3-D Movie: The game has an option for red/cyan anaglyph. You can also download fan-made addons that allow for differently colored glasses, stereoscopy and other 3D options.
Abandoned Mine: As of the Adventure update, you can now find these around the world.
Abnormal Ammo: The game lets you uses dispensers as turrets. While they can "fire" out anything you stuff into them, most of it just falls down harmlessly. Though you can have them fire arrows, incendiary ammunition, potions of all kinds (including healing ones), snowballs, and eggs. Eggs which may spawn baby chicken upon hitting the ground. Most of these can also be thrown by hand.
Absurdly Sharp Blade: A Diamond Sword enchanted with Sharpness V (or a similar tier) is one of the deadliest things a player has at their disposal, especially in PvP when opposing players are very likely wearing good armor and a little extra oomph is needed to pierce it.
What's even more deadly is a Diamond Sword with Smite V, albeit only against Undead.
Achievement System: The game has its own system of achievements that are unlocked in a chain and kept per single player world or per player in a server and follows a prerequisite pattern (meaning an achievement for killing an enemy will require a prerequisite achievement of crafting a wooden sword).
Creepers' are creatures with no arms that drop gunpowder when killed. Their only method of attack is to explode as near to you as possible.
The Wither explodes upon being created.
Aesop Amnesia: Admit it. How many times did you flood your cave/underground base before you learned to just leave that wall alone? Alternately, how many times did you nuke your own establishment for the same reason (replace 'water' with 'creepers')?
A.I. Breaker: The game, for a long time, had enemy AI be very simplistic. If a monster was chasing you, all you had to do was stand in front of a pool of lava and watch the mobs walk straight into it. The AI was coded to walk in a straight path to the player when they spotted them, regardless if there was a lava pit or a cliff in the way. The update to 1.2 enhances the AI to have better path finding so if the player is being chased by a zombie for example, the zombie will attempt to look for alternative paths to the player as long as it doesn't hurt itself. Skeletons were also made smarter by rushing at the player and flanking them should the player hide by a corner of a wall. Enemy mobs can also see through glass and will try to get to the player if they see them through the glass, whereas in the past, glass acted like solid blocks for mobs, thus they couldn't see through it.
Endermen also have an exploit in their AI that can be abused if used right. Endermen take damage from water and if an Endermen is hostile towards you, exposing it to water will cause it to be neutral and stop attacking you.
Endermen also have issues with enclosed spaces. Because they are three blocks tall, while players are only two blocks tall, endermen simply can't fit into areas where players can hide, nor can they harm players in such areas. Their AI will lead to them teleporting toward players that look at them, even if they can't hurt that player, as long as the Enderman doesn't encounter water. Simple Endermen traps thus consist solely of a roof.
Airborne Mook: Ghasts and Blazes in the Nether, bats in the Overworld. The latter isn't hostile, thankfully.
Alien Geometries: Minecraft on LSD, the combination of 2 mods. Youtube it. Everything is still the same but looks extremely... peculiar. A straight line looks like a coiled rope, and then you imagine that these are supposed to be blocks doing this, but curving. And then you see the distance going on the ceiling... Although it's all visual (but can often feel like you're walking on a circular world and not a flat one) for now.
All-Natural Gem Polish: Diamonds and emeralds only require a modicum of processing if you mine their ores with a Silk Touch tool, otherwise the ore breaks into gems fully ready to use. Justified because you're not using diamonds as jewelry, you're using them to cut your way through anything you need to.
The All-Seeing A.I.: The hostiles are like this, but only after they've already spotted you the normal way. Then they can track your movement through any kind of wall and even explode from behind a thin wall. Results in Artificial Stupidity in that transparent blocks like glass count as walls, so mobs cannot see you through glass unless you've already been spotted through just air.
Played straight with Spiders and their poisonous relatives Cave Spiders. They can sense you through walls.
The Aloner: You are this in single player mode. It's just you and a world (potentially) eight times the size of the planet Earth, populated with eerily abandoned structures and filled with hostile monsters. The few NPCs you meet serve only to emphasize how alone you are, as they are clearly not human.
Amazing Technicolor Wildlife: Through the use of dyes, sheep can become this. Even better, dyed sheep retain their new color if sheared, and pass that color onto their offspring. And for some reason, naming a sheep jeb_ makes it oscillate through the whole spectrum. It still gives its original color when sheared, though.
In keeping with the theme of the game, the player character is a very blocky man named "Steve?" whose body is composed various shaped cubes and rectangles. Yes, that's "Steve?", with a question mark.
