For those interested in the Minecraft game here are details from the wiki.
This is not a blind accessible game as it stands.
Minecraft,
created by Markus Persson, the founder of Mojang AB.
Minecraft development started around May 10, 2009,
The game involves players placing and breaking various types of blocks in a
three-dimensional environment. The player takes on an avatar that can break
and place blocks, forming fantastic structures, creations, and artwork, on
multiplayer servers and singleplayer worlds across multiple game modes.
Blocks From Minecraft
This article is about the various blocks found in Minecraft.
All blocks are the basic units of structure in Minecraft, and are essential
to the gameplay. Together, they build up the in-game environment, and can be
mined and utilized in various fashions. There are one hundred and fifty
three different blocks.
The face of a block is 16×16 pixels by default, but a player can make the
game more detailed, with faces becoming up to 1024x1024 pixels. Each block
is proportionately one cubic meter.[1] Most blocks are static, although
water, lava, portal, and fire blocks have a shifting pattern for each face.
Naturally generated includes blocks that are created through the world seed.
Id Block type
00 Air
01 Stone
02 Grass Block
03 Dirt
07 Bedrock
08 Water D
10 Lava D
12 Sand
13 Gravel
14 Gold Ore
15 Iron Ore
16 Coal Ore
17 Wood D B
18 Leaves D B
21 Lapis Lazuli Ore
24 Sandstone
31 Grass D B
32 Dead Bush
37 Dandelion
38 Poppy
39 Brown Mushroom
40 Red Mushroom
56 Diamond Ore
73 Redstone Ore
78 Snow
79 Ice
81 Cactus D
82 Clay Block
83 Sugar Cane D I
86 Pumpkin D
99 Huge Brown Mushroom D
100 Huge Red Mushroom D
103 Melon
106 Vines D
110 Mycelium
111 Lily Pad
120 End Portal block
127 Cocoa
129 Emerald Ore
Naturally created" means a combination of events that caused a new block to
be placed by natural causes, not the player.
Id Block type
00 Air
01 Stone
02 Grass
03 Dirt
04 Cobblestone
08 Water D
39 Brown Mushroom
40 Red Mushroom
49 Obsidian
51 Fire D
78 Snow
79 Ice
81 Cactus D
83 Sugar Cane D I
106 Vines D
110 Mycelium
StructuresSame as "naturally generated", but these blocks are created with
the "generate structures" option enabled.
Id Block type
00 Air
04 Cobblestone
05 Wooden Plank
08 Water D
10 Lava D
13 Gravel
17 Wood D B
23 Dispenser D T
24 Sandstone
29 Sticky Piston D
30 Cobweb
35 Wool (Black, Blue, Orange) D B
44 Slabs D B
46 TNT
47 Bookshelf
48 Moss Stone
50 Torch D
52 Monster Spawner T
53 Wooden Stairs D
54 Chest D T
55 Redstone Wire D I
58 Crafting Table
59 Wheat D
60 Farmland D
61 Furnace D T
64 Wooden Door D I
65 Ladders D
66 Rails D
67 Stone Stairs
69 Lever D
70 Stone Pressure Plate D
71 Iron Door D I
72 Wooden Pressure Plate D
77 Button D
85 Fence
93 Redstone Repeater D I
97 Monster Egg D
98 Stone Bricks D B
101 Iron Bars
102 Glass Pane
118 Cauldron D I
120 End Portal block
128 Sandstone Stairs D
131 Tripwire Hook D
132 Tripwire D I
140 Flower Pot D I
141 Carrots D
142 Potatoes D
The Nether Naturally generated
Id Block type
00 Air
07 Bedrock
10 Lava D
13 Gravel
39 Brown Mushroom
40 Red Mushroom
51 Fire D
87 Netherrack
88 Soul Sand
89 Glowstone
153 Nether Quartz Ore
Naturally created
Id Block type
00 Air
39 Brown Mushroom
40 Red Mushroom
49 Obsidian
51 Fire D
90 Portal
StructuresThese blocks are generated as part of Nether fortresses. Even if
the "Generate Structures" option is turned off, Nether fortresses are still
created.
