Commit f4599295 authored by Danny SMc's avatar Danny SMc

Removed minepedia stuff

parent de5c7ab4
Brewing is how potions and splash potions are made in Minecraft.
Recipes: Despite the complicated web of potions that can be brewed from other potions, to brew a specific potion from the water bottle most efficiently the options are quite simple. The following table gives the most efficient way to brew each potion without wasting extra ingredients. Cases where the order of ingredients is irrelevant or two different ingredients are interchangeable are included. The potion of weakness, the only one which can be brewed without starting with a nether wart, can still be brewed from an awkward potion if the player wishes to convert all water bottles to awkward potions in preparation for brewing.
Weakness > fermented spider eye
Weakness E > fermented spider eye and redstone (if brewed from an awkward potion the fermented spider eye must be added first)
Strength > nether wart > blaze powder
Strength E > nether wart > blaze powder > redstone
Strength II > nether wart > blaze powder > glowstone
Regeneration > nether wart > ghast tear
Regeneration E > nether wart > ghast tear > redstone
Regeneration II > nether wart > ghast tear > glowstone
Swiftness > nether wart > sugar
Swiftness E > nether wart > sugar > redstone
Swiftness II > nether wart > sugar > glowstone
Slowness > nether wart > sugar or magma cream > fermented spider eye
Slowness E > nether wart > sugar or magma cream > fermented spider eye > redstone
Health > nether wart > glistering melon
Health II > nether wart > glistering melon > glowstone
Harming > nether wart > glistering melon or spider eye > fermented spider eye
Harming II > nether wart > glistering melon or spider eye > fermented spider eye and glowstone
Poison > nether wart > spider eye
Poison E > nether wart > spider eye > redstone
Poison II > nether wart > spider eye > glowstone
Fire Resistance > nether wart > magma cream
Fire Resistance E > nether wart > magma cream > redstone
History: Initially, the Cauldron was where potions were brewed. Code in Beta 1.9 pre2 revealed that Potions were brewed by adding water to the Cauldron followed by certain reagents. Correctly combined reagents would confer purely beneficial potion effects, and incorrect combinations added negative effects. The system was complicated, lacked a GUI, and formed many duplicate potions (i.e. two potions that were exactly the same could be made in several different ways), so Notch and Jeb came up with a new brewing method using a Brewing Stand.[1] The Cauldron's role in brewing was relegated to being a slightly more efficient storage vessel for water. Brewing was greatly streamlined and simplified when a brewing GUI was added and most duplicate potions were removed (the total possible potions went down from 150 combinations to only 25 different potions in 31 combinations). However, this new system made some potion effects available in earlier 1.9 pre-releases inaccessible (e.g. Nausea, Blindness and Invisibility).
Throwable Splash Potions were introduced in Beta 1.9 Pre4 and brewed by placing gunpowder and any potion together in a brewing stand. This pre-release also introduced Glistering Melon as an alchemical reagent to replace the instant health effect conferred by the Ghast Tear, which then added the effect of regeneration instead. This version also converted certain reagents into base-secondary reagents (the Spider Eye, Glistering Melon and Blaze Powder made Mundane Potion when brewed into a water bottle in addition to their previous functions), bringing the potion total to 28 different potions in 35 combinations.
Trivia:Only 1 ingredient is needed to brew into up to 3 potions. These three potions do not necessarily have to be the same.
Upgrading effect of potion that has no time parameter (i.e. Instant Health, Harming) with glowstone dust has no downsides.
Upgrading a Fire Resistance Potion with redstone dust has no downsides.
Although Jeb said that in the 1.9 pre-release 3 there were 161 possible different potion combinations with 2,653 in the future, in the actual third pre-release only 22 different potions could be made without the use of external programs. Of those, 19 potions had one of 8 different effects.
The Mundane Potion made from redstone has a different metadata (64) than the mundane potion made from any other ingredient (8192). Unlike Mundane 64, Mundane 8192 can be made into a Splash Mundane Potion by adding gunpowder that is, like its base potion, without any effect.
There are many Potions that were left behind from 1.9 pre-releases that fill up different metadatas that otherwise cannot be brewed or obtained without a SMP server command or inventory editor. These potions include but are not limited to: Bungling Potion, Buttering Potion, Debonair Potion, Refined Potion.
Splash potions can be fired by Dispensers.
Cauldrons can be entirely circumvented from the brewing process with no ill effects, as bottles can be filled by right-clicking on a water source block. This is an improvement from cauldrons, as one does not have to replenish the source block every three bottles, or indeed at all. This, however can not be done in the Nether, where cauldrons become essential.
Some splash potions have the opposite effect on undead mobs such as zombies and skeletons.
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According to Wikipedia, biomes are climatically and geographically defined as similar climatic conditions on the Earth, such as communities of plants, animals, and soil organisms, and are often referred to as ecosystems.
In Minecraft, from the Halloween Update onwards, this means that different areas with varying heights, temperatures, humidity ratings and foliage colors are created.
Before the Halloween Update, when a map was generated it had either a Snowy or Grassy theme. But after the update, a single world includes all themes in a logical fashion determined from the biomes graph.
Biome Types Biome types may be easily distinguished by the differentiating grass and leaf colors in conjunction with the kind of blocks present, like cacti in deserts and pine trees in pine forests. They are randomly created during the generation of the world and are affected by the starting seed.
There are nine biomes in Minecraft 1.0.
Biome Description Features Image
Forest (Oak/Birch Forest) A biome with many trees and a fair amount of tall grass. Birch trees can be found in this biome. Oak and Birch Trees, Grass, Flowers, Tall Grass.
Taiga (Pine Forest) A biome with many pine/spruce trees and dull grey-blue grass. Wolves are also found on this biome more commonly than others. As of 1.8, it is most likely to spawn in one of these biomes. Snow and Ice occur in this biome after Minecraft 11w48a. Pine Trees, Grass, Flowers, Wolves, Tall Grass.
Swampland A flat biome with swamp-like trees with vines and shallow pools of clay, sand and dirt. The water, grass, leaves, vines and trees are much darker. The water can have floating lily pads. Mushrooms are also moderately common in swamps. There is a green-ish color in the water. Trees can sometimes spawn in the water in this biome. Oak Trees, Grass, Vines, Lily Pads, Clay, Mushrooms.
Extreme Hills (Mountains) A highly mountainous biome with dull grey-blue grass and few trees, added in the 1.8 Adventure Update. Prior to this update, mountains were found in all types of biomes, but now are very rare outside this type of land. More underground cave systems are present here than any other biome. Oak Trees, Grass.
Desert A very flat biome consisting mostly of sand, dead shrubs and cacti. No rain occurs in this biome. Sugar Cane can be found sometimes next to pools of water. NPC Villages spawn mostly in this biome. Sand, Cacti, Dead Bushes, Sandstone, Sugar Cane.
Plains A relatively flat biome with rolling hills and a large amount of tall grass (more than in any other type of land). The occasional tree does exist, although very rarely. Gulleys are also quite common in this biome. Tall Grass, Grass, Oak Trees.
Ocean A very big, flat open biome made entirely of water, with underwater reliefs such as small mountains and plains and usually includes sand and clay at its bottom. Ocean biomes can go down to 30 blocks deep and the occasional island may exist, as a small version of other biome types. Entrances to underground ravines can be also found at the bottom of the ocean, as well as Abandoned Mine Shafts (whose upper parts are mostly flooded due to the proximity of the ocean). Oceans can be larger than ten thousand blocks wide and long. Water, Sand, Clay.
Tundra A relatively flat biome covered in snow. Lakes and rivers are mostly frozen over and trees (only regular types are spawned) are scarce. Sugar canes do spawn in this biome, but are destroyed and dropped when the chunks load because of the ice that spreads over open water sources. Snow, Snowfall, Oak Trees, Ice, Sugar Cane.
Mushroom This biome consists of flat landscapes and high hills, has Mycelium instead of grass as its common surface block, and tends to appear as islands far from the spawn of a map and any significant landmass. It is the only biome where Huge Mushrooms can spawn and grow naturally, where mushrooms grow in full sunlight, and where Mooshrooms spawn.
It's actually composed of two different "biomes" - the shoreline, which is flat, and the mainland, which is more undulating (hilly). Contrary to popular belief, trees can be grown in this biome, but not next to Mycelium which will take over the dirt square from the sapling and un-plant the sapling. A player can create a Mycelium-free zone with cobblestone and grow a tree in the middle of it on freshly placed dirt. A player is also able to place saplings on mycelium and use bonemeal on the sapling to grow it. Otherwise, it is advised to collect wood (and saplings) before settling here.
No mobs other than Mooshrooms (including hostile mobs at night) spawn in this biome. This includes caves, abandoned mines, etc... below Mushroom Biomes, meaning exploring underground is relatively safe. Dungeons with spawners will still spawn mobs, however, and caution should still be taken when exploring (as sometimes "fingers" of other biomes project into mushroom biomes).
As of 1.0.0 player made structures in this biome are exempt from the "no mob spawn" rule: Only mushroom terrain originally created with the map seems to prevent mob spawning.
History: Biomes were added in Alpha 1.2.0, also known as the Halloween Update. In Beta 1.8, biomes got an overhaul, removing some biomes and others replaced with nine fractal-based biomes - some old, some new.
Difficulty: It can be difficult to play and gather sufficient resources if one starts in the middle of a biome with no trees, such as the desert, savanna, tundra, and especially the ocean.
There have been multiple reports of players spawning on tiny islands in the middle of a vast ocean with no trees for several Minecraft days in any direction. It appears that these desert islands generate in the Ocean biome, where animals cannot spawn (on the water); sometimes the island spawns with no trees so players have to delete the world and start again, swim great distances to a landmass, or search for nearby underwater openings into abandoned mineshafts to acquire wood. This is not quite as bad a problem if one starts the map in Creative Mode since the player is able to fly, make a boat, or plant trees. It is still undetermined whether this feature is a bug or not (Notch didn't say it was a bug, but the community seems to think it is).
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According to Wikipedia, biomes are climatically and geographically defined as similar climatic conditions on the Earth, such as communities of plants, animals, and soil organisms, and are often referred to as ecosystems.
In Minecraft, from the Halloween Update onwards, this means that different areas with varying heights, temperatures, humidity ratings and foliage colors are created.
Before the Halloween Update, when a map was generated it had either a Snowy or Grassy theme. But after the update, a single world includes all themes in a logical fashion determined from the biomes graph.
Biome Types Biome types may be easily distinguished by the differentiating grass and leaf colors in conjunction with the kind of blocks present, like cacti in deserts and pine trees in pine forests. They are randomly created during the generation of the world and are affected by the starting seed.
There are nine biomes in Minecraft 1.0.
Biome Description Features Image
Forest (Oak/Birch Forest) A biome with many trees and a fair amount of tall grass. Birch trees can be found in this biome. Oak and Birch Trees, Grass, Flowers, Tall Grass.
Taiga (Pine Forest) A biome with many pine/spruce trees and dull grey-blue grass. Wolves are also found on this biome more commonly than others. As of 1.8, it is most likely to spawn in one of these biomes. Snow and Ice occur in this biome after Minecraft 11w48a. Pine Trees, Grass, Flowers, Wolves, Tall Grass.
Swampland A flat biome with swamp-like trees with vines and shallow pools of clay, sand and dirt. The water, grass, leaves, vines and trees are much darker. The water can have floating lily pads. Mushrooms are also moderately common in swamps. There is a green-ish color in the water. Trees can sometimes spawn in the water in this biome. Oak Trees, Grass, Vines, Lily Pads, Clay, Mushrooms.
Extreme Hills (Mountains) A highly mountainous biome with dull grey-blue grass and few trees, added in the 1.8 Adventure Update. Prior to this update, mountains were found in all types of biomes, but now are very rare outside this type of land. More underground cave systems are present here than any other biome. Oak Trees, Grass.
Desert A very flat biome consisting mostly of sand, dead shrubs and cacti. No rain occurs in this biome. Sugar Cane can be found sometimes next to pools of water. NPC Villages spawn mostly in this biome. Sand, Cacti, Dead Bushes, Sandstone, Sugar Cane.
Plains A relatively flat biome with rolling hills and a large amount of tall grass (more than in any other type of land). The occasional tree does exist, although very rarely. Gulleys are also quite common in this biome. Tall Grass, Grass, Oak Trees.
Ocean A very big, flat open biome made entirely of water, with underwater reliefs such as small mountains and plains and usually includes sand and clay at its bottom. Ocean biomes can go down to 30 blocks deep and the occasional island may exist, as a small version of other biome types. Entrances to underground ravines can be also found at the bottom of the ocean, as well as Abandoned Mine Shafts (whose upper parts are mostly flooded due to the proximity of the ocean). Oceans can be larger than ten thousand blocks wide and long. Water, Sand, Clay.
Tundra A relatively flat biome covered in snow. Lakes and rivers are mostly frozen over and trees (only regular types are spawned) are scarce. Sugar canes do spawn in this biome, but are destroyed and dropped when the chunks load because of the ice that spreads over open water sources. Snow, Snowfall, Oak Trees, Ice, Sugar Cane.
