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Hello there, I just noticed that the horizontal lists in navboxes have some weird spacing if there are child nodes. (Example: Template:Blocks) After every opening bracket, there is a text node containing a space, and after every closing bracket, there is some space missing.
Does someone know how to fix this? I would try to, but I don't want to break other stuff. | violine1101(Talk) 10:54, 19 November 2017 (UTC)
I'm not sure myself why this happens, but I'm certain I've not seen it do this at least before the host move. I observe that for some reason the spacing at the end of a single list item is used up by the closing bracket of the sublist in it. From what I understand looking at it for the first time, the closing brackets are not included in the spacing caused by– Jack McKalling (t • c • p) 11:09, 19 November 2017 (UTC):afterspacing in eachlielement, or the spacing of the element itself.- Okay I think I figured it out. I was right about the spacing, a negative spacing was used on the wrong side of the bracket. I've called in help to fix this on the stylesheet.– Jack McKalling [
] 00:11, 7 December 2017 (UTC)
- Fixed, see here. Let me know if you spot anything else, Violine1101. – Jack McKalling [
] 08:31, 7 December 2017 (UTC)
- Thank you. I wish I noticed earlier that this has been solved. | violine1101(Talk) 15:30, 22 February 2018 (UTC)
- Fixed, see here. Let me know if you spot anything else, Violine1101. – Jack McKalling [
Seasons
I see this done way too much, so I decided to post about it here. Can we please stop using seasons as time indicators. Seasons are not global, what is summer in the northern hemisphere is winter in the southern one. I know quarters (Q1, Q2, Q3, and Q4) are also far from perfect but I think they're way better than seasons.
This is not aimed towards anyone in specific, but I see people do this every so often and I figured I might as well try to stop them by posting here (small chance, I know. But still). --Pepijn (talk) 12:08, 25 November 2017 (UTC)
- Maybe we could discuss putting this in the style guide? – Sealbudsman talk/contr 18:55, 26 November 2017 (UTC)
- Agree I get annoyed by this as well (people seem to forget about the southern hemisphere a lot). – Nixinova
06:47, 21 April 2018 (UTC)
Where should data and protocol versions be documented?
There's two pieces of version-specific information that aren't currently documented on this wiki:
- Protocol versions, which are used in the network protocol to make sure servers and clients are compatible.
- Data versions, which are used in chunks and in other files for the DataVersion tag, so that data can be upgraded between different versions.
While neither of these things are useful for the average player, they're useful for developers. Protocol versions are currently documented on wiki.vg (n.b. the overlap between content here and on wiki.vg is another thing which I've been meaning to post about for around a year but haven't gotten to yet, but let's just not worry about that for now). However, data versions are undocumented on either wiki. I've generated a list of them using Burger, though.
Where should these be put on this wiki? For sure it would be useful to have them on {{Version nav}}, but I'm thinking it'd also be useful to have them (or at least data versions) on another table somewhere so that it's easy to look up the version(s) corresponding to each number.
I'd be willing to handle adding the information to whatever articles need it (I may want to script the process though since it'd be adding information to all the versions). I just don't know where. --Pokechu22 (talk) 00:03, 17 December 2017 (UTC)
- Are there any arguments or reasons not to add "Data versions" and "Protocol versions" articles (or maybe "version history", to match our other version history pages)? If not, I think that'd be the natural choice. 「ディノ奴千?!」? · ☎ Dinoguy1000 00:51, 17 December 2017 (UTC)
- If the mentioned subjects are about the internals of the game engine, so technical that it requires reverse engineering to figure out, then it's probably not intended for the scope of this wiki. The source code is not meant for the public, it is obfuscated for a reason. So I don't even think doing this is legal. I'm not sure though, I just glanced over these subjects and I'm not certain what it's all about. But that's my two cents. – Jack McKalling [
] 20:11, 17 December 2017 (UTC)
- If the mentioned subjects are about the internals of the game engine, so technical that it requires reverse engineering to figure out, then it's probably not intended for the scope of this wiki. The source code is not meant for the public, it is obfuscated for a reason. So I don't even think doing this is legal. I'm not sure though, I just glanced over these subjects and I'm not certain what it's all about. But that's my two cents. – Jack McKalling [
- Data versions are stored in several parts of NBT. We document the NBT format even though that's internal. Also, MCP is (partially) maintained by mojang devs (Searge in particular) -- in particular the SRG deobfuscation mappings -- and the EULA doesn't prohibit reverse engineering (only redistribution) unlike that for most games.
- Whether or not it is in scope is a valid question, though. wiki.vg hosts the majority of the technical documentation (except for some classic stuff and other things, but again I'm not ready to hold the discussion about the overlap yet); it would be entirely possible to put the documentation for data versions there (PVNs are already there). --Pokechu22 (talk) 20:20, 17 December 2017 (UTC)
- I see reason to be cautious about this. This very technical data will have to be obtained, maintained, and explained by experts well versed in the subject matter. Will the data be verifiable by means of automation and be noncontroversial as to its meaning and interpretation? Probably both, but if there's room for differing opinions we could get ourselves stuck between two camps of experts with no way to vet any statements they make nor participate with them in the consensus building process. In a normal wiki you'd have a professional community to fall back on, but you won't have that in this case. – Auldrick (talk · contribs) 23:45, 17 December 2017 (UTC)
- Very good point. I would consider this one of the reasons for it being out of scope. All editors should have equal viable access to the source of information, like in-game observations, twitter posts and the website, but internal source code which would require expert analysis does not belong to that. It would at least require (Java) programming knowledge and trusted deobfuscation technologies. I wouldn't classify the NBT format to be internal source code however, as it is a portable format used to communicate with the source code. It's more of a data container similar to json files, used to e.g. enhance in-game command abilities. So NBT does fall under the scope of this wiki and is open to be used and interpreted by the public. – Jack McKalling [
] 00:10, 18 December 2017 (UTC)
- Burger, which I mentioned before, automatically extracts this data. Here's sample data for 17w50a (well, that's actually burger + burger vitrine; burger itself gives json data).
- There's other internal data we have on the wiki. For instance, numeric entity IDs are not displayed anywhere in game, but are cataloged on here (and on wiki.vg). Hardness is also an arbitrary, non-observable value (break times are, but individual hardness isn't), and we catalogue it; we also catalogue blast resistances. --Pokechu22 (talk) 00:22, 18 December 2017 (UTC)
- Also worth noting that data version numbers are observable via just launching each version, loading a world, and observing the information in level.dat. However, protocol version numbers aren't observable that way, so it's either burger or capturing the handshake packet for each version. --Pokechu22 (talk) 00:28, 18 December 2017 (UTC)
- Very good point. I would consider this one of the reasons for it being out of scope. All editors should have equal viable access to the source of information, like in-game observations, twitter posts and the website, but internal source code which would require expert analysis does not belong to that. It would at least require (Java) programming knowledge and trusted deobfuscation technologies. I wouldn't classify the NBT format to be internal source code however, as it is a portable format used to communicate with the source code. It's more of a data container similar to json files, used to e.g. enhance in-game command abilities. So NBT does fall under the scope of this wiki and is open to be used and interpreted by the public. – Jack McKalling [
- I see reason to be cautious about this. This very technical data will have to be obtained, maintained, and explained by experts well versed in the subject matter. Will the data be verifiable by means of automation and be noncontroversial as to its meaning and interpretation? Probably both, but if there's room for differing opinions we could get ourselves stuck between two camps of experts with no way to vet any statements they make nor participate with them in the consensus building process. In a normal wiki you'd have a professional community to fall back on, but you won't have that in this case. – Auldrick (talk · contribs) 23:45, 17 December 2017 (UTC)
I've learned (by complete happenstance and on two separate occasions) that:
- The German wiki currently has data versions, listed both on their version history page (which has multiple versions on it) and an incomplete list on their data values page. (I don't speak German).
What's more, they also mention that you can use
/testfor @p {DataVersion:<ID>} to check data versions and branch with command blocks -- but this probably also means that it's visible through/entitydata. So that's a way to verify these ingame, without even using an NBT editor. - The Dutch wiki has added protocol version numbers to their version pages (as mentioned in the Gamepedia slack). They actually did this in a way that didn't require bulk edits to all of the pages; instead, they changed their version nav template to automatically add the version:
{{#if: {{{geen_protocol|}}} | | {{infobox row|[[Protocolversie]]nummer|<samp>{{#if: {{{protocolversie_handmatig|}}} | {{{protocolversie_handmatig}}} | {{protocolversie| {{{title}}} }} }}</samp> }} }}which we'd probably change to something like:
{{#if: {{{no_protocol|}}} | | {{infobox row|[[Data versions#Protocol|Protocol version number]]|{{#if: {{{protocol_manual|}}} | {{{protocol_manual}}} | {{Protocol version| {{{title}}} }} }} }} }}They did this by creating a template that gets the version number given a version's name, using this module and this data. It looks like since then, they've also done the same for data versions.
The template can also generate a table, but the keys aren't sorted right now so that's a bit of a mess -- something for someone who knows lua better to handle.
I think that we should probably take the same approach as the dutch wiki, with the template to add the information automatically. While the template does mean you need to edit a different page to add info to the article, you'd still need to manually edit it to add it to a table that would be on data values; the template can do both and it would also mean that we wouldn't need to edit all the old articles.
The one thing that may be difficult for us is that we use our version nav template for all editions of the game, while they only cover Java Edition. So while they only have a few versions that would have no protocol info, we have a ton of them. (PE does actually appear to have a protocol version of some sort, but I don't know if the values for it are documented and I don't work with PE). A similar issue is present for data versions, as only versions after 1.9 have them; we wouldn't want to include info about those on versions they don't apply to.
In case it wasn't clear, I also thing it makes sense to put both of these numbers in the data values page; IMO there isn't a need for a separate article.
Anyways, those are my rambling thoughts. --Pokechu22 (talk) 01:43, 8 January 2018 (UTC)
- Bump, sort of. I've edited the links in the text above to link to the correct modules, as I've renamed the modules while updating them (for hopefully a while, not counting releases). They still do the same thing, though. Thanks to pokechu22 tables are now generated correctly (see here) and we now only have to edit one module instead of two to get the version data in, which is good. --DarkShadowTNT NL Admin (t ♦ c) 15:56, 27 January 2018 (UTC)
Wiki inconsistencies
As I was looking through this wiki, I noticed a few inconsistencies that need to be addressed.
- About a year ago at Talk:Diamond#Diamond obtaining? it was said that diamonds being obtainable by mining a nether reactor core is for the history section only, and is not to be included under Diamond#Obtaining,(as per mcw:UPTODATE). However, at Iron Ingot#Obtaining it clearly lists that mining a nether reactor core drops iron ingots. This goes against what was said on the diamond talk page before. Something needs to be done: either remove Iron Ingot#Mining from the Iron Ingot page, or add nether reactor core info to the Diamonds page.
- At 1.3.1#Commands, it says that the /kill command was added in 1.3.1. However, at Commands#History it says that the /kill command was added in 1.2.6. Which is correct?
This last one is less of a concern but I'd figure I bring it up anyway:
- Concerning the Spawning section in mob articles and what information is allowed there. At Talk:Chicken#Chicken Jockey? it mentions that the fact the Chickens being able to spawn as Chicken Jockeys does not exist under Chicken#Spawning because the Chicken Jockey's spawning is "handled when a baby zombie spawns". However, at Skeleton#Spawning the fact that skeletons can spawn as a Spider Jockey and as a part of a skeleton horse trap are documented there. Using the above logic, neither of those should be there, because the skeleton doesn't handle the spawning for either (the spider/skeleton horse trap does). You could even take it one step further and say the same on other articles, (e.g.: Witch#Spawning wouldn't say that witches spawn from villagers struck by lightning, because the spawning is handled by the lightning and not the witch). The point is, I vote to add that chickens can spawn as chicken jockies under Chicken#Spawning because that would make it consistent with every other mob article on this wiki.
-EatingSilencerforBreakfast (talk) 01:58, 17 December 2017 (UTC)
- Regarding /kill: The command does not exist in the release 1.2.5 server, but does exist in the release 1.3.1 server. However, the comment about alpha 1.2.6 was added at the time that version was released. So probably, the command was removed somewhere in the middle. Unfortunately we don't have servers for those versions, so it's not possible to check when it was removed :/
- Regarding chicken spawning: Support adding it there (making it clear that it is the zombie that does the spawning, though, because the spawn conditions vary) --Pokechu22 (talk) 03:03, 17 December 2017 (UTC)
Regarding the /kill part, during Alpha 1.2.6, it was only for SMP (Survival Multiplayer). It was added to single player on release 1.3.1 Skylord wars (talk) 09:17, 17 December 2017 (UTC)
- I've removed the nether reactor bit from the iron ingot page, as I believe it's uncontroversial in being out of date - please challenge me if I'm wrong.
- I support mentioning chicken jockey spawning, as Pokechu describes. – Sealbudsman talk/contr 05:44, 18 December 2017 (UTC)
- I added the chicken jockey information at Chicken#Spawning. -EatingSilencerforBreakfast (talk) 01:12, 27 December 2017 (UTC)
I noticed something similar. On the Beta 1.9 Prerelease 2 page it says that "Milk is now drinkable, resetting all potion effects currently afflicted upon the player." However, the milk page says that milk was made drinkable in Beta 1.8 but wasn't able to cure status effects until Beta 1.9 Prerelease 2, and on the 1.0.0 page, it mentions absolutely nothing about milk. --Madminecrafter12 (talk) 02:35, 4 January 2018 (UTC)
Mod Screenshot Licensing
How should files of screenshots that show mods in Minecraft be licensed? I know it's showing the game Minecraft, which would usually be Mojang, but because it shows mods that are not supported by Minecraft, shouldn't it use a separate license? --Madminecrafter12 (talk) 20:58, 1 January 2018 (UTC)
- Correct. -Xbony2 (GRASP) (FTB Wiki Admin) (talk) 22:16, 1 January 2018 (UTC)
Internal error with history for "Tutorials/Creating a challenge map"
When I click on the "history" tab for the page Tutorials/Creating a challenge map, it has a giant box in red saying,
"[7ae048a3990d5e9ae0099026] /index.php?title=Tutorials/Creating_a_challenge_map&action=history Wikimedia\Assert\ParameterAssertionException from line 63 of /var/app/current/vendor/wikimedia/assert/src/Assert.php: Bad value for parameter $dbkey: invalid DB key 'Brenn_'",
and then it keeps going. The name of the page says it is "internal error". See https://minecraft.gamepedia.com/index.php?title=Tutorials/Creating_a_challenge_map&action=history, and you'll see what I mean. Does anyone know why this is and how to fix it?--Madminecrafter12 (talk) 01:33, 13 January 2018 (UTC)
- Comment: you need to set your displayed changes limit to 250 or higher to get this error. A limit of 100 will not produce this error.
- This seems to be caused by an invalid username in history. This is not the first time such an error occurs, and like the previous time, it should be reported to Curse. --AttemptToCallNil (report bug, view backtrace) 06:47, 13 January 2018 (UTC)
- I had this problem for another page too, but it's fixed now. – Jack McKalling [
] 10:39, 13 January 2018 (UTC)
- I had this problem for another page too, but it's fixed now. – Jack McKalling [
- Fixed by Gamepedia staff. --AttemptToCallNil (report bug, view backtrace) 15:22, 13 January 2018 (UTC)
- Great, thanks! --Madminecrafter12 (talk) 19:27, 13 January 2018 (UTC)
Also, the maximum number of changes I have is 200, which is not 250 or higher, so I don't know why the error happened.--Madminecrafter12 (talk) 19:28, 13 January 2018 (UTC)- Never mind, I previously didn't read Orthotope's comment thoroughly--Madminecrafter12 (talk) 19:29, 13 January 2018 (UTC)
Archive this page
Someone? It's already 2018. – ITechieGamertce 14:45, 18 January 2018 (UTC)
- I've moved all the 2017-reply-only topics to Archive 21. – Nixinova
07:01, 21 April 2018 (UTC)
Plural case of redirects
I'm not exactly clear on when a plural redirect is acceptable. There have been many times when I have made a redirect to a page that's the plural case that the page got deleted, and other times where there was no request for deletion. I looked in the "Redirect Cleanup" project and it said that plural redirects should only be used when the singular case could not be linked to when writing the plural case (for example, [[Grass Block]]s would be possible). However, if this is true, than hundreds of the redirects on the Minecraft Wiki that have been existing for many years, would have to be deleted (Zombies, Sponges, Slabs, etc.). Could somebody please explain when a plural case can become a redirect, even if the singular case could be linked to when writing the plural case?--Madminecrafter12 Talk • Contributions 14:11, 11 February 2018 (UTC)
- It's all about if the editor who cares about redirects saw the change in recent changes. As you can see, that project isn't really active, and while I'd go for the option #3 for redirect usefulness (no plurals at all, use pipe links instead) the consensus so far is keeping less regular plurals because they are actually useful for linking. Really, I think that this project could use some activity, I'm thinking about suggesting some categorization for redirects. Even a few templates keeping them in some nice categories like in WP:TMR would be useful, to be honest. --Hubry (talk) 16:48, 11 February 2018 (UTC)
- Thanks for the info! For now I think I'm not going to make any plural links, but not mark existing ones for deletion, until it's more clear what the best option would be.--Madminecrafter12 Talk • Contributions 17:05, 11 February 2018 (UTC)
- As far as I'm concerned, deleting these redirects is a waste of time; redirects are cheap, and there's no point to deleting redirects unless they're actually problematic (vandalism, preventing a pagemove, etc.) 「ディノ奴千?!」? · ☎ Dinoguy1000 10:39, 12 February 2018 (UTC)
- ...thanks for linking that, I think I am a bit deletion-happy in case of redirects and you are right. Though I still think the amount of redirects we have for some pages is slightly excessive, I will stop marking those for deletion. I think WP:CHEAP should probably be mentioned in the style guide. --Hubry (talk) 12:59, 12 February 2018 (UTC)
- In my personal opinion, I see no big problem with having plural redirects, as like mentioned on WP:CHEAP, redirects take up very little space. Also, as a user, I've noticed that plural redirects seem to make searching easier - for example, the reason I created the redirect, Tutorials/Command blocks (it's now deleted), is because many times I would search for that, and I would have to take the time to search for the page Tutorials/Command block (which, admittedly, does not take much time, but I still think that a redirect here would be helpful here). On the Redirect Cleanup talk page, users have mentioned that part of the reason why plural redirects are unnecessary is because if somebody searched for a page of the plural case, the singular case is bound to come up first. But the thing is, the search system takes a second or so to register what is being typed, and that's after every letter, meaning that if a user searched in the search box at normal typing speed, the singular case page would not come up before they have fully typed the plural version of the page. However, if most of the community thinks that new plural redirects are unnecessary (which it currently seems like they do), I don't think it's necessarily worth it to have a huge discussion on it.--Madminecrafter12 Talk • Contributions 17:05, 11 February 2018 (UTC)
- At minimum, I'd say redirects like Entities for Entity should be kept (as I'm not aware of a way to do
[[Entit]]iesor something like that). I'd say though that more redirects for similar forms are useful though, for user use — e.g. I created ids a while back to redirect to the data values page because I didn't want to type the whole thing (mainly for entering right into the address bar, not searching, though it's useful for both). --Pokechu22 (talk) 16:21, 12 February 2018 (UTC)
- At minimum, I'd say redirects like Entities for Entity should be kept (as I'm not aware of a way to do
Stripped Log
Something very strange is going on with the stripped log page. The whole toolbar is covering the page, and the history template is not working correctly. As for as I know, there is nothing I added that should cause this, so I'm not sure why this is happening.--
Madminecrafter12Talk • Contributions 23:48, 14 February 2018 (UTC)
- There was a missing curly brace, so it wasn't transcluding the history footer. The resulting unclosed html tags cause major layout issues. -- Orthotopetalk 00:02, 15 February 2018 (UTC)
- Great, thanks, I didn't even notice that was there.--
Madminecrafter12Talk • Contributions 00:22, 15 February 2018 (UTC)
- Sounds like this was a case for Minecraft Wiki:Projects/Cleanup open tags. However the unclosed tag was in a used template in this case as said above. If you check that project page, it'll give a thorough explanation on what happens and why, which may help you when you encounter a similar case in the future. The project should have covered all article pages already, but unfortunately the problem keeps happening if not everyone is aware of this. – Jack McKalling [
] 11:08, 19 February 2018 (UTC)
- Sounds like this was a case for Minecraft Wiki:Projects/Cleanup open tags. However the unclosed tag was in a used template in this case as said above. If you check that project page, it'll give a thorough explanation on what happens and why, which may help you when you encounter a similar case in the future. The project should have covered all article pages already, but unfortunately the problem keeps happening if not everyone is aware of this. – Jack McKalling [
Complex turtle behavior?