Id Block type
00 Air
10 Lava D
52 Monster Spawner T
54 Chest
88 Soul Sand
112 Nether Brick
113 Nether Brick Fence
114 Nether Brick Stairs D
115 Nether Wart D
The EndNaturally generatedIcon Id Block type
00 Air
07 Bedrock
49 Obsidian
121 End Stone
Naturally createdIcon Id Block type
07 Bedrock
50 Torch
119 End Portal
122 Dragon Egg
SURVIVAL TEST
The player began with 10 TNT blocks and could obtain dirt, cobblestone from
stone, wooden planks from wood, gold blocks from gold ore, iron blocks from
iron ore, stone slabs from coal ore, and white wool from sheep.
The player could build with naturally occurring blocks (except for Redstone
and diamond), and can use bookshelf, sponge, colored wool, brick, obsidian
and moss stone. Operators of servers could also build Bedrock. Some custom
servers gave the ability to place grass and fluid blocks, too.
`
Mobs are living, moving game entities. Generally, mobs are affected by the
environment in the same ways as the player: they are subject to physics, and
they can be hurt by almost all the same things that harm the player:
Catching on fire, falling, drowning or suffocating, and of course being
attacked with weapons. However, some types have individual resistances or
immunities: For example, Nether mobs are immune to fire, several mobs do not
take fall damage, and some have a natural "armor rating" that protects them
against attacks. Mobs can even ride mine carts, which is a passable way to
move them around for special purposes. When mobs are killed, they drop items
which may be useful resources. Mobs come to exist by spawning in various
ways. Players can spawn most mobs using spawn eggs in Creative mode. Most
Mobs are aware of players within 16 blocks of them, but some can see
further.[1] Their individual abilities are discussed below and on their
individual pages.
The term mob is short for mobile and has been used as a general term
referring to any moving entities in games since the first MUD surfaced.
Current mobs
There are 31 mobs, excluding the player.
Passive mobs will never attack the player. The farm animals; chicken, cow,
pig, sheep, ocelot, and horse, spawn with the landscape, but occasionally
spawn on well-lit grass, and can be bred by the player. Mushrooms spawn and
act similarly to cows, but they only spawn in Mushroom Island biomes. Squids
need water to spawn in, while bats spawn in darkness similarly to the
hostile mobs. Villagers spawn with their village, but they can breed on
their own initiative when their village population is too low.
Chicken Cow Ocelot Pig Sheep Horse
Squid Bat Villager Mushroom
Neutral mobs will not attack the player unless provoked. The act of
provoking neutral mobs varies. The Zombie Pigman is hostile in the Pocket
Edition.
Note that spiders and cave spiders will spawn hostile due to the fact they
spawn in light levels of 7 or below, but are actually neutral mobs, as they
are passive unless hit in light levels of 12 or above.
Cave Spider Enderman Spider Wolf Zombie Pigman
TamableThese mobs can be tamed by the player, and in the horse's case,
ridden as well.
Wolf (Dog) Ocelot (Cat) Horse
Hostile mobs will attack the player when in range, each with their own
abilities.
Cave Spiders, Zombies, Creepers, Skeletons, Spiders, and Spider Jockeys
require a light level of 7 or less to naturally spawn.
Spiders will become neutral at light levels 12 and higher, but they do not
spawn neutral. Hostile mobs do not spawn on "peaceful" difficulty. In
Creative Mode, hostile mobs act like neutral mobs.
Blaze Creeper Ghast Magma Cube Silverfish Skeleton
Slime Spider Jockey Witch Wither Skeleton Zombie Zombie Villager Chicken
Jockey
Utility mobs are created by and serve the player.[3] Utility mobs will not
hurt the player who created them. However, a naturally spawned Iron Golem
can be provoked by attacking the golem, or by attacking nearby villagers. If
a player repeatedly attacks villagers, all of that village's golems can
become hostile to that player.
Snow Golem Iron Golem
Boss mobs have more complicated attack patterns and movements. Bosses are
meant as end game mobs with their high attack strength and health. When
killed, they also drop end game items which can not be obtained in any other
way.
