User talk:Anomie x

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Checking the code for exp drop amounts[edit]

Hi, I noticed you said, about the experience dropped by smelting wet sponge, "From code, it's 0.15". I was wondering, would you be able to help me double-check some experience numbers directly?

I was curious how much exp drops with an Elder Guardian, so I did some in-game testing on blazes and normal guardians, to first calibrate my method. Assuming the experience-leveling graph on this page was correct, then I was getting about 7.5 exp per blaze, and about 8.5 exp per guardian. I was counting the levels I gained (and fractions thereof) for every 25 of each mob I killed, and got those numbers. But the graph there says 10 exp.

Either I'm doing something wrong (sample size?), or the wiki is bad, so I was wondering if you would be inclined to check blazes, guardians and elder guardians directly, and any others you might be inclined to do. Thanks!

Sealbudsman (Aaron) SealbudsmanFace.png T, C, b 17:27, 10 September 2014 (UTC)

@Sealbudsman: As far as mobs go Wither is 50, Blaze is 10, Silverfish is 3, Ghast is 5, Guardian is 10 (Elder or not has no effect). Slime is 'Size' + 1, and Magma Cube inherits that too. Zombies are 5 but babies are apparently 12 (5 * 2.5 rounded down), and Zombie Pigmen inherit that too. Other hostile mobs are 5 by default. Jockey chickens give 10, Squid give 1-3, and other animals give 1-3 by default. Mobs (except for animals and Squid) also get a bonus 1-3 for each piece of equipment they have that isn't a guaranteed drop. I don't see any changes here from 1.7.10 for non-new mobs, BTW.
For smelting, none of the 1.7 items have changed so you can look here and get the number from the end of each line to check them. The new meats give 0.35, cracking stone brick gives 0.1, and drying sponges gives 0.15 as already stated.
If you want me to track down more numbers, let me know. Anomie x (talk) 21:20, 10 September 2014 (UTC)
Also, BTW, it looks like breeding is 1-7, not 1-4. Anomie x (talk) 21:36, 10 September 2014 (UTC)
Thanks! So the Endermite is 5 and not 3? Does the chicken jockey give 10 when you kill the chicken, or the zombie, or is it just 5 for each mob (in which case it's 5 for the baby rather than 12)? Does the spider jockey drop anything different than 5 for each mob? Does the 1-3 bonus extend to the Jockeys? Much obliged. – Sealbudsman (Aaron) SealbudsmanFace.png T, C, b 21:38, 10 September 2014 (UTC)
... No, Endermite is 3, Silverfish is 5. I got confused reading the obfuscated code since they use the same sound files. Sorry about that. Chicken jockey gives 10 for the chicken and 12 for the baby. Spider jockey is 5 for the spider and 5 for the skeleton, it's just like separate mobs. Same for the equipment bonus. Anomie x (talk) 00:35, 11 September 2014 (UTC)

Checking the code for Block States for Fire, Flowing Water/Lava and Source Water/Lava[edit]

Hi again, Anomie,

I've been going through the Block states page, filling in what blocks I could by using F3 mode in a Debug world -- but you can't hover over fire or liquids to get those block states. I was wondering if it was within your capability to look in the code, and find those block states and their ranges of values that way? Thanks in advance,

Sealbudsman (Aaron) SealbudsmanFace.png T, C, b 18:35, 24 September 2014 (UTC)

Added one for Fire. Flowing water/lava is correct, and still water/lava is the same as flowing. Anomie x (talk) 22:17, 24 September 2014 (UTC)
Thanks! – Sealbudsman (Aaron) SealbudsmanFace.png T, C, b 22:22, 24 September 2014 (UTC)

Hello again,

I wonder if you would be able to identify whether block 36 – that people call 'Piston Extension' – has a minecraft:name or any named block states? In the debug world it seems there are 12 blank spaces where Piston Extension should be, so it led me to wonder.

Thanks again for looking into all this stuff!

