diff --git a/wiki_backup/Allow and deny.txt b/wiki_backup/Allow and deny.txt
new file mode 100644
index 0000000..bb30835
--- /dev/null
+++ b/wiki_backup/Allow and deny.txt
@@ -0,0 +1,101 @@
+{{exclusive|Bedrock|Education}}
+{{Infobox block
+| image =
+Allow.png | Allow
+Deny.png | Deny
+
+| invimage = Allow
+| invimage2 = Deny
+| light = No
+| tool = none
+| tntres = 36,000,000{{needs testing}}
+| transparent = No
+| flammable = No
+| lavasusceptible = No
+| renewable = No
+| stackable = Yes (64)
+}}
+'''Allow''' and '''deny''' are blocks that can be used to create restricted building areas or areas where [[player]]s can build.[https://educommunity.minecraft.net/hc/en-us/articles/360047116852-Specialty-Blocks-Allow-Deny-Border-Structure-]
+
+== Obtaining ==
+Allow and deny blocks can either be obtained by using the pick block [[control]], or by using various [[commands]], such as /[[Commands/give|give]]
, or the [[Creative inventory]]{{only|edu}}.
+
+== Usage ==
+When placed, allow blocks let [[player]]s without world builder status place or destroy blocks in the area above them if immutable world is on, while deny blocks prohibit players without world builder, and their [[agent]]s, from placing or destroying blocks in the area above them. This area covers an infinite distance above the block but does not cover the area below the block. If two allow or deny blocks are placed on top of one another, the block that is highest takes precedence. The deny block does not prevent the placing of blocks through commands, [[endermen]], or [[piston]]s. They also do not prevent the placing of entities such as [[boat]]s.
+
+{{IN|BE}}, when placed, allow blocks let players in [[Adventure]] status place or destroy blocks in the area above, while deny blocks prohibit [[Permission level|Members]] in [[Survival]] from placing or destroying blocks in the area above them.
+
+Both blocks are extremely resistant to [[explosion]]s, and players with world builder (or [[permission level]] 1{{only|BE}}) status are able to place and destroy blocks regardless of where any allow or deny blocks are placed and can also destroy and place the blocks themselves.
+
+Allow blocks do not enable players without building/destroying permissions to build on top of them.
+
+=== Piston interactivity ===
+Allow and deny blocks can not be moved by [[piston]]s or [[sticky piston]]s.
+
+== Sounds ==
+{{Sound table/Block/Stone/BE}}
+
+== Data values ==
+=== ID ===
+{{ID table
+|edition=bedrock
+|shownumericids=y
+|showforms=y
+|generatetranslationkeys=y
+|displayname=Allow
+|spritetype=block
+|nameid=allow
+|id=210}}
+{{ID table
+|displayname=Deny
+|spritetype=block
+|nameid=deny
+|id=211
+|foot=1}}
+
+== Video ==
+{{yt|msRyGgEO0EA}}
+
+== History ==
+{{See also|build allow block|build disallow block}}
+{{HistoryTable
+|{{HistoryLine|pocket alpha}}
+|{{HistoryLine||v0.14.2|[[File:Allow BE0.png|32px]] [[File:Deny BE0.png|32px]] Unused textures and models for allow and deny blocks have been added to game files.}}
+|{{HistoryLine||v0.16.0|dev=build 1|[[File:Allow BE1.png|32px]] [[File:Deny BE1.png|32px]] Added allow and deny blocks. The textures have been changed.}}
+|{{HistoryLine|||dev=build 2|Allow and deny blocks have now been removed.}}
+|{{HistoryLine|bedrock}}
+|{{HistoryLine||1.16.0|dev=beta 1.15.0.51|Re-added allow and deny blocks.}}
+|{{HistoryLine||1.20.70|dev=Preview 1.20.70.22|Allow and Deny no longer drop themselves when breaking.}}
+|{{HistoryLine|education}}
+|{{HistoryLine||1.0.0|[[File:Allow BE1.png|32px]] [[File:Deny BE1.png|32px]] Added allow and deny blocks.|dev=0.14.2}}
+}}
+
+== Issues ==
+{{Issue list|projects=mcpe}}
+
+== Gallery ==
+=== Screenshots ===
+
+Education Edition Exclusive Features.png|The allow and deny blocks placed in a world along with other ''[[Minecraft Education]]'' features.
+AllowandDenyingame.png|Example of allow and deny blocks placed in a world in [[Pocket Edition Alpha]].
+
+
+== References ==
+{{reflist}}
+
+== Navigation ==
+{{Navbox blocks|Utility}}
+{{Navbox Education|Exclusive}}
+
+[[Category:Minecraft Education blocks]]
+
+[[de:Erlauben und Verweigern Blöcke]]
+[[es:Permitir y Rechazar]]
+[[fr:Autoriser et Refuser]]
+[[ja:許可ブロックと拒否ブロック]]
+[[lzh:肯否塊]]
+[[pl:Allow i Deny]]
+[[pt:Bloco de permitir e negar]]
+[[ru:Блоки «разрешить» и «запретить»]]
+[[uk:Дозволити й відмовити]]
+[[zh:允许和拒绝方块]]
diff --git a/wiki_backup/Bundles of Bravery (trailer).txt b/wiki_backup/Bundles of Bravery (trailer).txt
new file mode 100644
index 0000000..5b34988
--- /dev/null
+++ b/wiki_backup/Bundles of Bravery (trailer).txt
@@ -0,0 +1,128 @@
+{{Infobox video|image=Ari with bundle.png|type=[[Mojang cinematics|Mojang cinematic]]|date=October 22, 2024|length=1:10|prev=[[Tricky Trials Update Official Trailer]]}}
+
+'''Bundles of Bravery - Official Trailer''' is a trailer for the [[game drop]] of the [[Bundles of Bravery|same name]], utilizing a mix of cinematic animations and in-game footage.
+
+== Summary ==
+[[Ari]] exits out of a tent, and begins to take it apart, beginning with a [[campfire]], followed by [[Wool|white wool]], [[stripped cherry wood]], and [[Wooden Fence|spruce fences]]. All the components of the tent go into a red [[bundle]]. Looking down at an [[Explorer Map|explorer map]], Ari progresses on a quest, seguing into gameplay footage. They go into a [[Snowy village|snowy plains village]], collecting [[Carrot|carrots]] from a farm and opening a [[chest]], before leaving on a [[horse]]. Ari proceeds to trek through many more biomes, before ultimately finding a [[Lush Caves|lush cave]].
+
+Inside the lush cave, Ari collects [[Glow Berries|glow berries]] and [[Raw Iron|raw iron]], before being confronted by a [[zombie]]. Ari continues through more biomes, finding a [[Bee Nest|bee nest]] in a [[meadow]]. Looking down at a magenta bundle, Ari collects a [[Honey Bottle|honey bottle]] from the nest without placing a campfire, angering the [[Bee|bees]]. After fleeing on a horse, Ari makes progress to a site of [[Buried Treasure|buried treasure]], coming across an animated [[dolphin]]. Pulling out a light blue bundle, Ari feeds it [[Raw Salmon|salmon]], before following it using a [[boat]].
+
+In a post-credits scene, Ari returns to the dolphin site with a yellow bundle, presumably having claimed the treasure. It is now night, with several monsters surrounding the [[beach]], though none targeting Ari. Ari starts to place fish on a campfire, before staring at an [[enderman]] in the eyes.
+
+=== Entities ===
+{{columns-list|*{{EntityLink|Ari}}
+*{{EntityLink|Bee}}
+*{{EntityLink|Brown Rabbit}}
+*{{EntityLink|Cow}}
+*{{EntityLink|Creeper}}
+*{{EntityLink|Desert Rabbit}}
+*{{EntityLink|Dolphin}}
+*{{EntityLink|Enderman}}
+*{{EntityLink|Iron Golem}}
+*{{EntityLink|Ocelot}}
+*{{EntityLink|Pig}}
+*{{EntityLink|Skeleton}}
+*{{EntityLink|Villager|id=villager-snowy-farmer|Snowy Villager}}
+*{{EntityLink|Villager|id=villager-snowy-toolsmith|Snowy Toolsmith}}
+*{{EntityLink|Villager|id=villager-snowy|Snowy Villager}}
+*{{EntityLink|Spider}}
+*{{EntityLink|White Horse}}
+*{{EntityLink|White Rabbit}}
+*{{EntityLink|White Sheep}}
+*{{EntityLink|Zombie}}|colwidth=20em}}
+
+== Video ==
+{{YouTube|Fyf9gibpX1c}}
+
+== Quotes ==
+{{Quote|Get ready to muster your courage and remaster your inventory, because bundles and Hardcore mode are finally here! Tame your inventory with dyeable, space-saving bundles, or embrace the chaos with Hardcore mode – where death is permanent, and the game is locked to the highest difficulty setting. Play the Bundles of Bravery drop today!|Video description}}
+{{Quote|Bundles of Bravery is here! Gather your bundles for peak loot efficiency and get ready to test your prowess with Hardcore mode for Bedrock. Available to play now!|Brikk Animation[{{Citation|url=https://www.behance.net/gallery/210951537/Minecraft-Bundles-of-Bravery|title=Minecraft – Bundles of Bravery|author=Brikk Animation|website=Behance|date=October 24th 2024}}]}}
+{{Quote|New Mini Minecraft trailer for “Bundles of Bravery” from my might fine mates Sofia Bohman and Josef Andersson at Brikk Animation 🤩🥳🤓
+.
+🙏 Mojang Studios for trusting us with these lovely trailers.|Samuel Fast Hurtigkarl[{{Citation|url=https://www.linkedin.com/posts/samuelfast_the-latest-minecraft-update-is-really-just-activity-7254566943972581378-FH7F?utm_source=share&utm_medium=member_desktop|title=New Mini Minecraft trailer for “Bundles of Bravery” from my might fine mates Sofia Bohman and Josef Andersson at Brikk Animation 🤩🥳🤓 . 🙏 Mojang Studios for trusting us with these lovely trailers.|author=Samuel Fast Hurtigkarl|website=LinkedIn|date=October 22, 2024}}]}}
+
+{{Quote|The latest Minecraft Update is really just two features — but each have been several years in the making:
+
+𝐁𝐮𝐧𝐝𝐥𝐞𝐬 𝐨𝐟 𝐁𝐫𝐚𝐯𝐞𝐫𝐲 is the first official game "drop" — a smaller, more frequent content change which Mojang Studios/Microsoft will be leaning into more vs the large, once-a-year updates of yore. And at its core, it features 2 things:
+
+ 💔 𝐇𝐚𝐫𝐝𝐜𝐨𝐫𝐞: the die-and-you're-done mode arrives on Bedrock
+ 👜 𝐁𝐮𝐧𝐝𝐥𝐞𝐬: a new kind of storage item, great for odds-and-ends
+
+What do they have in common? Time. Since the start of Bedrock (2016), players have been asking about Hardcore — but rare bugs which would cause a player's death & end the world complicated it. And Bundles were first seen in 2020 at Minecraft LIVE, but have been a herculean task to figure out across all the different platforms that the game exists on (mobile, console, PC).
+
+Players rarely think about the things platforms are juggling in the background: crossplay, tech debt, etc. But occasionally, some cool features like these rely on them — and it's a great chance to be appreciative of that work.|Ben Sarraille[{{Citation|url=https://www.linkedin.com/posts/ben-sarraille-a71363119_the-latest-minecraft-update-is-really-just-activity-7254528667333050369-DvA9/|title=The latest Minecraft Update is really just two features — but each have been several years in the making:]
𝐁𝐮𝐧𝐝𝐥𝐞𝐬 𝐨𝐟 𝐁𝐫𝐚𝐯𝐞𝐫𝐲 is the first official game "drop" — a smaller, more frequent content change which Mojang Studios/Microsoft will be leaning into more vs the large, once-a-year updates of yore. And at its core, it features 2 things:
💔 𝐇𝐚𝐫𝐝𝐜𝐨𝐫𝐞: the die-and-you're-done mode arrives on Bedrock
👜 𝐁𝐮𝐧𝐝𝐥𝐞𝐬: a new kind of storage item, great for odds-and-ends
What do they have in common? Time. Since the start of Bedrock (2016), players have been asking about Hardcore — but rare bugs which would cause a player's death & end the world complicated it. And Bundles were first seen in 2020 at Minecraft LIVE, but have been a herculean task to figure out across all the different platforms that the game exists on (mobile, console, PC).
Players rarely think about the things platforms are juggling in the background: crossplay, tech debt, etc. But occasionally, some cool features like these rely on them — and it's a great chance to be appreciative of that work.|author=Ben Sarraille|website=LinkedIn|date=October 22, 2024}}}}
+
+== Trivia ==
+[[File:MCV fall drop gameplay hardcore 1 1280x720.jpg|thumb|The screenshot from the video.]]
+* Prior to being officially announced, an image of Ari outside the tent was used in an email recapping [[Minecraft Live 2024]].{{Citation needed}}
+* An [[ocelot]] appears in a village, seemingly confused for the separate [[cat]] mob.
+* Dolphins in the cinematic segments of the trailer have a head separate from their body, a trait previously featured in artwork for the [[Update Aquatic]].
+* A screenshot from the trailer is used in an article promoting the update, alongside otherwise wholly original images from the game.[{{Mcnet|bundles-of-bravery|Bundles of Bravery|October 22, 2024|Sophie Austin}}]
+* This is the first cinematic to only feature Ari out of the protagonists.
+* Initially, the trailer was simply entitled Bundles of Bravery, with no subtitle. At an unknown point, the name was changed.{{Citation needed}}
+
+== Gallery ==
+
+=== Official artwork ===
+
+File:Bundles of Bravery - Official Trailer Thumbnail.jpeg|Thumbnail for the video.
+
+
+=== Screenshots ===
+
+File:Ari's tent.png|alt=|Ari's tent.
+File:Ari with bundle.png|alt=|Ari exiting the tent.
+File:Ari chops campfire.png|alt=|Ari collecting a campfire with [[Silk Touch|silk touch]].
+File:Ari claims campfire.png|alt=|The dropped campfire.
+File:Ari removes wool.png|alt=|Ari tearing down the tent with [[shears]].
+File:Ari chops fence.png|alt=|Ari chopping down a fence.
+File:Ari bags campfire.png|alt=|Ari placing a campfire into a red bundle.
+File:Ari bags wool.png|alt=|Wool going inside.
+File:Ari's map.png|alt=|Ari looking at a map.
+File:BoB village.png|alt=|A snowy plains village.
+File:Ari enters snowy village.png|alt=|Ari entering the village.
+File:Ari pulls carrots.png|alt=|Carrots being broken.
+File:Ari grabs carrots.png|alt=|Carrots.
+File:Ari approaches chest.png|alt=|Ari reaching for a chest.
+File:Ari opens chest.png|alt=|Ari opening a chest.
+File:Ari leaves village.png|alt=|Ari leaving the village.
+File:Ari in taiga.png|alt=|Ari in a [[taiga]].
+File:Ari in plain.png|alt=|Ari approaching a [[forest]].
+File:Ari in savanna.png|alt=|Ari in a [[savanna]].
+File:Ari approaching lush cave.png|alt=|Ari approaching a lush cave.
+File:Ari's glow berries.png|alt=|Ari grabbing glow berries.
+File:Ari mines iron ore.png|alt=|Ari mining.
+File:Ari claims raw iron.png|alt=|A dropped raw iron.
+File:Zombie notices Ari.png|alt=|A zombie turning to face Ari.
+File:Ari in dark forest.png|alt=|Ari in a [[Dark Forest|dark forest]].
+File:Ari in desert.png|alt=|Ari in a [[desert]].
+File:Ari in birch forest.png|alt=|Ari in a [[Birch Forest|birch forest]].
+File:Ari in meadow.png|alt=|Ari in a meadow.
+File:Ari hesitates.png|alt=|Ari looking down at a bundle.
+File:Ari looks onward.png|alt=|Ari looking up from a bundle.
+File:Ari gets honey.png|alt=|A bee nest.
+File:Ari angers bee.png|alt=|An angry bee.
+File:Ari flees from bees.png|alt=|Ari scurrying away from bees/
+File:Ari arrives at beach.png|alt=|Ari approaching a beach.
+File:Ari sees dolphin.png|alt=|The dolphin Ari finds.
+File:Ari's light blue bundle.png|alt=|Ari pulls out a bundle for the dolphin.
+File:Ari throws salmon.png|alt=|Raw salmon are thrown.
+File:Dolphin eats salmon.png|alt=|The dolphin eats salmon.
+File:Ari follows dolphin.png|alt=|Ari follows the dolphin.
+File:Ari's yellow bundle.png|alt=|Ari returning to the beach.
+File:Ari exits boat.png|alt=|Ari in a boat.
+File:Ari runs from boat.png|alt=|Ari leaving the boat.
+File:Ari runs for light.png|alt=|Ari running to a camp.
+File:Ari cooks fish.png|alt=|Ari cooking.
+File:Ari's campfire.png|alt=|Ari at a campfire.
+File:Ari is spooked.png|alt=|Ari looking up from the campfire.
+File:Ari sees enderman.png|alt=|Ari finds an enderman.
+File:Enderman sees Ari.png|alt=|An enderman finds Ari.
+
+
+== References ==
+
+
+== Navigation ==
+{{Navbox cinematics}}{{Navbox machinima}}
+[[Category:Brikk Animation]]
diff --git a/wiki_backup/Category-Named updates.txt b/wiki_backup/Category-Named updates.txt
new file mode 100644
index 0000000..292d544
--- /dev/null
+++ b/wiki_backup/Category-Named updates.txt
@@ -0,0 +1,13 @@
+{{Navbox named updates}}
+[[Category:Versions]]
+
+[[es:Categoría:Actualizaciones nombradas]]
+[[fr:Catégorie:Mises à jour nommées]]
+[[id:Kategori:Pembaruan Bernama]]
+[[it:Categoria:Aggiornamenti denominati]]
+[[ja:カテゴリ:名称付きアップデート]]
+[[nl:Categorie:Updates met een naam]]
+[[pt:Categoria:Atualizações nomeadas]]
+[[ru:Категория:Обновления с уникальными названиями]]
+[[th:หมวดหมู่:อัปเดตมีชื่อ]]
+[[uk:Категорія:Іменовані оновлення]]
diff --git a/wiki_backup/Category-Rewritten gameplay.txt b/wiki_backup/Category-Rewritten gameplay.txt
new file mode 100644
index 0000000..59de8c6
--- /dev/null
+++ b/wiki_backup/Category-Rewritten gameplay.txt
@@ -0,0 +1,2 @@
+{{project|Rewrite for Style}}
+__HIDDENCAT__
diff --git a/wiki_backup/Chalkboard.txt b/wiki_backup/Chalkboard.txt
new file mode 100644
index 0000000..2c49265
--- /dev/null
+++ b/wiki_backup/Chalkboard.txt
@@ -0,0 +1,136 @@
+{{Exclusive|Education}}
+{{needs render}}
+{{Infobox block
+| group = Slate
+| group2 = Poster
+| group3 = Board
+| 1-1 = Chalkboard Slate.png|Slate
+| 2-1 = Chalkboard Poster.png|Poster
+| 3-1 = Chalkboard Board.png|Board
+| invimage = Slate
+| invimage2 = Poster
+| invimage3 = Board
+| transparent = Yes
+| renewable = No
+| light = No
+| waterloggable = Yes
+| tool = None
+| stackable = Yes (16)
+| flammable = No
+}}
+A '''chalkboard''' is a [[block]] that can display more text than a [[sign]].[https://education.minecraft.net/support/knowledge-base/using-slates-posters-boards/] Three sizes are available: 1×1 (slate), 2×1 (poster), and 3×2 (board).
+
+== Obtaining ==
+{{IN|Education}}, chalkboards can be obtained in the [[Creative inventory]] or through the {{cmd|give}} command.
+{{IN|Bedrock}}, chalkboards cannot be obtained by commands or the Creative inventory, and can only be obtained by using glitches or inventory editors.
+
+== Usage ==
+A chalkboard can be used similarly to a [[sign]], to display text. Once placed, select the chalkboard and enter the desired text and click the "OK" button. The "×" in the upper right corner of the board closes the edit screen.
+
+=== Placement ===
+Chalkboards may be placed on the top or side of other blocks (including non-solid blocks like [[fence]]s, [[glass]], [[rail]]s, and other chalkboards). To place a chalkboard, {{control|use}} a chalkboard item while pointing at the block the chalkboard should be attached to. To place a chalkboard on a block that can be interacted with by the {{control|use}} control (for example, [[chest]]s, [[note block]]s, etc.), {{control|sneak}} while placing the chalkboard.
+
+1×1 slates placed on the top of a block stand on a short post, facing in the direction of the player who placed it, in any of 16 different directions. 2×1 posters and 2×3 boards can be placed in any of 4 different directions. Chalkboards placed on the side of a block simply float there, even if the block doesn't make contact with the chalkboards.
+
+=== Text ===
+When entering text, six lines of text are available for the slates and posters, while fifteen lines of text are available for the 2×3 boards. To switch between lines, the player can press Enter or the up/down arrow keys. The location of text currently selected has a flashing cursor.
+
+While editing, typing and backspacing can occur at any point in the line by moving the cursor using the left and right arrow keys. Once the end of the line has been reached, the word is hyphenated and is continued on the next line.
+
+After the editing window is closed, right-clicking on a chalkboard reopens the editing menu. Copy and paste can be performed, and no more than the basic/shifted keyboard characters may be entered.
+
+=== Interaction ===
+Chalkboards act as though they have a {{control|use}} action, so {{control|sneaking}} is required to place blocks or use items while the cursor is pointed at them.
+
+Unlike signs, boards block a [[piston]] from moving.
+
+Boards have no collision box (they are completely non-solid), so [[item]]s and [[mob]]s can move through boards blocks. Other blocks (including other boards) can be placed on any edge of a board.
+
+[[Water]] and [[lava]] flow around boards. Lava can create [[fire]] in [[air]] blocks next to boards as if the boards were flammable, but the boards do not burn.
+
+== Sounds ==
+{{Sound table/Block/Stone/BE}}
+
+== Data values ==
+=== ID ===
+{{ID table
+|edition=bedrock
+|shownumericids=y
+|showforms=y
+|generatetranslationkeys=y
+|displayname=Block
+|spritename=chalkboard
+|spritetype=block
+|nameid=chalkboard
+|id=230
+|form=block
+|translationkey=tile.chalkboard.oneByOne.name, tile.chalkboard.twoByOne.name, tile.chalkboard.threeByTwo.name}}
+{{ID table
+|displayname=Item
+|spritename=board
+|spritetype=item
+|nameid=board
+|translationkey=tile.chalkboard.oneByOne.name, tile.chalkboard.twoByOne.name, tile.chalkboard.threeByTwo.name
+|id=454
+|form=item
+|foot=1}}
+
+=== Metadata ===
+{{see also|Data values}}
+Chalkboards uses the following data values:
+
+*Slate: 1
+*Board: 2
+*Poster: 3
+
+
+=== Block states ===
+{{see also|Block states}}
+{{/BS}}
+
+== History ==
+{{HistoryTable
+|{{HistoryLine|pocket alpha}}
+|{{HistoryLine||v0.16.0|dev=build 1|[[File:Chalkboard Slate.png|32px]] [[File:Chalkboard Poster.png|32px]] [[File:Chalkboard Board.png|32px]]
[[File:Chalkboard Slate (item) BE1.png|32px]] [[File:Chalkboard Poster (item) BE1.png|32px]] [[File:Chalkboard Board (item) BE1.png|32px]] Added chalkboards, likely as an accidental addition.
+|Chalkboards can be obtained and placed using the {{cmd|give}} and {{cmd|setblock}} [[commands]] respectively. However, they serve no purpose.}}
+|{{HistoryLine|||dev=build 2|Removed chalkboards. Their textures still exist in the files.}}
+|{{HistoryLine|bedrock}}
+|{{HistoryLine||1.11.0|dev=beta 1.11.0.1|Re-added chalkboards. They still exist as entities, but can't be spawned. The items can't be spawned either.}}
+|{{HistoryLine||1.17.30|dev=beta 1.17.30.20|Chalkboards can now be placed consistently.}}
+|{{HistoryLine||1.21.50|dev=Preview 1.21.50.25|Slates have been added to the [[Creative inventory]].[{{bug|MCPE-187696|MCPE-187696|Slate appears in Creative Inventory with Education toggle off}}]
+|[[File:Missing Tile BE3.png|32px]] Chalkboard models are now masked by [[Unknown|placeholder block models]], even in worlds with the Education edition toggle is on.[{{bug|MCPE-187753|MCPE-187753|Slate is covered by missing texture in Education Edition}}]}}
+|{{HistoryLine|||dev=Preview 1.21.50.28|Slates have been removed from the Creative inventory.}}
+|{{HistoryLine|education}}
+|{{HistoryLine||MinecraftEdu|link=MinecraftEdu|[[File:Oak Sign JE1 BE1.png|30px]] [[MinecraftEdu]], Education Edition's predecessor, had "[[Big Sign]]s", 3 block wide signs that served a similar purpose.}}
+|{{HistoryLine||1.0|[[File:Chalkboard Slate.png|32px]] [[File:Chalkboard Poster.png|32px]] [[File:Chalkboard Board.png|32px]]
[[File:Chalkboard Slate (item) BE1.png|32px]] [[File:Chalkboard Poster (item) BE1.png|32px]] [[File:Chalkboard Board (item) BE1.png|32px]] Added chalkboards.}}
+|{{HistoryLine||1.0.2|The UI of chalkboards now has a locked option.
+|[[Player|Students]] now can place their own chalkboards even without a worldbuilder ability.}}
+}}
+
+== Gallery ==
+=== Screenshots ===
+
+Education Edition Exclusive Features.png|The chalkboard placed in a world along with other ''[[Minecraft Education]]'' features.
+Chalkboardsingamepe.png|The chalkboard in [[Pocket Edition v0.16.0 alpha build 1]].
+
+
+== References ==
+{{reflist}}
+
+== Navigation ==
+{{Navbox blocks|Utility}}
+{{Navbox Education|Exclusive}}
+
+[[Category:Utility blocks]]
+[[Category:Block entities]]
+[[Category:Minecraft Education blocks]]
+
+[[de:Tafel]]
+[[es:Pizarra]]
+[[fr:Ardoise]]
+[[ja:黒板]]
+[[pl:Tablica kredowa]]
+[[pt:Lousa]]
+[[ru:Доска]]
+[[uk:Дошка]]
+[[zh:黑板]]
diff --git a/wiki_backup/File-1DNGn.png.txt b/wiki_backup/File-1DNGn.png.txt
new file mode 100644
index 0000000..e7070ba
--- /dev/null
+++ b/wiki_backup/File-1DNGn.png.txt
@@ -0,0 +1,13 @@
+== Summary ==
+{{Information
+|description=https://web.archive.org/web/20230402192351/https://i.imgur.com/1DNGn.png
+|date=23 September 2011, 10:49:39 on Imgur, 10:49 on Twitter
+|source=https://twitter.com/notch/status/117188911230500864 https://imgur.com/1DNGn
+|author=Notch
+|permission=
+}}
+
+== Licensing ==
+{{License Mojang}}
+
+[[Category:Notch screenshots]]
diff --git a/wiki_backup/File-201504091714 icons.png.txt b/wiki_backup/File-201504091714 icons.png.txt
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+++ b/wiki_backup/File-201504091714 icons.png.txt
@@ -0,0 +1,4 @@
+== Summary ==
+{{Texture atlas|atlasname=icons.png}}
+== Licensing ==
+{{License Mojang}}
diff --git a/wiki_backup/File-201606021313 icons.png.txt b/wiki_backup/File-201606021313 icons.png.txt
new file mode 100644
index 0000000..6dfb785
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+++ b/wiki_backup/File-201606021313 icons.png.txt
@@ -0,0 +1,4 @@
+== Summary ==
+{{Texture atlas|atlasname=icons.png}}
+== Licensing ==
+{{License Mojang}}
diff --git a/wiki_backup/File-Hardcore Heart.svg.txt b/wiki_backup/File-Hardcore Heart.svg.txt
new file mode 100644
index 0000000..486de80
--- /dev/null
+++ b/wiki_backup/File-Hardcore Heart.svg.txt
@@ -0,0 +1,2 @@
+== Licensing ==
+{{License Mojang}}
diff --git a/wiki_backup/File-Hardcore button.png.txt b/wiki_backup/File-Hardcore button.png.txt
new file mode 100644
index 0000000..c3194cf
--- /dev/null
+++ b/wiki_backup/File-Hardcore button.png.txt
@@ -0,0 +1,6 @@
+== Summary ==
+Game mode selection button set to hardcore.
+
+== Licensing ==
+{{License Mojang}}
+[[Category:Screenshots]]
diff --git a/wiki_backup/File-HardcoreMode Bedrock.png.txt b/wiki_backup/File-HardcoreMode Bedrock.png.txt
new file mode 100644
index 0000000..9281f4d
--- /dev/null
+++ b/wiki_backup/File-HardcoreMode Bedrock.png.txt
@@ -0,0 +1,3 @@
+
+== Licensing ==
+{{License Mojang}}
diff --git a/wiki_backup/File-Minecraft Education key art.webp.txt b/wiki_backup/File-Minecraft Education key art.webp.txt
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+++ b/wiki_backup/File-Minecraft Education key art.webp.txt
@@ -0,0 +1,5 @@
+== Summary ==
+Source: [https://minecraft.net Minecraft Official Site] ([https://minecraft.net/content/dam/games/education-edition/key-art/games_subnav_educationedition-300x465.jpg file])
+== Licensing ==
+{{License Mojang}}
+[[Category:Game cover images]]
diff --git a/wiki_backup/File-MinecraftEE availability.png.txt b/wiki_backup/File-MinecraftEE availability.png.txt
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index 0000000..37d2273
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+++ b/wiki_backup/File-MinecraftEE availability.png.txt
@@ -0,0 +1,3 @@
+
+== Licensing ==
+{{License copyright}}
diff --git a/wiki_backup/File-Welcome to HardcoreMode Bedrock.png.txt b/wiki_backup/File-Welcome to HardcoreMode Bedrock.png.txt
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index 0000000..9281f4d
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+++ b/wiki_backup/File-Welcome to HardcoreMode Bedrock.png.txt
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+
+== Licensing ==
+{{License Mojang}}
diff --git a/wiki_backup/Hard.txt b/wiki_backup/Hard.txt
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+{{dungeons hatnote}} {{About|the gameplay mechanic|the command|Commands/difficulty}}
+[[File:Skeleton Golden.png|thumb|right|300px|Mobs in full armor are a common sight in higher difficulty levels.]]
+
+'''Difficulty''' is an [[option]] in ''[[Minecraft]]'' that has a direct impact on the ease of [[gameplay]], allowing the game's challenges to be tailored to the [[player]]'s skill level.
+
+== World settings ==
+[[File:DifficultyButton.gif|right]]
+[[File:Difficulty.png|thumb|260px|The difficulty button in the options menu.]]
+There are four difficulty levels in the game: Peaceful, Easy, Normal, and Hard. These can be changed when creating a world, in the pause menu [[options]], as well as with the {{cmd|difficulty}} command.
+
+While the difficulty settings modify the challenge in [[Survival]] mode, they also affect hostile mobs in [[Creative]] mode the same as in Survival; for example:
+
+* Hostile mobs cannot spawn naturally in Creative Peaceful.
+* [[Zombie]]s have the same difficulty-dependent chances as in Survival to convert villagers into [[zombie villager]]s (0% in Creative Easy, 50% in Creative Normal, 100% in Creative Hard).
+* Hostile mobs killed by [[Tutorials/Mob grinder|mob grinders]] in farms drop higher-value items in Creative Hard.
+
+[[Survival]] mode is affected by difficulty as described in the sections below.
+
+=== Peaceful ===
+No [[hostile mob]]s can spawn naturally, except for [[shulker]]s, [[hoglin]]s, [[piglin]]s, [[piglin brute]]s{{Only|BE|short=1}}, and the [[ender dragon]]. No [[spider]]s, [[cave spider]]s, [[zombified piglin]]s, [[endermen]], or [[drowned]] – [[Mob#Neutral mobs|neutral]] rather than hostile mobs – can spawn naturally. When any of these mobs attempt to spawn (whether naturally, through [[monster spawner]]s, [[spawn egg]]s, or [[commands]]), they are removed from the game instantaneously. [[Skeleton horse]]s are also not able to spawn naturally.[{{bug|MC-230843|||Invalid}}] All mobs that can spawn (such as shulkers, piglins, or [[wolves]]) are completely peaceful and unable to harm the player - with the exception of the ender dragon. Additionally, [[sculk shrieker]]s do not give the [[Darkness]] effect because it can't spawn the [[warden]]. When the difficulty is switched from any other setting to Peaceful, all mobs that are not allowed to spawn on Peaceful are removed from the world. Players regain [[health]] rapidly over time. Despite this, it is still possible to [[Health#Death|die]] if damage is received quickly enough. [[TNT]] deals no direct damage to the player, but it does give knockback still, meaning a player can be killed by it if it launches them too far upward. The [[hunger bar]] never depletes; {{in|Java}}, players therefore cannot eat anything except [[golden apple]]s, [[chorus fruit]]s, [[milk bucket]]s, [[honey bottle]]s, and [[suspicious stew]], unless the player switched to Peaceful when their hunger bar was below the maximum. Players can eat normally {{in|Bedrock}}. Additionally, if the hunger bar is below the maximum, it regenerates quickly.
+
+If a player is in a village with [[Raid Omen]] and the effect ends, [[raid]]s cannot be triggered at all as [[illager]]s (including [[evoker]]s and [[vindicator]]s) cannot spawn in peaceful difficulty.
+
+Because of the gameplay changes and the absence of many mob types, many blocks and items are unavailable to the player. A list can be found at [[Non-renewable resource#Peaceful difficulty]]. In addition, the player is unable to get many [[advancement]]s and [[achievement]]s.
+
+Dispensers are unable to place [[wither skeleton skull]]s even if the required blocks for summoning a [[wither]] are available.
+
+One major effect of the lack of certain resources is that [[end portal]]s cannot be activated by the player in Peaceful difficulty, because it is impossible to acquire the [[eyes of ender]] necessary to activate an end portal.[ An eye of ender requires [[blaze powder]] to craft, which can be crafted only from [[blaze rod]]s; but a blaze rod can be obtained only as a drop from a [[blaze]], which is a hostile mob that cannot spawn in Peaceful.] However, it is possible to switch to a non-Peaceful difficulty, let blazes spawn, kill enough for crafting eyes of ender, and switch back to Peaceful. It is also possible for an end portal to be activated by naturally generating with an eye of ender already embedded within all 12 end portal frames. For any given end portal, there is a 1 in a trillion chance of this happening.[Since each end portal frame has a {{fraction|1|10}} chance of being filled, there is a ({{fraction|1|10}})12 = {{fraction|1|1 trillion}} chance of all 12 end portal frames being filled.]
+However, because of the huge number of possible seeds, over 8 million seeds are known to generate such end portals.[https://github.com/hube12/SSGOutput/releases/tag/1.1]
+
+=== Easy ===
+Hostile [[mob]]s spawn, but they deal {{frac|1|2}} of the damage they would on Normal difficulty plus {{hp|1}}. The hunger bar can deplete, damaging the player until {{hp|10}} remain if it drains completely. [[Cave spider]]s and [[bee]]s cannot poison players on Easy difficulty, and the [[wither]] does not cause the [[Wither (status effect)|Wither effect]], although [[wither skeleton]]s do. [[Lightning]] sets only the struck block on fire, not surrounding blocks. [[Zombie]]s do not break down doors, and do not turn [[villager]]s into [[zombie villager]]s. [[Zombie]]s and [[skeleton]]s do not wear full sets of armor. Hostile [[mob]]s like zombies, skeletons, [[spider]]s, [[husk]]s, and [[stray]]s deal about {{hp|1}} or {{hp|2}} damage.
+
+If a player is in a village with [[Raid Omen]] and the effect ends, it triggers a raid that consists of 3 waves (4 waves if a player with a Raid Omen effect that is higher than one level enters a village.)
+
+=== Normal ===
+Hostile [[mob]]s spawn and deal standard damage. The hunger bar can deplete, damaging the player until {{hp|1}} remains if it drains completely. Zombies do not break down doors, but villagers killed by zombies have a 50% chance of turning into [[zombie villager]]s. Zombies and skeletons rarely wear sets of enchanted armor. [[Vindicator]]s can break doors.
+
+If a player is in a village with [[Raid Omen]] and the effect ends, it triggers a raid that consists of 5 waves (6 waves if a player with a Raid Omen effect that is higher than one level enters a village.)
+
+=== Hard ===
+Hostile [[mob]]s deal approximately 1{{frac|1|2}} times the damage they would deal on Normal difficulty, and in some cases drop higher-value items when killed. The hunger bar can deplete, not only damaging but also killing the player if it drains completely. [[Zombie]]s can break through wooden [[door]]s and can spawn [[Zombie#Reinforcements|reinforcement]]s when attacked. {{IN|Java}}, [[spider]]s can spawn with a beneficial status effect ([[Speed]], [[Strength]], [[Regeneration]], or [[Invisibility]]), with these effects having an infinite duration. Villagers killed by zombies always turn into zombie villagers. [[Pillager]]s spawn near the player, with their attacks dealing {{hp|4}} damage. {{IN|Bedrock}}, if the world type is infinite, they deal {{hp|5}} damage.
+
+If a player is in a village with [[Raid Omen]] and the effect ends, it triggers a raid that consists of 7 waves (8 waves if a player with a Raid Omen effect that is higher than one level enters a village.)
+
+=== Hardcore mode ===
+
+Hardcore Heart.svg|Icon for Hardcore mode.
+
+{{main|Hardcore}}
+
+While in the world creation screen, selecting '''Hardcore''' from among the [[game mode]] options causes the player to spawn in Hard difficulty, does not allow it to be changed, and allows the player only one life. In a single player world, a player who dies can choose to respawn in [[Spectator]] mode or return to the title screen. In multiplayer, upon death, the player's game mode is automatically set to Spectator mode.
+
+The only way to change the difficulty of Hardcore is to use the ''Open to LAN'' feature in the pause menu to enable commands, or to use an .NBT editor on the world's .NBT file.{{only|JE|short=1}}
+
+== Moon phase ==
+The phase of the [[moon]] has effects on the spawning of [[slime]]s in [[swamp]] biomes, and contributes to the calculation of regional difficulty. The fuller the moon is, the greater the effect.
+
+The moon does not actually have to be in the sky for this effect to take place, since the moon exists in daytime and across [[dimension]]s.
+
+{| class="wikitable col-1-center" data-description="Moon phases"
+! !! Moon phase
+! Value
+! Percentage
+|-
+| {{EnvSprite|full-moon}}
+| Full
+| 1.0
+| 100%
+|-
+| {{EnvSprite|waxing-gibbous-moon}} {{EnvSprite|waning-gibbous-moon}}
+| Gibbous
+| 0.75
+| 75%
+|-
+| {{EnvSprite|first-quarter-moon}} {{EnvSprite|last-quarter-moon}}
+| Quarter
+| 0.5
+| 50%
+|-
+| {{EnvSprite|waxing-crescent-moon}} {{EnvSprite|waning-crescent-moon}}
+| Crescent
+| 0.25
+| 25%
+|-
+| {{EnvSprite|new-moon}}
+| New
+| 0.0
+| 0%
+|}
+
+== Regional difficulty ==
+[[File:Local Difficulty Debug.png|thumb|upright=2.0|Regional difficulty values shown on the [[debug screen]]]]
+
+'''Regional difficulty''' or '''local difficulty''' is a value between 0.00 and 6.75 that the game calculates by considering the world difficulty setting, the ''inhabited time'' of a [[chunk]], the ''total daytime'' in the world, and the phase of the [[moon]]. This value is shown on the [[debug screen]] as the ''first'' value listed after the heading "Local Difficulty". This value determines several aspects of the difficulty of gameplay (see [[#Other effects|below]]).
+
+The ''inhabited time'' of a chunk increases for each tick a player spends with the chunk loaded. This is a cumulative measure of time—if 50 players spend a single hour in a chunk, it counts the same as if one player spent 50 hours there. The effect of inhabited time on regional difficulty is capped at 50 hours.
+
+The ''total daytime'' in the world is the value from {{cmd|time query daytime}} added to the "Day" on the F3 debug screen converted to ticks, i.e. daytime + (dayNumber * 24,000)
. This is ''not'' the same as the actual playtime in the world (the value from {{cmd|time query gametime}}). It affects the regional difficulty after the first 3 in-game days, and has no additional effect after 63 in-game days.
+
+In pseudocode, the calculation of regional difficulty is:
+
+ # DaytimeFactor, ChunkFactor, and RegionalDifficulty are floating-point variables
+ # MoonPhase is as in the table above.
+
+ if (difficulty is Peaceful) return 0
+
+ if (TotalDaytime > 63 in-game days) DaytimeFactor = 0.25
+ else if (TotalDaytime < 3 in-game days) DaytimeFactor = 0
+ else DaytimeFactor = (TotalDaytimeInTicks − 72,000) / 5,760,000
+
+ if (ChunkInhabitedTime > 50 hours) ChunkFactor = 1
+ else ChunkFactor = ChunkInhabitedTimeInTicks / 3,600,000
+
+ if (difficulty is Normal or Easy) multiply ChunkFactor by 0.75
+
+ if (MoonPhase ÷ 4 > DaytimeFactor) add DaytimeFactor to ChunkFactor
+ else add (MoonPhase ÷ 4) to ChunkFactor
+
+ if (difficulty is Easy) multiply ChunkFactor by 0.5
+
+ RegionalDifficulty = 0.75 + DaytimeFactor + ChunkFactor
+
+ if (difficulty is Normal) multiply RegionalDifficulty by 2
+ if (difficulty is Hard) multiply RegionalDifficulty by 3
+
+ return RegionalDifficulty
+
+The raw regional difficulty therefore is always 0.0 on Peaceful and ranges from 0.75 to 1.5 on Easy, 1.5 to 4.0 on Normal, and 2.25 to 6.75 on Hard.
+
+=== Clamped regional difficulty ===
+[[File:Regional difficulty to Clamped regional difficulty.png|thumb|325px|How ''clamped regional difficulty'' relates to ''regional difficulty'']]
+The '''clamped regional difficulty''' (also known as '''special multiplier''') also is a value between 0.00 and 1.00 based on regional difficulty. This value is shown on the [[debug screen]] as the ''second'' value listed after the heading "Local Difficulty". This is yet ''another'' value that affects the difficulty of gameplay (see [[#Other effects|below]]).
+
+The regional difficulty value is clamped as follows:
+
+ if (RegionalDifficulty < 2.0) value = 0.0;
+ else if (RegionalDifficulty > 4.0) value = 1.0;
+ else value = (RegionalDifficulty − 2.0) / 2.0;
+
+Thus, on Easy, where regional difficulty is never higher than 1.5, the clamped value is always zero. On Normal, where regional difficulty is between 1.5 and 4.0, the clamped value can be anywhere from 0.0 to 1.0. On Hard, where the regional difficulty is never lower than 2.25, the clamped value is always at least 0.125.
+
+On Normal, the effects reach the maximum after {{convert|63|in-game day|game tick}} in a fully-inhabited chunk on a full moon; and on Hard after 63 in-game days the effects reach the maximum in chunks inhabited {{frac|4|1|6}} hours during a full moon and remain at maximum in chunks inhabited over {{frac|16|2|3}} hours.{{verify|is this paragraph talking about clamped or nonclamped?|type=current}}
+
+== Effects ==
+=== Mob damage ===
+{{:Damage/Mobs}}
+
+=== Other effects ===
+{| class="wikitable col-1-left col-2-left" style="text-align:center" data-description="Attributes by conditions"
+! rowspan="2" | Attribute
+! rowspan="2" | Notes
+! colspan="4" | Condition
+|-
+! World difficulty
+! Regional difficulty (RD)
+! Clamped regional difficulty (CRD)
+! Moon phase only
+|-
+| {{hp|1|notag=1}} Mobs and explosions do higher damage to players.
+| Peaceful: No damage
Easy: {{frac|1|2}} of Normal damage + 1 (never higher than Normal damage)
Hard: {{frac|1|1|2}} times Normal damage
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|guardian}} Guardians (both types) have higher laser magic damage.
+| Hard: + {{hp|2}}, added before calculating the difficulty-scaled mob damage
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EffectSprite|Hunger}} Starvation more harshly affects health.
+| Easy/Normal/Hard: starvation brings health down to 10/1/0 HP
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{ItemSprite|diamond-chestplate}} Mobs that spawn with armor are more likely to have more armor.
+| Easy & Normal: 75%/56%/42% of having 2/3/4 pieces;
Hard: 90%/81%/73% of having 2/3/4 pieces
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{ItemSprite|diamond-sword}} Zombies are more likely to spawn with weapons.
+| 1% on Easy and Normal,
5% on Hard
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{ItemSprite|golden-helmet}} Zombies are able to spawn reinforcements.
+| Hard only
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{ItemSprite|oak-door}} Zombies are more likely to be able to break wooden doors.
+| A zombie having the ability to break a door: (10×{{tooltip|CRD|Clamped Regional Difficulty}})%
The door actually breaking: Hard only
+| {{tc|Yes}} || {{tc|No}} || {{tc|Yes}} || {{tc|No}}
+|-
+| {{EntitySprite|zombie-villager}} Villagers killed by zombies have a greater chance of becoming zombie villagers.
+| 0% on Easy,
50% on Normal,
100% on Hard
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|zombified-piglin}} Zombified piglins spawn from nether portals in the Overworld more often.
+| {{frac|1|2000}} per [[Tick#Block tick|block tick]] on Easy,
{{frac|1|1000}} on Normal,
{{frac|3|2000}} on Hard
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{ItemSprite|Bow}} A skeleton or stray's cooldown between attacks is shortened
+| Easy/Normal: 2s cooldown
Hard: 1s
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{ItemSprite|Bow}} A bogged's cooldown between attacks is shortened
+| Easy/Normal: 3.5s cooldown
Hard: 2.5s
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{ItemSprite|Arrow}} A skeleton or stray is more accurate in ranged attacks with its bow.
+| Easy/Normal/Hard "inaccuracy" value is 10/6/2
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{ItemSprite|Arrow}} Damage from arrows slightly increases.
+| Easy/Normal/Hard damage bonus = +0.11 / +0.22 / +0.33
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|Phantom}} [[Phantom]]s spawn more frequently.
+| A spawn attempt succeeds if the local difficulty is greater than a random value between 0.0 and 3.0.
+| {{tc|No}} || {{tc|Yes}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|Phantom}} [[Phantom]]s spawn in larger groups.
+| Easy: 1-2
Normal: 1-3
Hard: 1-4
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|Spider}} Spiders can naturally spawn with [[status effect]]s.
+| Hard
(10×{{tooltip|CRD|Clamped Regional Difficulty}})%
+| {{tc|Yes}} || {{tc|No}} || {{tc|Yes}} || {{tc|No}}
+|-
+| {{EntitySprite|Cave Spider}} The [[Poison]] effect given by a [[cave spider]] lasts longer.
+| Normal/Hard: 7s/15s
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|Bee}} The [[Poison]] effect given by a [[bee]] lasts longer.
+| Normal/Hard: 10s/18s
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EffectSprite|Wither}} The [[Wither]] effect given by a [[wither#Wither skull|wither skull]] lasts longer.
+| Normal/Hard: 10s/40s
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|wither}} A wither shoots wither skulls when idle.
+| Normal/Hard only
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|Wither}} A wither spawns 3–4 wither skeletons when brought below half health.{{only|bedrock}}
+| Normal/Hard only
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|lightning}} Lightning can cause fires in the surrounding blocks, not just the block struck.
+| Normal/Hard only
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{BlockSprite|Fire}} Fire lingers for a bit longer.
+| The raw ''[[Fire#Flammable blocks|encouragement]]'' value of blocks surrounding fire gets a bonus of (Easy/Normal/Hard) +47 / +54 / +61, before being adjusted for fire age, humidity and rain.
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{ItemSprite|leather-boots}} Mobs are more willing to take fall damage when pursuing a target.[Mobs accept fall damage if their health would not be reduced below 33% of their maximum health (rounded up to the nearest {{hp|1}}), plus a constant reserve based on difficulty. This even applies to ground-based mobs immune to fall damage.]
+| Easy: 33% + {{hp|8}}
Normal: 33% + {{hp|4}}
Hard: 33%
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|skeleton-horse}} [[Lightning]] strikes are more likely to spawn a [[Skeleton Horse|skeleton trap horse]].
+| Chance = ({{tooltip|RD|Regional Difficulty}})%
(0.75–1.5% on Easy, 1.5–4% on Normal, 2.25–6.75% on Hard)
+| {{tc|No}} || {{tc|Yes}} || {{tc|No}} || {{tc|No}}
+|-
+| {{BlockSprite|fire}} Burning zombies are more likely to set their target on fire, and the burn duration is longer.
+| Chance = (30×{{tooltip|RD|Regional Difficulty}})%
Burn time = 2 × {{tooltip|RD|Regional Difficulty}} seconds
+| {{tc|No}} || {{tc|Yes}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntitySprite|Husk}} The [[Hunger (effect)|Hunger]] effect caught from being attacked by a [[husk]] lasts longer.
+| Effect time = 7 × {{tooltip|RD|Regional Difficulty}} seconds
+| {{tc|No}} || {{tc|Yes}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntityLink|Illusioner}}s can cast [[blindness]].
+| If {{tooltip|RD|Regional Difficulty}} > 2.
+| {{tc|No}} || {{tc|Yes}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EnvSprite|items}} Skeletons and zombies are more likely to have the ability to pick up dropped items.
+| Having the ability: (55×{{tooltip|CRD|Clamped Regional Difficulty}})%
+| {{tc|No}} || {{tc|No}} || {{tc|Yes}} || {{tc|No}}
+|-
+| {{EnvSprite|mobs}} Zombies are more likely to have a greater follow distance.
+| If (random # in range 0–1.5) × {{tooltip|CRD|Clamped Regional Difficulty}} is greater than 1, that becomes a bonus multiplier on the follow distance. Therefore, this is impossible when the {{tooltip|CRD|Clamped Regional Difficulty}} is less than 0.67[This value is actually{{frac|1|3}}.]; when the {{tooltip|CRD|Clamped Regional Difficulty}} is 1.0, there is only a {{frac|1|3}} chance of it happening.
+| {{tc|No}} || {{tc|No}} || {{tc|Yes}} || {{tc|No}}
+|-
+| {{ItemSprite|golden-helmet}} Zombies are more likely to be "leader zombies" (gaining a bonus to max HP, a bonus to the chance to spawn reinforcements, and the ability to break doors).
+| Any given zombie being a "leader": (5×{{tooltip|CRD|Clamped Regional Difficulty}})%
+| {{tc|No}} || {{tc|No}} || {{tc|Yes}} || {{tc|No}}
+|-
+| {{ItemSprite|diamond-helmet}} Mobs are more likely to spawn with armor.
+| Chance of getting any armor at all: (15×{{tooltip|CRD|Clamped Regional Difficulty}})%
+| {{tc|No}} || {{tc|No}} || {{tc|Yes}} || {{tc|No}}
+|-
+| {{ItemSprite|enchanted-book}} Mobs that spawn with weapons are more likely to have enchantments.
+| Chance for the main hand item = (25×{{tooltip|CRD|Clamped Regional Difficulty}})%
+| {{tc|No}} || {{tc|No}} || {{tc|Yes}} || {{tc|No}}
+|-
+| {{ItemSprite|enchanted-book}} Mobs that spawn with armor are more likely to have enchantments.
+| Chance per armor item = (50×{{tooltip|CRD|Clamped Regional Difficulty}})%
+| {{tc|No}} || {{tc|No}} || {{tc|Yes}} || {{tc|No}}
+|-
+| {{BlockSprite|enchanting-table}} Mobs that spawn with enchanted equipment have [[Enchantment mechanics#How Enchantments Are Chosen|higher levels of enchantments]].
+| Level = 5 + randInt(0,18)×{{tooltip|CRD|Clamped Regional Difficulty}} where randInt(0,18) is a random integer between 0 and 17. So, the level is 5 when {{tooltip|CRD|Clamped Regional Difficulty}} is 0.0, and it can be as high as 22 when {{tooltip|CRD|Clamped Regional Difficulty}} is 1.0.
+| {{tc|No}} || {{tc|No}} || {{tc|Yes}} || {{tc|No}}
+|-
+| {{EntitySprite|slime}} [[Slimes]] are more likely to be bigger.
+| Small: ((33×(1-{{tooltip|CRD|Clamped Regional Difficulty}})/2)+16.5)%
Medium: 34%
Big: ((33×(1+{{tooltip|CRD|Clamped Regional Difficulty}})/2)+16.5)%
in other words:
Small/Medium/Big: 16.5%–33% / 34% / 33%–49.5%
+| {{tc|No}} || {{tc|No}} || {{tc|Yes}} || {{tc|No}}
+|-
+| {{BiomeSprite|swamp}} Slimes are more likely to spawn in swamp biomes.
+| See [[#Moon phase|above]]
+| {{tc|No}} || {{tc|No}} || {{tc|No}} || {{tc|Yes}}
+|-
+| {{EntitySprite|Ravager}} [[Raid]] has more waves
+| Easy: 3 waves
+Normal: 5 waves
+Hard: 7 waves
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{InvSprite|Ominous Banner}} [[Illager patrol]] size
+| {{tooltip|RD|Regional Difficulty}} + 1 illagers (rounded up)
+| {{tc|No}} || {{tc|Yes}} || {{tc|No}} || {{tc|No}}
+|-
+| {{InvSprite|Ominous Banner}} Illager patrol can spawn vindicator{{only|bedrock}}
+| Easy and Normal: 100% pillager
+Hard: 80% pillager, 20% vindicator
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{InvSprite|Ominous Banner}} Illager patrol can spawn on any light level{{only|bedrock}}
+| Easy: Light level 0-7
+Normal and Hard: Any light level
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntityLink|Vindicator}} and {{EntityLink|Pillager}} spawn from raids having higher chance to drop [[Raid#Loot|special loot]].{{only|bedrock}}
+| Normal: 65% chance
+Hard: 80% chance
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|-
+| {{EntityLink|Vindicator}} are able to break down {{ItemSprite|Oak Door}} [[Wooden Door]]
+| Peaceful and Easy: unable to break door
+Normal and Hard: can break door
+| {{tc|Yes}} || {{tc|No}} || {{tc|No}} || {{tc|No}}
+|}
+
+== Video ==
+{{yt|D0PlO93xWs4}}
+
+== History ==
+{{HistoryTable
+|{{HistoryLine|java classic}}
+|{{HistoryLine||May 21, 2009|link=https://forums.tigsource.com/index.php?topic=6273.msg203084#msg203084|Difficulty modes were mentioned including: "Walk in the Park" being the easiest, "Easy" which was added, and "Armageddon" being hard even with 32 people.}}
+|{{HistoryLine||June 14, 2009|link={{tumblr|notch|123343045}}|[[Markus Persson|Notch]] discussed how his vision for [[Survival]] mode would incorporate the concept of difficulty: "When generating a new level or loading a creative mode level, you also select a difficulty. Difficulty levels will probably vary from 'challenging' to 'impossible', since I want the game to be difficult. If it's not fun to always be challenged, I'll add easier difficulties."}}
+|{{HistoryLine|java indev}}
+|{{HistoryLine||0.31|dev=20100205|Added the option to change difficulty to Peaceful, Easy, Normal, or Hard.}}
+|{{HistoryLine|java alpha}}
+|{{HistoryLine||October 22, 2010|link={{tweet|notch|28442263772}}|[[Notch]] tweets stating that he is "changing 'difficulty' to 'realism'". Lowest setting = [[Creative]]. Highest setting = [[Hunger|starve]]". This was never implemented; however, a "[[Hardcore]]" mode was added along with a Creative gamemode.}}
+|{{HistoryLine|java}}
+|{{HistoryLine||1.0.0|dev=Beta 1.9 Prerelease 2|Hardcore mode added.}}
+|{{HistoryLine||1.6.1|dev=13w16a|Regional difficulty added.}}
+|{{HistoryLine||1.8|dev=14w02a|Difficulty is now saved per-world, instead of globally; difficulty can no longer be changed from the title screen.|Difficulty defaults to Normal instead of Easy.|Difficulty can now be locked.|Added {{cmd|difficulty}}.}}
+|{{HistoryLine||1.16|dev=20w17a|Difficulty can now be chosen on world creation.}}
+|{{HistoryLine|pocket alpha}}
+|{{HistoryLine||v0.4.0|Added Peaceful difficulty.}}
+|{{HistoryLine||v0.12.1|Added Easy and Hard difficulties.}}
+|{{HistoryLine||v0.16.0|Difficulty is now saved on a per-world basis instead of globally, and is now controlled via world settings.}}
+|{{HistoryLine|bedrock}}
+|{{HistoryLine||?|Added regional difficulty.}}
+|{{HistoryLine|console}}
+|{{HistoryLine||xbox=TU1|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Difficulty added.}}
+|{{HistoryLine||xbox=TU11|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Added a message when the player tries to spawn a [[hostile mob]] from a [[spawn egg]] in Peaceful difficulty.}}
+|{{HistoryLine||xbox=TU19|xbone=CU7|ps3=1.12|psvita=1.12|ps4=1.12|wiiu=Patch 1|switch=1.0.1|Regional difficulty added.}}
+}}
+
+
+Difficulty Lock.png|First image of the difficulty lock.
+
+
+== Issues ==
+{{Issue list}}
+
+== Notes ==
+{{notelist}}
+
+== References ==
+{{reflist}}
+
+== See also ==
+* [[Health]]
+* [[Hunger]]
+* [[Gameplay]]
+* [[Tutorials/Gathering resources on peaceful difficulty]]
+
+== Navigation ==
+{{Navbox gameplay}}
+
+[[Category:Rewritten gameplay]]
+
+[[cs:Obtížnost]]
+[[de:Schwierigkeitsgrad]]
+[[es:Dificultad]]
+[[fr:Difficulté]]
+[[it:Difficoltà]]
+[[ja:難易度]]
+[[ko:난이도]]
+[[lzh:難易度]]
+[[nl:Niveau]]
+[[pl:Poziomy trudności]]
+[[pt:Dificuldade]]
+[[ru:Сложность]]
+[[th:ความยาก]]
+[[uk:Складність]]
+[[zh:难度]]
diff --git a/wiki_backup/Java Edition level format#level.dat format.txt b/wiki_backup/Java Edition level format#level.dat format.txt
new file mode 100644
index 0000000..dd79254
--- /dev/null
+++ b/wiki_backup/Java Edition level format#level.dat format.txt
@@ -0,0 +1,261 @@
+{{exclusive|java}}
+
+Each level is its own folder. A level folder is often identified by having a [[#level.dat_format|level.dat]] file, along with other subfolders to store the maps and regions of the level.
+
+== Folders ==
+=== Current ===
+
+* {{File|directory}}: A world directory.
+** {{File|file|level.dat}}: Stores global information about the level. See [[#level.dat format|below]].
+** {{File|file|level.dat_new}}: Program writes new global information about the level, and after that file is renamed to level.dat.
+** {{File|file|level.dat_old}}: A backup of the previous level.dat file.
+** {{File|file|session.lock}}: Used to give write access to the last program to modify this file. See [[#session.lock format|below]].
+** {{File|directory|playerdata}}: Stores the individual states of the players that have played on this level, since [[Java Edition 1.7.6|1.7.6]].
+*** {{File|file|.dat}}: A data file of the player. See [[Player.dat format]].
+** {{File|directory|stats}}: Stores the [[statistics]] of the players that have played on this level, since [[Java Edition 1.7.2|1.7.2]].
+*** {{File|file|.json}}: A data file of the player. See [[Statistics#Storage|Statistics storage format]].
+** {{File|directory|advancements}}: Stores the [[advancement]]s and unlocked recipes of the players that have played on this level, since [[17w13a]].
+*** {{File|file|.json}}: A data file of the player. See [[Advancement#Storage|Advancement storage format]].
+** {{File|directory|data}}: Miscellaneous data of the world.
+*** {{File|file|command_storage_.dat}}: Stores information about the general purpose, key/value [[command storage]], since [[19w38a]]. See [[Command storage format]].
+*** {{File|file|idcounts.dat}}: Stores information about the latest number of maps. See {{slink|Map item format|idcounts.dat format}}.
+*** {{File|file|map_<#>.dat}}: Stores information about the contents of the map. See [[Map item format]].
+*** {{File|file|raids.dat}}: Stores information about the ongoing [[raid]]s in [[Overworld]]. See [[raids.dat format]].
+*** {{File|file|random_sequences.dat}}: Stores random number sequences for [[Loot table|loot tables]] or the {{cmd|random}} command. See [[Random sequence format]].
+** {{File|directory|region}}: Stores region files of [[Overworld]].
+*** {{File|file|r...mca}}: A region file. See [[Anvil file format]].
+** {{File|directory|entities}}: Contains entity files for the [[Overworld]]. These used to be part of region.
+*** {{File|file|r...mca}}: A region file of entities.
+** {{File|directory|poi}}: Villager identified beds, job sites, and bells in the Overworld. Nether portals, bee nests, bee hives, and lodestones also use this.
+*** {{File|file|r...mca}}: A region file of points of interests. See [[#poi format|below]].
+** {{File|directory|DIM-1}}: Contains region files of [[the Nether]].
+*** {{File|directory|data}}: Miscellaneous data of the Nether.
+**** {{File|file|raids_nether.dat}}: Stores information about the ongoing raids in the Nether.
+*** {{File|directory|region}}: See above.
+*** {{File|directory|entities}}: See above.
+*** {{File|directory|poi}}: See above.
+** {{File|directory|DIM1}}: Contains region files of [[the End]].
+*** {{File|directory|data}}: Miscellaneous data of the End.
+**** {{File|file|raids_end.dat}}: Stores information about the ongoing raids in the End.
+*** {{File|directory|region}}: See above.
+*** {{File|directory|entities}}: See above.
+*** {{File|directory|poi}}: See above.
+** {{File|directory|datapacks}}: Stores the world's [[data pack]]s.
+*** {{File|archive}}{{File|directory|}}: A data pack.
+** {{File|archive|resources.zip}}: A [[resource pack]] applied when the world loads in.
+
+
+=== Deprecated ===
+
+* {{File|directory}}: A world directory.
+** {{File|file|level.dat_mcr}}: A backup of the level.dat file before conversion from [[MCRegion]] to [[Anvil file format|Anvil]].
+** {{File|directory|players}}: Stores the individual states of the players that have played on this level, for versions before [[1.7.6]].
+*** {{File|file|
.dat}}: A data file of the player. See [[Player.dat format]].
+** {{File|directory|data}}: Miscellaneous data of the world.
