''VideoGame/{{Minecraft}}'' tropes: [[Minecraft/TropesAToF A to F]] || [[Minecraft/TropesGToL G to L]] || M to R || [[Minecraft/TropesSToZ S to Z]]

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[[folder:M]]
* MacGyvering: All the player has at the beginning of the game is their bare hands and the clothes on their back. They can fashion a crafting table after chopping down a tree and processing it into planks with their bare hands, use that table and those planks to make makeshift wooden tools, use those tools to gather cobblestone, which they can then use to build a furnace and upgrade to makeshift stone tools, which they can use in turn to gather coal and iron ore... and so on. With the right raw materials and a crafting table (which can be crafted on the spot in a pinch), the player can make whatever they need almost instantly.
* MacrossMissileMassacre: Crossbows, which can use fireworks as ammunition making them impromptu rocket launchers. Crossbows can also gain the Multishot enchantment to triple the number of projectiles shot, leading to this trope.
* MadBomber:
** Creepers. Pretty much all they do is silently sneak up on you, hiss for a second and a half, and explode. Even on Easy, the explosion can kill you instantly (sans armor) if you can't get away in time. It also destroys most types of blocks, which can allow other monsters to invade your shelter and undo some building work.
** Ghasts (found only in the Nether) shoot fireballs at you, which not only punch a hole in the terrain but also set it on fire. This makes them the only mobs in the Nether that can deactivate a Nether portal...but also allows them to reignite one.
** If you have MadBomber tendencies yourself, you can blow stuff up with TNT or fire charges. Incidentally, to make these explosives, you need to get gunpowder by killing ghasts or creepers, the other two {{Mad Bomber}}s in the game.
* MadeOGold: The player can find and craft golden apples and carrots, and they both have their own effects that make them worth it.
* MadeOfDiamond: Wearing a full suit of diamond armor grants 80% damage reduction, which is quite a lot, though not enough to qualify. Having Protection IV on all pieces of armor increases this to ''96%'' reduction, which makes the wearer [[NighInvulnerability impossible to kill]] by most means.
* MadeOfExplodium:
** Creepers. ''Literally'' made of explodium if [[http://24.media.tumblr.com/tumblr_lne4ewTV5l1qzwtdlo1_r1_500.jpg the T-Shirt]] is canon. They even drop gunpowder when you kill them, which can be used to craft your own TNT.
** Time is irrelevant in the Nether and End. Clocks malfunction. Compasses pick up multiple magnetic poles. And beds? Well, beds just plain ''explode'' when you try to use them. This later extended to respawn anchors, which work in the Nether and nowhere else. In the Overworld and End, they'll explode just like beds do outside their home dimension.
* MadeOfIndestructium:
** Bedrock is immune to explosions of every size [[note]]any "reasonable" size; bedrock can actually be blown up if TNT is modified to be stronger, [[MortonsFork but the explosion would crash Minecraft and leave behind no trace of the explosion happening]][[/note]] and cannot be mined with any tool. Outside of Creative Mode, it can only be removed by taking advantage of a very specific glitch.
** Obsidian, too, is immune to explosions and can only be removed with a diamond or netherite pick, or by spending over four minutes to remove a single block and then not getting it as an item.
** Diamond pickaxes have a bit more than 1500 uses. Your fists, on the other hand, have infinite uses.
* MagicalWeapon: Enchanting, the process where players grant special properties to tools and weapons at the cost of experience points and lapis lazuli, is a major gameplay feature. Enchanted weapons are an important part of the late game, and can include such things as swords that set their targets on fire, bows that never run out of arrows, tridents that return to the player's hand when thrown or which call down lightning where they land, and weapons that deal increased damage against specific enemy types.
* MagicCauldron: On Bedrock Edition, cauldrons can store potions, but aren't used on either version to brew them. On both versions, you can also use them to store water for brewing, but they can only hold 3 bottles' worth while a water source can supply an infinite number of bottles.
* MagicCompass: A compass points to the world's player spawn point. A lodestone can be used to set a new compass target, and if the lodestone is destroyed, the compass will point back to the origin spawn point, similar to the way bed respawns and resets work. The recovery compass is a different type that points to the location of a player's most recent death.
* MagicIsFeminine: Witches are mobs that constantly throw harmful potions at the player while also using potions to heal themselves.
* MagicMap: Is [[ItemCrafting crafted]] from a MagicCompass and in multiplayer, it'll show the positions of other players, if they happen to be holding their own copy of that map at the time.
* MagicMushroom:
** Brown and red mushrooms are used to make suspicious stew, which grants effects a-la potions, and brown mushrooms are an ingredient of fermented spider eyes, a potion component. They can also grow to unusual size, and [[BodyHorror they can infest cows too]]. Said infested cows are one of the things that lightning can change, which toggles them between either breed of mushroom.
** The Nether is host to two mushroom breeds, both of which are part of mushroom forests whose FungusHumongous can be chopped down to be used as a substitute for wood. Crimson fungus is the TrademarkFavoriteFood for the beastly hoglins, while warped fungus [[DoesNotLikeSpam repels them]], can be fed to the otherworldly striders, and their warped forests are associated with endermen.
* MagicPotion: Potions are brewed from a water and nether wart base and an additional ingredient, and a potion's effect tends to be in some way related to the ingredient that went in -- a rabbit's foot, for instance, will make a potion of Leaping, a magma cream will make a potion of Fire Resistance, a pufferfish will make a potion of Water Breathing and a phantom's wing membrane will make a potion of Slow Falling. Potion variants include splash potions, made by adding gunpowder, that are thrown rather than drunk; and lingering potions, made by adding dragon's breath to a splash potion to create clouds that affect anything passing through with the potion's power. Fermented spider eyes will also invert a potion's effects (i.e., make a potion of Healing into a potion of Harming or a potion of Swiftness into a potion of Slowness; less negatively, a potion of Night Vision, which lets you see better, turns into a potion of Invisibility, which makes you unseen).
* MagicTool: The furnace. It's a kitchen oven, smelter, kiln, and (on Java) minecart engine in a convenient all-in-one combo pack! The crafting table also qualifies, considering the sheer number of things it lets you do (like forge swords without an anvil).
* {{Magitek}}: The fantasy elements of ''Minecraft'' such as enchanting coexist alongside the technological redstone mechanics. Some examples:
** Hoppers and dispensers can be hooked up to brewing stands and wired in a way such that it produces a machine that creates its own potions before launching them at enemies.
** If you have more hoppers and redstone than you know what to do with, you can build an entire potion ''factory'' that mass-produces every type of potion in the game and sorts them into chests, with a hopper underneath each chest to load the potions into your [[BagOfHolding shulker boxes]].
** Hoppers themselves appear to be some sort of magitek device, being able to insert items into any adjacent container, including another hopper, simply by pointing at it, as well as remove items from containers by pulling them out from underneath, without having to cut holes in said containers beforehand. It gets even more egregious once you put a hopper in a minecart; it can then suck up items dropped onto the floor above, ''straight through the floor''.
** Nether quartz shards found in rock faces from the Nether, a {{Hell}}-like dimension, have their primary use in delicate redstone machinery, such as solar panels (which, in real life, are produced from quartz sand).
** One long-term goal for players is to construct mechanisms to capture monsters that spawn from the darkness and process them for their valuable items. For bonus Magitek points, one can then have a minecart with a hopper inside run around underneath, scoop up the farmed items and store them in a convenient chest.
* MagnetHands: It is possible to climb ladders with a block of sand in each hand. With your back to the ladder.
* MakeThemRot: The Wither status effect is inflicted by wither skeletons and [[{{Superboss}} The Wither]]. It turns the affected player's hearts black [[InterfaceScrew making it hard to see their remaining health]] and steadily drains health. Unlike Poison which cannot drain past the final hit point, Wither can kill, and if it does so it gives the death message " withered away".
* MamaBear: Played literally with the polar bears. Any polar bear near a cub becomes hostile to both the player and mobs. Attack a polar bear cub and [[VideoGameCrueltyPunishment all the adult polar bears in a huge radius will be out for your blood]].
* ManOnFire:
** burned to death[[labelnote:*]]if you simply caught fire and burned up[[/labelnote]]/was burnt to a crisp whilst fighting [[labelnote:*]]if you burned up while fighting or fleeing a mob or player[[/labelnote]]/went up in flames[[labelnote:*]]if you burned up after blundering into a fire source block[[/labelnote]]/walked into fire due to [[labelnote:*]]if you blundered into a fire source block while fighting or fleeing another player or a mob[[/labelnote]]
** Fire Aspect on swords and Flame on bows burns the target creature.
** Crosses over with VideoGameCrueltyPotential and PayEvilUntoEvil if you trap illagers in burning woodland mansions or pillager outposts.
* TheManyDeathsOfYou: While there are no death animations, the message that appears after death varies depending on the manner. For example: " was slain by /", " tried to swim in lava", and " blew up".
* MascotMook:
** Creepers are the most well-known of all the mobs due to their unique appearance and dramatic, destructive attacks. Their face features on the game's logo, and they're ubiquitous parts of the game's merchandise. Notably, the design team opted against any major redesigns for them in ''VideoGame/MinecraftDungeons'' due to how iconic their appearance has become.
** To a somewhat lesser degree, the zombies and endermen are also very iconic -- zombies being some of the most commonly encountered and basic enemies in the game, and the endermen some of the most distinctive and, for beginning players, most anxiety-inducing to deal with. Both feature commonly in real-life merchandise, and were chose to represent the game as alternative skins for Steve and Alex in ''VideoGame/SuperSmashBrosUltimate''.
* MascotVillain: The creeper is so iconic to the game it may as well be the game's mascot. Creepers are hostile monsters that try to "creep" on you and light the TNT within their bodies to explode in your face.
* MasterOfNone: Tridents double as melee and ranged weapons, but aren't as powerful as either. They also have more drawbacks, unless enchanted to mitigate them.