Sealbudsman (Aaron) SealbudsmanFace.png T, C, b 17:45, 29 September 2014 (UTC)

It does have a name, "minecraft:piston_extension". --KnightMiner (t|c) 18:00, 29 September 2014 (UTC)
I see. It must have 12 distinct states? – Sealbudsman (Aaron) SealbudsmanFace.png T, C, b 18:05, 29 September 2014 (UTC)
Likely, although I though it was mostly block entity. It does need to store the block it becomes and a time delay I know. --KnightMiner (t|c) 18:08, 29 September 2014 (UTC)
Yeah, a lot of these things, like heads or banners, have hodge-podges of states, damage values and block entity data that describe them. I'm sure there are block entity things going on, but that's outside the scope of what I'm asking for now – Sealbudsman (Aaron) SealbudsmanFace.png T, C, b 18:13, 29 September 2014 (UTC)
As far as block states, it has "facing" and "type" like piston_head (no "short" though). The block entity stores "blockId", "blockData", "facing", "progress", and "extending". Anomie x (talk) 22:25, 29 September 2014 (UTC)

Villager behavior[edit]

Seems like you've been looking at their code, so I figure you might be able to clarify this. If a villager is willing to breed because they have enough food in their inventory, what happens after they mate? Are they willing to breed again immediately, is there a time delay, or do they actually consume the food they're holding? -- Orthotopetalk 19:15, 2 October 2014 (UTC)

The food is consumed at the time the "willing" flag gets set; there's a method on the Villager class that checks the "willing" flag, optionally consuming food if "willing" is clear and the villager has food. There's no check there that implements any delay. Similarly, there's no check in the trading function that implements any sort of delay for becoming willing that way.
The only thing that calls this method, and the only thing that clears the "willing" flag, is the AI routine for villager breeding. For clearing "willing", it only happens with a successful breeding which (as with other mobs) sets the "age" of each parent to 6000.
As for the check that calls the check-willing method, it looks something like this:
  • Villager's age == 0?
  • Random number 0–499 is 0?
  • Is the villager is inside a village?
  • Does the village allow breeding right now? In other words, is the village's "noBreedTicks" timer not active and is the village not yet at its population cap?
  • Is the villager willing? This is the method call that might eat food.
  • Is there another villager nearby?
  • Is that villager's age == 0?
  • Is that villager willing? This might cause that villager to eat food.
If you're wanting to dig into the code yourself, in 1.8 Villager is class 'agp', the "willing" flag is 'bs' in that class, the method that checks "willing" and potentially consumes food is 'boolean n(boolean)' in that class, and the AI routine is class 'zj'. Anomie x (talk) 20:56, 2 October 2014 (UTC)

Checking the code[edit]

I wonder if you use a publicly available deobfuscated version of the code or something, or whether you have something you've done yourself. I feel like I bug you a lot for things, and I hate to bother you! I do have a few more questions about block states, and I would be interested in seeing how you are doing what you are doing, if I could. – Sealbudsman (Aaron) SealbudsmanFace.png T, C, b 20:26, 6 October 2014 (UTC)

I wish I knew of some publicly-available deobfuscated 1.8! I use for looking at things in 1.7.10. As for 1.8, I just ran it through jad and read the decompiled-but-still-obfuscated source. Blocks and items are easy enough to find by searching for their names to find the equivalent of or, and entities can be found by searching for their sound files (e.g. "mob.zombie.hurt"). Once you have the item/block mappings you can find some other stuff, like searching for "amk.i" (diamonds as an item) can find you the chests that have a chance of diamonds, the code for beacon sacrifice items, the crafting recipes that include diamonds, and so on. And then cross-referencing with 1.7.10 can help to find related code.
As for block states, class "atr" is the Block class, and you can find the specific subclass for any block by looking at the list of calls in method R() (which is equivalent to method Block.p() from 1.7.0). In 1.8 Block has "protected bed e()" that has something to do with the block states; I'm not sure what exactly class "bed" is (it seems to have something to do with producing a list of all possible blockstates for the block), but it takes an array of "bex" which is apparently something like "IBlockProperty". The implementations of that e() method are generally just "return new bed(this, new bex[] { ... })" where the "..." is a list of static fields defined in the same class. The initializations of those static fields will give you the block property names, and the specific subclass used for each tells you the types: "bet" is a boolean, "bew" is an integer range, "beu" is up/down/north/south/east/west, and "bev" is some other enum (the identity of which is included in the initializer). Anomie x (talk) 01:46, 7 October 2014 (UTC)

Attack damage[edit]

Some user recently messed with the skeleton attack damage, and I noticed nether the change of that user or the original is accurate. Can you check the code to find their attack damage range?

