Customized is a world type replacing the normal varied terrain of the Overworld with customizable features.
Customization
Basic settings
There are 18 customization options which affect whether generated structures will spawn in, as well as other environmental factors.
| Customization option | Parameters | Default | Description |
|---|---|---|---|
| Sea Level | 1-255 | 63 | The surface level of all oceans and rivers. If the level is set below the default, land masses are bigger, and rivers may be shallow or dry. All land below level 63 is gravel. For low settings, the ocean may be reduced to small lakes, may be restricted to underground caves and caverns, or sometimes even doesn't exist. If the level is set above the default, low-lying biomes such as tundra are fragmented or nonexistent, creating a world with smaller land masses. Rivers are not "rivers" in the literal sense, but are more like subterranean valleys. The world may, at high levels, consist of sparse islands separated by very deep water or may be all ocean, as in the Water World preset. |
| Caves | Yes/No | Yes | Caves are only generated underground. If omitted, they are not generated. |
| Strongholds | Yes/No | Yes | There are exactly three strongholds generated about 600 to 1200 meters in a 120° angle from each other around the center (0/0). End portals will not be generated in the world if strongholds are not generated. |
| Villages | Yes/No | Yes | Villages will only generate if there are plains, savannah or desert biomes. If the world is set to another biome, they are not generated. If no villages exist, there are no spawn areas for villagers. However, villagers can still be obtained by curing zombie villagers. |
| Mineshafts | Yes/No | Yes | Mineshafts are generated in each biome underground. If this is turned off, there are no mineshafts. |
| Temples | Yes/No | Yes | When this is turned on, jungle temples generate in jungle biomes, desert temples generate in desert biomes and swamp huts generate in swamps. If the world is set to another biome, they are not generated. |
| Ocean monuments | Yes/No | Yes | When this structure is turned on, the ocean monuments are generated in the deep ocean biomes. The adjusted sea level does not affect the generation of ocean monuments. If the world is set to another biome, they are not generated. |
| Ravines | Yes/No | Yes | Ravines are only generated underground. If omitted, they are not generated. |
| Dungeons | Yes/No | Yes | Dungeons are only generated if there is an opening next to them. If there is no opening (cave, stronghold, abandoned mine shaft, ravine or underground lake) near the generated position of the dungeon, the dungeon is not generated. |
| Dungeon Count | 1-100 | 7 | Changes how many times the game will try to generate a dungeon per chunk. This is not the actual number of dungeons per chunk - as not all attempts are successful. This is because they are only generated next to an opening. This means that at a setting of 100% only very few or no dungeons are generated when the ground does not provide an opening for connecting to the right places. For example, in a world with only ravines, only two dungeons were generated at a setting of 100%. |
| Water Lakes | Yes/No | Yes | If No, water lakes will not generate |
| Water Lake Rarity | 1-100 | 4 | Increases/decreases the rarity of water lake generation (as a percentage); lower values mean a higher number of water lakes. Water lakes can generate where there is no opening, unlike dungeons. Therefore, the underground water lakes are usually discovered only by chance while digging. The decrease in the frequency is not linear: the difference between 1% and 25% is huge, the other differences up to 100% are minor. The lakes are - in contrast to the dungeons - not always at the same position. |
| Lava Lakes | Yes/No | Yes | If No, lava lakes will not generate (Note: This does not prevent lava from filling up caves under Y level 10) |
| Lava Lake Rarity | 1-100 | 80 | Increases/decreases the rarity of lava lake generation (as a percentage); lower values mean a higher number of lava lakes. Lava lakes are generated underground to the surface. Very few lakes generate on the surface. In contrast to the lakes, which are uniformly distributed underground, the distribution of lava lakes concentrated on the lower levels. In addition, the positions in the lava lakes from setting to setting vary widely. Few lakes retain their position at each setting.