+*** {{File|file|villages.dat}}: Stores information about the [[village]]s in the world. The "nether" and "end" files have been added in [[Java Edition 1.8|1.8]]. Replaced by point of interest region files in [[Java Edition 1.14|1.14]].
+*** {{File|file|villages_nether.dat}}: See above.
+*** {{File|file|villages_end.dat}}: See above.
+** {{File|directory|region}}: Backups of the region files before conversion from [[MCRegion]] to [[Anvil file format|Anvil]].
+*** {{File|file|r.<#>.<#>.mcr}}: A region file. See [[Region file format]].
+** {{File|directory|DIM-1}}: See above.
+*** {{File|file|r.<#>.<#>.mcr}}: A region file. See [[Region file format]].
+** {{File|directory|DIM1}}: See above.
+*** {{File|file|r.<#>.<#>.mcr}}: A region file. See [[Region file format]].
+** {{File|directory|<#>}}
+*** {{File|directory|<#>}}
+**** {{File|file|c.<#>.<#>.dat}}: Backups of the chunk files before conversion from the Alpha level format to [[MCRegion]]. See [[Java Edition Alpha level format|Alpha level format]].
+
+
+== level.dat format ==
+The level.dat file contains global information about the world such as the time of day, the singleplayer player, the level generator used, and the seed. When a world is loaded, the current level.dat
is backed up to level.dat_old
.
+It is an [[NBT]] file with this structure:
+
+*{{nbt|compound}} The root tag.
+**{{nbt|compound|Data}}: This tag contains all the level data.
+***{{nbt|boolean|allowCommands}}: 1 or 0 (true/false) - true if cheats are enabled.
+***{{nbt|double|BorderCenterX}}: Center of the world border on the X coordinate. Defaults to 0.
+***{{nbt|double|BorderCenterZ}}: Center of the world border on the Z coordinate. Defaults to 0.
+***{{nbt|double|BorderDamagePerBlock}}: Defaults to 0.2.
+***{{nbt|double|BorderSize}}: Width and length of the border of the border. Defaults to 60000000.
+***{{nbt|double|BorderSafeZone}}: Defaults to 5.
+***{{nbt|double|BorderSizeLerpTarget}}: Defaults to 60000000.
+***{{nbt|long|BorderSizeLerpTime}}: Defaults to 0.
+***{{nbt|double|BorderWarningBlocks}}: Defaults to 5.
+***{{nbt|double|BorderWarningTime}}: Defaults to 15.
+***{{nbt|int|clearWeatherTime}}: The number of ticks until "clear weather" has ended.
+***{{nbt|compound|CustomBossEvents}}: A collection of bossbars.
+****{{nbt|compound|''ID''}}: The ID of a bossbar (e.g.
custom:boss
)
+*****{{nbt|list|Players}}: A list of players that may see this boss bar.
+******{{nbt|int-array|UUID}}: The player's [http://docs.oracle.com/javase/6/docs/api/java/util/UUID.html Universally Unique IDentifier].
+*****{{nbt|string|Color}}: ID of the color of the bossbar. Also sets the color of the display text of the bossbar, provided that the display text does not explicitly define a color for itself. See [[Formatting codes#Color codes|color codes]] for accepted values.
+*****{{nbt|boolean|CreateWorldFog}}: 1 or 0 (true/false) - If the bossbar should create fog.
+*****{{nbt|boolean|DarkenScreen}}: 1 or 0 (true/false) - If the bossbar should darken the sky.
+*****{{nbt|int|Max}}: The maximum health of the bossbar.
+*****{{nbt|int|Value}}: The current health of the bossbar.
+*****{{nbt|string|Name}}: The display name of the bossbar as a [[Commands#Raw JSON text|JSON text component]].
+*****{{nbt|string|Overlay}}: The ID of the overlay to be shown over the health bar. Accepted values are:
progress
,
notched_6
,
notched_10
,
notched_12
, and
notched_20
.
+*****{{nbt|boolean|PlayBossMusic}}: 1 or 0 (true/false) - If the bossbar should initiate boss music.
+*****{{nbt|boolean|Visible}}: 1 or 0 (true/false) - If the bossbar should be visible to the listed players.
+***{{nbt|compound|DataPacks}}: Options for data packs.
+****{{nbt|list|Disabled}}: List of disabled data packs.
+*****{{nbt|string}}: A single data pack.
+****{{nbt|list|Enabled}}: List of enabled data packs. By default, this is populated with a single string "vanilla".
+*****{{nbt|string}}: A single data pack.
+***{{nbt|int|DataVersion}}: An integer displaying the [[data version]].
+***{{nbt|long|DayTime}}: The time of day. 0 is sunrise, 6000 is mid day, 12000 is sunset, 18000 is mid night, 24000 is the next day's 0. This value keeps counting past 24000 and does not reset to 0.
+***{{nbt|byte|Difficulty}}: The current difficulty setting. 0 is Peaceful, 1 is Easy, 2 is Normal, and 3 is Hard. Defaults to 2.
+***{{nbt|boolean|DifficultyLocked}}: 1 or 0 (true/false) - True if the difficulty has been locked. Defaults to 0.
+***{{nbt|compound|DimensionData}}: This tag contains level data specific to certain dimensions.
+****{{nbt|compound|1}}: Data for the End.
+*****{{nbt|compound|DragonFight}}: Data for the ender dragon fight. Appears only after the End is entered.
+******{{nbt|compound|ExitPortalLocation}}: Location of the End's exit portal that the ender dragon flies to upon its death.
+*******{{nbt|byte|X}}: The X coordinate of the portal.
+*******{{nbt|byte|Y}}: The Y coordinate of the portal.
+*******{{nbt|byte|Z}}: The Z coordinate of the portal.
+******{{nbt|list|Gateways}}: Contains a list of locations of the [[end gateway portal]]s that ''haven't'' been spawned.
+*******{{nbt|int|}}: The angle of a future gateway, from 0 to 19. 0 is east of the exit portal, and numbers increase clockwise.
+******{{nbt|boolean|DragonKilled}}: 1 or 0 (true/false) - If the dragon is currently alive.
+******{{nbt|long|DragonUUIDLeast}}: The least significant bits of the current ender dragon's [http://docs.oracle.com/javase/6/docs/api/java/util/UUID.html Universally Unique IDentifier]. This is joined with DragonUUIDMost to form the dragon's unique ID.
+******{{nbt|long|DragonUUIDMost}}: The most significant bits of the current ender dragon's [http://docs.oracle.com/javase/6/docs/api/java/util/UUID.html Universally Unique IDentifier]. This is joined with DragonUUIDLeast to form the dragon's unique ID.
+******{{nbt|boolean|PreviouslyKilled}}: 1 or 0 (true/false) - If the ender dragon has ever been defeated. Used to determine how much XP is given by dragon.
+***{{Nbt|list|enabled_features}}: List of experimental features enabled for this world. Doesn't appear if there are no experimental features enabled.
+****{{Nbt|string}}: A single experimental feature.
+***{{nbt|compound|GameRules}}: The [[Commands/gamerule|gamerules]] used in the world.
+****{{nbt|string|Rule name}}: The value for the given rule. This is always an NBT string, which is either
true
or
false
for the majority of rules (with it being a number for some other rules, and any arbitrary string for a user-defined rule)
+***{{nbt|compound|WorldGenSettings}}: Used in 1.16, the generation settings for each dimension.
+****{{nbt|boolean|bonus_chest}}: 1 or 0 (true/false) - Used to determine if the bonus chest should appear near the spawn point when a world is first entered. Available only in singleplayer.
+****{{nbt|long|seed}}: The numerical seed of the world.
+****{{nbt|boolean|generate_features}}: 1 or 0 (true/false) - Whether structures should be generated or not.
+****{{nbt|compound|dimensions}}: Contains all the dimensions.
+*****{{nbt|compound|''Dimension ID''}}: The root for [[Custom dimension|generator settings]].
+***{{nbt|int|GameType}}: The default game mode for the singleplayer player when they initially spawn. 0 is [[Survival]], 1 is [[Creative]], 2 is [[Adventure]], 3 is [[Spectator]]. Note: singleplayer worlds do not use this field to save which game mode the player is currently in.
+***{{nbt|string|generatorName}}: Used in 1.15 and below. The name of the generator; {{cd|default}}, {{cd|flat}}, {{cd|largeBiomes}}, {{cd|amplified}}, {{cd|buffet}}, {{cd|debug_all_block_states}} or {{cd|default_1_1}}. Not case sensitive, but always written in the case here. The last one can exist only if the file was edited. It is a variation of the default generation. It can also be {{cd|customized}} if it is a customized world from before 1.13. In this case the world becomes {{cd|default}} if opened using 1.13 or newer.
+***{{nbt|compound|generatorOptions}}: Used in 1.15 and below. Used in [[buffet]], [[superflat]], and [[old customized]] worlds. Format below.
+***{{nbt|int|generatorVersion}}: Used in 1.15 and below. The version of the level generator. The effects of changing this are unknown, but values other than 0 have been observed.
+***{{nbt|boolean|hardcore}}: 1 or 0 (true/false) - If true, the player respawns in [[Spectator]] on death in singleplayer. Affects all three game modes.
+***{{nbt|boolean|initialized}}: 1 or 0 (true/false) - Normally true after a world has been initialized properly after creation. If the initial simulation was canceled somehow, this can be false and the world is re-initialized on next load.
+***{{nbt|long|LastPlayed}}: The Unix time in milliseconds when the level was last loaded.
+***{{nbt|string|LevelName}}: The name of the level.
+***{{nbt|boolean|MapFeatures}}: 1 or 0 (true/false) - true if the map generator should place structures such as villages, strongholds, and mineshafts. Defaults to 1. Always 1 if the world type is Customized.
+***{{nbt|compound|Player}}: The state of the singleplayer player. This overrides the
.dat file with the same name as the singleplayer player. This is saved by servers only if it already exists, otherwise it is not saved for server worlds. See [[Player.dat format#NBT Structure|Player.dat format]].
+***{{nbt|boolean|raining}}: 1 or 0 (true/false) - true if the level is currently experiencing rain, snow, and cloud cover.
+***{{nbt|int|rainTime}}: The number of ticks before "raining" is toggled and this value gets set to another random value.
+***{{nbt|long|RandomSeed}}: The [[Seed (world generation)|random level seed]] used to generate consistent terrain.
+***{{nbt|long|SizeOnDisk}}: The estimated size in bytes of the level. Currently not modified or used by ''Minecraft'', but was previously.
+***{{nbt|int|SpawnX}}: The X coordinate of the world spawn.
+***{{nbt|int|SpawnY}}: The Y coordinate of the world spawn.
+***{{nbt|int|SpawnZ}}: The Z coordinate of the world spawn.
+***{{nbt|boolean|thundering}}: 1 or 0 (true/false) - If "raining" is true : true if the rain/snow/cloud cover is a lightning storm and dark enough for mobs to spawn under the sky. If "raining" is false, this has no effect.
+***{{nbt|int|thunderTime}}: The number of ticks before "thundering" is toggled and this value gets set to another random value.
+***{{nbt|long|Time}}: The number of ticks since the start of the level.
+***{{nbt|int|version}}: The [[NBT]] version of the level, with 1.2.1 being 19133 [[Anvil file format]].
+***{{nbt|compound|Version}}: Information about the ''Minecraft'' version the world was saved in.
+****{{nbt|int|Id}}: An integer displaying the [[data version]].
+****{{nbt|string|Name}}: The version name as a string, e.g. "15w32b".
+****{{nbt|string|Series}}: Developing series. In 1.18 experimental snapshots, it was set to "ccpreview". In others, set to "main".
+****{{nbt|boolean|Snapshot}}: 1 or 0 (true/false) – Whether the version is a snapshot or not.
+***{{nbt|int-array|WanderingTraderId}}: The UUID of the current wandering trader in the world saved as four ints.
+***{{nbt|int|WanderingTraderSpawnChance}}: The current chance of the wandering trader spawning next attempt; this value is the percentage and is divided by 10 when loaded by the game, for example a value of 50 means 5.0% chance.
+***{{nbt|int|WanderingTraderSpawnDelay}}: The amount of ticks until another wandering trader is attempted to spawn.
+***{{nbt|boolean|WasModded}}: 1 or 0 (true/false) - true if the world was opened in a modified version.
+
+
+== generatorOptions tag format ==
+The {{nbt|compound|generatorOptions}} tag format varies depending on the generator name. It affects only the [[Overworld]] dimension. This applies to 1.15 and below.
+
+This is the format for the [[Buffet]] world type:
+
+
+*{{nbt|compound|generatorOptions}}:
+**{{nbt|compound|biome_source}}:
+***{{nbt|compound|options}}: Ignored if the [[Java Edition data values#Biome sources|biome source ID]] is minecraft:vanilla_layered
.
+****{{nbt|list|biomes}}:
+*****{{nbt|string}}: A [[Java Edition data values#Biomes|biome ID]]. If this or the biome source ID is omitted or invalid, the code assumes minecraft:ocean
.
+****{{nbt|byte|size}}: The size of the biomes. Only used when the biome source ID is minecraft:checkerboard
. The biome squares have sides of 2
(which can be < 1) [[chunk]]s. If no value is entered, the code assumes 2
.
+***{{nbt|string|type}}: An applicable biome source ID. It determines how the biomes are distributed. Cannot be selected in-game and defaults to minecraft:fixed
for unmodified [[world]]s.
+**{{nbt|compound|chunk_generator}}:
+***{{nbt|compound|options}}:
+****{{nbt|string|default_block}}: A [[Java Edition data values#Blocks|block ID]], by default minecraft:stone
.
+****{{nbt|string|default_fluid}}: A [[Java Edition data values#Fluids|fluid ID]], by default minecraft:water
.
+***{{nbt|string|type}}: An applicable [[Java Edition data values#Chunk generators|chunk generator ID]]. It determines the overall structure of the dimension. If this is omitted or invalid, the code assumes minecraft:surface
.
+
+
+This is the format for the [[Superflat]] world type:
+
+
+*{{nbt|compound|generatorOptions}}:
+**{{nbt|compound|structures}}:
+***{{nbt|compound|
}}: An empty compound named as the [[Superflat#Structure generation options|structure]], for example decoration
. If parameters are set, for example village(distance=9 size=1)
, then the compound contains this information.
+****{{nbt|string|}}: The parameter value is a number represented by a string.
+**{{nbt|list|layers}}:
+***{{nbt|compound}}: A layer.
+****{{nbt|string|block}}: The [[Java Edition data values#Blocks|block ID]].
+****{{nbt|int|height}}: The height of the layer, used in worlds created before [[1.13-pre5]].
+****{{nbt|byte|height}}: The height of the layer, used in worlds created since 1.13-pre5, if it's < 128 blocks.
+****{{nbt|short|height}}: The height of the layer, used in worlds created since 1.13-pre5, if it's >= 128 blocks.
+**{{nbt|string|biome}}: The [[Java Edition data values#Biomes|biome ID]].
+**{{nbt|string|flat_world_options}}: The unescaped "[[server.properties#Java Edition 3|generator-settings]]" string. Created only if the [[world]] was generated through a [[server]]. Until snapshot [[20w11a]], it is not parsed by the game due to {{bug|MC-134900}}, thus the above compounds won't be created, making "generator-settings" ineffective.
+
+
+This is the format for the [[Old Customized]] world type that existed before [[18w06a]]:
+
+*{{nbt|string|generatorOptions}}: Controls options for the world generator. Used only if the world type is Superflat or Customized. The format for Superflat is a comma separated list of block IDs from the bottom of the map up, and each block ID may optionally be preceded by the number of layers and an "*" ("x" before 1.8). Damage values are not supported.[http://www.reddit.com/r/Minecraft/comments/ywjbk/superflat_customization/c5zusxl] See detailed format for Superflat world type: [[Special:Permalink/685992#Preset_code_format|before 1.8]] and in [[Special:Permalink/1178871#Preset_code_format|1.8-1.12]]. Refer also to [[Superflat#History]] that shows how the format has been changing over time. The format for Customized world type is an extremely long String which consists of ''name:value'' pairs resembling JSON (as shown in [[Old_Customized#Presets]]).
+
+
+== session.lock format ==
+This file contains a single character {{Mono|U+2603 ☃ SNOWMAN}} encoded (E2 98 83) in UTF8.
+
+The process goes something like this:
+# Program opens session.lock.
+# Program writes a single character ☃ (\u2603) to session.lock.
+# Program tries to acquire a lock on a session.lock.
+# If the lock on a session.lock fails, program aborts and gives up its lock on the level.
+
+''Minecraft'' can sometimes try to hold the lock on a level even after the player has started playing a different level, and this can cause strange behavior. It is recommended to ensure that ''Minecraft'' is closed before trying to acquire a lock on a level.
+
+Before 1.16, the lock contained a {{w|big endian}} 64-bit integer timestamp of when the level was last accessed since the [[Wikipedia:Unix time|epoch]]. The program, instead of writing a snowman and acquiring a lock, would monitor the file for changes, and would abort if changed.
+
+== poi format ==
+Files in the ''poi'' folder use similar structure to ''region'' [[Anvil file format|Anvil]] files (hence the ''mca'' extension), but the [[NBT]] content is different.
+
+
+*{{nbt|compound}} The root tag.
+**{{nbt|compound|Data}}: This tag contains all the level data.
+***{{nbt|compound|Sections}}: Keys are stringified chunk section's Y coordinate ''(can be negative, a section at Y=2 starts at block Y=32)''.
+****{{nbt|compound|}}:
+*****{{nbt|boolean|Valid}}: True (1) when created by the game, however, if the decoding of POI NBT (from the region file) data fails, and the game then save the region file again, it might save false (0). This key is internally set to true when the POI section is refreshed, and a refresh always happens when the chunk section (with terrain data) at the same coordinates is decoded. '''To sum up, it is very unlikely to get false.'''
+*****{{nbt|list|Records}}: May be empty.
+******{{nbt|compound}}: Single record.
+*******{{nbt|int-array|pos}}: 3-element array encoding X, Y and Z.
+*******{{nbt|int|free_tickets}}: Indicates how many "tickets" are available for villagers to claim. A value of zero indicates that this poi is not available for any villager to claim. Internally ''Minecraft'' specifies a max tickets for each poi type. This is the maximum number of villagers which can "take a ticket" (aka be using that poi type at the same time; aka max number of villagers which can claim that poi and store it in their "brain"). As of 1.17 all villager eligible poi type's have a ticket limit of one (1), with the single exception being minecraft:meeting
, (block minecraft:bell) which has a limit of 32. Poi entries which are not for villager interaction such as beehives, nether portals, lighting rods, etc., have a max ticket count of zero (0) and therefore always have a '''free_tickets''' of zero as well.
+*******{{nbt|string|type}}: Type of the point, for example: minecraft:home
, minecraft:meeting
, minecraft:butcher
, minecraft:armorer
, etc.
+**{{nbt|int|DataVersion}}: An integer displaying the [[data version]].
+
+
+== History ==
+{{HistoryTable
+|{{HistoryLine|java}}
+|{{HistoryLine||1.14|dev=19w11a|The poi folder was added to world saves and village data is moved to it.}}
+|{{HistoryLine||1.16|dev=20w14a|Timestamps are no longer written to the session.lock file.}}
+|{{HistoryLine||1.16|dev=pre1|A single character ☃(E2 98 83) is now written to the session.lock file.}}
+}}
+
+== See also ==
+* [[Bedrock Edition level format]]
+
+== Navigation ==
+{{Navbox Java Edition technical|general}}
+
+[[Category:Java Edition|Level format]]
+[[Category:Development]]
+
+[[de:Weltdaten]]
+[[es:Formato de nivel]]
+[[fr:Format de niveau de l'édition Java]]
+[[ja:Levelフォーマット/Java Edition]]
+[[ko:Java Edition 레벨 포맷]]
+[[nl:Level formaat]]
+[[pl:Level.dat]]
+[[pt:Formato de nível da Edição Java]]
+[[ru:Level.dat]]
+[[zh:Java版存档格式]]
diff --git a/wiki_backup/Lava#Trivia.txt b/wiki_backup/Lava#Trivia.txt
new file mode 100644
index 0000000..bf3eb87
--- /dev/null
+++ b/wiki_backup/Lava#Trivia.txt
@@ -0,0 +1,934 @@
+{{About|the fluid|the [[bucket]]|Lava Bucket}}
+{{Infobox fluid
+| image = Lava.gif
+| imagecaption = ''Java Edition''
+| image2 = Lava BE.gif
+| image2caption = ''Bedrock Edition''
+| invimage = Lava Bucket
+| invimage2 = Lava
+| renewable = Yes
+| transparent = Yes
+| light = Yes (15)
+| tool = Bucket
+| infinite = No
+| flowrate = 30 [[tick]]s/block (Overworld, End)
10 [[tick]]s/block (Nether)
+| flowdistance = 4 blocks (Overworld, End)
8 blocks (Nether)
+}}
+'''Lava''' is a light-emitting [[fluid]] that causes fire [[damage]], mostly found in the [[altitude|lower reaches]] of the [[Overworld]] and [[the Nether]].
+
+== Obtaining ==
+Lava can be collected by using a [[bucket]] on a lava source block or a full lava [[cauldron]], creating a [[lava bucket]]. Lava may be obtained [[renewable resource|renewably]] from [[cauldron]]s, as [[pointed dripstone]] with a lava source above it can slowly fill a cauldron with lava.
+
+{{IN|JE}}, lava does not have a direct item form, but {{in|be}} it may be obtained as an item via inventory editing or add-ons.
+
+=== Natural generation ===
+During world generation, lava replaces [[air]] blocks generated in [[cave]]s and [[canyon]]s between Y=-55 and Y=-63. [[Aquifer]]s are sometimes filled with lava below Y=0. Lava does not replace air blocks inside [[mineshaft]]s, [[monster room]]s, [[amethyst geode]]s, or [[stronghold]]s.
+
+Lava can also occur as lava flows from a single [[spring]] block, pouring down walls into pools. The spring block can be on the side of a cave, ravine, mineshaft, or stone cliff above ground.
+
+Lava also generates as small [[lava lake]]s, which can be found above Y=0 within any [[biome]].
+
+Two blocks of lava can also be found in plains, snowy plains, and desert [[village]] weaponsmith buildings, or one source in savanna village weaponsmith buildings.
+
+Fifteen blocks of lava can be found in the [[end portal]] room of a [[stronghold]]: 3 along each side wall, and 9 below the portal frame.
+
+Lava also generates in [[woodland mansion]]s: two blocks of lava generate in the "forge room", and 25 blocks of lava generate in a secret "lava room".
+
+In [[the Nether]], lava is more common than [[water]] is in the [[Overworld]]. [[Terrain features#Lava sea|Seas of lava]] occur, with sea level at y-level 32, about a quarter of the total height of the Nether (as the usable space in the Nether is 128 blocks tall). They can extend down to about y-level 19-22. Lava also randomly appears [[Spring#Hidden lava|in single blocks]] inside [[netherrack]] formations. Lava is also generated as a single source in well rooms in [[nether fortress]]es. There are also large pockets of lava generated under y-19 and can reach all the way down to bedrock level. These pockets are generally over 12 blocks in height and often connect to a large lava lake on y-32; the size of these pockets in 1.18 can range from the size of a singular pre-1.18 ravine to multiple ravines combined.
+
+Lava generates as [[delta]] shapes, which can be found commonly in the [[basalt deltas]] biome. Lava also generates in [[ruined portal]]s and [[bastion remnant]]s.
+
+{{Block distribution}}
+
+=== Post-generation ===
+Unlike [[Water#Source blocks|water source blocks]], new lava source blocks cannot be created in a space by two or more adjacent source blocks. However {{in|Java}}, if the [[game rule]] {{cd|lavaSourceConversion}} is set to {{cd|true}}, new lava source blocks can form in a similar way to water source blocks.
+
+== Usage ==
+=== Fuel ===
+When used in a [[furnace]], a bucket of lava lasts 1000 seconds (100 items), the longest lasting of any fuel in the game. However, this is somewhat mitigated by the fact that lava buckets cannot be stacked.
+
+=== Burning ===
+[[File:Inside Lava.png|thumb|What it looks like inside lava.]]
+[[File:Under lava fire resistance.png|thumb|What it looks like inside lava using Fire Resistance {{in|java}}.]]
+
+Most [[entities]] take {{hp|4}} damage every tick (although [[damage immunity]] reduces this to once every half-second) while in contact with lava, and are set on [[fire]]. An entity or player in lava also has its {{code|remainingFireTicks}} set to 300, setting it on fire for 15 seconds. This timer is reset to 300 every tick that the victim spends in lava, so it starts counting down once the victim leaves the lava. Once the victim does exit the lava source, it burns for just under 15 seconds, taking fire damage 14 times. This is due to the fact that for the first tick outside of lava, its {{code|remainingFireTicks}} decreases to 299, and entities take fire damage when {{code|remainingFireTicks}} is a multiple of 20 and greater than 0. If the victim touches water or [[rain]] falls on it, the fire is extinguished, but the lava continues to damage them directly.
+
+In addition, a dense [[fog]] effect is applied for players under lava to obscure vision. This can be slightly mitigated via the [[Fire Resistance]] effect. In [[Spectator]] mode, the fog effect is removed and players can see through lava.
+
+An entity or player moving in lava has its horizontal movement speed reduced by 50% and its vertical movement speed reduced by 20%. A player cannot [[sprint-swimming|sprint-swim]] in lava.
+
+{{IN|bedrock}}, a player with the Fire Resistance effect or a total [[Fire Protection]] of 7 or higher does not catch fire.
+
+Most of the Nether [[mob]]s ([[blaze]]s, [[ghast]]s, [[magma cube]]s, [[strider]]s, [[wither skeleton]]s, [[zoglin]]s, and [[zombified piglin]]s), [[agent]]s, [[NPC]]s, [[vex]]es, [[ender dragon]]s, [[shulker]]s, [[warden]]s, [[wither]]s, and players or mobs affected by the [[Fire Resistance]] effect are not damaged when touching lava.
+
+The embers or fireballs that fly out of lava are purely decorative and do not cause fires or damage to entities. When rain falls on lava, the black ember particles appear more frequently.
+
+A player in lava lasts a few seconds before dying:
+
+==== ''Java Edition'' ====
+* 2.5 seconds with no armor
+* 3.5 seconds with full leather armor, no enchantments
+* 4 seconds with full gold armor, no enchantments
+* 4.5 seconds with full chain armor, no enchantments
+* 5.5 seconds with full iron armor, no enchantments
+* 10.5 seconds with full diamond armor, no enchantments
+* 11 seconds with full netherite armor, no enchantments
+
+==== ''Bedrock Edition'' ====
+* 2.5 seconds with no armor
+* 3.5 seconds with full leather armor, no enchantments
+* 4.5 seconds with full gold armor, no enchantments
+* 5 seconds with full chain armor, no enchantments
+* 6.5 seconds with full iron armor, no enchantments
+* 12.5 seconds with full diamond armor, no enchantments
+* 12.5 seconds with full netherite armor, no enchantments
+A player who is wearing armor enchanted with [[Fire Protection]] can survive even longer. With the maximum bonus, the damage is small enough that the natural healing from a full hunger bar can outpace it,{{only|JE|short=1}} so a player who has food and and armor that resists damage (non-netherite armor is damaged by lava) could survive indefinitely. This damage-resisting condition can be attained by wearing two pieces of armor with [[Fire Protection|Fire Protection IV]] and one with [[Protection|Protection IV]], or one piece of armor with [[Fire Protection|Fire Protection IV]] and three with [[Protection|Protection IV]].
+
+==== Fire spread ====
+Lava can cause fires by turning air blocks to fire blocks.
+
+In order for air above lava to turn to fire, a block adjacent to the air has to be [[flammable]], or one of the wood-constructed [[non-flammable]] blocks. Since catching fire depends on air blocks, even torches or lava itself can prevent a flammable block from catching fire. Additionally, not all flammable or wood-constructed blocks can be ignited by lava.
+
+The lava of any depth can start fires this way, whether or not it appears to have a current.
+
+Additional conditions must be met, depending on the edition of Minecraft.
+
+===== ''Java Edition'' =====
+{{FakeImage|align=right|{{BlockGrid|scale=2|L=lava|w=Oak Planks|p=Orange Stained Glass|s=Light Gray Stained Glass|wwwwwwwww|wwsssssww|wspppppsw|wwspppsww|wwwsLswww|wwwwwwwww}}|Example for JE. The orange area represents areas where air could catch flame if the gray and orange areas contain flammable blocks. The wood is all at a safe distance.
+}}
+
+Air block must be in a 3×1×3 area right above the lava or in a 5×1×5 2 blocks above the lava.
+
+An air block in the 5×1×5 area does not catch on fire if the 3×1×3 area is completely filled, even if the latter is filled with flammable blocks.
+
+===== ''Bedrock Edition'' =====
+The block to be set on fire must be in a 3×3×3 cube centered on a lava block, above which there must be either air or an ignitable block.
+
+=== Flow ===
+{{See also|Fluid}}
+
+Lava flows from "source blocks". Most streams or "lava-falls" come from a single source block, but lava lakes (including the "flood lava" in the bottom 10 layers) are composed entirely of source blocks. A source block can be captured only with a [[lava bucket|bucket]].
+
+In the [[Overworld]] and [[the End]], lava travels 3 blocks in any horizontal direction from a source block. Lava flows far more slowly than water (1 block every 30 game ticks, or 1.5 seconds), and sourceless lava flows linger for a short time more. In [[the Nether]], lava travels 7 blocks horizontally and spreads 1 block every 10 game ticks, or 2 blocks per second, which is half the speed as water in the Overworld. In all dimensions, lava spreading uses the same mechanic as water: for every adjacent block it can flow into it tries to find a way down that is reachable in four or fewer blocks from the block it wants to flow to. When found, the flow weight for that direction is set to the shortest path distance to the way down. (This can result in lava flows turning toward dropoffs that they cannot reach in the Overworld and the End.)
+
+Flowing lava destroys certain non-solid blocks similarly to water. However, those blocks do not drop their loot when destroyed by lava. [[Sugar cane]]s hold back lava, but disappear if the sugar cane's water source is destroyed by the lava.
+
+A one-block lava flow can be redirected by receiving block updates, which causes it to reset the flow toward the now-nearest terrain depression, but does not cut off its current direction of flow. The change cannot be reversed.
+
+In Bedrock Edition the /setblock command can be used to create stationary lava without the use of barriers.
+
+Flowing lava can push entities, including those that do not take lava damage.
+
+==== Flow arrangement tables ====
+
+===== Overworld and the End =====
+{| class="wikitable"
+|+
+|
+|
+|
+!4
+|
+|
+|
+|-
+|
+|
+!4
+!3
+!4
+|
+|
+|-
+|
+!4
+!3
+!2
+!3
+!4
+|
+|-
+!4
+!3
+!2
+!1
+!2
+!3
+!4
+|-
+|
+!4
+!3
+!2
+!3
+!4
+|
+|-
+|
+|
+!4
+!3
+!4
+|
+|
+|-
+|
+|
+|
+!4
+|
+|
+|
+|}
+{| class="wikitable"
+|+
+! colspan="2" |Range
+!Height in blocks
+|-
+!1
+|block
+|1
+|-
+!2
+|blocks
+|0.75-1
+|-
+!3
+|blocks
+|0.5-0.75
+|-
+!4
+|blocks
+|0.25-0.5
+|}
+
+===== The Nether =====
+{| class="wikitable"
+|+
+|
+|
+|
+|
+|
+|
+|
+!8
+|
+|
+|
+|
+|
+|
+|
+|-
+|
+|
+|
+|
+|
+|
+!8
+!7
+!8
+|
+|
+|
+|
+|
+|
+|-
+|
+|
+|
+|
+|
+!8
+!7
+!6
+!7
+!8
+|
+|
+|
+|
+|
+|-
+|
+|
+|
+|
+!8
+!7
+!6
+!5
+!6
+!7
+!8
+|
+|
+|
+|
+|-
+|
+|
+|
+!8
+!7
+!6
+!5
+!4
+!5
+!6
+!7
+!8
+|
+|
+|
+|-
+|
+|
+!8
+!7
+!6
+!5
+!4
+!3
+!4
+!5
+!6
+!7
+!8
+|
+|
+|-
+|
+!8
+!7
+!6
+!5
+!4
+!3
+!2
+!3
+!4
+!5
+!6
+!7
+!8
+|
+|-
+!8
+!7
+!6
+!5
+!4
+!3
+!2
+!1
+!2
+!3
+!4
+!5
+!6
+!7
+!8
+|-
+|
+!8
+!7
+!6
+!5
+!4
+!3
+!2
+!3
+!4
+!5
+!6
+!7
+!8
+|
+|-
+|
+|
+!8
+!7
+!6
+!5
+!4
+!3
+!4
+!5
+!6
+!7
+!8
+|
+|
+|-
+|
+|
+|
+!8
+!7
+!6
+!5
+!4
+!5
+!6
+!7
+!8
+|
+|
+|
+|-
+|
+|
+|
+|
+!8
+!7
+!6
+!5
+!6
+!7
+!8
+|
+|
+|
+|
+|-
+|
+|
+|
+|
+|
+!8
+!7
+!6
+!7
+!8
+|
+|
+|
+|
+|
+|-
+|
+|
+|
+|
+|
+|
+!8
+!7
+!8
+|
+|
+|
+|
+|
+|
+|-
+|
+|
+|
+|
+|
+|
+|
+!8
+|
+|
+|
+|
+|
+|
+|
+|}
+
+{| class="wikitable"
+! colspan="2" |Range
+!Height in blocks
+|-
+!1
+|block
+|1
+|-
+!2
+|blocks
+|0.75-1
+|-
+!3
+|blocks
+|0.625-0.75
+|-
+!4
+|blocks
+|0.5-0.625
+|-
+!5
+|blocks
+|0.375-0.5
+|-
+!6
+|blocks
+|0.25-0.375
+|-
+!7
+|blocks
+|0.125-0.25
+|}
+
+=== Lava and water ===
+{{Main|Fluid#Mixing}}
+
+Water and lava can produce [[stone]], [[cobblestone]], or [[obsidian]] based on how they interact. Lava can also generate basalt when above soul soil and touching blue ice.
+
+=== Light source ===
+Lava blocks emit a [[light]] level of 15.
+
+=== Other ===
+[[File:LavaDropletsExample.png|thumb|If there is lava flowing above a [[block]], the lava seeps through.]]
+
+Lava above a non-transparent block (does ''not'' include stairs, fences, and slabs) produces dripping particles on the underside of that block. These droplets do not do anything other than warn the player that a deluge of lava lies above that block. The particles function identically to their water counterparts, except that they drip slower.
+
+Flowing lava can set off tripwires because it breaks placed string. Lava triggers a tripwire only once.
+
+Any [[item (entity)|item]] dropped into lava is immediately destroyed, except for [[netherite]]-related items. [[Lodestone]]s, however, can be destroyed by lava despite containing netherite.[{{bug|MC-176618|||WAI}}]
+
+Lava can be placed in an empty [[cauldron]].
+
+If lava is above a non-transparent block supporting [[pointed dripstone]], dripping particles are created on the end. These can fill cauldrons with lava.
+
+== Farming ==
+{{main|Tutorials/Lava farming}}
+Lava farms can be created by placing a lava source block on top of a solid block and placing a [[pointed dripstone]] and a [[cauldron]] underneath it.
+
+== Sounds ==
+{{edition|java}}
+{{SoundTable
+| type = java
+| {{SoundLine
+|sound =Lava.ogg
+|subtitle=Lava pops
+|source=block
+|description=Randomly
+|id=block.lava.ambient
+|translationkey=subtitles.block.lava.ambient
+|volume=0.2-0.4
+|pitch=0.9-1.05
+|distance=16}}
+| {{SoundLine
+|sound=Fizz.ogg
+|subtitle=Lava hisses
+|source=block
+|description=When lava mixes with water, making a block
+|id=block.lava.extinguish
+|translationkey=subtitles.block.lava.extinguish
+|volume=0.5
+|pitch=1.8-3.4
+|distance=16}}
+| {{SoundLine
+|sound=Lava pop.ogg
+|subtitle=Lava pops
+|source=block
+|description=When a lava bubble particle spawns
+|id=block.lava.pop
+|translationkey=subtitles.block.lava.ambient
+|volume=0.2-0.4
+|pitch=0.9-1.05
+|distance=16}}
+| {{SoundLine
+|sound=Empty lava bucket1.ogg
+|sound2=Empty lava bucket2.ogg
+|sound3=Empty lava bucket3.ogg
+|subtitle=Bucket empties
+|source=block
+|description=When lava is placed with a bucket
+|id=item.bucket.empty_lava
+|translationkey=subtitles.item.bucket.empty
+|volume=1.0
+|pitch=1.0
+|distance=16}}
+| {{SoundLine
+|sound=Fill lava bucket1.ogg
+|sound2=Fill lava bucket2.ogg
+|sound3=Fill lava bucket3.ogg
+|subtitle=Bucket fills
+|source=player
+|description=When lava is collected with a bucket
+|id=item.bucket.fill_lava
+|translationkey=subtitles.item.bucket.fill
+|volume=1.0
+|pitch=1.0
+|distance=16}}
+| {{SoundLine
+|sound=Fizz.ogg
+|subtitle=Fire extinguishes
+|description=When something [[freezing]] is dunked into lava
+|source=block
+|id=entity.generic.extinguish_fire
+|translationkey=subtitles.entity.generic.extinguish_fire
+|volume=0.7
+|pitch=1.2-2.0
+| distance = 16
+}}
+}}
+
+{{edition|bedrock}}:
+{{SoundTable
+| type = bedrock
+| {{SoundLine
+| sound =Lava.ogg
+|source=block
+|description=Randomly
+|id=liquid.lava
+|volume=0.4-0.6
+|pitch=0.9-1.05}}
+| {{SoundLine
+|sound=Fizz.ogg
+|source=block
+|description=When lava mixes with water, making a block
+|id=random.fizz
+|volume=0.5
+|pitch=1.8-2.4}}
+| {{SoundLine
+|sound=Lava pop.ogg
+|source=block
+|description=When a lava bubble particle spawns
+|id=liquid.lavapop
+|volume=0.4-0.6
+|pitch=0.9-1.05}}
+| {{SoundLine
+|sound=Empty lava bucket1.ogg
+|sound2=Empty lava bucket2.ogg
+|sound3=Empty lava bucket3.ogg
+|source=block
+|description=When lava is placed with a bucket
+|id=bucket.empty_lava
+|volume=1.0
+|pitch=1.0}}
+| {{SoundLine
+|sound=Fill lava bucket1.ogg
+|sound2=Fill lava bucket2.ogg
+|sound3=Fill lava bucket3.ogg
+|source=block
+|description=When lava is collected with a bucket
+|id=bucket.fill_lava
+|volume=1.0
+|pitch=1.0}}
+| {{SoundLine
+|sound=Fizz.ogg
+|source=block
+| description = When something freezing is dunked into lava
+| id = random.fizz
+}}
+}}
+
+== Data values ==
+
+=== ID ===
+{{edition|java}}:
+{{ID table
+|edition=java
+|showblocktags=y
+|showforms=y
+|generatetranslationkeys=y
+|displayname=Lava
+|spritename=lava
+|spritetype=block
+|nameid=lava
+|blocktags=strider_warm_blocks
+|form=block
+|foot=1}}
+{{ID table
+|edition=java
+|firstcolumnname=Fluid
+|showfluidtags=y
+|displayname=Lava
+|spritename=lava
+|spritetype=block
+|nameid=lava
+|fluidtags=lava}}
+{{ID table
+|displayname=Flowing Lava
+|spritetype=block
+|spritename=lava
+|nameid=flowing_lava
+|fluidtags=lava
+|foot=1}}
+
+{{edition|bedrock}}:
+{{ID table
+|edition=bedrock
+|shownumericids=y
+|showforms=y
+|generatetranslationkeys=y
+|displayname=Flowing Lava
+|spritename=lava
+|spritetype=block
+|nameid=flowing_lava
+|id=10
+|form=block}}
+{{ID table
+|displayname=Lava
+|spritename=lava
+|spritetype=block
+|nameid=lava
+|id=11
+|form=block
+|foot=1}}
+
+Lava spends most of its time as stationary, rather than 'flowing' – regardless of its level, or whether it contains a current downward or to the side. When specifically triggered by a block update, lava changes to 'flowing', update its level, then change back to stationary. Lava springs are generated as flowing, and lava lakes are generated as stationary.
+
+=== Block states ===
+{{see also|Block states}}
+{{/BS}}
+
+=== Fluid states ===
+{{see also|Block states}}
+{{/FS}}
+
+== Achievements ==
+{{load achievements|Stayin' Frosty;Super Fuel;Feels Like Home}}
+
+== Advancements ==
+{{Load advancements|Hot Stuff;Feels Like Home}}
+
+== Video ==
+{{yt|kd41puJSAbA}}
+
+== History ==
+{{main|/History}}
+{{HistoryTable
+|{{HistoryLine|java classic}}
+|{{HistoryLine||0.0.12a|dev=May 19, 2009|slink=Java Edition Classic 0.0.12a/Development#Lava test (May 19, 2009)|Lava is shown.}}
+|{{HistoryLine|||dev=release|slink=Java Edition Classic 0.0.12a|[[File:Lava JE1.png|32px]] Added lava.
+|The texture is transparent.
+|Lava spreads by duplicating itself to open horizontal and downward squares.
+|Lava is slower than [[water]] and can be easily outrun.
+|Model has z-fighting with blocks below lava.}}
+|{{HistoryLine||May 20, 2009|link=https://web.archive.org/web/20110302004111/http://notch.tumblr.com/post/110459630/health-and-food|[[Notch]] mentions lava damage.}}
+|{{HistoryLine||0.0.13a|[[File:Lava JE2.png|32px]] The texture has changed to be opaque.}}
+|{{HistoryLine||0.0.13a_03|Lava lakes no longer generate.}}
+|{{HistoryLine||0.0.15a|link=Java Edition Classic 0.0.15a (Multiplayer Test 1)|[[File:Lava JE3.png|32px]] The model is no longer shaded.}}
+|{{HistoryLine||0.0.19a|[[File:Lava JE4.png|32px]] Added a [[Procedural animated texture generation|procedural animated texture]] to lava. Old texture is still retained for use as a [[animation placeholder texture|placeholder]].|Upscaled model 2% to fix z-fighting with blocks below lava. It's created lava or water models overlapping and z-fighting with each other.|Added lava layer to the bottom of the map.}}
+|{{HistoryLine||0.0.20a_02|[[File:Lava JE5.png|32px]] Changed model scale back to normal with 1% offset on all coordinates.}}
+|{{HistoryLine||0.0.22a|[[File:Lava JE6.png|32px]] Lava's generated texture has changed - it now appears brighter overall.}}
+|{{HistoryLine||August 25, 2009|link=https://notch.tumblr.com/post/170887079/survival-mode-status-update-video-with-plenty-of|Lava has been shown to deal [[damage]].}}
+|{{HistoryLine||0.24_SURVIVAL_TEST|Lava now deals damage.}}
+|{{HistoryLine||0.26 SURVIVAL TEST|[[File:Lava JE7.png|32px]] UV mapping on side faces now has 11% v offset up.}}
+|{{HistoryLine||0.28|[[File:Lava JE6.png|32px]] Fixed UV mapping.}}
+|{{HistoryLine|java indev}}
+|{{HistoryLine||0.31|dev=20091223-1457|Lava is now luminous.}}
+|{{HistoryLine|||dev=20100110|Lava now sets [[fire]] to flammable materials.}}
+|{{HistoryLine|||dev=20100122|Added [[lava spawner]]s that spawn lava on sides and bottom.|It appears in the player's inventory in a stack of 5.
+|Lava now flows, but more slowly than water.[[[wordofnotch:347976621]]]
+|Dropped [[item]]s now burn in lava.
+|Shot [[arrow]]s catch [[fire]] and not burn in lava.}}
+|{{HistoryLine|||dev=20100124|Lava spawner can no longer be found in the player's inventory. Instead, a full stack (99) can be found inside the [[Indev house]] chests.}}
+|{{HistoryLine|||dev=20100125-1|Lava now has [[particle]] effects.}}
+|{{HistoryLine|||dev=20100130|Re-added the infinite lava sea to the bottom of the map.}}
+|{{HistoryLine||20100218|Due to a bug, lava now only deals {{Health|1}} to players who are touching it. Note this does only affect players.}}
+|{{HistoryLine||20100219|[[File:Lava JE8.png|32px]] The model is shaded again.}}
+|{{HistoryLine|java infdev}}
+|{{HistoryLine||20100227-1414|Lava no longer flows due to changes in chunk handling for infinite worlds.}}
+|{{HistoryLine||20100607|[[File:Lava JE9.png|32px]] UV mapping now has 1% uv offset on top and bottom faces and 1% u, 11% v offset on side faces.}}
+|{{HistoryLine||20100608|[[File:Lava JE8.png|32px]] Fixed UV mapping, once again.}}
+|{{HistoryLine||20100615|[[File:Lava JE10.png|32px]] The model has been changed.
+|Added flowing lava.
+|Lava now creates flowing lava for a total distance of 7 blocks "away" from the source block.
+|Flowing lava flows in a single line toward the nearest terrain depression within four blocks.
+|Buckets are added; you can now pick up lava.}}
+|{{HistoryLine||20100616-1808|[[File:Lava JE11.png|32px]] Added flowing lava texture for sides and vertex offset.
+|Lava and flowing lava now have visual connection to blocks.|A large lava flow is now visible in the dark from a long distance.}}
+|{{HistoryLine||20100617-1531|[[File:Lava JE12.png|32px]] Removed vertex offset.
+|Lava now flows 3 blocks horizontally instead of 7.
+|Lava and flowing lava touching water, flowing water, water spawner, or lava spawner now replaces with [[obsidian]].
+|Removed the infinite lava sea at the bottom of the map.}}
+|{{HistoryLine|java alpha}}
+|{{HistoryLine||v1.0.2_02|Flowing of lava has been tweaked.}}
+|{{HistoryLine||v1.0.4|Added [[ice]] and [[snow]], which lava can melt.}}
+|{{HistoryLine||v1.0.15|Lava now sets nearby [[block]]s on [[fire]].}}
+|{{HistoryLine||v1.2.0|dev=preview|Added [[the Nether]], which contains lava.}}
+|{{HistoryLine|||dev=?|Lava now deals {{hp|4}} damage instead of {{hp|10}} damage to entities that are in contact with it. This does not affects players, which do receive {{hp|1}} damage due to a bug present since Indev.}}
+|{{HistoryLine||v1.2.2|Fixed the bug above.
+|Lava now flows further in the Nether.}}
+|{{HistoryLine||v1.2.6|Added [[lava lake]]s, which can generate at any [[altitude]].}}
+|{{HistoryLine|java beta}}
+|{{HistoryLine||1.8|dev=Pre-release|[[File:Lava JE13.png|32px]] Changed [[lighting]].
+|When lava is touched by [[rain]], it emits smoke [[particles]].
+|Lava now generates in the blacksmiths of the newly added [[village]]s.}}
+|{{HistoryLine|java}}
+|{{HistoryLine||1.0.0|dev=Beta 1.9 Prerelease|Added lava dripping.
+|Lava blocks now form [[stone]] when falling directly onto [[water]] source blocks.
+|Lava now generates in [[nether fortress]]es.}}
+|{{HistoryLine|||dev=Beta 1.9 Prerelease 2|Entities are now set on fire for 15 seconds (300 ticks) instead of 30 seconds (600 ticks) after being directly hurt by lava.}}
+|{{HistoryLine|||dev=Beta 1.9 Prerelease 3|Lava now generates in the newly added [[end portal]] rooms of [[stronghold]]s.}}
+|{{HistoryLine|||dev=Beta 1.9 Prerelease 5|Only in this version, it is possible to create an infinite lava source using a plus-sign shaped arrangement of [[block]]s with four lava source blocks flowing into a central empty block.}}
+|{{HistoryLine|||dev=RC1|[[File:Lava JE14.png|32px]] Faces on model now 0.1% moved to center to fix z-fighting on inner faces.}}
+|{{HistoryLine||1.2.1|dev=12w05a|Lava (as well as the embers that pop out of it) now makes [[sound]]s. These sounds were in the game files for a long time, but they had not played in-game.}}
+|{{HistoryLine||1.3.1|dev=12w21a|Lava can now be collected and dispensed by [[dispenser]]s containing buckets.}}
+|{{HistoryLine||1.4.2|dev=12w38a|Flowing lava now has a constant [[sound]].}}
+|{{HistoryLine||1.5|dev=13w02a|[[File:Lava JE15.png|32px]] The model of lava now uses animated texture files.
+|There is now "hidden lava" in [[the Nether]].
+|Lava now flows much more quickly in the Nether.}}
+|{{HistoryLine||1.6.1|dev=13w18a|Lava no longer lingers after the source is removed.}}
+|{{HistoryLine||1.7.2|dev=13w37a|Flowing lava, which previously could be destroyed by a few [[block]]s of [[TNT]], can no longer be destroyed by [[explosion]]s.}}
+|{{HistoryLine||1.10|dev=16w21a|[[File:Lava JE16.png|32px]] [[File:Lava (bottom view) 16w21a.png|32px]] Lava is now [[color]]ed red ({{color|#ff0000}}) except for the bottom face.[{{bug|MC-102511}}]}}
+|{{HistoryLine|||dev=16w21b|[[File:Lava JE15.png|32px]] Lava is no longer colored.
+|Added 2 [[splash]]es referencing colored lava: "Rule #1: it's never my fault", "Replaced molten cheese with blood?".}}
+|{{HistoryLine||1.11|dev=16w39a|Lava can now generate in [[woodland mansion]]s.}}
+|{{HistoryLine||1.13|dev=18w15a|[[File:Lava JE17.png|32px]] [[File:Swamp Lava 18w15a.png|32px]] [[File:Swamp Hills Lava 18w15a.png|32px]] [[File:Warm Ocean Lava 18w15a.png|32px]] [[File:Lukewarm Ocean Lava 18w15a.png|32px]] [[File:Cold Ocean Lava 18w15a.png|32px]] [[File:Frozen Ocean Lava 18w15a.png|32px]] Lava is now biome colored except for the bottom face. This is linked to new biome coloring for water.[{{bug|MC-128233}}]}}
+|{{HistoryLine|||dev=18w16a|[[File:Lava JE15.png|32px]] Lava is no longer biome colored.}}
+|{{HistoryLine||1.16|dev=20w09a|Lava now pushes [[Entity|entities]].}}
+|{{HistoryLine|||dev=20w13a|Added [[strider]]s, which can be [[saddle]]d and ridden across lava.
+|When lava flows over [[soul soil]] next to [[blue ice]], it now turns into [[basalt]].}}
+|{{HistoryLine|||dev=20w16a|Lava now generates as part of [[bastion remnants]] and [[ruined portal]]s.}}
+|{{HistoryLine|||dev=Pre-release 3|Visibility under lava is now slightly better when under the effect of [[Fire Resistance]].}}
+|{{HistoryLine||1.17|dev=20w45a|[[Cauldron]]s can now be filled with lava.}}
+|{{HistoryLine|||dev=20w48a|Added a [[renewable]] way of obtaining lava through cauldrons and [[pointed dripstone]].}}
+|{{HistoryLine|||dev=21w06a|Lava no longer replaces air below Y{{=}}11.}}
+|{{HistoryLine|||dev=21w08a|Lava now replaces air below Y{{=}}-53.
+|Lava [[spring]]s are able to generate below Y{{=}}0.}}
+|{{HistoryLine|||dev=21w11a|[[Spectator]] mode players can now see through lava.[{{bug|MC-71530|||Fixed}}]}}
+|{{HistoryLine|||dev=21w13a|Lava is now fully renewable, as pointed dripstone can be obtained in Survival without custom generation.}}
+|{{HistoryLine|||dev=21w15a|The changes to lava generation in 21w06a and 21w08a have been reverted.}}
+|{{HistoryLine||1.18|dev=Experimental Snapshot 1|The changes to lava generation in the 1.17 snapshots have been reintroduced.
+|[[Aquifer]]s below Y{{=}}0 sometimes generate with lava instead of water.}}
+|{{HistoryLine||1.19.3|dev=22w44a|Added [[game rule]] {{cd|lavaSourceConversion}}, which allows the formation of new lava source blocks when set to {{cd|true}}.}}
+
+|{{HistoryLine|pocket alpha}}
+|{{HistoryLine||v0.1.0|[[File:Lava BE1.png|32px]] Added lava.}}
+|{{HistoryLine||v0.3.3|Lava no longer creates [[fire]], due to a game breaking spreading bug.}}
+|{{HistoryLine||v0.7.0|Lava now lights flammable [[block]]s around it on fire.
+|[[File:Lava BE2.png|32px]] [[File:Lava BE2.gif|32px]] Lava now has a flowing animation.}}
+|{{HistoryLine||v0.8.0|dev=build 5|Lava flowing directly into [[water]] now actually spreads out over it.}}
+|{{HistoryLine||v0.9.0|dev=build 1|Underground ponds of lava can now be found, making lava much more easy to obtain.
+|Lava dripping [[particles]] have been added.
+|Lava now generates in [[village]] blacksmiths and [[stronghold]] end portal rooms.}}
+|{{HistoryLine||v0.12.1|dev=build 1|[[Player]]s are now able to [[swim]] in lava.
+|Lava now generates in [[the Nether]].}}
+|{{HistoryLine|||dev=build 6|[[File:Lava BE3.png|32px]] [[File:Lava BE3.gif|32px]] Lava is now brighter shaded.}}
+|{{HistoryLine|||dev=build 8|Lava now cancels all fall [[damage]].}}
+|{{HistoryLine|pocket}}
+|{{HistoryLine||1.1.0|dev=alpha 1.1.0.0|Lava now generates in [[woodland mansion]]s.}}
+|{{HistoryLine|bedrock}}
+|{{HistoryLine||1.9.0|dev=beta 1.9.0.2|[[Cauldron]]s can now be filled with lava.}}
+|{{HistoryLine||1.11.0|dev=beta 1.11.0.5|[[File:Lava BE4.png|32px]] The texture for lava has been changed to match ''Java Edition''.}}
+|{{HistoryLine||1.16.0|dev=beta 1.16.0.51|Lava can now push entities.
+|Visibility under lava is now slightly better when under the effect of [[Fire Resistance]].}}
+|{{HistoryLine|||dev=beta 1.16.0.57|Lava now generates as a [[delta]] that can be found in [[basalt deltas]].
+|Lava now generates as part of [[bastion remnants]] and [[ruined portal]]s.
+|When lava flows over [[soul soil]] next to [[blue ice]], it now turns into [[basalt]].}}
+|{{HistoryLine|||dev=beta 1.16.0.59|Lava can no longer push entities.}}
+|{{HistoryLine||1.17.30|dev=beta 1.17.20.22|Lava can now push entities, once again.[{{bug|MCPE-75124}}]}}
+|{{HistoryLine|bedrock upcoming}}
+|{{HistoryLine||1.21.60|dev=Preview 1.21.60.24|Lava no longer remains in the world when placing a [[Lava Bucket]] against a [[Cave Vine]] with [[Glow Berries]].}}
+
+|{{HistoryLine|console}}
+|{{HistoryLine||xbox=TU1|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Lava JE12.png|32px]] Added lava.}}
+|{{HistoryLine||xbox=TU12|Lava (as well as the embers that pop out of it) now makes [[sound]]s.
+|[[File:Lava JE15.png|32px]] The texture for lava has been changed.}}
+|{{HistoryLine||xbox=TU25|xbone=CU14|ps3=1.17|psvita=1.17|ps4=1.17|Lava can be used in custom superflats. It appears as a 3D block in the block selection screen of the custom superflat interface.}}
+|{{HistoryLine||xbox=TU54|xbone=CU44|ps3=1.52|psvita=1.52|ps4=1.52|wiiu=Patch 24|switch=1.0.4|Lava can now generate in [[woodland mansion]]s.}}
+|{{HistoryLine||xbox=TU69|xbone=none|ps3=1.76|psvita=1.76|ps4=1.76|wiiu=Patch 38|switch=none|It is now possible to drown in lava to match ''Bedrock Edition''.{{check version}}}}
+|{{HistoryLine||xbox=none|xbone=none|ps3=none|psvita=none|ps4=1.88|wiiu=none|switch=none|[[Cauldron]]s can now be filled with lava.}}
+
+|{{HistoryLine|new 3ds}}
+|{{HistoryLine||0.1.0|[[File:Lava BE3.png|32px]] Added lava.}}
+|{{HistoryLine||1.9.19|Lava can now generate in [[woodland mansion]]s.}}
+}}
+
+=== Data history ===
+{{HistoryTable
+|{{HistoryLine|java}}
+|{{HistoryLine||1.13|dev=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these blocks' numeral IDs were 10 and 11.}}
+}}
+
+== Issues ==
+{{Issue list}}
+
+== Trivia ==
+* An arrow catches fire when shot into flowing lava, but not still lava.
+* [[Water]] flows into lava-occupied blocks as though it were empty space, and vice versa.
+* Although lava is a fluid, it is not possible to drown in lava. This applies to all mobs. However, it is still possible to suffocate in lava. This applies to almost every mob.{{only|bedrock}}[{{bug|MCPE-17073}}]
+* If the lava texture is changed to be transparent via a [[resource pack]], it does not become transparent.
+* {{IN|bedrock}}, lava does not deactivate [[elytra]] like [[water]] does.
+* Geologically, lava in the Overworld is consistent with [[wikipedia:Felsic lava|felsic lava]], and lava in the Nether is consistent with [[wikipedia:mafic lava|mafic lava]]. Felsic lava is slow, sticky, and does not run as far as mafic lava, which is relatively thin and runny.
+* In [[Java Edition 22w44a|22w44a]], when the [[gamerule]] {{cd|lavaSourceConversion}} was added, the title of the game rule in the "Edit Game Rules" section of the "Create World Screen" had "lava" misspelled as "lave".[{{bug|MC-257104}}] A [[splash]] text was later added in [[Java Edition 1.19.3 Pre-release 1|1.19.3-pre1]] that says "Made with lave!".
+
+== Gallery ==
+
+=== Screenshots ===
+
+Lavameltpattern1.png|Lava's melting pattern for snow and ice.
+Water and lava springs.png|A natural lava spring near a waterfall.
+Cave Lava.png|The lava "ocean" layer of [[cave]]s.
+Lavastreamwithores.png|A naturally-occurring stream of lava next to diamond and iron ore.
+Spawn Point Lava Warning.png|The warning in [[Legacy Console Edition]] when trying to place lava near the spawn point.
+Lave found close under the dessert.png|A running lava source (origin not seen) uncovered six blocks below the surface of desert terrain.
+Lava with Night vision potion.png|The inside view of lava with the night vision effect.
+Ladders Blocking Lava.png|Ladders can stop lava from flowing.
+Lava flowing off cliff.png|A lava [[spring]].
+Minecraft Surface LavaFall.png|Lava spreading into dirt.
+Exposed Cavern Lava.png|Lava in a ravine.
+Lava in Ravine.png|Lava found in a snowy [[ravine]].
+BedrockLava.png|Lava generates on bedrock.
+BedrockPostLavaRemoval.png|Lava being extinguished near bedrock.
+LavaRiver.png|Lava pool and water pool meeting each other naturally.
+Lavafall.png|Two lava springs meeting water in a savanna plateau.
+Lava spring.png|Lava spreading in the Overworld.
+Minecraft lavalake.png|A lava spring spreading into a lava lake.
+Lava cane.png|Sugar cane growing with lava flowing around it.
+TallLavafall.png|Tall lavafall flowing into ravine.
+Canyon intersecting a stronghold.png|Ravine with multiple ores, water and lava falls, and stronghold bridge over it.
+Underground Lava Lake.png|Another example of underground lava lake.
+Lwava.png|Lava pouring from a cliff.
+Extreme Hills Falls.png|Lava and water pouring from a cliff.
+Lavalake.png|Lava and ores in a cave underground.
+Cavern2.png|Lava texture in Classic [[0.0.21a_01]].
+Lavaspring.png|Lava setting fire to [[grass]].
+Mobbo Destroyed Village.jpeg|A [[village]] ravaged by lava.
+Lava Pyramid.png|Inside a lava pyramid.
+
+
+=== In other media ===
+
+File:Lava Moodlight.jpg|An officially licensed lava block moodlight.
+
+
+== References ==
+{{Reflist}}
+
+== External links ==
+*[https://www.minecraft.net/en-us/article/block-week-lava Block of the Week: Lava] – Minecraft.net on September 29, 2017
+*[[wikipedia:Lava|Real-life lava on Wikipedia]]
+*[[wikipedia:Magma|Real-life magma on Wikipedia]]
+
+== Navigation ==
+{{Navbox blocks|natural}}
+
+[[Category:Fluids]]
+[[Category:Natural blocks]]
+[[Category:Non-solid blocks]]
+[[Category:Generated structure blocks]]
+[[Category:Light sources]]
+[[Category:Hazardous blocks]]
+
+[[cs:Láva]]
+[[de:Lava]]
+[[es:Lava]]
+[[fr:Lave]]
+[[hu:Láva]]
+[[it:Lava]]
+[[ja:溶岩]]
+[[ko:용암]]
+[[nl:Lava]]
+[[pl:Lawa]]
+[[pt:Lava]]
+[[ru:Лава]]
+[[th:ลาวา]]
+[[tr:Lav]]
+[[uk:Лава]]
+[[zh:熔岩]]
diff --git a/wiki_backup/MCW-Community portal.txt b/wiki_backup/MCW-Community portal.txt
new file mode 100644
index 0000000..bc49064
--- /dev/null
+++ b/wiki_backup/MCW-Community portal.txt
@@ -0,0 +1,152 @@
+
+
+
+{{Shortcut|MCW:PORTAL|MCW:COM|MCW:CP}}
+
Welcome to the community portal, a central space for editors!
Use this page's [[MCT:Community portal|talk page]] to discuss anything wiki-related! For in-depth and larger discussions, consider using the [[Minecraft Wiki:Forum|Forum]] instead.
+
+Need help, want something changed, or want to find some pages to make? In the community portal, you will find exactly what you need!
+
+[{{fullurl:Minecraft Wiki:Community portal|action=watch}} Add this page] to your [[Special:Watchlist|watchlist]] and stay on top of things!
