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Gold Ore
Gold ore drops as raw gold if mined by an iron pickaxe or higher If mined by any other tool it drops nothing Mining with a Silk Touch pickaxe drops itself It is affected by Fortune enchantment dropping 1-2 1-3 or 1-4 raw gold respectively with Fortune I II and III.
Breaking
Gold Ore
Gold ore can generate in the Overworld in the form of ore feature s Gold ore attempts to generate in two batches The first batch generates 4 times per chunk in blobs of 0--13 blocks from levels -64 to 32 It is most likely to be found around layer -16 becoming less common toward either end of the range The second batch has a probability of 1/2 per chunks to generate in blobs of 0--13 blocks that generate uniformly between -64 and -48 There is also an extra batch of gold ore in badlands biome that generates 50 times per chunk in blobs of 0--13 blocks from 32 to 256 uniformly Gold ore is also less likely to be exposed to air: 50% of ore blocks from the first and second batch will not generate The extra batch in badlands will generate regardless of exposure to air Gold ore can replace stone andesite diorite granite polished andesite polished diorite polished granite tuff and deepslate Any gold ore that replaces tuff or deepslate becomes deepslate gold ore.
Natural generation
Gold Ore
Piglin s become hostile toward players who mine gold ore even if the player is wearing golden armor Piglins also run toward any gold ores on the ground and inspect it for 6 to 8 seconds before putting it in their inventory Gold ore can be placed under note block s to produce "bass drum" sounds.
Note Blocks
Gold Ore
Smelting ingredient
Gold Ore
Piglin s become hostile toward players who mine gold ore even if the player is wearing golden armor Piglins also run toward any gold ores on the ground and inspect it for 6 to 8 seconds before putting it in their inventory.
Piglins
Gold Ore
Gold ore can be placed under note block s to produce "bass drum" sounds.
Note Blocks
Gold Ore
Deepslate gold ore
Gold Ore
Gold ore
Gold Ore
Deepslate gold ore
Gold Ore
: :
ID
Gold Ore
: :
ID
Gold Ore
Achievements
Gold Ore
Advancements
Gold Ore
<!--since when does smelting gold ore give experience in the console editions?--> <gallery> Old Gold OreIngame.png|The original gold ore texture ClassicGoldBlob.png|Gold could generate above the ground in Classic </gallery>
Data history
Gold Ore
Data history
Gold Ore
Issues
Gold Ore
<gallery> Picture 13.png|A gold ore block occurring near redstone ore and blobs of coal ore GoldOre.png|Gold ore blocks in a cave Gold side.png|Gold ore exposed by a river in a [[Badlands]] biome Golden ore in Mesa biome.png|A large amount of golden ore features in Badlands biome Deepslate redstone and gold 21w08b.png|[[Deepslate]] [[Redstone Ore]] and gold ore as seen in 21w08b Multiple ores.png|Multiple ores found in the new big cave RavineandStornghold.png|Ravine with multiple ores water and lava falls and stronghold bridge over it </gallery>
Gallery
Gold Ore
* *
See also
Gold Ore
References
Gold Ore
* [https://www.minecraft.net/en-us/article/block-week-gold-ore Block of the Week: Gold Ore] - Minecraft.net on January 12 2018 Category:Ore Category:Natural blocks cs:Zlata ruda de:Golderz es:Mena de oro fr:Minerai d'or hu:Aranyerc it:Minerale d'oro ja:Jin Kuang Shi ko:geumgwangseog nl:Gouderts pl:Zloze zlota pt:Minerio de ouro ru:Zolotaia ruda uk:Zolota ruda zh:Jin Kuang Shi
External Links
Gameplay
427px|right|thumb|A fresh [[Survival]] game Gameplay in most game modes of Minecraft consists mainly of adding and destroying a variety of different blocks in a randomly generated world With these blocks player s can manipulate the world around them building and destroying structures As gameplay in Minecraft is so open and unguided players often set their own goals and play the game as they see fit An example of this is the Minecraft minigame Spleef .
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Gameplay
Minecraft has four basic game modes: Survival Creative Adventure and Spectator Java Edition has one additional game mode Hardcore although it is a per-world flag instead of a true gamemode In this mode players must gather all their materials to build craft items and tools and gain experience points There is a health hunger and armor bar an inventory and also a oxygen bar when underwater suffocating or in lava If a player runs out of hearts (health) the player dies and returns to the spawn point This mode is for creating structures and experimenting The player has access to an infinite amount of almost all blocks and items available and can destroy them instantly Players cannot die (except when falling into the Void in Java Edition) health is not a concern and players can fly The player has access to items not available in Survival mode such as spawn egg s Players can interact with objects such as lever s and button s and can interact with mob s However they can break blocks only with certain tool s and place only certain blocks as determined by the designer This mode is good for adventure maps In this mode which plays in the same way as Survival mode the difficulty level is permanently set to "Hard" and the player does not respawn after dying After death the player cannot interact with the world again and must either delete the map or permanently switch to Spectator mode Hardcore is not technically a game mode as it cannot be enabled with the command When in Spectator mode players can clip through blocks and fly freely The player can't interact with blocks entities or their inventory the player can enter the perspective of other entities by left-clicking on them and are invisible to all players and mobs except for other spectators When in third-person mode a player appears as a transparent floating head The player can use the scroll wheel to adjust the flying speed unlike flying in Creative mode.
Spectator
Gameplay
In this mode players must gather all their materials to build craft items and tools and gain experience points There is a health hunger and armor bar an inventory and also a oxygen bar when underwater suffocating or in lava If a player runs out of hearts (health) the player dies and returns to the spawn point.
Survival
Gameplay
This mode is for creating structures and experimenting The player has access to an infinite amount of almost all blocks and items available and can destroy them instantly Players cannot die (except when falling into the Void in Java Edition) health is not a concern and players can fly The player has access to items not available in Survival mode such as spawn egg s.
Creative
Gameplay
Players can interact with objects such as lever s and button s and can interact with mob s However they can break blocks only with certain tool s and place only certain blocks as determined by the designer This mode is good for adventure maps.
Adventure
Gameplay
In this mode which plays in the same way as Survival mode the difficulty level is permanently set to "Hard" and the player does not respawn after dying After death the player cannot interact with the world again and must either delete the map or permanently switch to Spectator mode Hardcore is not technically a game mode as it cannot be enabled with the command.
Hardcore
Gameplay
When in Spectator mode players can clip through blocks and fly freely The player can't interact with blocks entities or their inventory the player can enter the perspective of other entities by left-clicking on them and are invisible to all players and mobs except for other spectators When in third-person mode a player appears as a transparent floating head The player can use the scroll wheel to adjust the flying speed unlike flying in Creative mode.
Spectator
Gameplay
<div style="text-align:center"></div> de:Minecraft#Gameplay es:Jugabilidad fr:Gameplay hu:Jatekmenet it:Gameplay ja:ge-mupurei ko:geimpeulrei nl:Gameplay pl:Tryby gry pt:Jogabilidade ru:Igrovoi protsess th:ekmkaareln tr:Oynayis uk:G'eimplei
Video
Markus Persson
Markus Alexej Persson more commonly known under the alias Notch is the creator of Minecraft and one of the founders of Mojang Studios .
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Markus Persson
Persson started programming at the age of seven using his father's Commodore 128 He produced his first game (a text-adventure) at the age of eight with the help of type-in programs In 2005 he started working as a game developer for King.com <ref name="GSint"></ref> which he left in 2009 to work as a programmer at Jalbum He is also one of the founders of Wurm Online <ref></ref> After Minecraft sales grew he moved from full-time to part-time at Jalbum and then eventually left to focus full-time on Minecraft in June 2010; many of the original Mojang employees (including former CEO Carl Manneh ) were also ex-Jalbum employees After the full release of Minecraft ( 1.0.0 ) Persson transferred creative authority of the game's development to Jens Bergensten <ref></ref> Persson sold Mojang and all of its assets to Microsoft on September 15 2014 In a lengthy blog post Notch states "I love games and I love to program but I don't make games with the intention of them becoming huge hits and I don't try to change the world." He then goes on to say that "I've become a symbol I don't want to be a symbol responsible for something huge that I don't understand that I don't want to work on." <ref name=Notchnet>[http://web.archive.org/web/20140922063257/http://notch.net/2014/09/im-leaving-mojang/ I'm leaving Mojang] - Notch.net; September 15 2014</ref> Persson left Mojang on November 5 2014 along with the other founders He wrote that "as soon as this deal is finalized I will leave Mojang and go back to doing Ludum Dares and small web experiments If I ever accidentally make something that seems to gain traction I'll probably abandon it immediately." <ref name=Notchnet/> Persson has not been involved with Minecraft since selling Mojang to Microsoft and the company has since disassociated with him with a spokesperson for Microsoft stating that "[Persson's] comments and opinions do not reflect those of Microsoft or Mojang and are not representative of 'Minecraft'." <ref></ref> Outside of work Persson frequently takes part in competitions including Ludum Dare LD12 and the Java 4k Game Programming Contest Persson engaged Ez during a vacation in <ref>[https://web.archive.org/web/20160603021743/https://twitter.com/ezchili/status/78082582268489728 "We actually got engaged in your country :D Indonesia is very beautiful!"] - ez on Twitter; June 7 2011</ref> <ref></ref> and married her on August 13 2011 The two separated on August 15 2012 <ref></ref> Her brother Kristoffer is the artist whose painting s appear in the game.
