User:Thriplerex

Proposed Mob
Name: Mob Emperor

Health:

No Image

Damage

Easy:

Normal:

Hard:

Hunger Drain Peaceful:  2

Easy:   4

Normal:   7

Hard:  10

Armor Points

Peaceful:  5

Easy:  8

Normal:  11

Hard:  14

Release Info
This mob will be released into a mod that will be downloadable at the time of Minecraft 26.5.4.

Block Info
(This is actually my opinion of Crying Obsidian data if it was added to Minecraft in the future.)

Item Info
This is my depiction of the Camera item if it was added to PC version Minecraft in the future.

Proposed Biome
Name:Urban

Biome Data Value: dec=23 hex=17

Features:Lots of Villagers, populations range from 25-250 Villagers. Apartment-style housing with each room having at least one of each of the blocks or items:

Brewing Stand, Ender Chest, Cauldron, Crafting Table, Furnace, Enchanting Table, Dispenser, Chest (Double), Bed, Command Block, Anvil, and Beacon.

Mobs will not spawn, not even monster spawners will work. Mobs also cannot spawn within a 175 block radius from the biome. Even mobs that span outside 175 blocks of the biome will be killed instantly by an invisible electric fence that only lets players through. Villagers will get pushed back with no damage. The only mobs will spawn in this Urban Biome are:

Iron Golems

Snow Golems

Passive Mobs (not including Bats, Squids, Wolves, or Ocelots.)

Mobs that will not spawn here are:

Hostile, or netural mobs, Ocelots and Squids

Any other boss or utility mob not mentioned in the list above

Apartment buildings each have about 30 19x11 rooms each.

Condos: See Apartments

Biome Notes
Refunished NPC Villages will spawn bordering 1 block from this biome. The villages will all be exactly the same; the buildings will be an exact copy of the buildings in the NPC village featured in MinecraftFurniture's NPC Village Makeover videos, Part 1, 2, and 3.

Pocket Edition Blocks
My depiction of these Pocket Edition blocks if they are added to PC Minecraft in the future.

Removed Block
This is my depiction of Gears if they are added to Minecraft in the future.

Userbox Gallery
#REDIRECT Userboxes

Block GUIs
#REDIRECT User:1234567890Number/Block GUIs

Mod Blocks (The Aether)

 * Mods/The Aether/Sun Altar
 * Mods/The Aether/Altar
 * Mods/The Aether/Incubator
 * Mods/The Aether/Freezer

Seecret Friday Updates

 * Infdev
 * Infdev
 * Alpha 1.0.1
 * Alpha 1.0.4
 * Alpha 1.0.6
 * Alpha 1.0.11
 * Alpha 1.0.14
 * Alpha 1.0.17
 * Alpha 1.1.0
 * Alpha 1.1.1

Added Minecart and Rails, Dungeons, Mob Spawners, Saddles, Redstone Ore, Redstone, Redstone Torches, Levers, Buttons, Wooden, Stone Pressure Plates, Winter Mode (Snowfall, Snow and Ice), Boats, Cacti, Large Trees Reeds, Paper, Books, Bookshelves, Clay, Clay Blocks, Bricks, Slimes, Slimeballs, Milk, Fences, Spider Jockeys, SMP updates Chickens, Chicken Eggs, Jukeboxes, Music Discs, Minecarts with Furnace and with Chest, Compass and server-side inventory Sneaking, new Paintings and Fishing Rod.

Halloween Update
(Alpha 1.2.0)

Bug Fixes: New Bugs:
 * New Realm: The Nether; a "Hell" world that can be used for quick travel
 * New Blocks
 * Spawned in Nether: Netherrack, Soul Sand, and Glowstone
 * Pumpkin, Jack-O-Lanterns
 * Portals
 * New Mobs
 * Ghast
 * Zombie Pigman
 * New Item: Clock
 * New terrain generator, featuring Biomes
 * Higher lighting values are required the deeper they are to keep mobs from spawning.
 * Fishing rods serve a purpose by Fishing
 * Stairs, Crafting Tables, Chests, and Furnaces now face the same direction as the player when placed.
 * New music tracks
 * Creepers have new sounds.
 * Grass and leaves are now darker in shade
 * Sunrise now creates a red glow at the horizon
 * Pressing hides the HUD and the viewmodel from the person's view. In 3rd person mode, pressing  will create a view looking back at the player's own face.
 * Fixed bugs in SMP
 * Redstone performance updated
 * Door animation fixes
 * Several performance bugs fixed
 * Rails no longer cause a crash
 * Leaf decay is broken.
 * Going higher than 62 meters above sea level in SMP causes the character to be stuck to the sky.
 * Save file size is calculated incorrectly after you visit the Nether, usually to 0.0MB
 * Fake chunks now render after 32,000,000 blocks away from spawn.
 * On rare occasions, an item will not appear in the inventory when picked up and no more of this item will show up in the inventory. This can be fixed by closing the client.

Adventure Update
(Beta 1.8)

