a Raid Omen effect that is higher than one level enters a village.) Hostile mobs deal approximately 11⁄2 times the damage they would deal on Normal difficulty, and in some cases drop higher-value items when killed. The hunger bar can deplete, not only damaging but also killing the player if it drains completely. Zombies and zombified piglins‌[JE only] can break through wooden and copper doors and can spawn reinforcements when attacked. In Java Edition, spiders can spawn with a beneficial status effect (Speed, Strength, Regeneration, or Invisibility), with these effects having an infinite duration. Villagers killed by zombies always turn into zombie villagers. In Bedrock Edition, if the world type isn't infinite, pillagers deal 4HP damage, instead of 5HP. If a player is in a village with Raid Omen and the effect ends, it triggers a raid that consists of 7 waves (8 waves if a player with a Raid Omen effect that is higher than one level enters a village.) While in the world creation screen, selecting Hardcore from among the game mode options causes the player to spawn in Hard difficulty, does not allow it to be changed, and allows the player only one life. In a single player world, a player who dies can choose to respawn in Spectator mode or return to the title screen. In multiplayer, upon death, the player's game mode is automatically set to Spectator mode. In Java Edition, the only way to change the difficulty of Hardcore is to use the Open to LAN feature in the pause menu to enable commands, or to use an .NBT editor on the world's .NBT file. Moon phase The phase of the moon has effects on the spawning of slimes in swamp biomes, and contributes to the calculation of regional difficulty. The fuller the moon is, the greater the effect. The moon does not actually have to be in the sky for this effect to take place, since the moon exists in daytime and across dimensions. Regional difficulty Regional difficulty or local difficulty is a value between 0.00 and 6.75 that the game calculates by considering the world difficulty setting, the inhabited time of a chunk, the total daytime in the world, and the phase of the moon. This value is shown on the debug screen as the first value listed after the heading "Local Difficulty". This value determines several aspects of the difficulty of gameplay (see below). The inhabited time of a chunk increases for each tick a player spends with the chunk loaded. This is a cumulative measure of time—if 50 players spend a single hour in a chunk, it counts the same as if one player spent 50 hours there. The effect of inhabited time on regional difficulty is capped at 50 hours. The total daytime in the world is the value from /time query daytime added to the "Day" on the F3 debug screen converted to ticks, i.e. daytime + (dayNumber * 24,000). This is not the same as the actual playtime in the world (the value from /time query gametime). It affects the regional difficulty after the first 3 in-game days, and has no additional effect after 63 in-game days. In pseudocode, the calculation of regional difficulty is: The raw regional difficulty therefore is always 0.0 on Peaceful and ranges from 0.75 to 1.5 on Easy, 1.5 to 4.0 on Normal, and 2.25 to 6.75 on Hard. The clamped regional difficulty (also known as special multiplier) also is a value between 0.00 and 1.00 based on regional difficulty. This value is shown on the debug screen as the second value listed after the heading "Local Difficulty". This is yet another value that affects the difficulty of gameplay (see below). The regional difficulty value is clamped as follows: Thus, on Easy, where regional difficulty is never higher than 1.5, the clamped value is always zero. On Normal, where regional difficulty is between 1.5 and 4.0, the clamped value can be anywhere from 0.0 to 1.0. On Hard, where the regional difficulty is never lower than 2.25, the clamped value is always at least 0.125. On Normal, the effects reach the maximum after 63 in-game days (1512000 game ticks) in a fully-inhabited chunk on a full moon; and on Hard after 63 in-game days the effects reach the maximum in chunks inhabited 4 1⁄6 hours during a full moon and remain at maximum in chunks inhabited over 16 2⁄3 hours.[verify] Effects The damage mobs deal to players is affected by the difficulty setting of the world they are in. The values below represent the amount of damage taken per hit. If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow If having a potion effect when exploding, it leaves an effect cloud with the effect, like a lingering potion. If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow Pillager Arrow ‌[JE only] If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow If holding a tipped arrow or a spectral arrow in its off-hand: The effect of the arrow Normal: 5 waves Hard: 7 waves Hard: 80% pillager, 20% vindicator Normal and Hard: Any light level Hard: 80% chance Normal and Hard: can break door Videos History Issues Issues relating to "Difficulty" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Notes References See also Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition#cite_note-33] | [TOKENS: 3070]
Java Edition Java Minecraft Usage Guidelines Partial (see below) Minecraft: Java Edition (formerly just Minecraft[note 1]) is the original version of Minecraft, developed by Mojang Studios for Windows, macOS, and Linux. Notch began development on Minecraft on May 10, 2009, and publicly released it a week later on May 17, 2009. The full release (version 1.0.0) was released on November 18, 2011, at MINECON 2011. Contents Unique features Updates are managed directly by the Minecraft Launcher, so it does not have to go through platform holders' certification. Logging in with a Microsoft account is required to use the launcher and play the game. In addition to the latest version and latest snapshot, most past versions of Java Edition are also available through the launcher. The launcher allows for separate profiles that are useful for mods, development versions, and old versions. Java Edition's code is more easily modifiable, and so it has by far the most robust scenes for mods and custom servers. One example of this was the addition of the obfuscation map, which was intended to make modding easier, before obfuscation was removed completely.​[upcoming JE 26.1] As such, the code has been extensively examined by the modding community, and therefore is highly documented - one example being the Java Edition protocol documentation. Realms for Java Edition is a separate subscription from the two Realms subscriptions for Bedrock Edition. The Windows versions of Java Edition and Bedrock Edition are sold together as Minecraft: Java & Bedrock Edition for PC and Minecraft: Java & Bedrock Edition Deluxe Collection (the latter includes DLC for Bedrock Edition). Previously, owners of Java Edition who bought the game before June 7, 2022 would also receive a free copy of Bedrock Edition. Development Notch got the idea for Minecraft after playing Infiniminer with other members of the TIGSource forums in 2009. Other influences include Dwarf Fortress, Dungeon Keeper, and Notch's own previous project, RubyDung. When he first started working on Minecraft, Notch had planned for it to just be a small project. For instance, when Notch uploaded the first YouTube video of Minecraft on May 13, 2009, he had not yet decided on a name, and simply referred to it as a "cave game". The name Minecraft: Order of the Stone was announced the next day (from a suggestion a TIGSource forums user gave in an IRC chat), a reference to The Order of the Stick, a webcomic and "one of the best things on the internet", and then shortly after, it was shortened to Minecraft as it was much simpler and to prevent people from confusing it with The Order of the Stick. The name was later used for Minecraft: Story Mode. The game was finally released for an "early private single-player alpha" on May 16, 2009. Today, the majority of all pre-classic versions are lost. Minecraft 0.0.11a was publicly released the day after the private release on May 17, 2009, and the game received mention on IndieGames.com the day after that. This phase was later named Minecraft Classic. In July, Minecraft was rewritten to use the Lightweight Java Gaming Library (LWJGL). Until Minecraft Beta reintroduced it, Classic was the only version of Minecraft with the Creative game mode, which gives players an infinite amount of each block to build with without having to gather them as in Survival mode. A multiplayer test also occurred shortly before the Survival test. Survival Test was released as a version of Classic on September 1, 2009. It was the introduction of Survival Mode. In it, the player now had to mine blocks, face mobs, and had a health bar. If the player were to die, the map was lost; unless backed up, the user would have to start over with a new map, similar to Hardcore mode. Indev (short for in development) was released on December 23, 2009, after Notch received requests to let the community try out new features he was implementing in Survival Test. Indev version 0.31 was released to the public on minecraft.net/indev and available only to people who had purchased the game. When a new game was started, the player would spawn in a prefabricated wooden house. Updates introduced a more complex and realistic lighting scheme than Classic, as well as a day-night cycle. Indev received more updates after this, adding a few fundamental features to Minecraft as it went. During its lifespan, some updates were devoted mostly to testing new things, like food, torches, or fire. The difficulty settings: Peaceful, Easy, Normal and Hard, were added to the game. Unique to Indev were level types, similar to biomes and dimensions - for example, Floating Islands and the Sky Dimension, and "Hell" (not the Nether). Like Survival Test, if the player were to die, all progress was