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Block of Gold | : : | ID |
Block of Gold | Achievements |
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Block of Gold | Advancements |
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Block of Gold | Data history |
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Block of Gold | Data history |
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Block of Gold | Issues |
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Block of Gold | frameless|right|32px * In Xbox 360 Edition before TU19 four gold blocks stacked on top of an obsidian block could be found inside the tutorial world's desert pyramid This is a reference to Achievement Hunter's Let's Play Minecraft series in which this combination is used to create the "Tower of Pimps" (seen right) a structure first created by Gavin Free which is now used in many episodes as a trophy * If one block is considered to be equal to one cubic meter then one block of gold has a mass of 19,320 kilograms making it the heaviest real-world matter available in vanilla Minecraft if element blocks are not considered A player's inventory has 37 slots (including the offhand slot) and each can carry 64 gold blocks; therefore a player can carry a maximum number of 45,749.76 metric tons of weight not considering armor or putting things in shulker boxes (theoretically increasing the weight by 27 times). | Trivia |
Block of Gold | * [https://www.minecraft.net/en-us/article/block-week-gold Block of the Week: Gold] - Minecraft.net on February 17 2017 Category:Ore Category:Manufactured blocks Category:Generated structure blocks Category:Compacted blocks cs:Blok zlata de:Goldblock es:Bloque de oro fr:Bloc d'or hu:Aranyblokk it:Blocco di minerale ja:Jin burotsuku ko:hwanggeum beulrog nl:Goudblok pl:Blok zlota pt:Bloco de ouro ru:Zolotoi blok tr:Altin Blogu uk:Zolotii blok zh:Jin Kuai | External Links |
Spleef | thumb|400px|Two players playing Spleef before Beta version 1.8 Spleef is a competitive minigame played within Minecraft When playing spleef players destroy blocks below other players allowing them to fall off the playing field and into a pit The object of the game is to be the last player on the field The name is a portmanteau of splat referring to the sound of players hitting the ground below and grief as the game involves destroying blocks <ref></ref> | null |
Spleef | Spleef is played on an easily-destructible block such as snow leaves or TNT with a pit located under the playing field to collect players when they lose Players destroy blocks on the platform near or under opponents to cause them to fall while avoiding falling themselves Those who fall from the platform lose the round while the remaining players win Spleef can be played on teams in 1v1 scenarios or with multiple players all against each other. | Playing field |
Spleef | Spleef has a few basic rules to ensure a fair experience without being too restrictive but as with many activities rules vary greatly from one server to another * Creating blocks between the game's start and end is forbidden * Creating or destroying blocks after you have lost the round is not allowed * The losers must replace the blocks that were deleted during the game after the round is over (Optional occasionally a script or commands / command blocks are used instead) * If players have entered a stalemate and are all on separate "islands," and unable to access each other to continue to play either the person with the most space wins or the arena is reset to continue play Usually the latter happens only in arenas that use a script to reset the play field * Hitting players is against the rules except in variations. | Rules |
Spleef | thumb|right|Inside of a Spleef arena thumb|right|Outside of a Spleef arena Spleef arenas can be decorated on the outside Since spleef requires the playing field to be easily broken most arenas use snow or clay block s as they can be broken relatively quickly Some basic arenas use dirt if better materials are not available Wool is also used Spleef players should be equipped with a shovel (or shears for wool) to ensure fast block destruction Walls surrounding the arena are usually made to prevent players from evading gameplay The walls are often made with hard to mine materials such as cobblestone brick obsidian or even bedrock There is often seating for spectators located on the side of the field so that they can view the players in the arena There is usually a pit located below the arena with a tunnel or stairway out for losers to exit the arena On longer drops arena builders can use water to prevent the losers from taking fall damage Many stadium builders fill the pit with lava as an intimidating consequence for losing Often they provide chests for participants to store their items so they don't lose their items if they die. | The spleef arena |
Spleef | Custom arenas if you want to create a small medium large and expert * Change the difficulty set to Peaceful Easy Normal or Hard mode * Use worldedit with axe to use Like diamond ore or leaves * Spawn hostile mobs like zombies! * Add decorations inside spleef * Add torches redstone lamps or glowstones * Indestructible build the bedrock blocks * Ask the friend to join. | Custom options |
Spleef | * Change the difficulty set to Peaceful Easy Normal or Hard mode * Use worldedit with axe to use Like diamond ore or leaves * Spawn hostile mobs like zombies! * Add decorations inside spleef * Add torches redstone lamps or glowstones * Indestructible build the bedrock blocks * Ask the friend to join. | Custom options |
Spleef | Due to the flexible nature of spleef the gamemode can be altered in many ways A common variation is to create multiple levels of playing fields and upon losing on one arena you descend to the next A common theme among variations is incorporating gameplay elements such as fire explosions or mobs Some versions allow someone to destroy blocks from under the players and others incorporate challenges such as not allowing players to jump As stated in the rules above hitting other players may occasionally be allowed as well Instead of having to break down blocks manually players may be given items that have the special ability to shoot projectiles When the projectile hits a block the block disappears When players are on separate islands they can still shoot those projectiles in order to cause other players to fall This variant is usually hosted on minigame Minecraft servers like Hypixel (TNT Games - Bow Spleef) HiveMC (Splegg which has shovels that can shoot snowballs) and with the use of these servers many other things can be added such as upgrades boosters high jumps explosions. | Variations |
Spleef | <div style="text-align:center"></div> | Video |
Spleef | Spleef was started on a server before June 23 2009 soon after the Classic Multiplayer Creative Mode release The rules and name were created by Greenslimy Pentaclam and Maulrus It first gained popularity after Notch blogged about this article on his Tumblr <ref>wordofnotch:128905625</ref> Soon after a plethora of spleef servers and variations sprung up Spleef instantly caught on in Minecraft Classic while slowly also gaining popularity in Alpha which soon became Beta It is considerably popular in the latest version of Minecraft today with almost every major public server having some sort of Spleef arena It is questionable but it could have started as a port from Blockland to Minecraft In 2004 Blockland was a "spleef" where you would throw spears at the blocks and they would disappear thus killing anyone on them Someone who played this may have re-created it in Minecraft and others started doing it too Tron 2.0 featured a similar game mode in 2002 with opposing teams using the Tron disc to destroy platforms on either side of a chasm The Legacy Console Edition of the game includes an official variation of Spleef called " Tumble ". | History |
Spleef | <gallery>
File:Spleef2012.png|Minecraft [[Classic]] Olympic Spleef Stadium
File:OlympicSpleef.png|New Olympic Spleef Stadium based on classic one File:Spleef stadium.png|Example of a Spleef stadium File:SCSpleefCyanide.png|Spleef stadiums come in all shapes and colors such as this four-way Spleef arena File:Spleefarena2.png|An example of an arena File:2Dsspleef.png|Another example; underneath is a Pokemon arena File:AlexVMiner's Spleef Arena.png|A basic Spleef arena split in half for 2 teams File:Spleef.png|A Spleef arena with lava underneath File:Original Spleef.png|A simple iteration of the spleef area from early [[Classic]] File:Genericspleef.png|A generic Minecraft [[Beta]] Spleef arena with dirt at the surface and lava beneath inside the pit below File:RevoverworlsSpleefStadium1.png|A fancier stadium with an elongated spleef block design and snow as the surface of the spleef block </gallery> | Gallery |
Spleef | Category:Minigames Category:Community de:Minispiele#Spleef es:Spleef fr:Spleef hu:Spleef ja:Spleef ko:heulgjjinggunoli pl:Spleef ru:Splif uk:Splif zh:Jue Yi Si Zhan | References |
Cave | 350px|thumb| [[Minecraft]] contains many different caves that can be traversed A cave (also known as a cavern) is a common terrain feature that generates in the Overworld and the Nether Caves are usually found underground They are open spaces of various sizes and shapes that often intersect with each other or with different generated structures creating vast cave systems They feature an abundance of ore s as well as hostile mobs that spawn in the darkness . | null |
Cave | Caves are underground structures consisting of randomly generated cavities of air water or lava hollowing out an area and exposing other blocks generated with the terrain (such as stone s and ore feature s) in the interior Their structure typically consists of a series of irregular tunnels branching off and winding in other directions which may connect to the surface creating natural entrances to the cave In jungle biomes vines generate in caves near the surface Sand often falls into caves generated near the surface of a desert or beach ; craters in the sand can alert the player to caves below the surface Caves cannot cut through red sand nor snow block s despite these generating as a surface block in several biomes <ref></ref> Caves generate at any altitude up to Y-level 256 and may span from the surface all the way to Y-level -59 They frequently intersect natural structures such as other caves monster room s ravine s and mineshaft s Because of low light levels hostile mob s and certain animals like bat s and glow squids (only in water) often spawn in caves. | Generation |
Cave | Caves come in two types: carver caves and noise caves A cave may have a main room (aka circular void) connecting 1 to 4 trunks each trunk with zero or two branches It may also have no main room only one trunk and zero or two branches on it that is an I-shaped or T-shaped cave There is a one-in-four probability of generating a cave with the main room and another three-quarters probability of generating an I-shaped or T-shaped cave The main room is an ellipsoidal void of various size It sometimes may be too small to be found making the cave looks I-shaped or T-shaped But as long as the cave is not I-shaped or T-shaped it must have a main room For each trunk or branch it is usually thin at both ends and thick in the middle However the thickness does not vary so evenly It sometimes flickers thick and thin as it advances Sometimes it becomes so thin that there are some interruptions Multiple interruptions make it look like a series of continuous bubbles The length from the root of the trunk to the top of a branch varies from 85 to 112 blocks <!--
int temp=(4 * 2 - 1) * 16; //112
int length = temp - randomSource.nextInt(temp / 4); //[85,112)
--> The trunk and branches are curved and they are often intertwined with each other making the cave very complex Multiple caves sometimes merge with each other making them more messy and spacious The ceiling of the main room trunks and branches is usually round while the floor usually tends to be flat The cave generation in the Overworld starts from Y=-56 to Y=180 The probability of cave generation is higher at Y=-56--47 <!--minecraft:cave and minecraft:cave_extra_underground--> Their main rooms vary from roughly 1 to 14 blocks in height and from roughly 5 to 15 blocks in diameter <!--
float roomThickness = 1.0F + randomSource.nextFloat() * 6.0F; //[1,6]
double horizonRadius = 1.5 + (double)(Mth.sin(1.5707964F) * roomThickness); //[2.5,7.5)
double verticalRadius = horizonRadius * yScale; //[0.25,6.75) in Overworld [1.25,3.75) in Nether