Averted with the "You are the Creeper" mod, in which you are a Creeper. Literally. Played straight with the 'enemies' you face, however.
Villagers look closer to Neanderthals (or Squidward) than anything else.
Anachronism Stew: Thanks to the almost limitless creativity on display, the game may have a single world in which you can find the USS Enterprise, a medieval castle, and a village of dirt huts right next to each other, with a transportation network consisting of footpaths, minecart tracks, portals to Hell and space-warping command blocks.
The player is fully capable of imprisoning most monsters in a small box made of anything from dirt to obsidian. When it's done, the mob of their choice will be stuck in there forever, unable to move from its 1x2x1 coffin, at least until it despawns.
There are some frustrating glitches from past and present that make the player themself unable to move, despite being in an open area. One of them happened back in Minecraft Alpha occasionally where the player would be walking somewhere and then suddenly be stuck to the spot, heavily vibrating until they relogged. Something that is still completely able to happen is a server issue called "rubber-banding". Try to walk somewhere and then 3 seconds later you're suddenly back where you started as if the game had no idea you were moving.
Annoying Arrows: Averted, a fully charged arrow from a Bow will deal more damage in one hit than a (un-enchanted) Diamond Sword; if enchanted for maximum damage it will even one-shot a player armored in anything worse than Iron! Mostly played straight with Skeleton arrows, which deal minor damage (especially with armor) but they fire them decently fast and the damage can add up quickly. Opening your inventory shows arrows still stuck in you, meaning you can eventually walk off the damage from 20 or more arrows.
The Nether is useful for being a quicker way to travel across the land. One block traveled in the Nether is equal to eight blocks traveled in the Overworld. The player can utilize this by constructing a portal in the Overworld leading to the Nether, travelling a certain distance within the Nether, and then constructing another portal leading back to the Overworld. When the player returns to the Overworld, they will have travelled eight times the distance traversed in the Nether.
Antidote Effect: Drinking a bucket of milk will remove any status effects, including poison.
Nether Portals used to be much more random in the rules they followed for portal generation. To wit, players emerging from their portals frequently risked spawning 50 meters above anything, spawning right near lava, or, worst of all, in lava. The game now follows better guidelines in finding a spot to spawn from and adds extra Obsidian onto both sides of the portal if there are no nearby blocks, a minor safeguard against taking one step then plummeting into a lava lake.
1.8 revamps the Villager trading system to be less annoying overall. Previous professions have been split up into sub-professions so the odds of getting the trade you want from a particular Villager improve (provided you know which of the new professions sells, say, Arrows) and the trades offered are now less randomized. For example, Shepherds will reliably spawn both buying Wool and selling Shears (Tier 1 trades) and will unlock Tier 2 after you make one of these trades, and so on.
Anvil On Head: The Anvil item is mainly used to repair enchanted items, but it can also be used as a weapon by placing it next to a hovering block and having gravity make the Anvil fall. It does a ton of damage to any player or mob that gets hit by it.
You can find a broken, dusty record. If you play it, it details the final moments of someone being chased by an unknown mob and he cries out suddenly as the record ends. It only raises the question, who recorded it?
Players may write their own version of these in books and leave them for others to find.
Redstone. Putting dust on the end of a stick makes an infinite power source (unless you short it out). It's also magnetic, given that it's used to make the Compass, and, as of 1.0, can be used as an ingredient in brewing potions, extending the desired effect's duration. With 1.5, enough Redstone can be turned into a Redstone block, which is similar to a torch but impossible to shut off.
The Crafting Table, despite being rather humble in origin and nature (it's just a work bench made from 4 Wood Planks). Once built and placed, you can do almost anything using it without any further tools. It's essential to do anything in this game.
The 2011 April Fool's Day featured a massive parody of Team Fortress 2 with the Steve Co. Supply Crates. They were found randomly in newly-generated territory and glowed at night. They were indestructible (except by TNT). When clicking on them, a sign pops up that says it requires a key to open, and had a link to the Store◊. In the store, after placing $10,000 worth of silly items in the cart, the site would start displaying flashing colors, and a velociraptor popped up and moved across the screen. After a warning, of course. On April 1, an "April Fools Day" sign moved across the store page, along with a rearrangement of "Never Gonna Give You Up." Sadly, the store page no longer exists.