Ender Dragon Wither
Darkness Mobs
All of these mobs will spawn on dark surfaces, but not on transparent
blocks. Zombies, Skeletons, and Spiders also have special spawners in
dungeons.
Mob Strengths Weaknesses Notes
Zombie Can spawn with armor or weapon/tool, perhaps enchanted. Some can pick
up dropped weapons or tools.
Major buffs in versions 1.5 and 1.6
Speed and attack increase when injured
Calls reinforcements when damaged by the player
Can set a player or other victim on fire with their attack when burning
Can spot and home in on a player or villager from great distances (66
blocks), given line-of-sight
Initially slow
Burns in sunlight
No ranged attack
Formerly one of the weakest mobs, but have become quite dangerous as of
1.6, as a solo zombie can rapidly become a horde
If in the field, it is advised to weaken them with environmental damage
first, or use your strongest weapons to kill them quickly
If you are near shelter or have a secure place to attack from, their
summoning ability can be exploited to "farm" them; in this case, use a stone
sword to give them more summoning opportunities
Zombies can also appear randomly in two special forms:
Zombie villagers can be cured to become a Villager (but are otherwise equal
to any other zombie)
Zombie villager children are weaker but much faster, and still can be cured
Zombie children are weaker but much faster.
Skeleton Attack from range
Have unlimited arrows
Shoot faster when closer to the player
Can spawn with armor (perhaps enchanted) or enchanted bow. Some can pick up
and use dropped weapons or armor.
Burns in sunlight
Have no melee attack, thus they can't attack a player who is standing "in"
them (the same block space)
Most easily killed from a distance with a bow, or in close quarters, where
they can't knock you back and you may be able to stand in them
Spider Can see through walls
Can climb most blocks
Jumps several blocks distance
Can spawn with the Swiftness, Strength, Regeneration, or Invisibility Status
effects on ''Hard'' difficulty
They are two blocks wide, therefore cannot fit through narrow openings
Turn neutral in sunlight or other bright light
Have less health than most hostile mobs
Creeper Silent movement
Explosive attack
Dive-bombing
Can only explode once, dying in the process
Flee from cats
Most easily killed with a bow, but practice will let you kill them with a
sword as well, if you have room to maneuver
If you can get far away from them or knock them away (sprinting attacks or
Knockback enchantments help), they will stop their countdown
The distance at which they will continue to explode increases with
difficulty, but the radius of the explosion does not
If they take fall damage, their explosion countdown becomes shorter
On "Hard" difficulty, they can explode far enough away as to cause little or
no damage to the player
Using a flint & steel, they can be forced to explode while the player
retreats from explosion range (as of 1.7.2)
Enderman High health
Strong attack
Immune to projectiles
Teleportation ability
Remain neutral unless "looked at" or attacked (see their page)
Damaged by water and rain
Turn neutral upon receiving damage from water, rain or fire, as well as
being exposed to sunlight
Their 3-block height can be exploited
When hit in the legs by a sword that does not have fire aspect, they will
not teleport away
When hit with a fire arrow they will take fire damage, but not arrow damage
Try to avoid provoking them until you're ready for them
If you stumble into one by accident, try to turn them neutral or get under a
2-block high shelter
The simplest preparation for hunting one is usually to find or build a
2-block-high ceiling (at least 3x3) from which you can use your sword in
safety
For hunting, Endermen can be provoked at considerable distance (64 blocks),
and will then teleport to reach you
Nether Mobs
All Nether mobs are immune to fire and lava. Most of them spawn regardless
of light level.
Mob Strengths Weaknesses Notes
Ghast Explosive fireballs from up to 100 blocks away. Given Nether
conditions, this is effectively unlimited range, and is often out of render
distance
The fireballs can blast away netherrack, occasionally dropping the player
into a chasm or lava
No pursuit mode, so they can't be lured to a fight
Fireballs can be deflected, even back at the ghast
Hitting them with their own fireball will immediately kill them
Fireballs do not damage cobblestone or most other "stone" blocks
No pursuit mode, so they do not chase the player, or even approach them
except by accident
Bows are advised, but some practice hitting their fireballs provides a Plan
B.
