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1''VideoGame/{{Minecraft}}'' tropes: A to F || [[Minecraft/TropesGToL G to L]] || [[Minecraft/TropesMToR M to R]] || [[Minecraft/TropesSToZ S to Z]]
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8* ThirteenIsUnlucky: C418's "13", a music disc that can be obtained, is a sequence of ominous music and the most iconically nightmarish part of the entire game (alongside the cave noises).
9* AbandonedMine: These are structures which it's possible to find scattered around the world. They contain lots of rails, loot chests in minecarts, cobwebs, and venomous cave spiders. They are also one of the best wood (and, by extension, charcoal) sources underground.
10* AbnormalAmmo: Whenever you power a "Dispenser" block, whatever was in it will just fall to the ground harmlessly ... ''unless'' it's an item that is typically shot or thrown: those will be fired like projectiles instead, allowing dispensers to be used as cannons. This includes arrows, [[KillItWithFire fire charges]], potions of all kinds (including [[HealingShiv healing ones]]), snowballs, and [[EdibleAmmunition eggs]].
11* AbsurdlySharpBlade: The Sharpness enchantment makes any weapon sharper through supernatural means. Any weapon enchanted with Sharpness V will be one of the deadliest things a player has at their disposal, especially in [[PlayerVersusPlayer PvP]] when opposing players are very likely wearing good armor and a little extra oomph is needed to pierce it. The monster-specific enchantments are even deadlier, though [[SituationalSword only against those monsters they specifically affect.]]
12* AcceptableBreaksFromReality: The most common argument on why ''Minecraft'' should stray far from realism is this: Minecraft's unique physics make for interesting gameplay and construction methods. Some specific examples:
13** Very few blocks obey gravity and most can be placed in the air, making building much easier and allowing for more imaginative and fantastical builds. The few blocks that do obey gravity or break when not supported by something are logical choices, and falling blocks are an interesting mechanic to explore in a game where most blocks stay in place.
14** The player's reach with the cursor is unrealistically generous, especially given the proportions of the character model, but this makes building and breaking blocks much easier and means the player doesn't have to bump up against the blocks they're interacting with. Creative mode increases the reach even further precisely because of these factors helping the build experience.
15** Torches are permanent light sources and don't extinguish with time or rain. Having them burn out was considered, but never implemented since torches are the most convenient light source and would lose a lot of their appeal and usefulness, particularly while caving, since dead torches would have to be replaced and could get a player lost or swarmed by mobs in the darkness.
16** While fire dynamics are generally pretty realistic and devastating to flammable structures, one notable exception is burning mobs. They will not catch any blocks on fire, preventing the player's combat with fire-enchanted weapons from doing collateral damage to your house when a mob goes up in flames, and preventing undead mobs swarming your house at night from setting it on fire when they burn to death at sunrise.
17** Also related to fire, wooden chests are not flammable despite such an aspect being unrealistic. Having chests burn and cost you your valuable items representing hours of work when a random fire starts would probably be too unfair even if that would be the more realistic scenario.
18* AchievementMockery:
19** The Java version has an advancement for wasting a Netherite ingot to upgrade a [[ConspicuousConsumption diamond hoe]], while the Bedrock versions (as well as pre-17w13a Java) has an achievement for riding a pig off of a cliff.
20** Before 20w20a, the hoe achievement was given for just making a diamond hoe in the first place (as well as using it until breaking).
21** One of the Java advancements is handed out when you die to a mob for the first time (although it is also given when killing a mob for the first time, and doesn't create a popup like most advancements).
22* AchievementSystem: The game uses two different achievement systems. The first system, used in the Java version before snapshot 17w13a and still used in the Bedrock, Legacy Console, and New Nintendo 3DS versions, has "achievements" that are saved for each player and carry across every world. They used to be linked into a single tree that had to be followed in a certain order (e.g. you could kill as many enemies as you wanted but you wouldn't get the achievement for killing an enemy until after you'd gotten the prerequisite achievement for crafting a sword), but that has since been changed. The second system, used in the Java version since snapshot 17w13a, uses "advancements" that are still saved for each player but are specific to each world and are now separated into several trees that do not have to be followed in order (e.g. the advancement for having an iron pickaxe can be obtained without obtaining the advancement for having a stone pickaxe first).
23* ActionBomb:
24** Creepers are armless creatures that drop gunpowder when killed. Their only method of attack is to explode as near to you as possible.
25** The Wither explodes upon being created and again when it reaches half health. If the Wither is flashing, find shelter.
26* ActuallyFourMooks: During a thunderstorm, you may encounter a lone skeletal horse. Getting close to it will cause it to be struck with lightning and replaced by four skeletons in enchanted armor riding skeletal horses.
27* AdaptationalBadass: Certain mobs have more health and/or deal more damage in the Bedrock version of the game compared to the Java edition. The most notable example is the Wither; on Bedrock, it has twice as much HP, more complex AI, a [[FoeTossingCharge new ramming attack]], can [[FlunkyBoss summon Wither Skeletons]], and [[TakingYouWithMe blows itself up on death]], making for a much more challenging fight overall.
28* AIBreaker:
29** For a long time, the game's enemies had very simplistic AI. If a monster was chasing you, all you had to do was stand in front of a pool of lava and watch it walk straight into it. The AI was coded to walk in a straight path to the player when they spotted them, regardless if there was a lava pit or a cliff in the way. Later, Mojang enhanced the AI to have better pathfinding. For example, if the player is being chased by a zombie, the zombie will attempt to look for alternative paths to the player as long as it doesn't hurt itself. Skeletons were also made smarter by rushing at the player and flanking them should the player hide by a corner of a wall, and retreating if the player gets too close. Enemy mobs can also see past all glass and will try to get to the player if they see them through the glass, whereas in the past, glass acted like a solid block for mobs: they couldn't see through it.
30** Endermen also had an exploit in their AI that could be abused if used right. Endermen take damage from water, and if an Endermen is hostile towards you, exposing it to water would cause it to become neutral again and stop attacking you. It was fixed as of 1.9 (15w31a), with Endermen now staying hostile even after touching any water.
31** Endermen also have issues with enclosed spaces. Because they are three blocks tall, while players are only two blocks tall, Endermen simply can't fit into areas where players can hide, nor can they harm players in such areas. Their AI will lead to them [[FlashStep running]] toward players that look at them, even if they can't hurt that player, as long as the Enderman doesn't encounter water. Simple Endermen traps thus consist solely of a roof.
32* AirborneMook:
33** The only flying enemy you can find anywhere in the Overworld is the Phantom, which is a ray-like undead monster that appears in increasing numbers to attack sleep-deprived players.
34** There are two hostile flying mobs in the Nether: Ghasts and Blazes.
35** Vexes are capable of flight and passing through walls.
36** Any mook struck by a Shulker's projectile (or otherwise affected by the Levitation status effect) will technically become this, though they cannot control their altitude and will continue to rise until the effect wears off.
37* AlienSky:
38** The Overworld sky has a ''square'' sun and [[WeirdMoon moon]].
39** [[PlanetHeck The Nether]] doesn't have a sky, but [[VoidBetweenTheWorlds the Void]] is red rather than black like outside the Overworld.
40** The End has a dark, starless, cloudless sky that looks like TV static.
41* AllDesertsHaveCacti: Cacti can grow in any sandy area, but they're most common in Desert biomes.
42* AllNaturalGemPolish: Diamonds and emeralds only require a modicum of processing if you mine their ores with a Silk Touch tool, otherwise the ore breaks into jewelry-ready gemstones, fully ready to use.
43* TheAllSeeingAI: Hostile mobs who have already spotted a player can track their movement even through walls.
44* AlternateMonochromeVersion: Some versions of the game (between 1.7.2 and 1.9) featured a "Super Secret Settings" button that placed [[PostProcessingVideoEffects a visual filter over normal gameplay]], and among the more drastic ones was a "Pencil" shader that renders the game in black/white and ratchets up the color contrast, giving the game the general look of a pencil sketch.
45* TheAloner: You are this in single-player mode. It's just you and a world that is (potentially) eight times the size of the planet Earth, populated with eerily abandoned structures and filled with hostile monsters. The few [=NPC=]s you meet serve only to emphasize how alone you are, as they only slightly resemble humans.
46* AlternateWorldMap: There are ''three'' world maps in the game: The Overworld, where players start; the Nether, a dangerous LethalLavaLand; and The End, a WorldInTheSky.
47* AlwaysNight: The End, a WorldInTheSky where it is always night, the terrain is comprised of floating islands, and the only inhabitants are giant killer clams, [[Franchise/TheSlenderManMythos Slender Man]] {{exp|y}}ies and a giant, nigh-unstoppable dragon.
48* AmazingTechnicolorWildlife: Through the use of dyes, sheep and Shulkers can become this. Even better, dyed sheep retain their new color if sheared, and pass that color onto their offspring. And for some reason, naming a sheep [[CreatorCameo jeb_]] makes it oscillate through the whole spectrum (though that won't change its actual wool color).
49* AmbiguouslyHuman:
50** In keeping with the theme of the game, the player character is a very blocky human whose body is composed of various cubes and rectangles.
51** Villagers look more closely related to [[Characters/SpongeBobSquarePantsSquidwardTentacles Squidward]] than humans.
52** Skeletons and zombies both look as though they could have been human (or whatever species the player character is) before. Both have the same proportions as the player (though skeletons have skinnier limbs, as one would expect), and both have facial features that match up with the default player skins. They spawn naturally (and via Mob Spawner blocks) as-is, however, suggesting that they are not "turned into" zombies and skeletons but rather start that way. Zombies go farther than skeletons in that they even have the same clothes as Steve, and the darker part of their head seems to vaguely mimic Steve's hairline. The existence of zombie villagers further supports the idea that one can be turned into a zombie, though zombie vilagers can be healed and regular zombies can't, which would suggest that regular zombies have always been zombies.
53* AmbushingEnemy: Silverfish. They hide inside the wall blocks of Strongholds to discourage you from just tunneling through. Silverfish can also naturally spawn within stone blocks in mountain biomes, but they appear as frequently as emeralds, i.e. very rarely. They're weak alone, but if you fail to kill one immediately, it may wake up other silverfish nearby, resulting in a ZergRush that can easily kill you if they get a big enough swarm. (Note that it ''may'' wake up the other silverfish. Don't assume you are now safe just because you killed all the ones that first appeared.) Worse still, silverfish blocks are visually identical to actual blocks, and mining them will instantly free them. Alternatively, a Silk Touch-enchanted pick can take the block, but not the silverfish inside.
54* AmuletOfConcentratedAwesome:
55** The player can make these, in the form of [[MagicEnhancement magic armor and tools]].
56** The Totem of Undying, dropped by the Illagers, specifically the evoker type. It's a one-time item that if held in the player's hand (main, or secondary) will prevent them from dying and gives some temporary HP via the Absorption effect.
57* AnachronismStew:
58** Due to being a ConstructedWorld, this is somewhat downplayed, but the game's world includes a mixture of fantasy trappings such as medieval-style villages, weapons, and some forms of magic (like enchanting and alchemy) alongside more sci-fi elements like futuristic beacons, creatures of alien origins, the concept of alternate dimensions and inter-dimensional travel, and modern-inspired features such as an "electric" system similar to internet-age coding programs and paintings that reference contemporary videogames. As soon as you factor in mods, resource packs, and official DLC on Bedrock, this goes up to 11, allowing everything from modern-day firearms to space travel.
59** According to WordOfGod[[invoked]][[note]][[https://www.reddit.com/r/minecraftsuggestions/comments/8lcfke/comment/dziy7ki/?utm_source=share&utm_medium=web2x&context=3 Here]][[/note]], mining helmets will never be added to the game specifically to prevent AnachronismStew. [[FridgeLogic Strangely though, things invented more recently than mining helmets]] ''[[FridgeLogic have]]'' [[FridgeLogic been added to the game, such as jukeboxes and lamps.]]
60* AndIMustScream:
61** Soul sand is made up of screaming faces, presumably the "tortured souls" of [[FireAndBrimstoneHell the Nether.]]
62** Some more obviously physical examples:
63*** The player is fully capable of imprisoning most monsters in a small box made of anything from dirt to obsidian. When it's done, the mob of their choice will be stuck in there forever, unable to move from its 1x2x1 coffin, at least until it despawns (which it will never do if you use a name tag on it or has picked up an item).
64*** There are some frustrating glitches from past and present that make the player themself unable to move, despite being in an open area. One of them happened back in ''Minecraft'' Alpha occasionally where the player would be walking somewhere and then suddenly be stuck to the spot, heavily vibrating until they re-logged. Something that is still completely able to happen is a server issue called "rubber-banding". Try to walk somewhere and then 3 seconds later you're suddenly back where you started as if the game had no idea you were moving.
65* AndYourRewardIsInteriorDecorating: Since this is a game about building, unique blocks are sometimes used as a reward for exploration. The ultimate example would have to be beating the [[FinalBoss Ender Dragon]], exploring the wastes around the End in search of an End City, and conquering it to reach an airship with the rare, flight-granting Elytra... and an equally-rare, functionally purposeless Dragon Head, which can be brought home as a trophy. [[AndYourRewardIsClothes Or worn as a non-protective helmet.]]
66%%* AngelsDevilsAndSquid: The extra dimensions: the (former) Sky Dimension, the Nether, and the End. The Nether is a FireAndBrimstoneHell, and the End is a WorldInTheSky where it is AlwaysNight, the terrain is flat save for huge towers of obsidian, and the only inhabitants are giant killer clams, [[Franchise/TheSlenderManMythos Slender Man]] {{exp|y}}ies and a giant, nigh-unstoppable dragon.
67* AnimalsLackAttributes: [[AvertedTrope Two notable exceptions]] are pigs having nipples and cows having udders. Played straight in terms of everything else.
68* AnnoyingArrows: [[ZigZaggedTrope This trope depends on who is shooting.]] Skeleton arrows play the trope straight: they deal minor damage but fire decently fast, so the damage adds up quickly. ''[[AvertedTrope However]],'' a fully charged arrow from a ''player'' will deal more damage in one hit than an un-enchanted diamond sword, and if it's been enchanted for maximum damage it will [[OneHitKill one-shot]] any player in anything worse than iron. With [[WalkItOff regeneration]], the player can survive multiple successive arrow shots, whether they are [[http://archive.is/rcUgd arrows lodged in the skull]], or [[http://archive.is/eXVI9 in the everything]]. Opening your inventory shows any arrows that are still stuck in you, meaning you can see how many shots you've survived recently. This number can easily be [[HumanPincushion 20 or more.]]
69* AnotherDimension: This game has three dimensions: the Overworld (which is the dimension players start in), the Nether, and the End. [[ExtradimensionalShortcut The Nether is useful for being a quicker way to travel across the land.]] One block traveled in the Nether is equal to eight blocks traveled in the Overworld. The player can utilize this by constructing a portal in the Overworld leading to the Nether, covering a certain distance within the Nether, and then constructing another portal leading back to the Overworld. When the player returns to the Overworld, they will have covered eight times the distance traversed in the Nether.
70%%* AntidoteEffect: Drinking a bucket of milk will remove any status effects positive or negative, including poison. Bottles of honey harvested from Beehives will cure poison when drunk, and they can stack in your inventory - perfect for abandoned mineshaft investigations.
71* AntiFrustrationFeatures:
72** The Compass tool points the player back to their default spawn point[[note]]i.e., where the player spawns when they have no active spawn point from a bed[[/note]], which is also likely very close to their main or first base, preventing the player from getting lost when they explore further out from home.
73** Lodestones can create compasses that point you to that specific lodestone, allowing you to navigate back to places without having to physically connect them with trails or roads, which might take too long or hurt the desired effect of a base. Just a build a lodestone somewhere into the structure or base, link a compass to it, hide the lodestone, name the compass with an anvil and find a good place to keep it, and you can create a network of compasses to lead you through your installations across the world and ensure you never lose one. Whenever you need to visit that place again, you can pull out the correct compass and head right to it. Unlike regular compasses, they also work in the Nether and End. The main drawbacks are that you need to spend rare netherite to create a lodestone in the first place, and if a lodestone gets broken (which is admittedly only possible for another player to do), the compass stops working.
74** The Clock tool exists to tell the player the current time in the day/night cycle, which is useful when exploring a cave, sea, or forest where you can't tell the current time by looking up at the sky. With a clock, you can always know the time, which can be handy for preventing an ambush that could result by unintentionally emerging from an area into the open night while monsters are active.
75** Nether portals used to be ''much'' more random in the rules they followed for their generation. To wit, players emerging from their portals frequently risked spawning 50 meters above anything, spawning right near lava, or, worst of all, ''in'' lava. The game now follows better guidelines in finding a spot to spawn from and adds extra obsidian (plus some netherrack on Bedrock) onto both sides of the portal if there are no nearby blocks, a minor safeguard against taking one step then plummeting into a lava lake.
76** The Villager trading system has been revamped several times to be less annoying overall. The trades being offered have become less randomized over time, and villager professions could not be changed in early versions.
77** Fire charges, or at least their crafting recipe, might have been meant to be this; all the items needed to craft them can be found in the Nether (coal from wither skeletons, blaze powder from blazes, and gunpowder from ghasts) and they act as a one-time-use flint and steel, so they were probably meant to be a way to reactivate a deactivated Nether portal if you were trapped in the Nether without a flint and steel. Downplayed, however, since the only ways a Nether portal can be inadvertently deactivated in the Nether (unless you somehow [[TooDumbToLive mine away a block from it yourself]]) is via the explosion from a ghast fireball, which can also reactivate it, so if a ghast deactivates your portal, you can just have the ghast shoot at it again to reactivate it instead of crafting a fire charge; and from lava falling into it, which can be used to reignite the portal if you brough sufficient amounts of Overworld wood. Failing that, you can always just drop all your items in front of the portal and then jump into a nearby lava lake to respawn back in the Overworld, provided you aren't playing on [[{{Permadeath}} hardcore]]. Besides, chests in Nether fortresses, where you'll need to go anyway to get blaze powder and coal, often contain a flint and steel.
78** The introduction of the recipe book, which means you no longer needed to [[GuideDangit open up the wiki to look up the many crafting recipes]] (though on Java you need to have a certain ingredient in each recipe to unlock it) and you can also click on the item in the book to instantly position the ingredients on the grid and craft as many copies as you want, speeding up the process especially for those who aren't very nimble-handed with the mouse. There is also a recipe book for smelting, but there is none for brewing yet.
79** Chests are given some useful protections to make items more secure and prevent the loss of too much progress and work in the event of a fire. For one, chests can't burn despite being wholly made of wood. For two, while they're not the size of a full block, chests can remain in the air unsupported without breaking and dropping as their entity form, preventing a house fire from interfering by destroying the block under a chest and scattering its items when it drops. Even if you lose your structure, the items will be safe.
80** Chests used to be unplaceable beside a double chest (outside of a bug that was fixed in Beta 1.5), but a trapped chest could be placed beside a regular double chest and vice versa. This exploit, however, required using iron for the tripwire hook required to craft the trapped chest, which wasted material that could be used for tools and armor. As of the Update Aquatic, chests can now be placed beside double chests, and sneaking while placing one now allows placing single chests adjacent to each other, allowing more manageable and accessibly compact storage.