* MeatMoss: The sculk added in the Wild Update is this, coating entire caves with itself down in the aptly named deep dark, where it spreads itself through sculk catalysts that propagate the sculk whenever something dies near it, and defends itself through the use of sculk sensors, which can detect sounds to alert the shriekers, which summon [[BossInMooksClothing the]] [[InstakillMook wardens]]. The "meat" part comes from the fact that the sculk ''screams'' as you destroy it.
* MechanicalMonster: The blaze mobs in the Nether appear to be examples. There's nothing in between their rotating rods and heads except smoke and flames and their sounds, pain sounds, and death cries sound very mechanical instead of organic.
* MenuTimeLockout: The game averts this with its inventory screen, making inventory management very important to the game. It's played straight with the Esc pause menu, but only in Java single player.
* MetalSlime: Slimes used to be this. They only spawned in the lowest twelve layers of the world, four of which are full of unbreakable bedrock, spawned incredibly rarely, and could only appear in one tenth of all chunks, determined on the world being generated. Their drop, slimeballs, happen to be incredibly useful for making piston machines (almost all types of machines are much simpler with sticky pistons, which can retract blocks in addition to pushing them) and are an alternate route for getting magma cream, for potions of Fire Resistance. A later update increased the height where they're able to spawn, and made them able to spawn in swamp biomes during night.
* MindScrew: The game's [[https://en.wikisource.org/wiki/End_Poem ending poem]], which revolves around the player listening to a conversation between two embodiments of the universe as they wax philosophical about the nature of existence before telling a lengthy story about animism.
%% ** [[https://www.youtube.com/watch?v=SZ2YckuyQC8 Record 11]]. What the hell is happening?
* MinecartMadness: Normally it's a bad idea to make a rail system and not secure it so that you come under attack while you're riding in a minecart. Still, it's possible to make a [[RuleOfFun wacky, convoluted track that's just entertaining to ride]].
* MiniGame:
** Officially, three have been introduced so far on the console versions. Battle Mode, which resembles [[Literature/TheHungerGames The Hunger Games]], Tumble, an official version of the popular fan-created game "spleef," and Glide, an elytra race.
** Multiplayer servers, of course, feature hundreds of these.
* MinovskyPhysics: Minecraft operates on a rigidly defined set of physical laws that [[WreakingHavok heavily factor into gameplay.]][[note]]Although nobody ever said those physical laws are [[EldritchLocation anything like the laws that govern reality.]][[/note]] Every single material in the game has definite properties that define its behaviour and use, such as hardness, luminosity, transparency, flammability, and others.
** Redstone is the most notable, as it works very similarly to electrical circuitry. So much so that a [[https://www.youtube.com/watch?v=SPaI5BJxs5M quad-core computer]] and a [[https://www.youtube.com/watch?v=H-U96W89Z90 functioning copy of Pokemon Red version]] have been built entirely in redstone. Players who also know how to use the various redstone-sensitive blocks can construct automated machines, like [[https://www.youtube.com/watch?v=yhtGo8XkUT4 walking houses]] and fully automatic quarries.
** Despite its [[RandomNumberGod inherent randomness]], enchantment has several distinct rules. First off, the material being enchanted determines the variety of enchantments available, and at what levels. Gold is the most magically sensitive metal, able to [[GoldColoredSuperiority get the highest level enchants at early levels]] - but nowhere near the most durable material. Wooden tools and leather armor are somewhat less sensitive, iron equipment and chainmail, less so, and diamond even less. Stone is the least sensitive, having the lowest enchantment benefits. Second, the more levels you spend, the better the enchantments you get are likely to be. Third, the same goes for the higher level you are at, and the more (regular) bookshelves around your enchanting table.
* MinusWorld:
** The [[https://minecraft.wiki/w/Far_Lands Far Lands]], the result of going far, ''far'' away from the world's center. It would take 800+ hours of walking to reach them without cheating, and things get ''strange'' when you arrive. While it was possible to fix the strangeness of the Far Lands, the dev liked the idea of the world turning into an EldritchLocation at the extreme edges. It was accidentally removed in version Beta 1.8 when the terrain generation code was updated, although there are still some strange glitches.
** [[VoidBetweenTheWorlds The Void]]. It is an area of complete nothingness that stretches on for infinity, and can be accessed by going below the bottom boundaries of the maps. It is completely black and has a starry particle effect strewn throughout it. You can only reliably access it in creative mode, which allows you to destroy bedrock, with a map editor's aid, or by jumping from one of the floating islands in the End. You will take damage at 4 hearts per second, leading to a quick death and respawn. It's also possible to access this deadly area via a bug in the Survival multiplayer mode, in which stepping on glitched blocks will cause a player to fall in.
* MisguidedMissile:
** While (very thankfully) not homing projectiles, ghast fireballs can be punched to deflect them.
** Shulkers' projectiles follow the player, and can be guided into walls or platforms, and into other shulkers, although this can actually spawn a new shulker.
* MisplacedWildlife:
** Pigs, sheep, cows, rabbits and chicken can be found in almost any biome, as it'd be frustrating to starve for starting out in the desert. Squid can sometimes be found in small lakes, and bats and spiders can be found in any dark area. The player can pull creatures such as pufferfish and clownfish out of small ponds.
** Fish can be found whenever there's water nearby and the player happens to have a fishing rod. Players that are stuck in mineshafts take this to their advantage by crafting a fishing rod with nearby materials and pulling fish out of a single block of water.
** Baby zombies can spawn riding chickens. Until 1.8, the zombies could despawn, but the chickens couldn't (since they're passive mobs, and passive mobs never despawn), so this led to chickens unexpectedly being encountered underground. A similar thing happened in ''the Nether''. Nowadays, they're able to despawn if they aren't being controlled by a zombie.
* MixAndMatchCritters: The mooshroom mob, which is a red-and-white or brown [[{{Planimal}} half-cow, half-mushroom]].
* ModularDifficulty: There are standard difficulty levels plus various game rules that can be changed when making a new world (and later as well if you have permission to use cheats), such as whether players drop their inventory on death, whether they receive FallingDamage or whether angered mobs become neutral when a player that angered them dies.
* MoneyMultiplier: The game has item enchantments that work like this. Weapons with the Looting enchantment increase the maximum number of items that can be dropped from each slain monster, up to three extra, and increase the chance of any rare drops. Tools like picks with the Fortune enchantment increase the drop rate of things like diamonds and lapis lazuli by up to 120%.
* MoneySpider:
** Illagers (villagers who have undergone a FaceHeelTurn) fulfill this role as the only mobs in the game to drop emeralds (the closest thing the game has to a currency), but they only spawn during raids and in exceedingly rare woodland mansions, and do not respawn once killed.
** Zombified piglins can count as they drop gold nuggets, which can be crafted into gold ingots which are used for bartering with piglins.
* MookMaker:
** Monster Spawners are otherwise inert blocks that produce monsters at a steady clip as long as they're in sufficiently low light. In Creative Mode, you can choose whatever mob you want a Spawner to create by shoving a Spawn Egg into it.
** The 1.21 snapshots add the Infested and Oozing status effects, which cause an afflicted mob to spawn Silverfish or Slimes upon death respectively.
* MoonLogicPuzzle:
** While the crafting process is generally fairly intuitive, there's the occasional recipe that only appears obvious in hindsight.
** Oh, so you want to ride those horses you found out in the plains. You need a saddle for that. But how do you get the saddle? It turns out that saddles can't be crafted. You must either:
*** Loot chests from desert temples, Nether fortresses, village blacksmiths, dungeons, End cities, or jungle temples;
*** Trade with leatherworker villagers (assuming that you can find any villagers);
*** If you can't find any, there is only one recourse: you must ''fish'' them with a rod.
*** Or if you're impossibly desperate, you can trigger a village raid and bring down a ravager.
* MotivationOnAStick: You can make a carrot on a stick to steer a pig you're riding, and warped fungus on a stick to do the same with striders.
* MountedMook: Mobs that spawn riding another mob are referred to as jockeys. Examples of jockeys include:
** Chicken jockeys are baby zombies that spawn riding chickens. The primary gameplay effect of this partnership is that the zombie benefits from the chicken's immunity to FallDamage. On Bedrock, baby zombies can ride a variety of mobs, including chickens, but also adult zombies, sheep, and even pandas, none of which affect much for them.
** Skeleton archers will uncommonly spawn riding {{Giant Spider}}s, joining the skeleton's ranged attacks to the spider's speed and ability to climb up vertical surfaces. A rare event can also cause a group of four skeletons riding a skeleton horse each to be spawned in by a lightning strike, to a similar effect.
** In raids, various illagers can spawn riding ravagers.
* {{Multishot}}: The exact name of one of the enchantments a crossbow can have. It allows the player to fire a SpreadShot of three bolts for the price of one.
* MundaneSolution: With certain resources at your disposal, some hazards in the game can be dealt with in this manner:
** Buckets of water can be used to create waterfalls that will facilitate climbing down cliffs or mountains without taking fall damage.
** Spreading water buckets on top of lava pools will solidify the top layer into obsidian, which you can walk across without consequence.
** If you're carrying a bed and go to sleep right as the sun sets, monsters won't spawn as you'll skip ahead to the next morning.
** Placing torches in caves will prevent monsters from spawning in them.
** If you start on a remote island with one tree, you can build a boat and set sail for land with more resources.
* MundaneUtility:
** Want to have an awesome looking fireplace that will never burn out like wood does? Get some netherrack or magma blocks from the Nether. It turns out that the landscape features of hell itself make fantastic pseudo-firewood.
** Another handy feature of the Nether: all that lava is great for powering your furnace, as lava buckets are the longest-lasting fuel source. Lava doesn't self-replicate in the same way water does, but good luck using up the literal oceans of it down there. Stalactites can also be used to slowly gather dripping lava in a cauldron, both making lava endlessly renewable and somewhat more convenient than popping into Hell with an armful of buckets.
** If you've only got a single block of lava to work with, you can still use it as a makeshift incinerator to dispose of unwanted blocks, such as the endless stacks of dirt you'll no doubt collect paving the land for your home base. It can also be combined with a single block of water to create a cobblestone generator (lava runoff making contact with water creates cobblestone) for an infinite amount of cobblestone to build with.