+
+
[[Minecraft Wiki:Discord]]
+
+
+== Useful pages ==
+
+* The [[MCW:Wiki rules|wiki rules]]
+* [[MCW:Style guide|Style guide]] (including its [[MCW:Style guide/Redstone|redstone]], [[MCW:Style guide/Features|feature]], and [[MCW:Style guide/Versions|version]] subpages)
+* [[MCW:Talk page guidelines|Talk page guidelines]]
+* [[MCW:Admin noticeboard|Admin noticeboard]] for administrative issues
+* [[MCW:Projects|Projects]] for current community projects
+* [[MCW:Pending tasks|Pending tasks]]
+* [[MCW:Quick reference page|Quick reference page]] for an indexing of all navigation boxes and articles on the wiki
+* [[wikipedia:Help:Editing|Help:Editing]] on Wikipedia for help with editing pages
+
+== Recent wiki news ==
+
+
+{{/news|Content from wiki.vg has been imported to [[MCW:Projects/wiki.vg merge]].|date=November 29, 2024}}
+{{/news|The Forum, Tutorial, and Movie namespaces have been implemented.|date=November 29, 2024}}
+{{/news|[[User:MarkusRost|MarkusRost]] and [[User:FireX420|FireX420]] have been promoted to bureaucrat and administrator respectively after their successful nominations on [[MCW:Forum|the forum]].|date=November 12, 2024}}
+{{/news|The [https://it.minecraft.wiki Italian] and [https://nl.minecraft.wiki Dutch] Minecraft Wikis have forked from Fandom to minecraft.wiki.|date=October 20, 2024}}
+{{/news|The Minecraft Wiki has its [[MCW:15 Years of Minecraft Wiki|15th anniversary]].|date=June 17, 2024}}
+{{-}}
+
+== Requests for comment ==
+{{msgbox|text=
+'''Requests for comment''' are for assisting editors in gathering further input on any wiki matter. This can be useful in generating discussion, resolving disputes, or reaching consensus. All editors are welcome to assist with a request by responding within the linked talk page. Remember that the Minecraft Wiki operates on a system of consensus rather than voting, and explaining your reasoning is generally more helpful than simply supporting one side of a discussion.
+
+
To create a new request: add an item to the '''bottom''' of the list below, using:
+{{/request{{!}}''Link''{{!}}''Brief description''{{!}}date{{=}}~~~~~}}
+}}
+
+{{/request|Talk:Commands#An_other_different_proposal|Splitting commands sub pages between different editions|date=19:11, 2 October 2023 (UTC)}}
+{{/request|Template talk:InactiveUserpage#Revisit_blanking_of_user_pages%3F|Revisit the practice of blanking inactive user pages?|date=04:41, 4 October 2023 (UTC)}}
+{{/request|Talk:Mentioned_features#Why_are_mentioned_features_split_into_Java_and_Bedrock_if_they_haven%27t_been_added_yet%3F_These_pages_should_be_merged.|Whether to merge [[Java Edition mentioned features]] and [[Bedrock Edition mentioned features]] into a single page at [[Mentioned features]]?|date=22:34, 17 January, 2024 (UTC)}}
+{{/request|Minecraft_Wiki_Talk:Style_guide/Redstone#Phase out %22redstone tick%22 in favor of specifying the number of game ticks|Whether to phase out "redstone tick" in articles in favor of game ticks|date=21:09, 24 June 2024 (UTC)}}
+{{/request|MCT:Projects/DIG:Design_to_Implement_Granularity#Nether fungi|Splitting crimson and warped articles|date=07:30, 14 October 2024 (UTC)}}
+{{/request|Talk:Mob#Dropping_tables_in_favor_of_a_custom_class|Replacing the [[Mob]] tables by custom classes for more responsiveness and user friendliness|date=11:10, 20 October 2024 (UTC)}}
+{{/request|Minecraft Wiki talk:Style guide#Introduction text guidelines...|Whether or not to implement guidelines for introduction texts and what said guidelines should be|date=15:35, 28 November 2024 (UTC)}}
+
+== Recent discussions ==
+([{{fullurl:{{FULLPAGENAME}}|action=purge}} Refresh list])
+{{#dpl:
+ | namespace = Talk¦Earth_talk¦Dungeons_talk¦Legends_talk¦Story_Mode_talk¦Tutorial_talk¦Movie_talk
+ | nottitlematch = %/Archive%
+ | firstrevisionsince = {{#time:Y-m-d|-5 days}}
+ | ordermethod = lastedit
+ | order = descending
+ | addeditdate = true
+ | userdateformat = H:i, j F Y (T)
+ | adduser = true
+ | format =,* %DATE% – [[Special:Diff/%REVISION%|%PAGE%]]\n,
+ | count = 10
+}}
+
+== Wanted pages ==
+{{msgbox|text=
+The Minecraft Wiki is never finished, and new pages are added all the time. If you'd like a certain page to be made and require help with this, please add to this list and append it with
– ~~~~~
+}}
+
+'''Articles'''
+* A page on the way ''Minecraft'' renders; all about the rendering engine. – 20:27, September 16, 2014
+** Partially finished due to the release of the [[Bedrock Edition]].
+** Partially finished due to the release of the [[RenderDragon]].
+* Page detailing potion mechanics, names and functions in Beta 1.9 prereleases – 11:18, 26 February 2019 (UTC)
+* A page listing [[block]], [[item]], [[entity]], [[enchantment]], [[status effect]], [[biome]], etc. IDs in [[Legacy Console]], [[New Nintendo 3DS]], and [[Pi Edition]]s. – 13:18, 22 April 2019 (UTC)
+* A page describing what a translation string is, while also listing them. – 08:48, 26 April 2019 (UTC)
+* A page describing what an upgrade path is, while also listing them and explaining the DataFixerUpper library. – 21:25, 3 May 2019 (UTC)
+* A page listing and containing official promotional art for Minecraft. - unknown date
+* Page focused around a table showing what mobs can spawn on what blocks. e.g. passive mobs only in grass blocks, and some new nether mobs can't on wart blocks – 11:49, 22 February 2020 (UTC)
+* A page documenting all possible valid right click actions and their results. – 12:21, 29 February 2020 (UTC)
+* A gallery-like page compiling all image and video teasers released for each update. – 22:56, 3 March 2020 (UTC)
+* A page about [[Minecraft Reality]] app (https://web.archive.org/web/20121127183203/http://mojang.com/2012/11/announcing-minecraft-reality-for-ios/, https://www.youtube.com/watch?v=2pOpcR7uf5U). — 10:34, 8 August 2023 (UTC)
+* Splitting articles agreed upon in [[MCW:Projects/DIG:Design to Implement Granularity]]; currently, some remaining biomes can be split. - 02:48, 18 November 2023 (UTC)
+* A page for "how to play" for Legacy Console Edition. Currently there is only a page for bedrock [[How to Play]].
+* A page about all hints that Legacy Console Edition has apart from the [[Description]]s. There are hints with multiple pages (with things like "press B if you already know everything" and press "A to continue") for multiple things, like horses, beds, "sailing" in a boat and ones for inventory UIs and there is one that tells you to press a button (A on Xbox) to swim up.
+* A page about [[particles]] for Legacy Console Edition. Currently there only seem to be articles for Java and bedrock. I heard that in editions with the aquatic update it was made that particles do not collide with blocks anymore to improve performance. - 18:51, 20 October 2024 (UTC)
+
+'''Article updates'''
+* Host privileges in-game game options screen – 19:58, 19 July 2017 (UTC)
+* Add the Bedrock Edition information to [[Demo mode/Locations]] – 12:41, 12 September 2017 (UTC)
+* Rewrite the {{t|Inventory}} documentation, where it could be useful for tutorial pages. – 17:33, 3 May 2018 (UTC)
+* A list of hex codes for foliage colors in Bedrock Edition. – 18:45, 3 July 2019 (UTC)
+* List all block and item's additions and removals from the [[Creative inventory/History#New Nintendo 3DS Edition|Creative inventory]] on {{el|3DS}}, and the custom superflat [[Legacy Console Edition exclusive features#History|block selection screen]] on {{el|LCE}}, in the appropiate pages, with their respective versions. - 20:52, 4 October 2023 (UTC)
+* Complete documentation of the [[Legacy Console Edition exclusive features#Crafting|crafting interface]] layout on {{el|LCE}} (including stonecutting), and [[Legacy Console Edition descriptions|all block and item descriptions]] on Legacy Console Edition. - 20:52, 4 October 2023 (UTC)
+* Given navbox data tracking has started, make sure all navboxes in articles have their relevant sections opened by default. See [[:Category:Pages with collapsed navboxes]] for all pages that need fixing. - 20:25, 11 July 2024 (UTC)
+
+'''Project pages'''
+
+'''Categories'''
+
+'''Templates'''
+* (If this is possible) A field in [[Template:Infobox block]] for the block's color(s) when displayed on a map, eg {{Color|#88FF00}} or {{Color|#C1C1C1}} – 05:25, 31 July 2024 (UTC)
+
+'''Images'''
+:'''Entities'''
+:* Numerous renders as seen in [[:Category:Objects requiring isometric renders]]. – 01:45, 21 June 2018 (UTC)
+:** Now split up into easier-to-manage chunks! – 11:29, 21 January 2019 (UTC)
+:** There is now a [[:Category:Objects requiring isometric renders/High priority|specific category for images that appear at or near the top of pages]], which are higher priority to render. – 20:53, 20 June 2019 (UTC)
+:* Upload new images to pages in [[:Category:Pages needing images]]. – 01:45, 21 June 2018 (UTC)
+
+:'''Blocks'''
+:* Numerous renders as seen in [[:Category:Objects requiring isometric renders]]. – 01:45, 21 June 2018 (UTC)
+:* Renders from [[:Category:Pages needing images]]. – 01:45, 21 June 2018 (UTC)
+
+:'''Environment'''
+:* Improved screenshot of a [[:File:Map LCE.png|Legacy Console Edition map]] showing all biomes with more clarity. - 1:34, 5 July 2024 (UTC)
+
+:'''Sprites'''
+:* Add all missing sprites for [[Template:Navbox blocks]], [[Template:Navbox cinematics]], [[Template:Navbox Legends environment]], [[Template:Minecraft: Story Mode items]], and [[Template:Minecraft Legends entities]]. 17:38, 2 May 2024 (UTC)
+:* Sprites from [[:Category:Pages needing images]]. – 01:45, 21 June 2018 (UTC)
+:* Operation Sprite Ender for miscellaneous sprite templates, if any. - 02:54, 18 November 2023 (UTC)
+:** New Pencil sprite for [[Template:CommentSprite]] to use for "wip" instead of the hourglass (as that really is more a waiting than in progress sprite. – 10:05, 19 February 2019 (UTC)
+:* Sprites of the new Bedrock touch controls. – 00:11, 14 March 2024 (UTC)
+
+:'''Sounds'''
+:* Sound file location list for sound sections. – 15:40, 28 July 2022 (UTC)
+:* Bedrock Edition exclusive jumping and landing sound files for each block material type. – 22:30, 1 October 2019 (UTC)
+
+
+
+
+
+[[cs:Minecraft Wiki:Portál Minecraft Wiki]]
+[[de:Minecraft Wiki:Gemeinschaftsportal]]
+[[el:Minecraft Wiki:Πύλη κοινότητας]]
+[[es:Minecraft Wiki:Portal comunitario]]
+[[fr:Minecraft Wiki:Portail de la communauté]]
+[[hu:Minecraft Wiki:Közösségi portál]]
+[[it:Minecraft Wiki:Portale comunità]]
+[[ja:Minecraft Wiki:コミュニティ・ポータル]]
+[[ko:Minecraft Wiki:사용자 모임]]
+[[lzh:Minecraft Wiki:會館]]
+[[nl:Minecraft Wiki:Gebruikersportaal]]
+[[pl:Minecraft Wiki Polska:Społeczność]]
+[[pt:Minecraft Wiki:Portal comunitário]]
+[[ru:Minecraft Wiki:Портал сообщества]]
+[[th:Minecraft Wiki:ศาลาประชาคม]]
+[[tr:Minecraft Wiki:Topluluk portali]]
+[[uk:Minecraft Wiki:Портал спільноти]]
+[[zh:Minecraft Wiki:社区专页]]
diff --git a/wiki_backup/MCW-RULES.txt b/wiki_backup/MCW-RULES.txt
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+{{Subtitle|Last changed May 14, 2024|first}}
+{{Archive box|title=Rule archives|
+* [[/Archive 1|Prior to March 1, 2015]]
+* [[/Archive 2|March 1, 2015 – April 27, 2020]]
+* [[/Archive 3|Changes to rules since April 27, 2020]]
+}}
+{{shortcut|MCW:RULES}}
+Minecraft Wiki is an online source of information about the video game ''Minecraft'' and related subjects. The wiki can be edited by anyone and is governed by the [[wp:consensus|consensus]] of its users, derived by argument-supported, civil collaboration between them. Minecraft Wiki has a set of rules all editors should [[MCW:IAR|normally]] follow.
+
+#{{anchor|1}} '''Anything that is against the [https://www.minecraft.net/eula Minecraft EULA] and/or [https://www.minecraft.net/usage-guidelines usage guidelines] is not allowed on the wiki, no matter what.'''
+#{{anchor|2}} Do not [[wp:vandalism|vandalize]], [[wp:spam|spam]], or otherwise [[wp:disruptive editing|edit disruptively]].
+#{{anchor|3}} Keep your behavior [[wp:Civility|civil]] and [[MCW:AGF|assume good faith]]. Do not [[wp:Harassment|harass]], stalk, or insult anyone. Address the action, not the person behind it.
+#{{anchor|4}} Avoid misleading readers and other editors. Make sure your contributions to articles are verifiable. Do not add speculation, parody content, or hoaxes to articles.
+#{{anchor|5}} Do not advertise any fan communities or servers. Articles should not contain information about or links to fan communities except in cited references.
+#{{anchor|6}} Do not [[wp:Copyright violations|copy content]] from other sources, including those that discuss ''Minecraft''. If you believe there is a legitimate need to use some copyrighted image as a [[wp:Non-free content|fair use]] file, [[Template:License copyright|mark it as such]].
+#{{anchor|7}} Do not link or embed external videos in articles, unless there is no other way to demonstrate the phenomenon, or the video is official. For more details, see the [[MCW:Wiki rules/Video policy|video policy]].
+#{{anchor|8}} The wiki is not a file-hosting service. If an uploaded file is not integrated into a useful page soon after the upload, it may be deleted without notice. Uploading images for your userspace is allowed.
+#{{anchor|9}} Accounts with [[wp:Inappropriate usernames|offensive, misleading, or otherwise inappropriate usernames]] may be blocked indefinitely.
+#{{anchor|10}} [[wp:Sockpuppetry|Abuse of multiple accounts]] for block evasion or other circumvention of policy may result in these accounts being indefinitely blocked.
+## An editor may have more than one account '''only''' if all accounts used by the editor are clearly marked.
+## Conversely, each account should only be used by one person. If a group or organization wishes to edit on-wiki, each individual member that will be editing needs to create their own account.
+#{{anchor|11}} Using generative AI (for example, ChatGPT) to edit the wiki is not allowed. For more details, see the [[MCW:Wiki rules/Generative AI policy|generative AI policy]].
+
+Articles in the "User" namespace are exempt from rules 4, 5, 7, and 11. If you are not sure whether something is acceptable, please ask on [[MCT:PORTAL|the community portal]].
+
+{{Navbox policies}}
+
+[[Category:Policies]]
+
+[[cs:Minecraft Wiki:Pravidla na Wiki]]
+[[de:Minecraft Wiki:Richtlinien]]
+[[el:Minecraft Wiki:Κανόνες]]
+[[es:Minecraft Wiki:Políticas]]
+[[fr:Minecraft Wiki:Les règles du Wiki]]
+[[hu:Minecraft Wiki:A wiki szabályai]]
+[[id:Minecraft Wiki:Wiki rules]]
+[[it:Minecraft Wiki:Regole del wiki]]
+[[ja:Minecraft Wiki:ウィキの規則]]
+[[ko:Minecraft Wiki:위키 규정]]
+[[lzh:Minecraft Wiki:凡例]]
+[[nl:Minecraft Wiki:Regels]]
+[[pl:Minecraft Wiki Polska:Zasady]]
+[[pt:Minecraft Wiki:Regras da wiki]]
+[[ru:Minecraft Wiki:Правила]]
+[[th:Minecraft Wiki:กฎระเบียบของวิกิ]]
+[[uk:Minecraft Wiki:Правила]]
+[[zh:Minecraft Wiki:Wiki条例]]
diff --git a/wiki_backup/Minecraft Wiki-Be bold.txt b/wiki_backup/Minecraft Wiki-Be bold.txt
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+++ b/wiki_backup/Minecraft Wiki-Be bold.txt
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+{{Essay}}
+{{nutshell|If you see something that can be improved, improve it! In many cases, it can be better to ask for forgiveness than permission. Users are supposed to [[Minecraft Wiki:Use common sense|use common sense]], though.}}
+{{shortcut|MCW:BB|MCW:BOLD}}
+==Be bold!==
+'''Minecraft Wiki''' is a wiki made up of people who share a love of the ''[[Minecraft (franchise)|Minecraft]]'' games. This wiki is for all things about ''Minecraft'', and how to improve yourself and others when playing this game. Tips, advice, and tools to help one another while playing this game is precisely why we have come together to write the content that you are reading at the moment.
+
+Importantly, if you find something that you would like to see on this wiki or find missing in the articles… '''''BE BOLD''''' and help to improve this wiki by actually making the tools and features you would like to see added here. As a wiki, everybody can edit and contribute, and there is no monopoly on good ideas either. Every new contributor can have good ideas on how to improve this website, and you are encouraged to help. Do you find an article that has some grammar problems? Is there an image you think can be improved? Do you think you could write a tutorial that is more understandable? Has there been an update recently that makes the page you are reading old and stale? Do you want to contribute to a discussion but aren't sure what others will think of your views? Be bold and help us out by trying to join us here and making those changes yourself. Let's work together and improve this wiki, and you can be that somebody who can make a difference.
+
+You are not required to be bold, but it is encouraged that contributors and editors of this wiki be willing to take some risk and at least experiment sometimes to try new ideas and come up with something that can be of benefit to the rest of the readers and contributors to this wiki.
+
+==…but please be careful==
+Years of effort have gone into the development of all of the pages in this wiki, and represents a significant passion for many of those who have put their time and effort into creating the existing content you are now reading. We are all people with different personalities, backgrounds, ages, and experience even with this game and sometimes contributors to this wiki can get a little sensitive if you start to make massive changes without at least working with the other editors. Not everybody can agree on everything either, so it is important to arrive at some [[w:Wikipedia:Consensus|consensus]] if a dispute arises. Be willing to communicate your feelings about issues that may arise, and try to remember that we are all human as well. Also, be willing to seek advise and technical support for ideas you may have but aren't exactly sure how to get them to work.
+
+Often it is easier to see that something is not right rather than to know exactly what would be right. We do not require that everyone be bold. After all, commenting that something in an article is incorrect can be the first step to getting it fixed. It is true, though, that problems are more certain to be fixed, and will probably be fixed faster, if you are bold enough to do it yourself.
+
+To use the words of [[wikipedia:Edmund Spenser|Edmund Spenser]], "Be bold, be bold, and everywhere be bold," but "Be not too bold."
+
+==Be able to undo what you do==
+If you start to make a massive change to the structure and format of how the content on this wiki is organized, allow for the ability to reverse those changes. This is both for policy and for technical changes that may happen. There are many tools available to help reverse a minor mistake or two, but over time most changes will become ingrained and become a part of the overall network of pages that represents this website. Substantial reorganizing of content ought to be presented to the community at large to seek feedback and advice.
+
+Luckily, as a wiki, the tools to reverse changes are pretty good and it is relatively difficult to make lasting changes causing damage for a typical user or even an administrator. From minor changes such as the spelling of words to renaming pages or even deleting content can be reversed in most cases. This does not mean that you should be reckless, but if you follow an idea and it turns out to be a bad idea, it can usually be fixed and reversed in most cases. Remember to use the "Preview" button before saving the page.
+
+==Committees don't make things happen, people do==
+Discussions are a good thing, and it is important to be able to seek input on particularly major changes that may be made. But at the same time if all you do is discuss the idea and engage in arguments about the idea, nothing really happens. At some point a person simply needs to '''''be bold''''' and start acting and doing, even if the results aren't perfect.
+
+==Newcomers are always welcome==
+Just because you are new to this wiki and have not really participated before, realize that you are indeed welcome here. New participants are the lifeblood of wikis like this, and we not only appreciate but actually need new people to come forward and to express their thoughts, feelings, and ideas. Be willing to join us and adding your voice to the rest of the participants on this wiki.
+
+{{Template:Navbox policies}}
+[[Category:Essays|Be bold]]
+[[de:Minecraft Wiki:Sei mutig]]
+[[it:Minecraft Wiki:Sii audace]]
diff --git a/wiki_backup/Minecraft Wiki-Projects.txt b/wiki_backup/Minecraft Wiki-Projects.txt
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--- /dev/null
+++ b/wiki_backup/Minecraft Wiki-Projects.txt
@@ -0,0 +1,255 @@
+{{:Minecraft Wiki/style|header=Minecraft Wiki Projects|content=
+{{shortcut|MCW:PROJECT|MCW:P|margin=0}}
+
+This is a list of community projects on Minecraft Wiki. Project pages provide a space for editors to coordinate their work and share progress.
+
+[{{fullurl:Minecraft Wiki:Projects|action=watch}} Add this page] to your [[Special:Watchlist|watchlist]] and stay on top of things.
+
+== How to make a new project ==
+Create a new page in the Minecraft Wiki namespace which has the name of your project. For instance, if you wanted to make a project to document all food healing values, you could make the page "Minecraft Wiki:Projects/Healing values".
+
+The project page itself should be clear on what the project is trying to achieve. It may include things like:
+* An overview of what the project aims to do.
+* A detailed to-do list for the project.
+* New objectives can be created as old ones are completed.
+
+Once the project page is ready, remember to add {{t|project status}} and add it to the list of current projects below. If the project is going to use multiple pages, add {{t|project}} to it and all pages and categories within the project.
+
+If the project can be done by a single editor in a reasonable amount of time, then it should go into [[MCW:Pending tasks]].
+
+== Current projects ==
+
+=== Organization and research ===
+{{pipe escape|
+{| class{{=}}"wikitable sortable"
+|-
+! Project !! Active !! Notes
+|-
+| '''[[/Multiplayer/]]''' || {{tc|yes}} || Clean up and organization of articles pertaining to multiplayer.
+|-
+| '''[[/wiki.vg merge/]]''' ||{{tc|yes}} || Merging content from wiki.vg into the Minecraft Wiki.
+|-
+| '''[[/Movie/]]''' ||{{tc|yes}} || Documenting ''[[A Minecraft Movie]]''.
+|-
+| '''[[/Lint Errors/]]''' ||{{tc|yes}} || Fixing lint errors on the wiki.
+|-
+| '''[[/Parity issue documentation/]]''' || {{tc|yes}} || To list every single current difference between the Java and Bedrock editions on the [[Parity issue list]] page.
+|-
+| '''[[/Minecraft Dungeons Wiki/|''Minecraft Dungeons'' Wiki]]''' || {{tc|yes}} || To provide a wiki on ''[[Minecraft Dungeons]]'', which is an official game by Mojang that takes place in the Minecraft universe.
+|-
+| '''[[/Minecraft Dungeons animated renders/|Minecraft Dungeons animated renders]]''' || {{tc|yes}} || To track the progress and standardize the making of ''[[Minecraft Dungeons]]'' mob and player renders.
+|-
+| '''[[/DLC/]]''' || {{tc|yes}} || Extensively documenting official DLC released for ''[[Minecraft]]'' on the wiki.
+|-
+| '''[[/Recipe usage rewrite/]]''' || {{tc|yes}} || Rewriting the {{tl|Crafting usage}} template to utilize Semantic MediaWiki instead of DPL inclusions.
+|-
+| '''[[/Help/]] || {{tc|yes}} || Rewriting articles in the Help namespace and adding new articles to help new users learn the wiki.
+|-
+| '''[[/Interactive tools and calculators/]] || {{tc|yes}} || Exploring how interactive tools and calculators might benefit reader experience.
+|-
+| '''[[/Wiki videos revisited/]] || {{tc|yes}} || Creating videos for articles containing information about the pages' topics.
+|-
+| '''[[/DIG:Design to Implement Granularity/]] || {{tc|yes}} || Creating more granular pages according to community consensus.
+|-
+| '''[[/Media Archiving/]] || {{tc|yes}} || Finding and saving images and posts from official sources before they can be deleted.
+|-
+| '''[[/Screenshot Minecraft Versions/]]''' || {{tc|yes}} || Providing screenshots of each version's title screen.
+|-
+| '''[[/Screenshot Fixing/]]''' || {{tc|yes}} || Providing a uniform standard for screenshots and replacing existing ones to match this standard.
+|-
+| '''[[/Gallery organization/]]''' || {{tc|yes}} || Organizing subsections and images used in the gallery section of articles.
+|-
+| '''[[/Standardize and rewrite tutorials/]] || {{tc|yes}} || Making a "style guide" for tutorials, and then rewriting them. Replaces [[/Tutorials Modernization/]]
+|-
+| '''[[/Minecraft: Story Mode Wiki/|''Minecraft: Story Mode'' Wiki]]''' || {{tc|yes}} || Providing a wiki on ''[[Minecraft: Story Mode]]'', which is an official game by Mojang and [[Telltale Games]].
+|-
+| '''[[/New page help/]]''' || {{tc|yes}} || Helping to develop new pages.
+|-
+| '''[[/History cleanup/]]''' || {{tc|yes}} || Organizing History sections.
+|-
+| '''[[/Merchandise/]]''' || {{tc|yes}} || Actively cataloging official memorabilia, both on existing pages and new ones focusing on specific brands.
+|-
+| '''[[/Classification Ratings/]]''' || {{tc|yes}} || Providing up-to-date age classification and age ratings for all of [[Mojang Studios#Games|Mojang's titles]].
+|-
+| '''[[/Files in .minecraft and com.mojang/]]''' || {{tc|yes}} || Documenting the purpose and format of each file in [[.minecraft|.minecraft]] and [[com.mojang|com.mojang]].
+|-
+| '''[[/Music/]]''' ||{{tc|yes}} || Documenting all ''[[Minecraft]]'' and ''Minecraft'' spinoff games' music.
+|-
+| '''[[/Rewrite for Style/]]''' || || Rewriting the various articles that do not fit with the style guide.
+|-
+| '''[[/Redirect cleanup/]]''' || || Figuring out what redirects are harmful and can be deleted in order to make search suggestions more useful.
+|-
+| '''[[/Capitalization fixing/]]''' || || Correctly capitalizing or un-capitalizing Minecraft-specific terms in articles.
+|-
+| '''[[/Refactoring edition specific information/]]''' || || Addressing flaws with labeling edition-specific information, making articles easier to read and to edit.
+|-
+| '''[[/Texture Documentation Cleanup/]]''' || || Cleaning up the documentation of textures on the wiki and providing a complete texture history for every block, item, mob, etc.
+|-
+| '''[[/Templates/]]''' || || Maintaining the wiki's templates and rewriting template documentations to make them clearer for most editors.
+|-
+| '''[[/Categorization/]]''' || || Organizing and handling the wiki's categories.
+|-
+| '''[[/Structure Blueprints/]]''' || {{EffectSprite|Slowness}} Slow || Making blueprints for naturally generated structures such as temples.
+|-
+| '''[[/Add more screenshots/]]''' ||{{tc|no}} || Adding more screenshots to pages.
+|}
+}}
+
+=== Language translations ===
+{{see also|MCW:Translations}}
+A handy template for translation projects can be found [[/Translation template|here]].
+{{pipe escape|
+{| class{{=}}"wikitable sortable"
+|-
+! Project !! Active !! Notes
+|-
+| [[/Azerbaijani translation/|Azerbaijani]] || {{tc|yes}} || Translating the wiki into Azərbaycanca.
+|-
+| [[/Belarusian translation/]] || {{tc|yes}} || Translating the wiki into Belarusian.
+|-
+| [[/Bashkir translation/]] || {{tc|no}} || Translating the wiki into Bashkir.
+|-
+| [[/Catalan translation/]] || {{tc|yes}} || Translating the wiki into Catalan / Valencian.
+|-
+| [[/Chuvash translation/]] || {{tc|yes}} || Translating the wiki into Chuvash.
+|-
+| [[/Esperanto translation/]] || {{tc|yes}} || Translating the wiki into Esperanto.
+|-
+| [[/Finnish translation/]] || || Translating the wiki into Finnish.
+|-
+| [[/Hebrew translation/]] || {{tc|yes}} || Translating the wiki into Hebrew.
+|-
+| [[/Hindi translation/|Hindi]] || || Translating the wiki into Hindi.
+|-
+| [[/Icelandic translation/]] || {{tc|yes}} || Translating the wiki into Icelandic.
+|-
+| [[/Indonesian translation/]] || {{EffectSprite|Slowness}} Slow || Translating the wiki into Indonesian
+|-
+| [[/Romanian translation/]] || {{EffectSprite|Slowness}} Slow || Translating the wiki into Romanian.
+|-
+| [[/Serbian translation/]] || || Translating the wiki into Serbian.
+|-
+| [[/Slovak translation/]] || || Translating the wiki into Slovak.
+|-
+| [[/Swedish translation/]] || || Translating the wiki into Swedish.
+|-
+| [[/Tagalog translation/]] || || Translating the wiki into Tagalog.
+|-
+| [[/Toki Pona translation/]] || || Translating the wiki into Toki Pona.
+|-
+| [[/Vietnamese translation/]] || {{tc|yes}} || Translating the wiki into Vietnamese.
+|}
+}}
+
+== Finished projects ==
+
+=== Organization and research ===
+{{pipe escape|
+{| class{{=}}"wikitable sortable"
+|-
+! Project !! Notes
+|-
+| '''[[/Usage/]]''' || Add "Usage" section to articles
+|-
+| '''[[/Welcome/]]''' || Welcoming new members of the wiki and providing general help to them and the user-base of the wiki.
+|-
+| '''[[/BGR|Beginner's Guide Rewrite]]''' || Improving the Beginner's Guide, as well as creating a general overview of survival mode.
+|-
+| '''[[Minecraft Wiki:Quick reference page|Quick reference page]]''' || Combining all list with icons in one page. (Blocks, Items, Environment, Entities, ...)
+|-
+| '''[[/Mods/]]''' || Organization and documentation of Minecraft mods.
+|-
+| '''[[Village/Blueprints|Village Blueprints]]''' || Creating a page with all the village designs.
+|-
+| '''[[Minecraft Wiki:Style guide|Style guide]]''' || Standardizing style guidelines and formatting on the wiki.
+|-
+| '''[[/Moving Pages to In-Game Name/]]''' || Moving things such as "Coal (Ore)" to "Coal Ore".
+|-
+| '''[[/Entities/]]''' || Making entities templates and pages.
+|-
+| '''[[/Mob research/]]''' || Extensive research on all mobs and mobs' behavior to add to their page. Single player and SMP.
+|-
+| '''[[/Talk Page Guidelines/]]''' || Fixing the talk pages on all pages.
+|-
+| '''[[/Pocket Edition data values/]]''' || Filling in all the block, item and entity data values for PE update 0.16.0.
+|-
+| '''[[/File name cleanup/]]''' || Moving files to more descriptive names.
+|-
+| '''[[/Screenshot Licensing/]]''' || Licensing unlicensed screenshots.
+|-
+| '''[[/Minecraft Earth Wiki/|''Minecraft Earth'' Wiki]]''' || To provide a wiki on ''[[Minecraft Earth]]'', which is an official game by Mojang that combines the real and Minecraft universes.
+|-
+| '''[[/Raw and cooked food/]]''' || Merging raw food with cooked food.
+|-
+| '''[[/Upload Missing Wiki Sounds/]]''' || To upload all missing audio files and link them to their corresponding entity/mob article.
+|-
+| '''[[/Tutorials Modernization/]]''' || Update tutorials to conform to latest versions of ''Minecraft''.
+|-
+| '''[[/Minecraft in education/]]''' || Research, project ideas, curriculum maps, lesson plans
+|-
+| '''[[/Minecraft in schools/]]''' || How Minecraft can be used in classes and to teach subjects at schools.
+|-
+| '''[[/Version cleanup/]]''' || Clean up and improve the many version articles on this wiki
+|-
+| '''[[/Userboxes standardization/]]''' || Standardizing the namespace of all userboxes and creating a common sizing template.
+|-
+| '''[[/Renaming/]]''' || Changing the names of all the editions to reflect on the new names.
+|-
+| '''[[/Cleanup open tags/]]''' || Fixing and cleaning up all unclosed [[wikipedia:HTML|HTML]] tags to fix the navigation bar on all affected pages.
+|-
+| '''[[/Individual Biome Pages/]]''' || To organize biomes into their own pages, to make it easier to find information.
+|-
+| '''[[/Wiki videos/]]''' || Creating videos for articles containing information about the pages' topics.
+|-
+| '''[[/Template documentation cleanup/]]''' || Rewriting template documentations to make them clearer for most editors.
+|}
+}}
+
+=== Language translations ===
+{{pipe escape|
+{| class{{=}}"wikitable sortable"
+|-
+! Project !! Notes
+|-
+| '''[[/Czech translation/]]''' || Translating the wiki into Czech.
+|-
+| '''[[/Spanish translation/]]''' || Translating the wiki into Spanish.
+|-
+| '''[[/French translation/]]''' || Translating the wiki into French.
+|-
+| '''[[/Hungarian translation/]]''' || Translating the wiki into Hungarian.
+|-
+| '''[[/Italian translation/]]''' || Translating the wiki into Italian.
+|-
+| '''[[/Japanese translation/]]''' || Translating the wiki into Japanese.
+|-
+| '''[[/Korean translation/]]''' || Translating the wiki into Korean.
+|-
+| '''[[/PTBR Translation|Brazilian translation]]''' || Translating the wiki into Portuguese.
+|-
+| '''[[/Thai translation/]]''' || Translating the wiki into Thai.
+|-
+| '''[[/Turkish translation/]]''' || Translating the wiki into Turkish.
+|-
+| '''[[/Ukrainian translation/]]''' || Translating the wiki into Ukrainian.
+|-
+| '''[[/Chinese translation/]]''' || Translating the wiki into Chinese.
+|}
+}}
+}}
+
+[[Category:Projects|*]]
+
+[[de:Minecraft Wiki:Projekte]]
+[[es:Minecraft Wiki:Proyectos]]
+[[fr:Minecraft Wiki:Projets]]
+[[hu:Minecraft Wiki:Projektek]]
+[[it:Minecraft Wiki:Progetti]]
+[[ja:Minecraft Wiki:プロジェクト]]
+[[ko:Minecraft Wiki:프로젝트]]
+[[nl:Minecraft Wiki:Projecten]]
+[[pl:Minecraft Wiki Polska:Projekty]]
+[[pt:Minecraft Wiki:Projetos]]
+[[ru:Minecraft Wiki:Проекты]]
+[[uk:Minecraft Wiki:Проєкти]]
+[[zh:Minecraft Wiki:计划]]
diff --git a/wiki_backup/Programs and editors_NBTExplorer.txt b/wiki_backup/Programs and editors_NBTExplorer.txt
new file mode 100644
index 0000000..f15f82d
--- /dev/null
+++ b/wiki_backup/Programs and editors_NBTExplorer.txt
@@ -0,0 +1,48 @@
+{{disclaimer}}
+{{about|a third-party program|the official Minecraft program|Minecraft launcher}}
+{{Infobox program
+| title = NBTExplorer
+| image = NBTExplorer Icon.png
+| author = Justin Aquadro
+| platform = {{OS|Windows}} {{OS|Linux}}
+| programming language = C#
+| source available = Yes, see [[#Links|links]]
+| forum = Yes, see [[#Links|links]]
+}}
+
+'''NBTExplorer''' is a low-level graphical [[NBT]] (Named Binary Tag) data editor for ''[[Minecraft]]''. With a directory-tree interface for easily exploring multiple worlds, and support for the latest NBT standard, NBTExplorer is built on top of [http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/1261313-sdk-substrate-map-editing-library-for-c-net-1-3-8 Substrate]. Almost all things in a map in any ''Minecraft'' version is built with NBT, so you can usually change the datas for the newest version without updating NBTExplorer.
+
+== Usage ==
+NBT tags control every world parameter, such as [[ender chest]] items, player's inventory, gamemode, whether the world is Hardcore or not and many other things. NBTExplorer can be used to view and change data, with uses including:
+; Changing [[level.dat]], including but not only:
+* Locate in-game [[structures]];
+* Add or change items, and adding [[enchantments]];
+* Access to the world seed;
+* Changing [[Commands#gamerule|gamerule]]s without usage of the {{cmd|gamerule}} command or new gamerule changer built in when creating a world;
+* Applying custom [[formatting]] to world or server names;
+* Change the world's name;
+* Change the players [[game mode]], health, position and so on. For example, if the player is in an "illegal area" and can't teleport back with {{cmd|tp}}, this function can change the player's position.
+* Change the settings for terrain generation, while it doesn't affect the generated [[chunk]]s;
+; Changing regions and chunks, including but not only:
+* Change the [[biome]]s for chunks;
+* Change the mob datas or delete mobs. For example, if there are too many entities resulting in crashes, this can delete the mobs;
+* Change the block entity data. Including [[command block]]s, [[chest]]s, [[sign]]s and so on.
+* Cheats ON
+
+== Compatible Formats ==
+* Standard NBT files (e.g. level.dat)
+* Schematic files
+* Uncompressed NBT files (e.g. idcounts.dat)
+* Minecraft region files (*.mcr)
+* Minecraft anvil files (*.mca)
+* Cubic Chunks region files
+*Minecraft indev level format (.mclevel)
+
+== Links ==
+* [https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-tools/1262665-nbtexplorer-nbt-editor-for-windows-and-mac NBTExplorer on Minecraft Forum]
+* [https://github.com/jaquadro/NBTExplorer NBTExplorer on Github]
+* [https://sourceforge.net/projects/nbtexplorer.mirror/ NBTExplorer on Sourceforge]
+
+[[Category:Custom software]]
+
+[[zh:辅助程序与编辑器/NBTExplorer]]
diff --git a/wiki_backup/Starting map.txt b/wiki_backup/Starting map.txt
new file mode 100644
index 0000000..4ff43ad
--- /dev/null
+++ b/wiki_backup/Starting map.txt
@@ -0,0 +1,730 @@
+{{about|the craftable map|maps showing the locations of certain structures|Explorer Map|other uses|Map (disambiguation)}}
+{{distinguish|World}}
+{{Infobox item
+| image = Map Zoom 4.png
+| invimage1 = Empty Map
+| invimage2 = Map
+| invimage3 = Locked Map
+| renewable = Yes
+| stackable = Yes (64)
+}}
+A '''map''' is an [[item]] used to view explored [[Chunk|terrain]] and mark landmarks.
+
+== Obtaining ==
+
+=== Crafting ===
+{{crafting
+|head=1
+|showdescription=1
+|name = Empty Locator Map{{only|BE|short=1}}
Empty Map{{only|JE|short=1}}
+|A1= Paper
+|B1= Paper
+|C1= Paper
+|A2= Paper
+|B2= Compass
+|C2= Paper
+|A3= Paper
+|B3= Paper
+|C3= Paper
+|Output= Empty Map
+|type= Miscellaneous
+|description=This map records terrain and displays a marker showing the player's location.
+}}
+
+{{crafting
+|name=Empty Map{{only|BE|short=1}}
+|A1= Paper
+|B1= Paper
+|C1= Paper
+|A2= Paper
+|B2= Paper
+|C2= Paper
+|A3= Paper
+|B3= Paper
+|C3= Paper
+|Output= Empty Map
+|type= Miscellaneous
+|description={{only|bedrock}}
+
+This map only records terrain and does not show the player's location.
+|foot=1
+}}
+
+=== Cartography table ===
+{{exclusive|bedrock|section=1}}
+
+{{IN|bedrock}}, a map can also be created using a single [[paper]] in a [[cartography table]] to create an empty map, or a paper and a [[compass]] for an empty locator map.
+
+Cartography table empty map crafting.png
+Cartography table empty locator map crafting.png
+
+
+=== Starting map ===
+{{exclusive|bedrock|section=1}}
+When creating a new world {{in|bedrock}}, the player can enable the "Starting Map" option to spawn with an empty locator map in the hotbar. This option is not available in [[Hardcore]] mode. The map's zoom scale is 1:8.
+
+=== Generated loot ===
+{{LootChestItem|empty-map,map}}
+
+=== Trading ===
+{{Trade sources}}
+
+=== Villager gifts ===
+{{IN|java}}, cartographer villagers may give players with the [[Hero of the Village]] effect an empty map.
+
+== Usage ==
+=== Mapping ===
+Crafting a map creates an empty map. The map is drawn for the first time when it is held and used (by pressing the {{control|use item}} control). After conversion to a drawn map item, it starts to draw a top-down view of the player's surroundings, with North pointing to the top of the map. A pointed oval pointer indicates the player's position on the map, and moves in real-time as the player moves across the terrain shown on the map. {{IN|Bedrock}}, this pointer is displayed exclusively on locator maps.
+
+[[File:Map18zooms.png|thumb|200px|The map grid at different zoom levels]]
+
+The map does ''not'' center on the player when created; rather, the world is broken up into large invisible grid squares, and the map displays the area of whichever grid square it was in when it was first used. For example, if a player uses a new map in a certain grid square, then moves a distance away and uses another fresh map within the same grid square, both maps still have the exact same boundary. To make a map with different bounds than the first one, the player would have to move outside of the edges of the first map to enter a new grid square. This way, no two maps of the same size can ever partially overlap.
+
+To record the world on a map, that specific map must be held in either of the player's hands while the player moves around the world. The map records terrain within a 64 block radius (4 chunks) from a player in the [[Overworld]] or [[the End]], or 32 blocks in [[the Nether]]. The map only records the surface even if the player is underground. The world is recorded as-is during exploration, meaning that if the world is modified, a player must revisit the area while holding the map to update the map's view.
+
+Maps display as a mini-map when held in the [[off-hand]], or if the off-hand slot is occupied; the map is full-sized only when held in the dominant hand with both hands free.
+
+Maps can be [[Map#Cloning|cloned]] to synchronize them or [[Map#Framing|framed]] for display.
+
+To create a custom picture, a player can make a large piece of pixel art (128×128) facing upward, center a map on it, and place that map in an [[item frame]]. Locking is recommended. See [[Map item format#Map Pixel Art]] for details on the techniques.
+
+==== Map content ====
+{{Main|Map item format}}
+
+Maps consist of square pixels arranged in a 128×128 square grid, with each pixel representing a square portion of land. A standard map represents 128×128 blocks (1 block per pixel, 8×8 [[chunk]]s), but it can be [[#Zooming out|zoomed out]] to represent up to 2048×2048 blocks (16 square blocks per pixel, 128×128 chunks).
+
+{{IN|java}}, the [[Map item format#Color table|color of a map pixel]] generally matches the color of the most common [[opaque]] block in the corresponding area, as seen from the sky. 'Minority blocks' in the target area have no effect on the color of the pixel, thus small features tend to be undetectable on zoomed-out maps.
+
+{{IN|bedrock}}, the [[Map item format#Color table|color of a map pixel]] instead matches the single top-most opaque block in a grid sized by the map's [[#Zoom details|scale factor]]. For example, a map with zoom level 3/4 has a pixel size of 8×8 blocks; this means the map reads only the top-most opaque blocks at the 0,0 coordinate, the 8,0 coordinate, the 0,8 coordinate, etcetera, ignoring all other blocks in the area. This means that {{in|bedrock}}, map pixel art requires only one block per pixel regardless of map magnification.
+
+{{IN|bedrock}}, grass, foliage and water colors that are biome-dependent are represented accurately on a map.
+
+{| class="wikitable"
+|-
+! style="width: 300px;" | {{el|je}}
+! style="width: 300px;" | {{el|be}}
+|-
+| style="text-align: center;" | [[File:Map Zoom 4.png|216px]]
+| style="text-align: center;" | [[File:Map item BE.png|216px]]
+|-
+| Biome colors in ''Java Edition''.
+| Biome colors in ''Bedrock Edition''.
+|-
+|}
+
+On land above water, a block's color is darker if placed at a lower elevation than the block north of it, or brighter if placed at a higher elevation than the block north of it. Maps also show ground up to about 15 blocks below the surface of the water as slightly lighter blue, to show where the ground rises.
+
+==== Other dimensions ====
+While maps in [[the Nether]] work, they show only a red-and-gray pattern, regardless of the blocks placed. The only useful function is finding where the player is in relation to framed copies, which show as green pointers. Additionally, the player pointer rapidly spins and is not a good indicator of direction. {{IN|java}}, [[banner]] markers placed in the Nether still show on the map as usual. Despite its unreliability, having a mapped trail can still be useful in some cases, such as while riding a [[strider]] over [[lava]]. Maps in [[the End]] work as usual, mapping the terrain and showing the accurate location and direction of the player.
+
+{{IN|java}}, holding a map from the [[Overworld]] in a different dimension shows the player's last position and direction in the Overworld. This effect is temporary, and the marker disappears after quitting and joining the world/server again.
+
+{{IN|bedrock}}, an Overworld locator map in the Nether shows the player's relative location and direction in the Overworld. Similarly, a Nether locator map in the Overworld shows the player's relative location in the Nether, but the place marker spins. An Overworld locator map in the End shows the world spawn. A Nether locator map cannot be used in the End — the map appears, but the place marker is not shown anywhere — and similarly, an End locator map cannot be used in the Overworld or the Nether. The place marker changes color depending on the dimension that the player is currently in (white for the Overworld, red for the Nether, and magenta for the End).
+
+=== Zooming out ===
+[[File:Cartography table UI zoom.png|thumb|300px|Zooming out a map using paper in a cartography table]]
+
+A map can be zoomed out up to 4 times, increasing the covered area from 128×128 blocks up to a maximum of 2048×2048 blocks. An empty map cannot be zoomed out; it needs to be activated for the zooming to be possible. Changing the zoom level of a map resets its contents, and terrain needs to be explored again to be drawn on the zoomed out map.
+
+Locked maps cannot be zoomed out.
+
+{{Crafting
+ |name=Map
(zoomed out)
+ |A1= Paper |B1= Paper |C1= Paper
+ |A2= Paper |B2= Map |C2= Paper
+ |A3= Paper |B3= Paper |C3= Paper
+ |Output= Map
+ |description=Locked maps cannot be zoomed out.
+ |showdescription=1
+}}
+{{/BE|zoom}}
+==== Zoom details ====
+The zooming function starts from when the map is created (zoom level 0/4) up to its fourth zoom step (zoom level 4/4).
+
+{| class="wikitable" style="text-align: center" data-description="Zoom levels"
+! colspan="2" |
+! Zoom step 0
+! Zoom step 1
+! Zoom step 2
+! Zoom step 3
+! Zoom step 4
+|-
+! colspan="2" |
+| [[File:Map Zoom 0.png|116px|Zoom step 0, 1:1]]
+| [[File:Map Zoom 1.png|116px|Zoom step 1, 1:2]]
+| [[File:Map Zoom 2.png|116px|Zoom step 2, 1:4]]
+| [[File:Map Zoom 3.png|116px|Zoom step 3, 1:8]]
+| [[File:Map Zoom 4.png|116px|Zoom step 4, 1:16]]
+|-
+! colspan="2" | Zoom level
+| 0/4
+| 1/4
+| 2/4
+| 3/4
+| 4/4
+|-
+! colspan="2" | 1 map pixel represents
+| 1 block
+| 4 blocks
+2×2 blocks
+| 16 blocks
+4×4 blocks
+| 64 blocks
+8×8 blocks
+| 256 blocks (1 chunk)
+16×16 blocks
+|-
+! colspan="2" | Scaling ratio
+| 1:1
+| 1:2
+| 1:4
+| 1:8
+| 1:16
+|-
+! rowspan="2" colspan="2" | Map covers an area of
+| 128×128 blocks
+| 256×256 blocks
+| 512×512 blocks
+| 1024×1024 blocks
+| 2048×2048 blocks
+|-
+| 8×8 chunks
+| 16×16 chunks
+| 32×32 chunks
+| 64×64 chunks
+| 128×128 chunks
+|-
+! rowspan="2" | Total paper needed to zoom out from Level 0
+! in anvil{{only|bedrock|short=1}} or crafting table
+| -
+| {{ItemSprite|Paper}} 8
+| {{ItemSprite|Paper}} 16
+| {{ItemSprite|Paper}} 24
+| {{ItemSprite|Paper}} 32
+|-
+! in cartography table
+| -
+| {{ItemSprite|Paper}} 1
+| {{ItemSprite|Paper}} 2
+| {{ItemSprite|Paper}} 3
+| {{ItemSprite|Paper}} 4
+|}
+
+Maps are always aligned to a grid at all zoom levels. That means zooming out any different map in a specific area covered by that map always has the same center. As such, maps are aligned by map width (1024 blocks for a level 3 map) minus 64. A level 3 map generated at X=0 Z=0 covers X and Z coordinates from -64 to 959. All maps generated in this area zoom out to the same coordinates, guaranteeing that they are always 'aligned' on a map wall. For a zoomed-out map to cover a new area, it must start with a base (level 0) map that is in that area.
+
+At zoom level 0, a map created on the point (0,0) has (0,0) at the center of the map. At higher zoom levels of the same map, the coordinate (0,0) is in the top left square of the map.
+
+{{IN|java}}, the zoom level and the scaling factor are displayed in the tooltip of a map by turning on advanced tooltips (a [[Debug screen#More debug keys|debug]] option that can be toggled by using the key combination {{key|F3+H}}). {{IN|bedrock}}, the zoom level of a map is always displayed in its tooltip.
+
+=== Cloning ===
+[[File:Cartography table UI clone.png|thumb|300px|Cloning a map using empty maps in a cartography table]]
+A map can be cloned to create multiple synchronized copies linked to the same map data. Multiple players can hold clones of the same map to record different parts of the world simultaneously.
+
+Upon cloning a map, the parts of the world that have already been explored and mapped are copied; thereafter, newly explored areas appear on all cloned instances automatically. The resulting copies have the same zoom level as the starting map. If one of the maps is later zoomed out, then that map loses its connection to the original and functions as a completely separate map that has to be individually filled by exploring.
+
+All cloned maps stack with each other, unless renamed. Even if renamed, the mapped areas continue to remain in sync.
+
+{{IN|bedrock}}, both empty maps and empty locator maps may be used to clone a map. Whether the cloned maps show position markers is dependent only on the input map. For this reason, using an empty locator map instead of an empty map for cloning is a waste of a compass.
+
+A [[cartography table]] can also be used to clone a map.
+
+{{Crafting
+|showdescription=1
+|shapeless=1
+|name=[[Map]]
(cloned)
+|;;;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map
+|;;;;Empty Map;Empty Map;Empty Map;Empty Map
+|;;;;;Empty Map;Empty Map;Empty Map
+|Map
+|Empty Map
+|;;;;;;Empty Map;Empty Map
+|;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map
+|;;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map
+|;;;;;;;Empty Map
+|Output= Map,2; Map,3; Map,4; Map,5; Map,6; Map,7; Map,8; Map,9
+|type= Miscellaneous
+|description=Cloned maps are stackable.
+}}
+{{/BE|clone}}
+In [[Creative]] mode, a map in an item frame may be cloned by using {{control|pick block}} on it, as long as that map is not also in the player's inventory.
+
+=== Player markers ===
+Holding any map {{in|java}}, or a locator map {{in|bedrock}}, displays a white pointer that marks the position of the player and points in the same direction as the player. When a player moves out of a map, the pointer turns into a white dot which moves along the edge relative to the player's position. The marker disappears if the player is too far from the mapped area; in [[explorer map]]s, the dot becomes smaller instead of fully disappearing. The distance on the X or Z axis from the map's edge required for the dot to vanish (regular maps) or to turn smaller (explorer maps) depends on the zoom level of the map:
+
+* '''Level 0/4 :''' more than 256 blocks away
+* '''Level 1/4 :''' more than 512 blocks away
+* '''Level 2/4 :''' more than 1024 blocks away
+* '''Level 3/4 :''' more than 2048 blocks away
+* '''Level 4/4 :''' more than 4096 blocks away
+
+==== ''Java Edition'' ====
+In multiplayer, other players are displayed on the map only if they have a map in their inventory cloned from the one being looked at. Other players are marked using white pointers. Players wearing a [[carved pumpkin]] are not marked on other players' maps.
+
+==== ''Bedrock Edition'' ====
+{{IN|bedrock}}, position markers are displayed exclusively on locator maps. A map without position markers can be turned into a locator map at a later time by combining it with a [[compass]] on the [[crafting]] grid, on an [[anvil]], or at a [[cartography table]].
+
+{{crafting
+|name=Map
(with marker)
+|ingredients=[[Map]] or Empty Map +
[[Compass]]
+|showdescription=1
+|Map (no markers);Empty Map
+|Compass
+|Output= Locator Map;Empty Locator Map
+|type= Miscellaneous
+|description={{only|be}}
+Maps crafted from only paper do not show the location marker; to add it, a compass must be added to the map. The map keeps its current zoom level, and remembers all of the terrain it has mapped out.
+}}
+{{/BE|position}}
+[[File:Bedrock multiplayer map.png|thumb|150px|Player markers in multiplayer]]
+
+In multiplayer, a locator map contains markers for all players who are not in [[Spectator]] mode and are not wearing a [[head]] or a [[carved pumpkin]], even if they don't have any maps in their inventory. In the Overworld, players see themselves as a white pointer, and other players are displayed in different colors depending on the order in which they joined: the first player who joined - or the host - is light gray (looking almost identical to the regular white pointer), the second player is cyan, the third player is orange, the fourth player is light green, and so on. All players in the Nether are displayed with a red pointer, and all players in the End use a magenta pointer.
+
+If other players have a map in their inventory cloned from the one being looked at, they are displayed using white pointers. This also includes players wearing a head or a carved pumpkin, and players in Spectator mode.
+
+Players who are between 10 to 80 blocks away are displayed using the face of their skin instead of the pointer, with a border colored as described above.
+
+=== Framing ===
+When a map is placed into an [[item frame]], the map displays a green pointer at the location of the item frame (it must be a locator map {{in|bedrock}}). If the player leaves a map in an item frame and then views a clone of it, the green pointer is displayed on both copies. This can be used to track waypoints. If a player holds a map whose clone is on display in an item frame, then the map in the item frame updates along with the held map.
+
+These markers work only on clones of the same map. Other maps of the same area do not show the existing markers that the player(s) had placed.
+
+The size of the item frame expands when displaying a map. This allows for combining multiple maps side-by-side to create a much larger map display that visually appears to be one continuous map. For example, a player could display four maps in a 2x2 grid on a wall; if each map is zoom level 2, the total area displayed would be 1024×1024 blocks (the same as a zoom level 3 map) but with a scaling ratio of 1:4 (the same as a zoom level 2 map), depicting much more detail than a zoom level 3 map.
+
+Unexplored areas of a framed map are transparent, making the item frame visible.
+
+
+Item Frame (map filled partial).png|An item frame with a partially filled map
+Tracking map with markers bedrock.png|Item frame markers on a held map
+
+
+=== Banner markers ===
+{{exclusive|java|section=1}}
+[[File:Banner marked map.png|thumb|150px|All banners marked on a map, alongside a named banner.]]
+{{IN|java}}, the player can also mark spots on a map by {{control|using}} a map on a placed-down [[banner]]. The mark takes the color of whatever the base color is for the banner, and if the banner has a name, the mark shows that name. Banner marks on a map are always oriented with their top facing north, regardless of the banner's actual orientation. If the banner is destroyed, the mark of the banner remains at first, but if the player gets closer to where the banner previously was, it disappears as the area is updated on the map.
+
+=== Locking ===
+[[File:Cartography table UI lock.png|thumb|300px|Locking a map in a cartography table]]
+
+Maps can be locked when using a [[glass pane]] in a [[cartography table]]. This creates a new map containing the same data and locks it. All ''new'' copies of this new map are also locked. A locked map never changes, even when the depicted terrain changes. {{IN|bedrock}}, locked maps have a unique texture.
+
+[[Stained glass pane]]s cannot be used to lock maps.
+
+{| class="wikitable" style="text-align: center;"
+|-
+! Condition
+! style="width: 200px;" | Newly created map
+! style="width: 200px;" | Map after terrain alteration
+|-
+! Unlocked map
+| [[File:Map Zoom 0.png|174px]] || [[File:Unlocked Map.png|174px]]
+|-
+! Locked map
+| [[File:Map Zoom 0.png|174px]] || [[File:Map Zoom 0.png|174px]]
+|-
+|}
+
+=== Renaming ===
+{{exclusive|bedrock|section=1}}
+[[File:Cartography table map rename.png|thumb|Renaming a map in a cartography table]]
+{{IN|bedrock}}, a map or an empty map can be renamed at a [[cartography table]]. A renamed empty map keeps its name when activated. Unlike renaming items at an [[anvil]], this does not cost any [[experience]].
+
+{{-}}
+
+== Sounds ==
+{{Edition|Java}}
+{{SoundTable
+| type = java
+| {{SoundLine
+|sound =Drawmap1.ogg
+|sound2=Drawmap2.ogg
+|sound3=Drawmap3.ogg
+|subtitle=Map drawn
+|source=player
+|description=When a map is drawn
+|id=ui.cartography_table.take_result
+|translationkey=subtitles.ui.cartography_table.take_result
+|volume=1.0
+|pitch=1.0
+|distance=16}}
+| {{SoundLine
+|subtitle=Map drawn
+|source=block
+|description=When a map is edited using a cartography table
+|id=ui.cartography_table.take_result
+|translationkey=subtitles.ui.cartography_table.take_result
+|volume=1.0
+|pitch=1.0
+| distance = 16
+}}
+}}
+
+{{Edition|Bedrock}}:
+{{SoundTable
+| type = bedrock
+| {{SoundLine
+| sound =Drawmap1.ogg
+|sound2=Drawmap2.ogg
+|sound3=Drawmap3.ogg
+|source=block
+|description=When a map is drawn
+|id=ui.cartography_table.take_result|idnote={{Verify|Could be block.cartography_table.use}}
+|volume=0.8
+|pitch=1.0}}
+| {{SoundLine
+|type=bedrock
+|source=block
+|description=When a map is edited using a cartography table
+|id=ui.cartography_table.take_result
+|volume=0.8
+| pitch = 1.0
+}}
+}}
+
+== Data values ==
+=== ID ===
+{{edition|java}}:
+{{ID table
+|edition=java
+|showforms=y
+|generatetranslationkeys=y
+|displayname=Empty Map
+|spritetype=item
+|nameid=map
+|form=item}}
+{{ID table
+|displayname=Map
+|spritetype=item
+|nameid=filled_map
+|form=item
+|translationkey=item.minecraft.filled_map, filled_map.buried_treasure, filled_map.explorer_jungle, filled_map.explorer_swamp, filled_map.mansion, filled_map.monument, filled_map.unknown, filled_map.village_desert, filled_map.village_plains, filled_map.village_savanna, filled_map.village_snowy, filled_map.village_taiga
+|foot=1}}
+
+{{edition|bedrock}}:
+{{ID table
+|edition=bedrock
+|showaliasids=y
+|shownumericids=y
+|showforms=y
+|notshowbeitemforms=y
+|generatetranslationkeys=y
+|displayname=Empty Map
+|spritetype=item
+|nameid=empty_map
+|aliasid=emptymap
+|id=515
+|form=item
+|translationkey=item.emptyMap.name, item.emptyLocatorMap.name}}
+{{ID table
+|displayname=Map
+|spritetype=item
+|spritename=map-be
+|nameid=filled_map
+|aliasid=map
+|id=420
+|form=item
+|translationkey=item.map.name, item.map.exploration.mansion.name, item.map.exploration.monument.name, item.map.exploration.treasure.name
+|foot=1}}
+
+=== Metadata ===
+{{see also|Bedrock Edition data values}}
+{{IN|bedrock}}, maps use the following data values:
+
+{{/DV}}
+
+=== Item data ===
+{{JE}}:
+{{see also|Data component format}}
+
+* {{nbt|compound|components}}: the item's '''components''' tag.
+{{:Data component format/map_color}}
+{{:Data component format/map_decorations}}
+{{:Data component format/map_id}}
+
+
+{{Calculator|decimalColor}}
+
+{{BE}}:
+{{see also|Bedrock Edition level format/Item format}}
+
+=== Map icons ===
+{{see also|Player.dat format|Map item format|map_icons.png}}
+Map icons are 8×8 in ''Java Edition'', but 16×16 in Bedrock Edition. As such, there are minor misalignment issues in ''Java Edition''.[{{bug|MC-214649|||WF}}]
+[[File:Map icons.png|thumb|128px|Map icons texture {{in|Java}}]]
+[[File:Map icons BE.png|thumb|128px|Map icons texture {{in|Bedrock}}]]
+
+{| class="wikitable"
+|-
+! Java ID !! Bedrock ID !! Text ID !! Appearance !! Purpose !! Shown in item frames?