Biography
Markus Persson
This letter made by Notch announces his departure from Mojang [https://genius.com/Markus-persson-im-leaving-mojang-annotated?bagon=1 <nowiki>[SOURCE]</nowiki>] "I don't see myself as a real game developer I make games because it's fun and because I love games and I love to program but I don't make games with the intention of them becoming huge hits and I don't try to change the world Minecraft certainly became a huge hit and people are telling me it's changed games I never meant for it to do either It's certainly flattering and to gradually get thrust into some kind of public spotlight is interesting A relatively long time ago I decided to step down from Minecraft development Jens was the perfect person to take over leading it and I wanted to try to do new things At first I failed by trying to make something big again but since I decided to just stick to small prototypes and interesting challenges I've had so much fun with work I wasn't exactly sure how I fit into Mojang where people did actual work but since people said I was important for the culture I stayed I was at home with a bad cold a couple of weeks ago when the internet exploded with hate against me over some kind of EULA situation that I had nothing to do with I was confused I didn't understand I tweeted this in frustration Later on I watched the "This is Phil Fish" video on YouTube and started to realize I didn't have the connection to my fans I thought I had I've become a symbol I don't want to be a symbol responsible for something huge that I don't understand that I don't want to work on that keeps coming back to me I'm not an entrepreneur I'm not a CEO I'm a nerdy computer programmer who likes to have opinions on Twitter As soon as this deal is finalized I will leave Mojang and go back to doing Ludum Dares and small web experiments If I ever accidentally make something that seems to gain traction I'll probably abandon it immediately Considering the public image of me already is a bit skewed I don't expect to get away from negative comments by doing this but at least now I won't feel a responsibility to read them I'm aware this goes against a lot of what I've said in public I have no good response to that I'm also aware a lot of you were using me as a symbol of some perceived struggle I'm not I'm a person and I'm right there struggling with you I love you All of you Thank you for turning Minecraft into what it has become but there are too many of you and I can't be responsible for something this big In one sense it belongs to Microsoft now In a much bigger sense it's belonged to all of you for a long time and that will never change It's not about the money It's about my sanity."
Notch’s Goodbye Letter
Markus Persson
Notch has released much of his work including but not limited to: <ref>https://theintraclinic.com/archive/</ref> Games: * [https://web.archive.org/web/20021013211832/http://www.theintraclinic.com/droj/index.html Droj] a multiplayer game * [https://jvm-gaming.org/t/my-previous-game-abandoned/15979 DachonB] a gravity based shooter * [http://wurmonline.com/ Wurm Online] an MMO featuring sandbox elements similar to Minecraft * [https://web.archive.org/web/20140913022726/https://mojang.com/notch/logichex/ LogicHex] a hexagonal logic gate builder * [https://web.archive.org/web/20061205093037/http://www.mojang.com/notch/mario/ Infinite Mario Bros] a Super Mario clone featuring an endlessly-long level * [https://web.archive.org/web/20120729234330/http://www.mojang.com/notch/takns/Takns,] a strategy game with tanks * [https://web.archive.org/web/20081003004831/http://www.mojang.com/notch/blastpassage/ Blast Passage] an 8-Bit mashup between Bomberman and Gauntlet * [https://web.archive.org/web/20171124055913/http://ludumdare.com/compo/2008/08/09/starting-over-abandoned-idea/ TowerFail] a failed attempt at a ludum dare game * [https://jvm-gaming.org/t/tinycham/32449TinyCham] a dungeon crawler with a 40x30 pixel resolution * [https://jvm-gaming.org/t/tinycham/32449/5 Eye of the Onlooker II - The Legend of Tinymoon] a sequel to TinyCham * [https://web.archive.org/web/20141215142009/http://ludumdare.com/compo/2008/12/06/aw-shucks-im-giving-up/ Road] a racing game * Minecraft a block game * [https://web.archive.org/web/20181212105707/https://notch.tumblr.com/post/143760207/jack-guzi-a-game-about-a-deranged-man-cleaning Jack Guzi] a platformer game about a deranged man cleaning his bathroom * [https://gamejolt.com/games/muh/992 Muh] a rhythm game * [https://web.archive.org/web/20100914090358/http://www.mojang.com:80/bigjam/launch Launch] a game for the 2010 Bigjam competition * [https://web.archive.org/web/20101015145632/http://www.mojang.com:80/bigjam/her/ Her] a game for the 2010 Bigjam competition * [https://web.archive.org/web/20210224193602/https://notch.tumblr.com/post/336001371/three-hour-game-made-at-tigjam-uk2 Anttack] a game for the 2010 Bigjam competition * [https://web.archive.org/web/20210224083517/notch.tumblr.com/post/336422664/another-three-hour-game-sunshine-bubbles Sunshine Bubbles] a game for the 2010 Bigjam competition * [https://web.archive.org/web/20210224012607/notch.tumblr.com/post/337437847/one-hour-tigjam-game-catrace CatRace] a game for the 2010 Bigjam competition * [https://web.archive.org/web/20210224160307/notch.tumblr.com/post/341228712/and-an-untitled-15-minute-game-on-the-theme 15m] a game for the 2010 Bigjam competition * [https://web.archive.org/web/20120601154736/0x10c.com/tmp/HerpFortress.zip Herp Fortress] a Team Fortress 2 demake * [http://drop.notch.net/ Drop] a typing game that increases in speed as you play * [http://shambles.notch.net/ Shambles] a hectic shooter greatly inspired by Doom * [http://cliffhorse.com/ Cliffhorse] an open-ended game in which you play as a horse that can scale cliffs Java 4k Games: * [https://web.archive.org/web/20110808031506/http://javaunlimited.net/games/view.php?id=27 Sonic Racer 4k] a racing game with stolen sprites * [https://web.archive.org/web/20050209075839/http://www.mojang.com/j4k/dungeon4k/ Dungeon4k] a dungeon exploration game * [https://web.archive.org/web/20050218004835/http://www.mojang.com/j4k/hunters4k/ Hunters4k] a first person shooter * [https://web.archive.org/web/20060424151658/http://www.mojang.com:80/notch/j4k2k6/miners4k/ Miners4k] a game kind of inspired by Lemmings and Diggers * [https://web.archive.org/web/20071012045040/http://mojang.com/notch/j4k2k6/dachon4k/ Dachon4k] a 4k remake of DachonB * [https://web.archive.org/web/20061205093025/http://www.mojang.com/notch/j4k/l4krits/ l4krits] a Luxor clone * [https://web.archive.org/web/20071229202948/http://www.mojang.com/notch/j4k/t4kns/ t4kns] a real time strategy game * [https://web.archive.org/web/20081226100544/http://www.mojang.com:80/notch/j4k/l4kd/ Left 4k Dead] a zombie shooter game inspired by Left 4 Dead * [https://gamejolt.com/games/left-4k-dead-2/1006 Left 4k Dead 2] a zombie shooter game inspired by Left 4 Dead 2 * [https://java4k.com/index.php?action=games&method=view&gid=238 MEG4kMAN] a Mega Man clone featuring old-school graphics * Minecraft 4k Minecraft in less than 4 KB for a Java 4k competition * [https://java4k.com/index.php?action=games&method=view&gid=288 VVVV] a VVVVVV demake Ludum Dare Games: * [https://web.archive.org/web/20080828024147/http://www.mojang.com/notch/ld12/breaking/ Breaking the Tower] a slow-paced strategy game * [https://web.archive.org/web/20090424065437/http://www.mojang.com/notch/bunnypress Bunny Press] a violent puzzle game made for Ludum Dare 14 * [https://web.archive.org/web/20200107190502/http://ludumdare.com/compo/ludum-dare-16/?action=preview&uid=398 The Europa Arcology Incident] an RPG-style game Notch made in 48 hours for Ludum Dare 16 * [https://web.archive.org/web/20200108083642/http://ludumdare.com/compo/ludum-dare-18/?action=preview&uid=398 Metagun] a puzzle game Notch made in 48 hours for Ludum Dare 18 * [https://s3.amazonaws.com/ld48/index.html Prelude of the Chambered] an escape game Notch made in 48 hours for Ludum Dare 21 * Minicraft a top-down Zelda-esque game with elements from Minecraft made for Ludum Dare 22 * [http://game.notch.net/christmaschopping/ Last Minute Christmas Chopping] in which you play as Santa collecting wood to build a sleigh * [http://game.notch.net/drowning/ Drowning in Problems] a clicker game that gets progressively more complicated 2.5D Engines: * [http://web.archive.org/web/20061217021556/http://www.mojang.com:80/notch/flashmaze/ Flashmaze] a first person shooter prototype in flash * [https://web.archive.org/web/20071012045106/http://mojang.com/notch/misc/3dck_d0/ Flash doom level renderer] * [https://web.archive.org/web/20071012045055/http://mojang.com/notch/loc/ Dungeon master type game engine in Java] * Legend of the Chambered a dungeon crawler containing many textures that were reused in Minecraft * Legend of the Chambered 2 an updated version of Legend of the Chambered * [https://web.archive.org/web/20140913022532/https://mojang.com/notch/city/ City] an engine and walking test with walls * [https://web.archive.org/web/20140913022548/https://mojang.com/notch/hl2rpg/ HL2RPG] a Java Dungeon Master like prototype which uses Half-Life 2 assets Notch also has a [https://soundcloud.com/markusalexei soundcloud page] which includes 53 tracks in total He would sometimes use his music on his old YouTube channel Nizzotch BitSeven Productions: Information from [http://web.archive.org/web/20110320152953/http://imgur.com/a/B5WkP this set of images] verified through [https://www.engadget.com/2011-03-17-minecraft-creator-provides-a-walkthrough-of-his-earlier-works.html this article] : * 3D1 a free-roaming engine based on Wolfenstein * Ruby a free-scrolling engine inspired by JRPGs * ISOM an isometric renderer test which included a random terrain generator * Turbo an "over-the top side scrolling shooter" * IQ Ball 2 a sequel to IQ Ball where the object of the game is to get a ball safely to the goal and in which all balls are moved when a directional key is pressed * HEDE a platformer that involved shooting slimes with a gun * HEDE 2 the sequel to HEDE albeit top-down instead of a platformer * Rubylands x a tile based roguelike * RUBYLAND a "first person tile based dungeon crawler" * Howl "a Megaman-type game" * STRAT inspired by Dune 2 Other: * [https://web.archive.org/web/20080807172134/http://www.rubylands.com/ Rubylands] a fantasy group manager * RubyDung a Dwarf Fortress-inspired game containing textures that were reused in Minecraft * Zombie Town a GTA: Chinatown Wars-inspired game containing models that were reused in Minecraft * [https://jvm-gaming.org/t/legend-of-the-chambered-book-1/35155 Legend of the Chambered - Book 1] an unfinished TinyGame2010 submission * [https://jvm-gaming.org/t/journal-the-tiny-vikings/35216 The Tiny Vikings] another unfinished TinyGame2010 submission * [https://twitter.com/notch/status/10369439161647104 Super Me4k Boy] a super meat boy demake * Brickcraft a sandbox game developed in collaboration with the LEGO group * [https://web.archive.org/web/20210309061254/https://notch.tumblr.com/post/14118028707/santa-vs-cthulhu-until-7-am Santa vs Cthulhu] a real time strategy game where you play as either Santa or Cthulhu * [https://www.reddit.com/r/minitale/comments/nywwq/the_title_menu/ Minitale] a sequel to Minicraft * 0x10 <sup>c</sup> a space sandbox game featuring programmable spacecraft.