Building shelters of stone is strongly advised
Magma Cube Immune to fall damage
Natural armor
Larger cubes split into smaller ones when killed
The large ones are difficult to attack with a sword
Weak AI (Like slimes, below)
Do not cause much damage
Even large cubes have lower health than most mobs
The oddballs of the Nether. Not a major threat, but can be a distraction
when dealing with the Nether's landscape
Zombie Pigman
Currently the only hostile Nether mob in the Pocket Edition
Attacks in numbers
Strong melee attack
Faster than the player
Can spawn with armor and/or enchanted swords. Some can pick up dropped armor
or weapons
Neutral unless they or a nearby Zombie Pigman is attacked
Have poor AI when attacked, easily blocked with obstacles or led into traps
The most common mob in the Nether
Harmless unless attacked, but if they are attacked all Zombie Pigmen within
32 blocks become hostile
Note that those within 32 blocks but outside of 16 blocks will be hostile,
but will not approach until within 16 blocks of a player
To hunt them, set up a killing ground and suitable shelter beforehand.
Otherwise avoid them, to avoid accidentally hitting one with a tool
They can be outrun by sprinting or using a potion of speed
Occasionally spawn as Baby Zombie Pigmen
Local MobsThese appear only in specific locations, usually in "natural"
structures produced by the game.
Overworld-local MobsMob Strengths Weaknesses Notes
Cave Spider Small size lets them fit through 1 wide and 0.5 high openings
Can climb, jump, and see the player through walls like regular spiders
Poison attacks (except on ''Easy'' difficulty)
Pacified by bright light like regular spiders
Less health than most mobs
Only spawn from their special spawners, which appear in abandoned
mineshafts
Slime Larger slimes split into smaller ones when killed
Weak AI
Move randomly until a player is spotted, but then head straight for the
player
Even large ones have less health than most mobs
Tiny slimes cannot damage the player
Cannot jump out of water
Often drowns without player involvement
Slimes are generally weak monsters
Appear in random chunks underground, and in Swamp biomes on the surface
Silverfish Small size lets them go through any opening
Can hide inside stone blocks, destroying them as they emerge
Can summon nearby hidden silverfish if injured
Their odd attack mechanic can get multiple attacks in cramped quarters
Low health
Weak attack
Each Stronghold has a silverfish spawner
Occasionally appear in Extreme Hills biomes
Witch Attacks at range with a variety of potion effects, including Harming
Can use other potions to heal themselves or protect themselves from fire
Have some resistance to potion effects
Fairly high health
No melee attack
Cannot attack while healing themselves
Bows are advised
If you kill them while they are drinking a potion, they have a chance to
drop it
Naturally spawned witches are an uncommon sight. However, they spawn more
frequently in Witch Huts.
Rarely found in Swamp biomes
Nether-local MobsMob Strengths Weaknesses Notes
Wither Skeleton Strong attack
Inflicts the Wither status effect
Some can pick up dropped weapons and armor
If they pick up a bow, they will shoot flaming arrows regardless of the
bow's enchantments
3-block height can be exploited
Found only in Nether Fortresses
Any 2-block high roof, doorway, or arch will block them, as unlike Endermen
they can't teleport.
Blaze Have both a ranged attack (setting the player afire) and a melee
attack
Flying ability, once they are targeting a player
The ranged attack does no damage aside from the fire
It also has a visible pattern which can easily be timed
Appear only in Nether Fortresses, both as general spawns and from their
special spawners
Will only fly when they are aggravated
AIMain article: Mob AI
Mobs will ordinarily wander around at random and usually avoid walking off
cliffs high enough to cause falling damage (however, there are the rare and
amusing sight in which a cow or sheep will walk of a cliff high enough to
cause death), though they can be fooled by non-solid blocks such as
trapdoors. In this state, mobs (besides Ghasts, Endermen, and Zombies after
1.6) have a search radius of 16 blocks.