Mushroom This biome consists of flat landscapes and high hills, has Mycelium instead of grass as its common surface block, and tends to appear as islands far from the spawn of a map and any significant landmass. It is the only biome where Huge Mushrooms can spawn and grow naturally, where mushrooms grow in full sunlight, and where Mooshrooms spawn.
It's actually composed of two different "biomes" - the shoreline, which is flat, and the mainland, which is more undulating (hilly). Contrary to popular belief, trees can be grown in this biome, but not next to Mycelium which will take over the dirt square from the sapling and un-plant the sapling. A player can create a Mycelium-free zone with cobblestone and grow a tree in the middle of it on freshly placed dirt. A player is also able to place saplings on mycelium and use bonemeal on the sapling to grow it. Otherwise, it is advised to collect wood (and saplings) before settling here.
No mobs other than Mooshrooms (including hostile mobs at night) spawn in this biome. This includes caves, abandoned mines, etc... below Mushroom Biomes, meaning exploring underground is relatively safe. Dungeons with spawners will still spawn mobs, however, and caution should still be taken when exploring (as sometimes "fingers" of other biomes project into mushroom biomes).
As of 1.0.0 player made structures in this biome are exempt from the "no mob spawn" rule: Only mushroom terrain originally created with the map seems to prevent mob spawning.
History: Biomes were added in Alpha 1.2.0, also known as the Halloween Update. In Beta 1.8, biomes got an overhaul, removing some biomes and others replaced with nine fractal-based biomes - some old, some new.
Difficulty: It can be difficult to play and gather sufficient resources if one starts in the middle of a biome with no trees, such as the desert, savanna, tundra, and especially the ocean.
There have been multiple reports of players spawning on tiny islands in the middle of a vast ocean with no trees for several Minecraft days in any direction. It appears that these desert islands generate in the Ocean biome, where animals cannot spawn (on the water); sometimes the island spawns with no trees so players have to delete the world and start again, swim great distances to a landmass, or search for nearby underwater openings into abandoned mineshafts to acquire wood. This is not quite as bad a problem if one starts the map in Creative Mode since the player is able to fly, make a boat, or plant trees. It is still undetermined whether this feature is a bug or not (Notch didn't say it was a bug, but the community seems to think it is).
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Blaze is a type of mob found in The Nether. In their searching state they are confined to the ground and do not blow smoke. They will not start flying unless they spot the player. When pursuing, they catch fire briefly before shooting a three round burst of fireballs. A short cool down period occurs between attacks. Their bodies are made up of a head atop a central column of smoke, and three rotating sections, each rotating section contains four floating yellow rods. They drop Blaze Rods, and can only spawn in Nether Fortresses, from Mob Spawners. Their fireballs set players and mobs alike on fire. Despite being similar to a Ghast fireball, Blaze Fireballs are not explosive, and cannot be deflected.
Combat: Blazes are one of the most difficult mobs to fight, due to their ranged, unblockable attacks and rapid rate of fire. Their ability to fly usually leaves the player's sword useless, while a player's bow's charging time and move speed leaves the player highly vulnerable to attack. On the other hand, Blaze have a much shorter attack range, which makes it more feasible to snipe them from afar. Blaze can only spawn in light level 12 or lower (at the lower half of their body). Much like Ghasts, the Blaze's ability to fly can make it difficult to recover their loot after killing them. However, a viable tactic of combat is to fight them at close range by reeling them in with a fishing rod first. The use of a potion of fire resistance is extremely helpful when fighting Blazes.
Blaze spawners occur in Nether Fortresses, and will start spawning Blazes once the player gets within 16 blocks. The spawners have a chance of spawning 1-6 Blazes at once. 'Camping' at a Blaze spawner is an effective way to gather Blaze Rods, as they will always appear close enough to attack with a sword, and there is a delay in their attack after they spawn because they have to charge first. This is best done in combination with the fire resistance potion in effect, which makes the player immune to the Blaze's attacks and can be brewed by adding Magma Cream to awkward potions. You can also build a doorway, 2 blocks tall and 1 block wide, where you can camp and kill the blazes as they come down. This strategy is extremely effective if you cover up the roof of the spawner room and camp in the doorway with a diamond sword.
A Blaze suffers damage upon contact with water or from snowballs, making a small army of Snow Golems a great way to kill them or even make Golem-based Blaze grinders, provided the player has enough ingredients to replace the fallen golems, a safe place to hide while making new golems, as well as that the initial attack is made with enough snowmen to defeat the first wave of Blazes, before more Blazes can arrive and turn the Blaze grinder into a Snow Golem grinder. Be aware with Blaze spawners as these can quickly create new waves of Blaze, outnumbering the golems. In SMP, this tactic is one of the easiest ways (if not THE easiest way) to kill Blazes, as another player can be assigned the mission to gather snow from dead snow golems and turn this into blocks, letting the golem maker work without stopping to get more snow. Systems like this can in practical use take out several spawners with the only resource requirement being pumpkins for new golems, making the Blaze killing process almost self-sustaining. A pumpkin farm could produce unlimited pumpkins, making it fairly sustainable, although the snow would run out if the dead golems' snowballs weren't collected.
History: Blazes were introduced in Beta 1.9 Pre-release 1. Starting from Beta 1.9 Pre-release 4(verify version) they only drop items when they aren't on fire (about to attack).
Trivia: The light level of an area to disable a spawnable area has to be 12 or higher.
Blaze cannot shoot if trapped in a Cobweb.
Blaze do not have a body, unlike other mobs. They are simply floating heads over a cloud of smoke surrounded by spinning rods.
Unlike Ghasts, projectiles fired by a Blaze cannot be deflected, so hitting the projectiles would be pointless.
Blaze projectiles will set whatever they hit on fire, which includes solid blocks, mobs, and the player.
With a 'fire resistance potion' in effect, the blaze is the only mob whose attacks are capable of being neutralized, including their knockback effect. However, they are able to hit players when up close with a melee attack when they are on fire and ONLY when they are on fire.
The player and Snow Golems can kill a blaze with snowballs, although Snow Golems will be killed quickly by the Blazes' attacks.
Each snowball deals 3 () damage, so it takes 7 snowballs to kill one Blaze.
Blazes will take damage from rain and snowy weather if spawned into the over-world.
As of Beta 1.9 Pre-release 5, Blaze only drop a Blaze Rod when killed by the player.
As of Version RC2, Blaze now have their own sounds. They make "breath" sounds and make metallic clunks when hurt.
Blazes, despite their almost alien morphology, share a recolored face with The Player and other humanoid mobs.
When this mob is not in pursuit of the player, they are bound to the ground. One can observe this as they may jump to get onto higher blocks and drop when going off an edge.
One may also observe that when they make contact with a block below they make footstepping noises appropriate to the block, as any earth-bound mob with feet would make, despite being a floating mob.
Once fired, the Blaze's fireball has an infinite range. However, The Player still needs to be within 'attack range' of the Blaze to attack.
Blazes take damage from water.
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This diff is collapsed.
The Cave Spider[1] is a small bug-like monster and also is a hostile mob re-textured from the Spider with a blue skin and is more dangerous than the regular spider, but in turn they are much more rare than regular Spiders. Cave Spiders do not spawn naturally, they only come from Spawners found in Abandoned Mine Shafts. Cave Spiders are also smaller than regular spiders,[1][2] presumably so that they can fit through the mine shafts that they spawn in, including 1 x 1 x 1 holes, and can pass through passages only half a block high. Their exact size is 0.7 x 0.7 x 0.5.
Venom: The most notable feature of the cave spider is its venomous bite. When bitten by a Cave Spider on any difficulty except Easy, the player's health bar turns yellow-green and gradually decreases.[3] The venom inflicts half of a heart of damage about every second and a half (or 1.5 seconds), and lasts for 5 seconds. Armor does not affect venom; neither the conditions under which you will receive venom, nor the damage received from it. Since 1.9 Pre-Release 4 Jeb gave milk the ability to cure the player of the venom. Regardless of the difficulty, venom cannot kill you, but it can drop your health to dangerously low levels.
History: The Cave Spider was first introduced in the Beta 1.8 Pre-release.
SMP servers upgraded from older versions running in peaceful mode may begin spawning cave spiders, though no other monster appears in the world. This is because in older versions setting the Server.properties key spawn-monsters to false would place the server in peaceful mode. As of 1.8, a separate key difficulty must be set to zero to select peaceful difficulty; setting spawn-monsters to false prevents monsters from spawning randomly in dark areas but does not disable spawners. Because the difficulty key defaults to 1 (easy), servers without the key configured at all changed from running in peaceful mode (prior to 1.8) to easy mode (as of 1.8).
Trivia: Cobwebs don't affect Cave Spiders.
Cave Spiders are faster than normal spiders.
Cave Spider poison does affect Skeletons, but will not kill them because the venom only brings entities down to half a heart.
Cave Spider spawners are surrounded by Cobwebs, making them difficult to get. Since as mentioned above, Cave Spiders are not slowed by Cobwebs, players can only take extreme caution when passing these areas, unless playing on Easy.
Cave Spiders behave just like normal Spiders in daylight or light levels of 10 or higher.
Because of their small dimensions, building a mob farm from a cave spider spawner would be considerably difficult (unless the player is on the Peaceful setting) and somewhat inefficient to build.
Cave Spiders can track you through walls.
If both cave and regular spiders are attempting to get to the player through a 1x1x1 size opening, the regular spiders crowd the opening and block the path of the smaller cave spider greatly reducing its chance of getting through the opening.
Cave Spiders will leap into an area three blocks high and wait for the player to get close enough to be attacked.
They may be able to go through a 1 block gap, but they cannot go around fences. Proving the only effective way to farm cave spiders for spider eyes is through the gap in fences; which the player can hit them between.
Spiders are unaffected by Splash Potions of Poison.
Bugs: Because of the natural tendency of cave spider spawners being created with cobwebs and ceilings, but without walls such as the Moss Stone walls in dungeons, cave spiders can be spawned in the middle of a cavern or a ravine.
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Brewing is how potions and splash potions are made in Minecraft.
Recipes: Despite the complicated web of potions that can be brewed from other potions, to brew a specific potion from the water bottle most efficiently the options are quite simple. The following table gives the most efficient way to brew each potion without wasting extra ingredients. Cases where the order of ingredients is irrelevant or two different ingredients are interchangeable are included. The potion of weakness, the only one which can be brewed without starting with a nether wart, can still be brewed from an awkward potion if the player wishes to convert all water bottles to awkward potions in preparation for brewing.
Weakness > fermented spider eye
Weakness E > fermented spider eye and redstone (if brewed from an awkward potion the fermented spider eye must be added first)
Strength > nether wart > blaze powder
Strength E > nether wart > blaze powder > redstone
Strength II > nether wart > blaze powder > glowstone
Regeneration > nether wart > ghast tear
Regeneration E > nether wart > ghast tear > redstone
Regeneration II > nether wart > ghast tear > glowstone
Swiftness > nether wart > sugar
Swiftness E > nether wart > sugar > redstone
Swiftness II > nether wart > sugar > glowstone
Slowness > nether wart > sugar or magma cream > fermented spider eye
Slowness E > nether wart > sugar or magma cream > fermented spider eye > redstone
Health > nether wart > glistering melon
Health II > nether wart > glistering melon > glowstone
Harming > nether wart > glistering melon or spider eye > fermented spider eye
Harming II > nether wart > glistering melon or spider eye > fermented spider eye and glowstone
Poison > nether wart > spider eye
Poison E > nether wart > spider eye > redstone
Poison II > nether wart > spider eye > glowstone
Fire Resistance > nether wart > magma cream
Fire Resistance E > nether wart > magma cream > redstone
History: Initially, the Cauldron was where potions were brewed. Code in Beta 1.9 pre2 revealed that Potions were brewed by adding water to the Cauldron followed by certain reagents. Correctly combined reagents would confer purely beneficial potion effects, and incorrect combinations added negative effects. The system was complicated, lacked a GUI, and formed many duplicate potions (i.e. two potions that were exactly the same could be made in several different ways), so Notch and Jeb came up with a new brewing method using a Brewing Stand.[1] The Cauldron's role in brewing was relegated to being a slightly more efficient storage vessel for water. Brewing was greatly streamlined and simplified when a brewing GUI was added and most duplicate potions were removed (the total possible potions went down from 150 combinations to only 25 different potions in 31 combinations). However, this new system made some potion effects available in earlier 1.9 pre-releases inaccessible (e.g. Nausea, Blindness and Invisibility).
Throwable Splash Potions were introduced in Beta 1.9 Pre4 and brewed by placing gunpowder and any potion together in a brewing stand. This pre-release also introduced Glistering Melon as an alchemical reagent to replace the instant health effect conferred by the Ghast Tear, which then added the effect of regeneration instead. This version also converted certain reagents into base-secondary reagents (the Spider Eye, Glistering Melon and Blaze Powder made Mundane Potion when brewed into a water bottle in addition to their previous functions), bringing the potion total to 28 different potions in 35 combinations.