lost. Infdev (short for infinite development) was released on February 27, 2010, and became the third phase of Minecraft's development. It featured the important addition of maps that can generate infinitely, which extended the gameplay possibilities even further as well as other upgrades including new crafting recipes, 3D clouds, a new terrain generator, a more realistic fluid system, and more complex caves. However, Infdev scrapped other features of Indev such as world themes. This, in turn, spelled the demise of features such as 'floating islands' and 'permaday'. These removals are understandable, as Infdev's main purpose was to develop infinite maps. However, some extra gameplay features and items were added, such as minecarts, dungeons with mob spawners, and the ability to respawn. After being replaced by Alpha on June 30, 2010, Infdev remained available on the official Minecraft website until September 2010, when it was removed. Only one version, Infdev 20100618, is playable through the launcher, by enabling the "Historical versions" button in the Launcher options. Alpha was released on June 30, 2010, however, only technically, as the first version labeled as Alpha was Alpha v1.0.1. When this update was released, Notch decided to rename Infdev (June 30, 2010) to Alpha v1.0.0. This phase of the game saw many major features added to Minecraft. Multiplayer for Survival was created, and features such as redstone circuits, boats, new music, and new mobs, often without announcement in "Seecret Friday Updates". The Halloween Update on October 30, 2010, was a major update adding biomes, The Nether, new mobs, blocks and items, and other changes. One could see Alpha's introduction of biomes as being the return, at least in part, of Indev's world themes, and indeed the Nether is not unlike the 'Hell' world theme. Another reintroduction in Alpha was the return of multiplayer. Unlike Classic's Creative multiplayer, Alpha's multiplayer was available only in Survival form that is logically called "Survival Multiplayer". It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. Today, 23% of all Alpha versions are lost. Beta was the sixth and last phase of Minecraft's development before its official release. Beta was released on December 20, 2010. Features that were added include a new logo and launcher, customizable world name and world seed, achievements and statistics, weather, Smooth Lighting, dyes, more plant types (two new types of trees and tall grass), wolves and squid, beds, and other blocks and items. The Adventure Update was a major set of updates, focusing on exploring and combat and adding an ending to the game. Features added include a new terrain generator, new mobs, blocks, biomes, and items. Three generated structures were added: villages, strongholds, and mineshafts. Changes to general gameplay include an improved combat system including critical hits and experience, a reintroduced Creative, Hardcore, and a way to finish the game by traveling to The End and defeating the ender dragon. Originally planned to be started in Beta 1.7, the first part of the Adventure Update was released as Beta 1.8 on September 14, 2011. Starting on September 9, 2011, developmental versions were "leaked" by Mojang Studios. Beta 1.9 was never released, but 6 pre-releases using the 1.9 version number were made available for users to test and report bugs back to Mojang Studios. On October 18, a feature freeze went into effect and Mojang Studios shifted all Minecraft development focus to fixing bugs and preparing the game for release. On November 13, a release candidate of 1.0 was released, along with an official update to 1.8.1 that added sounds from the developmental version. It is still playable on the launcher by enabling the "Historical versions" button in the Launch options. 1.0.0 (November 18, 2011) 1.21.11 Yes: US$29.99/€29.99[note 2] The full release of Minecraft, 1.0.0, was released during MINECON 2011 on November 18, 2011, by Notch at the keynote address ceremony at 9:54 pm UTC. Jeb confirmed the version number in a tweet while also stating that the game would be officially out of Beta. The release includes many features from the Adventure Update that were not included in Beta 1.8. The most prominent feature is an ending to the game, which can be achieved by defeating the Ender Dragon boss in The End. The full release of Minecraft is charged at full price (US$29.99, Can$39.99, €29.99, £24.99, A$39.95, NZ$49.95, or S$39.90) to new players, but Alpha and Beta players receive this copy through regular updating. After the release, Notch said in an interview that he was nervous about releasing a full game that would be rated and reviewed. Upon release, the game was well received and was given high ratings by many gaming websites and fan reviews. Subsequent updates have since been released, with additions such as new gameplay mechanics, new mobs, and biomes. For the full list of additions since 1.0.0, see Java Edition version history. The game received the Java Edition subtitle in Java Edition 1.12.2, to separate it from Bedrock Edition, which was renamed to just "Minecraft" by the Better Together Update. On October 6, 2018, Mojang Studios open-sourced parts of the code for Java Edition, mainly the Brigadier command engine and the Data Fixer Upper. A complete rewrite of the game's rendering engine called Blaze3D is being considered for open-sourcing. Demo version The demo version of Java Edition is for players who haven't bought Minecraft yet and has some restrictions: Controls Controls for the Java Edition are designed for use with a keyboard and mouse, touchscreen, or touchpad. System requirements The game can run on a lot of hardware, including low end systems like mobile Intel Core 2 Duo from 2007. However, for an enjoyable experience, it is encouraged to consult the recommended requirements. The below requirements are adapted from the official requirements and are meant for unmodified versions of the game. Mods and resource packs can have significantly higher requirements, complex worlds might also require better hardware to run well. Java 21 is required. However, the Minecraft Launcher automatically supplies the correct Java version by default, removing the need to install it separately. Recent versions of Java Edition are not compatible with 32-bit operating systems. The latest version of Java Edition that can be played on a 32-bit operating system is Java Edition 1.20.4. A stable Internet connection is required for the launcher to download game files, authenticate usernames, and for the game to connect to multiplayer servers. The player must download and run Java Edition while connected to the internet at least once; afterward, the player can play without an internet connection, but must still connect to receive updates or play online. The latest version of game requires the following to run in any capacity: Officially, only Linux, macOS Mojave (10.14.5) or later and Windows 7 or later are supported, but it might be possible to run Java Edition on other platforms by unofficial means. Information on system requirements for running a Java Edition server can be found on the Server/Requirements page. Reception GameSpot Minecraft: Java Edition was first made available for sale in June 2009 and has since sold over 30 million copies. Minecraft has received high acclaim from critics and has since become one of the most influential and successful indie games ever released. The game's popularity has influenced the creation of a new genre of Minecraft clones. The game has been praised for the creative freedom it grants its players in-game, and for how dynamic the overall gameplay is. Since its creation, Minecraft has become the best-selling video game in history, selling a combined total from all versions of over 238,000,000 copies. PC Gamer listed Minecraft as the fourth-best game to play at work. A review of a version during the Alpha stage of the game, by Scott Munro of the Daily Record, called it "already something special" and urged readers to buy it. Jim Rossignol of Rock, Paper, Shotgun also recommended the alpha of the game, calling it "a kind of generative 8-bit Lego S.T.A.L.K.E.R.: Shadow of Chernobyl." On September 17, 2010, gaming webcomic Penny Arcade began a series of comics and news posts about the addictiveness of the game. Video game talk show Good Game gave it a 7.5 and 9 out of 10, praising its creativity and customization, though they criticized its lack of a tutorial. On May 5, 2011, Minecraft was selected as one of the 80 games that would be displayed at the Smithsonian American Art Museum as part of "The Art of Video Games" exhibit that was opened on March 16, 2012. Since its release Minecraft has won numerous awards including: Trailer An official trailer was released on Mojang Studios's official YouTube channel after the full release of Minecraft, on December 6, 2011. The video was made by Vareide instead of Hat Films, who have made update trailers and videos for Mojang Studios in the past. Previously, another trailer also made by Vareide was featured on the Minecraft website: Trivia Gallery Notes References Navigation See here for more information Navigation menu
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[SOURCE: https://minecraft.wiki/w/Infdev] | [TOKENS: 433]