The decrease in the frequency is not linear: the difference between 1% and 25% is huge, the other differences up to 100% against small. |
| Lava Oceans | Yes/No | No | The setting determines whether all the world's oceans and rivers should be filled with lava. If they are filled with lava, all combustible materials on their shores catch on fire when a player is nearby. |
| Biome | All, Ocean, Plains, Desert, Extreme Hills, Forest, Taiga, Swampland, River, FrozenOcean, FrozenRiver, Ice Plains, Ice Mountains, MushroomIsland, MushroomIslandShore, Beach, DesertHills, ForestHills, TaigaHills, Extreme Hills Edge, Jungle, JungleHills, JungleEdge, Deep Ocean, Stone Beach, Cold Beach, Birch Forest, Birch Forest Hills, Roofed Forest, Cold Taiga, Cold Taiga Hills, Mega Taiga, Mega Taiga Hills, Extreme Hills+, Savanna, Savanna Plateau, Mesa, Mesa Plateau F, Mesa Plateau | All | Which biome(s) should generate in the world. The rare biomes, the Nether and the End are not on the list. However, biome variants such as beaches, hills and edge biomes can be generated. |
| Biome Size | 1-8 | 4 | Increases/decreases the size of biomes. Increasing the number by one doubles the size of biomes. The generation of oceans and lakes are independent of the biome size. Biomes are magnifed from the location of (0,0). Even in a single-biome world, this makes a difference; in a desert world, higher "biome size" seems to predispose toward flatter terrain and more villages and temples, while a lower setting results in steeper, more rugged terrain with fewer villages and temples. See also Large Biomes. |
| River Size | 1-5 | 4 | Increases/decreases the size and frequency of rivers. Increasing the number by one doubles the proximity of rivers from each other. So while you get only slightly bigger rivers by changing this 2 points, you also get around 3x as many rivers. At 1, rivers generate through most of the landscape. At 5, there are large stretches of no water. If the sea level is reduced well below 63, many "rivers" will be dry; but their beds will be dirt regardless of the surrounding biome. |
Ore settings
Each of the eleven sections of this page changes the settings for each type of "ore". This can be used to change the distribution for almost all ores and minerals. The only exception is emerald ore, as it only generates in extreme hills biomes and the vein size is always one block. As the distribution is hard coded, it cannot be changed. The distribution of natural resources in the Nether (gravel, soulsand, Nether quartz ore and glowstone) also cannot be changed. Apart from these exceptions, the vein size, number and distribution are set. Here are the default settings:
| Customization option | Parameters | Default | Description | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dirt | Gravel | Granite | Diorite | Andesite | Coal | Iron | Gold | Redstone | Diamond | Lapis Lazuli | |||
| Spawn Size | 1-50 | 33 | 33 | 33 | 33 | 33 | 17 | 9 | 9 | 8 | 8 | 7 | The maximum number of blocks in a single vein. |
| Spawn Tries | 0-40 | 10 | 8 | 10 | 10 | 10 | 20 | 20 | 2 | 8 | 1 | 1 | The number of times the world generator attempts to place a vein in a chunk. |
| Min. Height | 0-255 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 16[note 1] | The minimum height at which the ore spawns. |
| Max. Height | 0-255 | 256[note 2] | 256[note 2] | 80 | 80 | 80 | 128 | 64 | 32 | 16 | 16 | 16[note 1] | The maximum height at which the ore spawns. |
- Notes
- ↑ a b The Lapis Lazuli distribution follows its own rules : instead of a minimum and a maximum height, it is based on a center height and a spread value. By default, these values are set to 16, meaning that Lapis Lazuli can generate within levels 0 to 32, mostly around level 16.
- ↑ a b Although 256 is the maximum height, adjusting the slider moves the values from 0-255. Resetting to Default is the only way to observe 256 on the slider if it has been moved.
Advanced settings
There are 16 customization options which can be used to affect various aspects of Minecraft's terrain generator. These settings are on two pages, one with sliders and one which allows for text input. On the manual text input page, typing in any value lower or higher than the allowed parameter will change the value to the lowest or highest value possible for that customization option. The settings only change the mountains and valleys which affect the landscape. Rivers, biome location, and cave location remains unchanged at each setting.
Minecraft uses Perlin Noise to create the randomness of its terrain. Perlin Noise is a method for generating noise that transitions smoothly and looks more natural than 'regular' noise. For the surface, the Minecraft world generator uses many Perlin noise functions.Three Perlin Noise functions are combined to form the standard hills: a main function (Main Noise), a lower limit (Lower Limit) and a ceiling (Upper Limit). The world generator is calculated for each coordinate (X, Z) by comparing the average value between the lower limit and upper limit to the value of the main function. The base height (Depth Base) determines the separation between the standard hills and valleys and is independent from sea level (which is set separately on page 1).[1]
The default scenery is not seen in the finished world, because each biome has specific properties planes are flat, hill have small to medium elevations, extreme mountains are high mountain ranges, oceans have deep, shallow valleys, savannas and mesas have low mountains with flat plateaus etc. Each biome type has an individual biome depth (Biome Depth) and an individual biome factor (Biome Scale) in order to perform the biome specific deformations.