+|-
+| 0 || ||player
|| [[File:Player (texture) JE1 BE1.png|16px|class=pixel-image]] [[File:Player (texture) BE2.png|16px|class=pixel-image]] White marker || Players (on map); {{in|bedrock}}, dynamically recolored for other players or players in the Nether or End || No
+|-
+| 1 || 1 ||frame
|| [[File:Green Marker (texture) JE1 BE1.png|16px|class=pixel-image]] [[File:Green Marker (texture) BE2.png|16px|class=pixel-image]] Green marker || The current map in an item frame || Yes
+|-
+| 2 || ||red_marker
|| [[File:Red Marker (texture) JE1 BE1.png|16px|class=pixel-image]] [[File:Red Marker (texture) BE2.png|16px|class=pixel-image]] Red marker || Unused || No
+|-
+| 3 || ||blue_marker
|| [[File:Blue Marker (texture) JE1 BE1.png|16px|class=pixel-image]] [[File:Blue Marker (texture) BE2.png|16px|class=pixel-image]] Blue marker || Unused || No
+|-
+| 4 || ||target_x
|| [[File:Target X (texture) JE1 BE1.png|16px|class=pixel-image]] White X || Unused || Yes
+|-
+| 5 ||5
+|target_point
|| [[File:Target Point (texture) JE1 BE1.png|16px|class=pixel-image]] [[File:Target Point (texture) BE2.png|16px|class=pixel-image]] Red triangle || Unused || Yes
+|-
+| 6 || 6 ||player_off_map
|| [[File:Player Off Map (texture) JE1 BE1.png|16px|class=pixel-image]] Large white dot || Players off map, nearby || No
+|-
+| 7 || 13 ||player_off_limits
|| [[File:Player Off Limits (texture) JE1.png|16px|class=pixel-image]] Small white dot || Players off map, far away || No
+|-
+| 8 ||14
+|mansion
|| [[File:Mansion (texture) JE2.png|16px|class=pixel-image]] Woodland mansion || Woodland mansion || Yes
+|-
+| 9 || 15 ||monument
|| [[File:Monument (texture) JE2.png|16px|class=pixel-image]] Ocean monument || Ocean monument || Yes
+|-
+| 10 - 25 || ||{{tooltip|banner_*|banner_white, banner_orange, banner_magenta, banner_light_blue, banner_yellow, banner_lime, banner_pink, banner_gray, banner_light_gray, banner_cyan, banner_purple, banner_blue, banner_brown, banner_green, banner_red, banner_black}}
|| [[File:Banner White (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Light Gray (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Gray (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Black (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Brown (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Red (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Orange (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Yellow (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Lime (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Green (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Cyan (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Light Blue (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Blue (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Purple (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Magenta (texture) JE1.png|16px|class=pixel-image]] [[File:Banner Pink (texture) JE1.png|16px|class=pixel-image]]
Banners in all 16 wool colors{{only|java}}|| Banner markers || Yes
+|-
+| 26 ||4
+|red_x
|| [[File:Red X (texture) JE1.png|16px|class=pixel-image]] [[File:Target X (texture) BE2.png|16px|class=pixel-image]] Red X || Buried treasure || Yes
+|-
+| || 8 || || [[File:Magenta Marker (texture) BE1.png|16px|class=pixel-image]] Magenta marker
+| Unused || No
+|-
+| || 9 || || [[File:Orange Marker (texture) BE1.png|16px|class=pixel-image]] Orange marker
+| Unused || Yes
+|-
+| || 10 || || [[File:Yellow Marker (texture) BE1.png|16px|class=pixel-image]] Yellow marker
+| Unused || No
+|-
+| || 11 || || [[File:Cyan Marker (texture) BE1.png|16px|class=pixel-image]] Cyan marker
+| Unused || No
+|-
+| -
+|12
+| || [[File:Green Point (texture) BE1.png|16px|class=pixel-image]] Green triangle
+| Other structure such as stronghold, fortress, end city, etc. when used as explorer map destination{{Only|bedrock}} || Yes
+|-
+| 27 || 17 || desert_village
|| [[File:Desert Village (texture) JE1 BE1.png|16px|class=pixel-image]] Desert village || Desert village || Yes
+|-
+| 28 || 18 || plains_village
|| [[File:Plains Village (texture) JE1 BE1.png|16px|class=pixel-image]] Plains village || Plains village || Yes
+|-
+| 29 || 19 || savanna_village
|| [[File:Savanna Village (texture) JE1 BE1.png|16px|class=pixel-image]] Savanna village || Savanna village || Yes
+|-
+| 30 || 20 || snowy_village
|| [[File:Snowy Village (texture) JE1 BE1.png|16px|class=pixel-image]] Snowy village || Snowy village || Yes
+|-
+| 31 || 21 || taiga_village
|| [[File:Taiga Village (texture) JE1 BE1.png|16px|class=pixel-image]] Taiga village || Taiga village || Yes
+|-
+| 32 || 22 || jungle_pyramid
|| [[File:Jungle Pyramid (texture) JE1 BE1.png|16px|class=pixel-image]] Jungle pyramid || Jungle pyramid || Yes
+|-
+| 33 || 23 || swamp_hut
|| [[File:Swamp Hut (texture) JE1 BE1.png|16px|class=pixel-image]] Swamp hut || Swamp hut || Yes
+|}
+It should be noted that even if the player used a NBT editor to add an additional icon on the map, ''Minecraft'' shows only the first one listed when the player loads up their world.
+
+== Achievements ==
+{{load achievements|Map Room}}
+
+== History ==
+{{see also|section=24|map_icons.png|Java Edition history of textures#Map icons}}
+{{more images|section=24|{{bug|MC-72962}}}}
+{{HistoryTable
+|{{HistoryLine||April 27, 2011|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/4988431144/the-maps|[[Notch]] unveiled screenshots of the map.}}
+|{{HistoryLine||April 28, 2011|link={{tweet|notch|63500114005721088}}|[[Notch]] said that he would try to make maps place-able on [[wall]]s.}}
+|{{HistoryLine|java beta}}
+|{{HistoryLine||1.6|dev=Test Build 3|[[File:Map (item) JE1 BE1.png|32px]] Added maps.}}
+|{{HistoryLine||1.6.6|The ability to auto-craft maps using shift-click has been disabled.}}
+|{{HistoryLine||1.8|dev=Pre-release|Maps can now be found in library chests in the brand-new [[stronghold]]s.
+|Auto crafting maps has been restored. Map cloning, therefore, is unavailable for a period of time.}}
+|{{HistoryLine||1.8.1|Maps now work both while walking and flying.}}
+|{{HistoryLine|java}}
+|{{HistoryLine||1.0.0|dev=Beta 1.9 Prerelease 5|Prior to this update, the [[sun]] in ''[[Minecraft]]'' rose in the North, which threw off many [[player]]s and led to a common misconception that ''Minecraft'' maps/[[world]]s were oriented with East at the top. The sun now rises in the east and sets in the west, making navigation much more intuitive.
+|Before the change in sun position, it was commonly said that ''Minecraft'' maps/worlds are oriented with East at the top; sunrise, by definition, occurs at the East, which means it is certainly true that the maps were oriented "East" since the Sun rose from the top (North). However, [[Jeb]] asserted that the sun rose in the north,[{{Tweet|jeb_|87815841160237056|@RustyDagger1 But in Minecraft, the sun rises in the north. Everybody knows that!|July 4, 2011}}] and [[Notch]] agreed.[{{Tweet|notch|88155424880201728|@Weird_Notch yes :(|July 5, 2011}}] Most mods and map-making tools, however, used the terms East and North consistent with their actual definitions (e.g. a [[Programs and editors/Cartograph|Cartograph]]-generated map with North at the top is rotated 90 degrees from the in-game map).}}
+|{{HistoryLine||1.4.2|dev=12w34a|[[File:Empty Map JE1 BE1.png|32px]] [[Crafting]] a map now creates an empty map. The map is drawn for the first time when it is held and right clicked, and is centered near the location of the [[player]] when clicked (not as before where it was centered on the location it was crafted.)
+|Previously, in order to map a new area, the map had to be ''crafted'' in that area (rather than carrying a previously-crafted map to the new area). The point where a map is crafted becomes its permanent center, and could never be changed.
+|The pointer no longer disappears when leaving the map, but transforms into a white dot, indicating on what side of the map the player is located.
+|Maps now align to a grid, making it easier to create adjacent maps.
+|Maps can now be zoomed out (but not zoomed in).
+|Maps can now be cloned and scaled.}}
+|{{HistoryLine|||dev=12w34b|Maps now have a ''zoom level'', which was fixed at 1:8 prior to snapshot [[Java Edition 12w34a|12w34a]],[https://web.archive.org/web/0/http://notch.tumblr.com/post/4988431144/the-maps] but now starts at 1:1 and can be increased up to 1:16 by re-crafting an existing map.
+|Maps are no longer numbered on the top-left corner and is labeled through the tooltip.}}
+|{{HistoryLine|||dev=12w36a|New maps are now crafted at a scale factor of 1:1. A zoomed in map can be zoomed out by re-crafting it with another 8 sheets of [[paper]] on a [[crafting table]]. Each time this is done, the scale increases - 1:1, 1:2, 1:4, 1:8, 1:16 with a map scale of 1:16 being the current maximum.}}
+|{{HistoryLine||1.7.2|dev=13w38a|The map size has been increased when placed on a [[wall]] using the [[item frame]].
+|More colors have been added to maps for different [[block]]s.[https://web.archive.org/web/0/https://www.mojang.com/2013/10/minecraft-1-7-the-update-that-changed-the-world]}}
+|{{HistoryLine||1.8|dev=14w31a|Zoomed maps now conform to an expanded grid based on their zoom level. Previously, careful considerations would need to be taken to creating a wall of adjoining maps.}}
+|{{HistoryLine||1.8.1|dev=pre1|Some colors have been changed on maps to more accurately represent their respective [[block]].}}
+|{{HistoryLine||1.9|dev=15w31a|Maps now display as a mini-map when held in the off-hand, or if the off-hand slot is occupied; the (old) large version is visible only when held in the dominant hand with the secondary hand free.|The hand animation in first person for the big map has been changed to be symmetrical.}}
+|{{HistoryLine|||dev=15w34a|New maps can now be [[crafting|crafted]] at a scale factor of 1:4.
+|A crafting recipe has been added for zooming in maps.}}
+|{{HistoryLine|||dev=15w43a|The average yield of empty maps from [[stronghold]] library [[chest]]s has been doubled.}}
+|{{HistoryLine|||dev=15w45a|New maps are once again [[crafting|crafted]] at a scale factor of 1:1, as they had been before snapshot [[15w34a]].
+|The [[crafting]] recipe, that was introduced in 15w34a, for zooming in maps has been removed.}}
+|{{HistoryLine|||dev=15w49a|Map making now uses armor equipping sounds.}}
+|{{HistoryLine||1.11|dev=16w39a|Maps now work in [[the End]].
+|Empty maps are now [[trading|sold]] by cartographer [[villager]]s as their tier 3 [[trading|trade]].
+|Added [[explorer map]]s, sold by cartographers as their tier 4 trades.}}
+|{{HistoryLine|||dev=16w39c|The texture for empty maps has been moved slightly to the bottom left to match with filled maps and paper.[{{bug|MC-72962}}]}}
+|{{HistoryLine||1.12|dev=17w17a|Maps now have separate colors for [[Stained Terracotta|stained terracotta]] blocks from other colored blocks.}}
+|{{HistoryLine||1.13|dev=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 358 and 395.
+|Maps now use additional NBT to specify which map they contain. Prior to this version, they used the [[damage]] value instead.
+|Map IDs are no longer limited to 32,768.}}
+|{{HistoryLine|||dev=17w50a|Maps can now be placed on floor and ceiling [[item frame]]s.}}
+|{{HistoryLine|||dev=18w10a|Spots on maps can now be marked using [[banner]]s.}}
+|{{HistoryLine|||dev=18w11a|Empty maps can now generate in [[shipwreck]] [[chest]]s.}}
+|{{HistoryLine|||dev=pre7|Maps have been changed slightly, in regard to which [[block]]s are shown and which blocks are not.}}
+|{{HistoryLine||1.14|dev=18w43a|[[File:Empty Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures of maps have been changed.}}
+|{{HistoryLine|||dev=18w48a|Empty maps can now be found in chests in [[village]] cartographer houses.}}
+|{{HistoryLine|||dev=19w02a|Maps can now be cloned and zoomed out (extended) by using a [[cartography table]].
+|Maps can now be locked by using a [[glass pane]] with a cartography table.
+}}
+|{{HistoryLine|||dev=19w06a|Map making is now silent again.}}
+|{{HistoryLine|||dev=19w13a|Cartographer villagers now give empty maps to players under the [[Hero of the Village]] effect.}}
+|{{HistoryLine||1.16|dev=20w21a|Map making sounds are now the same as when using a cartography table.}}
+|{{HistoryLine||1.20.6|dev=?|Filled map data format has changed.}}
+|{{HistoryLine||1.21.1|dev=24w39a|Players wearing a [[carved pumpkin]] are no longer marked on other players' maps.}}
+
+|{{HistoryLine|pocket alpha}}
+|{{HistoryLine||v0.14.0|dev=build 1|[[File:Empty Map JE1 BE1.png|32px]] [[File:Map (item) JE1 BE1.png|32px]] Added maps.
+|Maps are crafted using nine [[paper]], one for every slot of the [[crafting]] grid.
+|Maps must be combined with a [[compass]] using an [[anvil]] in order to show the [[player]]'s position.
+|Maps can be zoomed using an anvil.}}
+|{{HistoryLine|||dev=build 3|New maps are now [[crafting|crafted]] at full zoom.
+|Empty maps now have a "Create Map" button to initialize them.}}
+|{{HistoryLine|||dev=build 7|New maps are now crafted at a scale factor of 1:1.}}
+|{{HistoryLine||v0.15.0|dev=build 1|Maps can now be crafted either with 8 pieces of [[paper]] and a [[compass]] ''or'' 9 pieces of paper, to get a map with or without a position marker.}}
+|{{HistoryLine||v0.16.0|dev=build 1|Different colors have been added to maps for different [[biome]]s.}}
+|{{HistoryLine|pocket}}
+|{{HistoryLine||1.0.0|dev=alpha 0.17.0.1|Maps can now be found inside [[stronghold]] library [[chest]]s.}}
+|{{HistoryLine|||dev=release|[[Windows 10 Edition]] can now use the [[anvil]] as well as the [[crafting table]] to clone, zoom and apply markers, just as [[Pocket Edition]] in general could.}}
+|{{HistoryLine||1.1.0|dev=alpha 1.1.0.0|Empty maps with direction markers built-in are now called "locator maps".
+|Changed the displayed name of filled maps from "Map" to "Map #", with # being dependent on the order in which maps have been created. Maps created before this version, as well as maps that generate in loot chests, have the display name "Map 0".}}
+|{{HistoryLine|||dev=alpha 1.1.0.3|"Locator maps" are now called "empty locator maps".
+|Empty maps are now [[trading|sold]] by cartographer [[villager]]s for 7-11 [[emerald]]s as their tier 3 [[trading|trade]].}}
+|{{HistoryLine|bedrock}}
+|{{HistoryLine||1.2.0|dev=beta 1.2.5.12|Players outside of a locator map's area are no longer displayed using a dot and instead stay a pointer.}}
+|{{HistoryLine||1.4.0|dev=beta 1.2.14.2|Maps can now be found inside map room [[chest]]s in [[shipwreck]]s.}}
+|{{HistoryLine||?|The texture of the filled map overlay has been changed.}}
+|{{HistoryLine||?|Maps now function in dimensions other than the dimension in which they were created.}}
+|{{HistoryLine||1.10.0|dev=beta 1.10.0.3|Maps can now be found in cartographer house [[chest]]s in [[village]]s.
+|[[File:Empty Map JE2 BE2.png|32px]] The texture of empty maps has been changed.}}
+|{{HistoryLine||1.11.0|dev=beta 1.11.0.1|Empty maps can now be created from 1 [[paper]] in [[cartography table]]s.
+|Maps can now be zoomed, cloned, renamed, and have pointers added in cartography tables.}}
+|{{HistoryLine|||dev=beta 1.11.0.4|Cartographer [[villager]]s now [[trading|sell]] empty map for an [[emerald]] as their first tier [[trading|trades]].
+|Empty locator maps can now be [[trading|bought]] from cartographer villagers.}}
+|{{HistoryLine||1.13.0|dev=beta 1.13.0.1|[[File:Map (item) BE3.png|32px]] [[File:Locked Map (item) BE2.png|32px]] Filled maps and locked maps now have unique inventory icons.}}
+|{{HistoryLine||1.16.0|dev=beta 1.16.0.57|Trading has been changed, novice-level cartographer now sell an empty map for 7 emeralds. Cartographer villager no longer sell empty locator map.}}
+|{{HistoryLine||1.16.100|dev=beta 1.16.100.56|The ID of maps have been changed from emptymap
to empty_map
and map
to filled_map
.}}
+|{{HistoryLine||1.21.20|dev=Preview 1.21.10.20|Players outside of a locator map's area are displayed using a dot instead of a pointer again, matching {{el|java}}.}}
+
+|{{HistoryLine|console}}
+|{{HistoryLine||xbox=TU1|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Map (item) JE1 BE1.png|32px]] Added maps.
+|The [[player]] spawns with a free map.
+|Maps are available only as zoom step 3 maps centered at coordinates 0,0.}}
+|{{HistoryLine||xbox=TU2|Added a co-ordinate display to the in-game map.}}
+|{{HistoryLine||xbox=none|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=none|Larger sized worlds on Xbox One, Playstation 4, and Nintendo Switch have zoom step 3 maps aligned to a grid with maps centered at 0, 1024, or 2048 on the X or Z coordinates.}}
+|{{HistoryLine||xbox=TU9|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Maps now show an X at the location of the [[end portal]] if someone is in [[the end]].|[[File:Green Point (texture) BE1.png|32px]] Maps in [[item frame]]s have their position represented by a green triangle.}}
+|{{HistoryLine||xbox=TU19|xbone=CU7|ps3=1.12|psvita=1.12|ps4=1.12|[[File:Empty Map JE1 BE1.png|32px]] Added empty maps to the creative inventory.}}
+|{{HistoryLine||xbox=TU21|xbone=CU9|ps3=1.14|psvita=1.14|ps4=1.14|[[Crafting]] a map now produces an empty map.}}
+|{{HistoryLine||xbox=TU31|xbone=CU19|ps3=1.22|psvita=1.22|ps4=1.22|The player now starts with an empty map instead of an already drawn map.|Some colors have been changed on maps to more accurately represent their respective [[block]].}}
+|{{HistoryLine||xbox=TU46|xbone=CU36|ps3=1.38|psvita=1.38|ps4=1.38|wiiu=Patch 15|The outer end islands appear on different maps; even on Xbox 360, Playstation 3, Vita, and Wii U editions.}}
+|{{HistoryLine||xbox=TU49|xbone=CU39|ps3=1.42|psvita=1.42|ps4=1.42|wiiu=Patch 18|switch=1.0.1|The hand animation in first person for maps has been changed to be symmetrical.}}
+|{{HistoryLine||xbox=TU53|xbone=CU43|ps3=1.49|psvita=1.49|ps4=1.50|wiiu=Patch 23|switch=1.0.3|Maps now display as a mini-map when held in the off-hand, or if the off-hand slot is occupied; the (old) large version is visible only when held in the dominant hand with the secondary hand free.}}
+|{{HistoryLine||xbox=TU54|xbone=CU44|ps3=1.52|psvita=1.52|ps4=1.52|wiiu=Patch 24|switch=1.0.4|[[File:Frame (texture) BE1.png|32px]] Maps in item frames now have their position represented by an item frame icon.|Empty maps are now [[trading|sold]] by cartographer [[villager]]s as their tier 3 [[trading|trade]].|Added [[explorer map]]s, sold by cartographers as their tier 4 trades.}}
+|{{HistoryLine||xbox=TU57|xbone=CU49|ps3=1.57|psvita=1.56|ps4=1.56|wiiu=Patch 27|switch=1.0.7|Coordinate display of maps no longer has spaces.}}
+|{{HistoryLine||xbox=TU69|xbone=none|ps3=1.76|psvita=1.76|ps4=1.76|wiiu=Patch 38|switch=none|Maps and empty maps can now be found inside map room [[chest]]s in [[shipwreck]]s.}}
+|{{HistoryLine||xbox=none|xbone=none|ps3=none|psvita=none|ps4=1.90|wiiu=none|switch=none|[[File:Empty Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures of maps have been changed.}}
+|{{HistoryLine||ps3=none|psvita=none|ps4=1.91|Maps can now be created and used in [[cartography table]]s.|Maps can now be cloned and zoomed out (extended) by using a [[cartography table]].|Maps can now be locked by using a [[glass pane]] with a cartography table.}}
+}}
+
+== Issues ==
+{{issue list}}
+
+== Trivia ==
+* {{IN|je}}, a map created using {{cmd|give}} can be any map by using the Map parameter to specify the map number desired. E.g. {{cmd|give [player] minecraft:filled_map[minecraft:map_id=5]}} gives the specified player map_5. If no data value is supplied it defaults to map_0. If map_0 has not ever been crafted, it is centered on x=0, z=0.
+* The maps are stored separately as their own data (.dat
) file as map_x.dat
with (x) being the map number, see [[map item format]] for more info. By manipulating this number, players can organize their maps to suit them, or if they accidentally create a map in the same location, they can delete their extra map so as to save the number they make.
+* Certain programs can be used to make customized maps with images or text on them instead of actual maps.
+* Since all copies of a map are links to the same file, copying an unfinished map keeps it synchronized with the copy as the player fills it in. Thus, a copy stored in a chest can act as a remote backup.
+* A map that is in an item frame does not update itself until a player picks it up, lets it reload, and places it back again. However, if a player holds a clone of the map, both maps update.
+* Filled maps are the only items that make 90 degree rotations in item frames, and also the only items that can expand the item frame into full block wide.
+* {{IN|console}}, the player always spawns with a map in their inventory after creating a world. This was later added to {{el|Bedrock}} as an optional feature in the world creation menu.
+* Maps {{in|console}} always show the player's current coordinates at the player's eye level, as a substitute for the optional [[Coordinates|coordinate display]] in other editions.
+* A map cannot be created {{in|3ds}}. Instead, the map is always displayed on the bottom screen along with the coordinates. Biome colors do not appear on maps.
+
+== Gallery ==
+=== Screenshots ===
+
+2x2 Map Item Frames - Zoom 4 Zoom 2.jpg|Two 2x2 [[item frame|item frames]] displaying maps, each showing the same center point (-64, -64) at two different zoom levels: 2 and 4.
+MapRotation.png|Having a map in hand does not stop the ability to see ahead.
+Mcmap4.png|Nearly fully explored map.
+Zoomed Map.png|A map edited to the scale of 1.
+Sky Map.png|A map mapping the [[Sky Dimension]].
+MapOfVillage.png|A village and how it is represented on a map.
+Pumpkin map.png|A map containing a custom image made by placing a large number of blocks.
+Complete Map.png|A completely explored map.
+Large Biome Map.png|A map of a [[Large Biomes]] world.
+Map0140-0160.png|A comparison of maps between versions in Pocket Edition Alpha [[Pocket Edition Alpha 0.14.0|0.14.0]] and [[Pocket Edition Alpha 0.16.0|0.16.0]].
+Mycelium Map.png|A map view of a mushroom biome, showing that mycelium appears purple on a map.
+MiniMap.png|Maps held in the off-hand or in either hand while [[dual wielding]] appear as mini-maps.
+Partly filled treasure map.png|Partly filled treasure map with an odd area at the bottom left. Normally a partly filled map would look striped (as in the top left), but this map seems to be bugged and is possibly showing caves, or something, in the bottom left.
+Partly filled ocean explorer map.png|Partly filled ocean explorer map. Updating the game from an older version (in this case the area was first generated before 1.18) and buying a map after updating (in this case in 1.19.4) can result in the map displaying rivers and terrain where there is really a frozen sea.
+Map_LCE.png|Maps in {{el|LCE}}, showing coordinates at the top left corner.
+Nethermap.png|A map in [[the Nether]].
+Maponnether.png|A map in the Nether; the arrow turns around itself, like in [[compass]].
+Endmap.png|A map in the End.
+FramedMap.png|A map displayed on an item frame, as it looked before [[Java Edition 1.7.2]].
+Structure Map Collection.png|Multiple maps in item frames. Notice a [[village]], two [[desert pyramid]]s and a lava lake.
+Minecraft maps 3by3.png|A collection of 9 connected full maps.
+Full Map.png|A combination of 25 maps pasted together as one map.
+Map wall BE.png|A map wall on ''Bedrock Edition'', showing large areas of biome colors for each biome.
+Map's in item frames.png|Maps can be placed into [[item frame]]s so they can be viewed together.
+Comparing Maps.png|The comparison between 3 zooms of maps.
+SuperflatMap.png|A map in a [[Superflat]] world, with some [[village]]s.
+MapWallWithMarkers.png|A 3×3 map wall with banner markers.
+
+
+=== Mojang images ===
+
+MapItem1.png|A fully zoomed map.
+MapItem3.png|A world being recorded onto a map.
+Map Stained Glass 1.png|Stained glasses' appearances on maps before and after 1.13.
+Map Stained Glass 2.png|Ditto.
+Map Various Blocks 1.png|Various blocks' appearances on maps before and after 1.13.
+Map Various Blocks 2.png|Ditto.
+Better Together Map.jpg|Holding a map in the offhand in ''Bedrock Edition''.
+Better Together Map Icon.jpg|Holding a map in both hands in ''Bedrock Edition''.
+Jeb End Map.png|The first image of a map in [[the End]].
+HEYYEYAAEYAAAEYAEYAA.png|He-Man map art.
+Map Player Icons 1.png|First image of player icons on maps.
+Map Player Icons 2.png|Second image of player icons on maps.
+
+
+
+=== In other media ===
+
+MapZooms.png|A diagram showing how maps zoomed out before [[Java Edition 1.8]]. Notice how the larger maps have borders made of half and quarter small maps.
+Map18zooms.png|From 1.8, zoomed maps are aligned to this grid exactly.
+Geography Terms.jpeg|A ''Minecraft'' map of different physical geography.
+
+
+== See also ==
+* [[Explorer Map]]
+* [[Clock]]
+* [[Tutorials/Navigation|Navigation]]
+
+== References ==
+{{Reflist}}
+
+== Navigation ==
+{{Navbox items|utilities}}
+
+[[Category:Renewable resources]]
+
+[[cs:Mapa]]
+[[de:Karte]]
+[[es:Mapa]]
+[[fr:Carte (objet)]]
+[[hu:Térkép (tárgy)]]
+[[it:Mappa]]
+[[ja:地図]]
+[[ko:지도]]
+[[nl:Kaart]]
+[[pl:Mapa]]
+[[pt:Mapa]]
+[[ru:Карта]]
+[[th:แผนที่]]
+[[uk:Мапа]]
+[[zh:地图]]
diff --git a/wiki_backup/Tricky Trials.txt b/wiki_backup/Tricky Trials.txt
new file mode 100644
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--- /dev/null
+++ b/wiki_backup/Tricky Trials.txt
@@ -0,0 +1,395 @@
+{{Distinguish|Trails & Tales|Trial Chambers|Trial Omen}}
+{{about|the update that adds the trial chambers, breezes and maces|the soundtrack|Minecraft: Tricky Trials (Original Game Soundtrack)}}
+{{relevant guide|Java Edition guides/Tricky Trials|Bedrock Edition guides/Tricky Trials}}
+{{Infobox theme
+| image = 1.21 banner.jpg
+| image2 = 1.21 Bedrock Banner.jpeg
+| version =
+* [[Java Edition 1.21]]
+* [[Bedrock Edition 1.21.0]]
+| date = June 13, 2024
+| prevparent = [[Trails & Tales]]
+| prev = [[Armored Paws]]
+| next = [[Bundles of Bravery]]
+| nextparent =
+}}
+[[File:Tricky Trials Logo.png|thumb|Tricky Trials logo.]]
+{{relevant guide|Java Edition guides/Tricky Trials|Bedrock Edition guides/Tricky Trials}}
+
+'''Tricky Trials'''[[https://www.minecraft.net/en-us/article/1-21-update-officially-named-tricky-trials "The 1.21 Update Has a Name"] by Sophie Austin – [https://minecraft.net minecraft.net], April 26, 2024] is a major update released on June 13, 2024,[{{Mcnet|tricky-trials-update-official-release-date|Tricky Trials Update official release date|May 30, 2024|Sophie Austin}}] as [[Java Edition 1.21]] and [[Bedrock Edition 1.21.0]]. The update focuses on the [[trial chambers]], which serves as a place for "[[combat]] adventures", and miscellaneous features related to "tinkering".[{{ytl|DnY5xz11lR0|t=1965|Minecraft Live 2023|Minecraft|October 15, 2023}}] The update adds new [[copper]] and [[tuff]] blocks, the [[crafter]], [[bogged]], and 20 [[painting]]s, among many other features. In the trial chambers, [[trial spawner]]s spawn hostile mobs as a challenge, including [[breeze]]s that jump in the air and shoot [[wind charge]]s at players. [[Vault]]s reward players for completing trials. [[Ominous bottle]]s can be used to trigger [[ominous trial]]s for even bigger rewards. [[Mace]]s are new melee weapons that can each be crafted by combining a [[heavy core]] and a [[breeze rod]]. The name of the update was revealed in ''[[Minecraft Monthly]]'' on April 26, 2024.
+
+== Notable features ==
+{{main|Java Edition 1.21|Bedrock Edition 1.21.0}}
+
+; New [[block]]s
+* {{Animate|Crafter JE4 BE3.png; Crafter Triggered JE4 BE3.png; Crafter Crafting JE4 BE3.png|32px}} [[Crafter]]
+** Crafted using five [[iron ingot]]s, two [[redstone dust]]s, a [[crafting table]], and a [[dropper]].
+** Used to [[crafting|craft]] an item when powered on.
+* [[File:Heavy Core.png|x32px]] [[Heavy Core]]
+** Obtained from unlocking [[ominous vault]]s at a 7.5% chance.
+** Used to craft the [[mace]].
+* [[File:Trial Spawner.png|x32px]] [[Trial Spawner]]
+** Generates in [[trial chambers]].
+** Spawns a limited number of mobs.
+** Once all the mobs are defeated, the trial spawner ejects a reward.
+* [[File:Ominous Trial Spawner (active) JE1 BE1.png|x32px]] [[Ominous Trial Spawner]]
+** Changes from a trial spawner when a player approaches with the [[Trial Omen]] effect active.
+** Spawn mobs with equipment, as well as shooting potions and projectiles.
+** Ejects a different set of loot compared to the normal trial spawner.
+* [[File:Vault.png|x32px]] [[Vault]]
+** Generates in [[trial chambers]].
+** Unlocks with a [[trial key]] and ejects loot once per player.
+* [[File:Ominous Vault (active) JE1 BE1.png|x32px]] [[Ominous Vault]]
+** Generates in [[trial chambers]].
+** Has a unique loot table compared to the normal vault.
+* New [[copper]] blocks, all can be found in trial chambers:
+** {{Animate|Chiseled Copper JE1 BE1.png; Exposed Chiseled Copper JE1 BE1.png; Weathered Chiseled Copper JE1 BE1.png; Oxidized Chiseled Copper JE1 BE1.png|32px}} [[Chiseled Copper]]
+** {{Animate|Copper Grate JE1 BE1.png; Exposed Copper Grate JE1 BE1.png; Weathered Copper Grate JE1 BE1.png; Oxidized Copper Grate JE1 BE1.png|32px}} [[Copper Grate]]
+*** Can allow light to shine through.
+** {{Animate|Copper Door JE3 BE3.png; Exposed Copper Door JE3 BE3.png; Weathered Copper Door JE3 BE3.png; Oxidized Copper Door JE3 BE3.png|32px}} [[Copper Door]]
+** {{Animate|Copper Trapdoor JE2 BE2.png; Exposed Copper Trapdoor JE2 BE2.png; Weathered Copper Trapdoor JE2 BE2.png; Oxidized Copper Trapdoor JE2 BE2.png|32px}} [[Copper Trapdoor]]
+** {{Animate|Copper Bulb JE1 BE1.png; Lit Copper Bulb JE1 BE1.png; Exposed Copper Bulb JE1 BE1.png; Lit Exposed Copper Bulb JE1 BE1.png; Weathered Copper Bulb JE1 BE1.png; Lit Weathered Copper Bulb JE1 BE1.png; Oxidized Copper Bulb JE1 BE1.png; Lit Oxidized Copper Bulb JE1 BE1.png|32px}} [[Copper Bulb]]
+*** Crafted using three of the respective copper blocks, a [[blaze rod]], and a [[redstone dust]].
+*** Light level depends on oxidation state.
+*** Can be toggled on with redstone.
+*** Does not need power to continue to emit light.
+* New [[tuff]] blocks, most can be found in trial chambers:
+** [[File:Tuff Stairs.png|x32px]] [[Tuff Stairs]]
+** [[File:Tuff Slab.png|x32px]] [[Tuff Slab]]
+** [[File:Tuff Wall.png|x32px]] [[Tuff Wall]]
+** [[File:Chiseled Tuff.png|x32px]] [[Chiseled Tuff]]
+** [[File:Polished Tuff.png|x32px]] [[Polished Tuff]]
+*** [[File:Polished Tuff Stairs.png|x32px]] [[Polished Tuff Stairs]]
+*** [[File:Polished Tuff Slab.png|x32px]] [[Polished Tuff Slab]]
+*** [[File:Polished Tuff Wall.png|x32px]] [[Polished Tuff Wall]]
+** [[File:Tuff Bricks.png|x32px]] [[Tuff Bricks]]
+*** [[File:Tuff Brick Stairs.png|x32px]] [[Tuff Brick Stairs]]
+*** [[File:Tuff Brick Slab.png|x32px]] [[Tuff Brick Slab]]
+*** [[File:Tuff Brick Wall.png|x32px]] [[Tuff Brick Wall]]
+*** [[File:Chiseled Tuff Bricks.png|x32px]] [[Chiseled Tuff Bricks]]
+
+; New [[item]]s
+* [[File:Breeze Rod.png|class=pixel-image|x32px]] [[Breeze Rod]]
+** Obtained as drops from [[breeze]]s.
+** Can be used to craft [[wind charge]], [[mace]], and [[flow armor trim]].
+** Can also be used to brew potion of wind charging.
+* [[File:Wind Charge (item) JE1 BE1.png|class=pixel-image|x32px]] [[Wind Charge]]
+** Used as a projectile to knock entities back and activate certain [[redstone components]].
+** Used by the [[breeze]].
+** Can also be crafted with a breeze rod.
+* [[File:Mace.png|class=pixel-image|x32px]] [[Mace]]
+** A new melee weapon that can be crafted using a [[heavy core]] and a [[breeze rod]].
+** Deals 6 damage, identical to that of a [[iron sword]] in ''[[Java Edition]]'' and a [[stone sword]] in ''[[Bedrock Edition]]''.
+** Has an attack speed of 0.6, 40% slower than that of a golden, diamond, or netherite [[axe]].
+** Attacking after having fallen at least 1.5 blocks performs a smash attack. The more blocks a player has fallen, the greater the damage of the smash attack.
+*** Successfully striking a target with a smash attack negates any damage accumulated from the fall, similar to how a [[wind charge]] works, as well as resetting all vertical momentum.
+*** Maces have a unique explosive particle effect when executing a smash attack.
+*** In addition to the normal unique smash attack sound, a different unique sound is played performing a smash attack from a fall of more than 5 blocks.
+*** Other entities near a smash-attacked target receive knockback, with a stronger effect when having fallen more than 5 blocks before attacking.
+*** Smash attacks activates the [[Wind Burst]] enchantment.
+** Can be repaired with [[breeze rod]]s using an [[anvil]].
+** Has three exclusive enchantments:
+*** [[Density]]: Increases the damage of the smash attack per block fallen before the smash attack is performed.
+*** [[Breach]]: Reduces the effectiveness of armor protecting from damage dealt by the mace.
+*** [[Wind Burst]]: Creates a small wind burst when the smash attack is performed, similar to the one generated by a [[wind charge]].
+* [[File:Ominous Bottle.png|class=pixel-image|x32px]] [[Ominous Bottle]]
+** Obtained from unlocking [[vault]]s.
+** Can also be obtained as drops by [[raid captain]]s.
+** Gives the player [[Bad Omen]] when consumed.
+* [[File:Trial Chambers Map.png|class=pixel-image|x32px]] [[Trial Explorer Map]]
+** Sold by [[Cartographer]]s
+** Used to find [[trial chambers]].
+* [[File:Trial Key.png|class=pixel-image|x32px]] [[Trial Key]]
+** Obtained from [[trial spawner|trial spawners]].
+** Used to unlock a [[vault]].
+* [[File:Ominous Trial Key.png|class=pixel-image|x32px]] [[Ominous Trial Key]]
+** Obtained from [[ominous trial spawner|ominous trial spawners]].
+** Used to unlock an [[ominous vault]].
+* New [[potion]]s:
+** {{Animate|Potion of Infestation.png; Splash Potion of Infestation.png; Lingering Potion of Infestation.png|x32px}} [[Potion of Infestation]]
+*** Brewed by using [[stone]].
+** {{Animate|Potion of Oozing.png; Splash Potion of Oozing.png; Lingering Potion of Oozing.png|x32px}} [[Potion of Oozing]]
+*** Brewed by using a [[slime block]].
+** {{Animate|Potion of Weaving.png; Splash Potion of Weaving.png; Lingering Potion of Weaving.png|x32px}} [[Potion of Weaving]]
+*** Brewed by using a [[cobweb]].
+** {{Animate|Potion of Wind Charging.png; Splash Potion of Wind Charging.png; Lingering Potion of Wind Charging.png|x32px}} [[Potion of Wind Charging]]
+*** Brewed by using a [[breeze rod]].
+* New [[tipped arrow]]s:
+** [[File:Arrow of Infestation.png|class=pixel-image|x32px]] [[Arrow of Infestation]]
+** [[File:Arrow of Oozing.png|class=pixel-image|x32px]] [[Arrow of Oozing]]
+** [[File:Arrow of Weaving.png|class=pixel-image|x32px]] [[Arrow of Weaving]]
+** [[File:Arrow of Wind Charging.png|class=pixel-image|x32px]] [[Arrow of Wind Charging]]
+* New [[banner pattern]]s:
+** [[File:Flow banner pattern.png|x32px]] [[Flow Banner Pattern]]
+*** Obtained from unlocking [[ominous vault]]s at a 15% chance.
+** [[File:Guster banner pattern.png|x32px]] [[Guster Banner Pattern]]
+*** Obtained from unlocking [[vault]]s at a 4.6% chance.
+* New [[pottery sherd]]s:
+** [[File:Flow Pottery Sherd.png|class=pixel-image|x32px]] [[Flow Pottery Sherd]]
+** [[File:Guster Pottery Sherd.png|class=pixel-image|x32px]] [[Guster Pottery Sherd]]
+** [[File:Scrape Pottery Sherd.png|class=pixel-image|x32px]] [[Scrape Pottery Sherd]]
+* New [[armor trim]]s:
+** [[File:Bolt Armor Trim Smithing Template JE1 BE1.png|class=pixel-image|x32px]] [[Bolt Armor Trim]]
+*** Obtained from unlocking [[vault]]s at a 6.3% chance.
+** [[File:Flow Armor Trim Smithing Template JE1 BE1.png|class=pixel-image|x32px]] [[Flow Armor Trim]]
+*** Obtained from unlocking [[ominous vault]]s at a 22.5% chance.
+* New [[music disc]]s:
+**[[File:Music_Disc_Precipice_JE1_BE1.png|class=pixel-image|x32px]] [[Music Disc Precipice|Aaron Cherof - Precipice]]
+*** Obtained from unlocking [[vault]]s at a 3.6% chance.
+** [[File:Music_Disc_Creator_JE1_BE1.png|class=pixel-image|x32px]] [[Music Disc Creator|Lena Raine - Creator]]
+*** Obtained from unlocking [[ominous vault]]s at a 7.5% chance.
+** [[File:Music_Disc_Creator_(Music_Box)_JE1_BE1.png |class=pixel-image|x32px]] [[Music Disc Creator (Music Box)|Lena Raine - Creator (Music Box)]]
+*** Obtained from breaking [[decorated pot]]s in [[trial chambers]] at a 1.4% chance.
+* [[Spawn egg]]s:
+** [[File:Bogged Spawn Egg.png|class=pixel-image|x32px]] [[Bogged Spawn Egg]]
+** [[File:Breeze Spawn Egg.png|class=pixel-image|x32px]] [[Breeze Spawn Egg]]
+
+; New [[painting]]s
+* Added 20 new paintings and painting sizes by the artists [[Sarah Boeving]] and [[Kristoffer Zetterstrand]]:
+{| class="wikitable sortable"
+! class="unsortable" scope="col"| Picture
+! Name !! Size !! Artist
+|-
+| style="text-align:center;" | [[File:Meditative (texture) JE1 BE1.png|16px]]
+| ''Meditative'' || ''1x1'' || Sarah Boeving
+|-
+| style="text-align:center;" | [[File:Prairie Ride (texture) JE1 BE1.png|16px]]
+| ''Prairie Ride'' || ''1x2'' || Sarah Boeving
+|-
+| style="text-align:center;" | [[File:Baroque (texture) JE1 BE1.png|32px]]
+| ''Baroque'' || ''2x2'' || Sarah Boeving
+|-
+| style="text-align:center;" | [[File:Humble (texture) JE1 BE1.png|32px]]
+| ''Humble'' || ''2x2'' || Sarah Boeving
+|-
+| style="text-align:center;" | [[File:Unpacked (texture) JE1 BE1.png|64px]]
+| ''Unpacked'' || ''4x4'' || Sarah Boeving
+|-
+| style="text-align:center;" | [[File:Bouquet (texture).png|48px]]
+| ''Bouquet'' || ''3x3'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Cavebird (texture).png|48px]]
+| ''Cavebird'' || ''3x3'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Cotan (texture).png|48px]]
+| ''Cotán'' || ''3x3'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Endboss (texture).png|48px]]
+| ''Endboss'' || ''3x3'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Fern (painting texture).png|48px]]
+| ''Fern'' || ''3x3'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Owlemons (texture).png|48px]]
+| ''Owlemons'' || ''3x3'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Sunflowers (texture).png|48px]]
+| ''Sunflowers'' || ''3x3'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Tides (texture).png|48px]]
+| ''Tides'' || ''3x3'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Backyard (texture).png|48px]]
+| ''Backyard'' || ''3x4'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Pond (texture).png|48px]]
+| ''Pond'' || ''3x4'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Changing (texture).png|64px]]
+| ''Changing'' || ''4x2'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Finding (texture).png|64px]]
+| ''Finding'' || ''4x2'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Lowmist (texture).png|64px]]
+| ''Lowmist'' || ''4x2'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Passage (texture).png|64px]]
+| ''Passage'' || ''4x2'' || Kristoffer Zetterstrand
+|-
+| style="text-align:center;" | [[File:Orb (texture).png|64px]]
+| ''Orb'' || ''4x4'' || Kristoffer Zetterstrand
+|}
+
+; New [[mob]]s
+* [[File:Bogged JE2 BE2.png|x32px]] [[Bogged]]
+** Spawns in [[swamp]]s and [[mangrove swamp]]s.
+** Can also be found in [[trial chambers]].
+** Shoots [[tipped arrow]]s of [[poison]].
+* [[File:Breeze JE1.webp|x32px]] [[Breeze]]
+** Spawns in trial chambers.
+** Jumps around and fires [[wind charge]]s to deal knockback.
+** Drops [[breeze rod]]s when killed.
+
+; New [[structure]]s
+* [[File:Isometric Chamber-6.png|x32px]] [[Trial Chambers]]
+** Giant underground structures made of [[tuff]] and [[copper block]]s that provide players a mid-game combat challenge.
+** The only place where [[breeze]]s, [[trial spawner]]s, and [[vault]]s appear.
+** Consists of several chambers connected together through corridors.
+** Each chamber has a trial spawner configured to either spawn the breeze, a melee mob ([[zombie]], [[husk]], or [[spider]]), a small melee mob ([[silverfish]], [[baby zombie]], [[cave spider]], or [[slime]]), or a ranged mob ([[stray]], [[skeleton]], [[bogged]]).
+
+; New [[gameplay]]
+* {{Animate|Bad Omen JE3 BE3.png; Raid Omen JE2 BE1.png; Bad Omen JE3 BE3.png; Trial Omen JE1 BE1.png|32px}} [[Ominous events]]
+** Can be activated with [[Bad Omen]].
+** When near a [[trial chamber]], it starts an [[ominous trial]].
+** When near a [[village]], it starts a [[raid]].
+* [[File:Enchanted Book.gif|x32px]] New [[enchantment]]s for the [[mace]]:
+** [[Breach]]
+*** Reduces the effectiveness of [[armor]].
+** [[Density]]
+*** Increases damage dealt per block fallen.
+** [[Wind Burst]]
+*** Creates a [[wind charged]] effect upon executing a smash attack.
+*** Cannot be obtained from the [[enchanting table]].
+* New [[effect]]s:
+** [[File:Infested.png|class=pixel-image|x32px]] [[Infested]]
+*** Entities have a 10% chance upon being hurt to spawn 1-3 [[silverfish]].
+** [[File:Oozing.png|class=pixel-image|x32px]] [[Oozing]]
+*** Upon death, entities can spawn two [[slime]]s within a 5x5x5 area.
+** [[File:Raid Omen.png|class=pixel-image|x32px]] [[Raid Omen]]
+*** Occurs when an entity with [[Bad Omen]] is near a valid [[village]].
+*** Causes a [[raid]] to start.
+** [[File:Trial Omen.png|class=pixel-image|x32px]] [[Trial Omen]]
+*** Occurs when an entity with [[Bad Omen]] is near a [[trial spawner]].
+*** Starts an [[ominous trial]].
+** [[File:Weaving.png|class=pixel-image|x32px]] [[Weaving]]
+*** Upon death, entities leave behind 2-3 [[cobweb]]s within a 7x7x7 area.
+*** Entities with weaving can also move through cobwebs faster.
+** [[File:Wind Charged.png|class=pixel-image|x32px]] [[Wind Charged]]
+*** Upon death, entities release a burst of wind that deals knockback.
+
+; New [[Minecraft: Tricky Trials (Original Game Soundtrack)|soundtrack]]
+* Nine new ambient tracks from [[Lena Raine]], [[Kumi Tanioka]], and [[Aaron Cherof]] were added; all tracks play on the main menu.
+** "[[Featherfall]]" by Aaron Cherof
+*** Plays in [[badland]]s, [[cherry grove]]s, [[flower forest]]s, [[lush cave]]s, and any other biome that does not already have a corresponding set of biome-specific music.
+** "[[Watcher]]" by Aaron Cherof
+*** Plays in any biome that does not already have a corresponding set of biome-specific music.
+** "[[Puzzlebox]]" by Aaron Cherof
+*** Plays in any biome that does not already have a corresponding set of biome-specific music.
+** "[[komorebi]]" by Kumi Tanioka
+*** Plays in any biome that does not already have a corresponding set of biome-specific music.
+** "[[pokopoko]]" by Kumi Tanioka
+*** Plays in [[dripstone cave]]s, [[grove]]s, [[jagged peaks]], and [[snowy slopes]].
+** "[[yakusoku]]" by Kumi Tanioka
+*** Plays in any biome that does not already have a corresponding set of biome-specific music.
+** "[[Deeper]]" by Lena Raine
+*** Plays in [[dripstone cave]]s and the [[deep dark]].
+** "[[Eld Unknown]]" by Lena Raine
+*** Plays in [[dripstone cave]]s, [[grove]]s, [[jagged peaks]], and [[snowy slopes]].
+** "[[Endless]]" by Lena Raine
+*** Plays in [[dripstone cave]]s, [[grove]]s, [[jagged peaks]], and [[snowy slopes]].
+
+== Further revisions ==
+=== Java Edition ===
+* [[Java Edition 1.21.1|1.21.1]] was released to fix critical bugs.
+* [[Java Edition 1.21.2|1.21.2]], dubbed as [[Bundles of Bravery]], added [[bundle]]s.
+* [[Java Edition 1.21.3|1.21.3]] was released to fix critical bugs related to 1.21.2.
+* [[Java Edition 1.21.4|1.21.4]], dubbed as [[The Garden Awakens]], added [[pale forest]]s, [[creaking]]s, [[pale oak]] wood and [[resin]] block sets.
+
+=== Bedrock Edition ===
+* [[Bedrock Edition 1.21.1|1.21.1]] was released to fix critical bugs related to 1.21.0.
+* [[Bedrock Edition 1.21.2|1.21.2]] was released to fix critical bugs related to 1.21.1.
+* [[Bedrock Edition 1.21.3|1.21.3]] was released to fix critical bugs related to 1.21.2.
+* [[Bedrock Edition 1.21.20|1.21.20]] was released to bring more parity from {{JE}}, separate the IDs of many blocks, and fix bugs.
+* [[Bedrock Edition 1.21.21|1.21.21]] was released to fix critical bugs related to 1.21.20.
+* [[Bedrock Edition 1.21.22|1.21.22]] was released to fix critical bugs related to 1.21.21.
+* [[Bedrock Edition 1.21.23|1.21.23]] was released to fix critical bugs related to 1.21.22.
+* [[Bedrock Edition 1.21.30|1.21.30]] was released to change lots of names of blocks and items to parity with {{JE}}, add [[bundle]]s as an experimental feature, and fix bugs.
+* [[Bedrock Edition 1.21.31|1.21.31]] was released to fix critical bugs related to 1.21.30.
+* [[Bedrock Edition 1.21.40|1.21.40]], dubbed as [[Bundles of Bravery]], added [[bundle]]s and [[hardcore mode]].
+* [[Bedrock Edition 1.21.41|1.21.41]] was released to fix critical bugs related to 1.21.40.
+* [[Bedrock Edition 1.21.42|1.21.42]] was released to fix critical bugs related to 1.21.41.
+* [[Bedrock Edition 1.21.43|1.21.43]] was released to fix critical bugs related to 1.21.42.
+* [[Bedrock Edition 1.21.44|1.21.44]] was released to fix critical bugs related to 1.21.43.
+* [[Bedrock Edition 1.21.50|1.21.50]], dubbed as [[The Garden Awakens]], added [[pale forest]]s, [[creaking]]s, [[pale oak]] wood and [[resin]] block sets.
+* [[Bedrock Edition 1.21.51|1.21.51]] was released to fix critical bugs related to 1.21.50.
+
+== Video ==
+=== Trailer ===
+{{Main|Mojang cinematics}}{{yt|NG-5L34HqOs}}
+
+===Soundtrack===
+{{CV|SLS9tUa2GXI|Aaron Cherof - "Featherfall"}}
+{{CV|CcAV71mXg_8|Aaron Cherof - "Watcher"}}
+{{CV|ray1Svv6Sl8|Aaron Cherof - "Puzzlebox"}}
+{{CV|Y9menjGA86s|Kumi Tanioka - "komorebi"}}
+{{CV|8ravZ03m55A|Kumi Tanioka - "pokopoko"}}
+{{CV|Vaak5b8RRaY|Kumi Tanioka - "yakusoku"}}
+{{CV|6B7PqW2NKeQ|Lena Raine - "Deeper"}}
+{{CV|G49EncT1T14|Lena Raine - "Eld Unknown"}}
+{{CV|TRY0tH78Tjk|Lena Raine - "Endless"}}
+{{CV|Qtf8YFw8iZg|Lena Raine - "Creator"}}
+{{CV|EZsjkfWQ2Vs|Lena Raine - "Creator (Music Box Version)"}}
+{{CV|dEgjOyBwIaE|Aaron Cherof - "Precipice"}}
+
+== Gallery ==
+=== Official videos ===
+
+Tricky Trials Update video.mp4
+
+
+=== Official artwork ===
+
+Tricky Trials Logo.png|Tricky Trials logo.
+Tricky Trials Logo.jpg|The update's logo with background.
+Tricky Trials Key Art.png|Key art.
+Tricky Trials Key Art With Release Date.jpg|Key art with release date and logo.
+Linus-chan-minecraft-trickytrialssecondarykeyart-breeze-reduced.jpg|More key art.
+Tricky Trials Original Game Soundtrack cover.png|Soundtrack artwork.
+Tricky Trials Soundtrack Artwork Expanded.jpg|Soundtrack artwork expanded.
+Ari Noor Maces.jpg|Ari and Noor with maces.
+Breeze Jumping Artwork.jpg|A breeze jumping.
+Looting Trial Spawner Artwork.jpg|A trial spawner being looted.
+Tricky Trials Website Divider 1.jpg|Divider used on the website.
+Tricky Trials Website Divider 2.jpg|Divider used on the website.
+
+
+=== Tricky Trials Update celebration ===
+
+Tricky Trials item set promo.jpeg|A new set of Character Creator items as part of the Tricky Trials Update celebration.
+The Trial Top artwork.jpeg|The Trial Top, the first free Character Creator item.
+The Trial Mask artwork.jpeg|The Trial Mask, the second free Character Creator item.
+The Trial Leggings artwork.jpeg|The Trial Leggings, the third free Character Creator item.
+
+
+=== Development images ===
+
+MCLive Crafter.png|A [[crafter]] as seen in its reveal.
+Crafter teaser 01.jpg|A [[crafter]] activating and ejecting a [[cherry hanging sign]].
+Slot Disabling.png|Slots may be disabled by clicking on them, which is useful for automating shaped recipes.
+TrialChamber Hallway.jpg|A corridor of the [[trial chambers]].
+TrialChamber floor2.jpg|The second floor of a trial chamber.
+TrialChamber staircase1.jpg|A staircase at the end of a trial chamber hallway.
+TrialChamber trap1.jpg|A trap featuring a [[dispenser]] and two [[tripwire]]s.
+Breeze room.jpeg|A large room with a [[trial spawner]] in the middle.
+A screenshot of a corridor inside a trial chamber.jpeg|A trial chamber corridor with a [[trial spawner]] on the balcony.
+Breeze teaser 01.jpg|A [[breeze]] firing a [[wind charge]] at a player during the "upcoming features" presentation at [[Minecraft Live 2023]].
+Bogged near spawner.png|[[Bogged]] near a [[trial spawner]].
+Tricky Temple.jpeg|A build consisting of new blocks from the Tricky Trials Update.
+Tuff Well.jpeg|A second build, a fountain made of tuff.
+Copper Lounge.jpeg|A third build, a living area with a cat.
+Packed.jpeg|A fourth build, featuring intricate pillars and a painting.
+
+
+== References ==
+{{reflist}}
+
+== External links ==
+*[https://minecraft.net/updates/tricky-trials See What’s New in the Minecraft Tricky Trials Update] ([https://web.archive.org/web/20240614050022/https://www.minecraft.net/en-us/updates/tricky-trials Archive])
+*[https://help.minecraft.net/hc/en-us/articles/27262720018189-Tricky-Trials-Update-Features Tricky Trials Update Features] – [[Minecraft Help Center]]
+
+== Navigation ==
+{{Navbox named updates}}
+{{Navbox Java Edition versions|1.2x}}
+{{Navbox Bedrock Edition versions|1.2x}}
+
+[[Category:Named updates]]
+
+[[de:Tricky Trials]]
+[[es:Tricky Trials]]
+[[fr:Épreuves éprouvantes]]
+[[ja:トリッキー・トライアル]]
+[[pt:Tricky Trials]]
+[[ru:Tricky Trials]]
+[[uk:Tricky Trials]]
+[[zh:棘巧试炼]]
diff --git a/wiki_backup/Tutorials_Hardcore mode.txt b/wiki_backup/Tutorials_Hardcore mode.txt
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+++ b/wiki_backup/Tutorials_Hardcore mode.txt
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+{{Cleanup|reason=Some parts of this guide are outdated.}}
+[[Hardcore]] worlds are one of the most unforgiving types of Minecraft world. It can take many attempts before actually reaching the credits, which can be frustrating. This article focuses on ''Singleplayer Hardcore strategies'', many, but not all, of which can apply to other game modes.
+
+Before beginning a Hardcore world, it is advisable to beat the game on Hard a few times. Learn to act quickly and effectively. After starting a Hardcore world, it may be helpful to practice on other non-Hardcore worlds, especially to prepare for fighting the [[ender dragon]].
+
+== Tips ==
+* Always watch your back. Some of the most common deaths are from a [[creeper]], which is almost completely silent and produces a devastating explosion, or a [[ghast]], which shoots fireballs from extremely far away. The fastest way a creeper can get to you is dropping from above.
+* Fall damage is a common way of dying, so wearing boots with [[Feather Falling]] IV can be helpful as you are unlikely to die of fall damage unless your health is low.
+* Never attack two creepers in a row or at once. The same goes for skeletons because their long-range shooting means it's hard to get in close.
+* Shields are inexpensive to make, but can save your life if you get trapped with a creeper or skeleton.
+* Never take unnecessary risks. Sometimes there are necessary risks, but most things probably are not worth the chance of death or losing a lot of health that may lead to death. For example, in most situations, it's better to bridge a gap over a lava ocean to a Nether Fortress than to throw an ender pearl to get over there.
+* Mobile inventory space can be increased through the use of [[ender chest]]s, [[shulker box]]es, [[horse]]s, [[donkey]]s, [[mule]]s, and [[llama]]s with a chest.
+* Don't be afraid to place plenty of [[torch]]es all over the ground. Surviving is easier in a well-lit area.
+* [[Bed]]s are critical, especially early game. They bypass monsters spawning at night (and prevent [[phantom]]s). This is helpful for exploring the surface and gathering basic resources in safety. To save materials, break and reuse the same bed. Normally breaking a bed is a bad idea (as you spawn in the world spawn if you die), but in Hardcore mode, you do not respawn.
+* Avoid going out at night until you're well prepared, with iron or diamond equipment, and preferably a safe zone to retreat to. If night suddenly falls upon you, retreat to a shelter (if one is close enough), or build one. Even a simple pillar is helpful for surviving the night (Keep in mind that skeletons can still damage you with their ranged attacks, so you may consider building a two blocks tall walls around you to avoid arrows). Spiders can also reach you if your pillar is not high enough. 16 blocks is enough to keep them away.
+* Wear your best set of armor at all times, replacing it as it gets worn. You can also enchant your armor with Mending so it can always be repairable. Remember that unenchanted armor doesn't protect you against falling damage, Poison, Hunger, etc.
+* Avoid lags and don't use glitches. You won't want to have your computer lag for an hour and then find out that you died when the lag was occurring.
+* Sometimes it's better to flee than fight. Always have a solid block on your hotbar and practice key binding so you can build a barricade and shelter on short notice.
+* Try to keep your [[hunger]] meter full at all times; regenerating health might save your life and eating in the middle of combat can be hard to do. Remember: hunger can kill you.
+** Walk and avoid jumping when you are not being pursued by a mob. Sprinting can deplete a lot of your hunger bar if you are not careful.
+*** While walking around, try to punch passive mobs with meat drops to death, such as [[pig]]s, which drop [[porkchop]]s.
+** Do not jump too much. It takes down your hunger bar if you are not careful. Use stairs and ladders instead of jumping if you are low on food, but it may be hard to find the resources to have many of them.
+** Try not to take unnecessary damage. The fastest way to lose a full hunger bar is regenerating health.
+* Try to have a stable good food supply like a potato farm or a pig/cow farm so you can worry less about conserving hunger.
+* Do everything you can to make sure that you are not overrun by monsters. Plan ahead and leave escape routes ready. Digging into the side of a mountain to make an emergency dugout shelter should only be done in extreme emergencies.
+* It's a good idea to keep a milk bucket and a water bucket on you at all times, with the milk on your hotbar while on the surface to counter witches' potions, and the water while mining just in case you run into lava and need to put yourself out. If mining in [[the Nether]], put a Fire Resistance [[potion]] instead of your water bucket in case you mine into lava.
+* Be careful when updating sand or gravel, as it can fall and suffocate you or drop you into hazards.
+* When you find enough gold, make a [[golden apple]], put it in your hotbar, and never remove it. This could save you and is by far the best use of gold. A potion of healing also works, preferably a splash potion as you can use it faster and it hurts undead mobs, like [[zombie]]s. On a similar note, always keep a weapon on your hotbar. If you are lucky enough to find an [[Enchanted Golden Apple]], also put it in your hotbar.
+* Don't worry about storing items away. If you die, you lose everything regardless if you stored or not. It is important, however, to clear out inventory clutter. Keep anything useful in organized chests and in your [[Ender Chest]] so it can be retrieved quickly.
+* The [[Curse of Vanishing]] enchantment doesn't affect anything.
+* It is recommended to avoid armor with the [[Curse of Binding]] enchantment, because once you put it on, you can't get it off unless it breaks or you die. This is also good advice for regular worlds, but the consequences are far less in regular survival than in hardcore. If you put on a pumpkin head or a mob head with the enchantment, you can never remove them as they cannot break.
+* Avoid [[woodland mansion]]s until you have at least full enchanted diamond armor and a diamond sword. The [[evoker]]s are dangerous, but more so are the [[vex]]es they spawn, as they dodge constantly and can go through blocks, usually spawned in groups of 3 or more. [[Vindicator]]s can deal heavy damage to the player, killing the player in a few hits even with Protection 4 netherite armor.
+* Kill any iron golem that villages spawn with lava or pillar up three blocks high and do not use them for protection. It's a tempting idea, but if you misclick and provoke them they can kill you in a single hit, even with full iron armor. Even with Protection 4 netherite armor, they can kill you quickly if you get stuck.
+** Instead, make the iron golems for protection. They do not attack when provoked when they are made by players.
+* It is possible to lose up to 19 and 16 HP, while using a [[Protection]] IV diamond and netherite [[armor]] set when a [[creeper]] explodes. Consider using [[Blast Protection]] gear (if possible) when exploring caves as it brings down the max [[damage]] to 10 and 9 HP. Note that these values are worst-case scenarios, but worth considering if planning to continue after beating the game.
+** However, apart from upgrading your armor, it would be best to keep concentrated and make the best of shields and/or blocks (place one between you and the creeper can significantly decrease damage you'll suffered).
+* If you believe that it is difficult to win a fight, just flee. Taking the risk can lead to death or losing a revival item such as the [[totem of undying]] or a [[golden apple]].
+* Never AFK on Hardcore mode. The last thing you want is to come back and realize that you got killed. If you must AFK, pause the game, and if you are trying to AFK overnight to get lots of items from automatic farms, block yourself in to prevent a single mob from coming in and killing you.
+* Accept that at some point, you die and you lose your world. You are never safe, so be prepared for that moment to say goodbye to your world. If you want to build something huge and you do not want to play with backups, you have to accept the eventual loss of all your hard work.
+* If exploring in the End, be careful because falling into the Void results in instant death, and this is the one situation a Totem of Undying cannot save you. Equipping an [[elytra]] and [[firework rocket]]s can save your world if you have fast enough reactions. On that note, it is generally much safer to build bridges instead of throwing Ender Pearls. Even if it takes a long time to build, it serves as a permanent pathway between the islands, and pearling has a relatively high chance of hitting the side of an island and causing you to die in the Void. If you're really paranoid, build railings on your bridge.
+* Always have a [[totem of undying]] in your off-hand, for the inevitable need to save your life. If you have multiple, bring a couple spares in your inventory to quickly put back in your off-hand.
+* Do not respond to pressure from other people. You are the only one who truly knows your skill level. Don't make stupid mistakes like trying to impress your friends with things like 4-block jumps over lava. If you truly feel that something is too dangerous for you, don't do it, and take the easy way out. You may get too full of yourself and think that you are invincible to death or are too good for safety, but you are not, no matter what. If you choose to do these risky behaviors, bring precautions (like a Totem of Undying or Fire Resistance Potion) in case you do fail.
+* Be careful with Elytra as it is really easy to smash into the ground or a block, probably killing the player. To be 100% safe, always land in water or hold a Totem of Undying when landing.
+* Do not forget that you can pause the game in order to think.
+* If it has not yet been patched, when you fall off a cliff, pause and exit your world and then log in to reset the fall counter, thus reducing or negating fall damage.
+* Have a water bucket in your hotbar at all times. It may save your life.
+* Endermen can be dangerous, so before going into combat with one, build a 2-block-tall roof above you because the enderman is too tall to fit. The same trick works for wither skeletons.
+* Never fight mobs in a herd unless you have a shield or there is a creeper in the horde. You can ''block an explosion'', thus killing or damaging all mobs in range. This is risky, but it can be effective.
+* In a pinch, when fighting multiple mobs, try to get a skeleton to shoot a different mob. That mob and the skeleton then fight each other, which might allow you to slip away in the confusion.
+=== Settings and Options ===
+There are many ways, in-game and otherwise, to alter aspects of Hardcore mode.
+* Try to maximize framerate.
+** Close any other applications.