81** The elytra is the only item besides netherite armor, tools and weapons in the game that is both nonrenewable[[note]]It spawns in End cities, and once all the End cities in a world have been found, no more elytra can be obtained; all other non-diamond equipment can be made with renewable resources, while diamond tools and armor can be obtained infinitely from villager trading[[/note]] and of limited durability. Thus, the elytra never truly break from running out of durability; at 1 durability, they become tattered and stop functioning, but tattered elytra can be freely repaired at an anvil or restored by EXP via the Mending enchantment. [[DownplayedTrope They'll still be irrevocably incinerated if you fall into lava while wearing them, though.]]
82** Netherite items occupy the opposite side of the same coin: similarly finite and rare, but they won't get destroyed by lava. They can run out of durability instead, but at the point of the game that the player has netherite access they'll also likely have access to the durability-enhancing Mending and Unbreaking enchantments, making that far harder to happen.
83** In the End's outer islands, portals back to the mainland spawn infrequently on the outer regions, giving lost players a lifeline to get back home. They also periodically create a tall beam of purple light, making them easier to spot.
84** When said outer islands were added in an update, the only way to access them was by killing the Ender Dragon, causing a portal to them to spawn. If that update didn't also introduce a means to respawn the dragon (using End crystals), worlds generated prior to that update would be S.O.L. when it came to viewing the new content.
85** Due to the farming mechanics giving more seeds than actual crops, players often wound up with way more seeds than they needed. The composter helped rectify this by turning unwanted seeds (and plants) into bonemeal, as well as giving players on Peaceful mode (where hostile mobs don't spawn) a good way to get renewable bonemeal (previously, you could only get bonemeal from bones in loot chests, very rare fossils, or, in the update immediately prior to the introduction of composters, as a rare drop from killing fish.)
86** When an incomplete Nether portal is found in the wilds, a chest will always be next to it, so your valuables can be safely stored while you see if the portal leads somewhere dangerous.
87** The game is generally designed in such a way that bad things won't happen unless the player causes it somehow, whether through directly inciting events or failing to prevent them from happening:
88*** One of the longest-standing aversions of this design philosophy was lightning strikes, which can burn down wooden buildings and had no way to be prevented. This was finally fixed with the addition of the lightning rod, which redirects lightning to a player-chosen location.
89*** Entities like zoglins, iron golems, and tamed wolves that attack hostile mobs without provocation will ignore the creeper, whose ActionBomb tendencies can result in things being blown up without the player to see it happen. The exceptions are "Johnny"-renamed vindicators and the Wither, which both require the player to intentionally incite their existence, goats, which ram creepers but can't aggro them, and wardens, whose high damage will OneHitKill a creeper before it can even think about exploding.
90*** Endermen used to be able to pick up practically every block in the game; they are now limited to a selection of naturally occurring "soft" materials, like dirt, cactus, sand, flowers, etc. This allows players to properly build structures that are immune to endermen popping in randomly and griefing them. The one exception is TNT, which can still be placed in ways to prevent endermen from picking it up (and placing TNT in any location for a prolonged period of time is asking for trouble anyway).
91** A shulker box that was destroyed as a dropped item doesn't automatically take its contents with it. Instead it'll spill its contents, potentially giving players an opportunity to save at least some of them should the box fall into lava.
92** When someone in the Overworld goes to sleep in a multiplayer server, the game will briefly show how many people are asleep and how many more are needed to advance to the next morning, prompting the rest to get to bed. When enough are asleep it will indicate to everyone that the day is about to advance, giving others who want it to be night-time for any reason to react and potentially prompt someone to halt the skip to the morning. Additionally, servers can change the rules for what percentage of active players need to be sleeping to skip the night, from 100% to just one player.
93** Redstone signals are usually able to power an object with a solid block between the object and the dust carrying the signal, allowing a player to use a powered object with a mechanism while also allowing a wall of the player's block of choice to be built between the powered object and the redstone circuitry. This is a major aesthetic benefit, letting the circuitry be hidden to either beautify the area the mechanism is in or to obscure the presence of redstone mechanics in the area, which can keep valuables and traps better-hidden.
94** Tamed wolves, cats, and parrots can be interacted with to make them sit in place where they are indefinitely, which will stop them from following you and teleporting to you when you don't want them to and prevents them from moving around on their own and either getting hurt by something in the area or, in the case of cats, from sitting on chests you want access to.
95** Recovery compasses added in 1.19 point the player back to the last location they died in, which is extremely useful for potentially locating and reclaiming dropped valuables or for simply renavigating and recovering lost distance in a confusing cave system. Although, if you've got one, you've managed to survive an ancient city, making the compass somewhat redundant.
96** Most monsters will instantly despawn when you're far away enough. Monsters that [[BanditMook steal items left on the ground]] won't despawn if they pick something up, on the other hand. This prevents a situation where your armor and weapons are unrecoverable because you respawned too far away from where you died.
97** The advancement that requires that you kill one of every hostile mob, "Monsters Hunted", does ''not'' require you kill a warden to get it, despite it being a hostile mob. Considering how ridiculously tough wardens are (they have as much health as both the Ender Dragon and Wither combined, hit with enough force to kill an unarmoured player in a single blow on Normal difficulty, and have unblockable attacks), how meagre their rewards are, and how the developers specifically intended it to be avoided at all costs, this is probably for the best.
98* AntiPoopSocking:
99** A rare InUniverse case: the player is encouraged to sleep regularly due to the threat of Phantoms, who swoop down from the sky to attack miners who haven't slept in at least three days.
100** One of the splash text messages advises readers to "Take frequent breaks!"
101** And then it gets {{Inverted}}; in response to the 2020 COVID-19 pandemic, public service announcements were added to the splash texts, up to and including the advice to stay home to avoid spreading the virus.
102---> "Save the world -- stay inside!"\
103"Stay home and play games!"\
104"Hang out with your friends online!"
105** In the Java 1.18.2 update in 2022, a feature was added in compliance with UsefulNotes/{{South Korea}}n law that displayed a warning after playing for an extended period of time:
106---> You've been playing for X hour(s)\
107Excessive gaming may interfere with normal daily life
108* AntiWastageFeatures: When you're full, you can't eat anything except foods that give you a StatusBuff, such as golden apples.
109* AnvilOnHead: The Anvil item is mainly used to repair enchanted items, but it can also be used as a weapon by placing it next to a hovering block and having gravity make the Anvil fall. It does a [[{{Pun}} ton]] of damage to any player or mob that gets hit by it.
110--> "''[[HaveANiceDeath [player] was squashed by a falling anvil]]''"
111* ApocalypticLog: You can find several broken, dusty records, including one you have to reassemble yourself. If you play them, they detail the [[spoiler: final moments of someone being chased by an unknown mob, crying out suddenly as the records end.]] [[UndeadAuthor Who recorded them?]]
112* AppliedPhlebotinum:
113** Redstone. Putting dust on the end of a stick makes an infinite power source (unless you short it out). It's also magnetic, given that it's used to make compasses, and, can be used as an ingredient in brewing potions, extending the desired effect's duration. Enough redstone can be turned into a redstone block, which is similar to a torch but impossible to shut off.
114** The crafting table, despite being rather humble in origin and nature (it's just a workbench made from 4 Wood Planks). Once built and placed, you can do almost ''anything'' using it without any further tools. It's essential to do anything in this game.
115* AprilFoolsDay:
116** The 2011 April Fool's Day featured a massive parody of ''VideoGame/TeamFortress2'' with the [[https://minecraft.wiki/w/Locked_Chest Steve Co. Supply Crates]]. They were found randomly in the newly generated territory and glowed at night. They were indestructible (except by TNT). When clicking on them, a sign pops up that says it requires a key to open and had a link to the [[https://minecraft.wiki/w/File:Minecraft_store_april_fool_1.png Store]]. In the store, after placing $10,000 worth of silly items in the cart, [[spoiler:the site would start displaying flashing colors, and a velociraptor popped up and moved across the screen. After a warning for flashing lights, of course. On April 1, an "April Fools Day" sign moved across the store page, along with a rearrangement of [[JustForFun/{{Rickroll}} "Never Gonna Give You Up."]]]] Sadly, the store page no longer exists.
117** April Fool's 2013 saw the release of the joke update ''Minecraft 2.0'' that contained, among other things, a pink, friendly Wither, a ridiculously difficult VideoGame/SuperHostile mode, and an [[LetsPlay/EthosLab Etho Slab]] (which is a half-block of TNT). It also contained more serious and useful things like blocks of coal and stained glass, both of which actually did get introduced in updates (1.6 and 1.7 respectively).
118** On April Fool's Day 2014, [[https://mojang.com/2014/04/minecraft-is-experiencing-some-problems/ the villagers apparently turned sentient and took over the game]], leading to all player skins changing into those of villagers. The sounds in the game were also affected, due to the game's minor inclusion of [[https://www.youtube.com/watch?v=yG_Y52bK6Ec Element Animation Villager Sounds Resource Pack]]. [[https://www.youtube.com/watch?v=KEsGqPgwvpM&index=5 It's hilarious.]]
119*** [[https://www.youtube.com/watch?v=Gv0yqkl4q0I A fake snapshot]] was also released on that same day, with ridiculous features such as witches leaving a trail of cakes, all mentions of Herobrine being removed (even on signs!) and Website/{{Twitter}} being "integrated" into ''Minecraft''.
120** 2015 saw the release of the "Love and Hugs" update, which included a Love meter that forced you to play a Minecraft-themed ''VideoGame/{{Minesweeper}}'' if you killed too many mobs, obsidian boats that didn't float on water, and flat worlds created large patches of snow near coordinates 0, 0 that formed a QR code revealing the true name of the actual next update, the Combat Update.
121** 2016's April Fools came with a USB charger block, as well as HUD glasses, an ankle counter, and a smartwatch that reference plenty of {{Dystopia}} tropes, more specifically ''Film/TheyLive''.
122** [[https://www.youtube.com/watch?v=0Ikda3eQDuI The Mine and Craft Leisure Device]] was announced for 2017, a ''Platform/GameAndWatch'' clone whose advertisement was done in the style of 90's flair.
123** For 2018, all of the textures of the Java version of the game were redone to use only colors from the palette of ''a NES'', making the whole game look kinda [[{{Retreaux}} sucky]].
124** 2019 came with the "Java Edition [=3D=] Shareware [=v1.3=]", which contained lots of references to 90's era shooters like ''VideoGame/{{Doom}}''; colored keys, cheat codes, one EasterEgg picture of the development team, exploding barrels with a crossbow renamed to "[[{{BFG}} BFC]]", and an "[[HarderThanHard Obligatory Nightmare Mode]]" where the player just constantly loses health.
125** 2020 featured the "Ultimate Content" update (20w∞a), where throwing books with different texts into a Nether portal would turn it into a "neither" portal, opening to one of [[UsefulNotes/PowersOfTwoMinusOne 2,147,483,645]] different procedurally-generated dimensions, as well as a few custom easter egg dimensions, depending on what is written into the book.
126** 2021 introduces [[https://www.minecraft.net/en-us/article/introducing-minecraft-plus "Minecraft Plus!"]], a parody of the "Microsoft Plus!" expansion packs for older versions of Windows. It's a collection of ''Minecraft'' screensavers, some of which reference old screensavers from the 90s (e.g., the one with creeper faces resembles "Flying Windows", while the one with glow squid has them swim in the direction the [[VideoGame/AfterDarkBerkeleySystems Flying Toasters]] flew in).
127** 2022 had the [[https://www.minecraft.net/it-it/article/mojang-studios-release-new-astonishing-update "One Block at a Time"]] snapshot (22w13oneblockatatime), which as its name implies, only allows players to break or place one block at a time.
128** Democracy was added to ''Minecraft'' in 2023 with "Java Edition 23w13a_or_b". Players get the option to vote on various game rules to be enabled using commands, which -- among other things -- allowed players to replace item drops, enable or disable autojump regardless of what the players set it to in their personal options, [[BigHeadMode give everything big heads]], or enable "French Mode". The update also adds visiting the moon through various methods (which is a CheesyMoon), crafting air, [[JokeItem functionally useless]] longer string, transformation into other mobs, and the ability to add ''VideoGame/AmongUs'' onto banners.
129* ArcNumber: 11, usually whenever horror is involved. The music disc that plays a man running away from things until it suddenly cuts out is named "11". Herobrine was removed 11 times. The only update in the Herobrine removal period that didn't have him being removed? 1.1. (And then 1.10 removed him again, long after the joke fell into disuse...) Music Disc 11's disc id is 11 and its length is 1:11. Hell, ''Minecraft'' 1.0 was released on 11/11/11!
130* ArcWelding: Soul energy seems to tie a lot of Minectaft threads into a single coherent plot. 1.18 officially confirmed that [[OurSoulsAreDifferent experience points and the soul-beings found in soul sand or the Warden's chest are one in the same,]] but clues from as early as 1.11 already hinted at it: Soul energy is absorbed by [[BotanicalAbomination the Sculk]] to expand itself, the Wither uses it to fight (when it glows blue) and is then used in the beacon, Illagers seek to understand it and managed to build totems of undying and [[AngelicAbomination Vexes and Allays]], it's the glow found on enchantments and potions (which use experience points and the soul-feeding Nether ward), the difference between alive mobs and the Undead and it's implied to be the one that gives thunderbolts their mutative power.
131* ArmlessBiped:
132** Creepers technically have four legs but their vertical bodies make them resemble armless bipeds more than the other quadrupeds in the game.
133** Striders play the trope straight, being basically a head attached to legs.
134* ArmorMeter: Both armor and shields have a durability meter that whittles down as the player takes damage while wearing them, eventually breaking when that meter runs out and leaving the player more vulnerable.
135* ArmorOfInvincibility:
136** Netherite armor is far superior to any other armor in the game, giving some of the highest amounts of defense plus an exclusive knockback resistance. You can crank this defense even higher by enchanting it. However, to craft an entire set of netherite you need 24 diamonds [[note]](4 for the boots, 5 for the helmet, 7 for the pants, and 8 for the breastplate)[[/note]], 16 gold ingots and 16 netherite scrap [[note]](4 each for each armor piece)[[/note]], and 4 netherite upgrade smithing templates, requiring up to 21 diamonds, 3 netherrack, and one initial template to duplicate[[note]]7 diamonds, 1 netherrack, and an already-existing template for each new one; this could increase to 28 diamonds and 4 netherrack if you want a spare (and you will almost certainly want a spare)[[/note]], which will take a quite a long time to collect.
137** The 1.0 release had a bug where damage reduction from armor was applied twice, making a player wearing a full suit of diamond practically invincible. This greatly impacted the strategies employed during the first Reddit "race for wool" tournament as obtaining diamond armor or denying it to the other team would often [[GoldenSnitch decide the match]].
138** Java 1.14-1.14.3 had a bug where you could put all four protection enchantments on armour pieces, giving you damage reduction multiple times over for damage types targeted by the specific enchantments (explosions, fire damage, and projectiles). You could also get "god armour" naturally from villagers and loot.
139* ArmorPiercingAttack:
140** Armour has no effect on potions, so harmful [[StatusEffects status ailments]] will hurt and/or kill you just as quickly if you're wearing a full suit of diamond or nothing at all. This makes damage potions invaluable in [=PvP=] as a Potion of Harming II will always kill a player in two direct shots.
141** Evokers summon fangs that always deal 3 hearts of damage, regardless of armor.
142** Magic damage, from guardian lasers and wardens' sonic booms, ignores the Protection enchantment, but not the base damage reduction of the armour itself.
143* ArrowsOnFire:
144** Bows can be enchanted so the arrows they fire will set mobs on fire if struck. A similar effect can be achieved by shooting an arrow through fire or lava. In versions from Java snapshot 12w34b on, these flaming arrows can be used to ignite TNT.
145** Skeletons have a chance to shoot flaming arrows if they're burning when they shoot. The enchantment for flaming arrows can also be applied to the bows they spawn with. All arrows shot by wither skeletons will be flaming arrows, although this can only be seen using commands, as they can't wield bows in normal gameplay.
146* TheArtifact:
147** Locked chests: originally added to the game as an AprilFoolsDay gag riffing on ''VideoGame/TeamFortress2'', they managed to stick around in some form or another, despite their original gag being long gone and the chests themselves having no use afterward. Updates to the block texture system broke these legacy items, until Java version 1.7.2 finally removed the things. They persist in the original console version, even though that version never featured the same April Fools joke at all.
148** In early versions of the game, oak slabs (then called simply wooden slabs) had weird functionality in that they weren't flammable and needed to be mined with a pickaxe instead of chopped with an axe. When oak slabs were properly given their flammability and tool type, any oak slabs made in worlds before that update retained their original properties (since some builds were reliant on the fact that they didn't burn), and would later be renamed to petrified oak slabs.
149** Ocelots used to be tamable: If you fed them fish they'd turn into cats. After 1.14, [[DecompositeCharacter cats and ocelots were split into two different mobs]], and cats were now found on villages or swamp huts, and still retain the ocelot's use of scaring creepers, plus the added benefit of bringing you items when sleeping, rendering the ocelot both overshadow, redundant and harder to get (Feeding it now "gains you his trust", but unlike dolphins or foxes or axolotls, they don't have any added benefit outside of not runing away).
150** When advancements were introduced, one (which involves breeding) was called "The Parrots and the Bats" as a reference to "the birds and the bees", with "bats" substituted for "bees", as they were the closest the game had at the time. Although actual bees were introduced later, the advancement still has the same name.
151* ArtificialBrilliance:
152** Creepers deliberately wait to ambush you by hiding in alcoves until you pass by.
153** Tamed wolves will follow the player downstairs rather than leap off ledges. They're also smart enough to not attack creepers, a great relief from their former suicidal behavior.
154** Peaceful mobs run away when they take damage, including when they're attacked by wild wolves.
155** Endermen get hurt by touching the water. To avoid this, they [[FlashStep leap]] away as soon as they touch the water.
156** Endermen [[FlashStep run]] from approaching arrows, even if they're trapped in a minecart.
157** Endermen [[FlashStep stay]] away from approaching players, if they are in combat with them, to avoid melee attacks.
158** Mobs can follow players around corners and obstacles.
159** Witches are able to run away from primed creepers.
160** Creepers standing on high ledges dive-bomb you, priming their explosion in mid-air so that they explode right when they hit the ground.
161** Skeletons jump in the water or under shade when the burning sun comes out.
162** Skeletons will back away from you while firing as you approach.
163* ArtificialStupidity:
164** Before 1.2, hostile mobs had the very simple path-finding of "run at player, jump when you reach a block in your way", which means they would jump into bottomless pits, walk through lava and drown in water if those things happened to be in the way of the player. This was done intentionally originally, but updates have since been done to make the mob AI much smarter.
165** Well, unless you're a slime or magma cube. They're two of the only hostile mobs that don't have any sort of advanced path-finding, preferring to blindly jump towards you, all the while completely ignoring any obstacles that may lie in their path. So it's very easy to just bait them off of a ledge and watch them struggle to attack you from several blocks down, and dripstone caves in slime chunks can very quickly become impromptu slime farms.
166** Before 1.8, ghasts would aim their fireballs at the camera instead of the player. This was usually not an issue due to the camera being in the first-person view by default, but it could be exploited by switching to third person view with F5 and laughing as the ghasts' fireballs would sail harmlessly over the player.
167** If the player is inside a house and a spider spots them, the spider will climb up the wall in an attempt to get to the player. However, due to a quirk in the programming, the spider will ''drop'' off the wall if it climbs higher than your character. Thus, if your house is built high enough, the spider will repeatedly damage itself through fall damage each time it drops.
168** The tameable wolves update got a ''lot'' of flack when it was first introduced for the stupidity of the wolves. They would frequently get lost and de-spawn, or decide the shortest route between two points was a straight line right into a pool of lava.