Trivia:Only 1 ingredient is needed to brew into up to 3 potions. These three potions do not necessarily have to be the same.
Upgrading effect of potion that has no time parameter (i.e. Instant Health, Harming) with glowstone dust has no downsides.
Upgrading a Fire Resistance Potion with redstone dust has no downsides.
Although Jeb said that in the 1.9 pre-release 3 there were 161 possible different potion combinations with 2,653 in the future, in the actual third pre-release only 22 different potions could be made without the use of external programs. Of those, 19 potions had one of 8 different effects.
The Mundane Potion made from redstone has a different metadata (64) than the mundane potion made from any other ingredient (8192). Unlike Mundane 64, Mundane 8192 can be made into a Splash Mundane Potion by adding gunpowder that is, like its base potion, without any effect.
There are many Potions that were left behind from 1.9 pre-releases that fill up different metadatas that otherwise cannot be brewed or obtained without a SMP server command or inventory editor. These potions include but are not limited to: Bungling Potion, Buttering Potion, Debonair Potion, Refined Potion.
Splash potions can be fired by Dispensers.
Cauldrons can be entirely circumvented from the brewing process with no ill effects, as bottles can be filled by right-clicking on a water source block. This is an improvement from cauldrons, as one does not have to replenish the source block every three bottles, or indeed at all. This, however can not be done in the Nether, where cauldrons become essential.
Some splash potions have the opposite effect on undead mobs such as zombies and skeletons.
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The Cave Spider[1] is a small bug-like monster and also is a hostile mob re-textured from the Spider with a blue skin and is more dangerous than the regular spider, but in turn they are much more rare than regular Spiders. Cave Spiders do not spawn naturally, they only come from Spawners found in Abandoned Mine Shafts. Cave Spiders are also smaller than regular spiders,[1][2] presumably so that they can fit through the mine shafts that they spawn in, including 1 x 1 x 1 holes, and can pass through passages only half a block high. Their exact size is 0.7 x 0.7 x 0.5.
Venom: The most notable feature of the cave spider is its venomous bite. When bitten by a Cave Spider on any difficulty except Easy, the player's health bar turns yellow-green and gradually decreases.[3] The venom inflicts half of a heart of damage about every second and a half (or 1.5 seconds), and lasts for 5 seconds. Armor does not affect venom; neither the conditions under which you will receive venom, nor the damage received from it. Since 1.9 Pre-Release 4 Jeb gave milk the ability to cure the player of the venom. Regardless of the difficulty, venom cannot kill you, but it can drop your health to dangerously low levels.
History: The Cave Spider was first introduced in the Beta 1.8 Pre-release.
SMP servers upgraded from older versions running in peaceful mode may begin spawning cave spiders, though no other monster appears in the world. This is because in older versions setting the Server.properties key spawn-monsters to false would place the server in peaceful mode. As of 1.8, a separate key difficulty must be set to zero to select peaceful difficulty; setting spawn-monsters to false prevents monsters from spawning randomly in dark areas but does not disable spawners. Because the difficulty key defaults to 1 (easy), servers without the key configured at all changed from running in peaceful mode (prior to 1.8) to easy mode (as of 1.8).
Trivia: Cobwebs don't affect Cave Spiders.
Cave Spiders are faster than normal spiders.
Cave Spider poison does affect Skeletons, but will not kill them because the venom only brings entities down to half a heart.
Cave Spider spawners are surrounded by Cobwebs, making them difficult to get. Since as mentioned above, Cave Spiders are not slowed by Cobwebs, players can only take extreme caution when passing these areas, unless playing on Easy.
Cave Spiders behave just like normal Spiders in daylight or light levels of 10 or higher.
Because of their small dimensions, building a mob farm from a cave spider spawner would be considerably difficult (unless the player is on the Peaceful setting) and somewhat inefficient to build.
Cave Spiders can track you through walls.
If both cave and regular spiders are attempting to get to the player through a 1x1x1 size opening, the regular spiders crowd the opening and block the path of the smaller cave spider greatly reducing its chance of getting through the opening.
Cave Spiders will leap into an area three blocks high and wait for the player to get close enough to be attacked.
They may be able to go through a 1 block gap, but they cannot go around fences. Proving the only effective way to farm cave spiders for spider eyes is through the gap in fences; which the player can hit them between.
Spiders are unaffected by Splash Potions of Poison.
Bugs: Because of the natural tendency of cave spider spawners being created with cobwebs and ceilings, but without walls such as the Moss Stone walls in dungeons, cave spiders can be spawned in the middle of a cavern or a ravine.
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Chicken are passive mobs that first appeared in Alpha mode. They have white feathers and wings, with a yellow beak, and a red wattle. The main purpose of chickens is to supply feathers, Raw Chicken and eggs, essential for arrows, food and cakes, respectively. Chickens are 0.875 blocks tall, 0.5 blocks wide and 0.8125 blocks long.
Behavior: Chickens appear to wander around aimlessly, but actually and subtly possess decent pathfinding ability. They will make no attempt to stay out of water, and a common sight is several chickens bouncing up and down in the water. They will follow you if have wheat in your hand.They appear to be drawn to caves, since they move more easily down ledges than up them. Chickens are also drawn to light in a dark environment and will swim upstream to get to it. Chickens will also climb simple steps, but not a ladder, to escape a pit. It is possible to push a chicken up a ladder, therefore letting them escape a pit you may have trapped them in. This can be prevented by removing the ladder on the bottom, but you will have to jump to get up the ladder. Since the Beta update they seem to be the most common mob. Chickens often spawn alone, but can spawn in groups of 2-6. Like all other passive mobs, they seemingly move randomly in a natural environment. Chickens seem to make attempts at escaping (if trapped/fenced) by constantly jumping into nearby doors or fence gates if available.Upon reloading a map a Chicken has a chance to respawn on the other side of a fence to which it started.
Chickens lay eggs which can be thrown at enemies or used as an ingredient in cakes. Chickens lay an egg on every 5-10 minutes (it took 40 minutes for 9 chickens to lay 50 eggs = 7.2 minutes/egg). Since the Beta 1.8 update, Chickens have a 1/8 chance of being spawned from a thrown egg.
When a chicken falls from a height it slowly "hovers" down to safety.
Breeding: All passive mobs, [excluding squid and villagers] can be bred using Wheat.
Chickens can still be created and bred using eggs, allowing them to be easily bred far away from where they naturally spawn. Each egg will have a 1/8th chance in hatching a chick minus a 1/256th chance to get 4 chicks in a egg instead. If you start with 11 eggs you have a 35% chance of creating a colony of at least 2 chickens.
You can quickly make a small colony in a Minecraft day by routinely picking up eggs and farming wheat. If you breed these chickens in an enclosed space, you should have a reliable source of chickens within a few days. Furthermore, since zombies no longer drop feathers (making it harder to craft arrows)making a chicken colony is a great way to get an unlimited supply of feathers and raw chicken.
It takes around 20 minutes for a baby-chicken to turn fully grown.
History: Raw Chicken was introduced in Beta 1.8 with the introduction of the hunger system. Before this, chickens only dropped feathers on death. In 1.8 Chickens seem to drop Eggs more often than usual, but this is only because animals are, since then, persistent. In 1.8, Chickens need a large area to walk around in or they will start dying on their own. This happens because the chickens push each other into the walls, suffocating for a split-second. To solve the problem, make sure they are surrounded by fences and not solid blocks.
Trivia: Chickens are the third smallest mob (the first being silverfish, the second being small slimes). They are able to fit through 1×1 gaps.
They take no fall damage, and when they fall they make a flapping animation and fall slower than normal.
When a chicken is killed, and if it has a boost from the hit or is thrown over a cliff by the hit, the "corpse" will also fall more slowly than normal, and the wings will still make a flapping animation.
When a chicken is riding a minecart, it is impossible to attack the chicken rather than the cart as it is completely inside the shape of the cart.
Cooked Chicken can easily be obtained by letting chickens fall onto a block of burning netherrack from which they can run off.
It takes one full minecraft day or 20 minutes for baby chicks to become fully mature chickens.
Chickens are the only Overworld mob (without the use of hacks/inventory editors) that can be bred in the Nether, by building a suitable area and throwing Eggs inside of it.
Chickens are sometimes mistaken for ducks due to their wide beaks and ability to swim.
Probably inspired by this, Notch tweeted that he changed the chickens to ducks a few weeks before the end of beta,[1] causing a turmoil on Twitter. A few days later Jeb, still getting feedback on the idea, tweeted that it was just a joke.[2]
If you throw eggs at Glass Panes, there is a small chance that the chicken will spawn on the other side of the panes.
Despite being a creature that does not give live birth, chicken breeding will cause the chickens to create a baby chicken instead of laying an egg.
Throwing eggs in any map after 1.0.0 will spawn baby chickens. However, in SMP, if the map was generated at any time before the full release of Minecraft, the eggs will only spawn adult chickens.
You can start "chicken tube" farms in which you contain vast numbers of chickens in a small space to get their eggs to make more chickens or to kill for food, completely bypassing the point of breeding and wheat farming.
Baby chicks cannot be lured by wheat like adult chickens.
As of 1.0.0 chickens are able to climb ladders
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Chunks are segments of the virtually infinite Minecraft maps. They are 16 blocks wide, 16 blocks long, and 128 blocks deep, which is 32,768 blocks total. Chunks are generated around players when they first enter the world. And as they wander that world, nearby chunks are generated as needed.
The exact number of generated chunks varies in single player mode, depending on view distance and movement. In multiplayer mode, a grid with a radius of 10 (for a total of 21x21 or 441 chunks) is loaded around each player and sent to the player by default, although this radius can be configured. These chunks may have activity (mobs spawning, trees growing, water flowing, dropped items disappearing etc.), while the other world chunks are inactive, stored on your hard drive. Chunks will not save again if they were saved in the last 30 seconds.
Slimes can only spawn in specific chunks, determined by a calculation performed on the chunk coordinates. There are a number of utilities and mods which allow the player to tell which chunks they can spawn in; see the Slime article for details.
Creation of Chunks: Chunks are created with the help of the Map Seed, which means that the chunks are always the same if you would use the same Seed again (on the same Minecraft version at least).
Finding Chunk Edges: Pressing the "F3" button opens the Debug screen which shows the player's X, Y, and Z coordinates. These coordinates will change as the player moves around. X and Z coordinates that are divisible by 16 represent the boundaries between chunks. EG: (96, -32) is a corner where four chunks meet. One of those chunks is between X coordinates 80 to 96 and Z coordinates -48 to -32. Another one is between X coordinates 96 to 112 and Z coordinates -32 to -16, and so on. When either X or Z crosses a multiple of 16, the player is moving across chunks.
One can make a timer with repeaters and hook up a sticky piston to it. Put glowstone in front of the piston. The light will flicker while the piston moves and if you are up on a high pole, one can see that the light updates on the chunks at slightly different times. This can also be achieved with 2 regular pistons.
Chunk borders are visible when viewing frozen rivers and ponds from above. (Tested in Creative 1.0.0)
Chunk Error: A chunk error (also known as a missing chunk or world hole) is a rare error found in multiplayer mode. They are only client side, meaning that other users cannot see the chunk error unless under some very rare circumstances. Reconnecting to the server or reloading the map usually fixes chunk errors. Players can jump or fall into an errored chunk, since some players have reported falling and some have reported warping similar to arrows. Due to the way fluids are displayed, any fluids on the border of the chunk error will look as if they are flowing downwards. On non-modded servers the teleport command can be used to escape such a glitch. Items dropped on an errored chunk will fall and cannot be retrieved, however. Also, non-solid blocks can't flow into one. Blocks that are in a chunk error can reappear if you place a block in a chunk error (it gets overwritten, so the block you place gets turned into what was there) or blow it up with TNT.
[edit] Chunk error Work-arounds Because chunk errors are usually temporary bugs where the Minecraft client was unable to load a chunk, logging out and logging back in is often all that is required to fix one. However, there are also other things a player can do to work around chunk errors.
Players are able to walk into a chunk error, but will only glitch out.[1] They are able to ride through them in a boat or minecart - provided there are pre-existing rails. While the track will remain invisible to you, your cart will follow it. If your destination happens to be in a errored chunk, simply re-connect to the server or reload the map upon arrival to avoid falling into the errored chunk and losing your minecart.[2]
Lighting, explosions, and other processes that update blocks within a chunk can cause chunks to re-load, making them visible. Because of this, placing torches can be used to make localized parts of chunk errors visible.
Another type of chunk error is when a player is on a SMP server and sees a chunk that is empty. If the player walks on it, the chunk will act as if it was visible. Resending the chunks by moving away(or other means) will usually fix this. Waiting may also fix this.
Usage of chunk errors Often, a chunk error will allow you to see a cross-section of the world, making it easy to locate ores, caves, dungeons, and other hidden structures underground. This can be exploited by marking the surface above any interesting looking veins, caverns, dungeons or other structures before re-loading the map.
