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[SOURCE: https://minecraft.wiki/w/Parity_issue_list] | [TOKENS: 1622]
Parity issue list This page is a list of parity issues between Java and Bedrock editions. A parity issue is where one feature exists only in one edition of the game and not in the other (version exclusives), or the behavior of a feature differs between both editions. Suggestions to fix existing parity issues prior to the Buzzy Bees update (Java Edition 1.15, Bedrock Edition 1.14.0) should be made on the feedback site or the feedback Discord.[note 1] Contents Note Snapshot/beta features are listed only with {{Upcoming}} templates. Use the {{Until}} or {{Upcoming}} templates where applicable. Entries are not to be removed unless the changes came into the final release of the corresponding edition. Entries along the lines of "this edition does not ..." are not added but are placed into the other edition's section instead. Do not put the desired outcome in the parity issue – this list is intended only to list the parity issues, not how they should be resolved. This page serves as a list of all parity issues. Fore a more descriptive overview of exclusive features in Bedrock Edition, see Bedrock Edition exclusive features. In Java Edition but not in Bedrock Edition Animations Controls Visuals Gameplay Interface Pause Menu & Options Technical Biomes Structures General Ancient Debris Azaleas Banners Beacons Beds Bedrock Bee Nests and Beehives Bells Brewing Stand Bubble columns Buttons Cakes Candles Campfires Calibrated sculk sensor Carpets Cartography tables Cauldrons Cave air and void air Chests Cobwebs Concrete powder Dispensers Droppers Enchanting table Ender chests Farmland Fence gates Fire Flowers Flower pots Glass Glass panes Glazed terracotta Grass blocks Grindstones Hoppers Heads Ice Infested blocks Iron bars and copper bars Jukeboxes Kelp Ladders Leaves Lecterns Levers Looms Mangrove roots Monster spawners Moss blocks Mushroom blocks Nether gold ore and Nether quartz ore Nether portal blocks Nether wart blocks Netherrack Note blocks Nylium Observers Obsidian Pink petals Pistons Plants Pointed dripstone Powder snow Pumpkins Rails Red sandstone Redstone comparators Saplings and propagules Scaffolding Sculk catalysts Sculk sensors Sea pickles Seagrass Shulker boxes Signs and hanging signs Slime blocks Snow Stairs Sticky pistons Structure blocks Structure void Sweet berry bush Tall grass Targets Test blocks and test instance blocks Torches and redstone torches TNT Trapdoors Trial spawners Tripwire Turtle eggs Vaults General Lava Water General Armor Book and quills and written books Carpets and wool Debug sticks Elytra Fishing rods Firework stars Glass bottle Knowledge books Maces Maps Milk buckets Music discs Potions Shields Spectral arrows Spyglass Tipped arrows Totem of undying Tridents General Allays Animals Armor stands Arrows Bats Bees Blazes Boats Breezes Cats Chickens Creepers Dolphins Drowned Elder guardians and guardians End crystals Endermen Endermites Ender dragon Evokers Experience orbs Firework rockets Foxes Frogs Ghasts Giants Hoglins Husks Illusioners Illagers Iron golems Item frames Jockeys Killer bunny Leads Llamas Magma cubes Minecarts Minecarts with furnace Minecarts with monster spawner Minecarts with TNT Paintings Pandas Piglins Pillagers Players Polar bear Pufferfish Rabbits Skeletons Skeleton horses Slimes Spiders Squid and glow squid Striders Tropical fish Undead Villagers Vindicators Wandering traders Wardens Wither skeletons Wither skulls Zoglins Zombies Zombie villagers Zombified piglins General Bad Luck and Luck Blindness Dolphin's Grace Glowing Health Boost Instant Damage, Instant Health and Saturation Jump Boost Levitation Water Breathing General Blast Protection Fortune Frost Walker Multishot Quick Charge Soul Speed Sweeping Edge Raw JSON text format In Bedrock Edition but not in Java Edition General Animations Visuals Gameplay Interface Language Realms Settings Technical Biomes Structures General Allow, Deny, and Border Blocks Amethyst Cluster Ancient Debris Anvil Azaleas Banners Barriers Beacons Beds Bedrock Bells Big Dripleaf Blackstone Slabs and Blackstone Stairs Block of Amethyst Buttons Cacti Cakes Campfires Candles Cartography Tables Cauldrons Cave Vines Chests, Trapped Chests, and Ender Chests Coal Ore Cocoa Pods Command Blocks Composters Conduit Copper Chest Coral Coral Blocks Coral Fans Crafters Crying obsidian Dead Coral and Dead Coral Fans Decorated pots Dirt Paths Dispensers Doors Dragon Eggs Dried Ghast Enchanting Table End Portal Blocks Farmland Ferns Fire Firefly Bushes Flowers Frogspawn Frosted Ice Glow Lichen Glowing Obsidian Short Grass Grass Blocks Hanging Roots Honey Blocks Hoppers Iron Bars and copper bars Iron Ore Item Frames Jigsaw blocks Ladders Leaves Lecterns Levers Light Blocks Lightning Rods Lily Pads Looms Monster Spawner Moss Blocks Muddy Mangrove Roots Mushrooms Netherrack Nether Reactor Cores Note Blocks Petrified Oak Slabs Pink Petals Pistons Plants Pointed Dripstone Powder Snow Pumpkins Rails Redstone Comparators Redstone Dust Redstone Repeaters Redstone Torches Resin Clumps Rooted Dirt Sand Scaffolding Sculk Catalysts Sculk Sensors Sculk Shriekers Sculk Veins Seagrass Shulker Boxes Signs Small dripleaf Smithing Tables Sniffer Egg Snow Soul Sand Soul Torches Sponges Spore Blossoms Stonecutter Stripped Logs and Stripped Wood Structure Blocks Structure Void Sugar Cane Suspicious Blocks Tall Grass TNT Trial Spawners Tripwire Weeping Vines Wood Planks General Lava Water General Armor Axe Books and Quills and Written Books Brush Bundle Cocoa Beans Compasses Dried Kelp Dyes Enchanted Books Ender Pearls Eyes of Ender Firework Rockets and Firework Stars Fishing Rods Flint and Steel Glass Panes Goat Horn Leaves Lodestone Compasses Mace Maps Milk buckets Music Discs Nether Stars Ominous Bottles Potions Recovery Compass Scaffolding Seagrass Shields Smithing Templates Snowball Suspicious Stew Spawn Eggs Sweet berries Tipped Arrows Totem of Undying Tridents Turtle Shell Wind Charges General Agents Allays Animals Armadillos Armor stands Axolotls Bees Boats Breeze Camels Camel Husks Cameras Cats Cod Copper Golems Creakings Creepers Dolphins Donkeys Drowned Elder Guardian Elder Guardian Ghost Endermen Endermites Evokers Firework rockets Fish Fishing bobbers Foxes Frogs Ghasts Glow Squids Goats Guardians Happy Ghasts Horses Illagers Iron golems Jockeys Leads Llamas Magma Cubes Minecarts Minecarts with command block Minecarts with hopper NPCs Ocelots Pandas Parrots Patrols Phantoms Pigs Piglins Piglin brutes Pillagers Players * Items are held differently in third person. Polar Bears Projectiles Pufferfish Rabbits Ravagers Salmon Silverfish Shulkers Skeletons Skeleton horses Slimes Sniffers Snow golems Spiders Squids Strays Striders Tropical fish Turtles Undead Vexes Villagers Vindicators Wandering traders Wardens Witches Withers Wolves Zombies Zombie villagers Zombified Piglins Absorption Fatal Poison Fire Resistance Haste, Strength and Weakness Hero of the Village Levitation Night Vision Raid Omen Regeneration Channeling Fire Aspect Impaling Multishot Riptide Sharpness, Smite and Bane of Arthropods Thorns Generic Coordinates Raw JSON text format Allowlist Damage Execute Gamerule Gamemode and Difficulty Locate Place Replaceitem Save-all, save-off and save-on Scoreboard Teleport Tickingarea Time Title(raw) Unsorted Footnotes Issues Issues relating to "Parity" are maintained on the bug tracker. Issues should be reported and viewed there. References Navigation See here for more information Navigation menu
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[SOURCE: https://minecraft.wiki/w/World_Options] | [TOKENS: 2735]
World Options The world options or edit world screen are options to manage a world's files and its settings. In Java Edition, internal world settings can't be changed from the edit world screen and are handled by game rules, while in Bedrock Edition, game rules, add-ons, experiments, and other world settings can be changed at any time from the edit world screen, even from the pause menu. Contents Java Edition A player can click on a world to select it, and thereby access the options of it. Then, some options appear at the bottom of the screen. There are a total of 9 operations that can be performed from the world options, some of which are contained within the "Edit World" screen. Note that the name of the world folder does not change. Example: 2020-12-24_13-32-00_My World.zip. This is the world called "My World", it was made on December 24, 2020, at time 13:32 (1:32 PM). The world folder name is the original name of the world given at world creation, not the display name. After clicking either of the buttons, the optimization process begins. Chunks generated in 1.19 or later are skipped, as they use the current format. The rest of the chunks are reformatted. Bedrock Edition The edit world screen in Bedrock Edition allows for various settings, most game rules, add-ons, and experiments to be changed. Worlds that are stored locally on the device can be edited, as well as worlds in an owned Realms server. The edit world screen for local worlds uses Ore UI, while the edit world screen for Minecraft Realms uses the Classic UI, making them look vastly different while offering almost the same options. The Ore UI version of the edit world screen for Minecraft Realms can be enabled with a button at the top in Minecraft Preview. The world options for local worlds can also be viewed and edited from the settings in the pause menu, which uses the Classic UI in release versions and Ore UI in Preview. In the pause menu, most options are located in sections in the "Game" tab (except Multiplayer), and some are not available or named differently. The edit world screen for local worlds can be opened from the "Worlds" tab in the play screen by selecting the "Edit" button on a world, or by pressing / for controllers on a selected world. The Ore UI version of the edit world screen for Minecraft Realms can be opened by the Realm owner by selecting "Edit World" on a world in the Edit Realm screen and selecting the button at the top. The menu shows the world thumbnail with some buttons and a tab list on the left, and the world options for each selected tab on the right. Not available for worlds in Minecraft Realms. Below, there are seven sections which open the respective world options on the right: General, Advanced, Multiplayer, Cheats, Resource packs, Behavior packs, and Experiments. When the world has been created from a Marketplace template, some options may be locked by the creator. The options can be unlocked by selecting the message at the top, but this may result in different gameplay than the creator intended for the template. Some options and custom add-ons may permanently disable achievements for the world, which are shown with a message on the top. Enabling add-ons or experiments shows a warning message as well. Explore a mysterious world where you build, collect, craftt, and fight monsters. Create, build, and explore without limits. You can fly, have endless materials, and can't be hurt by monsters. You get to set your own rules through in-game commands on how you and other can interact with the game No hostile mobs and only some neutral mobs spawn. Hunger bar doesn't deplete and health replenishes over time. Hostile mobs spawn but deal less damage. Hunger bar depletes and drains health down to 5 hearts. Hostile mobs spawn and deal standard damage. Hunger bar depletes and drains health down to half a heart. Hostile mobs spawn and deal more damage. Hunger bar depletes and can drain all health. You can't respawn if you die. Good luck! You'll need it. Turn your old 256x256 block world into an Infinite world. This will automatically make a backup of your old world. Are you sure? If you delete this world it will be gone forever.. Export a world and its settings such as game modes, or difficulty Erasing the data is not available on a world with hardcore mode enabled. This will remove your current world from your Realm's active slot and replace it with a brand new world. Anyone currently playing will be temporarily disconnected. This will remove your current world from your Realm's active slot and let you choose a world to replace it with. Anyone currently playing will be temporarily disconnected. Settings changes are applied when the world is running on the server[note 1] Size: SizeMB - Last saved: DD Mon YYYY Guides the algorithm that magically creates your world A flat world to build up or mine down into The layers of blocks that make up your flat world Display your current position Display the number of in-game days played Collect materials to unlock recipes in your recipe book Fire can spread between entities Red box goes boom Mobs drop items when killed Gain or lose health based on your hunger Blocks drop when they're broken Sleeping in a bed will skip to morning How many players must be in bed to skip the night? Skip "You died!" menu and immediately respawn Respawn anchors and beds can explode Respawn within this block radius when you die and no custom spawnpoint is set (max 128) The game loads and applies changes within a range of 64x6464x64 blocks from the player Spawn with a blank map to explore your world Spawn close to a chest with items to get you started Other players can join your world The following settings are grayed out unless multiplayer is enabled. Anyone you send a direct invite can join Anyone you've added as a Minecraft friend can join Friends of your Minecraft friends can join Visitors can only observe your world, not interact with it Members can build and mine, attack players and mobs, and interact with items and entities Operators can teleport and use commands, in addition to anything Members can do Players on your local network can join your world Players can damage each other Shows the direction of nearby players in the world Customize the game with cheat settings The following settings are grayed out unless cheats are enabled. In-game time passes normally, from day to night In-game time is locked to noon In-game time is locked to current time Keep all items in the inventory when you die Mobs spawn naturally Mobs can move and destroy blocks in your world Non-mob entities, like paintings, drop items when destroyed The possibility to get rain, snow and thunderstorms Use commands to program these blocks Enables educational items like the chemistry kit Affects the behavior of certain blocks, like the speed of vegetation growth and decay (max 4096) Players are asked to download all local packs in order to join the game. Hundreds of packs available in the Marketplace Experiments are potential new features. Be careful as things might break. Change the way your game looks Contains updated trades for villagers for the purpose of rebalancing Make lots of tiny friends with a whole cast of cute new baby mobs For creators of game packs and other add-ons Includes actor properties and adjustable fog parameters Use "-beta" versions of API modules in add-on packs Enables the use of the latest custom camera features Enable the deferred rendering pipeline. Requires a PBR-enabled resource pack and compatible hardware. These are the same game settings as listed above, but located in-game in the settings menu in Minecraft Preview, if the player hosts the world. Release versions and Realms use the classic UI for these settings, described below. Change world settings and style of play No hostile mobs and only some neutral mobs spawn. Hunger bar doesn't deplete and health replenishes over time. Hostile mobs spawn but deal less damage. Hunger bar depletes and drains health down to 5 hearts. Hostile mobs spawn and deal standard damage. Hunger bar depletes and drains health down to half a heart. Hostile mobs spawn and deal more damage. Hunger bar depletes and can drain all health. Select a game mode for players entering your world Explore a mysterious world where you build, collect, craftt, and fight monsters. Create, build, and explore without limits. You can fly, have endless materials, and can't be hurt by monsters. Explore special worlds and play by the rules of their creator Select your preferred game mode Whatever the default game mode is... that's what you get. Fly around and observe without interacting with the world or being seen You can't respawn if you die. Good luck! You'll need it. Settings for worlds created by you Spawn with a blank map to explore your world Spawn close to a chest with items to get you started Visitors can freely explore your world, but cannot interact with blocks, items, or entities. Trust Players Off. Members are active players in your world who can break and create blocks, and attack mobs and other players. Operators are members who can set player permissions and use commands to have more control over your world. A flat world to build up or mine down into A mysterious series of numbers used to create your world The game loads and applies changes within a range of 64x6464x64 blocks from the player Make the world yours Players can hurt each other Display your current position at all times Shows the direction of nearby players in the world Number of in-game days that have passed Might want to build with stone Collect materials to automatically unlock recipes Red box goes boom Respawn anchors and beds can explode if poorly placed Mobs drop items when killed Gain