| Customization option | Parameters | Default | Description |
|---|---|---|---|
| Main Noise Scale X | 1–5000 | 80 | Stretches the terrain along the x-axis
|
| Main Noise Scale Y | 1–5000 | 160 | Stretches the terrain along the y (height) axis.
|
| Main Noise Scale Z | 1–5000 | 80 | Stretches the terrain along the z-axis.
|
| Depth Noise Scale X | 1–2000 | 200 | Creates more variations and abrupt changes in the height of the terrain along the x-axis.
|
| Depth Noise Scale Z | 1–2000 | 200 | Creates more variations and abrupt changes in the height of the terrain along the z-axis.
|
| Depth Noise Exponent | 0.01–20 | 0.5 | Customizes the size of random shapes that appear in world generation
|
| Depth Base Size | 1–25 | 8.5 | Decides at which height the surface is generated, before anything else is manipulated. But unlike a stretch effect, this gives more ground to be manipulated. Any change in the value of 1 corresponds to a variation of the base height by 8 levels. The value 0 can not be set because of the base amount at least still the bedrock level must be generated. The default value of 8.5 corresponds to the base height of 68, which is slightly above sea level (level 63).
|
| Coordinate Scale | 1–6000 | 684.412 | Horizontal stretch of the main world. This effectively handles "sharpness", which makes differences in the terrain more distinct. This applies to the first run of hills/mountains the game makes, but not to further changes.
|
| Height Scale | 1–6000 | 684.412 | Vertical stretch of the main world. This applies to the first run of hills/mountains the game makes, but not to further changes.
|
| Height Stretch | 0.01–50 | 12 | Everything gets stretched or crushed more along the y-axis. It pulls terrain upward.
|
| Upper Limit Scale | 1–5000 | 512 | Make terrain more solid/riddled with holes depending on how close the values are to the lower limit scale values. Note however, that it is used in cave/cavern generation, and so setting them far apart with caves/caverns turned off doesn't give you holed terrain.
|
| Lower Limit Scale | 1–5000 | 512 | Make terrain more solid/riddled with holes depending on how close the values are to the upper limit scale values. The further apart the values, the more holes there are in the landscape.[verify] Note however, that it is used in cave/cavern generation, and so setting them far apart with caves/caverns turned off doesn't give you holed terrain. This setting has the same effect as the Upper Limit Scale, except that it affects parts of the landscape which the Upper Limit Scale does not affect. |
| Biome Depth Weight | 1–20 | 1 | Changes the height of the biomes. With increasing value the heights of the biomes are increased, without affecting the rest of the landscape. A maximum setting of 20 results in cone mountains that would exceed the maximum height of 256 meters and cap there. Large valleys of normal landscape generate between the mountains. The middle screenshot shows the value of 3. |
| Biome Depth Offset | 0–20 | 0 | Determines the surface level of the biome. The surface level of the biome is raised, but not the height of the features of the biome (e.g. hills). For example, in a tundra biome the surface at a setting of 0 is near the ocean level as normal. When set to 2, the surface is already at 100 meters, at 5 it is 150 meters and 10 at 250 meters. A further increase of the value leads to surfaces that would exceed the maximum height of 256 meters. The landscape is then capped. Therefore, at the maximum value 20 only a smooth, green sectional area at the level of 256 is visible. |
| Biome Scale Weight | 1–20 | 1 | Determines the weight of biome specific characteristics. With increasing values, these characteristics are weighted more heavily. At the maximum value all tundra hills are over 240 meters high. |