Java Edition Infdev February 27, 2010 June 30, 2010 Yes Infdev (short for infinite development) was the fourth phase in the development cycle of Minecraft. It was only playable in singleplayer Survival mode, and was the third Minecraft development stage to have some of its versions released to the public. Infdev succeeded Indev when Notch decided to rewrite the game's code to allow terrain to be "infinite" and procedurally generated rather than finite. This principle of how maps are generated is similar to current Minecraft maps. Ever since Infdev, maps generate terrain theoretically 8 times the size of the Earth. Infdev was also the first appearance of the Far Lands. The edge of the map limits the world to 64,000,000 blocks by 64,000,000 blocks, or 4.096 billion square kilometers. For comparison, the Earth has a total surface area (including ocean) of 510 million square kilometers. Contents Features Phases of Infdev Infdev can be conceptually split into three conceptual phases, based on how the game was being updated at the different times. Note that these phases are not official, and are only present for convenience at explaining the updates to Infdev. Alpha replacing Infdev Because Infdev's main purpose was to catch an infinite terrain version up to par with Indev's content, that purpose was filled around June 2010. Infdev was replaced by the name of Alpha as a sign of progression towards release. Infdev no longer gets updated, and its link has been removed from the Minecraft website. Infdev, along with Indev, were still available on Minecraft.net up until September 2010, and to play Infdev now, players must use the option for playing another version of the game in the new launcher. Alpha's transition was an arguably "gradual" one, as the version Alpha v1.0.0 was originally an Infdev version, which was only retroactively defined as being Alpha v1.0.0 upon the release of Alpha v1.0.1. Versions Trivia Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Fluid] | [TOKENS: 1783]
Fluid Fluids (also known by players as liquids) are blocks that are able to flow over the terrain, forming rivers or falls. There are only two fluid blocks: water and lava. There are other in-game substances that show fluid properties but cannot be placed as fluid blocks, mainly potions, dyed water,‌[Bedrock Edition only] milk, and honey. Contents Properties Fluids can be placed as source blocks by using a water bucket and can be picked up with an empty bucket. It is possible to use a glass bottle from a water source to fill it, but the source is not removed. When placed, fluid blocks that are completely confined by the blocks around them render as still. Otherwise, they become the source of a liquid flow, spreading according to the fluid rules and being rendered with the direction of flow shown by animated lines A source block appears as being "full" nearly to the top of its containing blocks (if any) while flowing fluid blocks appear to be "emptier" the further they are from their source. Fluids can interact with each other, and with other blocks they are placed next to or flow over or past, according to the properties of the affected block. Flowing fluids exert pressure on entities pushing them in the direction of the flow. Items that are thrown or dropped into flowing water are carried along until they get caught in an eddy or the flow reaches its maximum extent. Being carried in a flow does not prevent de-spawning. Mobs that are able to float in fluids do not drown, but cannot swim upstream. The minority of mobs that swim (such as fish and axolotl) can also swim upstream. Flowing lava transports netherite items ( scraps, ingots, blocks, or made items only ) in the same way, but all other items burn up before they can be carried any distance and are thus lost. Fluid blocks are replaceable in the same way that air is, so placing a solid block into a liquid source replaces it. Placing most blocks that can be waterlogged into a water source block does not destroy the source block, or stop water from flowing from the source block. Full blocks that can be waterlogged, such as leaves, mangrove roots, and copper grates, do stop water from flowing from a source block.‌[Java Edition only] Other waterlogged blocks with a full square surface, such as stairs and trapdoors, block water flow in the direction of the square surface. No block can occupy the same space as a lava source block; placing any block into a lava source block destroys the source block. Placing any type of block into any flow blocks it, redirecting or stopping it. Normally, water cannot be placed in the Nether. The only ways to get water into the Nether is by using the /setblock or /fill commands, and using the water item.‌[BE only] In Java Edition, when a block that liquids can flow into (including air) or a waterloggable block has at least two water sources next to any of its horizontal faces and has a block that liquids cannot flow into below itself, a water source is created at that position. This is true even when the generating sources are in waterlogged blocks, unless said blocks do not let water flow from that side. In Bedrock Edition the process is similar, aside from a few differences: In Java Edition, source generation is controlled by the game rules for waterSourceConversion (set to true by default) and lavaSourceConversion (set to false by default). Changing the lavaSourceConversion game rule to true makes lava generate new source blocks just like water does. Fluid blocks have a level (or liquid depth‌[BE only]) value that measures how "empty" it is. A source block is "full" with a level of 0. Water and lava in the Nether have a level equal to the level of the fluid that generated them +1, with a maximum possible "emptiness" value of 7, where the flow stops. Thus, a flowing block next to a source has level value 1, the next further away has level value 2, and so on until level 7. Lava in the Overworld or the End increases two levels per flowing block instead, with a maximum emptiness value of 6. In Java Edition, a flowing fluid that has source or another flowing fluid of the same kind above itself is assigned the level value 8 instead. In Bedrock Edition, if a flowing fluid has a fluid of the same kind above itself, the level of the former fluid is 8 + the level of the latter, wrapping back to 8 for values higher than 15. Flowing fluids can never have a level value of 0. The rendering of fluids is partially based on the level values, specifically the height of the fluid and the direction of flow displayed. Once a source block is placed, the fluid spreading procedure begins. Sources in waterlogged blocks, except for ones that are full blocks,‌[JE only] work the same way. Additionally, waterlogged stairs don't spread water from the back and the bottom, as they are full sides surfaces. This block is the first of a list of blocks involved in the spreading procedure. The fluid spreading procedure may need the source to receive a block update signal if it was created without being placed. First, each open side of a fluid block starts to flow. A water block in a flat area spreads out in all four directions until it reaches the depth limit, forming a diamond shape spanning fifteen blocks point-to-point. A water source floating in midair starts to flow downwards and then, 5 ticks later, flows out to its four sides. Each flowing block created is added to a list of blocks to be considered for further spreading. Now the blocks directly below each source or flowing blocks on the "spreading list" are checked: Flowing fluid has a speed value that governs how fast the spreading effect takes place. Water moves at 1 block every 5 ticks, or 4 blocks per second. Lava in the Nether moves at 1 block every 10 ticks, or 2 blocks per second. However, lava in the Overworld is much slower, and moves at only 1 block every 30 game ticks, or 2 blocks every 3 seconds. 4 blocks per second 2 blocks per second 2 blocks per 3 seconds The shape of the ground around a flow is considered when evaluating its spread, giving preference to the creation of water or lava falls, for aesthetic purposes. During the evaluation of horizontal spread, the area around source and flowing blocks is checked for air, fluids (a waterlogged block is considered only if it exposes its liquid phase on its top and the spreading fluid is water) or blocks that can be destroyed by fluids one block below the fluid block. The area checked is up to 5 blocks away for water or lava in the Nether and up to 3 blocks away for lava elsewhere. For example, the flow of water from a single source placed within 5 blocks of an edge is only one block wide to the edge, and then falls as a one block wide stream. Some waterloggable blocks in Bedrock Edition and all waterloggable blocks in Java Edition let water spread only from their non-full sides, if there are any. If particles are fully enabled in the options menu, solid blocks that have air below and fluid above drip, as a visual indication that only one layer of blocks separates the player from the fluid above. Dripping lava does not cause damage or start fires. It can take several seconds before dripping starts. In Bedrock Edition these actions cause a fluid block to update: In Java Edition post placement updates affect fluid sources including waterlogged blocks as well as flowing fluids only if the updates generate from the same fluid, and neighbor changed updates affect all fluids excluding waterlogged blocks. Generated structures never cause block updates to adjacent fluids when they generate. For example, a cave entrance that is created partly below water level at the edge of a body of water or lava does not cause the fluid to flow until it receives a block update. On the other hand, fluids created as part of a structure flow immediately if not completely confined; this includes holes in the bottom of an ocean that open into a ravine below. When the two fluids interact, the results vary depending on the position of the fluid source. Some interactions trigger when one liquid attempts to flow into the same block as another, while others simply occur when the liquids occupy adjacent blocks: Mixing two fluids can be useful for cobblestone farming. Videos History Issues Issues relating to "Fluid" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:OldNether.png] | [TOKENS: 78]
File:OldNether.png Summary The Nether as it appeared prior to Beta 1.8. 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 10 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/The_Nether] | [TOKENS: 2261]
