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== Generation ==
 
== Generation ==
Describe how the material is commonly generated or obtained into the inventory, in order of most common to least common. For instance, it is more common for Stone to be generated through map generation, then mined with an enchantment, then produced with lava pouring into water.
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Describe how the material is commonly generated or obtained into the inventory, in order of most common to least common. For instance, it is more common for Stone to be generated through map generation, then smelted; then mined with an enchantment, then produced with lava pouring into water.
   
 
== Recipes ==
 
== Recipes ==

Latest revision as of 11:56, 10 March 2012

(Considerations include: Presentation of crafting recipes)


<Block Name>, previously known as <Former Name> or <Other Name>, represents <the description of a possible real-material>. Describe the visual appearance.

<Block Name> can/cannot be mined using a <tool> made of <required> or better material.

<Block Name> description about availability and usage. If there are any surprising properties with this material, describe it (i.e. is fireproof while it doesn't seem to be, or sounds like glass when mined but can be mined with a pickaxe). Redundant surprising information should be repeated in more detail in the Properties.

Properties

Best describe what makes this block unique. If there are notable side properties such as it can be mined very fast, but is not surprising enough to be in the introduction, describe it.

Generation

Describe how the material is commonly generated or obtained into the inventory, in order of most common to least common. For instance, it is more common for Stone to be generated through map generation, then smelted; then mined with an enchantment, then produced with lava pouring into water.

Recipes

Strategy

  • Describe common usage of the block, and useful tricks to know.

Update history

Describe the evolution of the item across Minecraft versions.

Trivia

Describe trivial things about the block. Stuff that can change the gameplay if exaggerated, but aren't useful enough for actual strategy should be here (example: The trunk variety of a tree can artificially be changed without decaying the leaves by progressively mining and replacing the trunk)