| Biome Scale Offset | 0–20 | 0 | Moves biome specific characteristics. With increasing value these characteristics are moved further. The higher the value, the longer it takes to generate the landscape. |
Presets
| Image | Preset | Preset code | Description |
|---|---|---|---|
| Water World | Special properties:
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":5000.0,"mainNoiseScaleY":1000.0,"mainNoiseScaleZ":5000.0,"baseSize":8.5,"stretchY":8.0,"biomeDepthWeight":2.0,"biomeDepthOffset":0.5,"biomeScaleWeight":2.0,"biomeScaleOffset":0.375,"seaLevel":255,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
|
A world completely submerged in a moderately deep ocean. Not recommended for Survival Mode. | |
| Isle Land | Special properties:
|
A world similar to Extreme Hills biomes with numerous floating islands. | |
| Caver's Delight | Special properties:
|
A world consisting of dark, expansive caverns with large overhangs on the outside. | |
| Mountain Madness | Special properties:
|
A world consisting of tall, extremely steep mountains, often with overhangs, cliffs and some big caverns. | |
| Drought | Special properties:
|
A world with low sea levels and small "ocean lakes" with expansive areas of gravel. | |
| Caves of Chaos | Special properties:
|
A world with tall, expansive caves that have numerous springs. They are so porous that parts of the caves are sunlit and have vegetation. Caves often have wacky structures that hang from the ceiling. Sometimes, they have expanses of water near the floor, despite the low sea level. | |
| Good Luck | Special properties:
|
A predominantly stone and gravel world with lava oceans, dry rivers, and little or no vegetation and animals. |
Video
Custom/video
History
| r | |||||
|---|---|---|---|---|---|
1.8{{Extension DPL}}<ul><li>[[Spider Eye|Spider Eye]]<br/>{{Item
| title = Spider Eye
| image = Spider Eye.png
| renewable = Yes
| heals = {{Hunger|2}}
|effects={{EffectLink|Poison}} (0:05)
| stackable = Yes (64)
}}
A '''spider eye''' is a poisonous [[food]] and [[brewing]] item.
== Obtaining ==
=== Mob loot ===
==== Spiders ====
[[Spider]]s and [[cave spider]]s have a {{frac|1|3}} chance of dropping a [[spider eye]] when killed by a player or tamed wolf, but not when killed by environmental damage (such as falling). The maximum amount of spider eyes is increased by 1 per level of [[Looting]]. The chance of a spider '''not''' dropping any spider eyes can be found using the formula <code>2 / (Looting Level + 3)</code>. For example, Looting III gives a {{frac|1|3}} chance of not dropping any spider eyes. All other amounts have an equal chance of occurring.
==== Witches ====
[[Witch]]es have a chance of dropping 0–6 spider eyes upon death. This is increased by 3 per level of [[Looting]], for a maximum of 0-15 spider eyes.
=== Chest loot ===
{{LootChestItem|spider-eye}}
== Usage ==
=== Food ===
When [[Food|eaten]], a spider eye restores {{hunger|2}} [[Hunger|hunger points]] and 3.2 [[Hunger#Mechanics|saturation points]], giving a nourishment value of 1.6. It also applies a [[Poison]] [[effect]] lasting 5 seconds to the player, causing {{hp|4|poisoned=1}} damage, which reduces hunger/saturation by 6 points.
=== Crafting ingredient ===
{{crafting usage}}
=== Brewing ingredient ===
{{brewing
|showname=1
|head=1
|Spider Eye
|Mundane Potion
|base=Water Bottle
}}
{{brewing
|foot=1
|Spider Eye
|Potion of Poison
}}
==Sounds==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Spider Eye
|spritetype=item
|nameid=spider_eye
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Spider Eye
|spritetype=item
|nameid=spider_eye
|id=278
|form=item
|foot=1}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
== Video ==
<div style="text-align:center">{{yt|-PD-wX07TCg}}</div>
== History ==
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[File:Spider Eye JE1 BE1.png|32px]] Added spider eyes.