or lose health based on your hunger Blocks drop in the spot or tile where they're broken. When off, blocks are simply destroyed. Sleeping in a bed at night will skip to morning Percentage of players that must be in bed to skip to morning Skip "You died!" menu and respawn immediately Randomly respawn somewhere within this many blocks of where you died (max 128) Try out new features and in-game experiments. But heads up! These can't be turned off after world creation. Contains updated trades for villagers for the purpose of rebalancing Make lots of tiny friends with a whole cast of cute new baby mobs Includes actor properties and adjustable fog parameters Use "-beta" versions of API modules in add-on packs Enables the use of the latest custom camera features Enable the deferred rendering pipeline. Requires a PBR-enabled resource pack and compatible hardware. Sometimes you need to bend the rules Get access to Minecraft's built-in cheat system Try out your world with Education edition's toolset Turn off to freeze the day/night cycle in its current phase Night never comes, it is always noon Keep all items in the inventory when you die Turn off to prevent mobs from spawning Mobs can break blocks and interfere with the environment Non-mob entities, like paintings, drop items when destroyed Like rain, snow, and thunderstorms These are special programmable blocks Changes the speed of the world and everything in it (max 4096) Enjoy Minecraft with friends Allow other players to join your world Select who can join your multiplayer world Anyone you send a direct invite can join your world Anyone you've added as a Minecraft friend can join your world Friends of your Minecraft friends can join your world The edit world screen in Minecraft Realms, the game settings in the pause menu, and Bedrock Editor use the Classic UI, which looks vastly different from Ore UI and offers some different options. The edit world screen for Minecraft Realms can be opened by the Realm owner by selecting "Edit World" on a world in the Edit Realm screen. The game settings in the pause menu can be opened by selecting "Settings" in the pause menu. The world options tabs are located in the "World" or "Realm" section on the left, and the add-on tabs are located in the Add-Ons tab at the bottom. The edit project screen in Bedrock Editor only affects the world after exportation, and allows all options to be changed including normally grayed out options. The following options are not available for Minecraft Realms. Enabling and disabling resource packs and behavior packs works exactly the same as in the Ore UI version of the edit world screen, however, the buttons are located differently. All packs are located behind collapsible section headers. The options for each pack can be viewed by selecting a pack. Press "Activate" or "Deactivate" to enable or disable packs, and press "View in Store" to open the purchase screen in the Marketplace for Marketplace packs. Activated packs can be moved in the list by selecting an arrow button on the bottom-right of a pack. For activated packs only, the technical details screen can be opened by pressing the green checkmark button on the right. All activated and available resource packs and behavior packs can be viewed from the pause menu, but none of them can be activated or deactivated while in the world. Additionally, on Minecraft Realms, locally stored custom packs in development_resource_packs and development_behavior_packs but this can be bypassed by storing them in the regular resource packs and behavior packs directories. History Issues Issues relating to "World Options" or "Edit World Screen" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Easter_eggs] | [TOKENS: 3494]
Easter eggs An Easter egg is an intentional-hidden message, inside joke, or feature in a work such as a computer program, web page, video game, television program, movie, book or any other form of media. Minecraft features several Easter eggs hidden in the game. Contents Seasonal events On October 31, zombies, zombie villagers, husks, drowned, skeletons, strays, bogged, parched, zombified piglins, and wither skeletons have a 22.5% chance to wear carved pumpkins and a 2.5% chance to wear jack o'lanterns on their heads. This feature was added in Java Edition 1.4.2 for Halloween 2012 onwards, and to Legacy Console Edition sometime after. The only splash text shown is "OOoooOOOoooo! Spooky!" From December 24–26, chests, large chests, trapped chests and minecarts with chest have their textures changed to Christmas chests that resemble wrapped Christmas presents. This was added in Java Edition 1.4.6 for Christmas 2012. A texture file called "skis.png" was also added in Java Edition 1.4.6 in the same folder as the Christmas chests, but it was added by Dinnerbone as a red herring. This was re-added for Christmas 2013, along with a new "rain feature"—pigs riding chickens (this is not planned to be fully implemented). This also happened again in 2014 with a new splash reading, "Merry X-Mas!" and repeated in every Christmas since. The change doesn't apply to boats with chests. You can also change your device's time manually to December 24--26 to get the Christmas Chests. The only splash that can be seen on January 1 is "Happy new year!". Blocks & items A thing banner pattern can be crafted using an enchanted golden apple and paper. When put on a banner, it displays Mojang Studios' old logo in whatever color dye was used. It is labeled "Thing" in the inventory. The Swedish word "mojäng" means gadget or thing. Many chiseled blocks have mobs or references to mobs on them. Chiseled sandstone has a creeper face. Chiseled red sandstone shows a wither. Chiseled Nether bricks has a wither skeleton face. Chiseled resin bricks has a creaking face. Chiseled deepslate has a warden face. Chiseled polished blackstone has a piglin's snout. Chiseled tuff has a wind-like pattern from the wind charge shot by a breeze. Textures Some textures have hidden things in space unused by the game. Some of these are accessible by unzipping client.jar found in the versions folder. In the texture for the armor stand, in an unused area in the bottom right, the name "Searge" can be seen in a black box. This is presumably put there as a signature by Searge, the developer that implemented armor stands. In the bottom left, the name "Jappa" can be seen. This is likely another signature, this time from the texture artist, Jappa, who was in charge of the Texture Update. Another name was by Chiwi, who updated the Smooth Stone base plate texture. Some cape textures have a secret on the underside where it is not very visible. The cloud texture has a creeper face in it, which can be occasionally visible in-game in the sky. Languages There are five joke languages available at the language menu: Pirate Speak, LOLCAT, Shakespearean English, Anglish (puristic English), and ɥsᴉlƃuƎ (uʍoᗡ ǝpᴉsd∩) (upside-down English). Minecraft is also translated into tlhIngan Hol, the Klingon language from Star Trek; Quenya, one of the Elvish languages from Lord of the Rings; Lojban, a conlang created by the Logical Language Group; and Esperanto, a conlang created by L.L. Zamenhof. If a player types "excitedze" into the search bar in the recipe book, their language is automatically switched to Pirate Speak. "ExcitedZe" is the username of Maria Lemón, a former Mojang Studios staff member. Names Several mobs can be renamed by using a name tag to create an effect. These names are all case sensitive. Any mob (with the exception of the ender dragon, squid and glow squid) named "Dinnerbone" or "Grumm" through name tags, commands, or any other method, is rendered upside-down. The mob's behavior does not change. This also applies to players, allowing Dinnerbone and Grumm's avatars to be rendered upside-down. This can be toggled using the "Cape" button from the "Skin Customization" menu. In Bedrock Edition, if the player names themselves Dinnerbone or Grumm, they are rendered upside-down. This works only if the player did not sign into Xbox Live.[verify] Naming a sheep "jeb_" using a name tag or a renamed spawn egg causes it to continually cycle through all colors a sheep can be dyed. When sheared using shears, however, the sheep drops wool of the original color of the sheep rather than the color that currently appears on the sheep. If a sheep is named jeb_, and then sheared, the leftover wool on its skin continues to cycle through all the colors. When Ryan Holtz was developing rabbits, user xyzen420 asked him to make a skin that would look like his girlfriend's lost rabbit, Toast. Now, naming a rabbit with a name tag or a rabbit spawn egg called "Toast" causes the rabbit's skin pattern to look like Toast as a memorial. This also works if the player attempts to name The Killer Bunny; although while the rabbit's appearance uses the Toast skin, it can still attack as it would without the given name. When the player is killed by the renamed Killer Bunny, the death message says "<playername> was slain by Toast". "Toast" is re-textured to have black spots on its fur. If a vindicator is named "Johnny" or has its Johnny tag set to 1b, it attacks any nearby mobs except other illagers, agents‌[BE & edu only], and ghasts. It will also try to attack creakings while also running away from them. This references the movie The Shining. With the addition of capes, Notch also added ears for deadmau5. The ears are additional geometry attached to the player's head, with the texture contained within deadmau5's skin file. deadmau5 cannot disable his ears; erasing the ear texture from the skin file would still render them with a solid black color. deadmau5's name tag is also programmed to render ten pixels higher to be above the ears. The ears are set to show up based on the username, rather than the UUID of the player, meaning that if deadmau5 were to change his name, he would not keep his ears. Splashes Within the "texts" folder, there is a text file named splashes.txt. The text file contains all the splashes that appear on the title screen. One of them is "This message will never appear on the splash screen, isn't that weird?" If the text file is modified to only contain this string of text the game will crash. As its text implies, the splash is never displayed. However, in Legacy Console Edition it does display, but it has never been confirmed if it is a bug or an intentional feature. Special splashes were displayed due to the COVID-19 pandemic. They include "Wash your hands!" and "Support elderly relatives and friends!" Tributes to Technoblade Following the announcement on June 30, 2022 that popular Minecraft YouTuber Technoblade passed away from stage 4 cancer, Mojang added his skin's crown to the pig on the Java Edition art in memory of him. A splash text "Technoblade never dies!" was also added in his honor in 1.19.1. The launcher art was later changed to reflect The Wild Update, removing the pig and the crown from the launcher. A Technoblade pig also appears in A Minecraft Movie. Henry asks “is he some kind of king?”, to which Steve responds “No, that’s a legend”. References to other franchises Portal Half-Life Team Fortress 2 Counter-Strike Super Mario The Shining Star Fox 2001: A Space Odyssey Age of Empires Grim Fandango Terraria Project Zomboid Pokémon Quake Doctor Who World Of Goo Other There is a 0.01% chance for the title screen to display "Minceraft" instead of "Minecraft". The beginning of crash logs can have the phrase "You should try our sister game, Minceraft!" After a crash, the second-to-last line of text on the game output launcher tab says "Someone is closing me!" The enchanting symbols shown on the enchantment selection contain random words using the standard galactic alphabet from Commander Keen games, but the words in enchanting tables are randomized and do not correlate with any enchantments. This language shows up in 10 Years of Minecraft, as a puzzle. When ambient sound 14 is put into a spectrogram, a creeper face can be seen. Samuel Åberg said that he made this sound with a spectrogram program. If ambient sound 21 is listened to closely or put in a spectrogram, it spells out Morse code: "-... . .... .. -. -.." , which translates to "behind". When Samuel Åberg was asked about this, he responded with "Creepy 👀". Many of the sounds were created using balloons. If the .ogg file for "11" is turned into a spectrogram in an audio editor, the static at the end displays an image of Steve's face and the numbers 12418. The numbers are a visual signature, where "C" is hexadecimal for "12", and combined with "418" creates "C418". The killer bunny is a variant of the rabbit that is hostile to all players. This is a reference to the Killer Rabbit of Caerbannog from Monty Python and the Holy Grail. It can be spawned only by using commands, and only in Java Edition. When the game runs into a fatal error and crashes, the crash log includes a message such as "Who set us up the TNT?" or "Hi. I'm Minecraft, and I'm a crashaholic." Debug profile results (triggered via /debug) contain witty comments at the top, much like with crash reports. Several items when worn on the head (using /item replace) have unique placements. The end rod and spyglass protrude from the head like a horn, the lightning rod sits at the side like a snorkel, fish look like an ear and mic piece, banners display similar to how raid captains wear them, fence gates are worn like glasses, bones are held in the mouth like a dog, leads go around the eye like a monocle, and feathers stick up at the back of the head. Running "Searge" as the command in the command block without a preceding "/" sets the previous output to "#itzlipofutzli". This Easter egg is case insensitive. In the language files, the key for the command block’s “Always Active” feature is advMode.mode.autoexec.bat, a tribute to DOS-based operating systems that made use of the file "AUTOEXEC.BAT" to run commands upon startup of the system. Removed Easter eggs Several Easter eggs have been removed from Minecraft. Command blocks have various Easter eggs with messages being added to the previous output. If the command /help is run via a command block, it gave various messages prefixed with "Searge says: " as the previous output when activated. The following messages existed: This no longer works in 1.13 or above (MC-124295); instead the /help command now runs normally, but the previous output gives only the last line ("/xp -> experience") due to there being space for just one line. Before the release of the Java Edition launcher version 2.1.497x, the launcher contained multiple Easter eggs. If the player hovered their cursor over the "Play" button for a few seconds, a random mob would appear in the bottom right corner of the launcher. In the top left corner of the launcher, the player could see a translucent creeper face. There was about a 1⁄11 chance of the creeper face being replaced with a shrugging emoticon, ¯\_(ツ)_/¯. When the player clicked on either of these, they turned solid white. Clicking them again would return them to their translucent state. In addition, if the player pressed ctrl+b, the experience orb pickup sound plays. These no longer work since the launcher has since been updated. Desert No In the old Legacy Console Edition TU12-TU13 Tutorial World, on the top floor of the sandstone pyramid, there are four blocks of gold on top of a block of obsidian. This is the "Tower of Pimps". It was created by Gavin Free of Achievement Hunter in their video "Let's Play Minecraft Part 2 - On a Rail!" and has become a symbol of the group's Let's Play Minecraft series, mainly as a trophy of their competitions in their Achievement City world within Xbox 360 Edition and Java Edition. In the Legacy Console Edition TU19/CU7/1.12 Tutorial World, there was an island in the northeast side of the world and it had a remake of several buildings from Minecraft YouTuber Stampylonghead, including his house along with his boat, the S.S. Stumpy. Additionally, the boat was seen in the trailer for Legacy Console Edition TU19/CU7. A world based on the map, containing all of his creations, would later be released by 4J Studios on the Minecraft Marketplace in 2024 as "Stampy's Lovely World". In July 29, 2010, after Minecraft got over 1000 sales in 24 hours, Notch decided to celebrate by reuploading Alpha v1.0.13_01 with the Minecraft logo being replaced by "1K IN 24h". It was since been removed in Alpha v1.0.14 by reverting it to the previous version. On June 1, Notch's birthday, the only splash displayed is "Happy Birthday, Notch!" This splash was removed in Java Edition 1.8.5, since Notch no longer works for Mojang. When Notch died in-game, he dropped an additional apple along with his inventory. At a certain time in-game, these were unobtainable. This no longer occurs. In snapshot 13w36a for Java Edition 1.7.2, Dinnerbone added a Super Secret Settings button, which could be viewed in the options screen. Clicking it would blare a random game sound with a lower pitch and change the shader of the screen. These effects would not necessarily work on computers without a graphics card that supported OpenGL 2.1. This was removed in snapshot 15w31a for 1.9. In older versions, if one were to delete the file splashes.txt without also deleting the META-INF folder, the splash text on the title screen would appear as "missingno". This is a reference to the infamous glitch Pokémon MissingNo. found in the first generation of Pokémon games. This was later changed to a zero-width no-break space, which was originally displayed in Minecraft's Unicode font as a box with the letters "ZWNBSP" within it. The splash was added in Java Edition Alpha v1.0.12 and it's the only vanilla version with this splash by default since all splashes were temporarily removed. In 1.14.2-pre2 and for the occasion of the 10 years of Minecraft's release on May 17, 2019, the cake had a big "10" placed like candles, and the only splash text that appeared was "Turning 10 years old!" This was reverted to the way they were before on May 20, 2019, and is unable to be seen again in-game even when going back to 1.14.2-pre2 and changing the time of the device to May 17-20 of 2019. Before the Texture Update, in the guardian and elder guardian textures, there was an unused area saying "jeb". Before the Texture Update, in an unused area for the zombie pigman texture, the words "THX XAPHOBIA" could be seen. This was written by Notch to give credit and thanks to the original creator of the texture, XaPhobia. References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Version_formats] | [TOKENS: 3876]