Also, what are the affects of regional difficulty on attack damage, if any?

KnightMiner (t|c) 18:12, 8 November 2014 (UTC)

Arrow damage is somewhat complicated, and I hope I'm reading the code right here. Experimental trials to check this would be a good idea.
The amount passed to the "damage entity" method is D = ceil( sqrt( motX*motX + motY*motY + motZ*motZ ) * damage ). Plus randomInt(0 to floor(D / 2 + 1) inclusive) on a critical hit, except I don't see any indication that a skeleton archer can do criticals. (This applies to arrows from any source.)
For that sqrt( motX*motX + motY*motY + motZ*motZ ) factor, it looks like skeletons always shoot with an initial force of 1.6, compared to a fully-charged player bowshot of 3.0 and a Dispenser shot of 1.1. (The initial force comes from the Skeleton code itself.) But of course that changes over the flight of the arrow: it looks like for each tick it decreases by 1% in air (40% in water) and gets motY -= 0.05 to simulate gravity. That 40% was only 20% in 1.7, BTW.
As for the damage multiplier, it looks like it actually depends on distance as well as difficulty: minmax(distance / maxrange, 0.1, 1.0) * 2 + randomGaussian() * 0.25 + difficulty * 0.11. They hurt you less at point-blank range (but they shoot faster: for skeletons it's 24 ticks between shots versus 60 at the max range of 15 meters). So a skeleton with a basic bow should have a damage multiplier of 0.31–2.36 on easy, 0.42–2.47 on normal, and 0.53–2.58 on hard. This compares with a player (and a dispenser) having a constant damage multiplier of 2.0. For both players and skeletons, Power adds 0.5 + 0.5 * PowerLevel. (The distance-based 0.1–1.0 factor comes from the "ArrowAttackGoal" AI routine, while the rest is in the Skeleton code itself. Power is calculated separately in Player and Skeleton using the same formula in both places.)
Regional difficulty has no effect, it only considers the set difficulty.
So a fully-charged player shot with a normal bow, assuming the initial 3.0 force is approximately unchanged, would theoretically do 6–10 damage. Making the same force assumption for a skeleton, we'd get 1–4 on easy and normal and 1–5 on hard, mostly based on distance. A skeleton shooting almost straight down might pick up an extra point due to gravity speeding up the arrow. On flat ground, some quick simulations point to a max of 4 on all difficulty levels for skeletons.
Difficulty also decreases the error in skeleton's aiming. A player has an "error" of 1, a dispenser has 6, and a skeleton has 10 on easy, 6 on normal, and 2 on hard. To account for gravity, it looks like skeletons aim 0.2 meters above the target for every meter distant horizontally (and aim for 1/3 of the way up the body).
HTH. Anomie x (talk) 23:50, 8 November 2014 (UTC)
Nice work. I saw that arrow damage depends on velocity, but never got around to calculating what the exact damage caused would be. -- Orthotopetalk 00:51, 9 November 2014 (UTC)
Thanks for the information, it was really helpful as the most my findings found was the minimum attack damage. I will have to work on incorporating the information on accuracy into the article while rewriting it later.
By the way, does regional difficulty affect the attack damage of any mob? I know it affects the rate zombies have weapons, but I'd assume there would be no other affect to damage. KnightMiner (t|c) 01:30, 9 November 2014 (UTC)
Besides the stuff already listed at Difficulty, I see:
  • Regional difficulty increases the chance of larger slimes (up to 50% chance of upgrading the size if it's not already largest).
  • Zombies are more likely to be able to break doors (up to 10% chance directly, and there's also up to 5% for being a leader zombie, for a total of up to 14.5% chance).
  • Zombies are more likely to have the "Random zombie-spawn bonus" multiplier to their generic.followRange stat, and to have larger values (a random float between 0 and up to 1.5 is chosen, and if F > 1.0 then F is the bonus).
  • Zombies are more likely to be a "leader zombie" (up to 5% chance), which includes being able to break doors, getting the "Leader zombie bonus" multiplier to their generic.maxHealth stat, and getting the "Leader zombie bonus" addition to zombie.spawnReinforcements (this last is already noted on Difficulty).
So nothing directly affecting attack damage that I see. I also don't see anything besides slime spawning depending on moon phase without regional difficulty, or any use of regional difficulty that doesn't also involve moon phase.
Every use of regional difficulty follows the formula I described at [1] to determine a multiplier between 0.0 and 1.0. In most cases the multiplier is used to scale a percentage chance from 0 to a max; random zombie-spawn bonus to generic.followRange and the equipment enchantment levels are the exceptions. This also means that anything affected by regional difficulty is going to be 0% chance in easy in 1.8. Anomie x (talk) 06:50, 9 November 2014 (UTC)
BTW, the chances of the things already listed on Difficulty are up to 55% for CanPickUpLoot, up to 10% for spider effects, up to 15% chance of having armor (but how full of a set and what material aren't affected by regional difficulty), up to 25% chance of having an enchanted weapon, up to 50% chance of having enchanted armor, enchantment-table level for both weapon and armor enchantment ranges from 5 up to 22. Anomie x (talk) 06:50, 9 November 2014 (UTC)