--> The horizon thickness of trunks varies from roughly 2 to 38 while the vertical thickness of trunks varies from roughly 1 to 36 <!--
float thickness = this.getThickness(randomSource); //[0,12) in Overworld [0,6) in Nether
double horizon = 1.5 + (double)(Mth.sin(3.1415927F * (float)lengthToRootOfThisTrunk / (float)length) * thickness);
double vertical = horizon * (isNetherCave? 5 : 1);//very tall if nether cave
double horizonRadius = horizon * horizonRadiusMultiplier; //[1.05,18.9) in Overworld [1.5,7.5) in Nether
double verticalRadius = vertical * verticalRadiusMultiplier; //[1.2,17.55) in Overworld [7.5,37.5) in Nether
double floorLevel; //varies from [-1.0,-0.4) in Overworld 0.7 in Nether
double horizonThickness = horizonRadius * 2;
double verticalThickness = verticalRadius * (1 - floorLevel);
--> The horizon thickness of branches varies from roughly 2 to 7 while the vertical thickness of trunks varies from roughly 1 to 7 <!--
float thickness = randomSource.nextFloat() * 0.5F + 0.5F; //[0.5 1.0)
double horizon = 1.5 + (double)(Mth.sin(3.1415927F * (float)lengthToRootOfThisTrunk / (float)length) * thickness);
double vertical = horizon * (isNetherCave? 5 : 1);//very tall if nether cave
double horizonRadius = horizon * horizonRadiusMultiplier; //[1.05,3.5) in Overworld [1.5,2.5) in Nether
double verticalRadius = vertical * verticalRadiusMultiplier; //[1.2,3.25) in Overworld [7.5,12.5) in Nether
double floorLevel; //varies from [-1.0,-0.4) in Overworld -0.7 in Nether
double horizonThickness = horizonRadius * 2;
double verticalThickness = verticalRadius * (1 - floorLevel);
--> A cave may connect to the surface of the terrain creating natural entrances to the cave They sometimes connect to the sea Caves also regularly contain at least minor water or lava flows as well as a number of aquifer of water and lava The cave generation in the Nether starts from Y=0 to Y=126 Their main rooms vary from roughly 2 to 8 blocks in height and from roughly 5 to 15 blocks in diameter Compared with the caves in the Overworld the vertical thickness of the caves in the Nether is higher The horizon thickness of trunks varies from roughly 3 to 15 while the vertical thickness of trunks varies from roughly 12 to 64 The horizon thickness of branches varies from roughly 3 to 5 while the vertical thickness of trunks varies from roughly 12 to 22 <gallery>
Carver caves.png|Several carver caves Carver cave of room and trunk.png|Cave with main room and a trunk Carver cave with room.png|Cave with main room and two trunks I-shaped carver cave.png|An I-shaped cave Long T-shaped carver cave.png|A T-shaped cave T-shpaed carver cave.png|Another T-shaped cave Carver cave with bubbles.png|Cave with bubbles T-shaped carver cave with wide trunk.png|A T-shaped cave with a wide trunk File:Cheese caves (Minecraft Alpha 1.0.11).png|Alpha cheese caves ( closest approximation )
</gallery> <gallery>
Zombie in a cavern.png|A small cave with a [[zombie]] inside Medium-cave.png|A medium cave with a [[skeleton]] Medium Connected Cavern.png|A sizable cave connected to several others Large cave.png|A large cave with [[Redstone Ore]] [[Iron Ore]] and [[Coal Ore]] MegaCave.png|A big cave with many types of ores and monsters Round Cave.png|An above-ground circular void File:Sea-access-cave.png|An example of a cave connected with the sea </gallery> thumb|right|An underwater cave flooded completely with water Underwater caves are completely flooded caves that may have underwater magma Being completely underwater only the magma blocks provide any air for entities to breathe since they generate bubble column s They have sometimes seagrass but since they don't generate exposed to sky kelp cannot generate unlike sea-access caves thumb|The mechanism of noise cave formation <ref></ref> Noise caves are generated using a noise They come in the form of cheese caves spaghetti caves and noodle caves <ref name="21w06a"></ref> By adjusting noise frequency hollowness (for cheese caves) and thickness (for spaghetti caves noodle caves and noise pillars) noise caves can vary in extremely diverse ways When generating noise caves the game firstly generates a random noise field and "smudges" it using a mathematical trick called Perlin noise These processes then result in a 3D noise image Noise pillars also generate inside cave blobs thumb|Inside of a cheese cave Cheese caves are pocket areas of the underground that come in various sizes Cheese caves offer large and open spaces being the largest cave type on the game They frequently generate noise pillars and expose many ore s When generating the black part of noise image becomes stone or deepslate and white part becomes air making it resemble a cheese with many holes thumb|right|Inside of a spaghetti cave thumb|right|Spaghetti cave in Spectator mode Spaghetti caves are long narrow caves that wind their way through the underground and are a bit similar to small or medium carver caves but longer When generating the edge of black and white part of noise image becomes air making it look like long and wide spaghetti thumb|right|Inside of a noodle cave thumb|right|Noodle caves in Spectator mode Noodle caves are a thinner and squigglier variant of spaghetti caves They consist of tunnels usually 1 to 5 blocks in width When generating the edge of black and white part of noise image becomes air making it look like long and thin noodles thumb|right|Pillars in a cheese cave thumb|right|A cave with pillars Noise pillars look like large dripstones or speleothems but consist usually of stone They can be found in any type of noise cave making caves more realistic right|thumb|Example of two underground liquid bodies and a lava lake thumb|Example of two water bodies of differing levels thumb|Example of two large lava bodies Aquifers are liquid systems used to generate bodies of liquids in a world Almost all liquids in a world (including those in carvers noise caves rivers and oceans) are generated by aquifers Aquifers may create underground liquid bodies that look like lakes as well as water or lava waterfalls Note that lava lake s are also generated underground but they're not aquifers Aquifers below Y=0 may sometimes generate with lava instead of water And aquifers from y=-55 to -63 always consist of lava If two liquid bodies of different levels or types are too close some blocks may be generated between them to separate them. | Aquifer |
Cave | A cave may have a main room (aka circular void) connecting 1 to 4 trunks each trunk with zero or two branches It may also have no main room only one trunk and zero or two branches on it that is an I-shaped or T-shaped cave There is a one-in-four probability of generating a cave with the main room and another three-quarters probability of generating an I-shaped or T-shaped cave The main room is an ellipsoidal void of various size It sometimes may be too small to be found making the cave looks I-shaped or T-shaped But as long as the cave is not I-shaped or T-shaped it must have a main room For each trunk or branch it is usually thin at both ends and thick in the middle However the thickness does not vary so evenly It sometimes flickers thick and thin as it advances Sometimes it becomes so thin that there are some interruptions Multiple interruptions make it look like a series of continuous bubbles The length from the root of the trunk to the top of a branch varies from 85 to 112 blocks <!--
int temp=(4 * 2 - 1) * 16; //112
int length = temp - randomSource.nextInt(temp / 4); //[85,112)
--> The trunk and branches are curved and they are often intertwined with each other making the cave very complex Multiple caves sometimes merge with each other making them more messy and spacious The ceiling of the main room trunks and branches is usually round while the floor usually tends to be flat The cave generation in the Overworld starts from Y=-56 to Y=180 The probability of cave generation is higher at Y=-56--47 <!--minecraft:cave and minecraft:cave_extra_underground--> Their main rooms vary from roughly 1 to 14 blocks in height and from roughly 5 to 15 blocks in diameter <!--
float roomThickness = 1.0F + randomSource.nextFloat() * 6.0F; //[1,6]
double horizonRadius = 1.5 + (double)(Mth.sin(1.5707964F) * roomThickness); //[2.5,7.5)
double verticalRadius = horizonRadius * yScale; //[0.25,6.75) in Overworld [1.25,3.75) in Nether
--> The horizon thickness of trunks varies from roughly 2 to 38 while the vertical thickness of trunks varies from roughly 1 to 36 <!--
float thickness = this.getThickness(randomSource); //[0,12) in Overworld [0,6) in Nether
double horizon = 1.5 + (double)(Mth.sin(3.1415927F * (float)lengthToRootOfThisTrunk / (float)length) * thickness);
double vertical = horizon * (isNetherCave? 5 : 1);//very tall if nether cave
double horizonRadius = horizon * horizonRadiusMultiplier; //[1.05,18.9) in Overworld [1.5,7.5) in Nether
double verticalRadius = vertical * verticalRadiusMultiplier; //[1.2,17.55) in Overworld [7.5,37.5) in Nether
double floorLevel; //varies from [-1.0,-0.4) in Overworld 0.7 in Nether
double horizonThickness = horizonRadius * 2;
double verticalThickness = verticalRadius * (1 - floorLevel);
--> The horizon thickness of branches varies from roughly 2 to 7 while the vertical thickness of trunks varies from roughly 1 to 7 <!--
float thickness = randomSource.nextFloat() * 0.5F + 0.5F; //[0.5 1.0)
double horizon = 1.5 + (double)(Mth.sin(3.1415927F * (float)lengthToRootOfThisTrunk / (float)length) * thickness);
double vertical = horizon * (isNetherCave? 5 : 1);//very tall if nether cave
double horizonRadius = horizon * horizonRadiusMultiplier; //[1.05,3.5) in Overworld [1.5,2.5) in Nether
double verticalRadius = vertical * verticalRadiusMultiplier; //[1.2,3.25) in Overworld [7.5,12.5) in Nether
double floorLevel; //varies from [-1.0,-0.4) in Overworld -0.7 in Nether
double horizonThickness = horizonRadius * 2;
double verticalThickness = verticalRadius * (1 - floorLevel);
--> A cave may connect to the surface of the terrain creating natural entrances to the cave They sometimes connect to the sea Caves also regularly contain at least minor water or lava flows as well as a number of aquifer of water and lava The cave generation in the Nether starts from Y=0 to Y=126 Their main rooms vary from roughly 2 to 8 blocks in height and from roughly 5 to 15 blocks in diameter Compared with the caves in the Overworld the vertical thickness of the caves in the Nether is higher The horizon thickness of trunks varies from roughly 3 to 15 while the vertical thickness of trunks varies from roughly 12 to 64 The horizon thickness of branches varies from roughly 3 to 5 while the vertical thickness of trunks varies from roughly 12 to 22 <gallery>
Carver caves.png|Several carver caves Carver cave of room and trunk.png|Cave with main room and a trunk Carver cave with room.png|Cave with main room and two trunks I-shaped carver cave.png|An I-shaped cave Long T-shaped carver cave.png|A T-shaped cave T-shpaed carver cave.png|Another T-shaped cave Carver cave with bubbles.png|Cave with bubbles T-shaped carver cave with wide trunk.png|A T-shaped cave with a wide trunk File:Cheese caves (Minecraft Alpha 1.0.11).png|Alpha cheese caves ( closest approximation )
</gallery> <gallery>
Zombie in a cavern.png|A small cave with a [[zombie]] inside Medium-cave.png|A medium cave with a [[skeleton]] Medium Connected Cavern.png|A sizable cave connected to several others Large cave.png|A large cave with [[Redstone Ore]] [[Iron Ore]] and [[Coal Ore]] MegaCave.png|A big cave with many types of ores and monsters Round Cave.png|An above-ground circular void File:Sea-access-cave.png|An example of a cave connected with the sea </gallery> thumb|right|An underwater cave flooded completely with water Underwater caves are completely flooded caves that may have underwater magma Being completely underwater only the magma blocks provide any air for entities to breathe since they generate bubble column s They have sometimes seagrass but since they don't generate exposed to sky kelp cannot generate unlike sea-access caves. | Underwater caves |
Cave | The cave generation in the Overworld starts from Y=-56 to Y=180 The probability of cave generation is higher at Y=-56--47 <!--minecraft:cave and minecraft:cave_extra_underground--> Their main rooms vary from roughly 1 to 14 blocks in height and from roughly 5 to 15 blocks in diameter <!--
float roomThickness = 1.0F + randomSource.nextFloat() * 6.0F; //[1,6]
double horizonRadius = 1.5 + (double)(Mth.sin(1.5707964F) * roomThickness); //[2.5,7.5)