** And that's not it, either. The Nether has one last really nifty feature: one block in the Nether is eight blocks in the Overworld. Therefore, you can use it to get places faster with players building "Nether highways" as a way to take advantage of this.
** Some of the loot to be found in the End. Reach an EldritchLocation, slay a dragon, find a tower in the outer lands, then kill some of its guardians. From their husks, you can create a box that allows you to simply carry more items on you at a time.
** Arguably one of the primary purposes of an enchantment table. You could use it to imbue ultra-powerful magics into your weapons and armor to turn yourself into a demigod-lite, or, alternatively, [[BoringButPractical just make your iron tools last a little longer or mine a little faster]].
*** Also, did your sword just get enchanted with powerful fire magic? Use it to save yourself some time and coal, and go cook some meat on the spot with it. Mobs with cookable drops who are slain with a Fire Aspect-enchanted weapon will have their drops come out cooked.
** Similarly, beacons. You could use them as a sort of "power source" within your base to empower the strength of your character. However, you can also use its Haste buff -- the only source of Haste in the game -- for very efficient mining. Or even moreso, use it as simple decoration, as it works really well as a representation of LED or fluorescent light, like in a vehicle's headlights for example.
** Depending on the version [[note]](the limitation this bypasses has since been removed from all but the Legacy Console Edition)[[/note]], trapped chests might be less useful as a redstone component than for the fact that the game lets you set them down directly next to regular chests, allowing you to compact your storage room a little more effectively.
** The ultimate example is probably sealing up the Wither to power a machine whose sole purpose is to [[https://www.youtube.com/watch?v=I07oHxkwV8g semi-automatically farm trees]]. People have come up with a wide variety of similar machines for other purposes as well.
* MutuallyExclusivePowerups: Common with enchantments, though many of them can be overridden with commands.
** Sharpness, Smite, and Bane of Arthropods on a sword or axe. An odd case occurs with Looting and Fire Aspect--you can have them both on the same sword, but in practice it's not recommended as (on Java) Looting won't trigger on a mob that burns to death instead of you dealing the final blow.
** Protection, Blast Protection, Fire Protection, and Projectile Protection on armor.
** Mending and Infinity on bows, though unlike the other examples, the enchantments neither conflict nor serve similar purposes. They cannot be combined simply because the result would be too overpowered.
** Multishot and Piercing on crossbows.
** Silk Touch and Fortune on pickaxes, axes, shovels, and hoes. [[note]]Unlike the others, where the effects will stack if combined with commands, Silk Touch will take priority if both are on the same tool.[[/note]]
** Riptide is mutually exclusive with Channeling and Loyalty on a Trident. However, Channeling and Loyalty are not mutually exclusive with each other.
* MyHovercraftIsFullOfEels: The in-game text can be translated into almost any language. The languages are named only in that language (Spanish is Espanol, etc.), and only in that language's alphabet. The languages are also listed in alphabetical order of said names. This is where the problem came in: the Hebrew word for Hebrew transliterates as "Ivrit." However, Hebrew was listed under "H" in the list, and it instead said "Anglit," which, besides not starting with "H," is the Hebrew word for English. Fortunately, this has now been fixed.
[[/folder]]

[[folder:N]]
* NarniaTime: Time only passes in a dimension if there's a player in it. In single player, this means time effectively stops when you change dimensions. Multiplayer requires every player to vacate a dimension to achieve the effect. This can be a good thing if you died in the Nether or the End and need some time to re-arm in order to re-enter and salvage your old inventory... but it also means that whatever killed you in the first place is still there, so it's possible to re-draw aggro the moment you leave the portal.
* NatureIsNotNice: In some ways, this is the heart of early gameplay. There is no real enemy or driving plot; it's just your struggle to survive in a hostile wilderness where the wild animals happen to be monsters.
* NemeanSkinning: The primary attire of jungle villagers is a spotted ocelot pelt, with its claws left on their tunic's sleeves.
* {{Nerf}}:
** Swords were quite powerful for a time, but their damage output was slightly reduced by the 1.0 release. This was likely to encourage players to use the enchantment table to power up their swords with various effects to compensate for the reduced damage.
** Since beta 1.8, the Adventure Update, food in general has been nerfed. Before, food essentially worked like instant [[HealingPotion health potions]], restoring your health as soon as you eat it; this meant you could go from almost dead to full health in a second. However, the Adventure Update made it so that food restored your hunger instead which then slowly regenerated your health. No longer can one ZergRush enemies and be fine as long as they have a bite to eat. It did come with one major benefit however, as now food items can be stacked, no longer requiring the player to fill half their inventory with steaks for a cave expedition.
*** Cake in particular used to be an extremely practical method of healing--just plonk it on the ground and right-click it whenever you need to heal, up to six iterations of 1.5 hearts. With 1.8, it was nerfed severely: a full cake restores seven food points, and that restoration is very brief. Cooked steak, on the other hand, lasts significantly longer and restores four points apiece. Not to mention that cake requires a considerable resource investment, while cows can bred with much less effort, and that steak can stack while cake can't.
** Golden apples used to be extremely difficult to make due to requiring 8 gold blocks (72 ingots!) to craft, but they were very powerful, restoring the full health bar before Beta 1.8 added hunger and restoring half the hunger bar and giving health restoration for 30 seconds after that. In 1.1, apples started dropping occasionally from oak leaves and the recipe was altered to 8 gold nuggets (8/9 of an ingot); consequently the effects were nerfed to only restoring two units of hunger and giving 4 seconds of health restoration. When the recipe was changed again to require 8 gold ingots in 1.6.1, the effects were improved to 2 minutes of two extra health units and five seconds of regeneration on top of the two units of hunger.
*** The enchanted golden apples zigzag this. When they were introduced in 1.3.1, they used the old 8 gold blocks recipe of the regular golden apple and gave 30 seconds of health regeneration and five minutes of damage and fire damage resistance. In 1.6.1, the regeneration effect's power was increased and the 2 minutes of two extra health units introduced for the regular golden apple was also included for the enchanted ones. In 1.9, when they were made uncraftable, the regeneration effect's power was decreased to below even the old pre-1.6.1 level and its duration was decreased to 20 seconds, but the temporary extra health units were increased to eight.
** Ever wonder why there aren't as many videos of people accidentally burning their house down--or worse, an ''entire forest'' because of a single square of fire--anymore? That's because fire was toned down not long after, and it usually fizzles out on its own. Fire can still spread pretty quickly if you're unlucky, however (and higher difficulties let fire stick around longer, making this slightly likelier).
** Tools and weapons dropped by skeletons and zombies are now randomized in how much durability they have, whereas they used to be dropped as a fresh item that was never used. This is to discourage people from farming the rare drops.
** Horse armor was also nerfed in obtainability. Before the nerf, horse armor could be crafted. Horse armor (other than leather, the weakest type) can no longer be crafted and they can only be found within dungeon chests now. This was because [=PvP=] matches boiled down to owners of armored horses automatically winning most of the time.
** As of 1.6, health regeneration now drains the food meter. Potions of healing and regeneration were also reduced in effectiveness.
** Mending converts gained Exp back to durability on the item Mending is on. Infinity gives bows BottomlessMagazines as long as the player has one arrow in their inventory. The combination of these two would have made bows definite game breakers, so as of 1.11.2, it's impossible to get both enchantments on one bow.
** The 1.20 update made netherite armor even tougher to make because it added an additional ingredient in the form of a tablet item known as the netherite upgrade. These spawn inside piglin bastions (guaranteed two per bastion) and can be duplicated as long as you have at least one, but the recipe requires ''seven'' diamonds to make just one tablet, and this is instantly consumed when the diamond armour piece is upgraded to netherite, so four total are required for one armour set. Therefore, up to ''fifty-two'' diamonds might be required to make one complete set of netherite armor.
* NeverTrustATitle: The mobile version, which have since been rolled into the Bedrock Edition, used to be called the Pocket Edition even though it was also available for many tablets.
* NiceDayDeadlyNight: ''Minecraft'' during the day is filled with passive animals like sheep, cows and pigs with almost nothing that will try to kill you, but hostile ones like zombies and skeletons will come out during night.
* NightOfTheLivingMooks: Some enemies are classified as undead, which means they take extra damage from a weapon with the Smite enchantment and they catch fire under sunlight (although they aren't necessarily damaged by it).
* NighttimeTransformation: The spiders, neutral during daytime, become hostile to the player at night (and wherever it's dark).
* NightVisionGoggles:
** The game has a potion version of night vision goggles. The potion of Night Vision makes everything around you instantly light up as if the sun was there, even in deep caves, and you don't go blind from bright light sources like torches or lava. However, this doesn't affect the actual light level in the world (just because you can see better doesn't mean the dark doesn't exist), which means monsters will still spawn as they normally do. The night vision effect also makes fog (especially in the Nether and the End) much more pronounced, which makes it more difficult to see at times.
** The conduit gives players this effect underwater and in the rain.
* NinjaPirateZombieRobot: The zombified piglin is a combination of a zombie and a pig, with a touch of inspiration from [[OurOrcsAreDifferent fantasy orcs]]. It drops rotten flesh, like zombies, but also gold nuggets. It's undead, but it won't attack you unless you attack them, or any other zombified piglin.
* NitroBoost: The "Dash Pad" variety is seen in powered minecart rails as they boost the mine cart when it rolls over a set of activated golden rails.
* NoArcInArchery: Averted; arrows follow parabolic arcs. They also can be slowed by water and do damage according to how fast they're moving.
* NoBackwardsCompatibilityInTheFuture:
** Averted with the Java version, which has very extensive backwards compatibility; not only are old saves usable in future versions (besides the occasional terrain generation weirdness when moving saves), but the launcher also giver users the option to play the very first versions of the game, if one chooses to.
** The Bedrock Edition, while mostly meant for mobile platforms and consoles, is also available for Windows 10. However, you cannot transfer your old Java Edition saves to your Bedrock Edition installation due to both using different engines. On the other hand, the Java Edition is compatible with Windows 10, which makes the problem moot since there's not much point in switching from Java to Bedrock except if you want better performance, don't mind being behind on features and don't care about {{Game Mod}}s.