The Nether The Nether is a dangerous, volcanic, fungal dimension containing fire, lava, Nether fungi, many hostile mobs, and exclusive structures and biomes. Contents Accessing To access the Nether, the player must construct a nether portal in the Overworld (portals created in the End do not activate). To create the portal, the player must first build a rectangular obsidian frame, ranging in size from a minimum of 4 blocks × 5 blocks to a maximum of 23 blocks × 23 blocks. Once the frame is completed, it can then be activated by placing fire within the frame, using flint and steel, fire charge, dispensers, or any material that is capable of igniting fire. The portal allows most entities (with the exception of the wither and the ender dragon) to be transported to a corresponding portal in the Nether. In Survival, the player must stand in a nether portal for 4 seconds to enter the Nether. The player can step out of a portal before it completes its animation to abort the teleport. The portal plays a sound effect while the player is inside it. If there is no corresponding portal, a new 4×5 portal is created. The portal can be destroyed by breaking the obsidian frame, by a nearby explosion, or by placing water in the Overworld or lava into it with a bucket or dispenser. Any of the blocks in the corners can be destroyed without destroying the portal. The Nether could generate in the former Old‌[Bedrock Edition only] world type, (with the same 256×256 borders as the Overworld) though nether portals could not be created without using commands. Nether portals created in the Nether could spawn the player outside of the world barrier. If cheats are enabled, players can also teleport to the Nether without using a nether portal: the syntax is /execute in the_nether in Java Edition, and /execute in nether in Bedrock Edition. Traits Bedrock forms a rough 5 layer ceiling on top of the nether (starting at y-level 123 and ending at y-level 127) restricting the player from leaving the Nether. Just like in the Overworld, the player is protected from falling off the world by 5 bottom layers of bedrock (starting at y level 4 and ending at y-level 0) in a rough pattern. This makes the Nether 128 blocks high unlike the Overworld's 384. As with the vast Overworld and End dimensions of the Java and Bedrock Editions, the Nether is equally horizontally vast to the world border. In Java Edition, build limit in the Nether is 256 blocks: if the player manages to get on top of the bedrock roof, they can build additional 128 blocks upward on it. In Bedrock Edition, the build limit in the Nether is 128 blocks, despite it being 256 in the End, and 320 in the Overworld. The Nether has no daylight cycle and no weather. Natural sources of light include fire, lava, portals, shroomlights and glowstone. Even with a light level of 0, the Nether has a dim ambient light (roughly equivalent to light level 8 in the Overworld). Light otherwise functions exactly the same as it does in the Overworld and the End. The majority of "flora" in the Nether is fungus-based as opposed to plants. The Nether "grass" consists of specialized Nether mycelium (known as "nylium"). The Nether features its own unique fungi (including Nether wart), as well as equivalent huge fungi that serve as trees. The stems of the huge fungi function as logs. Also present are a number of native vines and roots. Most creatures found in the Nether are hostile and potentially dangerous. Locations in the Nether correlate to Overworld coordinates, but horizontal Overworld distances are scaled down by a ratio of 8:1 for travel in the Nether. Therefore, traveling one block in the Nether means traveling eight blocks in the Overworld. For example, in a perfect scenario, a player who enters a portal in the Overworld at X=0, Z=0 and travels in the Nether to X=1000, Z=1000 returns to the Overworld at X=8000, Z=8000. This makes portals a useful tool for traveling long distances in the Overworld. This does not allow one to pass the Overworld World border. Most items and blocks in the Nether function the same as they do in the Overworld, with a few notable exceptions: Environment The Nether features unique cave-like terrain with no sky. Lava and fire are common hazards everywhere in the Nether. Areas distant from the player are shrouded in fog of red or blue, depending on the biome. The shape of the terrain in the Nether is independent of the biome distribution; instead, the biomes alter the surface material and add terrain features to the netherrack terrain. The Nether is divided into several biomes just like the Overworld, each featuring unique terrain, mobs, structures, ambience, etc. There are currently five biomes in the Nether: 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. 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, and ghasts are also common. This biome also contains a much higher abundance of blackstone compared to other Nether biomes. The Nether contains a variety of unique generated structures. Though equally vast, it contains far fewer types of generated structures than there are in the Overworld. There are currently 4 generated structures in the Nether: This structure is the only place where blazes and wither skeletons spawn, making fortresses the gateway to both bosses in the game: the ender dragon and the wither. Fortresses also contain blaze monster spawners, as well as small nether wart farms. Nether fortresses can be found in all Nether biomes. These structures can be found in any Overworld and Nether biome. The Nether has a lot of different terrain features that generate within the biomes of the Nether. There are currently 5 terrain features in The Nether: Striders can be found striding across these seas. The Nether is home to its own share of mobs, most of which are immune to fire and lava. Skeletons and endermen are the only Overworld mobs that can naturally spawn in the Nether; in Java Edition, baby zombified piglins may spawn as chicken jockeys. Other Overworld mobs do not naturally spawn in the Nether but can be brought in through portals (except for of the wither and ender dragon). There are currently 12 in Java Edition, or 11 in Bedrock Edition, mobs that spawn in this dimension, with 3 additional associated mobs: Associated: The following mobs are associated with the Nether, but do not spawn naturally without player interaction. Naturally generated blocks includes those that are created through the world seed. Naturally created blocks are created through a combination of events that lead these blocks to be placed by natural causes, not by the player. These blocks are only generated as part of nether fortresses, nether fossils, bastion remnants and ruined portals, when the "generated structures" option is on. Technical information In Java Edition, the Nether is stored in .minecraft/saves/worldname/DIM-1. Deleting this folder resets the Nether, so that all player-made changes and buildings in that dimension are undone. In Bedrock Edition, the com.mojang/minecraftWorlds/world ID/db folder contains several collections of chunks. Some of these files are used for the Nether, but it is impossible to tell which ones simply by reading the file name. Achievements Advancements There is a tab dedicated to the Nether in the advancement system, all involving visiting the Nether in some way in order to advance. The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. Videos History Issues Issues relating to "The Nether" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Minecart] | [TOKENS: 1994]
Minecart Common Yes No Height: 0.7 blocksWidth: 0.98 blocks Minecart (1) 6HP A minecart is a ridable vehicle entity that runs on rails and can be used to transport both players and mobs. Contents Obtaining Once placed, minecarts can be retrieved by attacking them for some time. One attack from a pickaxe, sword or axe is enough for a minecart to drop in item form, provided the player's attack cooldown is reset‌[Java Edition only]. A minecart is also destroyed if it makes contact with a cactus, or if shot with a bow/crossbow. Critical hits are not applied to minecarts, although the particles suggest otherwise. Minecarts with command blocks can be given to the player with the /give command or through the Creative inventory under certain conditions‌[Java Edition only]; minecarts with spawners‌[Java Edition only] are available only via the /summon command. Each drop 1 minecart when broken. Usage A minecart can be placed in the same manner as most blocks, but only on top of a rail. Once placed, it may be derailed by pushing it off the end of the track. After this, it can be railed again by placing a rail directly below it or pushing it onto a track. Anything crafted with the minecart functions similar to a regular minecart, but cannot be ridden. Minecarts can be ridden by pressing the "use" control on them. Once inside, an external impulse may be needed to make the minecart start moving. The player can slowly move the minecart forward at about 8 blocks per second while riding it, by pressing forward. If the Minecart Experiments experiment is enabled, the game rule max_minecart_speed can be used to change the max minecart speed. If a mob walks in front of a moving empty minecart, it is pulled into the cart. After rolling off of the end of a track, a minecart can be pushed around on open blocks. If a minecart is pushed onto or falls onto tracks, it "snaps" to those tracks. When riding a minecart, if the minecart lands on a rail, the player does not take any fall damage. Unlike with beds, there is no message above the hotbar‌[Java Edition only] or in chat‌[Bedrock Edition only] for attempting to enter a fully occupied minecart. Players can exit the minecart by sneaking while riding it. When a player or mob dismounts a minecart, either by choice, by breaking the minecart, or by passing over a powered activator rail, the minecart tries to find a safe ejection destination for the player one block away. First it checks the eight horizontally adjacent blocks in the following order of priority relative to direction of travel: right, left, rear right, rear left, front right, front left, rear, front. A valid destination has a block underneath with a solid (not necessarily full) top surface and a space with enough headroom and width for the passenger to fit in when standing at the center. The space can even contain liquid or have open trapdoors if the mob is slim enough, and presence of other mobs doesn't matter. If no valid destination exists on same horizontal level, the minecart then checks the blocks one above, then one below. For a player, the minecart also checks for crawlable destinations. If still none, the minecart chooses its own location. Once the minecart picks a destination, it actually ejects the passenger one block up in the air and the passenger settles down on its own. Under a low ceiling this may cause one tick of suffocation damage. The air drop exists to allow passengers to land on carpet or bottom slabs. Behavior Minecarts have a predefined speed limit of exactly 8 blocks per second per axis of travel. A minecart traveling diagonally can, therefore, travel up to 11.314 blocks per second.