In this article, Java edition developers mention some complex turtle behaviors that aren't already mentioned at Turtle#Behavior (such as turtles having a home beach). I'd add them to the turtle article but I'm not sure how some of them work. -EatingSilencerforBreakfast (talk) 21:56, 17 February 2018 (UTC)
- I think it would be safe to mention that on the page, as it seems pretty clear that this is a fact. Many times it seems like Minecraft developers say something that is not a fact just to further describe the fact, but in the article it seems like it's written like it's true fact.--
Madminecrafter12Talk • Contributions 14:15, 18 February 2018 (UTC)
- I've added it to the article.--
Madminecrafter12Talk • Contributions 14:39, 18 February 2018 (UTC)
Another wiki inconsistency
I found another wiki inconsistency and decided to post it here before I make any changes:
On some animal articles (specifically Horse, Pig, Sheep, Llama, and Rabbit), information about breeding is stored in their 'Behavior' section. However, in other animal articles, its stored under 'Spawning' (specifically Cow, Mooshroom, Chicken, and Ocelot). Wolf and Villager are different in that breeding is kept in a separate section of its own. For consistency, I say that breeding should be documented in a singular section across the entire wiki (all Breeding sections be under Behavior, for example).
-EatingSilencerforBreakfast (talk) 00:28, 27 February 2018 (UTC)
- I would go with either a separate section or put it under Behavior. However, I would be fine with putting it under "Spawning," but I do agree that there needs to be one thing throughout. The style guide for features does not say anything about breeding, so once we come to a decision, we should make sure to put it in the style guide.--
Madminecrafter12Talk • Contributions 00:47, 27 February 2018 (UTC)
- I don't think the style guide prohibits you doing it one way or the other, and I'm not sure it fits better in Spawning or Behavior or on its own. I don't so much care which one we choose, I just agree it's good to pick one and be consistent. – Sealbudsman talk/contr 03:02, 28 February 2018 (UTC)
- Here is my proposal: how about we put the Breeding section under Behavior (because it's an animal behavior), but make a reference to it under Spawning (since new animals are spawned via Breeding). For example, in the Chicken article, information about Breeding would be under Chicken#Behavior, but under Chicken#Spawning we can put a sentence like: "Chickens can be spawned via breeding(links to breeding section under Behavior)." -EatingSilencerforBreakfast (talk) 23:19, 2 March 2018 (UTC)
- Support. I like that idea.--
Madminecrafter12Talk • Contributions 00:51, 3 March 2018 (UTC)
- Support. I like that idea.--
- Support I like it. – Sealbudsman talk/contr 03:46, 3 March 2018 (UTC)
Markus Persson/editcopy
I'm bringing up a topic that was discussed and archived at /Archive 16. I really think adding an editcopy for the Markus Persson page is necessary. If you look at the talk page, you'll notice that there are many edit requests from a long time ago that have not been implemented nor received any kind of response. Creating an editcopy would allow normal users to improve the article greatly, even if updating may not be necessary due to the fact that he's retired.--
Madminecrafter12T • C 01:26, 8 March 2018 (UTC)
- Alternatively, all of the article's protections can simply be removed (which I personally prefer). It doesn't seem to be a very tempting vandal magnet anymore. MarcelTheHippie (talk • contribs • logs • block log) 🐷🥕☮️ 01:48, 8 March 2018 (UTC)
- It is true that this page was fully protected in early 2011, and the protection wasn't brought down at all since, so it may make sense to try semi-protection and see how it goes. However, I personally don't have any strong opinion on the protection, but I do think that if the protection stays so that only administrators can edit it, there should definitely be an editcopy.--
Madminecrafter12T • C 01:52, 8 March 2018 (UTC)
- It is true that this page was fully protected in early 2011, and the protection wasn't brought down at all since, so it may make sense to try semi-protection and see how it goes. However, I personally don't have any strong opinion on the protection, but I do think that if the protection stays so that only administrators can edit it, there should definitely be an editcopy.--
Did these versions actually exist?
Following the recent rediscovery of Alpha 1.0.2 I've been in the process of adding evidence of existence of various versions from Alpha which are no longer available in the launcher. There is currently one remaining version which I am yet to find any proof for:
- Alpha 1.0.14_01
I can't seem to find any particularly solid ground on this version's case. I've searched through various YouTube videos, but it appears to be elusive, and I'm not being too successful with finding sources on Notch's blog either. General googling also provides no relevant results, photographic or otherwise.
There's also a few versions that can be presumed to exist due to later patches, but don't have pages, and I have also had no success verifying:
Can anyone help provide proof (video, screenshot, blog post or otherwise) that any of these four versions existed? - MinecraftPhotos4U (talk) 14:35, 21 March 2018 (UTC)
- I can provide some history from the wiki
, which seems to show that it doesn't exist: a1.0.15 was added to version history in revision 13802 and included the changes given to a1.0.14_01. But it was put before multiplayer instead of after, so there were two a1.0.15 versions listed, and this was also an after-the-fact revision (dated 25 August 2010). (n.b. I bypassed the broken username in version history by just manually editing the date) - This was later converted into a table in revision 15910, and that changed the second a1.0.15 to a1.0.14 (probably by accident), so that there were two a1.0.14's listed;
this is also when it was given a release date of August 03 2010. This duplicate entry continues on for years, until the articles are split off in revision 212986. The alpha history was put here. And, it was eventually the unique _01 name in revision 370385 when Fenhl refactored the links in the article. - As one more point of evidence, check the history of Patch history. There is only Seecret Friday 7 (with the last edit on 31 July 2010) and Seecret Friday 8 on 20 August 2010. No a1.0.14_01.
And, finally, it just doesn't make sense; the changes for a1.0.14_01 include "Can enter the IP for a server other than Mojang's server", yet a1.0.15 is supposed to be the version that introduced support for multiplayer. Basically, it is pretty clear to me that this version doesn't actually exist, and all of the changes listed for it are actually part of a1.0.15. No comment for the other versions yet. --Pokechu22 (talk) 18:18, 21 March 2018 (UTC)
- Alpha 1.0.14_01 doesn't exist, the only blog post that would be fitting belongs to Alpha 1.0.15. The post is mislabeled as Alpha 1.0.14 though, but comparing the dates of the jars and the timestamps of various blog posts it becomes clear that this one is indeed for Alpha 1.0.15. – Fuzs 19:26, 21 March 2018 (UTC)
On a similar topic, it seems as though the versions 0.30_01, 0.30_02 and 0.30_03, as listed in Version history/Classic, are all misnomers/conjectural; these were all called 0.30 in the page's initial revision, and looking at the corresponding blog posts on Word of Notch showed that they also shared the 0.30 title ingame. The situation with the 0.24 versions is identical. Does this affect any other versions? - MinecraftPhotos4U (talk) 18:58, 22 March 2018 (UTC)
I appear to have found the proof that Alpha 1.0.17_01 does indeed exist, as per here: https://i.imgur.com/SAkZp.png sourced from here: https://www.reddit.com/r/Minecraft/comments/d3fmt/double_tree_what_does_this_mean/ 44trent2 (talk) 08:14, 25 April 2018 (UTC)
- added! There's one that can be crossed off of the list.
- Now that we're also keeping track of Classic versions now, here's an updated list of conjectural versions:
- Classic 0.0.10a
- Classic 0.0.13a_01
- Classic 0.0.14a_02
- Classic 0.0.14a_05
- Classic 0.0.14a_06
- Classic 0.0.19a_01
- Classic 0.0.19a_02
- Classic 0.0.19a_03
- Classic 0.0.19a_04
- Classic 0.0.19a_05
- Classic 0.0.20a_01
- Classic 0.0.22a_01
- Classic 0.0.22a_02
- Classic 0.25_01 SURVIVAL TEST
- Classic 0.25_02 SURVIVAL TEST
- Classic 0.25_03 SURVIVAL TEST
- Classic 0.25_04 SURVIVAL TEST
- Alpha 1.0.6_02
- Alpha 1.2.3_03
And the "no-proof-so-they-might-as-well-be-fakes":
- Classic 0.0.13a_02
- Classic 0.0.13a_04
- Classic 0.0.14a_01
- Classic 0.0.16a
- Alpha 1.0.17
Would this be better split off into its own project? - MinecraftPhotos4U (talk) 10:30, 25 April 2018 (UTC)
- Probably, yes. – Nixinova
05:51, 26 April 2018 (UTC)
- I'll get around to setting it up at somewhere along the lines of Minecraft Wiki:Projects/Proving missing versions sooner or later. - MinecraftPhotos4U (talk) 15:22, 5 May 2018 (UTC)
Image requests
These following images should be added:
- An isometric (or dimetric, whatever) picture of Shipwrecks and Underwater ruins
- An isometric render of Blue ice block
193.210.230.1 09:53, 31 March 2018 (UTC)
- I have requested this on the community portal page.--
Madminecrafter12T • C 16:36, 31 March 2018 (UTC)
- Thanks! 193.210.230.1 16:55, 31 March 2018 (UTC)
Got it, comin' right up (maybe?) Twh minecrafter (talk) 00:09, 1 April 2018 (UTC)Twh_Minecrafter
Nope, just stupid commentary videos. (Maybe post those on the 1.13 page.) Twh minecrafter (talk) 00:12, 1 April 2018 (UTC)Twh_Minecrafter
Experimental gameplay or full implementation in Bedrock history
When a new feature is added to the Bedrock Edition in experimental gameplay, should we add it to history saying that that's when it first was implemented, or wait till full implementation and then do the same?-- Madminecrafter12
Talk to me
12:30, 5 April 2018 (UTC)
Well, I believe when the 1st build for 1.3 came out, they do just move the new features from Experimental Features. So, I guess the History section should note when it was first implemented. Skylord wars (talk) 12:42, 5 April 2018 (UTC)
Fish bucket article
I have attempted to create an article for fish buckets, here. -EatingSilencerforBreakfast (talk) 22:50, 5 April 2018 (UTC)
- Support. Originally I had created that as a section of the fish (mob) article, for the purpose of being consistent with the water article, but I hold no objections at all to making it into a separate article, especially now that we have a lot more information.-- Madminecrafter12
Talk to me
23:02, 5 April 2018 (UTC)
- Support – Sealbudsman talk/contr 02:08, 6 April 2018 (UTC)
Best Homemade TNT Cannons
The TNT Cannons page is already long and flourished with random nerdology about them, but a real shortage of buildables at the bottom. I think if we all put in a little, we could help a lot of readers. Specifically, PVP Factions players (here you go, server owners.), redstone lovers, and, yes, griefers. (There you also go, server owners.) But not intentionally. I hate griefers just as much as you do. Enough about them.
They cannot be ideas from Youtubers unless you cite them. (SethBling, Mumbo Jumbo, etc.) Try to make your own super boss idea if you can. And don't feel discouraged if it's simple! The simpler, the easier it is for someone else it is to build. Just make it your best work! If you suck at all things redstone, or you don't want your idea here, then you might want to stay out. All cannon types excepted! So bring your T-Guns! Bring your shotguns of explosion-related death! And of course bring your trolly little sand cannons you launch at your little brother's house! And if you still want to help, though, then make a layer by layer blueprint like the ones in Structure Blueprints for the submitters. Here are the rules:
They have to launch TNT in a cannon-like fashion. No random placements and hope it flies somewhere. Also, don't be that one edit vandal to make yours show up first. I will find an admin, and I WILL make sure something bad happens to you in a Wiki-related way. It can shoot anything that can be shot from a cannon. (Arrows, players, good old pixelated TNT, and, heck, snowballs if you can find a way to. It won't matter to the future builder. (I'd build anything that can shoot snowballs! 😃) If you already have one, great, just edit it in to an appropriate place. Same with other submitters.
Twh minecrafter (talk) 23:48, 5 April 2018 (UTC)Twh_minecrafter
Individual articles for Classic versions
Should Version history/Classic be split up into individual pages for each version, similarly to what was done with Alpha? - MinecraftPhotos4U (talk) 21:33, 8 April 2018 (UTC)
- I've put up an example at Classic 0.0.11a. - MinecraftPhotos4U (talk) 15:55, 9 April 2018 (UTC)
- I'd say just go ahead. Some pages will be quite empty, but that's the same for Alpha already. Don't forget about Indev and Infdev, there's a lot wrong, but we can move the pages later. And see how you'll do Survival Test 0.24 and 0.26. I'd leave the dates in as previews from Notch, but it should be clear when an actual version was released and when not. – Fuzs 16:32, 9 April 2018 (UTC)
- Support. I do think we should do the same with Indev and Infdev for consistency. I don't think we necessarily have to do this for Pre-classic though.-- Madminecrafter12
Talk to me
16:39, 9 April 2018 (UTC)
Reorganization of versions
This was mentioned a year ago at Minecraft Wiki talk:Style guide/Versions#Reorder sections, one person responded to it, and then it just kind of got abandoned for a year, despite the fact that it was mentioned as a RfC on the community portal page, until I responded to it. To make the discussion actually get somewhere instead of just get abandoned, it would be greatly appreciated if you could put in your opinion, regardless of what it is - either here or on the versions style guide talk page. Basically, we had kind of decided that it may be better if we put the blocks, items, mobs, and world gen higher on the page, and general at the bottom. More information can be found at Minecraft Wiki talk:Style guide/Versions#Reorder sections.-- Madminecrafter12
Talk to me
15:38, 9 April 2018 (UTC)
- I Support moving those parts higher on the page.-EatingSilencerforBreakfast (talk) 16:59, 9 April 2018 (UTC)
- So far there have only been supports and no opposes. Shall I add this to the style guide and start reorganizing?-- Madminecrafter12
Talk to me
17:05, 9 April 2018 (UTC)
- It seem like a very reasonable comment period has been given. My instinct is that you are clear to do it. – Sealbudsman talk/contr 18:01, 9 April 2018 (UTC)
- I've added it to the style guide and am currently reorganizing the articles.-- Madminecrafter12
Talk to me
18:18, 9 April 2018 (UTC)
- So far there have only been supports and no opposes. Shall I add this to the style guide and start reorganizing?-- Madminecrafter12
Brewing Overhaul
(More details here.) I've put together a new way of showing all the brewing recipes, in which all the information about one potion effect is on the same line, instead of scattered through two or three sections. Example (mixed potions):
I also have base potions, positive effect potions and negative effect potions ready to go (negative can be viewed at the brewing talk page), but due to the drastic departure from the current article, I would like to know if there is support for this before I make the change. - Princess Nightmoon (TalkContributions) 17:14, 9 April 2018 (UTC)
- I like this idea. Though the enhanced effects seem to be smooshed in there. I might suggest:
Potion Reagent, Base Effects Extended Enhanced
Potion of the Turtle Master
(1:00)
[upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).]Template:Grid/Brewing Stand Slowness IV
Resistance IV
Slows the player to 40% speed,
incoming damage reduced to 20%.
Potion of the Turtle Master
(3:00)
[upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).]
Potion of the Turtle Master
(1:00)
[upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).]Slowness VI
Resistance VI
Slows the player to 10% speed,
all incoming damage fully reduced.
Potion of Poison
( 0:45)Template:Grid/Brewing Stand Poison
1
every 2.5 seconds.
Potion of Poison
( 2:00)
Potion of Poison
( 0:21)Poison II
1
every 1.2 seconds.
Potion of Weakness
( 1:30)Template:Grid/Brewing Stand Weakness
Reduces player's melee attacks by 4
.
Potion of Weakness
( 4:00)- -
Potion of HarmingTemplate:Grid/Brewing Stand Instant Damage
Inflicts 6

of damage.
-
Potion of HarmingInstant Damage II
Inflicts 12
× 6 of damage.
- – Sealbudsman talk/contr 18:35, 9 April 2018 (UTC)
- Awesome. I like this, Princess Nightmoon's version is already so much better than the way it currently is, but I agree about the effects being better split between regular and extended version, so it can be spelt out fully. I especially like the addition of the duration, as it fits so snugly, and I like the place to mention the upcoming template. – Jack McKalling [
] 18:42, 9 April 2018 (UTC)
- Awesome. I like this, Princess Nightmoon's version is already so much better than the way it currently is, but I agree about the effects being better split between regular and extended version, so it can be spelt out fully. I especially like the addition of the duration, as it fits so snugly, and I like the place to mention the upcoming template. – Jack McKalling [
- I can definitely work with that. While I do see your point, having two columns for effects instead of just one does make the text a bit more cramped (or, when there is no enhanced effect, wasted blank space). How about something like this instead:
| Potion | Reagent, Base | Extended | Enhanced | Effects |
|---|---|---|---|---|
Potion of the Turtle Master (1:00) [upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] |
Template:Grid/Brewing Stand | Potion of the Turtle Master (3:00) [upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] |
Potion of the Turtle Master (1:00) [upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] |
Slowness IV, Resistance IV Slows the player to 40% speed, incoming damage reduced to 20%. Enhanced: |
- Princess Nightmoon (TalkContributions) 19:23, 9 April 2018 (UTC)
- Ooh, good eye! – Sealbudsman talk/contr 20:24, 9 April 2018 (UTC)
- Easier to read I think. With the added bonus of being able to quickly compare the effect descriptions vertically, which is easier with the eye than horizontally. – Jack McKalling [
] 19:36, 9 April 2018 (UTC)
- Applied overhauled system to article. - Princess Nightmoon (TalkContributions) 23:37, 9 April 2018 (UTC)
Mob sounds
I noticed that there appears to be a weird inconsistency between mob sounds on this wiki. A lot of the mobs don't have the sounds they make in-game in their infobox, while others do.
This table is now at Minecraft Wiki:Projects/Upload Missing Wiki Sounds.