Version formats Each edition and development phase of Minecraft uses a different versioning system. Contents Java Edition During pre-Classic, versions were not numbered, and instead have retroactively been labeled by Mojang as rd- followed by the day of month, hour, and minute the version was built. For example, rd-160052 was built on May 16 at 00:52 (Sweden time). rd-20090515 is the only build not to follow this trend, instead being labeled by the year, month, and day it was built, in that order. rd stands for RubyDung, being a game Notch previously worked on. Initial versions of Classic were not numbered. The Minecraft Wiki refers to them using the system Mojang retroactively used for pre-Classic, but with a mc- prefix instead of rd-. During mc-161648, user fartron requested that Notch add a build count, which was added in the next version, 0.0.2a. This was the phase of what is now called Classic, and versions were labeled using three numbers followed by the letter "a", and bug fix patches were denoted by an underscore followed by a revision number (e.g., 0.0.18a_02 is the second bug fix patch for 0.0.18a). The "a" stands for "alpha", which is what this development phase was originally called. (This "0.0.xa" versioning system was also used by Notch in a few years earlier in his game Wurm Online.) Notch mused simplifying the format to remove the redundant "0.0." repetition, using the example of changing "0.0.13a_03" to "0.13.3a", but did not do so. During Classic version 0.0.23a_01, Notch announced that he was going to be changing the versioning system, removing one of the zeroes as well as the "a". This coincided with the development of Survival Test, so versions during this time were appended with the word "SURVIVAL TEST" (which sometimes contained underscores, such as in version 0.24_SURVIVAL_TEST). After 0.27 SURVIVAL TEST, the survival testing phase was complete, and the version format now only had two numbers (the first of which was a zero) followed by an optional underscored bug fix patch (e.g., 0.28_01). Using an underscore to separate out a revision likely originated from the versioning system Java used at this time. There are several unreleased development builds of Classic versions, which were labeled the same as their public release counterparts (e.g. 0.0.14a) in-game, despite differences in code. Classic 0.24 is the only exception to this rule, as its private development versions were labeled simply "0.24" in-game, whereas the full release was labeled "0.24_SURVIVAL_TEST". During Indev, the version number remained at 0.31 for many versions. Midway through the development of Indev, Notch changed the version number from "0.31" to just "Minecraft Indev" ("Indev" is a portmanteau of "in development"). When Infdev started, the version was just changed to "Minecraft Infdev" ("Infdev" is a portmanteau of "infinite development", as Notch added infinite world generation). Due to not having any version number visible in-game, individual Indev and Infdev versions are numbered in the launcher and on this wiki based on the year, month, and day of their release. (When necessary for disambiguation, this date is then followed on this wiki by the hour for multiple releases within the same day.) For example, Infdev 20100625-0922 is the unofficial name given to the Infdev version released on June 25, 2010, at 09:22 UTC. There are several builds of Indev 0.31 20091223-0040 which were never released to the public. Most were still labeled "0.30" in-game. Version numbers were re-added during Alpha, starting from version v1.0.1. The version format now was primarily a "v" followed by three numbers in the order "phase", "major", "minor". Minecraft was now in somewhat of a complete state, as it had left the "development" stages of Indev and Infdev, and as such, the "phase" counter was changed to "1". An optional underscored bug fix patch was also used in this development phase. For example, Alpha v1.2.3_02 is the second bug fix patch ("_02") for the third minor revision (".3") of the second major version (".2") of Alpha. Beta reset the version number back to 1.0 after Alpha v1.2.6, and Beta version numbers now only had two numbers followed by an optional underscored bug fix patch (e.g., Beta 1.1_01 was released to fix a major bug in Beta 1.1). This format was used somewhat inconsistently; for example, Beta 1.7 was followed by Beta 1.7_01, which was then followed by Beta 1.7.2. Beta also started releasing preview versions of major releases in the form of "pre-releases". These pre-releases took the form of the major version number followed by the word "Pre-release" and then a revision number. For example, Beta 1.8 Pre-release 2 was the second pre-release for Beta 1.8. Pre-releases for release 1.0.0, which was then called Beta 1.9, omitted the hyphen from the word "Pre-release". When it was decided that Beta 1.9 would be instead released as full version 1.0, future development versions were classified as release candidates, with RC1 and RC2 being the only two. The full release of Java Edition, then known as just Minecraft, reset the version number to 1.0.0. This version is the only release version not to omit the final ".0" for a major release (such as in version 1.1). Game drops, introduced in 2024, increased the minor version number like hotfixes did despite being content updates. Starting in 2026, release versions are formatted as "YY.D.H", where "YY" is the two-digit year, "D" is the drop number within that year, and "H" is the hotfix counter for that drop. Initial drop releases do not get a hotfix number. After the full release of Minecraft, public development versions called "snapshots" have been published most weeks showing the development of that version at the time. Prior to 2026, snapshots used a very different format to other releases, being of the form "YYwNNn", where "YY" is the two-digit year, "w" stands for "week", "NN" is the two-digit week number of that year, and "n" is a revision letter which increments each time a snapshot is released in that week. For example, 18w10d was released as the 4th iteration (18w10-d) in the 10th week (18-w10-d) of 2018 (18-w10d). Starting in 2026, snapshots use the same naming scheme as pre-releases and release candidates (Version Snapshot N), with the first being 26.1 Snapshot 1 (the first snapshot for 26.1). Pre-release versions between 1.2.1 and 1.7.4 took the form of full releases, which then incremented the minor version number for a new version. For example, 1.7 was a pre-release for 1.7.2. From 1.7.6 until 1.13.2, pre-releases were named as their full release counterparts followed by "-pre" and a revision counter (Except for pre-release 1.11.1, which still uses the previous pre-release format). For example, 1.12-pre7 is the seventh pre-release for 1.12. Since 1.14, the word "pre-release" is spelt out in full. (However, the launcher nonetheless continues to use the shortened form with "-pre".) For example, 1.14 Pre-Release 3 is the third pre-release for 1.14. Release candidates were reintroduced during 1.16 with 1.16 Release Candidate 1. The phrase "Release Candidate" is always spelt out in full in title case in the version string, though the launcher uses a shortened format similar to pre-releases (for example, 1.18-rc4 is used in the launcher for 1.18 Release Candidate 4). These usually come after pre-releases; however, 1.19.1 notably reverted back into its pre-release stage after the release of 1.19.1 Release Candidate 1. 1.18 introduced the idea of experimental snapshots with 1.18 Experimental Snapshot 1. Subsequent experimental snapshots for 1.18 had the name in lowercase. 1.19 also had an experimental snapshot, but it did not use this naming format, being instead called Deep Dark Experimental Snapshot 1. Experimental snapshots have not been used since Mojang started using Experiments to test 1.20 features in the 22w42a snapshot for 1.19.3. Java Edition Combat Tests are, apart from 1.14.3 - Combat Test, named with the words "Combat Test" followed by an incrementing digit, and sometimes then followed by an incrementing letter for patches to specific major combat test versions. For instance, Combat Test 4 is the next major iteration of the combat tests after Combat Test 3. After Combat Test 6, versions named with the words "Combat Test" followed by an incrementing digit are development versions of the full release, which is named after those development versions followed by a letter. For instance, Combat Test 7 and Combat Test 7b are development versions of Combat Test 7c and Combat Test 8 is a development version of Combat Test 8b. Pocket Edition Pocket Edition versions in this development phase took the form of a "v" followed by three numbers: phase, major, and minor, followed by the word "alpha". The phase number during Alpha was 0, and the major and minor numbers incremented each release (when the major version number was incremented, the minor version was reset to 0). Development builds in this phase were labeled as their parent version followed by "build" and the build counter. For example, v0.14.0 alpha build 1 was the first build for Alpha version 0.14.0. Release versions kept the same format as in Alpha, but incremented the phase number to 1 and removed the word "alpha" after the three numbers. Development versions in this time were known as "alpha" versions (not to be confused with the development phase called "alpha") and took the form of the word "alpha" followed by a four-digit version number (major.minor.patch.revision). The first three digits are the parent version (alpha 1.0.0.1 was a development build for 1.0.0) and the fourth number is the build revision, which is not necessarily incremented by 1 each release. Bedrock Edition In 1.2.0, the "Pocket Edition " subtitle was dropped, and development versions were renamed from "alpha" to "beta"; the version number format did not change (e.g., beta 1.8.0.8 was a development build for 1.8.0). From 1.14.20, Bedrock Edition minor version numbers started being having 2 or more digits, with the last digit set aside for hotfixes or platform-specific bug fixes. The exception for this is if the previous substantial version released was the first release in a major update cycle, in which case it would be 1 digit as the first version of the minor version would otherwise be 0. Previously, platform-specific bug fix updates were named through either including simply increasing the minor version number, like in 1.13.2, or adding a revision number at the end of the version, e.g. 1.14.0.12. Starting from 1.16.0, Bedrock Edition major version numbers have matched Java Edition. While initially returning to the old system for platform-specific updates (e.g. 1.16.1.03), Bedrock Edition returned to the system introduced in 1.14.20 in 1.16.10. Before this, Bedrock Edition updates changed the major version number for content updates and the minor version number for patches. However, in order to maintain major version number parity, these increase the minor version number. In the minor versions for 1.16, the minor version segment used up to three digits to denote the content of that version. Incrementing the third-to-last digit if present (e.g., 1.16.200) represented a major supplementary content update, incrementing the second-to-last digit (e.g., 1.16.210) represented a minor supplementary update, while incrementing the last digit (e.g., 1.16.201) represented a bug-fix supplementary update. Since 1.17.0, the third-to-last digit has only been used as an extension of the second-to-last digit (see 1.21.100, which followed 1.21.90), and updates to the stable channel have not used the revision number. The first digit(s) of the minor version represents the minor update cycle of the major update (if not present, the minor update cycle is 0), while the last digit is used to represent the hotfix within the minor update cycle. For the first release within a minor update cycle, the last digit is zero. These first releases are more substantiative than hotfix updates, and can include game drops, parity changes, substantial amounts of bug fixes, and technical changes, among other things. For example, 1.19.73 is the third hotfix of the seventh minor update cycle for Bedrock Edition in 1.19. Platform-specific bug fix updates also count as hotfixes. The first(A) digit indicated a version above alpha, the second was for major(M) updates, and the third was for minor(m) and hotfix(H) updates.(A.MM.mH) However, some minor update cycles have been merged with the minor update cycle following them, like 1.21.10 being merged into 1.21.20. In addition, in some occasions the first release of a minor update cycle has released with a separate version number for a different platform, for example 1.20.60 releasing as 1.20.61 on the Nintendo Switch, hence leaving the first hotfix released under the update as 1.20.62. 1.21.111 was the first version under the current version formatting scheme in which the first release of a minor update cycle had a minor version number ending with a digit other than 0 on all platforms. This is because Mojang needed to fix an additional bug at the last minute. After the 1.21.130 update cycle, a new numbering system was introduced, where the phase number was dropped (outside of some internal version numbers), and the major version number was replaced by a two-digit year number. For example, 26.0. The minor version segment increments the same way as before, though it resets to 0 when the year number increases. Betas/Previews take the form of their parent version with a last digit incremented to denote the revision number, i.e. phase.major.minor.revision (before 2026) or year.minor.revision (from 2026). This version number is prefixed with either the word "Preview" or "beta", depending on device. The revision number is not necessarily incremented by 1 each release, and where the revision number starts at the beginning of a beta/Preview cycle has changed over time. Initially they started at a low number, usually between 0 and 3, then starting with the 1.14.30 update cycle they usually started at 50 or 51, and since the 1.17.10 update cycle they have usually started at 20 or 21. On Android, the version number is internally stored as a fixed-width number — the Android version code. For instance, 982101020 is the version code for Preview 1.21.10.20; this number can be split as "98-21-010-20", with the first group representing the distribution (x86_64) and the remaining three being the major, minor, and build number.[note 1] On Android, the version number is also stored as a version name, which is usually shown in the device's settings app. Before the 2026 version update, the Android version name matched the version number. After the update, the version name is the version number with 1. at the start. For instance, the version name for Beta 26.0.25 is 1.26.0.25. Within Mojang is a private naming convention for minor releases of Bedrock Edition. This naming scheme is of the form "RnUm", where n is the major version part and m is the major segment of the minor version part. For instance, "R20U7" (release 20 update 7) refers to the first released Bedrock Edition 1.20.7x version. Legacy Console Edition The many different console versions use entirely different versioning formats. Xbox 360 Edition versions used "title updates": the letters "TU" followed by a number. Xbox One Edition updates were called "content updates" and use the same format as Xbox 360 but with the letters "CU" instead of "TU". As mandated by PlayStation software, PlayStation Editions used a decimal three-digit version number (an integer followed by a two-digit number from 00–99, starting from 1.00; version 1.99 must be followed by 2.00), which may sometimes skip numbers. Wii U Edition versions are known as "Patches", and used the word "Patch" followed by a number. Nintendo Switch Edition versions used both patches and a three-part version number starting from 1.0.1, but only incremented the minor version each release. Notes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Apple_TV_Edition] | [TOKENS: 899]