Video


 * New Mobs.
 * Enderman
 * As a placeholder, Endermen used Zombie sounds.
 * Silverfish
 * Cave Spiders
 * New Blocks
 * Stone Brick
 * Stone Brick Slabs
 * Stone Brick Stairs
 * Brick Slabs and Brick Stairs
 * Fence Gates
 * Glass Panes
 * Iron Bars
 * Melons
 * New Creative game mode.
 * New features in the terrain generator.
 * Optionally generated structures
 * NPC Villages
 * Strongholds
 * Abandoned Mine Shafts
 * Ravines
 * New, fractal-based biome code; added and removed some biomes while making all of them more vast than before.
 * Rivers flowing through/in between biomes.
 * Ocean Biomes, that are deeper and much more vast than before.
 * Mountain biome
 * Swamp
 * Snow in Taiga and Tundra biomes do not generate for technical reasons. They return in Beta 1.9.
 * New ocean floor; random mix of sand, dirt, and clay.
 * Because of this, clay is much more common.
 * New combat Mechanics.
 * Hold-to-charge bows.
 * Critical hits.
 * Players can parry with a sword by holding
 * Hostile mobs perform attack animations.
 * Mobs killed by players drop tiny flashing Experience Orbs that add to your experience bar.
 * New Food System.
 * There is now a food meter.
 * Food no longer heals directly but indirectly: if the food meter is above 90%, heals about every 5 seconds.
 * All food (except Mushroom Stew) are now stackable.
 * Food takes 1.6 seconds to consume, accompanied with an animation.
 * 5 new food items.
 * Melon Slices.
 * Raw Chicken.
 * Raw Beef.
 * Cooked Chicken.
 * Steak, which has Cooked Porkchop's old texture. Cooked Porkchops' new texture is a tan shade of the same sprite.
 * Eating any raw food or Rotten Flesh has a chance to give the player food poisoning which makes the Hunger bar decrease three times as fast.
 * New seeds for farming: pumpkin seeds and melon seeds that produce Pumpkins and Melons respectively.
 * A new achievement: "Kill a skeleton with an arrow at 50 meters".
 * Added Sprinting
 * Added Ender Pearl
 * Mob changes
 * Passive mobs will randomly flee if attacked by the player or other mobs (such as Wolves).
 * Zombies drop Rotten Flesh instead of Feathers.
 * The snout on pigs now protrude from their head.
 * Skeletons now hold full-size bows.
 * Player-to-mob damage decreased by half a heart.
 * Arrows that hit a mob visually "stick" into the mob rather than just disappear.
 * Skeleton arrows originate from about their eyes to the bow, instead of above the head.
 * Animals no longer despawn which makes it possible to capture them.
 * Shears can now collect Tall Grass and the new Vine
 * New improved lighting
 * Day/night cycles no longer require chunk updates and is a smooth transition
 * The lighting on a block is given a tint based on the most prominent source of light
 * Redish from Non-sunlight light sources
 * Blue from Moonlight
 * Total darkness keeps the same black tint
 * Sunlight gives the same white tint
 * Non-sky based light now gives a very subtle 'flicker'.
 * New Mojang logo splash screen
 * Main Menu/Options changes
 * The Main Menu's background is now an animated scene.
 * The version tag is now displayed on the bottom-left rather than the top-left
 * New sliders for Field of View and Brightness
 * 4 new entries in control list
 * "Attack", "Use Item", and "Pick Block" can now be remapped.
 * Player list in SMP, defaults to.
 * The 'Multiplayer join screen' has been improved, mainly with a server list.
 * New texture for Moss Stone to match Cobblestone's.
 * Improved sunrise and sunset.
 * Clouds change color during sunrise and sunset to match the sky color.
 * Horizon, specifically haze changes color more vividly during sunset and sunrise.
 * New particle effects.
 * Performing a critical hit on any mob will cause 'sparks' to fly.
 * Explosion particles are now shockwaves instead of smoke.
 * Tiny stationary bubble particles can be seen when underwater.
 * Fog is now thicker and darker deep underground, and gives off particles. Due to this, the void appears black.
 * Changes with debug-view
 * Mobs are no longer visibly labeled with their entity ID
 * The world's numeric seed is displayed in a field below player position.
 * Changing fog by hotkey now requires debug-view to be open in addition with pressing.
 * +Clicking the output item in a crafting square will craft all the items at once, and automatically places them in the inventory.
 * The version tag appears in-game again.
 * User-placed leaf blocks no longer decay.
 * Cloud height raised to the top of the map, so clouds can no longer phase through blocks.
 * Cloud movement syncs with the game's time.
 * Rain and snow both render faster
 * Armor bar moved to above hearts, due to food bar.
 * Both Wooden and Stone pressure plates can now be placed on fences.
 * Improved chest model with a 3D lock.
 * Players with the OP position on a server can switch back and forth between survival and creative mode.
 * The game's coding now allows for mods to more easily change the(map) height.
 * Holding the left mouse button with a weapon will now only swing once.
 * Holding the right mouse button to place blocks is slightly slower than before.

Bug Fixes:
 * The +Click crash bug from 1.8 pre2 is fixed.
 * Fixed Redstone circuits not working after /time set x glitch is now fixed in SMP.
 * Destroying boats and minecarts now creates particles.
 * Ghast attack sounds are fixed in SMP.
 * The Far Lands had been removed; there is now only ocean.

New Bugs:


 * There is a memory leak mainly occurring on Linux 32 bit.
 * The destruction animation for chests is missing.
 * Lighting persists in water even after the light source is removed.
 * Experience orbs when dropped don't drop in a stack like items do, so when a player dies when they have a large number of experience, each orb has to be processed individually. This will cause a high amount of lag, especially for SMP servers.
 * Double chests placed before 1.8 on multiplayer servers all appear to players to be facing the same direction, even when they should be rotated by 90 degrees.
 * The Item Selection screen in the new Creative game mode is missing pine and birch leaves, tall grass, double slabs, monster spawner, snow cover, and both huge mushroom blocks.
 * NPC villages occasionally spawn over partial water areas and 'float'

Pretty Scary Update
(1.4)


 * Improved server list
 * Server IPs can now be hidden individually when editing or adding a server
 * Server version is now displayed left of the connection bars
 * Server ping tooltip now shows if the server and client have mismatching protocol versions
 * Mismatching servers can't be joined
 * Improved settings menu
 * Renamed Chat Settings to Multiplayer Settings
 * Added an option for cape-owners to hide their capes in-game
 * Added Fullscreen and VSync toggles
 * Though this is not in the settings menu, you may go into the options.txt in %appdata% and toggle advancedToolTips. This shows you the item IDs of everything and the durability of tools and armor.
 * Improved F3 mode
 * The piechart is now shown when using shift+F3 instead of vice versa
 * Added the cardinal direction and the degree value to the f value indicating the direction the player is facing
 * Now shows which chunk and where in that chunk the player is in on X and Z values
 * Pressing while holding  will toggle the auto-pause when the Minecraft window loses focus
 * Pressing while holding   will toggle detailed item descriptions, which additionally show item id, damage value, color code, tool/armor/weapon damage and map zoom level and scale on the tooltip
 * Updated language files

