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Display/ED
Item Display: root tag Tags common to all entities Tags common to all display entities item: The item to display. Tags common to all items item_display: The model to display. Describes item model transform -
Custom world generation/pos rule test
: Root tag. predicate_type: can be the following values: always_true to always pass; linear_pos to pass with a random probability, the probability is based on the 3D Manhattan distance from the current -
Custom world generation/rule test
: The root tag. predicate_type: Can be always_true, block_match to test for a block, blockstate_match to test for a specific block state, random_block_match to test for a block with -
Custom world generation/configured decorator
The root tag type: The type of configured decorator. Must be one of the types listed below. config: The settings for this configured decorator. The settings vary depending on type. Any name not listed under -
Player.dat format/Item
The root tag. Count: Number of items stacked in this inventory slot. Any item can be stacked, even if unstackable through normal means. Values below 0 cause the item to be treated as air, resulting -
Interaction/ED
root tag Tags common to all entities width: The width of the entities bounding box. Defaults to 1. height: The height of the entities bounding box. Defaults to 1. response: A boolean specifying whether an -
Custom world generation/noise
: The root object. firstOctave: First octave. If legacy_random_source in the noise settings is true, it must be an integer less than or equal to 1, otherwise the value range is not unlimited -
Custom world generation/carver
The root tag type: The type of carver to use, must be one of either "cave", "nether_cave", "canyon", "underwater_canyon", or "underwater_cave". config: See below., type: The type of carver to use, must -
Coral Fan/Asset history
History[ ] Java Edition Classic May 21, 2009 Notch expresses interest in a suggestion regarding corals by user "solarblade". Java Edition Alpha June 28, 2010 Notch mentioned on his blog: "I tried adding corals, but it -
Monster Room
"Dungeons" redirects here. For the action-adventure RPG, see Minecraft Dungeons. The monster room is a small building in the Overworld where a monster spawner that produces either zombies, skeletons or spiders is found -
Tutorials/Roof types
This tutorial lists many common roof types, roughly in ascending order of complexity, and gives examples of each one. Wikipedia provides additional information and diagrams here, and from that page there are links to other -
Tutorials/Roof construction guidelines
roof. How big should a roof be? For inhabited buildings, a good guide is to make the roof between one and two stories tall. If a roof section does need to be much taller than -
Tutorials/Curved roofs
To get a roof that looks curved in Minecraft, you should generally expect to work on quite a large scale. If the curve radius is less than about six meters, the roof will tend to -
Minecraft Dungeons:Gold Room
This article is a work in progress. Please help in the expansion or creation of this article by expanding or improving it. The talk page may contain suggestions. A gold room is a type of -
Tutorials/Roof decorations
Every part of a roof can be decorated. Here are some of the more common embellishments. The top ridge of a roof is an obvious place for decoration. In this image we use a stone -
Tutorials/Defeating a monster room
cobblestone when mining or exploring underground, that's a good sign you might have found a monster room; however, water and lava mixing also generates cobblestone, so be careful when investigating. Mossy cobblestone generates a -
Monster Room/Structure
This article is missing information about 5×5, 5×7 or 7×7 dungeons. Please expand the article to include this information. Further details may exist on the talk page. This page documents the layer -
Minecraft Dungeons:Rune room
it will greet him/her with the respective rune. The exception to this is Obsidian Pinnacle, which features the rune in a regular room instead. All of the runes collected in order spell “Bovine Path.” -
Woodland Mansion/Structure/Chest Rooms
This page documents the layer-by-layer composition of a given generated structure, terrain feature, or feature. There are two sizes of chest rooms. None of their chests have loot. -
End City/Structure/Large Room
This page documents the layer-by-layer composition of a given generated structure, terrain feature, or feature. This section is a work in progress. Please help in the expansion or creation of this article by -
Stronghold/Structure/Large Room
feature, or feature. Stronghold large rooms can have up to four exits (including the entrance to the room) and come in four variants: empty room, stone pillar room, fountain room and storeroom. Therefore, each variant -
Woodland Mansion/Structure/Trophy Rooms
This page documents the layer-by-layer composition of a given generated structure, terrain feature, or feature. The ladders in this room depend on the walls around them. Layers 5 and 6 are empty. -
Woodland Mansion/Structure/Loot Rooms
This page documents the layer-by-layer composition of a given generated structure, terrain feature, or feature. There are three empty layers of space above the blueprint. The chest has loot, and one vindicator spawns -
Stronghold/Structure/Portal Room
This page documents the layer-by-layer composition of a given generated structure, terrain feature, or feature. Please note that the stone bricks shown have the possibility of being the mossy, cracked, or infested version -
Ocean Monument/Structure/Wing with room blueprint
This page documents the layer-by-layer composition of a given generated structure, terrain feature, or feature. Both wings example - open area left, large pillar room right
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