double verticalRadius = horizonRadius * yScale; //[0.25,6.75) in Overworld [1.25,3.75) in Nether
--> The horizon thickness of trunks varies from roughly 2 to 38 while the vertical thickness of trunks varies from roughly 1 to 36 <!--
float thickness = this.getThickness(randomSource); //[0,12) in Overworld [0,6) in Nether
double horizon = 1.5 + (double)(Mth.sin(3.1415927F * (float)lengthToRootOfThisTrunk / (float)length) * thickness);
double vertical = horizon * (isNetherCave? 5 : 1);//very tall if nether cave
double horizonRadius = horizon * horizonRadiusMultiplier; //[1.05,18.9) in Overworld [1.5,7.5) in Nether
double verticalRadius = vertical * verticalRadiusMultiplier; //[1.2,17.55) in Overworld [7.5,37.5) in Nether
double floorLevel; //varies from [-1.0,-0.4) in Overworld 0.7 in Nether
double horizonThickness = horizonRadius * 2;
double verticalThickness = verticalRadius * (1 - floorLevel);
--> The horizon thickness of branches varies from roughly 2 to 7 while the vertical thickness of trunks varies from roughly 1 to 7 <!--
float thickness = randomSource.nextFloat() * 0.5F + 0.5F; //[0.5 1.0)
double horizon = 1.5 + (double)(Mth.sin(3.1415927F * (float)lengthToRootOfThisTrunk / (float)length) * thickness);
double vertical = horizon * (isNetherCave? 5 : 1);//very tall if nether cave
double horizonRadius = horizon * horizonRadiusMultiplier; //[1.05,3.5) in Overworld [1.5,2.5) in Nether
double verticalRadius = vertical * verticalRadiusMultiplier; //[1.2,3.25) in Overworld [7.5,12.5) in Nether
double floorLevel; //varies from [-1.0,-0.4) in Overworld -0.7 in Nether
double horizonThickness = horizonRadius * 2;
double verticalThickness = verticalRadius * (1 - floorLevel);
--> A cave may connect to the surface of the terrain creating natural entrances to the cave They sometimes connect to the sea Caves also regularly contain at least minor water or lava flows as well as a number of aquifer of water and lava. | Overworld cave |
Cave | The cave generation in the Nether starts from Y=0 to Y=126 Their main rooms vary from roughly 2 to 8 blocks in height and from roughly 5 to 15 blocks in diameter Compared with the caves in the Overworld the vertical thickness of the caves in the Nether is higher The horizon thickness of trunks varies from roughly 3 to 15 while the vertical thickness of trunks varies from roughly 12 to 64 The horizon thickness of branches varies from roughly 3 to 5 while the vertical thickness of trunks varies from roughly 12 to 22 <gallery>
Carver caves.png|Several carver caves Carver cave of room and trunk.png|Cave with main room and a trunk Carver cave with room.png|Cave with main room and two trunks I-shaped carver cave.png|An I-shaped cave Long T-shaped carver cave.png|A T-shaped cave T-shpaed carver cave.png|Another T-shaped cave Carver cave with bubbles.png|Cave with bubbles T-shaped carver cave with wide trunk.png|A T-shaped cave with a wide trunk File:Cheese caves (Minecraft Alpha 1.0.11).png|Alpha cheese caves ( closest approximation )
</gallery> <gallery>
Zombie in a cavern.png|A small cave with a [[zombie]] inside Medium-cave.png|A medium cave with a [[skeleton]] Medium Connected Cavern.png|A sizable cave connected to several others Large cave.png|A large cave with [[Redstone Ore]] [[Iron Ore]] and [[Coal Ore]] MegaCave.png|A big cave with many types of ores and monsters Round Cave.png|An above-ground circular void File:Sea-access-cave.png|An example of a cave connected with the sea </gallery> thumb|right|An underwater cave flooded completely with water Underwater caves are completely flooded caves that may have underwater magma Being completely underwater only the magma blocks provide any air for entities to breathe since they generate bubble column s They have sometimes seagrass but since they don't generate exposed to sky kelp cannot generate unlike sea-access caves. | Underwater caves |
Cave | <gallery>
Carver caves.png|Several carver caves Carver cave of room and trunk.png|Cave with main room and a trunk Carver cave with room.png|Cave with main room and two trunks I-shaped carver cave.png|An I-shaped cave Long T-shaped carver cave.png|A T-shaped cave T-shpaed carver cave.png|Another T-shaped cave Carver cave with bubbles.png|Cave with bubbles T-shaped carver cave with wide trunk.png|A T-shaped cave with a wide trunk File:Cheese caves (Minecraft Alpha 1.0.11).png|Alpha cheese caves ( closest approximation )
</gallery> <gallery>
Zombie in a cavern.png|A small cave with a [[zombie]] inside Medium-cave.png|A medium cave with a [[skeleton]] Medium Connected Cavern.png|A sizable cave connected to several others Large cave.png|A large cave with [[Redstone Ore]] [[Iron Ore]] and [[Coal Ore]] MegaCave.png|A big cave with many types of ores and monsters Round Cave.png|An above-ground circular void File:Sea-access-cave.png|An example of a cave connected with the sea </gallery> | Gallery |
Cave | thumb|right|An underwater cave flooded completely with water Underwater caves are completely flooded caves that may have underwater magma Being completely underwater only the magma blocks provide any air for entities to breathe since they generate bubble column s They have sometimes seagrass but since they don't generate exposed to sky kelp cannot generate unlike sea-access caves. | Underwater caves |
Cave | thumb|The mechanism of noise cave formation <ref></ref> Noise caves are generated using a noise They come in the form of cheese caves spaghetti caves and noodle caves <ref name="21w06a"></ref> By adjusting noise frequency hollowness (for cheese caves) and thickness (for spaghetti caves noodle caves and noise pillars) noise caves can vary in extremely diverse ways When generating noise caves the game firstly generates a random noise field and "smudges" it using a mathematical trick called Perlin noise These processes then result in a 3D noise image Noise pillars also generate inside cave blobs thumb|Inside of a cheese cave Cheese caves are pocket areas of the underground that come in various sizes Cheese caves offer large and open spaces being the largest cave type on the game They frequently generate noise pillars and expose many ore s When generating the black part of noise image becomes stone or deepslate and white part becomes air making it resemble a cheese with many holes thumb|right|Inside of a spaghetti cave thumb|right|Spaghetti cave in Spectator mode Spaghetti caves are long narrow caves that wind their way through the underground and are a bit similar to small or medium carver caves but longer When generating the edge of black and white part of noise image becomes air making it look like long and wide spaghetti thumb|right|Inside of a noodle cave thumb|right|Noodle caves in Spectator mode Noodle caves are a thinner and squigglier variant of spaghetti caves They consist of tunnels usually 1 to 5 blocks in width When generating the edge of black and white part of noise image becomes air making it look like long and thin noodles thumb|right|Pillars in a cheese cave thumb|right|A cave with pillars Noise pillars look like large dripstones or speleothems but consist usually of stone They can be found in any type of noise cave making caves more realistic. | Noise pillar |
Cave | thumb|Inside of a cheese cave Cheese caves are pocket areas of the underground that come in various sizes Cheese caves offer large and open spaces being the largest cave type on the game They frequently generate noise pillars and expose many ore s When generating the black part of noise image becomes stone or deepslate and white part becomes air making it resemble a cheese with many holes. | Cheese cave |
Cave | thumb|right|Inside of a spaghetti cave thumb|right|Spaghetti cave in Spectator mode Spaghetti caves are long narrow caves that wind their way through the underground and are a bit similar to small or medium carver caves but longer When generating the edge of black and white part of noise image becomes air making it look like long and wide spaghetti. | Spaghetti cave |
Cave | thumb|right|Inside of a noodle cave thumb|right|Noodle caves in Spectator mode Noodle caves are a thinner and squigglier variant of spaghetti caves They consist of tunnels usually 1 to 5 blocks in width When generating the edge of black and white part of noise image becomes air making it look like long and thin noodles. | Noodle cave |
Cave | thumb|right|Pillars in a cheese cave thumb|right|A cave with pillars Noise pillars look like large dripstones or speleothems but consist usually of stone They can be found in any type of noise cave making caves more realistic. | Noise pillar |
Cave | right|thumb|Example of two underground liquid bodies and a lava lake thumb|Example of two water bodies of differing levels thumb|Example of two large lava bodies Aquifers are liquid systems used to generate bodies of liquids in a world Almost all liquids in a world (including those in carvers noise caves rivers and oceans) are generated by aquifers Aquifers may create underground liquid bodies that look like lakes as well as water or lava waterfalls Note that lava lake s are also generated underground but they're not aquifers Aquifers below Y=0 may sometimes generate with lava instead of water And aquifers from y=-55 to -63 always consist of lava If two liquid bodies of different levels or types are too close some blocks may be generated between them to separate them. | Aquifer |
Cave | Monster rooms more commonly referred to as dungeons are structure-like feature s that appear in the underground that contain monster spawner s They are small rooms made of cobblestone and mossy cobblestone and contain a monster spawner and up to 2 chest s Finding a monster room without a chest is unlikely but possible An ancient city is a palatial structure found in the deep dark harboring chests containing items that cannot be found anywhere else or that help a player avoid a warden An ancient city features a very large palace that stretches throughout a deep dark biome The palace is made up of long corridors with gray wool floors to prevent vibrations as well as some smaller ruins off to the side of the main corridors which contain between one or two loot chests The city center features a frame resembling a warden's head where there are reinforced deepslate blocks which is an unobtainable material in Survival mode Other unique blocks such as soul lanterns and candles as well as different forms of deepslate can be found here A mineshaft is a generated structure found underground or underwater having mazes of tunnels with cave spiders and ores exposed on the walls or floor regularly right|thumb|Example of an underground lava lake Lava lakes may generated underground with air pocket which makes them look like small caves with lava aquifer An amethyst geode is a feature found in the underground of the Overworld Amethyst geodes contain smooth basalt calcite and are the only source of amethyst item s and block s. | Amethyst geode |
Cave | Monster rooms more commonly referred to as dungeons are structure-like feature s that appear in the underground that contain monster spawner s They are small rooms made of cobblestone and mossy cobblestone and contain a monster spawner and up to 2 chest s Finding a monster room without a chest is unlikely but possible. | Monster room |
Cave | An ancient city is a palatial structure found in the deep dark harboring chests containing items that cannot be found anywhere else or that help a player avoid a warden An ancient city features a very large palace that stretches throughout a deep dark biome The palace is made up of long corridors with gray wool floors to prevent vibrations as well as some smaller ruins off to the side of the main corridors which contain between one or two loot chests The city center features a frame resembling a warden's head where there are reinforced deepslate blocks which is an unobtainable material in Survival mode Other unique blocks such as soul lanterns and candles as well as different forms of deepslate can be found here. | Ancient City |
Cave | A mineshaft is a generated structure found underground or underwater having mazes of tunnels with cave spiders and ores exposed on the walls or floor regularly. | Mineshaft |
Cave | right|thumb|Example of an underground lava lake Lava lakes may generated underground with air pocket which makes them look like small caves with lava aquifer. | Lava lake |
Cave | An amethyst geode is a feature found in the underground of the Overworld Amethyst geodes contain smooth basalt calcite and are the only source of amethyst item s and block s. | Amethyst geode |