Video
Gameplay


 * Improved Multiplayer
 * Spawn protection now is disabled if there's nothing in ops.txt
 * Spawn protection radius can now be changed in the server.properties file
 * Improved Creative inventory
 * Items can now be cloned by using Pick Block on them - An item stack with the highest amount of items possible in it will be created
 * Items can now be shift-clicked around on the survival inventory screen
 * Improved General inventory
 * Pressing the 1-9 hotkeys while hovering over an item will exchange that item with the one from the corresponding hotbar slot
 * Status effects now cause the inventory window to be off-center regardless of screen aspect ratio
 * Added & improved a few commands
 * Added  command to change difficulty
 * = peaceful
 * = easy
 * = normal
 * = hard
 * Added  to change your own or other players' spawnpoint to where you are standing or to specified coordinates
 *   
 * Added, an alias for
 * Added  to change the current weather and optionally set the duration for the new weather
 * Added   to look up and change gamerules regarding Command Block output
 * - Whether fire should spread
 * - Whether mobs should drop items
 * - Whether mobs should naturally spawn
 * - Whether blocks should have drops (does not work for paintings)
 * - Whether the player should keep items in their inventory if they die.
 * - Whether creepers, endermen and withers should be able to change blocks.
 * Added  to clear a specified player's entire inventory or remove only one block/item from it
 * Changed  so it can be used to give and take entire experience levels by appending "L" to the number
 * Changed  to work with relative coordinates
 * Added command target selectors
 * Available selectors:
 * - Closest player
 * - All players
 * - Random player
 * Can have arguments specified in  using the syntax , where   is the argument
 * Available arguments:
 * - Coordinates
 * - Range
 * - Minumum experience level
 * - Maximum experience level
 * - Minimum range
 * Special argument only usable with :
 * - the maximum count of players to return. Numbers below 0 will make it return the last x amount of entries
 * Updated the sound engine
 * Added sounds for placing Wood-, Stone-, Plant-, Sand- and Gravel-like blocks
 * Added sounds for walking on Sand, Gravel, Soulsand, Grass and Stone
 * Added sounds for zombies, skeletons, cows, pigs, spiders, endermen, ghasts, silverfish, magma cubes, wolves, the ender dragon, bats and the anvil.
 * Added sounds for curing a zombie, infecting a villager and a remedy sound.
 * Added sounds for setting things on fire and shearing sheep
 * Added sounds for climbing ladders and riding minecarts
 * Added a sound for levelling up which is played every 5 levels
 * Added constant noise to liquids
 * Improved Portals
 * Mobs, items and projectiles now pass through them, preserving momentum
 * Entities will pass through instantly, but at a longer "cooldown"
 * Portals will allow fire burning entities like blazes to leave the Nether and potentially burn things
 * Portals will teleport an entity relative to where it entered
 * Players are now positioned correctly when going through Nether Portals
 * Nether Portals are now instant for players in Creative mode
 * Improved Adventure mode
 * Blocks can now be mined with the proper tools
 * Blocks can now be placed
 * Improved Breeding
 * Chickens now use seeds instead of wheat to breed
 * Pigs now use carrots instead of wheat to breed
 * You can now restore a desolate village or create a completely new village
 * Added & changed many minor things
 * Added Boss Names above boss health bars
 * Experience is now awarded for fishing and breeding
 * Worlds can now be re-created from the world selection screen
 * Changed many items, improving item icon style to be more consistent
 * Items spawned using  are picked up almost instantly now
 * Doors, trapdoors, levers and buttons are no longer triggerable with the left mouse button
 * Added an NBT tag for items to have lores
 * Added an NBT tag for mobs to decide whether they can despawn
 * Fixed many bugs
 * Fixed  command only working for ops
 * Fixed  not working correctly
 * Partially cured lighting glitches
 * Fixed held items being colored when wearing tinted blocks/armor
 * Fixed the second layer on skins not being placed correctly when sneaking
 * Blazes now properly spawn in Nether Fortresses
 * Fixed pets teleporting around randomly
 * Fixed PvP-disabled servers still allowing players to set other players on fire using Fire Aspect enchanted swords
 * Fixed entities in minecarts becoming invisible
 * Fixed mobs randomly suffocating
 * Fixed stairs, slabs & fences glitching visually sometimes
 * Fixed mobs falling through blocks
 * Fixed wet wolves looking way too scary
 * Fixed wet wolves looking way too scary

World Generation


 * Made superflat worlds customizable
 * Are now made up of layers specified with block id, data value and height
 * Biome can now be changed
 * All generation settings are stored in a preset, which can be shared and re-used
 * Terrain can now be decorated and structures other than villages can spawn
 * Default presets:
 * Classic Flat -
 * Tunnelers' Dream -
 * Water World -
 * Overworld -
 * Snowy Kingdom -
 * Bottomless Pit -
 * Desert -
 * Redstone Ready -
 * Preset format with example: 95;35:2;2x20;1;stronghold – 95 is the format version, followed by a semicolon and the layer information. Every new layer is separated by a comma and must consist of the block id and can additionally have   appended to specify   as the data value. Before that, you can put   to specify that this layer should be put   times. After a semicolon follows the biome id. After another semicolon follow all structures to be generated, including their options.
 * Added Witch Huts in swamps
 * Silverfish blocks now rarely generate in Extreme Hills biomes
 * On average, nearly one Silverfish block is generated per Extreme Hills chunk
 * Carrots and potatoes can now be found growing in villages 