[note 1] When a minecart comes to a turn it moves diagonally across that turn. Powered rails powered by redstone give minecarts a boost of speed. Speed is gradually decreased if there are no powered rails to assist its movement, and an unpowered powered rail slows down a minecart rapidly and can stop minecarts even on slopes.‌[BE only] The speed decreases at a faster rate when going uphill, compared to when moving horizontally, but a riding player can still move it uphill at the lowest speed in Bedrock Edition. A minecart does not need powered rails to assist its movement down a hill. Anything in the way of the minecart brings it to a stop. Once a minecart has left the track, it rapidly decelerates within one or two blocks. When mobs touch a minecart, they affect it in the same way a player would, i.e. mobs that move up against a still cart set it in motion. If a minecart is moving fast enough, it can skip across one block without a track and reattach to a track on the other side, at significantly reduced energy and speed. A minecart's hitbox can skip turns if the minecart is boosted using enough powered rails. The speed and momentum of a minecart can differ depending on whether or not it is empty, and in the case where a minecart has a container, the speed can differ depending on the quantity and type of items inside. Moving minecarts become frozen when more than one chunk beyond the simulation distance of the nearest player, but resume their motion when a player comes within range. In Java Edition, two or more minecarts can be merged by pushing them into each other so that they overlap. Merged minecarts move as a collective, like a train, and can be useful for long-distance transport because while moving in a straight line, they do not need powered rails to keep their speed. To summarize: This table shows the distance traveled by an unoccupied minecart, in meters, on a downward slope, with a boost (or no boost). The most efficient way is to use only 1 boost at the bottom of the incline on the flat surface. Using 2 increases distance by about 20% or 1.5 blocks. All distance trends based on the height seem to be logarithmic. The carts started from rest, on a slope Height blocks up. Minecarts are about the same size as a block (1×1). Because of this, a ladder, door, or trapdoor prevents it from falling down a 1×1 hole. Carts on rails also ignore collision in certain situations. A cart traveling uphill, downhill, or on a curve with a block placed in front of it, goes through the block. A minecart that reaches the end of a rail up against an opaque solid block bounces back, but if the block is transparent then it stops. The minecart can even bounce against an opaque block from a standstill if the rail underneath is powered. A player or mob riding in a minecart does not collide with or suffocate in any transparent blocks but suffocates inside opaque blocks. Minecarts are completely unaffected by ice, packed ice, and blue ice; they can also be destroyed by coming in contact with lava, fire and cactus, causing it to drop itself as an item. The last block can be used to automatically destroy the cart and collect it (with a hopper) at the end of a track. A cart on an ascending rail performs its horizontal movement at a higher position, with the following effects: Most mobs can be picked up when a minecart collides with them. The following mobs, however, cannot be picked up: This is much different from boats, which can be entered only by mobs smaller than the boats; even large mobs like ghasts can enter minecarts. In addition to mobs, minecarts can also pick up boats in Java Edition, and armor stands and cameras in Bedrock Edition. A mob is picked up when a moving minecart on rails collides with the mob, or if the mob walks into a minecart on rails. Additionally, in Bedrock Edition, a minecart can pick up a mob even if stationary or off-rails. It is easier to pick up a mob when a minecart is turning.[verify] For the purposes of picking up mobs, the bounding box of a minecart is extended by 0.2 (approx. 3⁄16) blocks on each direction on the X and Z axes. This means that a minecart can pick up a mob even if the mob is not intersecting the minecart's hitbox. In Java Edition, mobs in minecarts (except unnamed endermites) don't despawn, and don't count toward the mob cap. Mobs cannot control the minecart, unless they are a jockey in Java Edition, and cannot exit the minecart unless the minecart is destroyed or moves onto an active activator rail. In Bedrock Edition, it is also possible to force a mob out of a minecart by reeling it in using a fishing rod. Tamed pets, as well as endermen, cannot teleport out of minecarts. Sounds Java Edition: Minecarts use the Friendly Creatures sound category for entity-dependent sound events.[sound 1] Bedrock Edition: Data values Java Edition: Bedrock Edition: Minecarts have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Minecart" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Alpha_v1.0.0] | [TOKENS: 589]
Java Edition Alpha Between June 29, 2010and v1.0.1 (July 2, 2010) v1.2.6 (December 3, 2010) Yes: US$13.00/€9.95 Alpha was the fifth phase in the development cycle of Minecraft. It succeeded Infdev, and was the fourth Minecraft development stage to have some of its versions released to the public. There was only one type of game mode playable in this version — Survival. One of Alpha's most striking differences to modern versions of Minecraft is the bright green color used by all foliage blocks, as biomes were not implemented at the time. Contents History Unlike other phases of the game's development, the start of Alpha cannot be exactly pinpointed. The first version to display text "Alpha" in-game was Alpha v1.0.1, released on July 2, 2010. However, upon the release of that version, Notch stated that he "just arbitrarily decided that the previous version was 1.0.0", thus making Alpha retroactively decided to have begun on the release of the second June 30, 2010, version of Infdev. Additionally, there is evidence for Alpha having actually begun on June 29, 2010, with Notch mentioning in a June 30 blog post "the version that was called “infdev” up until yesterday", thus implying Infdev 20100629 was the first version of Alpha. Infdev 20100629 was the version that added the offline client, and IRC logs show that people were referring to this as "alpha" upon release. During the Alpha phase, Minecraft was updated very frequently due to Notch working full-time on Minecraft since June 1, 2010, and having a small company made later (Mojang). Bug fixes and tweaks could happen throughout the week, appearing on the game's development blog, with major additions and changes appearing in 'Seecret' Friday updates, leaving the game's players to discover the included new features. While mostly continuous in version numbering, there is no current evidence of the existence of Alpha version v1.2.3_03; Notch appears to have skipped directly from Alpha v1.2.3_02 to v1.2.3_04. In addition, there is no version labelled Alpha v1.2.4; it is instead strongly believed to be the case that the existing version alpha v1.2,3_05 was retroactively considered to be this release upon Alpha v1.2.4_01 being made public. On December 11, 2010, Notch announced that the game would enter the Beta stage of development on December 20, 2010, at which point the price would increase to €14.95. Features Versions Trivia See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Infdev_(June_30,_2010)] | [TOKENS: 129]
Java Edition Infdev 20100630-1340 Java Edition June 30, 2010 Client (.json)No corresponding server Java SE 5 1.138 ◄ Infdev 20100629 Infdev 20100630-1835 ► The last version of Minecraft Infdev was released on June 30, 2010, to fix bugs in the previous version of Infdev. This is the first of two versions released on this date. Contents Changes Paintings Fixes 3 bugs fixed Gallery References Navigation * indicates a reupload | † indicates a lost version | ‡ indicates a version with a variant Navigation menu
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[SOURCE: https://minecraft.wiki/w/Boat] | [TOKENS: 2206]