An award for you[edit]

Code repr.png The Hacker Award
For all of your work that involved examining the game’s code.
I’m Nick the Red37, a mod (fka Naista2002) (talk) 16:33, 20 January 2015 (UTC)
Thanks! Anomie x (talk) 00:09, 21 January 2015 (UTC)

Spawning behavior of 1.8 mobs[edit]

Talk:Spawn#1.8 mobs. We need actual spawning behavior of new mobs added in 1.8. I’m Nick the Red37, f.k.a. Naista2002 19:14, 31 January 2015 (UTC)

Projectile motion in snapshots[edit]

Since you've been digging through the snapshot code already, can you look into the claims related to this edit and see if Entity#Motion of entities needs to be updated? I'm a bit skeptical of the post on reddit, which claims snowballs had no drag factor is 1.8, since I'm fairly certain they did when I was analyzing this based on the 1.2.5 code. -- Orthotopetalk 05:57, 1 August 2015 (UTC)

I already saw that they changed the code for firing projectiles, probably fixing the situation where they hand five different incompatible ways to shoot something. Whether that actually changed anything or is just different code with the same result I don't know.
As far as motion for what MCP 9.10 calls EntityThrowable, I don't see any relevant-looking changes to the motion function. The projectile gets an initial motion-vector when launched, then each tick (absent collisions) it adds the motion-vector to the current position, then multiplies each component of the motion-vector by drag (d=0.99 in air, d=0.8 in water) and subtracts a gravity acceleration (default is g=0.03 but can be overridden) from the Y component. The result doesn't match either of the equations on that imgur. Assuming I did the calculations correctly, the equations for the motion-vector work out to vx(t) = vx * dt and vy(t) = vy * dt + g/(1-d) * (dt-1), which gives distance equations of x(t) = vx * (d^t-1)/ln(d) and y(t) = vy * (dt-1)/ln(d) + g/(1-d) * ((dt-1)/ln(d) - t).
For arrows it's basically duplicate code, except gravity is g=0.05 and drag in water is d=0.6. Again, I don't see any relevant-looking changes to the motion function for free flight.
So the actual flight mechanics seem to be the same in 1.8.8 and 15w31c. The "initial motion vector" might have changed, but I've already spent too much time on this for now. If you want to look into it more, classes in 1.8.8 are wq for arrows and wy for 'throwables', corresponding to xd and xp in 15w31c. HTH. Anomie x (talk) 14:45, 1 August 2015 (UTC)

About the main 1.9 page[edit]

Hi, I'm the one who you think didn't do a good job editing, but I just wanna know why, since the way you want things to be, it's very confusing to read. But maybe I'm wrong, could you please explain your intentions so maybe I can make it more understandable.--Kkkllleee (talk) 17:31, 18 September 2015 (UTC)