Unreleased
Markus Persson
BitSeven Productions: Information from [http://web.archive.org/web/20110320152953/http://imgur.com/a/B5WkP this set of images] verified through [https://www.engadget.com/2011-03-17-minecraft-creator-provides-a-walkthrough-of-his-earlier-works.html this article] : * 3D1 a free-roaming engine based on Wolfenstein * Ruby a free-scrolling engine inspired by JRPGs * ISOM an isometric renderer test which included a random terrain generator * Turbo an "over-the top side scrolling shooter" * IQ Ball 2 a sequel to IQ Ball where the object of the game is to get a ball safely to the goal and in which all balls are moved when a directional key is pressed * HEDE a platformer that involved shooting slimes with a gun * HEDE 2 the sequel to HEDE albeit top-down instead of a platformer * Rubylands x a tile based roguelike * RUBYLAND a "first person tile based dungeon crawler" * Howl "a Megaman-type game" * STRAT inspired by Dune 2 Other: * [https://web.archive.org/web/20080807172134/http://www.rubylands.com/ Rubylands] a fantasy group manager * RubyDung a Dwarf Fortress-inspired game containing textures that were reused in Minecraft * Zombie Town a GTA: Chinatown Wars-inspired game containing models that were reused in Minecraft * [https://jvm-gaming.org/t/legend-of-the-chambered-book-1/35155 Legend of the Chambered - Book 1] an unfinished TinyGame2010 submission * [https://jvm-gaming.org/t/journal-the-tiny-vikings/35216 The Tiny Vikings] another unfinished TinyGame2010 submission * [https://twitter.com/notch/status/10369439161647104 Super Me4k Boy] a super meat boy demake * Brickcraft a sandbox game developed in collaboration with the LEGO group * [https://web.archive.org/web/20210309061254/https://notch.tumblr.com/post/14118028707/santa-vs-cthulhu-until-7-am Santa vs Cthulhu] a real time strategy game where you play as either Santa or Cthulhu * [https://www.reddit.com/r/minitale/comments/nywwq/the_title_menu/ Minitale] a sequel to Minicraft * 0x10 <sup>c</sup> a space sandbox game featuring programmable spacecraft.
Unreleased
Markus Persson
<gallery> Notchphoto.jpg|Notch on his phone Notch.jpg|Notch wearing his iconic black fedora Notch2.jpg|Notch smiling MineCraft Con.jpg|Notch with his fans at [[MinecraftCon 2010]] Notch with two pc.png|Notch using his computer Minecraftwiki machinimainterview.png|Notch (left) and Seananners (right) at the Machinima Realm Minecraft Interview; February 11 2011 Notchhat.jpg|Notch unboxing his new hat MINECON Notch.png|At [[MINECON 2011]] Notch receives the Pioneer Award at GDC 2016.jpg|Notch at the [[wikipedia:Game Developers Conference|2016 Game Developers Conference]] Notch-skin.png|Notch's skin in Minecraft Sneaking.png|Notch sneaking around in Minecraft Notch Cape.png|Notch wearing his Mojang cape Top Notch.png|Notch's one-of-a-kind hat in the game Team Fortress 2 given to him by the developers Notch - Mojang avatar.png|Notch in a cartoon style Notchface santa.png|Notch's Xmas 2011 Twitter icon Notch Adweek.jpg|Notch icon on [http://www.adweek.com/news/technology/top-10-technologists-135797 Adweek's The Top 10 Technologists] </gallery>
Gallery
Markus Persson
* On June 1 2011 Notch posted on Twitter that he was 2 <sup>5</sup> years old <ref></ref> 2 <sup>5</sup> is 32 which was his age at the time * Notch programmed the Minecraft splash screen to display "Happy Birthday Notch!" all day on June 1 This was removed in Java Edition 1.8.5 .
Birthday
Markus Persson
* Kristoffer - Former brother-in-law * The Word of Notch - Former blog * Nizzotch - Former YouTube channel
See also
Markus Persson
* [https://soundcloud.com/markusalexei SoundCloud page] * [https://web.archive.org/web/20141009014624/https://mojang.com/notch/ List of Notch's games on mojang.com]
External links
Markus Persson
cs:Markus Persson de:Markus Persson el:Markus Persson es:Markus Persson (Notch) fr:Markus Persson hu:Markus Persson id:Markus Persson it:Markus Persson ja:Markus Persson ko:noci nl:Markus Persson pl:Notch pt:Markus Persson ru:Markus Persson th:Markus Persson tr:Markus Persson zh:Markus Persson
References
Development resources/Example Minecraft Classic Level Editing Class
To compile and use this class have your classpath include the path to the LevelEditor.java file and the minecraft-server.jar file javac -classpath .:minecraft-server.jar LevelEditor.java java -classpath .:minecraft-server.jar LevelEditor or java -classpath .:minecraft-server.jar LevelEditor new_server_level.dat import java.io.*; import java.text.DateFormat; import java.util.zip.GZIPOutputStream; import java.util.zip.GZIPInputStream; public class LevelEditor { private com.mojang.minecraft.level.Level level = null; LevelEditor() { } // load from file called filename public void load(String filename) { FileInputStream fis = null; GZIPInputStream gzis = null; ObjectInputStream in = null; DataInputStream inputstream = null; try { fis = new FileInputStream(filename); gzis = new GZIPInputStream(fis); inputstream = new DataInputStream(gzis); if((inputstream.readInt()) != 0x271bb788) { return; } if((inputstream.readByte()) > 2) { System.out.println("Error: Level version > 2 this is unexpected!"); return; } in = new ObjectInputStream(gzis); level = (com.mojang.minecraft.level.Level)in.readObject(); inputstream.close(); in.close(); System.out.println("Loading level "+filename+" successful"); } catch(IOException ex) { ex.printStackTrace(); } catch(ClassNotFoundException ex) { ex.printStackTrace(); } level.initTransient(); } // save in file called filename public void save(String filename) { FileOutputStream fos = null; GZIPOutputStream gzos = null; ObjectOutputStream out = null; DataOutputStream outputstream = null; try { fos = new FileOutputStream(filename); gzos = new GZIPOutputStream(fos); outputstream = new DataOutputStream(gzos); outputstream.writeInt(0x271bb788); outputstream.writeByte(2); out = new ObjectOutputStream(gzos); out.writeObject(level); outputstream.close(); out.close(); System.out.println("Saving level "+filename+" successful"); } catch(IOException ex) { ex.printStackTrace(); } } // prints all there is to know about a level except for the blocks data public void printInfo() { if (level == null) { return; } System.out.println("Level info:"); System.out.println("name: "+level.name); System.out.println("creator: "+level.creator); System.out.println("createTime: "+(DateFormat.getDateTimeInstance(DateFormat.FULL,DateFormat.FULL).format(level.createTime))); System.out.println("width: "+level.width); System.out.println("height: "+level.height); System.out.println("depth: "+level.depth); System.out.println("spawnpoint: ["+level.xSpawn+","+level.ySpawn+","+level.zSpawn+"]"); System.out.println("spawn rotation: "+level.rotSpawn); } // safe to use method return value let's you know if anything was changed public boolean setTile(int x int y int z int t) { if ( x >=0 && x < level.width && y >=0 && y < level.depth && z >=0 && z < level.height && t >= 0 && t <= 37 ) { if (t == 8 || t == 10) { level.setTile(x,y,z,t); } else if (t >= 0 && t <= 18) { level.setTileNoUpdate(x,y,z,t); } return true; } return false; } // gets you the level coordinates from the blocks array index public int[] getCoords(int index) { int x = index % level.width; index = (index-x) / level.width; int z = index % level.height; int y = (index-z) / level.height; return new int[] {x y z}; } public void clearBlocks() { for (int i=0; i<level.blocks.length; i++) { level.blocks[i] = 0; } } public void floor(int y int type) { for (int i=0; i<level.width; i++) { for (int j=0; j<level.height; j++) { setTile(i,y,j,type); } } } public void wallX(int x1 int x2 int z int y int height int type) { for (int i=x1; i<=x2; i++) { for (int j=y; j<y+height; j++) { if (!setTile(i,j,z,type)) { System.out.println("Warning: a tile got ignored while building a wallX: ["+i+","+j+","+z+"]"); } } } } public void wallZ(int x int z1 int z2 int y int height int type) { for (int i=z1; i<=z2; i++) { for (int j=y; j<y+height; j++) { if (!setTile(x,j,i,type)) { System.out.println("Warning: a tile got ignored while building a wallZ: ["+x+","+j+","+i+"]"); } } } } // substitute all of block type 'from' to 'to' :) returning the number of blocks altered public int substitute(byte from byte to) { int count=0; for (int i=0; i<level.blocks.length; i++) { if (level.blocks[i] == from) { level.blocks[i] = to; count++; } } return count; } public void setSize(int x int y int z) { level.setData(x y z new byte[x*y*z]); } public static void main(String [] args) { LevelEditor le = new LevelEditor(); String filename = "server_level.dat"; if(args.length > 0) { filename = args[0]; le.load(filename); if (le.level == null) { System.out.println("Loading level "+filename+" failed"); return; } } else { le.level = new com.mojang.minecraft.level.Level(); } // Do some fancy editing here // set a custom size: 256 wide 128 high 512 length le.setSize(256 128 512); // first let's clear out the field le.clearBlocks(); // add a bunch of walls to fill the lower part of the level for (int i=0; i<le.level.width; i++) { le.wallX(0,le.level.height-1,i,0,(int)le.level.getWaterLevel()-1,3); } // lay the floor le.floor((int)le.level.getWaterLevel()-1,2); // let the level find a spawn location for us le.level.findSpawn(); // Leave our fingerprint le.level.creator = "Minecrafter"; le.level.name = "A Custom World"; le.level.createTime = System.currentTimeMillis(); le.save(filename); le.printInfo(); } } To help with getting the correct bytes for different block types you can also use this class public class Blocks { public static final byte air = (byte)0; public static final byte rock = (byte)1; public static final byte grass = (byte)2; public static final byte dirt = (byte)3; public static final byte stone = (byte)4; public static final byte wood = (byte)5; public static final byte shrub = (byte)6; public static final byte blackrock = (byte)7; public static final byte water = (byte)8; public static final byte waterstill = (byte)9; public static final byte lava = (byte)10; public static final byte lavastill = (byte)11; public static final byte sand = (byte)12; public static final byte gravel = (byte)13; public static final byte goldrock = (byte)14; public static final byte ironrock = (byte)15; public static final byte coal = (byte)16; public static final byte trunk = (byte)17; public static final byte leaf = (byte)18; public static final byte sponge = (byte)19; public static final byte glass = (byte)20; public static final byte red = (byte)21; public static final byte orange = (byte)22; public static final byte yellow = (byte)23; public static final byte lightgreen = (byte)24; public static final byte green = (byte)25; public static final byte aquagreen = (byte)26; public static final byte cyan = (byte)27; public static final byte lightblue = (byte)28; public static final byte blue = (byte)29; public static final byte purple = (byte)30; public static final byte lightpurple = (byte)31; public static final byte pink = (byte)32; public static final byte darkpink = (byte)33; public static final byte darkgrey = (byte)34; public static final byte lightgrey = (byte)35; public static final byte white = (byte)36; public static final byte yellowflower = (byte)37; public static final byte redflower = (byte)38; public static final byte mushroom = (byte)39; public static final byte redmushroom = (byte)40; public static final byte goldsolid = (byte)41; public static final byte iron = (byte)42; public static final byte staircasefull = (byte)43; public static final byte staircasestep = (byte)44; public static final byte brick = (byte)45; public static final byte tnt = (byte)46; public static final byte bookcase = (byte)47; public static final byte stonevine = (byte)48; public static final byte obsidian = (byte)49; } Category:Development fr:Classes Java d'edition de carte Classique ru:Klassy zh:Kai Fa Zi Yuan /ClassicDi Tu Bian Ji Lei Shi Li