Mobs are capable of climbing ladders just as the player is: if they try to
move towards a ladder they're touching they move up it instead. However,
mobs do not see ladders nor do they purposely pathfind up them, so they will
not attempt to avoid falling off a ladder should they be on the edge of one
and they did not climb all walls. Spiders and Cave Spiders can climb all
blocks as if they were ladders.
All mobs except slimes will stop wandering within 5 seconds if there is no
player within a 32 block radius. In this state, they will glance around
randomly, but they won't walk anywhere. They can still be moved by other
means such as flowing water, minecarts, etc. Zombies can walk when there is
a villager they can attack even if they are over 32 blocks from a player,
similarly villagers will flee when there is a zombie chasing them.
Zombies, Skeletons, Creepers and Wolves have a more advanced path finding
system compared to other mobs. Here is a video showcasing their path finding
system.
Hostile mobsIf the closest player to a wandering hostile mob is within the
search radius of 16 blocks and a line of sight can be drawn, (Spiders can
always draw line of sight) the mob will enter pursuit mode. In this mode,
mobs can see through all blocks and will walk towards the player. Some mobs,
most notably skeletons and creepers, will start circling the player (moving
to the left from the player's view) when close enough (skeletons at a long
range for strafing, Creepers at a very short range). Zombies will sink in
water, and whilst in pursuit mode, can path around walls to get to the
player. When a hostile mob is attacked by another one, it will attack the
attacking mob. For example, when a skeleton arrow hits a zombie, the zombie
will attack the skeleton. Also, if a Creeper is killed by a Skeleton's arrow
it will drop a music disc, provided that the Creeper does not kill the
Skeleton first.
Passive mobsPassive mobs will not attack the player under any circumstances.
This category includes most of the "farm animals" present in the game, which
can be bred for food and/or other resources. Also included are bats and
squid, both of which have special spawning conditions and cannot be bred.
Ocelots are technically passive, in that they will not attack the player,
but they are actually coded as hostile mobs.
Animals are attracted to both light and grass. If there is a lot of grass
nearby, they will wander toward it regardless of light level. If they are
completely surrounded by grass, they will wander aimlessly. If they can't
see any grass, they will wander toward light. Baby farm animals will follow
fully grown farm animals of their species. Passive mobs will flee randomly
when attacked. Unlike hostile mobs, most passive mobs (including neutral
wolves) will not despawn when the player moves away from them; the
exceptions are squid, ocelots, and bats.
Some passive mobs will follow a player who is holding their specific food
item: wheat (cows and sheep), carrots/potatoes/beetroots (pigs), or seeds
(chickens). As long as the player does not get too far ahead of the mob,
they will follow the player over long distances. This can be used to corral
mobs into pens in order to make farms. If the food is given to the mob by
right clicking the mob, the mob will enter breed mode. Horses can also be
tamed and bred, but the process is somewhat more involved.
Neutral MobsThis includes Endermen, Zombie Pigmen, Wolves, and sometimes
(bright light) Spiders and Cave Spiders. Most of these are discussed under
"Combat" above, as they are essentially hostile monsters for which the fight
can often or usually be avoided.
Wolves merit their own discussion. Much as with Zombie Pigmen, if a wolf is
attacked, all wolves in the area will permanently become hostile to the
player, and attack them. However, wolves are not so common as Zombie Pigmen
are (in the Nether), as they appear only in Forest and Taiga biomes, and
then only in small groups. Accordingly, it's almost trivial to avoid
attacking them. Wolves which have not become hostile, can be tamed by
feeding them bones. While they don't change their appearance as drastically
as ocelots do, they effectively become Dogs, with a dyeable collar and much
higher health. Once tamed, they will fight for the player, targeting any mob
that attacks the player (including skeleton arrows), or which the player
attacks (not including missiles). Dogs can be be healed or bred by feeding
them any sort of meat (but not bones).
AchievementsMain article: Achievements
Icon Achievement In-game description Prerequisites Actual requirements (if
different) Version restriction Xbox points earned
Monster Hunter Attack and destroy a monster Time to Strike! None 20G
Sniper Duel Kill a skeleton with an arrow from more than 50 meters Monster
Hunter "50 meters" is 50 blocks away. PC N/A
Cow Tipper Harvest some leather Time to Strike! Pick up Leather from the
ground. None 15G
When Pigs Fly Fly a pig off a cliff Cow Tipper Use a saddle to ride a pig,
then have the pig get hurt from fall damage while riding it. None 40G
NotesMobs will normally spawn in groups with mobs of the same variety.