|Spider eyes can be used to craft [[fermented spider eye]]s.}}
{{History|||snap=Beta 1.9 Prerelease 3|Spider eyes can now be [[brewing|brewed]] in a [[water bottle]] to create a [[Mundane Potion]], or in an [[Awkward Potion]] to create a [[Potion of Poison]].}}
{{History||1.4.2|snap=12w38b|Spider eyes can now be dropped by [[witch]]es.}}
{{History||1.9|snap=15w44a|Spider eyes can now be found in [[desert pyramid|desert temple]] [[chest]]s.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 375.}}
{{History||1.14|snap=18w43a|[[File:Spider Eye JE2 BE2.png|32px]] The texture of spider eyes has been changed.}}
{{History|pocket alpha}}
{{History||v0.12.1|snap=build 1|[[File:Spider Eye JE1 BE1.png|32px]] Added spider eyes.|Spider eyes can be used to craft [[fermented spider eye]]s and for [[brewing]].}}
{{History||v0.13.0|snap=build 1|Spider eyes can now be found in [[desert pyramid|desert temple]] [[chest]]s.}}
{{History||v0.14.0|snap=build 1|Spider eyes can now dropped by [[witch]]es.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Spider Eye JE2 BE2.png|32px]] The texture of spider eyes has been changed.}}
{{History|console}}
{{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Spider Eye JE1 BE1.png|32px]] Added spider eyes.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|[[File:Spider Eye JE2 BE2.png|32px]] The texture of spider eyes has been changed.}}
{{History|New 3DS}}
{{History||0.1.0|[[File:Spider Eye JE1 BE1.png|32px]] Added spider eyes.}}
{{History|foot}}
== Issues ==
{{issue list}}
== References ==
{{reflist}}
{{items}}
[[cs:Pavoučí oko]]
[[de:Spinnenauge]]
[[es:Ojo de araña]]
[[fr:Œil d'araignée]]
[[hu:Pókszem]]
[[it:Occhio di ragno]]
[[ja:クモの目]]
[[ko:거미 눈]]
[[nl:Spinnenoog]]
[[pl:Oko pająka]]
[[pt:Olho de aranha]]
[[ru:Паучий глаз]]
[[zh:蜘蛛眼]]
[[Category:Food]]
[[Category:Renewable resources]]
[[Category:Brewing recipe]]</li><li>[[Beetroot|Beetroot]]<br/>{{about|the basic food item|the seeds|Beetroot Seeds|the soup|Beetroot Soup}}
{{Item
| title = Beetroot
| image = Beetroot.png
| heals = {{hunger|1}}
| renewable = Yes
| stackable = Yes (64)
}}
A '''beetroot''' is a food and [[dye]] ingredient.
== Obtaining ==
=== Farming ===
Beetroots are obtained from harvesting a fully grown [[beetroots|crop block]], which drops 1 beetroot and 1-4 seeds ({{frac|2|5|7}} seeds per plant harvested on average). Seed yield can be increased using a tool enchanted with [[Fortune]], with Fortune III harvesting an average of {{frac|5|3|7}} seeds per plant.
These crops can be found growing in [[village]]s or can be grown from planted [[beetroot seeds]].<!-- Do not add locations for finding seeds. Where to find seeds is described in the article about the seeds. -->
== Usage ==
=== Food ===
A beetroot can be eaten to restore {{hunger|1}} [[hunger]] and 1.2 hunger [[Hunger#Mechanics|saturation]]. Six beetroots can be crafted into [[beetroot soup]], which restores six times the hunger and saturation of a single beetroot.
=== Crafting ingredient ===
{{crafting usage}}
=== Breeding ===
Beetroots can be used to [[breeding|breed]] [[pig]]s. Pigs also follow a player who is holding beetroot.
[[Villager]]s can pick up beetroot items to become willing, allowing them to breed. Villagers need 12 beetroots before they can breed.
=== Composting ===
Placing beetroot into a [[composter]] has a 65% chance of raising the compost level by 1.
=== Trading ===
Novice-level Farmer villagers have a 25%{{only|bedrock}} or 40%{{only|java}} chance to buy 15 beetroots for an emerald.
== Sounds ==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Beetroot
|spritetype=item
|nameid=beetroot
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Beetroot
|spritetype=item
|nameid=beetroot
|id=285
|form=item
|foot=1}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
== History ==
{{History|java}}
{{History||1.9|snap=15w31a|[[File:Beetroot JE1 BE1.png|32px]] Beetroots have been added, along with its [[beetroot seeds|seeds]] and [[beetroot soup]]. Beetroot can also be used to craft [[rose red]] dye.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 434.}}
{{History||1.14|snap=18w43a|[[File:Beetroot JE2 BE2.png|32px]] The texture of beetroot has been changed.}}
{{History|||snap=19w03a|Placing beetroot into the new [[composter]] has a 50% chance of raising the compost level by 1.}}
{{History|||snap=19w05a|Beetroot now has a 65% chance of increasing the compost level in a composter by 1.}}
{{History|||snap=19w11a|Farmer [[villager]]s now [[trading|buy]] beetroots.}}
{{History||1.17|snap=21w13a|The model of the [[crop]] for the beetroot crops has been tweaked that the backside textures are mirrored.}}
{{History|pocket alpha}}
{{History||November 13, 2013|link=http://instagram.com/p/gnkWOlJMB3/|[[Jeb]] announces on [[wikipedia:Instagram|Instagram]] that [[Johan Bernhardsson]] is working on a surprise feature for 0.8.0 alongside a picture of the [[player]] holding beetroot.}}
{{History||November 14, 2013|link={{tweet|jbernhardsson|400902957782147072}}|Johan posts another image of beetroot, confirming that the image previously posted by Jeb was indeed beetroot.}}
{{History||v0.8.0|snap=build 2|[[File:Beetroot JE1 BE1.png|32px]] Added beetroots. They are not obtainable in the Creative inventory.}}
{{History||v0.9.0|snap=build 1|Beetroot can now be used to lead and [[breeding|breed]] [[pig]]s.}}
{{History||v0.12.1|snap=build 1|Beetroot now restore [[hunger]], rather than [[health]].