Kkkllleee: Since you didn't specify which part of my edit you disagree with, I'll go through the whole thing.
  • "Bows can be shoot" is incorrect grammar.
  • End gateway blocks do a purple beam for Age, not yellow. That was right in one place and wrong in another before your edit, and unfortunately you picked the wrong one to keep.
  • Possessive is "its"; "it's" is short for "it is".
  • "These coordinates are only overridden when the shulker is in a minecart." is incorrect, they also change when the Shulker teleports or is pushed by a piston.
  • You tried to combine the Potion NBT tag on potion items with the ThrownPotion entity, likely because the latter also has a Potion NBT tag.
    • The way you did it, you were claiming that the ThrownPotion entity is somehow the same thing as a potion item's NBT tag. That makes no sense at all, it's like saying that Mooshrooms and X-coordinate are similar. And that led to the sub-bullets being incoherent. It could have made structural sense (but would still have been incorrect) to combine the potion item and the ThrownPotion entity.
    • The potion-item's NBT tag has a string value while the ThrownPotion entity's contains an Item structure for the potion item that was thrown.
    • And you lost the Lingering NBT tag on the ThrownPotion entity in the mess.
  • The actual entities (as used with /summon, for example) are TippedArrow, SpectralArrow, and MinecartHopper. There's little point in not using their names.
  • Yes, the end gateway is an alternative to bridging 1000 blocks. I expect that the gateway will also be the usual method of travel, since it's so much easier than building and traversing a 1000-block-long bridge.
  • The item is usually called "ender pearl", not "enderpearl".
  • "Fishing rods now hook to the entities" sounds sounds better to me without the 'the'.
  • The "It also reduces protection the more damaged the pieces are." about armor was reverted in 15w36d.
  • You removed the fact that splash potions now have their own data value (minecraft:splash_potion) and ID instead of sharing the value and ID of regular potions. That's worth mentioning.
  • The comma in "The knockback inflicted, is" was incorrect.
HTH. Anomie x (talk) 18:18, 18 September 2015 (UTC)
Well, if you were unsure what I was referring too you just had to ask. So I have nothing against the grammar revisions, but I'm extremely confused on the potion tag deal,I just wanna undersatnd so that I can maybe phrase it better for the rest of all. --Kkkllleee (talk) 01:10, 19 September 2015 (UTC)
The bottom line is that the Potion NBT tag on a potion item is different from the Potion NBT tag on a ThrownPotion entity. They just happen to have the same name. Don't try to combine them and you should be fine. Anomie x (talk) 01:31, 19 September 2015 (UTC)
Are we sure we are not being unnecessarily redundant? And don't you think it is not important to conserve the format names of entities, so that users can search for it better? --Kkkllleee (talk) 06:28, 19 September 2015 (UTC)
The "Potion" compound tag on ThrownPotion entities is not the same as the "Potion" string tag within the item format; the compound holds the potion item data as a whole while the string holds the potion's ID. However, the "Potion" compound tag has existed well before 1.9 and the page seems to imply that it's new, when that's not the case. The relevant change to ThrownPotion entities is that they rely on the "Potion" string tag inside the item format instead of Damage values, just like the potion items. Skylinerw (talk) 10:33, 19 September 2015 (UTC)
Then we must explain their differences explicitly, things that were changed go on changes regardless if they are dependent on an addition, you still haven't commented on the names of the entities. --Kkkllleee (talk) 22:21, 19 September 2015 (UTC)
Are you still there? --Kkkllleee (talk) 06:27, 21 September 2015 (UTC)
I'm not Anomie and have no input concerning names of entities; just wanted to pop in to clarify the "Potion" tags, sorry! Skylinerw (talk) 10:39, 21 September 2015 (UTC)
I didn't have anything to add to what Skylinerw replied earlier. As for conserving the names of the entites, I don't see a case for "so that users can search for it better" requiring we choose your format over the one that's actually in the game. Anomie x (talk) 10:53, 21 September 2015 (UTC)

Regarding the recent fire changes[edit]