Apple TV Edition Key staff members C++ 1.1.5 December 19, 2016 Apple: 9+ 207 MB Proprietary software No Minecraft: Apple TV Edition is a discontinued derivative of Pocket Edition designed to run on tvOS. It was announced on October 27, 2016, officially released on December 19, 2016, alongside the Fire TV Edition, and discontinued on September 24, 2018. The release of the Apple TV Edition coincided with the Ender Update. As of 1.1.5, the Apple TV Edition has not received new feature updates, such as the Better Together Update, the Update Aquatic, Village & Pillage, Buzzy Bees, and so on. It was previously unclear if or when the Apple TV Edition would be updated, due to a bug. The version was officially discontinued with a message provided via the in-game patch notes and removed from the Apple App Store on September 24, 2018. The Apple TV Edition's most recent feature update is the Discovery Update. Contents Development No beta version of the Apple TV Edition was released. It was announced by Tim Cook at the October 2016 MacBook Event and then by Mojang on the day of its release on their website's blog. For a limited time​[more information needed], Apple TV Edition was bundled with seven pieces of DLC (Holiday 2015, Town Folk, and City Folk skin packs, along with the Plastic, Natural, Cartoon, and Festive 2016 mash-ups). Afterwards, Apple TV Edition moved from individual pieces of DLC to content in the Minecraft Marketplace. While players could no longer purchase Minecoins as of September 24, 2018, they could continue to use remaining Minecoins to purchase and use content in the Marketplace. On September 24, 2018, Apple TV Edition was removed from the Apple App Store and the following message was broadcast via the in-game patch notes. The patch notes were localized in all supported languages, with local phone numbers and websites for Apple Support included for each region/country. Effective from Monday, 24 September, the Apple TV version of Minecraft will no longer be updated or supported. We're grateful to the Apple TV community for their support but we need to reallocate resources to the platforms that our players use the most. Don't worry though, you can continue to play Minecraft on Apple TV, keep building in your world and your Marketplace purchases (including Minecoins) will continue to be available. However, we know that this experience isn't in-line with the experience on other platforms so we will be issuing full refunds on all purchases made within the last 90 days. For more information or to check on the status of your refund, please contact Apple Customer Service at [Apple Support website] or [Apple Support phone number]. Nimbus Controller Bundle On September 19th, 2017, Apple, SteelSeries, and Mojang collaborated to release the Nimbus Minecraft: Apple TV Edition controller bundle. The bundle cost $39.99 and was available for a limited time only, exclusively at Apple stores in the US and UK. The bundle included a Nimbus controller and a scratch card containing a download code for the game; however, the majority of these codes expired in mid-2018. Since the game could not be properly played without a traditional controller, this bundle was seen as the easiest way for players to get into Minecraft: Apple TV Edition. It is unclear when this bundle was discontinued, but it is likely that it did not sell well. Gameplay In addition to features which existed in Pocket Edition, the Apple TV Edition had the ability to play with up to seven players through local multiplayer. However, Apple TV Edition was out-of-date as of 1.1.7 and the Better Together update and could not play with other Bedrock Edition platforms beyond this version. It supported Realms, but could only play with other users of Apple TV Edition after that update. Due to tvOS limitations on saving app data locally, Apple TV Edition is the only version of Minecraft that doesn't store world data locally; instead, it is saved to the user's iCloud storage. As a result, this version requires an Internet connection to play, even though world data must be downloaded to the Apple TV device first. Worlds may not save properly if iCloud storage is full or the game is exited too quickly. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Xbox_One_Edition] | [TOKENS: 908]
Xbox One Edition Native Backward-compatible C++ CU59 Digital - MarketplaceSeptember 5, 2014Retail Disc - Blu-rayNovember 18, 2014 ESRB: E10+ACB: PGPEGI: 7USK: 6CERO: All agesGSRR: P (6+)GRB: 12+ (2016) GRB: All (2014)DEJUS: L (Livre)DEJUS: 10 OFLC: 10 1.29 GB (Disc: 667.9 MB) Proprietary No Minecraft: Xbox One Edition is the Legacy Console Edition version of Minecraft developed by 4J Studios and Mojang Studios for the Xbox One. It was announced on June 10, 2013 at Microsoft's press conference at E3 2013 and was available for purchase on the Microsoft Store for US$19.99 between September 5, 2014 and September 20, 2017. Existing digital owners are still able to access, re-download, and play this version. A retail version was released on November 18, 2014 and can still be purchased. DLC for the game is still available on the Microsoft Store. Like the Nintendo Switch and PlayStation 4 editions players, the Xbox One Edition owners had the option to download the Bedrock version for free, however this deal ended in December 2019. Compared to the Xbox 360 Edition, the Xbox One Edition features world sizes up to 5120×5120 blocks (36 times larger), native 1080p resolution, 18 chunk render distance, amplified worlds, 16 player multiplayer for mini games, and the option to constantly save the world in the background akin to the Java and Bedrock Editions. Initially, the Xbox One Edition was planned to no longer receive updates following the release of Bedrock Edition on the platform, starting with the lack of an equivalent update to TU58. However, the Xbox One Edition later received CU50, an update adding the MINECON Earth Skin Pack, and eventually resumed updates entirely with CU51, an update equivalent to TU60 which also added all the features from TU58, Xbox One Edition continued updating for 2 years after the release of Bedrock Edition. As of CU59, the Xbox One Edition has not received new feature updates, such as the Update Aquatic, Village & Pillage, Buzzy Bees, the Nether Update, Caves & Cliffs, and so on. The Xbox One Edition is playable on the Xbox Series X|S via backward compatibility. The Xbox One Edition's most recent feature update is the World of Color Update. Contents Controls In default settings, the controls are always displayed on the HUD. The controls for Xbox One Edition are similar to Xbox 360 Edition. Gameplay The game is similar to Xbox 360 Edition, but supports the enhancements offered by the Xbox One. Worlds from Xbox 360 Edition can be transferred using an Xbox Account, but currently cannot be loaded on the Xbox One Edition, as Xbox 360 Edition has Update Aquatic, while the Xbox One Edition does not. Physical release A physical copy of Minecraft: Xbox One Edition got a retail release on November 18, 2014. Up until February 25, 2016 DLC content transfer also counted for owners of this release. Holiday/Favorites Pack To celebrate the Christmas holiday, Minecraft: Xbox One Edition Holiday Pack (or Minecraft: Xbox One Edition Favorites Pack in European regions) was a release of Xbox One Edition on November 24, 2015 that costs US$29.99 and is bundled with seven "fan-favorite" DLC. A physical version of this bundle called "Minecraft: Xbox One Edition Includes Favourites Pack" was released on June 7, 2016 in Australia and New Zealand, and on June 22, 2016 in other regions. The physical version of this bundle without updates is set at CU22. The following DLC is included in Xbox One Edition Holiday Pack: Marvel Skin Packs Bundle The Minecraft Marvel Skin Packs Bundle was DLC released exclusively for the Xbox 360 and Xbox One editions on November 30, 2015, which contains all of the Marvel Skin Packs at a discounted price. The bundle was removed from the Xbox Marketplace on December 21, 2015 and is no longer available. The following DLC is included in the Minecraft Marvel Skin Packs Bundle: Trailers Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Legacy_Console_Edition] | [TOKENS: 1260]
Legacy Console Edition Native Backward-compatible C3DGL[citation needed] C++ TU75 (1.12.2178.0) CU59 (1.12.1924.0) 1.84 (1.12.2180.0) 2.93 (1.12.3120.0) 1.84 (1.12.2180.0) Patch 43 (1.12.2177.0) 1.0.16 (1.12.1920.0) Xbox 360 Xbox One PS3 PS4 PS Vita & PS TV Wii U Nintendo Switch Proprietary No Store pages Legacy Console Edition refers to several discontinued, closely-related editions of Minecraft developed by 4J Studios for game consoles. It includes: Legacy Console Edition introduced new features such as a simplified crafting system, in-game tutorials, leaderboards, built-in mini games and split-screen multiplayer on home consoles, local Wireless Play on handhelds, as well as online multiplayer for up to 8 players (up to 4 on PS Vita, and up to 16 in mini games on Xbox One and PS4). As with all editions, updates were free of charge. Contents Gameplay The objective of the game remains the same as its Java and Bedrock editions counterparts, where players can build virtual realities in a sandbox-like environment. There is no preset goal; the player may choose to set their own goals. For the most part, Legacy Console Edition is almost identical to Java Edition with few apparent differences, but was released with the Xbox 360 Edition in an earlier version equivalent to Java Edition Beta 1.6.6, rather than the current Java Edition version at the time of release, 1.2.5. The Wii U Edition was released with an earlier version equivalent to Java Edition 1.6.4, rather than the current Java Edition version at the time of release, 1.8.9. In the later updates, shortly before its discontinuation, Legacy Console Edition also received several features from Bedrock Edition (e.g. movable tile entities) to prepare for Legacy Console Edition being taken off the market. From a technical perspective, Legacy Console Edition's features remained predominantly faithful to Java Edition, unlike Bedrock Edition. As a result, parity between Legacy Console Editions and Java versions is far greater than parity between Legacy Editions and its spiritual successor, Bedrock Edition. Differences from Java and Bedrock editions include: The different gameplay modes and settings may vary from the other platform versions. Using Creative mode permanently disables achievements/trophies and leaderboard updates during normal gameplay on that world; however, the core mechanics of flight and infinite resources remain the same. Blocks can be destroyed by the proper tools and depending on the block, the quality of the tool. Example: wool blocks can be destroyed by using shears, while only an iron pickaxe or higher can break and gather gold ore blocks. In Survival mode: At the edges of the world, which varies depending on the console and world size, there exists an invisible barrier that cannot be bypassed (not even in Creative Mode) without glitches or exploits which have been patched.[citation needed] Below sea level, the barrier is comprised of gravel. Past this barrier, an ocean with a flat stone sea floor generates up until X/Z 2,800, in which blocks stop rendering, although the physics still exist. Discontinuation timeline On September 20, 2017, the Xbox One Edition was withdrawn from the Microsoft Store, in conjunction with Bedrock Edition's Better Together Update. People who owned it were entitled to download the Bedrock Edition of Minecraft for free. Worlds and DLC were intended to be transferable to Bedrock Edition, however, some DLC do not carry over. Users can also continue to play on the Xbox One Edition instead. This also happened with the Nintendo Switch Edition on June 21, 2018, and PlayStation 4 Edition on December 10, 2019. Again, some DLC does not transfer on these platforms. Initially, Xbox One Edition was planned to no longer receive updates, starting with the lack of an equivalent update to TU58, but the edition later received CU50, an update adding the MINECON Earth Skin Pack, and later updates resumed entirely with CU51, an update equivalent to TU60, which also added all the features from TU58. On May 3, 2018, Mojang officially announced that the Xbox 360 Edition, PlayStation 3 Edition, PlayStation Vita Edition, and Wii U Edition would receive the Update Aquatic, but would receive no further feature updates after its release. The Xbox One Edition and Nintendo Switch Edition did not get the Update Aquatic. The PlayStation 4 Edition would still receive feature updates until December 10, 2019 (including Update Aquatic and Village & Pillage), when it was replaced with Bedrock Edition on the platform, at which point the legacy Console Edition codebase was discontinued entirely. Despite being discontinued, Xbox One Edition, Nintendo Switch Edition and PlayStation 4 Edition are playable on the Xbox Series X|S, Nintendo Switch 2 and PlayStation 5 respectively via backward compatibility. Although worlds can still be transferred from Xbox 360 Edition to Xbox One Edition, the worlds cannot be loaded due to the Xbox 360 Edition using a newer version of the game. As of April 15, 2020, the ability to transfer worlds from PlayStation 3 Edition and PlayStation Vita Edition to PlayStation 4 Edition has been terminated. Support for world transfers from Wii U Edition to Nintendo Switch Edition also ended with the shutdown of the Nintendo Network on April 8, 2024. By the end of 2019, all legacy Console Edition games had ceased receiving new major updates. As of the shutdown of the Wii U eShop and Xbox 360 Marketplace on March 27, 2023, and July 29, 2024, respectively, it is no longer possible to digitally purchase the Wii U Edition or the Xbox 360 Edition of the game via official means, though they can still be redownloaded if the game was previously purchased and physical copies still function normally. Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Category:Java_Edition_upcoming_tag] | [TOKENS: 78]
Category:Java Edition upcoming tag This category contains pages having any instance of the {{upcoming}} tag that specifies a Java Edition version either in its ver or until parameter. It is there so that the pages can be changed quickly when an update is released. Pages in category "Java Edition upcoming tag" The following 95 pages are in this category, out of 95 total. Navigation menu
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[SOURCE: https://minecraft.wiki/w/PlayStation_Vita_Edition] | [TOKENS: 701]
PlayStation Vita Edition C++ 1.84 Digital (PSN)October 14, 2014 (NA)October 15, 2014 (Europe) Retail November 11, 2014 (NA)November 19, 2014 (Europe)November 21, 2014 (UK/IE) ESRB: E10+PEGI: 7ACB: PGDEJUS: 10 164 MB Proprietary No Minecraft: PlayStation Vita Edition is the Legacy Console Edition version of Minecraft for the PlayStation Vita and PlayStation TV in development by 4J Studios for and alongside Mojang Studios. A hidden teaser was hinted by 4J Studios on Twitter in April 2014 where a PlayStation Vita displaying Minecraft in the background of the main focus of the image could be seen, and a screenshot published a month later along with them confirming the edition was being developed. Following the announcement, Jens Bergensten (Jeb) also added that it was based on PlayStation 3 Edition. The PlayStation 3 Edition also has some level of connectivity with the PlayStation Vita Edition; the game at the PlayStation Store incorporates the so-called Cross-Buy feature, which makes players get one of the two editions for free when purchasing either one of them. Saved worlds were also transferable between the consoles. Compared to the PlayStation 3 Edition, PlayStation Vita Edition only supports multiplayer for up to 4 players, and the render and simulation distance was reduced to 5 chunks. Splitscreen is not included, but the PlayStation Vita Edition supports local multiplayer via an ad-hoc network. The PlayStation Vita Edition became available for purchase on the PlayStation Network on October 14 in North America and on October 15 in Europe. It had a retail release in stores on November 11 (North America), November 19 (Europe) and November 21 (United Kingdom and Ireland). It was originally announced that Minecraft: PlayStation Vita Edition would no longer be available for digital purchase due to the PlayStation Store closing on the platform on August 27, 2021, however this statement was later retracted. As of 1.84, the PlayStation Vita Edition has not received new feature updates, such as Village & Pillage, Buzzy Bees, the Nether Update, Caves & Cliffs, and so on. The PlayStation Vita Edition's most recent feature update is the Update Aquatic. Update 1.84 removed the ability to transfer saves from PS3, PS Vita, and PS TV systems to PS4, and fixed some bugs. Contents Gameplay Changes Through Sony's "Cross Buy" initiative, owners of PlayStation 3 Edition are able to download PlayStation Vita Edition at no additional cost. Since the PlayStation Vita Edition is based on the PlayStation 3 Edition, saves on the PlayStation 3 Edition are compatible with PlayStation Vita Edition and vice versa via an online upload to PlayStation Network. This does not apply to PlayStation 4 Edition. It was only possible to do a one-way save transfer from PS3 to PS4. As of April 15, 2020, it is no longer possible to transfer saves from PS3 to PS Vita/PS TV and vice versa. There was also a major discount for previous owners of the PlayStation 3 Edition, however, since February 25, 2016, there is no longer such a discount on PlayStation 4 Edition for owners of the PlayStation 3 Edition. Trailers Trivia Gallery References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition?oldid=3420380] | [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?action=edit] | [TOKENS: 44]
