Minecraft?!

Minecraft is a sandbox construction game created by Mojang AB founder Markus Persson, and inspired by the Infiniminer,Dwarf Fortress and Dungeon Keeper games. Gameplay involves players interacting with the game world by placing and breaking various types of blocks in a three-dimensional environment. In this environment, players can build creative structures, creations, and artwork on multiplayer servers and singleplayer worlds across multiple game modes.

Minecraft is available to all players for €19.95 (US$26.95, £17.95). When purchased, singleplayer and multiplayer game modes can be played using the downloadable stand-alone launcher. Minecraft Classic is available to play for free. Minecraftdevelopment started around May 10, 2009, and pre-orders for the full game started being accepted on June 13, 2009. Minecraft'sofficial release date was November 18, 2011. On July 8, 2014, Minecraft for the computer reached 16 million sales and became the best-selling PC game of all time.

On August 16, 2011, Minecraft: Pocket Edition was released for the Sony Xperia Play gaming smartphone. After its exclusivity with Sony expired, it was released for Android devices on October 7, 2011, and iOS devices on November 17, 2011 for US$6.99. On April 2, 2014, Minecraft was released for the Amazon Fire TV. It contains all the same features as the Pocket Edition as well as support for the Fire TV's controller.

On May 9, 2012, Minecraft was released for the Xbox 360 on Xbox Live Arcade for US$20, where it subsequently broke every previous sales record.

On February 11, 2013, Minecraft: Pi Edition was released for the Raspberry Pi. It is based on the Pocket Edition and is available for free at Mojang's dedicated blog. The Pi Edition is intended as an educational tool for novice programmers and users are encouraged to open and change the game's code using its API.

On December 17, 2013, Minecraft was released for the PlayStation 3 on the PlayStation Store for US$19.99. The release was almost identical to the Xbox 360 Edition and was developed in tandem with the Xbox 360 Edition from then on.

On June 26, 2014, the Xbox 360 & PlayStation 3 editions' sales passed the number of sales for the PC edition of Minecraft, leaving the Minecraft series having sold more than 54 million copies world-wide and become third best-selling video game of all time.

-Minecraft Wiki!

As you can see mine craft only costs 26.95 for a endless world of imager nation.

Minecraft Creeper

Creepers are common hostile mobs that use a suicide-style attack: They approach players and then explode, causing massive damage to players, entities, and blocks within a short radius.

Creepers spawn in the overworld at night, and in locations with a light level of 7 or less, just like most other hostile mobs. However, unlike Zombiesand Skeletons, Creepers will not catch fire in sunlight, and those spawned in darkness will continue to roam in daylight until they perform an attack, are killed, or despawn.

Creepers are especially dangerous due to their near-silent approach, save for light footsteps and an occasional rustling noise. A Creeper will warn the player with an infamous fuse burning noise mere seconds before it explodes. If the player can manage to move far enough away within about one second of this noise, the explosion will be canceled, and the creeper will attempt to approach again.

Creepers run from cats and ocelots,[1] and will ignore the player to run away when a feline is too close. As cats can be acquired and controlled by the player, this provides an important avenue of defense from Creeper attacks.

Creepers have become notorious and infamous among Minecraft players for their infuriating habit of sneaking up on the Player to inflict devastating damage following an all-too-short warning sound. They have arguably become the most recognizable image from Minecraft, as well as the game's unofficial mascot.

Creepers will chase after any player they see within a 16 block radius. Creepers will climb steps, navigate mazes, and traverse other complex obstacles in order to get as close as possible to the player. They will cease pursuit if the player moves more than 16 blocks away.

When within one block of a player, a Creeper will hiss loudly, start flashing and inflating, and violently explode after 1.5 seconds. Killing a Creeper before the countdown finishes will prevent it from detonating. A Creeper's detonation can be halted if the player moves out of the blast radius, or knocks the Creeper back sufficiently to do the same via an attack (about 3 - 5 blocks, depending on the difficulty setting).

Creepers will flee from cats and ocelots if one is too close, even if the player is within their range of sight. A Creeper that sees a cat will run directly away from the cat and come to a stop after a "safe" distance has been reached. This distance is smaller than the creeper's range of sight, which this results in a possible endless cycle of approach and fleeing if a player is standing near a cat. Creepers will still detonate in their fleeing mode and thus are still a danger if the player gets too close.