Somehow, it was reported as a bug (MC-91177), I explained (as Sonic) why it was WAI due to such change, asked for a source by a moderator, gave the source (this edit by you), and then the moderator said "I have no doubt it's in the code, especially after [~anomiex] looked it up, but this is not an official source." Anyway you can make an explanation to the moderator regarding why it is intended and what's what? -BDJP (t|c) 20:12, 22 October 2015 (UTC)


The sounds.json was updated according to FVBico's comment on MC-91102. The new .json file can be found here. I'm not going to do it as I will definitely mess up everything . -BDJP (t|c) 18:19, 23 October 2015 (UTC)

About That Edit You Reverted[edit]

PE is Pocket Edition for the cellphone so why do you think they're the same thing? –Preceding unsigned comment was added by RobustGlimt2907 (talkcontribs) at 15:17, 15 November 2015 (UTC). Please sign your posts with ~~~~

Refer to Windows 10 Edition. Despite being on a PC, it still is the same as the Pocket Edition. KnightMiner t/c 20:30, 15 November 2015 (UTC)

Armor in 1.9[edit]

Can you double check the information in my edit here and the page Armor/Before 1.9 to make sure I updated everything correctly? I tried my best to understand the information, but there were still a few concepts on the page I didn't quite grasp.

Also, while I'm here, can you remove the upcoming tags from Module:User:Anomie x/Sandbox, just so the upcoming category is empty. KnightMiner t/c 01:20, 1 March 2016 (UTC)

I don't see anything wrong there. Blanked the sandbox. Anomie x (talk) 12:24, 1 March 2016 (UTC)

Hay bales[edit]

How do you feed them to tamed horses? I playtested this, and could not figure out a way. I could be incompetent at feeding horses, though. – Sealbudsman talk/contr 04:05, 2 March 2016 (UTC)

The same way you feed it anything else? You do need to make sure the tamed adult horse is damaged, so smack it with a sword before you try feeding it. Anomie x (talk) 12:14, 2 March 2016 (UTC)
Wow, I missed that. I was finding I was able to feed a tamed horse apples arbitrarily often, but not hay bales, so I assumed the idea was you could feed a horse arbitrarily often. I am not sure what I was seeing now because it's different now than I remember. Which only means I was not seeing it right. Well thanks! – Sealbudsman talk/contr 13:22, 2 March 2016 (UTC)

Editing Ice[edit]

Recently you found an error in one of my edits. (Ice) I understand. I stand corrected. The correct wording would have been "a light level of 14, centered on the block, whereas blocks have a light level of 15, therefor the light level only goes down once you move away from the block". However, simply reverting the edit was not the way to "correct" that. Simply updating the wording or telling me would have been good. Please consider that people do put time into their edits, and that the information is probably better off slightly misworded than not there at all. TheMagnificent42 (talk) 13:19, 15 March 2016 (UTC)

If it was an error, Anomie would have fixed it, but the rest of his summary stated he reverted it mainly because it was tutorial content outside a tutorial article. More specifically, stating that "light sources such as glowstone" unnecessarily highlights glowstone when the point is light levels in general, plus it implies all light sources have the range of 5 blocks (except torches), when it is actually based on the light level (and stating the light level is 15 for a range of 5 just gives users an equation better stated earlier) KnightMiner t/c 14:36, 15 March 2016 (UTC)

Mending & Unbreaking III[edit]