If you have a buddy on a multiplayer server with a chunk error, they are useful for guiding you from along the sides of a chunk error as they can see where you are digging. This means that your friends can point you to resources they cannot reach because of the chunk error.
Chunks are segments of the virtually infinite Minecraft maps. They are 16 blocks wide, 16 blocks long, and 128 blocks deep, which is 32,768 blocks total. Chunks are generated around players when they first enter the world. And as they wander that world, nearby chunks are generated as needed.
The exact number of generated chunks varies in single player mode, depending on view distance and movement. In multiplayer mode, a grid with a radius of 10 (for a total of 21x21 or 441 chunks) is loaded around each player and sent to the player by default, although this radius can be configured. These chunks may have activity (mobs spawning, trees growing, water flowing, dropped items disappearing etc.), while the other world chunks are inactive, stored on your hard drive. Chunks will not save again if they were saved in the last 30 seconds.
Slimes can only spawn in specific chunks, determined by a calculation performed on the chunk coordinates. There are a number of utilities and mods which allow the player to tell which chunks they can spawn in; see the Slime article for details.
Creation of Chunks: Chunks are created with the help of the Map Seed, which means that the chunks are always the same if you would use the same Seed again (on the same Minecraft version at least).
Finding Chunk Edges: Pressing the "F3" button opens the Debug screen which shows the player's X, Y, and Z coordinates. These coordinates will change as the player moves around. X and Z coordinates that are divisible by 16 represent the boundaries between chunks. EG: (96, -32) is a corner where four chunks meet. One of those chunks is between X coordinates 80 to 96 and Z coordinates -48 to -32. Another one is between X coordinates 96 to 112 and Z coordinates -32 to -16, and so on. When either X or Z crosses a multiple of 16, the player is moving across chunks.
One can make a timer with repeaters and hook up a sticky piston to it. Put glowstone in front of the piston. The light will flicker while the piston moves and if you are up on a high pole, one can see that the light updates on the chunks at slightly different times. This can also be achieved with 2 regular pistons.
Chunk borders are visible when viewing frozen rivers and ponds from above. (Tested in Creative 1.0.0)
Chunk Error: A chunk error (also known as a missing chunk or world hole) is a rare error found in multiplayer mode. They are only client side, meaning that other users cannot see the chunk error unless under some very rare circumstances. Reconnecting to the server or reloading the map usually fixes chunk errors. Players can jump or fall into an errored chunk, since some players have reported falling and some have reported warping similar to arrows. Due to the way fluids are displayed, any fluids on the border of the chunk error will look as if they are flowing downwards. On non-modded servers the teleport command can be used to escape such a glitch. Items dropped on an errored chunk will fall and cannot be retrieved, however. Also, non-solid blocks can't flow into one. Blocks that are in a chunk error can reappear if you place a block in a chunk error (it gets overwritten, so the block you place gets turned into what was there) or blow it up with TNT.
[edit] Chunk error Work-arounds Because chunk errors are usually temporary bugs where the Minecraft client was unable to load a chunk, logging out and logging back in is often all that is required to fix one. However, there are also other things a player can do to work around chunk errors.
Players are able to walk into a chunk error, but will only glitch out.[1] They are able to ride through them in a boat or minecart - provided there are pre-existing rails. While the track will remain invisible to you, your cart will follow it. If your destination happens to be in a errored chunk, simply re-connect to the server or reload the map upon arrival to avoid falling into the errored chunk and losing your minecart.[2]
Lighting, explosions, and other processes that update blocks within a chunk can cause chunks to re-load, making them visible. Because of this, placing torches can be used to make localized parts of chunk errors visible.
Another type of chunk error is when a player is on a SMP server and sees a chunk that is empty. If the player walks on it, the chunk will act as if it was visible. Resending the chunks by moving away(or other means) will usually fix this. Waiting may also fix this.
Usage of chunk errors Often, a chunk error will allow you to see a cross-section of the world, making it easy to locate ores, caves, dungeons, and other hidden structures underground. This can be exploited by marking the surface above any interesting looking veins, caverns, dungeons or other structures before re-loading the map.
If you have a buddy on a multiplayer server with a chunk error, they are useful for guiding you from along the sides of a chunk error as they can see where you are digging. This means that your friends can point you to resources they cannot reach because of the chunk error.
Cows is a farm animal-like mob and also are passive mobs that are the sole source of leather, raw beef, steak, and milk. They stand 1.6875 blocks tall and are 0.625 blocks wide and 1.5 blocks long
Uses: When killed, a cow drops 0-2 (97% Droprate) pieces of leather, as well as 1 - 3 (205% Droprate) raw beef. If the cow dies by fire, steak is dropped instead of beef. Leather is used to craft the first tier of armor. Cows are usually necessary to make cake, as mooshrooms are the only other source of milk, and are much rarer. A cow can be milked by right clicking the cow with an empty bucket. Due to the fact that cows can be bred an unlimited number of times using renewable wheat, all of the cow's products are renewable.
Behavior: Cows roam the Overworld in herds of 4 - 8 and can be observed jumping up slight inclines and falling to their deaths from tall cliffs and overhangs. Cows make no attempt to stay out of water, and will bob up and down to stay afloat. They will flee when attacked. They tend to walk around, lowing (mooing). Cows are the biggest of the 5 animals(not counting mooshrooms because it is a variation of a cow or Villagers who aren't an animal).
Breeding: All passive mobs (Excluding squid and villagers) can be bred using Wheat.
Breeding will create a baby cow (calf) and the parent cows have a delay of an unknown amount of time until they can breed again. Parent cows will follow the calf until it is full grown. There exists a bug with calves: if more than one calf is in an area, the parents can switch and/or just get confused and start to follow a calf that isn't theirs.
Creating a colony of cows and breeding them is a way to ensure that the player can get an unlimited supply of Steaks, Milk and Leather when needed.
History: Cows were introduced in Alpha 1.0.8, dropping leather when killed and producing milk when the player used a bucket on a cow. This milk had no use until Beta 1.2, when Notch introduced the crafting recipe for cake that required 3 buckets of it.
As of Beta 1.8, cows flee when attacked.
As of Beta 1.9 Pre-release 3 Cow's milk also cures poison and all other potion effects.
Trivia: Cows in the PC Gamer demo of Minecraft are branded with a 'PCG' logo on their side.
In SMP, clicking anywhere on the cow with a bucket will fill it with Milk, but only at the maximum distance at which you can use the bucket.
As of Beta 1.3_01, the pink of the cow's ear may also be milked.[citation needed]
Because of the lack of hierarchy in every box model, the horns of the cow are sometimes misplaced. Jeb is planning to fix this.
In 1.8 cows seem to be less common than other passive mobs. This may be due to the fact that since 1.8 cows give an abundance of resources including beef, leather and milk whereas other passive mobs give less.
Because all cows in Minecraft have udders and are therefore female, all baby cows will have two mothers.
It takes one full minecraft day or 20 minutes for baby calves to become fully mature cows.
Calves will still give milk.
Cows can be an efficient mob since they drop Leather that can be made into armor and Raw Beef that can be eaten
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CraftOS is the default Operating System in ComputerCraft, created by dan200.
The built in programs is enough to get you started.
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The Ender Dragon is the first official mob boss to appear in Minecraft. It only naturally spawns in The End. This mob uses the dragon model Notch created, but utilizes a texture more reminiscent of an Enderman, being black and scaly with purple eyes.
Strategy: Before entering the End, it is very strongly advised that you first sleep in a bed near the end portal, as you will most likely die your first time in. Upon entering The End, a purple "boss health bar" appears at the top of the player's screen. This bar indicates the remaining health of the resident Ender Dragon. Each End houses a single Ender Dragon who is periodically charged by nearby Ender Crystals. These crystals can be found at the summit of Obsidian pillars which dot the otherwise flat landscape. The healing effect of the Ender Crystals can reverse hard-won damage rather quickly, therefore it is recommended that they be destroyed before the player engages the Ender Dragon. Wearing any armor will make the Ender Dragon unable to hurt you; rather, you will simply be pushed around.
Destroying an Ender Crystal while the Ender Dragon is being charged by it (indicated by a series of circles appearing between the Ender Crystal and the Ender Dragon) will cause the Ender Dragon to take additional damage instead of being healed (You can destroy an Ender Crystal by either trying to destroy it as you would a regular block, or by attacking it with a sword, a bow and arrow, etc.) When destroyed, the Ender Crystal explodes and is replaced by a chunk of Bedrock. Get the Ender Dragon in the explosion to cause even more damage!
The Ender Dragon will flee when looked at, except when charging the player, but otherwise will fly directly at the player. When the Ender Dragon is charging the player, it is directly facing the player, giving the player a good chance of attacking its head, which, as mentioned earlier, will do extra damage (but if you do decide to attack it, you will have less time to try and avoid its attack) The Ender Dragon will also destroy any block it comes into contact with except Obsidian, End Stone and Bedrock (passing through them instead), making TNT strategies difficult if not impossible to successfully execute. Due to the Ender Dragon's speed and flight, projectiles are favored over melee approaches. The Ender Dragon's immense health and evasive nature necessitate a large ammunition stockpile. Lava is useless, as they are immune to fire damage. Snowballs have the potential to stun-lock an Ender Dragon as its recovery time is slower than the firing rate of snowballs. The Ender Dragon will take more damage from a melee attack than a ranged attack, thus waiting for it to charge, sidestepping, and then attacking is a viable tactic. Beds, which explode in The End, can be detonated when the Ender Dragon is nearby, causing it considerable damage. Ender Dragons take the most damage from damage dealt to the head. Hitting other areas of the body will not do as much damage.
Once killed, the Ender Dragon will appear to have beams of light spontaneously erupting from its body. It will then explode, dropping enough experience to bring a player from no experience to level 110 (20000 - 10 drops of 1000 experience, one drop of 10000 experience). If you bring an enchantment table and 30 bookcases with you while killing the Ender dragon, you can set it up after it dies and use it every 50 levels for many level 40+ enchantments. It will also spawn a Dragon Egg on top of an End Portal made of Bedrock. On the second block up, two Torches are placed on either side. Entering the portal will activate an eight minute text cutscene that acts as the end of Minecraft, after which the player will be teleported to their spawn point in The Overworld. The player may return to The End after defeating the Ender Dragon, however there will be no new dragon. In SMP stepping through the portal will wipe all of your unspent experience levels. There are ways, such as teleportation, to avoid the loss of unspent experience levels.
The offical findings of Mr D.H, one of Notch's personal friends, states that unlike Enderman, the enderdragon is immune to water damage- this only lets off smoke similar to the expolision of TNT. It also states, that before entering The End, taking an Enchanted sword is extremely good: as long as you do not mind that you may lose it. The Enderdragon cannot leave The End and go to the Overload,this was consistered by Notch, but never made the final cut.
History: Originally, dragons were a possible planned mob, hinted at by Notch during the Spider Jockey update.[1] He also mentioned that dragon lairs may be an addition.[2] They remained a potential work-in-progress until the Ender Dragon was announced.
Notch has stated in the past that if dragons are added, they will not be mountable as it would put too much pressure on SMP servers.[3]
In September 2011, Notch stated that "dragons will be added eventually."[4]
On October 7th 2011, Notch revealed the existence of the Ender Dragon.
On October 10th 2011, Notch released a video showing a small clip of The End that also shows the Ender Dragon fly into the top of the frame. [1] [2]
On October 11th 2011 A player named stropping_notch asked Jeb if Dragon riding is an idea, to which he replied it is. It is not clear whether this means it is an idea under consideration or not, however, or whether it would apply to the red Dragons or the Ender Dragon.[5]
On October 12th 2011, in a Reddit post Notch also said, "They will be different dragons. The Ender Dragon will probably become larger, and the ones in the main world will be this size, won't go through terrain, and will be red because dragons are red."[6]
On October 12th 2011, Notch stated in a twitter post that "[d]ragons have 6 limbs"[7], consisting of 2 wings, 2 legs and 2 arms.
On October 13th 2011, Beta 1.9 Pre-release 4 was released along with The End. The Ender Dragon existed in the code, mostly functional, however the dragon had not been enabled ingame yet and players were unable to damage it.
On October 27th 2011, Beta 1.9 Pre-release 5 was released, including the ability for players to damage Ender Dragons. They required mods or a mob-spawner to be brought into the game however.
On November 11 2011, Beta 1.9 Pre-release 6 was released, including a single Ender Dragon as a boss battle, spawning naturally when the player first enters The End.
Trivia: The name "Ender Dragon" was first made known through a tweet by Notch reading "raqreqentba," which could be decoded using the ROT13 cypher, translating to "enderdragon."[8]
The Ender Dragon has its own separate mob folder containing separate designs: the old gray skin and the newer black skin.
The Ender Dragon flies at 10 times the player's normal walking speed.