Boat Common Yes No Yes In Java Edition: Height: 0.5625 blocksWidth: 1.375 blocks In Bedrock Edition: Height: 0.455 blocksWidth: 1.4 blocks JE: Just over 4HP[note 1]BE: 40HP × 20 Boats (including bamboo rafts) are drivable vehicle entities that can be ridden through water or at high speeds across all types of ice. Most mobs will ride nearby boats, which they cannot control or exit on their own. Contents Obtaining Boats can be crafted with any Overworld planks; crimson and warped planks cannot be used to make boats. Boats can be retrieved by repeatedly hitting them until they drop as an item. In Java Edition, tools and weapons that deal more than 4HP damage can destroy a boat in one hit. Usage Boats can be used for the transportation of players and mobs, sold for emeralds, or used as fuel. A boat used as fuel in a furnace lasts 60 seconds, smelting up to 6 items. A player enters a boat by using it, if the boat is not fully occupied (boats can hold two entities). Unlike beds, there is no message above the hotbar for attempting to enter a fully occupied boat. A boat can be exited by sneaking or in Bedrock Edition, pressing down the right analog stick on a controller, tapping the "Leave Boat" button when using touch controls, or jumping. When exiting a boat, the player is placed in the direction the player is facing, or, if facing directly up or down, the player is placed in front of the boat. The exiting player is placed on land if possible from the dismounting position. Boats do not turn with mouse-look. With a keyboard or gamepad, boats are controlled using the forward, left (turns left), right (turns right), and backward keys. Using the sprint key increases the field of vision, but does not increase speed as if sprinting. With touchscreen controls, two buttons for steering appear. The right button or key steers to the left, and the left button or key steers to the right. Pressing both buttons or keys moves the boat forward. In Java Edition, boats can be ridden against a current, but cannot be ridden upstream to a higher elevation. A boat lift, usually made from tripwire, pistons, and optionally a slime block, can be used to move a boat up. Bubble columns created with soul sand can also be used to push boats upward. These mechanisms can also be used in Bedrock Edition but are usually unnecessary because boats can be ridden upward in descending water, as well as follow upward stair-step currents. Behavior Boats move according to the player's control or water currents, with speed affected by the surface traversed. When the forward or backward command is issued, a constant thrust is applied relative to the boat's facing direction, exponentially approaching the top speed at which thrust balances drag. The backward thrust is one-eighth of the forward thrust’s strength. When strafe commands are issued, a constant torque is applied to increase the boat's rotation speed, with the same drag mechanism limiting the maximum rate of rotation. In Bedrock Edition, boats do not have air resistance, meaning that if a boat is launched off a cliff at a certain speed, it will continue flying at that speed until it touches the ground. Regardless of controls, the boat applies a friction that is proportional to the current horizontal velocity v by multiplying it with a coefficient c at the beginning of every tick: in water, air, or under flowing water, this value is 0.9; underwater, this value is 0.45; on land, this value is the average c (slipperiness) of all solid blocks underneath the boat (e.g. 0.6 for most blocks, 0.98 for ice and 0.989 for blue ice). The same is applied to rotational (angular) velocity. This is equivalent to applying a deceleration af=−μv, where v is the current horizontal velocity and μ=(1−c)tick−1=20(1−c)s−1 is a friction coefficient. As a result, when controls are not pressed, the boat slows to a stop quadratically. Slime blocks, honey blocks, and soul sand each apply their special entity-slowing logic to boats on top of this. In Java Edition, When the forward key is pressed, the boat accelerate at 0.04 m/tick2, for a real-time acceleration of 16 ms-2 forward assuming no lag. The reverse acceleration is 0.005 m/tick2 for a real-time acceleration of 2 ms-2. When strafe keys are pressed, the boat is given a rotation acceleration of 1°/tick2 (400°/s2), which is so high that no gradual change of turning rate is usually felt. The above gives us a way to calculate the maximum speed of a boat on a surface because maximum speed is reached when the player's acceleration ap cancels out with the friction af, vmax=apμ. The torque and thrust values differ between Java and Bedrock edition, as do the linear drag coefficients of various surfaces, which are proportionally scaled to produce the same top speed/max yaw rate between two editions. A boat floats atop still or flowing water. In Java Edition, a boat sinks if it enters water flowing downward. In Bedrock Edition, a boat does not sink when submerged but floats up. This feature lets a player contrive stepped uphill water flows to propel a boat uphill using only flowing water. When a boat moves over a bubble column, it begins to shake. If the bubbles are caused by a magma block, all passengers are expelled and the boat sinks. In Java Edition, a sunken boat cannot be re-floated until a bubble column pushes it up or it is broken by the player. In Bedrock Edition, a boat resumes floating when it emerges from the currents keeping it down, or when the bubble column is blocked or removed. Dolphins chase players riding a boat in motion, occasionally bumping the boat, causing it to shake briefly. As boats are entities, they have health. In Java Edition, boats effectively have just over 4HP (exactly 4 damage is not enough to destroy a boat), and regenerate 1⁄10 per game tick. Boats in Bedrock Edition have 40HP × 20 health. Boats can be destroyed by explosions, fire and lava (but not magma blocks), cactus, and by being punched/shot by mobs, such as drowned. Boats made invulnerable with commands cannot be broken by any of these, but they still cannot be used to travel on lava because they sink. When a boat is destroyed, it drops itself in item form. Boats can support two riders, including mobs. A mob cannot exit a boat and is trapped until the boat gets destroyed, or until the player uses a fishing rod or lead to remove the mob. This can be used to transport mobs, although hostile mobs still attack while in boats. Mobs riding a boat don't despawn‌[Java Edition only] and don't count toward the mob cap. In Java Edition, a player cannot both move (row) and use items at the same time. It is still possible to initialize item use (e.g. start eating) and row the boat while the item is still in the middle of the use animation. Although the rowing animation overrides the item use animation, the item can still be successfully consumed. Being in a boat limits the player's mouse-look to the forward 210° arc in Java Edition and 180° in Bedrock Edition. Underwater boats cannot be ridden. When the boat is underwater, all passengers in it are expelled. Riding a boat does not deplete hunger, making it an efficient way to travel. Boats can completely nullify fall damage for themselves and any players/mobs inside, making them useful for travel through mountains or through the Nether. A boat has a solid collision box, which means players and other entities can't go through it even at high speeds. Falling blocks are also blocked by boats. In Java Edition, a boat falling on top of an entity stops on top of the entity. In Bedrock Edition, a falling boat can go through other entities. Riding a boat over a lily pad causes the lily pad to drop, and causes the boat's speed to stutter a bit. Most mobs can ride boats. Mobs cannot exit the boat unless the boat is destroyed, sinks, or moves over a bubble column. Mobs can be picked up into the boat when they collide with the side of the boat. A mob cannot control the boat. In Java Edition, a boat being ridden by a player cannot pick up a mob. In Bedrock Edition, mobs can be picked up by a boat being ridden by a player. In Minecraft Education, even tripod cameras can ride boats. A mob can ride a boat if it is narrower than a boat, and is neither an aquatic[note 2] nor ambient animal. The following mobs are unable to ride in a boat: The baby counterparts of these mobs can ride in boats, but not the adult versions. If a baby grows up, the adult form is dismounted. Additionally, the adult versions of these mobs can still ride boats manually using the /ride command: Additionally, few types of mobs can have various Size values, which can prevent them from riding boats: Leads can be attached to boats and can break when stretched too far due to boats moving much more slowly on land. The lead has no effect if a player is riding the boat. However, if any mob is riding the boat, the boat can be tugged along. This includes villagers, making transportation easier in early game with just a few boats and leads. Sounds Java Edition: Boats use the Friendly Creatures sound category for entity-dependent sound events. Despite being a solid surface, walking on boats is completely silent and does not produce footstep sounds. Bedrock Edition: Data values Java Edition: Bedrock Edition: Boats have entity data associated with them that contain various properties of the entity. Java Edition: Bedrock Edition: Achievements Advancements History Boats have been overhauled to match the boats from Pocket Edition Alpha 0.11.0. They now have oars for paddling and are more durable and now allows passengers to board. Added boats. Each wood type has its own respective variant, though they share the same sprite as items. Issues Issues relating to "Boat" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Notes External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Light#Smooth_lighting] | [TOKENS: 2829]