View source for Java Edition You do not have permission to edit this page, for the following reason: You can view and copy the source of this page. Pages included on this page: Return to Java Edition. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition?mobileaction=toggle_view_mobile] | [TOKENS: 3067]
Java Edition 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. Java Minecraft Usage Guidelines Partial (see below) 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
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[SOURCE: https://minecraft.wiki/w/Java_Edition_26.1?action=edit&section=13] | [TOKENS: 228]
Editing Java Edition 26.1 (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 4 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_26.1?action=edit&section=11] | [TOKENS: 228]
Editing Java Edition 26.1 (section) Please note that all contributions to Minecraft Wiki are considered to be released under the CC BY-NC-SA 3.0 license, except for pages imported from wiki.vg or pages derived from such pages, which are considered to be released under the CC BY-SA 3.0 license. See Minecraft Wiki:Copyrights for details. If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! You may also post content obtained from Mojang, its websites, manuals and guides, concept art and renderings, press and fansite kits, and other such copyrighted material that Mojang has made available to the general public, to the Minecraft Wiki. All rights, title and interest in and to such content shall remain with Mojang, as applicable, and such content is not licensed pursuant to the Terms of Use. This page is a member of 4 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/World_generation] | [TOKENS: 3662]
World generation World generation (sometimes abbreviated as worldgen) is the procedural generation process Minecraft uses to algorithmically generate terrain, biomes, features, and thus ultimately decides which blocks are placed where. Minecraft worlds are made of 16×16 blocks wide chunks stretching the full height of the dimension. Because there are more than 18 quintillion (18×1018, or 264264) possible worlds, the game generates them using randomness, algorithms, and some manually built decorations. The benefits of procedural world generation include smaller game file size and practically infinite possibilities of gameplay. Contents Randomness In order to generate a different world every time, the game uses random numbers generated from a seed. However, pure randomness makes terrain and biomes too chaotic with no continuity. To solve this problem, the game makes use of gradient noise algorithms, like Perlin noise. This makes sure blocks and chunks fit with their neighbors and gives the world both continuity and randomness. Even though noise looks random and continuous, using it to generate terrain still lacks variation like hills and valleys that stand out and have a large height difference. To solve this, multiple noise functions are generated with different frequencies and amplitudes and then added up, which gives a more natural result. These noise functions are called octaves. Steps World generation happens in multiple steps. The game may freeze some chunks that are far from players at an early generation step for better performance, as shown on the graph. As the player approaches these chunks, the chunks advance through the generation steps again until they finish generating. Incomplete chunks that are temporarily frozen at a step are called proto-chunks, while chunks that are ready and accessible to players are called level chunks. In Java Edition, the steps of world generation are sorted into: Biomes Biome generation in the Overworld is based on 6 parameters: temperature, humidity (aka. vegetation), continentalness (aka. continents), erosion, weirdness (aka. ridges), and depth. Except for "depth", the other 5 parameters are based only on horizontal coordinates. They can be thought of as a six-dimensional (6D) space, where multiple intervals are defined for each biome, as described below. If the 6 parameters at a location fall outside all the defined biome intervals, the game uses the closest biome interval in the 6D space. Temperature is a noise parameter used only in biome generation and does not affect terrain generation. Temperature values are divided into 5 levels. The corresponding ranges from level 0 to level 4 are: -1.0~-0.45, -0.45~-0.15, -0.15~0.2, 0.2~0.55, 0.55~1.0. Note that the temperature parameter is not the same as the temperature property of a biome, but they roughly correspond each other, e.g. if a location's temperature parameter is level 0, the base temperature of the biome here is usually low enough or the terrain is high enough, that the surface is covered in snow and ice. Humidity (also known as vegetation) is a noise parameter used only in biome generation and does not affect terrain generation. Humidity values are also divided into 5 levels. The corresponding ranges from level 0 to level 4 are: -1.0~-0.35, -0.35~-0.1, -0.1~0.1, 0.1~0.3, 0.3~1.0. Continentalness (also known as continents) is used to decide between ocean/beach/land biomes. Higher values correspond to more inland biomes. Erosion is mainly used to decide between flat and mountainous biomes. When erosion is high the landscape is generally flat. Erosion values are divided into 7 levels. The corresponding ranges from level 0 to level 6 are: -1.0~-0.78, -0.78~-0.375, -0.375~-0.2225, -0.2225~0.05, 0.05~0.45, 0.45~0.55, 0.55~1.0. Weirdness (also known as ridges) affects whether to generate a biome variant or not. If the weirdness value is greater than 0, the generated biome becomes weirder. For example, using the variant of the Jungle biome — Bamboo Jungle. Additionally, weirdness also affects where peaks and valleys generate. Because of this, a biome and its variant often do not appear on the same bank of a river. The PV (peaks and valleys, aka. ridges folded) value is calculated through the formula 1−|(3|weirdness|)−2|. Depth is a parameter not based directly on noise, instead it corresponds approximately to the terrain height. It is roughly 0 at the surface and increases by 1⁄128 (0.0078125) for every 1 block down. The depth parameter affects whether a surface biome or a cave biome is placed. The table below lists the defined depth values for Overworld biomes, and any additional noise values required for cave biomes to generate. Any other values result in the closest biome interval being used instead. Note that regions of lush caves and dripstone caves overlap. The generation of non-inland biomes is not based on humidity, erosion and weirdness. The following table lists the relation between non-inland surface biomes and continentalness and temperature. The following table lists the relation between inland surface biomes and continentalness, erosion and PV. In which, the specific biome generation of beach biomes, badland biomes, middle biomes, plateau biomes, and shattered biomes is determined by the temperature, humidity, and weirdness values. Beach biomes generate in low lying terrain along the coast, and the specific biome generation is related only to the temperature value. Badland biomes usually generate inland with low erosion value, and can also generate along the coast with high terrain and low erosion. The specific biome generation is related to humidity and weirdness. Middle biomes are the most extensive biomes inland. The specific biome generation depends on temperature, humidity, and weirdness. Plateau biomes generate at inland high terrain with moderate erosion, which results in biomes like meadows and savanna plateaus. The specific biome generation depends on temperature, humidity, and weirdness. Pale Garden (W>0) Shattered biomes are generated at inland places with high erosion. The specific biome generation depends on temperature, humidity, and weirdness. The Nether uses 3 parameters to generate biomes: temperature, humidity and offset. Unlike the Overworld, the Nether specifies biomes with a single point. The offset parameter is not based off of noise, it is always 0 at any location in a world. This means that the parameter point of a location is always in the temperature-humidity-plane. The closer the offset (of a biome point) is to 0, the closer the point is to the T-H-plane and the greater the advantage it has during biome generation. In Java Edition, the End uses only one noise parameter: erosion. If the horizontal distance from the chunk origin of a chunk to the world origin is less than 1024, the blocks in the chunk are in the End. Otherwise, the biome is determined by erosion. End Barrens In Bedrock Edition, the End has only one biome: The End. Terrain Terrain shaping determines which blocks should be solid and which blocks should be filled with air. If the noise is in two dimensions, it controls only surface height and it is impossible to add terrain above the surface. To add overhangs and 3D shapes, the game uses 3D Perlin noise function that gives an output called density for every single block. A density > 0 means it is filled with solid block, otherwise it is filled with air. Density is then given a height bias and a base height. Height bias "squeezes" the blocks. Base height is the base of the squeezing process where the density is left unchanged. Changing base height moves the ground up and down. To give the world some dramatic terrain shapes like cliffs, fjords and plateaus, the game uses three 2D noise maps. These noises are mapped using splines to calculate the height offset and a vertical stretch factor. The same noises are also used in biome generation, which creates a soft link between biome and terrain. For example, a mountainous area generates mountainous biome and plains biomes are generally flatter. The larger the continentalness, the higher the average terrain height. Continentalness is used mainly for differentiating ocean and land. The erosion parameter affects inland terrain during terrain generation. Erosion is mainly used to create large areas of flat ground. The higher the erosion at a location, the lower the terrain height and the flatter the terrain. The peaks and valleys (PV) value is calculated from weirdness. As the name suggests, it is mainly used for generating better peaks and valleys. The higher the PV value, the higher the terrain. Usually, at places with low continentalness or high erosion, when the PV level is "Valleys", the terrain is low enough to generate rivers. At high terrain, negative weirdness values lead to taller and more jagged and point peaks. When the erosion level is approximately 5, positive weirdness values result in weird inland terrain that is shattered and extremely precipitous and craggy. Noise caves are part of the base terrain generation and are generated using 3D Perlin noises. They come in the form of cheese caves, spaghetti caves, and noodle caves. Three noise maps, frequency, hollowness, and thickness, are parameters that control this process. Frequency controls the frequency of the cave generation. Additionally, noise pillars generate inside big cheese cave chambers. Frequency controls the frequency of the pillar generation while thickness control the thickness of them. Aquifers are liquid systems used in the Overworld to determine the fluid in all empty areas. Without aquifers all empty areas between sea-level and y=-54 would be filled with water. Areas below y=-55 are always filled with lava. To avoid all caves being flooded, aquifers are used to determine the fluid state of each position instead. Aquifers don't change the lava below y=-55. An aquifer can be in 3 different states, with a state selected for each position: For positions above the preliminary surface, the aquifer state is "Flooded". In areas of the deep dark (Erosion < -0.22 and Depth > 0.9) the state is always "Empty". Otherwise the state is determined bases on a noise. Values below 0.4 are "Empty", values above 0.8 are "Flooded", otherwise a local fluid level is used. In positions near areas where the preliminary surface is below the sea-level the area of the "Flooded" aquifer state reaches slightly below the preliminary surface. In these areas the cutoff values for the noise are linearly decreased from 64 blocks below the preliminary surface upward. At the surface they are below -0.8 for "Empty" and above -0.3 for "Flooded". This causes the "Flooded" state to be much more common directly below rivers and oceans. The local water level is determined in cells of size 16x40x16 blocks using a different noise. Whether to place water or lava is determined in cells of 64x40x64 blocks based on a third noise. Areas above y=-10 always use water. Barriers are used to separate areas of different liquids and to separate liquids from air. The height of the barriers is dependent on a fourth noise, causing water or lava to sometimes spill over the barrier. Ore veins generate only in the Overworld. Three noises are used for vein generation: toggle, ridge, and gap. Toggle is always 0 outside Y=-60 to Y=51 and can be negative or positive inside the range. The game attempts to generate an iron or a copper vein depending on whether toggle is < 0 or > 0. The attempts might fail because veins have a configured generating height. Ridge is always -0.08 if Y level is outside the range. If ridge is > 0, the game skips the block. Gap determines the ratio of ore-to-filler material, between 10% and 30% for any given vein. For non-filler blocks, 98% generate as normal ore blocks, while 2% are generated as raw ore blocks (Block of Raw Copper and Block of Raw Iron, respectively). The blocks used in vein generation are hardcoded, though their size can be changed with datapacks. Surface After the base terrain is generated, the game replaces some blocks with grass blocks, sand, dirt, etc., depending on the biome and other conditions. Carvers Carvers include carver caves and carver canyons. As the name suggest, they "carve" through the ground. Carver caves and carver canyons are configured to have different probability to be generated in each chunk. If the carver generates, it carves through the ground in random directions starting at the configured start Y level: Structures Structures are grouped into structure sets. A structure set determines the placement positions of the structures and places a structure at these positions based on the biome. If no structure matches the biome, then no structure is placed at a given position. The structure positions are usually calculated based on the spacing, separation, and frequency parameters of the structure set. Spacing determines the average distance between structure placement position in chunks, and separation determines the minimum distance. Frequency controls the probability that a determined position is used. If the biome at the placement attempt does not match the requirement, the structure is not placed. An exception are strongholds in Java Edition, which are placed as concentric rings, see Stronghold#Generation. In the structures_starts generation step, the game determines if the chunk is suitable for a structure. If a structure is selected, the starting point of the structure and layout of the pieces is determined. In the structures_references generation step, every chunk near a chunk with a structure start stores a reference to that chunk. This allows finding the structure pieces that are inside each chunk. When a chunk is generating its decoration in the features step, the chunk is checked for a structure reference. If a structure reference is found, the stored pieces are placed in the world. (see #Features). The following table gives the placement parameters for each structure set, as they are in Java Edition. Features The generation of features and placement of structure pieces (see #Structures) happens in the same step and are called decorations collectively. Each biome has a list of allowed features and structures that are possible to generate in them. Features and structures generate in 11 steps after each other called decoration steps. To generate features in a chunk, the game first determines a list of biomes that appear in that chunk or the 8 surrounding chunks. Using that biome list the game constructs a list of features that are possible to generate in those biomes. For each decoration step, first the matching structure pieces are placed, followed by the features. When a structure piece crosses a chunk border, only the part in the current chunk is placed. Each feature has its own placement rules including the number of placement attempts and where in the chunk should the feature try to be placed. The game follows the rules to select a block in the chunk then checks if the biome, block and its surroundings at the current position allows that feature to spawn, and if so places the feature. Features can place block outside the current chunk's boundaries but are limited in the nearby 3×3 area. When features are generated, they can spill over into neighboring chunks that have already had their features generated. Thus, the feature order specified above is not always adhered to. It is therefore also possible for two worlds generated with the same seed, from the same version of Minecraft, to differ slightly depending on the players' travel routes, because the chunk generation order may determine which of two conflicting features overwrite or suppress the other. Lighting As one of the last steps of chunk generation, the light levels for each block are calculated. Before this step, no block placement updates light, and light updates are instead deferred to this step. Mob spawning In Java Edition many animals generate upon initial chunk creation. One in ten newly-generated chunks attempts to generate animal mobs, usually in packs of up to 4 of the same species. In Bedrock Edition animals do not spawn during chunk generation, but they continually attempt to spawn as part of the environmental spawning algorithm. Notably, mobs that spawn with a structure (e.g. elder guardian in ocean monuments) are immediately spawned when the structure is placed and are not spawned in this step. Heightmaps In Java Edition, heightmaps are technically calculated at every step of world generation. Before features are placed, there are only 2 heightmaps – OCEAN_FLOOR_WG and WORLD_SURFACE_WG. After feature placement, OCEAN_FLOOR, WORLD_SURFACE, MOTION_BLOCKING and MOTION_BLOCKING_NO_LEAVES are calculated. Videos Videos by Henrik Kniberg: History A world generation algorithm has been included in the game since its very inception. World generation was often changed significantly before the release of Java Edition. Notably, after its release, world generation has changed greatly in Java Edition 1.7.2 and Java Edition 1.18. For Bedrock Edition, significant changes were made in Pocket Edition v0.9.0 alpha and Bedrock Edition 1.18.0. Issues Issues relating to "World generation" are maintained on the bug tracker. Issues should be reported and viewed there. References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Category:Too_technical] | [TOKENS: 74]