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Fluid
thumb|right|300px|Flowing water and lava thumb|right|Many animals such as the [[coral]] and [[tropical fish]] in this picture rely on fluids such as water to survive Fluids are block s that are able to flow over the terrain forming rivers or falls There are two blocks of this type in the main versions of Minecraft : water and lava {| style="margin:auto;text-align:center" data-description="Fluids" |- | scope="col" style="width:68px" | 150px|link=Water | scope="col" style="width:68px" | 150px|link=Lava |- | Water | Lava |} Another fluid mud also existed There are other in-game substances which show fluid properties but cannot be placed as fluid blocks mainly potion s dyed water milk and honey .
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Fluid
Fluids can be placed like solid blocks but cannot be picked up without a bucket or a bottle When placed in open terrain fluid blocks are a source for a flow unless they are confined by other blocks A completely confined fluid renders as still right|thumb|Water and lava as still blocks Source blocks that are at least partly liberated begin to flow spreading according to the flowing fluid rules and render as flowing with animated lines demonstrating their direction of flow thumb|Lava block open to flow on one side A source block appears as being "full" nearly to the top of its containing blocks (if any) while flowing fluid blocks appear to be "emptier" the further they are from their source Fluids can interact with each other and with other block s they are placed next to or flow over or past according to the properties of the affected block Flowing fluids exert pressure on entities pushing them in the direction of the flow Item drop s that fall into a flowing fluid are carried along until they get caught in an eddy or the flow reaches its maximum extent Mob s that are able to float in fluids do not drown but cannot swim upstream The minority of mobs that swim (such as fish and axolotl ) can also swim upstream Fluid blocks are non-solids in the same way that air is so placing a solid into a fluid block source or flowing succeeds if placement detects the side of a solid block through the fluid Water source blocks placed such that they create a waterlogged non-solid block behave as any source block would with the exceptions noted in the following sections Water cannot be placed in the Nether in both survival mode and creative mode The only way to get water into the Nether is by using the or command s When two fluid sources are directly adjacent to an air block (or a waterloggable block for water) the block is filled with the corresponding fluid This only happens if the corresponding game rule is set to <code>true</code> ( <code>waterSourceConversion</code> for water set to <code>true</code> by default; <code>lavaSourceConversion</code> for lava set to <code>false</code> by default) thumb|right|Water flowing down a cliff demonstrating flowing mechanics Fluid blocks have a depth value that measures how "empty" it is A source block is "full" with a depth value of 0 Flowing fluids have a depth value equal to their source's depth + 1 with a maximum possible "emptiness" value where the flow stops Thus a flowing block next to a source has depth value 1 the next further away 2 and so on until the flow stops If the flow travels down in elevation the depth resets to 0 at the new elevation The maximum emptiness depth for water is 7 Lava in the Overworld or the End has a maximum depth of 3 but in the Nether its maximum depth value is 7 The maximum distance a fluid can flow from its original source block is a taxicab distance corresponding to the maximum depth of that fluid The rendering of fluids is controlled by their depth values both in the height of fluid level and the direction of flow displayed <gallery> File:Water spread v1-13.png| Water spreading from source File:Lava spread v1-13.png| Lava spreading from a source File:Water flow around fence.png| Water flowing around fence posts already placed </gallery> Once a source block is placed the fluid spreading procedure begins It does not matter if the source placed makes a waterlogged block or is placed into a block of air; both work the same way This block is the first of a list of blocks involved in the spreading procedure The fluid spreading procedure also begins when a fluid block that has stopped flowing receives a block update First each open side of a fluid block starts a flow A water block in a flat plain spreads out in all four directions until it reaches the depth limit forming a diamond shape spanning fifteen blocks point-to-point A water source floating in midair flows out to each of its four sides and then down Each flowing block created is added to a list of blocks to be considered for further spreading Now the blocks directly below each source or flowing blocks on the "spreading list" are checked: # If that block is air it is replaced by a flowing fluid block with a depth value of 0 This new block is also added to the "spreading list" # * Because of this a fluid can flow much farther if it flows downward occasionally than if it remains on a flat surface # If the block below is a waterlogged non-solid block then checking stops as the waterlogged source block has its own "spreading list" # If the block below is a type of non-solid block that is affected by the fluid then it may be converted into a dropped item The block is then replaced by a flowing block with depth value 1 greater that the block above and is added to the spreading list The block above is removed from the "spreading list" # If the block below is a solid block or one of a few non-solid blocks (e.g fence s) that are unaffected by fluids flow spreads out to all open sides These additional flowing blocks are added to the list # * If all four of the surrounding blocks are also solid the spreading procedure stops This is how a lava or water column that does not spread over the ground can be created # If the block below is a fluid block of another type the rules for mixing fluids are considered If new flowing blocks are created they are added to the list # If the block below is a source block of the same fluid then flowing stops Flowing fluid has a speed value that governs how fast the spreading effect takes place Water in the Overworld moves at 1 block every 5 tick s or 4 blocks per second Lava in the Nether moves at 1 block every 10 tick s or 2 blocks per second However lava in the Overworld is much slower and moves at only 1 block every 30 game ticks or 2 blocks every 3 seconds thumb|right|Fluids consider the shortest distance to the edge of a cliff and prioritize flowing in that direction The shape of the ground around a flow is considered when evaluating its spread giving preference to the creation of water or lava falls for aesthetic purposes During the evaluation of horizontal spread the 5-block area around source and flowing blocks is checked for air one block below the fluid block These air blocks and the blocks preceding them are all converted to fluid blocks with depth level of 1 greater than the current block to establish a simple flow but are not added to the collection for later consideration For example the flow of water from a single source placed within 7 blocks of an edge is only one block wide to the edge and then falls as a one block wide stream as demonstrated in the image to the right thumb|right|Normal water spreading Water normally spreads equally in all directions from a waterlogged block as seen to the right In the same test setup the water flow from a stair or banner is one-directional <gallery> File:Waterlogged spread stair.png|flow from waterlogged stair </gallery> thumb|right|Lava seeping through one layer of [[dirt]] If particles are fully enabled in the options menu solid blocks that have air below and fluid above drip as a visual indication that only one layer of blocks separates the player from the fluid above Dripping lava does not cause damage or start fires It can take several seconds before dripping starts These actions cause a fluid block to update: * Another block is placed into its space * Fluid starts to flow in from an adjacent block * An established incoming flow stops Generated structures never cause block updates to adjacent fluids when they generate For example a cave entrance that is created partly below water level at the edge of a body of water or lava does not cause the fluid to flow until it receives a block update On the other hand fluids created as part of a structure flow immediately if not completely confined; this includes holes in the bottom of an ocean that open into a ravine below When the two fluids interact the results vary depending on the position of the fluid source * If lava flows vertically into a water source block or flowing water the water source block turns into * If lava flows horizontally into water the lava turns into * If water flows horizontally into flowing lava the lava turns into * If water flows vertically into flowing lava either or nothing may result * If water flows into a lava source block the lava source block turns into * If water falling vertically touches a lava source block on any side the lava turns into &mdash; even if the water would not otherwise run into the lava * If lava flows over soul soil next to blue ice the lava turns into .
