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User:Delvin4519/Minecraft PC version history
User:Delvin4519/Minecraft Bedrock Edition version history
Status Effects and opposites
Some opposites shown here don't exist in game.
| Effect | Opposite of effect | ||||
|---|---|---|---|---|---|
| Icon | Name | Effect | Icon | Name | Effect |
| Speed | Increases walking speed | Slowness | Decreases walking speed | ||
| Haste | Increases mining and attack speed | Mining Fatigue | Decreases mining and attack speed | ||
| Strength | Increases melee damage | Weakness | Decreases melee damage | ||
| — | Instant Health | Heals entities, damages undead | — | Instant Damage | Damages entities, heals undead |
| Luck | Increases chances of high-quality loot | Bad Luck | Reduces chances of high-quality loot | ||
| — | Saturation | Restores hunger and saturation | Hunger | Increases food exhaustion | |
| Invisibility | Removes visibility of player skin or entity. | Glowing | Shows outline of player skin or entity, even through blocks. | ||
| Regeneration | Restores health over time | Poison | Inflicts damage over time (but can't kill) | ||
| Resistance | Reduces most damage | Wither | Inflicts damage over time (can kill) | ||
| Jump Boost | Increases jump height and reduces fall damage | Levitation | Floats entities upwards | ||
| Night Vision | Negates darkness | Nausea | Wobbles and warps the screen | ||
| Blindness | Impairs vision | ||||
| Fire Resistance | Immunity to fire, etc. | Water Breathing | Prevents drowning | ||
| Health Boost | Increases maximum health | ||||
| Absorption | Adds damage absorption | ||||
Terrain generation in Minecraft
PC edition and Console edition
Preclassic to Infdev terrain generation
Preclassic: Caves added.
Revisions
Classic: An ocean now surrounds map.
Classic: Trees as stumps with a thin leaf layer are added.
Classic: Trees have a new shape.
Classic: Caves are bigger deeper and also added longer and narrower caves, rare surface lava lakes added.
Infdev: Trees readded
Infdev: Dungeons added.
Alpha 1.0 to Alpha 1.1 terrain generation
Retains previous terrain generation.
Revisions
1.0.1: Caves now can be far bigger and more expansive
1.0.4: Winter mode added, a grassy or a snowy theme is chosen when a world is created.
Alpha 1.2 to Beta 1.7/TU01 to TU04 terrain generation
1.2.0: Added biomes; they were rain forest, seasonal forest, forest, shrubland, taiga, tundra, savanna, plains, swampland, desert, and frozen desert. World saves remained unchanged, other than a change in the hue of the grass. If the player moves into ungenerated chunks, the new biomes would generate. Added the Nether and all Nether-related generated structures, except for nether fortresses.
Revisions
1.2.6: Added small lakes and rare lava pools, both on the surface and randomly in caves.
1.6: Added the Sky Dimension with its own biome. It could only be viewed through the use of mods and hacks.
Beta 1.8 to 1.1/TU05 to TU10 terrain generation
1.8/TU05: Removed all biomes from previous generation. Biomes generated now include Ocean, Plains, Desert, Extreme Hills, Forest, Taiga, Swampland, and Rivers. New Abandoned mine shafts, Strongholds, and Villages now spawn.
Revisions
1.0.0/TU9: The end and it's structures Obsidian pillars, Exit portals are added. Nether fortresss also spawn now.
1.2 to 1.6/TU11 to TU30/CU01 to CU18/1.01 to 1.21/WiiU 01 to WiiU 02 terrain generation
1.2.1/TU12/CU01/1.01/Patch 01: By this time, new beaches, Mushroom Islands, and Ice Plains now spawn. Taigas also have snow. Jungles are added as well as Desert Wells. The Anvil file format is introduced and it allows for biomes to be stored in the world data. In contrast, the Region file format relies on the seed to dynamically calculate biome placement. This would cause biome placement in older worlds to change when the biome generation code was changed. With the current Anvil format, the biome data is stored along with the rest of the world data, meaning it will not change after the world is generated and can be edited by third-party map-editing tools. Furthermore, "edge" biomes allow for biomes to continue extend beyond the edge chunks of an old world. This allows for smooth transitions in world generation after the generation code changes in an update.
Revisions
1.3.1/TU14/CU01/1.04/WiiU 01: Forests and Deserts are taller, Desert temples and Jungle temples are added.
1.4.2/TU19/CU07/1.12/WiiU 01: Witch huts are added.
1.6.1/TU19/CU07/1.12/WiiU 01: Water lakes no longer spawn in deserts.
1.7 to 1.12/TU31 to TU56/CU19 to CU46/1.22 to 1.55/WiiU 03 to WiiU 26/Switch 1 to Switch 06 terrain generation
1.7.2/TU31/CU19/1.22/WiiU 03/Switch 1: Mesa, mega taiga, roofed forest, birch forest, savanna, extreme hills+, deep ocean and snowless taiga biomes were added as well as variations for many of the biomes. Biomes were also separated by temperature, and snowing was added to extreme hills. Biomes will attempt to avoid getting placed next to a biome that is too different from itself, temperature-wise. The frozen ocean and extreme hills edge biomes no longer generate naturally. Biome-hopping achievement "Adventuring Time" added, but it was broken until 1.8 making the goal of getting all achievements impossible in 1.7. Red sand now generates in mesa biomes and their variants. Savannas and roofed forest biomes now generate with new logs and leaves. Gravel beaches have been returned to the terrain. Mountains now generate as part of the "M" biome variants. The desert oases appear in the desert M biome. Moss stone boulders were added.