169*** Tamed wolves like to play in the water, but used to have trouble [[TooDumbToLive telling the difference between water and lava]]. They still have a problem with fire and recognizing it as a bad thing.
170*** While them not being able to use ladders is in all ways logical, tamed wolves will just jump after the player if they go down a ladder, no matter how long the descent is. Time to go looking for a new dog...
171*** Wolves also have a hard time getting through open doors. It's usually a better idea to make them sit and then push them into the house through the doorway, or perhaps build them a dog door their own height immediately adjacent to your door.
172*** Wolves who are standing up will teleport to the player if they move too far from them to prevent them from getting lost or killed. However, there is a glitch in which a wolf that is sitting down will stand up and teleport to the player by themselves. Now imagine that you're deep underground, climbing along narrow ledges over lava pits and suddenly your wolf who's been sitting in your living room at home teleports right over to you.
173** Wolves normally only attack mobs you've hit first [[ArtificialBrilliance (except for creepers)]], but if there's a skeleton nearby, they'll go after it automatically. While this can be useful for preventing sudden sneak attacks, if you're underground it also tends to cause your wolves to become paralyzed on the spot and stare into a wall, ignoring the non-skeleton mobs currently beating you into a pulp in favor of trying to reach a skeleton that's not even in the same room. Conversely, the ''skeletons'' also get their share of Artificial Stupidity if they have wolves after them, causing them to flee aimlessly right into your sword or into pools of lava - which, naturally, leads to the wolves chasing after it jumping in as well.
174** Bats, in their random flights, make no effort to avoid lava.
175** If an Enderman manages to catch fire, it will [[FlashStep go]] to water. This would be perfectly logical, if not for the fact that water damages Endermen.
176** Villagers love to find every ravine in the village and get trapped in them. They also used to love opening and closing doors repeatedly, which was not only annoying but would get them killed if they did so at night with zombies outside, but the 1.14 Village and Pillage update fixed it by making them work during the day and sleep during the night.
177** Creepers still retain some artificial stupidity as an [[AntiFrustrationFeatures anti-frustration feature]]. They will not detonate and destroy your hard work unless they have a direct line of sight with you, meaning you can still have odd situations like groups of creepers gathered on a glass ceiling right above you or right next to your window outside, where all of them are unable to explode due to the completely transparent material somehow blocking their view.
178* ArtisticLicenseBiology:
179** Chickens lay eggs which have a chance of hatching into baby chickens when thrown... but they also can be bred with seeds, producing live young?
180** Mycelium is treated as an organism akin to grass, which spreads out and reproduces itself into dirt. In real life, mycelium is merely the "roots" of a mushroom.
181** The game makes no effort to distinguish freshwater from saltwater. [[NoBiochemicalBarriers The seaborne tropical fish don't put up any fuss swimming in a river, and salty ocean water can be used to irrigate crops.]] Even after the introduction of mangrove trees, which are known primarily for their unique ability to withstand saltwater, oak trees may still be spotted submerged in swamp biomes that border the ocean.
182* ArtisticLicenseBotany:
183** Apples will sometimes drop from destroyed oak and dark oak leaves. ("Oak apples" are a thing in RealLife, but they're not a fruit, they're a type of gall created by wasps.)
184** Early in the game's lifespan, rose flowers could be found growing from the ground. Real-life rose flowers grow from bushes, not the ground. This has since been corrected, as the existing rose became replaced by the poppy flower (which does grow from the ground), and two separate rose plants have been added; a true-to-real-life rose bush, and an obviously fantastical Wither Rose.
185* ArtisticLicenseChemistry:
186** Only netherite is a more reliable and valuable defense in ''Minecraft'' than diamond armor. As debunked by [[https://www.youtube.com/watch?v=8KuH0-994Hk Game Theory]], though, RealLife diamond armor would be [[AwesomeButImpractical just as incredibly overpriced as it's actually worthless as armor.]]
187** Zig-zagged in the ''Education Edition'' and the ''Bedrock Edition'' with educational features enabled. Both allow players to use chemical elements as crafting ingredients to make chemical compounds, items and blocks not normally found in the vanilla editions. Although the crafting recipes are based on real-life chemical formulas, the actual crafting process is [[JustAddWater greatly simplified]].
188* ArtisticLicenseEngineering: On one hand, sand, gravel, concrete powder, and most living things will respect the laws of gravity while most other blocks ignore it entirely, enabling [[FloatingContinent floating continents]] and [[OminousFloatingCastle fortresses]] to be built and naturally generate with a little effort. Yet on the other, most anything electronic barring mods follow the laws of electronics mostly swimmingly (well, minus the fact that [[PerpetualMotionMachine many power sources]] can produce seemingly infinite power.)
189* ArtisticLicenseGeology: Real-world obsidian is fragile, being a sort of glass formed when lava cools rapidly. The obsidian in Minecraft is ridiculously hardy, being explosion resistant and taking more time to break than any other block in the game.
190* ArtStyleDissonance: The game looks like a harmless children's toy at first glance until you play [[SurvivalHorror Survival mode]]. [[WizardNeedsFoodBadly Constant threat of starvation]] as well as brutal [[NightOfTheLivingMooks undead creatures and otherwordly monsters]] out for your blood that are ''far'' more threatening than their blocky, cartoonish designs could ever suggest are what awaits in this bright and colorful Lego Land. Needless to say, if ''Minecraft'' is a playground, it's an ''evil'' playground that [[DeathWorld shows no mercy and wants you dead]].
191* AscendedGlitch:
192** The [[ActionBomb creeper]]'s model was that of [[https://www.minecraftforum.net/forums/minecraft-java-edition/survival-mode/294121-original-pig-creeper-model-picture a failed pig model]]. The model failed due to the dev attempting to make the pig model longer horizontally, but he botched the coding and it made the model grow longer vertically instead, which also made the legs look weird in that position. The dev liked how creepy it looked and decided to work with it to create the creeper.
193** When the pistons were added, people soon realized that they sometimes got stuck in an incorrect state and need to be "updated" to make them snap back to their expected state. Ingenious people managed to transform this glitch into so-called block update detectors that significantly expanded the ways redstone mechanisms can interact with the rest of the game world. Weird interactions between pistons and redstone torches led to an odd, but incredibly versatile piece of redstone machinery that can detect when adjacent blocks were modified. This led to the introduction of observer blocks, which function as glitchless block update detectors (but functionally only for one side).
194** Another, unrelated glitch with the pistons made it possible to propagate redstone signals arbitrarily far within a single tick (0.1s). This enabled the players to circumvent the intended 150m/s limit. This later capacity was expanded in the next update, making it significantly easier to transmit instantly both edges of the signal.
195** The Far Lands, a glitchy area that players could see if they go far (''really'' far) enough in one direction of the map. The Far Lands was named by the fans and became popular. Even the dev liked the idea of finding a buggy area that had blocks and terrain spawn with weird results, so he decided to leave the bug in on purpose for players to find. Sadly, this glitch was accidentally fixed in the Beta 1.8 update when the coding for terrain generation was updated.
196** Green-robed villagers, which were unused at first, could be spawned using commands but would not offer any trades since none were implemented for them. While they were removed temporarily in 1.8 due to a game crash bug when attempting to trade with them, they later came back in 1.11 as the nitwits, with their lack of trades becoming their defining feature, and were carried forward with the major village overhaul in 1.14.
197** The trailer for ''Minecraft Live 2022'', heavily focusing on frogs, has one eat a goat, referencing an early glitch during their development where [[KillerRabbit frogs could eat goats]].
198** Occasionally, during world generation, blocks like sand and gravel which are supposed to be subject to gravity can be placed floating in midair -- though [[GravityIsAHarshMistress they'll fall down if they receive a block update]]. Instead of fixing the world generation, Mojang opted to add particle effects to blocks in this state, warning the player that they're unstable.
199* AscendedMeme:
200** The "Steve?" name for the player character was originally coined as a joke.
201** Endermen can be seen as this applied to Herobrine -- like Herobrine, they have glowing eyes, shuffle around blocks to make strange and unnatural formations, and aren't really aggressive by default but don't take kindly to being watched.
202** Every single patch since around Beta 1.7.3 except 1.1 has had "Removed Herobrine" in its patch notes.
203** Version 1.5 of the ''Platform/XBox360 Edition'' (aka [=TU12=]) includes in its tutorial world a hidden [[LetsPlay/AchievementHunterMinecraftSeries Tower of Pimps]] (four gold blocks stacked on top of a block of obsidian), a trophy made famous by the crew at Creator/AchievementHunter.
204** Villagers had been compared to [[WesternAnimation/SpongeBobSquarePants Squidward]], mostly due to the GagNose, since they were put in. When they finally got audio noises, they sound almost exactly like the huffing noise Squidward makes when annoyed.
205** In [[https://www.youtube.com/watch?v=2BCFGjsrwyY&t=26s one of the Minecraft Live 2021 videos]] about the Mob Vote, Tiny Jens lets screams "[[BigNo Nooooooooooooo!]]" after Tiny Agnes falls into a pit. The scream was made viral almost immediately after the video was released, followed by the scream being made into a Splash in the Wild Update soon after.
206** For [[https://www.youtube.com/watch?v=YosWmbHAr2g Mojang's official rebranding announcement]], a Creeper appears on the screen at 0:27, accompanied with a text box saying "aw man...", referencing the "Creeper, aw man" meme surrounding LetsPlay/CaptainSparklez. "Aw, man" is also a splash text.
207* AsteroidsMonster: Slimes come in three sizes, which can withstand and dispense proportional amounts of damage. If you kill a larger slime, it will split into two to four slimes of the next size down. The smallest size slime will still chase you around but can't hurt you (unless it pushes you off a ledge or into lava). In the Nether, magma cubes are similar, except that the smallest ones ''can'' hurt you.
208* AttackAnimal: Tamed wolves, foxes and llamas will attack mobs that attack the player.
209* AttackBackfire: Throwing a splash potion of Instant Damage at a zombie or skeleton will heal them. [[ReviveKillsZombie Likewise, throwing a splash potion of Instant Health will hurt them]].
210* AttackSpeedBuff: The Quick Charge enchantment reduces the amount of time necessary to load a crossbow, allowing it to be loaded and fired more often in a given span of time. The maximum level of the enchantment gives it a quicker draw than to get a bow to full charge.
211* AuthorUsurpation: Even after the sale to Microsoft and him making other games, ''Minecraft'' and only ''Minecraft'' will always be associated with Notch.
212* AutomaticCrossbows: ''Minecraft'', for most of the pre-release period, took this even further by having a fully automatic ''longbow''. If you had enough arrows stored up, you could just point at a horde of enemies, hold down the right mouse button, and mow them down like you're wielding an assault rifle. And as a bonus, missed shots didn't waste arrows because they could (and still can) be gathered up and reused later. Beta 1.8 finally retooled the bow to behave more like a traditional video game longbow (i.e. hold the button in to pull back slowly, release to... well, release; damage and accuracy increases based on how far back the bowstring was drawn) but also do more damage if used properly. The actual crossbows introduced in 1.14 also avert it--they must be pre-loaded before each shot, but a pre-loaded crossbow can be left in the inventory still charged.
213* AutomatonHorses: Horses can pretty much gallop and jump indefinitely once saddled, only needing food if they take damage. This particularly stands out since the player themself has a hunger bar and loses stamina as they run and jump.
214* AutoRevive: The Totem of Undying is a one-use item that will instantly resurrect the player upon death and give them back several health points if in hand.
215* {{Autosave}}: The game uses a single save state that overwrites itself persistently and upon quitting.
216* AwesomeButImpractical: [[AwesomeButImpractical/{{Minecraft}} See here]]
217* AxeBeforeEntering: Axes are a quick way to break down wooden doors, though they cannot be locked[[note]]you could technically place them so when they're closed in practice, the game considers them open, then power them to keep them permanently "open", but you can still "close" them briefly if you want, and that's a lot of effort to set up[[/note]] so it's easier and quicker to just open them (breaking them down is only useful for relocating them). ''Iron'' doors, on the other hand, need a pickaxe to break through unless you can power them.
218[[/folder]]
219
220[[folder:B]]
221* BadassAdorable:
222** Wolves, when tamed. They follow you, sit when right-clicked, have cute little puppy-dog eyes, shake themselves dry when getting out of the water, tilt their heads to the side and beg when you pull out food, and murder anything that you attack with melee. Except for creepers.
223** Cats become this for being able [[WhyDidItHaveToBeSnakes to ward off creepers and phantoms]].
224* BadassNormal: The Player begins the game with no armor or weapons at all, and all they have in their arsenal to use against the undead and [[EldritchAbomination monstrosities from a realm equivalent to hell]] (among others) consists of what the player can craft at the time.
225* BadWithTheBone: Although entirely cosmetic and giving no damage boost, you can hold a bone while punching enemies.
226* BagOfHolding: The basic chest has 27 slots, each of which can hold a stack of 64 items (and each item might be a cubic-meter block if something), meaning it can potentially hold 1,728 times its own volume. A literal mountain's worth of stone can fit in a small closet of them.
227** This goes further if you fill the chest with Shulker boxes, which each have 27 slots of their own, meaning a chest can actually hold up to 46683 items.
228* BagOfSharing: Averted with Ender Chests. Each occurrence of those chests has the same inventory (for the same player). So two players opening the same chest see different inventories, but each player can open any of those chests anywhere to see the same inventory in all of them. This inventory is still safe, even if the very last chest is destroyed. Played straight with the original incarnation that shared the same inventory with everyone.
229* BambooTechnology: Long before you gain access to iron, gold, redstone and diamond (to say nothing of plundering other dimensions for the riches therein), most tools and structures you build will be composed of wood, stone, and the odd bits of various animals. The bamboo, in a literal example, can be used to make scaffolding and the equivalent of wood.
230* BanditMook:
231** Endermen have the ability to pick up certain kinds of blocks, which they might then place down somewhere else. The variety was greater at one point, but 1.0 nerfed it to a small selection of naturally-occurring blocks.
232** Snapshot 12w43b introduced this trope to zombies, skeletons, and zombified piglins (though only a fraction of them actually have this ability). Any items that are dropped can be picked up by these mobs and used against you. This means any undead mob that kills you may walk away with your stuff if you don't get back there quickly.
233* BarrierBustingBlow:
234** If the difficulty is set on Hard, wooden doors won't stop zombies, just slow them down. Iron doors will keep them out.
235** The 1.9 Combat Update introduced shields. Simultaneously, it allowed a mob or player striking another player with an axe to temporarily disable their shield.
236** Ravager growls can also disable shields.
237* BattleRoyaleGame: Many servers have a fan-made game mode known as the "[[Literature/TheHungerGames Hunger Games]]" in which players spawn in an arena and have to gather weapons and other resources, all while fighting other players to be the last man standing. At the center of each map is a cornucopia filled with all sorts of goodies and equipment, and some servers even allow for the use of starting kits.
238* BatOutOfHell: Solidly averted by the bats, which are completely harmless and incapable of attacking the player.
239* BatScare: Lighting torches sometimes triggers this trope, but they're harmless outside of perhaps startling a more flinch-y player into falling off a steep drop or onto lava.
240* BattleTrophy:
241** Wither skeletons have a rare chance to drop their skulls upon defeat. You can keep them as a decoration or even wear them, or use them to summon the [[{{superboss}} Wither]].
242** The Dragon Egg that appears after defeating the Ender Dragon certainly qualifies as a battle trophy. It pretty much has no other purpose in the game.
243* BearsAreBadNews: Polar bears live in icy biomes. The cubs are passive and the adults neutral... [[VideoGameCrueltyPunishment just as long as you don't play "punch the cub"]].
244* TheBeastmaster: You can tame wolves, who will follow you around loyally. Wolves will attack most mobs that you're attacking ([[ArtificialBrilliance except creepers]]) as well as going after skeletons of their own accord, making them very useful to have around.
245* BeautifulVoid: At least in single player Survival mode, until the introduction of villages with [=NPC=]s, although there's still an option to remove structures, wandering traders, and pillager patrols at world generation so you can play in a mostly uninhabited world[[note]]witches can rarely spawn naturally, and piglins and endermen seem to be sapient, but only appear in large numbers in other dimensions[[/note]]. Before that, the only sign of other intelligent life was two of the enemies, zombies and skeletons, which are both types of monsters that used to be people.
246* BehindTheBlack: The darkness system for mob spawning can create this effect, as it ignores space in favor of light levels. Hostile mobs can seem to advance in an endless tide from a stretch of unlit cavern... until you light it up with a torch and reveal a dead end not even five blocks away.
247* BeneathTheEarth: Cave systems in ''Minecraft'' can be '''extremely large''', especially abandoned mines. In the former, you'll find all kinds of ore (iron, coal, copper, lapis lazuli, gold, emerald, diamond, and redstone), lava, flowers and vines, mushrooms, lakes, ravines, axolotls, glow squid... [[BreadEggsMilkSquick and monsters]]. The mines contain tons of wood, rails, minecarts with loot, cave spider spawners and other regular cave elements too.
248%%* BenevolentArchitecture: Even though you can dig and build ladders, you don't really need them to climb the mountains. They're rather short and at least one of the sides will always be a slope climbable by mere jumping.
249* BerserkBoardBarricade: While not always using boards, one can build a wall very quickly to keep a monster away.
250* BerserkButton: Endermen are normally passive unless you look directly into their eyes, which seems to make them fly into a murderous rage.
251* BewareTheNiceOnes:
252** The Iron Golems give the villager kids flowers, and won't do anything to hurt you — [[BerserkButton unless you harm a villager]].
253** Dolphins are normally [[FriendlyPlayfulDolphin helpful and friendly,]] giving you a boost to swim speed when nearby, and even helping you find shipwrecks and ocean ruins if fed. Attack one, however, and the entire pod will swarm and attack you.
254* BigBadEnsemble:
255** The Ender Dragon, named [[TomTheDarkLord "Jean"]], is the confirmed main antagonist of the game, serving as the FinalBoss in a dimension where [[PointOfNoReturn there is no exit point]], and being the only game boss to naturally spawn after entering another dimension. Her death is what triggers the End poem, which is the only scripted sequence in the game.
256** The Wither is the OptionalBoss, and is second to the Ender Dragon, being the other boss that exists in relation to the game's two other dimensions; the Wither is themed around the Nether. It is essentially the game's version of a {{Psychopomp}} as it's an AxCrazy death machine that kills other mobs indiscriminately, and is by far the most chaotic mob in the game.
257* BigBoosHaunt: The soul sand valley biome in the hellish Nether takes a distinctly ghostly tone and is the most classically spooky environment the game offers. Soul sand valleys' distinguishing features are cold blue fog, sand composed of screaming souls that lights blue soul fire, and giant bone fossil structures emerging from the earth. Skeletons and the flying pale ghasts are common mobs in these biomes as well.
258* BigBulkyBomb: The Creative mode lets you make some truly terrifying piles of TNT. Big enough to crash the game when set off if you have the patience (or understand commands).
259* BigCreepyCrawlies: Spiders, bees, and silverfish. The latter may be one of the smallest mobs in the game, but they're still ''huge'' compared to their real-world basis (who are only an inch at most).
260* BigElectricSwitch: Levers resemble these, particularly when mounted on walls, and are used to activate redstone circuits or mechanical objects. While buttons create a quick burst of electricity to a nearby object, and a pressure plate is only activated by weight, a lever can be used to keep the electricity at a constant on or off state.