Made of 61 cuboids, the polycount on the dragon is higher than all models in Minecraft. Notch joked about how Minecraft was "going next gen" when deadmau5 mentioned this.[9]
Before it was textured, Notch reported that he was afraid to texture it as it was a complicated model.[10] In the end, the dragon model was so complex Notch stated that he gave up making the texture manually and wrote a texture packer tool to aid him in adding the texture to the model. Notch also uploaded the code for the tool so others could use the pack.[11][12]
As of 1.9 Pre-release 5, Ender Dragons:
No longer catch fire from lava or the fire aspect enchantment.
Can only be hurt below the 127 block map height limit. Getting Ender Dragons to fly above the limit (in Creative Mode, Overworld) will prevent any damage to them.
Phase through the player without causing damage when over block level 127.
Have their own achievement called "The End," which requires defeating an Ender Dragon.
In terms of how difficult the Ender Dragon is to defeat, Notch tweeted that his design guideline for the dragon is "[If] I can beat it at all, it's too easy."
Due to the increase in Diamond Armor's durability since Minecraft 1.0.0, Enderdragon attacks will barely phase the player. However, the launching aspect of their attacks can still subject the player to large amounts of fall damage.
Notch has uploaded a video showing why Ender Dragons will not spawn in the main world, as they would destroy any block they come into contact with.[13]
On Reddit, Notch explained why Ender Dragons destroy matter.[14]
When an Ender Dragon destroys a block by means of flying through it, an explosion effect occurs identical to that of a TNT explosion.
When hit, an Ender Dragon will make the same pain sounds as the player.
Ender Dragons spawn on Peaceful.
The knockback caused by an Ender Dragon's attack is far higher than that of any other mob.
An Ender Dragon's attack can cause Endermen to chase after it, should they survive the devastating attack.
Ender Dragons can be damaged by Snowballs, as snow is made of water, which damages Ender-mobs. However, Snow Golems will not attack it.
When no Ender Dragon is present, a player-placed Ender Dragon mob spawner will cause an empty 'boss health' bar to show.
Negative splash potions do not seem to affect the Ender Dragon. The potion hits and detonates as per normal, but the dragon does not flash red like when hurt and no apparent effect is seen on it. (Tested in SSP, and with Splash Potions of Poison, Instant Harming, Slowness and Weakness.)
The Ender Dragon's hitbox seems to be bigger than the Ender Dragon itself.
Even though Ender-mobs are injured by water, the Ender Dragon will destroy water source blocks as if they were solid.
If the player uses modifications to spawn an Ender Dragon in the Overworld and uses the portal it creates from its death there, it will lead the player to The End.
The Ender dragon, alongside the Ghast, and Blaze is one of the only current flying mobs in the game. It is the only one which uses wings to fly.
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Enchanting is a game mechanic that involves using an Enchantment Table to add special bonuses to tools, weapons or armor. To enchant an item, you will need the required Experience level for the enchantment and an Enchantment Table.
Notch has stated that Enchanting will work in three stages and the benefits will be based on the spell you choose, but a random loot element will be included as well.[1][2] Each spell will cost the player experience levels but in turn allows the player to enchant armor, swords and tools with one or several random bonus attributes as well as making the items glow with a brilliant hue.
History: Notch first tweeted about the Enchantment Table on September 30th 2011.[3][4]
Enchanting was added to the game in 1.9 prerelease 2. However, enchanting was not the same in the 1.9 prerelease 2. Enchanting did NOT require bookshelves to get maximum enchantments. Also, many enchantments were not added back then. Enchantments are labeled in the enchanting table as random words in the Standard Galactic Alphabet.
Enchantment names are randomly constructed from a long list of words. Three to five words are chosen from the list and appended to each other, creating the enchantment name. Any name can be chosen for any item. Note that the names are not actually saved with the item, they are only displayed in the Enchantment Table interface, albeit with the Standard Galactic Alphabet.
scrolls klaatu berata niktu xyzzy bless curse light darkness fire air earth water hot dry cold wet elder ignite snuff embiggen twist shorten stretch fiddle destroy imbue galvanize enchant free limited range of towards inside sphere cube self other ball mental physical grow shrink demon elemental spirit animal creature beast humanoid undead fresh stale
Repairing an enchanted weapon/tool will remove the enchantment on it.[6]
When an enchanted weapon deals bonus damage to a mob, circular blue particles fly off of that mob, similar to getting a critical hit.
There are several levels on most enchants, and when you enchant you can get several enchants on each weapon/tool/armor.
Enchanting Basics: To enchant an item, craft an Enchantment Table, place it on the ground, right-click on it and drag an enchantable item from your inventory onto the square under the book icon. Three randomly chosen enchantments will appear on the menu on the right. The only thing you can know for sure about them is their level, which appears as a number; the foreign text is random. You can take the item off and place it on the table again for a different set of enchantments. Or, you can attempt to replace the item on the table with a stack of two or more of any other item from your inventory.
A chart showing the relative probabilities of the different enchantment levels in the bottom slot with 30 bookshelves.Once you choose an enchantment, it will be applied to your item, giving it a glow and one of the special powers detailed below, and you will lose a number of experience levels equal to the level of the enchantment. Enchantments cannot be undone (unless you repair the item, which removes enchantments) and an item can only be enchanted once (although you may receive multiple enchantments during one instance of enchanting, determined randomly).
Whenever you place an eligible item on the 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 30) and a "slot factor" of 0.50 for the topmost enchantment slot, 0.66 for the middle slot, and 1.00 for the bottom slot. (If the number of bookshelves is 0, the second two random integers will always be zero. When placing bookshelves around the Enchanting Table they CANNOT be touching the table or the table will not change from 5.
Enchantment level available = (1..5 + 0..(b/2) + 0..b) × s, where b is the number of nearby bookshelves (maximum of 30), s is the slot factor for the given enchantment slot, and x..y generates a random integer between x and y inclusive. (Note that however many bookshelves are being used, 1 is still available as the lowest level.)
Bookshelves 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Max Level 5 7 8 10 11 13 14 16 17 19 20 22 23 25 26 28 29 31 32 34 35 37 38 40 41 43 44 46 47 49 50
Bookshelf Placement: Nearby bookshelves increase the level of enchantments further. As of Beta 1.9 Pre-release 4, no enchantments costing above five Experience levels are available unless you place bookshelves near the Enchantment Table. In order to have an effect, a bookshelf must be placed within 2 blocks, laterally, of the enchantment table and be on the same level or one block height above the table. A bookshelf generally has to have a line of sight to the table, although bookshelves placed on the corners of a square will still have an effect. An enchantment table can be surrounded by 30 bookshelves by placing them in a square around the table, with each wall measuring 5 blocks wide and 2 blocks high, with a 2 block high doorway. This arrangement gives access to level 50 recipes.
Trivia:The Feather Falling enchantment could be from the Dungeons & Dragons wizard spell of the same name.
Looting enchantment does not process on Wool, Spider Eye, Raw Chicken and Cooked Chicken.
Items that are enchanted will receive a glowing aura around them. Editing glint.png in .minecraft\bin\minecraft.jar\misc can change the glow accordingly. Enchanted items also cause the hotbar to become semi-transparent whilst they are the selected item. The hotbar will revert to its opaque format when you select a new item.
Repairing an enchanted item using another item will remove the enchantment it has.
On October 1st 2011, Notch tweeted an image of the enchantment screen, with enchantments written in the Standard Galactic Alphabet.[12] The first enchantment translates onto "Well Played Internets You Are Good", the second translated into "These Names Will Be Random And Confusing", and the third translates to "Each Spell Costs Experience Levels". The Standard Galactic Alphabet or SGA was originally created by Tom Hall for use in the Commander Keen series of computer games.[13]
Three of the possible words for enchantments are "the elder scrolls," likely a joke at Bethesda, creator of "The Elder Scrolls" series and whose parent company, Zenimax, was suing Mojang.
The words "klaatu berata niktu" are a (misspelled) reference to "Klaatu barada nikto", a phrase that originates from the 1951 movie The Day the Earth Stood Still and has been since used as a reference in many other movies, cartoons and games, more popularly in Army of Darkness, Star Wars Episode VI, Teenage Mutant Ninja Turtles(1987) and Duck Tales. Similarly, "Xyzzy" is a magic spell in the game "Colossal Cave Adventure" and has been used in several other games as an Easter Egg or cheat code.
"Embiggen" is a fictitious word from The Simpsons, from a quote attributed to Springfield's founder, Jebidiah Springfield: "A noble spirit embiggens the smallest man".
All tools, swords and armour enchanted before 1.9 Prerelease 4 will only have Feather Falling I as their enchantment.
The Silk Touch enchantment is possible on all levels of enchantment when enchanting a golden pickaxe, although extremely rare on enchantments below level 20.
Enchanted items still pulsate while you have paused the game
An enchanted stone shovel or pickaxe with the efficiency level of 1 will do the same efficiency as a standard stone axe
It is worth noting that when using third-party software it is possible to enchant the Bow, while it is not possible to enchant items such as minecarts, apples etc. This could mean there are future enchantments planned for the bow.
Bugs:In Beta 1.9pre4 it's possible to get Silk Touch and Fortune on the same tool. (It's a bug! --Jeb 09:58, 15 October 2011 (UTC)) (proof)
Using the "Silk Touch" enchantment, it is possible to obtain either Redstone Ore or Glowing Redstone Ore, depending on the block's state when broken. These are different blocks and do not stack, but appear to be identical in the user's inventory.
Mining gravel with a tool with Fortune IV or greater causes the game to crash.
When a normally unobtainable block is mined using the Silk Touch enchantment, the tile entity of the block is not kept. Therefore when a mob spawner is picked up, (was possible in pre-4, but was removed in pre-5) it will revert to a pig spawner.
Mining ender dragon egg with Efficiency V will crash the game.
Sometimes,logging off a server with an enchanted tool on you, will remove the enchantments from the item.
In multiplayer, players can only see their own enchantment auras, and not those of other players.
If a enchanted item is dispensed from a dispenser, the enchantment is lost.
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Enchanting is a game mechanic that involves using an Enchantment Table to add special bonuses to tools, weapons or armor. To enchant an item, you will need the required Experience level for the enchantment and an Enchantment Table.
Notch has stated that Enchanting will work in three stages and the benefits will be based on the spell you choose, but a random loot element will be included as well.[1][2] Each spell will cost the player experience levels but in turn allows the player to enchant armor, swords and tools with one or several random bonus attributes as well as making the items glow with a brilliant hue.
History: Notch first tweeted about the Enchantment Table on September 30th 2011.[3][4]
Enchanting was added to the game in 1.9 prerelease 2. However, enchanting was not the same in the 1.9 prerelease 2. Enchanting did NOT require bookshelves to get maximum enchantments. Also, many enchantments were not added back then. Enchantments are labeled in the enchanting table as random words in the Standard Galactic Alphabet.
Enchantment names are randomly constructed from a long list of words. Three to five words are chosen from the list and appended to each other, creating the enchantment name. Any name can be chosen for any item. Note that the names are not actually saved with the item, they are only displayed in the Enchantment Table interface, albeit with the Standard Galactic Alphabet.
scrolls klaatu berata niktu xyzzy bless curse light darkness fire air earth water hot dry cold wet elder ignite snuff embiggen twist shorten stretch fiddle destroy imbue galvanize enchant free limited range of towards inside sphere cube self other ball mental physical grow shrink demon elemental spirit animal creature beast humanoid undead fresh stale
Repairing an enchanted weapon/tool will remove the enchantment on it.[6]
When an enchanted weapon deals bonus damage to a mob, circular blue particles fly off of that mob, similar to getting a critical hit.
There are several levels on most enchants, and when you enchant you can get several enchants on each weapon/tool/armor.
Enchanting Basics: To enchant an item, craft an Enchantment Table, place it on the ground, right-click on it and drag an enchantable item from your inventory onto the square under the book icon. Three randomly chosen enchantments will appear on the menu on the right. The only thing you can know for sure about them is their level, which appears as a number; the foreign text is random. You can take the item off and place it on the table again for a different set of enchantments. Or, you can attempt to replace the item on the table with a stack of two or more of any other item from your inventory.
A chart showing the relative probabilities of the different enchantment levels in the bottom slot with 30 bookshelves.Once you choose an enchantment, it will be applied to your item, giving it a glow and one of the special powers detailed below, and you will lose a number of experience levels equal to the level of the enchantment. Enchantments cannot be undone (unless you repair the item, which removes enchantments) and an item can only be enchanted once (although you may receive multiple enchantments during one instance of enchanting, determined randomly).
Whenever you place an eligible item on the 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 30) and a "slot factor" of 0.50 for the topmost enchantment slot, 0.66 for the middle slot, and 1.00 for the bottom slot. (If the number of bookshelves is 0, the second two random integers will always be zero. When placing bookshelves around the Enchanting Table they CANNOT be touching the table or the table will not change from 5.
Enchantment level available = (1..5 + 0..(b/2) + 0..b) × s, where b is the number of nearby bookshelves (maximum of 30), s is the slot factor for the given enchantment slot, and x..y generates a random integer between x and y inclusive. (Note that however many bookshelves are being used, 1 is still available as the lowest level.)