Category:Too technical This category is for pages that contain too much technical text for most readers to understand, and it should be clarified to make it comprehensible for a wider audience. Pages can be added to this category using {{too technical}}. Pages in category "Too technical" The following 4 pages are in this category, out of 4 total. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Java_Edition_26.1#cite_ref-3] | [TOKENS: 328]
Java Edition 26.1 Java Edition 2026 26.1, the release of First Drop 2026, is an upcoming game drop for Java Edition with no set release date, which adds new textures and models for every baby mob that did not already have a unique model, adds the golden dandelion, makes name tags craftable, and fixes bugs. This is the first Java Edition release version to use the new "year.drop.hotfix" version format announced in December 2025. It is also the first Java Edition release version to be fully unobfuscated without any accompanying obfuscated variant, and the first to require Java 25. Contents Additions Golden dandelion /swing Block tags Data component format Data-driven villager trades Entity tags Environment attributes Fluid tags Item tags Lightmap debug renderer Loot contexts Loot functions Number providers Potion tags Time markers Trade sets Villager Trade tags World clocks Changes Dispenser Note block Stonecutter Tripwire Bundles Item stack Name tag Axolotl Baby mobs Camel husk Horse Polar bear Skeleton horses and zombie horses /fetchprofile /time General Block model Chat Creative mode Data pack Debug screen Dimension types Enchantment definition Entity data Environment attribute Game rules Game Tests level.dat Level format Lightmap algorithm Lightmap shader Loot functions Mob variant definitions Mob sound variant Options Predicates Recipes Resource pack Shaders & Post-process Effects Sounds Splashes Tags Text component format Textures Timelines UI User interface World generation Fixes 57 issues fixed From released versions before 26.1 Notes 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_26.1?section=12&veaction=edit] | [TOKENS: 328]
Java Edition 26.1 Java Edition 2026 26.1, the release of First Drop 2026, is an upcoming game drop for Java Edition with no set release date, which adds new textures and models for every baby mob that did not already have a unique model, adds the golden dandelion, makes name tags craftable, and fixes bugs. This is the first Java Edition release version to use the new "year.drop.hotfix" version format announced in December 2025. It is also the first Java Edition release version to be fully unobfuscated without any accompanying obfuscated variant, and the first to require Java 25. Contents Additions Golden dandelion /swing Block tags Data component format Data-driven villager trades Entity tags Environment attributes Fluid tags Item tags Lightmap debug renderer Loot contexts Loot functions Number providers Potion tags Time markers Trade sets Villager Trade tags World clocks Changes Dispenser Note block Stonecutter Tripwire Bundles Item stack Name tag Axolotl Baby mobs Camel husk Horse Polar bear Skeleton horses and zombie horses /fetchprofile /time General Block model Chat Creative mode Data pack Debug screen Dimension types Enchantment definition Entity data Environment attribute Game rules Game Tests level.dat Level format Lightmap algorithm Lightmap shader Loot functions Mob variant definitions Mob sound variant Options Predicates Recipes Resource pack Shaders & Post-process Effects Sounds Splashes Tags Text component format Textures Timelines UI User interface World generation Fixes 57 issues fixed From released versions before 26.1 Notes 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_26.1#cite_ref-1] | [TOKENS: 328]
Java Edition 26.1 Java Edition 2026 26.1, the release of First Drop 2026, is an upcoming game drop for Java Edition with no set release date, which adds new textures and models for every baby mob that did not already have a unique model, adds the golden dandelion, makes name tags craftable, and fixes bugs. This is the first Java Edition release version to use the new "year.drop.hotfix" version format announced in December 2025. It is also the first Java Edition release version to be fully unobfuscated without any accompanying obfuscated variant, and the first to require Java 25. Contents Additions Golden dandelion /swing Block tags Data component format Data-driven villager trades Entity tags Environment attributes Fluid tags Item tags Lightmap debug renderer Loot contexts Loot functions Number providers Potion tags Time markers Trade sets Villager Trade tags World clocks Changes Dispenser Note block Stonecutter Tripwire Bundles Item stack Name tag Axolotl Baby mobs Camel husk Horse Polar bear Skeleton horses and zombie horses /fetchprofile /time General Block model Chat Creative mode Data pack Debug screen Dimension types Enchantment definition Entity data Environment attribute Game rules Game Tests level.dat Level format Lightmap algorithm Lightmap shader Loot functions Mob variant definitions Mob sound variant Options Predicates Recipes Resource pack Shaders & Post-process Effects Sounds Splashes Tags Text component format Textures Timelines UI User interface World generation Fixes 57 issues fixed From released versions before 26.1 Notes 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_26.1#cite_ref-2] | [TOKENS: 328]
Java Edition 26.1 Java Edition 2026 26.1, the release of First Drop 2026, is an upcoming game drop for Java Edition with no set release date, which adds new textures and models for every baby mob that did not already have a unique model, adds the golden dandelion, makes name tags craftable, and fixes bugs. This is the first Java Edition release version to use the new "year.drop.hotfix" version format announced in December 2025. It is also the first Java Edition release version to be fully unobfuscated without any accompanying obfuscated variant, and the first to require Java 25. Contents Additions Golden dandelion /swing Block tags Data component format Data-driven villager trades Entity tags Environment attributes Fluid tags Item tags Lightmap debug renderer Loot contexts Loot functions Number providers Potion tags Time markers Trade sets Villager Trade tags World clocks Changes Dispenser Note block Stonecutter Tripwire Bundles Item stack Name tag Axolotl Baby mobs Camel husk Horse Polar bear Skeleton horses and zombie horses /fetchprofile /time General Block model Chat Creative mode Data pack Debug screen Dimension types Enchantment definition Entity data Environment attribute Game rules Game Tests level.dat Level format Lightmap algorithm Lightmap shader Loot functions Mob variant definitions Mob sound variant Options Predicates Recipes Resource pack Shaders & Post-process Effects Sounds Splashes Tags Text component format Textures Timelines UI User interface World generation Fixes 57 issues fixed From released versions before 26.1 Notes 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/Special:RecentChangesLinked/Java_Edition_26.1] | [TOKENS: 46]
Related changes Enter a page name to see changes on pages linked to or from that page. (To see members of a category, enter Category:Name of category). Changes to pages on your Watchlist are in bold. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Melee_attack#Attack_cooldown] | [TOKENS: 4052]
Melee attack A melee attack is a type of attack that mobs and players use to cause damage through close contact with a target. Contents Attack scenario Melee attacks apply mob's base melee attack damage and deal damage to the target entity in mob_attack damage type. Most mobs perform one melee attack per second, targeting a single intended target for the melee attack, without accidentally harming other targets. Some mobs melee attack in a different way and have special effects: Attack damage All entities have a base melee attack damage. The final attack damage calculation includes the mob's base attack damage, main hand item damage, and status effects. In Java Edition, base melee attack damage is the computed value of the attribute attack_damage. The damage from the main hand item and status effects are essentially Op0 attribute modifiers. Using the /attribute command to modify the base value or modifiers can change the base melee attack damage for the corresponding entity. For example, the base melee attack damage of a player holding a wooden sword with the Strength II effect would be calculated as: The attack damage of the main hand items is shown in the table below (including the player's 1HP base attack value, matching the value displayed in the tooltip): The Strength status effect increases attack damage by 3HP per level, while the Weakness effect reduces it by 4HP per level. In Bedrock Edition, the base melee attack damage is calculated differently for different entities: For players, the calculation sequence for base melee attack damage is as follows: For example, the base melee attack damage of a player holding a wooden sword with both Strength II and Weakness I effects would be calculated as: For most non-player entities, the calculation sequence for base melee attack damage is as follows: For example, the base melee attack damage of a zombie holding a wooden sword with both Strength II and Weakness I effects would be calculated as: The attack damage of the main hand items is shown in the table below (including the player's 1HP base attack value, so the values are 1 higher than what is displayed in the tooltip): The Strength status effect can be calculated using the recursive formula dn=1.3dn−1+1 or the general formula dn=1.3nd0+1.3n−10.3, where d0 is the input attack damage, dn is the output attack damage, and n is the level of the Strength status effect. The Weakness status effect can be calculated using the recursive formula dn=0.8dn−1−0.5 or the general formula dn=0.8nd0+0.8n−10.4, where d0 is the input attack damage, dn is the output attack damage, and n is the level of the Weakness status effect. If the result is less than 0, the output attack damage is 0. The enchantments on items in the main hand will affect attack damage, referred to here as enchantment attack damage. For different entities, enchantments have different attack damage: The total of all enchantment attack damage is the current enchantment attack damage. In Bedrock Edition, enchantment attack damage is rounded down after summing, so if Sharpness I and Smite I are both active, the enchantment attack damage would be 3HP instead of 3.75HP × 1.875. After calculating the base melee attack damage and enchantment attack damage, the game also determines whether to add a bonus attack damage based on the nature of the current main hand item and the state of the attacked entity. Currently, only mace has bonus attack damage. The bonus attack damage of the mace only takes effect when the entity falls from a height greater than 1.5 blocks and not gliding‌[Java Edition only], with the bonus attack damage adjusted according to the fall height: Attack cooldown The attack cooldown is a meter below the crosshair that reduces damage when attacking before the meter is full. An attack cooldown percentage of 84.8% or above is also required for critical hits, sprint-knockback attacks, and sweep attacks to activate. The indicator can be optionally changed to display next to the hotbar instead of under the crosshair in Video Settings. Attack speed is controlled by the attack_speed attribute. The default value is 4, meaning that 4 full-damage melee attacks can be performed per 20 game ticks (1 second), however damage immunity allows only 2 of these attacks to connect against a single target. The Haste effect increases attack speed by 10% per level, and the Mining Fatigue effect decreases it by 10% per level. Spear jab attacks specifically have a forced attack cooldown, meaning they cannot attack at all until they reach 100% cooldown charge. Tools and weapons have different attack speeds that replace the base value of 4 when held in the mainhand. The following table lists all attack speeds from fastest to slowest: The time from one melee attack, breaking a block, or switching the main-hand item to the next melee attack that can deal full damage is called the attack cooldown time. The ratio of the time elapsed since the above actions to the total attack cooldown time is the attack cooldown completion. The number of full-damage melee attacks a player can perform per 20 game ticks (1 second) is the attack speed. Attack cooldown time can be calculated from attack speed. If the attack speed is s, the attack cooldown time T is 20s game ticks. Since game ticks do not have decimal values, the actual attack cooldown time is rounded: if the decimal part is greater than 0.5, it is rounded up; otherwise, it is rounded down. Attack cooldown completion can also be calculated from these values. If the time since the last melee attack, block break, or main-hand item switch is t game ticks, then the attack cooldown completion p is clamp(t+0.5T,0,1). The visual component related to attack cooldown completion is the attack indicator, which has a slight difference in rendering percentage compared to the actual attack cooldown completion: clamp(tT,0,1), meaning the displayed value lags by half a game tick. Attack cooldown affects base melee attack damage, enchanted attack damage, and additional attack damage differently. Given attack cooldown completion p, the base melee attack damage is modified by 0.2+0.8p2, the enchanted attack damage by p, while additional attack damage remains unaffected. The effect on base melee attack damage can stack with critical hits. Attack range The reach in blocks of a given player attack is dependent on the player's weapon, and is controlled by the entity_interaction_range attribute. If the target is outside the reach of the attack range, the melee attack does not connect. For entities, it is instead dependent on the entity's attack bounding box. For both players using the jab or charge attacks of the spear and any entity that can use the spear's charge attacks, targets within range are selected by first attempting to find an obstructing block for the attack, which will then become the maximum range, then trying to find all entities within a bounding box representing the range that are directly between the maximum and minimum range (assuming no block intersections, 1-2.25 blocks for most entities, and 2-4.5 blocks for players) in the direction of the view vector (with inflated hitboxes of 0.125 blocks, effectively decreasing minimum range and increasing maximum range by that amount). For players, the attack range is the range they can physically reach with an attack. The default attack range is 3 (3 blocks). In Java Edition, attack range is dependent on the attack_range data component. When in Creative Mode, the attack range increases to 5 blocks when holding any item except a spear, while spears do not change their attack range in Creative Mode. When entity_interaction_range and attack_range are set to different values, attack_range takes priority. For most entities, the attack range is defined as a horizontally extended area beyond their collision box, referred to below as the attack bounding box. Similarly, the attacked entity has a range within which it can be struck, referred to as the hit bounding box. A melee attack can occur when the attack bounding box intersects with the