261* BilingualBonus: On the title screen, there is a random splash. One such splash reads "Bread is Pain", and pain means bread in French. Other splashes say hello to various countries in the local language.
262* {{Bizarrchitecture}}: The game allows players to build structures that fit into any category. Big Objects are common as megaprojects, while Unlikely Foundations (or No Foundations At All) are made possible by the fact that only a few blocks are affected by gravity. Place one block on top of another, then knock out the bottom block, and the first block will remain suspended in midair where you placed it.
263* BizarreAlienReproduction: Most things that are capable of reproduction do so by [[GRatedSex mashing themselves against each other until their eggs or live offspring appear]], which is normal enough. However, the game also has Spawn Eggs which [[BornAsAnAdult hatch instantly into the respective creature's adult form]] unless used on an existing adult, which is additionally weird for the fact that animals that both give birth and lay eggs are extremely rare in real life. This gets extra weird with the game's chickens, which can be spawned by Spawn Eggs, the above-mentioned breeding method (which doesn't produce an egg, but a baby chicken), but also throwing chicken eggs around. Chicken eggs look like their real-world equivalent (unlike their [[PatternCodedEggs Spawn Egg]]), yet can contain a baby chicken even if the parent has no partners to be inseminated by.
264* BlackoutBasement:
265** Monsters favor and spawn in the dark, making lighting conditions a critical consideration at any time. Weather is a vital game mechanic to pay attention to, as hostile mobs will generally spawn in areas with low or no light, such as [[OhCrap under thundercloud cover]]. Since a good chunk of gameplay involves going underground, players are advised to carry plenty of torches to light up caves, as it not only makes navigation feasible, but prevents monsters from spawning in those light patches.
266** Woodland mansions are inhabited by illagers and are massive houses that are rather poorly lit by default and often full of other hostile mobs as a consequence.
267** The deep dark biome underground runs hard with this trope. Not only are deep dark patches naturally unlit stretches of cave populated by the dark sculk substance, but the wardens summoned by sculk shriekers apply an extreme darkness affect to the environment to reduce the player's visibility while they hunt you.
268* BlackSwordsAreBetter: And black tools are better. The highest tier of tools and swords possible are netherite, which are black (or technically, dark grey) in color and are stronger in damage output and durability than every other tool type, including diamond (and are more enchanteble than every substance than gold and, bizarrely, wood and leather, which they equal in enchantability).
269* BlatantLies: One of the title screen random splashes claims "Absolutely no memes!". Aside from the fact that ''Minecraft'' has spawned a good dozen memes, it does make its own fair share of references in other title splashes.
270* BlingBlingBang: You can make picks, swords and armor with gold. Huzzah! Gold axes and swords do, in fact, swing incredibly fast (on Java; Bedrock doesn't have different swing speeds) and gold tools can plow through blocks faster than diamond speed. To many folks' dismay, the dev [[ShownTheirWork was also aware]] that gold is a relatively soft metal. Thus, [[CoolButInefficient the durability of gold implements is in the toilet.]] Gold armor in terms of durability and longevity is [[ImpracticallyFancyOutfit barely better than leather armor.]] Diamond weapons themselves are also a [[BlingOfWar pretty good example]], except they're [[MadeOfIndestructium much more durable]].
271* BlingOfWar: You ''can'' go around sporting golden armor and swords in [=PvP=], it's just not a great idea considering how many players will have better equipment. You're better off with iron equipment if you don't have enough diamonds to make a full set. The exception is gold ''horse'' armor, which weirdly has better protection than iron and has infinite durability, making it more practical. Diamond also qualifies, with the bonus of being [[ArmorOfInvincibility incredibly durable.]]
272* BlobMonster: Slime enemies, which split into smaller ones if you hit them. Magma cubes are a more bizarre take on the idea, as they are functionally identical to slimes, but have a lava core and separate into slices when they leap.
273* BolivianArmyEnding: [[https://youtu.be/1DhWXAiNgfQ The Nether Update trailer]] ends with Steve and Alex single-handedly angering a ridiculous amount of the Nether's residents and fighting them off on a hill.
274* BonesDoNotBelongThere: Composters can receive various organic items to produce plant fertilizer. Seems innocuous enough... but said fertilizer is the bonemeal item. What microorganisms are creating pre-crushed bones using organic waste? (In practice, this is TheArtefact from when bones were the only source of fertiliser.)
275* BonsaiForest:
276** This varies between biomes. Spruce trees in the cold biomes can grow quite large. Other trees can be larger in other biomes while the rest are small. It is not uncommon to see a grove of small trees around a much larger tree or two.
277** The jungle biomes generally invert this. The trees soar in them, forming a huge, high canopy.
278* BoobyTrap: Desert pyramids have treasure rooms with a pressure plate in the middle of it. If the plate is stepped on [[note]]including by mobs which spawn inside the area due to its low light level[[/note]], it triggers the TNT buried below and will blow you to hell, along with the loot. Jungle temples have tripwires that, when activated, makes dispensers nearby fire arrows at you. Woodland mansions have a very rare chance to spawn with a room that resembles the End portal room from the strongholds, which a contains a trapped chest that triggers some nearby TNT, releasing a swarm of silverfish if they explode (although this particular trap is so incredibly obvious that it's impossible to trigger it unless deliberately done).
279* BookcasePassage: Redstone mechanisms involving pistons, which push and pull other blocks, can be used to create passages revealed when bookshelves withdraw at the push of a button or flick of a lever. The chiseled bookshelf, a block added in Updated 1.20 that can be used to store individual books and generates a redstone signal when used, is specifically geared towards this sort of use by activating linked mechanisms whenever a book is placed on or removed from its shelves.
280* BoringButPractical:
281** Cobblestone. Not very fancy, but as a building material, it's relatively durable, and as a crafting material, it's abundant. Outside of massive super-projects, you'd be hard pressed to be at a loss as all the stone you mine turns into cobblestone. It's also one of the materials (all derived from wood, water, plants, and monsters) that [[https://minecraft.wiki/w/Renewable_resource can never run out]] as you can always create more through a combination of lava and water. This same property also allows you to construct simplistic shelters out of basically nothing so long as you have at least one bucket. Even better, it can be smelted into much nicer-looking stone blocks. Once you're sick of having boatloads of the stuff around, just make more tools out of them; players practically guzzle pickaxes when mining and you'll always get the cobblestone back that you spend on the stone tools if you don't manage to find any iron.
282** In general, literal farming of crops and livestock. Farming isn't the most exciting thing to do in ''Minecraft'' (as opposed to going around slaughtering pigs and cows), but with a reasonably-sized, well-lit, and hydrated farm, you can easily produce enough wheat to constantly feed yourself with bread, at a fast enough rate that you'll never starve to death again (unless you by chance allow creepers or endermen to wreck your farm). It takes a while to set up and longer to get going (and routinely harvesting/replanting isn't the most exciting thing to do), but necessary to keep a reliable source of food going since mobs with edible meat spawn very slowly. Having a good population of farm animals has other benefits too, including leather for books (to enchant) and feathers for arrows. Breeding animals then slaughtering them is also an efficient way to figuratively farm for EXP to enchant anything.
283** Fishing can be very boring and sometimes you get [[FishingForSole a bunch of junk]], but at least you get a good supply of food for yourself or for taming cats that help keep pesky creepers and phantoms away. It doesn't take much to get started -- just some sticks and string and you're good to go. When you get to upgrading your rod for frequent bites (Lure) and better yields (Luck of the Sea), you begin to fish up more useful things, like enchanted books, enchanted bows, nautilus shells, or even other enchanted rods to enhance your own. Snag a Mending rod and you can fish indefinitely!
284** Dirt. You can't craft it into anything (other than a different, decorative type of dirt), but it's vital to farming of any kind. It is also excellent for temporary platforms, since you'll never run out of it, it can be broken down relatively quickly without having to use tools, and can be used for makeshift barricades if necessary. It can even serve as housing at the start of the game, until you've gathered the necessary supplies to build something more sturdy. In fact, it's become something of a tradition for brand-new players to make a dirt house even when they have immediate access to stuff like wood or stone.
285** Water is as plain as it can get. It may slow you down and you can drown in it, but when combined with the humble bucket it is your absolute best friend. It puts out fires, solidifies lava, provides irrigation for farming, can be turned into a makeshift elevator to [[SoftWater break your fall off a cliff]], [[GiveAManAFish allow infinite food via fishing,]] or be used as a trap. Water can also be used as an elevator by swimming up waterfalls (or creating bubble columns later in the game).
286** Light sources, especially the most accessible form of them, torches. They let you see underground or at night, prevent monsters from spawning in the dark, can be used as an easily-spotted trail for easy backtracking, and have a very plentiful crafting recipe (four torches are created from one stick and one coal/charcoal; a full stack of coal and sticks will supply a whopping 256 torches). The second-best light source is jack o'lanterns, which are a bit tougher to craft than torches — they require an additional carved pumpkin to make — but are very good for lighting underwater areas.
287** Shields are cheap to craft and can easily become your first defensive piece of equipment. Raising a shield lets you block most frontal attacks, and you can completely negate even a creeper explosion if you raise it in time. You can't attack or run very fast while the shield's up, so a usually challenging solo fight basically becomes a matter of patience. There are a few mobs that can disable your shield use but they don't appear frequently enough to see in regular exploration.
288** Composite blocks, as long as you're not using them for anything, are great for storing large amounts of items. One block is composed of nine individual items (in most cases), letting you store nine times as much of it. This is especially true of redstone and coal (but not charcoal, due to technical issues); both substances are some of the most abundant products of mining short of cobblestone and dirt. They even have fringe benefits on top of being easy storage: a redstone block acts as a power source, and a coal block gives the equivalent of 10 coal pieces in fuel while only requiring nine pieces to craft.
289** "[[DoubleEntendre Getting wood]]" is a meme for a reason. Wood is by far one of the handiest materials in ''Minecraft'', serving as construction material, tool-crafting material, and fuel. And it's renewable, since the foliage of the trees you punch for wood contains saplings you can replant for more trees.
290** Iron. Although many players look for diamonds, which are much better than iron in terms of strength and durability, iron is used to make more items than diamond, and it's found almost anywhere.
291** With the addition of Netherite to the game, diamonds themselves have become this. Diamond items are quite durable and enchantable, but don't require nearly as much effort to create as Netherite gear, and can be mined relatively efficiently if you know what you're doing.
292* BossButton: The [[https://minecraft.wiki/w/Java_Edition_3D_Shareware_v1.34 2019 April Fools' update]], which contains many references to 90s gaming trends, includes a boss key which displays a [[https://minecraft.wiki/w/File:3D_Shareware_v1.34_Boss_Mode.png humorous spreadsheet]].
293* BossRoom: Until 1.9, the End was essentially one giant arena to fight the Ender Dragon, with the local endermen posing a minor threat. Nowadays, there are more floating islands to be explored after defeating the dragon.
294* BotanicalAbomination: The Sculk is a parasitic fungal organism that expand by feeding on souls and turning adjecent blocks into more of itself. It's implied to come from another dimension [[AfterTheEnd which was totallly overtook by it.]] It's so eldritch, in fact, that its inmune system is composed of [[BossInMooksClothing the Warden.]]
295* BottomlessMagazines: A bow with the "Infinity" enchantment doesn't actually use up any arrows in your inventory. You still need at least one arrow in your inventory to fire the bow, though. Also, the bow is limited by durability, but that's still the equivalent of six full stacks of arrows — which you can further extend through repairs at an anvil and/or the Unbreaking enchantment. It also only works for bog-standard arrows- arrows tipped with potions will still be consumed.
296** PlayedStraight with skeletons and pillagers, who can fire unlimited arrows regardless of any enchantments their bows may have; and with trident-wielding drowned, which can throw an unlimited number of tridents without the Loyalty enchantment.
297* BottomlessPit: The Void. In the Overworld and Nether, it's blocked off by indestructible bedrock, but "indestructible" doesn't mean anything to a player in Creative mode. The End, being a series of floating islands, has a bit more of it to deal with.[[note]]This technically does not mean it is absolutely bottomless; the limit is 2^1024 meters.[[/note]]
298* BowAndSwordInAccord: Players who elect to wield a bow alongside their trusty sword. Early on in Survival an effective way to conserve both durability and arrow count is to shoot mobs once then swing at them when they approach, though this still works even past the stage where one is very strained for resources.
299* BraggingRightsReward:
300** Netherite is by far [[{{Unobtainium}} the rarest material in the game:]] it is [[MadeOfIndestructium completely immune to incineration]], and is highly enchantable. You can use it to upgrade the durability of any diamond equipment you have. The ''problem'' is, obtaining netherite ''at all'' requires traveling through [[FireAndBrimstoneHell the Nether]], finding [[LostTechnology extremely rare scrap metal fragments from a lost age]], and then using a very convoluted forging process to create a netherite ingot, which can then be bonded to any of your diamond tools. It is actually ''less'' time consuming to find all the parts necessary to defeat the Wither, so you'll probably have killed the Wither before you have a netherite sword.
301** Similarly, a beacon requires a Nether star from killing the Wither (which itself requires quite a bit of wither skeleton farming) and many, many mineral blocks to achieve an appreciable effect. As awesome as the boosts and the PillarOfLight are, the effort needed to make a beacon pyramid just shows how little you needed one in the first place (although the Haste effect in particular can be a massive time-saver).
302* BreakableWeapons: All weapons, tools, and armor have a [[https://minecraft.wiki/w/Item_durability fixed number of uses]] before breaking. Bows are somewhat unique in that they lose durability when fired, but not when used to club things over the head; unfortunately, they are no more effective in this manner than fists [[note]](unless you give it the Sharpness enchantment with commands, though it doesn't make it much better than a wooden/stone sword)[[/note]].
303* BreakingTheFourthWall:
304** The ending directly addresses the player. The [[https://www.youtube.com/watch?v=6VWsq1JXVWY End Poem]] you get after defeating the Ender Dragon, in which [[spoiler:mysterious people say to the player that they have reached the final goal, and now can also do something useful in the real world.]]
305** If players get killed by sleeping in the Nether or End, or trying to use a respawn anchor in the Overworld or End, the game will assure them that the block's explosion was an intentional feature.
306--->"<player> was killed by [Intentional Game Design]"
307* BubblegloopSwamp: Two different biomes. The basic swamp has flat terrain and shallow pools of water containing lily pads able to support your weight. Edible mushrooms are more common here, and trees are overgrown with vines hanging to the ground. It also features an abundance of slimes, and there are some huts where witches always spawn. Mangrove swamps are more tropical and covered in mud. Like regular swamps, slimes can spawn there, as well as tropical fish (but no witch huts). Frogs can also spawn in both.
308* BuildLikeAnEgyptian: Desert pyramids spawn in deserts, featuring a triangular center and a gate with two towers, both with Egyptian influences. The towers also feature ankh symbols constructed of orange terracotta.
309* BuiltWithLego: More like it's made out of [=DUPLOs=]. The entire map is built out of large blocks that you can mine and craft into more blocks. LEGO itself acquired a ''Minecraft'' license and produced a successful line of sets, validating the common comparison.
310* BullfightBoss: For a while, the Ender Dragon's only attack was ramming you. Then the Console Edition (and later the 1.9 update for Java) gave it two ranged attacks — projectiles and damaging breath.
311* TheBusCameBack: Crying obsidian is a block that was added as an unused asset in the texture files very early in the game's life cycle. The texture was eventually removed, but not before Jeb commented that he wanted to use it as a way to set one's respawn point, a function that was given to beds. Come the Nether update, crying obsidian was added to the game as a crafting ingredient for respawn anchors, used to set your spawn in the Nether — and, if one uses the Programmer Art resource pack that comes with the game, [[MythologyGag it even reuses the original block texture]].
312* ButThouMust: How death in [[FinalDeathMode Hardcore Mode]] was handled before the "Spectate World" option was added. The Game Over screen showed up, you got a message informing you that you couldn't respawn, and you just sat where you died until you clicked the only button on the screen, labeled "Delete World".
313[[/folder]]
314
315[[folder:C]]
316* CallToAgriculture: There are all kinds of flora and fauna you can farm, including wheat, carrots, potatoes, pumpkins, watermelon, cocoa, sugar cane, mushrooms, trees, chickens, cows, pigs, sheep and so on. In fact, unless you want to spend half your time fishing, establishing farms to grow wheat and livestock is essential for a reliable food supply, since animals don't respawn in large numbers, so hunting and gathering will prove inadequate before long. Even after you've accumulated enough food to last you for the rest of your playtime (or more), farms are still great sources for villager trading fodder, as they buy most foodstuffs for emeralds.
317* CameraPerspectiveSwitch: The game allows the player to toggle into 3rd person view (front and back).
318* CanineCompanion: Wolves can be tamed with bones, and will follow you around and fight for you.
319* CannotCrossRunningWater: Endermen take damage if they step in water or get rained on. They can circumvent this by teleporting.
320* {{Cap}}:
321** The majority of items/blocks have a maximum stack of 64. A few have a maximum stack of 16 (usually the ones that can be thrown), and before the release of Beta 1.8, food had a max stack of 1. This is slightly different than most examples, as instead of being a maximum holding capacity for a particular item, you can carry as many stacks of the item as will fit into your inventory.
322** The game can only hold so many mobs in the space of one block; if any more would be forced in, it would pick and instantly kill some of the older mobs to make way for new ones. This can be used to create [[VideoGameCrueltyPotential compact and convenient animal farms]].
323* CastFromExperiencePoints: Experience points and levels are spent when enchanting or repairing items.
324* Catch22Dilemma: After you've finished assembling a conduit, the next thing you have to do is to set up an activation frame, and it will provide you with underwater night vision, water breathing, and damage to nearby underwater mobs, which makes it great for raiding an ocean monument. However, while an ocean monument has plentiful prismarine blocks for a full activation frame, the elder guardians that reside in it will tag you with Mining Fatigue that prevents you from getting those blocks until they're dead. Unless you spend a lot of time finding prismarine blocks from other places like farming guardians or excavating underwater ruins, by the time you get to build a conduit at an ocean monument you've likely already conquered the monument without needing its help. (If you bring a block you can instamine, or mine quickly enough to outlast your OxygenMeter even with Mining Fatigue, to use as scaffolding, there are spaces in ocean monuments which have enough prismarine around to activate the conduit on their own (as the shape doesn't matter), but you do need to be precise with your placement, while watching the OxygenMeter and dodging guardians.)
325* CatsAreSuperior: Creepers are the bane of any player's existence, but they know better than to mess with cats.
326* CatsHateWater: [[ZigZaggingTrope Zig-zagged]]: The adult cats decide to swim along with you when you swim and don't avoid water when you are standing and water is near. The ocelots in the game don't swim in water like the cows, sheep, chickens, pigs, wolves, dogs, and spiders would, though.
327* ChainOfDeals: [[DownplayedTrope Downplayed]] when trading with the NPC villagers. It doesn't happen a lot thanks to currency, but sometimes you need to sell a villager rotten meat to pay for a book and give that book to another villager to get the enchantment you want from him.
328* ChandlersLaw: Stay too long in one place on Hard difficulty and more monsters, with better armor and potion effects, will spawn at night.
329* ChangingClothesIsAFreeAction: Changing your armor or elytra and toggling your skin or cape is a simple matter of opening your inventory anywhere and dragging the pieces into appropriate slots or right-clicking with the piece in your hand, and opening the pause screen and hitting some toggle switches, respectively.
330* CharacterInTheLogo: The creeper's face has been inside the "a" in ''Minecraft'''s logo since the 1.4 beta, when the monster officially became the game's MascotMook.