Mixing
Fluid
thumb|right|Water flowing down a cliff demonstrating flowing mechanics Fluid blocks have a depth value that measures how "empty" it is A source block is "full" with a depth value of 0 Flowing fluids have a depth value equal to their source's depth + 1 with a maximum possible "emptiness" value where the flow stops Thus a flowing block next to a source has depth value 1 the next further away 2 and so on until the flow stops If the flow travels down in elevation the depth resets to 0 at the new elevation The maximum emptiness depth for water is 7 Lava in the Overworld or the End has a maximum depth of 3 but in the Nether its maximum depth value is 7 The maximum distance a fluid can flow from its original source block is a taxicab distance corresponding to the maximum depth of that fluid The rendering of fluids is controlled by their depth values both in the height of fluid level and the direction of flow displayed <gallery> File:Water spread v1-13.png| Water spreading from source File:Lava spread v1-13.png| Lava spreading from a source File:Water flow around fence.png| Water flowing around fence posts already placed </gallery> Once a source block is placed the fluid spreading procedure begins It does not matter if the source placed makes a waterlogged block or is placed into a block of air; both work the same way This block is the first of a list of blocks involved in the spreading procedure The fluid spreading procedure also begins when a fluid block that has stopped flowing receives a block update First each open side of a fluid block starts a flow A water block in a flat plain spreads out in all four directions until it reaches the depth limit forming a diamond shape spanning fifteen blocks point-to-point A water source floating in midair flows out to each of its four sides and then down Each flowing block created is added to a list of blocks to be considered for further spreading Now the blocks directly below each source or flowing blocks on the "spreading list" are checked: # If that block is air it is replaced by a flowing fluid block with a depth value of 0 This new block is also added to the "spreading list" # * Because of this a fluid can flow much farther if it flows downward occasionally than if it remains on a flat surface # If the block below is a waterlogged non-solid block then checking stops as the waterlogged source block has its own "spreading list" # If the block below is a type of non-solid block that is affected by the fluid then it may be converted into a dropped item The block is then replaced by a flowing block with depth value 1 greater that the block above and is added to the spreading list The block above is removed from the "spreading list" # If the block below is a solid block or one of a few non-solid blocks (e.g fence s) that are unaffected by fluids flow spreads out to all open sides These additional flowing blocks are added to the list # * If all four of the surrounding blocks are also solid the spreading procedure stops This is how a lava or water column that does not spread over the ground can be created # If the block below is a fluid block of another type the rules for mixing fluids are considered If new flowing blocks are created they are added to the list # If the block below is a source block of the same fluid then flowing stops Flowing fluid has a speed value that governs how fast the spreading effect takes place Water in the Overworld moves at 1 block every 5 tick s or 4 blocks per second Lava in the Nether moves at 1 block every 10 tick s or 2 blocks per second However lava in the Overworld is much slower and moves at only 1 block every 30 game ticks or 2 blocks every 3 seconds thumb|right|Fluids consider the shortest distance to the edge of a cliff and prioritize flowing in that direction The shape of the ground around a flow is considered when evaluating its spread giving preference to the creation of water or lava falls for aesthetic purposes During the evaluation of horizontal spread the 5-block area around source and flowing blocks is checked for air one block below the fluid block These air blocks and the blocks preceding them are all converted to fluid blocks with depth level of 1 greater than the current block to establish a simple flow but are not added to the collection for later consideration For example the flow of water from a single source placed within 7 blocks of an edge is only one block wide to the edge and then falls as a one block wide stream as demonstrated in the image to the right thumb|right|Normal water spreading Water normally spreads equally in all directions from a waterlogged block as seen to the right In the same test setup the water flow from a stair or banner is one-directional <gallery> File:Waterlogged spread stair.png|flow from waterlogged stair </gallery>
Directional flow
Fluid
Fluid blocks have a depth value that measures how "empty" it is A source block is "full" with a depth value of 0 Flowing fluids have a depth value equal to their source's depth + 1 with a maximum possible "emptiness" value where the flow stops Thus a flowing block next to a source has depth value 1 the next further away 2 and so on until the flow stops If the flow travels down in elevation the depth resets to 0 at the new elevation The maximum emptiness depth for water is 7 Lava in the Overworld or the End has a maximum depth of 3 but in the Nether its maximum depth value is 7 The maximum distance a fluid can flow from its original source block is a taxicab distance corresponding to the maximum depth of that fluid The rendering of fluids is controlled by their depth values both in the height of fluid level and the direction of flow displayed.
Depth
Fluid
<gallery> File:Water spread v1-13.png| Water spreading from source File:Lava spread v1-13.png| Lava spreading from a source File:Water flow around fence.png| Water flowing around fence posts already placed </gallery> Once a source block is placed the fluid spreading procedure begins It does not matter if the source placed makes a waterlogged block or is placed into a block of air; both work the same way This block is the first of a list of blocks involved in the spreading procedure The fluid spreading procedure also begins when a fluid block that has stopped flowing receives a block update First each open side of a fluid block starts a flow A water block in a flat plain spreads out in all four directions until it reaches the depth limit forming a diamond shape spanning fifteen blocks point-to-point A water source floating in midair flows out to each of its four sides and then down Each flowing block created is added to a list of blocks to be considered for further spreading Now the blocks directly below each source or flowing blocks on the "spreading list" are checked: # If that block is air it is replaced by a flowing fluid block with a depth value of 0 This new block is also added to the "spreading list" # * Because of this a fluid can flow much farther if it flows downward occasionally than if it remains on a flat surface # If the block below is a waterlogged non-solid block then checking stops as the waterlogged source block has its own "spreading list" # If the block below is a type of non-solid block that is affected by the fluid then it may be converted into a dropped item The block is then replaced by a flowing block with depth value 1 greater that the block above and is added to the spreading list The block above is removed from the "spreading list" # If the block below is a solid block or one of a few non-solid blocks (e.g fence s) that are unaffected by fluids flow spreads out to all open sides These additional flowing blocks are added to the list # * If all four of the surrounding blocks are also solid the spreading procedure stops This is how a lava or water column that does not spread over the ground can be created # If the block below is a fluid block of another type the rules for mixing fluids are considered If new flowing blocks are created they are added to the list # If the block below is a source block of the same fluid then flowing stops Flowing fluid has a speed value that governs how fast the spreading effect takes place Water in the Overworld moves at 1 block every 5 tick s or 4 blocks per second Lava in the Nether moves at 1 block every 10 tick s or 2 blocks per second However lava in the Overworld is much slower and moves at only 1 block every 30 game ticks or 2 blocks every 3 seconds.
Spread
Fluid
thumb|right|Fluids consider the shortest distance to the edge of a cliff and prioritize flowing in that direction The shape of the ground around a flow is considered when evaluating its spread giving preference to the creation of water or lava falls for aesthetic purposes During the evaluation of horizontal spread the 5-block area around source and flowing blocks is checked for air one block below the fluid block These air blocks and the blocks preceding them are all converted to fluid blocks with depth level of 1 greater than the current block to establish a simple flow but are not added to the collection for later consideration For example the flow of water from a single source placed within 7 blocks of an edge is only one block wide to the edge and then falls as a one block wide stream as demonstrated in the image to the right.
Flow direction
Fluid
thumb|right|Normal water spreading Water normally spreads equally in all directions from a waterlogged block as seen to the right In the same test setup the water flow from a stair or banner is one-directional <gallery> File:Waterlogged spread stair.png|flow from waterlogged stair </gallery>
Directional flow
Fluid
thumb|right|Lava seeping through one layer of [[dirt]] If particles are fully enabled in the options menu solid blocks that have air below and fluid above drip as a visual indication that only one layer of blocks separates the player from the fluid above Dripping lava does not cause damage or start fires It can take several seconds before dripping starts.
Dripping
Fluid
These actions cause a fluid block to update: * Another block is placed into its space * Fluid starts to flow in from an adjacent block * An established incoming flow stops Generated structures never cause block updates to adjacent fluids when they generate For example a cave entrance that is created partly below water level at the edge of a body of water or lava does not cause the fluid to flow until it receives a block update On the other hand fluids created as part of a structure flow immediately if not completely confined; this includes holes in the bottom of an ocean that open into a ravine below.
Block updates
Fluid
When the two fluids interact the results vary depending on the position of the fluid source * If lava flows vertically into a water source block or flowing water the water source block turns into * If lava flows horizontally into water the lava turns into * If water flows horizontally into flowing lava the lava turns into * If water flows vertically into flowing lava either or nothing may result * If water flows into a lava source block the lava source block turns into * If water falling vertically touches a lava source block on any side the lava turns into &mdash; even if the water would not otherwise run into the lava * If lava flows over soul soil next to blue ice the lava turns into .