Blocks & Items


 * Command blocks
 * Runs editable commands when triggered by redstone
 * Intended for adventure maps
 * Can only be edited by OPs, as long as  in server.properties is enabled
 * Only obtainable using
 * Can operate in silent mode where it doesn't display commands in the chat box.
 * Beacons
 * Intended as an endgame block
 * Continuously glows and gives a selected status effect to players within 16 blocks while beaming a beacon of light directly upwards (as bright as glowstone)
 * Activated by building a solid pyramid of iron/gold/emerald/diamond blocks underneath and selecting an effect
 * The cheapest configuration requires 9 blocks, while the best configuration requires 164 blocks
 * Has to be directly exposed to skylight to work
 * Building square platforms of increasing size and the same material per layer will activate it and increase range and status effect selection
 * Viable materials are iron, gold, diamond and emerald blocks
 * Changing selected status effects costs 1 emerald, diamond, gold ingot or iron ingot
 * Unlockable effects, with increasing amount of required layers of blocks required:
 * Speed and Haste
 * Resistance and Jump Boost
 * Strength
 * When all 4 layers of blocks underneath are built correctly, a second status effect can be chosen
 * This second status effect is Regeneration or tier II of the previously chosen effect
 * Effects given by the Beacon will have less intrusive particles than others on the screen, such as those of potions
 * Anvils
 * Used for repairing and combining enchanted items as well as for renaming any item/block for experience levels
 * Tools can also be repaired using one piece of their material
 * Enchantments that are the same are upgraded by one level as long as they are both the same level and the higher level exists
 * Conflicting enchantments will be removed and only the first one will be kept
 * Becomes damaged from using and dropping it - Damage persists in inventory and splits up into 3 categories: Anvil, Slightly Damaged Anvil & Very Damaged Anvil
 * Can be placed in 4 orientations, but can't be moved by pistons
 * Experience level cost depends on enchantment levels & rarities, whether the item will be renamed and whether the item has been used with an anvil before - Maximum experience level cost is 39 levels, unless in Creative mode
 * For a more detailed explanation on how enchantments are combined using the anvil, see the Anvil mechanics page
 * Is affected by gravity and does 1 heart of damage to mobs and players it falls on per block it fell, excluding the first one - Players killed by a falling anvil cause the death message "Player was squashed by a falling anvil" to appear in chat
 * Certain blocks are destroyed when an anvil falls on them: levers, buttons, torches, redstone torches, redstone repeaters, flower pots, rails & mob heads
 * Mob Spawners
 * Added a few NBT tags to change a few key spawning rules
 * Range can now be changed
 * Maximum amount of spawned entities within spawning range can now be changed
 * Horizontal spawning radius can now be changed
 * Spawned mobs can wear and carry any items and blocks as well as have a custom drop rate of held items
 * Added an NBT tag for mobs to decide whether they can despawn
 * Added an NBT tag for mobs to decide whether they are invincible
 * Repeaters
 * Can now be locked by powering their sides with another repeater
 * When locked, they show a little bedrock barrier in place of the delay indicator torch and won't change their output signal
 * Flower Pots
 * Lets players plant all kinds of saplings, mushrooms, flowers, cacti, dead shrubs and ferns
 * Using pick block on it gives the potted plant
 * Right-click it with something to plant it, hit it to get both back
 * Cobblestone Walls
 * Available in cobblestone and moss stone variants
 * Behave like fences - Connect to each other, to other blocks and to fence gates & have a 1.5 blocks high collision box
 * Have a different, higher shape in corners and when blocks are placed on them
 * Wooden logs
 * Changed placement: Instead of facing the player, it will face the surface it is placed on
 * Place it on the side of a block to get a sideways log.
 * Place it on the top or bottom of a block to get a topside log.
 * Stairs
 * Now connect to other stairs to form corner stairs
 * Item Frames
 * All items and blocks can be framed
 * Clocks, compasses and maps function - Maps show only one marker, the frame itself
 * Mounted maps show markers on copies of that map
 * Using pick block on it gives the framed item/block, but only works in Creative
 * Paintings
 * Added Wither painting
 * Mob Heads
 * Are very rarely dropped when mobs are killed by players
 * Only drop from Wither Skeletons, but also exist for creepers, zombies, skeletons and players
 * Can be put on the ground in 16 orientations and hung on walls
 * Can be worn
 * Using external editors or mods player skulls can be assigned to specific players - They then have tooltip "Player's Head"
 * Add the NBT tag "SkullOwner" -> (player name) on the skull items.
 * Trapdoors
 * Can now be placed on the top half of blocks
 * Placement works similar to that of slabs and stairs
 * Buttons
 * Now stays active for 0.2 seconds longer
 * New crafting recipe – Only 1 stone block required
 * Wooden Buttons
 * Additionally can be activated by arrows
 * Requires 1 wooden plank to craft
 * Fire
 * Now spreads more aggressively depending on difficulty
 * Saplings
 * Decreased hitbox size
 * TNT
 * Is now triggered by flaming arrows
 * Potatoes
 * Can be planted on hydrated soil and drop 1-4 potatoes when fully grown
 * Can be grown instantly using bonemeal
 * Can be Smelted to receive a baked potato
 * Rarely drop poisoned potatoes
 * Potatoes give 0.5 hunger points, poisoned potatoes give 1 hunger point and have a chance to poison you, baked potatoes give 3 hunger points
 * Carrots
 * Can be planted on hydrated soil and drop 2-4 carrots when fully grown
 * Can be grown instantly using bonemeal
 * Can be crafted surrounded with 8 gold nuggets to get a golden carrot
 * Carrots give 2 hunger points, golden carrots give 3 hunger points
 * Carrot on a Stick
 * Used to control pigs
 * When held, it dictates the direction pigs players are riding will head in
 * Nearby pigs flock towards players holding it
 * Slowly loses durability when riding pigs
 * Pigs start slow but end up going about 5 blocks per second
 * Can be right-clicked to give the pig a short speed boost - This takes up a chunk of the durability
 * The pigs ‘eat’ the carrot eventually, leaving the player a fishing rod and will require another carrot to continue riding.
 * To craft, the carrot must be placed at a diagonal below the fishing rod
 * Pumpkin Pie
 * Restores 4 hunger points
 * The crafting recipe is shapeless: assemble a Pumpkin, Egg and Sugar into the crafting inventory
 * Nether Star
 * Drops from Withers
 * Used to craft the Beacon
 * Glows like an enchanted item
 * Night Vision Potion
 * Brewed by adding a Golden Carrot to an Awkward Potion
 * Invisibility Potion
 * Effect now hides the nametag and cape
 * Mobs only attack you when you walk into them or attack them
 * Splash potions of invisibility can also make mobs partially invisible, although eyes of some mobs still show
 * Brewed by adding a Fermented Spider Eye to a Potion of Night Vision
 * Potions
 * Can now have any available potion effects, level and duration
 * Data are saved using NBT tags, but potions retain their original color
 * Maps
 * Are now crafted as an Empty Map and will become a real map by right-clicking
 * Start out at their closest zoom level and can be extended by adding more paper
 * Players see other players moving around on the same map
 * Craft an existing map with an empty map to receive an extra copy of the map
 * Removed text overlay
 * Are labelled 'Map #0' and so on
 * Now align to a grid and can be stacked to 64
 * When outside a map's range, the player is displayed as a small circle at the edge
 * Armor
 * Diamond Armor sleeves now have a notch on the inner side
 * Completely revamped leather armor
 * Leather Armor
 * Can now be dyed in 16,777,216 potential different colors
 * Putting it in a crafting grid with dyes applies all colors
 * Dyed armor's tooltip will display ‘’Dyed’’
 * Right-click dyed armor on cauldrons to wash it and remove some water from the cauldron
 * Changed item and model color and texture
 * Now uses two overlayed textures, one being the color