Would it be possible to obtain sound effects and put them on the wiki any of the above mobs that don't already have it?-EatingSilencerforBreakfast (talk) 21:27, 10 April 2018 (UTC)
- I have already extracted all the 1.13 sound effects but they are currently in parts, i.e. idle1, idle2, idle3, ect.. it will probably take some time to sort through them all. I will keep a list here of the mobs i've added sounds for and update it as i add more.
jjlr (talk) 00:39, 11 April 2018 (UTC)
Can someone possibly make a project page for this please, i would myself but i'm really not that good at writing and struggled just trying to start the first paragraph describing the projects goals. If someone can just start it i can add most of the technical details, thank you in advance for anyone who helps. jjlr (talk) 10:43, 12 April 2018 (UTC)
Info I made a project page for this in a sandbox here, if i could get some opinions before i move to an actually project page it would be very helpful. jjlr (talk) 03:53, 17 April 2018 (UTC)
- Looks good. It could go with a more in-depth explanation as to exactly what steps to make in the wikitext of an article, so even participants who just joined the wiki or otherwise just don't know, can also do it. When you move it to a subpage of Minecraft Wiki:Projects, and add a link to it with description there, others will probably help you edit the project page as well. Good project. – Jack McKalling [
] 07:38, 17 April 2018 (UTC)
Info I finished moving the project page for this and it is now at Minecraft Wiki:Projects/Upload Missing Wiki Sounds. jjlr (talk) 08:10, 17 April 2018 (UTC)
How to have sandbox moved to a new page
I have made a page for bedrock editions 1.2.20.1 and feel it can now be moved to a page, it still needs some changes but most i believe are minor and can be done after it is moved. jjlr (talk) 23:08, 10 April 2018 (UTC)
- You can add
{{Move}}to a page to suggest a rename. 「ディノ奴千?!」? · ☎ Dinoguy1000 00:07, 11 April 2018 (UTC)
Dolphin
Is anyone currently working on a page for the dolphin? I was going to start one in a sandbox but if someone else already has then there is no need for me to make another. jjlr (talk) 00:19, 11 April 2018 (UTC)
bedrock beta 1.2.20.1
The navigation box for bedrock still needs to have 1.2.20.1 added, and the main page needs to be updated to reflect its release. jjlr (talk) 01:46, 11 April 2018 (UTC)
- Jjlrjjlr It's a build, not a version, so it wouldn't need to be updated on the main page. It would be needed in the navigation box, but I honestly do not know what build 1.2.20.1 is or what version it's for. I asked on Slack, and was told that it was build 8, but I don't even know what version it's for (I asked).-- Madminecrafter12
Talk to me
01:53, 11 April 2018 (UTC)
- Madminecrafter12 sorry the way bedrock versions are categorized makes very little sense to me, i exclusively play java edition so really have no experience with how they are released, but i trust that everything will eventually be worked out and thank you for the reply. jjlr (talk) 01:58, 11 April 2018 (UTC)
- No need to apologize at all, and sorry if my reply seemed a little harsh. Honestly, the Bedrock Edition versions categorization makes very little sense to me too. Right now I'm honestly just waiting and seeing if any official Bedrock developers post anything that's helpful, or waiting on another user who knows stuff about the weird way Bedrock Edition builds are organized. Best regards, -- Madminecrafter12
Talk to me
02:06, 11 April 2018 (UTC)
- No need to apologize at all, and sorry if my reply seemed a little harsh. Honestly, the Bedrock Edition versions categorization makes very little sense to me too. Right now I'm honestly just waiting and seeing if any official Bedrock developers post anything that's helpful, or waiting on another user who knows stuff about the weird way Bedrock Edition builds are organized. Best regards, -- Madminecrafter12
- Yo, I play Bedrock Edition, so ask me anything and I'll try to keep up to date on the latest builds. Twh minecrafter (talk) 12:58, 12 April 2018 (UTC)Twh_minecrafter
Row-sorting buttons on a new line
I've been asked by A20001017 to consider putting table sort buttons into a separate row, in Module:LootChest. For reference, see Help:Sorting#In_a_narrow_space:_sorting_buttons_in_a_separate_row. Do people have any opinions either way? – Sealbudsman talk | contribs 16:01, 11 April 2018 (UTC)
- Question I'm not a fan of the empty cells. Would it be practical to infer the viewport width and only do this when necessary? If not, I'd still support doing it because I think usability should trump aesthetics. – Auldrick (talk · contribs) 16:21, 11 April 2018 (UTC)
- Yes you can easily use styling to move the arrow (
background-position:center bottom 6px; padding-bottom:2.2ex; padding-right:0.4em[1]), but basing it on the viewport width doesn't necessarily work, as when you want to move the arrow is more dependent on the width of the table, not the viewport. If the table is not very wide, it's not necessary to move the arrow until the viewport is quite small, whereas if the table is very wide, you might just always want the arrow below. To have it work generally for any table of any size, you'd need JS. –Majr ᐸ Talk
Contribs 03:04, 12 April 2018 (UTC)
- Yes you can easily use styling to move the arrow (
- Thanks. These help. a20001017Talk 09:21, 13 April 2018 (UTC)
Entity sprite creation
Can anyone please explain to me how the entity sprites are created, i was going to create the sprite for the dolphin but can't seem to figure out how they are made. jjlr (talk) 06:19, 12 April 2018 (UTC)
- I think what people are doing is taking the mob's skin and starting from there.
- P.S. If you are using the Java edition, go into .minecraft/versions/18w15a, you will see the jar file. Unzip / extract that. Then go into assets/resource packs/ and there is probably a skins folder, an entity folder, then a dolphin folder. – Sealbudsman talk | contribs 11:57, 12 April 2018 (UTC)
- Dolphin texture exactly is in assets/minecraft/textures/entity/Dolphin.png : ) Oakar567 (talk) 12:04, 12 April 2018 (UTC)
Question regarding the Entities template
I'm an editor on the Hungarian Wiki and I'd like to ask where does the Entities template take the small pictures for each entity from? david92003 (talk) 18:53, 12 April 2018 (UTC)
- David92003, it uses the
{{EntityLink}}template, which data is stored at Module:EntitySprite, using Module:Sprite.-- Madminecrafter12
Talk to me
19:20, 12 April 2018 (UTC)
OK, thanks! david92003 (talk) 09:55, 13 April 2018 (UTC)
Inventory Slot Aliases
I've noticed that the potions section in Module:Inventory_slot/Aliases, where the effect text is added to the info overlay when you hover over the item is technically very lacking in content, despite its length. There are 30 entries (potions/arrows with no effect, decay and night vision + its extended variants), with 170 missing (all other effects) - less if we ignore certain variants that aren't really displayed on the wiki. However, since it's such a massive amount, I was wondering if they should be moved to a secondary alias module specifically for potions, or just get added to the existing module? - Princess Nightmoon (TalkContributions) 23:47, 12 April 2018 (UTC)
- Definitely excited to see someone's interested in finishing that. And, no reason it can't be all in one module. There are much bigger modules. – Sealbudsman talk | contribs 00:56, 13 April 2018 (UTC)
Texture update
Since there doesn't appear to be a page for the "Texture update", would anyone have any objections to me starting one? jjlr (talk) 00:13, 13 April 2018 (UTC)
- There currently is Planned versions § Texture Update, but it's very sparse. I'm not completely sure whether it should be a separate page, but I don't object to it. --Pokechu22 (talk) 00:22, 13 April 2018 (UTC)
@Pokechu22: i know about the section in planned versions but i was thinking of moving it to it's own page, and also having more of a list with all the changed texture and a render of them to make it easier to see the differences between the new and current textures. jjlr (talk) 00:28, 13 April 2018 (UTC)
- Jjlrjjlr, ooh, that's actually a good idea. It seems like as soon as it is revealed what content will be added in an update, a separate page is created for that update, and considering we know exactly what will be changed in the Texture Update, it seems like a separate page would be helpful and necessary. I Support this, but I personally recommend waiting for maybe 1 or 2 more users to see this and reply to it, and then create it.-- Madminecrafter12
Talk to me
00:48, 13 April 2018 (UTC)
- @Madminecrafter12: I started the page in a sandbox so i have it ready but i do plan on waiting for a few more people, and thank you for the support. jjlr (talk) 00:50, 13 April 2018 (UTC)
- Support! – Sealbudsman talk | contribs 00:53, 13 April 2018 (UTC)
- Support, the update is coming closer, we better get started.--Skylord wars (talk) 01:48, 13 April 2018 (UTC)
I'm already working on block renders and have started a page in a sandbox but if anyone can start on the items and mobs i would really appreciate it. jjlr (talk) 01:52, 13 April 2018 (UTC)
- Jjlrjjlr, why don't you just go ahead and move it to the title, "Texture Update," add {{WipNeedHelp}} to the top of the page, and editors (such as me) will be happy to finish the content.-- Madminecrafter12
Talk to me
02:02, 13 April 2018 (UTC)
- Madminecrafter12 Just one problem, because of the redirect i don't have permission to move the page to "Texture Update". jjlr (talk) 02:22, 13 April 2018 (UTC)
- Oh, yep you're right, I didn't even think of that - yeah, that's definitely going to be a pain :(... I'll ask an administrator to delete the page.-- Madminecrafter12
Talk to me
02:26, 13 April 2018 (UTC)
- Oh, yep you're right, I didn't even think of that - yeah, that's definitely going to be a pain :(... I'll ask an administrator to delete the page.-- Madminecrafter12
- Madminecrafter12 Let me know when it gets deleted and i'll move the page, until then i'll finish the block renders (up to 68 finished now) and begin uploading them. jjlr (talk) 02:31, 13 April 2018 (UTC)
- Jjlrjjlr, I'm gonna be away from the computer for the rest of the night, but you can check recent changes, which will show the deletion log, so once you see that the texture update page has been deleted, you can move your sandbox page to that title.
- Madminecrafter12 Let me know when it gets deleted and i'll move the page, until then i'll finish the block renders (up to 68 finished now) and begin uploading them. jjlr (talk) 02:31, 13 April 2018 (UTC)
Incase anyone is interested i still need renders done for all the mobs that had their textures changed. jjlr (talk) 10:31, 13 April 2018 (UTC)
Update Videos
Hi there! I'm here to propose a small addition to the Minecraft updates changelogs. I've did this with a few, but it got retired because I didn't talked about it with you here. So what I'm thinking about is that we could add a "Video" section to the changelogs, featuring slicedlime's videos, which features every snapshots with the smallest details. To implement that, we could add a category named "Update_videos" that itself got the already existing Video Category. Then, on each changelog we could add a subpage named "/Update_video" which feature the corresponding video made by slicedlime, categorized "Update_videos". Then, back to the changelog, we could add the "Video" section with only {{/Update_video}}. And yeah that's all I wanted to ask you, do you think it's a good idea or not and why? Hugman 76 (talk) 08:16, 14 April 2018 (UTC)
- To clarify: currently, the video policy only allows for using videos uploaded by Curse, which is problematic given there are several official or developer channels which would be useful (and, unless I'm mistaken, there are already cases of videos from some of these channels being used - e.g. all the MineCon videos are uploaded on Mojang's account). The proposal is to expand the video policy to allow for using videos from these sources as well (videos themselves would be added via /video subpages, as has always been done with Curse videos, though I have no problem with the proposed categorization). One of the things we need before we can implement this (in addition to community support, which I'd be very surprised not to have), though, is a list of known channels and, potentially, some detail on what videos are appropriate to use in which circumstances. (Lastly, I might as well explicitly state I support this proposal, given I'm commenting on it like this.) 「ディノ奴千?!」? · ☎ Dinoguy1000 08:37, 14 April 2018 (UTC)
- @Dinoguy1000: would it be useful if i made a short list of channels along with what content they post? jjlr (talk) 08:42, 14 April 2018 (UTC)
- The policy should definitely allow for relevant informational videos uploaded by Mojang staff to be included in applicable articles, in my opinion. Slicedlime's update videos in particular would be very useful on the update version articles. - Princess Nightmoon (TalkContributions) 08:52, 14 April 2018 (UTC)
- I'm going to work on a sandbox at the moment to show you how it can render. Hugman_76 [
] 13:54, 14 April 2018 (UTC)
- I'm going to work on a sandbox at the moment to show you how it can render. Hugman_76 [
- I think we should petition Curse for this. Dinoguy, you said there are many useful channels. I argue that it would make the Wiki much more useful if we add videos in from more sources. If everyone is diligent with citations, it shouldn't be an issue. Plus, common page patrollers would do a good job making sure videos are cited correctly. I agree with everyone about updating the policy somehow. Twh minecrafter (talk) 15:48, 14 April 2018 (UTC)Twh_minecrafter
- Having a list of channels would be a great starting point, yes. For personal channels of developers/staff, it would also be useful to show what sort of content they generally upload. 「ディノ奴千?!」? · ☎ Dinoguy1000 12:25, 15 April 2018 (UTC)
Older item images
Would anyone mind if i uploaded new versions of some of the item images, i have been noticing that alot of them are cropped and it's making it difficult to display them next to the new textures on the Texture Update page. jjlr (talk) 02:49, 15 April 2018 (UTC)
- That cropping has always bothered me, I support it. – Sealbudsman talk | contribs 05:33, 15 April 2018 (UTC)
- Support - Hugman_76 [
] 08:18, 15 April 2018 (UTC)
Beginners Guide Rewrite Notice
Hello there, everybody! I just checked the members of the Minecraft Wiki:Projects/BGR, and most of them have not been active for years, so I would like to send a notice to everyone out there about possibly joining! If you want to join a project, then there are opportunities here. The project has been moving at crawl speed for about 2 years. There are still some pages that could use some work. Anyone can join! Just edit your name in on the list at the link I put earlier. Twh minecrafter (talk) 00:32, 17 April 2018 (UTC)
- Remember that a proper tutorial for beginners is possibly the MOST important tutorial on this wiki. Don't be afraid to add your name and start editing the tutorial pages. If you have questions, ask. Just don't do nothing!
- -SuperDyl19 (talk) 03:42, 17 April 2018 (UTC)
links in msgbox
Does anyone know how to use external links in a msgbox? i have tried everything and it keeps showing up as plain text or showing the url. jjlr (talk) 03:46, 17 April 2018 (UTC)
Nevermind i finally got it working. jjlr (talk) 04:18, 17 April 2018 (UTC)
Creating empty/contentless pages
Please stop creating new pages that are functionally empty (e.g. they only contain maintenance tags such as {{Stub}} or text such as "Foobar is a block.") Such pages are useless to readers; because links to these pages become blue, readers are misled into thinking there is useful content on these pages. This practice is especially useless if you create a page in this manner and then immediately turn around and edit the page with useful content. If this continues, lI'm going to start handing out blocks over it. 「ディノ奴千?!」? · ☎ Dinoguy1000 14:26, 18 April 2018 (UTC)
- Yes! Several chemistry-related pages were created in this way, which was bothersome. Others (the 4 utility blocks) were created with useful text, except it was copied directly from the education edition website, which is also not wanted. - Princess Nightmoon (TalkContributions) 15:17, 18 April 2018 (UTC)
- I've also noticed this for snapshot pages. For example, there will be a tweet that "a snapshot may come out later today," and somebody will create that as soon as the tweet is posted, with the only content being "Dinnerbone tweeted that a snapshot will come out today." I understand that it's exciting when this happens, but there really is no reason to rush. I have complete trust that editors will create the snapshot page within 5 seconds of its release (I mean, literately).-- Madminecrafter12
Talk to me
15:22, 18 April 2018 (UTC)
- Yeah, this is a problem I've noticed happening for a while. The creation of contentless stubs for the various Classic versions is what finally spurred me to comment on it, though. 「ディノ奴千?!」? · ☎ Dinoguy1000 15:24, 18 April 2018 (UTC)
- I'd say there are two cases here. One would be creating the articles, and marking them all as
{{In use}}so that two people don't work on making it at the same time. In my opinion, that's fine (though the template should probably be used for that case). Another would be just creating an article where the subject doesn't even exist yet (e.g. future snapshots) and the article couldn't be written. That's a case where I would say it's a problem. --Pokechu22 (talk) 16:16, 18 April 2018 (UTC)
- I'd say there are two cases here. One would be creating the articles, and marking them all as
- If someone wants to work on an article like that, they need to do it in their userspace and then move it to the mainspace when it's ready to go. Trying to prevent duplication of effort is not a valid reason to create empty/contentless pages. 「ディノ奴千?!」? · ☎ Dinoguy1000 23:26, 18 April 2018 (UTC)
MinecraftPhotos4U, please read this section, and note that in the future, reverting edits that change empty/contentless pages to redirects will result in a block. 「ディノ奴千?!」? · ☎ Dinoguy1000 23:26, 18 April 2018 (UTC)- After checking those edits, I was mistaken about what you did. However, in the future if you properly create a page from an edit revert, please replace or delete the edit summary before saving so your edit isn't listed as a revert in the page history. 「ディノ奴千?!」? · ☎ Dinoguy1000 23:32, 18 April 2018 (UTC)
- Play dashtm, please read this section. 「ディノ奴千?!」? · ☎ Dinoguy1000 22:31, 23 April 2018 (UTC)
So, what is the community consensus here? Should we not create snapshot pages until they have been released unless there is significant coverage over the features that will be added in a source? Jjlrjjlr created 18w19a before it was released, and MinecraftPhotos4U created 18w19b, as it's expected to be released tomorrow (both of these users did it out of good faith). Whatever decision we make should probably be mentioned in the style guide. I personally like the idea of not creating any unreleased snapshot pages unless several of their features are mentioned in a source (kind of like how it currently is with version releases), but I'm open to anything. What do the rest of you think?-- Madminecrafter12
Talk to me
00:45, 9 May 2018 (UTC)
Redirects to all versions
As an example, the Java Edition has 1.2.1, while the Bedrock has 1.2 instead. But the page 1.2 redirects you to the 1.2.1 instead of the Bedrock 1.2. Should redirect pages like this be redirected to the correct one? Skylord wars (talk) 14:46, 18 April 2018 (UTC)
- I think partial version notation pages like that are too ambiguous for a redirect. Maybe turn them in disambiguation pages so the reader can choose what they intended to look for, and then link to the correct version from articles instead of to these pages. So in this case 1.2 could disambiguate between Bedrock Edition 1.2 and 1.2.1. Using a redirect is so confusing here, whereas it is just 2 characters more to spell out in a link if you're trying to point to 1.2.1. – Jack McKalling [
] 14:54, 18 April 2018 (UTC)
- At the very least, the targets of ambiguous redirects should have a
{{Redirect}}hatnote pointing to the other page(s) a reader might have been trying to reach by following the redirect. The hatnote would be the preferred method for cases where there's only a couple such pages (the target and one other page, that is); for more, I agree with Jack in recommending a dabpage instead (though the hatnote should still be fine even for cases of three or four pages). 「ディノ奴千?!」? · ☎ Dinoguy1000 15:05, 18 April 2018 (UTC)
- Is this what you're thinking?-- Madminecrafter12
Talk to me
15:11, 18 April 2018 (UTC)
- Is this what you're thinking?-- Madminecrafter12
- Yep, good to see I'm still able to get my point across mid-ramble. =D 「ディノ奴千?!」? · ☎ Dinoguy1000 15:21, 18 April 2018 (UTC)
- This is better since some players would just type 1.2 to search for 1.2.1. Skylord wars (talk) 15:23, 18 April 2018 (UTC)
- The infobox automatically shows links to other editions with the same version number for exactly this reason, so I don't think we need the redirect template duplicating this. I think disambiguating would be better, and provides further reason to move all the unprefixed version pages to have the Java Edition prefix. –Majr ᐸ Talk
Contribs 10:35, 19 April 2018 (UTC)
- The infobox automatically shows links to other editions with the same version number for exactly this reason, so I don't think we need the redirect template duplicating this. I think disambiguating would be better, and provides further reason to move all the unprefixed version pages to have the Java Edition prefix. –Majr ᐸ Talk
- The infobox for Bedrock Edition have links to Pocket Edition release. As an example, if you go to Bedrock Edition 1.2, there will be links to Pocket Edition 1.2, which redirects you to the same page. I currently can't think of anyway to fix it. Can anyone help? Skylord wars (talk) 11:18, 19 April 2018 (UTC)
- It just checks if the page exists, it doesn't know if it's a redirect or not, nor is there a way to check without moving the check to lua. It can instead be written manually, but this obviously isn't a solution if all of them are doing it. Probably just remove the check for Pocket Edition pages on Bedrock pages, and once we've moved all the old Pocket Edition pages, the check can go entirely. –Majr ᐸ Talk
Contribs 06:47, 21 April 2018 (UTC)
- It just checks if the page exists, it doesn't know if it's a redirect or not, nor is there a way to check without moving the check to lua. It can instead be written manually, but this obviously isn't a solution if all of them are doing it. Probably just remove the check for Pocket Edition pages on Bedrock pages, and once we've moved all the old Pocket Edition pages, the check can go entirely. –Majr ᐸ Talk
- Yeah, the best way to fix it is to remove the checks for Pocket Edition on Bedrock Edition pages. Skylord wars (talk) 06:53, 21 April 2018 (UTC)
I have a question.