** Averted with the Xbox One and Nintendo Switch versions when they switched from the Legacy Console platform to the Bedrock platform; saves and DLC from the former can be transfered to the latter. The same will presumably apply for the [=PlayStation=] 4 version when it'll change over to Bedrock. Xbox 360 saves can also be transfered to Xbox One, but they must go through the original Legacy version before they can be transfered to the current Bedrock version.
* NoBiochemicalBarriers: Played with in regards to the Nether. On the one hand, any and all Overworld mobs, whether they be the player, wolves, zombies, or creepers, are completely unaffected by the Nether and its hellish properties, thus playing this trope straight. The same cannot be said for the piglins and hoglins that live there: if they warp to the Overworld, they can only stand around for a few seconds until they unwillingly become one of the undead. And yet, this trope is also played straight with other Nether mobs, since blazes, ghasts, wither skeletons, and magma cubes are completely unaffected by the Overworld.
* NoBodyLeftBehind: All mobs (except for the Ender Dragon) explode into a puff of smoke when killed.
* NotCompletelyUseless: The wandering trader is often derided for having extremely lack luster trades for how rarely they show up. However, they can be a godsend in challenge modes such as Superflat Survival and Skyblock, where they allow you access to items that are otherwise impossible to get in those modes such as other wood types, sugarcane, bamboo and, most importantly, sand.
* NobodyPoops: There is not a single mob in the game that stops to relieve themselves, no matter how much they eat.
* NocturnalMooks: Most Mooks only come out at night or in dark caves, and burn or turn passive in sunlight. It's made [[FromBadToWorse worse]] by the fact that the game completely averts HollywoodDarkness. Notably though, [[ActionBomb creepers]] are completely unaffected by sunlight and will attack you during the day.
* NoDamageRun: The game has a Hardcore Mode that ''deletes the entire game world'' if the player dies. Since the entire point of the game is to explore the world and shape it through building (and mining, and crafting), this can be a very painful experience if the player has been working on a world for a while, and has grown attached to it. Hardcore Mode also locks the game on the highest difficulty setting, maximizing the amount of damage dealt by monsters, and otherwise making survival as difficult as possible. You'll respawn in Spectator Mode after your death instead of simply being forced to delete your world right away.
* NoFairCheating: Entering [[GodMode Creative Mode]], enabling commands, or switching some of the game rules to their easier settings (such as removing fall damage or night time) makes you unable to unlock Bedrock achievements, which you can only get once per account. Not so for Java advancements, which you can get once per world (and also don't have Gamerscore or Trophies attached).
* NoGearLevel: The game has you drop all of your items upon death, which means you're forced to endure the game without any weapons or tools when you respawn unless you are quick enough to get back to where you died or had stored extra items away in a chest. Many custom maps that take advantage of command blocks can also strip you of all your items if the block is programmed to do so. Can be subverted, though, as the game does include a command line prompt that prevents this. Again, use of command blocks can also enable this ability.
* NonCombatEXP: You can gain experience from mining and smelting -- specifically, you get experience for mining anything that drops a usable resource (diamonds, coal, redstone, lapis lazuli, emeralds, quartz, or gold) and for smelting raw materials into usable forms. Breeding animals and fishing also nets experience, as well as trading with villagers, breaking monster spawners, removing enchantments, using special items, and (on Java) completing certain challenges.
* NonIndicativeName: The advancement "The Parrots and the Bats" requires you to breed two animals together. While it is a clear pun on "[[TheTalk the birds and the bees]]", parrots and bats are some of the few passive mobs who cannot breed at all.
* NonDamagingStatusInflictionAttack: Splash potions of Poison, Weakness, Slowness, and Decay (which is Bedrock-exclusive) all do [[ExactlyWhatItSaysOnTheTin what you'd expect]] when thrown at a hostile mob/player, but the bottle itself inflicts no damage.
* NonHumanUndead:
** One of the species of the Nether are zombified piglins, which are the undead equivalent of the [[PigMan piglins]]. Bringing a hoglin, the other pig-like mob from the Nether, into the Overworld or End will result in them changing into the zoglin, which is also undead.
** Phantoms, undead, flying ray-like creatures that attack players who haven't slept in a while.
* NoOntologicalInertia: Ghasts' fireballs vanish when they are killed.
* NoPeripheralVision: While the game can fall under this, surprise creeper attacks can be avoided by setting the POV slider to "Quake Pro" if you're OK with the slightly ridiculous view it gives you.
* NoPlotNoProblem:
** The basic plot is "Wake up in the wilderness. Punch trees, mine, build, kill monsters." However, Mojang is incrementally adding more lore to the world over time.
** Make whatever you wish from the NPC villages, strongholds and abandoned mineshafts.
** There's also a general structure to the game with a long sequence of tasks necessary to "finish" the game. First you learn to make wooden tools, then stone tools, then iron tools, then diamond tools. Then you use the diamond tools to build a portal to another dimension called the Nether. Then you find a Nether fortress and kill a bunch of blazes for their powder. Then you combine the blaze powder with ender pearls dropped by endermen or bartered from piglins, and use the resulting item to locate a stronghold and activate a portal to another dimension called the End. Then you slay the Ender Dragon. Technically, all this is just an optional side quest, and the real objective of the game is to have fun, [[WideOpenSandbox whatever that means to you]].
* NoSuchThingAsDehydration:
** In the non-modded version, you only have to eat to restore hunger to regain health. Besides potions, the only drinks you can have are water and milk, and those do not restore hunger so it is not required to drink them (milk can clear StatusEffects, but there are other ways to clear them, and most expire on their own).
%%** In the mod ''Tough as Nails'', the player must also manage their thirst; the Thirst level is above the Hunger level. Letting the player get thirsty too long will give them hallucinations before they die.
** Mobs don't need water to survive either, with the exception of most aquatic mobs such as squid, but they breathe it rather than drinking it. Notably, striders, [[PigMan piglins]], hoglins, and ghasts can survive in [[LethalLavaLand the Nether]], where there is no water at all.
* NothingIsScarier:
** Any moment that is spent in a dark place when you are not fighting monsters. Reason? In the dark, monsters spawn. Monsters spawn anywhere. Everywhere. If you've just opened up a hole into a cave system and hear growling, hissing, or clacking coming from it, you may be scared to venture into it, knowing a zombie, spider, or skeleton could be lurking around any corner. If you hear ''nothing'', that's worse, because nothing is the sound that ''creepers'' make...
** You're at bedrock level in a nearby mine. Near pitch black darkness, a narrow hallway, limited weapons. No music, no sounds (with the exception of when you mine). And you know that there are zombies, skeletons and spiders waiting randomly around to tear you to pieces, but you haven't found them yet... Made worse by the fact that some enemies ''don't make sound.''
** Endermen may creep some people out, but on the whole they aren't too scary in and of themselves. Once you set one off, however, and it [[FlashStep sprints]] out of sight, the suspense of waiting for it to just ''go ahead and attack already'' is what makes fighting them such a trying experience.
** There comes a moment while running around you hear one of the background sounds like lovely (terrifying) music but one of those sounds is very sinister. It's the same sound of an airplane flying over head, you look up to see it as a instinctual move and see... nothing. You are all alone. The sound can be heard [[https://www.youtube.com/watch?v=4PA2uLm8ups&t=1m09s here]]. That is called an ambience, and it happens when you are near a dark area that's large enough, as a sort of indication or warning, even if that area is underound or behind a cliff face nearby and you actually can't see it. Nothing indeed.
** Peaceful mode removes the mobs, no ifs ands or buts, but unless you turn off the game's sound, ambient soundclips will still play in deep caves, making you question if you're really alone.
* NotCompletelyUseless: The Curse of Vanishing enchantment is just a nuisance in singleplayer, since it ensures you won't be getting that stuff back when you die. However, in multiplayer [=PvP=] servers with [=KeepInventory=] turned off, it can be one final "screw you" to someone that killed you since it means they can't get your good loot. This could be why you can add Curse of Vanishing to a compass; since you can link your compass to a lodestone to make it point to that lodestone instead of world spawn (and this even works in any dimension, and though you get no hints if you're in the wrong dimension, there's only 3 to check and you can immediately tell you're in the wrong dimension), having the compass disappear upon your death means that the player that killed you doesn't get your base location handed to them on a platter.
* NotQuiteFlight: The elytra, an item that allows the wearer to glide at speeds faster than most other forms of transportation. Firework rockets can be used to boost the player, however, turning it into something akin to a JetPack.
* NotTheFallThatKillsYou: That is, [[SoftWater unless you land in water]].
* NotTheIntendedUse:
** Most craftable items are tools that are available to the player to use in any way they can imagine them. Discouraged with tools, since using them in unintended ways (i.e. chopping wood with a sword, killing mobs with a pickaxe, etc.) will eat up their durability twice as fast as normal.
** While using a fishing rod to snag a mob uses up five durability (versus one for fishing), it is generally considered worth it to wrangle mobs and to prevent pesky ghasts from flying away.
** Beds are coded to [[MadeOfExplodium explode when used in the End or the Nether]], but those explosions can deal large chunks of damage to the Ender Dragon, a trick often exploited by speedrunners. Beds also explode more violently than TNT, and if you know the methods to trigger one without hurting yourself too badly and can deal with all the lava you'll expose, you can use them as an economical way to clear out large swaths of netherrack while mining there -- handy when you're looking for ancient debris, especially considering it's explosion-proof!
** Torches can be used not only to light dark places but also to quickly remove a pile of gravel/sand by placing it underneath while it's falling (thus preventing your shovel from wearing down). (In fact, any partial block can do this, but torches are the most convenient.) The gravel/sand thing was a bug that was solved but reintroduced [[AscendedGlitch due to popular request]], and is even mentioned in a Bedrock loading tip.
** A map can be used to make a custom picture by using it in a suitable area, "drawing" the picture on the map by placing blocks, and then locking the map at a cartography table. Combine this with a tool that converts images into block schematics, and you can make an in-game photo gallery. There are even tools that let you convert any 256x256 image into a map file that you can put into your world data folder, replacing the map with the image.