Could you please elaborate why you undid the edit at


  • New "treasure" enchantment: Mending
    • Any experience collected while holding the item repairs it instead of going to the experience bar.
      • Mainhand, offhand, and armor slots all count as held.
      • If multiple held items have the enchantment, one will be chosen at random for each XP orb collected.
      • Repairs at a rate of 2 durability per XP.
      • If the amount of repair needed is less than the value of the XP orb, the extra XP will go to the experience bar.
      • Shields cannot be enchanted with mending using /enchant or a survival anvil.
        • Mending enchantment does affect the shield when using creative anvil or NBT commands. –Preceding unsigned comment was added by (talk) at 12:23, 21 March 2016 (UTC). Please sign your posts with ~~~~
Specifically, in this edit you added the text "With mending and unbreaking III, 1/8th, or 12.5 % of the experience collected goes to repairing the item." That actually only applies when killing mobs in the same number of hits as the experience they give (e.g. the mob drops 5 xp and you kill it in 5 hits) with a sword having mending and unbreaking III, and only applies on average. If you kill the mobs in fewer hits the percentage is lower, and if you use more hits the percentage is higher, and if you use an axe or other tool that takes double damage when used as a weapon you need to use half the number of hits. And it doesn't apply at all to other sources of experience.
And, to top it all off, the sentence you added could easily be misread as saying that unbreaking III makes mending only "work" 12.5% of the time somehow, which is the reason I originally reverted it. Anomie x (talk) 14:45, 21 March 2016 (UTC)

Mending on shovels[edit]

Hi, recently you edited Shovel to say that you can find Mending shovels in End City chests. On the other hand, on our loot-table for End City chests, we have a note describing that any enchantments are equivalent to Enchanting Table enchantments of a certain level -- and enchantment tables can't apply Mending. So is this a contradiction? – Sealbudsman talk/contr 20:14, 16 April 2016 (UTC)

The loot tables include the "treasure" flag, which enables treasure enchantments. Note that End city chests are also equivalent to a table at levels 20–39, despite actual tables only being able to go up to 30. Anomie x (talk) 21:16, 16 April 2016 (UTC)
Oh, true, thank you. At some point I'll amend the loot table notes, because I'm not sure it is clear. – Sealbudsman talk/contr 21:48, 16 April 2016 (UTC)
Please do, if nothing else it should actually mention that it allows treasure enchantments. Anomie x (talk) 23:26, 16 April 2016 (UTC)


The Armor Durability values were before wrong. Tested on Minecraft Versions: 1.8, 1.8.1, 1.8.2, 1.8.3, 1.8.4, 1.8.5, 1.8.6, 1.8.7, 1.8.8, 1.8.9, 1.9, 1.9.1, 1.9.2

Also the other values were for modders that want to create armors using the values for durability --Sokratis12GR (talk) 16:27, 20 April 2016 (UTC)

My bad, I forgot that the Armor can take 1 more hit... --Sokratis12GR (talk) 16:43, 20 April 2016 (UTC)

My bad[edit]

Apparently I deleted that section in 1.9.1 pre 1 accidentally, since I never noticed it was there :P I'm sorry. --Kkkllleee (talk) 10:58, 20 May 2016 (UTC)

Cobblestone church in desert village[edit]

Sorry for my misinformation, I was pretty sure it didn't change from sandstone to cobblestone. Thanks for correction and for the evidence. Cheers. --DukeCZ (talk) 19:30, 20 June 2016 (UTC)

However, it is not noted in any patch note. Only blacksmith and wells are mentioned, so that is my excuse :) --DukeCZ (talk) 19:33, 20 June 2016 (UTC)
Looks like 1.10 changed it, probably in 16w21a when they generalized the substitution code to not burn down savanna villages thanks to the blacksmith lava. Looks like MC-102606 is filed about it, BTW.
Next time, take a few minutes to make a new creative world and find a desert village to double-check before reverting. (: Anomie x (talk) 19:49, 20 June 2016 (UTC)

Village in beach biome?[edit]

Hi, this time I'm double-checking with you. I found oak-type village generated in beach biome - how is that possible? Can you please check it out? Here is the picture with seed - . Thanks --DukeCZ (talk) 20:51, 21 June 2016 (UTC)

The village generated in chunk -111,118, which was allowed because the point at 8,8 within that chunk (-1768, 1896) is a desert. But the well gets placed with its northwest corner at 2,2 within the chunk (-1774, 1890) and uses that point to decide what kind of village it is; anything that's not desert, savanna, or taiga defaults to "plains". Which is what happened here. Anomie x (talk) 22:06, 21 June 2016 (UTC)
So simply put, the generation of village was allowed, because the game thought it was OK since it was desert, but when it was about to create, NW corner of the well determined plains-type village. Am I saying it right? --DukeCZ (talk) 23:23, 21 June 2016 (UTC)
Yes. Trivia: Before 1.10 the village wouldn't have generated because it insists the well (and each other structure too) be completely in the allowed biomes, but they removed that restriction in 1.10. Anomie x (talk) 23:40, 21 June 2016 (UTC)