How do I change the user name of the mcwiki? Beans1512 (talk) 05:18, 21 April 2018 (UTC)
- This question is rather frequently asked. See User talk:Dinoguy1000/Archive 5#Changing username for an example of an answer. I think it still holds. --AttemptToCallNil (report bug, view backtrace) 05:27, 21 April 2018 (UTC)
- Thank you very mush :) --Beans1512 (talk) 05:29, 21 April 2018 (UTC)
- Fill in the form at https://gamepedia.zendesk.com/hc/en-us/requests/new?ticket_form_id=235968 using the email address associated with your account. (gphelp:Rename account) –Majr ᐸ Talk
Contribs 06:29, 21 April 2018 (UTC)
Removed wip
{{Wip}} instructs that no users edit the page until the work-in-progress state is finished. What are the guidelines as to when this can be removed? I assume it can be removed on pages such as Tutorials/Morse code, in which the author of the page hasn't edited in 7 years and the person who added the template hasn't edited in 5 years.-- Madminecrafter12
Talk to me
14:52, 21 April 2018 (UTC)
- wikipedia:Template:Under construction, which serves a similar purpose, says to remove it if the page has not been edited in several days. Its more short term equivalent, wikipedia:Template:In use, says to remove the template if the page has not been edited in several hours. I'd say seven years without major edits is more than a definite sign the page is not a "work in progress". --AttemptToCallNil (report bug, view backtrace) 14:59, 21 April 2018 (UTC)
- Work in progress notices should always be taken to mean work is actively being done; anything tagged with no activity for more than maybe a week or so should be untagged. If the tagger returns and wants to resume work, there is nothing stopping them, regardless of whether they readd the tag (though if someone repeatedly readds a wip tag without ever actually editing the page's content, they should have the tag's intended purpose explained to them). 「ディノ奴千?!」? · ☎ Dinoguy1000 15:17, 21 April 2018 (UTC)
Update Videos (up)
Are you guys still ok with this? Hugman_76 [
] 14:39, 22 April 2018 (UTC)
- I personally am fine with it, and it seems like many other users are too. Dinoguy1000, Orthotope? Would you be okay with doing this?-- Madminecrafter12
Talk to me
14:51, 22 April 2018 (UTC)
- I'm fine with whatever the community consensus is. (Personally, I'd rather read a well-written article than watch a video, but that's mostly because I can read a lot faster than most people talk.) However, as Dinoguy repeatedly mentioned, we need a list of Mojang/developer channels to add to the video policy before this can be implemented. -- Orthotopetalk 16:43, 22 April 2018 (UTC)
- Currently, there are only Help:Official sources#Video hosting services.
The only YouTube channel there is TeamMojang. We should start making a section about official YouTube accounts other than Mojang's.--Skylord wars (talk) 01:06, 23 April 2018 (UTC)- I've saw that slicelime was added, could we start now? Or do we need another seperate page Orthotope? Hugman_76 [
] 18:54, 23 April 2018 (UTC) - The help page is probably the ideal location for the list to go, and the video policy should be updated to point to it instead of maintaining a separate list. 「ディノ奴千?!」? · ☎ Dinoguy1000 22:03, 23 April 2018 (UTC)
- I've saw that slicelime was added, could we start now? Or do we need another seperate page Orthotope? Hugman_76 [
- Currently, there are only Help:Official sources#Video hosting services.
- I'm fine with whatever the community consensus is. (Personally, I'd rather read a well-written article than watch a video, but that's mostly because I can read a lot faster than most people talk.) However, as Dinoguy repeatedly mentioned, we need a list of Mojang/developer channels to add to the video policy before this can be implemented. -- Orthotopetalk 16:43, 22 April 2018 (UTC)
- Alright, can we start now Dinoguy1000, Orthotope, Skylord wars, Madminecrafter12? Hugman_76 [
] 15:10, 30 April 2018 (UTC)
- Alright, can we start now Dinoguy1000, Orthotope, Skylord wars, Madminecrafter12? Hugman_76 [
- Works for me, especially because it's now been added to the Help:Official sources page. However, should we update the video policy page as well before we do this?-- Madminecrafter12
Talk to me
15:22, 30 April 2018 (UTC)
- Works for me, especially because it's now been added to the Help:Official sources page. However, should we update the video policy page as well before we do this?-- Madminecrafter12
- The Minecraft Wiki:Wiki rules/Video policy can be easily changed, as it's copied from Terraria wiki. Minecraft Wiki can set up their own rules. The video policy should be updated. Skylord wars (talk) 15:33, 30 April 2018 (UTC)
- I don't know how to do it, can someone do it? Hugman_76 [
] 21:38, 1 May 2018 (UTC)
- I don't know how to do it, can someone do it? Hugman_76 [
Only admins can edit the page, and none of the admins you've pinged have replied yet. I guess we can wait a week or so, and then I'll try contacting one of the active admins directly.-- Madminecrafter12
Talk to me
21:43, 1 May 2018 (UTC)
- I've made the change, though I welcome suggestions for improvements to the text there (not just my text, but any of the text on the page, most of which I didn't look very closely at while editing). 「ディノ奴千?!」? · ☎ Dinoguy1000 07:35, 2 May 2018 (UTC)
- So, may we start adding update videos by slicedlime? Dinoguy1000?-- Madminecrafter12
Talk to me
02:39, 6 May 2018 (UTC)
- So, may we start adding update videos by slicedlime? Dinoguy1000?-- Madminecrafter12
Question So to clarify, it is ok to start adding slicedlime videos to update pages now? jjlr (talk) 05:49, 10 May 2018 (UTC)
- Yes! Make sure to all follow the same template (which can be found on 'Category:Update_videos' too) to not be confused. Hugman_76 [
] 08:38, 10 May 2018 (UTC)
{{/Update_Video}}doesn't work, but{{:{{subst:PAGENAME}}/Update_Video}}fixes the issue. Applied fix to existing pages and altered the instructions on the category page. - Princess Nightmoon (TalkContributions) 12:58, 10 May 2018 (UTC)
@Princessnightmoon: That's strange how it doesn't work for you. It should work, and it does work just fine for me. So when you access this revision of 18w16a, the video does not show up? (That revision is before you added the extra :18w16a)Oh wait, I'm sorry, never mind - it's for the development versions that is doesn't show up, I should have read Majr's comment more thoroughly.-- Madminecrafter12
Talk to me
13:06, 10 May 2018 (UTC)
Template to link to feedback.minecraft.net
Currently, there is {{Article}}. Well, I know this template can be used to link you to feedback.minecraft.net. But, can we make one for feedback.minecraft.net, or maybe use the same template.--Skylord wars (talk) 14:32, 24 April 2018 (UTC)
Working on it now.-- Madminecrafter12
Talk to me
14:59, 24 April 2018 (UTC)
- Wait, never mind, it's already incorporated into Template:Article. Use the ext= parameter to go to a URL that is not minecraft.net.-- Madminecrafter12
Talk to me
15:02, 24 April 2018 (UTC)
- Wait, never mind, it's already incorporated into Template:Article. Use the ext= parameter to go to a URL that is not minecraft.net.-- Madminecrafter12
Version release dates
I've noticed some confusion over the exact release date of various versions; in particular, whether certain versions were actually released the previous or next day from what's listed. It seems to me a lot of this confusion is likely to stem from time zones; Sweden is UTC+2, whereas many readers and editors are in the US, which is UTC-5 through UTC-10. In addition, it's not unusual for timestamps to be stored in UTC and adjusted for the viewer's local time zone on the fly, which means e.g. when viewing timestamps in text files, they won't be adjusted. This should definitely be kept in mind in the future wen considering what day a version was released on, since e.g. it may have been released after midnight Swedish time, but before midnight UTC, which would result in various sources and/or interpretations assigning two different release dates. 「ディノ奴千?!」? · ☎ Dinoguy1000 17:03, 25 April 2018 (UTC)
- Most wiki use the following way. Times should be according to the main place. Such as Minecon 2016 should be based on California's time zone. There are currently two ways. These examples are random times. Either: 21:00 British Summer Time (UTC+1) on 27 July 2018/
8 p.m. Eastern Standard Time on January 15, 2001 (01:00 UTC, January 16)
- On the Alpha versions, since Notch released them at midnight Sweden time (according to version_manifest.json), I've been using the UTC time with an explanatory footnote. – Nixinova
07:15, 28 April 2018 (UTC)
The wiki's style guide currently does not include a time zone guide. This should be added. Skylord wars (talk) 07:11, 28 April 2018 (UTC)
- Yep, the .jar files has clearly written the time for it.--Skylord wars (talk) 07:24, 28 April 2018 (UTC)
PD licensing templates
Is there any practical difference between the CC0 and the Public Domain license? Just asking, because I'm implementing them on the Hungarian wiki... david92003 (talk) 17:42, 25 April 2018 (UTC)
- CC0 should only be used for files that are explicitly licensed as CC0; PD can be used for any public-domain files, including ones licensed as CC0 (though I'd recommend using the more specific template whenever possible). 「ディノ奴千?!」? · ☎ Dinoguy1000 18:11, 25 April 2018 (UTC)
- Thank you! david92003 (talk) 10:27, 26 April 2018 (UTC)
The Classic is a mess right now
The version history, classic pages, and everything related is really a mess right now and I can't figure out how to fix it. First of all, on the Java Edition version history page, it says that there is a version called 0.26 SURVIVAL TEST that was released on October 25, 2009. However, on the Classic 0.26 SURVIVAL TEST page itself, it says it was released on October 20? Furthermore, there are a ton of double redirects that redirect to versions that are not listed on the version history page, and some of these versions show up on the Classic 0.26 page, but are not listed anywhere else. And the 0.26 SURVIVAL TEST page does not have anything to do with any of the updates listed on the 0.26 page. Does anybody have any ideas of how this can be fixed?-- Madminecrafter12
Talk to me
15:20, 26 April 2018 (UTC)
- The versions on the Classic 0.26 page weren't released to the public, 0.26 SURVIVAL TEST was. - MinecraftPhotos4U (talk) 15:59, 26 April 2018 (UTC)
Bedrock Beta versions
So, ever since the 1.2.13 betas, the version numbers have gotten pretty weird, and at the top of the weirdness is the recent Beta 1.5.0.0, the ninth beta version leading up to full version 1.4. Attempted breakdown as follows (numbers in brackets are full version numbers):
| Full Version | Beta Builds | Update Aquatic |
|---|---|---|
| 1.2.13 (1.2.13.54) |
1.2.13.5 | N/A |
| 1.2.13.6 | N/A | |
| 1.2.13.8 | Build 1 | |
| 1.2.13.10 | Build 2 | |
| 1.2.13.11 | Build 3 | |
| 1.2.13.12 | Build 4 | |
| 1.2.14 (iOS) | 1.2.14.2 | Build 5 |
| 1.2.14.3 | Build 6 | |
| 1.2.15 (iOS) (1.2.15.01) |
N/A | N/A |
| 1.2.16 (iOS) (1.2.16.3) Non-iOS: 1.2.13.60 |
N/A | N/A |
| Future Versions | 1.2.20.1 | Build 7 |
| 1.2.20.2 | Build 8 | |
| 1.5.0.0 | Build 9 |
Now, the article for Beta 1.5.0.0 is currently called "1.4 build 10", which is false, since it's the 9th build for 1.4 (Update Aquatic). And unlike previous numbers, it doesn't make sense for it to be "1.5 build 1", since it's not a build for 1.5. So, should it just be called "Beta 1.5.0.0"? Should the naming system be changed for the beta versions? I'm not really sure what to do here. - Princess Nightmoon (TalkContributions) 21:05, 26 April 2018 (UTC)
- To be honest I have no idea what to do, I've been wondering the same thing! For 1.2.14, builds for it added update Aquatic features, but then the iOS release of it only had bug fixes. Also, the order of the builds doesn't make sense at all, and it seems like some of the Wiki, such as the bedrock Edition version template, regards all of the builds as "1.4." Anybody else have any ideas?-- Madminecrafter12
Talk to me
21:14, 26 April 2018 (UTC)
- Yeah, out of the beta versions listed, only 1.2.13.5-6 have actually been related to the version number. 1.2.13.8 and later have all been Update Aquatic betas, with no correlation to the full versions 1.2.13 or 1.2.14 despite sharing version numbers. As briefly touched upon, naming them "Beta [number]" could be a potential solution for the 9 builds in question, but it would need consensus. - Princess Nightmoon (TalkContributions) 21:33, 26 April 2018 (UTC)
- Looks like it's better if we named the version articles like "Beta [version number]". I'd consider "Update Aquatic Build [N]", but build numbers seem unreliable, judging by the 9/10 confusion, and this naming method will fail if the builds for the next major update become similarly confusingly versioned before the update's name is announced. If things get worse, we may have to resort to version release dates... but then again, nothing prevents the developers from "accidentally" releasing two or more updates on the same day in an ambiguous order. --AttemptToCallNil (report bug, view backtrace) 10:33, 27 April 2018 (UTC)
- My suggestion is "Bedrock Edition Beta 1.2.6" for Bedrock Edition 1.2.6 build 1. Using this way will prevent confusion and make it a lot easier. We don't need to version numbers and update names. This is to keep consistent with Java Edition's snapshots articles. The name does not have the update name. Plus, builds are names used by Android betas only, Mojang uses the term Beta instead of builds.--Skylord wars (talk) 11:33, 27 April 2018 (UTC)
- This is going to be confusing with the way we've historically treated the terms alpha/beta: as being an entire set of versions that come prior to the initial 1.0 release (just look at how
{{history}}is organised). You might expect that BE Alpha 1.0 precedes BE Beta 1.1, but there's actually release versions in between. If we do this, we're going to have to make sure the infobox clearly differentiates between pre-release alpha versions, and mid-release beta versions. –Majr ᐸ Talk
Contribs 11:49, 27 April 2018 (UTC)
- This is going to be confusing with the way we've historically treated the terms alpha/beta: as being an entire set of versions that come prior to the initial 1.0 release (just look at how
- Well, that only applies to Java. While it might be confusing, it is accurate; Bedrock Edition uses Beta versions as their equivalent of Java snapshots (as of Beta 1.2.13.8), introducing experimental features which may or may not be included in the full version. Display methods in templates could be as follows:
Infobox (Beta 1.5.0.0)
"Type" indicates that it's a beta (snapshot) version, "Beta version for" indicates which version it's a beta for.
History (dolphin)
For this one, "beta [version number]" is used in the same way as snapshots, being listed under the upcoming version they are a beta for.
| release | |||||
|---|---|---|---|---|---|
| November 18, 2017 | Dolphins were shown in a video clip during MineCon Earth | ||||
| upcoming | |||||
1.13{{Extension DPL}}<ul><li>[[Ice Bomb|Ice Bomb]]<br/>{{education feature}}
{{exclusive|bedrock|education}}
{{ItemEntity
|image=Ice Bomb.png
|renewable=No (unless [[Material Reducer]] is available)<!-- Well, CHO are everywhere in sugar and charcoal, and sodium is in cobblestone... -->
|stackable=Yes (16)
|size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
}}
The '''ice bomb''' is an [[item]] that is used to freeze [[water]] into [[ice]].
== Obtaining ==
=== Lab Table ===
{| class="wikitable"
! Result
! Materials Needed
|-
!rowspan=2|{{slot|Ice Bomb}}<br>[[Ice Bomb]]
|{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}
|-
|<center>[[Compound#List_of_compounds|Sodium Acetate]] x4</center>
|}
== Usage ==
Ice bombs can be thrown by {{control|using}} them. They are affected by gravity.
Like with [[ender pearl]]s, there is a short cooldown before the player can throw another ice bomb. The cooldown is shown in the [[hotbar]] by a white overlay that shrinks before the player is able to use it again.
Ice bombs explode upon hitting most [[blocks]], including non-solid blocks, but not [[air]]. They also explode upon hitting other entities, but do not deal [[damage]], and unlike [[egg]]s and [[snowball]]s, their impact is not considered an attack and does no damage or knockback. When exploding, any [[water]] (including flowing water, but not [[waterlogged]] blocks) in a 3×3×3 cube around the ice bomb freezes into [[ice]]. Ice bombs can be used to contain and displace [[mobs]] in ice under water.
While [[endermen]] teleport away from arrows shot at them, they can be hit by ice bombs.
Throwing an ice bomb while underwater encloses the player in ice.
{| class="wikitable"
|+Ice bomb arrangement table
!y\x
!-2
!-1
!0
!1
!2
|-
!64
|Air
|Air
|Air
|Air
|Air
|-
!63
|Air
|Air
|Ice bomb
|Air
|Air
|-
!62
!Water
!Ice
!Ice
!Ice
!Water
|-
!61
!Water
!Ice
!Ice
!Ice
!Water
|-
!60
!Water
!Water
!Water
!Water
!Water
|}
== Sounds ==
{{Sound table
|type=bedrock
|sound=Zombie breaks door.ogg
|source=hostile
|description=When an ice bomb is created by a [[lab table]]
|id=mob.wither.break_block
|volume=0.5
|pitch=1.1/1.3}}
{{Sound table
|sound=Glass dig1.ogg
|sound2=Glass dig2.ogg
|sound3=Glass dig3.ogg
|source=block
|description=When an ice bomb impacts something
|id=random.glass
|volume=1.0
|pitch=1.4/1.6
|foot=1}}
== Data values ==
=== ID ===
{{ID table
|edition=bedrock
|firstcolumnname=Ice Bomb
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Item
|spritename=ice-bomb
|spritetype=item
|nameid=ice_bomb
|id=595
|form=item
|foot=1}}
{{ID table
|edition=bedrock
|firstcolumnname=Ice Bomb
|shownumericids=y
|generatetranslationkeys=y
|displayname=Entity
|spritename=ice-bomb
|spritetype=entity
|nameid=ice_bomb
|id=106
|foot=1}}
== History ==
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.20.1|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}
{{History|education}}
{{History||1.0.27|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}
{{History|foot}}
== Trivia ==
* In real life, mixing a sufficient amount of sodium acetate in water does solidify it, but creates [[wikipedia:Sodium acetate#Heating pad|hot ice]] (sodium acetate trihydrate) instead of normal ice.