** Minecarts are good for transportation, but also for storing villagers in a convenient place to make sure they don't wander off. This way you can make a villager market with no need to go find them as they're randomly walking about town.
** Boats on land can still function as an inefficient means of transportation, but they're also great for trapping and transporting mobs or villagers. Boats can move almost freely across the land, at the cost of being unable to ascend inclines without any water, unlike minecarts which require tracks.
** Item frames are mainly used to display items or mark e.g. chests when organizing items. Framed items can also be rotated, and the rotation angle can be measured with a redstone comparator. [[StealthPun Crafty]] players exploit this mechanic to construct 8-way selection interfaces where the item frame, usually containing a pointer-like item such as an arrow, a torch or a lever, acts as a dial.
** The main function of the armor stands is to hold your armor when you're not using it, but their versatility has made them a popular purely-decorative item.
** Prior to 1.11.1, bows with the Punch II enchantment could be used to begin ''and'' prolong flight when you were wearing the elytra (wings): every time you hit yourself with an arrow by shooting at a certain angle during flight, you got lifted, allowing to perpetuate your glide until you ran out of arrows or your bow broke, and even this could be prevented by applying the Infinity and Mending enchantments to the bow (the former provides infinite arrows, the latter allows for endless bow durability). [[ObviousRulePatch 1.11.1 removed the ability to apply both Infinity and Mending to a bow]], but those players who already have such a bow can still use it. In response to what the fanbase was doing, Mojang gave fireworks an additional use: propel the player to tremendous height upon release, which achieves the same goal but in a much easier (and safer, if you use a firework without explosive stars) way.
** The Wither, the most powerful mob in the game, may be used to farm gigantic amounts of wood automatically.
** Smart players have found a way to use iron golems (whose main purpose is to protect villagers from aggressive mobs and players) to attract slimes to their doom in traps, netting infinite slime balls. Iron golems can also be summoned and killed in iron farms by abusing their spawning mechanics, generating massive amounts of iron.
** The campfire block can have raw food placed on it to be cooked. If the campfire is extinguished, however, the food items stay on there indefinitely. Creative builders have used this to create detailed shelving units made of unlit campfires.
** As you must destroy the End crystals during the boss fight to deal damage to the Ender Dragon, they explode with such force that you cannot approach them and thus must be a decent shot to destroy them. 1n 1.9, End crystals became craftable to respawn the Ender Dragon so you can replay the boss fight. The player base soon realized that the crystal explosions could kill max-geared players in one hit at a point-blank range, and people began carrying them around on [[PlayerVersusPlayer PvP]] servers to combat opponents. You had to have late-game enchanted golden apples and/or totems of undying to survive even a few seconds in this scenario -- [[invoked]]GameBreaker, indeed.
* NumericalHard: For most of the game's development history, the only thing that changed between the 3 non-[[EasierThanEasy Peaceful]] difficulty levels was the amount of damage hostile monsters do. Mojang is slowly adding actual differences between the levels in new patches, though. For an obvious example, zombies will ''try'' to break through wooden doors on all difficulties, but only on Hard will they succeed. Another example is that spiders on Hard can spawn with a {{Status Buff}}, and zombies, skeletons, and zombified piglins have a higher chance of spawning with armor and better tools with higher enchantment chances the higher the difficulty level is.
[[/folder]]

[[folder:O]]
* ObviousRulePatch: Usually averted, as the Mojang dev team are often impressed whenever someone figures out an [[NotTheIntendedUse unintended use]] for something newly implemented and want to keep the game open-sandbox. However, there are some exceptions:
** It is impossible to deal critical hits on a horse because riders ran around [=PvP=] servers getting nothing ''but'' critical hits by exploiting the loosely defined conditions that the player had to be higher than the ground but not in the process of jumping up.
** Bows with the enchantments Punch II, Infinity and Mending were used by the fanbase to start and prolong flight. All players had to do was equip sturdy armor and shoot arrows at a certain angle to hit themselves while mid-air, which propelled them. Mojang then removed the ability to apply the Mending and Infinity enchantments together on the same bow in 1.11.1, but gave fireworks the ability to propel the player when released instead.
* OceanOfAdventure: The Update Aquatic greatly expanded upon oceans; in earlier versions oceans were large, empty bodies of water with nothing but gravel and squid, and later the occasional ocean monument where players must battle guardians to reach a treasure room. Oceans now include a variety of biomes such as coral reefs and icebergs, and in addition to ocean monuments there are sunken ships, underwater ruins, and underwater caves and ravines to explore and find treasure (or maps to treasure). There are also new mobs like dolphins (who can assist the player in locating buried treasure) and the drowned (essentially underwater zombies). There are also some items that can only be found in oceans, all of which encourages ocean exploration.
* OminousCube: While almost everything in the game is made out of cubes, the End crystals, which explode and can heal the [[FinalBoss Ender Dragon]], manage to look ominous with their otherworldly appearance and rotating animation.
* OmnicidalManiac: The game brings us the Wither, which is essentially the ultimate griefer. The Wither, once summoned, attacks everything that is alive (undead mobs are ignored). It blows up everything in its path, and holds the philosophy that if something is alive, it must cease to be as such. It's also very good at this too. %%In-game griefers can be this as well, reducing server populations on death-ban servers to ridiculously low numbers. [part of player behaviour, not the game]
* OneBulletAtATime: Skeletons will not fire another arrow until their current arrow has landed. They will also fire more rapidly the closer their target is to them.
* OneGenderRace: Every creature in the game appears to be this. Cows have both horns and udders; chickens lay eggs and have waddles.
* OneHitKill:
** Creepers can do this even to players whose armour is in a decent state.
** Fireballs shot by ghasts will do this to other ghasts, or to themselves if the shot is reflected back at them.
* OneHitPolykill: The Piercing Enchantment allows crossbow shots to pierce 1-5 creatures depending on enchantment level.
* OneSteveLimit: An early Indev version of the game used to break it, with [[https://minecraft.wiki/w/The_Player Steve]] (the PlayerCharacter) and the since-removed [[https://minecraft.wiki/w/Steve_(mob) Steve]] (a mob).
* OneMythToExplainThemAll: Implied with the End poem:
->Who are we? Once we were called the spirit of the mountain. Father sun, mother moon. Ancestral spirits, animal spirits. Jinn. Ghosts. The green man. Then gods, demons. Angels. Poltergeists. Aliens, extraterrestrials. Leptons, quarks. The words change. We do not change.
* OnlyShopInTown: The game has an interesting version, where a player on a multiplayer server will often set up a place to barter items with other players (note that this is not specifically provided for by the gameplay). Most servers only have one, because when the niche is filled no one will found another.
%%* OnlySixFaces: Zombies, skeletons, blazes, and Endermen use a re-colored version of Steve?'s face texture. All the villagers share the same face. Time has yet to see if there'll be a Alex? zombie. [it's not just recoloured, I think the entire texture is different.]
* OrganDrops: Skeletons and wither skeletons drop their bones, as well as the wither skeletons' skulls. Zombies can drop their flesh, albeit rotten. Some passive mobs drop the appropriate form of meat, while cows, horses, donkeys, mules, and llamas additionally drop leather, and hostile hoglins also drop pork and leather. Phantoms drop their wing membranes when killed. Squids and glow squids drop their ink sacs. Skeletons, zombies, creepers, and piglins will also drop their heads if blown up by a creeper charged by lightning.
* OurDemonsAreDifferent: The Nether mobs originate from the Nether, the equivalent of Hell, making them no different than demons. Said demons consist of a fire-shooting octopus-ghost hybrid, a floating fireball with rods for arms, and a skeleton type that carries a lethal effect known as a "wither" that magically inflicts a harming effect on anything it touches, among other things. The skeleton's heads can also be utilized to create something known as "the Wither", a destructive three-headed floating skeleton monster which is yet another demon.
* OurDragonsAreDifferent: The Ender Dragon in the End, the final boss of the game. It has a similar appearance to an enderman put on the body of a Western dragon, being mostly black with bits of gray on the wings and sporting purple eyes. The Ender Dragon has a ''ton'' of health (complete with its own LifeMeter) and is healed by the nearby End crystals. It doesn't breathe fire (although its breath is acidic), but can fly and phase through terrain as it is nothing. It destroys any material not native to the central End island. Killing it nets you 20,000 experience points and the Dragon Egg (which does nothing) and opens a portal to exit the realm. However, only one Ender Dragon can spawn per world at a time. You can spawn it in any time with 4 End Crystals, but the new Dragon only drops 500 experience.
* OurMonstersAreWeird:
** Creepers. Most of the other monsters are relatively normal, but creepers are just wrong. Their design came from a failed pig model.
** There are also ghasts, giant floating jellyfish-like creatures that spit fireballs.
** Blazes are floating heads surrounded by flaming golden rods that orbit them at high speed while shooting fire all over the place.
** The Wither is a massive, flying, desiccated three-headed torso that actually has to be constructed by the player out of wither skeleton skulls and soul sand.
* OurWitchesAreDifferent: Witches are aggressive mobs that most often spawn in witch huts which appear in [[SwampsAreEvil swamp biomes]], though they can be found anywhere, and participate in raids. They look similar to villagers but are a completely different mob. They have [[WickedWitch paler skin, pointed hats, a wart on their nose]], and use potions to hurt you and heal themselves. And [[VideoGameCrueltyPotential can be farmed]] for infinite glowstone, redstone, and other potion ingredients.
* OurWightsAreDifferent: The endermen bear a striking resemblance to [[Literature/TheLordOfTheRings Tolkien's]] description of a Barrow-Wight.
* OurZombiesAreDifferent: The ones featured here have the classic arms-forward walk, green skin, and burst into flames when exposed to sunlight. They used to drop feathers when killed, simply because ''something'' had to drop feathers and zombies were introduced before chickens. Nowadays, they drop rotten flesh, which you can eat in emergencies, and the most you have to worry about is food poisoning. You can feed it to pet wolves to heal them without any downsides.