Mixing
Fluid
<div style="text-align:center"> <span style="display:inline-block"></span> <span style="display:inline-block"></span> </div>
Video
Fluid
History
Fluid
Issues
Fluid
<gallery> File:Watersb.png|Water File:Waterfl.png|Flowing water File:Lavasb.png|Lava File:Lavafl.png|Flowing lava File:SolidLiquid.png|Water and [[stone]] </gallery> Category:Fluids cs:Kapalina de:Flussigkeit (Begriffsklarung) es:Fluido fr:Liquide hu:Folyadekok ja:Ye Ti ko:aegce nl:Vloeistoffen pl:Ciecze pt:Liquido ru:Zhidkosti uk:Ridini zh:Ye Ti
Gallery
Creative
thumb|right|221px| [[wikipedia:Pixel art|Pixel art]] and other creations made in Creative mode Creative mode is one of the main game modes in Minecraft Creative mode strips away the survival aspects of Minecraft and allows player s to easily create and destroy structures and mechanisms with the inclusion of an infinite use of blocks and flying It also changes some of the background music .
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Creative
right|thumb|A player flying in Creative mode In Creative mode players have no visible health or hunger bar to hamper their building since they are invincible (though it is still possible to eat) Creative mode allows players to destroy all blocks instantly (including normally indestructible blocks such as bedrock end portal frame s etc.) provided they are not holding a sword trident or debug stick However these blocks are not dropped and must be obtained from the Creative inventory or by using on the block When continuously holding to break blocks in Creative mode there is a 6 game tick (0.3 second) cooldown between each block broken This is distinct from instant mining in Survival mode where one block can be broken every game tick (0.05 second) This cooldown can be bypassed by rapidly clicking the button allowing blocks to be broken as quickly as the player clicks Creative mode gives players the ability to fly To activate flying double tap the key Use the jump key to go up and the key to go down and the movement keys (the default is ) to move The player can disable flying in mid-air by double-tapping again causing them to drop to the ground Touching the ground when flying disables flying but not Getting into a minecart or bed does not disable flying However getting into a boat or riding a mob such a a pig llama horse donkey mule skeleton horse strider trader llama or camel will disable flying Players in Creative mode are unable to receive damage from the vast majority of sources going too far into the void still kills the player; however the player is also immune to this (they are stopped by an invisible barrier that exists in all three dimensions) The player can fly around in the void provided they do not descend more than 64 blocks below the bottom of the dimension The void the and commands and external editors are the only way to die in Creative mode Creative players are completely invulnerable just like in Spectator mode Mob s still spawn as they do in other game modes unless the difficulty is Peaceful or when the game rule is set to but all are passive toward the players (even if they stare at the player in strange ways) If the player enters the End while in Creative mode the ender dragon still attempts to attack the player but cannot cause any harm Zombie s summoned by others calling for backup attempt to attack the player but they still cause no harm and they stop attacking after several seconds The player can still ignite creeper s with a flint and steel or fire charge Once a world is created if cheats are enabled the game mode can be manually changed to Creative (or other game modes) with either the command specifically by typing or the gamemode switcher ( ) In multiplayer players can be individually changed between game modes with the command available to operator s This means that individual players can play Creative mode (at the operator's discretion) on a Survival map or vice-versa The default game mode for new players can also be changed with the command If it is possible for the game to determine that a block was broken by the player it does not drop (exceptions being shulker box es and beehive s if they have non-default NBT data) If the game cannot unambiguously determine how a block broke the block drops <ref></ref> Mobs killed by the player in Creative still drop items but most other entities do not Containers also drop their contents when broken A notable exception to the no drops rule is the minecart which if renamed drops itself as an item <ref></ref> creating a new flat world is always opened in Creative mode Opening a new Creative world or opening an existing world in Creative permanently disables achievements trophies and leaderboard updates for that particular game but has no other effects on gameplay In other words achievements trophies and leaderboard updates work only in games that have always been in Survival Players in Creative have a longer reach for placing destroying and attacking than in Survival.
Gameplay
Creative
right|thumb|The Creative mode inventory showing the Search tab for the Java Edition right|thumb|The Creative mode inventory showing the All tab in Bedrock Edition (Classic option) right|thumb|The Creative mode inventory showing the All tab in Bedrock Edition (Pocket option) In Creative the normal inventory screen is replaced by the item selection screen which contains almost all block s and item s (with some exceptions ) in a tabbed interface Some items and blocks are available only in Creative mode such as spawn egg s Likewise some blocks can be only in Creative such as command block s and structure block s In Java Edition there are 13 tabs that are ordered from top-left to bottom right as: * Building Blocks * Colored Blocks * Natural Blocks * Functional Blocks * Redstone Blocks * Saved hotbars * Search items * Tools & Utilities * Combat * Food & Drinks * Crafting * Ingredients * Spawn Eggs * Survival inventory In Bedrock Edition there are five tabs which are: * Construction * Equipment * Items * Nature * All There is also a view tab which can be toggled to: * Creative inventory only * Creative and Survival inventory * Survival inventory only Some item s behave differently in Creative mode Items do not disappear or lose durability when d For example putting an item in an item frame or on an armor stand does not cause it to disappear from the player's hand Instead the item is duplicated It is the same for putting on armor by right-clicking it from the player's hotbar Also empty buckets simply make liquids disappear In Java Edition there is a "destroy item" button where items can be dragged to and deleted + clicking on the button clears the entire inventory including the hotbar off-hand slot and armor slots Item entities can be picked up by the player but if the hotbar is already full the items go into the Survival inventory Several blocks can be found in the Creative inventory that are not normally available as items through vanilla Survival gameplay (excluding bedrock chorus plant end portal frames farmland spawn egg dirt path and the infested blocks as of the 1.17 snapshots): * <ref group="note">Several methods for obtaining this as an item existed - see Tutorials/Obtaining discontinued blocks and items for more information.</ref> * * * * <ref group="note">Can be obtained using explosions in Beta 1.9 Pre release 3 - see Tutorials/Obtaining discontinued blocks and items for more information.</ref> * * * * * * * * <ref group="note">Can be obtained using Silk Touch in Beta 1.9 Prerelease 4 - see Tutorials/Obtaining discontinued blocks and items for more information.</ref> * * * * * * * * * <references group="note"/> The player can obtain items using Unlike Survival the block selected appears in the player's hotbar even if the block is not already in the hotbar or in the Survival inventory If it is in the inventory then the block moves out of its former slot and replaces the block/item in the active hotbar slot with the size of the stack preserved If the hotbar is full then the selected block replaces the block/item in the active slot Most blocks give the player a copy of themselves when using Using it on an item frame gives the player the item held inside or the item frame itself if no item is held Using it on a mob gives the player a spawn egg of that mob Using it on a mob head gives the mob type that it is; using it on custom heads gives only the mob type that was used in the command but without the custom skin If the player holds and presses in addition to obtaining the item it also preserves the block's NBT tags allowing the player to place an identical copy of the block; this allows the player to duplicate items inside of chests dispensers and so on and also duplicates the text on sign s There are several blocks and a couple of items that do not appear in the Creative inventory They can be obtained with the command and can be manually placed using command using the IDs provided in the table below Additionally using on these blocks also gives them except where noted Technical blocks such as portal s and off-state redstone torch es do not have corresponding inventory items at all and cannot be obtained without external help and thus cannot be legitimately obtained {| class="wikitable col-1-left col-6-left" style="text-align:center" data-description="Blocks missing from Creative inventory" ! rowspan=2 | Name !! rowspan=2 | Can be obtained with ? !! colspan=2 | Inventory availability !! rowspan=2 | Identifier |- ! !! |- | | | | | |- | | | <ref name=ava group=note>Only if cheats are enabled and the "Operator Items Tab" option is turned on.</ref> | | |- | | | | | |- | | | <ref name=ava group=note/> | | <br><br> |- | | | <ref name=ava group=note/> | | |- | | | | | |- | | | | | |- | | | <ref name=ava group=note/> | | |- | | | | | |- | | | | | |- |Petrified Oak Slab | | | |<code>petrified_oak_slab</code> |- | | | <ref name=ava group=note/> | | |- | | | <ref name=ava group=note/> | | |- | | | | | |- | | | <ref name=ava group=note/> | | |- | | | <ref name=ava group=note/> | | <br> |- | | | | | |- | | | <ref name=ava2 group=note>Only through the "bundle" experimental data pack.</ref> | | |- | | | | | |- | | | | | |- | | | | | |- | | | | | |- | | | | | |} Some blocks and items are obtainable in Creative on one platform but not the other The full list blocks and items only obtainable in the Java Edition Creative Inventory can be found here Bedrock Edition exclusive Creative Inventory blocks and items can be found here .
Platform specific exclusive features
Creative
In Java Edition there are 13 tabs that are ordered from top-left to bottom right as: * Building Blocks * Colored Blocks * Natural Blocks * Functional Blocks * Redstone Blocks * Saved hotbars * Search items * Tools & Utilities * Combat * Food & Drinks * Crafting * Ingredients * Spawn Eggs * Survival inventory
Java Edition
Creative
In Bedrock Edition there are five tabs which are: * Construction * Equipment * Items * Nature * All There is also a view tab which can be toggled to: * Creative inventory only * Creative and Survival inventory * Survival inventory only
Bedrock Edition
Creative
Some item s behave differently in Creative mode Items do not disappear or lose durability when d For example putting an item in an item frame or on an armor stand does not cause it to disappear from the player's hand Instead the item is duplicated It is the same for putting on armor by right-clicking it from the player's hotbar Also empty buckets simply make liquids disappear In Java Edition there is a "destroy item" button where items can be dragged to and deleted + clicking on the button clears the entire inventory including the hotbar off-hand slot and armor slots Item entities can be picked up by the player but if the hotbar is already full the items go into the Survival inventory.