If the player manages to block a creeper behind a soul sand one-way entrance, they can approach up to two blocks without triggering the countdown, but entering a sneaking position will cause the Creeper to hiss and initiate the countdown.

Explosive properties

A Creeper's explosion is dependent on the difficulty level. In hard mode, in full diamond armor, and in close range, it can knock a player down to only 2 hearts. Charged Creeper explosions are 50% more powerful than TNT and twice that of a normal Creeper.

As with TNT and Ghast fireballs, all dropped items in the explosion radius will be destroyed. A certain percentage of blocks destroyed by the Creeper will survive the blast and can be picked up. Harder blocks caught in an explosion will shield blocks behind them to some degree. If a creeper detonates in water, it does no damage to the environment.

Charged CreepersTwo creepers' explosion damage radius in sand. Comparison between a charged creeper's (left) and a normal creeper's (right).

A charged Creeper is created when lightning strikes within 3–4 blocks of a normal Creeper, which significantly increases its explosive power. This is a rare occurrence, though third-party software can be used to create them. Charged Creepers are distinguished from normal Creepers by the blue aura surrounding them (can be found in power.png in the armor folder). Many players refer to charged Creepers as "Electric" or "Lightning" Creepers. Creepers never spawn initially charged.

Charged Creepers take damage from the initial lightning strike, so it takes fewer attacks to kill them than ordinary Creepers. Their countdown timers act the same as uncharged Creepers, both in terms of range and time. An explosion caused by a charged creeper is more powerful than the explosion caused by a regular creeper (see image) or from a single block of TNT, both in force and radius.

It is possible for lightning-struck Creepers to catch fire from adjacent struck ground and burn to death.

Charged creepers have the same entity ID as normal creepers. The only difference is that the value of the boolean "powered" tag is set to "1" (true) rather than "0" (false).

Charged creeper explosions will cause a zombie, skeleton, wither skeleton, or other creeper to drop the corresponding mob head, one per explosion.

Minecraft Zombie

Zombies are the most common hostile mobs. They spawn in dark or dimly lit areas, and will attack the player by slowly moving toward them and inflicting damage by making contact. Like Skeletons, Zombies catch fire in sunlight. Zombies can be heard making roaring, moaning and growling noises when near. Zombies can be damaged by health potions.

In addition to generic Zombies, which closely resemble an "undead" version of Steve, several rarer Zombie forms may spawn.

  • Zombies have green skin, empty eye sockets, and identical clothing to the default player skin and other humans. They are 2 blocks tall, 1 block wide, and 0.24 blocks thick.
  • Zombie Villagers have the same bodies as original Zombies, but their heads appear as undead Villager heads.
  • Baby Zombies or Baby Zombie Villagers are smaller than normal zombies. They can go through 1-block gaps, move much faster and are not harmed by sunlight. Despite their small size, both their health and their hitbox are the same as for full-sized zombies.

Any of the above can also spawn wearing armor of any type, and/or wielding an iron sword or shovel. (These zombies also drop extra experience.) Whether or not they already have such possessions, a small fraction of zombies can pick up dropped items and wear/wield them. The chance for either buff depends on game and/or regional difficulty

Attack strength

Easy: 2
Normal: 4
Hard: 5                                                                        First appearance                                                              Classic 0.24_02                                                          Common drops

  • Rotten Flesh (0–2)
  • Feather (1) instead of rotten flesh
  • Zombie Head (1) when killed by a charged creeper

Rare drops

  • Carrot
  • Iron Ingot
  • Potato

Natural equipment

  • Iron Shovel
  • Iron Sword
  • Random Armor

Experience 5

Any of the above can also spawn wearing armor of any type, and/or wielding an iron sword or shovel. (These zombies also drop extra experience.) Whether or not they already have such possessions, a small fraction of zombies can pick up dropped items and wear/wield them. The chance for either buff depends on game and/or regional difficulty.

Zombie Villagers comprise 5% of all spawned Zombies. They generally behave as ordinary Zombies, but their character model's head and face is reminiscent of that of a villager, especially the nose. Zombie Villagers may occur in any game mode or difficulty except Peaceful.