Bookshelves 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
Max Level 5 7 8 10 11 13 14 16 17 19 20 22 23 25 26 28 29 31 32 34 35 37 38 40 41 43 44 46 47 49 50
Bookshelf Placement: Nearby bookshelves increase the level of enchantments further. As of Beta 1.9 Pre-release 4, no enchantments costing above five Experience levels are available unless you place bookshelves near the Enchantment Table. In order to have an effect, a bookshelf must be placed within 2 blocks, laterally, of the enchantment table and be on the same level or one block height above the table. A bookshelf generally has to have a line of sight to the table, although bookshelves placed on the corners of a square will still have an effect. An enchantment table can be surrounded by 30 bookshelves by placing them in a square around the table, with each wall measuring 5 blocks wide and 2 blocks high, with a 2 block high doorway. This arrangement gives access to level 50 recipes.
Trivia:The Feather Falling enchantment could be from the Dungeons & Dragons wizard spell of the same name.
Looting enchantment does not process on Wool, Spider Eye, Raw Chicken and Cooked Chicken.
Items that are enchanted will receive a glowing aura around them. Editing glint.png in .minecraft\bin\minecraft.jar\misc can change the glow accordingly. Enchanted items also cause the hotbar to become semi-transparent whilst they are the selected item. The hotbar will revert to its opaque format when you select a new item.
Repairing an enchanted item using another item will remove the enchantment it has.
On October 1st 2011, Notch tweeted an image of the enchantment screen, with enchantments written in the Standard Galactic Alphabet.[12] The first enchantment translates onto "Well Played Internets You Are Good", the second translated into "These Names Will Be Random And Confusing", and the third translates to "Each Spell Costs Experience Levels". The Standard Galactic Alphabet or SGA was originally created by Tom Hall for use in the Commander Keen series of computer games.[13]
Three of the possible words for enchantments are "the elder scrolls," likely a joke at Bethesda, creator of "The Elder Scrolls" series and whose parent company, Zenimax, was suing Mojang.
The words "klaatu berata niktu" are a (misspelled) reference to "Klaatu barada nikto", a phrase that originates from the 1951 movie The Day the Earth Stood Still and has been since used as a reference in many other movies, cartoons and games, more popularly in Army of Darkness, Star Wars Episode VI, Teenage Mutant Ninja Turtles(1987) and Duck Tales. Similarly, "Xyzzy" is a magic spell in the game "Colossal Cave Adventure" and has been used in several other games as an Easter Egg or cheat code.
"Embiggen" is a fictitious word from The Simpsons, from a quote attributed to Springfield's founder, Jebidiah Springfield: "A noble spirit embiggens the smallest man".
All tools, swords and armour enchanted before 1.9 Prerelease 4 will only have Feather Falling I as their enchantment.
The Silk Touch enchantment is possible on all levels of enchantment when enchanting a golden pickaxe, although extremely rare on enchantments below level 20.
Enchanted items still pulsate while you have paused the game
An enchanted stone shovel or pickaxe with the efficiency level of 1 will do the same efficiency as a standard stone axe
It is worth noting that when using third-party software it is possible to enchant the Bow, while it is not possible to enchant items such as minecarts, apples etc. This could mean there are future enchantments planned for the bow.
Bugs:In Beta 1.9pre4 it's possible to get Silk Touch and Fortune on the same tool. (It's a bug! --Jeb 09:58, 15 October 2011 (UTC)) (proof)
Using the "Silk Touch" enchantment, it is possible to obtain either Redstone Ore or Glowing Redstone Ore, depending on the block's state when broken. These are different blocks and do not stack, but appear to be identical in the user's inventory.
Mining gravel with a tool with Fortune IV or greater causes the game to crash.
When a normally unobtainable block is mined using the Silk Touch enchantment, the tile entity of the block is not kept. Therefore when a mob spawner is picked up, (was possible in pre-4, but was removed in pre-5) it will revert to a pig spawner.
Mining ender dragon egg with Efficiency V will crash the game.
Sometimes,logging off a server with an enchanted tool on you, will remove the enchantments from the item.
In multiplayer, players can only see their own enchantment auras, and not those of other players.
If a enchanted item is dispensed from a dispenser, the enchantment is lost.
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The Ender Dragon is the first official mob boss to appear in Minecraft. It only naturally spawns in The End. This mob uses the dragon model Notch created, but utilizes a texture more reminiscent of an Enderman, being black and scaly with purple eyes.
Strategy: Before entering the End, it is very strongly advised that you first sleep in a bed near the end portal, as you will most likely die your first time in. Upon entering The End, a purple "boss health bar" appears at the top of the player's screen. This bar indicates the remaining health of the resident Ender Dragon. Each End houses a single Ender Dragon who is periodically charged by nearby Ender Crystals. These crystals can be found at the summit of Obsidian pillars which dot the otherwise flat landscape. The healing effect of the Ender Crystals can reverse hard-won damage rather quickly, therefore it is recommended that they be destroyed before the player engages the Ender Dragon. Wearing any armor will make the Ender Dragon unable to hurt you; rather, you will simply be pushed around.
Destroying an Ender Crystal while the Ender Dragon is being charged by it (indicated by a series of circles appearing between the Ender Crystal and the Ender Dragon) will cause the Ender Dragon to take additional damage instead of being healed (You can destroy an Ender Crystal by either trying to destroy it as you would a regular block, or by attacking it with a sword, a bow and arrow, etc.) When destroyed, the Ender Crystal explodes and is replaced by a chunk of Bedrock. Get the Ender Dragon in the explosion to cause even more damage!
The Ender Dragon will flee when looked at, except when charging the player, but otherwise will fly directly at the player. When the Ender Dragon is charging the player, it is directly facing the player, giving the player a good chance of attacking its head, which, as mentioned earlier, will do extra damage (but if you do decide to attack it, you will have less time to try and avoid its attack) The Ender Dragon will also destroy any block it comes into contact with except Obsidian, End Stone and Bedrock (passing through them instead), making TNT strategies difficult if not impossible to successfully execute. Due to the Ender Dragon's speed and flight, projectiles are favored over melee approaches. The Ender Dragon's immense health and evasive nature necessitate a large ammunition stockpile. Lava is useless, as they are immune to fire damage. Snowballs have the potential to stun-lock an Ender Dragon as its recovery time is slower than the firing rate of snowballs. The Ender Dragon will take more damage from a melee attack than a ranged attack, thus waiting for it to charge, sidestepping, and then attacking is a viable tactic. Beds, which explode in The End, can be detonated when the Ender Dragon is nearby, causing it considerable damage. Ender Dragons take the most damage from damage dealt to the head. Hitting other areas of the body will not do as much damage.
Once killed, the Ender Dragon will appear to have beams of light spontaneously erupting from its body. It will then explode, dropping enough experience to bring a player from no experience to level 110 (20000 - 10 drops of 1000 experience, one drop of 10000 experience). If you bring an enchantment table and 30 bookcases with you while killing the Ender dragon, you can set it up after it dies and use it every 50 levels for many level 40+ enchantments. It will also spawn a Dragon Egg on top of an End Portal made of Bedrock. On the second block up, two Torches are placed on either side. Entering the portal will activate an eight minute text cutscene that acts as the end of Minecraft, after which the player will be teleported to their spawn point in The Overworld. The player may return to The End after defeating the Ender Dragon, however there will be no new dragon. In SMP stepping through the portal will wipe all of your unspent experience levels. There are ways, such as teleportation, to avoid the loss of unspent experience levels.
The offical findings of Mr D.H, one of Notch's personal friends, states that unlike Enderman, the enderdragon is immune to water damage- this only lets off smoke similar to the expolision of TNT. It also states, that before entering The End, taking an Enchanted sword is extremely good: as long as you do not mind that you may lose it. The Enderdragon cannot leave The End and go to the Overload,this was consistered by Notch, but never made the final cut.
History: Originally, dragons were a possible planned mob, hinted at by Notch during the Spider Jockey update.[1] He also mentioned that dragon lairs may be an addition.[2] They remained a potential work-in-progress until the Ender Dragon was announced.
Notch has stated in the past that if dragons are added, they will not be mountable as it would put too much pressure on SMP servers.[3]
In September 2011, Notch stated that "dragons will be added eventually."[4]
On October 7th 2011, Notch revealed the existence of the Ender Dragon.
On October 10th 2011, Notch released a video showing a small clip of The End that also shows the Ender Dragon fly into the top of the frame. [1] [2]
On October 11th 2011 A player named stropping_notch asked Jeb if Dragon riding is an idea, to which he replied it is. It is not clear whether this means it is an idea under consideration or not, however, or whether it would apply to the red Dragons or the Ender Dragon.[5]
On October 12th 2011, in a Reddit post Notch also said, "They will be different dragons. The Ender Dragon will probably become larger, and the ones in the main world will be this size, won't go through terrain, and will be red because dragons are red."[6]
On October 12th 2011, Notch stated in a twitter post that "[d]ragons have 6 limbs"[7], consisting of 2 wings, 2 legs and 2 arms.
On October 13th 2011, Beta 1.9 Pre-release 4 was released along with The End. The Ender Dragon existed in the code, mostly functional, however the dragon had not been enabled ingame yet and players were unable to damage it.
On October 27th 2011, Beta 1.9 Pre-release 5 was released, including the ability for players to damage Ender Dragons. They required mods or a mob-spawner to be brought into the game however.
On November 11 2011, Beta 1.9 Pre-release 6 was released, including a single Ender Dragon as a boss battle, spawning naturally when the player first enters The End.
Trivia: The name "Ender Dragon" was first made known through a tweet by Notch reading "raqreqentba," which could be decoded using the ROT13 cypher, translating to "enderdragon."[8]
The Ender Dragon has its own separate mob folder containing separate designs: the old gray skin and the newer black skin.
The Ender Dragon flies at 10 times the player's normal walking speed.
Made of 61 cuboids, the polycount on the dragon is higher than all models in Minecraft. Notch joked about how Minecraft was "going next gen" when deadmau5 mentioned this.[9]
Before it was textured, Notch reported that he was afraid to texture it as it was a complicated model.[10] In the end, the dragon model was so complex Notch stated that he gave up making the texture manually and wrote a texture packer tool to aid him in adding the texture to the model. Notch also uploaded the code for the tool so others could use the pack.[11][12]
As of 1.9 Pre-release 5, Ender Dragons:
No longer catch fire from lava or the fire aspect enchantment.
Can only be hurt below the 127 block map height limit. Getting Ender Dragons to fly above the limit (in Creative Mode, Overworld) will prevent any damage to them.
Phase through the player without causing damage when over block level 127.
Have their own achievement called "The End," which requires defeating an Ender Dragon.
In terms of how difficult the Ender Dragon is to defeat, Notch tweeted that his design guideline for the dragon is "[If] I can beat it at all, it's too easy."
Due to the increase in Diamond Armor's durability since Minecraft 1.0.0, Enderdragon attacks will barely phase the player. However, the launching aspect of their attacks can still subject the player to large amounts of fall damage.
Notch has uploaded a video showing why Ender Dragons will not spawn in the main world, as they would destroy any block they come into contact with.[13]
On Reddit, Notch explained why Ender Dragons destroy matter.[14]
When an Ender Dragon destroys a block by means of flying through it, an explosion effect occurs identical to that of a TNT explosion.
When hit, an Ender Dragon will make the same pain sounds as the player.
Ender Dragons spawn on Peaceful.
The knockback caused by an Ender Dragon's attack is far higher than that of any other mob.
An Ender Dragon's attack can cause Endermen to chase after it, should they survive the devastating attack.
Ender Dragons can be damaged by Snowballs, as snow is made of water, which damages Ender-mobs. However, Snow Golems will not attack it.
When no Ender Dragon is present, a player-placed Ender Dragon mob spawner will cause an empty 'boss health' bar to show.
Negative splash potions do not seem to affect the Ender Dragon. The potion hits and detonates as per normal, but the dragon does not flash red like when hurt and no apparent effect is seen on it. (Tested in SSP, and with Splash Potions of Poison, Instant Harming, Slowness and Weakness.)
The Ender Dragon's hitbox seems to be bigger than the Ender Dragon itself.
Even though Ender-mobs are injured by water, the Ender Dragon will destroy water source blocks as if they were solid.
If the player uses modifications to spawn an Ender Dragon in the Overworld and uses the portal it creates from its death there, it will lead the player to The End.
The Ender dragon, alongside the Ghast, and Blaze is one of the only current flying mobs in the game. It is the only one which uses wings to fly.
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Magma Cubes are hostile mobs found around The Nether. When killed, they release 2-4 smaller versions of themselves in addition to Experience Orbs, similar to Slimes. When they move, they jump up and momentarily unravel into several layers, giving them the appearance of a spring and revealing a molten lava core inside. They are slowed by and sink in lava, but do not drown in it.