{{items}}
{{entities}}
{{Education Edition}}
[[Category:Non-renewable resources]]
[[Category:Education Edition items]]
[[Category:Education Edition entities]]
[[pl:Lodowa bomba]]
[[de:Eisbombe]]
[[ja:氷の爆弾]]
[[ko:얼음 폭탄]]
[[lzh:冰丸]]
[[pt:Bomba de gelo]]
[[zh:冰弹]]</li><li>[[Goat Horn|Goat Horn]]<br/>{{redirect|Horn}}
{{Item
| image = Goat Horn JE1 BE1.png
| renewable = Yes
| stackable = No
}}
A '''goat horn''' is an [[item]] dropped by [[goat]]s. It has eight variants, and each plays a unique sound when {{Control|used}} which can be heard by [[Player|players]] in a large radius.
== Obtaining ==
=== Mob loot ===
A horn is dropped when an adult [[goat]] rams a tree or any other hard block that occurs naturally where goats spawn. These include [[stone]], [[coal ore]], [[copper ore]], [[iron ore]], [[emerald ore]], [[log]], or [[packed ice]]. Goats do not ram other solid blocks. {{IN|java}}, these blocks are listed under the {{cd|snaps_goat_horn}} [[tag]], and can be modified by [[data pack]]s.
Up to two horns can be dropped from an adult goat. Regular goats may drop the Ponder, Sing, Seek, and Feel horns, while screaming goats drop the Admire, Call, Yearn, and Dream horns. A specific goat drops only one type of horn; that is, if a goat drops a Sing horn, its other horn is also a Sing horn.
=== Natural generation ===
{{LootChestItem|goat-horn}}
Only the four variants from regular goats can be found here.
== Usage ==
When {{control|used}}, they play a loud sound that can be heard from up to 256 blocks, but are also limited by the server view distance. Each horn variant plays a unique sound. There are eight variants, four of which are exclusive to [[Goat#Spawning|screaming goats]].
There is a cooldown of seven seconds between each use of the horn. All goat horns are affected by this cooldown.
== Sounds ==
=== Generic ===
{{edition|java}}:
{{Sound table
|sound=Goat horn break1.ogg
|sound2=Goat horn break2.ogg
|sound3=Goat horn break3.ogg
|sound4=Goat horn break4.ogg
|subtitle=Goat Horn breaks off
|source=neutral
|description=When a goat's horn breaks off
|id=entity.goat.horn_break
|translationkey=subtitles.entity.goat.horn_break
|volume=0.9
|pitch=1.0
|distance=16
|foot=1}}
{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Goat horn break1.ogg
|sound2=Goat horn break2.ogg
|sound3=Goat horn break3.ogg
|sound4=Goat horn break4.ogg
|description=When a goat's horn breaks off
|source=hostile
|id=mob.goat.horn_break
|volume=1.0
|pitch=1.0
|foot=1}}
=== Playing ===
{{edition|java}}:
{{Sound table
|sound=Goat Horn Call0.ogg
|description="Ponder"
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.0
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call1.ogg
|description="Sing"
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.1
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call2.ogg
|description="Seek"
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.2
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call3.ogg
|description="Feel"
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.3
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call4.ogg
|description="Admire"<ref group=note name=screaming>These are dropped by screaming goats.</ref>
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.4
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call5.ogg
|description="Call"<ref group=note name=screaming/>
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.5
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call6.ogg
|description="Yearn"<ref group=note name=screaming/>
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.6
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call7.ogg
|description="Dream"<ref group=note name=screaming/>
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.7
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256
|foot=1}}
{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Goat Horn Call0.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Ponder"
|id=horn.call.0
|volume=1.0<wbr><ref group=sound name=nodistance>{{Bug|MCPE-153254}}</ref><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call1.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Sing"
|id=horn.call.1
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call2.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Seek"
|id=horn.call.2
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call3.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Feel"
|id=horn.call.3
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call4.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Admire"<ref group=note name=screaming/>
|id=horn.call.4
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call5.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Call"<ref group=note name=screaming/>
|id=horn.call.5
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call6.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Yearn"<ref group=note name=screaming/>
|id=horn.call.6
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call7.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Dream"<ref group=note name=screaming/>
|id=horn.call.7
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0
|foot=1}}
== Data values ==
=== ID ===
{{el|je}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Goat Horn
|spritetype=item
|nameid=goat_horn
|form=item
|foot=1}}
{{el|be}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Goat Horn
|spritetype=item
|nameid=goat_horn
|form=item
|id=624
|translationkey=item.goat_horn.name, item.minecraft.goat_horn.sound.0, item.minecraft.goat_horn.sound.1, item.minecraft.goat_horn.sound.2, item.minecraft.goat_horn.sound.3, item.minecraft.goat_horn.sound.4, item.minecraft.goat_horn.sound.5, item.minecraft.goat_horn.sound.6, item.minecraft.goat_horn.sound.7
|foot=1}}
=== Item data ===
==== ''Java Edition'' ====
<div class="treeview">
*{{nbt|compound|tag}}: The item's '''tag''' tag.
{{:Player.dat_format/Goat Horn}}
</div>
Goat horns use the "instrument" tag to control which sound can be played when using a goat horn. The values of the tag (to be prefixed with <code>minecraft:</code>) are:
{| class="wikitable sortable" style="text-align: center;"
!Sound type !![[Resource location|Identifier]]
|-
|Ponder||<code>ponder_goat_horn</code>
|-
|Sing ||<code>sing_goat_horn</code>
|-
|Seek ||<code>seek_goat_horn</code>
|-
|Feel ||<code>feel_goat_horn</code>
|-
|Admire||<code>admire_goat_horn</code>
|-
|Call ||<code>call_goat_horn</code>
|-
|Yearn||<code>yearn_goat_horn</code>
|-
|Dream||<code>dream_goat_horn</code>
|}
== History ==
{{History||October 16, 2021|link=https://www.twitch.tv/videos/1178420217?t=02h46m05s|Ulraf, a game developer on ''Minecraft'', states that goat horns are not included in [[Java Edition 1.18]].}}
{{History||November 17, 2021|link=https://www.minecraft.net/en-us/article/caves---cliffs-update-part-ii-coming|Goat horns are initially announced to be added after "The Wild Update".}}
{{History|java}}
{{History||1.19|snap=22w17a|[[File:Goat Horn JE1 BE1.png|32px]]Added goat horns.}}
{{History||1.19|snap=Pre-release 2|Goat Horns now snap when a goat rams into [[copper ore]].<ref>{{bug|MC-250941|||Fixed }}</ref>}}
{{History|Bedrock}}
{{History||Caves & Cliffs<br>(experimental)|link=Caves & Cliffs|snap=beta 1.16.200.52|[[File:Goat Horn JE1 BE1.png|32px]]Added goat horns behind the "Caves and Cliffs" experimental toggle.}}
{{History|||snap=beta 1.16.210.51|Goats now drop 2 horns each.}}
{{History|||snap=beta 1.17.20.20|Baby goats no longer drop horns.}}
{{History||1.18.0|snap=beta 1.18.0.20|Goat horns are now available outside of experimental gameplay.}}
{{History|||snap=beta 1.18.0.22|Goat horns have been moved behind the "Vanilla Experiments" [[experimental gameplay|experiments]] toggle.}}
{{History||Vanilla Experiments (experimental)|link=Experimental Gameplay|snap=beta 1.18.20.23|Goat horns now have a cooldown after being used.}}
{{History|||snap=beta 1.18.20.25|Goat horns now have an animation when being used in first person.
|Goats now make a sound when they drop goat horns.}}
{{History|||snap=beta 1.18.30.26|Goat horns are now used to craft [[copper horn]]s.|Changed goat horn sounds.}}
{{History||Vanilla Experiments (experimental)|link=Experimental Gameplay|snap=beta 1.19.0.24|Goat horns are no longer used to craft copper horns, as copper horns have been removed.|Changed goat horn sounds.{{verify}}|Removed "Fly" and "Dream" goat horns.}}
{{History||1.19.0|snap=beta 1.19.0.28|Goat horns are now available without enabling experimental gameplay.}}
{{History||1.19.10|snap=beta 1.19.10.22|Renamed the "Resist" goat horn to the "Dream" goat horn to match ''Java Edition''.|The "Feel" goat horn now plays the same sound as ''Java Edition''.}}
{{History|upcoming bedrock}}
{{History||1.20.40|snap=beta 1.20.40.22|Goat horns now have a range of 256 blocks.<ref name=nodistance>{{Bug|MCPE-153254}}</ref>}}
{{History|foot}}
== Issues ==
{{issue list}}
== Trivia ==
* The "seek" horn sounds similar to the "ominous horn" that announces a [[raid]].
== Gallery ==
<gallery>
File:Screenshot (17).png|Steve using a goat horn.
File:Alex uses a goat horn.png|Alex using a goat horn.
File:Screenshot (18).png|The goat horn animation in first person.
File:Screenshot (19).png|The goat horn animation with "Left Hand" option enabled.
</gallery>
== Notes ==
<references group="note" />
== References ==
{{reflist}}
== External Links ==
* [https://www.minecraft.net/en-us/article/taking-inventory--goat-horn Taking Inventory: Goat Horn] - Minecraft.net on February 16, 2023
{{Items}}
[[Category:Renewable resources]]
[[Category:Tools]]
[[de:Ziegenhorn]]
[[es:Cuerno de cabra]]
[[fr:Corne de chèvre]]
[[it:Corno di capra]]
[[ja:ヤギの角笛]]
[[pl:Kozi róg]]
[[pt:Chifre de cabra]]
[[ru:Козий рог]]
[[zh:山羊角]]</li></ul> | 18w15a | Added dolphins. | |||
| Upcoming Bedrock Edition | |||||
1.4{{Extension DPL}}<ul><li>[[Feather|Feather]]<br/>{{about|a item|a enchantent|Feather Falling}}
{{Item
| image = Feather.png
| stackable = Yes (64)
| renewable = Yes
}}
'''Feathers''' are items dropped by [[chicken]]s and [[parrot]]s, as well as tamed [[cats]] as morning gifts.
== Obtaining ==
=== Mob loot ===
Adult [[chicken]]s drop 0–2 feathers upon death. The maximum is increased by 1 per level of [[Looting]], for a maximum of 0–5 with Looting III.
[[Parrot]]s drop 1–2 feathers upon death. The maximum is increased by 1 per level of Looting, for a maximum of 1–5 with Looting III.
A [[fox]] sometimes spawns holding a feather, which always drops upon death. Alternatively, the player can drop a [[food]] item, causing the fox to drop the feather in favor of the food.
=== Natural generation ===
{{LootChestItem|feather}}
=== Cat gifts ===
{{main|Cat#Gifts}}
Tamed [[cat]]s have a 70% chance of giving the [[player]] a "morning gift", and the gift has a 16.13% chance to be a feather.
== Usage ==
=== Helmet ===
<div style='float:right'></div>
While a feather cannot be equipped in the head slot in [[Survival]] mode, equipping it using commands causes it to appear completely upright unlike other items.
[[File:Steve wearing Feather.png|75px]]
[[File:Alex wearing Feather.png|75px]]
=== Crafting ingredient ===
{{crafting usage}}
=== Trading ===
Expert-level fletcher [[villager]]s buy 24 feathers for an [[emerald]] as part of their trade.
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Feather
|spritetype=item
|nameid=feather
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Feather
|spritetype=item
|nameid=feather
|id=327
|form=item
|foot=1}}
== History ==
{{History|java indev}}
{{History||0.31|snap=20100130|[[File:Feather JE1.png|32px]] Added feathers.|Feathers can be used to [[craft]] [[arrow]]s.
|Feathers are [[drop]]ped by every [[mob]] in quantities of 0 to 2.}}
{{History||20100206|[[File:Feather JE2 BE1.png|32px]] The feather's texture has been changed; it is now not as straight anymore.}}
{{History||20100219|[[Zombie]]s are now the only [[mob]] that can drop feathers. This was a placeholder as [[Notch]] has stated he currently doesn't know what else they should drop.<ref>{{tweet|notch|21723172931895296}}</ref>}}
{{History|java alpha}}
{{History||v1.0.14|[[Chicken]]s now [[drop]] 0–2 feathers upon death.}}
{{History|java beta}}
{{History||1.8|snap=Pre-release|[[Zombie]]s now drop [[rotten flesh]], instead of feathers.
|[[Chicken]]s are now the only source of feathers.}}
{{History|java}}
{{History||1.3.1|snap=12w17a|Feathers are now used to craft [[book and quill]]s.}}
{{History||1.4.6|snap=12w49a|Feathers are now used to craft a [[firework star]] with a burst effect.}}
{{History||1.12|snap=17w13a|[[Parrot]]s now [[drop]] feathers.}}
{{History||1.13|snap=17w47a|Prior to ''[[The Flattening]]'', this [[item]]'s numeral ID was 288.}}
{{History|||snap=18w11a|Feathers now generate in [[shipwreck]] [[chest]]s.}}
{{History||1.14|snap=18w43a|[[File:Feather JE3 BE2.png|32px]] The texture of feathers has been changed.}}
{{History|||snap=18w44a|[[Cat]]s now offer feathers as [[Cat#Gifts|gift]]s.}}
{{History|||snap=18w48a|Feathers can now be found in chests in plains [[village]] houses.}}
{{History|||snap=18w50a|Feathers can now be found in chests in fletcher houses.}}
{{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with feather in their mouths.}}
{{History|||snap=19w11a|Fletcher [[villager]]s now [[trading|buy]] feathers.}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=1.19.4 Pre-release 1|Feathers can now be used to craft [[brush]]es.}}
{{History|pocket alpha}}
{{History||v0.2.0|[[File:Feather JE2 BE1.png|32px]] Added feathers. They are currently unobtainable and serve no purpose.}}
{{History||v0.3.3|Chickens now drop 0–2 feathers upon death.|Feathers can now be used to [[craft]] [[arrow]]s.}}
{{History||v0.5.0|Feathers can now be obtained after activating the [[nether reactor]].}}
{{History||v0.11.0|snap=build 1|[[Zombie]]s now drop [[rotten flesh]], instead of feathers.}}
{{History||v0.12.1|snap=build 1|Feathers are no longer available from the [[nether reactor]].}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Feathers can now be used to craft [[book and quill]]s.|Added [[parrot]]s, which [[drop]] feathers.|Feathers can now be used as an ingredient to craft a [[firework star]].}}
{{History||1.4.0|snap=beta 1.2.14.2|Feathers can now be found in [[shipwreck]] [[chest]]s.}}
{{History||1.8.0|snap=beta 1.8.0.8|Feathers can now be given as a gift to the [[player]] by tamed [[cat]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Feather JE3 BE2.png|32px]] The texture of feathers has been changed.|Feathers can now be found in the new [[plains]] [[village]] house.}}
{{History||1.11.0|snap=beta 1.11.0.1|Feathers can now be found in village fletcher [[chest]]s.}}
{{History|||snap=beta 1.11.0.4|Feathers can now be [[trading|sold]] to fletcher [[villager]]s.}}
{{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] feathers.}}
{{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.20|Feathers can now be used to craft [[brush]]es.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Feather JE2 BE1.png|32px]] Added feathers.}}
{{History|Ps4}}
{{History||1.90|[[File:Feather JE3 BE2.png|32px]] The texture of feathers has been changed.}}
{{History|New Nintendo 3DS Edition}}
{{History||0.1.0|[[File:Feather JE2 BE1.png|32px]] Added feathers.}}
{{History|foot}}
== Issues ==
{{issue list}}
== References ==
{{reflist}}
== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--feather Taking Inventory: Feather] – Minecraft.net on March 3, 2019
{{Items}}
[[Category:Renewable resources]]
[[cs:Pírko]]
[[de:Feder]]
[[es:Pluma]]
[[fr:Plume]]
[[hu:Toll]]
[[it:Piuma]]
[[ja:羽根]]
[[ko:깃털]]
[[nl:Veer]]
[[pl:Pióro]]
[[pt:Pena]]
[[ru:Перо]]
[[uk:Перо]]
[[zh:羽毛]]</li><li>[[Map|Map]]<br/>{{about|the craftable map|maps showing the locations of certain structures|Explorer Map|other uses|Map (disambiguation)}}
{{distinguish|World}}
{{Item
| image = Map Zoom 4.png
| renewable = Yes
| stackable = Yes (64)
}}
A '''map''' is an [[item]] used to view explored [[Chunk|terrain]] and mark landmarks.
==Obtaining==
===Crafting===
{{crafting
|head=1
|showname=0
|showdescription=1
|A1= Paper
|B1= Paper
|C1= Paper
|A2= Paper
|B2= Compass
|C2= Paper
|A3= Paper
|B3= Paper
|C3= Paper
|Output= Empty Map
|type= Miscellaneous
|description=This variation is called an "empty locator map" {{in|bedrock}}, or an "empty map" {{in|java}}.
When the player first creates a map, it is blank. It needs to be activated by holding it and pressing ''{{Control|use item}}''. after which it records terrain and location markers as the player travels within (or close to) the area it maps.
}}
{{crafting
|A1= Paper
|B1= Paper
|C1= Paper
|A2= Paper
|B2= Paper
|C2= Paper
|A3= Paper
|B3= Paper
|C3= Paper
|Output= Empty Map
|type= Miscellaneous
|description={{only|bedrock}}
This variation is called an "empty map". It does not show location markers. It is intended for cloning and zooming locator maps without having to consume an additional [[compass]] (thereby saving [[iron ingot]]s and [[redstone dust]]), but it can also be {{Control|use|text=activated}} and later converted to a locator map by combining it with a compass on an [[anvil]], [[crafting table]], or [[cartography table]].
|foot=1
}}
=== Natural generation ===
==== Chest loot ====
{{LootChestItem|empty-map,map
}}
=== Cartography table ===
A map can also be created using a single paper on a [[cartography table]] to create an empty map, or a paper with a compass for an empty locator map.{{only|bedrock}}
=== Starting map ===
{{exclusive|bedrock|section=1}}
When creating a new world {{in|bedrock}}, the player can enable the "Starting Map" option to spawn with an empty locator map in the hotbar. The map's zoom scale is 1:8. The map is updated only while the player holds it.
=== Trading ===
Novice-level cartographer [[Villager|villagers]] sell a single empty map for 7 [[Emerald|emeralds]] as their trades.
{{IN|java}}, cartographer villagers may give players with the [[Hero of the Village]] effect an empty map.