* OutrunTheFireball:
** This can happen if a player gets careless with TNT (not that TNT explosions produce fire). A pile of TNT can easily kill a player and vaporise anything they're holding; as such, if one happens to ignite (from a nearby lava source, a sudden spread of flame, or a griefer), standard operating procedure is to abandon whatever you're doing and run like hell, hoping you escape the blast radius.
** A variant of this can happen in desert temples. Should you end up stepping on the stone pressure plate that activates the TNT trap, your best course of action is to just give up the loot and immediately start pillar-hopping back up, preferably with something unaffected by gravity.
* OvershadowedByAwesome:
** The smoker and blast furnace, upgraded versions of the standard furnace. The former only cooks food and the latter only smelts ores/armor/tools, but both do their job at twice the speed of the furnace. Blast furnaces do have the drawback of requiring iron to construct them, whereas the furnace and smoker are made from easily obtainable materials. Furnaces still have their use in smelting logs into charcoal, smelting raw materials (such as sand and clay) into refined counterparts (such as glass and terracotta), and for fully automatic experience generation by smelting cactus.
** Horses did this to minecarts as a means of transportation when they were introduced. Why expend vast quantities of iron on a transport method that can only carry you back and forth between two specific destinations when you could find and tame a horse, which requires only the occasional bale of hay as a [[HyperactiveMetabolism healing item]] and will take you anywhere you please?
* OverusedRunningGag: The changelog for 1.9.3 (and 1.9.4) interrupts the traditional "Removed Herobrine" entry to acknowledge that "This is getting old."
* TheOverworld: One of the three dimensions.
* OxygenatedUnderwaterBubbles:
** These can be created by placing something such as a sign that occupies only part of a block and leaves room for your head. They also occasionally show up naturally due to glitches. Since water won't flow ''through'' the block either, it's possible to make a deadfall trap look like a waterfall.
** There is a more traditional example in underwater bubble columns that allow players to replenish their oxygen meter. They're only generated by soul sand and magma blocks, however, two materials that are almost completely exclusive to the Nether -- while you ''can'' find magma blocks in the Overworld, they typically only generate at the bottom of underwater ravines.
* OxygenMeter: When you're fully submerged under water, you have 15 seconds. If you run out of air, you'll start taking one heart of damage per second. Helmets enchanted with Respiration can expand your oxygen meter ''and'' reduce the rate of damage once you run out. Potions of Water Breathing eliminate the issue entirely, giving you SuperNotDrowningSkills for as long as the potion lasts. Turtle Shells, when worn, give you 10 seconds of the Water Breathing effect once you dive, resetting when you surface.
[[/folder]]

[[folder:P]]
* PaddedSumoGameplay: With late game armor and enchantments, PlayerVersusPlayer battles can be quite the slug fest. It's why most servers will usually limit how high enchantments/armor can go for [=PvP=] mini-games or alter the combat to make it take less time.
* PainfullySlowProjectile: Ghast fireballs fly only slightly faster than running speed, and can be reflected by punching them. There is even an achievement for killing a ghast with its own reflected fireball.
* PaletteSwap: Many blocks and items are the same models with different colored textures. Before 1.17, ores such as coal, iron, gold, redstone, and diamond played this straight in respective colors, though other ores averted this (after 1.17, all ores avert it, as even the deepslate variants have more texture in the non-precious part of the block than the stone variants). All the ingots have the same design (although copper ingots are slightly shinier), as do =the game's four "dust" items (redstone dust, glowstone dust, gunpowder, and sugar). Most tools and armor also obey this.
* PamphletShelf: Players can write their own, mostly due to the limited space per page and the 50 page total limit.
* PantheraAwesome: Ocelots are a mob found in jungles, can be tamed with raw fish in older versions, and [[WhyDidItHaveToBeSnakes creepers are scared of them]].
* PatchworkMap:
** Biomes are all over the place. To start with, rivers can have estuaries at both ends and run in circles.
** Biomes are put into four main categories: snow-covered, cold, medium, and dry/warm. This prevents a biome from being placed next to a biome that is too different to itself. (Though this isn't completely foolproof, as mistakes still happen occasionally.)
* PauseScumming: The game has a pause menu accessed by pressing the Escape key. One can change the game's difficulty to Peaceful (no monsters and perpetually regenerating health) if the player is assaulted by a monster while the player is at low health. Averted in Hardcore mode, though, where the difficulty is locked to Hard at all times.
* PermanentlyMissableContent:
** Killing the [[FinalBoss Ender Dragon]] nets you a lot of experience and the [[BraggingRightsReward purely decorative]] Dragon Egg. It can only be collected in a certain and rather tricky way, and if accidentally touched it will teleport in a spot at random.
** Many [[https://minecraft.wiki/w/Renewable_resource guides]] stress the role of [[GreenAesop renewable resources]], as while it's possible to expand one's range of exploration to find more non-renewable resources, they will eventually run out if the player stays in the same zone.
* PerpetualBeta: A Administrivia/TropesAreNotBad example -- the game will probably never be truly "finished" as long as it's actively maintained. While the game technically left Beta status in 2011, a ''ton'' of features too long to list here have been introduced since.
* PictorialLetterSubstitution: ''Minecraft'''s logo replaces the hollow part of the A with a creeper face.
* PigMan:
** Piglins are native mobs of the Nether. Although they're initially hostile to players on sight, their GoldFever will allow players to barter with them to get better equipment. Just don't open any chests in front of them...
** The piglins' undead variant, the zombified piglins (previously called the zombie pigmen) were actually the first instance of this trope. Unlike their living counterparts, zombified piglins don't attack players unless they're provoked first, making them one of the easier mobs to coexist with in the Nether.
%%* PillarOfLight: The Beacon does this.
%%* PinataEnemy: [[LegionsOfHell Blazes]] and [[NightOfTheLivingMooks Wither Skeletons]]. Blazes drop Blaze Rods, which are incredibly useful as a fuel source, crafting the brewing stand, and a potion ingredient, as well as for reaching [[TheVeryDefinitelyFinalDungeon The End]]. Wither Skeletons have a very rare chance of dropping Wither Skulls- it takes three of these skulls to build the Wither, a boss monster that drops the Nether Star when it dies. [not examples; blazes and wither skellies are not easy to kill!]
* PintSizedPowerhouse: The mini-zombies are even more powerful than their normal-size equivalent. Though their [[CollisionDamage attacks]] do the same amount of damage and they have the same amount of HitPoints, they're able to do so at a faster rate, and move at over three times the speed of normal zombies. They also weren't killed by sunlight for several versions.
* PlanetHeck: The Nether. It was originally called "Hell" in development and was referred to as such in the F3 menu until 1.13.
* PlanetOfSteves: For some time after the post-release 1.3 update came out, ''Minecraft'' suffered from a problem where skins would break, causing everyone to look like Steve (the only base player skin at the time), causing this trope to be in effect for a while.
* {{Planimal}}:
** [[ActionBomb Creepers]] are actually some type of leafy plant monster.
** Mooshrooms are funganimals (half-cow, half-mushroom).
* PlayerAndProtagonistIntegration: The game borderlines between An Adventurer is You and You Are You. The playable character has absolutely no traits or personality and its appearance can be changed with a different texture to represent how the player wishes to be. Since there is no dialogue, the player character is a pure blank slate. Things get more weird after you slay the Ender Dragon and leave the End realm. [[spoiler:Two unseen beings are talking to each other about your actions and know that you have evolved to the point where you can read their thoughts. They then start talking directly to you and discuss weird philosophies.]]
* PlayerHeadquarters: The player has to build everything from scratch: from a simple hole in the side of a hill, to a small house made of dirt, to a colossal castle, which the player can outfit with beds to rest/respawn, crafting stations, storage, plantations and any mechanism the player can invent. It should also serve as a safe haven from the nightly monsters, of course.
* PlayerNudge: If you find an igloo with a basement, you'll find (among other things) a caged villager, a caged zombie villager, a chest, and a brewing stand with a single potion. The chest contains a golden apple, and the brewing stand contains a splash potion of Weakness. To cure the zombie villager, you have to use the splash potion of Weakness on it and then feed it the golden apple, then keep it contained for several minutes.
* PlaylistSoundtrack: The game's soundtrack is randomized with separate playlists for the Overworld (or individual biomes), and the Nether as of the 1.16 update.
* PointBuildSystem: The game has an experience points system that is used to enchant tools and pieces of armor. The more levels you spend, the stronger the enchantment gets and the higher the chances of having multiple enchantments will be. Placing bookshelves around the enchantment table will increase the chances of getting higher level enchantments.
* PointOfNoReturn: Once you enter the End, you can no longer return until you kill the [[FinalBoss Ender Dragon]] or die.
* PoisonMushroom:
** Rotten flesh, which can be consumed, but there's a very high chance that you'll inflict food poisoning (in the form of the Hunger effect) on yourself and it'll make your hunger meter deplete faster than normal when doing certain activities[[note]]not to be confused with the actual Poison status, which saps your health instead[[/note]]. However, the item does refill your hunger immediately, so it's good as a temporary way of keeping your hunger up until you can get some actual food, making it more of a zig-zagged example.
** Straighter example with spider eyes, poisonous potatoes, and pufferfish, all of which inflict actual poison on you when consumed. Pufferfish in particular inflict a much more potent and long-lasting poison than other poisonous foods, and you also get hunger and nausea alongside it.
** Also played straight with the "negative" potions (poison, weakness, slowness, etc.), when in their normal, non-splash or lingering form.
* PortalEndpointResemblance: The Nether Update added portal ruins as randomly created structures that can occur in both dimensions they would connect. In the Overworld, they consist of obsidian and magma blocks that are both naturally rare there, but common in the Nether, and netherrack that before the update was only found in the Nether (and, on Bedrock, around Nether portals generated in midair).
* PortalNetwork: You can make one with at least two Nether portals, which require at the minimum 20 obsidian blocks and a source of fire. Benefits: being able to get from point A to point B up to 8 times faster than Overworld travel. Drawbacks: walking through Hell and getting harassed by its hostile mobs each time you use it, and the risk of falling into lava when trying to establish safe passage between these portals or any new ones you've made.