hit bounding box. Entities performing melee attacks must also maintain a clear line of sight to the attacked entity, preventing attacks through blocks. Since entities cannot see themselves, they cannot perform melee attacks on themselves. In Mounts of Mayhem, there is a second minimum bounding box representing the minimum reach of the entity, which will prevent the attacker from attacking the attacked entity if it is within its range. The attack bounding boxes for an entity are obtained for the entity's minimum range (if non-zero) and maximum range boxes as follows: [note 1] The hit bounding box is calculated as follows: Attack knockback When melee attack damage is dealt, the attacked entity will be pushed backward; this is knockback. The horizontal direction of knockback aligns with the attacker's viewpoint. The knockback of an attack is dependent on the player's weapon, and is controlled by the attack knockback attribute. The magnitude of knockback depends on whether the attacker is sprinting and the item in their main hand. This is described using knockback strength. Knockback strength is 0 by default. If the main-hand item has the knockback enchantment, the knockback strength increases by the enchantment's level. In Java Edition, only players can knock back non-living entities. Knockback strength determines the knockback speed, which is half of the knockback strength. If the target of the knockback is a non-living entity, it receives a vertical motion of 0.1 blocks per tick (2 blocks per second) and a horizontal knockback speed. If the target is a living entity, the knockback speed is reduced based on its knockback resistance (attribute knockback_resistance). If the knockback resistance is 1, knockback does not occur. Next, the entity's horizontal movement speed is halved, and knockback speed is applied. If the entity is touching the ground, its vertical speed is also halved, and upward knockback speed is applied. However, the final vertical speed does not exceed 0.4 blocks per tick (8 blocks per second). After knockback occurs, the attacking entity immediately stops sprinting, and their horizontal speed is reduced to 60% of its original value. Hitbox margin The hitbox margin increases the distance at which an entity can still be hit when attacking outside of its hitbox. In vanilla this mechanic is only used by spears, with both their jab attack and charge attack having a hitbox margin of 0.125. All other items have a hitbox margin of 0. It is controlled by the attack_range component's hitbox_margin field, and the default value is 0.3 (this value in practice is only used if the component is included but no value is given, as if the component is not included the default value is 0). Special attacks Melee attacks can be special attacks when meeting certain conditions: All weapons aside from spears have the ability to do critical hits, which deal 50% extra damage. To perform a critical hit, the following conditions must be met: In Java Edition, critical hits increase damage before calculating damage enchantments, while in Bedrock Edition they increase damage after calculating damage enchantments. When a critical hit is successfully performed, small star-shaped particles will burst out of the hit entity, and a unique sound effect is played. The ender dragon is immune to critical hits in Java Edition. All weapons aside from spears have the ability to do sprint-knockback attacks, which deal extra knockback while sprinting and cancel the sprint. In Java Edition, sprint-knockback attacks play a unique sound when performed, and they require an attack cooldown charge of at least 84.8%. Spears are the only item type that cannot do sprint-knockback attacks. In Java Edition, sprint-knockback attacks cannot be performed at the same time as critical hits or sweep attacks. If a sprint-knockback attack is performed at the same time as a critical hit, the sprint-knockback attack takes priority. They can however be performed at the same time as smash attacks and crushing blows. The extra inflicted knockback stacks with the Knockback enchantment. Like the Knockback enchantment, sprint-knockback attacks do not increase knockback against entities that are immune to knockback, such as iron golems or shielding players. The only exceptions to this are armor stands and boats, which ordinarily do not take knockback when hit but do when hit by a sprint-knockback attack. Swords have the special ability to do sweep attacks, which damage nearby entities with a gale particle. A sweep attack occurs only if all of the following conditions are met: The range of a sweep attack is determined by both the attacked entity and the player's position. Based on the attacked entity's collision box, the range extends 1 block horizontally in all directions and 0.25 blocks vertically both up and down. All entities within 3 blocks of the player (excluding the attacking player themselves, the primary attacked entity, and armor stands with the [Boolean] Marker tag set to true) will be affected by the sweep attack. By default, a sweep attack deals 1HP damage. However, this damage can be increased using the Sweeping Damage Ratio attribute. If the calculated value of sweeping_damage_ratio is r, and the sum of base melee attack damage and additional attack damage is d, the sweep attack damage is calculated as 1+rd. The Sweeping Edge enchantment increases the sweeping damage ratio attribute, which increases the damage of the sweep attack damage to entities close to the attacked entity, but not the attacked entity itself. If the level of Sweeping Edge is n, then the Sweeping Damage Ratio increases by ndn+1. By default, Sweeping Edge I, II, and III increase sweep attack damage by 50%, 67%, and 75% of the base melee attack damage plus additional attack damage, respectively. Similar to melee attacks, sweep attacks also apply knockback. However, knockback from sweep attacks is not affected by the knockback enchantment or sprinting. If the affected entity has 0 knockback resistance, the sweep attack applies a knockback speed of 0.4 blocks per tick. Axes have the special ability to do crushing blows, which disable the use of the target's shield for 5 seconds. Crushing blows are triggered only against targets that are actively holding their shield up. Crushing blows affect all of the target's shields, rather than affecting only the one that was being used. Crushing blows do not trigger against targets whose shields are not yet past their 250ms activation delay. Crushing blows are triggered regardless of attack cooldown percentage and, unlike sweep attacks, they can be triggered at the same time as critical hits and sprint-knockback attacks. Crushing blows work by inflicting a 5 second use cooldown. When a shield is stunned, it cannot be used by pressing the use button‌[Java Edition only] or sneaking ‌[Bedrock Edition only]. Performing a crushing blow does not consume durability from the axe, in the same way that other attacks do not consume durability when they're blocked by a shield. Mobs that wield axes, such as vindicators or piglin brutes, perform crushing blows should they hit a player's shield. The melee attack of a warden also performs a crushing blow should it connect against a player's shield. In the Java Edition Combat Tests, the stun duration from crushing blows is lengthened by the Cleaving enchantment, at an additional 0.5 seconds per level with a maximum level of III. Maces have the special ability to do smash attacks, which cause extra damage depending on how many blocks were fallen prior to attacking. Connecting a smash attack clears all fall damage that was accumulated prior to the attack. All entities within 2.5 blocks of the smash attack are knocked back. Like crushing blows, smash attacks are triggered regardless of attack cooldown percentage, and can be triggered at the same time as critical hits and sprint-knockback attacks. Smash attacks trigger the Wind Burst enchantment. To perform a smash attack, the player must not be grounded or in elytra flight, and the fall height used in calculation is simply the starting height (Y coordinate) minus the ending height (Y coordinate). Descending with an elytra counts as blocks fallen for smash attacks. In Java Edition, the elytra must be unequipped before attacking for the smash attack to activate, as being in elytra flight does not activate a smash attack. In Bedrock Edition, unequipping the elytra before attacking is not necessary, as smash attacks activate even while the user is in elytra flight. A successful smash attack causes a mace to deal 4HP extra damage for each of the first 3 blocks fallen, 2HP extra damage for each of the next 5 blocks fallen, and 1HP extra damage for each block fallen after that. The damage of smash attacks is increased by the Density enchantment by an additional 0.5HP × 0.25 for each block fallen per level of enchantment, at a maximum level of V. Spears have the special ability to do jab attacks, which have 4.5 blocks of reach rather than the typical 3 blocks, can hit multiple entities with a single attack, and inflate the hitboxes of targets by 0.125 making attacks easier to land. Jab attacks have a minimum reach requirement however, where they cannot connect hits if the target is within 2 blocks or less of the user. Jab attacks have a forced cooldown effect that cannot be bypassed: A spear can still perform a charge attack while the jab attack is on cooldown, and thus by alternating between jab attacks and charge attacks the rate of attacks can be effectively doubled. Attacking with a jab attack and then following it up with a charge attack causes the charge attack to do less damage depending on the attack cooldown percentage of the prior jab attack. Spears have the special ability to do charge attacks by holding the use button, which deal extra damage depending on the velocity of the user and the target. Like jab attacks, charge attacks have a 4.5 block attack reach, 0.125 hitbox inflation, and the 2 block minimum reach requirement, but do not have any sort of cooldown. Charge attacks can hit multiple entities, but only once for each entity. Charge attacks can still deal damage while the user is standing still, if the target is moving towards the user. The damage done by the charge attack is its damage multiplier multiplied by the velocity of the attacker relative to the target in blocks per second. Charge attacks go through three stages when held out, and the tier of the spear influences the behavior of its charge attacks: Calculate spear charge attack damage Attack resolution and attack failure When performing a melee attack, the game first calculates the attack damage the attacker can deal, then applies damage to the attacked entity and attempts to disable the shield. After damage is dealt, it calculates knockback, sweep attack‌[Java Edition only], and Fire Aspect, processes the Thorns enchantment's reflected damage, applies Slowness effect by the Bane of Arthropods to arthropods, and may generate critical hit particles. Finally, the player's exhaustion increases by 0.1 per successful melee attack. Melee attacks can fail, and failed melee attacks do not deal damage. A failed melee attack does not consume item durability, does not apply knockback, sweep attack‌[Java Edition only], fire aspect, or shield disabling, and does not generate critical hit particles or increase the player's exhaustion. Sounds Java Edition: Bedrock Edition: History Notes References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Spear#Statistics] | [TOKENS: 1522]
Spear Held Item Held Item Held Item Held Item Held Item Held Item Held Item Common Jab attack: Charge attack: 1.54 (0.65 seconds) 1.33 (0.75 seconds) 1.18 (0.85 seconds) 1.05 (0.95 seconds) 0.95 (1.05 seconds) 0.87 (1.15 seconds) 13 game ticks (0.65 seconds) 15 game ticks (0.75 seconds) 17 game ticks (0.85 seconds) 19 game ticks (0.95 seconds) 21 game ticks (1.05 seconds) 23 game ticks (1.15 seconds) 0.125 Java Edition: Bedrock Edition: Yes No (except via vault) No No A spear is a tiered melee weapon that can be used to perform slow jab attacks or held forward to do charge attacks which deal damage based on the velocity of the user and the target. Spears have especially long reach, but cannot hit targets that are too close. Contents Variants There are seven spear variants: Obtaining Zombies, husks, zombie horsemen, and camel husk jockey riders can spawn wielding iron spears, while piglins and zombified piglins can spawn wielding golden spears. These spears have an 8.5% chance of dropping upon death, increased to a maximum of 11.5% with the Looting III enchantment. It is also possible to get the golden spear from a piglin by dropping a crossbow or sword nearby, which the piglin will swap its spear for. It then requires precise timing to pick it up before the piglin does. Usage Spears have a longer attack range than other weapons, at 4.5 blocks rather than 3 blocks. However, they also have a minimum attack range value that prevents attacking entities that are within 2 blocks of the user.[note 1] Unlike all other weapons, including a bare hand, spears cannot do critical hits or sprint-knockback attacks. Spears can damage multiple entities with a single attack. Spears inflate the hitboxes of targets by 0.125 when calculating hit registration, giving them more effective area. It is not possible to break blocks while holding a spear, and instead an attack is performed. Spears also have a unique ability to attack through non-solid blocks like cobwebs and tall grass. In Java Edition, spear attacks (both jab and charge attacks) are also uniquely capable of causing horizontal knockback to primed TNT. Spears have two methods of attacking: A spear can be used with the attack button to perform a jab attack, dealing damage at an amount dependent on the tier of the spear. Jab attacks have a unique type of cooldown that cannot be bypassed: A spear can still perform a charge attack while the jab attack is on cooldown, and thus by alternating between jab attacks and charge attacks the rate of attacks can be effectively doubled. Jab attacks do one additional damage in Bedrock Edition compared to Java Edition. The jab attack of copper spears is strictly worse than stone spears, due to having a lower attack speed‌[JE only] / longer use cooldown‌[BE only] with identical attack damage. Switching to a spear in Bedrock Edition does not cause the use cooldown to need to charge, unlike the attack cooldown in Java Edition. The spear can alternatively be lowered into an attack position by holding the use button, where colliding with a target deals damage depending on the velocity of the user and the velocity of the target. Charged attacks require a movement speed difference of 5.1 blocks per second between the attacker and the target in order to deal damage. Because of this, mobs like skeletons that strafe backwards will often only take knockback from charge attacks. Charge attacks can hit multiple entities, and in Bedrock Edition there is a 0.5 second (10 tick) delay between charge attack connections. A charge attack can be dealt even when the jab attack is on cooldown. Charge attacks go through three stages when held out: Charge attacks can still deal damage while the user is standing still, if the target is moving towards the user. The damage done by the charge attack is its damage multiplier multiplied by the velocity of the attacker relative to the target in blocks per second. Charge attacks are not influenced by the Strength or Weakness effects. In Bedrock Edition, spear charge attacks produce critical hit particles when striking targets, but they aren't actually critical hits. A charge attack can be canceled at any time, regardless of the stage it's in. When doing a charge attack directly after a jab attack, the spear will perform the jab animation and then flourish into the charge attack position in two rotations.‌[JE only] The tier of a given spear slightly alters the behavior of jab and charge attacks: Spear attacks cannot be critical hits. In Java Edition, spears have differing attack speeds, and have the following statistics: Calculate spear charge attack damage In Bedrock Edition, spears have differing use cooldowns, and have the following statistics: Zombies, husks, zombified piglins, zombie villagers‌[Java Edition only], and piglins wielding spears have unique attacking behavior. When attacking, they use the spear's charge attack while moving towards their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended, they walk away to increase the distance between them and their target before turning around to begin another charge. When wielded by any other mob, such as skeletons, they instead use the spear's jab attack when in melee range. Like players, the 2-4.5 blocks attacking range applies to these mobs as well. The Lunge enchantment will also take effect for these mobs. A spear can be repaired in an anvil by adding units of the tiers' repair material, with each repair material restoring 25% the spear's maximum durability, rounded down. Two spears of the same tier can also be combined in an anvil with an extra 12% durability, in Bedrock Edition the extra durability is approximately 6% for this item.[note 7] Both methods preserve the spear's enchantments. A spear can receive the following enchantments: Spears enchanted with Lunge propel the player forward when a jab attack is performed, at the cost of consuming saturation and hunger points at an amount dependent on the enchantment level, as well as consuming 1 durability. Saturation points are consumed first, and then hunger points are consumed after. Lunge does not trigger when the player has less than 6 hunger points, is riding a mount, is gliding with an elytra, or if the user is in water. Level I consumes 1 saturation/hunger points, level II takes 2 saturation/hunger points, and level III takes 3 saturation/hunger points. By initiating a charge attack directly after a jab attack, the charge attack can be connected using the velocity gained with Lunge. There must be significant distance between the user and the target to give time for the charge attack's activation delay to fully finish after jabbing. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Spear" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Enchantability] | [TOKENS: 2020]