Mobs


 * Wither
 * Three-headed flying player-created boss mob shooting projectiles at mobs that are not undead and players
 * Place 4 pieces of Soulsand in a T-shape and place 3 Wither Skeleton Skulls on top to summon it
 * After spawning, it flashes blue, builds up health, grows slightly and is invincible for a few seconds - Then it explodes and starts attacking players and mobs
 * Each head can fire projectiles, so called Wither Skulls, at different targets - Projectiles explode on impact
 * Shoots two kinds of projectile - a blue one from the little heads, targeting mobs and a dark one from the big head targeting players
 * When hit by projectiles, players get the ‘’Wither II’’ effect, which acts like a slower poison effect that can kill and turns affected players' health bars' hearts black
 * Constantly regenerates health
 * Gains Wither armor when taken down to half health, making it immune to arrows
 * Drops a Nether Star when killed
 * Darkens the sky when spawned in the Overworld
 * Wither Skeletons
 * Carry and rarely drop Stone swords when killed by players
 * Drop bones, coal, and rarely wither skulls
 * Give players Wither effect when hitting them
 * Spawn in Nether Fortresses
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * Witch
 * Looks like an offshoot villager
 * Throws splash potions of poison, slowness, weakness and instant damage at players
 * Holds a potion and wiggles its magical nose with a wart on it when attacking
 * Has a hat, which sometimes emits particles
 * Regenerates health over time
 * Drinks potions of instant health and fire resistance to defend themselves in combat
 * Is immune to 80% of splash potions' effects
 * Drops Sticks, Glowstone, Redstone, Gunpowder, Sugar, Spider Eyes, Empty Bottles & Water Bottles when killed
 * Has a chance to drop the potion it is holding if killed by players
 * Spawn in Witch Huts in swamps
 * Bats
 * Hang on the ceiling when idle, starts flying when players come near
 * Spawn in dark caves
 * Sleep at day
 * Don't trigger pressure plates or tripwire
 * Tamed wolves
 * Their collars can now be dyed by right-clicking the wolf with dye
 * Iron Golems
 * Now attack creepers, Slimes and Magma Cubes
 * All hostile mobs
 * Will now jump down to players as long as they can survive the fall
 * Depending on difficulty, they are willing to take more damage
 * Creepers
 * Will start exploding when they hit the ground, with explosions being more imminent with higher falls
 * Can now have custom explosion radius and fuse timer using edited mob spawners and NBT tags
 * Zombies
 * Will now rarely spawn with armor of all kinds, sometimes enchanted
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * When wearing helmets, they will not burn up - Instead all damage will is applied to the helmet
 * Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
 * Now have a chance, depending on difficulty, to infect villagers after killing them - The villager then gets replaced with a villager zombie on death
 * On Normal difficulty, there is a 50% chance of infection and on Hard difficulty there is a 100% chance of infection
 * Infected baby villagers turn into baby villager zombies
 * Baby zombies are 50% faster, don't age, don't burn up in the sun and can wear armor
 * Right-clicking a villager zombie under the influence of a Weakness potion with a golden apple will invert their potion effect, make them wiggle slightly and eventually turn back into a villager
 * Now rarely spawn holding iron swords or iron shovels
 * When holding something in their hands, their arms move upwards when attacking
 * Added baby zombie, which is only spawnable using mods or third-party tools
 * Will now rarely drop carrots and potatoes when killed by players
 * Have a 25% chance of spawning with a pumpkin on their head during Halloween.
 * Skeletons
 * Will now rarely spawn with armor of all kinds, sometimes enchanted
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * When wearing helmets, they will not burn up - Instead all damage is applied to the helmet
 * Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
 * Now sometimes, carry enchanted bows - Those items can be dropped when killed by players
 * Have a 25% chance of spawning with a pumpkin on their head during Halloween.
 * Zombie Pigmen
 * Will now rarely, depending on difficulty, spawn with the ability to pick up armor, head wear, items, blocks, weapons and tools - Armor and tools & swords are equipped automatically and will be exchanged for better gear when possible        - Items that are picked up will have a 100% chance of dropping after dying - When killed, they drop what they are holding
 * All equipped gear is functional - Swords and tools do more damage on attacks, armor protects the mob
 * Rare tool drops now are damaged when it drops
 * More advanced gear is more likely to spawn with mobs when playing on harder difficulties and rarely drops when the mob is killed by players
 * Using modified mob spawners they can have a custom drop rate of items and hold and wear all kinds of items and blocks
 * Now rarely carry enchanted golden swords
 * Dropped Golden Swords now sometimes are damaged
 * Added baby Zombie Pigman, which is only spawnable using mods or third-party tools
 * Villagers
 * Improved villagers to make them more self-aware
 * All villagers of one village can now like and dislike specific players
 * Will like players more for trading with them
 * Will like players less for hurting them or their golems
 * When players are really disliked, iron golems of that village can become aggressive towards those players
 * After a villager dies to natural causes, excluding mobs, while a player is within 16 blocks or if a mob kills a villager, no baby villagers will be produced in the next few minutes
 * Changed and added some trades to counteract emerald farming and improve gameplay
 * Will show particle effects indicating a change of liking towards a player
 * Pigs
 * Can now accelerate to up to 5 m/s
 * Now drop their saddle when killed
 * Slimes
 * Now spawn in swamps at night
 * Sheep 
 * Sheep from spawn eggs can now spawn natural colored sheep (white, gray, brown, pink, etc.)