Cave | There are some biome s generated only in caves A dripstone cave is an underground Overworld biome which is often found far away from oceans in areas with high continentalness values It features a landscape filled with stalagmites and stalactites as well as giant versions of them as well as dripstone block littering the ground Small sources of water can be found on the floor Drowned can spawn here in aquifers A lush cave is an underground Overworld biome that is usually found below biomes with high humidity values It is filled with unique flora cave vine s covering the roof and clay pools of water on the bottom This biome can be found underground below azalea tree s axolotl s glow squid s and tropical fish can spawn here The deep dark is an Overworld biome that generates deep underground (below Y = 0) usually in mountainous areas with low erosion values and never below an ocean The floor in this biome often has patches of sculk blocks surrounded by sculk vein s which include sculk-related blocks such as sculk shrieker s sculk sensor s and sculk catalyst s No mobs spawn in this biome but if a player triggers the sculk shriekers a certain amount of times the warden may appear giving the player the Darkness effect. | Deep Dark |
Cave | A dripstone cave is an underground Overworld biome which is often found far away from oceans in areas with high continentalness values It features a landscape filled with stalagmites and stalactites as well as giant versions of them as well as dripstone block littering the ground Small sources of water can be found on the floor Drowned can spawn here in aquifers. | Dripstone Caves |
Cave | A lush cave is an underground Overworld biome that is usually found below biomes with high humidity values It is filled with unique flora cave vine s covering the roof and clay pools of water on the bottom This biome can be found underground below azalea tree s axolotl s glow squid s and tropical fish can spawn here. | Lush Caves |
Cave | The deep dark is an Overworld biome that generates deep underground (below Y = 0) usually in mountainous areas with low erosion values and never below an ocean The floor in this biome often has patches of sculk blocks surrounded by sculk vein s which include sculk-related blocks such as sculk shrieker s sculk sensor s and sculk catalyst s No mobs spawn in this biome but if a player triggers the sculk shriekers a certain amount of times the warden may appear giving the player the Darkness effect. | Deep Dark |
Cave | History |
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Cave | Issues |
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Cave | <gallery widths="240px">
EarlyClassicCave.png|A cave in early Classic 0point30cave.png|A cave in Classic 0.30 Wormhole Cave Beta.png|A wormhole entrance DeadbushCave.png|A [[dead bush]] in a [[badlands]] cave Pit.png|A cave entrance found in a [[Birch Forest]] biome LuckyCave.png|A cave with all seven types of Overworld ore Red Sandstone Cave.png|An entrance generated in a badlands biome Vines in a cave.png|A cave generated near the surface of a jungle biome causing vines to grow on its wall Cave with ores.png|Various ores Water Cave Filling.png|A water cave with water flowing inside Mesa Cave.png|The inside of a cave near the surface of badlands Underwater Cave.png|A cave that generated underneath an ocean Cubic caves 164311266871034.png|Unusually repetitive cave generation seen in [[Spectator mode]] Hugecrater.png|A deep cave entrance SandstoneFormation.png|Natural sandstone blocking sand from entering a cave system Cavernenter.png|Dark cave entrance Cavernmobs.png|Mobs that spawned in a unlit cave Desertcave.png|Cave entrance in a [[desert]] biome Ice Cave.png|A circular cave entrance generated in snowy plains biome Caveopening.png|Huge cave generated inside a hillside Dark cave.png|Pitch-black cave DesertCave.png|In desert players have to be careful about mining in the ceiling this can cause cave-in and easily kill the player Mega Cave.png|Another example of a mega cave with a [[mineshaft]] Iron Ore in Cave.png|Cave entrance in a desert 21w07a Cave carvers.jpg|Carvers didn't generate below Y=0 in early caves & cliffs snapshots Mesa Cave Entrance.png|Cave entrance in a badlands biome Desert Cave Entrance.png|Cave entrance in a desert biome Better Together Cave.jpg|A cave full of monsters in Bedrock Edition </gallery> <gallery widths="240px">
Cheese caves.jpg|A world full of cheese caves Start of spaghetti cave.png|The start of a spaghetti cave Winding spaghetti cave.png|A spaghetti cave winding through the underground Spaghetti cave X-ray.png|An X-ray view of a spaghetti cave Stone speleothems.png|Stone speleothems in a cave Cave pillars.png|A noise cave with varying sizes of speleothems Cheese cave pillars.png|A noise cave with thick clustered pillars Open cheese cave.png|A more open cave with narrower pillars Tall cave pillars.png|Tall pillars in a cave Grimstone cheese cave.png|A noise cave below Y=0 Grimstone pillar.png|A deepslate pillar in a noise cave Multiple ores.png|Multiple ores found in the new big cave Open cave.png|A large cave underground with ferns growing in it Very large cave.png|A large cave Deepslate spaghetti cave.png|Another cave Jappa Cave 1.jpg|Ores in a cave Jappa Cave 2.jpg|Ores in a cave Mega Cavern.jpg|A huge cave full of lava from Caves & Cliffs development Giga Cavern.jpg|An even huger cave full of lava from Cave & Cliffs development Cave Waterfall.jpg|A waterfall in a cave Big Mineshaft Cave.jpg|A big cave with a hanging mineshaft Cave Exit.jpg|A cave exit Big Dark Cave.jpg|A dark cave full of monsters Dark Cave 1.jpg|A dark cave with monsters Dark Cave 2.jpg|A dark cave with lava Lava Lake Parity.jpg|A lava lake in java and bedrock Cave Zombies.jpg|Lots of monsters in a cave Large Lava Cave.jpg|A tall cave full of lava </gallery> <gallery widths="240px">
Aquifer land entrance.png|An entrance to an aquifer from land Aquifer boundary.png|An aquifer boundary creating an underground lake Aquifer meets ocean.png|An aquifer meets an ocean Magma in aquifer.png|Magma blocks on the floor of an aquifer creating bubble columns Tiny aquifer.png|A tiny aquifer made up of six water sources Massive aquifer.png|A large aquifer with narrow pillars Aquifer levels.png|The differing water levels of several aquifers Grimstone aquifer.png|An aquifer below Y=0 Water and Lava Aquifers.png|A water and a lava aquifer that generated next to each other Flooded canyon.png|Partially-flooded canyon cave Flooded cave.png|A flooded cave Ominous Aquifer.jpg|A dark flooded cave Aquifer Cross Section.jpg|A cross section showing caves and aquifers Lava and Water Aquifers.jpg|A lava aquifer and water aquifer Water and Lava Aquifers.jpg|A water aquifer and lava aquifer Drained Ocean.jpg|The result of aquifers being too big Experimental Aquifer 1.jpg|Aquifers in development Experimental Aquifer 2.jpg|Aquifers in development Experimental Aquifer 3.jpg|Aquifers in development 1.18-exp6 Cavier Ocean Floors.jpg|Aquifers in development </gallery> <gallery widths="240px">
Hollow 1.png|A hollow formed by the terrain generator Hollow 2.png|A larger hollow with a lake inside </gallery> <gallery widths="240px">
Xray view of crack carvers.png|Crack carvers from the caves & cliffs snapshots Crack Carver Light.jpg|Light shining through cracks in a cave ceiling </gallery> <gallery widths="240px">
Lush Caves.png|[[Lush Caves]] Dripstone Caves.png|[[Dripstone Caves]] Driplush caves.png|The lush caves and dripstone caves meet </gallery> <gallery widths="240px">
Minecraft PlayStation Cover art.png|Artwork of Steve in a Cave </gallery> | Other |
Cave | <gallery widths="240px">
EarlyClassicCave.png|A cave in early Classic 0point30cave.png|A cave in Classic 0.30 Wormhole Cave Beta.png|A wormhole entrance DeadbushCave.png|A [[dead bush]] in a [[badlands]] cave Pit.png|A cave entrance found in a [[Birch Forest]] biome LuckyCave.png|A cave with all seven types of Overworld ore Red Sandstone Cave.png|An entrance generated in a badlands biome Vines in a cave.png|A cave generated near the surface of a jungle biome causing vines to grow on its wall Cave with ores.png|Various ores Water Cave Filling.png|A water cave with water flowing inside Mesa Cave.png|The inside of a cave near the surface of badlands Underwater Cave.png|A cave that generated underneath an ocean Cubic caves 164311266871034.png|Unusually repetitive cave generation seen in [[Spectator mode]] Hugecrater.png|A deep cave entrance SandstoneFormation.png|Natural sandstone blocking sand from entering a cave system Cavernenter.png|Dark cave entrance Cavernmobs.png|Mobs that spawned in a unlit cave Desertcave.png|Cave entrance in a [[desert]] biome Ice Cave.png|A circular cave entrance generated in snowy plains biome Caveopening.png|Huge cave generated inside a hillside Dark cave.png|Pitch-black cave DesertCave.png|In desert players have to be careful about mining in the ceiling this can cause cave-in and easily kill the player Mega Cave.png|Another example of a mega cave with a [[mineshaft]] Iron Ore in Cave.png|Cave entrance in a desert 21w07a Cave carvers.jpg|Carvers didn't generate below Y=0 in early caves & cliffs snapshots Mesa Cave Entrance.png|Cave entrance in a badlands biome Desert Cave Entrance.png|Cave entrance in a desert biome Better Together Cave.jpg|A cave full of monsters in Bedrock Edition </gallery> | Carvers |
Cave | <gallery widths="240px">
Cheese caves.jpg|A world full of cheese caves Start of spaghetti cave.png|The start of a spaghetti cave Winding spaghetti cave.png|A spaghetti cave winding through the underground Spaghetti cave X-ray.png|An X-ray view of a spaghetti cave Stone speleothems.png|Stone speleothems in a cave Cave pillars.png|A noise cave with varying sizes of speleothems Cheese cave pillars.png|A noise cave with thick clustered pillars Open cheese cave.png|A more open cave with narrower pillars Tall cave pillars.png|Tall pillars in a cave Grimstone cheese cave.png|A noise cave below Y=0 Grimstone pillar.png|A deepslate pillar in a noise cave Multiple ores.png|Multiple ores found in the new big cave Open cave.png|A large cave underground with ferns growing in it Very large cave.png|A large cave Deepslate spaghetti cave.png|Another cave Jappa Cave 1.jpg|Ores in a cave Jappa Cave 2.jpg|Ores in a cave Mega Cavern.jpg|A huge cave full of lava from Caves & Cliffs development Giga Cavern.jpg|An even huger cave full of lava from Cave & Cliffs development Cave Waterfall.jpg|A waterfall in a cave Big Mineshaft Cave.jpg|A big cave with a hanging mineshaft Cave Exit.jpg|A cave exit Big Dark Cave.jpg|A dark cave full of monsters Dark Cave 1.jpg|A dark cave with monsters Dark Cave 2.jpg|A dark cave with lava Lava Lake Parity.jpg|A lava lake in java and bedrock Cave Zombies.jpg|Lots of monsters in a cave Large Lava Cave.jpg|A tall cave full of lava </gallery> <gallery widths="240px">
Aquifer land entrance.png|An entrance to an aquifer from land Aquifer boundary.png|An aquifer boundary creating an underground lake Aquifer meets ocean.png|An aquifer meets an ocean Magma in aquifer.png|Magma blocks on the floor of an aquifer creating bubble columns Tiny aquifer.png|A tiny aquifer made up of six water sources Massive aquifer.png|A large aquifer with narrow pillars Aquifer levels.png|The differing water levels of several aquifers Grimstone aquifer.png|An aquifer below Y=0 Water and Lava Aquifers.png|A water and a lava aquifer that generated next to each other Flooded canyon.png|Partially-flooded canyon cave Flooded cave.png|A flooded cave Ominous Aquifer.jpg|A dark flooded cave Aquifer Cross Section.jpg|A cross section showing caves and aquifers Lava and Water Aquifers.jpg|A lava aquifer and water aquifer Water and Lava Aquifers.jpg|A water aquifer and lava aquifer Drained Ocean.jpg|The result of aquifers being too big Experimental Aquifer 1.jpg|Aquifers in development Experimental Aquifer 2.jpg|Aquifers in development Experimental Aquifer 3.jpg|Aquifers in development 1.18-exp6 Cavier Ocean Floors.jpg|Aquifers in development </gallery> | Aquifers |
Cave | <gallery widths="240px">