+** Weigh the advantages of features that may cause low FPS (such as particles, graphics type, etc.)
+*** In particular, turning down the Rendering Distance (in [Esc] > Options > Video Settings) can greatly improve FPS as well as reducing lag spikes. In addition to performance, leaving the Rendering Distance at 2 effectively stops almost all mobs from spawning in low light levels, thus nullifying the greatest challenge associated with Hardcore mode. Do note, however, that this may feel cheaty and may reduce the fun of the experience.
+** Jungles and waterfalls cause lag on low-end systems. In some circumstances, client-side chunk update lag is instantly fatal. Consider restarting the game or reducing your chunk radius if you spawn in a jungle or mountains.
+* In Video Settings, set brightness to "bright" to make things a bit easier.
+* Use sound. Listen to everything; [[Creeper]]s make sounds walking on blocks. [[Parrot]]s can be even more useful for those purposes.
+** Even if you do have sounds turned on, use [[subtitles]]; they can alert the player if any sounds are nearby.
+* Avoid using unfamiliar [[resource pack]]s. Sometimes it can be beneficial to get a resource pack that changes certain textures slightly (for example, by slightly brightening the nether brick texture it becomes more obvious where it is safe to step in nether fortresses), but you should get used to the textures in regular survival first.
+* Turn on hitboxes. It can be useful to see monsters in the dark.
+* By picking the seed (instead of using a random seed), the world can be controlled. This can vary the difficulty in many ways.
+** For example, the uncharted island in the middle of the sea is easy to control mob spawning on, while in mountains and ravines, creepers descending from heights can more easily surprise you.
+** A seed with a stronghold inside a mushroom fields biome would make the process of reaching the end portal much easier.
+** If you know a world well from Survival mode, you can use its seed (or the "Re-Create" button) to take advantage of that knowledge in Hardcore mode.
+* Some players choose to save a back-up of their hardcore world in case they die (especially before entering the Nether, or the End). Many people consider this cheating, as it can "ruin" the feel and purpose of Hardcore mode.
+
+=== Shelters ===
+Shelters are important, especially on Hardcore. Building a proper shelter makes Hardcore mode slightly less difficult. Shelters are never optional for night-time, although they may be temporary.
+* Mushroom fields biomes are safe places to settle because hostile mobs do not spawn under normal conditions.
+* A shelter built over an ocean away from land can also be safe from hostile mobs, unless you are near an ocean monument. However, [[drowned]] can spawn in oceans, making them not as safe. It is recommended to build your shelter a few blocks above the ocean, just in case of [[drowned]], or ocean monuments.
+* It's best to build shelters out of blast-resistant materials, especially in [[the Nether]]. [[Cobblestone]] is cheap, although, if possible, permanent shelters should use [[obsidian]].
+* Make your shelter as visible as possible. Proper lighting outside the shelter adds visibility, and stops hostile mobs from spawning nearby. Additionally, a large tower can help visibilty from a distance (but make sure you can get down safely!)
+* [[Zombie]]s can break wooden doors; however, iron doors require six ingots to craft, and need redstone power. To solve this, use a fence gate with a pressure plate inside the shelter so it automatically closes. One gate does not stop [[skeleton]]s from shooting over it, so a second gate can be placed on top of the first. Additionally, you can place the door such that its "open" state blocks entry, thus preventing zombies from doing any damage.
+* Because the shady canopies of trees protect [[skeleton]]s and zombies from burning, build an indoor tree farm to safely harvest logs and apples when necessary. For the same reason, it is a good idea to cut down trees within 24 blocks of your shelter and fully light the resulting field.
+* Even small farms with [[wheat]], [[potato]], [[chicken]]s, and [[cow]]s can be a great asset. Use the wheat and seeds to breed the animals for meat and other drops. Indoor farms are safer. Pigs are nice to have because porkchops can be safely eaten raw if you're caught by surprise.
+* Keep in mind the coordinates of your base, assuming you can obtain them.
+* Building a wall around your base can be extremely beneficial.
+
+=== Mining ===
+* Avoid dangerous areas early in the game such as caves and ravines. It's best to stay away until you are better equipped with iron armor and tools.
+* Never go unprepared into a cave in case you get surrounded or cornered. Always bring blocks, weapons, food, torches and armor with you.
+* Be careful around [[cave spider]]s. [[Poison]] cannot actually kill you but it weakens you severely. Only fight cave spiders if you desperately need [[string]] or [[spider eye]]s. If you need spider drops it is best to fight plain [[spider]]s or loot dungeons if you have the choice.
+*[[Diamond]]s are not hard to find if you travel in deep caves. They also have a 23% higher spawn rate. That being said, the common hazards are monsters, lava, and falls. The least you need is iron armor and a stone sword to go in. Diamonds are not difficult to find in [[Dripstone Caves|Dripstone caves]] & [[Lush Caves]]. Watch out for mobs, they can spawn a lot there.
+* If you happen to fall in lava in the overworld, swim to the surface and place water above (not under) the lava. This way, the [[obsidian]] formed can provide you with an escape route.
+** Fall damage can be avoided by placing water to break the fall.
+* Digging directly up or down is usually a bad idea due to dangerous [[Mob|mobs]], large caves, falling blocks ([[sand]] and [[gravel]]), [[Lava lake|lava lakes]], and other threats. Despite this, digging down to about y-12 is usually safe, but not recommended due to it's potential dangers. To safely dig down, stand between two blocks side-by-side and dig down to the left and right (or vice versa), alternating each time. This means, if you come across a threat, you can see it before encountering it.
+** Remember that a torch on the floor breaks any gravel or sand falling on it. This can save you from getting buried if you dig straight up (although you're still in trouble if you break into water or lava or a bunch of mobs).
+
+=== Hotbar ===
+For main article, redirect to [[Hotbar]]
+If you have thumb buttons, assign them to your weapon and water bucket. If a bucket is not available or you are in [[the Nether]], equip a solid block instead. If you do not have a shield, it is best to put torches or [[food]] in your off-hand, as they can be used while having an equipped sword.
+
+* [[Sword]]. Use the best material available and discard damaged/weaker swords.
+* [[Axe]]/[[Shovel]]. An axe can shorten lumber trips and save daylight. One can be used as a weapon if your sword breaks. Shovels are unnecessary unless the player is doing lots of digging.
+* [[Bow]]. Conserve ammo and only use it on witches, skeletons and creepers. Skeleton arrows can be avoided by building a 2-block dirt pillar and hiding behind it.
+* [[Pickaxe]]. Indispensable in cave systems or the Nether. Use an iron or diamond pickaxe if available. Can be used as a weapon in a pinch.
+* [[Water bucket]]. They can extinguish you, prevent fall damage, let you safely travel down mountains or save you from an enderman.
+* [[Fire Resistance]] [[potion]]. It can be a life-saver if you are mining or exploring near lava in the Nether.
+* [[Torch]]es. Handy when exploring cave systems. Place them on the right walls when going deeper so you can remember how to exit.
+* [[Dirt]]. Common, can be broken without tools and does not obey gravity. Can be used to scale walls, build bridges, create quick shelters, stop skeleton arrows or prevent endermen from reaching you.
+* [[Steak]]. As plentiful and effective as [[cooked porkchop]]s, but killing cows also gives you [[leather]]. Keep your hunger bar full whenever your health is not full. [[Golden apple]]s can be used for dangerous situations.
+* Healing items. Items like [[golden apple]]s and [[enchanted golden apple]]s, along with potions can save your life when fighting mobs or trying to swim out of lava.
+* [[Spyglass]]. Spyglasses allow you to zoom in on your surroundings, which can be helpful for spotting a dangerous mob or a useful structure.
+* ([[Dual wield|Offhand]]) [[Shield]]. They can block Skeleton's arrows from pushing you and reduce damage from attacks. It is best to have it in your offhand so you are able to attack and defend easier than without.
+* ([[Dual wield|Offhand]]) [[Totem of Undying]]. They can help you cheat death. Extremely useful. With them, you can save your world.
+
+== Step by step guide to Hardcore ==
+=== Above-ground Preparations ===
+Duration: 5–20 minutes
+
+* Find the closest tree and punch it. Gather only 4 logs to save time.
+* Craft a [[crafting table]].
+* Craft a wooden pickaxe.
+* Find the nearest [[stone]] and mine 9 blocks to start. If there is no stone nearby, dig an angle shaft into the ground to reach stone.
+* Craft a stone axe, stone pickaxe, stone shovel and stone sword.
+* Get about half a stack of logs.
+* Kill [[pig]]s, cows, and sheep to get at least 12 pieces of meat. Grab [[mushroom]]s if you see any. Having food now is worth the effort it takes to find more animals later.
+* Since it is safer to skip the nights early on, try to kill enough [[sheep]] to craft a [[bed]].
+* If you do not have a bed to skip the night, do some [[branch mining]] under your shelter so you can get iron.
+* Start looking for a [[cave]] system, although it's best not to explore a cave or ravine this early on.
+* Don't make any stops. It is safer to wander around during the day with at least iron armor.
+
+=== Firm Footing ===
+Duration: 15–60 minutes
+
+At this point, either find a cave or create a mine (such as a branched mine). While it is usually safer to create a mine, using existing caves is often quicker.
+While descending to the depths, avoid risks. At first, it may be dark so watch carefully for [[monster]]s and [[ore]]s. Be sure to light everything in reach, and don't get lost. It is often helpful to use signs or another distinguishable block to mark the path. Right-hand rule for torches is recommended.
+
+[[Coal]] is the first resource to find. Since inventory management can become a problem, try to keep a stack of coal as close to 64 as possible, but not above it, while keeping a similar number of [[torch]]es in hand. If necessary, craft [[blocks of coal]] to store extra.
+
+The next important resource is [[iron]]. 64 ingots is probably enough; piling up stacks and stacks is not necessary except for longer games. When equipment is nearly used up, or you just have enough iron, find a safe area(preferably beautiful) and set up a few [[furnace]]s to smelt/cook items quickly. Make, in this order: an iron sword, a shield, a pair of [[bucket]]s (filling one with [[water]]), iron [[armor]], an iron pickaxe, and an iron [[shovel]]. Also, toss any wood tools and store your stone tools.
+
+Once fully equipped, go further down and collect [[diamond]]s. Only seven are necessary, although more is better (2 for a sword, 3 for a pickaxe and 2 for an [[enchanting table]]. These and full armor total up to 31 diamonds.) Use the diamond pickaxe to mine at least 14 pieces of [[obsidian]] for a [[Nether portal]] and an enchantment table (4 are enough if the player builds the portal using a bucket).
+
+In the meantime, try and avoid lush caves and dripstone caves. They do not offer many useful items that cannot already be found in regular caves, and are usually dangerous to explore without the help of advanced gear.
+
+It is hard to have too much gold because it is good for making [[golden apple]]s, and [[netherite ingot]]s. 8 ingots are required for a normal golden apple, and since the 1.9 update, [[enchanted golden apple]]s aren't craftable. Be sure to grab some [[redstone]] for brewing potions.
+[[Lapis lazuli]] is required to make enchantments, so don't forget to mine it if you find some.
+
+The 1.17 update introduces a new item called a [[spyglass]]. If you can find an amethyst [[geode]], grab some amethyst, gather some copper, and make a spyglass. This simple but useful investment allows you to zoom in on your surroundings, which is a useful ability.
+
+This sums up all mining you need to do in the Hardcore mode. If you gathered, at any point, enough [[string]] to make a [[bow]], do not hesitate to craft it and use it with whatever arrows skeletons dropped. If you come across a [[mineshaft]], be careful. Avoid [[cave spider]] [[Monster Spawner|spawner]]s, but loot any chests.
+
+When you get home, make an infinite water spring, then build farms for wheat, carrots and perhaps potatoes. If you've gotten seeds for pumpkins, cocoa beans, and/or melons, farm those too. Sugar cane is ''very'' important (for bookshelves), so spread and harvest up to 3 stacks of that.
+
+Wheat, seeds, and carrots can be used to lure and breed animals, leading to large supplies of meat and resources over time, so it is worthwhile. You need chickens (arrows) and cows (bookshelves). It is a good idea to tame [[cat]]s to repel creepers, and [[wolves]] to fight.
+
+Many resources (including bookshelves and enchanted diamond gear) can be gathered by trading though leveling up villagers can be a somewhat long process.
+
+=== The Nether ===
+Duration: 30 minutes–2 hours
+
+[[The Nether]] can be dangerous, so be prepared and try to bring:
+* [[Enchanted Golden Apple]]s can make the first travel to the Nether a ''lot'' safer because you probably don't have any Potion of Fire Resistance, and the Apple can provide 5 minutes of fire resistance. Try store at least one in your Overworld exploration to use in your first travel to the Nether, and when inside of a Nether Fortress, use it to help you against the dangerous groups of Blazes, or use it in any emergency, like Ghast attacks. Remember, you can only respawn in Spectator mode.
+* At least one piece of [[Gold Armor]] must be worn to prevent piglin attacks.
+* [[Gold ingot]]s can be used to barter with piglins to obtain fire resistance potions and ender pearls, as well as other items.
+* [[Diamond sword]], [[iron armor]], and [[pickaxe]]. (Iron pickaxes, or better are fine, but they shred netherrack ''very'' fast.),
+* [[Bow]] (and at least 32 arrows, unless it's enchanted with Infinity). Make sure to enchant everything with 1-skill-point enchantments. It barely costs anything but can make a difference.
+* [[Flint and steel]], to relight deactivated portals. If you find yourself without one, they can sometimes be found in a nether Fortress. The best approach is to store one in a chest near the portal.
+* At least 16 [[Wood]]. You can chop down [[Huge fungus|huge fungi]] for wood if you are near a [[Crimson Forest]] or a [[Warped Forest]]. [[Bone]]s can also be brought to these locations to make [[Bone Meal]], both for growing huge fungi and generating additional fungi. However, starting a wood farm outside of the respective biomes require [[Silk Touch]], as fungi grow only on the matching [[nylium]] type.
+* If you are ''not'' near a crimson or warped forest, you can bring some [[bone]]s, [[dirt]], and [[sapling]]s. This way, a tree farm can be started (ideally in a protected location, as trees are flammable). Making a wood farm this way is also easier, as it eliminates the need for both Silk Touch and [[bone meal]], although the latter can still be used to make the trees grow faster. If you run out of bone meal, you can kill [[wither skeleton]]s for their bones, but this is highly risky and not recommended as it requires finding a [[nether fortress]], and you are likely to face [[blaze]]s in doing so.
+* Any [[iron ingot]]s, [[coal]] and [[food]] (Remember, you could only respawn in [[Spectator]] mode.)
+* A stack or two of [[cobblestone]] as an emergency blocking material. Ghasts can't destroy cobblestone.
+* A stack or two of sand or gravel might be handy for climbing down sheer drops. Be careful: getting shot off the top of a pile while descending is usually fatal.
+* A [[cauldron]], because you can actually place water in cauldrons, so if you accidentally set yourself on fire, you can quickly extinguish yourself by jumping into the cauldron.
+* A [[bowl]], to make [[mushroom stew]], which is highly recommended due to being the only secure food source in the Nether. It can mainly save you from [[starving]] because it's very useful if you couldn't find your portal anymore.
+
+Some dangerous aspects of the Nether are:
+* [[Ghast]]s. Their fireballs can seriously damage unprepared players, or deactivate portals. Without a flint and steel or fire charges, another fireball must hit the portal to reactivate it.
+* Falling down huge distances. Even while moving carefully, an explosion can easily destroy the terrain, which may expose a lethally high drop onto blocks or even into lava. Fall damage is one of the leading causes of death in the Nether.
+* [[Lava]]. There are many little pockets of lava inside the netherrack, in addition to the lava seas. Lava is much more dangerous in the Nether because its flow is faster and flows farther. Since water cannot be placed in the Nether, potions of fire resistance are ''very'' useful.
+* The "Basalt Deltas" biome. Avoid these where possible. The jagged terrain, frequent hidden holes of lava with no escape, and the abundance of Magma Cubes, make this biome exceptionally dangerous unless you are prepared with Fire Resistance. Even mining in this biome is dangerous due to the hidden lava. Far too many Hardcore runs have ended in this biome.
+* [[Piglin]]s. An attacked piglin or zombified piglin attracts others and they can come at you in droves. You may get overwhelmed, even with good gear.
+* Beware of the [[Piglin Brute]]. Although they only spawn in a [[Bastion Remnant]], they are extremely powerful with 50 health and 19 damage, enough for killing the player without any status effects in a maximum of nine hits when player is stuck (even with Protection netherite armor). They are always hostile, their attacks disable shields, and they make regular piglins attack you too.
+* [[Blaze]]s. Although they're not challenging alone and in controlled circumstances, in groups of three or more they may present a significant challenge. An unexpected attack of just one blaze can be lethal.
+* [[Endermen]]. Although they are rare, they can be dangerous when provoked due to their teleporting ability and high health, especially when they are accompanied by a [[blaze]] or a [[wither skeleton]]. They are particularly dangerous in the Nether where you can't use water to counter them.
+* [[Wither skeleton]]s. Although they only appear in nether fortresses, this may be the most lethal Nether mob; they are fast, strong, and inflict the wither status effect.
+
+The Nether contains five things that might be crucial for your adventure:
+* [[Nether wart]]: they are necessary to brew any useful [[potion]]. They are found quite often in nether fortresses. Five is enough, but it's better to take every one. Collect at least six blocks of soul sand, so that a farm can be started.
+* [[Blaze Rod]]: it is necessary to craft [[eyes of ender]]. It is also used to craft a [[brewing stand]] and brew strength and fire resistance potions. To obtain them you need to kill blazes. It's best to fight lone [[blaze]]s at first to avoid becoming overwhelmed. Find two rods (one if you already have [[magma cream]]); once you have those (and your Nether Wart), retreat to brew some potions of fire resistance. Collect more rods after applying the fire resistance potions, but remember that potions of fire resistance do ''NOT'' nullify Blaze melee attacks. For the main Blaze battle, find an enclosed [[monster Spawner|spawner]] and kill them with a sword. This conserves arrows and saves the drops. About 12 blaze rods should be more than enough.
+* [[Ghast tear]]s: used for potions of regeneration. However, ghasts are dangerous, and their drops are often destroyed.
+* [[Glowstone dust]]: used for strengthening potion effects. [[Glowstone]] appears occasionally in nether fortresses, otherwise, look for it on low ceilings of netherrack. Besides, it allows you to create spectral arrows, the effect is just a visual help, but making them doubles your arrows in exchange for glowstone dust. Keep in mind that spectral arrows are consumed even if the bow is enchanted with [[Infinity]].
+* [[Ender pearl]]s: if you managed to get a sword with Looting III on it, you can gather ender pearls quickly. Find a warped forest (the only biome in the Nether where only endermen spawn in abundance), then hit them or look at them to get them angry and follow you. You can either dig into a wall where the endermen can't reach you or trap the endermen in a boat,{{only|java}} then hit the endermen until they die. You may earn between 0 and 4 pearls per kill. Try to leave the Nether with 16-32 ender pearls.
+
+'''Nether Survival''': If there are no [[nether fortress]]es nearby, you may be forced to spend a lot of time in the Nether. Food supplies can be easily replenished, using abundant [[mushroom]]s, or killing [[hoglin]]s which drop [[porkchop]]s. Use [[torch]]es or distinctive nonflammable blocks, like cobblestone, dirt or crafting tables to mark the path back to the portal.
+
+First find a fortress. Gather the blaze rods that you need, then head off to find a warped forest to kill endermen and get your pearls.
+
+Try to avoid [[bastion remnant]]s. It may sound like a good idea to trade with piglins in a bastion remnant (although you need gold armor), as there are plenty of them and there is tons of gold to be found. However, after version 1.16.1, piglin brutes spawn in every bastion and pearl luck is severely nerfed. Treasure bastions are especially dangerous due to the high amounts of lava and magma cube spawner, and stables bastions due to the high concentration of hoglins. If you do decide to head to a bastion remnant, be careful about mining the gold or opening chests around them, as they become angry and try to kill you, and watch out for piglin brutes. If you decide to not risk it, head to a warped forest and kill endermen.
+
+After getting all the ender pearls you need, relocate your nether portal and return to the Overworld.
+
+=== Overworld Exploration ===
+Duration: 1–8 hours
+
+At this point, most of the necessary supplies should already be acquired, including 15 bookshelves. Pick a direction and set off. [[Wolves]] are often worth the [[bone]]s, so recruit any that are nearby.
+
+Remember, villages provide good combat and survival supplies. Loot one if possible, but finding them can be somewhat difficult. Trading with the villagers can provide powerful items, even enchanted diamond armor and weapons.
+
+At this point there are two main goals: [[ender pearl]]s and [[experience]]. Also, it is helpful to have a chicken farm at this point, because [[feather]]s are needed to make arrows. Also, stay stocked on [[food]] and [[wood]]. In the night, be constantly on the move. Search for [[endermen]] while killing any threatening mobs or a safer alternative would be to trade ender pearls with cleric villagers. Also, kill as many phantoms as you can and make at least 6 extended slow falling potions. After accumulating levels, enchant weapons and tools:
+* [[Bow]] (20 EXP levels). Infinity is helpful, but it is rare (10% chance). [[Power]] also helps.
+* [[Sword]] (30 EXP levels). The most useful enchantment is [[Sharpness]]. [[Fire Aspect]] is useless against most Nether mobs (except [[Piglin]]s and [[Hoglin]]s), but is useful in the End because endermen become neutral while burning. {{Only|Java}}
+
+Plan to collect 16-20 ender pearls and turn them into [[eyes of ender]]. Remember to be conservative while using them, as sometimes they break when thrown and sometimes they won't. After locating the [[End portal]], dig a staircase carefully downward. Once inside the [[stronghold]], break the [[silverfish]] spawner and get any loot you can find. Secure a shelter near the portal to prepare for the End. Linking nether portals to the stronghold can be helpful, so you can get quick access from your base.
+
+=== The End ===
+Duration: 10–40 minutes
+
+Note: If you run out of anything necessary to kill the dragon, it is essentially game over as there is no way to enter the overworld without dying. You can never over-prepare, since you only get one life.
+
+These items are recommended for the End:
+* Diamond or Netherite sword, a pickaxe, a bow and full diamond armor. Enchant any non-enchanted tools. Go for at least Protection III on the armor, at least Sharpness III on the sword, and at least Power III on the bow. The pickaxe can have lower-tiered enchantment levels, but it is recommended to use at least Efficiency III on it so that it destroys the iron bars that surround some of the [[end crystal]]s faster.
+** Make sure that all equipment has as much durability as possible. Make sure that nothing breaks in the middle of the battle.
+* At least a stack of [[arrow]]s, unless using an Infinity bow, then only one arrow is needed.
+* At least a stack of high saturation food, such [[steak]] or [[cooked porkchop]]s. [[Golden carrot]]s are even better, but more expensive.
+* A decent amount of [[obsidian]], to use for building. This can also be used to block explosions when she is perched and you use beds.
+* Two water buckets to distract endermen. Water buckets can also be used to break a fall in a pinch.
+* Beds and respawn anchors may be a good idea for killing the ender dragon, as they explode when the player right clicks them in the End. Be careful about getting damaged.
+** Explosion damage renders from the player's feet, so try to keep the bed/respawn anchor at eye level, or place a block between you and the bed/respawn anchor.
+** You could theoretically use the dragon's crystals against it. If exploded while healing, the dragon takes ten damage points.
+* Multiple Golden Apples, or at least one Enchanted Golden Apple.
+* Various different potions, such as regeneration and strength, swiftness, etc. If you want to conserve inventory space, you can make these into regeneration II and strength II, but beware that these last much shorter.
+* A good supply of ender pearls. These can be used if the obsidian spawn platform is not connected to the main end island, and if the dragon knocks you high into the air and cause lethal fall damage or into the void, you can teleport back to the island.
+* At least 3 extended slow falling potions. Apply slow falling before the fight, and apply it during the fight if it wears off. The ender dragon's attacks inflict a heavy amount of knockback, flinging players high up into the air or off the island. Slow falling negates the effects of fall damage, allowing you to fall back down safely. If you get knocked off the island, slow falling can be used to glide back to the island.
+* A carved pumpkin, since endermen do not turn hostile if you are wearing one. Switching to third-person point of view removes the obstructed vision carved pumpkins cause when worn. Beware that when wearing a carved pumpkin instead of a helmet, you have less armor points and are not affected by any enchantments on the helmet.
+* A spyglass. The spyglass is useful for tracking the dragon's location and you can also use it to zoom in on the crystals you have not broken.
+* Some flint, sticks, and feathers, in case you are not using an infinity bow and happen to run out of arrows.
+* A totem of undying, it can save you from dying, unless you are knocked into the void.
+
+Once you gather yourself and organize your inventory, jump into the portal and be ready for battle.
+Upon entering the End, the first task is to take out [[end crystal]]s, because they heal the dragon. Use arrows (or snowballs) to remove all the towers, while avoiding the Ender Dragon. If you can't avoid her
+before taking out the crystals, don't hesitate to attack to prevent being blown or knocked off the island.
+
+Try and use your beds and respawn anchors to your advantage. When you see the dragon perch, let it perch, then rush in and hit the dragon. The dragon takes 50 damage before it flies off, so deal just enough damage so that the dragon won't fly off. Then, trigger your explosives to kill or weaken the dragon.
+
+* The speedrunner's method of killing the dragon (one cycling and zero cycling) are viable but not recommended for beginners.
+
+While doing all this, make sure not to look at any endermen. It is much harder to fight the Ender Dragon while endermen are also attacking. If you have trouble looking at endermen, wear a pumpkin head and use a texture pack to remove the pumpkin head overlay.
+
+Once all the end crystals are destroyed, take aim at the Ender Dragon, once again avoiding looking at the endermen. If the dragon knocks you into the air, quickly drink a slow falling potion. Keep moving until the Ender Dragon is defeated. Gather the experience orbs, and enter the portal to see the credits, then return to the Overworld.
+
+Congratulations! You beat hardcore!
+
+== Challenges ==
+* Do massive projects, for example:
+**Cover your end in ice or making an overworld in your nether or end island.
+** Make farms like a creeper farm, experience farm, villager breeding center, iron farm, etc.
+** Make a fully powered beacon out of diamond blocks (if not too lucky in general at least make a fully powered beacon out of iron blocks.)
+* Make a full set of netherite armor and tools with the best enchantments.
+* Fight the [[wither]].
+* Explore natural generated structures like [[desert pyramid]]s or [[ocean monument]]s.
+* For an extra challenge, return to the End. Use four [[end crystal]]s to re-summon the [[ender dragon]].
+* If you thought Hardcore was too easy, there are extreme survival maps such as Skyblock and mods such as Skyzone (a Skyblock generator) and [[Tutorials/Ultra hardcore survival|Ultra Hardcore]].
+* Invade a [[woodland mansion]].
+* Conquer a [[Bastion Remnant]].
+* Take on a [[Raid]].
+* Try finding all the biomes found in Minecraft. There are so many to be found!
+* Complete all of the [[advancement]]s.
+* Play on the Single Biome world type, and maybe challenge yourself with a biome that is harder to survive in, such as Ice Spikes, or Mushroom Fields.
+* Play on a default [[Superflat]] world, and make as much progress as you can.
+* Try beating the game in Hardcore mode as fast as you can.
+* Challenge yourself by doing a Nether Survival challenge. (You start in the Nether, progress through the game without leaving the Nether, eventually kill the Wither, and finally, build a portal back to The Overworld.)
+* Take on a [[Trial Chambers|trial chamber]] and an [[Ominous Trial|ominous trial]].
+* Game rules and settings can be used to increase difficulty. Example: In Ultra Hardcore mode, natural regeneration is turned off. The only way you can regenerate health is by consuming [[golden apple]]s, [[enchanted golden apple]]s, fully powered [[beacon]] or by using [[potion]]s, for example, Instant Health or Regeneration.
+** Command: {{cmd|gamerule naturalRegeneration false}}
+** You can also turn on reduction of debug info, making it far easier to get lost in a world, and practically mandating the usage of maps and compasses.
+** Additionally, you can set the brightness to "moody" for greater difficulty.
+
+== Navigation ==
+{{Navbox tutorials|challenges}}
+
+[[de:Anleitungen/Todesursachen im Hardcore-Modus]]
+[[es:Tutoriales/Modo extremo]]
+[[ja:チュートリアル/ハードコアモード]]
+[[ko:튜토리얼/하드코어 모드]]
+[[zh:Tutorial:极限模式]]
diff --git a/wiki_backup/Ultra Hardcore.txt b/wiki_backup/Ultra Hardcore.txt
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+++ b/wiki_backup/Ultra Hardcore.txt
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+If you have played Hardcore mode many times and are comfortable with it, and want an even bigger challenge, try Ultra Hardcore Mode. Ultra Hardcore mode is like Hardcore, but to add to the challenges of hardcore, you don't naturally regenerate health. This difficulty is extreme, so it is advised to try hardcore mode first to gain extensive experience, and move on to this difficulty when you think you are ready.
+
+All the [[Tutorials/Hardcore mode|rules of regular Hardcore]] still apply, so read them first.
+
+== Creating a UHC World ==
+
+To play on Ultra Hardcore, you must first create a [[Hardcore]] world. There are two common methods to make a UHC world.
+
+
+The first method works on [[Java Edition 1.16]] and later. You must first click create new world and set gamemode to Hardcore. Next, click game rules, and select natural regeneration to make it false. Once you have done that, click create world. Now you have successfully created your own Ultra Hardcore world.
+
+However this will not help on already-existing worlds or if you are creating a world from 1.15.2 or prior.
+
+
+For the second method: Create a normal Hardcore world with the aforemention gamemode option. Once the world has finished generating, open the [[pause menu]], click the [[LAN|open to LAN]] option, and turn on the [[Cheats|allow Cheats]] option, before clicking the "Start LAN World" button. Once this is done, exit the menu and enter the following command into the chatbox: {{cmd|/gamerule naturalRegeneration false}}. Once you have completed these steps, save and exit to the title screen, before returning to the game.
+
+== Notes and tips ==
+
+Ultra Hardcore Mode, like mentioned earlier, is very difficult to survive when playing, and if you die, your map will only be available for spectating. Therefore, it's important to know how to avoid dying. Here are some tips:
+* First of all, as stated before, there is no natural health regeneration. So, remember to avoid even the most pathetic ways of getting damaged, such as being spat on by a [[llama]] or touching cactus.
+* You'll have to be really quick with getting resources, because no regeneration makes taking damage ''much'' more dangerous.
+* Find ingredients to make a [[golden apple]], a [[potion of Healing]], [[suspicious stew]] with regeneration (crafted with [[oxeye daisies]]), or a [[potion of Regeneration]] as quick as possible, as these are some of the few ways to regenerate health in UHC.
+* Although hard and labor-intensive to acquire, a [[beacon]] can make your life significantly easier, along with reducing the amounts of potions and apples you may consume.
+* Remember hunger is the most crucial part of survival. Even without regenerating health, a full food bar is necessary for sprinting and preventing starvation damage. As with a normal survival, '''get food quickly'''. Hunger is a pitiful excuse for taking damage.
+* Keep a water bucket on your hotbar at all times. Falling and fire damage can be reduced by using a water bucket.
+
+== Tips that apply to PvP ==
+
+* A great way to check out if there are any players in the vicinity is to trap yourself in a small capsule. The lack of lighting causes everything to be dark except for name tags, which are now more visible than regularly.
+* [[Gold]] and [[apple]]s are going to be your top priorities. Apples can be found on the surface and dropped from oak leaves, like [[sapling]]s. In many cases you'll have more apples than gold.
+* While waiting for your items to smelt, consider farming [[gravel]] to gain enough [[flint]] to craft [[arrow]]s.
+* With the addition of [[suspicious stew]] to Minecraft, regeneration is much easier to get. Considering how mushroom biomes remain one of the safest environments, and the ease of growing flowers, suspicious stew may serve as an excellent early game healing item, and a much cheaper alternative to potions, albeit not nearly as effective.
+* Consider checking out YouTubers or Twitch streamers to see their UHC strategies.
+* The game usually goes up to 1-2 hours, so make sure you have enough water beside you and some snacks if necessary. Go to the restroom beforehand.
+* Check the rules before going into a game of UHC. Some may have player head apple and strength/regen disabled, so you might just want to read it before joining.
+* Strength is extremely beneficial (if not disabled) as you can deal a lot more damage with it. Speed is another handy potion as you'll be able to go 20% or 40% faster.
+* NEVER GO AFK unless you are absolutely confident that you will not be killed during your time off!
+
+== Beginning ==
+There are a lot of options of what you can do play singleplayer UHC, but if you want to survive, you generally want to either not take much damage, ''or'' get a lot of materials to heal with.
+
+=== The Overworld ===
+
+When you start, get only 3 [[log]]s. Make a [[crafting table]] and wooden [[pickaxe]]. Go to the nearest [[stone]] and mine 3 blocks. Make a stone [[pickaxe]], then mine 6 blocks to make [[sword]] , [[shovel]] and [[axe]]. Mine 10 more stone and make a [[hoe]] and [[furnace]]. As you move, kill passive mobs and try to get 12 pieces of [[meat]] and 3 [[wool]]. Get 5 more logs and make a [[chest]] and [[bed]]. If you find [[coal]] or [[iron]], mine it. Try to get at least one [[wheat seed]], and till the ground next to [[water]] and plant the seed. If you have wood, make a stack of [[torch]]es.
+
+When night falls, it is safer to go mining unless you have already built a house with a bed. Try to get at least a stack of iron and a stack of coal. Get some [[gold]] for a [[golden apple]] and a [[clock]]. Get some [[redstone]] and [[lapis lazuli]]. If you get [[diamond]]s, make a diamond pickaxe and mine 14 [[obsidian]]. Craft a [[shield]], a [[bucket]], an iron sword and pickaxe, iron [[armor]], an [[anvil]], and an [[enchanting table]] if you have the resources. If you have more iron, make a second bucket and a pair of [[shears]].
+
+Once you finish mining, you can go up and gather more logs and expand your farm. Once you have gathered materials, you should make a bigger base. The base should be able to fit all your chests, furnaces, crafting tables, and everything you need. Build an animal pen and expand your wheat farm. Get oxeye daisies, both types of [[mushroom]]s, and a [[bowl]] to make [[suspicious stew]] for healing. Once you have enough gold, make a golden apple, keep it in your [[hotbar]], and '''never''' remove it. It will save your life at some point.
+
+After you've gathered basic materials, you should probably either continue caving or go to the Nether.
+
+=== Caving ===
+
+Caving in UHC mode is what you make it. Generally, people either try to go super fast or super slow. The goal of going super fast is to beat mob spawns through the caves and gain materials more efficiently. You can light behind you with torches if you want, ''especially'' if you plan to go back out the way you entered. If you run through placing [[torch]]es you might want to not even mine [[ore]]s to get through faster. The other approach is to go through caves very slowly. A lot of people will recommend this, although, for competitive or time-based environments, it's generally more efficient to just run through. When caving slowly, always block off mobs and attack their feet.
+
+You can also avoid caves and just go strip-mining for ores and obtain a [[bow]] and [[arrow]]s from a [[fletcher]] [[villager]].
+
+=== The Nether ===
+
+Read the [[Tutorials/Nether survival|Nether survival guide]] first. As usual, you need to avoid all types of damage. However, you must be even more cautious due to the many dangers of the Nether.
+
+* [[Lava]] is way too easy to fall into, and with no regeneration, you will die quickly.
+* If you are not looking, you can walk directly into fire, which never burns out on [[netherrack]].
+* As fire damage can easily be a death sentence be sure to take a [[cauldron]] and a couple buckets of water with you, you can extinguish yourself by jumping into a cauldron filled with water.
+* Be watchful for sharp drops, and never dig straight down. Many floors are only one block thick, with the sea of lava directly underneath.
+* Wear at least one gold armor piece so [[piglin]]s are not hostile to you.
+** If you are having trouble finding gold in the overworld, you may also find it in the Nether in the form of [[nether gold ore]], which can be used to make a pair of boots or golden apples.
+* Do not attack zombified piglins. Doing so will cause all others in the area to swarm you, which can easily lead to death.
+* Ghasts can quickly kill you, as well as blow out your portal. Surround your portal with [[cobblestone]], and listen for their noises. It is easier to play with subtitles on.
+** In a pinch, smelt netherrack into nether brick. It will not be destroyed by ghast fireballs.
+* Find some [[warped fungi]], so if you encounter [[hoglin]]s you can scare them off by placing one on a [[nylium]] block without taking damage.
+* Remember, on your first visit your highest priority is to find a fortress to gather at least a single piece of [[nether wart]] (maybe some [[soul sand]] or [[soul soil]] to farm on) and at least two [[blaze rod]]s. Opening up [[brewing]] makes future trips much safer with the likes of Fire Resist/Health potions. You can also bring water, bottles and ingredients with you and start brewing in the nether to farm more blaze rods safely without having to go back.
+**Remember to block off the ceilings in the fortress so [[wither skeleton]]s cannot reach you. A single hit from a wither skeleton on unenchanted armor drains more than half of your health bar.
+* Explore [[bastion remnant]]s only if you have very good armor and regeneration supplies, because [[piglin brute]] attacks can be deadly. A [[bucket of lava]] is recommended to finish them off while ensuring your own safety by towering up.
+
+=== The Overworld (Part II) ===
+* Shipwrecks
+** If you find a shipwreck or ocean monument, be sure to bring doors to provide air pockets, even if you have water breathing potions. If those effects wear off, you'll likely drown fast without doors. Doors count as a block, so they can provide air pockets. You can also do this with gates and fences.
+
+=== The End ===
+
+* Enchant your sword, bow, and armor (all preferably diamond/netherite). [[Armor]] is especially important; go for Protection IV.
+*Players can spawn on an obsidian platform which floats above the void. This leaves players very vulnerable to being knocked into the void by the [[ender dragon]]. To reduce this risk, keep an [[ender pearl]] on your hotbar while entering the End, so that you can teleport off the platform. Remember though that when you do this you will also take ender pearl damage.
+** Throwing an [[ender pearl]] and then eating a [[golden apple]] afterward will negate all damage given, plus give 2 extra hearts.
+* Bringing in some potions can assist you in the fight:
+** Night vision makes it easier to spot the dragon in the dark
+** Slow falling negates fall damage when the dragon flings you in the air and gives you more time to place an ender pearl in case you get kicked off the island. Definitely use one if you don't feel safe using water buckets to break your fall!
+** Strength, speed and regeneration potions can come in useful too.
+* Always use [[arrows]] or other projectiles to destroy [[end crystal]]s, rather than melee weapons. Two of the End Crystals will always be enclosed by iron bars, but this can be bypassed by getting close to their towers and shooting them from the opening at the bottom of the iron bars.
+* If you're prone to aggravating endermen, wear a carved [[pumpkin]] on your head. This will narrow your vision however, so be mindful of where you're walking. Pressing F1 while wearing the pumpkin as a helmet hides the pumpkin face, but will also hide your hotbar, health bar, and hunger bar. Alternative resource packs can make the pumpkin face texture transparent.
+
+== Navigation ==
+{{Navbox tutorials|Challenges}}
+
+[[fr:UHC]]
+[[ja:チュートリアル/ウルトラハードコアサバイバル]]
+[[ru:Ультрахардкор]]
+[[zh:Tutorial:超极限模式]]
diff --git a/wiki_backup/code builder.txt b/wiki_backup/code builder.txt
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+++ b/wiki_backup/code builder.txt
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+{{Stub}}
+{{Exclusive|education}}
+
+The code builder is a UI that can be accessed via pressing the C key on PC or the third icon resembling [[Agent|the agent]] at the top-middle area on mobile.
+
+== Usage ==
+The code builder is used to program [[Agent|the agent]] and other in-game events using one of three editors:
+
+=== [[Minecraft MakeCode|MakeCode editor]] ===
+{{Quote|Microsoft MakeCode brings computer science to life with Minecraft!|author=Code editor selection screen|topic=Minecraft: Education Edition|image=MakeCode icon.png|3=|4=}}
+
+== Navigation ==
+{{Navbox Education|exclusive}}
+
+[[Category:UI]]
diff --git a/wiki_backup/death screen.txt b/wiki_backup/death screen.txt
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index 0000000..c78e832
--- /dev/null
+++ b/wiki_backup/death screen.txt
@@ -0,0 +1,310 @@
+{{About||health in ''Minecraft Earth''|MCE:Health|health in ''Minecraft Dungeons''|MCD:Health Heart|other uses}}
+[[File:Hotbar with xp.png|thumb|350px|The health indicator is shown above the hotbar, to the other side of the hunger bar.]]
+The '''health''' gauge and monitor in ''[[Minecraft]]'' displays how much damage the [[player]] is able to take before dying. It is usually based on a single row of 10 heart icons. Each full heart contains two halves, one health point each (the player normally has 20 maximum health points).
+
+== Hearts ==
+[[File:Healthbar.png|thumb|The healthbar on Survival and Adventure.]]
+[[File:Healthbar Hardcore.png|thumb|The healthbar on Hardcore.]]
+[[File:Shaking hearts.gif|thumb|Shaking hearts when the player is at {{Hp|4}} or less.]]
+
+'''Hearts''' make up the health meter for the player in the [[Survival]], [[Hardcore]] (different texture), and [[Adventure]] modes, also for mobs. Each heart represents two hit points. Hit points are lost when players (or [[mob]]s) take [[damage]], which can be a percentage of those hearts. However, damage less than {{hp|1}} isn't visible on the health bar.
+
+If the health meter shows {{Hp|4|notag=1|total=20}} or less, it begins to shake violently, warning that the player is low on health.
+
+Health can be recovered through several means, both "naturally" and through [[status effect]]s.
+
+* The [[Instant Health]] effect restores health immediately, the amount depending on the source and effect level.
+* On [[Peaceful]] difficulty, the health meter continuously refills over time.
+* On other difficulties, health regenerates slowly when the player's [[hunger]] is at or above {{Hunger|18}}.
+* The [[Regeneration]] effect makes health regenerate fairly quickly, and the hearts of the health meter bounce in a wave. Aside from [[potions of Regeneration]], this is also provided by [[beacon]]s and [[golden apple]]s. A normal [[golden apple]] provides it (level II) for 5 seconds, restoring a total of {{hp|4}}. An [[enchanted golden apple]] provides Regeneration II for 20 seconds, regenerating about {{hp|16}}{{only|java|short=yes}}/Regeneration V for 30 seconds, regenerating about {{hp|200}}. {{only|bedrock|short=yes}}
+* The [[Health Boost]] effect adds 4 ({{healthbar|total=4|4|9px}}) per effect level to the player's total health that can be healed or regenerated by normal means, which is removed when the effect expires. After the effect expires, the player's health may remain above the normal maximum, but the extra health is not recovered once lost to damage. This effect can be gained only through commands or mods. At the levels of 252-256 (with amplifiers 251 to 255), the player has 512 hearts ({{hp|1024}}, the "red health" limit for entities).
+* The [[Absorption]] effect likewise adds {{hp|4|absorption=1}} for each effect level. Different from the Health Boost effect, this special health cannot be healed or regenerated by normal means. Naturally, it is removed when the effect expires. A normal golden apple provides it (level I) for 2 minutes, providing a total of {{hp|4|absorption=1}}. An enchanted golden apple provides it at higher level (level IV), providing a total of {{hp|16|absorption=1}}. A [[Totem of Undying|totem]] provides it (level II) for 5 seconds with a total of {{hp|8|absorption=1}}
+
+Damage is split between the health and [[armor]] bars. Each full armor point takes 8% of damage, to a maximum of 80%, rounded up. Armor points also protect less damage (and deal more hearts) with stronger attacks.{{only|java}}
+
+On [[Hardcore]] mode, hearts have a different texture ({{healthbar|20|hardcore=1}}).
+
+The [[Poison]] and [[Wither (status effect)|Wither]] effects turn hearts {{healthbar|2|9px|poisoned=1}} a sickly green color and {{healthbar|2|9px|withered=1}} black, respectively. On Hardcore, they turn {{hp|2|notag=1|poisoned=1|hardcore=1}} when [[poison]]ed and {{hp|2|hardcore=1|withered=1|notag=1}} when [[Wither (status effect)|withered]]. Freezing in [[powder snow]] cause hearts to turn {{hp|2|notag=1|freezing=1}} blue ({{hp|2|hardcore=1|notag=1|freezing=1}} on Hardcore mode).
+
+In [[Creative]] mode, the player is immune to all forms of damage. In Bedrock Edition, this includes the [[void]] and the {{cmd|kill}} [[command]].
+
+The player's health bar is invisible while holding or wearing an item that gives negative health points that exceed the player's current health points. For example, the player's default health is 20, and if holding an item with the attribute −21 health, the player can take two hits before dying, regardless of how much damage these hits inflict. The first one deals enough damage to reduce health to {{hp|1}}, and the second one kills the player. If the player uses a modified item to reduce health, sometimes the death screen appears. After clicking respawn, the player would shake in the death position and this can be fixed by ceasing to use the modified item.
+
+[[Wolves]] and [[iron golem]]s are the only mobs that show their remaining health visually. [[Horse]]s, [[donkey]]s, [[mule]]s, [[llama]]s, [[allay]]s, and the [[wither]] [[[Java Edition]] only] are the only mobs that regenerate health naturally over time.
+
+== Death ==
+{{redirect|Dying|the coloring process|Dye}}
+{{redirect|Death|the music track|Death (song)}}
+
+[[File:Mob corpses.png|250px|thumb|Mobs leaving red corpses and fire (because of daylight and player-made lightning) in multiplayer.]]
+
+'''Death''' occurs when all of a player or mob's health is depleted.
+
+Upon the death of a player, a [[death message]] describing the cause of death is shown to everyone in that world. The death of a player's pet also creates a death message, but one that is shown only to its owner.
+
+The {{cmd|kill}} [[command]] also instantly brings about death, and a [[parrot]] can be instantly killed by feeding it a [[cookie]].{{only|JE|short=true}}
+
+Players and most mobs fall on their left side to the ground when killed; the death animation always lasts 20 [[tick]]s (1 second). [[Squid]] don't have a death animation; [[spider]]s, [[endermite]]s, and [[silverfish]] flip upside-down; the [[ender dragon]] ascends and explodes. When killed, mobs [[drop]] [[item]]s at the location of death. {{IN|java}} they also drop [[experience]] upon death. {{IN|Bedrock}}, once a fallen body disappears, it [[Particles|turns to dust]] and drops [[experience]] orbs at the disappearance location.
+
+{{IN|java}}, mobs still count toward the [[mob cap]] during their death animation.[{{bug|MC-183240}}]
+
+{{IN|bedrock}}, [[armor stand]]s have a brief death animation when killed with a [[harming]], [[Wither (effect)|wither]], or [[poison]] potion. {{IN|Java}}, summoning an armor stand with no health causes the death animation.[{{bug|MC-93206|||Won't Fix}}]
+
+{{IN|Education}}, [[tripod camera]]s have a death animation when killed by a potion effect.
+
+=== Player effects ===
+[[File:Steve was killed.png|thumb|250px|alt=The death screen in Survival Mode|The death screen in [[Survival]] mode {{in|JE}}]]
+
+[[File:Hardcore Death.png|thumb|250px|The death screen in [[Hardcore]] mode {{in|je}}]]
+
+[[File:Bedrock 1.20.30 PatchNotes.png|thumb|250px|The death screen in [[Survival]] mode {{in|be}}]]
+
+[[File:Hardcore Bedrock Death.png|thumb|250px|The death screen in [[Hardcore]] mode {{in|be}}]]
+
+For players, a "You Died!" screen (or "Game Over!" in [[Hardcore]] mode) appears, displaying a [[death message]]; {{in|java}}, the player's [[score]] is also displayed. {{IN|java}}, the view of the world is tinted red, render distance is reduced to default, the camera-view slowly tilts as if falling over, shudders, and zooms in slightly. {{IN|bedrock}}, the screen is slightly darkened, a maroon vignette appears and closes around the screen, render distance is set to default, camera switches to third-person view and zooms out for the purpose of allowing the player to see their cause of death. The following options appear on the screen:
+
+* Respawn, either in the last {{BlockLink|bed|id=red-bed}} the [[player]] slept in, at their [[Spawn#World spawn|default spawn point]] (their first spawn point in the game), their {{BlockLink|respawn anchor}}, or at the spawn point [[Spawn#Individual spawn|set by commands]]. In [[Hardcore]] mode, the player can [[respawn]] only in [[Spectator]] mode, and cannot continue because [[cheats]] are disabled.
+* Return to the [[title screen]].
+
+The death screen is not shown upon death if:
+
+* The player holds a {{ItemLink|Totem of Undying}} in the main hand or off-hand and died without falling into the [[void]], in which case the player resurrects upon death. Resurrection does not happen if the player fell into the void.
+* The [[game rule]] {{cd|doImmediateRespawn}} is set to {{cd|true}}, in which case the player instantly respawns upon death without the death screen appearing, but still shows death message.
+
+Any items or blocks that were in the player's [[inventory]] (except items enchanted with [[Curse of Vanishing]]) are [[drop]]ped from their head, and scattered around the spot where the player died (unless the game rule {{cd|keepInventory}} is set to {{cd|true}}). Like any dropped item, these drops decay after five minutes while that [[chunk]] is loaded.
+
+The player also loses any [[experience]] accumulated, reverting the level back to 0 (unless the game rule {{cd|keepInventory}} is set to {{cd|true}}) and drops experience orbs with a precise total value of ''player last level'' × 7 ''experience points'' (with a maximum of 100). After reaching between levels 7 and 8, the player always drops only 100 [[Experience|experience points]] regardless of level.
+
+The player also loses all [[effect]]s upon respawning, even when the game rule {{cd|keepInventory}} is set to {{cd|true}}.[{{bug|MC-67352|||WAI}}]
+
+Despite the fact that dead players disappear like all other mobs, it is still possible for the player to see their own hand while in the first-person mode.[{{bug|MC-88781||Hand visible in death screen after player entity despawns|WF}}]
+
+== Entities health ==
+{| class="wikitable mw-collapsible" style="text-align: center;" data-description="Mob health"
+|-
+! [[Entity]]
+! colspan="6" |Health
+|-
+! Playable
+| {{EntitySprite|Steve|link=Player}} {{EntitySprite|Alex|link=Player}} [[Player]]
{{hp|20}}
+| colspan="5" |
+|-
+! rowspan="6" |Passive
+| {{EntityLink|Allay}}
{{hp|20}}
+| {{EntityLink|Armor Stand}}
{{hp|20}}{{only|java|short=yes}}
{{hp|6}}{{only|bedrock|short=yes}}
+| {{EntityLink|Armadillo}}
{{hp|12}}
+| {{EntityLink|Axolotl}}
{{hp|14}}
+| {{EntityLink|Bat}}
{{hp|6}}
+| {{EntityLink|Camel}}
{{hp|32}}
+|-
+| {{EntityLink|Cat}}
{{hp|10}}
+| {{EntityLink|Chicken}}
{{hp|4}}
+| {{EntityLink|Cod}}
{{hp|3}}
+| {{EntityLink|Cow}}
{{hp|10}}
+| {{EntityLink|Donkey}}
{{hp|15}} to {{hp|30}}
+| {{EntityLink|Frog}}
{{hp|10}}
+|-
+| {{EntityLink|Glow Squid}}
{{hp|10}}
+| {{EntityLink|Horse}}
{{hp|15}} to {{hp|30}}
+| {{EntityLink|Mooshroom}}
{{hp|10}}
+| {{EntityLink|Mule}}
{{hp|15}} to {{hp|30}}
+| {{EntityLink|Ocelot}}
{{hp|10}}
+| {{EntityLink|Parrot}}
{{hp|6}}
+|-
+| {{EntityLink|Pig}}
{{hp|10}}
+| {{EntityLink|Pufferfish}}
{{hp|3}}
+| {{EntityLink|Rabbit}}
{{hp|3}}
+| {{EntityLink|Salmon}}
{{hp|3}}
+| {{EntityLink|Sheep}}
{{hp|8}}
+| {{EntityLink|Skeleton Horse}}
{{hp|15}}
+|-
+| {{EntityLink|Snow Golem}}
{{hp|4}}
+| {{EntityLink|Sniffer}}
{{hp|14}}
+| {{EntityLink|Squid}}
{{hp|10}}
+| {{EntityLink|Strider}}
{{hp|20}}
+| {{EntityLink|Tadpole}}
{{hp|6}}
+| {{EntityLink|Tropical Fish}}
{{hp|3}}
+|-
+| {{EntityLink|Turtle}}
{{hp|30}}
+| {{EntityLink|Villager}}
{{hp|20}}
+| {{EntityLink|Wandering Trader}}
{{hp|20}}
+|-
+! rowspan="3" |Neutral
+| {{EntityLink|Bee}}
{{hp|10}}
+| {{EntityLink|Cave Spider}}
{{hp|12}}
+| {{EntityLink|Dolphin}}
{{hp|10}}
+| {{EntityLink|Drowned}}
{{hp|20}}
+| {{EntityLink|Enderman}}
{{hp|40}}
+| {{EntityLink|Fox}}
{{hp|10}}{{only|java|short=1}}
{{hp|20}}{{only|bedrock|short=1}}
+|-
+| {{EntityLink|Goat}}
{{hp|10}}
+| {{EntityLink|Iron Golem}}
{{hp|100}}
+| {{EntityLink|Llama}}
{{hp|15}} to {{hp|30}}
+| {{EntityLink|Panda}}
{{hp|20}}
(Weak panda)
{{hp|10}}
+| {{EntityLink|Piglin}}
{{hp|16}}
+| {{EntityLink|Polar Bear}}
{{hp|30}}
+|-
+| {{EntityLink|Spider}}
{{hp|16}}
+| {{EntityLink|Trader Llama}}
{{hp|15}} to {{hp|30}}
+| {{EntityLink|Wolf}}
(untamed)
{{hp|8}}
(tamed)
{{hp|40}}
+| {{EntityLink|Zombified Piglin}}
{{hp|20}}
+| colspan="4" |
+|-
+! rowspan="5" |Hostile
+| {{EntityLink|Blaze}}
{{hp|20}}
+| {{EntityLink|Bogged}}
{{hp|16}}
+| {{EntityLink|Breeze}}
{{hp|30}}
+| {{EntityLink|Creaking}}
{{hp|1}} (immune to damage when naturally spawned)
+| {{EntityLink|Creeper}}
{{hp|20}}
+| {{EntityLink|Elder Guardian}}
{{hp|80}}
+| {{EntityLink|Endermite}}
{{hp|8}}
+|-
+| {{EntityLink|Evoker}}
{{hp|24}}
+| {{EntityLink|Ghast}}
{{hp|10}}
+| {{EntityLink|Guardian}}
{{hp|30}}
+| {{EntityLink|Hoglin}}
{{hp|40}}
+| {{EntityLink|Husk}}
{{hp|20}}
+| {{EntityLink|Magma Cube}}
(big)
{{hp|16}}
(small)
{{hp|4}}
(tiny)
{{hp|1}}
+|-
+| {{EntityLink|Phantom}}
{{hp|20}}
+| {{EntityLink|Piglin Brute}}
{{hp|50}}
+| {{EntityLink|Pillager}}
{{hp|24}}
+| {{EntityLink|Ravager}}
{{hp|100}}
+| {{EntityLink|Shulker}}
{{hp|30}}
+| {{EntityLink|Silverfish}}
{{hp|8}}
+|-
+| {{EntityLink|Skeleton}}
{{hp|20}}
+| {{EntityLink|Slime}}
(big)
{{hp|16}}
(small)
{{hp|4}}
(tiny)
{{hp|1}}
+| {{EntityLink|Stray}}
{{hp|20}}
+| {{EntityLink|Vex}}
{{hp|14}}
+| {{EntityLink|Vindicator}}
{{hp|24}}
+| {{EntityLink|Warden}}
{{hp|500}}
+|-
+| {{EntityLink|Witch}}
{{hp|26}}
+| {{EntityLink|Wither Skeleton}}
{{hp|20}}
+| {{EntityLink|Zoglin}}
{{hp|40}}
+| {{EntityLink|Zombie}}
{{hp|20}}
+| {{EntityLink|Zombie Villager}}
{{hp|20}}
+| colspan="2" |
+|-
+! Bosses
+| {{EntityLink|Ender Dragon}}
{{hp|200}}
+| {{EntityLink|Wither}}{{only|java|short=1}}
{{hp|300}}
+| {{EntityLink|Wither}}{{only|bedrock|short=1}}
{{hp|300}} on Easy
{{hp|450}} on Normal
{{hp|600}} on Hard
+| colspan="3" |
+|-
+! Unused
+| {{EntityLink|Giant}}{{only|java|short=1}}
{{hp|100}}
+| {{EntityLink|Elder Guardian Ghost}}{{only|bedrock|short=1}}
{{hp|20}}
+| {{EntityLink|Illusioner}}{{only|java|short=1}}
{{hp|32}}
+| {{EntityLink|Old Villager}}{{only|bedrock|short=1}}
{{hp|20}}
+| {{EntityLink|Old Zombie Villager}}{{only|bedrock|short=1}}
{{hp|20}}
+| {{EntityLink|Zombie Horse}}
{{hp|15}}
+|-
+! {{el|ee}}
+| {{EntityLink|Agent}}
∞ ({{healthbar|2|9px}} × ∞)
+| {{EntityLink|Camera}}
{{hp|4}}
+| {{EntityLink|NPC}}
∞ ({{healthbar|2|9px}} × ∞)
+|}
+
+== Achievements ==
+{{load achievements|Overkill;Cheating Death;Over-overkill}}
+
+== Advancements ==
+
+{{load advancements|Adventure;Postmortal;Over-overkill}}
+
+== Video ==
+
+{{Video note|This Video is from [[Java Edition 1.5]], so the changes were not applied yet.}}{{yt|lOR3ecPgAas}}
+
+== History ==
+{{missing information|section|actually earlier stuff as well like trident death|type=old}}
+{{HistoryTable
+|{{HistoryLine|java classic}}
+|{{HistoryLine||May 20, 2009|link=https://web.archive.org/web/20110302004111/http://notch.tumblr.com/post/110459630/health-and-food|Notch mentions plans to add a health bar.}}
+|{{HistoryLine||August 18, 2009|link=https://notch.tumblr.com/post/165713706/each-player-has-10-hearts-of-health-you-can-lose|Health bar and fall damage teased.}}
+|{{HistoryLine||August 20, 2009|link=https://notch.tumblr.com/post/167380207/signs-up-to-four-lines-of-15-characters-each-i|Health bar blinking when damaged, damage invulnerability, and health bar shaking teased.}}
+|{{HistoryLine||0.24_SURVIVAL_TEST|Added all of the above.
+|Mushrooms now regain health.
+|Enemies now fall over when killed.}}
+|{{HistoryLine|java indev}}
+|{{HistoryLine||unknown|Dead mobs would fall on their left side instead of other random directions.
+|Before suffocation was implemented, players that were covered by blocks could see through [[dirt]] and [[stone]]. Suffocation was added after Notch discovered that players were abusing this exploit to find underground caves and hollowed carvings. The patch added suffocation damage and making the player unable to see anything when experiencing it. However, this glitch is not completely fixed and is still possible to be done even in the existing version of the game.
+|In [[Survival]] mode, eating a [[red mushroom]] would deal the player {{hp|3}} of damage because they were poisonous.}}
+|{{HistoryLine|java alpha}}
+|{{HistoryLine||v1.0.4|Players no longer suffocate when riding in a [[minecart]].}}
+|{{HistoryLine|java beta}}
+|{{HistoryLine||1.5|Unarmed damage is increased from {{hp|1}} to {{hp|2}}.}}
+|{{HistoryLine||1.8|dev=Pre-release|Unarmed damage is decreased from {{hp|2}} to {{hp|1}}.
+|[[Regeneration]] effect added, increasing health.}}
+|{{HistoryLine|java}}
+|{{HistoryLine||1.0.0|dev=Beta 1.9 Prerelease 2|[[Mobs]] can now have armor points.[{{tweet|jeb|119377281796935680|I've added some armor points to the zombies, so they're slightly tougher now|September 29, 2011}}]
+|Hearts now look different in Hardcore mode.}}
+|{{HistoryLine|||dev=RC1|The sound of the player taking damage is changed from a man's grunt to be more gender-neutral.}}
+|{{HistoryLine||1.2.1|dev=12w05b|Death screen has a slight delay before buttons become active, to avoid accidentally clicking buttons when killed.}}
+|{{HistoryLine||1.3.1|dev=12w25a|Removed the downward knockback while drowning, which essentially trapped drowning players in multiplayer underwater.}}
+|{{HistoryLine|||dev=?|The health bar no longer has an animation for [[damage]] that shows how many hearts are lost.}}
+|{{HistoryLine||1.4.2|dev=12w38a|Changed hurt sounds for player again.}}
+|{{HistoryLine||1.8|dev=14w32a|The health bar has an animation for [[damage]] that shows how many hearts are lost again.}}
+|{{HistoryLine||1.11|dev=16w39a|Added the [[totem of undying]], which can save a player from death.}}
+|{{HistoryLine||1.16.2|dev=20w30a|Capitalized the first "d" in the "You died!" text.}}
+
+|{{HistoryLine|pocket alpha}}
+|{{HistoryLine||v0.2.0|Health bar added.}}
+|{{HistoryLine||v0.12.1|dev=build 1|Regeneration effect is added that increases health.
+|The sound of the player taking damage is changed from a man's grunt to be more gender-neutral.}}
+|{{HistoryLine|pocket}}
+|{{HistoryLine||1.1.0|dev=alpha 1.1.0.0|Added the [[totem of undying]], which can save a player from death.}}
+|{{HistoryLine|bedrock}}
+|{{HistoryLine||1.19.10|dev=Preview 1.19.10.21|Death messages are now displayed on the death screen.}}
+|{{HistoryLine||1.19.80|dev=Preview 1.19.80.20|Updated the death screen.}}
+
+|{{HistoryLine|console}}
+|{{HistoryLine||xbox=TU1|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Added the health bar.}}
+|{{HistoryLine||xbox=TU5|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|The sound of the player taking damage is changed from a man's grunt to be more gender-neutral.}}
+|{{HistoryLine||xbox=TU14|xbone=CU1|ps3=1.04|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|Removed the downward knockback while drowning.}}
+|{{HistoryLine||xbox=TU36|xbone=CU25|ps3=1.28|psvita=1.28|ps4=1.28|wiiu=Patch 7|switch=1.0.1|The player's hand now disappears on the death screen in first person view after 1 second when the player is not rendered anymore.[{{bug|MC-88781}}]}}
+|{{HistoryLine||xbox=TU54|xbone=CU44|ps3=1.52|psvita=1.52|ps4=1.52|wiiu=Patch 24|switch=1.0.4|Added the [[totem of undying]], which can save a player from death.}}
+|{{HistoryLine||xbox=TU56|xbone=CU48|ps3=1.55|psvita=1.55|ps4=1.55|wiiu=Patch 26|switch=1.0.6|Death screen has a slight delay before buttons become active, to avoid accidentally clicking buttons when killed.}}
+|{{HistoryLine||xbox=TU69|xbone=none|ps3=1.76|psvita=1.76|ps4=1.76|wiiu=Patch 38|switch=none|Changed hurt sounds for player again.}}
+
+
+}}
+
+== Gallery ==
+=== Screenshots ===
+
+SurvivalTestHealthPreview.png|A preview of the health system seen on Notch's blog. Note how the sprite for the half-heart has a black line in the middle.