Enchanting table mechanics This article is about the mechanics of enchanting with enchanting tables. Contents Basic mechanics Whenever the player places an eligible item on the enchanting table, the enchantment levels available are randomly generated for each slot using the formula below. The enchantment level is dependent upon the number of nearby bookshelves (capped at 15) and which slot position it is in. where b is the number of nearby bookshelves (maximum of 15) and randomInt(x,y) generates a uniformly distributed random integer between x and y, inclusive. This is then modified according to the slot position: where max(x,y) returns the greater of two values x and y. Note that a higher experience cost for a specific slot does not necessarily mean that the enchantments from that slot are better than the others with less cost. In Creative mode, no experience or lapis is needed. Bookshelf placement Nearby bookshelves raise the available enchantment levels; without any bookshelves, the experience level requirement never exceeds 8. The maximum number of bookshelves affecting enchantment level is 15. In order to have an effect, a bookshelf must be placed exactly 2 blocks, laterally, off the enchanting table and be on the same level or one block height above the table. Additionally, the bookshelf must not be blocked. The meaning of "blocked" differs in both Java and Bedrock editions. The 2-high space between the bookshelf and table must be air (even a torch, snow cover or carpet blocks the effect), where "between" is as shown in the following diagrams (the blank spaces are air, and the do not matter): The space between the bookshelf and table at the height of the bookshelf must be air or a replaceable block like snow or grass. For corner bookshelves, the space between is 1 block diagonal from the enchanting table; for all other bookshelves, the gap must be to the side of the enchanting table. This is illustrated in the following diagrams (the blank spaces are air, and the do not matter): The glyph particles, which fly from bookshelves, follow different rules and may appear even if the bookshelves are not enhancing the table. There are many possible bookshelf arrangements that can reach the enchantment limit. A simple method is to surround the enchanting table with a 1-block high square of bookshelves with an empty space anywhere on the perimeter: Another alternative that is now available is to build a 'library corner' where each bookshelf is two blocks high, as in the plan below. This arrangement gives space for 16 shelves, which is one more than needed, so if the corner bookshelf column cannot be seen, removing one of the two bookshelves in that does not have any effect, either technically or visually. As enchantments offered depend on the enchantment level and the enchantment level depends on the number of active bookshelves, an easy way to change the enchantments offered is to disable bookshelves by placing torches between them and the enchanting table. That way one can still have the entire 'ring' of bookshelves around the table but get lower-level enchantments. Breaking the torches restores the effect of the bookshelves. With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained: With the layout shown here, enchantments with any number of bookshelves from 0 to 15 may be easily obtained: How enchantments are chosen "Enchantment level" is the required experience level (the green number on the bottom-right). "Enchantment power" is the strength of the particular enchantment. For example, "Sharpness IV" has a power of 4. The enchantment algorithm uses a three-step process. The first thing that Minecraft does is apply two modifiers to the base enchantment level. Each modifier is restricted to a certain range, with numbers close to the middle of the range more common than those near the ends. The first modifier is based on the item's "enchantability," which depends on the material and the type of the item (see the table below). Other enchantable items such as books, bows, crossbows, tridents, and fishing rods have an enchantability of 1 for this purpose. In Java Edition, an item's enchantability is stored in the minecraft:enchantable item component and can be changed with commands. Minecraft picks a number between 0 and half the enchantability, then adds that number plus one to the enchantment level. This random value follows a triangular distribution (like rolling a pair of dice and adding) so results close to a quarter of the enchantability are much more likely than results at the extremes. The modified enchantment level is calculated with the following formula: Where: See pseudocode below. Next, Minecraft picks a value between 0.85 and 1.15, again with a triangular distribution. The modified enchantment level is multiplied by this value (so it could increase or decrease by up to 15%) and then rounded to the nearest integer. This pseudocode is based on Minecraft 1.8 source code, but still matches the 1.21 behavior. Note that all operations not explicitly executed as floating-point calculations round their result down to the nearest integer, e.g. 3 / 4 becomes 0. The round method used to calculate the final level rounds values both ways, i.e. below .5 it rounds down and at or above .5 it rounds up. A modified experience level probability calculator based on the pseudocode above can be found in this Desmos graph: https://www.desmos.com/calculator/iyvmjs3qfw. Now, based on the modified level, Minecraft makes a list of all enchantment types that can be applied to the target item along with the power that each enchantment has. The power of each enchantment type is determined by the level and the values in the enchantments levels table. For each power value of an enchantment type, there is a minimum and maximum modified level that can produce the enchantment at that power. If the modified enchantment level (calculated at the first step) is within the range of an enchantment's possible power values, then the enchantment is assigned the modified enchantment level as power. If the modified level is within two overlapping ranges for the same enchantment type, the higher power value is used. Some enchantments are "treasure enchantments" (shown in the table below), meaning they can never be created by an enchanting table, and can be discovered only in certain situations: when generating chest loot (equipment and books), when fishing, when generating enchanted book trades, when bartering, and when an enchanted book is dropped by a raiding illager.‌[Bedrock Edition only] Now that it has a list of the possible enchantments for the item, Minecraft must pick some of them to apply. Each enchantment has a statistical "weight". Enchantments with higher weights have a higher chance of being selected. Minecraft uses the following weighted random selection algorithm: This algorithm produces the same results as listing each enchantment the number of times given by its weight, then choosing a random entry from the combined list. So, for each enchantment in the list, the probability of it being selected is: List of enchantments The following table lists every enchantment, its weight (relative frequency), maximum level, and whether the enchantment can be obtained from an enchanting table. The player always gets at least one enchantment on an item, and there is a chance of receiving more. Additional enchantments are chosen by this algorithm: When enchanting books using an enchanting table, if multiple enchantments were generated, then one selected at random is removed from the final list. This does not apply to other sources of enchanted books that use enchantment mechanics, such as fishing or chests in generated structures. Some enchantments conflict with other enchantments and thus both can't be enchanted into the same item, whether for balance or logistical reasons. The rules for enchantment conflicts are: Conflicting enchantments may appear on an item with specially-crafted /give commands. The behavior of such items should not be relied upon, but in general: Enchanting seed The enchantments that the enchanting table offers to a player do not usually change until the player enchants an item. After each applied enchant, the player gets offered different enchantments for any type of enchantable item. This is controlled by the enchanting seed XpSeed in the player data. This enchantment seed is initialized to 0 on world creation, and whenever the last enchantment seed was 0 on loading into a world it is re-rolled. Hence, when a new world is played until the player performs their first enchant without closing and re-joining the world in between, the offered enchantments are always the same. They still depend on the enchanted item and the enchantment level. These deterministic enchantments with the XpSeed equal to 0, colloquially known as first enchants, can be used to guarantee certain enchantments, e.g. a diamond sword enchanted with 3 lapis lazuli and 15 bookshelves always gets Unbreaking 3 and Looting 2. Due to the fact that enchanting an item changes the enchanting seed, only one such first enchant can be chosen per world. All tools (axe, hoe, pickaxe, and shovel) will always offer the same enchantments for any given seed. For example, if a diamond hoe is offered Unbreaking I at level 1, Efficiency II at level 2, and Fortune II at level 3, then diamond shovels, axes, and pickaxes will also offer the same enchantments. History References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Spear#Charge_attack] | [TOKENS: 1522]
Spear Held Item Held Item Held Item Held Item Held Item Held Item Held Item Common Jab attack: Charge attack: 1.54 (0.65 seconds) 1.33 (0.75 seconds) 1.18 (0.85 seconds) 1.05 (0.95 seconds) 0.95 (1.05 seconds) 0.87 (1.15 seconds) 13 game ticks (0.65 seconds) 15 game ticks (0.75 seconds) 17 game ticks (0.85 seconds) 19 game ticks (0.95 seconds) 21 game ticks (1.05 seconds) 23 game ticks (1.15 seconds) 0.125 Java Edition: Bedrock Edition: Yes No (except via vault) No No A spear is a tiered melee weapon that can be used to perform slow jab attacks or held forward to do charge attacks which deal damage based on the velocity of the user and the target. Spears have especially long reach, but cannot hit targets that are too close. Contents Variants There are seven spear variants: Obtaining Zombies, husks, zombie horsemen, and camel husk jockey riders can spawn wielding iron spears, while piglins and zombified piglins can spawn wielding golden spears. These spears have an 8.5% chance of dropping upon death, increased to a maximum of 11.5% with the Looting III enchantment. It is also possible to get the golden spear from a piglin by dropping a crossbow or sword nearby, which the piglin will swap its spear for. It then requires precise timing to pick it up before the piglin does. Usage Spears have a longer attack range than other weapons, at 4.5 blocks rather than 3 blocks. However, they also have a minimum attack range value that prevents attacking entities that are within 2 blocks of the user.[note 1] Unlike all other weapons, including a bare hand, spears cannot do critical hits or sprint-knockback attacks. Spears can damage multiple entities with a single attack. Spears inflate the hitboxes of targets by 0.125 when calculating hit registration, giving them more effective area. It is not possible to break blocks while holding a spear, and instead an attack is performed. Spears also have a unique ability to attack through non-solid blocks like cobwebs and tall grass. In Java Edition, spear attacks (both jab and charge attacks) are also uniquely capable of causing horizontal knockback to primed TNT. Spears have two methods of attacking: A spear can be used with the attack button to perform a jab attack, dealing damage at an amount dependent on the tier of the spear. Jab attacks have a unique type of cooldown that cannot be bypassed: A spear can still perform a charge attack while the jab attack is on cooldown, and thus by alternating between jab attacks and charge attacks the rate of attacks can be effectively doubled. Jab attacks do one additional damage in Bedrock Edition compared to Java Edition. The jab attack of copper spears is strictly worse than stone spears, due to having a lower attack speed‌[JE only] / longer use cooldown‌[BE only] with identical attack damage. Switching to a spear in Bedrock Edition does not cause the use cooldown to need to charge, unlike the attack cooldown in Java Edition. The spear can alternatively be lowered into an attack position by holding the use button, where colliding with a target deals damage depending on the velocity of the user and the velocity of the target. Charged attacks require a movement speed difference of 5.1 blocks per second between the attacker and the target in order to deal damage. Because of this, mobs like skeletons that strafe backwards will often only take knockback from charge attacks. Charge attacks can hit multiple entities, and in Bedrock Edition there is a 0.5 second (10 tick) delay between charge attack connections. A charge attack can be dealt even when the jab attack is on cooldown. Charge attacks go through three stages when held out: Charge attacks can still deal damage while the user is standing still, if the target is moving towards the user. The damage done by the charge attack is its damage multiplier multiplied by the velocity of the attacker relative to the target in blocks per second. Charge attacks are not influenced by the Strength or Weakness effects. In Bedrock Edition, spear charge attacks produce critical hit particles when striking targets, but they aren't actually critical hits. A charge attack can be canceled at any time, regardless of the stage it's in. When doing a charge attack directly after a jab attack, the spear will perform the jab animation and then flourish into the charge attack position in two rotations.‌[JE only] The tier of a given spear slightly alters the behavior of jab and charge attacks: Spear attacks cannot be critical hits. In Java Edition, spears have differing attack speeds, and have the following statistics: Calculate spear charge attack damage In Bedrock Edition, spears have differing use cooldowns, and have the following statistics: Zombies, husks, zombified piglins, zombie villagers‌[Java Edition only], and piglins wielding spears have unique attacking behavior. When attacking, they use the spear's charge attack while moving towards their target. They hold the charge through its full duration, using all 3 stages. Once the charge attack has ended, they walk away to increase the distance between them and their target before turning around to begin another charge. When wielded by any other mob, such as skeletons, they instead use the spear's jab attack when in melee range. Like players, the 2-4.5 blocks attacking range applies to these mobs as well. The Lunge enchantment will also take effect for these mobs. A spear can be repaired in an anvil by adding units of the tiers' repair material, with each repair material restoring 25% the spear's maximum durability, rounded down. Two spears of the same tier can also be combined in an anvil with an extra 12% durability, in Bedrock Edition the extra durability is approximately 6% for this item.[note 7] Both methods preserve the spear's enchantments. A spear can receive the following enchantments: Spears enchanted with Lunge propel the player forward when a jab attack is performed, at the cost of consuming saturation and hunger points at an amount dependent on the enchantment level, as well as consuming 1 durability. Saturation points are consumed first, and then hunger points are consumed after. Lunge does not trigger when the player has less than 6 hunger points, is riding a mount, is gliding with an elytra, or if the user is in water. Level I consumes 1 saturation/hunger points, level II takes 2 saturation/hunger points, and level III takes 3 saturation/hunger points. By initiating a charge attack directly after a jab attack, the charge attack can be connected using the velocity gained with Lunge. There must be significant distance between the user and the target to give time for the charge attack's activation delay to fully finish after jabbing. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Achievements Advancements Videos History Issues Issues relating to "Spear" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References Navigation Navigation menu
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