Aquifer land entrance.png|An entrance to an aquifer from land Aquifer boundary.png|An aquifer boundary creating an underground lake Aquifer meets ocean.png|An aquifer meets an ocean Magma in aquifer.png|Magma blocks on the floor of an aquifer creating bubble columns Tiny aquifer.png|A tiny aquifer made up of six water sources Massive aquifer.png|A large aquifer with narrow pillars Aquifer levels.png|The differing water levels of several aquifers Grimstone aquifer.png|An aquifer below Y=0 Water and Lava Aquifers.png|A water and a lava aquifer that generated next to each other Flooded canyon.png|Partially-flooded canyon cave Flooded cave.png|A flooded cave Ominous Aquifer.jpg|A dark flooded cave Aquifer Cross Section.jpg|A cross section showing caves and aquifers Lava and Water Aquifers.jpg|A lava aquifer and water aquifer Water and Lava Aquifers.jpg|A water aquifer and lava aquifer Drained Ocean.jpg|The result of aquifers being too big Experimental Aquifer 1.jpg|Aquifers in development Experimental Aquifer 2.jpg|Aquifers in development Experimental Aquifer 3.jpg|Aquifers in development 1.18-exp6 Cavier Ocean Floors.jpg|Aquifers in development </gallery> | Aquifers |
Cave | <gallery widths="240px">
Hollow 1.png|A hollow formed by the terrain generator Hollow 2.png|A larger hollow with a lake inside </gallery> | Hollows |
Cave | <gallery widths="240px">
Xray view of crack carvers.png|Crack carvers from the caves & cliffs snapshots Crack Carver Light.jpg|Light shining through cracks in a cave ceiling </gallery> | Cracks |
Cave | <gallery widths="240px">
Lush Caves.png|[[Lush Caves]] Dripstone Caves.png|[[Dripstone Caves]] Driplush caves.png|The lush caves and dripstone caves meet </gallery> | Biomes |
Cave | <gallery widths="240px">
Minecraft PlayStation Cover art.png|Artwork of Steve in a Cave </gallery> | Other |
Cave | * Before they were added to Minecraft large underground lakes were already present in Minicraft . | Trivia |
Cave | * Ambience sounds that can be heard around and within dark caves * A guide to exploring caves | See also |
Cave | de:Hohle es:Cueva fr:Caverne hu:Barlang ja:Dong Ku ko:donggul nl:Grot pl:Jaskinia pt:Caverna ru:Peshchera tr:Magara th:tham uk:Pechera zh:Dong Xue | References |
Server | Minecraft servers allow player s to play online or via a local area network with other people Internally the game runs a server for single-player games this was done in order to make the single-player game experience consistent with the multiplayer experience and make it so that changes made to the game such as bug fixes apply to both single-player games and multiplayer games Official server software is only available on in the release state The Bedrock Edition server software is currently in Alpha. | null |
Server | Multiple archetypes of Minecraft servers exist distinguished by the unique gameplay features rules and societal structures that they implement No two servers are the same and frequently the line between archetypes is blurred or indistinguishable Many special types of servers rely on the use of map editors or the Creative game mode to build custom maps and the CraftBukkit server software to provide additional features Some of these servers are more PVP orientated some involve aspects of Survival Creative and Adventure mode some have a built-in economy and some of them contain built-in minigames The main server types are: * Survival: These servers are servers that use only survival mode They are similar to Anarchy Servers except there are usually rules and usually prohibit Griefing and Exploiting * Creative: These are servers that only use Creative mode Usually servers give the players Creative but limit the items they can access and/or limit the plot size This is usually done to prevent griefing to other players' plots and to prevent excessive lagspikes * Minigame: These are servers that host multiple minigames ranging from Spleef to Capture the Flag * Anarchy: These servers have no rules at all Many players engage in cheating exploiting and use of vulgar language * Faction: Similar in concept to Survival servers but claims are used to mark land as "yours" Untrusted players will not be able to build on "your" land * Personal/Private: These are servers that players can make on their own Usually the link is private shared only with the user's close friends * Hardcore: The same as survival mode except players only have one life This typically ends with a "last man standing" scenario This type of server is mainly used in SkyWars and Survival Games * Roleplay: These servers have their players acting as their own persona sometimes being dictated by the Roleplay that is happening <!-- I'm specifically looking at this line from the EULA: ONE MAJOR RULE
The one major rule is that you must not distribute anything we've made unless we specifically agree to it By "distribute anything we've made" what we mean is: -give copies of our Game to anyone else;
-make commercial use of anything we've made;
-try to make money from anything we've made; or
-let other people get access to anything we've made in a way that is unfair or unreasonable; unless we specifically agree to it And so that we are crystal clear "the Game" or "what we have made" includes but is not limited to the client or the server software for our Game and includes Minecraft and Minecraft: Java Edition on all platforms It also includes updates patches downloadable content add-ons or modified versions of a Game part of those things or anything else we've made --> | Types of servers |
Server | There are many tools provided for players to be able to manage and host a server Note that servers have requirements in order to run efficiently and smoothly * The default multiplayer software is free of charge and is available by Mojang Studios for Windows macOS and Unix-like systems (Linux BSD...) See the Minecraft multiplayer server tutorial and Mojang Studios' [https://minecraft.net/download/server Minecraft multiplayer server download] page for help * Opening a world to LAN provides a server that is accessible only to other people on the local network unless port forwarding is set up on the router See the setting up a LAN world tutorial for more information * Custom server software such as CraftBukkit Spigot and Sponge provide players a way to add plugins to a server These are generally used for larger servers that run plugins to ensure griefer protection non-vanilla commands (e.g ) custom minigames etc * Rented servers are servers hosted externally by another company These hosted servers are (usually) not provided free of charge - the player must rent them on a regular basis * Realms are Mojang Studios' official hosting service that allows a limited number of players onto a server Note that the Java Realms are still separate from Realms for other versions of Minecraft * Dedicated Servers are servers that provide a wider range of power sources These servers are much more flexible and allow for almost complete control See Tutorials#Servers for tutorials on how to use these programs. | Hosting a server |
Server | Servers are generally managed by administrators and operators The administrator generally takes responsibility for the server It may be that the server is running from their machine or that they simply have jurisdiction over a server Operators generally assist the administrators to moderate a server and to prevent unruly players and griefers Both operators and administrators have access to various commands in order to ensure the smooth running of the server On a default server players are assigned as operator or administrator by using the command or by editing the <code>ops.json</code> in the server directory then restarting the server Local servers do not strictly require access to minecraft.net and so can be played on an isolated local network with no internet connection They use minecraft.net as a repository of player skins and also a database containing a list of accounts preventing hackers and griefers from using false names while on such a server This and other settings are modified by editing the server.properties text file The server saves the level in the "world" folder every 30 seconds if chunks have been modified by default Kick messages are messages that are displayed when an operator kicks the player or the player has issues connecting to the server * End Of Stream (Client message) - The server has stopped sending data to the client * Internal Server Error:java.net.Minecraft - The server is sending unknown information to the client usually from a server mod this happens with a client with an outdated mod tries to join the server with the updated mod * Timed Out - The client has lost connection to the server most likely due to disconnecting from the Internet or having Minecraft features blocked by a firewall * Internal exception: java.io.IOException: Received string length longer than the maximum allowed ([Number]>256) - A chat message that the client sent to the server exceeded the maximum character limit * Internal Server Error - The server generated an exception when handling the client's request * Disconnected - The player disconnected by using the Disconnect button in the Main Menu * Illegal characters in chat - The client was denied sending certain characters such as the SS symbol * Kicked for spamming (disconnect.spam)- The client is sending chat messages too quickly * Read timed out - The server can't find the player's connection * Bad login - The client is running in offline mode and can't connect to an authenticated server * You logged in from another location - Another client has logged in to the server the player is playing on with the player's username * Outdated client (Please use {version}) - The server is running a more recent version of Minecraft than the client is * Outdated server (I'm still on {version}) - The client is running a more recent version of Minecraft than the server is * You are banned from this server (Maybe followed by Reason: {reason} and/or Your ban will be removed on {date}) - Self-explanatory the client is banned and remains banned until pardoned by an admin * You have been IP banned - The client's IP has been banned * Kicked by an operator - The client has been disconnected using the command This message appears when no custom message is entered <ref group="note">Please note that the command can disconnect clients with custom message.</ref> Another message is "Kicked/Banned By " Reason: (what has been typed in after /kick or /ban) * Flying is not enabled on this server - The client tried to fly for longer than 5 seconds in Survival or Adventure mode usually enabled by plugins * Attempting to attack an invalid entity - ?? Happens when a client tries to hit either themselves or an entity that can't normally be attacked (e.g Arrow Egg Ender Pearl Trident) This is only possible through mods/plugins * Illegal stance - ?? Happens when a client is extremely high or low * Illegal position - The client is beyond X/Z: +-30,000,000 (+-32,000,000 in 1.6.4 and lower.) * You have died Game over man it's game over! - The client is dead but tried to join in Hardcore mode * You have been idle for too long! - The client was idle for a longer time than allowed * Out of memory! - This happens when 100% of memory is consumed or if one traveled past X/Z: +-34,359,738,368 in Beta 1.7.3 or lower (see Far Lands ) (It shows up on the F3 Debug screen) * Server closed - The server has been shut down either by closing out of the "Minecraft server" window/pressing ALT+F4 stopping the server through the dashboard/console (for rented servers) or using the /stop command. | Kick messages |