+Efe-dies.jpg|A preview example of the revised Bedrock Edition death screen, depicting [[Efe]] dying from a [[creeper]] explosion.
+Dinnerbone Health.png|Health displayed in the tab menu.
+Blank was shot by Skeleton.jpg|A generic death screen used on minecraft.net.
+
+
+=== In other media ===
+
+File:Pride Hearts.jpg|"Rainbow Life Bar," an official T-Shirt design made to celebrate {{w|Pride Month}}.
+
+
+== References ==
+{{reflist}}
+
+== External links ==
+*[https://www.minecraft.net/en-us/article/health-minecraft Everything you need to know about health in Minecraft] – Minecraft.net
+
+== Navigation ==
+{{Navbox gameplay}}
+
+[[Category:UI]]
+
+[[de:Gesundheit]]
+[[es:Salud]]
+[[fr:Santé]]
+[[it:Salute]]
+[[ja:体力]]
+[[ko:생명력]]
+[[nl:Gezondheid]]
+[[pl:Życie]]
+[[pt:Vida]]
+[[ru:Здоровье]]
+[[zh:生命]]
diff --git a/wiki_backup/deny.txt b/wiki_backup/deny.txt
new file mode 100644
index 0000000..bb30835
--- /dev/null
+++ b/wiki_backup/deny.txt
@@ -0,0 +1,101 @@
+{{exclusive|Bedrock|Education}}
+{{Infobox block
+| image =
+Allow.png | Allow
+Deny.png | Deny
+
+| invimage = Allow
+| invimage2 = Deny
+| light = No
+| tool = none
+| tntres = 36,000,000{{needs testing}}
+| transparent = No
+| flammable = No
+| lavasusceptible = No
+| renewable = No
+| stackable = Yes (64)
+}}
+'''Allow''' and '''deny''' are blocks that can be used to create restricted building areas or areas where [[player]]s can build.[https://educommunity.minecraft.net/hc/en-us/articles/360047116852-Specialty-Blocks-Allow-Deny-Border-Structure-]
+
+== Obtaining ==
+Allow and deny blocks can either be obtained by using the pick block [[control]], or by using various [[commands]], such as /[[Commands/give|give]]
, or the [[Creative inventory]]{{only|edu}}.
+
+== Usage ==
+When placed, allow blocks let [[player]]s without world builder status place or destroy blocks in the area above them if immutable world is on, while deny blocks prohibit players without world builder, and their [[agent]]s, from placing or destroying blocks in the area above them. This area covers an infinite distance above the block but does not cover the area below the block. If two allow or deny blocks are placed on top of one another, the block that is highest takes precedence. The deny block does not prevent the placing of blocks through commands, [[endermen]], or [[piston]]s. They also do not prevent the placing of entities such as [[boat]]s.
+
+{{IN|BE}}, when placed, allow blocks let players in [[Adventure]] status place or destroy blocks in the area above, while deny blocks prohibit [[Permission level|Members]] in [[Survival]] from placing or destroying blocks in the area above them.
+
+Both blocks are extremely resistant to [[explosion]]s, and players with world builder (or [[permission level]] 1{{only|BE}}) status are able to place and destroy blocks regardless of where any allow or deny blocks are placed and can also destroy and place the blocks themselves.
+
+Allow blocks do not enable players without building/destroying permissions to build on top of them.
+
+=== Piston interactivity ===
+Allow and deny blocks can not be moved by [[piston]]s or [[sticky piston]]s.
+
+== Sounds ==
+{{Sound table/Block/Stone/BE}}
+
+== Data values ==
+=== ID ===
+{{ID table
+|edition=bedrock
+|shownumericids=y
+|showforms=y
+|generatetranslationkeys=y
+|displayname=Allow
+|spritetype=block
+|nameid=allow
+|id=210}}
+{{ID table
+|displayname=Deny
+|spritetype=block
+|nameid=deny
+|id=211
+|foot=1}}
+
+== Video ==
+{{yt|msRyGgEO0EA}}
+
+== History ==
+{{See also|build allow block|build disallow block}}
+{{HistoryTable
+|{{HistoryLine|pocket alpha}}
+|{{HistoryLine||v0.14.2|[[File:Allow BE0.png|32px]] [[File:Deny BE0.png|32px]] Unused textures and models for allow and deny blocks have been added to game files.}}
+|{{HistoryLine||v0.16.0|dev=build 1|[[File:Allow BE1.png|32px]] [[File:Deny BE1.png|32px]] Added allow and deny blocks. The textures have been changed.}}
+|{{HistoryLine|||dev=build 2|Allow and deny blocks have now been removed.}}
+|{{HistoryLine|bedrock}}
+|{{HistoryLine||1.16.0|dev=beta 1.15.0.51|Re-added allow and deny blocks.}}
+|{{HistoryLine||1.20.70|dev=Preview 1.20.70.22|Allow and Deny no longer drop themselves when breaking.}}
+|{{HistoryLine|education}}
+|{{HistoryLine||1.0.0|[[File:Allow BE1.png|32px]] [[File:Deny BE1.png|32px]] Added allow and deny blocks.|dev=0.14.2}}
+}}
+
+== Issues ==
+{{Issue list|projects=mcpe}}
+
+== Gallery ==
+=== Screenshots ===
+
+Education Edition Exclusive Features.png|The allow and deny blocks placed in a world along with other ''[[Minecraft Education]]'' features.
+AllowandDenyingame.png|Example of allow and deny blocks placed in a world in [[Pocket Edition Alpha]].
+
+
+== References ==
+{{reflist}}
+
+== Navigation ==
+{{Navbox blocks|Utility}}
+{{Navbox Education|Exclusive}}
+
+[[Category:Minecraft Education blocks]]
+
+[[de:Erlauben und Verweigern Blöcke]]
+[[es:Permitir y Rechazar]]
+[[fr:Autoriser et Refuser]]
+[[ja:許可ブロックと拒否ブロック]]
+[[lzh:肯否塊]]
+[[pl:Allow i Deny]]
+[[pt:Bloco de permitir e negar]]
+[[ru:Блоки «разрешить» и «запретить»]]
+[[uk:Дозволити й відмовити]]
+[[zh:允许和拒绝方块]]
diff --git a/wiki_backup/game mode.txt b/wiki_backup/game mode.txt
new file mode 100644
index 0000000..c5932d8
--- /dev/null
+++ b/wiki_backup/game mode.txt
@@ -0,0 +1,233 @@
+{{Redirect|Gamemode|the command|Commands/gamemode}}
+{{About|how a player interacts with the world|the difficulty modes|Difficulty}}
+A '''game mode''' dictates how a [[player]] may interact with a ''Minecraft'' [[world]].
+
+== List of game modes ==
+[[File:Gamemodes.gif|framed|right|Animation summarizing the game modes in ''Java Edition''.]]
+
+The number of different game modes in ''Minecraft'' depends on the exact definition of a game mode. In practice, there are most commonly considered to be four. They are all controlled by the "gameType" variable, and all are accessible in-game via the {{cmd|gamemode}} command or the game mode switcher.{{only|java}}
+
+=== Survival ===
+{{main|Survival}}
+In this mode, players have to gather all their materials to build, [[craft]] [[items]] and [[tools]] and gain [[experience]] points. There is a [[health]], [[hunger]], and [[armor]] bar, an [[inventory]], and also an [[Health#Drowning|oxygen bar]] when [[water|underwater]], [[suffocating]],{{only|bedrock|short=1}} or in [[lava]].{{only|bedrock|short=1}} If a player runs out of hearts (health), the player dies and returns to the [[spawn]] point. Upon death, the player emits smoke, loses all experience and items, and leaves a [[death message]] explaining how the player died. Max reach is 5 blocks.
+
+[[Demo Mode]], which may also be counted as a game mode, is Survival with the --demo
attribute, which defines if the game is from a trial version or not.
+
+=== Creative ===
+{{main|Creative}}
+The player has access to an infinite amount of almost all [[block]]s and [[item]]s available, and can destroy them instantly. Players are invulnerable, unless they fall into the void,{{only|java}} and do not have health, armor, or hunger, and can [[flying|fly]]. The player has access to items not available in Survival mode, e.g. [[spawn egg]]s. The player cannot see command blocks if they look through the Creative GUI - they need to spawn command blocks with the {{cmd|give}} or {{cmd|setblock}} commands. Alternatively, the [[Operator Items Tab|Operator Utilities]] Tab can be turned on via the Controls Tab in Options, containing command blocks.{{only|java}} Max reach is 6 blocks.
+
+=== Adventure ===
+{{main|Adventure}}
+Players can interact with objects such as [[lever]]s and [[button]]s, and can interact with [[mob]]s. However, they can break [[blocks]] only with [[tool]]s having a {{cd|CanDestroy}} data tag, and place blocks only if the block they are holding has a CanPlaceOn
data tag, making this mode good for adventure maps. Max reach is 5 blocks.
+
+=== Spectator ===
+{{Main|Spectator}}
+When in Spectator mode, players can clip through blocks and fly freely. The player can't interact with blocks, entities or their inventory.
+
+Spectators are invisible to all players and mobs except for other spectators. When in third-person mode, a spectator looks like a transparent, floating head with no body. The player can use the scroll wheel to adjust the flying speed, unlike flying in Creative mode.
+
+{{IN|java}}, the player can enter the perspective of other entities by left-clicking on them.
+
+=== Other game modes ===
+==== Default ====
+{{exclusive|bedrock|section=1}}
+
+The "Default" game mode can be accessed by typing {{cmd|gamemode default}}, which sets the player's game mode to the world's default game mode. This corresponds the game mode set in the [[Create New World]] menu under "Default Game Mode".
+
+==== Invalid game mode ====
+{{exclusive|bedrock|section=1}}
+
+Any invalid game mode is a mix of [[Creative]] mode and [[Survival]] mode. They are accessible only using [[Tutorials/Programs and editors|third-party software]]. They cannot be accessed using {{cmd|gamemode}}.
+
+Like [[Creative]] mode, the player has the ability to fly, cannot take any damage and is not affected by [[hunger]]. Despite this, [[health]] and [[hunger]] bars are still visible. [[Tool]]s have infinite durability and can't break.
+
+The [[Inventory#Creative inventory|inventory]] is like the one in [[Creative]] mode, except one cannot take blocks or items from it.
+
+=== Game states ===
+Game states modify the way the player plays the world. These are [[Hardcore]] [[Modes|Mode]] & [[Demo]] [[Modes|Mode]]. [[Demo]] [[Modes|Mode]] is only available in [[Java Edition]].
+
+==== Hardcore ====
+{{main|Hardcore}}
+In this mode, which plays in the same way as Survival mode, the difficulty level is locked to "Hard", and when the player dies, they are unable respawn and must either delete the map or permanently switch to [[Spectator]] mode, effectively preventing them from interacting with the world ever again.
+
+Hardcore is not technically a game mode, but rather a game mode modifier, as it cannot be enabled with the {{cmd|gamemode}} command. However, without cheating, it is possible to get only "Hardcore Survival". To obtain "Hardcore Creative" mode, the player must edit the game world with external tools, or opening to LAN, and turning on cheats. There is almost no visible difference between "Hardcore Creative" and "Non-Hardcore Creative". Because of this, "Hardcore" usually refers to "Hardcore Survival". On a server, a player who dies gets put into [[Spectator]] mode, while all other players remain in Survival mode. When looking at a Hardcore singleplayer world, the game mode is "Hardcore Mode!" and the color is red.
+
+{{IN|BE}}, hardcore mode is a toggle, that locks the game mode to Survival and the game's difficulty to Hard. When looking at a Hardcore singleplayer world, the game mode is Survival-Hardcore.
+
+==== Demo mode ====
+{{main|Demo Mode}}
+Demo Mode functionally serves to allow the [[player]]s to try out the game before deciding to buy ''Minecraft''. It allows players to play on a single world for a 100-minute (5 in-game days) period before the map is locked and required to be reset. The game is locked to [[Survival]] mode and cheats are off by default. While the demo version does not expire, it comes with certain restrictions, by others, as its sole purpose is to allow new players to try out ''Minecraft''.
+
+Demo Mode is not technically a game mode as it cannot be enabled with the /[[Commands/gamemode|gamemode]]
command.
+
+=== Summary ===
+Below is a brief summary of the different available features in each game mode.
+
+{| class="wikitable sortable" style="width: auto; text-align: center; font-size: smaller" data-description="Game mode features"
+!'''Feature'''
+![[Survival]]
+![[Creative]]
+![[Adventure]]
+![[Hardcore|Survival (Hardcore)]]
+![[Spectator]]
+|-
+! Available in Demo
+| {{tc|partial|only singleplayer}}
+| {{tc|never|no}}
+| {{tc|never|no}}
+| {{tc|never|no}}
+| {{tc|never|no}}
+|-
+! [[Multiplayer]]
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+|-
+! [[Crafting]]
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|no}}
+|-
+! [[Smelting]]
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|no}}
+|-
+! [[Brewing]]
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|no}}
+|-
+! [[Enchanting]]
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|no}}
+|-
+! [[Flying]]
+| {{tc|no}}
+| {{tc|yes}}
+| {{tc|no}}
+| {{tc|no}}
+| {{tc|yes}}
+|-
+! [[Inventory]]
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|partial}}
+|-
+! [[Health]]
+| {{tc|yes}}
+| {{tc|partial|Hidden}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|partial|Hidden}}
+|-
+! Respawn after death
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|partial|After death you can only enter Spectator Mode or return to the title screen}}
+| {{tc|yes}}
+|-
+! [[Block]] placing/breaking
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|partial|No, unless the player has a CanPlaceOn data tag}}
+| {{tc|yes}}
+| {{tc|no}}
+|-
+! [[Mobs]]
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+|-
+! Maximum amount of blocks (so far)
+| {{tc|partial|Partial}}
+| {{tc|yes}}
+| {{tc|no}}
+| {{tc|partial|Partial}}
+| {{tc|no}}
+|-
+! [[Daylight cycle]]
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+| {{tc|yes}}
+|-
+! [[Cheats]]
+| {{tc|partial|preset to no, but changeable}}
+| {{tc|yes}}
+| {{tc|partial|preset to no, but changeable}}
+| {{tc|no}}
+| {{tc|yes}}
+|-
+! Preset difficulty
+| {{tc|no}}
+| {{tc|no}}
+| {{tc|no}}
+| {{tc|yes}}
+| {{tc|no}}
+|-
+! [[Hunger]]
+| {{tc|partial}}
+| {{tc|no}}
+| {{tc|partial}}
+| {{tc|yes}}
+| {{tc|no}}
+|-
+! Can phase through blocks
+| {{tc|no}}
+| {{tc|no}}
+| {{tc|no}}
+| {{tc|no}}
+| {{tc|yes}}
+|}
+
+{{notelist|fn|notes=
+[In Survival, there are methods to obtain unlimited amounts of specific [[renewable resources]] such as [[logs]], [[cobblestone]], and [[water]]. In addition, the vast map area allows one to gather plenty of anything with enough effort.]
+[In Creative or in Spectator, health is still there but hidden from GUI, the player can show this by falling into the [[void]].]
+[Demo Mode allows gameplay of only the Survival game mode without a premium account, and only in singleplayer. This does have a time limit though.]
+[Hunger mechanics are implemented, but only kill the player if the difficulty is set to Hard mode and do not affect players on Peaceful.]
+}}
+
+== Changing game mode ==
+The [[command]] {{cmd|gamemode}} can be used to switch between true game modes. For example, {{cmd|gamemode creative}} puts the player into Creative mode. As hardcore is handled differently, it cannot be set via commands.
+
+{{IN|java}}, a player with operator permissions on a server or [[cheat]]s enabled is able to open a GUI by pressing {{key|F3}} and {{key|F4}}, which then allows the player to cycle through the four available game modes available with {{cmd|gamemode}} by pressing {{key|F4}}.
+
+{{IN|bedrock}}, the game mode can also be changed by quitting the world, going to Edit World, tapping either Creative or Survival, and then returning to the game if cheats are enabled.
+
+== Data values ==
+In the [[level.dat]] file, Survival mode is gametype=0
, Creative is gametype=1
, Adventure is gametype=2
, and Spectator is gametype=3
. Hardcore is Survival with the addition of hardcore=1
(a normal world uses hardcore=0
instead). This knowledge allows hacking to change game modes by editing the world's level.dat.
+
+== See also ==
+* [[Gameplay]]
+
+== External links ==
+* [https://help.minecraft.net/hc/en-us/articles/360058743992-All-Game-Modes-in-Minecraft All Game Modes in Minecraft] – [[Minecraft Help Center]]
+
+== Navigation ==
+{{Navbox game modes}}
+
+[[de:Spielmodus]]
+[[es:Modo de juego]]
+[[lzh:法]]
+[[pt:Modo de jogo]]
+[[uk:Ігрові режими]]
+[[zh:游戏模式]]
diff --git a/wiki_backup/ice bomb.txt b/wiki_backup/ice bomb.txt
new file mode 100644
index 0000000..72299f2
--- /dev/null
+++ b/wiki_backup/ice bomb.txt
@@ -0,0 +1,168 @@
+{{Education feature}}
+{{Exclusive|Bedrock|Education}}
+{{Infobox item entity
+|image=Ice Bomb.png
+|invimage=Ice Bomb
+|renewable=No
+|stackable=Yes (16)
+|size=Height: 0.25 blocks
Width: 0.25 blocks
+}}
+The '''ice bomb''' is a throwable [[projectile]] that is used to freeze [[water]] into [[ice]].
+
+== Obtaining ==
+=== Lab table ===
+{| class="wikitable"
+! Result
+! Materials needed
+|-
+!rowspan=2|{{slot|Ice Bomb}}
[[Ice Bomb]]
+|{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}
+|-
+|[[Compound#List_of_compounds|Sodium Acetate]] x4
+|}
+
+== Usage ==
+Ice bombs can be thrown by {{control|using}} them, similar to an [[egg]]. They are affected by gravity.
+
+Similar to [[ender pearl]]s, there is a short cooldown before the [[player]] can throw another ice bomb. The cooldown is shown in the hotbar by a white overlay that shrinks before the player is able to use it again.
+
+Ice bombs explode upon hitting most blocks, including non-solid blocks, but not [[air]]. They also explode upon hitting other entities, but they do not take any damage, and unlike [[egg]]s and [[snowball]]s, the impact is not considered an attack and does no damage or knockback. When exploding, any [[water]] (including flowing water, but not [[waterlogged]] blocks) in a 3×3×3 cube around the ice bomb freezes into [[ice]]. Ice bombs can be used to contain and displace mobs in ice under water.
+
+While [[endermen]] teleport away from arrows shot at them, they can be hit by ice bombs.
+
+Throwing an ice bomb while underwater encloses the player in [[ice]].
+
+In ''[[Minecraft Education]]'', [[breeze]]s are able to deflect ice bombs.
+
+{| class="wikitable"
+|+Ice bomb arrangement table
+!{{Diagonal split header|y|x}}
+!-2
+!-1
+!0
+!1
+!2
+|-
+!64
+|Air
+|Air
+|Air
+|Air
+|Air
+|-
+!63
+|Air
+|Air
+|Ice bomb
+|Air
+|Air
+|-
+!62
+!Water
+!Ice
+!Ice
+!Ice
+!Water
+|-
+!61
+!Water
+!Ice
+!Ice
+!Ice
+!Water
+|-
+!60
+!Water
+!Water
+!Water
+!Water
+!Water
+|}
+=== Dispensers ===
+Ice bombs can be shot from [[dispensers]].
+
+== Sounds ==
+{{SoundTable
+| type = bedrock
+| {{SoundLine
+| sound =Zombie breaks door.ogg
+|source=hostile
+|description=When an ice bomb is created by a [[lab table]]
+|id=mob.wither.break_block
+|volume=0.5
+|pitch=1.1/1.3}}
+| {{SoundLine
+|sound=Glass dig1.ogg
+|sound2=Glass dig2.ogg
+|sound3=Glass dig3.ogg
+|source=block
+|description=When an ice bomb impacts something
+|id=random.glass
+|volume=1.0
+| pitch = 1.4/1.6
+}}
+}}
+
+== Data values ==
+=== ID ===
+{{ID table
+|edition=bedrock
+|shownumericids=y
+|showforms=y
+|notshowbeitemforms=y
+|generatetranslationkeys=y
+|displayname=Ice Bomb
+|spritetype=item
+|nameid=ice_bomb
+|id=595
+|form=item
+|foot=1}}
+{{ID table
+|edition=bedrock
+|firstcolumnname=Ice Bomb
+|shownumericids=y
+|generatetranslationkeys=y
+|displayname=Entity
+|spritename=ice-bomb
+|spritetype=entity
+|nameid=ice_bomb
+|id=106
+|foot=1}}
+
+== History ==
+{{HistoryTable
+|{{HistoryLine|bedrock}}
+|{{HistoryLine||1.4.0|dev=beta 1.2.20.1|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}
+|{{HistoryLine||1.21.0|dev=Preview 1.21.0.21|Ice bombs now appear in the [[Creative inventory]] when the Education edition toggle is on.}}
+|{{HistoryLine|education}}
+|{{HistoryLine||1.0.27|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}
+|{{HistoryLine||1.21.03|dev=Preview 1.21.01.0|Ice bombs now appear in the [[Creative inventory]].}}
+}}
+
+== Issues ==
+{{Issue list|projects=mcpe}}
+
+== Trivia ==
+* In real life, mixing a sufficient amount of sodium acetate in water does solidify it, but creates [[wikipedia:Sodium acetate#Heating pad|hot ice]] (sodium acetate trihydrate) instead of normal ice.
+
+== Navigation ==
+{{Navbox items|Tools}}
+{{Navbox entities|Other}}
+{{Navbox Education|exclusive}}
+
+[[Category:Combat]]
+[[Category:Non-renewable resources]]
+[[Category:Minecraft Education items]]
+[[Category:Minecraft Education entities]]
+[[Category:Projectiles]]
+
+[[de:Eisbombe]]
+[[es:Bomba de hielo]]
+[[fr:Bombe de glace]]
+[[ja:氷の爆弾]]
+[[ko:얼음 폭탄]]
+[[lzh:冰丸]]
+[[pl:Bomba lodowa]]
+[[pt:Bomba de gelo]]
+[[ru:Ледяная бомба]]
+[[zh:冰弹]]
diff --git a/wiki_backup/icons.png.txt b/wiki_backup/icons.png.txt
new file mode 100644
index 0000000..14c68db
--- /dev/null
+++ b/wiki_backup/icons.png.txt
@@ -0,0 +1,244 @@
+{{lowercase}}
+{{wip}}{{Outdated feature|edition=java}}[[File:202204271653 icons.png|thumb|icons.png in [[Java Edition 1.20.1]], the last version to use this file.]]
+'''icons.png''' was a texture sheet used by the game to store the textures of several UI elements.
+
+== Content ==
+icons.png contained the sprites of all UI elements, including [[health]], [[hunger]], [[experience]], and [[armor]].
+
+Unlike a large amount of texture sheets, it was still used until recent updates. However, it has now been split into multiple files in the hud folder (assets/minecraft/textures/gui/sprites/hud).
+
+The following image map shows you how the elements are used when you hover over them. (Several of them are unused, so they have no label)[{{cite|date=April 2016|url=https://docs.google.com/document/d/1g83uC9-sVpaSPghGSsTYYngDS2tbseDkW6ZRgGmadp8/edit?usp=sharing |title=The GUIde}}]
+
+
+File:icons-tripled.png|768px|border|center
+
+rect 0 0 48 48 [[link=Cursor]]
+
+rect 48 0 75 27 [[link=Heart outline]]
+rect 48 0 102 27 [[link=Half heart outline]]
+rect 48 0 156 27 [[link=Half heart outline #2]]
+
+rect 48 0 183 27 [[link=Health heart]]
+rect 48 0 210 27 [[link=|Half health heart]]
+rect 48 0 237 27 [[link=|Health heart flashed when hurt]]
+rect 48 0 264 27 [[link=|Half health heart flashed when hurt]]
+
+rect 48 0 291 27 [[link=Poisoned heart]]
+rect 48 0 318 27 [[link=Half poisoned heart]]
+rect 48 0 345 27 [[link=Poisoned heart flashed when hurt]]
+rect 48 0 372 27 [[link=Half poisoned heart flashed when hurt]]
+
+rect 48 0 399 27 [[link=Wither heart]]
+rect 48 0 426 27 [[link=Half wither heart]]
+rect 48 0 453 27 [[link=Wither heart, flashed when hurt]]
+rect 48 0 480 27 [[link=Half wither heart, flashed when hurt]]
+
+rect 48 0 507 27 [[link=Absorption heart]]
+rect 48 0 534 27 [[link=Half absorption heart]]
+
+
+rect 48 27 75 54 [[link=Empty armor slot]]
+rect 48 27 102 54 [[link=Half armor slot]]
+rect 48 27 129 54 [[link=Full armor slot]]
+rect 48 27 156 54 [[link=Full armor slot #2]]
+
+rect 48 27 183 54 [[link=Mob (horse) heart outline]]
+rect 48 27 210 54 [[link=Mob (horse) half heart outline]]
+rect 48 27 264 54 [[link=Mob (horse) half heart outline #2]]
+
+rect 48 27 291 54 [[link=Mob (horse) health heart]]
+rect 48 27 318 54 [[link=Half mob (horse) health heart]]
+rect 48 27 345 54 [[link=Mob (horse) health heart flashed when hurt]]
+rect 48 27 372 54 [[link=Half mob (horse) health heart flashed when hurt]]
+
+
+rect 48 54 75 81 [[link=Underwater bubble]]
+rect 48 54 102 81 [[link=Underwater bubble popping]]
+
+
+rect 48 81 75 108 [[link=Haunch outline]]
+rect 48 81 102 108 [[link=Half haunch outline]]
+
+rect 48 81 183 108 [[link=Haunch]]
+rect 48 81 210 108 [[link=Half haunch]]
+
+rect 48 81 291 108 [[link=Hunger haunch]]
+rect 48 81 318 108 [[link=Half hunger haunch]]
+
+rect 48 135 75 162 [[link=Heart outline (hardcore)]]
+rect 48 135 102 162 [[link=Half heart outline (hardcore)]]
+rect 48 135 156 162 [[link=Half heart outline #2 (hardcore)]]
+
+rect 48 135 183 162 [[link=Health heart (hardcore)]]
+rect 48 135 210 162 [[link=Half health heart (hardcore)]]
+rect 48 135 237 162 [[link=Health heart flashed when hurt (hardcore)]]
+rect 48 135 264 162 [[link=Half health heart flashed when hurt (hardcore)]]
+
+rect 48 135 291 162 [[link=Poisoned heart (hardcore)]]
+rect 48 135 318 162 [[link=Half poisoned heart (hardcore)]]
+rect 48 135 345 162 [[link=Poisoned heart flashed when hurt (hardcore)]]
+rect 48 135 372 162 [[link=Half poisoned heart flashed when hurt (hardcore)]]
+
+rect 48 135 399 162 [[link=Wither heart (hardcore)]]
+rect 48 135 426 162 [[link=Half wither heart (hardcore)]]
+rect 48 135 453 162 [[link=Wither heart, flashed when hurt (hardcore)]]
+rect 48 135 480 162 [[link=Half wither heart, flashed when hurt (hardcore)]]
+
+
+rect 48 135 507 162 [[link=Absorption heart (hardcore)]]
+rect 48 135 534 162 [[link=Half absorption heart (hardcore)]]
+
+
+rect 0 192 546 207 [[link=Empty experience bar]]
+rect 0 207 546 222 [[link=Full experience bar]]
+
+rect 0 252 546 267 [[link=Empty horse jump bar]]
+rect 0 267 546 282 [[link=Full horse jump bar]]
+
+rect 0 282 108 345 [[link=Weapon readiness indicators (hotbar)]]
+rect 108 282 252 310 [[link=Weapon readiness indicators (crosshair)]]
+
+rect 0 48 30 228 [[link=Player list signal strength]]
+rect 0 531 30 672 [[link=Server list signal strength]]
+rect 30 531 60 648 [[link=Server ping animation frames]]
+
+
+
+Logic for determining what heart or haunch icon to use:
+
+def draw_heart(x, y):
+ if is_hardcore:
+ v = 45
+ else:
+ v = 0
+
+ # Draw background/outline
+ if recently_changed:
+ # White outline
+ draw(x, y, 16 + 9, v, 9, 9) # 25
+ else:
+ # Black outline
+ draw(x, y, 16, v, 9, 9)
+
+ if not is_absorption_heart:
+ # Above check did not exist until 20w49a, causing invisible absorption hearts
+ # https://bugs.mojang.com/browse/MC-18880
+ if is_poisoned:
+ u = 16 + 36 # 52
+ elif is_withered:
+ u = 16 + 72 # 88
+ elif is_frozen:
+ u = 16 + 126 # 142
+ else:
+ u = 16
+
+ if recently_lost:
+ # These are always drawn, but are overwritten in most cases
+ # (They draw up to the previous health value, while the regular hearts
+ # draw to the current health value)
+ # This references a nonexistent texture when frozen:
+ # https://bugs.mojang.com/browse/MC-206881
+ if half_heart:
+ draw(x, y, u + 54 + 9, v, 9, 9) # 79 / 115 / 151 / 205 (invalid)
+ else:
+ draw(x, y, u + 54, v, 9, 9) # 70 / 106 / 142 / 196 (invalid)
+
+ if is_absorption_heart:
+ # Prior to MC-18880 being fixed this could use missing textures
+ # After the fix u is always 16
+ if half_heart:
+ draw(x, y, u + 144 + 9, v, 9, 9) # 169
+ else:
+ draw(x, y, u + 144, v, 9, 9) # 160
+ else:
+ if half_heart:
+ draw(x, y, u + 36 + 9, v, 9, 9) # 61 / 97 / 133 / 203
+ else:
+ draw(x, y, u + 36, v, 9, 9) # 52 / 88 / 124 / 194
+
+ # 34 and 43 (red outline, white outline) seem to be unused)
+
+def draw_haunch(x, y):
+ # Draw background/outline
+ if has_hunger:
+ # Green outline
+ draw(x, y, 16 + 13 * 9, 27, 9, 9) # 133
+ u = 16 + 36 # 52
+ else:
+ # Black outline
+ draw(x, y, 16, 27, 9, 9)
+ u = 16
+
+ if half_haunch:
+ draw(x, y, u + 45, 27, 9, 9) # 61 / 97
+ else:
+ draw(x, y, u + 36, 27, 9, 9) # 52 / 88
+
+ # 25, 34, 43, and 124 (white, red, white, and brown outlines) go unused
+ # As are 70, 79, 106, 155 (lighter variants that could have served the same
+ # purpose as recently lost hearts, but that doesn't really make sense for
+ # hunger)
+
+
+There are a few additional invisible textures that have alpha set to zero but still have color data.
+
+== History ==
+{{info needed section|the uses of the following icons, or if they are truly unused:
+* Duplicate connection icons added in Beta 1.8
+* Mirrored hunger icon added in Beta 1.8
+* Golden outlined empty hunger icon added in Beta 1.8
+* Blue armor outline textures added in 15w34b}}
+The file was compressed in 13w09c, 15w49a, 1.11-pre1, 17w50a and 19w41a.
+{{HistoryTable
+|{{HistoryLine|java classic}}
+|{{HistoryLine||0.24_SURVIVAL_TEST|[[File:200908201528 icons.png|left|128px]] Added icons.png.
The crosshair texture has been added.
Eight heart textures have been added for the health bar. Their uses are: empty,{{verify}} empty while damaged, unknown, unknown, full heart (2 HP), half heart (1 HP), full heart while being damaged and half heart while being damaged.
+
Textures for the armor bar have been added, with icons for 2, 1 and 0 points.
A bubble and bubble popping icon for the air meter has been added.
There is a large region of purple grid closely resembling the [[File:Placeholder Texture JE1 BE1.png|32px]] placeholder block texture found in [[terrain.png]] and [[kz.png]], however the icons are not aligned to it at all (this grid appears to be 8x8, with 9x9 icons through it).}}
+|{{HistoryLine|java indev}}
+|{{HistoryLine||0.31|dev=20100109|[[File:201001091910 icons.png|left|128px]] icons.png has been updated.
Changed heart textures. Red parts now brighter and empty parts now darker.}}
+|{{HistoryLine||Minecraft Indev|dev=20100218|link=Minecraft Indev|slink=Java Edition Indev 20100218|[[File:201002172248 icons.png|left|128px]] icons.png has been updated.
The armor bar textures appear to have been repositioned, and a duplicate 2 armor points icon added - whether it has use or is an unused duplicate is unknown.}}
+|{{HistoryLine|java beta}}
+|{{HistoryLine||1.8|dev=Pre-release|[[File:201108311418 icons.png|left|128px]] icons.png has been updated.
Textures for the hunger bar have been added, like with the health bar: empty,{{verify}} unknown, unknown, unknown, full icon (2), half icon (1), unknown, unknown.
Textures for hearts with the Poison status effect have been added: full, half, full taking damage, half taking damage.
Textures for hunger with the Hunger effect have been added: full, half, unknown, unknown.
There are two empty hunger shaped icons, one is for empty hunger under the Hunger effect. The other is unknown.
There is a mirrored hunger icon, its use unknown.
There are two sets of connection icons. The ones under the crosshair are unused, whereas the ones in the bottom left corner are seen in game.
Textures for the experience bar have been added.
The half armor bar icon has been mirrored to reflect its new placement.}}
+|{{HistoryLine|java}}
+|{{HistoryLine||1.0.0|dev=Beta 1.9 Prerelease 2|[[File:201109231402 icons.png|left|128px]] icons.png has been updated.
Textures for hearts in hardcore mode have been added:empty,{{verify}} unknown, unknown, unknown, full heart (2 HP), half heart (1 HP), full heart while being damaged, half heart being damaged, poisoned full heart, poisoned half heart, poisoned full heart being damaged, poisoned half heart being damaged}}
+|{{HistoryLine|||dev=Beta 1.9 Prerelease 6|[[File:201111101925 icons.png|left|128px]] icons.png has been updated.
The boss bar textures have been added.}}
+|{{HistoryLine||1.3.1|dev=12w25a|[[File:201206211211 icons.png|left|128px]] Added unknown white textures.}}
+|{{HistoryLine||1.4.2|dev=12w34a|[[File:201208231427 icons.png|left|128px]] Added textures for hearts with the Wither effect: full, half, full damaging, half damaging, hardcore full, hardcore half, hardcore full damaging and hardcore half damaging.}}
+|{{HistoryLine||1.6.1|dev=13w16a|[[File:201304192237 icons.png|left|128px]] Added icons for hearts of mobs the player is riding: empty,{{verify}} unknown, unknown, unknown, full heart (2 HP), half heart (1 HP), full heart while being damaged, half heart being damaged
The horse jump bar has been added.}}
+|{{HistoryLine|||dev=13w25a|[[File:201306171611 icons.png|left|128px]] Added absorption hearts: full, half, hardcore full, hardcore half}}
+|{{HistoryLine||1.9|dev=15w31a|The boss bar textures are no longer used with the addition of [[bars.png]].}}
+|{{HistoryLine|||dev=15w34a|[[File:201508191505 icons.png|left|128px]] Added attack cooldown indicators: an empty and full hotbar indicator and an empty and full crosshair indicator.}}
+|{{HistoryLine|||dev=15w34b|[[File:201508201601 icons.png|left|128px]] icons.png has been updated.
Two light blue armor icon outlines have been added, of completely unknown use.}}
+|{{HistoryLine||1.11.1|dev=16w50a|[[File:201612151438 icons.png|left|128px]] A third crosshair attack indicator with an exclamation mark (!) has been added, displayed when fully loaded and aiming at [[entity]] in range of attack.}}
+|{{HistoryLine|||dev=release|[[File:201612201405 icons.png|left|128px]] icons.png has been updated.
Attack indicator when focussing on entity now shows plus-sign (+) rather than an exclamation mark.}}
+|{{HistoryLine||1.17|dev=20w46a|[[File:202011111530 icons.png|left|128px]] icons.png has been updated.
Added hearts for taking freezing damage.}}
+|{{HistoryLine|||dev=20w49a|[[File:202012021646 icons.png|left|128px]] icons.png has been updated.
This version duplicates frozen hearts for hardcore mode.}}
+|{{HistoryLine|||dev=21w11a|[[File:202103171404 icons.png|left|128px]] icons.png has been updated.
This version made frozen hearts actually unique in hardcore mode.[{{bug|MC-207557}}]}}
+|{{HistoryLine||1.19|dev=22w17a|[[File:202204271653 icons.png|left|128px]] icons.png has been updated.
The armor icons, incorrectly updated in Beta 1.8, have been fixed.[{{bug|MC-249039}}]}}
+|{{HistoryLine||1.20.2|dev=23w31a|icons.png has been removed, with each texture split into individual files.}}
+
+|{{HistoryLine|java upcoming}}
+|{{HistoryLine||Combat Tests|dev=Combat Test 3|[[File:201910311331 icons.png|left|128px]] Added four icons for shield blocking cooldown.}}
+|{{HistoryLine|pocket alpha}}
+|{{HistoryLine||v0.1.0|[[File:201002172248 icons.png|left|128px]] Added icons.png.}}
+|{{HistoryLine||v0.6.0|[[File:201301171851 icons.png|left|128px]] icons.png has been updated.}}
+|{{HistoryLine||v0.11.0|dev=build 1|[[File:201504091714 icons.png|left|128px]] icons.png has been updated.}}
+|{{HistoryLine||v0.13.0|dev=build 4|[[File:201511110718 icons.png|left|128px]] icons.png has been updated.}}
+|{{HistoryLine||v0.15.0|dev=build 1|[[File:201606021313 icons.png|left|128px]] icons.png has been updated.}}
+}}
+
+== Gallery ==
+
+File:Unused textures arrangement in the icons.png|Most of the historically unused textures in icons.png, excluding those whose positions would have coincided.
+
+
+== See also ==
+*[[Resource pack]]
+
+== Navigation ==
+{{Navbox texture atlases}}
+
+== References ==
+
+{{Reflist}}
+
+[[ja:Icons.png]]
diff --git a/wiki_backup/photo.txt b/wiki_backup/photo.txt
new file mode 100644
index 0000000..a2e2bca
--- /dev/null
+++ b/wiki_backup/photo.txt
@@ -0,0 +1,62 @@
+{{exclusive|education}}
+{{Infobox item
+| image = Photo EE2.png
+| renewable = Only with [[portfolio]]
+| stackable = No
+}}
+
+A '''photo''' is an [[item]] containing a picture taken with a [[camera]].[{{cite|url=https://web.archive.org/web/20210925044841mp_/https://educommunity.minecraft.net/hc/en-us/articles/4407489082644-Feature-Walkthrough-Minecraft-Education-Edition-GOAT-Beta-version-1-17-30-| title = Feature Walkthrough Minecraft: Education Edition GOAT Beta (version 1.17.30)|website=Minecraft: Education Edition Support|date=September 24, 2021}}][{{cite|url=https://education.minecraft.net/en-us/blog/new-update-and-anniversary-for-mee| title = The GOAT Update Celebrates a Minecraft Milestone!|website=Minecraft: Education Edition|date=November 2, 2021}}][{{ytl|2Wd0J-EIfws|GOAT Release Playthrough|Minecraft: Education Edition|December 2, 2021}}]
+
+== Obtaining ==
+A photo in a [[portfolio]] can be saved as a photo item by selecting the "Save to Inventory" button underneath it.
+
+== Usage ==
+Photos display an image when held in the hand or when placed in an [[item frame]], similarly to [[map]]s. Photos can have captions added to them by renaming them in an [[anvil]] or by adding a caption while they are in a portfolio. Photos can be added to [[book and quill]]s and portfolios by selecting the "Add Photo" button in the book and quill or portfolio.
+
+== Data values ==
+=== ID ===
+{{ID table
+|edition=bedrock
+|shownumericids=y
+|showforms=y
+|notshowbeitemforms=y
+|generatetranslationkeys=y
+|displayname=Photo
+|spritetype=item
+|nameid=photo_item
+|id=?
+|form=item
+|foot=1}}
+
+== History ==
+{{HistoryTable
+|{{HistoryLine|education}}
+|{{HistoryLine||1.17.30|dev=1.17.30.2|[[File:Photo EE1.png|32px]] Added photos.}}
+|{{HistoryLine|||dev=release|[[File:Photo EE2.png|32px]] Changed photo texture.}}
+}}
+
+== Gallery ==
+=== Screenshots ===
+
+Photo Item 1.png|A photo being placed in an item frame.
+Photo Item 2.png|A photo being saved from a portfolio.
+Photo Item 3.png|A photo being added to a book and quill.
+
+
+== References ==
+{{Reflist}}
+
+== Navigation ==
+{{Navbox items|Creative}}
+{{Navbox Education|exclusive}}
+
+[[Category:Minecraft Education items]]
+[[Category:Non-renewable resources]]
+
+[[de:Foto]]
+[[es:Foto]]
+[[ja:写真]]
+[[lzh:像]]
+[[pt:Foto]]
+[[ru:Фотография]]
+[[zh:相片]]
diff --git a/wiki_backup/trial chamber.txt b/wiki_backup/trial chamber.txt
new file mode 100644
index 0000000..ff984f9
--- /dev/null
+++ b/wiki_backup/trial chamber.txt
@@ -0,0 +1,3085 @@
+{{Distinguish|Trail Ruins}}
+{{for|other uses of "trial"|Trial}}
+{{relevant tutorial|Defeating trial chambers}}
+{{Infobox structure
+| image = Trial Chambers chamber_4.png
+| biome = Any [[Overworld]] biome (cannot originate in [[deep dark]], see [[#Generation]].)
+| y level = -40 to -20
+| mobs = From [[trial spawner]]:
+*{{EntityLink|Zombie}}
+*{{EntityLink|id=zombie|Baby zombie}}
+*{{EntityLink|Husk}}
+*{{EntityLink|Skeleton}}
+*{{EntityLink|Stray}}
+*{{EntityLink|Bogged}}
+*{{EntityLink|Spider}}
+*{{EntityLink|Cave spider}}
+*{{EntityLink|Slime}}
+*{{EntityLink|Silverfish}}
+*{{EntityLink|Breeze}}
+| blocks =
+* See {{slink||Structure}}
+* See {{slink||Blocks}}
+}}
+{{relevant tutorial|Defeating trial chambers}}
+'''Trial chambers''' (inconsistently plural in-game[
+* ]trial_chambers
in-game ID
+* "Step foot in a Trial Chamber" – "Minecraft: Trial(s) Edition" [[advancement]] {{in|java}}
+* "Trial Chambers" – in-game structure name {{in|bedrock}}.
+) are underground [[structure]]s that serve as a mid-game combat challenge.[{{Mcnet|minecraft-snapshot-23w45a|Minecraft Snapshot 23w45a|November 8, 2023}}] They consist mostly of [[copper]] blocks and [[tuff bricks]], and are the only place where [[trial spawner]]s and [[vault]]s naturally generate. Trial chambers are also the only place where [[breeze]]s spawn, whose [[breeze rod]]s can be used to craft [[wind charge]]s. Various materials such as [[heavy core]]s and certain [[armor trim]]s are obtained exclusively by unlocking vaults in trial chambers. As it is the only source of breeze rods and heavy cores, the structure is also the location where [[mace]]s are obtained.
+
+[[Ominous trial]]s can also take place here through [[Bad Omen]], where [[Trial Omen]] causes all trial spawners to become [[ominous trial spawner|ominous]], making them more difficult and providing greater rewards.
+
+== Generation ==
+Trial chambers generate underground in the [[Overworld]]. The starting room generates at an [[altitude]] of between Y=-40 and -20, but the structure is not restricted to those Y levels. In fact, the majority of the structure's rooms tend to generate between Y=-20 and 0.
+
+Trial chambers cannot generate in chunks that existed prior to [[Java Edition 1.21|''Java Edition'' 1.21]] and [[Bedrock Edition 1.21.0|''Bedrock Edition'' 1.21.0]], but generate normally in newly-generated chunks.
+
+The generation of trial chambers follows a grid of 34×34 [[chunk]] regions centered on the world origin (X=0, Z=0). There is always one trial chambers structure generated in each region at a random location.
+
+While the origin point of the structure ({{code|corridor_end}}) cannot generate within a deep dark biome, other parts of it can intersect a deep dark biome.
+
+{{Calculator|chunkbase|pois=Tc|zoom=0.25}}
+
+=== Locating ===
+Trial chambers can be located using [[trial explorer map]]s, which are sold by journeyman-level [[cartographer]] villagers for 12 [[emerald]]s and a [[compass]]. The maps always point to the nearest trial chamber relative to the cartographer that does not already have a trial explorer map that points to it.
+
+{{IN|je}}, a given villager always trades the same map, which is determined upon the trade unlocking.
+
+== Structure ==
+{{Main|/Structure}}
+[[File:Trial Chambers layout.png|thumb|Overhead view of a typical trial chambers layout.]]
+The starting room of the structure is {{cd|corridor/end}}. This room connects to a chamber and a section of a corridor. At the end of the section of a corridor, an intersection links to another chamber and another section of an corridor is generated, but this time it ends on the atrium, which then leads to the entrance room.
+
+The structure then branches out from some {{cd|corridor/straight}} pieces.
+
+=== File structure ===
+All trial chambers structures found below are located in the folder [[client.jar]]/data/minecraft/structure/trial_chambers{{only|java|short=1}} or data/behavior_packs/vanilla/structures/trial_chambers{{only|bedrock|short=1}}.
+
+{| class="collapsible collapsed collapse-button-none" data-description="File structure"
+! List
+|-
+|
+* trial_chambers
+** chamber
+*** assembly.nbt
+*** chamber_1.nbt
+*** chamber_2.nbt
+*** chamber_4.nbt
+*** chamber_8.nbt
+*** entrance_cap.nbt
+*** eruption.nbt
+*** pedestal.nbt
+*** slanted.nbt
+*** addon
+**** c1_breeze.nbt
+**** full_corner_column.nbt
+**** full_stacked_walkway.nbt
+**** full_stacked_walkway_2.nbt
+**** grate_bridge.nbt
+**** hanging_platform.nbt
+**** lower_staircase_down.nbt
+**** short_grate_platform.nbt
+**** short_platform.nbt
+**** walkway_with_bridge_1.nbt
+*** assembly
+**** cover_1.nbt
+**** cover_2.nbt
+**** cover_3.nbt
+**** cover_4.nbt
+**** cover_5.nbt
+**** cover_6.nbt
+**** full_column.nbt
+**** hanging_1.nbt
+**** hanging_2.nbt
+**** hanging_3.nbt
+**** hanging_4.nbt
+**** hanging_5.nbt
+**** left_staircase_1.nbt
+**** left_staircase_2.nbt
+**** left_staircase_3.nbt
+**** platform_1.nbt
+**** right_staircase_1.nbt
+**** right_staircase_2.nbt
+**** right_staircase_3.nbt
+**** spawner_1.nbt
+*** eruption
+**** breeze_slice_1.nbt
+**** center_1.nbt
+**** quadrant_1.nbt
+**** quadrant_2.nbt
+**** quadrant_3.nbt
+**** quadrant_4.nbt
+**** quadrant_5.nbt
+**** slice_1.nbt
+**** slice_2.nbt
+**** slice_3.nbt
+*** pedestal
+**** center_1.nbt
+**** ominous_slice_1.nbt
+**** quadrant_1.nbt
+**** quadrant_2.nbt
+**** quadrant_3.nbt
+**** slice_1.nbt
+**** slice_2.nbt
+**** slice_3.nbt
+**** slice_4.nbt
+**** slice_5.nbt
+*** slanted
+**** center.nbt
+**** hallway_1.nbt
+**** hallway_2.nbt
+**** hallway_3.nbt
+**** ominous_upper_arm_1.nbt
+**** quadrant_1.nbt
+**** quadrant_2.nbt
+**** quadrant_3.nbt
+**** quadrant_4.nbt
+**** ramp_1.nbt
+**** ramp_2.nbt
+**** ramp_3.nbt
+**** ramp_4.nbt
+** chests
+*** supply.nbt
+*** connectors
+**** supply.nbt
+** corridor
+*** atrium_1.nbt
+*** end_1.nbt
+*** end_2.nbt
+*** entrance_1.nbt
+*** entrance_2.nbt
+*** entrance_3.nbt
+*** first_plate.nbt
+*** second_plate.nbt
+*** straight_1.nbt
+*** straight_2.nbt
+*** straight_3.nbt
+*** straight_4.nbt
+*** straight_5.nbt
+*** straight_6.nbt
+*** straight_7.nbt
+*** straight_8.nbt
+*** addon
+**** arrow_dispenser.nbt
+**** bridge_lower.nbt
+**** chandelier_upper.nbt
+**** decoration_upper.nbt
+**** display_1.nbt
+**** display_2.nbt
+**** display_3.nbt
+**** head_upper.nbt
+**** ladder_to_middle.nbt
+**** open_walkway.nbt
+**** open_walkway_upper.nbt
+**** reward_upper.nbt
+**** staircase.nbt
+**** wall.nbt
+**** walled_walkway.nbt
+*** atrium
+**** bogged_relief.nbt
+**** breeze_relief.nbt
+**** grand_staircase_1.nbt
+**** grand_staircase_2.nbt
+**** grand_staircase_3.nbt
+**** spider_relief.nbt
+**** spiral_relief.nbt
+** decor
+*** barrel.nbt
+*** black_bed.nbt
+*** blue_bed.nbt
+*** brown_bed.nbt
+*** candle_1.nbt
+*** candle_2.nbt
+*** candle_3.nbt
+*** candle_4.nbt
+*** cyan_bed.nbt
+*** dead_bush_pot.nbt
+*** disposal.nbt
+*** empty_pot.nbt
+*** flow_pot.nbt
+*** gray_bed.nbt
+*** green_bed.nbt
+*** guster_pot.nbt
+*** light_blue_bed.nbt
+*** light_gray_bed.nbt
+*** lime_bed.nbt
+*** magenta_bed.nbt
+*** orange_bed.nbt
+*** pink_bed.nbt
+*** purple_bed.nbt
+*** red_bed.nbt
+*** scrape_pot.nbt
+*** undecorated_pot.nbt
+*** white_bed.nbt
+*** yellow_bed.nbt
+** dispensers
+*** chamber.nbt
+*** floor_dispenser.nbt
+*** wall_dispenser.nbt
+** hallway
+*** cache_1.nbt
+*** corner_staircase.nbt
+*** corner_staircase_down.nbt
+*** corridor_connector_1.nbt
+*** encounter_1.nbt
+*** encounter_2.nbt
+*** encounter_3.nbt
+*** encounter_4.nbt
+*** encounter_5.nbt
+*** left_corner.nbt
+*** long_straight_staircase.nbt
+*** long_straight_staircase_down.nbt
+*** lower_hallway_connector.nbt
+*** right_corner.nbt
+*** rubble.nbt
+*** rubble_chamber.nbt
+*** rubble_chamber_thin.nbt
+*** rubble_thin.nbt
+*** straight.nbt
+*** straight_staircase.nbt
+*** straight_staircase_down.nbt
+*** trapped_staircase.nbt
+*** upper_hallway_connector.nbt
+** intersection
+*** intersection_1.nbt
+*** intersection_2.nbt
+*** intersection_3.nbt
+** reward
+*** ominous_vault.nbt
+*** vault.nbt
+** spawner
+*** breeze
+**** breeze.nbt
+*** connectors
+**** breeze.nbt
+**** melee.nbt
+**** ranged.nbt
+**** slow_ranged.nbt
+**** small_melee.nbt
+*** melee
+**** husk.nbt
+**** spider.nbt
+**** zombie.nbt
+*** ranged
+**** poison_skeleton.nbt
+**** skeleton.nbt
+**** stray.nbt
+*** slow_ranged
+**** poison_skeleton.nbt
+**** skeleton.nbt
+**** stray.nbt
+*** small_melee
+**** baby_zombie.nbt
+**** cave_spider.nbt
+**** silverfish.nbt
+**** slime.nbt
+
+|}
+
+=== Blocks ===
+{{columns-list|colwidth=16em|
+* {{BlockLink|Barrel}}[Random loot table]
+* {{BlockLink|Black Stained Glass}}
+* {{BlockLink|Block of Copper}}
+* {{BlockLink|Blue Bed}}
+* {{BlockLink|Bone Block}}
+* {{BlockLink|Brown Bed}}
+* {{BlockLink|Cactus}}
+* {{BlockLink|Candle}}
+* {{BlockLink|Chain}}
+* {{BlockLink|Chest}}[Random loot table]
+* {{BlockLink|Chiseled Sandstone}}
+* {{BlockLink|Chiseled Tuff}}
+* {{BlockLink|Chiseled Tuff Bricks}}
+* {{BlockLink|Cobbled Deepslate}}
+* {{BlockLink|Cobblestone}}
+* {{BlockLink|Cobweb}}
+* {{BlockLink|Crafting Table}}
+* {{BlockLink|Dead Bush}}
+* {{BlockLink|Decorated Pot}}[ 4 bricks or 3 bricks with either 1 flow, guster or scrape pottery sherd. ][Random loot table]
+* {{BlockLink|Dirt}}
+* {{BlockLink|Dispenser}}[Random loot table]
+* {{BlockLink|Flower Pot}}
+* {{BlockLink|Green Bed}}
+* {{BlockLink|Hopper}}
+* {{BlockLink|Ladder}}
+* {{BlockLink|Light Gray Stained Glass}}
+* {{BlockLink|Magenta Bed}}
+* {{BlockLink|Magma Block}}
+* {{BlockLink|Mangrove Leaves}}
+* {{BlockLink|Mangrove Log}}
+* {{BlockLink|Mangrove Roots}}
+* {{BlockLink|Mangrove Wood}}
+* {{BlockLink|Moss Block}}
+* {{BlockLink|Moss Carpet}}
+* {{BlockLink|Mossy Cobblestone}}
+* {{BlockLink|Mud}}
+* {{BlockLink|Muddy Mangrove Roots}}
+* {{BlockLink|Oak Button}}
+* {{BlockLink|Oak Fence}}
+* {{BlockLink|Oak Leaves}}
+* {{BlockLink|Oak Log}}
+* {{BlockLink|Oak Pressure Plate}}
+* {{BlockLink|Oak Slab}}
+* {{BlockLink|Oxidized Copper Trapdoor}}
+* {{BlockLink|Oxidized Cut Copper}}
+* {{BlockLink|Packed Ice}}
+* {{BlockLink|Podzol}}
+* {{BlockLink|id=Pointed Dripstone Down Tip Merge|Pointed Dripstone}}
+* {{BlockLink|Polished Andesite}}
+* {{BlockLink|Polished Tuff}}
+* {{BlockLink|Polished Tuff Slab}}
+* {{BlockLink|Potted Dead Bush}}
+* {{BlockLink|Powder Snow}}
+* {{BlockLink|Purple Bed}}
+* {{BlockLink|Red Bed}}
+* {{BlockLink|Red Candle}}
+* {{BlockLink|Red Concrete}}
+* {{BlockLink|Red Glazed Terracotta}}
+* {{BlockLink|Red Mushroom}}
+* {{BlockLink|Redstone Dust}}
+* {{BlockLink|Sand}}
+* {{BlockLink|Stone}}
+* {{BlockLink|Stone Bricks}}
+* {{BlockLink|Stone Button}}
+* {{BlockLink|Trial Spawner}}[Trial spawners become ominous as part of ominous trials, and these ominous trial spawners equip some mobs based on loot tables. More information on the [[ominous trial spawner]] page.]
+* {{BlockLink|Tripwire}}
+* {{BlockLink|Tripwire Hook}}
+* {{BlockLink|Tuff Bricks}}
+* {{BlockSprite|Vault}}{{BlockSprite|Ominous Vault}} [[Vault]]
+* {{BlockLink|Vines}}
+* {{BlockLink|Water}}
+* {{BlockLink|Waxed Chiseled Copper}}
+* {{BlockLink|Waxed Block of Copper}}
+* {{BlockLink|Waxed Copper Bulb}}
+* {{BlockLink|Waxed Copper Door}}
+* {{BlockLink|Waxed Copper Grate}}
+* {{BlockLink|Waxed Cut Copper}}
+* {{BlockLink|Waxed Cut Copper Slab}}
+* {{BlockLink|Waxed Cut Copper Stairs}}
+* {{BlockLink|Waxed Oxidized Chiseled Copper}}
+* {{BlockLink|Waxed Oxidized Copper}}
+* {{BlockLink|Waxed Oxidized Copper Door}}
+* {{BlockLink|Waxed Oxidized Copper Grate}}
+* {{BlockLink|Waxed Oxidized Copper Trapdoor}}
+* {{BlockLink|Waxed Oxidized Cut Copper}}
+* {{BlockLink|Waxed Oxidized Cut Copper Slab}}
+* {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+* {{BlockLink|White Bed}}
+* {{BlockLink|White Concrete}}
+* {{BlockLink|White Stained Glass}}}}
+
+=== Components ===
+==== Entrances ====
+The trial chambers generate an entrance chamber, which contains multiple levels and always generate a 3x3 doorway made out of oxidized variants of chiseled copper, cut copper and copper blocks. Behind it is a 3x3x1 gap, which is visible by breaking the doorway or via [[Spectator]] mode. A vault is found in a high place, alongside with multiple chests behind copper block and chiseled copper pedestals. Most entrance chambers generate a vegetation platform in the center.
+
+{| class="wikitable collapsible collapsed"
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+| trial_chambers/corridor/entrance_1
+| ''Entrance 1'' is a two-story room with the first story containing a walkway and over is a copper grate leading into a hidden room with a bed and a chest with reward loot. The staircase over the walkway connects to the second floor.
+
+The second floor contains a platform with vegetation and two chests over a ramp. The gate can be found opposite one of the chests. Also, there is an upper ledge containing a vault. There are three different vegetation platforms:
+* An oak ({{cd|display_1}})
+* A mangrove ({{cd|display_2}})
+* A cactus ({{cd|display_3}})
+
+Inbetween the two chests and right next to the vegetation platform is a trapdoor leading into a ventilitation-shaft like tunnel leading down to the first floor, which acts like a shortcut.
+|
+3619 {{BlockLink|Tuff Bricks}}
+353 {{BlockLink|Waxed Block of Copper}}
+279 {{BlockLink|Polished Tuff}}
+238 {{BlockLink|Chiseled Tuff Bricks}}
+169 {{BlockLink|Waxed Oxidized Copper}}
+118 {{BlockLink|Waxed Oxidized Cut Copper}}
+31 {{BlockLink|Chiseled Tuff}}
+30 {{BlockLink|Oak Leaves}}
+27 {{BlockLink|Waxed Copper Bulb}}
+15 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+14 {{BlockLink|Waxed Copper Grate}}
+3 {{BlockLink|Chest}}[2 loot containers in this area use the entrance loot.]
The loot for this area is found in {{cd|loot_tables/chests/trial_chambers/entrance}}.[One loot container in this area use the reward loot.]
The loot for this area is found in {{cd|loot_tables/chests/trial_chambers/reward}}.
+3 {{BlockLink|Oak Log}}
+3 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Dirt}}
+1 {{BlockLink|Oxidized Copper Trapdoor}}[{{bug|MC-266613}}]
+1 {{BlockLink|Water}}
+1 {{BlockLink|Waxed Copper Door}}
+1 {{BlockLink|Purple Bed}}
+1 {{BlockLink|Waxed Oxidized Chiseled Copper}}
+1 {{BlockLink|Waxed Oxidized Copper Trapdoor}}
+| [[File:Trial Chambers entrance 1 (oak).png|250px]]
+|-
+| trial_chambers/corridor/entrance_2
+| ''Entrance 2'' is a two-story room. The first floor contains a platform resembling a railway station platform and the gate leads through. The small staircases leads to the platform, while the bigger staircase leads up to the second floor.
+
+On the second floor, there is a vegetation platform. The wide ledge goes through the corner and onto the side, making a L-shape, which contains a vault in one of the ends. Underneath the ledge contains two chests. There are three different vegetation platforms:
+* An oak ({{cd|display_1}})
+* A mangrove ({{cd|display_2}})
+* A cactus ({{cd|display_3}})
+|
+3599 {{BlockLink|Tuff Bricks}}
+326 {{BlockLink|Waxed Block of Copper}}
+314 {{BlockLink|Waxed Oxidized Copper}}
+262 {{BlockLink|Chiseled Tuff Bricks}}
+231 {{BlockLink|Polished Tuff}}
+56 {{BlockLink|Waxed Oxidized Cut Copper}}
+32 {{BlockLink|Waxed Copper Bulb}}
+23 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+2 {{BlockLink|Chest}}[All loot containers in this area use the entrance loot.]
The loot for this area is found in {{cd|loot_tables/chests/trial_chambers/entrance}}.
+2 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Oxidized Chiseled Copper}}
+| [[File:Trial Chambers entrance 2 (mangrove).png|250px]]
+|-
+| trial_chambers/corridor/entrance_3
+| ''Entrance 3'' is a tall room with two big spiral staircases. The first floor contains two chests.
+
+The first spiral staircase is connected to the first floor and contains a ledge with a chest. The gate is visible above.
+
+The second spiral staircase is not connected to the first floor and is identified by the copper grates, giving a hint. One ledge contains a vault and the end contains another vault. Also, there is no vegetation platforms.
+|
+4363 {{BlockLink|Tuff Bricks}}
+471 {{BlockLink|Polished Tuff}}
+413 {{BlockLink|Waxed Block of Copper}}
+406 {{BlockLink|Waxed Oxidized Copper}}
+98 {{BlockLink|Chiseled Tuff Bricks}}
+69 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+44 {{BlockLink|Waxed Copper Bulb}}
+12 {{BlockLink|Waxed Cut Copper Stairs}}
+4 {{BlockLink|Waxed Oxidized Cut Copper}}
+3 {{BlockLink|Waxed Copper Grate}}
+3 {{BlockLink|Chest}}[All loot containers in this area use the entrance loot.]
The loot for this area is found in {{cd|loot_tables/chests/trial_chambers/entrance}}.
+3 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Oxidized Chiseled Copper}}
+| [[File:Trial Chambers entrance 3.png|250px]]
+|-
+! colspan = 4 | Trees
+|-
+| trial_chambers/corridor/addon/display_1
+| An oak. This can generate in most entrance chambers.