Redstone Update
(1.5)

Planned changes
'''Note: Most of the changes listed here have no detailed references since most of them were mentioned at MineCon 2012. Especially the Future Updates with the Minecraft PC Team respectively the The Future of MOD API talk '''

You can watch the presentation here:

Redstone improvements

 * More predictable and consistent redstone behavior
 * The functionality of BUDs will be affected
 * Eliminating directional quirks
 * Most of the timings of redstone contraptions will change
 * Overall redstone will be more like analog signals
 * Redstone signal strength will matter (for some blocks)
 * A Capacitor Block
 * Only outputs a signal if the input has a specific strength
 * Configurable like a repeater
 * Possibility of a BUD Switch block
 * A way of sucking up items into a container/transport items between containers
 * This will most likely be a revised form of the Allocator idea
 * Weighted pressure plates
 * Outputs a signal with a strength corresponding to the weight of the entity (e.g. storage minecarts) sitting on the pressure plate/detector rail
 * Perhaps a Daylight Detector
 * Outputs a signal with a strength corresponding to the intensity of the sunlight
 * Redstone repeater lock improvements
 * Some Redstone bugfixes
 * Perhaps one or more new ores for crafting the new redstone devices
 * Will most likely be available only in the Nether, encouraging exploration of the dimension

Minecart improvements

 * New ways of transporting items
 * Using minecarts similarly to Railcraft systems
 * New uses for storage minecarts
 * Filling and emptying of storage minecarts
 * Specific rails to empty them
 * The possibility of linking minecarts together (driven by furnace minecarts)
 * Rails to unload mobs and perhaps players when reached

Rendering engine rewrite
The features were:
 * Current engine has some bugs
 * Will require a higher OpenGL feature-set
 * Will include some sort of fallback for older hardware
 * Support for high resolution textures
 * The internal layout of texture packs will change
 * Every block will have its own texture file
 * Supports the use of animated textures for all blocks
 * The geometry of individual textures can differ
 * Not intended to support HD skins
 * Much faster overall rendering, resulting in more frames per second (FPS).
 * Lighting fixes similar to the ones first introduced in snapshots 12w39a/b (during 1.4 development)
 * Support for fancy lighting control
 * Support for more realistic lighting, such as active furnaces only giving off light from their front surface

Other

 * No new mobs.
 * Fireworks for New Year's Eve
 * Will be a safe explosion
 * Perhaps a method of enchanting equipment with paper
 * The player would enchant the paper, then use an anvil to combine it with equipment
 * The anvil cost to do this would be very high
 * The Possibility of editing Ghast Fireballs' sizes with third party programs
 * Will not affect the amount of damage dealt to the Player
 * Slabs made up of Netherrack/Nether Brick
 * A crafting recipe for Nether Brick

Technical Blocks
Note:Some data values may be changed to my liking.

Technical blocks are blocks that cannot be acquired without commands or mods, but have independent block IDs, and serve various purposes during events within the game.

Piston related technical blocks
These blocks serve a purpose when a piston is used.

Piston Extension
Block 34 is a block used by the piston's extension arm. One of the data bits of this block defines if it is a normal piston or a sticky piston extension. Many players use this block as a table instead of the standard pressure plate on fence. Block 34 can be obtained by using the pick block key on Block 34 in creative. Block 34 cannot be placed even if the player has it. It can, however, be placed with some programs. For example---MCEdit or certain modifications.

It is possible to create a piston arm that will not disappear when the block next to it updates, but it will disappear if the piston that created it is moved or destroyed (The piston is both extended and retracted at the same time.) This can only be done with sticky pistons. To replicate this, one must create a "smart piston" (a piston that will push a block away as soon as the block is placed in front of the piston). This is accomplished by putting a redstone torch underneath the space where the block will be, and connecting wire from next to the space where the block will be to the piston. Since the pulse that will be created is less than 1 tick (1/10 of a second), the sticky piston will not stick to the block. Next, place blocks in front of the piston until it can't push any more, and destroy the block immediately in front of the piston (again, this must be a sticky piston.) The piston will extend and retract several times, then stay extended and retracted at the same time until either the piston or the arm is destroyed (Destroying the arm will not destroy the piston, but moving or destroying the piston will destroy the arm.) (Tested horizontally in Minecraft 1.2.5.)

Piston Moving
Piston Moving is a block used by pistons. It is a side effect of the method of storing moving blocks as tile entities instead of entities. It is used by the piston extension for the effect of the animation coming out of the piston base. This block's color, when located next to a block in the world, is black. When a block next to it is removed, it becomes invisible, can be walked through, and when light passes through it the light level decreases by 1. They are unbreakable by traditional methods, though they can be removed by simply right-clicking. The game treats the block as a stone block when it comes to their breaking animation and the sound of the player's footsteps. In the inventory it has a top of a gray grass block texture and it cannot be placed. Block 36 has no name other than its block code, 36. It is impossible to obtain block 36 without mods, the /give command, or using pick block while rapid-firing a piston. This block, if hacked into the game, can be used as a method to block fluids. Block 36 is transparent, and entities can pass through it.

Burning Furnace
This is a block used to make furnaces shed light when smelting. It has a different texture than the normal furnace and emits particles. It will replace the normal furnace block while the furnace is burning fuel, but once the fuel runs out it will revert. Through /give or other means you can place this block and it will "burn" for as long as you don't use it. Strangely, if hacked into the game as an item, it looks as if it were the regular furnace, it also has the same tooltip, "Furnace", instead of something like "Burning Furnace" or "Fueled Furnace".

The block is able to be seen at all times on Pocket Edition through a glitch. It is not a common glitch, but the furnace will stay burning even if no fuel is being burned.

Glowing Redstone Ore
This is a block used to make Redstone Ore glow when stepped on, right-clicked, or left-clicked. Glowing Redstone maintains its glow if pushed or pulled by a piston, but eventually stops glowing as if it had been touched by the player when placed.

In Creative Mode, middle-clicking Glowing Redstone Ore will select it as a different block than normal Redstone Ore.

Block 75
Block 75 is a block representing an off-state Redstone Torch. When a normal Redstone Torch receives power it turns off, turning to this block, and stops giving power. When the torch stops getting power it turns back to the normal on-state torch, and gives power again. For the game to know the torch stopped getting power the game must update the block - this happens when a block near the torch changes, and when it turned off because of Redstone current, this is not a problem, but when spawned into the world it will be turned off, and because no block is updated, it will stay this way, until a block updates. When the block is removed it will turn to a normal on-state torch. This can be used to create 'burnt out' torches. This block used to be available in the new creative inventory (12w21b) under the Redstone section, and the normal Redstone Torch was under Decoration. However, this was fixed later in 12w22a. Removing 'off' torch.