Light Light (or lighting) in Minecraft is a game mechanic that affects visibility, mob spawning, and the growth of some plants. There are three aspects of Minecraft's lighting system: light level, internal light level, and rendered brightness. Contents Light level Light levels can be found on the debug screen in Java Edition next to "Client Light" in parentheses. There exist two main types of light: sky light and block light. Other types of light, not present on the debug screen, are explained in the internal light level section. The term light level may be used to refer to the value of any of the light types. There are 16 light levels, specified by an integer from 0 (the minimum) through 15 (the maximum). The game sometimes uses the larger value of the two main light types currently at a block's location for some computations. This is what is known as client light, and its value, displayed after the words "Client Light" on the debug screen, is the number before the parentheses, which is calculated by the formula: max(sky light, block light). Block light comes from light-emitting blocks, and spreads using a flood fill algorithm. The block light level decreases by one for each meter (block) of taxicab distance from the light source. This applies to each of the 3 coordinate axes. In other words, the light level decreases diagonally by the sum of the distances along each axis. For example: On a surface, this effect produces a diamond-shaped pattern of illumination around the light source. An image of this can be seen in the section § Light-emitting blocks. In Java Edition, when calculating lighting, the shapes of some blocks are detected: pistons, daylight detectors, enchanting tables, farmland, lecterns, stonecutters, dirt paths, snow, end portal frames, slabs and stairs, so that the light passing through them can spread only in specific directions. For example, dirt paths prevent the light from propagating downward, but the light can propagate in other directions. Sky light is a type of light that is spread by the sky. It's not a light source in the natural sense, as it is used mainly for the game's logic computations. The sky light level for blocks vertically exposed to the sky is 15. Sky light cast onto blocks can spread to adjacent areas using a flood fill algorithm. Sky light is not reduced at night; rather, the spawning of mobs is determined by internal light values. Opaque blocks can prevent the spread of sky light. By contrast, transparent blocks such as glass and iron bars have no effect on the sky light level. All light-filtering blocks, however, reduce the spread of sky light. When sky light of a level of 15 spreads down through a transparent block, the level remains unchanged. When it spreads horizontally or upwards, it reduces its level by 1. However, when it spreads through a light-filtering block, it does not follow the above two rules and it attenuates by a certain number of light levels. Sky light with a level less than 15 spreads in a similar way as block light does: when it propagates to adjacent (including top and bottom, six blocks in total) blocks, it is attenuated until it is 0. In Java Edition, when calculating lighting, the shapes of some blocks are detected: piston, daylight detectors, enchanting table, farmland, lectern, stonecutter, grass path, snow, end portal frame, slabs, and stairs. They have directional opacity, so that the light passing through them can spread only in specific directions. For example, the dirt path prevents the light from propagating downward, but the light can propagate in other directions. In Java Edition, all of the following light-filtering blocks decrease sky light by 1 level (but do not affect block light). In Bedrock Edition, light-filtering blocks can reduce more levels of block or sky light. The following values are the amounts by which each block decreases the light level. The following values are the brightness of the blocks themselves. #e8c398[a] (oxidized & waxed variants) Internal light level The internal light level is used for calculations within the game. The game uses the internal light level of a block to compute various aspects of the game, which include mob spawning, the growth of some plants, and daylight detector outputs. In the Overworld, the internal light level is calculated as the maximum level of the block light and the internal sky light (formula: max(internal sky light, block light)). In other dimensions, due to the lack of sky light in them, the internal sky light level is always 0, so the internal light level is simply equal to the level of block light. In the Overworld, the game uses sky light, time, and weather to calculate an internal sky light value (also known as darkening sky light). This value is an integer with a maximum level of 15; it can also be negative. As the Overworld becomes darker, the internal sky light gets lower. Rendered brightness is what dictates the illumination of the Overworld, not internal sky light. Below there are two charts that explain how internal sky light is affected by the time and weather at sky light level 15. To obtain an internal sky light for a sky light level s less than 15, take the internal level L at 15 and subtract from it the difference between 15 and s: L−(15−s). (8,660 Gtk/7:13) (8,660 Gtk/7:13) (8,660 Gtk/7:13) (160 Gtk/8 sec) (160 Gtk/8 sec) () () () () (160 Gtk/8 sec) (160 Gtk/8 sec) () () () () B: (160 Gtk/8 sec) (159 Gtk/7.95 sec) () () () () J: (160 Gtk/8 sec) B: (159 Gtk/7.95 sec) (160 Gtk/8 sec) () () () () (160 Gtk/8 sec) (159 Gtk/7.95 sec) () () (240 Gtk/12 sec) J:(358 Gtk/17.9 sec) B:(357 Gtk/17.85 sec) (161 Gtk/8.05 sec) (161 Gtk/8.05 sec) () () B: (11,881 Gtk/9:54) (162 Gtk/8.1 sec) (162 Gtk/8.1 sec) () () B: (164/8.2 sec) (164 Gtk/8.2 sec) (12,017 Gtk/10:00.85) J: (166 Gtk/8.3 sec) B: (165 Gtk/8.25 sec) (166 Gtk/8.3 sec) (169 Gtk/8.45 sec) (168 Gtk/8.4 sec) Effects of light Light affects various things in the world: from crop growth, to mob spawning and behavior, and so on. Below, there are charts that depict the effects of light on various mobs and blocks. Keep in mind that light level is only one of the considerations that apply to mob spawning and plant growth. Check the corresponding articles for more information. Passive mobs, and some friendly neutral mobs can spawn at both day and night. However, they require a block light level of 9 or higher when the block is not exposed to the sky.‌[Java Edition only]. In Bedrock Edition, they can only spawn during the day as they require a light level of 7 or more. Most hostile mobs spawn in the Overworld when it gets dark at night, thunderstorms, or in caves, but torches and other light-emitting blocks prevent the mobs' spawn. These mobs need a maximum internal sky light level of 7 (however, the smaller the value, the more successful spawn attempts happen) and a block light level of 0 to spawn. Several undead mobs are set on fire for 8 seconds when hit by sunlight; these mobs try to avoid such areas and do not burn while in water, in the rain, wearing a helmet, or in the shade. The following chart describes the spawning and behavior of various mobs in function of the block light, in different worlds. In the nether: In Java Edition, most types of plants can grow at night, even if not supplied sufficient light from a light-emitting block, as long as plants of certain types are receiving a sufficient sky light value. This is because those types use the client light formula. In other words, those types do not grow in extremely dark areas where the value of sky light that reaches them is not sufficient. Unlike internal sky light, regular sky light used by the client light formula does not change with the time of day or weather. In Bedrock Edition, more types of plants need a light-emitting block to grow throughout the night than the amount of types that need light at night in Java Edition. In Java Edition, insufficiently illuminated crops break (uproot) in the next block update, and planting crops is not possible in such conditions. In Bedrock Edition, crops don't break and can always be planted due to a bug. Light level is checked at the block's position, even for crops and ice blocks. The block above is checked instead for bamboo, saplings, grass blocks, and mycelium. Below is a chart that explains how various blocks react to different types of light (see § Light level and § Internal light level, above). It is intended for Java Edition. The main differences with Bedrock Edition not seen in the chart are: Blocks and plants that are not listed on the chart (for example, sugar cane and cactus) are considered to not be affected by any type of light. Rendered brightness In classic graphics modes, the game uses the light level (instead of internal light level), time, and weather to compute the rendered brightness of a given object in the world.[note 1] Light is completely monochromatic and cannot be truly colored. As mentioned above, sky light is not reduced at night, instead, the brightness curve itself changes based on the time. Entities cast circular‌[Java Edition only] or tridecagonal‌[Bedrock Edition only] shadows (except on Simple graphics); however, these are unrelated to the rendering of blocks. In general, lighting due to blocks results in a higher brightness, which is balanced by the fact that light due to blocks effectively starts at 14 (solid light source blocks emit a level of 15, but that applies to the light source block itself) while sky light brightness is 15 outdoors. Light due to blocks also tends toward orange in the middle ranges, while sky light in the Overworld daytime is white. In the Overworld with the lowest brightness setting, full daylight reaches 98% brightness,[luma 1] while at night brightness is reduced to about 17% and is shaded blue. Full darkness is about 5% brightness. In Bedrock Edition, brightness during sunrise and sunset is dynamically tinted orange. In the Nether, sky lighting doesn't play a role since there is no source of sky light (although if there were, it would reach about 99% brightness.) Full darkness with the lowest brightness setting is at about 25% brightness, slightly darker than a block light level of 7 and no sky light in the Overworld, and is shaded orange like block light. In the End, sky lighting wouldn't play a role even if there were a source of sky light; this can also be seen if lightning is summoned in the End (there is no flash of brightness like there is in other dimensions). Full darkness in the End with the lowest brightness setting is about 28% brightness, and is shaded toward a bluish-green rather than the orange of the Nether and of block lighting. During End flashes in Java Edition, the lighting gets tinted purple. Regardless of graphics settings, all top faces of a three-dimensional object are rendered with full brightness, the north/south sides are slightly darkened, and the bottom and east/west sides are more darkened. This is not applied to entities and objects on the HUD in Simple graphics.