April Fool's 2013 saw the release of the joke update Minecraft 2.0 that contained, among other things, a pink, friendly Wither, redstone "bugs" which were retextured Silverfish, and an Etho Slab which is a half-block of TNT. It also contained more serious and useful things like Blocks of Coal and Dyed Glass, the former of which actually made it into the 1.6 update. Not to mention the latter became stained glass and was added in the 1.7 update.
A fake snapshot was also released on that same day, with ridiculous features such as witches leaving a trail of cakes, all mentions of Herobrinebeing removed (even on signs!) and Twitter being "intergrated" into Minecraft.
Arc Number: 11, usually whenever horror is involved. The music disc that plays a man running away from things until it suddenly cuts out is named "11". Herobrine was removed 11 times. The only update in the Herobrine removal period that didn't have him being removed? 1.1. Music Disc 11's disc id is 11 and its length is 1:11. Hell, Minecraft 1.0 was released on 11/11/11!
Armless Biped: Creepers technically have four legs but their vertical bodies make them resemble armless bipeds more than the other quadrupeds in the game.
Armor of Invincibility: The game has armor crafted from diamonds. However, you'll need a lot of diamonds; even basic boots will take four diamonds to make, let alone breastplates or pants.
The 1.0 release had a bug where damage reduction from armour was applied twice, making a player wearing a full suit of diamond practically invincible. This greatly impacted on the strategies employed during the first reddit "race for wool" tournament as obtaining diamond armour or denying it to the other team would often decide the match.
Industrial Craft 2 (which is also part of Tekkit) features Quantum armor. By spending the time to get several lapis power gems that require diamonds, iridium plating that requires an immense power source for a matter generator and Nano armor requiring carbon fiber and power gems, you can get a full set of armor that allows you to run extremely fast, jump really high, your hunger never goes down and damage is negated to the point that you can swim in lava as long as the power source lasts. It's easy to charge as well if you have several HV Solar Arrays connected to a MK-3 Charging Bench.
Arrows on Fire: Bows can be enchanted so the arrows they fire will set mobs on fire if struck. A similar effect can be achieved by shooting an arrow through fire or lava. As of snapshot 12w34b, these flaming arrows can be used to ignite TNT.
Enemy mobs were quite stupid back in the early days of the game. Prior to the 1.2 enemies had effectively no path-finding - meaning they would gleefully jump into bottomless pits, walk through lava, and drown in order to reach the player. The path-finding was basically only "run at player, jump when you reach a block in your way". Enemies will only attack if there's a direct line of sight to the player. They were programmed to do nothing more than walk in a straight line to reach the player and jump whenever a block stood in the way. This meant you could lead the infamous creepers to their deaths by tricking them to walk off a cliff or into a lava pool. This results in awkward scenarios when groups of Creepers cluster atop a glass ceiling, unable to explode due to the completely transparent material blocking their view. At Minecraft Con 2010, Notch said he intentionally made them stupid. This is usually acceptable to Minecraft players; if creepers could explode no matter what was between them and the player, it would be damn near impossible to construct a good shelter. A patch enhanced the mob AI and they no longer have their quirks.
Zombie Pigmen still did this until 1.8.
Even after the AI update, enemies will still drop from a ledge above you if that's the quickest (or only) way to reach you, even if that drop is enough to injure them.
In earlier versions of the game, Ghasts wouldn't aim their fireballs at the player character himself, but instead at the camera. Normally this wasn't an issue, since the game is played in first person view by default, but players are able to manually toggle into third person mode; thus, an easy way of dealing with Ghasts was to simply pop into third person mode whenever you saw one and laugh while their fireballs sailed harmless over your character. This has since been corrected, though.
If the player is inside a house and a spider spots them, the spider will climb up the wall in an attempt to get to the player. However, due to a quirk in the programming, the spider will drop off the wall if he climbs higher than your character. Thus, if your house is built high enough, the spider will repeatedly damage himself through fall damage each time he drops.
The tameable wolves update got a lot of flack when it was first introduced for the stupidity of the wolves. They would frequently get lost and de-spawn, or decide the shortest route between two points was a straight line right into a pool of lava.
While them not being able to use ladders is in all ways logical, tamed wolves will just jump after the player if they go down a ladder, no matter how long the descent is. Time to go looking for a new dog...
Wolves also have a hard time getting through open doors. It's usually a better idea to make them sit and then push them into the house through the doorway, or perhaps build them a dog door their own height immediately adjacent to your door.