* PortalSlam: A semi-example: ghast fireballs can disable Nether portals, and if you don't have a flint and steel, you'd have to either find one in a Nether fortress, mine the Nether's gold ore and barter with piglins to try to get a fire charge, or go killing ghasts, wither skeletons and blazes to craft a fire charge so you can relight it.
* PostEndGameContent: Although the gameplay doesn't change at all after you kill the FinalBoss and the credits roll and you're allowed to continue playing, there are a few things that can only gotten after the ending: a portal will open in the End that allows you to access the other End islands which have unique resources like chorus plants and elytra.
* PostModernMagik:
** Gunpowder can be added to magical potions to make them splash potions.
** With the addition of the hopper to the game, players are now able to create automated potion brewing factories, although this isn't particularly widespread quite yet. The hopper and the dropper can be combined to create conveyor belts of indeterminate length (as opposed to previous attempts which were hampered by the 5 minute time limit imposed on item entities), which aid immensely in inventions like the automated potion factory.
* PotionBrewingMechanic: Potions are made in brewing stands crafted and placed by the player. You put in 1-3 water bottles, then some Nether wart, then an ingredient, then (optionally) gunpowder to make it throwable then Dragon's breath to make it throwable and leave a cloud which gives the effect, and/or glowstone or redstone dust to make it stronger or longer-lasting.
* PowerCreepPowerSeep: The endermen went through a phase of this. They were nerfed before the official Beta 1.8 release, but then the next major update gave their AI an overhaul, removed their vulnerability to sunlight, and doubled their health. However, it also limited the types of blocks they could move to the softer kinds.
* PoweredByAForsakenChild: Soul sand is a sand-like block found in [[{{Hell}} the Nether]] that is heavily implied to consist of a mass of tortured souls. When placed underneath water sources, soul sand causes all water sources above it to propel everything upwards at high speeds. This is widely used in item transportation systems as "bubble columns" - a compact and resource-efficient way to transport items (and mobs and players) upwards.
* PowerfulPick: You ''can'' use your pick this way, but usually it's better to stick to swords, bows, or axes, as using your pick as a weapon is much slower (on Java) and deals less damage than any of those weapons and you cannot put damage boosting enchantments on it like you can with a sword or axe.
* PowerGlows: Enchanted tools and armor glow purple. While not necessarily more ''powerful'', enchanted items all have some sort of beneficial affect.
* PowerUpFood: Eating Apples that contain varying amounts of gold (a few nuggets to entire cubic meters) can simply either regenerate your health or make you invincible.
* PowerUpMagnet: Experience orbs are naturally attracted to the player.
* PowerupMount: Pigs make great parachutes when you ride them via saddle.
* {{Precursors}}: ''Minecraft'' has a ton of them.
** The desert and jungle temples, ancient cities, strongholds, ocean monuments, ocean ruins, and ruined portals all lack clear creators. For more recent precursors, one could argue that shipwrecks, igloos, and abandoned mineshafts all point to them, though any obvious creators for them don't exist either.
** Nether fortresses exist in a state of disrepair, as their broken bridges would indicate, and its denizens do not seem like they are capable of building new fortresses. Similarly, bastion remnants are inhabited by piglins in the current age, but they appear too large for the low-tech piglins to make and their name indicates they were once part of something greater.
** End cities, on the other hand, are mysteriously well-kept. Confoundingly though, they are built using techniques that are inaccessible to those who live only in the End; the purpur used as a primary building material in them cannot be built without popped chorus fruit, which requires smelting to make, and the End has neither stone to make furnaces nor any combustible fuel sources to heat up the fruit. What's more, their flying ships have stairwells whose ceilings are only two blocks tall, which are inaccessible to the local endermen, suggesting that whoever built these structures were an entirely different race.
* PreExplosionGlow:
** Creepers flash before blowing up.
** [[spoiler:The Ender Dragon has beams of light radiate from it before it disintegrates.]]
* PressStartToGameOver: In Hardcore mode, if you're unlucky or just clueless, this can take about ten minutes, which is the time it takes from the start of the game until sunset, when enemy mobs spawn. If you're ''very'' unlucky, [[https://www.youtube.com/watch?v=NRzusZmAD7g&list=PLTvwKQHVid4aczd74zqkeMX1bcyj_Di0J&index=1 it can take less than twenty seconds]].
* PressurePlate: There are several types of switches you can create. They can be used to open or close doors, toggle redstone torches, switch minecart tracks, or detonate TNT. Stone pressure plates can be triggered by players and mobs walking or riding over them, while wooden and metal pressure plates can additionally be triggered by arrows, dropped items, and minecarts. There are also pressure-sensitive minecart tracks, useful for triggering boosters. Pressure plates, when placed on top of a fence post, can also be used as an improvised table. Weighted (metal) pressure plates trigger stronger signals if lots of items are placed on them.
* PressXToDie: Of course there are many, as a player is able to pick up and carry dangerous material, including TNT. For instance, you may pick up a bucket of lava and carry it in your hotbar, but a careless move means you'll dump it out right next to you.
%%** A mod allows you to make machines powered by electricity. You can lay copper cables to route power to these machines, but forgetting to insulate the cables with rubber gives an electric shock. (Naturally, some savvy players use this effect to create an electric fence.) [mods have their own page]
* PrimalFear: The spiders. The big ones are fast enough to chase you and can leap at you, striking repeatedly. They can jump gaps and climb walls. They mostly come out at night, but unlike the undead, sunlight doesn't hurt them, so you can try hiding in a shelter all night, but they'll probably be lurking on your roof, waiting for you to come out in the morning. The smaller cave spiders can fit into small gaps, and their poisonous bite will leave you weak enough that a short fall could kill you.
* ProceduralGeneration: The game procedurally generates landscapes that are, for all practical purposes, infinite. There's an end, but it's about 30,000 kilometers[[note]](equivalent to 75% of the circumference of the Earth's equator)[[/note]] from your spawn point, which would take a minimum of 820 hours of gameplay to reach without cheating. The terrain randomly contains NPC villages, dungeons, strongholds, and abandoned mineshafts, as well as dozens of distinct biomes, including mountains, jungles, deserts, swamps, and tundras. This combines to create an immense world[[note]](the game is designed to support levels with more surface area than the Earth, although your system probably isn't up to the challenge)[[/note]] that you could spend your entire life exploring, if you felt like it. Furthermore, the game uses a special code called a seed to keep generated terrain consistent, and there are roughly four billion seeds to choose from, each of which can generate a unique world. The same seed can be used to generate the same world on any computer, and there are quite a few websites dedicated to sharing interesting seeds with other players.
* ProngsOfPoseidon: [[EliteZombie The drowned]] have a 20% chance to spawn with tridents, invoking this trope as they are sea-based. This makes them effectively the only ranged type of zombie.
* ProtagonistWithoutAPast: The player character wakes up in the middle of nowhere and starts punching trees.
* PuffOfLogic: Due to the way terrain is generated, it is possible for certain blocks to be placed in ways the player could never replicate (floating sand or gravel, for instance), only to immediately obey the rules as soon as the player acts upon them.
* PumpkinPerson:
** Pumpkins can be worn as helmets, giving the appearance of this trope. While they obscure vision and don't protect from damage, they can prevent an enderman from becoming hostile and keep undead mobs from burning in sunlight.
** Snow Golems wear pumpkins, as can most types of zombies and skeletons around Halloween on Java.
* PunchedAcrossTheRoom: The Knockback and Punch enchantments increase the amount of knockback done by attacks from your swords and bows respectively. At their maximum available level of 2, they can push enemies up to 6 blocks back, great for keeping creepers from detonating or for knocking enemies off cliffs or into pits.
* PurelyAestheticGender: The default player character used to be either "Steve", who is a male, or "Alex", who is a female. (Mojang [[https://mojang.com/2015/04/new-skins-achievements-music/ has confirmed this directly]].) The only difference between them is that Alex's arms are one pixel thinner, which has no effect on gameplay. Players can change the skin of their characters to look like anything imaginable, but they will always retain the same blocky human shape, and changing the skin doesn't affect anything else in the game. Mojang later added 7 more, rather more diverse, default skins, who don't have any confirmed gender (and all have neutral names).
* PurpleIsPowerful:
** Endermen are the most powerful naturally-spawning enemies in the Overworld. Their eyes glow purple, as do their particle effects.
** Obsidian is a very dark purple, is the strongest destroyable block in the game, and takes longer to mine even with the best pick.
** Anything enchanted emits a purple glow. Enchanted netherite equipment -- the best of their tier -- come off as a deep purple due to the glow against their dark grey palette (although enchanted stone also appears purple due to being light grey).
** Items of the Epic rarity have their names in magenta text, and this rarity is generally reserved for non-renewable, very-hard-to-obtain items, such as enchanted golden apples and the Dragon Egg. This also includes certain creative-exclusive items, such as command blocks, [[InvisibleWall barriers]], and debug sticks.
* PyramidPower: The [[https://minecraft.wiki/w/Beacon Beacon]], when sat atop a pyramid of material blocks and fed a resource as power, grants one of a variety of buffs to every player nearby. Enlarging the pyramid extends its range and makes it possible to add more bonuses. Due to the way that beacons check what's beneath them, it is possible to build a composite pyramid with numerous beacons.
[[/folder]]

[[folder:R]]
* RagsToRiches: The basic goal of Survival Mode is to survive the various hostilities and conditions that target the player while starting out with nothing, and then after mining for diamonds, creating tools and armor out of them and enchanting it all with an enchantment table, progressing to eventually be able to visit the End and kill the Ender Dragon.
* RainbowPimpGear:
** This can happen, although it's generally [[JustifiedTrope not so much based on stats as what you can afford to craft]]. Additionally, the various armor bits can potentially clash not only with each other but with whatever outfit your player skin was drawn wearing. Many texture packs only exaggerate this trope further by giving each armor set a unique look.
** The trope is more apparent when you start dying pieces of your leather armor with random colors.
** This can also happen for gameplay reasons if you wear gold armour to avoid aggroing piglins, a turtle shell for water breathing, leather armour to avoid damage from powder snow, or elytra for flight, alongside iron, diamond, or netherite.