+|
+25 {{BlockLink|Oak Leaves}}
+24 {{BlockLink|Waxed Oxidized Cut Copper}}
+6 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+3 {{BlockLink|Oak Log}}
+1 {{BlockLink|Water}}
+1 {{BlockLink|Waxed Oxidized Copper}}
+1 {{BlockLink|Dirt}}
+| [[File:Trial Chambers display 1.png|200px]]
+|-
+| trial_chambers/corridor/addon/display_2
+| A mangrove. This can generate in most entrance chambers.
+|
+25 {{BlockLink|Vines}}
+24 {{BlockLink|Mangrove Leaves}}
+19 {{BlockLink|Waxed Oxidized Cut Copper}}
+16 {{BlockLink|Tuff Bricks}}
+8 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+3 {{BlockLink|Mangrove Roots}}
+3 {{BlockLink|Mangrove Log}}
+2 {{BlockLink|Mud}}
+2 {{BlockLink|Mangrove Wood}}
+1 {{BlockLink|Moss Carpet}}
+1 {{BlockLink|Water}}
+1 {{BlockLink|Waxed Oxidized Copper}}
+1 {{BlockLink|Muddy Mangrove Roots}}
+| [[File:Trial Chambers display 2.png|200px]]
+|-
+| trial_chambers/corridor/addon/display_3
+| A [[cactus]] and a [[dead bush]] on top of [[sand]]. This can generate in most entrance chambers. The top of the cactus is cut off.
+|
+23 {{BlockLink|Waxed Oxidized Cut Copper}}
+12 {{BlockLink|Tuff Bricks}}
+8 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Sand}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+3 (2 during generation) {{BlockLink|Cactus}}
+1 {{BlockLink|Dead Bush}}
+1 {{BlockLink|Waxed Oxidized Copper}}
+| [[File:Trial Chambers display 3.png|200px]]
+|}
+
+==== Corridors, atriums and ends ====
+[[File:Trial Chambers corridor.png|thumb|upright=0.80|An isometric view of a corridor.]]
+
+The trial chambers feature two corridors ({{cd|corridor/straight}}) connecting one of the corridors {{cd|corridor/end}}, and another connects to {{cd|corridor/atrium_1}}, which connects into {{cd|corridor/entrance}} pieces. The corridors are divided by an intersection in different sides, making a L-shape.
+
+Addons such as decorated pots, flower pots, candles, tripwire traps, dispensers, chandeliers, stairs, platforms, vaults and trial spawners may generate in the {{cd|corridor/straight}} pieces. Trial spawners are either melee, small melee, or ranged mob spawners, but never spawn [[breeze]] spawners.
+
+Some {{cd|corridor/straight}} pieces have a copper door that can either lead to nothing (a stone wall)[{{bug|MC-266451}}], a chamber, or a hallway.
+
+{| class="wikitable collapsible collapsed"
+|+ Structures
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+| trial_chambers/corridor/atrium_1
+| ''Atrium 1'' is a big hall with two holes during pre-generation that connects the entrance chamber with the second section of the corridor. These two holes can be filled out by four random murals. The entrance chamber connection can also be filled out by three random grand staircases.
+|
+2668 {{BlockLink|Tuff Bricks}}
+334 {{BlockLink|Polished Tuff}}
+236 {{BlockLink|Waxed Block of Copper}}
+189 {{BlockLink|Waxed Oxidized Copper}}
+129 {{BlockLink|Chiseled Tuff Bricks}}
+84 {{BlockLink|Waxed Copper Grate}}
+78 {{BlockLink|Waxed Oxidized Cut Copper}}
+25 {{BlockLink|Ladder}}
+22 {{BlockLink|Chiseled Tuff}}
+19 {{BlockLink|Waxed Copper Bulb}}
+17 {{BlockLink|Water}}
+12 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers atrium 1 (1).png|250px]]
+|-
+| trial_chambers/corridor/end_1
+| ''End 1'' is a wide room with two staircases leading up to the chamber. A wall with an ominous vault can generate.
+|
+3087 {{BlockLink|Tuff Bricks}}
+265 {{BlockLink|Polished Tuff}}
+230 {{BlockLink|Waxed Block of Copper}}
+185 {{BlockLink|Waxed Oxidized Copper}}
+170 {{BlockLink|Chiseled Tuff Bricks}}
+111 {{BlockLink|Waxed Oxidized Cut Copper}}
+42 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+23 {{BlockLink|Waxed Copper Grate}}
+19 {{BlockLink|Waxed Copper Bulb}}
+7 {{BlockLink|Waxed Chiseled Copper}}
+2 {{BlockLink|Chiseled Tuff}}
+1 {{BlockLink|Waxed Cut Copper}}
+| [[File:Trial Chambers end 1.png|250px]]
+|-
+| trial_chambers/corridor/end_2
+| ''End 2'' is a large room with a staircase leading up to the chamber. A shallow water pool generates at the lower level, which contains a chest with bugged loot. Also, the four pillars in the room can generate three copper grate rings and one vault. An ominous vault can be found in a room sealed with copper grates opposite the chest.
+|
+2714 {{BlockLink|Tuff Bricks}}
+337 {{BlockLink|Waxed Block of Copper}}
+265 {{BlockLink|Polished Tuff}}
+237 {{BlockLink|Waxed Oxidized Copper}}
+211 {{BlockLink|Chiseled Tuff Bricks}}
+83 {{BlockLink|Waxed Copper Grate}}
+62 {{BlockLink|Waxed Oxidized Cut Copper}}
+60 {{BlockLink|Water}}
+56 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}(23 Waterlogged)
+17 {{BlockLink|Waxed Copper Bulb}}
+5 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Chest}}[All loot containers in this area use the intersection chest loot.]
The loot for this area is found in {{cd|loot_tables/chests/trial_chambers/intersection}}.
The intersection loot is expected, as different loot can be found in the container. These following loot are:
+* 1 {{BlockLink|Block of Iron}}
+* 1 {{BlockLink|Cake}}
+* 1 {{ItemLink|Diamond}}
+This happened as a bug. ({{bug|MC-273812||Intersection chests in trial chambers not generating correctly|Unresolved}})
+1 {{BlockLink|Waxed Oxidized Cut Copper Slab}}
+| [[File:Trial Chambers end 2.png|250px]]
+|-
+| trial_chambers/corridor/first_plate
+| rowspan="2"| The foundation of the corridor.
+| rowspan="2"| 380 {{BlockLink|Tuff Bricks}}
+| rowspan="2"| [[File:Trial Chambers plate.png|250px]]
+|-
+| trial_chambers/corridor/second_plate
+|-
+| trial_chambers/corridor/straight_1
+| rowspan="8" | There are two large main corridors composed out of four randomly selected ("straight") pieces. The main corridors have three different floors. Various addons have trial spawners in other levels, but trial spawners don't generate in the sides. There are three side layers and two sides opposite each other:
+* The first side layer is the lower side piece which contains decor pieces.
+* The second side layer is the middle side piece which also contains decor pieces.
+* The third side layer is the upper side piece, which is a copper grate walkway and never generates any decor pieces.
+Most straight pieces generate a copper door in any side layer or any side.
+
+The following decor pieces generates at the main corridors:
+* A barrel with random loot ({{cd|barrel}})
+* Pile of unlit candles ({{cd|candle_1-4}})
+* Potted dead bush ({{cd|dead_bush_pot}})
+* Empty flower pot ({{cd|empty_pot}})
+* Decorated pot with random loot which have no sherds ({{cd|undecorated_pot}}) or have one sherd ({{cd|flow_pot}}, {{cd|guster_pot}} or {{cd|scrape_pot}})
+
+The following addons may generate:
+* Tripwire trap ({{cd|arrow_dispenser}})
+* Staircase bridge ({{cd|bridge_lower}})
+* Chandelier {{cd|chandelier_upper}})
+* Copper grate platform ({{cd|decoration_upper}})
+* Gong ({{cd|head_upper}})
+* Ladder in the sides connecting the first two layers ({{cd|ladder_to_middle}})
+* Trial spawner walkway ({{cd|open_walkway}}, {{cd|open_walkway_upper}}, {{cd|walled_wallway}})
+* Small staircase ({{cd|staircase}})
+
+Other non-addon stuff can generate during pre-generation of the straight pieces:
+* A wall blocking one side of the upper two layers ({{cd|straight_3}})
+* Symmetrical staircases on the bottom level, a trial spawner on the center and a destructed copper grate walkway ({{cd|straight_6}})
+* A wall blocking one side of the upper two layers, in which contains a vault ({{cd|straight_7}})
+* A bridge leading into a trial spawner and a destructued copper grate walkway ({{cd|straight_8}})
+|
+667 {{BlockLink|Tuff Bricks}}
+110 {{BlockLink|Polished Tuff}}
+69 {{BlockLink|Waxed Oxidized Copper}}
+68 {{BlockLink|Waxed Block of Copper}}
+66 {{BlockLink|Chiseled Tuff Bricks}}
+44 {{BlockLink|Waxed Oxidized Cut Copper}}
+26 {{BlockLink|Waxed Copper Grate}}
+8 {{BlockLink|Chiseled Tuff}}
+8 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers straight 1.png|250px]]
+|-
+| trial_chambers/corridor/straight_2
+|
+629 {{BlockLink|Tuff Bricks}}
+108 {{BlockLink|Polished Tuff}}
+95 {{BlockLink|Waxed Block of Copper}}
+72 {{BlockLink|Waxed Oxidized Copper}}
+61 {{BlockLink|Chiseled Tuff Bricks}}
+46 {{BlockLink|Waxed Oxidized Cut Copper}}
+26 {{BlockLink|Waxed Copper Grate}}
+9 {{BlockLink|Waxed Copper Bulb}}
+6 {{BlockLink|Chiseled Tuff}}
+2 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Oxidized Copper Door}}
+| [[File:Trial Chambers straight 2.png|250px]]
+|-
+| trial_chambers/corridor/straight_3
+|
+844 {{BlockLink|Tuff Bricks}}
+93 {{BlockLink|Waxed Block of Copper}}
+86 {{BlockLink|Polished Tuff}}
+85 {{BlockLink|Chiseled Tuff Bricks}}
+54 {{BlockLink|Waxed Oxidized Copper}}
+41 {{BlockLink|Waxed Oxidized Cut Copper}}
+16 {{BlockLink|Waxed Copper Grate}}
+7 {{BlockLink|Waxed Copper Bulb}}
+4 {{BlockLink|Chiseled Tuff}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Oxidized Copper Door}}
+| [[File:Trial Chambers straight 3.png|250px]]
+|-
+| trial_chambers/corridor/straight_4
+|
+629 {{BlockLink|Tuff Bricks}}
+107 {{BlockLink|Polished Tuff}}
+96 {{BlockLink|Waxed Block of Copper}}
+69 {{BlockLink|Waxed Oxidized Copper}}
+59 {{BlockLink|Chiseled Tuff Bricks}}
+48 {{BlockLink|Waxed Oxidized Cut Copper}}
+26 {{BlockLink|Waxed Copper Grate}}
+9 {{BlockLink|Waxed Copper Bulb}}
+8 {{BlockLink|Chiseled Tuff}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Oxidized Copper Door}}
+| [[File:Trial Chambers straight 4.png|250px]]
+|-
+| trial_chambers/corridor/straight_5
+|
+630 {{BlockLink|Tuff Bricks}}
+107 {{BlockLink|Polished Tuff}}
+95 {{BlockLink|Waxed Block of Copper}}
+69 {{BlockLink|Waxed Oxidized Copper}}
+61 {{BlockLink|Chiseled Tuff Bricks}}
+47 {{BlockLink|Waxed Oxidized Cut Copper}}
+27 {{BlockLink|Waxed Copper Grate}}
+9 {{BlockLink|Waxed Copper Bulb}}
+6 {{BlockLink|Chiseled Tuff}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Oxidized Copper Door}}
+| [[File:Trial Chambers straight 5.png|250px]]
+|-
+| trial_chambers/corridor/straight_6
+|
+595 {{BlockLink|Tuff Bricks}}
+107 {{BlockLink|Polished Tuff}}
+90 {{BlockLink|Waxed Block of Copper}}
+79 {{BlockLink|Waxed Oxidized Copper}}
+62 {{BlockLink|Chiseled Tuff Bricks}}
+48 {{BlockLink|Waxed Oxidized Cut Copper}}
+14 {{BlockLink|Waxed Copper Grate}}
+8 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+6 {{BlockLink|Chiseled Tuff}}
+6 {{BlockLink|Waxed Copper Bulb}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Oxidized Copper Door}}
+| [[File:Trial Chambers straight 6.png|250px]]
+|-
+| trial_chambers/corridor/straight_7
+|
+779 {{BlockLink|Tuff Bricks}}
+102 {{BlockLink|Polished Tuff}}
+91 {{BlockLink|Waxed Block of Copper}}
+78 {{BlockLink|Chiseled Tuff Bricks}}
+61 {{BlockLink|Waxed Oxidized Copper}}
+44 {{BlockLink|Waxed Oxidized Cut Copper}}
+15 {{BlockLink|Waxed Copper Grate}}
+12 {{BlockLink|Chiseled Tuff}}
+7 {{BlockLink|Waxed Copper Bulb}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Oxidized Copper Door}}
+| [[File:Trial Chambers straight 7.png|250px]]
+|-
+| trial_chambers/corridor/straight_8
+|
+715 {{BlockLink|Tuff Bricks}}
+117 {{BlockLink|Polished Tuff}}
+88 {{BlockLink|Waxed Oxidized Copper}}
+70 {{BlockLink|Chiseled Tuff Bricks}}
+70 {{BlockLink|Waxed Block of Copper}}
+36 {{BlockLink|Waxed Oxidized Cut Copper}}
+17 {{BlockLink|Waxed Copper Grate}}
+10 {{BlockLink|Chiseled Tuff}}
+6 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers straight 8.png|250px]]
+|}
+{| class="wikitable collapsible collapsed"
+|+ Addons
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+| trial_chambers/corridor/addon/arrow_dispenser
+| ''Arrow Dispenser'' is placed on the bottom center of the main corridor. It contains two tripwire traps surrounding a dispenser containing arrows. and a chiseled tuff block in front of it, as well as two unlit copper bulbs in the side.
+|
+12 {{BlockLink|Waxed Block of Copper}}
+10 {{BlockLink|Tuff Bricks}}
+10 {{BlockLink|Waxed Oxidized Cut Copper}}
+10 {{BlockLink|Tripwire}}
+8 {{BlockLink|Chiseled Tuff Bricks}}
+4 {{BlockLink|Tripwire Hook}}
+2 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Chiseled Tuff}}
+1 {{BlockLink|Dispenser}} (4-8 {{ItemLink|Arrow|Arrows}})
+| [[File:Trial Chambers arrow-dispenser.png|200px]]
+|-
+| trial_chambers/corridor/addon/bridge_lower
+|''Bridge Lower'' is placed on the bottom center of the main corridor. It contains two staircases leading up into either side of the first floor.
+|
+23 {{BlockLink|Waxed Oxidized Copper}}
+17 {{BlockLink|Waxed Oxidized Cut Copper}}
+14 {{BlockLink|Chiseled Tuff Bricks}}
+12 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+10 {{BlockLink|Tuff Bricks}}
+8 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers bridge lower.png|200px]]
+|-
+| trial_chambers/corridor/addon/chandelier_upper
+| ''Chandelier Upper'' is a copper bulb chandelier generating on the top of the main corridor.
+|
+3 {{BlockLink|Chain}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers chandelier upper.png|200px]]
+|-
+| trial_chambers/corridor/addon/decoration_upper
+| ''Decoration Upper'' is similar to chambers' hanging platforms, yet found in the corridor and doesn't generate copper blocks and polished tuff. It is placed on the top of the main corridor.
+|
+8 {{BlockLink|Waxed Copper Grate}}
+3 {{BlockLink|Chain}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers decoration upper.png|200px]]
+|-
+| trial_chambers/corridor/addon/head_upper
+| ''Head Upper'' is a gong located in the top of the main corridor.
+|
+4 {{BlockLink|Waxed Copper Grate}}
+4 {{BlockLink|Waxed Block of Copper}}
+2 {{BlockLink|Chain}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers head upper.png|200px]]
+|-
+| trial_chambers/corridor/addon/ladder_to_middle
+| ''Ladder to Middle'' is placed on up to two sides of the first floor, which contains a ladder connected to the second floor.
+|
+10 {{BlockLink|Waxed Block of Copper}}
+7 {{BlockLink|Waxed Oxidized Cut Copper}}
+6 {{BlockLink|Ladder}}
+6 {{BlockLink|Polished Tuff}}
+5 {{BlockLink|Tuff Bricks}}
+4 {{BlockLink|Chiseled Tuff Bricks}}
+2 {{BlockLink|Chiseled Tuff}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers ladder to middle.png|200px]]
+|-
+| trial_chambers/corridor/addon/open_walkway
+| ''Open Walkway'' is placed on the middle center of the main corridor. There is a trial spawner in the center.
+|
+31 {{BlockLink|Tuff Bricks}}
+21 {{BlockLink|Polished Tuff}}
+9 {{BlockLink|Waxed Copper Grate}}
+9 {{BlockLink|Chiseled Tuff Bricks}}
+6 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers open walkway.png|200px]]
+|-
+| trial_chambers/corridor/addon/open_walkway_upper
+| Similar to ''Open Walkway'', but is located on the top and is suspended by chains.
+|
+12 {{BlockLink|Chain}}
+9 {{BlockLink|Waxed Copper Grate}}
+6 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers open walkway upper.png|200px]]
+|-
+| trial_chambers/corridor/addon/reward_upper
+| ''Reward Upper'' contains a vault and is found in the top floor. Doesn't generate due to a bug. [{{bug|MC-266778}}]
+|
+10 {{BlockLink|Chain}}
+5 {{BlockLink|Waxed Chiseled Copper}}
+4 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers reward upper.png|200px]]
+|-
+| trial_chambers/corridor/addon/staircase
+| ''Staircase'' is a smaller staircase connecting into up to two sides of the main corridor.
+|
+3 {{BlockLink|Chiseled Tuff Bricks}}
+2 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+1 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Waxed Block of Copper}}
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers staircase.png|200px]]
+|-
+| trial_chambers/corridor/addon/wall
+| ''Wall'' is a big tuff wall blocking the center of the main corridor. Currently doesn't generate due to a bug.
+|
+220 {{BlockLink|Tuff Bricks}}
+10 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers wall.png|200px]]
+|-
+| trial_chambers/corridor/addon/walled_walkway
+| ''Walled Walkway'' is a closed area in the middle center. On the center is a trial spawner.
+|
+58 {{BlockLink|Tuff Bricks}}
+30 {{BlockLink|Chiseled Tuff Bricks}}
+15 {{BlockLink|Polished Tuff}}
+10 {{BlockLink|Waxed Block of Copper}}
+10 {{BlockLink|Waxed Oxidized Cut Copper}}
+5 {{BlockLink|Waxed Oxidized Copper}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers walled walkway.png|200px]]
+|-
+! colspan = 4 | Atrium
+|-
+| trial_chambers/corridor/atrium/bogged_relief
+| The mural has a [[bogged]] style. Placed on the left and right sides of the atrium.
+|
+497 {{BlockLink|Tuff Bricks}}
+38 {{BlockLink|Polished Tuff}}
+32 {{BlockLink|Waxed Block of Copper}}
+27 {{BlockLink|Chiseled Tuff Bricks}}
+21 {{BlockLink|Waxed Oxidized Cut Copper}}
+21 {{BlockLink|Waxed Oxidized Copper}}
+14 {{BlockLink|Mossy Cobblestone}}
+10 {{BlockLink|Chiseled Tuff}}
+6 {{BlockLink|Waxed Copper Bulb}}
+4 {{BlockLink|Waxed Oxidized Copper Grate}}
+4 {{BlockLink|White Concrete}}
+3 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers bogged relief.png|250px]]
+|-
+| trial_chambers/corridor/atrium/breeze_relief
+| The mural contains a [[breeze]]. Placed on the left and right sides of the atrium.
+|
+496 {{BlockLink|Tuff Bricks}}
+38 {{BlockLink|Polished Tuff}}
+34 {{BlockLink|Chiseled Tuff Bricks}}
+32 {{BlockLink|Waxed Block of Copper}}
+25 {{BlockLink|Waxed Oxidized Cut Copper}}
+21 {{BlockLink|Waxed Oxidized Copper}}
+12 {{BlockLink|Chiseled Tuff}}
+8 {{BlockLink|White Stained Glass}}
+4 {{BlockLink|Black Stained Glass}}
+4 {{BlockLink|Waxed Copper Bulb}}
+3 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers breeze relief.png|250px]]
+|-
+| trial_chambers/corridor/atrium/grand_staircase_1
+| The large double-run stairs leading from the atrium to the entrance of the corridor go up along both sides and then converge to the middle.
+|
+330 {{BlockLink|Tuff Bricks}}
+59 {{BlockLink|Waxed Oxidized Copper}}
+42 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+29 {{BlockLink|Waxed Block of Copper}}
+27 {{BlockLink|Waxed Oxidized Cut Copper}}
+16 {{BlockLink|Chiseled Tuff Bricks}}
+3 {{BlockLink|Polished Tuff}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers grand staircase 1.png|200px]]
+|-
+| trial_chambers/corridor/atrium/grand_staircase_2
+| The large double-run stairs leading from the atrium to the entrance of the corridor converge to the middle first and then go up.
+|
+110 {{BlockLink|Tuff Bricks}}
+79 {{BlockLink|Waxed Oxidized Copper}}
+24 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+24 {{BlockLink|Waxed Oxidized Cut Copper}}
+15 {{BlockLink|Waxed Block of Copper}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers grand staircase 2.png|200px]]
+|-
+| trial_chambers/corridor/atrium/grand_staircase_3
+| The large three-run stairs from the atrium to the entrance of the corridor go up along both sides and then converge to the middle.
+|
+150 {{BlockLink|Tuff Bricks}}
+75 {{BlockLink|Waxed Oxidized Copper}}
+28 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+25 {{BlockLink|Waxed Oxidized Cut Copper}}
+20 {{BlockLink|Block of Copper}}[{{bug|MC-271719}}]
+6 {{BlockLink|Chiseled Tuff Bricks}}
+1 {{BlockLink|Chiseled Tuff}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers grand staircase 3.png|200px]]
+|-
+| trial_chambers/corridor/atrium/spider_relief
+| A mural with a [[spider]] style. Placed on the left and right sides of the atrium.
+|
+645 {{BlockLink|Tuff Bricks}}
+38 {{BlockLink|Polished Tuff}}
+32 {{BlockLink|Waxed Block of Copper}}
+29 {{BlockLink|Chiseled Tuff Bricks}}
+21 {{BlockLink|Waxed Oxidized Cut Copper}}
+21 {{BlockLink|Waxed Oxidized Copper}}
+16 {{BlockLink|Red Concrete}}
+6 {{BlockLink|Waxed Copper Bulb}}
+4 {{BlockLink|Black Stained Glass}}
+4 {{BlockLink|Waxed Oxidized Copper Grate}}
+4 {{BlockLink|Chiseled Tuff}}
+4 {{BlockLink|White Stained Glass}}
+3 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers spider relief.png|250px]]
+|-
+| trial_chambers/corridor/atrium/spiral_relief
+| A mural with a spiral pattern. Placed on the left and right sides of the atrium.
+|
+512 {{BlockLink|Tuff Bricks}}
+78 {{BlockLink|Polished Tuff}}
+32 {{BlockLink|Waxed Block of Copper}}
+24 {{BlockLink|Chiseled Tuff Bricks}}
+21 {{BlockLink|Waxed Oxidized Copper}}
+21 {{BlockLink|Waxed Oxidized Cut Copper}}
+6 {{BlockLink|Waxed Copper Bulb}}
+4 {{BlockLink|Waxed Oxidized Copper Grate}}
+4 {{BlockLink|Chiseled Tuff}}
+3 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers spiral relief.png|250px]]
+|}
+
+==== Hallways ====
+Hallways are smaller branches connected to some {{cd|corridor/straight}} pieces consisting of passageways, staircases and spiral staircase and may contain chests. The other side of the hallway can generate either a stone wall, a dead end with a chest or a chamber. Hallways can rarely generate in an intersection.
+
+{| class="wikitable collapsible collapsed"
+|+ Hallways
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+| trial_chambers/hallway/cache_1
+| Contains a long hallway with a chest containing supply loot.
+|
+344 {{BlockLink|Tuff Bricks}}
+60 {{BlockLink|Polished Tuff}}
+51 {{BlockLink|Waxed Oxidized Copper}}
+45 {{BlockLink|Waxed Block of Copper}}
+40 {{BlockLink|Chiseled Tuff Bricks}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+4 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers cache 1.png|200px]]
+|-
+| trial_chambers/hallway/corner_staircase
+|
+|
+140 {{BlockLink|Tuff Bricks}}
+31 {{BlockLink|Waxed Block of Copper}}
+26 {{BlockLink|Chiseled Tuff Bricks}}
+17 {{BlockLink|Polished Tuff}}
+14 {{BlockLink|Waxed Oxidized Copper}}
+5 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers corner staircase.png|200px]]
+|-
+| trial_chambers/hallway/corner_staircase_down
+|
+|
+138 {{BlockLink|Tuff Bricks}}
+32 {{BlockLink|Waxed Block of Copper}}
+27 {{BlockLink|Chiseled Tuff Bricks}}
+17 {{BlockLink|Polished Tuff}}
+14 {{BlockLink|Waxed Oxidized Copper}}
+5 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers corner staircase down.png|200px]]
+|-
+| trial_chambers/hallway/corridor_connector_1
+|
+|
+48 {{BlockLink|Tuff Bricks}}
+9 {{BlockLink|Polished Tuff}}
+9 {{BlockLink|Waxed Oxidized Copper}}
+6 {{BlockLink|Chiseled Tuff Bricks}}
+6 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers corridor connector 1.png|200px]]
+|-
+| trial_chambers/hallway/left_corner
+| A corner walkway. Some chiseled tuff bricks are missing.[{{bug|MC-266441}}]
+|
+70 {{BlockLink|Tuff Bricks}}
+15 {{BlockLink|Waxed Oxidized Copper}}
+15 {{BlockLink|Polished Tuff}}
+10 {{BlockLink|Waxed Block of Copper}}
+6 {{BlockLink|Chiseled Tuff Bricks}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers left corner.png|200px]]
+|-
+| trial_chambers/hallway/long_straight_staircase
+|
+| rowspan=2 |
+393 {{BlockLink|Tuff Bricks}}
+36 {{BlockLink|Waxed Block of Copper}}
+30 {{BlockLink|Polished Tuff}}
+24 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+20 {{BlockLink|Chiseled Tuff Bricks}}
+8 {{BlockLink|Waxed Chiseled Copper}}
+7 {{BlockLink|Waxed Oxidized Copper}}
+3 {{BlockLink|Chiseled Tuff}}
+3 {{BlockLink|Waxed Copper Bulb}}
+2 {{BlockLink|Waxed Oxidized Cut Copper}}
+| rowspan=2 | [[File:Trial Chambers long straight staircase.png|200px]]
+|-
+| trial_chambers/hallway/long_straight_staircase_down
+|
+|-
+| trial_chambers/hallway/lower_hallway_connector
+|
+|
+532 {{BlockLink|Tuff Bricks}}
+52 {{BlockLink|Waxed Oxidized Copper}}
+48 {{BlockLink|Polished Tuff}}
+44 {{BlockLink|Waxed Block of Copper}}
+42 {{BlockLink|Chiseled Tuff Bricks}}
+10 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+6 {{BlockLink|Waxed Oxidized Cut Copper}}
+3 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers lower hallway connector.png|200px]]
+|-
+| trial_chambers/hallway/right_corner
+| A corner walkway. Some chiseled tuff bricks are missing. [{{bug|MC-266441}}]
+|
+69 {{BlockLink|Tuff Bricks}}
+15 {{BlockLink|Waxed Oxidized Copper}}
+10 {{BlockLink|Waxed Block of Copper}}
+9 {{BlockLink|Chiseled Tuff Bricks}}
+8 {{BlockLink|Polished Tuff}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers right corner.png|200px]]
+|-
+| trial_chambers/hallway/rubble
+| rowspan=2 | A chest with reward loot on a dead end of oxidized copper grates.
+|
+61 {{BlockLink|Tuff Bricks}}
+12 {{BlockLink|Waxed Oxidized Copper}}
+12 {{BlockLink|Polished Tuff}}
+12 {{BlockLink|Cobbled Deepslate}}
+9 {{BlockLink|Waxed Oxidized Copper Grate}}
+9 {{BlockLink|Waxed Block of Copper}}
+8 {{BlockLink|Chiseled Tuff Bricks}}
+2 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Chest}}[This loot container in this area use the entrance loot.]
The loot for this area is found in {{cd|loot_tables/chests/trial_chambers/reward}}.
+| [[File:Trial Chambers rubble.png|200px]]
+|-
+| trial_chambers/hallway/rubble_chamber
+|
+61 {{BlockLink|Tuff Bricks}}
+12 {{BlockLink|Waxed Oxidized Copper}}
+12 {{BlockLink|Polished Tuff}}
+12 {{BlockLink|Cobbled Deepslate}}
+9 {{BlockLink|Waxed Oxidized Copper Grate}}
+9 {{BlockLink|Waxed Block of Copper}}
+8 {{BlockLink|Chiseled Tuff Bricks}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers rubble chamber.png|200px]]
+|-
+| trial_chambers/hallway/rubble_chamber_thin
+| rowspan=2 | The dead end with copper grates.
+| rowspan=2 |
+16 {{BlockLink|Tuff Bricks}}
+6 {{BlockLink|Waxed Block of Copper}}
+5 {{BlockLink|Waxed Copper Grate}}
+3 {{BlockLink|Waxed Oxidized Copper}}
+3 {{BlockLink|Polished Tuff}}
+2 {{BlockLink|Chiseled Tuff Bricks}}
+| rowspan=2 | [[File:Trial Chambers rubble chamber thin.png|200px]]
+|-
+| trial_chambers/hallway/rubble_thin
+|-
+| trial_chambers/hallway/straight
+|
+|
+78 {{BlockLink|Tuff Bricks}}
+15 {{BlockLink|Waxed Oxidized Copper}}
+15 {{BlockLink|Polished Tuff}}
+10 {{BlockLink|Chiseled Tuff Bricks}}
+10 {{BlockLink|Waxed Block of Copper}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers straight.png|200px]]
+|-
+| trial_chambers/hallway/straight_staircase
+| [{{bug|MC-266441}}]
+|
+111 {{BlockLink|Tuff Bricks}}
+15 {{BlockLink|Polished Tuff}}
+14 {{BlockLink|Waxed Block of Copper}}
+9 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+9 {{BlockLink|Chiseled Tuff Bricks}}
+7 {{BlockLink|Waxed Oxidized Copper}}
+2 {{BlockLink|Waxed Copper Bulb}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+2 {{BlockLink|Waxed Oxidized Cut Copper}}
+| rowspan=2 | [[File:Trial Chambers straight staircase.png|200px]]
+|-
+| trial_chambers/hallway/straight_staircase_down
+|
+|
+112 {{BlockLink|Tuff Bricks}}
+15 {{BlockLink|Polished Tuff}}
+14 {{BlockLink|Waxed Block of Copper}}
+9 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+8 {{BlockLink|Chiseled Tuff Bricks}}
+7 {{BlockLink|Waxed Oxidized Copper}}
+2 {{BlockLink|Waxed Copper Bulb}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+2 {{BlockLink|Waxed Oxidized Cut Copper}}
+|-
+| trial_chambers/hallway/trapped_staircase
+| A spiral staircase variant, which contains a pit of pointed dripstone on the middle and ladders to go back up.
+|
+632 {{BlockLink|Tuff Bricks}}
+52 {{BlockLink|Waxed Oxidized Copper}}
+48 {{BlockLink|Polished Tuff}}
+44 {{BlockLink|Waxed Block of Copper}}
+42 {{BlockLink|Chiseled Tuff Bricks}}
+10 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+9 {{BlockLink|Ladder}}
+5 {{BlockLink|Waxed Oxidized Cut Copper}}
+3 {{BlockLink|Waxed Copper Bulb}}
+2 {{BlockLink|Pointed Dripstone}}
+|[[File:Trial Chambers trapped staircase.png|200px]]
+|-
+| trial_chambers/hallway/upper_hallway_connector
+|
+|
+400 {{BlockLink|Tuff Bricks}}
+51 {{BlockLink|Waxed Oxidized Copper}}
+44 {{BlockLink|Waxed Block of Copper}}
+42 {{BlockLink|Chiseled Tuff Bricks}}
+39 {{BlockLink|Polished Tuff}}
+7 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+4 {{BlockLink|Waxed Oxidized Cut Copper}}
+3 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers upper hallway connector.png|200px]]
+|}
+
+{| class="wikitable collapsible collapsed"
+|+ Encounters
{{only|java}}
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+| trial_chambers/hallway/encounter_1
+|''Encounter 1'' is a hallway with a staircase containing a trial spawner of any categories and a vault, but the trial spawners never spawn breezes.
+|
+771 {{BlockLink|Tuff Bricks}}
+188 {{BlockLink|Polished Tuff}}
+164 {{BlockLink|Waxed Block of Copper}}
+145 {{BlockLink|Chiseled Tuff Bricks}}
+126 {{BlockLink|Waxed Oxidized Copper}}
+37 {{BlockLink|Waxed Oxidized Cut Copper}}
+18 {{BlockLink|Waxed Copper Bulb}}
+15 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers encounter 1.png|200px]]
+|-
+| trial_chambers/hallway/encounter_2
+|''Encounter 2'' is a room with nothing but a breeze trial spawner, a vault and some dispenser traps on the walls.
+|
+981 {{BlockLink|Tuff Bricks}}
+110 {{BlockLink|Polished Tuff}}
+108 {{BlockLink|Waxed Block of Copper}}
+102 {{BlockLink|Chiseled Tuff Bricks}}
+79 {{BlockLink|Waxed Oxidized Copper}}
+22 {{BlockLink|Waxed Oxidized Cut Copper}}
+14 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers encounter 2.png|200px]]
+|-
+| trial_chambers/hallway/encounter_3
+|''Encounter 3'' is a tall room with a vault on the bottom with copper grate platforms on the wall, leading up to a platform with a trial spawner that can spawn mobs in any category, but never Breezes.
+|
+1061 {{BlockLink|Tuff Bricks}}
+121 {{BlockLink|Waxed Block of Copper}}
+83 {{BlockLink|Chiseled Tuff Bricks}}
+52 {{BlockLink|Polished Tuff}}
+27 {{BlockLink|Waxed Oxidized Copper}}
+11 {{BlockLink|Waxed Copper Bulb}}
+10 {{BlockLink|Waxed Copper Grate}}
+9 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers encounter 3.png|200px]]
+|-
+| trial_chambers/hallway/encounter_4
+|''Encounter 4'' is a tall room going through a "U" shape with copper grate platforms. The floor is tuff bricks and pointed dripstone covering the lowest copper block layer. The pillar on the sides contain a slow ranged trial spawner and a vault on the bottom. A tripwire trap generates at the end.
+|
+2872 {{BlockLink|Tuff Bricks}}
+446 {{BlockLink|Waxed Block of Copper}}
+378 {{BlockLink|Chiseled Tuff Bricks}}
+132 {{BlockLink|Polished Tuff}}
+100 {{BlockLink|Pointed Dripstone}}
+56 {{BlockLink|Waxed Copper Bulb}}
+36 {{BlockLink|Waxed Copper Grate}}
+21 {{BlockLink|Waxed Oxidized Copper}}
+7 {{BlockLink|Ladder}}
+3 {{BlockLink|Tripwire}}
+2 {{BlockLink|Tripwire Hook}}
+2 {{BlockLink|Dispenser}}
+1 {{BlockLink|Redstone Dust}}
+| [[File:Trial Chambers encounter 4.png|200px]]
+|-
+| trial_chambers/hallway/encounter_5
+|''Encounter 5'' is a room with a grand staircase leading up to a platform with a breeze trial spawner, a vault, some dispenser traps and some decor pieces from the main corridor.
+|
+2543 {{BlockLink|Tuff Bricks}}
+288 {{BlockLink|Polished Tuff}}
+210 {{BlockLink|Waxed Oxidized Copper}}
+153 {{BlockLink|Waxed Block of Copper}}
+138 {{BlockLink|Chiseled Tuff Bricks}}
+44 {{BlockLink|Waxed Oxidized Cut Copper}}
+16 {{BlockLink|Waxed Copper Bulb}}
+10 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers encounter 5.png|200px]]
+|}
+
+==== Intersections ====
+Intersections are rooms connecting both corridors. They feature a safer zone equipped with [[bed]]s as well as an entrance to a chamber.
+
+{| class="wikitable collapsible collapsed"
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+| trial_chambers/intersection/intersection_1
+|
+''Intersection 1'' connects the top floor of the two corridors. The large room contains three staircases and a part where all staircases meet up, which contains a ladder into a room with four beds and a hidden room with an ominous vault (although it can be seen by stained glass).
+
+Deep water surrounds the underwater bedroom. Escaping requires swimming to the second section of the corridor.
+|
+4117 {{BlockLink|Tuff Bricks}}
+966 {{BlockLink|Water}}
+429 {{BlockLink|Waxed Block of Copper}}
+388 {{BlockLink|Polished Tuff}}
+311 {{BlockLink|Waxed Oxidized Copper}}
+303 {{BlockLink|Chiseled Tuff Bricks}}
+111 {{BlockLink|Light Gray Stained Glass}}
+65 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+53 {{BlockLink|Ladder}}
+38 {{BlockLink|Waxed Oxidized Cut Copper}}
+33 {{BlockLink|Waxed Oxidized Copper Grate}}
+33 {{BlockLink|Waxed Copper Grate}}
+27 {{BlockLink|Waxed Copper Bulb}}
+12 {{BlockLink|Waxed Chiseled Copper}}
+9 {{BlockLink|Chiseled Tuff}}
+2 {{BlockLink|Chain}}
+| [[File:Trial Chambers intersection 1.png|250px]]
+|-
+| trial_chambers/intersection/intersection_2
+|
+''Intersection 2'' connects the two corridors by the bottom center and is linked through hallways, meeting up to a larger passage. A staircase leads up to an upper bedroom and the opposite generates a chamber room.
+
+The upper bedroom contains a barrel and four beds; opposite the barrel is an ominous vault. A secret room is marked by a copper grate behind one of the beds and contains a fifth bed, a decorated pot and a crafting table.
+|
+6553 {{BlockLink|Tuff Bricks}}
+379 {{BlockLink|Polished Tuff}}
+358 {{BlockLink|Waxed Block of Copper}}
+274 {{BlockLink|Chiseled Tuff Bricks}}
+260 {{BlockLink|Waxed Oxidized Copper}}
+75 {{BlockLink|Waxed Oxidized Cut Copper}}
+51 {{BlockLink|Waxed Copper Grate}}
+44 {{BlockLink|Ladder}}
+29 {{BlockLink|Waxed Copper Bulb}}
+29 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+24 {{BlockLink|Waxed Oxidized Copper Grate}}
+8 {{BlockLink|Waxed Chiseled Copper}}
+2 {{BlockLink|Oak Slab}}
+1 {{BlockLink|Decorated Pot}}[The decorated pot always generates a flow pattern.]
+1 {{BlockLink|Crafting Table}}
+1 {{BlockLink|Oak Pressure Plate}}
+1 {{BlockLink|Oak Fence}}
+1 {{BlockLink|Barrel}}[This loot container in this area use the intersection barrel loot.]
The loot for this area is found in {{cd|loot_tables/chests/trial_chambers/intersection_barrel}}.
+1 {{BlockLink|Purple Bed}}
+1 {{BlockLink|Waxed Copper Door}}
+1 {{BlockLink|Potted Dead Bush}}
+| [[File:Trial Chambers intersection 2.png|250px]]
+|-
+| trial_chambers/intersection/intersection_3
+|
+''Intersection 3'' is a tall room, in which the connecting corridors are on the bottom side. The top of the intersection connects through the second section of the corridor, while the bottom of it connects through the first section of the corridor.
+
+The center is filled up by a tall tower with three levels. The first level connects the second section and has four pillars above it, the second level contains three beds and a barrel and the third level is a copper grate walkway and the ground is four pillars and the chamber is blocked by a wall of copper grates.
+|
+7934 {{BlockLink|Tuff Bricks}}
+552 {{BlockLink|Waxed Block of Copper}}
+474 {{BlockLink|Chiseled Tuff Bricks}}
+462 {{BlockLink|Polished Tuff}}
+343 {{BlockLink|Waxed Oxidized Copper}}
+218 {{BlockLink|Waxed Oxidized Cut Copper}}
+102 {{BlockLink|Waxed Copper Grate}}
+49 {{BlockLink|Waxed Copper Bulb}}
+44 {{BlockLink|Ladder}}
+36 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+14 {{BlockLink|Waxed Oxidized Copper Grate}}
+6 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Barrel}}[This loot container in this area use the intersection barrel loot.]
The loot for this area is found in {{cd|loot_tables/chests/trial_chambers/intersection_barrel}}.
+|[[File:Trial Chambers intersection 3.png|250px]]
+|}
+
+==== Chambers ====
+Chambers are combat rooms, larger than encounters and can contain multiple trial spawners and vaults and at least one ominous vault. Multiple potential entrances can spawn in the chamber. Some can be sealed, but only one of these potential entrances can be connected to:
+* Hallways.
+* Intersections.
+* Corridor ends.
+* Some {{cd|corridor/straight}} pieces.
+
+Most rooms generates a base in which various addons including copper grate hanging platforms and obstacles, corner and side structures, dispenser traps and corridor pots.
+
+Each potential entrance, including the sealed ones, generates a disposal consisting of a hopper placed above a barrel, allowing the player to sort their inventory.[{{tweet|kingbdogz|1801569900885942604|If you are referring to chests being empty, it's actually intentional that they have empty chests to help you put junk in to manage your inventory.|June 14, 2024}}]
+{| class="wikitable collapsible collapsed"
+|+ Main structures
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+| trial_chambers/chamber/assembly
+|
+''Assembly'' is a large room, by default contains a platform with a ranged trial spawner and three vaults embedded on the wall. A back ledge generates on the opposite side of the platform, which contains a breeze trial spawner in front of it. Three potential entrances generate: one high up on the back ledge, one on the platform and one on a passageway that contains a vault and a staircase leading up to the main room.
+
+Lower structure extensions generate in the floor and contains a series of copper grate obstacles and holes covered by oxidized copper trapdoors:
+* {{cd|cover_1}}
+* {{cd|cover_2}}
+* {{cd|cover_3}}
+* {{cd|cover_4}}
+
+{{cd|cover_5}} and {{cd|cover_6}} contain {{cd|floor_dispenser}} over them, other variants include:
+* A variant of the covers, but doesn't contain copper grate obstacles ({{cd|cover_7}})
+* A small platform ({{cd|platform_1}})
+* Two staircases leading down ({{cd|spawner_1}})
+
+Upper structure extensions include:
+* Hanging platforms made out of copper grates ({{cd|hanging_1-5}})
+* Column leading down ({{cd|full_column}})
+
+Staircases generate at the two sides of the back ledge. They are named {{cd|left_staircase}} and {{cd|right_staircase}}.
+* A ladder ({{cd|staircase_1}})
+* A staircase ({{cd|staircase_2}})
+* A trial spawner selected from any category, but never Breezes ({{cd|staircase_3}})
+|
+10579 {{BlockLink|Tuff Bricks}}
+755 {{BlockLink|Polished Tuff}}
+598 {{BlockLink|Waxed Oxidized Copper}}
+545 {{BlockLink|Waxed Block of Copper}}
+344 {{BlockLink|Chiseled Tuff Bricks}}
+81 {{BlockLink|Waxed Oxidized Cut Copper}}
+51 {{BlockLink|Waxed Copper Bulb}}
+27 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+22 {{BlockLink|Waxed Copper Grate}}
+13 {{BlockLink|Waxed Oxidized Copper Trapdoor}}
+5 {{BlockLink|Waxed Chiseled Copper}}
+|[[File:Trial Chambers assembly.png|250px]]
+|-
+| trial_chambers/chamber/chamber_1
+|
+''Chamber 1'' is a tall room, having four potential entrances on each side of the room in different heights. There seems to be nothing in this structure during pre-generation.
+
+{{cd|c1_breeze}} is the center structure, generating in every {{cd|chamber_1}} room. It is a pillar with a breeze trial spawner over it. There is also a staircase ({{cd|lower_staircase_down}}) going onto it.
+
+Upper structure extensions connect through the upper entrances:
+* Copper block bridge ({{cd|grate_bridge}})
+* Copper grate hanging platform ({{cd|hanging_platform}})
+* Copper grate platforms connected through the entrance ({{cd|short_platform}})
+* The same, but bigger ({{cd|short_grate_platform}})
+
+The corners can generate up to two corner structures:
+* Wall ({{cd|full_corner_column}})
+* An upper ledge with two floors, with a ranged trial spawner on the second ({{cd|full_stacked_walkway_1}})
+* An open walkway with a platform consisting of a ranged trial spawner and a vault ({{cd|full_stacked_walkway_2}}
+|
+4252 {{BlockLink|Tuff Bricks}}
+494 {{BlockLink|Waxed Block of Copper}}
+492 {{BlockLink|Polished Tuff}}
+426 {{BlockLink|Waxed Oxidized Copper}}
+367 {{BlockLink|Chiseled Tuff Bricks}}
+58 {{BlockLink|Waxed Oxidized Cut Copper}}
+35 {{BlockLink|Waxed Copper Bulb}}
+8 {{BlockLink|Oxidized Cut Copper}}
+| [[File:Trial Chambers chamber_1.png|250px]]
+|-
+| trial_chambers/chamber/chamber_2
+|
+''Chamber 2'' is similar to ''Chamber 1'' in several minor ways:
+* The structure ''c1_breeze'' is already generated and has a ranged trial spawner instead of a breeze trial spawner.
+* The oxidized copper floor has been replaced into a tuff brick floor, with powder snow filling up the lowest copper block layer.
+* The ominous vault is now embedded inside the pillar.
+* Six tuff bricks covers or obstacles near the pillar generates there.
+|
+4868 {{BlockLink|Tuff Bricks}}
+560 {{BlockLink|Waxed Block of Copper}}
+508 {{BlockLink|Polished Tuff}}
+403 {{BlockLink|Chiseled Tuff Bricks}}
+395 {{BlockLink|Powder Snow}}
+44 {{BlockLink|Waxed Oxidized Copper}}
+36 {{BlockLink|Waxed Copper Bulb}}
+8 {{BlockLink|Oxidized Cut Copper}}
+4 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers chamber_2.png|250px]]
+|-
+| trial_chambers/chamber/chamber_4
+|
+''Chamber 4'' is a small structure containing two floors and three potential entrances: two on the second floor and one on the lower floor.
+
+The first floor contains a walkway with parts of it containing a copper grate pathway that leaves a 1-block high gap of air underneath, which the small melee mobs can crawl underneath there. Also, there is a vault over one corner of the room and contains a staircase leading up to the second floor.
+
+The second floor is a wide bridge containing a vault on one corner of it and a wall over the staircase. There are two small melee trial spawners, one near the staircase and another on one side of the bridge.
+
+Unlike other chambers, there are no dispensers on the wall. Instead, players can find decorated pots with the same loot as the ones from the corridors.
+|
+3382 {{BlockLink|Tuff Bricks}}
+546 {{BlockLink|Polished Tuff}}
+446 {{BlockLink|Waxed Oxidized Copper}}
+308 {{BlockLink|Waxed Block of Copper}}
+258 {{BlockLink|Chiseled Tuff Bricks}}
+60 {{BlockLink|Waxed Oxidized Cut Copper}}
+30 {{BlockLink|Waxed Copper Grate}}
+30 {{BlockLink|Waxed Copper Bulb}}
+15 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+13 {{BlockLink|Chiseled Tuff}}
+| [[File:Trial Chambers chamber_4.png|250px]]
+|-
+| trial_chambers/chamber/chamber_8
+|
+''Chamber 8'' is a tall and narrow room with three higher ledges underneath the floor. One potential entrance is underneath a ledge and another is on a ledge. Each ledge contains copper grates with unwaxed oxidized copper trapdoors underneath.
+
+Four ranged trial spawners generate there. The first and second ledge contains one each and the third ledge contains two, which is on the sides of them.
+
+Three vaults can be found, two on the sides of the floor and one surrounded by two ranged trial spawners on the highest ledge, and an ominous vault can be found in the topmost area.
+|
+2736 {{BlockLink|Tuff Bricks}}
+528 {{BlockLink|Waxed Block of Copper}}
+321 {{BlockLink|Polished Tuff}}
+172 {{BlockLink|Waxed Oxidized Cut Copper}}
+170 {{BlockLink|Chiseled Tuff Bricks}}
+124 {{BlockLink|Waxed Oxidized Copper}}
+40 {{BlockLink|Waxed Copper Grate}}
+31 {{BlockLink|Oxidized Copper Trapdoor}}
+23 {{BlockLink|Waxed Copper Bulb}}
+17 {{BlockLink|Chiseled Tuff}}
+9 {{BlockLink|Waxed Cut Copper Slab}}
+| [[File:Trial Chambers chamber_8.png|250px]]
+|-
+| trial_chambers/chamber/entrance_cap
+| ''Entrance Cap'' is used to seal some potential entrances that are not used after the structure generates a structure with one potential entrance.
+|
+15 {{BlockLink|Tuff Bricks}}
+5 {{BlockLink|Chiseled Tuff Bricks}}
+5 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers entrance cap.png|250px]]
+|-
+| trial_chambers/chamber/eruption
+|
+''Eruption'' is a large and round with some walls out of tuff bricks. Also, the center has corners filled with magma blocks. The slices and quadrants are empty during pre-generation.
+
+Instead, three sides generate random slices connecting the potential entrance:
+* A small room containing a vault ({{cd|slice_1}})
+* A staircase ({{cd|slice_2}})
+* A bridge, in which a melee trial spawner generates underneath it ({{cd|slice_3}})
+
+{{cd|breeze_slice_1}} generate in every Eruption chamber and the sides without a potential entrance, consisting of a breeze trial spawner and an ominous vault.
+
+Four corners of the room consist of quadrants:
+* Nothing ({{cd|quadrant_1}})
+* A bridge with a vault ({{cd|quadrant_2}})
+* A large bridge with a staircase going up to the vault ({{cd|quadrant_3}})
+* Four parkour platforms leading up to a ranged trial spawner sitting on an upper ledge ({{cd|quadrant_4}})
+* A bridge leading straight into a ranged trial spawner ({{cd|quadrant_5}})
+|
+3518 {{BlockLink|Tuff Bricks}}
+459 {{BlockLink|Polished Tuff}}
+290 {{BlockLink|Waxed Block of Copper}}
+235 {{BlockLink|Waxed Oxidized Copper}}
+190 {{BlockLink|Chiseled Tuff Bricks}}
+71 {{BlockLink|Waxed Oxidized Cut Copper}}
+32 {{BlockLink|Magma Block}}
+15 {{BlockLink|Waxed Copper Bulb}}
+4 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+4 {{BlockLink|Waxed Copper Grate}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers eruption.png|250px]]
+|-
+| trial_chambers/chamber/pedestal
+|
+''Pedestal'' is a large room with some pillars on the ground and a balcony on the second floor surrounding the walls of the room. The center piece ("center") is used to fill up the center's pillars and contains three trial spawners (one of them is a breeze trial spawner and the other two are randomly selected by other categories). There are two potential entrances on each height.
+
+Sides of the room generate areas known as "slices". There are five slices and can contain copper grates that obstruct pathways and contain vaults in either the first or second floor.
+* {{cd|slice_1}}
+* {{cd|slice_2}}
+* {{cd|slice_3}}
+* {{cd|slice_4}}
+* {{cd|slice_5}}
+* A slice with a floating waxed copper grate and an ominous vault in the topmost area ({{cd|ominous_slice_1}})
+
+Corners of the room contain the quadrants from the ''slanted'' chamber that also generate. Quadrants in ''pedestal'' generate rarely in 1.21 and up.
+* A corner staircase ({{cd|quadrant_1}})
+* A balcony ({{cd|quadrant_2}})
+* A spiral staircase ({{cd|quadrant_3}})
+|
+5906 {{BlockLink|Tuff Bricks}}
+1124 {{BlockLink|Polished Tuff}}
+1067 {{BlockLink|Waxed Oxidized Copper}}
+573 {{BlockLink|Waxed Block of Copper}}
+368 {{BlockLink|Chiseled Tuff Bricks}}
+77 {{BlockLink|Waxed Oxidized Cut Copper}}
+45 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers pedestal.png|250px]]
+|-
+| trial_chambers/chamber/slanted
+|
+''Slanted'' is a large (empty during pre-generation) room densely made of pillars and contains two potential entrances on each height. The center is filled with a structure with a breeze trial spawner atop.
+
+Sides on the first floor are known as ("hallways").
+* Walkway ({{cd|hallway_1}})
+* A copper grate wall on one side and a walled vault on another side ({{cd|hallway_2}})
+* Walkway ({{cd|hallway_3}})
+
+Sides on the second floor are known as ("ramps").
+* Melee trial spawner ramps ({{cd|ramp_1~2}})
+* Ranged trial spawner ramps ({{cd|ramp_3}})
+* No trial spawner ramps ({{cd|ramp_4}})
+
+Corners of the room (and ''pedestal'') generate ("quadrants").
+* A staircase with the melee trial spawner on the second story ({{cd|quadrant_1}})
+* Two vaults, a staircase leading to a hole and a ladder ({{cd|quadrant_2}})
+* Two vaults and one hole ({{cd|quadrant_3}})
+* Parkour platforms leading up to the second floor ({{cd|quadrant_4}})
+|
+4798 {{BlockLink|Tuff Bricks}}
+505 {{BlockLink|Polished Tuff}}
+406 {{BlockLink|Waxed Block of Copper}}
+204 {{BlockLink|Chiseled Tuff Bricks}}
+38 {{BlockLink|Waxed Copper Bulb}}
+12 {{BlockLink|Waxed Oxidized Copper}}
+| [[File:Trial Chambers slanted.png|250px]]
+|}
+
+{| class="wikitable collapsible collapsed"
+|+ Addons
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+! colspan = 4 | Chamber 1 and 2
+|-
+| trial_chambers/chamber/addon/c1_breeze
+| ''C1 Breeze'' is a big pillar placed on the center of ''Chamber 1''. It have two sections. The upper section connects to either a corner or an upper structure extension and the lower section contains a breeze trial spawner on it.
+|
+96 {{BlockLink|Tuff Bricks}}
+66 {{BlockLink|Waxed Block of Copper}}
+41 {{BlockLink|Polished Tuff}}
+34 {{BlockLink|Chiseled Tuff Bricks}}
+7 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers c1 breeze.png|250px]]
+|-
+| trial_chambers/chamber/addon/full_corner_column
+| ''Full Corner Column'' is one of the possible corners which blocks off a wall.
+|
+777 {{BlockLink|Tuff Bricks}}
+68 {{BlockLink|Waxed Block of Copper}}
+51 {{BlockLink|Chiseled Tuff Bricks}}
+25 {{BlockLink|Waxed Oxidized Copper}}
+25 {{BlockLink|Polished Tuff}}
+5 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers full corner column.png|250px]]
+|-
+| trial_chambers/chamber/addon/full_stacked_walkway
+| ''Full Stacked Walkway 1'' is one of the possible corners which contains a two-story upper ledge with distinct levels. The lower level is a staircase and the upper level contains ranged trial spawner off the side.
+|
+359 {{BlockLink|Tuff Bricks}}
+114 {{BlockLink|Polished Tuff}}
+86 {{BlockLink|Waxed Block of Copper}}
+59 {{BlockLink|Waxed Oxidized Copper}}
+38 {{BlockLink|Chiseled Tuff Bricks}}
+17 {{BlockLink|Waxed Oxidized Cut Copper}}
+11 {{BlockLink|Oxidized Cut Copper}}
+9 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+1 {{BlockLink|Waxed Oxidized Copper Grate}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers full stacked walkway.png|250px]]
+|-
+| trial_chambers/chamber/addon/full_stacked_walkway_2
+| ''Full Stacked Walkway 2'' is one of the possible corners which contains an open walkway consisting of a staircase leading up into a high platform. An upper ledge generates underneath the staircase, containing a ranged trial spawner and a vault.
+|
+326 {{BlockLink|Tuff Bricks}}
+100 {{BlockLink|Polished Tuff}}
+62 {{BlockLink|Waxed Block of Copper}}
+48 {{BlockLink|Waxed Oxidized Copper}}
+25 {{BlockLink|Chiseled Tuff Bricks}}
+10 {{BlockLink|Oxidized Cut Copper}}
+9 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+5 {{BlockLink|Waxed Oxidized Cut Copper}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers full stacked walkway 2.png|250px]]
+|-
+| trial_chambers/chamber/addon/grate_bridge
+| ''Grate Bridge'' is a narrow copper block walkway leading fron the entrance of the chamber to the structure ''C1 Breeze''.
+|
+58 {{BlockLink|Polished Tuff}}
+20 {{BlockLink|Waxed Copper Grate}}
+10 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers grate bridge.png|250px]]
+|-
+| trial_chambers/chamber/addon/hanging_platform
+| ''Hanging Platform'' is a 3x3 copper grate platform with the center suspended by chains, with chiseled copper connectors.
+|
+16 {{BlockLink|Polished Tuff}}
+8 {{BlockLink|Waxed Copper Grate}}
+8 {{BlockLink|Waxed Block of Copper}}
+5 {{BlockLink|Chain}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers hanging platform.png|250px]]
+|-
+| trial_chambers/chamber/addon/lower_staircase_down
+| ''Lower Staircase Down'' is a higher staircase that cannot be reached and is connected through the ''C1 Breeze'' pillar.
+|
+3 {{BlockLink|Tuff Bricks}}
+3 {{BlockLink|Waxed Block of Copper}}
+2 {{BlockLink|Waxed Oxidized Copper}}
+2 {{BlockLink|Chiseled Tuff Bricks}}
+1 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers lower staircase down.png|250px]]
+|-
+| trial_chambers/chamber/addon/short_grate_platform
+| rowspan=2 | ''Short Grate Platform'' and ''Short Platform'' are copper grate platforms that is connected through the entrance of the chamber.
+|
+10 {{BlockLink|Waxed Copper Grate}}
+3 {{BlockLink|Polished Tuff}}
+3 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers short grate platform.png|250px]]
+|-
+| trial_chambers/chamber/addon/short_platform
+|
+20 {{BlockLink|Waxed Copper Grate}}
+3 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers short platform.png|250px]]
+|-
+! colspan = 4 | Assembly
+|-
+| trial_chambers/chamber/assembly/cover_1
+| rowspan="4"| ''Assembly/Cover 1-4'' are pieces of lower structures that consist of copper grate obstacles and contain gaps filled with oxidized copper trapdoors and small staircases.
+|
+61 {{BlockLink|Tuff Bricks}}
+21 {{BlockLink|Waxed Copper Grate}}
+12 {{BlockLink|Waxed Oxidized Copper}}
+8 {{BlockLink|Waxed Oxidized Cut Copper}}
+7 {{BlockLink|Waxed Block of Copper}}
+3 {{BlockLink|Waxed Oxidized Copper Trapdoor}}
+2 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Assembly cover 1.png|250px]]
+|-
+| trial_chambers/chamber/assembly/cover_2
+|
+57 {{BlockLink|Tuff Bricks}}
+21 {{BlockLink|Waxed Copper Grate}}
+12 {{BlockLink|Waxed Oxidized Copper}}
+10 {{BlockLink|Waxed Oxidized Cut Copper}}
+7 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Waxed Oxidized Copper Trapdoor}}
+2 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Assembly cover 2.png|250px]]
+|-
+| trial_chambers/chamber/assembly/cover_3
+|
+65 {{BlockLink|Tuff Bricks}}
+18 {{BlockLink|Waxed Copper Grate}}
+10 {{BlockLink|Waxed Oxidized Copper}}
+9 {{BlockLink|Waxed Block of Copper}}
+6 {{BlockLink|Waxed Oxidized Cut Copper}}
+2 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+2 {{BlockLink|Waxed Oxidized Copper Trapdoor}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Assembly cover 3.png|250px]]
+|-
+| trial_chambers/chamber/assembly/cover_4
+|
+61 {{BlockLink|Tuff Bricks}}
+13 {{BlockLink|Waxed Copper Grate}}
+12 {{BlockLink|Waxed Oxidized Copper}}
+8 {{BlockLink|Waxed Oxidized Cut Copper}}
+7 {{BlockLink|Waxed Block of Copper}}
+3 {{BlockLink|Waxed Oxidized Copper Trapdoor}}
+2 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Assembly cover 4.png|250px]]
+|-
+| trial_chambers/chamber/assembly/cover_5
+| rowspan="2"| Similar to the last four, but uses ''Floor Dispenser''.
+|
+57 {{BlockLink|Tuff Bricks}}
+12 {{BlockLink|Waxed Oxidized Copper}}
+10 {{BlockLink|Waxed Copper Grate}}
+10 {{BlockLink|Waxed Oxidized Cut Copper}}
+7 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Waxed Oxidized Copper Trapdoor}}
+2 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Assembly cover 5.png|250px]]
+|-
+| trial_chambers/chamber/assembly/cover_6
+|
+65 {{BlockLink|Tuff Bricks}}
+11 {{BlockLink|Waxed Copper Grate}}
+10 {{BlockLink|Waxed Oxidized Copper}}
+9 {{BlockLink|Waxed Block of Copper}}
+6 {{BlockLink|Waxed Oxidized Cut Copper}}
+2 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+2 {{BlockLink|Waxed Oxidized Copper Trapdoor}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Assembly cover 6.png|250px]]
+|-
+| trial_chambers/chamber/assembly/cover_7
+| ''Assembly/Cover 7'' is a little oxidized copper trapdoor gap.
+|
+65 {{BlockLink|Tuff Bricks}}
+23 {{BlockLink|Waxed Oxidized Copper}}
+6 {{BlockLink|Waxed Oxidized Cut Copper}}
+2 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+2 {{BlockLink|Waxed Oxidized Copper Trapdoor}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Assembly cover 7.png|250px]]
+|-
+| trial_chambers/chamber/assembly/full_column
+| ''Assembly/Full Column'' is a large pillar leading from the top to the start of the second story.