== Usage ==
{{See also|Tutorials/Mapping}}
=== Mapping ===
Crafting a map creates an empty map. The map is drawn for the first time when it is held and used (with ''{{control|use item}}''). This map can then be adjusted to different zoom levels. After conversion to a drawn map item, it starts to draw a top-down view of the player's surroundings, with North pointing to the top of the map. A pointed oval pointer indicates the player's position on the map, and moves in real-time as the player moves across the terrain shown on the map. The map does ''not'' center on the player when created, rather, the world is broken up into large invisible grid squares, and the map displays the area of whichever grid square it is in when it is first used. For example, if a player uses a new map in a certain grid square, and then moves a distance away and uses another fresh map but is still within the same grid square, both maps appear identical. To make a map that is not identical to the first one, the player would have to move outside of the edges of the first map (because then they would be in a new grid square). This way, no two maps of the same size can ever partially overlap and every map can display only a fixed area.
To record the world on a map, that specific map must be held in the player's hands while the player moves around the world. The world is recorded as-is during exploration, meaning that if the world is modified, a player must revisit the area while holding the map to update the map's view. Maps can also be [[Map#Cloning|cloned]]. If a player holds a map whose one or more clones are on display in item frames, updates are made on all clone-connected maps.
Other players are displayed on the map only if they have a map in their inventory cloned from the one being looked at. When placing a map into an [[item frame]], the map displays with a green pointer shown at the location of the item frame. This is to help the player see where they are in relation to the area that the map is showing. If the player leaves a map in an item frame and views a clone of it, the green pointer remains in the spot of the framed copy. This can be used to set up waypoints. Unexplored areas are transparent, making the item frame visible.
When the player leaves the area shown on a specific map, the player pointer transforms into a white dot that moves on that map. The marker shrinks to a smaller white dot if the player is far from the map's center: the area is 320 by 320 blocks per scale factor. The dot moves along the edge of the map to show the relative location of the player. However {{in|bedrock}}, the pointer remains as an arrow but shrinks until the player is near the area shown on the map.
While maps in [[the Nether]] work, they show only the red-and-gray pattern, regardless of the blocks placed. The only useful function is finding where the player is in relation to placed framed maps, which show as green pointers. Additionally, the player pointer rapidly spins and is not a good indicator of direction. Placing a [[banner]] in [[the Nether]] still shows it on the map as usual. Having a smaller map image while riding a [[strider]] in the Nether can help one to see one's footing while traveling over [[lava]].
{{IN|java}}, when using a map from another dimension, the map shows the player's position and direction when they were last in the dimension of the map. {{IN|bedrock}}, however, the player can use maps from one dimension while in another dimension. For locator maps, the place marker changes color depending on the dimension that the player is currently in (white for the Overworld, red for [[the Nether]], and magenta for [[the End]]). An Overworld map in the Nether shows the player's corresponding location and direction in the Overworld.<ref name=multiverse>{{ytl|EpP1diZdEdI}}</ref> Similarly, a Nether Map in the Overworld shows the player's corresponding location in the Overworld, but the place marker spins, just like a Nether map in the Nether. An Overworld map in the End shows the world spawn.<ref name=multiverse/> A Nether map cannot be used in the End — the map appears, but the place marker is not shown anywhere — and similarly, an End map cannot be used in the Overworld or the Nether.
A player can make a large piece of pixel art (128×128) facing upward, center a map on it, and place that map in an [[item frame]] to create a custom picture. Locking is recommended. See [[Map item format#Map Pixel Art]] for details on the techniques.
Maps display as a mini-map when held in the off-hand, or if the off-hand slot is occupied; the map is full-sized only when held in the dominant hand with both hands free.
A map always positions itself facing towards North when placed horizontally within an item frame regardless of how the map is placed.
=== Map content ===
{{Main|Map item format}}
Maps consist of square pixels arranged like pixels in a 128×128 square pattern, with each pixel representing a square portion of land. {{IN|java}}, the [[Map item format#Color table|color of a map pixel]] generally matches the color of the most common [[opaque]] block in the corresponding area, as seen from the sky. 'Minority blocks' in the target area have no effect on the color of the pixel, thus small features tend to be undetectable on zoomed-out maps.
{{IN|bedrock}}, the [[Map item format#Color table|color of a map pixel]] instead matches the single top-most opaque block in a grid sized by the map magnification pixel size (see the table in the "Player marker and pointer" section below). For example, a 3/4 magnification map has a pixel size of 8x8 blocks; this means the map will read only the top-most opaque blocks at the 0,0 coordinate, the 8,0 coordinate, the 0,8 coordinate, etcetera, ignoring all other blocks in the area. This means that {{in|bedrock}}, map pixel art requires only one block per pixel regardless of map magnification.
{{IN|bedrock}}, grass, foliage and water colors that are biome-dependent are represented accurately on a map.
{| class="wikitable"
|-
! style="width: 300px;" | {{el|je}}
! style="width: 300px;" | {{el|be}}
|-
| style="text-align: center;" | [[File:Map Zoom 4.png|alt=All banners marked on a map, alongside a named banner.|216px]]
| style="text-align: center;" | [[File:Map item BE.png|216px]]
|-
| Biome colors on ''Java Edition''.
| Biome colors on ''Bedrock Edition''.
|-
|}
Maps also show ground up to about 15 blocks below the surface of the water in oceans as slightly lighter blue, to show where the ground rises. This is not true with land above water. Higher elevations in the world mean lighter colors on the map. The map records the surface even as the player moves below the surface.
A standard map represents 128x128 blocks (1 block per pixel, 8x8 [[chunks]]) but maps can be zoomed-out to represent up to 2048x2048 blocks (16 square blocks per pixel, 128x128 [[chunks]]).
Some relevant distances: 64 blocks (4 chunks) is the update radius from a player in the Overworld and the End. However, it is half this (32 blocks) in the Nether. Also, 1024 blocks is the minimum Overworld distance from a [[nether portal]], at which players can build another portal and expect to reach a new location in the Nether. This is the distance across a 1:8 map, and also from a 1:16 map's center to its edge.
=== Player marker and pointer ===
{{IN|java}}, every map contains a marker that marks the position of the player, and points in the same direction as the player. When a player moves out of a map, a big white dot appears and moves relative to the player's position. The pointer either disappears when the player moves away a certain distance from the border of the map or, in case of [[explorer map]]s, the big white dot changes to a smaller white dot. The distance required for the small white dot to appear(explorer maps) or for the big dot to vanish (normal maps) changes with the scaling of the map.
* '''Level 0/4 :''' 128×128 blocks (each map pixel represents 1 block)
* '''Level 1/4 :''' 256×256 blocks (2×2 blocks per map pixel)
* '''Level 2/4 :''' 512×512 blocks (4×4 blocks per map pixel)
* '''Level 3/4 :''' 1024×1024 blocks (8×8 blocks per map pixel)
* '''Level 4/4 :''' 2048×2048 blocks (16×16 blocks per map pixel)
{{IN|bedrock}}, a map can be crafted with or without this marker, and a map without a position marker can add one later by adding a compass to the map. When a map is crafted without a compass, it's simply called an "empty map", but when crafted with a compass, it's called an "empty locator map". The marker also turns red if the player enters the Nether with an Overworld map and shows the player's Overworld location relative to the Nether location. A map created in the End has a purple marker showing the player's location. If an Overworld map is used in the End, a magenta dot appears on the player's spawn point.{{/BE|position}}
{{crafting
|name=Map<br>(with marker)
|ingredients=[[Map]] or Empty Map +<br>[[Compass]]
|showdescription=1
|Map (no markers);Empty Map
|Compass
|Output= Locator Map;Empty Locator Map
|type= Miscellaneous
|description={{el|be}} only.
Maps crafted from only paper do not show the location marker; to add it, a compass must be added to the map.
|foot=1
}}
{{IN|bedrock}}, a cartography table can also be used to add a pointer to create a locator map or empty locator map. This can be done by adding a compass to paper, or to an empty map or map.
=== Zooming out ===
[[File:Cartography table UI zoom.png|thumb|300px|{{IN|java}}, cartography table's UI, showing the map is being zoomed out.]]
A [[cartography table]] can also be used to zoom out, taking only one piece of paper per zoom level.
A blank map can not be zoomed out. A map has to have something already marked on it for the zooming to be possible.
{{Crafting
|A1= Paper |B1= Paper |C1= Paper
|A2= Paper |B2= Map;Locator Map |C2= Paper
|A3= Paper |B3= Paper |C3= Paper
|Output= Map;Locator Map
|showdescription=1
|description=Locator Map {{el|be}} only.
}}
{{/BE|zoom}}
==== Zoom details ====
The zooming function starts from when the map is created (zoom level 0) up to its fourth zoom step (zoom level 4).
{| class="wikitable" style="text-align: center" data-description="Zoom levels"
! colspan="2" |
! Zoom step 0
! Zoom step 1
! Zoom step 2
! Zoom step 3
! Zoom step 4
|-
! colspan="2" |
| [[File:Map Zoom 0.png|116px|Zoom step 0, 1:1]]
| [[File:Map Zoom 1.png|116px|Zoom step 1, 1:2]]
| [[File:Map Zoom 2.png|116px|Zoom step 2, 1:4]]
| [[File:Map Zoom 3.png|116px|Zoom step 3, 1:8]]
| [[File:Map Zoom 4.png|116px|Zoom step 4, 1:16]]
|-
! colspan="2" | Zoom level
| 0/4
| 1/4
| 2/4
| 3/4
| 4/4
|-
! colspan="2" | 1 map pixel represents
| 1 block
| 2×2 blocks
| 4×4 blocks
| 8×8 blocks
| 16×16 blocks<br>(1×1 chunk)
|-
! colspan="2" | Scaling ratio
| 1:1
| 1:2
| 1:4
| 1:8
| 1:16
|-
! rowspan="2" colspan="2" | Map covers an area of
| 128×128 blocks
| 256×256 blocks
| 512×512 blocks
| 1024×1024 blocks
| 2048×2048 blocks
|-
| 8×8 chunks
| 16×16 chunks
| 32×32 chunks
| 64×64 chunks
| 128×128 chunks
|-
! colspan="2" | Smallest discernible features
| Blocks
| Trees, Paths
| Lakes, Buildings
| Mountains, Rivers
| Biomes, Mountain Ranges
|-
! colspan="2" | Use cases
| Pixel art, Base plans
| Base surroundings
| Structure mapping
| Landscape mapping
| Biome mapping
|-
! rowspan="2" | Total paper needed to zoom out from Level 0
! in anvil{{only|bedrock|short=1}} or crafting table
| -
| {{ItemSprite|Paper}} 8
| {{ItemSprite|Paper}} 16
| {{ItemSprite|Paper}} 24
| {{ItemSprite|Paper}} 32
|-
! in cartography table
| -
| {{ItemSprite|Paper}} 1
| {{ItemSprite|Paper}} 2
| {{ItemSprite|Paper}} 3
| {{ItemSprite|Paper}} 4
|}
Maps are always aligned to a grid at all zoom levels. That means zooming out any different map in a specific area covered by that map always has the same center. As such, maps are aligned by map width (1024 blocks for a level 3 maps) minus 64. A level 3 map generated at spawn covers X and Z coordinates from -64 to 959. All maps generated in this area zoom out to the same coordinates, guaranteeing that they are always 'aligned' on a map wall. For a zoomed-out map to cover a new area, it must start with a base (level 0) map that is in that area.
At zoom level 0, a map created on the point (0,0) has (0,0) at the center of the map. At higher zoom levels of the same map, the coordinate (0,0) is in the top left square of the map.
{{IN|java}}, zoom level can be seen on a map by turning on Advanced Tooltips (a [[Debug screen#More debug keys|debug screen]] option that can be toggled by using the key combination {{key|F3+H}}). The tooltip of the map then shows the zoom level, scaling factors, and map ID.
=== Cloning ===
[[File:Cartography table UI clone.png|thumb|300px|{{IN|Java}}, cartography table's UI, showing the map is being cloned.]]
A mix of empty maps and empty locator maps may be used. Whether the cloned maps show position markers is dependent only on the input map.
A [[cartography table]] can also be used to clone a map.
The parts of the world that have already been explored and mapped are copied, and newly explored areas appear on both instances. If one of the maps is later zoomed out, then the maps lose their connection to each other and function as completely separate maps that have to be individually filled by exploring.
In Creative mode, a map in an item frame may be cloned by using {{control|pick block}} on it, as long as that map is not also in the player's inventory.
It doesn't matter if the map to be cloned is at a higher zoom level (made of more paper) than the blank map. Upon copying the map, both resulting maps have the same magnification as the starting map.
{{/BE|clone}}
=== Crafting ingredient ===
{{crafting usage|Map, Empty Map}}
=== Marking points ===
{{IN|java}} the player has the ability to mark spots on a map. To do this, {{control|use}} a map on a placed-down [[banner]], and the spot of the banner gets marked on the map. The mark takes the color of whatever the base color is for the banner, and if the banner has a name, the mark shows that name. Banner marks on a map are always oriented with their top facing north, regardless of the banner's actual orientation. If the banner is destroyed, the mark of the banner remains at first, but if the player gets closer to where the banner previously was, it disappears as the area is updated on the map.
If a map is mounted on an item frame and is within the area it depicts, the mounted map displays its current location with a green indicator rotated to match its orientation.
[[File:Map Marker Bedrock on Item frame.png|thumb|181x181px|{{IN|bedrock}} this is what a map lying on an item frame looks like, while showing markers.]]
{{IN|bedrock}} the player can place copies of locator maps in [[item frame]]s in order to create a land mark. The marker is a green dot that resembles the shape of the player's marker, but in green color. The position the marker points at depends on the direction the item frame is facing. It is worth noting that the markers work only on copies of the same map. Other maps of the same area do not show the existing markers that the player(s) had placed.
If a player has a cloned map in their inventory, their pointer appears white when viewed on the same map held by another player. Hence, if all players have the same cloned map in their inventory, all markers would appear white when the clone map is viewed.
{| class="wikitable"
|-
! style="width: 300px;" | {{el|je}}
! style="width: 300px;" | {{el|be}}
|-
| style="text-align: center;" | [[File:Banner marked map.png|alt=All banners marked on a map, alongside a named banner.|216px]]
| style="text-align: center;" | [[File:Tracking map with markers bedrock.png|216px]]
|-
| How every banner appears {{IN|java}} on a map, including named banners.
| {{IN|bedrock}} this is how a locator map shows map markers while held by a player.
|-
|}
===Locking===
[[File:Cartography table UI lock.png|thumb|300px|{{IN|Java}}, cartography table's UI, showing the map is being locked.]]
Maps can be locked when using a [[glass pane]] in a [[cartography table]]. This creates a new map containing the same data and locks it. All copies of this new map are also locked. A locked map never changes, even when the depicted terrain changes. {{IN|Be}}, locked maps have a unique texture.
{| class="wikitable" style="text-align: center;"
|-
! Condition
! style="width: 200px;" | Newly created map
! style="width: 200px;" | Map after terrain alteration
|-
! Unlocked map
| [[File:Map Zoom 0.png|174px]] || [[File:Unlocked Map.png|174px]]
|-
! Locked map
| [[File:Map Zoom 0.png|174px]] || [[File:Map Zoom 0.png|174px]]
|-
|}
{{-}}
== Sounds ==
{{Edition|Java}}:
{{Sound table
|rowspan=2
|sound=Drawmap1.ogg
|sound2=Drawmap2.ogg
|sound3=Drawmap3.ogg
|subtitle=Map drawn
|source=player
|description=When a map is drawn
|id=ui.cartography_table.take_result
|translationkey=subtitles.ui.cartography_table.take_result
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|subtitle=Map drawn
|source=block
|description=When a map is edited using a cartography table
|id=ui.cartography_table.take_result
|translationkey=subtitles.ui.cartography_table.take_result
|volume=1.0
|pitch=1.0
|distance=16
|foot=1}}
{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|rowspan=2
|sound=Drawmap1.ogg
|sound2=Drawmap2.ogg
|sound3=Drawmap3.ogg
|source=block
|description=When a map is drawn<wbr>{{Upcoming|BE 1.20.20.20}}
|id=ui.cartography_table.take_result|idnote={{Verify|Could be block.cartography_table.use}}
|volume=0.8
|pitch=1.0}}
{{Sound table
|type=bedrock
|source=block
|description=When a map is edited using a cartography table
|id=ui.cartography_table.take_result
|volume=0.8
|pitch=1.0
|foot=1}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Empty Map
|spritetype=item
|nameid=map
|form=item}}
{{ID table
|displayname=Map
|spritetype=item
|nameid=filled_map
|form=item
|translationkey=item.minecraft.filled_map, filled_map.buried_treasure, filled_map.explorer_jungle{{upcoming|java 1.20.2}}, filled_map.explorer_swamp{{upcoming|java 1.20.2}}, filled_map.mansion, filled_map.monument, filled_map.unknown, filled_map.village_desert{{upcoming|java 1.20.2}}, filled_map.village_plains{{upcoming|java 1.20.2}}, filled_map.village_savanna{{upcoming|java 1.20.2}}, filled_map.village_snowy{{upcoming|java 1.20.2}}, filled_map.village_taiga{{upcoming|java 1.20.2}}
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Empty Map
|spritetype=item
|nameid=empty_map
|aliasid=emptymap
|id=515
|form=item
|translationkey=item.emptyMap.name, item.emptyLocatorMap.name}}
{{ID table
|displayname=Map
|spritetype=item
|spritename=map-be
|nameid=filled_map
|aliasid=map
|id=420
|form=item
|translationkey=item.map.name, item.map.exploration.mansion.name, item.map.exploration.monument.name, item.map.exploration.treasure.name
|foot=1}}
=== Metadata ===
{{see also|Bedrock Edition data values}}
{{IN|bedrock}}, maps use the following data values:
{{/DV}}
=== Item data ===
{{el|java}}:
{{main|Player.dat format}}
<div class="treeview">
* {{nbt|compound|tag}}: The item's '''tag''' tag.
{{:Player.dat_format/Maps}}
</div>
{{el|bedrock}}:
: See [[Bedrock Edition level format/Item format]].