Block 94
Block 94 is the "on" state of the Redstone Repeater. If one tries to hack this in, the picture will be the top of a stone slab, or the bottom of a Redstone Repeater. If placed, it will lose the charge after one tick, making it a way to start one-tick pulses in creative or through use of the /give command.

Block 124
Block 124 is the "on" state of the Redstone Lamp When placed, it immediately turns off. This block can be obtained using Silk Touch, but when placed will turn off because nothing is powering it.

Flowing Water
The flowing water block tells the game to check for any air blocks around it and put some water into them if applicable. This is distinct from whether or not the fluid appears to be moving, and whether or not it is a source block. When placed using a water bucket or a mod it will flow 8 blocks.

Flowing Lava
The flowing lava block tells the game to check for any air blocks around it and put some lava into them if applicable. This is distinct from whether or not the fluid appears to be moving, and whether or not it is a source block. Lava flows for 4 blocks in overworld and 8 in the Nether (flowing the same distance as water, but still at the speed of lava).

Trivia

 * Even when a source block is removed, lava can continue flowing for a considerable amount of time.
 * Flowing lava does not set nearby flammable blocks on fire.

Bugs

 * Flowing lava still burns but depending on the direction of the flow, the graphic is changed.


 * In Creative mode, lava always starts flowing. But, in a 1 x optional pit, it will never do so. un-box it and it will start flowing.


 * In Creative mode, if lava is flowing, then you box it into a 1x1 box, it will continue flowing.

Infinite Lava Source
Similar to the Infinite Water Source, the Infinite Lava Source was a block that created infinite lava which would replicate infinitely to fill up volumes. The block was removed after infinite worlds were introduced. They flowed placing a lava source next to them in all four directions. They could be broken with one click.

Infinite Water Source
The Infinite Water Source was a block that would create infinite water, which would replicate infinitely to fill up volumes. They were added orignally to allow for infinite lakes on floating maps. The block was removed after infinite worlds were introduced. They flowed placing a Water source next to them. They could be broken with one click.

Farmland
Farmland is a block on which seeds (melon, pumpkin, wheat, carrot, potato) can be planted and grown, and it is made by using a Hoe on Dirt or Grass. If farmland is within four blocks of water it gradually becomes hydrated. Rain will also randomly hydrate farmland blocks. If left dry and unplanted, a farmland block will eventually turn back to dirt, and then regrow its grass. A farmland block's damage value specifies its hydration level - the more hydrated it is, the darker its appearance, and as it dries out it becomes lighter again. Jumping at farmland will immediately turn it into dirt, dropping the stems as if they were harvested.

Wheat Stalks
This block appears when wheat seeds are planted on farmland.

Pumpkin Stem
The block that is planted on farmland when pumpkin seeds are used on it. It starts off-set under-ground, and rises up as the plant grows, as opposed to the method wheat seeds uses, where each growth stage is an individual texture. The stem is coloured green by the game, and then brown once fully grown.

The stem will change to the second image once a pumpkin has grown off the stem. A single stem will connect to any Pumpkin in an adjacent square, thus there are 5 possible appearances to a stem. When the pumpkin is removed, the stem will return to its original image.

A single pumpkin will grow off a full grown stem at a time, but once that pumpkin is removed, another can grow in its place.

Destroying a fully-grown stem yields 0-3 pumpkin seeds.

Melon Stem
The block that is planted on farmland when melon seeds are used on it. The colouring and growth method is the same as the Pumpkin Stem's.

The stem will change to the second image once a melon has grown off the stem. A single stem will connect to any Melon in an adjacent square, thus there are 4 possible appearances to a stem with a melon on it and 1 without. When the melon is removed, the stem will return to its original image.

A single melon will grow off a full grown stem at a time, but once that melon is removed, another can grow in its place.

Destroying a fully-grown stem yields 0-4 melon seeds.

Monster Egg
Monster Egg (also known as Silverfish Block or Block 97) is a block that spawn Silverfish when broken. Monster Eggs have identical looks to either stone, cobblestone, or stone brick, and are naturally found in strongholds, hiding among the true blocks. When breaking it with a pickaxe it takes noticeably longer to mine than regular stone, cobblestone, or stone brick, making it relatively easy to distinguish from the regular blocks, if one is careful enough. The block can also be destroyed by hand fairly quickly, unlike regular stone blocks. Mining a Monster Egg with a Silk Touch enchantment does not give the player a Monster Egg block, but the type of block that the Monster Egg is disguised as.

Monster Eggs are meant to deceive players. When mined, it will spawn a Silverfish which will instantly attack the player. Also, if the player attacks a Silverfish directly with a sword, bow or potion of harming, nearby Monster Eggs will break, spawning other aggressive Silverfish. If the block is destroyed by an explosion (e.g., creepers, TNT, etc.), the Silverfish will die inside of the block, which gives no experience points. The Ender Dragon is also able to destroy Monster Eggs, and prevent a Silverfish from spawning. When a Silverfish is not pursuing the player, the Silverfish will go to the nearest stone, cobblestone, or stone brick and go inside it, converting the block into a Monster Egg. When mined, the spawned Silverfish will have full health.

Monster Eggs are available in the inventory in creative mode, and can also be made by placing a stone, cobblestone, or stone brick block, and right-clicking on it with a Silverfish spawn egg. The block will then convert into a Monster Egg. Attempting to add more Silverfish into the block will result in the silverfish spawning normally.

Nether Portal
Nether Portal blocks are generated when a portal is formed, standing in them will teleport the player from The Overworld to the Nether and vice versa. However, they disappear when a block is placed next to it. In creative mode you can break this block and it will play the glass breaking sound.It can be obtained with the use of mods or the /give command on a server. The portal block's animated texture is procedurally generated, like water or lava. Nether Portal icon in Inventory are different in Overworld and Nether.