Behavior: In their passive state, Magma Cubes move slowly, jumping forward every two seconds or so. Upon spotting a player, magma cubes will jump towards them more quickly, but the player can still outrun them. It seems that Magma Cubes try to eat the player. Also, they will try to damage the player by jumping directly on top of you. However, they cannot damage other mobs like this.
History: Magma cubes were first seen in Minecraft 1.9 Beta Pre-Release 1. They were also added in the full release of Minecraft.
Prior to Minecraft 1.0 RC1, Magma Cubes did not make sounds.
Trivia: Magma Cubes cannot swim in lava, only jump along the bottom. Thus, they can get trapped in deep lava, although they will not drown.
Magma Cubes seem to be the Nether equivalent of Slimes. Although they appear similar, the components of their texture files are quite different.
Contrary to popular belief, Magma Cubes are actually less abundant in the Nether Fortresses than in the rest of the Nether due to fewer large flat surfaces to spawn on.
Every Magma Cube size drops experience orbs, not only the smallest cube. This means that killing a huge cube and all its spawnlings would grant the player 28 experience, as opposed to 5 experience of other hostile mobs.
Despite trying, Magma Cubes are unable to jump in water, although they can move around. They will drown if completely submerged.
Unlike tiny slimes, tiny Magma Cubes can still hurt the player.
Unlike Slimes, which are rare and only appear below layer 40 in certain chunks of the normal world, Magma Cubes can appear anywhere in the Nether.
Magma cubes are often found in lava, since they are unaffected by it.
Like Slimes, when a magma cube is not chasing the player it will hop in one direction.
Magma cubes can be spawned in the overworld if a spawner is hacked to spawn them. They do not require netherrack.
It seems that Magma cubes (or at least tiny ones) can only damage you using their bottom side.
Magma cubes do not seem to take fall damage. A large has been witnessed to fall from a ledge that would normally be deadly, yet take no damage. This may be due to their large jumping height.
Bugs: Magma Cubes do not seem to use their spring-like jump effect in multiplayer.
They also seem to frequently glitch through walls, ceilings, and floors, to attack players on the other side; dropping down through the solid roof of a tunnel, for example, then glitching back up to the roof out of sword reach. Or they will lunge out through the walls of a tower while a player is descending via a gravel pillar, and push them off said pillar without causing attack damage. They also seem to sink into Soul Sand, being invulnerable while merged inside a Soul Sand block, yet being able to jump up and attack from inside their protective glitch.
Herobrine is the subject of a community-made "creepy-pasta". He is a human entity, but with white eyes, and often seen as a dead miner.
The Story Behind Herobrine: Herobrine creates random constructions, such as pyramids and long 2-block-high tunnels. He also burns down, or cut off leaves from trees, and creates cobblestone-complexes underground, much like dungeons, lit with redstone torches. He often appears at the edge of fog, in a tiny render distance.
Variations: There are many variations of Herobrine's behaviour, but they usually fall under two categories.
The stalker version of Herobrine is Notch's brother, who stalks the player, disappearing if approached.
The miner version of Herobrine is a vengeful miner that tries to ensnare the player in traps, presumably to steal their items. He waits for people to enter his dungeons, then either seals them inside, or "teleports" behind them, presumably killing them. Some variations of this particular version says he breaks the player's creations, and steals their items from chests.
Origins and Popularity: Herobrine first appeared in a single image detailing an encounter. It was posted on a thread in the forums, and gained very little attention. It stated how Herobrine had appeared in someone's single-player game, littering the map with various pyramids and tunnels.
It was only later that Herobrine grew in popularity, when the Brocast staff staged a hoax in one of their live-streams. Herobrine was introduced to the stream here (at 20:45).
Later on, there was another video showing Herobrine in a user-made lava field. The livestream went down after the player ran and saved, only to resume ten minutes later, where Herobrine had disappeared.
During this stream, the player can be heard talking to his wife, stating he was trolling, which flooded the livestream chat with outrage. The player then faked a game crash.
During this crash, all watchers were redirected to another page, featuring Herobrine's face, but with real, frantically rolling eyes in the place of his block eyes, modified to be completely black.
When viewing the page's source, there were a jumble of characters and letters. after removing all non-alphabet characters, the following message was revealed.
It has been reported that some victims of torture, during the act, would retreat into a fantasy world from which they could not WAKE UP. In this catatonic state, the victim lived in a world just like their normal one, except they weren't being tortured. The only way that they realized they needed to WAKE UP was a note they found in their fantasy world. It would tell them about their condition, and tell them to WAKE UP. Even then, it would often take months until they were ready to discard their fantasy world and PLEASE WAKE UP.
The message keeps telling the viewer to "wake up", implying they're living in a fantasy world, and this text hidden in the page is their "note".
It is widely believed all of his appearances in the stream and outside are retextured paintings, retextured iron doors or other players, albeit with the name tag removed above their head.
Since then, there has been a huge increase in his popularity, propelling Herobrine to meme status, making moderators of the wiki and forums need to take extra steps to stem the flow of user-made spam.
Future Update: Notch posted on twitter about the subject of Herobrine, early in his popularity boost.
RavenBurga Is "he" a real entity ingame or is it just a successful_troll.swf?
Notch It's not real. =) But it might be soon!
This confirmed there was no Herobrine, but suggested Notch planned to add him at a later date.
At Minecraftcon 2010, Notch confirmed Herobrine will be in the game, probably in a "seecret friday update".
Due to increased drama surrounding the Herobrine page, a wiki moderator asked notch over IRC if Herobrine would be added:
12:25 Kizzycocoa [...] is there any confirmation on his upcoming existence in MC?
12:27 Notch i have no plans of adding herobrine as is, but I do like the rumors, haha
This shows Notch has decided against adding Herobrine. However, the fact that "as is" suggested that something like Herobrine may be added, fuelling beliefs he will be added even further. So, once again, the same user asked for clarification
8:09 AM Oct 20th Kizzycocoa [...] the entire community is getting frustrated by the hero-spam
8:56 AM Oct 20th Notch i have no plans of adding herobrine.[2]
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Lighting in Minecraft affects visibility, Mob spawning, tree growth, and whether flowers and mushrooms will stay planted. Lighting can be provided by sunlight, torches, fire, lava, in-use furnaces, and certain other objects.
History: Minecraft has gone through many different ways to light the world. Classic’s model is simple and only checks whether a block is exposed to the sky. Indev’s model is more complex and considers a block’s distance from the nearest sunlight and from the nearest light-emitting block. Alpha’s model is a refinement of Indev’s, calculating sunlight and block-emitted light separately and using a different scale of light intensities. An earlier Beta update improved upon Alpha's model by adding the smooth lighting option, and in a later Beta update, the whole lighting engine was again rewritten to be much more efficient, have more detail, and be smooth in transition of lighting differentials.
Classic: In Classic, “sunlight” is emitted by the top edge of the map and will hit any block that is under it. It will pass through transparent blocks to light blocks underneath. Blocks that do not receive light are in a dim shadow that remains at the same level of brightness no matter how far they are from a light source.
Indev/Infdev: In Indev and Infdev versions there are 16 degrees of brightness, with a maximum of 15 for full daylight and a minimum of 0 for almost complete darkness. Brightness is a linear scale and represents its value divided by 15, so for example 15 is 100% (15/15) and 13 is 86.67% (13/15).
Each block that emits light has its own luminance value and the light value diminishes by one level each block from its source. If the neighbouring block already has a greater light value, it is ignored. The process is repeated for each block whose light value just changed.
During the day, sunlight has a maximum light value of 15. At dusk, it steadily decreases until it reaches a night-time minimum value of 4 representing moonlight. Sunlight is emitted by the top edge of the map, but does not diminish with distance from its “source”. A block lit by sunlight will be equally bright at any height or depth.
Alpha -Beta 1.2_02: Lighting in Alpha through pre-Beta 1.3 works as Indev and Infdev, except that the scale is different and is not linear.
Full daylight provides the maximum brightness of 15. Each value below this is 80% as bright as the one above it. For example, 14 is 80% as bright as sunlight, and 13 is 64% bright. This means that Level 0 still has 0.8¹5·100% = 3.5% of the maximum brightness.
Sunlight in Alpha have their own light array and a behind-the-scenes optimization to make dawn and dusk smoother: the amount of light from the sky is pre-calculated and saved along with the blocks, because it never needs to change except when blocks are added or removed. During dusk, nighttime, and dawn, a "darkness" value is subtracted from the sky to create the effects of different times of day.
In the Nether, light decreases by 10% each level, rather than the normal 20%. This means it will never be totally dark in the Nether. The minimum light value is 20.59%, providing a permanent dim ambiance equivalent to normal world's level 8.
Beta 1.3 - Beta 1.7.3: Lighting from Beta 1.3 to 1.7.3 works the same as how it was in Alpha, but is greater optimized to allow smooth lighting.
Beat 1.8 - Present: In Beta 1.8, a new lighting engine was implemented. The new engine has added and changed these following:
The lighting of an area is influenced by the type of light source that is lighting the block: Moonlight gives a blue tint, torches and lava give a reddish tint, and complete darkness and sunlight are the same as before.
Changes in lighting are now instant, and can be gradual as changes in the time of day and the state of rainfall now smoothly change the lighting value rather than individually updating the lighting of chunks one by one.
Using the new instant lighting, non-sunlight lighting now subtly flickers, although this feature is purely cosmetic and has no effect on gameplay.
Sunset is much more intense and realistic than before, and its intensity dims if the player turns away from it.
At extreme depths, black fog closes in. At the bedrock level, a torch can no longer be seen from 11 squares distance. This effect is inhibited by proximity to open sky (i.e., the degree to which the place where you are standing would be lit by sunlight), whether or not the sun is currently up.
When inside the void. lighting operates similar to Classic, where objects in the void will remain at a constant brightness, regardless of how far they travel away from a light source, provided that they remain directly underneath an opening into the void. The brightness of the particular "column" of space is based on the current light level at level 0, the bottom bedrock layer. This applies to all entities, as well as particles.
Additionally, sitting in the void underneath a shaft which allows sunlight directly into it will remove the void fog, regardless to whether is it daytime or not.
Smooth Lighting: Smooth Lighting (which includes ambient occlusion as well as interpolating lighting across block faces) is a lighting engine added in Beta 1.3, with the help of MrMessiah.[1] This lighting engine is set on by default, and can be enabled or disabled by accessing Video Options from the Options menu.
The engine blends lighting to add semi-realistic shadows and glowing from light sources. It darkens inside corners, resulting in small spaces appearing much darker. Before Beta 1.3, the feature could only be obtained by modifying the game with the help of MrMessiah's BetterLight mod.
Bugs: There are lighting bugs on ice and portal when Smooth Lighting is turned on, since the transparency is made by the game, not the textures.
The lighting on both still and flowing liquids are not smoothed when Smooth Lighting is on.
If turned off it will sometimes cause a bug where stairs will turn black. [This has been fixed as of Beta 1.9 Pre-Release 5]
Smooth lighting doesn't seem to have an effect on paintings.
Glass, if placed directly on another surface, will cast a shadow.
Smooth lighting doesn't affect players and items when moving from block to block.
On rare occasions light can render in areas with no light emitting objects whatsoever. This possibly happens when older Minecraft version worlds are loaded into newer versions.
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Snow Golem
Chicken
Cow
Mooshroom
Pig
Sheep
Squid
Villager
Enderman
Wolf
Zombie Pigman
Blaze
Cave Spider
Creeper
Ghast
Magma Cube
Silverfish
Skeleton
Slime
Spider
Spider Jockey
Zombie
Enderdragon
Dragon (Enderdragon)
End
Ender Realm
The End
The Ender Realm
Nether
Hell
Far Lands
OverWorld
Minecraft
RedWorks
CraftOS
Void
Biomes
Chunks
Light
Time
Sun
Moon
Star(s)
Alchemy
Enchanting
Rain
Weather
Snow
Thunder
Lightning
Storm
Mushroom Farming
Cactus Farming
Reed Farming
Herobrine
Block IDs
Wiki
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Magma Cubes are hostile mobs found around The Nether. When killed, they release 2-4 smaller versions of themselves in addition to Experience Orbs, similar to Slimes. When they move, they jump up and momentarily unravel into several layers, giving them the appearance of a spring and revealing a molten lava core inside. They are slowed by and sink in lava, but do not drown in it.
Behavior: In their passive state, Magma Cubes move slowly, jumping forward every two seconds or so. Upon spotting a player, magma cubes will jump towards them more quickly, but the player can still outrun them. It seems that Magma Cubes try to eat the player. Also, they will try to damage the player by jumping directly on top of you. However, they cannot damage other mobs like this.
History: Magma cubes were first seen in Minecraft 1.9 Beta Pre-Release 1. They were also added in the full release of Minecraft.
Prior to Minecraft 1.0 RC1, Magma Cubes did not make sounds.
Trivia: Magma Cubes cannot swim in lava, only jump along the bottom. Thus, they can get trapped in deep lava, although they will not drown.