=== Map icons ===
{{see also|Player.dat format|Map item format|map_icons.png}}
Map icons are 8×8 in ''Java Edition'', but 16×16 in Bedrock Edition. As such, there are minor misalignment issues in ''Java Edition''.<ref>{{bug|MC-214649|||WF}}</ref>
[[File:Map icons.png|thumb|128px|Map icons texture {{in|Java}}]]
[[File:Map icons BE.png|thumb|128px|Map icons texture {{in|Bedrock}}]]
{| class="wikitable"
|-
! Java ID !! Bedrock ID !! Text ID !! Appearance !! Purpose !! Shown in item frames?
|-
| 0 || ||<code>player</code> || [[File:Player (texture) JE1 BE1.png|16px]] [[File:Player (texture) BE2.png|16px]] White marker || Players (on map) || No
|-
| 1 || 1 ||<code>frame</code> || [[File:Green Marker (texture) JE1 BE1.png|16px]] [[File:Green Marker (texture) BE2.png|16px]] Green marker || The current map in an item frame || Yes
|-
| 2 || ||<code>red_marker</code> || [[File:Red Marker (texture) JE1 BE1.png|16px]] [[File:Red Marker (texture) BE2.png|16px]] Red marker || Position converted to Overworld when opening Overworld map in the Nether{{Only|bedrock}} || No
|-
| 3 || ||<code>blue_marker</code> || [[File:Blue Marker (texture) JE1 BE1.png|16px]] [[File:Blue Marker (texture) BE2.png|16px]] Blue marker || Other players || No
|-
| 4 || ||<code>target_x</code> || [[File:Target X (texture) JE1 BE1.png|16px]] White X || Unused || Yes
|-
| 5 ||5
|<code>target_point</code> || [[File:Target Point (texture) JE1 BE1.png|16px]] [[File:Target Point (texture) BE2.png|16px]] Red triangle || Unused || Yes
|-
| 6 || 6 ||<code>player_off_map</code> || [[File:Player Off Map (texture) JE1 BE1.png|16px]] Large white dot || Players off map, nearby{{only|java}} || No
|-
| 7 || 13 ||<code>player_off_limits</code> || [[File:Player Off Limits (texture) JE1.png|16px]] [[File:Player Off Limits (texture) BE.png|16px]] Small white dot || Players off map, far away{{only|java}} || No
|-
| 8 ||14
|<code>mansion</code> || [[File:Mansion (texture) JE1.png|16px]] [[File:Mansion (Texture) BE2.png|frameless|16x16px]] Woodland mansion || Woodland mansion || Yes
|-
| 9 || 15 ||<code>monument</code> || [[File:Monument (texture) JE1.png|16px]] [[File:Monument Texture BE2.png|frameless|16x16px]] Ocean monument || Ocean monument || Yes
|-
| 10 - 25 || ||<code>{{tooltip|banner_*|banner_white, banner_orange, banner_magenta, banner_light_blue, banner_yellow, banner_lime, banner_pink, banner_gray, banner_light_gray, banner_cyan, banner_purple, banner_blue, banner_brown, banner_green, banner_red, banner_black}}</code> || [[File:Banner White (texture) JE1.png|16px]] [[File:Banner Light Gray (texture) JE1.png|16px]] [[File:Banner Gray (texture) JE1.png|16px]] [[File:Banner Black (texture) JE1.png|16px]] [[File:Banner Brown (texture) JE1.png|16px]] [[File:Banner Red (texture) JE1.png|16px]] [[File:Banner Orange (texture) JE1.png|16px]] [[File:Banner Yellow (texture) JE1.png|16px]] [[File:Banner Lime (texture) JE1.png|16px]] [[File:Banner Green (texture) JE1.png|16px]] [[File:Banner Cyan (texture) JE1.png|16px]] [[File:Banner Light Blue (texture) JE1.png|16px]] [[File:Banner Blue (texture) JE1.png|16px]] [[File:Banner Magenta (texture) JE1.png|16px]] [[File:Banner Purple (texture) JE1.png|16px]] [[File:Banner Pink (texture) JE1.png|16px]]<br>Banners in all 16 wool colors{{only|java}}|| Banner markers || Yes
|-
| 26 ||4
|<code>red_x</code> || [[File:Red X (texture) JE1.png|16px]] [[File:Target X (texture) BE2.png|16px]] Red X || Buried treasure || Yes
|-
| || 8 || || [[File:Magenta Marker (texture) BE1.png|16px]] Magenta marker
| Position converted to Overworld when opening Overworld map in the End{{Only|bedrock}} || No
|-
| || 9 || || [[File:Orange Marker (texture) BE1.png|16px]] Orange marker{{more info}}
|Other players
|Yes
|-
| || 10 || || [[File:Yellow Marker (texture) BE1.png|16px]] Yellow marker
| Other players || No
|-
| || 11 || || [[File:Cyan Marker (texture) BE1.png|16px]] Cyan marker
| Other players || No
|-
| -
|12
| || [[File:Green Point (texture) BE1.png|16px]] Green Triangle
| Other structure such as stronghold, fortress, end city, etc. when used as explorer map destination{{Only|bedrock}} || Yes
|}
It should be noted that even if the player used a NBT editor to add an additional icon on the map, ''Minecraft'' shows only the first one listed when the player loads up their world.
== Achievements ==
{{load achievements|Map Room}}
== History ==
{{see also|section=24|map_icons.png|Java Edition history of textures#Map icons}}
{{more images|section=24|{{bug|MC-72962}}}}
{{History||April 27, 2011|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/4988431144/the-maps|[[Notch]] unveiled screenshots of the map.}}
{{History||April 28, 2011|link={{tweet|notch|63500114005721088}}|[[Notch]] said that he would try to make maps place-able on [[wall]]s.}}
{{History|java beta}}
{{History||1.6|snap=Test Build 3|[[File:Map (item) JE1 BE1.png|32px]] Added maps.}}
{{History||1.6.6|The ability to auto-craft maps using shift-click has been disabled.}}
{{History||1.8|snap=Pre-release|Maps can now be found in library chests in the brand-new [[stronghold]]s.
|Auto crafting maps has been restored. Map cloning, therefore, is unavailable for a period of time.}}
{{History||1.8.1|Maps now work both while walking and flying.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 5|Prior to this update, the [[sun]] in ''[[Minecraft]]'' rose in the North, which threw off many [[player]]s and led to a common misconception that ''Minecraft'' maps/[[world]]s were oriented with East at the top. The sun now rises in the east and sets in the west, making navigation much more intuitive.
|Before the change in sun position, it was commonly said that ''Minecraft'' maps/worlds are oriented with East at the top; sunrise, by definition, occurs at the East, which means it is certainly true that the maps were oriented "East" since the Sun rose from the top (North). However, [[Jeb]] asserted (and [[Notch]] agreed) that the sun rose in the north.<ref>{{Tweet|jeb|87815841160237056}}</ref><ref>{{Tweet|notch|88155424880201728}}</ref> Most mods and map-making tools, however, used the terms East and North consistent with their actual definitions (e.g. a [[Programs and editors/Cartograph|Cartograph]]-generated map with North at the top is rotated 90 degrees from the in-game map).}}
{{History||1.4.2|snap=12w34a|[[File:Empty Map JE1 BE1.png|32px]] [[Crafting]] a map now creates an empty map. The map is drawn for the first time when it is held and right clicked, and is centered near the location of the [[player]] when clicked (not as before where it was centered on the location it was crafted.)
|Previously, in order to map a new area, the map had to be ''crafted'' in that area (rather than carrying a previously-crafted map to the new area). The point where a map is crafted becomes its permanent center, and could never be changed.
|The pointer no longer disappears when leaving the map, but transforms into a white dot, indicating on what side of the map the player is located.
|Maps now align to a grid, making it easier to create adjacent maps.
|Maps can now be zoomed out (but not zoomed in).
|Maps can now be cloned and scaled.}}
{{History||1.4.2|snap=12w34b|Maps now have a ''zoom level'', which was fixed at 1:8 prior to snapshot [[Java Edition 12w34a|12w34a]],<ref name="mapinfo">https://web.archive.org/web/0/http://notch.tumblr.com/post/4988431144/the-maps</ref> but now starts at 1:1 and can be increased up to 1:16 by re-crafting an existing map.
|Maps are no longer numbered on the top-left corner and is labeled through the tooltip.}}
{{History|||snap=12w36a|New maps are now crafted at a scale factor of 1:1. A zoomed in map can be zoomed out by re-crafting it with another 8 sheets of [[paper]] on a [[crafting table]]. Each time this is done, the scale increases - 1:1, 1:2, 1:4, 1:8, 1:16 with a map scale of 1:16 being the current maximum.}}
{{History||1.7.2|snap=13w38a|The map size has been increased when placed on a [[wall]] using the [[item frame]].
|More colors have been added to maps for different [[block]]s.<ref name="infodump2">https://web.archive.org/web/0/https://www.mojang.com/2013/10/minecraft-1-7-the-update-that-changed-the-world</ref>}}
{{History||1.8|snap=14w31a|Zoomed maps now conform to an expanded grid based on their zoom level. Previously, careful considerations would need to be taken to creating a wall of adjoining maps.}}
{{History||1.8.1|snap=pre1|Some colors have been changed on maps to more accurately represent their respective [[block]].}}
{{History||1.9|snap=15w31a|Maps now display as a mini-map when held in the off-hand, or if the off-hand slot is occupied; the (old) large version is visible only when held in the dominant hand with the secondary hand free.}}
{{History|||snap=15w34a|New maps can now be [[crafting|crafted]] at a scale factor of 1:4.
|A crafting recipe has been added for zooming in maps.}}
{{History|||snap=15w43a|The average yield of empty maps from [[stronghold]] library [[chest]]s has been doubled.}}
{{History|||snap=15w45a|New maps are once again [[crafting|crafted]] at a scale factor of 1:1, as they had been before snapshot [[15w34a]].
|The [[crafting]] recipe, that was introduced in 15w34a, for zooming in maps has been removed.}}
{{History|||snap=15w49a|Map making now uses armor equipping sounds.}}
{{History||1.11|snap=16w39a|Maps now work in [[the End]].
|Empty maps are now [[trading|sold]] by cartographer [[villager]]s as their tier 3 [[trading|trade]].
|Added [[explorer map]]s, sold by cartographers as their tier 4 trades.}}
{{History||1.12|snap=17w17a|Maps now have separate colors for colored [[terracotta]] blocks from other colored blocks.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 358 and 395.
|Maps now use additional NBT to specify which map they contain. Prior to this version, they used the [[damage]] value instead.
|Map IDs are no longer limited to 32,768.}}
{{History|||snap=17w50a|Maps can now be placed on floor and ceiling [[item frame]]s.}}
{{History|||snap=18w10a|Spots on maps can now be marked using [[banner]]s.}}
{{History|||snap=18w11a|Empty maps can now generate in [[shipwreck]] [[chest]]s.}}
{{History|||snap=pre7|Maps have been changed slightly, in regard to which [[block]]s are shown and which blocks are not.}}
{{History||1.14|snap=18w43a|[[File:Empty Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures of maps have been changed.}}
{{History|||snap=18w48a|Empty maps can now be found in chests in [[village]] cartographer houses.}}
{{History|||snap=19w02a|Maps can now be cloned and zoomed out (extended) by using a [[cartography table]].
|Maps can now be locked by using a [[glass pane]] with a cartography table.
|The recipes for cloning and zooming out maps have been removed.}}
{{History|||snap=19w06a|Map making is now silent again.}}
{{History|||snap=19w13a|Cartographer villagers now give empty maps to players under the [[Hero of the Village]] effect.}}
{{History||1.16|snap=20w21a|Map making sounds are now the same as when using a cartography table.}}
{{History|pocket alpha}}
{{History||v0.14.0|snap=build 1|[[File:Empty Map JE1 BE1.png|32px]] [[File:Map (item) JE1 BE1.png|32px]] Added maps.
|Maps are crafted using nine [[paper]], one for every slot of the [[crafting]] grid.
|Maps must be combined with a [[compass]] using an [[anvil]] in order to show the [[player]]'s position.
|Maps can be zoomed using an anvil.}}
{{History|||snap=build 3|New maps are now [[crafting|crafted]] at full zoom.
|Empty maps now have a "Create Map" button to initialize them.}}
{{History|||snap=build 7|New maps are now crafted at a scale factor of 1:1.}}
{{History||v0.15.0|snap=unknown|Maps can now be crafted either with 8 pieces of [[paper]] and a [[compass]] ''or'' 9 pieces of paper, to get a map with or without a position marker.}}
{{History||v0.16.0|snap=build 1|Different colors have been added to maps for different [[biome]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=?|[[Windows 10 Edition]] can now use the [[anvil]] as well as the [[crafting table]] to clone, zoom and apply markers, just as [[Pocket Edition]] in general could.
|Maps can now be found inside [[stronghold]] library [[chest]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Empty maps with direction markers built-in are now called "locator maps".}}
{{History|||snap=alpha 1.1.0.3|"Locator maps" are now called "empty locator maps".
|Empty maps are now [[trading|sold]] by cartographer [[villager]]s for 7-11 [[emerald]]s as their tier 3 [[trading|trade]].}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|Maps can now be found inside map room [[chest]]s in [[shipwreck]]s.}}
{{History||?|The texture of the filled map overlay has been changed.}}
{{History||?|Maps now function in dimensions other than the dimension in which they were created.}}
{{History||1.10.0|snap=beta 1.10.0.3|Maps can now be found in cartographer house [[chest]]s in [[village]]s.
|[[File:Empty Map JE2 BE2.png|32px]] The texture of empty maps has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Empty maps can now be created from 1 [[paper]] in [[cartography table]]s.
|Maps can now be zoomed, cloned, renamed, and have pointers added in cartography tables.}}
{{History|||snap=beta 1.11.0.4|Cartographer [[villager]]s now [[trading|sell]] empty map for an [[emerald]] as their first tier [[trading|trades]].
|Empty locator maps can now be [[trading|bought]] from cartographer villagers.}}
{{History||1.13.0|snap=beta 1.13.0.1|[[File:Map (item) BE3.png|32px]] [[File:Locked Map (item) BE2.png|32px]] Filled maps and locked maps now have unique inventory icons.}}
{{History||1.16.0|snap=beta 1.16.0.57|Trading has been changed, novice-level cartographer now sell an empty map for 7 emeralds. Cartographer villager no longer sell empty locator map.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of maps have been changed from <code>emptymap</code> to <code>empty_map</code> and <code>map</code> to <code>filled_map</code>.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Map (item) JE1 BE1.png|32px]] Added maps.
|The [[player]] spawns with a free map.
|Maps are available only as zoom step 3 maps centered at coordinates 0,0. Biome colors do not appear on maps.}}
{{History||xbox=none|xbone=CU1|ps=1.0|wiiu=none|Larger sized worlds on Xbox One, Playstation 4, and Nintendo Switch have zoom step 3 maps aligned to a grid with maps centered at 0, 1024, or 2048 on the X or Z coordinates.}}
{{History||xbox=TU21|xbone=CU9|ps=1.14|wiiu=Patch 1|[[File:Empty Map JE1 BE1.png|32px]] [[Crafting]] a map now produces an empty map.}}
{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|The outer end islands appear on different maps; even on Xbox 360, Playstation 3, Vita, and Wii U editions.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Empty Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures of maps have been changed.}}
{{History||ps=1.91|Maps can now be created and used in [[cartography table]]s.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Trivia ==
* Use of the {{key|F1}} key can allow the player to hold a map without blocking their view at all.
* In ''Java Edition'', a map created using {{cmd|give}} can be any map by using the Map parameter to specify the map number desired. E.g. {{cmd|give [player] minecraft:filled_map{map:5<nowiki>}}} gives the specified player map_5. If no data value is supplied it defaults to map_0. If map_0 has not ever been crafted, it is centered on x=0, z=0.
* The maps are stored separately as their own data (<code>.dat</code>) file as <code>map_x.dat</code> with (x) being the map number, see [[map item format]] for more info. By manipulating this number, players can organize their maps to suit them, or if they accidentally create a map in the same location, they can delete their extra map so as to save the number they make.
* Certain programs can be used to make customized maps with images or text on them instead of actual maps, many people use these in adventure maps to show pictures or to tell a story.
* Since all copies of a map are links to the same file, copying an unfinished map keeps it synchronized with the copy as the player fills it in. Thus, a copy stored in a chest can act as a remote backup.
* A map that is in an item frame does not update itself until a player picks it up, lets it reload, and places it back again. However, if a player holds a clone of the map, both maps update.
* Filled maps are the only items that make 90 degree rotations in item frames, and also the only items that can expand the item frame into full block wide.
* On [[Legacy Console Edition]], the player always spawns with a map in their inventory after creating a world. This was later added to Bedrock Edition as an optional feature in the world creation menu.
* Maps on Legacy Console Edition always show the player's current coordinates, as a substitute for the optional [[Coordinates|coordinate display]] in other editions.
* A map cannot be created on [[New Nintendo 3DS Edition]]. Instead, the map is always displayed on the bottom screen along with the coordinates. Biome colors do not appear on maps.
== Gallery ==
<gallery>
MapItem1.png|A fully zoomed map.
MapRotation.png|Having a map in hand does not stop the ability to see ahead.
MapItem3.png|A world being recorded onto a map.
Mcmap4.png|Nearly fully explored map.
Zoomed Map.png|A map edited to the scale of 1.
Sky Map.png|A map mapping the [[Sky Dimension]].
MapOfVillage.png|A village and how it is represented on a map.
Pumpkin map.png|A map containing a custom image made by placing a large number of blocks.
Complete Map.png|A completely explored map.
MapZooms.png|A diagram showing how maps zoomed out before [[Java Edition 1.8]]. Notice how the larger maps have borders made of half and quarter small maps.
Map18zooms.png|From 1.8, zoomed maps are aligned to this grid exactly.
Large Biome Map.png|A map of a [[Large Biomes]] world.
Map0140-0160.png|A comparison of maps between versions in Pocket Edition Alpha [[Pocket Edition Alpha 0.14.0|0.14.0]] and [[Pocket Edition Alpha 0.16.0|0.16.0]].
Mycelium Map.png|A map view of a mushroom biome, showing that mycelium appears purple on a map.
MiniMap.png|Maps held in the off-hand or in either hand while [[dual wielding]] appear as mini-maps.
Partly filled treasure map.png|Partly filled treasure map with an odd area at the bottom left. Normally a partly filled map would look striped (as in the top left), but this map seems to be bugged and is possibly showing caves, or something, in the bottom left.
Partly filled ocean explorer map.png|Partly filled ocean explorer map. Updating the game from an older version (in this case the area was first generated before 1.18) and buying a map after updating (in this case in 1.19.4) can result in the map displaying rivers and terrain where there is really a frozen sea.
Map Stained Glass 1.png|Stained glasses' appearances on maps before and after 1.13.
Map Stained Glass 2.png|Stained glasses' appearances on maps before and after 1.13.
Map Various Blocks 1.png|Various blocks' appearances on maps before and after 1.13.
Map Various Blocks 2.png|Various blocks' appearances on maps before and after 1.13.
Better Together Map.jpg|Holding a map in the offhand in ''Bedrock Edition''.
Better Together Map Icon.jpg|Holding a map in both hands in ''Bedrock Edition''.
</gallery>
=== The Nether ===
<gallery>
Nethermap.png|A map in [[the Nether]].
Maponnether.png|A map in the Nether; the arrow turns around itself, like in [[compass]].
</gallery>
=== The End ===
<gallery>
Jeb End Map.png|The first image of a map in [[the End]].
Endmap.png|A map in the End.
</gallery>
=== Maps in item frames ===
<gallery>
FramedMap.png|A map displayed on an item frame, as it looked before [[Java Edition 1.7.2]].
Structure Map Collection.png|Multiple maps in item frames. Notice a [[village]], two [[desert temple]]s and a lava lake.
Minecraft maps 3by3.png|A collection of 9 connected full maps.
Full Map.png|A combination of 25 maps pasted together as one map.
Map wall BE.png|A map wall on ''Bedrock Edition'', showing large areas of biome colors for each biome.
Map's in item frames.png|Maps can be placed into [[item frame]]s so they can be viewed together.
Comparing Maps.png|The comparison between 3 zooms of maps.
SuperflatMap.png|A map in a [[Superflat]] world, with some [[village]]s.
MapWallWithMarkers.png|A 3x3 map wall with banner markers.