331* ChargedAttack: A game mechanic for the bow and trident. The longer the weapon is charged, the more damage the projectile does and it will fly faster and farther.
332* {{Checkpoint}}: In the Overworld, beds function as the closest thing to checkpoints, changing your spawn point to their location once slept in (unless destroyed or obstructed). In the Nether, the respawn anchor plays a similar role, but it needs to be charged up with glowstone to work and depletes a charge every time you get respawned to it. If you try and use beds or respawn anchors outside of their native dimension, however, [[RealityBreakingParadox they'll explode]].
333* ChekhovsGun: One of the decorative paintings in-game shows a 4-block T of soul sand with a wither skeleton skull on each of the three top blocks. This is the formation that spawns the Wither, whose exclusive drop is crucial to crafting a beacon.
334* CherryTapping: It was once possible to defeat the Ender Dragon with ''chicken eggs'', which do so little damage that it doesn't even hurt mobs with regular health bars. Sadly no longer possible.
335* ChestMonster: Silverfish start as a special type of stone block that mines instantly no matter the tool, and if attacked will summon their brethren to come out of hiding automatically. Once they start spawning, the best strategy is to just get the hell out of Dodge and wait for them to go into the surrounding blocks, which when mined will start the whole thing over again. With some updates, players have the ability to place these types of wall masters in creative mode wherever they please, which is most likely for people creating custom maps with traps. The infested blocks were even called "monster eggs" in the inventory at the time.
336* {{Chiptune}}: The 2019 April Fools snapshot 3D Shareware v1.34 converts all sounds into chiptuned noises as a [[ShoutOut reference to the old video games]]. This also works with resource packs that change sounds and music.
337* ClingyCostume: The Curse of Binding does this, preventing you from taking off whatever has the enchantment. You can only get rid of it by dying (unless the Keep Inventory rule is on), or if the item runs out of durability.
338* ClothesMakeTheSuperman: [[MagicKnight Enchanted armor]] turns the player character directly into an EmpoweredBadassNormal.
339* CobwebJungle:
340** In the abandoned mineshafts, cobwebs are omnipresent, and rather tough to break without a sword or shears. If they suddenly thicken, [[OhCrap you just found a lair of venomous cave spiders]].
341** Woodland mansions have a rare chance to generate a secret room with a (non-venomous) spider spawner surrounded by lots of cobwebs.
342* CobwebOfDisuse: Cave spiders have webs in abandoned mine shafts. Cobwebs also show up in stronghold libraries and abandoned villages, though these scenarios don't guarantee spiders.
343%%* CollisionDamage: Most mobs do this to you when they turn hostile. The only mob that doesn't use the trope is the Creeper.
344* ColorCodedItemTiers: Rarity: specific hard-to-get items have their tooltip names in a different color to signify their value and ease in obtaining. Most items are white, but there are three tiers above that: yellow/uncommon (totems of undying, elytra, mob heads, enchanted books, bottles o' enchanting, dragon's breath, Nether stars and hearts of the sea), blue/rare (beacons, conduits, end crystals, golden apples and music discs), and [[PurpleIsPowerful purple]]/epic (enchanted golden apples, the Dragon Egg, and Creative-exclusive items like command blocks, structure blocks, barriers, and more).
345* ColorCodedStones: Emeralds are a conventional green, diamonds are sky blue, and amethyst is purple.
346* ColourCodedForYourConvenience: The three types of command block all have distinct colors depending on how they carry out their commands. The standard type, impulse command blocks, are butterscotch orange, and run their commands only once. Chain command blocks are verdigris, and execute their commands only when another command block that faces it executes its command. Repeating command blocks are bluish-violet, and carry out their commands multiple times per second.
347* CombatAndSupport:
348** Combat: Tamed wolves and iron golems
349** Balance: The player
350** Support: Cats, snowmen, mounts, and villagers
351* CommonPlaceRare:
352** In RealLife, string can be made from plant matter (which is everywhere in ''Minecraft'') or wool (which is easy to obtain). Not so in this game: the most reliable way to get string is instead to fight tooth-and-nail with giant spiders to obtain it. Especially weird is that string can be turned into wool, but wool cannot be reduced to string.
353** Saddles, which you can't craft despite being implied to be made from easily-attainable leather. They can only be found in loot chests, randomly fished, bought from villagers, or dropped by ravagers.
354** As mentioned in the Yahtzee quote on the trope page, making a cake is a highly elaborate process: you must build a furnace and a stone or better pickaxe, find nine iron ore, smelt them into nine iron ingots, make three buckets, milk cows, grow or find wheat, gather sugar cane and make it into sugar, and find an egg laid by a chicken, then put them all together. There's even a Bedrock achievement for it. That said, once you get to the point that you can produce ''one'' cake, it becomes fairly easy to make ''more'', especially as you get the buckets back after crafting.
355** Carrots, potatoes and beetroot are also pretty hard to get hold of: you can only find them growing in villages (which themselves are rather rare), in random chests, as a RareDrop from zombies (carrots and potatoes), or by trading with wandering traders (beetroot).
356** Logically, name tags should be as simple as tying string to paper, but this is not possible in the game. The only legit way to obtain them is by buying them from villagers, finding them in loot chests, or fishing them out of the water. How they manage to not be ruined by the moisture in the last case is anyone's guess.
357** Patches of wild pumpkins can be hard to come by. Pumpkin seeds can be found in some loot chests, but finding and getting to them is a challenge in and of itself. Large amounts of pumpkins can also be found in taiga villages.
358** By the same token, watermelon farming requires finding either the melons themselves or their seeds. Watermelons only generate in jungle biomes and savanna villages. The seeds can spawn in chests in dungeons and such, but this is hit or miss.
359** Water-absorbing sponges can only be found at the topmost treasure room of an ocean monument. Assuming that these are sea sponges and not synthetic sponges, it begs the question of how these creatures haven't proliferated throughout the ocean.
360** Horns are only available through stealing the horns of a goat, which necessitates searching the lands for a place where goats appear naturally. While this was the first way humans obtained horns (hence the name), the player is capable of advanced metalworking techniques, so why they aren't able to craft their own isn't known.
361* CompanyCrossReferences: The Java advancement "Over-Overkill" (added in 1.21), awarded for dealing 50+ hearts of damage using the mace, is named in reference to the Bedrock achievement "Overkill" (awarded for dealing 10+ hearts of damage with any weapon, which is impressive for anything that isn't a mace).
362* TheComputerIsACheatingBastard:
363** Skeletons will spin and shoot you with pin-point accuracy and a reaction time no human could ever achieve.
364** Even if a monster isn't looking at you, it'll still lock-on to you if you get close enough.
365* ConcealedCustomization: The game gives you the ability to create a player skin in which every pixel is custom designed. While the helmets aren't full-face, a full suit of armor means your face and hands are the only part of that skin you worked so hard on that can be seen, and for many texture packs, not even that. And even when not fully covered (either because you don't have a full set or because the texture pack you're using drew the armor to cover less), the armor often clashes with the player skin. It's inadvisable to fight monsters without armor, and certain resources can only be gained by killing monsters.
366* ConspicuousConsumption:
367** Most stuff generally has some use in the game, but golden tools are just plain conspicuous consumption. Tools made of gold may have more enchantments stick to them, but their base attributes (damage dealt, blocks that can be mined, number of uses before depletion, etc.) are simply too low to compensate for such a rare material.
368** The ultimate community achievement of conspicuous consumption is without any doubt building a netherite beacon. Not only does it not work any better than an iron one, you don't even see most of the netherite blocks that are inside! Not to mention, you could get almost a full netherite set with just ''one'' of these blocks, and it will likely require weeks, perhaps ''months'' of relentless nether mining to find enough netherite.[[note]]That said, unlike gold tools, netherite beacons can be disassembled after you're done with them in case you need the netherite for something else. It's still a lot of effort, though.[[/note]]
369* ConstantlyLactatingCow: Cows are a OneGenderRace, but they and their {{Planimal}} cousins the "mooshrooms" can also be milked with a bucket anytime. With a bowl the mooshrooms give ''mushroom stew''.
370* ContinuingIsPainful: When you die, you'll drop all the items you're carrying, and most of your experience. You ''can'' run back and pick up your stuff and up to 7 levels of experience, [[TimedMission if it doesn't despawn first]]... unless you happened to die by falling in lava — in that case, your inventory is toast. Also, certain mobs can loot your belongings, so don't be surprised if you encounter a zombie dressed like you that you'll need to kill to get your armor and sword back. It's not as painful if you've just started and have easily-replaceable gear like stone weapons and tools, but it really bites to lose diamond, netherite, or enchanted gear that takes a lot of investment to replace.
371* ContractualBossImmunity: The game has the Ender Dragon as one of the two boss mobs in the game and it's immune to all negative potion effects.
372* ControlRoomPuzzle: The game seems to have a bit of a lever puzzle in its jungle temples. Granted, most players don't bother with it, preferring to mine out the block that retracts once the puzzle would be complete. What's more, depending on how unlucky you are with the randomly generated treasure hidden inside the secret room [[note]](jungle temples weren't affected by the 1.9 revamp of treasure chests, which means they still have loot according to the old loot system, which was ''much'' worse than the current system used by every other treasure chest)[[/note]], the three sticky pistons involved in the mechanism that retracts the block may be more valuable than the treasure itself (as sticky pistons require somewhat hard-to-find materials to craft).
373* ConvectionSchmonvection:
374** Fire and campfires can only hurt you if you directly touch the flames.
375** The snowy slopes and grove biomes have powdered snow, which can hurt you by freezing if you immerse into it. However, so long as you're not touching the powdered snow, hypothermia is not a risk in those biomes or any other one; you can be nude in the cold at night, but you won't freeze to death unless you're touching that stuff.
376** Lava is a {{Zigzagged}} case:
377*** PlayedStraight with players, items, and other entities, which can only be burned by lava by directly touching it or by touching a flame caused by it; simple exposure won't do anything to them.
378*** {{Inverted}} by any blocks placed in the world: flammable objects in close proximity to lava can go up in flames, but burning them by convection is the only way lava can destroy blocks. If you submerge a block of wood in lava, the wood will be perfectly fine so long as none of its surfaces are exposed to air, since that's the only way it can catch fire.
379* ConveyorBeltODoom: A natural variant can form when flowing water goes into a lava pool. It's an especially frustrating way to die since your dropped items get washed into the lava too.
380* CookingMechanics: The player can turn basic food items into prepared dishes such as cakes, which provide additional effects such as status effects or merely additional nutrition compared to the raw version.
381* CoolButInefficient:
382** Because of how open-world ''Minecraft'' is, players are free to build whatever they please however they please. However, some projects or items are inefficient given the amount of resources put into them or exist solely to look cool. For instance, it's possible to make a RubeGoldbergDevice out of redstone tinkering to do something like move items from one chest to an adjacent chest for the hell of it when a single hopper would do the same job (or just manually moving them).
383** Gold anything. As in RealLife, gold is treated as a soft malleable metal meaning that, at best, things made from gold were no better than the wood versions. Gold ''can'' mine through certain materials faster than even diamond... except they're just as fragile as they always were, and are on the same level as a wooden pickaxe in terms of what you can actually collect with it. Golden booster tracks, golden carrots, and bartering were all introduced to give gold more uses.
384** [[UselessUsefulSpell Throwable negative effect potions.]] Unless you're trying to cure a zombie villager (itself a difficult task which may fall under this trope), there's nothing they can do to monsters that [[BoringButPractical whacking them with a sword]] can't accomplish just as easily. Averted, however, against armored opponents: potions are an ArmorPiercingAttack that only enchantments will mitigate, and even an unarmored person could destroy a fully armored person with a few splashes as long as they don't have enhantments.
385** [[AnvilOnHead Anvil traps]]. There are a lot of traps made possible by redstone circuitry, but anvils need to be dropped at least nine blocks to be lethal, and they have to land directly on their target, making them inferior to lava traps, TNT traps, and long drop traps. Making it worse is that, to prevent a duplication bug, they can't be moved by pistons — to drop them, you need to use a sticky piston to pull out the block underneath them. If you manage to pull it off anyway, though, it is just as hilarious as in the cartoons. Plus, they are made a bit more practical with traps utilizing deep holes.
386** TNT cannons. It's loads of fun to lob explode-y death at your enemies, from a few pieces of TNT to dozens of blocks of it (if particularly ambitious), but they require the target(s) to be standing right in the blast zone to be of use, since they're immobile, and people are going to avoid the blast zone and/or work to dismantle your cannons when they realize you have them. Even the basic ones take time to build, so building one in the open is vulnerable to outside interference as destroying even a single block can render it useless. Thus, it's not too feasible to build these out in the open as an anti-fortification weapon (if you're ''very'' unlucky, a flaming arrow or fire charge thrown your way [[OhCrap could set the TNT off early]]). Pulling it off successfully ''can'' be DifficultButAwesome though.
387** Any sort of piston-based movement device. Whether a flying machine or a piston bolt, they can be fast ways of moving around without requiring fuel, but the former are slow, at two blocks per second, and the latter require extremely large amounts of time and resources to build.
388* CoolGate:
389** With obsidian, you can make yourself your very own PortalNetwork, assuming of course you don't mind literally walking through the Hell of the Nether every time you use it. You can use them to travel back to the surface again in an alternate-reality way. 1 block in the Nether equals 8 blocks on the Overworld and so people are using them to travel large distances.
390** There's a similar type of gate that takes you to the End, a floating island in a spooky black alternate dimension. These gates can't be built, though; you have to find one in the Overworld and activate it with [[TwentyBearAsses a bunch of rare items]].
391** Around the End, there are smaller gates that too small for the player to cross, although it's possible to throw an ender pearl through them, reaching another part of the End.
392* CoolHorse: Horses and donkeys. First you have to tame them by riding them without a saddle (feeding them certain items will speed this up) until they stop tossing you off, after which they can be saddled. A saddled horse is about as fast as a saddled pig led by carrot, with the bonus that you can armor the horse to give it extra protection. Horses can jump, too, and you can even use weapons while riding them. Donkeys are similar, but can be given a chest for mobile storage and the two types can be bred to make mules. They come in various colors and breeds.
393* CosmeticAward: The Dragon Egg. You get it by killing the [[FinalBoss Ender Dragon]] and it serves no purpose whatsoever, although the creators have stated that this might change...
394* CouchGag: The splash text in the title screen is randomly selected from among more than 380. Every time you open ''Minecraft'', a different phrase is across the title. Occasionally, a special splash overrides the random splashes to commemorate a special event, such as a holiday (Halloween, Christmas, New Year) or an anniversary (such as for its 10th).
395* CounterAttack: The Thorns enchantment allows you to send some damage you take from mobs and other players back at them, but at the cost of your armor wearing down faster.
396* CowTipping: There's an achievement in Bedrock Edition (and older Java versions) called "Cow Tipper", which involves picking up leather, preferably from a dead cow (but getting one from fishing or a loot chest, or killing another mob that drops leather also works). The death animation of mobs, including cows, is them simply tipping over sideways, making it look like deadly cow tipping.
397* CraftedFromAnimals: Animals frequently drop resources such as leather, wool, feathers or ink sacs that can be crafted into more stuff. Thus, any gear the player obtains through these materials qualifies for this trope.
398* CrapsaccharineWorld: The Overworld is a lovely place filled with friendly animals, beautiful natural wonders, and peaceful villages populated with simple agrarian people... who are forced to cower in terror in their homes every single night, desperately hoping that the endless hordes of undead horrors won't break down their doors and eat them and their families. If the village is extremely lucky, their resident Iron Golem may, [[PoliceAreUseless half the time]], check the zombie threat of a given night before half the population is wiped out. Their only hope of salvation, really, is the demigod-like Steve? (or Alex?), should they decide it's worth their trouble to fortify the village into a well-lit, walled, haven. Unfortunately, they are probably just as likely to steal everything in sight save the buildings themselves. [[note]]though if they are in the early game, they may just decide to steal those, too.[[/note]]
399* CrazyEnoughToWork: Definitely possible to pull off [[https://www.youtube.com/watch?v=4ywa8hOVgss crazy contraptions that seem so inexplicably stupid, yet they work anyways]]. This is due to plenty of GoodBadBugs that aren’t patched yet.
400* CreatorCameo: Naming a mob either "Grumm" or "Dinnerbone" flips it upside-down. Naming a sheep "jeb_" makes it rainbowy.
401* CreatureBreedingMechanic: There's all sorts of friendly and passive mobs that provide utilities or materials that players may find useful. Since natural mob spawning can't entirely be controlled or relied on, there exists a breeding system that allows most animal-based mobs to produce babies. Breeding for most of these animals is very bare-bones, but horses have a more complicated system that involves colors, markings, and hidden stats, while turtles lay eggs that need to be protected until they hatch instead of making a baby then and there (frogs make frogspawn and sniffers lay eggs as well, but neither need protection).
402* CreditsMedley: The "ending" is backed by a medley of the title themes.
403* CreepilyLongArms: Endermen were partly inspired by the Slenderman mythos, and thus also have very long arms.
404* CreepyCave: Caving is one of the most popular activities in Survival mode, and every world includes massive, blocky cave systems full of both precious ores and undue dangers. There are a few aspects that make caves particularly creepy as opposed to the rest of the game: The lack of sunlight allows monsters to spawn at all times of day, [[LavaPit lava]] is an ever-present danger, and to really drive home the atmosphere, a variety of [[https://www.youtube.com/watch?v=IiJZkpEuecc extra creepy sounds]] are added to the game's ambiance--which tend to play at unexpected times, just to keep you from getting too comfortable.
405* CripplingOverspecialization:
406** The Bane of Arthropods enchantment. It boosts your attack damage even more than Sharpness and applies Slowness IV on hit. The problem being, it only works on spiders, cave spiders, bees, silverfish, and endermites. Out of those, bees are neutral to the player and more valuable alive, silverfish are rare, endermites are ''also'' rare, cave spiders are only found in abandoned mineshafts, and both types of spider are neutral unless the player is in darkness. It doesn't help that all of these have rather low health anyway, meaning you won't be getting that much benefit from the boosted damage, especially compared to the universal damage boost from Sharpness. There's a reason almost all players either opt for the reliability of Sharpness or the more relevant specialization of Smite.
407** The Impaling enchantment in ''Java Edition'' only works on a few aquatic mobs, and of them, only guardians and their elder versions are worth dealing extra damage to (drowned count as undead, not aquatic, so they don't count). A trident with Impaling V is an excellent choice of weapon to clear out an ocean monument, but for any other situation, you may as well stick to your sword. Averted in ''Bedrock Edition'', where Impaling deals extra damage to any entity that's partly underwater or getting rained on, giving it much broader usage.
408** The Channeling enchantment allows your trident to [[ShockAndAwe summon a lightning bolt]] when it impacts an entity or the ground... but only if there's a thunderstorm happening, and the mob is exposed to the sky. Outside of commands, there's no way to manipulate the weather in-game, so your trident may as well not be enchanted if you're using it in any other weather type or below the surface.
409* CriticalEncumbranceFailure: Averted. You can't carry more items once your 37 inventory slots (and 4 armour slots) are full, but you'll never slow down or stop moving because of it.
410* CriticalExistenceFailure: The game essentially plays this straight. Your character can fall many meters to the point where your legs would be shattered and you're fine, but a single punch and you die. The same goes for mobs, even the bosses. The Wither plays a variation of this; when it gets to half of its health, it's immune to ranged weaponry.