Zombie Villagers can result from Zombie attacks on ordinary Villagers. If any type of Zombie kills a Villager, there is a chance that the Villager will transform into a Zombie Villager (100% in hard difficulty, 50% in normal, 0% in easy). This often occurs during sieges.

Zombie Villagers can be cured by throwing a Splash Potion of Weakness at them, then feeding them a Golden Apple by right-clicking on the Zombie Villager with it. A loud hissing sound will be heard if successful, and the Zombie Villager will begin to shudder. The transformation will take 2–5 minutes, during which time the Zombie Villager will still attack and must be shielded from other attacks and sun damage. While the zombie is being cured, it will have the Strength I effect in normal difficulty, or Strength II in hard difficulty, making it more important to isolate the zombie.

  • Cured Villagers do not retain the trades they had before they became infected.
  • If the Zombie Villager is wearing any Armor or wielding Tools or Weapons, those items disappear when the villager is cured.
  • During the curing process keep the Zombie Villager away from any other zombies, because the other zombies will stop the curing process.
  • Conversion can be sped up by around 4% by surrounding the zombie villager with a 9x9x9 of beds or iron bars (or combined).[1]

A Zombie Villager cannot be cured by switching from Easy, Normal or Hard difficulty to Peaceful. They will just disappear, like all other monsters when switched to Peaceful.

[edit]Baby ZombiesA baby zombie.An armored baby zombie riding a chicken.

Baby Zombies make up 5% of zombie spawns. They are the same as regular Zombies, with the following oddities:

  • They do not burn in sunlight.[2]
  • They are faster than the normal zombie.
  • The noises they make are higher-pitched than normal zombies' voices.
  • They can ride Chickens.
  • They grow up if cured.
  • When they wear armor it shrinks to fit their body size.
  • If they wear a head, jack o'lantern, or pumpkin, it will float above their head.
  • They are able to climb ladders.
  • They are able to fit through 1x1 gaps.

Baby Zombie Villagers are spawned when a zombie kills a Baby Villager. The chance of infection are the same as Zombie Villagers. Baby Zombie Villagers also spawn naturally, but the combined chance (5% villagers * 5% babies) is very low at 0.25% of all newly spawned Zombies.

Chicken Jockeys are an extremely rare variant of the baby zombie:

A rare chicken jockey.

  • Consists of a baby zombie riding a chicken
  • The zombie controls the chicken instead of using the chicken AI
  • Because the zombie is riding a chicken, it cannot take fall damage
  • They are extremely rare, and they spawn only when a baby zombie is spawned, so with the 5% percent of a baby, and with the jockey ability, the chances will be reduced for a slim 0.1%
  • Can spawn in Nether - baby zombie pigman instead[3]

Along with Skeletons, some spawned Zombies can pick up dropped items from the ground. These Zombies will automatically hold any item they come across, but if those items happen to be Armor,Weapons, or Tools, the Zombie will wear them. Some of these Zombies spawn already sporting such items, and those items may also be enchanted. The chances of that event are listed below and are taken from the game's code. Zombie villagers can spawn naturally with armor on.

Spiders are common mobs that can be neutral or hostile depending on the light level. They are hostile in light levels of 7 or less, and neutral in light levels of over 7. They do not burn up in sunlight like Zombies and Skeletons. Spiders have the unique ability to climb most blocks vertically, and can see the player through solid blocks.Spiders are hostile as long as the light level immediately around them is 9 or less. If they are found in an area with a higher light level, they won't attack unless a player attacks first. Hostile spiders will continue to chase the player even if they are exposed to daytime or other well-lit locations. Conversely, a spider won't become hostile around a player when roaming in daylight, but if it wanders into a moderately shaded area (e.g. under a tree or rocky overhang) it will turn hostile and remain that way. If a spider sustains damage from a source other than the player, such as falling, its hostility will be reset, so that if it is in a well-lit area, it will not be hostile towards the player.

Spiders can draw line of sight through solid objects. They will pursue the player even when completely cut off from them, so long as they are within the standard aggressive mob's 16 block search radius. The spider will then approach as close as possible and ambush the player even if it subsequently becomes light. Spiders on the surface can also track a player in acave or tunnel if there is a clear path above the player they can follow and vice versa.