* RaisingTheSteaks: One of the in-game horse variants is the skeleton horse, which cannot be bred or made by breeding - each must be individually tamed. They only spawn when lightning strikes as part of a "skeleton trap horse", which when approached will spawn three more skeleton horses, and all four will gain a skeleton rider with an enchanted helmet and bow. Lightning will also turn pigs into zombified piglins. Zombie horses also exist in the code, but they don't spawn naturally.
* RandomDrop: Almost every mob in the game has a chance to drop some sort of loot upon being killed.
* RandomDropBooster: The Looting enchant for weapons increases the chance and maximum number of mob drops. The Fortune enchant for tools does the same for resource blocks.
* RandomlyGeneratedLevels: The entire world is randomly generated chunk by chunk (16x16x384 space) as you explore it. However, that being said, there are many rules the game follows to keep things such as caves and ore veins a little evenly distributed, and it chooses one of several rough pre-set patterns to form believable rivers, ravines, mountains, etc. Played straight with pre-generated structures though, as navigating an abandoned mineshaft or nether fortress without getting lost can be challenging (even if you've already raided several others in the past).
* RandomLootExchanger: In the Nether, you can find creatures called [[PigMan piglins]] that really like gold. If you give them a gold ingot, they will exchange it for a randomized item from a special drop table. While some of these can be extremely common -- such as blocks of gravel -- they may also hand over rarer materials like ender pearls, potions, and gear with the Soul Speed enchantment.
* RandomTransportation: Endermen [[FlashStep run around]] randomly whenever they take damage. The player can also eat chorus fruit, which randomly teleports them a short distance.
* RareRandomDrop: Most enemies have a chance to drop items they wouldn't normally, such as armor pieces, weapons, and consumables. The kings, however, are the wither skulls dropped by wither skeletons, which barely ever drop even with max Looting and are required to summon the [[{{Superboss}} Wither]].
* ReadingsAreOffTheScale: Attempting to use navigation tools like maps, compasses and clocks in the Nether won't do you any good, as you'll get a brown and grey static image with a constantly rotating player marker on the former and the dials will spin wildly on both of the latter.[[note]]Although, an already existing map of the Overworld ''can'' be used in the Nether to show the player where they are in conjunction with the Overworld.[[/note]]
* RealIsBrown: The some biomes have grasses and leaves with more "realistic" hues. Bright green grass ''does'' also exist, however, in places such as jungles and mushroom islands.
* RealityBreakingParadox: Presumably the reason beds explode in the Nether when you try to use them. Beds can only be used at night (or during a thunderstorm), and reset the clock to sunrise. Since neither thunderstorms nor the day/night cycle ''exist'' in the Nether...
* RedAndBlackAndEvilAllOver: The general color palette of the Nether is the dark red Netherrack, bright orange lava, grey gravel, and the blacks of blackstone and bedrock, which shows how hostile the place is. The Nether update shakes things up a bit, with Warped Forests primarily teal, and the Soul Sand Valleys colored in dark brown Soul Sand/Soil that burns bright blue if set alight, though these colors replace hostility with eeriness.
* RedEyesTakeWarning: Spider eyes glow red. All eight of them. Wolves and bees also gain red eyes when they turn hostile. Ghasts have red eyes and are a more extreme example of this trope, since they only open their eyes when they're spitting an exploding fireball at you.
* ReducedToRatburgers: You may find yourself reduced to poisonous zombie flesh if you don't have access to a source of fresh meat. This is a pretty desperate situation in the Overworld, though, given all you need for cooked fish is wood, stone, spider silk, and a water source. In the Nether, prior to 1.16, rotten meat dropped by zombie pigmen was the ''only'' naturally occurring source of food which could be eaten without extra resources (mushrooms require wood to transform them into an edible form), and was often the last resort of a lost traveler who has exhausted the food they brought with them. Nowadays, such a traveler can get raw pork from hoglins, and the bowls necessary to make mushroom soup can be crafted with hyphae from the new crimson and warped forests, making rotten flesh less likely to be resorted to.
* RefiningResources: Essentially how the crafting system works. Most recipes require some combination of wood, stone, and metal, either as part of the target item itself or to create the tools needed to make it. More literally, this is the main purpose of the furnace: consuming fuel to refine raw resources into usable ones like ores into ingots, wood into charcoal, clay into clay bricks, etc.
* RegeneratingHealth:
** Health works this way as long as your "food meter" is nearly full. When the food meter is completely empty, [[WizardNeedsFoodBadly the exact opposite happens]].
** Playing on Peaceful difficulty grants you regenerating health at all times. Potions of Regeneration and golden apples also grant temporary health regeneration.
** The Ender Dragon also has this when you fight her. However, this can be stopped by destroying the End crystals, which actually ''harms'' her if the crystal happens to be healing her when it's destroyed.
** The Wither also regenerates health, at a constant rate of half a heart every second. Unlike the Ender Dragon, however, [[DamageSpongeBoss there's no way to stop this]].
* RenovatingThePlayerHeadquarters: Generally the player will be establishing one central base and slowly expanding it over time, whether through digging mines, establishing farms, or various other activities.
* RespawnOnTheSpot: The game is an interesting aversion: If you die, you spawn at a fixed (albeit changeable) point. Many multiplayer servers, however, have the (mod-only) /back command, which instantly teleports you to the point where you died, while Vanilla has the recovery compass which directs you to where you last died. Quite handy given that your items are left behind.
* {{Retcon}}:
** Reeds became sugar cane so there could be a source of sugar for cake. [[TruthInTelevision You can actually make paper from sugar cane,]] but it's still tasty literature.
** 1.9 changed the End from a solitary island floating in an infinite void, to an effectively infinite collection of small islands which can be explored after defeating the Ender Dragon (or before, if you're brave and don't mind dying to get home).
** The 1.12 "World of Color" update added glazed terracotta to the game, which is made by smelting hardened clay in a furnace. Therefore, regular hardened and stained clay were renamed to "terracotta". This is very downplayed, as those are functionally identical.
** 1.16 completely changed how zombie pigmen (or rather, zombified piglins) exist in the Nether, going from being the only instance of a PigMan existing in the game, to being the undead equivalent of the gold-loving piglins.
* {{Retraux}}: The game has intentionally very low resolution textures to go with the gameplay of moving giant pixels around. Originally the intention was to update to more modern graphics but fans had already become attached to the faux-16-bit textures.
* ReviveKillsZombie: There are several kinds of potions with beneficial or harmful effects. For every type, you can use it on yourself, or turn it into a splash potion to throw at friends or enemies. Zombies and skeletons are healed by potions of Harming, but can be damaged with potions of Healing.
* RewardingInactivity: The whole concept of monster grinders. Spawners can spawn monsters indefinitely, and said monsters drop useful EXP (and some other loot)... but a spawner will only spawn monsters if the player is near one. Thus, the solution is to create a structure that'll feed monsters into a trap to make them easy pickings, then idle endlessly next to a spawner.
* ARiddleWrappedInAMysteryInsideAnEnigma: One of the title screen quips that appears after starting up the game is, "A riddle wrapped in a mystery!"
* RidiculouslyCuteCritter:
** Baby mobs. Just making the body smaller while leaving the head the same size should '''not''' produce such cuteness!
** Bats count as well. They're small brown flying bundles with big ears that make adorable squeaks and hang on walls by their tiny little feet. Aaaw!
** Face it, those bees are adorable. All the features of a real bee condensed down into a cuboid {{Cephalothorax}}... and those giant eyes!
* RightBehindMe:
** Creepers have a nasty habit of doing this, being completely quiet until you hear that tell-tale hiss, which means it's already too late to flee. One of splashes in title screen even compares this mob to the Spy from ''VideoGame/TeamFortress2''.
** Endermen also have a nasty habit of appearing behind you when they [[TeleportSpam run]].
* RoarBeforeBeating: Endermen make a rather disturbing noise should the player provoke them by "staring" at them (moving the crosshairs directly over their torsos or heads). Then they usually [[FlashStep go]] directly behind the player.
* RobbingTheDead: The game lets you rob treasure from pyramids in the desert. Each pyramid can contain things like gold, iron, diamonds, bones, and rotten flesh, but they're also guarded by TNT traps that trigger if you step on the pressure plate. Doing so will destroy all the treasure and kill you.
* {{Robinsonade}}: When starting a new game, you're dropped in the middle of nowhere with only your bare hands and the clothes on your back and must survive using your wits and whatever you can harvest, scavenge, or craft. Sometimes the game will even dump you on a DesertedIsland.
* RocketJump: This is possible, but very tricky. Unless it's an adventure map, you'd be better off just placing a couple blocks and making a stairway. However, using a splash potion of harming can double your jump height and is much safer than the previously suggested TNT.
* RodAndReelRepurposed:
** The fishing rod is usually used for fishing, but it can also be used to reel mobs closer to the player. It's not recommended since it breaks the fishing rod much faster.
** By [[ItemCrafting combining a carrot with a fishing rod]], you can make a carrot on a stick, which is used to steer a saddled pig. If you're in the Nether, using warped fungi instead will allow you to control the striders, which makes traversing across lava lakes ''much'' easier.
* RollercoasterMine: Thanks to the various track pieces, this can result from deliberate player designs. Sometimes players will use this as part of an elaborate transportation system.
* RPGElements: The game has this in the form of experience points, potions, and enchantments. Experience points are used to enchant tools and armor pieces for various effects, such as a sword multiplying the number of drops from a mob or a pair of boots that reduces fall damage. Brewing potions can get you various results, depending on what is used, and they can be made into a "splash" form that act like hand grenades.
* RuinsForRuinsSake: Multiple examples. Among others, abandoned mineshafts, jungle and desert temples, underwater ruins, strongholds, and Nether fortresses are all both clearly artificial and rather eerie.
* RunningGag: Every major update from Beta 1.6.6 to full release 1.9.2 has the patch notes claim to have "removed Herobrine". The two updates after that acknowledged it was becoming an OverusedRunningGag, and after that it was dropped.
[[/folder]]

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