411* CriticalHit: In a melee attack, your normal damage can be buffed by up to 50% if you attack them while you're falling.
412* TheCrocIsTicking: All the monsters make their own distinct noises that warn you when they're near. Of all monster noises, though, the most dreaded is the creeper's hiss. This is because creepers don't hiss (or make ANY noise, for that matter) until they're right next to you, and they only hiss for a second and a half before they explode. [[note]]Not a snake's hiss, by the way. It's actually the sound of the creeper's fuse burning.[[/note]] So when you hear a creeper's hiss, you usually only have time to think "OhCrap" before the creeper detonates and kills or severely injures you.
413-->sssssssssssssSSSSSSSSSSSSSSSSSSSSSSSS-*BOOM*
414* {{Crossover}}: The console versions have various officially licensed skins, texture packs, and prebuilt worlds available to purchase and download, including from:
415** ''WesternAnimation/AdventureTime''
416** ''WesternAnimation/TheAngryBirdsMovie''
417** ''Franchise/AvatarTheLastAirbender''
418** ''VideoGame/BanjoKazooie''[[note]]Previously exclusive to Xbox[[/note]]
419** ''Franchise/{{Batman}}''
420** ''WesternAnimation/Ben102016''
421** ''VideoGame/BitTrip''
422** Myth/ChineseMythology
423** ''Franchise/DespicableMe''
424** ''Series/DoctorWho''[[note]]No longer available to purchase[[/note]]
425** ''WesternAnimation/DuckTales2017''
426** Myth/EgyptianMythology
427** ''VideoGame/TheElderScrollsVSkyrim''
428** ''VideoGame/{{Fable}}''[[note]]Previously exclusive to Xbox[[/note]]
429** ''VideoGame/{{Fallout}}''
430** ''VideoGame/FinalFantasyXV''
431** ''Franchise/{{Frozen}}''
432** ''VideoGame/GearsOfWar''[[note]]Previously exclusive to Xbox[[/note]]
433** ''VideoGame/GodOfWar''[[note]]Exclusive to [=PlayStation=][[/note]]
434** [[Myth/ClassicalMythology Greek Mythology]]
435** ''VideoGame/HalfLife''
436** ''Franchise/{{Halo}}''[[note]]Previously exclusive to Xbox[[/note]]
437** ''Franchise/TheHauntedMansion''
438** ''VideoGame/HeavyRain''[[note]]Exclusive to [=PlayStation=][[/note]]
439** ''Franchise/HowToTrainYourDragon''
440** ''WesternAnimation/IceAge''
441** ''Franchise/TheIncredibles''
442** ''VideoGame/InFamous''[[note]]Exclusive to [=PlayStation=][[/note]]
443** ''VideoGame/IttleDew''
444** ''VideoGame/JakAndDaxter''[[note]]Exclusive to [=PlayStation=][[/note]]
445** ''VideoGame/{{Journey}}''[[note]]Exclusive to [=PlayStation=][[/note]]
446** ''Literature/JourneyToTheWest''
447** ''Franchise/JurassicPark''
448** ''VideoGame/{{Killzone}}''[[note]]Exclusive to [=PlayStation=][[/note]]
449** ''VideoGame/TheLastOfUs''[[note]]Exclusive to [=PlayStation=][[/note]]
450** ''VideoGame/Left4Dead''
451** ''WesternAnimation/TheLegendOfKorra''
452** ''WesternAnimation/{{Lightyear}}''
453** ''VideoGame/LittleBigPlanet''[[note]]Exclusive to [=PlayStation=][[/note]]
454** ''TabletopGame/MagicTheGathering''
455** ''Series/MightyMorphinPowerRangers''
456** ''VideoGame/MassEffect''
457** ''WesternAnimation/MickeyMouse''
458** ''WesternAnimation/{{Minions}}''
459** ''WesternAnimation/{{Moana}}''
460** ''WesternAnimation/TheNightmareBeforeChristmas''
461** Myth/NorseMythology
462** ''VideoGame/PacMan''
463** ''Franchise/PiratesOfTheCaribbean''
464** ''VideoGame/{{Portal}}''
465** ''Franchise/RatchetAndClank''[[note]]Exclusive to [=PlayStation=][[/note]]
466** ''VideoGame/{{Resistance}}''[[note]]Exclusive to [=PlayStation=][[/note]]
467** ''VideoGame/SlyCooper''[[note]]Exclusive to [=PlayStation=][[/note]]
468** ''VideoGame/SOCOMUsNavySeals''[[note]]Exclusive to [=PlayStation=][[/note]]
469** ''WesternAnimation/SnowWhiteAndTheSevenDwarfs''
470** ''Franchise/SonicTheHedgehog''
471** ''VideoGame/SplosionMan''[[note]]Previously exclusive to Xbox[[/note]]
472** ''WesternAnimation/SpongeBobSquarePants''
473** ''Franchise/StarWars''
474** ''WesternAnimation/StevenUniverse''
475** ''Franchise/StreetFighter''
476** ''Franchise/SuperMarioBros''[[note]]Exclusive to Wii U and Nintendo Switch[[/note]]
477** ''VideoGame/TearAway''[[note]]Exclusive to [=PlayStation=][[/note]]
478** ''Franchise/ToyStory''
479** ''VideoGame/{{Trials}}''[[note]]Previously exclusive to Xbox[[/note]]
480** ''VideoGame/{{Uncharted}}''[[note]]Exclusive to [=PlayStation=][[/note]]
481** Ride/WaltDisneyWorld
482** ''Franchise/WinnieThePooh''
483** In addition, the Minecraft Marketplace also has a ''VideoGame/MegaManX1'' DLC as well as an upcoming ''TabletopGame/DungeonsAndDragons'' DLC.
484* CrouchAndProne: The game has a "sneak" function, which prevents the player from falling off the edges of blocks and stops you from sliding back down ladders and vines. In multiplayer it also prevents other players from seeing your name through walls. It also functions as a proper crouch function, letting players squeeze through 1½-block-high passages (not that such things naturally exist). Players can also swim through water quickly using the sprint key, which rotates their hitbox 90 degrees and allows them to go through holes only one block high. They will remain in this position until they emerge into a space high enough to stand in, even if they leave water. Using this mechanic (or several others), players can fit into a space the size of a single block.
485* CrypticConversation: The "End Poem" has two disembodied voices saying seemingly meaningless things, which yet feel meaningful.
486* CrystalWeapon: You can make diamond weaponry and armor, which is quite powerful.
487* CuteKitten: Villages contain cats, which can be tamed with raw fish. Cats can be bred to make kittens, which are the first kind of baby animal whose head doesn't look disproportionately large. When they were initially added, they did nothing useful. It was just for the adorable. But it gets better: they are the only thing creepers and phantoms fear.
488* CuttingTheKnot:
489** Jungle temples have a three-switch puzzle that needs to be solved to open a secret room containing potential treasure... or the player can just knock a few cobblestone blocks off the wall, reach in, and grab the goods while ignoring the puzzle entirely. The game actually seems to encourage this, as doing so rewards you with chiseled stone bricks, which until 1.8 could only be found three at a time in jungle temples in Survival.
490** DoubleSubverted with the ocean monuments. The devs knew that players would simply dig through the structures' walls rather than search for the hidden loot the hard way, so they created the elder guardians and their Mining Fatigue debuff to discourage this. They decided against just making the walls indestructible since they felt that would be lame. However, using TNT dropped in sand, conduits, or milk can easily allow someone to circumvent this.
491* CycleOfHurting:
492** Falling into the Void at the bottom of the map is a one-way trip to a place of the game where ''items and entities cannot logically exist'', and the player takes damage continuously.
493** A glitch in Fire Resistance buff made it so that you would still build up falling damage while swimming in lava, meaning that a player that was in it for more than a couple seconds would either burn up once the effect was gone, or die instantly as soon as they touched a flat surface.
494** Being surrounded by bedrock at least two blocks tall, with no blocks to use as steps,[[labelnote:*]]or a water bucket, or ender pearls, or chorus fruit, or elytra and rockets, or even a lava bucket if you're truly desperate[[/labelnote]] leaves no other choice but to spend all your energy until you starve to death.
495** Being stuck on a tiny deserted island with no access to wood or food usually means either a quick death in ten minutes from the enemies that spawn during the night, a significantly slower death from starvation, or taking your chances by swimming across the open ocean where, if you don't find land that can actually support you, you run the risk of drowning or (again) starving, or getting killed by a drowned's trident.
496** Expect this if you attack a zombified piglin, a wolf, a polar bear, a dolphin, a panda with the "agressive" personality or near one that has it, or a bee: their nearby brethren will retaliate as a group. Zombies can call in reinforcements when injured similar to those other mobs, but there's also a chance they will spawn new zombies as backup on Hard difficulty.
497** This is very likely to happen if you're being attacked by a skeleton or pillager while in a large body of water without a ranged attack of any sort. Their arrows prevents you from approaching them since you can't swim the distance of their arrows' {{knockback}} between attacks.
498[[/folder]]
499
500[[folder:D]]
501
502* DareToBeBadass: A strange example of this is [[https://www.youtube.com/watch?v=K2hRmhFUhlw Minecraft's ending]], in which the apparent creators of the ''Minecraft'' universe praise your accomplishments in the "dream" of the game, and command you to do it again, in the real world this time.
503* DarkIsEvil: Enemies spawn in any dark areas (whereas non-enemy animals spawn on grass in the light). The deep dark biome doesn't quite follow these rules, but arguably plays this trope to a worse extent- the only mobs that can spawn there are wardens, nigh-unkillable hunters who, when summoned, can quickly dispatch you if you're near or alert them with sound. Their biome is naturally extremely dark, and wardens will apply a further Darkness status effect to the screen while hunting you to make things worse.
504* DarknessEqualsDeath:
505** Enemy mobs spawn at night or in complete darkness. Pre-1.18, they would even spawn at dim light levels.
506** Tunneling through bedrock in Creative mode and falling into the pitch black void results in relatively instant death on Java (on Bedrock Edition, you just hit an InvisibleWall after a small distance).
507* DarkWorld: The Nether is a massive hellscape that exists in parallel to the Overworld, with similar, though compressed spatial relations between the portals linked across them (the Nether distances equate to eight times the distance in the Overworld, allowing for Nether travel as a shortcut for Overworld treks). The Nether Update also added biomes that give it the sense of a twisted parallel to the diverse Overworld, including two different types of forest composed of hellish fungi instead of pretty trees.
508* DeadCharacterWalking: Mobs have a glitch where if you kill them, and exit quickly and on return they will be alive and moving around in whatever position in dying animation they were in when you exited.
509* DeadlyDodging:
510** The only way to get music discs (other than being really lucky with [[RandomDrop loot chests or archaeology]], and even that won't get you every record) is to get a skeleton to kill a creeper with its arrow.
511** Pillagers can be tricked into shooting each other, which can be handy for killing the raid captain without triggering the "Bad Omen" status effect.
512* DeathFromAbove:
513** On Normal and Hard difficulty, mobs will take fall damage [[SuperPersistentPredator if it means reaching you]]. Creepers can also explode immediately upon falling next to you, a literal "dive bomb".
514** Being on the wrong end of a cave-in, or accidentally flooding a corridor with water (or lava) can result in this for the unlucky player. Lava in the Nether flows a lot faster than it does in the Overworld, which means if you have lava falling on your head, you have very little time to react.
515** You can make anvils fall on top of anybody standing below.
516** The Mace weapon allows a falling player to deal an area smash attack from above, not only dealing more damage the greater the fall, but also negating any FallingDamage that would have been taken if the attack hits. If the player misses, they go splat, making it a DeathOrGloryAttack if falling from a great height.
517** Phantoms, which are flying mobs that spawn at night after at least 3 in-game days of no sleep. Their method of attack is swooping down and attacking you before flying back up where you can't reach them.
518* DeathIsASlapOnTheWrist: At the beginning of the game, where you have few items to drop (and what you have is probably easily replaced), have little XP to lose, and aren't yet that far from spawn, dying on your first night isn't so bad. It's when you start gaining rarer equipment, racking up more levels, and move farther from your spawn [[ContinuingIsPainful that it starts getting problematic.]]
519* DeathMountain:
520** The game's original mountain biome, the extreme hills, consists of jagged, steep-sided peaks covered in snow. Its primary danger is the likelihood of falling off high ledges and to your death far below.
521** The Caves & Cliffs update in Version 1.18, as part of its overhauls of world generation, restructured the game's mountains. In addition to the old extreme hills, now named windswept hills, there are true mountain biomes about twice as tall in elevation. In addition to peaks shaped to resemble real-life mountains more, this biome is divided into two sub-areas, slopes and peaks. Slopes can consist of either flowery meadows, snowy spruce forests, snow-covered slopes, or cherry groves. Peaks are tall, jagged spires rising high above the rest of the landscape and, depending on the climate of the biomes that they generate near, consist mainly of combinations of rock, snow, and masses of smooth ice. Their native dangers are wild goats, which semi-randomly ram headfirst into players and mobs to send them sailing off into the void, and patches of powder snow, indistinguishable from the regular kind until you step on it, sink to its bottom and start freezing to death.
522** Java Edition's Amplified biome setting cranks the trope up to eleven where the mountains go beyond the clouds and they even have snow past a certain height.
523* DeathOfAChild: Villager children can be killed, and can even be turned into zombies.
524* DeathOfAThousandCuts: It used to be completely possible to take down the Ender Dragon with snowballs or eggs, which don't even deal damage to other mobs, but it was fixed in 1.9.
525* DeathOrGloryAttack: The Mace is outright stated by Mojang themselves to have this as one of its abilities. If you manage to drop from above and hit an enemy with it, it'll deal damage proportionate to the height of the fall, ''and'' negate your FallingDamage. Succeed, and that enemy is likely destroyed and you survive unscathed. Miss, and you go splat.
526* DeathTrap: A wide variety of these can be crafted, such as bomb-ridden rooms, arrow shooters, pitfalls, drowning traps, one-way doors...
527* DeathWorld:
528** ''Minecraft'' can easily be regarded as one. Sure it's pixelated and easily domesticated farm animals seem to be the most of your troubles at first, but once the Sun sets or you start exploring you realize this seemingly serene world is trying to kill you in every way possible. The terrain is littered with random cliffs, deep drops and pits of lava one could easily kill themselves in and random forest fires happen a lot. At night armies of undead zombies and skeleton archers along with kamikaze creepers and gigantic spiders will track you like heat-seeking missiles if they see you while the almost three-block tall endermen will wipe the floor with any unprepared player does as much as glance at them. Meanwhile, booby-trapped ruins experiment with different ways to creatively end you; from housing nests of huge poisonous spiders to being able to blow you and all the treasure to bits or having tripwires primed to shoot any trespassers. Even seemingly "safe" mobs like the wolf will descend upon you in packs if you hurt any even by accident. It even has the Nether; its version of Hell, home to its own collection of death-toting enemies from huge fire-shooting [[EldritchAbomination Eldritch Horrors]] to 2.5-block tall sword-welding skeletons that will cause you to literally wither away. At least with a Hell you'd think there would be a Heaven, right? WRONG. It's just another Hell, where bottomless void surrounds the scattering of tiny islands and endermen are everywhere; if that's not enough there's also an almighty dragon that kills anyone on the central island.
529** One of the preset customized world options, named "Good Luck", consists chiefly of stone and gravel, has little water, few plants and fewer animals, and has ''oceans of lava everywhere.''
530* DefendCommand: Swords used to let you do this, but the function was moved to shields in 1.9.
531* DemBones: There are arrow-shooting skeletons among the many enemies.
532* DesertedIsland: Popular start locations for challenge runs.
533* DestroyableItems: If items come in contact with fire, cacti, lava, or an explosion, they are destroyed.
534* DestructibleProjectiles: The fireballs launched by ghasts can be [[TennisBoss reflected]] by hitting them.
535* DiagonalSpeedBoost: Minecarts travel diagonally over curved rails. If you place rails on two adjacent diagonals, you get a zig-zagged track, which you can travel over as if it were a straight diagonal. This results in a speed boost.
536* DidYouJustPunchOutCthulhu: Any player that manages to fight and kill the [[FinalBoss Ender Dragon]] or the Wither. To a lesser extent, the first time a new player manages to slay an [[HumanoidAbomination enderman]] without dying (especially if they were terrorized by them earlier in the game).
537* DieChairDie: The game is a peculiar example of this. Apart from the usual mining and gathering chores that require "destroying" (i.e. hitting a block with your fist or tools until it breaks), every block or placeable item has to be destroyed and picked up as a resource if you wish to carry it.
538* DiegeticInterface: You have to craft your maps, and they only update if you're holding them.
539* DifficultButAwesome:
540** Redstone mechanisms. Building anything much more complicated than a light switch requires understanding of logic gates, flip-flops, monostable circuits, etc. All of this information can be looked up on wikis and Website/YouTube, but applying that information to build and debug your own mechanisms can be extremely challenging. It's also incredibly rewarding when you show off your automated farm, smelter, mob trap, or [[StuffBlowingUp TNT cannon]]. Extreme technicians, however, can build fully functional (yet titanic) calculators.
541** Tamed cats and wolves. Wolves will attack any mob you attack (or that attacks you), cats repel creepers and phantoms. The catch? Wolves are very hard to find even in their designated biomes, and feral cats avoid players, making them difficult to approach.
542** "MLG Water Bucket" is the nickname for the technique of using a water bucket to create a puddle of SoftWater just before you land. Miss the timing and the fall can be lethal, but master the reflexes involved and you can become immune to fall damage almost anywhere.
543** The Mending enchantment. An absolute pain in the rear to find (you can't get it on an enchantment table--you ''have'' to be lucky with either chests, librarian villagers, or fishing), but can essentially give your gear infinite durability, especially if combined with Unbreaking.
544** Shulker boxes are special chests that can be broken (like an ender chest) and moved by pistons without losing their contents. Having just one will work as an extension to your carrying capacity, and they can also be stored in an ender chest to improve ''its'' capacity. The catch? You need to kill shulkers to get them, which means you must have already defeated the Ender Dragon and found an End city [[note]]by which time, you will probably have made a big warehouse in your base where anything can be stored easily[[/note]]. Not all shulkers drop the shells needed to craft the boxes. They only respawn when one shulker hits another with a bullet, and even then it doesn't always happen and there are conditions that make them extremely cumbersome to farm[[note]]the hit shulker must have its lid open, there's a chance it won't spawn a shulker, this chance gets higher if there are other shulkers nearby, and the hit shulker teleports away after being hit -- and if it can't teleport away it won't spawn a shulker[[/note]]. Have we already mentioned that they're pretty obnoxious to fight, too? [[note]]because they make you float in the air in combat, distancing yourself from them for a good 10 seconds or so (and unlike swords, you can't put Looting on a bow to increase your drop chances), have a good defense, their missiles will chase you wherever you go (though they can be attacked and broken before they hurt you), and can teleport[[/note]]. However, once you do all that, you can effectively multiply your carrying capacity by twenty or more, allowing you to gather colossal amounts of items before having to go back home, or alternately use them to make much more efficient storage chests, that hold thousands of items each.
545** Building a villager trading hall. To do so requires wrangling a zombie and keeping them out of natural light, a nametag to keep the zombie from despawning (which is a rare find), wrangling villager AI so you can get them in a breeding area, a generous supply of weakness potions and golden apples (both of which require rare resources) to repeatedly infect and cure them of being a zombie in order to lower the price on their trades, and a minecart railway system to get them into the hall itself. It's a colossal pain to pull off, but ''incredibly'' worth it, as villagers provide a way to easily amass a lot of unique blocks, get specific enchantments without having to put up with RNG, ''and'' gives you a renewable way of getting diamond tools and armor.