Server | Kick messages are messages that are displayed when an operator kicks the player or the player has issues connecting to the server * End Of Stream (Client message) - The server has stopped sending data to the client * Internal Server Error:java.net.Minecraft - The server is sending unknown information to the client usually from a server mod this happens with a client with an outdated mod tries to join the server with the updated mod * Timed Out - The client has lost connection to the server most likely due to disconnecting from the Internet or having Minecraft features blocked by a firewall * Internal exception: java.io.IOException: Received string length longer than the maximum allowed ([Number]>256) - A chat message that the client sent to the server exceeded the maximum character limit * Internal Server Error - The server generated an exception when handling the client's request * Disconnected - The player disconnected by using the Disconnect button in the Main Menu * Illegal characters in chat - The client was denied sending certain characters such as the SS symbol * Kicked for spamming (disconnect.spam)- The client is sending chat messages too quickly * Read timed out - The server can't find the player's connection * Bad login - The client is running in offline mode and can't connect to an authenticated server * You logged in from another location - Another client has logged in to the server the player is playing on with the player's username * Outdated client (Please use {version}) - The server is running a more recent version of Minecraft than the client is * Outdated server (I'm still on {version}) - The client is running a more recent version of Minecraft than the server is * You are banned from this server (Maybe followed by Reason: {reason} and/or Your ban will be removed on {date}) - Self-explanatory the client is banned and remains banned until pardoned by an admin * You have been IP banned - The client's IP has been banned * Kicked by an operator - The client has been disconnected using the command This message appears when no custom message is entered <ref group="note">Please note that the command can disconnect clients with custom message.</ref> Another message is "Kicked/Banned By " Reason: (what has been typed in after /kick or /ban) * Flying is not enabled on this server - The client tried to fly for longer than 5 seconds in Survival or Adventure mode usually enabled by plugins * Attempting to attack an invalid entity - ?? Happens when a client tries to hit either themselves or an entity that can't normally be attacked (e.g Arrow Egg Ender Pearl Trident) This is only possible through mods/plugins * Illegal stance - ?? Happens when a client is extremely high or low * Illegal position - The client is beyond X/Z: +-30,000,000 (+-32,000,000 in 1.6.4 and lower.) * You have died Game over man it's game over! - The client is dead but tried to join in Hardcore mode * You have been idle for too long! - The client was idle for a longer time than allowed * Out of memory! - This happens when 100% of memory is consumed or if one traveled past X/Z: +-34,359,738,368 in Beta 1.7.3 or lower (see Far Lands ) (It shows up on the F3 Debug screen) * Server closed - The server has been shut down either by closing out of the "Minecraft server" window/pressing ALT+F4 stopping the server through the dashboard/console (for rented servers) or using the /stop command. | Kick messages |
Server | {| class="wikitable"
|+
!Date
!Version
!Feature
|-
|January 12 2012
|1.1
|Forge server creation
|-
|April 4 2012
|1.2.5
|Vanilla server creation
|-
|December 9 2015
|1.8.9
|Vanilla realms creation
|-
|November 26 2016
|1.11 (fork)
|Spigot server creation
|} | History |
Server | * Commands * Bedrock Dedicated Server * Realms | See also |
Server | * Minecraft server on Wikipedia * [http://minecraftservers.gamepedia.com Server List on Minecraft Server Wiki] Category:Server de:Minecraft-Server es:Servidor fr:Serveur hu:Szerver it:Server ja:sa-ba- ko:seobeo nl:Server pl:Serwer pt:Servidor ru:Server th:echirfew`r uk:Server zh:Fu Wu Qi | External links |
Tutorials/Pillar jumping | Pillar jumping (also known as pillaring chimneying towering jump stacking nerd-piling nerd-poling piling up or constructing a block elevator) is a method of reaching a higher altitude that can't otherwise easily be reached in a map The pillars serve only the player creating them and are useless to others unless a ladder is later placed on the side Pillars created in this way are useful in editing adjacent tall structures However they also cause the map to look unnatural if they aren't destroyed after usage They can also be used to get back up after going mining and as a landmark indicator to help players find their way back to their houses The latter is more useful if a torch glowstone block or lava source is placed on top Take note of the fact that if lava is left on top of just a 1x1 pillar lava will flow down over time and if the pillar is constructed in a biome with trees it could start a fire As of 1.14 players can use scaffolding to create reusable and easily destroyable pillars. | null |
Tutorials/Pillar jumping | thumb|Player airborne adding the next level The following steps show how to pillar jump: # Aim the mouse at the feet # Have a material that you can stand on such as dirt sand or gravel in your hand and ready to be placed # Jump in the air and while the player is in the air quickly place the block that the player is using beneath # Do this repeatedly until getting to the desired height # The player can either get down by going on top of the pillar and digging down or by finding some other way to get down If the later is chosen note that you will have to find some other way to remove the pillar (if desired) In mobile devices of Bedrock Edition it is impossible to place blocks by tapping and holding as this will result in mining the block below the player It is also impossible to hold the jump button However the player can place blocks below the feet by tapping the screen immediately after you jump. | Bedrock Edition |
Tutorials/Pillar jumping | In mobile devices of Bedrock Edition it is impossible to place blocks by tapping and holding as this will result in mining the block below the player It is also impossible to hold the jump button However the player can place blocks below the feet by tapping the screen immediately after you jump. | Bedrock Edition |
Tutorials/Pillar jumping | Once a pillar has been used once they are no longer needed especially on multiplayer servers This is because pillars cannot be climbed unless they are torn down and reconstructed Because of this and the fact that many players find that the pillars make the terrain look bad it is recommended to take a pillar down after using it If the pillar is more than three block s high and the player has no armor stepping off it will result in damage If a player falls off a 4+-block pillar any water underneath can prevent any fall damage that may be done to the player Using a shovel to dig your way down is an efficient way to both clean up after yourself and prevent injury Be careful using a diamond shovel with high-efficiency enchantment as it destroys blocks faster than you fall Digging a pillar is one of the few times when digging directly beneath your own feet is a good plan because you know that there's nothing dangerous beneath you Removal can be accomplished with minimal effort if the pillars are made with a gravity-affected block such as gravel The method involves placing a torch (or other similar blocks such as fence s or signs that have the same effect) on the ground Then directly above it placing a non-gravity-affected block such as dirt and then building the column with the gravel on top of that block When the pillar is no longer useful the dirt can be removed which will cause the gravel to fall onto the torch This will cause all the gravel to rapidly disintegrate However doing this on a public multiplayer server can be dangerous as another player can quickly kill you from fall damage if you are on top You can also build it without the torch and dirt by destroying the bottom block by hand and quickly placing a torch underneath the tower and the blocks will appear as items the same way as previously Even without using the torch sign etc. it is beneficial to use a gravity-affected block to make pillars since when the player is done with them they can stand at the bottom of the pillar and delete it block by block instead of having to start from the top and work their way down as they would have to do if they used a non-gravity-affected block Players can also build a pillar out of flammable material such as wood or wool then ignite it when it is no longer wanted however this presents a number of problems First is the possibility of the unintentional spread of fire Another is the fact that a block lit on fire is not guaranteed to burn away completely which can lead to burning wooden blocks suspended high in the air (although this issue has been mostly resolved since the release of Beta 1.3) Since Beta 1.6 using fire to burn very high pillars is not recommended as it can stop midway due to the nerfed fire. | Removal |
Tutorials/Pillar jumping | Block jumping is similar to pillaring and also referred to as "block glitching" which is an easy way of traveling upwards By block jumping the player can easily reach very high places by jumping and placing a block underneath the player's feet while airborne Block jumping is a form of glitch movement involving high connection pings or high lag rate and is used as pillaring on multiplayer mode in areas the player cannot build in On most servers there are protected areas in which the player cannot build or destroy However players can still reach high places in these areas by placing a block under themselves and quickly jumping off before it disappears This can be repeated as long as the connection ping is high enough or the client's lag is high enough A better way of block jumping that even works on servers with a very low ping is to jump next to a wall and place a block on the wall By quickly jumping and placing blocks one after another in front of the player they will be able to bypass the build protection used in servers Using this way the block the player is going to place is not contingent on the previously placed block This glitch is often used to complete challenges such as "jumping puzzles" to achieve false accomplishment and steal a prize or reward that was intended for a legitimate player When a player attempts this glitch they are sometimes noticed and appropriate consequences may occur Most servers run anti-cheat plugins and most of these will detect block jumping as flying and will kick the player from the server or report the player to an admin It is also not allowed on most servers and is referred to as an exploit by some players. | Block jumping |
Tutorials/Pillar jumping | * Flying * Transportation * Multiplayer * Cheating and exploits fr:Tutoriels/Pilier ko:tyutorieol/gidung jeompeu zh:Jiao Cheng /Zhi Zhu Tiao Yue | See also |
Tree | A tree is a common plant feature that mainly consists of log s and leaves . | null |
Tree | <center>
File:Trees 13w36b.png<br>
The trees found in Minecraft excluding the jungle bush azalea trees mangroves and cherry trees </center> Trees vary widely in height from a bare minimum of 1 log block for jungle bushes ranging up to a maximum of 30 blocks for mega jungle trees Tree canopies are composed of leaf blocks and grow 1 block higher than the highest log block (except those of the fancy oak whose leaves grow 3 blocks higher) The canopy may begin from the ground and go up to 6 blocks from the ground Tree canopies are generated from roughly spherical clusters of leaves about 5-7 blocks across centered on sections of trunk or branches Leaves must be supported by an adjacent trunk (or leaf blocks connected to the trunk); otherwise they disappear Fancy oak dark oak and mega jungle trees grow branches (logs connected horizontally vertically or diagonally to the trunk or other branches) Most of the time a single tree has between one and six branches and each branch has between one and six logs Acacia tree branches do not cover their branches in this way Regular oak jungle birch spruce pine mega spruce and mega pine lack branches. | Structure |