‌[BE only] Smooth lighting is a lighting effect that blends light levels across block faces and darkens corners using ambient occlusion to add semi-realistic shadows and glowing from light sources. Paintings, item frames and water surfaces are unaffected in Java Edition; paintings are unaffected in Bedrock Edition with Simple graphics. Smooth lighting can be turned on or off in the video settings, except with ray tracing or Vibrant Visuals. Ambient occlusion darkens corners between blocks to mimic the real life effect where less light makes it into corners. This effect is based on the blocks placed diagonally in front of the shaded side of a block. For each corner of a side, the game checks diagonally for full blocks and determines the corner's brightness based on the found full blocks, with no full blocks meaning full brightness and both sides diagonally being full blocks meaning the darkest level possible (ambient occlusion only darkens to an extent and does not turn textures fully black). The brightnesses of the four corners are then blurred across the whole side and are applied to the block's texture. This table shows all different combinations of of ambient occlusion for the back corner of the top of the lower block: The effects of light are greatly enhanced by Vibrant Visuals, with reflections, shadows and scattering effects. Various effects can be customized in the Vibrant Visuals options. The brightness can be adjusted with a separate "Gamma" option, which allows a larger range of brightness levels. History Issues Issues relating to "Light" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Dyes] | [TOKENS: 1780]
Dye Common Yes Yes (64) Dyes are a set of sixteen items used to change the color of wool, carpets, terracotta, concrete powder, glass, shulker boxes, beds, candles, bundles, harnesses, the patterns on banners, firework stars, certain mobs, and text on signs and hanging signs. In Bedrock Edition, they can be used to dye water in a cauldron (which is thereafter used to dye leather armor) and shulkers; in Java Edition, leather armor can be dyed directly. In Minecraft Education, they can be used to dye balloons and glow sticks. In Bedrock Edition and Minecraft Education, bone meal, ink sacs, lapis lazuli, and cocoa beans can generally substitute for white dye, black dye, blue dye, and brown dye, respectively, in crafting recipes and for use in dyeing items or mobs. However, they have other important uses that aren't related to color, and are therefore not considered true dyes. They are mentioned in this article only regarding their use as dyeing agents; see their individual articles for complete information about them. Contents Obtaining Most dyes can be crafted from flowers and a few other items; some dyes can be crafted by combining multiple dyes of different colors, and every dye is sold by the wandering trader. Some dyes can be found in loot, and green dye is obtained by smelting cactus. In Bedrock Edition and Minecraft Education, lapis lazuli, bone meal, and ink sacs, singly or in any combination, can be substituted for blue dye, white dye, and black dye, respectively, in any recipe. These substitutions are not shown in the recipes given here. Substitution must be total: You cannot use a combination of lapis lazuli and blue dye in the same recipe, for example. Gray Dye +White Dye --or-- Azure Bluet orOxeye Daisy orWhite Tulip Orange Tulip orTorchflower orOpen Eyeblossom Red Dye +Red Dye +Blue Dye +White Dye--or-- Pink Dye +Red Dye +Blue Dye--or-- Allium orLilac Pink Tulip orPeony orPink Petals orCactus Flower Wandering traders may sell 3 of any dye for 1 emerald. Usage Dye can be used to add dye to undyed items through crafting, and to craft dyed items directly. In Bedrock Edition, bone meal, ink sacs, lapis lazuli, and cocoa beans can be substituted for the corresponding dye in any of the following usages unless otherwise specified. A piece of wool in any color can be dyed by combining 1 wool with any dye in a crafting grid. A carpet of any color can be dyed by combining 1 carpet with any dye in a crafting grid. Terracotta can be stained by placing 8 blocks of terracotta around a dye in a 3×3 crafting table. Stained terracotta can not be restained to a different color. Dyes can be used to craft concrete powder, which can then be set into their respective concrete blocks. Concrete powder and concrete cannot be redyed. Glass can be stained by placing 8 blocks of glass around a dye in a 3×3 crafting grid. Glass panes can be stained by placing 8 glass panes around a dye in a 3×3 crafting grid. A shulker box can be dyed by combining it with any dye in a crafting grid. A dyed shulker can be re-dyed using the same crafting recipe. A dyed shulker box can only be undyed using a cauldron. A bed of any color can be dyed, by combining it with any dye in a crafting grid. An undyed candle can be dyed by combining it with any dye in a crafting grid. A bundle of any color can be dyed, by combining it with any dye in a crafting grid. A harness of any color can be dyed, by combining it with any dye in a crafting grid. A firework star can have a single color or a combination of up to eight colors when crafted with dyes. Adding one or more dyes to a crafted firework star adds a "fade to color" effect to it, overwriting any existing fade colors. Dye can be used to craft balloons. Dye can be used to craft glow sticks. There are no light gray or black variants. Dyes are used to add a banner pattern to a banner. When using a loom, each pattern uses 1 dye, which determines the color of that pattern. Water can be dyed in a cauldron by holding any dye in the hand and pressing use on a cauldron filled with water. Leather armor, wolf armor, leather horse armor can be dyed: Armor retains its enchantments and name when dyed or undyed. Java Edition: Each edition of the game uses a specific formula for calculating the color of dyed armor. In this formula, the color of armor or cauldron water, and each dye color, in the RGB color model, has a red value, green value, and blue value. Suppose each color is a point on the coordinate plane, c=(r,g,b). This means that: The formula to mix a list of colors, cs, is this: Notes: That formula could also be split up like this: In the split up formula, mean⁡(pmax(cs)) is called the average maximum, and pmax(mean⁡(cs)) is called the maximum average. The average maximum divided by the maximum average is the alpha factor. For this formula, the exact order of floating point operations matters. Notes: (when adding a single dye to dyed cauldron water) Bedrock Edition encodes each of these colors as an RGB vector, where each element is a float. The floats range from 0 to 1. The color of the cauldron itself is stored in the ARGB32 format (a type of RGBA), meaning the effective formula is more like this: Dyes can be used on sheep to change the color of the wool. Shearing a colored sheep drops the corresponding color of the wool, and the sheep retains the color when the wool regenerates. Killing colored sheep drops one block of wool with the corresponding color. Breeding colored sheep produce a lamb colored as one of the parent sheep, or a color resulting from the combination of both parents' colors. The color combining follows the same rules that dyes use – red and yellow sheep produce an orange lamb, but a blue and yellow sheep cannot create a green lamb. In case the colors of the colored sheep do not mix, the color of a lamb is randomly chosen between the two parents with equal chance. The unlimited reproduction of colored sheep makes dyeing and shearing sheep infinitely more efficient than just dyeing wool directly. Dye can be used on a tamed wolf or cat to change the color of its collar from the default red to the color of the dye. Dye can be used on a sign or a hanging sign to change the text color. In Bedrock Edition, ink sacs cannot be used for this purpose; black dye must be used to change the text to black. A sign cannot be dyed if its color is already the color of the dye. Attempting to dye it will not use the dye and will open the menu to edit the sign, if possible. A sign defaults to black text when placed. Apprentice, journeyman, and expert-level shepherd villagers buy 12 of any of the dyes for an emerald. Color values The "color codes" are used to determine the color imparted on banners, dyed leather armor, leather horse armor and wolf armor, wolf and cat collars, beacon beams, tropical fish, sheep, and firework stars. The hex value is shown in the extended tooltips of dyed armor; however, to set the color using an NBT data tag in a command, the decimal value must be used instead. The color values for firework stars are slightly different. In Java Edition, sheep's wool uses different colors than the base dye values, appearing noticeably darker. Color codes are usually encoded using the corresponding numeric ID, although e.g. signs store the color name instead to represent text color. Data values Java Edition: Bedrock Edition: Sounds Java Edition: Bedrock Edition: Achievements Videos History Issues Issues relating to "Dye" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Notes References External links Navigation Navigation menu
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