546** It is possible to turn [[BigBad the Ender Dragon]] and [[TheDragon the Wither]] into an experience farm and nether star farm (for beacons), even though they're the game's two {{Final Boss}}es. Trapping them and getting them into a respawn cycle is the difficult part, but once you succeed in trapping them, it is very easy to continually farm them for resources.
547* DirectionallySolidPlatforms: [[ZigZaggingTrope Zig-zagged]] with scaffolding; the player can pass through them when walking through them, and can climb straight up them, but can stand on top of them without automatically falling through. Handy for mob-proofing areas so none can get in or out, though.
548* DisadvantageousDisintegration: Traps that blow up, set fire to or bring cacti into uncomfortably close contact with enemies, while fun, will also generally destroy whatever items they drop.
549* DisappearsIntoLight: The Ender Dragon's death animation. It's repeatedly skewered by beams of light and eventually it completely dissolves into nothingness.
550* DiscOneNuke:
551** With the right strategy, it's possible to obtain a few diamonds within minutes of spawning.
552** Finding a NPC village also counts, as you get a safe place, a source of food and a way to get rare items all in one.
553** Constructing a Nether portal can be done with lava buckets and molds, bypassing the need for diamonds entirely.
554* DiscardAndDraw: You can swap out strong armor like iron, diamond and netherite for pieces with less protection but more utility. The chestplate provides the most armor points but can be swapped for the elytra, which has zero protection but lets you glide and fly. Boots made of leather can prevent the player from falling through powder snow (and all leather armor prevents damage from it) while other materials won’t. A turtle shell helmet provides Water Breathing for 10 seconds. Gold provides the least protection and durability but will prevent piglins from attacking you on sight.
555* DisguisedHorrorStory: The game initially seems like a lighthearted WideOpenSandbox game, until you discover [[FireAndBrimstoneHell the Nether]], [[EldritchLocation the End]], and [[EverythingTryingToKillYou the various hostile mobs that mercilessly attack you while trying to survive]]. There's also the "11", "13", and "5" discs, all of which tell a mysterious story of a cave explorer who died from a mob of some sort. There's also the mystery of why the open world is so barren except for the player, with the hint that [[DragonsAreDemonic the Ender Dragon]] has something to do with it.
556* DogsAreDumb: Dogs are rather infamous for falling off of cliffs and into lava, and for attacking anything the player attacks, which could mean their death.
557* DontGoIntoTheWoods: At least not for the first few nights. Wandering around an unlit forest at night can be one of the most dangerous things for a player starting, given how many blind spots there are for monster ambushes. Even during the day, forests can get shady enough to save undead mobs from burning in the sun.
558* DontLookAtMe: Looking directly at one of the endermen (as in, moving the reticule in the center of the screen over them) causes them to freeze and turn to face you. The moment you look away, they attack, moving very, [[FlashStep very]] fast. They also make a creepy growl/scream sound.
559* DoorOfDoom: Both the Nether and End portals. They don't look great like many other things on the list, but considering how the rest of the game looks, they're pretty hellish.
560* DoubleEdgedBuff: The Turtle Master effect raises the player's defense but also reduces their speed.
561* DraconicAbomination: The Ender Dragon is a giant jet black magic dragon that seems to rule over [[EldritchLocation the End]] and not only can it destroy almost any block [[BrownNoteBeing merely by touching it]] or vomit a purple toxic mist but once it dies its corpse vanishes into pure light and it opens a gate to your dimension.
562* DragonsAreDemonic: The Ender Dragon is a DraconicAbomination that resides in [[EldritchLocation the End]], and is a ruthless combative opponent during the player's visit to the End, serving as the FinalBoss. The "music" accompanying its home dimension certainly helps to solidify its status as a villain.
563* DreamDeception: Killing the Ender Dragon will result in two characters telling you via a poem of sorts that the whole game was AllJustADream. Unlike most examples of the trope, they tell you to wake up.
564* DressingAsTheEnemy: Wearing a mob head will make you go unnoticed by the corresponding enemy unless you're very close to them.
565* DressOMatic: You can build one of these yourself with a dispenser and pressure plate. Armor that's shot out of a dispenser will automatically be equipped if you're close enough to it and have an empty slot.
566* DualWielding: Heavily downplayed by the dev team. While you can choose to put a sword or other damaging tool in your off hand, you can't use it to attack. However, on Java, you can put items with right click functions (ender pearls, potions, etc.) in your off hand to use them in combat, or blocks and torches for spelunking.
567%%* DualWorldGameplay:
568%%** The game has the normal world and [[FireAndBrimstoneHell the Nether]], accessible through obsidian portals when lit on fire. The Nether is smaller than the normal world, ten meters in the Nether is eighty meters outside. This makes it convenient for fast travel, [[EverythingTryingToKillYou assuming you can travel safely]].
569%%** As of full release, ''Minecraft'' has a third world, called "The End". It's a floating landmass, full of Endermen and one of the game's bosses. To get there, you need to activate an End portal, found in a Stronghold (found in the main world), with items obtained in the Nether.
570* DugTooDeep:
571** The bottom Y level of every Classic mode map is nothing but lava. In the full game, every map has a rough layer of unbreakable bedrock (which can be revealed in Classic with water); if you somehow get past ''that'', you'll find an endless void that quickly kills you.
572** It has always been possible, using external editing tools, to remove the bedrock layer of the map and literally ''fall out of the bottom of the world'', but the Adventure Update made it both easier and significantly creepier. Easier in that Creative Mode allows you to destroy any block with a single hit, up to and including the otherwise-indestructible bedrock. Creepier in that [[EldritchLocation The Void]] is now a pitch-black void, glittering with the same particle effects used for the Endermen. And it kills you. (For comparison, the pre-1.8 void still killed you, but it was at least the color of the sky.)
573** The "don't dig straight down" applies doubly in the Nether, where the geography doesn't even try to make sense. It's possible to dig down in one spot and have a 10+ block buffer of netherrack then have the next spot lead ''straight'' into an endless sea of lava below after mining just one block. Beware!
574* DungeonBypass:
575** Since bedrock is the only thing in this game you can't mine, nothing is stopping you from tunneling through the walls of basically any structure to get to where you want to go. Strongholds have silverfish hidden in the walls which will punish you for trying this, but in all likelihood this is how you will ''find'' said stronghold in the first place, since the only reliable way to locate them is to search above ground then dig down. This is especially true if the stronghold happens to be beneath the ocean.
576** The reason that Adventure Mode severely limits the blocks that adventurers can destroy, is so people can build elaborate dungeons or labyrinths and not have to worry about people just tunneling under them.
577** Ocean Monuments are guarded by elder guardians, which defy the trope by inflicting the Mining Fatigue debuff on players who so much as ''approach'' the structure, preventing them from digging about and forcing them to navigate the labyrinthine monument.
578* DungeonCrawling. The game eventually added a few.
579** Desert and jungle temples can be found in the respective biomes, as small structures housing treasure guarded by simple traps.
580** Ocean monuments spawn in the deep ocean biome, and take the form of flooded temple-like structures inhabited by fish-like guardians and three stronger elder guardians that have to be defeated to access the gold at their centers.
581** End cities, shaped like branching structures holding upside-down ziggurats, appear in the end. They don't have many monsters besides Endermen and camouflaged shulkers, but their chests hold valuable iron, diamonds and enchanted equipment, and rare elytra which allow you to glide are found only here.
582** Randomly-generated woodland mansions occur in dark oak forests, and are composed of several randomly-chosen rooms and passages home to evil Illagers wielding either iron axes or limited magic, plus regular monsters. Naturally, there's plenty of loot to be had after the monsters are cleared.
583* DunkingTheBomb:
584** A safe way to dispose of [[ActionBomb creepers]] is to lure them into water. It won't stop them from exploding and hurting nearby entities (including players), but solid blocks will be left intact.
585** As underwater explosions don't harm the solid blocks around them, players have exploited this trope to construct TNT cannons, using the controlled explosion to launch a different TNT block into whatever structure is being blown up.
586* DwindlingParty: Occurs among players whenever becoming the SoleSurvivor is the main goal of a server minigame.
587* DynamicDifficulty: Difficulty escalates in a region the more time the player spends there. Spend enough time at your home base and start expecting zombies and skeletons to come better equipped, escalating to even enchanted diamond gear!
588* DynamicLoading: The game has Dynamic Loading ''and'' Dynamic Map Generation: Parts of the world literally don't exist until the player gets close enough. And only the chunks near the player are being simulated. This can cause Dynamic Loading Failures if the player uses means of travel faster than walking, like teleporting or full-speed minecarts. The world itself usually loads up in time, but mobs take some time to spawn. Also, crafted blocks spawn earlier than the generated ground does, so sometimes, you can end up seeing somebody's underground base, before the dirt covers it up.
589[[/folder]]
590
591[[folder:E]]
592* EarlyGameHell: Entire guides have been written on how to survive the first full day, and what you should set about doing immediately. The game starts you with nothing. No weapons, no tools, no food, and no real idea or explanation of how to get them. Just you, dumped into a random landscape, with ten minutes before nightfall, when the monsters appear. In that time you need to prepare some form of defense, even if it's just a basic shelter. The game gets much easier once you have a shelter, some stone weapons, and know a few ways to craft all the stuff you'll need to survive against the enemies. Where you spawn can affect how easily you'll be able to get started: starting in a forest with animals nearby or even in the middle of an NPC village will give you a much easier time than starting on a lone island in the middle of the ocean with no trees or animals. The difficulty of starting has been mitigated somewhat with the introduction of achievements/advancements as a loose tutorial, the option to start with a Bonus Chest which includes food, wood and tools to give you a head start, and the addition of a recipe book which can help you craft the items you need.
593* EarlyInstallmentWeirdness:
594** Compare today's ''Minecraft'' with how it was in Indev, Alpha, and even early Beta. A lot has changed since then thanks to its frequent updates. Early ''Minecraft'' almost feels like a different game compared to current ''Minecraft''.
595** The game's [[https://minecraft.wiki/w/File:Minecraft_logo_1.png very first logo]] was a relatively crude render of 'MINECRAFT' written in cobblestone blocks. It took until Beta 1.4 for the now-standard logo to appear.
596** The first AprilFoolsDay gag update was an honest-to-goodness update included within the actual game, for the Locked Chest (aka. Steve Co. Supply Crates) were included alongside actual, non-joke, long-term changes to the game. Later April Fools gags would be quarantined in their own fork of the game's code, backend changes to how the ''Minecraft'' developers run things such as player skins, entirely isolated from the game itself, or otherwise designed to not affect the actual game, and for good reason. The Locked Chests (intended for a one-off joke) ended up sticking around way longer than originally intended, so that their removal wouldn't break save data on worlds that contained them.
597** Early hostile mobs are stock monster design archetypes like zombies, skeletons, giant spiders, and slime. Later monsters tend to be more original with no direct equivalent in other media, such as endermen, blazes, guardians, and shulkers.
598* EarnYourFun:
599** Certain useful items are only available infrequently (if at all) in Peaceful Mode, whereas they become much more common as random drops from hostile mobs on higher difficulties. These include gunpowder (used to craft TNT, dropped by creepers) and string (used to craft bows, dropped by spiders), among others. The effectiveness of enchantments and items scales with difficultly level.
600** More generally, it has been speculated that this is one of the reasons ''Minecraft'' is so mind-meldingly addicting compared to other sandbox construction games. In Survival mode, the player has to spend time collecting all the resources themselves to build anything, so there's a greater sense of investment in any given project. This attachment is why most players will risk death fighting off creepers (and griefing players) to defend their creations rather than just scrap the project and start over.
601* EasierThanEasy: Peaceful difficulty, which gets rid of hostile monsters[[note]]shulkers and hoglins are an exception, however they and all neutral mobs do not get hostile in Peaceful.[[/note]] and has your hunger bar always stay full. Falls and lava remain dangerous, though. Creative Mode removes your health bar altogether, making you otherwise invincible, but you can still die by commands, or (on Java) by falling into [[BottomlessPit The Void]].
602* EasterEgg:
603** In the splashes.txt file, the "Déjà vu!" splash is listed twice and there is an entry which reads "This message will never appear on the splash screen, isn't that weird?", which indeed never appears. In older versions, deleting the file without deleting the META-INF folder would result in a "[[VideoGame/PokemonRedAndBlue missingno]]" splash; current versions now show the Unicode byte order mark (a "ZWN BSF" in a box) if that happens.
604** The code for the April Fools 2011 "Mann Co. Supply Store" page has a reference to the KonamiCode in the script of the velociraptor ScreamerPrank.
605** Naming a mob "Dinnerbone" or "Grumm" (Minecraft developers) with the Name Tag item will flip the mob upside down. Naming a sheep "Jeb_" will cause its wool to oscillate through the color spectrum, though shearing it will give you its true wool color. Naming a rabbit "Toast" will change its skin to one resembling Toast, the lost rabbit of the girlfriend of a Reddit user, who requested the inclusion of the skin as a memorial. [[note]](This even works on the Killer Rabbit; it will gain the Toast skin but will keep its hostile behavior, and if it kills a player the death message will read "[player] was slain by Toast".)[[/note]] Naming a vindicator "[[Film/TheShining Johnny]]" will make it attack any nearby mob except other illagers.
606** The tutorial world in the [=TU12-TU13=] (Xbox 360) or 1.0 ([=PlayStation=]) versions of the Legacy Console version had a hidden [[LetsPlay/AchievementHunterMinecraftSeries Tower of Pimps]] located on the top floor of a sandstone pyramid in the southwest sector of the map. The tutorial world in the [=TU19=] (Xbox 360), [=CU7=] (Xbox One) or 1.12 ([=PlayStation=]) versions had a remake of [[WebVideo/{{Stampylongnose}} Stampy Cat's]] house and boat on an island in the north east side.
607** There is a 0.01% chance that the Java title screen will read "[[RougeAnglesOfSatin Minceraft]]" instead of "Minecraft".
608** Some textures have a signature hidden in them, such as the guardian and elder guardian (Jeb), the armor stand (Searge, who implemented the stand, and Jappa, the texture artist) and the original zombie pigman ("THX XAPHOBIA", the dev's credit to [=XaPhobia=] who created the texture).
609** The 2016-19 Java Edition launcher had a few of these. The translucent creeper face in the top-left corner had a 1/11 chance of being replaced with "¯_(ツ)_/¯"; clicking either of these would turn them white. A random mob would appear in the bottom-right corner if the mouse was left on the "Play" button for a few seconds. Pressing Ctrl + B would make the "collect XP" ding play.
610** Crash logs begin with a randomly selected "[[https://minecraft.wiki/w/Crash#Witty_comments witty comment]]", as do [[https://minecraft.wiki/w/Easter_eggs#debug-profile_results debug profile results]].
611** Running the sountrack of music disc "11" through a spectrogram reveals a face and "12418" (12 in hexadecimal is C, so 12418 is C418, Minecraft's first composer) hidden at the end of the track. Running one of the ambient cave sounds through a spectrogram reveals that the track forms a creeper face.
612** If an evoker runs into a blue sheep, it will turn it red while saying "[[VideoGame/AgeOfEmpiresII wololo]]" (with the same soundbite, even!)
613* EasyExp: There are many ways to get large amounts of experience, using mob farms, mining, smelting, trading, and fishing.
614* EdgeGravity: The game plays this interestingly. You have no edge gravity during normal movement, but if you crouch down it is impossible to fall, and you can even move a few inches beyond where you would normally fall from -- handy for extending a bridge, for instance. What makes this weird is that if you release the crouch key while being a few inches beyond the block you're "''standing''" on, [[NotTheFallThatKillsYou you'll simply fall, often to your death.]]
615* {{Egging}}: You are able throw eggs in the game. The eggs will even sometimes hatch into chicks.
616* ElaborateUndergroundBase:
617** You can create your own if you want to invest the time into it.
618** Also, the strongholds that are generated with the world so that you can get to the End. Initially, there were only 3 for each world, nowadays there are 128.
619* EldritchLocation:
620** The [[https://minecraft.wiki/w/Far_Lands Far Lands]] used to be an example of this. At very great distances from the origin point the game glitched out, distorting structures, preventing blocks from being placed or even staying put, generating immense lag, and all in all making the game unplayable. The game's creator said that he hadn't intended for this to happen, but LeftItIn because he liked the idea of physics breaking down at the "edge" of an infinite map that was virtually impossible to reach without cheating. However, the terrain generator overhaul in Beta 1.8 accidentally [[DummiedOut Dummied Them Out]].
621** Thanks to a glitch in the Adventure Update pre-release, we had abandoned mine systems as well. They are generated procedurally underground in small chunks, but because of a bug in their code, any new chunk created while leaving a mine shaft would be another mine shaft. This lead to endless, labyrinthine catacombs that [[AlienGeometries may not have existed at all if you had tried to tunnel into them from above first]].
622** In the Overworld we have the Deep Dark. Found on the deepest entrails of the caves, it's a place of total darkness infested by the Sculk, [[EldritchAbomination a parasitic hyper-organism that eats souls and uses them to expand itself and seems to come from another dimension.]] Everything that dies there is absorbed by the Sculk and uses to expand its reach. It's no wonder that its the native homeland of [[HumanoidAbomination the Warden.]]
623** [[{{Hell}} The Nether]]. Compasses, maps, and clocks don't work properly there, indicating tha space and time mean squat here, and beds [[MadeOfExplodium explode]] if used there. Lava flows at twice the speed and pockets of lava hide in the walls. Spatial relations are also different in the Nether compared to the real world, further cementing that space here is weeeeird. [[OhCrap Oh, and one of the sound effects of the Nether is a radiation meter going bananas]]. And, as of 1.16, it now has biomes. All of them are uncanny in their own right, but two take the cake:
624*** Soul Valleys are deserts made of soul sand and soul soil, which are implied to contain the souls of the dead which try to drag you with them, so the whole biome is unnervingly slow. Fire here is blue instead of orange, and scattered through it are fossils of giant long-dead creatures. To top it all off, it's a focus point of spawn for Ghasts.
625*** The Warped Forest is a rare benevolent example. It's a blue forest of tree-tall fungus and vines that grow upside down. The blue shrooms that are found have something in them that scares Hoglins off. And, no creature aside of Endermen and Striders spawn in the place, none of which are hostile. This, combined with the teal color found everywhere (The same as ender pearls) seem to suggest the Warped Forest shares a connection with the End.
626** The realm known as "the End." The sky is grey TV-static style, it has a dull green ambiance to it, the world is nothing but floating islands in a black void, and giant obsidian pillars dot the otherwise featureless landscape, with a black dragon called the Ender Dragon flying above. It's also home to endermen. And once you enter the End, the only way out is killing [[FinalBoss the Ender Dragon]], or dying yourself. The outer islands are strange as well, featuring lots of strange plants and, sometimes, castles and floating ships.
627** However, the most eldritch of all locations is the Void. It exists under the Overworld and the Nether, protected by a layer of unbreakable bedrock, and the End exists inside it. It consists of pure pitch black nothingness extending indefinetly forever. It's completley barren, lifeless, and nothing can spawn there. It's, in fact, so hostile that it will kill the player in creative, where they are inmortal and can move mountains and oceans like nothing, after just a couple seconds in there.