|Beetroot can now generate in [[village]]s as [[crop]]s.}}
{{History||v0.13.1|Added beetroot to the Creative inventory.<ref name="missing beetroot item">https://bugs.mojang.com/browse/MCPE-10497</ref><!---{{info needed}}, the bug tracker has very little information. It's not in the Creative inventory in v0.12.1 or v0.13.0 initial release, but is in v0.14.0--->}}
{{History||v0.16.0|snap=build 1|Beetroot can now be used to craft [[rose red]] dye.}}
{{History||v0.16.2|Beetroot can now be found in [[chest]]s inside large houses in [[snowy taiga]] and [[snowy tundra]] [[village]]s.}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|[[Villager]]s can now can pick up beetroot to become willing.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Beetroot JE2 BE2.png|32px]] The texture of beetroot has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Beetroot can now be used to fill up [[composter]]s.}}
{{History|||snap=beta 1.11.0.4|Beetroot can now be sold to farmer villagers.}}
{{History|console}}
{{History||xbox=TU43|xbone=CU33|ps=1.36|wiiu=Patch 13|switch=1.0.1|[[File:Beetroot JE1 BE1.png|32px]] Added beetroots.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Beetroot JE2 BE2.png|32px]] The texture of beetroot has been changed.}}
{{History|new 3ds}}
{{History||0.1.0|[[File:Beetroot JE1 BE1.png|32px]] Added beetroots.}}
{{History|foot}}
== Issues ==
{{Issue list}}
== Gallery ==
<gallery>
File:Beetrootstwitpic.png|The image released by [[Johan Bernhardsson]] on [[Wikipedia:Twitter|Twitter]].
File:Pigs following beetroot holder.png|Pigs following the [[player]].
File:Village Wheat Beetroot Farm.png|Beetroots generated in a [[village]].
File:Beetroot farm.png|A beetroot garden.
</gallery>
== References ==
{{Reflist}}
{{Items}}
[[Category:Plants]]
[[Category:Food]]
[[Category:Renewable resources]]
[[cs:Červená řepa]]
[[de:Rote Bete]]
[[es:Remolacha]]
[[fr:Betterave]]
[[hu:Cékla]]
[[it:Barbabietola]]
[[ja:ビートルート]]
[[ko:비트]]
[[nl:Biet]]
[[pl:Burak]]
[[pt:Beterraba]]
[[ru:Свёкла]]
[[th:บีทรูท]]
[[uk:Буряк]]
[[zh:甜菜根]]</li></ul> | 22 April 2014 | A preview video of the Customized world type is revealed on the TeamMojang YouTube channel. | |||
| 14w17a | Added Customized world type. | ||||
| 14w25a | The generation of ocean monuments can now be customized. | ||||
Trivia
- The customized world type is based on a Minecraft mod Ryan Holtz made in 2012 called Wedge.[2]
- The following preset can be used to generate a world similar to the Amplified world type:[3]
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.0,"upperLimitScale":512.0,"depthNoiseScaleX":200.0,"depthNoiseScaleZ":200.0,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":2.0,"biomeDepthOffset":1.0,"biomeScaleWeight":4.0,"biomeScaleOffset":1.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"la ize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
- If you set all of the options to the maximum amount for every ore (Put 64 for Center and Spread height, 0 for minimum height, and 129 for maximum height for lapis lazuli ore), except for dirt, gravel, and stone variants, then almost every stone block will be an ore.
Issues
Issues relating to "Custom" are maintained on the bug tracker. Report issues there.
References