Ore generation[edit]

Hey, looking at Magma Block, I was wondering whether that numeric range is a hard cap on where the ore can actually be, or does that number represent where the ore vein "starts"? In my understanding, correct me if I'm wrong, the range is where the ore can start, but the vein it can poke above or below that range, is that how it works or no? – Sealbudsman talk/contr 20:46, 1 July 2016 (UTC)

Yeah, I realized that just after I reverted, and already reverted myself. I don't know whether a size-33 vein can go above the starting position or if it's only down like the smaller-sized ores we usually pay attention to. Anomie x (talk) 20:48, 1 July 2016 (UTC)
Running a few numbers, it looks like it might well be able to go down as far as Y=22 and as high as Y=38 in rare cases. But I'm not completely sure I calculated that right. Anomie x (talk) 20:54, 1 July 2016 (UTC)
I just monte carloed the WorldGenMinable.generate function. With 1,000 trials of vein size n=33, y goes as far as -4 from the start point nearly all of the time, but, with 1,000,000 trials, y often goes as far as -5 from the start point.
A sample curve of blocks placed (at positions 0, -1, -2, -3, -4) is: 163341, 1254565, 2099535, 1249833, 161323. It's always that most blocks are towards the middle, which seems expected, though I haven't yet curve-fit that with an equation that scales with n... whether it's a semicircle, a normal curve, I dunno. – Sealbudsman talk/contr 22:18, 1 July 2016 (UTC)

Structure Blueprint Project - End City[edit]

Hey Anomie, I need a bit of help with the End City because it's hard to document and there are a few things that need improving. Can you help? End City| AndrewAB (talk|contr) 13:05, 14 July 2016 (UTC)

@AndrewAB: Considering that end cities have structure files, shouldn't they be easy? Anomie x (talk) 20:25, 14 July 2016 (UTC)
Nope! I have to merge 3 of them into 1 structure (base_floor, base_roof and 1 more) into base. And I can't open/read/extract/ the structure file. I'm a Linux user without 7zip. | AndrewAB (talk|contr) 20:46, 14 July 2016 (UTC)
I indicated 7zip on the other thread not because they're 7z format, but just to suggest an unzipping utility. The minecraft.jar file can be unpacked using the jar command, and the .nbt files are compressed in gzip format, which I think is gzip or gz command, look it up -- you're more than likely to have those on Linux. – Sealbudsman talk/contr 14:44, 15 July 2016 (UTC)
Sealbudsman here is what I got after uncompressing: minecraft:air\00�\00�Name\00�minecraft:purpur_block\00�\00�Name\00�minecraft:purpur_pillar and it goes on for the whole file. | AndrewAB (talk|contr)AndrewAB.png 15:20, 15 July 2016 (UTC)
I uncompressed third_floor | AndrewAB (talk|contr)AndrewAB.png 15:48, 15 July 2016 (UTC)

At the top of the End City, there is a gateway type of thing hanging in mid air and leading to nothing. What is it? Interesting fact: The End City is ~73 blocks tall! | AndrewAB (talk|contr)AndrewAB.png 15:50, 15 July 2016 (UTC)

Books Trades Probabilities[edit]

Hi ! I'm currently looking deep into the odds of book trades, and i was wondering how the game chose a book trade. I saw that you answered a question by saying that the game chosed first the enchantment, and then it choses the level of enchantment. Can you confirm that ? And do you know it by having looked into the code ? If that's true, it means that Punch I and Punch II have a higher probability of being an trade than Efficiency I, Efficiency II, Efficiency III, Efficiency IV, Efficiency V ... right ? But that is if the probabilities for an enchantment to be picked are the same for all enchants, and if the probabilities for a level of enchantment to be picked are the same for all levels of enchantments.

Thank you in advance. –Preceding unsigned comment was added by Ornariece (talkcontribs) at 21:07, 07 December 2016 (UTC). Please sign your posts with ~~~~