Tree | alt=|left|thumb|This jungle tree cannot grow because of the red wool block (looking from the northwestern corner) Trees are created when chunk s are generated and can also be grown from sapling s Tree saplings have a chance ( if they are jungle saplings) of dropping from leaf blocks when they decay or are destroyed There are six species of saplings corresponding to the six main trees: oak birch spruce jungle acacia and dark oak thumb|A tree that was grown in a cave with the necessary light provided by [[torch]] es The sapling can be planted on any variant of dirt (except dirt path ) a moss block or a mud and must have a light level of at least 8 in the sapling block <!-- a light level of at least 9 in the block directly above the sapling (making the light in the sapling block at least 8 depending on torch placement)--> <!--This is not true as of 1.17 {{IN|java}} acacia saplings do not grow on farmland and 2x2 trees cannot be grown when the NW sapling is on farmland --> A sapling uproots with light level 7 or less in the sapling block itself unless it has a view of the sky that is unobstructed (except by glass or other transparent materials ) The sapling must have at least 6 blocks of space above it to grow; the amount of required space varies between the different species of trees A ceiling above sapling limits the maximum height of the tree that can grow from that sapling However dirt blocks and logs may not prohibit tree growth and in some cases may be replaced as a sapling attempt to grow through them However in Bedrock edition logs prohibit tree growth If multiple saplings are planted next to each other each one grows as long as the leaves from the other grown saplings do not block too much of the sunlight Artificial light (torches etc.) can still be used to grow them if this happens thumb|Trees can be generated anywhere where there is light and dirt All trees in the active chunk radius around the player make attempts to grow at random intervals For any given tree this can work out to about one growth attempt per minute When a tree attempts to grow it first checks that it has enough light then randomly chooses which variant of that species of tree to become; for example an oak sapling chooses to grow as either a normal or fancy oak tree Once a tree has passed a light check and chosen size to attempt it checks if there is enough space for its chosen size If it encounters an obstruction during this check it fails to grow and must wait for the next pass before it can attempt to grow again This means that a tree in an open field with enough light grows relatively quickly but a tree in a cramped tree farm that stunts its size may make several attempts before finally growing Bone meal when on a sapling has a chance of forcing it to grow so long as all of the normal checks (light space dirt etc.) have passed It does not guarantee growth but forces an attempt to grow thumb|Planting trees in the Nether All saplings grow normally in the Nether and in the End although they must be planted in dirt transported from the Overworld and provided with sufficient light and space Leaf blocks in the Nether have the same color as if they were placed in a desert biome In the end they are a dull bluish-green as in the windswept hills biome In order to grow a 2x2 tree (be it spruce jungle or dark oak) four saplings must be placed adjacent to each other in a square For growth to succeed there must be no blocks adjacent (even diagonally) to the north-western side up to the final height of the tree The bone meal can be used on any of the saplings The largest mega jungle trees mega spruces and mega pines reach 31 blocks tall Dark oaks are typically 6-8 blocks tall Leaves and logs removed from a tree do not grow back over time When a sapling on a grass block or mycelium grows into a tree the grass block or mycelium is instantly converted to dirt. | Growth and characteristics |
Tree | There are nine types of trees - oak spruce birch jungle tree acacia dark oak azalea tree mangrove and cherry Other structures are loosely defined as trees: the huge fungus huge mushroom and chorus plant Oaks are among the most common trees in the game They have the smallest space requirements and along with dark oak trees they can drop an apple when a leaf block is destroyed In swamp biomes a slightly larger variant of the regular oak tree with vines is generated which can naturally generate in shallow water Fancy oaks may also grow or generate in place of regular oaks; these are taller and may feature branches A rare variant is its smallest configuration colloquially known as a "balloon" oak <gallery widths="100px">
Oak.png|An oak Large Oak Tree.png|A fancy oak Balloon Oak Tree.png|A "balloon" oak Swamp Oak.png|A swamp oak </gallery> Spruce trees grow from spruce saplings and have growth patterns and requirements similar to birch trees although they appear different They are mainly found in the taiga biome but they may also generate in windswept forest snowy plains snowy taiga and old growth taiga biomes Spruce logs have the same texture as oak logs but it is a darker shade of brown; its leaves are denser with a darker and more bluish tone <gallery widths="100px">
File:Spruce Tree.png|A spruce File:Pine Tree.png|A thin pine File:LollipopSpruceTree.png|A "lollipop" pine File:Mega Spruce Tree.png|A mega spruce File:Mega Pine Tree.png|A mega pine </gallery> Birch trees look fairly similar to small oaks in terms of height and are most commonly found in birch forest biomes There are two types of birch: a shorter tree that can be grown by the player with birch saplings; and a taller rarer variety that generates only naturally in tall birch forest biomes <gallery widths="100px">
File:Birch Tree.png|A birch tree File:Tall Birch Tree.png|A tall birch tree </gallery> Jungle trees are one of the rarest naturally generated trees in Minecraft because they are native to the jungle biomes which are themselves rare Jungle tree leaves drop jungle tree saplings When planted in grass or dirt they grow into a jungle tree with a 1x1 trunk but the player can place them in a 2x2 formation to grow a jungle tree with a 2x2 trunk like the trees found naturally in the jungle biome Jungle bushes also generate in the jungle biome featuring oak leaves and a single jungle log <gallery widths="100px">
File:Jungle Tree.png|A jungle tree File:Mega Jungle Tree.png|A mega jungle tree File:Jungle Bush.png|A jungle bush </gallery> Acacias are found in the savanna biome They are about 8 blocks tall and feature unique diagonal trunks and may occasionally have multiple canopies <gallery widths="100px">
File:Acacia Tree.png|An acacia tree </gallery> Dark oaks are found in the dark forest biome They have thick 2x2 trunks A dark oak always generates with dirt blocks under its trunk even on a steep cliff Irregular logs representing large branches are nearly always present and connected to the trunk The canopy of a dark oak filters enough light that a dense forest of them is sufficiently dark for hostile mobs to spawn during the daytime <gallery widths="100px">
File:Dark Oak Tree.png|A dark oak tree File:Dark Oak Tree2.png|Another dark oak tree </gallery> Azalea trees generate on any empty space above a lush cave with roots consisting of rooted dirt and hanging roots that reach down to the lush cave The tree usually appears at the surface but they can generate inside caves if there is enough room and a lush cave below Azalea trees can be manually grown by applying bone meal to an azalea or flowering azalea block ("bush") Unlike most trees they do not have their own wood type (the trunks are composed of oak logs) but they have two types of leaf block: azalea leaves and flowering azalea leaves <gallery widths="100px">
File:Azalea Tree.png|An azalea tree </gallery> Mangroves are found in muddy mangrove swamp s growing in water or on land They are grown from propagule s which can be found hanging from the trees A mangrove converts any mud around it to muddy mangrove roots The wood has a deep red-orange color <gallery widths="100px">
File:Mangrove Tree.png|A mangrove tree </gallery> Cherry trees are found in cherry groves They have distinct pink leaves and curved branches They also have a unique petal falling particle effect <gallery>
Cherry Tree.png|A cherry tree </gallery> Huge fungi come in many shapes and sizes from really small to really huge Their trunks are composed of "stem" blocks which are nearly identical to wooden logs except for being non-flammable In place of leaves they have nether wart blocks or warped wart blocks with occasional shroomlight s embedded within them Crimson huge fungi often generate with weeping vine s Huge crimson fungi are found in the crimson forest biome; huge warped fungi are found in the warped forest biome They can be grown from crimson or warped fungus placed on crimson nylium or warped nylium To grow into a huge fungus the original fungus must be planted on the matching type of nylium and then bone meal applied to it <gallery widths="100px">
File:Huge Crimson fungi.png|A huge crimson fungus File:Huge Warped fungi.png|A huge warped fungus </gallery> While loosely defined as a tree these are structures generated in certain biomes Instead of logs and leaves they consist of mushroom stems and mushroom blocks which don't decay When harvested without Silk Touch they drop mushroom s They come in two variants brown and red <gallery widths="100px">
File:Huge Red Mushroom.png|A huge red mushroom File:Huge Brown Mushroom.png|A huge brown mushroom </gallery> While loosely defined as a tree these are structures generated on the outermost End islands Instead of logs and leaves they are instead comprised of chorus plant trunk blocks and flowers on the tip They do not drop their own block but instead chorus fruit They are usually extremely tall with multiple branches When the bottom of the chorus tree is cut the whole chorus tree falls apart dropping their fruit The branches are tipped with "chorus flowers" which do not drop when the tree is broken but can separately be broken (and dropped) by any tool bare hands or the impact of any projectile When a chorus flower is placed on End stone it grows into a chorus tree over time — unlike most trees this is a step-wise process as the chorus flower generates branches one block at a time <gallery widths="100px">
File:Chorus plant.png|A chorus plant </gallery> trees can generate as one of the two following variants of the normal tree Both of these generate naturally and can be grown out of normal saplings <ref>https://web.archive.org/web/20190711143349/http://i.imgur.com/hTg0N8J.gifv</ref> <ref></ref> thumb|The different dying tree types These trees have the standard growth pattern of any other tree however all exposed logs in the main trunk are covered with vines They can generate as dark oak jungle spruce small oak trees or be grown from saplings These trees consist of a single upright log or stump Logs lying on their side are often found 1-2 blocks from the stump Oak spruce birch tall birch and jungle trees can generate as fallen trees <gallery>
Birch Fallen Log.png | Birch Fallen Log
Oak Fallen Log.png | Oak Fallen Log
Spruce Fallen Log.png | Spruce Fallen Log
Jungle Fallen Log.png | Jungle Fallen Log
</gallery> The "cold-en" oak was a tree formed by a rare glitch in older versions of Bedrock Edition prior to v0.9.0 It was a small tree with a shape identical to that of a small oak or birch tree that is generated on the border of a forest and a snowy area (one of which is usually mountainous) It was made of spruce leaves and spruce log s (seen in both the "lite" and paid versions prior to v0.9.0) or rarely oak logs (paid only) Its rarity is compared to the modified jungle edge <gallery>
File:ColdenOakTree.png|A cold-en oak tree recreated in Java Edition File:ColdenOak.jpg|A naturally generated spruce log cold-en oak found in [[Pocket Edition v0.8.1 alpha|v0.8.1]] </gallery> | "Cold-en" oak trees |
Tree | Oaks are among the most common trees in the game They have the smallest space requirements and along with dark oak trees they can drop an apple when a leaf block is destroyed In swamp biomes a slightly larger variant of the regular oak tree with vines is generated which can naturally generate in shallow water Fancy oaks may also grow or generate in place of regular oaks; these are taller and may feature branches A rare variant is its smallest configuration colloquially known as a "balloon" oak <gallery widths="100px">
Oak.png|An oak Large Oak Tree.png|A fancy oak Balloon Oak Tree.png|A "balloon" oak Swamp Oak.png|A swamp oak </gallery> | Oak |
Tree | Spruce trees grow from spruce saplings and have growth patterns and requirements similar to birch trees although they appear different They are mainly found in the taiga biome but they may also generate in windswept forest snowy plains snowy taiga and old growth taiga biomes Spruce logs have the same texture as oak logs but it is a darker shade of brown; its leaves are denser with a darker and more bluish tone <gallery widths="100px">
File:Spruce Tree.png|A spruce File:Pine Tree.png|A thin pine File:LollipopSpruceTree.png|A "lollipop" pine File:Mega Spruce Tree.png|A mega spruce File:Mega Pine Tree.png|A mega pine </gallery> | Spruce |
Tree | Birch trees look fairly similar to small oaks in terms of height and are most commonly found in birch forest biomes There are two types of birch: a shorter tree that can be grown by the player with birch saplings; and a taller rarer variety that generates only naturally in tall birch forest biomes <gallery widths="100px">
File:Birch Tree.png|A birch tree File:Tall Birch Tree.png|A tall birch tree </gallery> | Birch |
Tree | Jungle trees are one of the rarest naturally generated trees in Minecraft because they are native to the jungle biomes which are themselves rare Jungle tree leaves drop jungle tree saplings When planted in grass or dirt they grow into a jungle tree with a 1x1 trunk but the player can place them in a 2x2 formation to grow a jungle tree with a 2x2 trunk like the trees found naturally in the jungle biome Jungle bushes also generate in the jungle biome featuring oak leaves and a single jungle log <gallery widths="100px">