General info
Creative
Several blocks can be found in the Creative inventory that are not normally available as items through vanilla Survival gameplay (excluding bedrock chorus plant end portal frames farmland spawn egg dirt path and the infested blocks as of the 1.17 snapshots): * <ref group="note">Several methods for obtaining this as an item existed - see Tutorials/Obtaining discontinued blocks and items for more information.</ref> * * * * <ref group="note">Can be obtained using explosions in Beta 1.9 Pre release 3 - see Tutorials/Obtaining discontinued blocks and items for more information.</ref> * * * * * * * * <ref group="note">Can be obtained using Silk Touch in Beta 1.9 Prerelease 4 - see Tutorials/Obtaining discontinued blocks and items for more information.</ref> * * * * * * * * * <references group="note"/>
Java-only Creative inventory exclusives
Creative
The player can obtain items using Unlike Survival the block selected appears in the player's hotbar even if the block is not already in the hotbar or in the Survival inventory If it is in the inventory then the block moves out of its former slot and replaces the block/item in the active hotbar slot with the size of the stack preserved If the hotbar is full then the selected block replaces the block/item in the active slot Most blocks give the player a copy of themselves when using Using it on an item frame gives the player the item held inside or the item frame itself if no item is held Using it on a mob gives the player a spawn egg of that mob Using it on a mob head gives the mob type that it is; using it on custom heads gives only the mob type that was used in the command but without the custom skin If the player holds and presses in addition to obtaining the item it also preserves the block's NBT tags allowing the player to place an identical copy of the block; this allows the player to duplicate items inside of chests dispensers and so on and also duplicates the text on sign s.
Pick block
Creative
There are several blocks and a couple of items that do not appear in the Creative inventory They can be obtained with the command and can be manually placed using command using the IDs provided in the table below Additionally using on these blocks also gives them except where noted Technical blocks such as portal s and off-state redstone torch es do not have corresponding inventory items at all and cannot be obtained without external help and thus cannot be legitimately obtained {| class="wikitable col-1-left col-6-left" style="text-align:center" data-description="Blocks missing from Creative inventory" ! rowspan=2 | Name !! rowspan=2 | Can be obtained with ? !! colspan=2 | Inventory availability !! rowspan=2 | Identifier |- ! !! |- | | | | | |- | | | <ref name=ava group=note>Only if cheats are enabled and the "Operator Items Tab" option is turned on.</ref> | | |- | | | | | |- | | | <ref name=ava group=note/> | | <br><br> |- | | | <ref name=ava group=note/> | | |- | | | | | |- | | | | | |- | | | <ref name=ava group=note/> | | |- | | | | | |- | | | | | |- |Petrified Oak Slab | | | |<code>petrified_oak_slab</code> |- | | | <ref name=ava group=note/> | | |- | | | <ref name=ava group=note/> | | |- | | | | | |- | | | <ref name=ava group=note/> | | |- | | | <ref name=ava group=note/> | | <br> |- | | | | | |- | | | <ref name=ava2 group=note>Only through the "bundle" experimental data pack.</ref> | | |- | | | | | |- | | | | | |- | | | | | |- | | | | | |- | | | | | |} Some blocks and items are obtainable in Creative on one platform but not the other The full list blocks and items only obtainable in the Java Edition Creative Inventory can be found here Bedrock Edition exclusive Creative Inventory blocks and items can be found here .
Platform specific exclusive features
Creative
Some blocks and items are obtainable in Creative on one platform but not the other The full list blocks and items only obtainable in the Java Edition Creative Inventory can be found here Bedrock Edition exclusive Creative Inventory blocks and items can be found here .
Platform specific exclusive features
Creative
Creative mode is represented as <code>1</code> in <code>GameType</code> in the <samp>level.dat</samp> file; to manually change the <code>GameType</code> the file must first be opened with an external NBT editor Note: Singleplayer worlds do not use this field to save the game mode the player is currently in.
Representation in <samp>level.dat</samp>
Creative
<gallery> Notch Flying.png|The first image of flying in Creative mode 1.2.5 Creative Inventory.png|The Creative mode item selection screen prior to [[Java Edition 12w21b]] </gallery>
History
Creative
Issues
Creative
<gallery> Creative in Beta 1.8.png|Creative mode in [[Java Edition Beta 1.8]] Jeb Pixel Art.png|Several creative mode builds Creative Plot.jpg|A house built on a creative plot server Creativemodeview.png|A Creative mode interface </gallery>
Gallery
Creative
Category:Game modes Category:Rewritten gameplay cs:Tvoriva hra de:Kreativmodus el:Creative es:Creativo fr:Creatif hu:Kreativ it:Creativa ja:kurieiteibu ko:keurieitibeu modeu nl:Creatief pl:Tryb kreatywny pt:Criativo ru:Tvorchestvo th:sraangsrrkh tr:Yaratici uk:Tvorchist' zh:Chuang Zao Mo Shi
References
Java Edition Survival Test
thumb|x200px|right|A [[zombie]] wearing a [[helmet]] in the Survival Test thumb|x200px|right|A [[skeleton]] wearing a [[helmet]] in the Survival Test Survival Test was a test for the survival game mode initially released to premium members <ref>https://web.archive.org/web/20090904213840/http://www.minecraft.net/survivaltest</ref> during the Classic phase of development and was accessible at [http://www.minecraft.net/survivaltest minecraft.net/survivaltest] and refers to nine versions released between September 1 and October 24 2009 On October 24 2009 Survival Test was opened to be played regardless of premium membership Survival Test was removed from the website on December 16 2010 when the site received a major overhaul during the Alpha phase Survival Test is not available in the launcher though it can be played if the user is able to provide the file.
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Java Edition Survival Test
; Mob s * Added zombie s skeleton s creeper s pig s and spider s * Creeper s in this version had a melee attack where they jumped into the player and would only explode upon death * Skeleton 's arrows were purple and when killed blew up in an explosion of six to eight arrows that the player could pick up increasing the total amount of arrows the player has They also shot arrows from their bare hands as bows did not exist in the Survival Test Skeletons shot their arrows at a much faster rate than in current versions making them one of if not the most dangerous mob in the Survival Test ; Health * The player has a health bar which has 10 hearts ( ) When the player has 2 hearts or lower on the health bar the health bar begins to shake * Players and mobs can take damage from various sources: falling drowning lava hostile mobs and the player's arrow s * Brown mushroom s can be eaten by right-clicking while holding it healing 2.5 hearts They are dropped by pigs and sheep Red mushrooms are poisonous and damage the player by 1.5 hearts * When the player dies the world is no longer playable like in Hardcore mode before spectator mode was introduced ; General * The player can fire arrows by pressing "tab" However the player only spawns with 20 arrows upon generating a new world * After 0.26 SURVIVAL TEST the player starts with 10 TNT in their ninth hotbar slot which can be placed with right-click and detonated with left-click Exploding TNT deals a maximum of six hearts of damage (depending on how close the player is to it) and has a blast radius of about four blocks.
Additions
Java Edition Survival Test
Some aspects of the point system are listed below: * Pig s awarded 10 points * Sheep awarded 10 points * Zombie s awarded 80 points (formerly 100) * Spider s awarded 105 points * Skeleton s awarded 120 points (formerly 100) * Creeper s awarded 200 points (formerly 250) Points would not be awarded for indirect kills (e.g a creeper's explosion killing a zombie didn't award points for killing the zombie).
Points
Java Edition Survival Test
A handful of blocks are obtained in different ways than in the modern game: * Gold block s were obtained by mining gold ore * Iron block s were obtained by mining iron ore * Stone slab s were obtained by mining coal ore * Oak wood planks were obtained by chopping up oak log s All blocks in the Survival Test could stack up to 99 All other blocks found naturally in the world could be picked up normally with the exception of ores and logs which drop their resources stone which drops cobblestone as normal leaves which also drop sapling s as normal grass block s which drop dirt (which can handle grass again) and liquids and bedrock which are unbreakable.
Blocks
Java Edition Survival Test
* Survival Test was going to be the original "beta" phase of the game with "release" being when survival was finalized <ref>[https://archive.org/download/Minecraft_IRC_Logs_2009/DBN-IRC-Logs/ IRC logs] on Archive.org; #minecraft.20090711.log July 11 2009 (UTC&minus;5) "A9:27:00 <08Notch> beta = when survival mode works "ok"" "A9:27:06 <08Notch> release = when survival mode is done" (14:27 UTC)</ref> This was changed by Indev as Notch realized the game would have a much longer development cycle * In Survival Test zombie s and skeleton s had a chance of wearing decorative armor but Notch removed it in Indev This feature was re-added in a similar fashion in Java Edition 1.4.2 * In Survival Test the fastest mob was the spider being able to move as fast as the player * In 0.24 creeper s were made from the failed pig model * In Survival Test the player's hand is pointed backwards and is rotated slightly This was changed in Indev and remains the same * Stone materials are not damaged by TNT * In this version creepers had melee attacks and only exploded when killed the only food source was mushrooms and you could get them by killing pigs and sheep or finding them in caves The red mushrooms were toxic and hurt the player for The point system was first implemented in this update The player's fist also took away from the mob the player punched * All mobs had 10 hearts of health * The armor that skeletons and zombies had a chance of wearing was referred to as "Plate Armor" and was the first type of armor to be added to the game It was only used for testing purposes The armor did not provide any protection to the zombie or skeleton wearing it * If the player pressed the "F5" key on their keyboard this would toggle a rainy weather effect.