628** The 2020 AprilFoolsDay snapshot, [[https://minecraft.wiki/w/Java_Edition_20w14%E2%88%9E "20w14∞"]], introduced ''2,147,483,645'' dimensions, with [[WorldOfChaos Worlds of Chaos]], AlienGeometries, and [[AlienSky Alien Skies]] a-plenty. One such dimension, "decay", is a dead ringer for the Far Lands listed above.
629** Similar to the aforementioned abandoned mineshafts, there's seed 289849025, which will cause any naturally generated structures (such as trees and caves) to repeat, causing what is essentially the Minecraft [[WebOriginal/TheBackrooms Backrooms]]. Hell, even the ''tiniest'' of details, such as ancient debris, will repeat in a diagonal line.
630* ElementalCrafting: Wood is worse than stone is worse than iron is worse than diamond, for tools and weapons. Wood and stone armor don't exist, with leather occupying the "bottom tier" position in their place. One notable subversion to the pattern is gold -- you'd expect it to be between iron and diamond, but realistically it's actually quite fragile, not much better than sticking with wood or leather.
631* EliteZombie: The game has standard shambling zombies, who are the game's weakest enemies. Later updates added five elite variations, all of which have a rare chance of randomly spawning:
632** The first is the armed zombie, which is just a standard zombie that spawns with a random assortment of [[EquipmentBasedProgression equipment such as armor and[=/=]or a weapon (sword, shovel etc.)]], increasing its health and attack damage. The equipment can also have enchantments, potentially increasing either or both values further.
633** The second is the baby zombie, which is a smaller, faster version that nevertheless has the same health and damage as the regular version. The baby zombie also has a chance to spawn as a chicken jockey, which doesn't take fall damage.
634** The third type is the leader zombie, which summons backup when you hit it.[[note]]All zombies have a tiny chance of summoning backup ''once'', but leaders have about a 75% chance, and can do it multiple times.[[/note]] There's no way to tell if a particular zombie is a leader without hitting it and seeing if other zombies suddenly spawn nearby.
635** The fourth type is the husk, which spawns only in desert biomes and also has a baby variant. They have the same health and do the same damage as a normal zombie, but each hit causes the player's hunger bar to deplete and they don't burn in the sun.
636** The fifth type is the drowned, which either spawns naturally in oceans and rivers or when a zombie drowns. Along with the features of a normal zombie, they can swim and sometimes spawn with a trident. This makes them the only zombie to have a ranged attack. They will sometimes come up on shore at night, making them exactly like zombies.
637* EmeraldPower: The exploding creepers are green.
638* EmergencyWeapon: Axes, picks, shovels, and hoes deal more damage to mobs than bare hands. That said, they were not intended as weapons, and will break twice as fast as swords. Axes on Java are an edge case; they actually do more damage since the Combat Update than the "real" weapons, with the downside that they are considerably slower to swing.
639* EmergentGameplay: The game as a whole has a lot of this, but one of the most notable examples is the redstone system of which a wide manner of contraptions have been made, including 16-bit computers.
640* EmpathicEnvironment: When you summon [[SuperBoss a]] [[EldritchAbomination Wither]], the sky darkens and turns to a [[RedSkyTakeWarning redder shade]].
641* EmptyRoomPsych: The game has caves that branch out into several paths which, most of the time, can lead deeper underground where diamonds and redstone ores can be found, lead to the surface, or even lead to underground structures like dungeons and mine shafts. However, since it's [[RandomlyGeneratedLevels procedurally generated]], some of the cave branches simply lead to a dead end with nothing in them other than the usual stone and dirt. Caves may also have an unnaturally large and circular-like room; supposedly this is where the cave generation starts behind the scenes, but it's certainly no use to ''you'', unless, of course, you decide to make it the centerpiece for your new ElaborateUndergroundBase.
642* TheEnd: The End is a realm populated by endermen and the Ender Dragon. After defeating the Ender Dragon you have officially "completed" the game, though you are still free to continue playing.
643* EndlessGame: Before ''Minecraft'' 1.0 came out, there was no ending to the game. There really isn't an ending anyway, as after beating the Ender Dragon, you're plunked back wherever your spawn point is, and can continue the game, build stuff, and fight the {{superboss}}, the Wither.
644* EnemyMine: Any mob hit by a skeleton's arrow will stop attacking you to deal with its aggressor unless you hit it again to focus it back towards you (and once that mob hits the skeleton, the skeleton will ignore you to attack them!)
645* EpicFail: Meta example. In 2019 one snapshot had so game-breaking a bug that another snapshot had to be released within a few hours:
646->"Fixed bug: Game crashes when breaking a block."
647* EquipmentBasedProgression: Your character's baseline health and physical abilities never change. You can gain levels of experience, but you spend them to enchant, merge, or repair equipment. Your strength, health and ability to interact with or shape your environment entirely depends on the type and quality of the items you own or use.
648* EssenceDrop: Most creatures drop flashing green-and-yellow experience orbs upon death. These orbs also appear when you breed animals and collect ores (either mining or smelting, depending on the type).
649* EternalEquinox:
650** In the survival mode, a full day/night cycle lasts twenty minutes -- days last ten minutes, nights last seven minutes, and they're separated by an intermediate period 90 seconds long. Since dangerous monsters come out at night, it's good that the passage of time is reliable day after day. Although the moon has different phases, the moon always rises as the sun sets and vice versa, behavior typically associated with a full moon.
651** And not to mention, the sun rises and sets due east and west, respectively, and passes straight overhead (and is directly overhead at noon), which in real life only occurs at the equator during the equinoxes.
652* EverythingBreaks: All tools have durability which eventually wears out, and even using an anvil to extend their life requires more and more experience with each repair (which itself will break given enough uses). All blocks except a scant few necessary for game mechanics can be mined. Command Blocks are also unbreakable due to them needing to be around so that they can affect the map properly when needed.
653* EverythingFades:
654** Blocks and items mysteriously disappear when dropped and left on the ground for a few minutes. Averted if the player moves far enough until the area the items are in vanishes, to which they can stay in the game indefinitely until that area is loaded again.
655** Mobs (including players) leave no corpse, merely falling over and vanishing in a puff of smoke.
656** Water/lava falls and running water/lava from a spring vanish the minute you plug up the source or scoop it up in a bucket.
657* EverythingsDeaderWithZombies:
658** One of the earliest added, and least dangerous hostile mobs in the game; although as per usual with this trope, they can be a bit of a problem in groups. If they attack a village, they can turn villagers into more of them, though it is possible to cure infected villagers without killing them.
659** Zombified piglins are even worse. They show up in groups in the Nether (and occasionally on their own around Nether portals), and attacking one will bring the entire group down on your head. And they are much tougher, faster and stronger than regular zombies. Fortunately they're non-hostile and to aggro them you have to attack first.
660* EverythingTryingToKillYou: The Nether. Difficult to explore terrain, frequent sudden drops, and ''lots'' of lava everywhere. The mobs are a step up from the Overworld too, with ghasts fire-bombing you frequently from the get-go and zombified piglins who'll ZergRush you when provoked and hit you for ''more'' than half your health in Hard Mode (assuming no armor). There's blazes and wither skeletons, though at least you have to enter a Nether fortress to run into them. Even trying to sleep in a bed will blow it up and possibly take you out if you're close!
661* ExactlyWhatItSaysOnTheTin: You Mine stuff and you Craft stuff. That's essentially the entire game, right there.
662* ExperienceMeter: The game has a EXP meter below the [[LifeMeter Health Bar]]. Rather than making you stronger, experience levels are used to enchant tools and armor.
663* ExperiencePenalty: Tools can be enchanted with Mending, which makes any experience you gain while holding or wearing them go into repairing them rather than your experience bar.
664* ExperiencePoints: The game has [[ExperienceMeter experience orbs]] that you get from [[RPGsEqualCombat killing monsters]]. Unlike other games that use EXP, the only use for EXP in this game is [[SpellBlade enchanting weapons]] and tools. These enchantments range from [[CriticalHit higher critical hit rates]], extra damage to the undead and [[FlamingSword adding fire damage]].
665* ExplosiveBreeder: Livestock mobs breed at a much faster rate compared to real life. Seconds after being fed their preferred food, they give birth to a baby that becomes breedable after a mere 20 minutes (one in-game day) and can themselves breed again after 5 minutes. There's no penalty for in-breeding, so there's no problem in creating a massive animal farm from two initial mobs in just a few hours.
666* ExplosiveStupidity: You're laying TNT and you have your flint and steel out. Doubles as LaserGuidedKarma if you're griefing someone.
667* ExpressiveHealthBar: The health bar shakes when the player dies or when the health is below two hearts. The hunger bar gives a little shake whenever one hunger point is lost and shakes constantly when empty.
668* ExtraDimensionalShortcut: Locations in the Nether correspond to the Overworld, but 1 block in the Nether equals 8 blocks in the Overworld, so you can use the Nether to travel rapidly, assuming you can survive the monsters that live there. You get an advancement for this called "Subspace Bubble"--traveling 7km in the Overworld via the Nether.
669** For some reasons, ice can be placed in the Nether, and it will not melt. Plus, boats move on the ice with insane speed. This is why in many servers, players make Nether ice subways, which allows quick transportation between their bases and other important objects.
670* EyesAlwaysShut: Ghasts open their eyes for one reason - to make your life as miserable as humanly freaking possible.
671[[/folder]]
672
673[[folder:F]]
674* FakeLongevity: A large chunk of rare items are few and far between, so you may spend hours upon hours just to find that one diamond, watermelon, pumpkin, stronghold, or what have you.
675* FallingDamage: Falls deal 1 point of damage for block (meter) fallen after the third, so a 24-block fall will kill you[[labelnote:*]]for some reason, a 23-block fall leaves you on half a heart, the same as a 22-block fall[[/labelnote]]. However, having Slow Falling or landing in [[SoftWater water]] or spiderweb, or on a slime block or anything climbable cancels the damage, and Feather Falling-enchanted boots or landing on a hay bale, honey block, or bed, or in lava, will reduce it.
676* FantasticRaceWeaponAffinity:
677** All [[DemBones skeletons]] use bows by default. But if you're unlucky they can pick up a dropped sword and attack you with that instead.
678** All wither skeletons spawn with stone swords, but they can pick up better weapons and can fire flaming arrows when holding a bow.
679** Zombies can rarely spawn with an iron sword or tool, usually a shovel.
680** Drowned, which are underwater zombies, rarely spawn with tridents that they throw at the player. Killing them is the only way of obtaining these weapons in Survival Mode.
681** Illagers, who are essentially evil villagers, have various weapon types. Pillagers use crossbows and lack any kind of melee attack, vindicators wield iron axes, and the [[invoked]]DummiedOut illusioners use bows. Although evokers use magic rather than a weapon, they can summon vexes which have iron swords.
682** Witches utilize potions against the player.
683** All piglin variants aside from baby piglins (but including baby zombified piglins) use gold weapons, although some regular piglins can have crossbows instead.
684* FarSideIsland: Not unusual in ocean biomes, which often generate small islands with nothing on them.
685* FastForwardMechanic: The bed feature which can skip the night-time portion of a day cycle. Nothing that depends on the passage of time will benefit from the skipped hours, but since DarknessEqualsDeath...
686* FastTunnelling: Tunneling with even a wooden pickaxe is fast by real-life standards. A cubic meter of stone can be mined away in just over a second with a wooden pickaxe, and remarkably faster with better tools. [[DownplayedTrope Though, granted,]] it won't feel like you're fast tunneling due to the sheer amount of tunneling you'll need to do to find things. It helps that a player has a large amount of space in pockets to store all the blocks gathered by mining. The Haste effect speeds up how fast you can mine blocks and putting the effect to high levels can make mining ridiculously easy. Having the Efficiency enchantment on your pickaxe will achieve a similar effect.
687* FatalFireworks: Fireworks which are made with a firework star cause damage to anyone caught in the blast. This can be weaponized as firework rockets can be loaded into crossbows, and being killed by fireworks results in a unique death message.
688->''"Player went off with a bang"''
689* FesteringFungus: Brown and red Mushrooms can grow anywhere dark enough, and mycelium (another kind of fungus) allows them to survive in direct sunlight. They can even appear naturally in the otherwise hostile Nether, which also has its own warped and crimson fungi.
690* FictionalPainting: The game lets you decorate your base with paintings. While most of them are based on real paintings by Kristoffer Zetterstrand, or classic video games such as ''VideoGame/DonkeyKong'', [[https://minecraft.wiki/w/File:Wither_(painting_texture)_JE1_BE1.png one]] is original to the game, depicting the construction process of [[SuperBoss the Wither]].
691* FinalBossNewDimension: The Ender Dragon makes its home in the End, a separate third dimension.
692* FinalDeathMode: Hardcore mode. It's locked on the hardest difficulty, and [[{{Permadeath}} death is permanent]] -- you'll put in Spectator Mode if you died. Not recommended for players who want to build and/or explore.
693* FingerlessHands: The player's hand is a solid cube, yet able to hold and use items. (Although, if playing in first person, items [[InvisibleAnatomy float in front of you]].) Zombie and illager hands have striped textures implying fingers, however.
694* FireAndBrimstoneHell:
695** Indev, the earliest publicly available version of the game with a Survival Mode, used finite island maps surrounded by sea instead of the later game's infinite, procedurally generated ones. At world creation, the player could opt for one of four map themes; one of these, called Hell, replaced all water with lava, lowered the overall light levels, and produced an unusually high amount of mushrooms on the island.
696** The Nether is the classical depiction of Hell in all but name[[note]]Before 1.16, the Nether consisted of a single biome actually called "Hell"[[/note]], being filled with oceans of lava, fire, ominous ruined fortresses, Netherrack (the game's equivalent of brimstone, known for burning indefinitely when set on fire), sand made out of souls (with faces on it), and monsters such as ghasts, zombified piglins, magma cubes, and blazes.
697* {{Fireballs}}: Ghasts shoot devastating fireballs that can destroy most blocks. Blazes shoot fireballs that will set you on fire. You can make a harmless version by [[ViolationOfCommonSense throwing snowballs through a lavafall]]. You can make a considerably more powerful version by combining blaze powder, gunpowder, and coal, and loading the result into a dispenser.
698* FirstPersonGhost: The game lets you see only your arm and if you are holding an item, you only see the item itself while your arm is nowhere to be seen (unless you are holding a map, which both of your arms are shown then).
699* FishEyes: All passive (harmless) mobs. Since eyes are only two pixels wide by one pixel tall, it was either that or crossed eyes, which ''are'' used for the default player character skin and for wolves and ocelots, to make them look more intelligent.
700* FishingForMooks: Literally. You can use a fishing rod to pick up enemies and have them suffer fall damage.
701* FishingForSole: Catching worn leather boots is possible. So is catching raw leather, bones, poisonous pufferfish, and enchanted artifacts, as well as actual edible fish.
702* FishingMinigame: Fishing rods are used for two purposes. One is to pull mobs; the other is to fish. All bodies of water, even ones you make yourself, contain fish; you fish by throwing out your line and waiting for the bobber to go down. Once you have fishing rods, water, and a suitable supply of sticks and string to replace your rods, your food problems are solved. There are multiple types of fish, and the player can fish up treasures (such as enchanted items) or junk (like a pair of leather boots).
703* FlashOfPain: When a player or mob is damaged, it briefly flashes red to register the blow and gains a brief moment of MercyInvincibility.
704* FlashStep: [[TeleportersAndTransporters The teleportation command]], and [[InASingleBound Jump Boost]] and Swiftness effects, can function as this at higher levels.%%Endermen also do this.
705* FlatWorld:
706** The Overworld is an extremely wide, thin plane, extending 384 blocks (meters, roughly) from the very bottom layer of unbreakable bedrock (beneath which there is only a black void) to the upper ceiling above the clouds above which no block can be placed. Its horizontal dimensions are quite a bit larger -- ''15 million'' blocks/meters from your spawn point at the center, you'll find an impenetrable glowing barrier, added to conceal glitchy terrain generation that appears farther out. You'll never encounter this endpoint without cheat commands, though. The playable zone encompasses almost twice the surface area of the Earth... yet it's only a third of a kilometer tall, making the whole affair seem paper-thin on a large scale.
707** The Nether is an interesting derivative of this. Being a FireAndBrimstoneHell, it's depicted as being "beneath" the regular Overworld, and as such it's sandwiched between two layers of bedrock, one at its bottom and one at its top. The console edition also features bedrock walls along its sides, boxing the Nether in. It's still just as much of a flat world as the Overworld, just one where the explorable environment is within its thickness rather than on its top surface.
708** In a more literal sense, the superflat option when creating a new world gives you exactly that, although it only applies to the Overworld as the Nether and the End generate independently of the settings used to generate the world. Players can customize the layers of the superflat world using a preset code and several presets are included, including the "Classic Flat" grass-dirt-dirt-bedrock which was the only option before 1.4.2.
709* FloatingContinent:
710** The End consists of scattered islands floating in a black void.
711** Depending on the generation of the terrain, you may sometimes get small islands floating in the air. You can also create your own floating landmass, but it will take a ''lot'' of building and terraforming.
712** In the old Indev version, there was an option to create the world as a "floating" type, resulting in a floating island. Currently this is one of the options under the Buffet world type.
713* FloatingPlatforms: Quirks in generation can lead to floating chunks of land as part of the scenery. Game mechanics also allow you to create some of your own.
714* FloatingWater: In past versions, water not only floated, but duplicated itself infinitely to occupy all space below the highest point of water. Nowadays, water still has very strange physical properties. You can use a bucket to pick up a water source block and place it somewhere else, where it will create an endless vertical flow of water that travels a limited distance horizontally.
715* FooledByTheSound: Parrots can imitate the sounds of monsters to scare players thinking there's the real one, on any {{Difficulty Level|s}} besides Peaceful which doesn't have monsters.
716* ForebodingArchitecture: The game has this for its dungeons. Do you see a wall of cobblestone or mossy cobblestone within a cave? That's a dungeon with a spawner ready to spit out monsters when you approach it.
717* {{Foreshadowing}}:
718** One of the random paintings you get from placing a painting depicts three dark gray skulls on a T-formation of Soul Sand. Replicating this pattern nets you a front seat ticket to the summoning of [[SuperBoss the Wither.]]
719** The 2013 April Fools 2.0 had several incomplete features in it which where later added into 1.6. These include:
720*** Blocks of coal.
721*** Chickens would spawn back-up when hit. Zombies now have that feature.
722*** Tinted glass and stained clay.
723*** Horses were added as a new mob, hinted at by the re-textured pigs and cows.
724* ForTheEvulz: The reason for the hostile mobs attacking the player is never really explained, them only being justified by the fact that they're not human in the first place. One thing that's certain is that they're amused by it.
725* TheFourthWallWillNotProtectYou: Ghasts shoot fireballs at your character... if you're in first-person mode. In third person, it becomes clear that they're targeting ''the camera''. This was actually a bug, it's been patched out.
726* FrigidWaterIsHarmless: The player can swim in the rivers of frozen forests or snowy wastes or even an entire ocean that has several mounds of ice floating in it and not suffer any negative effects.
727* FungusHumongous: These can be found growing in the Overworld in mushroom islands and dark oak forests on all versions, and regular (not mangrove) swamps on Bedrock, and also make up the warped forests and crimson forests in the Nether (in the place of trees). They can also be grown by the player via sprinkling bonemeal on a normal mushroom. [[YetAnotherStupidDeath Just don't stand]] ''[[YetAnotherStupidDeath on]]'' [[YetAnotherStupidDeath the mushroom as you grow it or you might suffocate yourself]].
728[[/folder]]
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