File:Jungle Tree.png|A jungle tree File:Mega Jungle Tree.png|A mega jungle tree File:Jungle Bush.png|A jungle bush </gallery> | Jungle |
Tree | Acacias are found in the savanna biome They are about 8 blocks tall and feature unique diagonal trunks and may occasionally have multiple canopies <gallery widths="100px">
File:Acacia Tree.png|An acacia tree </gallery> | Acacia |
Tree | Dark oaks are found in the dark forest biome They have thick 2x2 trunks A dark oak always generates with dirt blocks under its trunk even on a steep cliff Irregular logs representing large branches are nearly always present and connected to the trunk The canopy of a dark oak filters enough light that a dense forest of them is sufficiently dark for hostile mobs to spawn during the daytime <gallery widths="100px">
File:Dark Oak Tree.png|A dark oak tree File:Dark Oak Tree2.png|Another dark oak tree </gallery> | Dark oak |
Tree | Azalea trees generate on any empty space above a lush cave with roots consisting of rooted dirt and hanging roots that reach down to the lush cave The tree usually appears at the surface but they can generate inside caves if there is enough room and a lush cave below Azalea trees can be manually grown by applying bone meal to an azalea or flowering azalea block ("bush") Unlike most trees they do not have their own wood type (the trunks are composed of oak logs) but they have two types of leaf block: azalea leaves and flowering azalea leaves <gallery widths="100px">
File:Azalea Tree.png|An azalea tree </gallery> | Azalea |
Tree | Mangroves are found in muddy mangrove swamp s growing in water or on land They are grown from propagule s which can be found hanging from the trees A mangrove converts any mud around it to muddy mangrove roots The wood has a deep red-orange color <gallery widths="100px">
File:Mangrove Tree.png|A mangrove tree </gallery> | Mangrove |
Tree | Cherry trees are found in cherry groves They have distinct pink leaves and curved branches They also have a unique petal falling particle effect <gallery>
Cherry Tree.png|A cherry tree </gallery> | Cherry |
Tree | Huge fungi come in many shapes and sizes from really small to really huge Their trunks are composed of "stem" blocks which are nearly identical to wooden logs except for being non-flammable In place of leaves they have nether wart blocks or warped wart blocks with occasional shroomlight s embedded within them Crimson huge fungi often generate with weeping vine s Huge crimson fungi are found in the crimson forest biome; huge warped fungi are found in the warped forest biome They can be grown from crimson or warped fungus placed on crimson nylium or warped nylium To grow into a huge fungus the original fungus must be planted on the matching type of nylium and then bone meal applied to it <gallery widths="100px">
File:Huge Crimson fungi.png|A huge crimson fungus File:Huge Warped fungi.png|A huge warped fungus </gallery> | Huge fungus |
Tree | While loosely defined as a tree these are structures generated in certain biomes Instead of logs and leaves they consist of mushroom stems and mushroom blocks which don't decay When harvested without Silk Touch they drop mushroom s They come in two variants brown and red <gallery widths="100px">
File:Huge Red Mushroom.png|A huge red mushroom File:Huge Brown Mushroom.png|A huge brown mushroom </gallery> | Huge mushroom |
Tree | While loosely defined as a tree these are structures generated on the outermost End islands Instead of logs and leaves they are instead comprised of chorus plant trunk blocks and flowers on the tip They do not drop their own block but instead chorus fruit They are usually extremely tall with multiple branches When the bottom of the chorus tree is cut the whole chorus tree falls apart dropping their fruit The branches are tipped with "chorus flowers" which do not drop when the tree is broken but can separately be broken (and dropped) by any tool bare hands or the impact of any projectile When a chorus flower is placed on End stone it grows into a chorus tree over time — unlike most trees this is a step-wise process as the chorus flower generates branches one block at a time <gallery widths="100px">
File:Chorus plant.png|A chorus plant </gallery> | Chorus plant |
Tree | trees can generate as one of the two following variants of the normal tree Both of these generate naturally and can be grown out of normal saplings <ref>https://web.archive.org/web/20190711143349/http://i.imgur.com/hTg0N8J.gifv</ref> <ref></ref> thumb|The different dying tree types These trees have the standard growth pattern of any other tree however all exposed logs in the main trunk are covered with vines They can generate as dark oak jungle spruce small oak trees or be grown from saplings These trees consist of a single upright log or stump Logs lying on their side are often found 1-2 blocks from the stump Oak spruce birch tall birch and jungle trees can generate as fallen trees <gallery>
Birch Fallen Log.png | Birch Fallen Log
Oak Fallen Log.png | Oak Fallen Log
Spruce Fallen Log.png | Spruce Fallen Log
Jungle Fallen Log.png | Jungle Fallen Log
</gallery> | Fallen trees |
Tree | thumb|The different dying tree types These trees have the standard growth pattern of any other tree however all exposed logs in the main trunk are covered with vines They can generate as dark oak jungle spruce small oak trees or be grown from saplings. | Dying trees |
Tree | These trees consist of a single upright log or stump Logs lying on their side are often found 1-2 blocks from the stump Oak spruce birch tall birch and jungle trees can generate as fallen trees <gallery>
Birch Fallen Log.png | Birch Fallen Log
Oak Fallen Log.png | Oak Fallen Log
Spruce Fallen Log.png | Spruce Fallen Log
Jungle Fallen Log.png | Jungle Fallen Log
</gallery> | Fallen trees |
Tree | The "cold-en" oak was a tree formed by a rare glitch in older versions of Bedrock Edition prior to v0.9.0 It was a small tree with a shape identical to that of a small oak or birch tree that is generated on the border of a forest and a snowy area (one of which is usually mountainous) It was made of spruce leaves and spruce log s (seen in both the "lite" and paid versions prior to v0.9.0) or rarely oak logs (paid only) Its rarity is compared to the modified jungle edge <gallery>
File:ColdenOakTree.png|A cold-en oak tree recreated in Java Edition File:ColdenOak.jpg|A naturally generated spruce log cold-en oak found in [[Pocket Edition v0.8.1 alpha|v0.8.1]] </gallery> | "Cold-en" oak trees |
Tree | The "cold-en" oak was a tree formed by a rare glitch in older versions of Bedrock Edition prior to v0.9.0 It was a small tree with a shape identical to that of a small oak or birch tree that is generated on the border of a forest and a snowy area (one of which is usually mountainous) It was made of spruce leaves and spruce log s (seen in both the "lite" and paid versions prior to v0.9.0) or rarely oak logs (paid only) Its rarity is compared to the modified jungle edge <gallery>
File:ColdenOakTree.png|A cold-en oak tree recreated in Java Edition File:ColdenOak.jpg|A naturally generated spruce log cold-en oak found in [[Pocket Edition v0.8.1 alpha|v0.8.1]] </gallery> | "Cold-en" oak trees |
Tree | Depending on where the tree generates the color of the leaves may differ For example if an oak tree is in a colder biome such as a taiga or windswept hills biome it has a blue-green hue In a snowy taiga the leaves are white with a slight grey tint However if it is in a dry biome such as a desert or savanna it has a mustard yellow hue Spruce birch and cherry leaves do not follow these rules; they always have the same color regardless of the biome <gallery>
File:FoliageWet.png|Foliage color in wetter biomes File:FoliageDry.png|Foliage color in drier biomes File:FoliageCold.png|Foliage color in colder biomes </gallery> Leaves are checked individually for biome coloration rather than as part of a larger tree; as such trees that were grown between biomes usually have multiple shades on each side <gallery>
File:Treebetweenbiomes.png|A tree grown between two biomes File:Threebiometree.jpg|A tree situated on the boundary of a jungle swamp and desert biome showing skins of all three on its leaves File:AcaciaTwoBiomes.png|An acacia tree split between a savanna biome and a swamp biome </gallery> | Foliage colors |
Tree | ID |
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Tree | ID |
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Tree | <div style="text-align:center"></div> | Video |
Tree | History |
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Tree | Issues |
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Tree | * Floating trees may appear when small above-ground lava lakes generate in a forested area <ref></ref> This happens since the tree is generated when the chunk loads first before the lake appears underneath This leaves the tree floating above the lake causing the tree to catch fire potentially spreading to other trees and starting a forest fire * Mega jungle trees and dark oak trees generate with dirt under them if they generate partly or wholly over air or water blocks * Oak spruce birch and acacia are all genera of trees. | Trivia |
Tree | <gallery>
File:Forest with tall thin tree.png|Pine in forest in taiga biome File:FloatingTree.png|A floating tree formed artificially after being set on fire with a Flint & Steel File:Dying Tree.jpg|A dying tree in a Pocket Edition File:TreeComparison.png|Comparison of oak and fancy oak File:FourTreeTypes.png|A variety of tree types: From left to right [[oak]] [[birch]] [[spruce]] and [[jungle]] File:GiantTrees.jpg|A dark oak (left) and a mega jungle tree (right) File:Tree Layout.png|All of the trees and tree-like structures in the game as of 1.16 File:Azalea tree in an old growth spruce taiga.png|An azalea tree in an old growth spruce taiga biome File:Flaming stuck spectral arrow.png|A flaming [[spectral arrow]] stuck in an oak tree File:Makena Ari T&T.jpeg|[[Makena]] standing below a cherry tree </gallery> <gallery>
Oak on floating island.png|An oak that was generated on a small floating body of land File:Vevelstad 2.png|An oak that was naturally generated in a closed-over area of land with light provided by a hole in the ceiling File:Tree Cave.png|An oak generated in a cave with light provided from [[lava spring]] File:Ravine Floor Tree.png|Trees can even generate in ravines File:Ravine Tree.png|Another oak in ravine File:Ravinetree.png|An oak that generated in ravine next to the lava spring and mineshaft File:NextToLava.png|Fancy oak generated right next to a [[lava lake]] and started to burn shortly after Oak on erosion.png|An [[oak]] generated on [[dirt]] in a [[erosion]] File:Sugarcane through a tree.png|[[Sugar cane]] replaced leaves File:Clay Growing Tree.png|A tree growing on a clay block caused when the clay replaced the dirt File:Treeunderacliff.png|Spruce which generated under a cliff in [[windswept hills]] File:What can happen to Unlucky players.png|Sometimes trees can grow through blocks placed by player File:House or a tree.png|Tree generated as a part of village house </gallery> <gallery>
Tree Artwork.png|Artwork of an oak tree with a chicken perched on the leaves Bee Nest Artwork.png|Artwork of a tree with a [[beehive]] Cherry Blossom Valentines Art.png|Valentines artwork of the cherry tree </gallery> | Official artwork |
Tree | <gallery>
Oak on floating island.png|An oak that was generated on a small floating body of land File:Vevelstad 2.png|An oak that was naturally generated in a closed-over area of land with light provided by a hole in the ceiling File:Tree Cave.png|An oak generated in a cave with light provided from [[lava spring]] File:Ravine Floor Tree.png|Trees can even generate in ravines File:Ravine Tree.png|Another oak in ravine File:Ravinetree.png|An oak that generated in ravine next to the lava spring and mineshaft File:NextToLava.png|Fancy oak generated right next to a [[lava lake]] and started to burn shortly after Oak on erosion.png|An [[oak]] generated on [[dirt]] in a [[erosion]] File:Sugarcane through a tree.png|[[Sugar cane]] replaced leaves File:Clay Growing Tree.png|A tree growing on a clay block caused when the clay replaced the dirt File:Treeunderacliff.png|Spruce which generated under a cliff in [[windswept hills]] File:What can happen to Unlucky players.png|Sometimes trees can grow through blocks placed by player File:House or a tree.png|Tree generated as a part of village house </gallery> | Odd generation |
Subsets and Splits