+|
+29 {{BlockLink|Tuff Bricks}}
+16 {{BlockLink|Waxed Block of Copper}}
+10 {{BlockLink|Waxed Oxidized Copper}}
+9 {{BlockLink|Polished Tuff}}
+8 {{BlockLink|Chiseled Tuff Bricks}}
+| [[File:Trial Chambers Assembly full column.png|250px]]
+|-
+| trial_chambers/chamber/assembly/hanging_1
+| rowspan="4"| ''Assembly/Hanging 1-4'' are copper grate platforms suspended by chains, which can be placed in different formations and different heights, and can also connect to eacn other.
+|
+12 {{BlockLink|Chain}}
+11 {{BlockLink|Polished Tuff}}
+9 {{BlockLink|Waxed Copper Grate}}
+6 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Assembly hanging 1.png|250px]]
+|-
+| trial_chambers/chamber/assembly/hanging_2
+|
+21 {{BlockLink|Waxed Copper Grate}}
+21 {{BlockLink|Polished Tuff}}
+20 {{BlockLink|Chain}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+4 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers Assembly hanging 2.png|250px]]
+|-
+| trial_chambers/chamber/assembly/hanging_3
+|
+8 {{BlockLink|Chain}}
+7 {{BlockLink|Polished Tuff}}
+3 {{BlockLink|Waxed Copper Grate}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+2 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers Assembly hanging 3.png|250px]]
+|-
+| trial_chambers/chamber/assembly/hanging_4
+|
+13 {{BlockLink|Polished Tuff}}
+8 {{BlockLink|Chain}}
+3 {{BlockLink|Waxed Copper Grate}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+2 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers Assembly hanging 4.png|250px]]
+|-
+| trial_chambers/chamber/assembly/hanging_5
+| Polished tuff.
+|
+9 {{BlockLink|Polished Tuff}}
+| [[File:Trial Chambers Assembly hanging 5.png|250px]]
+|-
+| trial_chambers/chamber/assembly/platform_1
+| ''Assembly/Platform 1'' is a small platform.
+|
+12 {{BlockLink|Waxed Oxidized Cut Copper}}
+8 {{BlockLink|Tuff Bricks}}
+8 {{BlockLink|Waxed Block of Copper}}
+2 {{BlockLink|Waxed Oxidized Copper}}
+| [[File:Trial Chambers Assembly platform 1.png|250px]]
+|-
+| trial_chambers/chamber/assembly/left_staircase_1
+| rowspan="2" | ''Assembly/Staircase 1'' is a room containing a ladder leading to the top, but is cut off.
+|
+254 {{BlockLink|Tuff Bricks}}
+57 {{BlockLink|Polished Tuff}}
+57 {{BlockLink|Waxed Block of Copper}}
+47 {{BlockLink|Waxed Oxidized Copper}}
+33 {{BlockLink|Chiseled Tuff Bricks}}
+9 {{BlockLink|Waxed Copper Grate}}
+8 {{BlockLink|Waxed Copper Bulb}}
+6 {{BlockLink|Waxed Oxidized Cut Copper}}
+4 {{BlockLink|Ladder}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Assembly left staircase 1.png|250px]]
+|-
+| trial_chambers/chamber/assembly/right_staircase_1
+|
+239 {{BlockLink|Tuff Bricks}}
+51 {{BlockLink|Waxed Block of Copper}}
+40 {{BlockLink|Polished Tuff}}
+27 {{BlockLink|Chiseled Tuff Bricks}}
+22 {{BlockLink|Waxed Oxidized Copper}}
+12 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+12 {{BlockLink|Waxed Oxidized Cut Copper}}
+9 {{BlockLink|Waxed Copper Grate}}
+7 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Assembly right staircase 1.png|250px]]
+|-
+| trial_chambers/chamber/assembly/left_staircase_2
+| rowspan="2" | ''Staircase 2'' is a staircase.
+|
+172 {{BlockLink|Tuff Bricks}}
+51 {{BlockLink|Waxed Block of Copper}}
+49 {{BlockLink|Polished Tuff}}
+40 {{BlockLink|Waxed Oxidized Copper}}
+27 {{BlockLink|Chiseled Tuff Bricks}}
+9 {{BlockLink|Waxed Copper Grate}}
+9 {{BlockLink|Waxed Oxidized Cut Copper}}
+8 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Assembly left staircase 2.png|250px]]
+|-
+| trial_chambers/chamber/assembly/right_staircase_2
+|
+254 {{BlockLink|Tuff Bricks}}
+57 {{BlockLink|Polished Tuff}}
+56 {{BlockLink|Waxed Oxidized Copper}}
+54 {{BlockLink|Waxed Block of Copper}}
+33 {{BlockLink|Chiseled Tuff Bricks}}
+9 {{BlockLink|Waxed Copper Grate}}
+8 {{BlockLink|Waxed Copper Bulb}}
+4 {{BlockLink|Ladder}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Assembly right staircase 2.png|250px]]
+|-
+| trial_chambers/chamber/assembly/left_staircase_3
+| rowspan="2" | ''Staircase 3'' contains a turn to a trial spawner (the same category rules as the corridor) underneath a ledge.
+|
+245 {{BlockLink|Tuff Bricks}}
+51 {{BlockLink|Waxed Block of Copper}}
+40 {{BlockLink|Polished Tuff}}
+27 {{BlockLink|Chiseled Tuff Bricks}}
+22 {{BlockLink|Waxed Oxidized Copper}}
+12 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+9 {{BlockLink|Waxed Copper Grate}}
+7 {{BlockLink|Waxed Copper Bulb}}
+6 {{BlockLink|Waxed Oxidized Cut Copper}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Assembly left staircase 3.png|250px]]
+|-
+| trial_chambers/chamber/assembly/right_staircase_3
+|
+172 {{BlockLink|Tuff Bricks}}
+51 {{BlockLink|Waxed Block of Copper}}
+49 {{BlockLink|Polished Tuff}}
+40 {{BlockLink|Waxed Oxidized Copper}}
+27 {{BlockLink|Chiseled Tuff Bricks}}
+9 {{BlockLink|Waxed Copper Grate}}
+9 {{BlockLink|Waxed Oxidized Cut Copper}}
+8 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Assembly right staircase 3.png|250px]]
+|-
+| trial_chambers/chamber/assembly/spawner_1
+| ''Assembly/Spawner 1'' contains two staircases cutting through into the bottom.
+|
+30 {{BlockLink|Tuff Bricks}}
+18 {{BlockLink|Waxed Oxidized Copper}}
+10 {{BlockLink|Waxed Block of Copper}}
+6 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Assembly spawner 1.png|250px]]
+|-
+! colspan = 4 | Eruption
+|-
+| trial_chambers/chamber/eruption/breeze_slice_1
+| ''Eruption/Breeze Slice 1'' is placed on the side without any possible entrances. It contains a pillar with a breeze trial spawner and above it is an ominous vault.
+|
+91 {{BlockLink|Tuff Bricks}}
+54 {{BlockLink|Waxed Block of Copper}}
+48 {{BlockLink|Polished Tuff}}
+20 {{BlockLink|Waxed Oxidized Cut Copper}}
+11 {{BlockLink|Chiseled Tuff Bricks}}
+8 {{BlockLink|Waxed Oxidized Copper}}
+5 {{BlockLink|Magma Block}}
+5 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+2 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Chiseled Tuff}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Eruption breeze slice 1.png|250px]]
+|-
+| trial_chambers/chamber/eruption/center_1
+| ''Eruption/Center 1'' is the main center pedestal which contains a fountain-like structure with a dispenser.
+|
+44 {{BlockLink|Polished Tuff}}
+33 {{BlockLink|Tuff Bricks}}
+20 {{BlockLink|Waxed Oxidized Copper}}
+14 {{BlockLink|Waxed Block of Copper}}
+13 {{BlockLink|Magma Block}}
+4 {{BlockLink|Oak Button}}
+4 {{BlockLink|Waxed Oxidized Cut Copper}}
+2 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Dispenser}} (1 {{ItemLink|Water Bucket}})
+| [[File:Trial Chambers Eruption center 1.png|250px]]
+|-
+| trial_chambers/chamber/eruption/quadrant_1
+| Nothing.
+|
+286 {{BlockLink|Tuff Bricks}}
+81 {{BlockLink|Polished Tuff}}
+70 {{BlockLink|Waxed Block of Copper}}
+53 {{BlockLink|Waxed Oxidized Copper}}
+46 {{BlockLink|Chiseled Tuff Bricks}}
+20 {{BlockLink|Waxed Oxidized Cut Copper}}
+8 {{BlockLink|Magma Block}}
+7 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Waxed Copper Grate}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Eruption quadrant 1.png|250px]]
+|-
+| trial_chambers/chamber/eruption/quadrant_2
+| ''Eruption/Quadrant 2'' contains a bridge with a vault.
+|
+288 {{BlockLink|Tuff Bricks}}
+127 {{BlockLink|Polished Tuff}}
+92 {{BlockLink|Waxed Oxidized Copper}}
+83 {{BlockLink|Waxed Block of Copper}}
+43 {{BlockLink|Chiseled Tuff Bricks}}
+17 {{BlockLink|Waxed Oxidized Cut Copper}}
+8 {{BlockLink|Magma Block}}
+6 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Waxed Copper Grate}}
+| [[File:Trial Chambers Eruption quadrant 2.png|250px]]
+|-
+| trial_chambers/chamber/eruption/quadrant_3
+| ''Eruption/Quadrant 3'' is a large bridge with some small holes. Over the wall is a ramp which contains a vault.
+|
+331 {{BlockLink|Tuff Bricks}}
+143 {{BlockLink|Polished Tuff}}
+99 {{BlockLink|Waxed Oxidized Copper}}
+81 {{BlockLink|Waxed Block of Copper}}
+46 {{BlockLink|Chiseled Tuff Bricks}}
+15 {{BlockLink|Waxed Oxidized Cut Copper}}
+8 {{BlockLink|Magma Block}}
+6 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+5 {{BlockLink|Waxed Copper Bulb}}
+2 {{BlockLink|Waxed Cut Copper Stairs}}
+1 {{BlockLink|Waxed Copper Grate}}
+| [[File:Trial Chambers Eruption quadrant 3.png|250px]]
+|-
+| trial_chambers/chamber/eruption/quadrant_4
+| ''Eruption/Quadrant 4'' contains four parkour platforms going into a small ledge. That small ledge contains a ranged trial spawner and a staircase similar to the previous design generates there.
+|
+296 {{BlockLink|Tuff Bricks}}
+93 {{BlockLink|Polished Tuff}}
+86 {{BlockLink|Waxed Block of Copper}}
+62 {{BlockLink|Waxed Oxidized Copper}}
+54 {{BlockLink|Chiseled Tuff Bricks}}
+20 {{BlockLink|Waxed Oxidized Cut Copper}}
+8 {{BlockLink|Magma Block}}
+6 {{BlockLink|Waxed Copper Bulb}}
+4 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+1 {{BlockLink|Waxed Copper Grate}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Eruption quadrant 4.png|250px]]
+|-
+| trial_chambers/chamber/eruption/quadrant_5
+| ''Eruption/Quadrant 5'' is a bridge straight to a ranged trial spawner.
+|
+287 {{BlockLink|Tuff Bricks}}
+114 {{BlockLink|Polished Tuff}}
+80 {{BlockLink|Waxed Oxidized Copper}}
+68 {{BlockLink|Waxed Block of Copper}}
+48 {{BlockLink|Chiseled Tuff Bricks}}
+20 {{BlockLink|Waxed Oxidized Cut Copper}}
+8 {{BlockLink|Magma Block}}
+2 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Waxed Copper Grate}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Eruption quadrant 5.png|250px]]
+|-
+| trial_chambers/chamber/eruption/slice_1
+| ''Eruption/Slice 1'' is one of the possible slices, containing a small room with a vault.
+|
+99 {{BlockLink|Tuff Bricks}}
+92 {{BlockLink|Polished Tuff}}
+58 {{BlockLink|Waxed Block of Copper}}
+55 {{BlockLink|Waxed Oxidized Copper}}
+23 {{BlockLink|Chiseled Tuff Bricks}}
+17 {{BlockLink|Waxed Oxidized Cut Copper}}
+5 {{BlockLink|Magma Block}}
+1 {{BlockLink|Chiseled Tuff}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Eruption slice 1.png|250px]]
+|-
+| trial_chambers/chamber/eruption/slice_2
+| ''Eruption/Slice 2'' is one of the possible slices, containing a staircase.
+|
+84 {{BlockLink|Polished Tuff}}
+53 {{BlockLink|Tuff Bricks}}
+48 {{BlockLink|Waxed Oxidized Copper}}
+44 {{BlockLink|Waxed Block of Copper}}
+20 {{BlockLink|Waxed Oxidized Cut Copper}}
+10 {{BlockLink|Chiseled Tuff Bricks}}
+6 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+5 {{BlockLink|Magma Block}}
+1 {{BlockLink|Chiseled Tuff}}
+| [[File:Trial Chambers Eruption slice 2.png|250px]]
+|-
+| trial_chambers/chamber/eruption/slice_3
+| ''Eruption/Slice 3'' is one of the possible slices, containing a bridge with no staircases. Also, there is a melee trial spawner underneath it.
+|
+83 {{BlockLink|Polished Tuff}}
+72 {{BlockLink|Tuff Bricks}}
+53 {{BlockLink|Waxed Block of Copper}}
+46 {{BlockLink|Waxed Oxidized Copper}}
+13 {{BlockLink|Waxed Oxidized Cut Copper}}
+10 {{BlockLink|Chiseled Tuff Bricks}}
+5 {{BlockLink|Magma Block}}
+1 {{BlockLink|Chiseled Tuff}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+| [[File:Trial Chambers Eruption slice 3.png|250px]]
+|-
+! colspan = 4 | Pedestal
+|-
+| trial_chambers/chamber/pedestal/center_1
+| ''Pedestal/Center 1'' is a large pedestal with three trial spawners topped on it. One of them is a breeze trial spawner and the other two is randomly selected from other categories.
+|
+124 {{BlockLink|Polished Tuff}}
+97 {{BlockLink|Waxed Oxidized Copper}}
+57 {{BlockLink|Tuff Bricks}}
+40 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers Pedestal center 1.png|250px]]
+|-
+| trial_chambers/chamber/pedestal/ominous_slice_1
+| ''Pedestal/Ominous Slice 1'' is similar to the slices, which contains an ominous vault.
+|
+36 {{BlockLink|Polished Tuff}}
+33 {{BlockLink|Waxed Oxidized Copper}}
+30 {{BlockLink|Waxed Block of Copper}}
+14 {{BlockLink|Waxed Copper Grate}}
+9 {{BlockLink|Tuff Bricks}}
+| [[File:Trial Chambers Pedestal ominous slice 1.png|250px]]
+|-
+| trial_chambers/chamber/pedestal/quadrant_1
+| ''Pedestal/Quadrant 1'' is a large staircase leading from one corner to another.
+|
+130 {{BlockLink|Polished Tuff}}
+105 {{BlockLink|Waxed Oxidized Copper}}
+50 {{BlockLink|Tuff Bricks}}
+23 {{BlockLink|Waxed Block of Copper}}
+15 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+6 {{BlockLink|Waxed Oxidized Cut Copper}}
+3 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Pedestal quadrant 1.png|250px]]
+|-
+| trial_chambers/chamber/pedestal/quadrant_2
+| ''Pedestal/Quadrant 2'' is a balcony.
+|
+247 {{BlockLink|Tuff Bricks}}
+90 {{BlockLink|Waxed Oxidized Copper}}
+84 {{BlockLink|Polished Tuff}}
+6 {{BlockLink|Waxed Block of Copper}}
+3 {{BlockLink|Waxed Oxidized Cut Copper}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Pedestal quadrant 2.png|250px]]
+|-
+| trial_chambers/chamber/pedestal/quadrant_3
+| ''Pedestal/Quadrant 3'' is a balcony, which contains a small hallway. The end of the small hallway contains a spiral staircase leading up to the upper floor.
+|
+120 {{BlockLink|Tuff Bricks}}
+118 {{BlockLink|Polished Tuff}}
+114 {{BlockLink|Waxed Oxidized Copper}}
+52 {{BlockLink|Waxed Block of Copper}}
+5 {{BlockLink|Waxed Cut Copper Stairs}}
+3 {{BlockLink|Waxed Oxidized Cut Copper}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Pedestal quadrant 3.png|250px]]
+|-
+| trial_chambers/chamber/pedestal/slice_1
+| rowspan="5" | ''Pedestal/Slice 1-5'' are the possible slices for Pedestal. They contain copper grates obstructing pathways and vaults scattered in most areas.
+|
+60 {{BlockLink|Polished Tuff}}
+57 {{BlockLink|Waxed Oxidized Copper}}
+9 {{BlockLink|Waxed Copper Grate}}
+6 {{BlockLink|Tuff Bricks}}
+6 {{BlockLink|Waxed Block of Copper}}
+3 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers Pedestal slice 1.png|250px]]
+|-
+| trial_chambers/chamber/pedestal/slice_2
+|
+60 {{BlockLink|Polished Tuff}}
+42 {{BlockLink|Waxed Oxidized Copper}}
+40 {{BlockLink|Waxed Copper Grate}}
+39 {{BlockLink|Waxed Block of Copper}}
+12 {{BlockLink|Tuff Bricks}}
+3 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers Pedestal slice 2.png|250px]]
+|-
+| trial_chambers/chamber/pedestal/slice_3
+|
+63 {{BlockLink|Waxed Copper Grate}}
+48 {{BlockLink|Polished Tuff}}
+45 {{BlockLink|Waxed Oxidized Copper}}
+42 {{BlockLink|Waxed Block of Copper}}
+24 {{BlockLink|Tuff Bricks}}
+3 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers Pedestal slice 3.png|250px]]
+|-
+| trial_chambers/chamber/pedestal/slice_4
+|
+72 {{BlockLink|Waxed Copper Grate}}
+54 {{BlockLink|Waxed Oxidized Copper}}
+54 {{BlockLink|Waxed Block of Copper}}
+51 {{BlockLink|Polished Tuff}}
+30 {{BlockLink|Tuff Bricks}}
+3 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers Pedestal slice 4.png|250px]]
+|-
+| trial_chambers/chamber/pedestal/slice_5
+|
+54 {{BlockLink|Polished Tuff}}
+48 {{BlockLink|Waxed Oxidized Copper}}
+42 {{BlockLink|Waxed Block of Copper}}
+40 {{BlockLink|Waxed Copper Grate}}
+12 {{BlockLink|Tuff Bricks}}
+| [[File:Trial Chambers Pedestal slice 5.png|250px]]
+|-
+! colspan = 4 | Slanted
+|-
+| trial_chambers/chamber/slanted/center
+| ''Slanted/Center'' contains a breeze trial spawner on the upper floor and a wall.
+|
+42 {{BlockLink|Polished Tuff}}
+39 {{BlockLink|Waxed Oxidized Copper}}
+11 {{BlockLink|Tuff Bricks}}
+3 {{BlockLink|Waxed Block of Copper}}
+2 {{BlockLink|Chiseled Tuff Bricks}}
+1 {{BlockLink|Chiseled Tuff}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Slanted center.png|250px]]
+|-
+| trial_chambers/chamber/slanted/hallway_1
+| rowspan="5" | The lower side structures.
+* ''Hallway 2'' contains a wall with an vault embedded to it and a wall of copper grates.
+* ''Hallway 3'' contains a wall of copper grates between the two pillars.
+|
+42 {{BlockLink|Waxed Oxidized Copper}}
+40 {{BlockLink|Polished Tuff}}
+| [[File:Trial Chambers Slanted hallway 1.png|250px]]
+|-
+| trial_chambers/chamber/slanted/hallway_2
+|
+36 {{BlockLink|Waxed Oxidized Copper}}
+34 {{BlockLink|Polished Tuff}}
+11 {{BlockLink|Tuff Bricks}}
+9 {{BlockLink|Waxed Copper Grate}}
+9 {{BlockLink|Waxed Block of Copper}}
+1 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Slanted hallway 2.png|250px]]
+|-
+| trial_chambers/chamber/slanted/hallway_3
+|
+42 {{BlockLink|Waxed Oxidized Copper}}
+34 {{BlockLink|Polished Tuff}}
+18 {{BlockLink|Waxed Copper Grate}}
+9 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers Slanted hallway 3.png|250px]]
+|-
+| trial_chambers/chamber/slanted/ominous_upper_arm_1
+| ''Slanted/Ominous Upper Arm 1'' connects to the wall of the center and contains an ominous vault encased in a copper grate wall.
+|
+42 {{BlockLink|Polished Tuff}}
+40 {{BlockLink|Waxed Oxidized Copper}}
+22 {{BlockLink|Tuff Bricks}}
+15 {{BlockLink|Waxed Oxidized Copper Grate}}
+8 {{BlockLink|Chiseled Tuff Bricks}}
+8 {{BlockLink|Waxed Block of Copper}}
+2 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Slanted ominous upper arm 1.png|250px]]
+|-
+| trial_chambers/chamber/slanted/quadrant_1
+| ''Slanted/Quadrant 1'' is a staircase leading up to a melee trial spawner.
+|
+138 {{BlockLink|Polished Tuff}}
+130 {{BlockLink|Waxed Oxidized Copper}}
+49 {{BlockLink|Tuff Bricks}}
+23 {{BlockLink|Waxed Block of Copper}}
+15 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+5 {{BlockLink|Waxed Copper Grate}}
+5 {{BlockLink|Waxed Copper Bulb}}
+| [[File:Trial Chambers Slanted quadrant 1.png|250px]]
+|-
+| trial_chambers/chamber/slanted/quadrant_2
+| ''Slanted/Quadrant 2'' contains a staircase leading to a hole and underneath it is a vault. Right next to it is a ladder.
+|
+135 {{BlockLink|Polished Tuff}}
+121 {{BlockLink|Tuff Bricks}}
+104 {{BlockLink|Waxed Oxidized Copper}}
+49 {{BlockLink|Waxed Block of Copper}}
+6 {{BlockLink|Waxed Copper Bulb}}
+3 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+3 {{BlockLink|Ladder}}
+3 {{BlockLink|Waxed Cut Copper Stairs}}
+| [[File:Trial Chambers Slanted quadrant 2.png|250px]]
+|-
+| trial_chambers/chamber/slanted/quadrant_3
+| ''Slanted/Quadrant 3'' contains one hole, one vault and a staircase.
+|
+137 {{BlockLink|Polished Tuff}}
+120 {{BlockLink|Waxed Oxidized Copper}}
+99 {{BlockLink|Tuff Bricks}}
+35 {{BlockLink|Waxed Block of Copper}}
+7 {{BlockLink|Waxed Copper Bulb}}
+6 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers Slanted quadrant 3.png|250px]]
+|-
+| trial_chambers/chamber/slanted/quadrant_4
+| ''Slanted/Quadrant 4'' contains five parkour platforms leading to the upper floor.
+|
+108 {{BlockLink|Polished Tuff}}
+96 {{BlockLink|Waxed Oxidized Copper}}
+80 {{BlockLink|Tuff Bricks}}
+27 {{BlockLink|Waxed Block of Copper}}
+14 {{BlockLink|Waxed Oxidized Copper Grate}}
+6 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers Slanted quadrant 4.png|250px]]
+|-
+| trial_chambers/chamber/slanted/ramp_1
+| rowspan="3" | Big ramps with staircases leading up to melee (ranged in ''Ramp 3'') trial spawners. Hidden underneath the ramps are 1-block copper grate tunnels.
+|
+42 {{BlockLink|Polished Tuff}}
+41 {{BlockLink|Waxed Oxidized Copper}}
+40 {{BlockLink|Tuff Bricks}}
+8 {{BlockLink|Waxed Oxidized Cut Copper Slab}}
+7 {{BlockLink|Waxed Copper Grate}}
+| [[File:Trial Chambers Slanted ramp 1.png|250px]]
+|-
+| trial_chambers/chamber/slanted/ramp_2
+|
+73 {{BlockLink|Tuff Bricks}}
+42 {{BlockLink|Polished Tuff}}
+32 {{BlockLink|Waxed Oxidized Copper}}
+8 {{BlockLink|Waxed Block of Copper}}
+7 {{BlockLink|Waxed Copper Grate}}
+| [[File:Trial Chambers Slanted ramp 2.png|250px]]
+|-
+| trial_chambers/chamber/slanted/ramp_3
+|
+52 {{BlockLink|Tuff Bricks}}
+42 {{BlockLink|Polished Tuff}}
+18 {{BlockLink|Waxed Oxidized Copper}}
+10 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+9 {{BlockLink|Waxed Block of Copper}}
+7 {{BlockLink|Waxed Copper Grate}}
+3 {{BlockLink|Waxed Oxidized Cut Copper Slab}}
+| [[File:Trial Chambers Slanted ramp 3.png|250px]]
+|-
+| trial_chambers/chamber/slanted/ramp_4
+| A staircase.
+|
+43 {{BlockLink|Waxed Oxidized Copper}}
+42 {{BlockLink|Polished Tuff}}
+6 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers Slanted ramp 4.png|250px]]
+|}
+
+==== Decor ====
+Most decor pieces can be found in the corridor, beds can be found in intersections and the disposal can be found near the entrances of chambers.
+{| class="wikitable collapsible collapsed"
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+| trial_chambers/decor/barrel
+|
+|
+1 {{BlockLink|Barrel}}[This loot container in this area use the corridor loot.]
The loot for this area is found in {{cd|loot_tables/chests/trial_chambers/corridor}}.
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Barrel.png|100px]]
+|-
+| trial_chambers/decor/candle_1
+|
+|
+1 {{BlockLink|Candle}}(1)
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Candle JE1 BE1.png|100px]]
+|-
+| trial_chambers/decor/candle_2
+|
+|
+1 {{BlockLink|Candle}}(2)
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Two Candles.png|100px]]
+|-
+| trial_chambers/decor/candle_3
+|
+|
+1 {{BlockLink|Candle}}(3)
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Three Candles.png|100px]]
+|-
+| trial_chambers/decor/candle_4
+|
+|
+1 {{BlockLink|Candle}}(4)
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Four Candles.png|100px]]
+|-
+| trial_chambers/decor/dead_bush_pot
+|
+|
+1 {{BlockLink|Potted Dead Bush}}
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Potted Dead Bush.png|100px]]
+|-
+| trial_chambers/decor/disposal
+| The hopper and barrel combination underneath a staircase.
+|
+3 {{BlockLink|Tuff Bricks}}
+1 {{BlockLink|Barrel}}
+1 {{BlockLink|Hopper}}
+1 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Waxed Oxidized Cut Copper Stairs}}
+| [[File:Trial Chambers disposal.png|100px]]
+|-
+| trial_chambers/decor/empty_pot
+|
+|
+1 {{BlockLink|Flower Pot}}
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Flower Pot.png|100px]]
+|-
+| trial_chambers/decor/flow_pot
+|
+|
+1 {{BlockLink|Decorated Pot}} (Flow)[One loot container in this area use the corridor pot loot.]
The loot for this area is found in {{cd|loot_tables/pots/trial_chambers/corridor}}.
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers flow pot.png|100px]]
+|-
+| trial_chambers/decor/guster_pot
+|
+|
+1 {{BlockLink|Decorated Pot}}(Guster[One loot container in this area use the corridor pot loot.]
The loot for this area is found in {{cd|loot_tables/pots/trial_chambers/corridor}}.
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers guster pot.png|100px]]
+|-
+| trial_chambers/decor/scrape_pot
+|
+|
+1 {{BlockLink|Decorated Pot}} (Scrape)[One loot container in this area use the corridor pot loot.]
The loot for this area is found in {{cd|loot_tables/pots/trial_chambers/corridor}}.
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Trial Chambers scrape pot.png|100px]]
+|-
+| trial_chambers/decor/undecorated_pot
+|
+|
+1 {{BlockLink|Decorated Pot}}[One loot container in this area use the corridor pot loot.]
The loot for this area is found in {{cd|loot_tables/pots/trial_chambers/corridor}}.
+1 {{BlockLink|Waxed Oxidized Cut Copper}}
+| [[File:Decorated Pot.png|100px]]
+|-
+| trial_chambers/decor/_bed
+| Colored beds that can generate in the main intersections.
+|1 {{BlockLink|Bed}}[Colored beds correspond to the color of the structure file.]
+|{{animate|White_Bed.png;Light_Gray_Bed.png;Gray_Bed.png;Black_Bed.png;Brown_Bed.png;Red_Bed.png;Orange_Bed.png;Yellow_Bed.png;Lime_Bed.png;Green_Bed.png;Cyan_Bed.png;Light_Blue_Bed.png;Blue_Bed.png;Purple_Bed.png;Magenta_Bed.png;Pink_Bed.png|100px}}
+|}
+
+==== Dispensers ====
+Some chambers can generate dispenser traps, which contain dispensers with random traps (such as arrows, water buckets and potions) and buttons connected to them.
+{| class="wikitable collapsible collapsed"
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+! colspan = 4 | Dispenser traps
+|-
+| trial_chambers/dispensers/chamber
+| Used for {{cd|full_stacked_walkway_2}}. Two stone buttons surrounding a dispenser.
+|
+2 {{BlockLink|Chiseled Tuff Bricks}}
+2 {{BlockLink|Stone Button}}
+1 {{BlockLink|Dispenser}}[This loot container in this area use the chamber dispenser loot.]
The loot for this area is found in {{cd|loot_tables/dispensers/trial_chambers/chamber}}.
+| [[File:Trial Chambers dispensers chamber.png|200px]]
+|-
+| trial_chambers/dispensers/floor_dispenser
+| Used for {{cd|assembly}}. A dispenser with an oak pressure plate on top.
+|
+1 {{BlockLink|Oak Pressure Plate}}
+1 {{BlockLink|Dispenser}}[This loot container in this area use the chamber dispenser loot.]
The loot for this area is found in {{cd|loot_tables/dispensers/trial_chambers/chamber}}.
+| [[File:Trial Chambers floor dispenser.png|200px]]
+|-
+| trial_chambers/dispensers/wall_dispenser
+| The dispenser type that appears in most rooms. A dispenser with an oak button on the bottom and a copper bulb on a far wall.
+|
+1 {{BlockLink|Waxed Copper Bulb}}
+1 {{BlockLink|Dispenser}}[This loot container in this area use the chamber dispenser loot.]
The loot for this area is found in {{cd|loot_tables/dispensers/trial_chambers/chamber}}.
+1 {{BlockLink|Oak Button}}
+1 {{BlockLink|Waxed Block of Copper}}
+| [[File:Trial Chambers wall dispenser.png|200px]]
+|}
+==== Loot containers ====
+Vaults, ominous vault and "supply" chests generate in the structure with potential loot. 1 to 2 vaults generates at the topmost area of the entrance chamber, 1 ominous vault generates at the high area of the atrium, and 1 supply chest generates at the hallway variant ({{cd|cache_1}}). Other vaults and ominous vaults can be found in the corridor, the end and the intersection.
+{| class="wikitable collapsible collapsed"
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+! colspan = 4 | Chests
+|-
+| trial_chambers/chests/connectors/supply
+| Technical connection structure
+| N/A
+|
+|-
+| trial_chambers/chests/supply
+| A chest with supply loot.
+|
+1 {{BlockLink|Chest}}[This loot container in this area use the supply loot.]
The loot for this area is found in {{cd|loot_tables/chests/trial_chambers/supply}}.
+5 {{BlockLink|Chiseled Tuff Bricks}}
+4 {{BlockLink|Polished Andesite}}
+| [[File:Trial Chambers chests supply.png|200px]]
+|-
+! colspan = 4 | Rewards and vaults
+|-
+| trial_chambers/reward/vault
+|A vault that is in a cut copper pedestal.
+|
+1 {{BlockLink|Vault}}
+5 {{BlockLink|Waxed Cut Copper Slab}}
+3 {{BlockLink|Waxed Cut Copper}}
+6 {{BlockLink|Tuff Bricks}}
+| [[File:Vaultrender3.png|200px]]
+|-
+| trial_chambers/reward/ominous_vault
+| An [[ominous vault]] in an altar-like structure used of red elements, such as 2 piles of candles (a pile contains 4 and another contains 3) and glazed terracotta.
+|
+7 {{BlockLink|Polished Tuff}}
+2 {{BlockLink|Waxed Copper Bulb}}
+5 {{BlockLink|Tuff Bricks}}
+2 {{BlockLink|Polished Tuff Slab}}
+2 {{BlockLink|Red Glazed Terracotta}}
+1 {{BlockLink|Chiseled Tuff}}
+7 {{BlockLink|Red Candle}}(Left 4, Right 3)
+1 {{BlockLink|Ominous Vault}}
+6 {{BlockLink|Waxed Oxidized Copper Grate}}
+|[[File:VaultrenderO2.png|200px]]
+|}
+
+==== Trial spawners ====
+Trial spawners can generate at the center area of the corridor at three different heights, one trial spawner generates at the encounters and multiple trial spawners generate at the chambers.
+{| class="wikitable collapsible"
+! scope="col" style="width: 200px" | Structure
+! scope="col" style="width: 250px" | Description
+! scope="col" style="width: 300px" | Blocks
+! scope="col" style="width: 250px" | Image
+|-
+| trial_chambers/spawner/breeze/breeze
+| rowspan="14"| Trial spawners that are configured to spawn mobs described by the pattern surrounding them. For a descriptive table of how mobs are configured to spawn, see {{slink||Mobs}}.
+|
+1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Chiseled Tuff}}
+| [[File:Breeze trial spawner.png|200px]]
+|-
+| trial_chambers/spawner/melee/husk
+|
+1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Chiseled Sandstone}}
+| [[File:Husk trial spawner.png|200px]]
+|-
+| trial_chambers/spawner/melee/spider
+|
+1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Stone}}
+5 {{BlockLink|Cobweb}}
+| [[File:Spider trial spawner.png|200px]]
+|-
+| trial_chambers/spawner/melee/zombie
+|
+1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Mossy Cobblestone}}
+| [[File:Zombie trial spawner.png|200px]]
+|-
+| trial_chambers/spawner/ranged/poison_skeleton
+| rowspan="2"| 1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+2 {{BlockLink|Bone Block}}
+2 {{BlockLink|Podzol}}
+2 {{BlockLink|Red Mushroom}}
+| rowspan="2"| [[File:Poison skeleton trial spawner.png|200px]]
+|-
+| trial_chambers/spawner/slow_ranged/poison_skeleton
+|-
+| trial_chambers/spawner/ranged/skeleton
+| rowspan="2"| 1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Bone Block}}
+| rowspan="2"| [[File:Skeleton trial spawner.png|200px]]
+|-
+| trial_chambers/spawner/slow_ranged/skeleton
+|-
+| trial_chambers/spawner/ranged/stray
+| rowspan="2"| 1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Packed Ice}}
+| rowspan="2"| [[File:Stray trial spawner.png|200px]]
+|-
+| trial_chambers/spawner/slow_ranged/stray
+|-
+| trial_chambers/spawner/small_melee/baby_zombie
+|
+1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+2 {{BlockLink|Cobblestone}}
+2 {{BlockLink|Mossy Cobblestone}}
+| [[File:Baby zombie trial spawner.png|200px]]
+|-
+| trial_chambers/spawner/small_melee/cave_spider
+|
+1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+2 {{BlockLink|Stone}}
+2 {{BlockLink|Podzol}}
+2 {{BlockLink|Red Mushroom}}
+3 {{BlockLink|Cobweb}}
+| [[File:Cave spider trial spawner.png|200px]]
+|-
+| trial_chambers/spawner/small_melee/silverfish
+|
+1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Stone Bricks}}
+| [[File:Silverfish trial spawner.png|200px]]
+|-
+| trial_chambers/spawner/small_melee/slime
+|
+1 {{BlockLink|Trial Spawner}}
+4 {{BlockLink|Waxed Chiseled Copper}}
+1 {{BlockLink|Waxed Block of Copper}}
+4 {{BlockLink|Moss Block}}
+| [[File:Slime trial spawner.png|200px]]
+|}
+
+== Mobs ==
+{{anchor|Mob spawning}}
+{{Main|Trial Spawner#Mob spawning}}
+
+Natural hostile mob spawning is disabled within a trial chamber. Mobs spawn only from the [[trial spawner]]s. The number of mobs spawned scales with the number of players in range of each spawner, and breezes are spawned less per spawner and per player than other mobs.
+
+When a trial chamber structure generates, one mob from each of the following categories is randomly selected for the trial spawners in that structure. Every mob within the same category has an equal chance to be selected. The breeze is in its own category and is thus guaranteed to be found in certain chambers.
+
+{| class="wikitable"
+|+ Trial spawner configuration
+! Category
+! Mob spawned
+! Floor
+! Blocks in/on the floor
+|-
+| Breeze
+| {{EntityLink|Breeze}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Chiseled Tuff Top?Chiseled Tuff
+|tct
+|cbc
+|tct
+}}
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]]
+* 4 [[chiseled tuff]]
+|-
+|rowspan="3"| Melee
+| {{EntityLink|Zombie}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Mossy Cobblestone
+|tct
+|cbc
+|tct
+}}
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]]
+* 4 [[mossy cobblestone]]
+|-
+| {{EntityLink|Husk}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Sandstone Top?Chiseled Sandstone
+|tct
+|cbc
+|tct
+}}
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]]
+* 4 [[chiseled sandstone]]
+|-
+| {{EntityLink|Spider}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Stone
+|tct
+|cbc
+|tct
+}}
+
+{{Sprite grid|
+w=Cobweb
+|w w
+|
+|w w
+}}
+
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]], one of which with 1 [[cobweb]] on top
+* 4 [[stone]] with 4 cobwebs on top
+|-
+|rowspan="4"| Small melee
+| {{EntityLink|Slime}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Moss Block
+|tct
+|cbc
+|tct
+}}
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]]
+* 4 [[moss block]]s
+|-
+| {{EntityLink|Silverfish}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Stone Bricks
+|tct
+|cbc
+|tct
+}}
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]]
+* 4 [[stone bricks]]
+|-
+| {{EntityLink|id=zombie|Baby zombie}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Mossy Cobblestone|y=Cobblestone
+|tcy
+|cbc
+|yct
+}}
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]]
+* 2 [[cobblestone]]
+* 2 [[mossy cobblestone]]
+|-
+| {{EntityLink|Cave spider}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Podzol Top?Podzol|y=Stone
+|tcy
+|cbc
+|yct
+}}
+
+{{Sprite grid|
+m=Red Mushroom|w=Cobweb
+|m w
+|
+|w m
+}}
+
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]], one of which with 1 [[cobweb]] on top
+* 2 [[podzol]] with 2 [[red mushroom]]s on top
+* 2 [[stone]] with 2 [[cobweb]]s on top
+|-
+|rowspan="3"| Ranged
+| {{EntityLink|Stray}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Packed Ice
+|tct
+|cbc
+|tct
+}}
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]]
+* 4 [[packed ice]]
+|-
+| {{EntityLink|Skeleton}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Bone Block Top?Bone Block
+|tct
+|cbc
+|tct
+}}
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]]
+* 4 [[bone block]]s
+|-
+| {{EntityLink|Bogged}}
+|
+{{Sprite grid
+|c=Chiseled Copper|b=Block of Copper|t=Podzol Top?Podzol|y=Bone Block Top?Bone Block
+|tcy
+|cbc
+|yct
+}}
+
+{{Sprite grid
+|m=Red Mushroom
+|m
+|
+| m
+}}
+
+|
+* 1 [[block of copper]]
+* 4 [[chiseled copper]]
+* 2 [[podzol]] with 2 [[red mushroom]]s on top
+* 2 [[bone block]]s
+|}
+
+== Loot ==
+{{seealso|Chest loot}}
+Loot is available from [[vault]]s, [[chest]]s, [[barrel]]s, [[dispenser]]s, and [[decorated pot]]s from within the chambers. Players who defeat a trial spawner each receive rewards; this loot scales depending on the amount of people who defeat the trial spawner.
+
+=== Vaults ===
+[[File:Trial Chambers Vault Pedestal Screenshot.png|thumb|A vault on its pedestal inside the trial chambers.]]
+{{anchor|Vault loot}}
+{{Main|Vault#Loot}}
+{{LootChest|trial-chambers-reward}}
+
+==== Ominous vaults ====
+[[File:Ominous Tweet Image.jpeg|thumb|An ominous vault on its altar-like structure inside the trial chambers.]]
+{{Main|Ominous Vault#Loot}}
+{{LootChest|trial-chambers-reward-ominous}}
+
+=== Chests ===
+==== Entrances ====
+{{LootChest|trial-chambers-entrance}}
+
+==== Intersections ====
+The room where the loot is stored isn't actually an intersection, it is a corridor end.
+{{LootChest|trial-chambers-intersection}}
+
+==== Supply ====
+{{LootChest|trial-chambers-supply}}
+
+=== Barrels ===
+==== Intersection barrels ====
+{{LootChest|trial-chambers-intersection-barrel}}
+
+==== Corridor "chests" ====
+Corridor chests aren't actually chests, as in the trial chambers, corridor chest loot is found inside barrels in the corridors.
+{{LootChest|trial-chambers-corridor}}
+
+=== Decorated pots ===
+[[File:Decorated Pot in Trial Chambers.png|295px|thumb|A [[decorated pot]] inside trial chambers.]]
+In addition to the below, decorated pots may have flow, guster, or scrape designs, which yield their respective pottery sherds when broken, along with bricks for any blank sides.
+
+{{LootChest|trial-chambers-corridor-pot}}
+
+=== Dispensers ===
+[[File:Trial Chamber dispenser trap.jpeg|thumb|Some of the dispenser traps that are placed inside various chambers.]]
+{{LootChest|trial-chambers-chamber-dispenser}}
+
+==== Corridor dispenser ====
+{{LootChest|trial-chambers-corridor-dispenser}}
+
+==== Water dispenser ====
+{{LootChest|trial-chambers-water-dispenser}}
+
+=== Trial spawners ===
+When all mobs have been killed, the [[trial spawner]] has a 50% chance of picking the [[trial key]], in which case it drops for all players. The other 50% of the time it drops one of the other items for each player.
+
+{{LootChest|trial-chambers-trial-spawner}}
+
+==== Ominous trial spawners ====
+When all mobs have been killed, the [[ominous trial spawner]] has a 30% chance of picking the [[ominous trial key]], in which case it drops for all players. The other 70% of the time it drops one of the other items for each player.
+
+{{LootChest|trial-chambers-trial-spawner-ominous}}
+
+== Data values ==
+=== ID ===
+{{JE}}:
+{{ID table
+|edition=java
+|firstcolumnname=Structure type
+|displayname=[[Jigsaw structure|Jigsaw]]
+|spritename=jigsaw
+|spritetype=block
+|nameid=jigsaw
+|foot=1}}
+{{ID table
+|edition=java
+|firstcolumnname=Structure
+|displayname=Trial Chambers
+|spritetype=env
+|nameid=trial_chambers
+|foot=1}}
+
+{{BE}}:
+{{ID table
+|edition=bedrock
+|firstcolumnname=Structure
+|generatetranslationkeys=y
+|displayname=Trial Chambers
+|spritetype=env
+|nameid=trial_chambers
+|translationkey=feature.trial_chambers
+|foot=1}}
+
+== Achievements ==
+{{load achievements|Treasure Hunter; Revaulting; Who Needs Rockets; Over-Overkill}}
+
+== Advancements ==
+{{load advancements|Minecraft: Trial(s) Edition; Under Lock and Key; Blowback; Who Needs Rockets; Lighten Up; Over-Overkill}}
+
+== Videos ==
+{{yt|bBr8BBrk1v8}}
+{{yt|TNtgwlzeJUc}}
+{{yt|lD7twuq1AoU}}
+{{yt|8jwAtfyxhlk}}
+
+== History ==
+{{HistoryTable
+|{{HistoryLine||October 15, 2023|link=https://www.youtube.com/watch?v=DnY5xz11lR0|Trial chambers are announced at [[Minecraft Live 2023]].}}
+|{{HistoryLine||November 6, 2023|link=https://www.minecraft.net/en-us/article/trial-chambers-first-peek|Trial chambers are teased in a [[minecraft.net]] blog post.}}
+
+|{{HistoryLine|java}}
+|{{HistoryLine||1.20.3|exp=Update 1.21|dev=23w45a|Added trial chambers behind the "[[Java Edition 1.21|Update 1.21]]" experimental [[data pack]].}}
+|{{HistoryLine||1.20.5|exp=Update 1.21|dev=24w05a|[[Vault]]s now generate in trial chambers.}}
+|{{HistoryLine|||dev=24w07a|[[Trial spawner]]s surrounded by bone block and podzol now spawn [[bogged]] instead of [[skeleton]]s with [[arrows of Poison]].}}
+|{{HistoryLine|||dev=24w11a|Added new chambers and variations, with new challenges.
+|Added flow, guster, and scrape [[pottery sherd]]s to the [[decorated pot]]s in the decor structure pool.
+|Changed the layout of the blocks around [[vault]]s.
+|Remade chamber_9
and renamed it to slanted
.
+|Remade chamber_3
and renamed it to pedestal
.}}
+|{{HistoryLine|||dev=24w12a|Trial chambers now generate slightly more rarely and a bit more spaced out from each other.}}
+|{{HistoryLine|||dev=24w13a|[[Ominous vault]]s now generate in trial chambers.
+|Loot, amount, layout and placement of [[trial spawner]]s and [[vault]]s has been adjusted.
+|Changed the layout of {{cd|straight_7}}, {{cd|straight_8}}, {{cd|end_1}}, {{cd|end_2}}, {{cd|intersection_1}}, {{cd|pedestal}} and {{cd|slanted}}.
+|Added an atrium to the corridors.
+|Remade chamber_5
and renamed it to eruption
.}}
+|{{HistoryLine|||dev=1.20.5 Pre-Release 1|Trial chambers are now more consistently buried by terrain when found underground.
+|Remade chamber_6
and renamed it to assembly
.
+|Added a new trap dispenser style to chambers.
+|Fixed various broken jigsaw connections in the corridors.
+|In chamber 'Eruption', stopped tuff bricks from spawning in the air.
+|In chamber 'Eruption', added more lights to quadrants.}}
+|{{HistoryLine||1.21|dev=24w18a|Trial chambers are now available without using the "Update 1.21" experimental data pack.
+|Made various layout changes in intersections and corridors.
+|Added new trap dispenser style to chambers.
+|Added new entrance variations.
+|Added empty chests to chamber entrances.}}
+|{{HistoryLine|||dev=24w21a|Trial chambers are less likely to generate in the deep dark.}}
+|{{HistoryLine||1.21.2|dev=24w33a|Beds in intersections now have their colors randomized.
+|Removed the [[oak tree]] in corridor/entrance_1
.
+|Tweaked the corridor/straight_6
.
+|Added "Encounter" room types that generate in hallways.
+|Replaced empty chests at chamber entrances with hoppers above barrels embedded into the wall.
+|Removed {{cd|chamber/slanted/hallway_4}} and {{cd|chamber/slanted/hallway_5}}.
+|Some slime trial spawners are moved to spawn with player invention.
+|Traps no longer generate behind walls, making them more accessible.
+|Fixed ominous vaults failing to generate at chamber {{cd|pedestal}}, {{cd|chamber_1}}, and {{cd|chamber_2}}.}}
+
+|{{HistoryLine|bedrock}}
+|{{HistoryLine||1.20.60|exp=Update 1.21|dev=Preview 1.20.60.20|Added trial chambers behind the "[[Bedrock Edition 1.21.0|Update 1.21]]" [[experimental]] toggle.}}
+|{{HistoryLine||1.20.70|exp=Update 1.21|dev=Preview 1.20.70.21|[[Vault]]s now generate in trial chambers.}}
+|{{HistoryLine|||dev=Preview 1.20.70.24|Trial chambers now generate in the same locations as {{in|je}}.
+|[[Trial spawner]]s surrounded by bone block and podzol now spawn [[bogged]] instead of [[skeleton]]s.}}
+|{{HistoryLine||1.20.80|exp=Update 1.21|dev=Preview 1.20.80.20|Trial chambers now generate in the same configurations as {{in|je}}.}}
+|{{HistoryLine|||dev=Preview 1.20.80.22|Added new chambers and variations, with new challenges.
+|Redesigned chamber_9
and chamber_3
, and renamed them to "slanted" and "pedestal", respectively.
+|Trial spawners now generate more frequently in corridors.
+|[[Decorated pot]]s in trial chambers can now generate with "[[Flow Pottery Sherd|flow]]", "[[Guster Pottery Sherd|guster]]", and "[[Scrape Pottery Sherd|scrape]]" [[pottery sherd]]s.
+|Changed the blocks surrounding [[vault]]s from [[waxed blocks of copper]] and [[waxed chiseled copper]] to [[polished andesite]] and [[chiseled tuff bricks]].
+|Updated loot tables for trial chambers vaults, removing [[horse armor]] and [[saddle]]s and adding [[wind charge]]s, "[[bolt armor trim]]" and "[[flow armor trim]]" [[smithing template]]s, "[[Flow Banner Pattern|flow]]" and "[[Guster Banner Pattern|guster]]" [[banner pattern]]s, and [[heavy core]]s.}}
+|{{HistoryLine||1.21.0|exp=Update 1.21|dev=Preview 1.21.0.20|Trial chambers now generate slightly more rarely and a bit more spaced out from each other.
+|[[Ominous vault]]s now generate in trial chambers.
+|Loot, amount, layout and placement of [[trial spawner]]s and [[vault]]s has been adjusted.
+|Changed the layout of intersections and corridors.
+|Remade chamber_5
and renamed it to eruption
.}}
+|{{HistoryLine|||dev=Preview 1.21.0.21|Trial chambers are now more consistently buried by terrain when found underground.}}
+|{{HistoryLine||1.21.0|dev=Preview 1.21.0.22|Trial chambers are now available without using the "Update 1.21" experimental toggle.}}
+|{{HistoryLine|||dev=Preview 1.21.0.23|Remade chamber_6
and renamed it to assembly
.
+|Added a new trap dispenser style to chambers.
+|Fixed various broken jigsaw connections in the corridors.
+|Added new intersection variation.
+|In chamber 'Eruption', added missing [[water bucket]] into [[dispenser]].
+|Added new wall dispenser style.}}
+|{{HistoryLine|||dev=Preview 1.21.0.24|Removed the [[TNT]] trap in the ''Eruption'' chamber ({{cd|chamber/eruption}}).
+|Fixed the seams in corridors so they now match.
+|Added new entrance variations.
+|Fixed various broken or incorrect jigsaw data.
+|Added empty [[chest]]s to the entrances of some chambers.{{Info needed|Which chambers?}}}}
+|{{HistoryLine||1.21.20|dev=Preview 1.21.10.20|Trial chambers now generate far less frequently in the [[deep dark]] biome.}}
+|{{HistoryLine||1.21.30|dev=Preview 1.21.30.21|Added "Encounter" room types that generate in hallways.
+|Replaced empty chests at chamber entrances with hoppers above barrels embedded into the wall.}}
+|{{HistoryLine|||dev=Preview 1.21.30.24|"Encounters" no longer generate in hallways.}}
+}}
+
+== Issues ==
+{{issue list}}
+
+== Trivia ==
+* The idea of trial chambers evolved from [[CornerHard]] pitching in a meeting to revisit the [[monster room]].[https://clips.twitch.tv/KawaiiArbitraryNikudonKeyboardCat-BsrnVON_L8vehSz8]
+* The design of trial chambers was inspired by the architecture of {{w|Mesoamerica}}n civilizations, whose geometric designs fit well into ''Minecraft''. The design combines the aesthetic of ancient civilizations with a futuristic feel.[{{ytl|bBr8BBrk1v8|ALL ABOUT THE TRIAL CHAMBERS|Minecraft|t=97s}}]
+* A scrapped chamber design appears in two YouTube videos showcasing the trial chambers and the trial spawners.[{{ytl|lD7twuq1AoU| Minecraft 1.21: Early peek at trial chambers @ 0:40|Minecraft|November 16, 2023|t=40}}][{{ytl|FpE6q0nvVjA| Minecraft 1.21: A closer look at trial spawners @ 0:30|Minecraft|November 17, 2023|t=30}}] It includes a trial spawner, two chests, and two redstone lamps with levers on top.
+* [[Brandon Pearce]] thinks that whoever created trial chambers in-universe seem to be "pretty tinkery".[{{tweet|kingbdogz|1819129051249872907|I think whoever or whatever built the Trial Chambers seems to be pretty tinkery - it doesn't feel much far off from what is already done with dispensers and traps in the structure.|August 1, 2024}}]
+
+== Gallery ==
+=== Screenshots ===
+
+Trial Chambers Corridor Pots Screenshot.png|The main corridor in trial chambers.
+Trial Chamber Bedroom.png|A room featuring 4 beds and a loot barrel.
+Trial Chambers Atrium Screenshot.png|An atrium inside the trial chambers.
+MC Screenshot Trial Chambers Encounter.png|An encounter inside the trial chambers.
+Trial chamber in deep dark.png|A trial chamber covered in [[sculk vein]]s.
+Monster Room in Trial Chambers.png|A [[monster room]] connected to trial chambers.
+Monster room in trial chamber.jpg|Another monster room in a trial chamber.
+Holy and Rare.png|An [[amethyst geode]], [[mineshaft]] and a [[monster room]] generating together in a trial chamber within a [[Lush Caves|lush cave]].
+Trial Chambers Bogged Mural Screenshot.png|A mural on a wall depicting the face of a [[bogged]].
+Trial Chambers Breeze Mural Screenshot.png|A mural on a wall depicting the face of a [[breeze]].
+Trial Chambers Spider Mural Screenshot.png|A mural on a wall depicting the face of a [[spider]].
+Trial Chambers Spiral Mural Screenshot.png|A mural on a wall depicting a spiral design.
+
+
+=== Mojang screenshots ===
+
+Trial Chamber room.jpeg|Trial chamber room.
+Trial chamber fountain room.jpeg|Trial chamber fountain room.
+Trial chamber corridor.jpeg|Trial chamber corridor.
+A screenshot of a corridor inside a trial chamber.jpeg|A corridor inside a trial chamber.
+TrialChamber Hallway.jpg|A corridor of the trial chamber.
+TrialChamber floor2.jpg|The second floor of a trial chamber.
+Example Hall.png|A view of a corridor.
+File:Ominous Tweet Image.jpeg|An ominous vault.
+TrialChamber staircase1.jpg|A staircase at the end of a trial chamber hallway.
+TrialChamber trap1.jpg|A trap featuring a dispenser and two tripwires.
+Breeze room.jpeg|A large room with a [[trial spawner]] in the middle.
+A screenshot of a corridor inside a trial chamber.jpeg|A trial chamber corridor with a trial spawner on the balcony.
+Encapsulated Trial Chambers 1.jpg|Trial chambers encapsulated in stone.
+Encapsulated Trial Chambers 2.jpg|Trial chambers not using the encapsulate terrain adaption type.
+Lush Trial Chambers.jpg|Trial chambers in a lush caves biome.
+Chamber Trial.jpg|A vertical room with a vault.
+Sunny springs into action.jpeg|[[Sunny]] in the trial chambers.
+Efe ready to use the bow.jpeg|[[Efe]] using a bow.
+Makena using the wind charge 1.jpeg|[[Makena]] using the wind charge in the trial chambers.
+Makena using the wind charge 2.jpeg|Ditto.
+Noor using mace in trial chambers 1.jpeg|[[Noor]] using the mace in the trial chambers.
+Noor using mace in trial chambers 2.jpeg|Another shot of Noor.
+Decorated Intersection 3 Trial Chambers.jpg|Decorated {{cd|intersection/intersection 3}}.
+An entrance with a water fountain in the trial chamber.jpeg|An entrance with a water fountain in the trial chamber.
+A bedroom in the trial chamber.jpeg|A bedroom in the trial chamber.
+A well decorated trial chamber.jpeg|A well decorated trial chamber.
+Music & painting in the trial chamber.jpeg|Music & painting in the trial chamber.
+Kai watches.png|[[Alex]] and [[Kai]] in trial chambers.
+Kai jumps across grates.png|Kai jumps across platforms in trial chambers.
+Kingbdogz Trial Chambers Disposal Screenshot.jpg|A trial chambers disposal unit.
+
+
+=== In other media ===
+
+Tricky Trials Key Art.png|[[Tricky Trials]] key art, featuring trial chambers.
+Looting Trial Spawner Artwork.jpg|[[Ari]], [[Noor]], and [[Efe]] looting a trial spawner and receiving trial keys.
+Alex faces the breeze.jpeg|[[Alex]] faces a breeze in trial chambers.
+The breeze fires a wind charge.jpeg|A breeze fires a [[wind charge]].
+Alex gets knocked back.jpeg|Alex gets knocked back.
+Alex falls.jpeg|Alex falls off the platform while the breeze watches.
+Sunny and Ari entering the trial chambers.png|[[Ari]] and [[Sunny]] entering the trial chambers.
+Minecraft characters fighting mobs.jpg|Ari and Sunny fighting [[husks]].
+Minecraft characters open the trial vault.png|Ari and Sunny open a [[vault]]
+Sunny's Misfire.png|[[Steve]], [[Makena]], and many mobs caught in an explosion in the trial chambers.
+Out we go.png|An active trial.
+Hole in the chamber.png|Steve, Alex, Efe, Sunny, Kai, and Makena entering a trial chamber through a hole.
+Steve vs. the Bogged.png|Steve and a wolf fighting several bogged.
+Walking in on the action.png|Another shot of an active trial.
+
+
+=== Concept artwork ===
+
+Trial chambers concept art.png|Trial chambers concept arts.
+Trial chambers concept art 1.png|Ditto.
+Trial chambers concept art 2.png|Ditto.
+Trial chambers concept art 3.png|Ditto.
+Trial chambers concept art 4.png|Ditto.
+
+
+== Notes ==
+{{reflist|group=n}}
+
+== References ==
+{{reflist}}
+
+== External links ==
+* {{Mcnet|trial-chamber|Trial Chamber|September 19, 2024|Duncan Geere}}
+
+== Navigation ==
+{{Navbox generated structures}}
+
+[[de:Prüfungskammern]]
+[[es:Cámaras de desafío]]
+[[fr:Chambres des épreuves]]
+[[ja:試練の間]]
+[[pt:Câmaras do desafio]]
+[[ru:Камеры испытаний]]
+[[uk:Палац випробувань]]
+[[zh:试炼密室]]
diff --git a/wiki_backup/underwater TNT.txt b/wiki_backup/underwater TNT.txt
new file mode 100644
index 0000000..a99104c
--- /dev/null
+++ b/wiki_backup/underwater TNT.txt
@@ -0,0 +1,127 @@
+{{Education feature}}
+{{Exclusive|Bedrock|Education}}
+{{Infobox block
+| transparent = Partial
+| light = No
+| tool = any
+| renewable = No
+| stackable = Yes (64)
+| flammable = Yes
+| lavasusceptible = Yes
+}}
+'''Underwater TNT''' is a [[block]] that can be used by the [[player]] to initiate a controlled [[explosion]] underwater.
+
+== Obtaining ==
+=== Breaking ===
+Underwater TNT can be broken instantly with any tool, or without a tool. However, primed underwater TNT cannot be broken, as it is an [[entity]].
+
+=== Crafting ===
+{{crafting
+| B1 = Sodium
+| B2 = TNT
+| Output = Underwater TNT
+| description = {{only|bedrock|education}}
+}}
+
+== Usage ==
+{{main|TNT#Usage}}
+
+Underwater TNT blocks can be activated the same way as a normal [[TNT]] block.
+
+=== Behavior ===
+Once activated, it explodes like a normal TNT block. However, unlike the traditional TNT block, it can destroy [[block]]s underwater. It can still explode in the air, although it does not work in [[lava]]. Underwater TNT has the same delayed detonation rate as normal TNT.
+
+== Sounds ==
+=== Generic ===
+{{Sound table/Block/Grass/BE}}
+
+=== Unique ===
+{{SoundTable
+| type = bedrock
+| {{SoundLine
+| sound =Fuse.ogg
+|source=block
+|description=When an underwater TNT block is lit
+|id=random.fuse
+|volume=1.0
+|pitch=1.0}}
+| {{SoundLine
+|sound=Explosion1.ogg
+|sound2=Explosion2.ogg
+|sound3=Explosion3.ogg
+|sound4=Explosion4.ogg
+|source=block
+|description=When an underwater TNT block explodes
+|id=random.explode
+|volume=4.0
+| pitch = 1.0
+}}
+}}
+
+== Data values ==
+=== ID ===
+{{ID table
+|edition=bedrock
+|showaliasids=y
+|shownumericids=y
+|showforms=y
+|generatetranslationkeys=y
+|displayname=Underwater TNT
+|spritetype=block
+|nameid=underwater_tnt
+|aliasid=tnt / 2
+|id=-985
+|foot=1}}
+
+{{ID table
+|edition=bedrock
+|shownumericids=y
+|generatetranslationkeys=y
+|displayname=Primed Underwater TNT
+|spritetype=entity
+|nameid=tnt
+|id=65
+|foot=1}}
+
+=== Block state ===
+{{:TNT/BS}}
+
+== History ==
+{{HistoryTable
+|{{HistoryLine|bedrock}}
+|{{HistoryLine||1.4.0|dev=beta 1.2.20.1|[[File:Underwater TNT BE1.png|32px]] Added underwater TNT.}}
+|{{HistoryLine||1.21.0|dev=Preview 1.21.0.21|Underwater TNT now appears in the [[Creative inventory]] when the Education edition toggle is on.}}
+|{{HistoryLine||1.21.30|dev=Preview 1.21.30.23|The different allow underwater bit [[block states]] for the tnt
ID have been split up into their own IDs.}}
+
+|{{HistoryLine|education}}
+|{{HistoryLine||1.0.27|[[File:Underwater TNT BE1.png|32px]] Added underwater TNT.}}
+|{{HistoryLine||1.21.03|dev=Preview 1.21.01.0|Underwater TNT now appears in the [[Creative inventory]].}}
+}}
+
+== Issues ==
+{{Issue list|projects=mcpe}}
+
+== Trivia ==
+* The inclusion of [[Element|sodium]] is a reference to elemental sodium's explosive reaction with water. All alkaline metals react with water violently to form hydrogen gas and a hydroxide. The heat generated often ignites the gas.
+
+== Navigation ==
+{{Navbox redstone|components}}
+{{Navbox blocks|Utility}}
+{{Navbox entities|Other}}
+{{Navbox Education|exclusive}}
+
+[[Category:Manufactured blocks]]
+[[Category:Utility blocks]]
+[[Category:Mechanisms]]
+[[Category:Flammable blocks]]
+[[Category:Minecraft Education blocks]]
+[[Category:Minecraft Education entities]]
+[[Category:Hazardous blocks]]
+[[Category:Falling blocks]]
+
+[[de:Unterwasser-TNT]]
+[[es:Dinamita subacuática]]
+[[ja:水中のTNT火薬]]
+[[pt:Dinamite subaquática]]
+[[ru:Подводный ТНТ]]
+[[zh:水下TNT]]