Mobs will not spawn on transparent blocks, in water (except for Squid), in
lava, or on half blocks (slabs, stairs). The exception is monster spawners,
from which they can spawn on any block including air.
Mobs can not see through semi-transparent blocks such as ice, glass, or
glass panes (except spiders and cave spiders, which can see through any
block).
Mobs have been found to spawn facing south. This includes with spawn eggs.
Mobs can ride in minecarts.
BugsFor bugs unique to specific mobs, see that mob's respective bug section.
Mobs spin when on fences.
Trivia
A pig emitting smoke upon death.
An excessive amount of boss mobs spawned using the /summon
command.Attempting to rename mobs "Dinnerbone" or "Grumm" with spawn eggs or
name tags will flip them upside down.
When a mob walks off a block they will sometimes turn around and get back on
as if they didn't mean to get off of it, then walk off yet again and
continue on their way. This can be useful when trying to get distance
between you and a hostile mob (particularly Creepers)
When mobs die they emit puffs of smoke. This gives them the appearance of
them turning to dust or vanishing in a puff of smoke.
The Halloween Update version 1.2.0 (Alpha) allowed hostile mobs to spawn in
higher light levels at lower depths, using the formula 16 - (Layer ÷ 8). At
level 8 and below, mobs could spawn even in sunlight. Notch reverted mob
spawning to the original method in version 1.2.1 (Alpha) saying, "It was far
too annoying. I have plans on what to do with this."[9]
Hostile mobs and players can hear up to 16 blocks away. Therefore, if the
player hears a hostile mob, it is likely that the mob is aware of the
player.
Players can approach a hostile mob without being detected if they ensure
that there are solid blocks between them and the mob.
After killing a player, or if a player dies while hostile mobs are pursuing
the player, the hostile mobs will gather around the player's deathplace,
attempting to attack the player. This is because the player has been made
invisible and non-solid, but still exists in that position. (evident by the
"You Died!" screen still remaining in that position). The hostile mobs'
heads will "spazz out", a humorous glitch caused by the pathfinding of the
mobs so it looks like the hostile mobs are eating the player. A player can
use this to their advantage by holding a large number of hostile mobs over
their deathplace while another player may pass by unnoticed. This quirk can
also work against the player in the case of death by ghast, since (if there
is another player present to keep the chunk loaded) the ghast will continue
to fire at the player, possibly destroying more of the player's
constructions or dropped items. The targeting of the player by the hostile
mob is canceled once the player logs out, quits, or respawns.
If a hostile mob has found a player and has activated hostile mode, the
player can separate him or herself and the mob through a wall, relog, and
the mob will no longer be in hostile mode.
Hostile mobs still spawn on peaceful, but disappear too quickly for most
players to notice.
Due to the Skeleton's tendency to shoot instantly on sight, players standing
near a skeleton spawner on peaceful may be struck by an arrow during the
instant when a skeleton spawns and disappears. This does not always happen
but is more evident on a server due to lag.
On Halloween, 2012, Zombies, Zombie Villagers, Skeletons, Wither Skeletons
and Zombie Pigmen had a chance of spawning a pumpkin on their head, with the
rare chance of spawning with a Jack-O-Lantern instead.
As of snapshot 13w04a mobs will not walk on top of rails unless pushed on to
the rails by another mob. This can be used to trap small amounts of mobs, to
create a wall between the player and a mob, or to prevent mobs from
interrupting minecarts as they went down rails.
When a mob enters hostile mode in the Pocket Edition, they will chase the
player relentlessly, regardless of distance or if attacked by other mobs.
Johan stated in the issue tracker in response to this "Hum, I'll look into
this."[10]
'Mob' appears as a summonable object, but when attempted, the command will
fail with 'Unable to summon object'
http://minecraft.gamepedia.com/Minecraft_Wiki
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