Trivia

 * Although one cannot legitimately activate a Nether Portal in The End, Nether Portal blocks will function properly and take you to a place in the Nether that corresponds to the location in the Overworld from where you first entered The End.
 * As of 12w16a, one can obtain a portal block using cheats.
 * The inside of the Nether Portal block is hollow.
 * Despite popular belief, you only need one portal block, without a frame, to warp to the Nether. This applies to both Nether and The End portals.
 * Though this block must be obtained with an inventory editor, it is not possible to place two nether portal blocks next to each other in the vanilla game simply because the block updates, then realizes it's not in a frame, and so, disappears.
 * Placing portals next to each-other can however be done via Third-Party modifications.


 * If obtained with an inventory editor, or using the 'Pick Block' button to get the block, the block can be broken with a sound similar to glass while in creative mode.
 * While in your inventory, it appears as a full block unless it is rendered in the world. (Example, it looks like a normal full block, but when you place the hacked portal in your inventory, it will then render as it looks in Minecraft)
 * If pushed by a piston, this block disappears and causes the piston to glitch out, showing both an extended arm and a retracted arm.
 * When looking through a Nether Portal, rain and waterblocks become invisible
 * When looking through ice blocks, the portal blocks become invisible.

End Portal
The End Portal is a block that will teleport the player into or out of The End dimension. It looks like a hole to a three-dimensional void with layers of blue and greenish stars, and emits light and black smoke particles. Only the top and the sides of the block are technically visible, and the bottom side is transparent‏. In addition, the bottom and top cannot be passed through, although the sides can be. The collision box for this block takes up the lower 1/16th of the block, similar to Snow.

Wherever the End Portal block exists, there is also a tile entity named “Airportal”. This tile entity has no additional data and is presumably responsible for the special visual effect only. When a player touches an End Portal block, they are teleported to the End if they are in the Overworld, or to the Overworld if they are in the End.

Trivia

 * The End Portal is technically the only block without a conventional texture, or entity texture; it uses the same image as the background of The End, with an additional effect added on top.
 * When the End Portal is destroyed, it releases gray particles, because it has no texture as such - it is rendered differently to normal blocks in-game, using multiple textures, and so for the inventory icon and the particle texture, it just uses the texture at (0, 0) in terrain.png, the default, which is grass.


 * Unlike a Nether Portal, the player is instantly teleported to The End. As such, the player has no time to fall into the lava below the portal.
 * Despite popular belief, if you manage to obtain a portal block, you only need one, without a frame, to be transported to the End.
 * As of Beta 1.9 Pre-release 4, End Portal blocks can be destroyed in Creative Mode. This does not affect the effects of adjacent End Portal blocks.
 * If the Portal is viewed from underneath it will be invisible, allowing you to see through the portal.
 * If a player moves from an End Portal Frame (which does not have an Eye of Ender in it) onto a Soul Sand block placed on the sides of an End Portal Frame, they will briefly sink an extra distance while crossing over.
 * If TNT is detonated on an end portal no blocks in its blast radius will be destroyed the same as if TNT is detonated in water.
 * Passing the End Portal while riding a minecart will not teleport you to the end, instead you will simply pass through the portal straight into the lava below, because the portal does not check for riding entities, but only the hitting entity itself.
 * When a player properly passes through an End Portal, they maintain their vertical speed. Jumping from a very tall height into an End Portal usually results in massive fall damage (and usually death) when they land on the Obsidian panel that is created at the spawn point. This can be avoided by placing layers of water directly above the End Portal, which will negate fall damage upon entering the other dimension.
 * In multiplayer, hacked end portal frames making an end portal will disconnect the player because they "moved too fast", and when they respawn, they will spawn a distance from the end "island" above the void, falling in the void.
 * The Player can obtain some of the technical blocks in creative mode by clicking the scroll-wheel on their mouse and the portal will appear in their slot.
 * As of the 12w23b snapshot, the endportal frame block can be found in in the creative menu.
 * However, by using the "pick block" you may select an End Portal Frame block in an open inventory space.
 * Mobs that would typically teleport or catch on fire (Zombies, Skeletons, and Endermen) will ignite/teleport if standing in an End portal block.
 * This block can be destroyed by the Ender Dragon when said mob passes through it.
 * Though this block cannot be pushed or pulled by pistons, when placed next to a piston which is then turned on, if you delete the portal block the piston glitches out, showing both an extended piston arm and a retracted arm.
 * Interestingly, the selection box for an end portal block appears on the bottom of the block, even though the actual location of the texture is at the top of the block.

Purple Default Block
The Purple Default Block is the non-textured version of blocks, and is the base template for textured/existing blocks. It may appear when the texture for a block has been removed or cannot be found, such as for the Locked Chest, or when the player edits the inventory or uses the /give command to spawn blocks with an incorrect data value, such as a wool block at data value 16. In this case, it will appear as wool when placed but will appear as the untextured block to the player while in their inventory.

Properties
This image is what blocks look like without a texture. The block data still exists for the textured block it is supposed to be.

This block cannot be placed unless hacked into it by using programs such as MCEdit, since when placed by a player it will appear as the block it was supposed to be, say if you used a data value, like wool with the value of 16, placing it would force it to revert to white wool as the source block is wool.

This is technically not a block, but it is the grid block to the terrain.png file that would otherwise be invisible, therefore not allowing any cheating by default.

This texture glitch also happens when looking at a block with an outdated texture pack, such as using a 1.1 texture pack in 1.2.5, would result in the Redstone Lamp being this texture, although it will keep its properties.

There is a way to correct this texture error, if you find the slot in terrain.png that the block is looking for a texture for, simple either create a texture or use a version of the game with that texture present. It also happens using a texture pack from 1.2.5 in 1.3.2.

Invisible Bedrock
A wall of Invisible Bedrock surrounds Pocket Edition maps. When placed, it is possible to see through walls, but cannot be destroyed. When held, the item texture looks like that of a stone-like item. Ladders can be placed on it, allowing you to climb over the invisible wall surrounding the maps. If you go high enough in Creative mode, you can go around it. You will see through the blocks lined up against the Invisible Bedrock.

If you shoot an arrow into Invisible Bedrock it will continue until it has reached the level of visible Bedrock. There is a glitch where putting blocks at max height next to Invisible Bedrock and walking into it will cause you to clip through the Invisible Bedrock and appear to float on nothing.

Update Game Block


The Update Game Block is a placeholder for nonexistent data values. It is a block with a Dirt texture with "update!" written on it. The Update Game Block was added in 0.1.3.