Magma Cubes seem to be the Nether equivalent of Slimes. Although they appear similar, the components of their texture files are quite different.
Contrary to popular belief, Magma Cubes are actually less abundant in the Nether Fortresses than in the rest of the Nether due to fewer large flat surfaces to spawn on.
Every Magma Cube size drops experience orbs, not only the smallest cube. This means that killing a huge cube and all its spawnlings would grant the player 28 experience, as opposed to 5 experience of other hostile mobs.
Despite trying, Magma Cubes are unable to jump in water, although they can move around. They will drown if completely submerged.
Unlike tiny slimes, tiny Magma Cubes can still hurt the player.
Unlike Slimes, which are rare and only appear below layer 40 in certain chunks of the normal world, Magma Cubes can appear anywhere in the Nether.
Magma cubes are often found in lava, since they are unaffected by it.
Like Slimes, when a magma cube is not chasing the player it will hop in one direction.
Magma cubes can be spawned in the overworld if a spawner is hacked to spawn them. They do not require netherrack.
It seems that Magma cubes (or at least tiny ones) can only damage you using their bottom side.
Magma cubes do not seem to take fall damage. A large has been witnessed to fall from a ledge that would normally be deadly, yet take no damage. This may be due to their large jumping height.
Bugs: Magma Cubes do not seem to use their spring-like jump effect in multiplayer.
They also seem to frequently glitch through walls, ceilings, and floors, to attack players on the other side; dropping down through the solid roof of a tunnel, for example, then glitching back up to the roof out of sword reach. Or they will lunge out through the walls of a tower while a player is descending via a gravel pillar, and push them off said pillar without causing attack damage. They also seem to sink into Soul Sand, being invulnerable while merged inside a Soul Sand block, yet being able to jump up and attack from inside their protective glitch.
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Moon: Grass blocks or Saplings do not grow in moonlight, however they won't decay in moonlight either.
The moon illuminates topmost blocks during the night in the same way that the sun illuminates them in the day, but only illuminates them to a Light level of four, rather than the sun's fifteen.
Phases of the Moon: In Minecraft Beta 1.9 Pre-release 4, the Moon goes through eight lunar phases.[1][2] The phases are: Full Moon, Waning Gibbous, Last Quarter, Waning Crescent, New Moon, Waxing Crescent, First Quarter, Waxing Gibbous. This would allow the player to keep track of the passage of time via the Lunar calendar after Beta 1.9 Pre-release 4. A full cycle of all eight phases is equal to one Lunar month or Lunation. Twelve lunations is equal to one lunar year.
Mobs: Hostile Mobs will spawn around dark areas of a normally generated map. When the moon is up, hostile Skeleton, Creeper, Zombie, Endermen and Spider mobs will appear and attack the player. When the sun comes back up Skeleton and Zombies will burn in the sunlight and drop items after death. Spiders will not burn in daylight, but instead become neutral during the day, only to become hostile again if attacked, when it is night, or when it falls into a dark area. Endermen will not burn in daylight, but instead become neutral during the day, only to become hostile again if attacked or looked upon, but will instantly teleport away and become neutral again if the Player approaches them. Creeper and Slime mobs do not burn, and will remain hostile during the day
Stars: Together with the moon, the night sky also consists of stars. The stars look like little white squares and are an overlay over the Void that rotates as the night progresses.
Trivia: Night time lasts 7 minutes, plus 1.5 minutes each of sunrising and sunsetting.
The Moon and Sun are not visible while using the Short or Tiny render distance settings.
The moon is 8 x 8 pixels.
In past versions, there was a stars file in the game files, but at some point it was replaced with seed generated stars. They are now unique to the given seed of the map.
According to Notch, the Minecraft sun and moon actually rose in the north, not in the east.[4] This was a bug, but was left in the game.[5] This was changed in Minecraft Beta 1.9 Pre-release 4, so the sun and moon now rise in the east.[6]
In Beta 1.9 Pre-release 4, one can find out on which hemisphere his/hers Minecraft world is by studying the moon phases (see gallery). The hemisphere that the world is on seems to be chosen randomly and stays the same, no matter how far the player goes.
In Minecraft Beta 1.9 Pre-release 6, the Sun and Moon textures were reverted back to their square form. The Moon Phases were redone in a square shape.
The Moon is rotated 90 degrees. It appears to be lit from a source in the north or south, whereas it should be lit from the east or west.
The Minecraft Moon progresses in the Sky relative to the sun. Earth's Moon does not do this, which is why it can be seen during the day.
Minecraft cannot have eclipses due to the above.
Notch stated back in February 21st, 2010 that he might consider allowing the player to travel to the Moon, similarly to traveling to The Nether.[7] The likelihood of this seems diminished as of this point, however, considering the incorporation into the phases introduced.
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Mooshrooms are cow-like mobs that spawn in the Mushroom Biome. They are covered with red mushroom growths and have 2 mushrooms on their body and one on their head.
Uses: Mooshrooms can be sheared for 2-5 red mushrooms, which turns them back into normal cows. If killed, they drop leather and raw beef like normal cows do. Mooshrooms can be milked with a bucket like a normal cow, and can be "milked" with an empty bowl to obtain a bowl of Mushroom Stew.
Behavior: Mooshrooms roam the Overworld Mushroom biome and occasionally other biomes in herds of 4—8. Mooshrooms make no attempt to stay out of water, and will bob up and down to stay afloat. They are extremely aware of cliffs, and will not jump off on purpose unless pushed or attacked. Upon reloading a map a Mooshroom has a chance to respawn on the other side of a fence to which it started.
Breeding: All passive mobs (Excluding squids and villagers) can be bred using Wheat. Breeding a mooshroom with another mooshroom will make a baby mooshroom, but breeding a regular cow with a mooshroom may make a regular cow or a mooshroom, which is chosen randomly.
Bugs: On SMP when a Mooshroom is sheared, a server-side cow spawns, as well as a client-side cow that spawns for the player who sheared the Mooshroom.[1] The same thing also happens to the dropped resources as a result of shearing.
As of 1.9 Pre-release 5, in SMP when a baby mooshroom is sheared, it turns into two normal cows and the two parent mooshrooms stop following them.
When a Mooshroom is sheared after it has already bred once, it can be breed again immediately.
Mooshrooms may spawn in non-mushroom biomes as well. It is currently unknown whether this is a bug or not.
In 1.0.0, right clicking on a Mooshroom with more than one bowl equipped will turn the whole stack into just one bowl of Mushroom Stew.
Trivia: The Mooshroom's name is a portmanteau of "moo," the sound Cows make, and "mushroom."
In the Beta 1.9 Pre-release mobs folder in the minecraft.jar, Mooshroom's are referred to as redcows, most likely because their texture is mainly a red color shift of the cow texture. Also, Mooshrooms are referred to as mushroomcows as its entity ID.
When a Mooshroom transforms into a normal Cow by shearing, it emits smoke particles.
There are only red mushrooms on mooshrooms, not brown ones.
When sheared, mooshrooms drop red mushrooms and not brown mushrooms but one can "milk" mooshroom with a bowl to obtain mushroom stew. (Which needs both red mushroom and brown mushrooms.)
Mooshrooms are the most resourceful mob in Minecraft: Mooshrooms can be "milked" with a bowl for mushroom stew and also can be milked with a Bucket for Milk; shearing them drops 2-5 red mushrooms, which changes them back into a normal cow that can be milked with a bucket; the Milk is used for making cake; and when you kill the cow it can drop 1-3 pieces of raw beef and 0-2 pieces of leather. This is a total of at least 7/5 items that can be directly or indirectly obtained from Mooshrooms/Cows respectively.
If you breed a mooshroom with a normal cow, either a normal baby cow will be born or a baby mooshroom will be born.
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Magma Cubes are hostile mobs found around The Nether. When killed, they release 2-4 smaller versions of themselves in addition to Experience Orbs, similar to Slimes. When they move, they jump up and momentarily unravel into several layers, giving them the appearance of a spring and revealing a molten lava core inside. They are slowed by and sink in lava, but do not drown in it.
Behavior: In their passive state, Magma Cubes move slowly, jumping forward every two seconds or so. Upon spotting a player, magma cubes will jump towards them more quickly, but the player can still outrun them. It seems that Magma Cubes try to eat the player. Also, they will try to damage the player by jumping directly on top of you. However, they cannot damage other mobs like this.
History: Magma cubes were first seen in Minecraft 1.9 Beta Pre-Release 1. They were also added in the full release of Minecraft.
Prior to Minecraft 1.0 RC1, Magma Cubes did not make sounds.
Trivia: Magma Cubes cannot swim in lava, only jump along the bottom. Thus, they can get trapped in deep lava, although they will not drown.
Magma Cubes seem to be the Nether equivalent of Slimes. Although they appear similar, the components of their texture files are quite different.
Contrary to popular belief, Magma Cubes are actually less abundant in the Nether Fortresses than in the rest of the Nether due to fewer large flat surfaces to spawn on.
Every Magma Cube size drops experience orbs, not only the smallest cube. This means that killing a huge cube and all its spawnlings would grant the player 28 experience, as opposed to 5 experience of other hostile mobs.
Despite trying, Magma Cubes are unable to jump in water, although they can move around. They will drown if completely submerged.
Unlike tiny slimes, tiny Magma Cubes can still hurt the player.
Unlike Slimes, which are rare and only appear below layer 40 in certain chunks of the normal world, Magma Cubes can appear anywhere in the Nether.
Magma cubes are often found in lava, since they are unaffected by it.
Like Slimes, when a magma cube is not chasing the player it will hop in one direction.
Magma cubes can be spawned in the overworld if a spawner is hacked to spawn them. They do not require netherrack.
It seems that Magma cubes (or at least tiny ones) can only damage you using their bottom side.
Magma cubes do not seem to take fall damage. A large has been witnessed to fall from a ledge that would normally be deadly, yet take no damage. This may be due to their large jumping height.
Bugs: Magma Cubes do not seem to use their spring-like jump effect in multiplayer.
They also seem to frequently glitch through walls, ceilings, and floors, to attack players on the other side; dropping down through the solid roof of a tunnel, for example, then glitching back up to the roof out of sword reach. Or they will lunge out through the walls of a tower while a player is descending via a gravel pillar, and push them off said pillar without causing attack damage. They also seem to sink into Soul Sand, being invulnerable while merged inside a Soul Sand block, yet being able to jump up and attack from inside their protective glitch.
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Pigs are passive mobs that are the source of porkchops, and are a renewable source of food. They are 0.875 blocks tall, 0.625 blocks wide and 1.25 blocks long.
Usage: Each pig will drop 0 - 2 raw porkchops upon death. Since Beta 1.5, Pigs that die while on fire will drop 0 - 2 cooked porkchops instead.
Behavior: Pigs roam the Overworld in groups of 3 - 4. When they encounter obstacles, they will often try to surmount them by hopping up and down. They make no attempt to stay out of water, bobbing up and down to stay afloat. Pigs have been described as the "stupidest mob" due to their inefficient, sometimes comical, pathing. When leading them with wheat they will often become stuck on the opposite side of a block rather than walking around it.
By right-clicking on a pig while holding a saddle, a player can ride it. However, the movement of the pig cannot be controlled by the player. Riding a pig off a cliff is one of the more unusual and challenging achievements in Minecraft.
Pigs tend to move more often, but in smaller strides, towards the North-East, without any other variables coming into play.
Breeding: Like all passive mobs, excluding squid and villagers, pigs can be bred using Wheat. If you right click a baby pig with a saddle, you will find yourself riding the baby pig.
Bugs: If you save and quit while riding a pig the "Saving Chunks" bar will not fill up properly and can stop filling up and appear to be frozen before it suddenly opens the main menu (without the bar filling up any more).
In single player, monster spawners contain a spinning miniature mob of the type that will be spawned. On SMP, on the other hand, monster spawners always contain a miniaturized pig, no matter what mob they spawn.[3]
When a pig that is being ridden is killed, it will not drop the saddle.
In 1.8 and 1.9 there is a bug that makes the pigs spawn too much.
Trivia: For some reason, all Mob Spawners found in SMP have pigs inside them instead of whatever creature they actually spawn, with the singular exception of the Cave Spider.
In addition, any Spawner placed by a Player will be a Pig Spawner on default. It may be altered via Mods later on.
Pigs have a separate "armor" file (the saddle), but do not spawn with it.
If you manage to get a pig with a saddle into a minecart, the pig will boost the minecart.
By putting a pig with saddle in a minecart, and getting it off the tracks, it acts like a car. But with opposite controls.
If a ridden pig is hit by lightning, it still turns into a Zombie Pigman. The Player will receive 2 and a half hearts damage and be knocked off the mob.
It takes one full Minecraft day or 20 minutes for baby piglets to become fully mature pigs.
Baby Pigs that get hit by lightning turn into Zombie Pigmen, the same as normal pigs do.
When the player is riding a pig, the player can still sneak.
One of the splashes which shows up on the title screen reads "Ride the pig!" (Possibly a reference to the TV show Invader Zim).
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