Spiders can climb up over walls and other obstacles as if all blocks had ladders on them. However, spiders are careless and somewhat clumsy climbers and will often fall off other blocks and take fall damage while in pursuit of the player. Spiders do not turn sideways when climbing up walls and cannot climb along the tops of ceilings. When a spider climbs a wall and hits a ceiling or roof, it will fall and take damage. If there are blocks around the top of a wall, a spider will not be able to climb to the top, making this a good defense against the mob. However, if there are no blocks around the top of a building, the spider may climb on top of the roof of the building and ambush the player as they exit the building. Spiders seem to be oblivious to cactus damage as they may touch or even climb onto cacti, often being pricked to their death. This can also be used to the player's advantage when being chased as a spider is oblivious to its own safety when chasing the player.

While not poisonous themselves, Spiders are unaffected by Splash Potions of Poison.

Spiders will often jump around when attacking, making them a moving target and harder to hit. In the Pocket Edition, spiders move at a pace slightly slower than the player's walking speed.[edit]SpiderHealth points

16 ()

Attack strength

Easy: 2 ()
Normal: 2 ()
Hard: 3 ()

Spawn

Light level of 7 or less, 3x3x2 space on solid blocks (spawns only on top of the central block). Top half of space may be occupied by transparent blocks (glass, etc.).

First appearance

Classic 0.26 SURVIVAL TEST 8

Common drops

Uncommon drops

Experience

5

SoundsIdle/HurtMENU0:00DeathMENU0:00Network ID

52

Savegame ID

Spider

This article is about regular spiders. For venomous dark-blue spiders found in abandoned mine shafts, see Cave Spider. For the Spider being ridden by a Skeleton, see Spider Jockey.

Spiders are common mobs that can be neutral or hostile depending on the light level. They are hostile in light levels of 7 or less, and neutral in light levels of over 7. They do not burn up in sunlight like Zombies and Skeletons. Spiders have the unique ability to climb most blocks vertically, and can see the player through solid blocks.

Contents [hide]

Appearance[edit]

A spider measures 1.5 x 1.5 x 1 blocks, with black skin and red eyes that glow eerily in the dark. They make distinctive hissing noises.

Spawn[edit]

Spiders can spawn on a 1 x 1 block space, if there are no blocks next to them. Water or glass blocks are considered a block in this regard, glass panes or iron bars are not. They also cannot spawn in a 1 block high space, if the ceiling is a solid block. They can spawn in a 1 block high space, if the ceiling is a transparent block (like glass).

Abilities[edit]

Spiders have the ability to climb vertical block stacks, run fast and can leap 3 - 4 blocks.

Because of their dimensions, Spiders cannot enter 1-block wide spaces that Zombies, Skeletons, and Creepers can, but they can crawl through 1-block high gaps (that are 1.5 blocks wide) whereas most other mobs cannot.

Variants[edit]

There is a 1% chance that a spider will spawn with a Skeleton on its back, forming the dreaded Spider Jockey. The Skeleton's ability to fire arrows combined with the speed, leaping, and wall-climbing of the Spider makes this a very dangerous opponent.

On Hard difficulty and on a full moon, spiders have a chance of spawning with a single beneficial status effect. This effect can beSwiftness, Strength, Regeneration or Invisibility, and has an essentially infinite duration.

Cave Spiders spawn in Abandoned Mine Shafts and are able to poison players.

Uses[edit]

Spiders are a good source of string, which is a critical ingredient of bows, fishing rods and leads and can also be used to make (white) wool. Each spider drops 0 - 2 pieces of string on death. If the player kills the spider (i.e. death is not caused by another mob or mob farm), spider eyes will drop.

Dungeons that contain a spider monster spawner can be fitted with cactus blocks so the player can harvest spider string. Because spiders are 1.5 blocks wide, they cannot pass through a one-block gap between two cactus blocks (or a cactus and a wall) and will press themselves to death against a cactus trying to chase the player. Dungeon doorways can also be modified to trap spiders inside, allowing the player to kill them and obtain spider eyes and experience orbs, as well as the string.