Revisions
1.8.0/TU31/CU19/1.22/WiiU 03/Switch 1: Ocean monuments are added. The End's biome name is now "The End" instead of "Sky". Adventuring Time is now available without commands. Before, the 38 biomes had to be visited without visiting any other biomes, which made the achievement unavailable because the End has to be visited for its prerequisite, The End?. The “no other biomes” restriction is now lifted. Visiting the frozen ocean and extreme hills edge biomes, which no longer generate since 13w36a, is no longer required for Adventuring Time. Changed generation of marsh-like areas in swamp biomes. Red sandstone now generates below red sand in mesa biomes and their variants.
1.8.1/TU31/CU19/1.22/WiiU 03/Switch 1: New witch huts can spawn witches Y 64 to 71. This allows for three spawning floors for witches.
1.9.0/TU46/CU36/1.38/WiiU 15/Switch 1: Igloos with a 50% chance of basements spawning, End Gateway Portals, and End cities now spawn. Add new biome "The Void", which is used in Superflat preset "The Void". Added the outer islands of the End. Added chorus trees.
1.10.0/TU43/CU33/1.36/WiiU 13/Switch 1: Plains and sunflower plains now have some trees (5% of chunks). 1⁄3 large oaks, 2⁄3 normal oaks. In mesa biomes, hardened clay and stained clay no longer generate more than 15 blocks deep, if the mesa is more than 15 blocks above sea level. In addition to the normal 2 veins of gold ore below Y=32, now attempts to generate 20 veins at elevations between 32 and 79. Also can generate dark oak abandoned mineshafts above ground. Added bone and coal ore fossils. Blacksmiths now generate with cobblestone in all biomes, rather than acacia logs in savannas and sandstone in deserts. Zombie villagers generated in zombie villages no longer despawn. Wooden fences are now substituted with the correct wood type for the biome. Paths no longer replace most blocks, instead considering the blocks underneath, preventing them from generating in treetops or bridging ravines.
1.11.0/TU54/CU44/1.52/WiiU 24/Switch 4: Return portals that look like End gateways, but teleport you to the main island's spawn platform. These generate randomly throughout the End near End Cities. Added Woodland mansion that generates in Roofed Forest biomes, consists mostly of cobblestone and wood blocks.. These can be located with a woodland explorer map. They are home to the Illager and generate hree floors, where the bottom two are larger and the third is smaller. These use procedural generation and structure blocks for random layouts, because of this, some rooms may be completely surrounded by walls and have no entrance. NOTE ON CONSOLES RATHER THAN ADD RETURN PORTALS, THEY ADD BETTER CHANCES FOR TEMPLES/OCEAN MONUMENTS.
Pocket Edition (Alpha)
0.1.0 to 0.8.2 terrain generation
0.1.0: Added all biomes from Alpha 1.2.0.
Revisions
No terrain generation changes until 0.9.0
0.9.0 to 1.2.0 terrain generation
0.9.0: Added all biomes from PC 1.7.2 excluding Mesa Bryce, Jungle M, Birch Forest M, Extreme Hills M, and Extreme Hills +. Added villages, caves, lava pools, rivers, abandoned mine shafts, huge mushrooms, moss stone boulders, strongholds, ice patches, ice spikes, dungeons and desert wells.
Revisions
0.9.5: Added Mesa Bryce, Jungle M, JungleEdge M, Birch Forest M, Birch Forest Hills M, Extreme Hills +, Extreme Hills + M biomes.
0.10.0: Mesa biomes have gold at every elevation and can spawn Abandoned mine shafts on the surface. Water in swamps is tinted dark gray. Huge mushrooms spawn in swamps
0.11.0: Changed the default biome. Increased the amount of gravel on extreme hills M biome. Added Desert Wells in deserts.
0.12.0: Added Nether biome. Added the Nether along with lava oceans, glowstone clusters, Nether Fortresses, soul sand beaches, hidden lava, gravel beaches, and Nether quartz veins. Leaves coloring shaders are now only used when the color for a biome actually changes.
0.13.0: Added Desert temples.
0.14.0: Added witch huts. Cauldron generates with random potion.
0.15.0: Added Jungle temples. Added savanna and taiga village variants. Villages can generate in cold taiga and ice plains biomes. Buildings are made out of spruce wood like taiga villages. Villages have a 2% chance to generate as village zombies. Buildings in zombie villages include cobweb and moss stone.
0.16.0: Added Ocean monuments. Biomes can be viewed by grass color on Maps
0.16.2: A chest generates in big houses of cold taiga and ice plain villages.
1.0.0: Increased building height from 128 to 256. Strongholds now generate randomly in new chunks. The level format is changed to store each subchunk separately as a different leveldb key. A chest may spawn in the back of large houses which contains farming equipment in villages. Added the end with Chorus trees, End cities (Banners are absent due to being unimplemented features.). Magenta Stained Glass still generates on end cities, but uses the normal glass texture because of issues with the rendering engine. End gateway portals generate randomly throughout the outer islands, similar to PC 1.11. Exit portals also generate in the end. Igloos are added.
1.1.0: Seeds which contain pre-generated structures such as ocean monuments & igloos may generate those structures in different places now. Igloo beds are white in ice spikes and brown in cold taiga. Woodland mansions added but with Oak Wood planks and without banners.
1.1.2: Underground fossils and natural magma block generation in the nether are added.
1.2.0: Ravines are added and Woodland Mansions now generate birch planks instead of oak planks.