HEYYEYAAEYAAAEYAEYAA.png|He-Man map art.
Map Player Icons 1.png|First image of player icons on maps.
Map Player Icons 2.png|Second image of player icons on maps.
</gallery>
== See also ==
* [[Explorer Map]]
* [[Clock]]
* [[Tutorials/Navigation|Navigation]]
== References ==
{{Reflist}}
{{Items}}
[[cs:Mapa]]
[[de:Karte]]
[[es:Mapa]]
[[fr:Carte (objet)]]
[[hu:Térkép (tárgy)]]
[[ja:地図]]
[[ko:지도]]
[[nl:Kaart]]
[[pl:Mapa]]
[[pt:Mapa]]
[[ru:Карта]]
[[tr:Harita]]
[[th:แผนที่]]
[[uk:Мапа]]
[[zh:地图]]
[[Category:Renewable resources]]</li></ul></nowiki> | Beta 1.2.20.1 | Added dolphins. | |||
| Beta 1.2.20.2 | Dolphin model has been updated. | ||||
| Dolphins now have sounds. | |||||
| Beta 1.5.0.0 | Now lead players to shipwrecks and underwater ruins. | ||||
- Princess Nightmoon (TalkContributions) 13:19, 27 April 2018 (UTC)
A better way is to write the version just like in-game. We don't need beta prefixes. Beta 1.5.0.0 will be just called 1.5.0.0. This can prevent confusion. Skylord wars (talk) 06:57, 28 April 2018 (UTC)
An example.
Infobox (1.5.0.0)
"Type" indicates that it's a beta (snapshot) version, "Beta for" indicates which version it's a beta for.
I'm sure most readers can determine this is a Beta version page.Skylord wars (talk) 07:01, 28 April 2018 (UTC)
- Are we going to start a renaming project?--Skylord wars (talk) 01:32, 2 May 2018 (UTC)
- I don't think a renaming project would be necessary - I certainly wouldn't mind moving all of the builds to their beta titles and fixing the article's information. I would like the opinions of other editors before doing this though, as I'm not sure if we've come to a consensus yet. This will be a pretty drastic change to the wiki, so we need to make sure that the community overall is OK with doing this, so that we can avoid a mass page-move revert. Another thing to keep in mind is all of the templates and links that will need to be updated after we've done this.-- Madminecrafter12
Talk to me
01:36, 2 May 2018 (UTC)
- I don't think a renaming project would be necessary - I certainly wouldn't mind moving all of the builds to their beta titles and fixing the article's information. I would like the opinions of other editors before doing this though, as I'm not sure if we've come to a consensus yet. This will be a pretty drastic change to the wiki, so we need to make sure that the community overall is OK with doing this, so that we can avoid a mass page-move revert. Another thing to keep in mind is all of the templates and links that will need to be updated after we've done this.-- Madminecrafter12
- I guess we don't need to move all of it, but only updates after 1.0. Because the in-game version started using this format after 1.0. Before 1.0, Pocket Edition still uses build numbers in-game. This is the same with Beta 1.9 Prerelease and 1.9-pre1, we need to follow the in-game number. I have created a page User:Skylord wars/Bedrock Beta.--Skylord wars (talk) 01:46, 3 May 2018 (UTC)
- I'm all for using in-game names as much as possible. Making up our own terms isn't helpful to reducing confusion. –Majr ᐸ Talk
Contribs 05:28, 5 May 2018 (UTC)- How about fitting the Japanese page that separates the template before and after the 1.2 release that became Bedrock Edition?--Mikanzukituyu02 (talk) 15:08, 6 May 2018 (UTC)
- If you use Changelog in game as information source, 1.2.20.1 is build 8, 1.2.20.2 is build 9, 1.5.0.0 is build 10, 1.5.0.1 is build 11.--Mikanzukituyu02 (talk) 15:20, 6 May 2018 (UTC)
- Can confirm the above as I’ve seen a screenshot of it that said “Build 11” on it. So referring to these as builds 9, 10, 11, etc. is fine. --Marioprotvi (talk) 13:10, 9 May 2018 (UTC)
- I'm all for using in-game names as much as possible. Making up our own terms isn't helpful to reducing confusion. –Majr ᐸ Talk
Auto-importing pages?
Is there any way to automatically transfer a page's content onto a page on an other wiki. More specifically, I'd like the Module:Version/Numbers page to be transferred into its equivalent on the Hungarian wiki, Modul:Version/Numbers. Is that possible? david92003 (talk) 17:11, 27 April 2018 (UTC)
- You can export pages with their full history by using Special:Export (make sure to uncheck "Include only the current revision, not the full history"), and then import them using Special:Import (though note that you have to be an administrator to import pages). 「ディノ奴千?!」? · ☎ Dinoguy1000 19:57, 27 April 2018 (UTC)
I've recently edited a page about a version on the Hungarian wiki and realized that the Version nav template is completely unused. I tried to use it, copied all the content from the templates on this wiki over there, and it mostly works. The only problem is that the template is in the middle of the page. Example: 1.12 - the source code for this is exactly the same as the one on the English wiki. What can I do to fix it? david92003 (talk) 15:12, 28 April 2018 (UTC)
- You need the infobox-related styles from MediaWiki:Common.css as well. 「ディノ奴千?!」? · ☎ Dinoguy1000 16:32, 28 April 2018 (UTC)
Deletion requests for mod pages
Several IPs (I'm pretty sure they're the same person though, as their IPs are very similar and always have a similar edit summary) are going to mod pages for mods that only work in outdated versions, and requesting that they be deleted. I'm not familiar with mods and how they should be incorporated into the wiki, which is why I'm asking this question to the community. If a mod does not work in the current version, should it be deleted? Like I said, I'm not too familiar with the subject, so I haven't been adding any deletion templates myself, but if the answer is "No, just because the mod doesn't work in the current version doesn't mean the mod page should be deleted," then I will start reverting the edits from the IP(s) adding {{delete}}.-- Madminecrafter12
Talk to me
14:18, 4 May 2018 (UTC)
- Trivially, this is not enough reasoning. No mod would work with the ultra-new, two-hour-old JE release, and this is not valid basis to nuke every mod page there is.
- However, mod pages in general seem to be largely abandoned. Some of them are almost contentless. I think we should change the topic of the conversation to the more general one of mod article policy on this wiki. --AttemptToCallNil (report bug, view backtrace) 14:27, 4 May 2018 (UTC)
- I do agree that we should discuss the mod policy on the wiki. However, for short term purposes, should I let the IP(s) add deletion templates to every single mod page there is that does not work in the current version (which is pretty much what they're doing now), or revert the edits?-- Madminecrafter12
Talk to me
14:52, 4 May 2018 (UTC)
- I'm not the final authority, but I'd just check, and if both the mod is available for download, and the required MC version is listed in the official launcher, I'd revert; if not, I'd replace the deletion reason with "no longer available/usable". --AttemptToCallNil (report bug, view backtrace) 15:47, 4 May 2018 (UTC)
- I do agree that we should discuss the mod policy on the wiki. However, for short term purposes, should I let the IP(s) add deletion templates to every single mod page there is that does not work in the current version (which is pretty much what they're doing now), or revert the edits?-- Madminecrafter12
- We also need to make the same decision about custom servers.
- I'm totally happy to get rid of all the mods and move them to ftb:. It's better set up to work with mods, whereas ours are just tacked on the side with vanilla taking the main space. I think it's a lot simpler to have this wiki focus on vanilla, and FTB and individual wikis focus on mods.
- @Xbony2: What's FTB's policy on abandoned mods and ones for outdated versions of Minecraft, such as what's currently inhabiting Category:Pending deletion? –Majr ᐸ Talk
Contribs 05:20, 5 May 2018 (UTC)
- I believe the question of mods has come up on Slack in the past, though I couldn't say what (if any) result came of it; personally I'd be in favor of Majr's suggestion to move all mod content to FTB and/or individual wikis. Doing this would also let us simplify several templates that have for years had to include support for mods (IIRC it would mostly be the inventory-related templates that are affected).
- I added a comma to your comment to clarify your meaning, Majr, feel free to remove it if I got it wrong or you don't want it there.
- 「ディノ奴千?!」? · ☎ Dinoguy1000 08:12, 5 May 2018 (UTC)
- What would you have other language wikis do with their mod articles? The Russian wiki has a substantial portion of users contributing mainly to mod articles. --AttemptToCallNil (report bug, view backtrace) 09:23, 5 May 2018 (UTC)
- That would be up to each wiki to decide for themselves; the English wiki shouldn't presume to dictate how the other-language wikis have to operate. If any of them want to go the suggested route here, though, the obvious option would be checking if there's an FTB/individual wiki in that language, and if not, seeing about having one set up (assuming the FTB/individual wiki isn't currently operated as a multilingual wiki). 「ディノ奴千?!」? · ☎ Dinoguy1000 09:32, 5 May 2018 (UTC)
- What would you have other language wikis do with their mod articles? The Russian wiki has a substantial portion of users contributing mainly to mod articles. --AttemptToCallNil (report bug, view backtrace) 09:23, 5 May 2018 (UTC)
- English wiki deletes mod articles.
- English wiki removes mod support from templates/modules.
- A non-English wiki (Wiki X) decided to keep their mod articles and use the original template/module versions.
- Affected templates/modules are updated on the English wiki in order to introduce functionality needed on all language wikis. The update requires nontrivial adaptation (i. e. beyond copying and string translation) in order to make it work with the original, mod-supporting templates/modules. As a result, a major portion of mod templates/modules on Wiki X now requires substantially more effort to update.
- I don't think this is an improbable scenario. --AttemptToCallNil (report bug, view backtrace) 10:11, 5 May 2018 (UTC)
I'm not exactly sure what "separate templates for mods" means. Something like a Slot which only supports vanilla and ModSlot which also supports mods? And then Crafting for vanilla recipes, and ModCrafting for recipes from mods, plus similarly separated template pairs for all other interfaces? --AttemptToCallNil (report bug, view backtrace) 13:04, 5 May 2018 (UTC)
- If the features mods need diverges from the features vanilla needs enough, it would be easier yes. If possible, it should be designed so that the mod version can just implement the extra features and hook in to the vanilla version for output. But if it's simple to include, we don't necessarily need to remove mod support entirely. –Majr ᐸ Talk
Contribs 13:34, 5 May 2018 (UTC)- Vanilla supports mod content via namespaces (vanilla uses
minecraft:, other mods are assigned other namespaces). This behavior should probably be in all of the templates, especially if Mojang does end up introducing content in other namespaces. I don't know enough about how the templates work to actually say how feasible this is though. (I've been adding namespaces to things when I see it, though a lot of pages still are missing them) --Pokechu22 (talk) 16:26, 5 May 2018 (UTC)
- Vanilla supports mod content via namespaces (vanilla uses
Create redirects
I guess yet again, I have to discuss with the community about the creation of these redirects per MinecraftPhoto4U's move summary. The redirects I want to create are Version history/Infdev, Version history/Indev, Version history/Classic, and Version history/Pre-classic. The reason is, A a ton of pages link to these that have not been fixed, B they are all very likely search terms, and C no other versions have development stages with these titles, so there's no reason not to have these redirects. Also, I'm not sure why MinecraftPhotos4U moved them to Java Edition Version history/[Development stages], as no pages would link to them and would never need to, AND it's useless for searching, as the first letter of any word is not case-sensitive in the search box.
Also, please don't think I'm trying to be rude or anything, but MinecraftPhotos4U, I'm really not a fan of how you're moving a ton of pages without leaving a redirect, breaking a lot of links, removing search options, AND all of the moves are without discussion, could be controversial, and many times (such as this time), just really don't make any sense - and then you say that we must discuss before recreating the redirects. I'm fine with you doing this if the community agrees with this, but for me it kind of seems annoying. I really hope you don't take any offense to this - you're a great editor and you've done some great things on the Minecraft Wiki. We're all just trying to make the Minecraft Wiki a better place, and I just thought I would bring this up. Once again, please don't take this as rude or offensive, as I do not mean for it to be taken that way at all.-- Madminecrafter12
Talk to me
22:39, 5 May 2018 (UTC)
- About the redirects, most of them are fixes. See Pre-classic, Classic, Indev, and Infdev. Most search engines have fixed their links. Plus, it seems strange to let Alpha and Beta be in "Java Edition version history", while others are in "Version history". Thus, I don't see a reason to make these redirects--Skylord wars (talk) 06:40, 6 May 2018 (UTC)
- It is useful to have these and they existed for ages and are still linked to by a lot of pages. What's wrong with having them? – Nixinova
06:53, 6 May 2018 (UTC)
- You don't because there's no reason to be moving these redirects in the first place. Additional redirects can be created where needed, and unused and worthless redirects can be deleted, but moving them usually doesn't make sense. Since they were warned to stop moving pages, but continued, they've been blocked for a few days. –Majr ᐸ Talk
Contribs 07:28, 6 May 2018 (UTC)
Hostile Mobs not spawning in singleplayer survival.
I've started a singleplayer survival world, but I've had this problem that hostile mobs rarely spawn, only spwaners work, traps that include them spawning randomly in low light platforms seem to not be working. I've tried everything;
- lighting up caves (which are almost empty, no mobs in there, as if I was in peaceful mode)
- afk 24+ blocks away for longer than 1 hour (only 2 creepers spawned, figured that when I found 4 gunpowder transported in the chest by hoppers at the bottom of the trap)
If there's anything I can do please let me know. I've seen other vanilla players in youtube, they get massive quantities of spawns, but I don't get any. Screenshots included.–Preceding unsigned comment was added by EternalAssassin (talk • contribs) at 19:00, May 6, 2018 (UTC). Please sign your posts with ~~~~
- You may need to post in in the forum. Try turn your render distance to a higher level, it may work.--Skylord wars (talk) 11:19, 6 May 2018 (UTC)
Texture Update
So when the texture update is released, will these old textures in the {{InvSprite}} stay? Or are they going to be replaced with the new ones? I propose to move the old sprite to a separate template where it will eventually be used in the history section. – ItsPlantseed ⟨₰|₢⟩ 06:16, 9 May 2018 (UTC)
- @ItsPlantseed: So something like moving InvSprite to InvSpriteOld or InvSpritePre(release date here), then updating InvSprite with the new textures? jjlr (talk) 06:20, 9 May 2018 (UTC)
- Yes, but I'm not sure if that's necessary though. The file has reached 1MB and I don't know if it will affect performance issues. – ItsPlantseed ⟨₰|₢⟩ 06:50, 9 May 2018 (UTC)
- Performance isn't really a concern with sprites, they're meant to have lots of images in (I'd actually be more worried about the size of the documentation page). However in this case, since it's changing pretty much everything I think it would be good to split off now, just to make editing easier (smaller page/image to upload reduces edit time), and also we should probably do this for blocks and items too. Then we just need to decide if we want to make it totally historical stuff (so whenever a texture changes we move the old image to the historical invsprite), or if it should contain all textures beginning from the texture update.
- I'll create the base for the modules now so anyone can start getting the new textures uploaded. –Majr ᐸ Talk
Contribs 07:56, 10 May 2018 (UTC)
- Nice, I'll start adding texture for the items now. Also I have a question, are those "TextureUpdate" suffix temporary? We seem somewhat familiar with the current sprite title. – ItsPlantseed ⟨₰|₢⟩ 10:36, 10 May 2018 (UTC)
- Of course, the current templates/modules will be moved elsewhere once the update comes out (the name of which we need to decide on), then the new ones moved over the redirects.
- Also I noticed you mentioned having an issue with using find in the browser creating duplicates? Did you mean you used some sort of find/replace thing to change names rather than editing them manualy? If that's the case then I think I can fix that. –Majr ᐸ Talk
Contribs 10:47, 10 May 2018 (UTC)
- About that, I didn't use CTRL + F to replace (well since I can't), I used the key to find the name instead of scrolling. When I search E.g 'blue', the highlighted word will be considered as a duplicate, so I can't save it until I change all the misinterpreted words into something different. It seems like it only occurs on Edge, but I'm not sure for other browser. – ItsPlantseed ⟨₰|₢⟩ 11:23, 10 May 2018 (UTC)
- Ah that wasn't the bug I was thinking of then. The issue is that edge sends a blur event to elements when it moves the find highlight off of them, regardless of if it was focused (and it doesn't send a focus event on the element which it moved the highlight to), which causes the script to think the original value is undefined (because there was no focus event to set the original name), which causes the script to "change" the current name to exactly the same as it already was making it think it's a duplicate. Was easily fixed though. –Majr ᐸ Talk
Contribs 12:10, 10 May 2018 (UTC)
- Ah that wasn't the bug I was thinking of then. The issue is that edge sends a blur event to elements when it moves the find highlight off of them, regardless of if it was focused (and it doesn't send a focus event on the element which it moved the highlight to), which causes the script to think the original value is undefined (because there was no focus event to set the original name), which causes the script to "change" the current name to exactly the same as it already was making it think it's a duplicate. Was easily fixed though. –Majr ᐸ Talk
Reference template with archive support
What is everyones opinion on a reference template that allows you to specify both the original link to a page but also an archive.org link for it? Something similar to wikipedia's archiveurl option for it's citation template. jjlr (talk) 11:05, 9 May 2018 (UTC)
- Could be useful, but I don't think we want to specify archive links for absolutely every reference. --AttemptToCallNil (report bug, view backtrace) 11:24, 9 May 2018 (UTC)
- Support--Skylord wars (talk) 12:46, 9 May 2018 (UTC)
- Question Where on the page would this template be used? Would it also have
deadurl=andarchivedate=parameters? – Auldrick (talk · contribs) 17:33, 9 May 2018 (UTC)- Answer I was thinking it could be used in place of the
reftag, so it would be used anywhere thereftag could be used. Also it could havearchivedateand maybe aurldeadparameter that accepts a binary value (0 for false;1 for true), when true it could maybe state in the reflist that the original link is dead and to use the archive link, or maybe it could automatically redirect the reference to the archive link, otherwise when false it would just do nothing. This is currently more a concept than a working idea, and i would need some help getting a working prototype. jjlr (talk) 00:24, 10 May 2018 (UTC)
- Answer I was thinking it could be used in place of the
- I've added an
|archive-url=parameter to{{link}}(which only shows if|dead-url=is set). – Nixinova
04:18, 10 May 2018 (UTC)
- That looks really good to me, except I wonder: What's the rationale behind displaying the dead URL and following it with the archive URL? Wouldn't it be better to display the original link but link it to the archive site, and insert "(archived)" without a link? That would keep users from trying to follow the dead link first. – Auldrick (talk · contribs) 15:20, 10 May 2018 (UTC)
Sounds parameter in BlockTileEntity template
When trying to add the new audio for the conduit and beacon to their relative infoboxes i noticed the BlockTileEntity template didn't have a sound parameter, would it be possible to add one since there are quite a few tile entities that produce sound. jjlr (talk) 05:44, 10 May 2018 (UTC)
A bug in the Bug template
I've recently edited the 1.13 page on the Hungarian wiki, and found out that links to Mojang bug pages at references don't work. Instead they try to link to wiki pages like MCbug:122563. I've checked the template and it's the same as the one here. What could be the problem and how could it be fixed? david92003 (talk) 16:52, 10 May 2018 (UTC)