Behavior[edit]

Spiders are hostile as long as the light level immediately around them is 9 or less. If they are found in an area with a higher light level, they won't attack unless a player attacks first. Hostile spiders will continue to chase the player even if they are exposed to daytime or other well-lit locations. Conversely, a spider won't become hostile around a player when roaming in daylight, but if it wanders into a moderately shaded area (e.g. under a tree or rocky overhang) it will turn hostile and remain that way. If a spider sustains damage from a source other than the player, such as falling, its hostility will be reset, so that if it is in a well-lit area, it will not be hostile towards the player.

Spiders can draw line of sight through solid objects. They will pursue the player even when completely cut off from them, so long as they are within the standard aggressive mob's 16 block search radius. The spider will then approach as close as possible and ambush the player even if it subsequently becomes light. Spiders on the surface can also track a player in acave or tunnel if there is a clear path above the player they can follow and vice versa.

Spiders can climb up over walls and other obstacles as if all blocks had ladders on them. However, spiders are careless and somewhat clumsy climbers and will often fall off other blocks and take fall damage while in pursuit of the player. Spiders do not turn sideways when climbing up walls and cannot climb along the tops of ceilings. When a spider climbs a wall and hits a ceiling or roof, it will fall and take damage. If there are blocks around the top of a wall, a spider will not be able to climb to the top, making this a good defense against the mob. However, if there are no blocks around the top of a building, the spider may climb on top of the roof of the building and ambush the player as they exit the building. Spiders seem to be oblivious to cactus damage as they may touch or even climb onto cacti, often being pricked to their death. This can also be used to the player's advantage when being chased as a spider is oblivious to its own safety when chasing the player.

While not poisonous themselves, Spiders are unaffected by Splash Potions of Poison.

Spiders will often jump around when attacking, making them a moving target and harder to hit. In the Pocket Edition, spiders move at a pace slightly slower than the player's walking speed.

Combat[edit]

Since they can pounce and move almost as fast as the player when hunting at night or aggravated, spiders should never be underestimated. As the only naturally occurring source ofstring apart from dungeon chests and cobwebs in abandoned mine shafts and strongholds, preparation and effort can pay off when hunting them. Wearing armor and carrying a stone or iron sword or bow is recommended. A bow is the preferred weapon, as arrows can damage a spider at a safe distance and spiders present a large and visible target due to their size and glowing eyes. When attacking a group of spiders, pick off the ones that aren't too close to others in order to avoid aggravating several at once. In a sword fight, it is best not to charge at a spider directly, but to retreat while attacking when it pounces to avoid getting hit.

Alternatively, the player can dig a narrow trench with a depth of 2 blocks in order to be able to attack spiders safely from underneath, trapping them above the gap. This strategy has mixed results, as some players have reported spiders waiting for them to exit the trench before pouncing, a behavior possibly caused by the AI that makes the spider lose track of the player after a number of unsuccessful attacks and therefore become neutral until the player is visible. Players should also keep in mind that trenches can leave them vulnerable to other mobs (skeletons, zombies, and especially Creepers) in the vicinity.

When attacking or being attacked by spiders, prepared or unprepared, your first priority should be to have the high ground, or if that is not possible, to at least ensure the spider does not have the high ground. When on higher ground the player can continuously attack the spider, preventing it from jumping and avoiding the attack while also ensuring the spider does not have a clear jump on the player. If the spider has the high ground on a player, it is advisable that the player retreat to flat ground before engaging with the spider, due to the fact that if the spider has the high ground, it will be able to jump on the player's head with the extra height. This causes an almost unavoidable attack and thus causing unnecessary damage. A player can also attack the spider as it drops down on the player similar to fighting a Slime. This can also be useful as it can easily do fall damage to the spider once it lands. The player can also use the spider's width to get out of difficult situations. If the ill-equipped player is being pursued by one or more spiders, it is best to hide behind a one block wide gap, so the spiders will be incapable of hitting the player. Be careful! The player must stand at least two blocks in the gap, as the spiders can attack at close range.

Spiders, along with cave spiders and silverfish, are damaged more by swords with the Bane of Arthropods enchantment.

Farming[edit]

Farming spiders for experience orbs is more difficult than other monsters because of the spider's ability to climb and the tendency for spiders to constantly target the player up to 16 blocks away, making controlling their movement more complicated than a skeleton or zombie. It is still possible to control them by building certain safeguards to force the spiders into containment, and has the advantage that, unlike most other mobs, it is easy to build entrances and spaces where the player can go but the spider cannot.