Trivia
Java Edition Survival Test
<gallery> File:Creepers old 2009.png|Creepers In Survival_Test File:Pigs old 2009.jpg|Pigs In Survival_Test File:0.25 05 House.png|A simple home in the 0.25_05 SURVIVAL TEST version File:Arrow.jpg|Arrow stuck in a block </gallery>
Gallery
Java Edition Survival Test
cs:Survival test de:Survival Test es:Java Edition Survival Test fr:Test de survie it:Survival Test ja:Survival Test ko:seobaibeol teseuteu nl:Survival Test pl:Survival Test pt:Survival Test ru:Survival Test zh:Sheng Cun Ce Shi
References
Block
200px|right|The most commonly seen blocks in Minecraft clockwise from the left: stone sand dirt and grass Blocks are the basic units of structure in Minecraft that make up the game's world Many blocks can be collected and placed anywhere in the game's world as well as be used as helpful resources.
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Block
thumb|right|A variety of different blocks occurring in an underwater coral reef; [[sand]] can be seen lining the ground [[cut sandstone]] in underwater ruin structures and various forms of coral Blocks are arranged in a 3-dimensional grid of 1-cubic-meter cells although some blocks appear to occupy a partial cell; these include slab s snow layers ladder s vine s stairs turtle egg s sea pickle s and others Together blocks and fluids build up the in-game environment and most can be harvested and utilized in various fashions Some blocks such as dirt and sandstone are opaque and occupy their entire cubic meter while other blocks such as glass and flower s are transparent or non-solid Explosion s destroy some blocks more easily than they destroy others Some blocks are completely immune to explosions Air is a special block It is an unbreakable transparent block as a substitute for the absence of blocks It has two variants: cave air and void air Some blocks such as sea lantern and glowstone emit light The amount of light they emit varies widely; see this table of light values for further information Opaque blocks completely block light while transparent blocks can have no effect on light block the light or merely weaken it Almost all blocks ignore gravity except for sand red sand gravel anvil s of all damage levels dragon egg s all colors of concrete powder scaffolding snow layers pointed dripstone and suspicious sand and gravel all of which turn into entities when their support is removed When broken blocks emit sound s and particle s associated with themselves except in the following cases: * When the block is removed by a piston <ref></ref> * If the block is affected by gravity and falls into an invalid space (If the block is gravity based and drops from a torch for example) <ref></ref> * Anvil s that are destroyed by running out of durability or falling Only particles are missing <ref></ref> * If the block can be washed away and is washed away by a flowing fluid <ref></ref> * If the block can be replaced by other blocks and is replaced <ref></ref> * If the block is one of a few blocks such as rails or redstone wire supported by another block and its supporting block is removed <ref></ref> * If the block is leaves and decays <ref></ref>
Behavior
Block
Most solid blocks are 1 meter high (3.28084.. feet or feet) but several blocks have non-standard block heights such as slab s A player can automatically step up from a lower to a higher height if the difference is at most 0.6 ( ) of a block or 1.9685.. feet ( feet).
Block height
Block
The textures on the faces of blocks are 16x16 pixels Most blocks are proportionately one cubic meter by default but their shape can be changed using model s Most blocks have static textures but these blocks are animated : water lava nether portal end portal end gateway prismarine (slab; stairs; wall) sea lantern magma block seagrass kelp fire lantern lit campfire and their soul variants lit blast furnace heat block stems hyphae lit smoker stonecutter sculk sculk shrieker sculk sensor calibrated sculk sensor sculk vein and command block Using resource pack s the player can change the textures and resolution of blocks including whether their texture is animated They can also change the shapes of blocks using model s and the size of blocks to any size with equal width and height though sizes that are a power of two tend to work better Players can change their textures by changing their files ingame
Textures
Block
Technical blocks serve various purposes during events within the game or use a separate name spaced ID in order to avoid unnecessary combinations of block states technical blocks do not exist as items while they may be obtained using inventory editors or add-ons These blocks can be accessed only and when education options are enabled ( Element s are not listed here) boards posters and slates can be obtained only through inventory editors Removed blocks no longer exist in current versions of the game These blocks were removed from the game entirely These blocks were "reconned" into other blocks through a major simultaneous name and texture change Some blocks and states of blocks were distinguished via numerical metadata in previous versions of the game Having metadata values outside of the accepted range could produce unintended results for some block IDs These blocks only exist in April Fools versions of the game.
Joke blocks
Block
Technical blocks serve various purposes during events within the game or use a separate name spaced ID in order to avoid unnecessary combinations of block states technical blocks do not exist as items while they may be obtained using inventory editors or add-ons.
Technical blocks
Block
These blocks can be accessed only and when education options are enabled ( Element s are not listed here) boards posters and slates can be obtained only through inventory editors.
Education Edition only
Block
Removed blocks no longer exist in current versions of the game These blocks were removed from the game entirely These blocks were "reconned" into other blocks through a major simultaneous name and texture change Some blocks and states of blocks were distinguished via numerical metadata in previous versions of the game Having metadata values outside of the accepted range could produce unintended results for some block IDs.
Extreme metadata variants
Block
These blocks were removed from the game entirely.
Outright removed blocks
Block
These blocks were "reconned" into other blocks through a major simultaneous name and texture change.
Removed through substitution
Block
Some blocks and states of blocks were distinguished via numerical metadata in previous versions of the game Having metadata values outside of the accepted range could produce unintended results for some block IDs.
Extreme metadata variants
Block
These blocks only exist in April Fools versions of the game.
Joke blocks
Block
<div style="text-align:center"></div>
Videos
Block
Onique blocks are defined as having unique namespaced IDs in current versions of Java Edition excluding obvious technical variants such as potted plants and wall attachments of blocks but including the rose Unintentional metadata variants are also not included.
April Fools blocks
Block
Onique blocks are defined as having unique namespaced IDs in current versions of Java Edition excluding obvious technical variants such as potted plants and wall attachments of blocks but including the rose Unintentional metadata variants are also not included.
Block additions and removals
Block
Other changes
Block
April Fools blocks
Block
Issues
Block
* Certain blocks may interpret positions they cannot be placed in by normal means as a valid position For example a sign placed in midair via remains in midair even when updated until either it is broken or a block is placed below it and broken.
Trivia
Block
<gallery> Blockst.png|Some blocks in [[Classic 0.26 SURVIVAL TEST]] Blocks0021a.png|All blocks in [[Classic 0.0.21a]] 0.0.14a_offset_test.jpg|An early experiment by Notch in making blocks less blocky Floating_blocks.png|Floating blocks that were naturally generated in [[Java Edition 1.17]] Block_overview.png|All of the blocks in [[Java Edition 1.20]] Periodic Table Beta.jpg|Official T-shirt artwork "Periodic Table" featuring blocks (beta version) made by [https://www.jinx.com JINX] Periodic_Table_JINX.jpg|Official T-shirt artwork "Periodic Table" featuring blocks (release version) made by [https://www.jinx.com JINX] One_More_Block_JINX.jpg|Official T-shirt artwork "One More Block" made by JINX Jappa Update Blocks.jpg|All the blocks with unique textures added between 1.13 and 1.18 </gallery>
Gallery
Block
* Entity * Data values * Opacity * Light * Item * Ore * Generated structures * Air
See also
Block
cs:Blok de:Block el:Mplok es:Bloque fr:Blocs hu:Blokk it:Blocco ja:burotsuku ko:beulrog nl:Blok pl:Bloki pt:Bloco ru:Bloki th:bl`k tr:Bloklar uk:Bloki zh:Fang Kuai
References
Skin
thumb|The nine default skins of Minecraft: Sunny Kai Makena Steve Alex Zuri Efe Ari Noor Skins refer to the textures that are placed onto a player or mob model.
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Skin
{| class="fandom-table" |+Skins with Classic Arms !Steve !Alex !Ari !Kai !Noor !Sunny !Zuri !Efe !Makena |- |200x200px |200x200px |200x200px |200x200px |200x200px |200x200px |200x200px |200x200px |200x200px |- |File:Steve (classic texture) JE6.png |64x64px |File:Ari (classic texture) JE1.png |File:Kai (classic texture) JE1.png |File:Noor (classic texture) JE1.png |File:Sunny (classic texture) JE1.png |File:Zuri (classic texture) JE1.png |File:Efe (classic texture) JE1.png |File:Makena (classic texture) JE1.png |} {| class="fandom-table" |+Skins with Slim Arms !Steve !Alex !Ari !Kai !Noor !Sunny !Zuri !Efe !Makena |- |200x200px |200x200px |200x200px |200x200px |200x200px |200x200px |200x200px |200x200px |200x200px |- |64x64px |64x64px |File:Ari (slim texture) JE1.png |File:Kai (slim texture) JE1.png |File:Noor (slim texture) JE1.png |File:Sunny (slim texture) JE1.png |File:Zuri (slim texture) JE1.png |File:Efe (slim texture) JE1.png |File:Makena (slim texture) JE1.png |}
Default skins
Skin
Skins are divided into areas that act as the surface area of the character (for example the front head area left leg area etc.) There are a total of 3,264 pixels that can be customized with 1,632 on each layer Skins with slim arms have 3,136 pixels with 1568 pixels on each layer The second layer can be used to give the character glasses hats or other accessories (even a bigger head) a skin allows only a solid color; transparency is not allowed on the skin file except on the second layer which is transparent by default; playing offline pixels can be left free resulting in "holes" in the skin If a skin with transparent pixels on the first layer is uploaded the transparent pixels render as black pixels in-game skins can have double the resolution of a normal skin This means the skin template can be up to 128x128 instead of just 64x64 The normal templates still apply but players get 4x the amount of pixels to work with since both dimensions have been doubled Transparency can be used even on the first layer though there needs to be at least one visible pixel so a fully invisible skin can't be made The transparency must also be 0% or 100% as translucent colors are not allowed in either layer Pixel size of the 2nd layer on body arms and legs is 0.25 pixel bigger than the skin pixel (inner layer) For head 2nd layer (Hat layer) it is 0.5 pixels bigger than the skin layer (inner layer).
Properties