Wolves who are standing up will teleport to the player if they move too far from them to prevent them from getting lost or killed. However, there is a glitch in which a wolf which is sitting down will stand up and teleport to the player by themselves. Now imagine that you're deep underground, climbing along narrow ledges over lava pits and suddenly your wolf who's been sitting in your living room at home suddenly teleports right over to you.
In the rare event in which there is an above-ground lava pool, neutral mobs (which spawn in light patches at night) can be seen almost ceremoniously throwing themselves into the lava. Bats, in their random flights, make no effort to avoid lava as well.
If an Enderman manages to catch fire, it will teleport itself into water. This would be perfectly logical, if not for the fact that water kills Endermen.
Artistic License - Nuclear Physics: The mod Industrial Craft 2 has nukes and nuclear reactors. The explosion from a nuclear reactor is actually bigger than that of a nuke. Also, due to interaction with vanilla Minecraft's poisoning mechanics, you can cure radiation poisoning by drinking milk.
The creeper's model was that of a failed pig model. The model failed due to Notch attempting to make the pig model longer horizontally, but he botched the coding and it made the model grow longer vertically instead, which also made the legs look weird in that position. Notch liked how creepy it looked and decided to work with it to create the Creeper.
When the pistons were added, people soon realized that they sometimes got stuck in an incorrect state and need to be "updated" to make then snap back to their expected state. Ingenious people managed to transform this glitch into so-called block update detectors that significantly expanded the the ways redstone mechanisms can interact with the rest of the game world. Another, unrelated glitch with the pistons made it possible to propagate redstone signals arbitrarily far within a single tick (0.1s). This enabled the players to circumvent the intended 150m/s limit. This later capacity will be expanded in the next update, making it significantly easier to transmit instantly both edges of the signal.
The Far Lands, a glitchy area players could see if they go far (really far) enough in one direction of the map. The Far Lands was named this by the fans and became popular. Even Notch liked the idea of finding a buggy area that had blocks and terrain spawn with weird results, so he decided to leave the bug in on purpose for players to find. Sadly, this glitch was accidentally fixed in the Beta 1.8 update when the coding for terrain generation was updated.
Endermen can be seen as this applied to Herobrine (see Urban Legend of Zelda below) - like Herobrine, they have glowing eyes, shuffle around blocks to make strange and unnatural formations, and aren't really aggressive by default but don't take kindly to being watched.
Every single patch since around Beta 1.7.3 except 1.1 has had "Removed Herobrine" in its patch notes.
Version 1.5 of the Xbox 360 Edition (aka TU12) includes in its tutorial world a hidden Tower of Pimps (four gold blocks stacked on top of a block of obsidian), a trophy made famous by the crew at Achievement Hunter.
Asteroids Monster: Slimes come in three sizes, which can withstand and dispense proportional amounts of damage. If you kill a larger slime, it will split into two to four slimes of the next size down. The smallest size slime will still chase you around but can't hurt you (unless it pushes you off a ledge or into lava). In the Nether, Magma Cubes are similar.
Atlantis Is Boring: This varies depending on the player, though generally leans more towards a straight example rather than an aversion. While it is possible to create an epic underwater base and ruins, for the most part it fits this trope perfectly, with only one unique mob and no ocean-exclusive blocks. Apparantly, Notch wants to fix this.
Automatic Crossbows: Minecraft, for most of the pre-release period, took this even further by having a fully-automatic longbow. If you had enough arrows stored up, you could just point at a horde of enemies, hold down the right mouse button, and mow them down like you're wielding an assault rifle. And as an added bonus, missed shots didn't waste arrows because they could (and still can) be gathered up and reused later. Beta 1.8 finally retooled the bow to behave more like a traditional video game longbow (i.e. hold the button in to pull back slowly, release to... well, release; damage and accuracy increases based on how far back the bowstring was drawn) but also do more damage if used properly.
Automaton Horses: Horses can pretty much gallop and jump indefinitely once saddled, only needing food if they take damage. This particularly stands out since the player himself has a hunger bar and loses stamina as he runs and jumps.
Autosave: The game uses a single save state that overwrites itself persistently and upon quitting.
Awesome, but Impractical: In Minecraft, there's nothing telling you what to do or how to do it. However, there are several types of building materials, crafts, and projects that by-and-large are not considered worth it considering how little use they are or how much effort they require.
Composite blocks made from ingots and/or gems (iron, gold, diamond, emeralds). On one hand, they're great for storage, turning nine items into one that you can easily convert back. On the other, it takes nine pieces to make a block, so in Survival you have to mine a massive amount of ore if you want to use them as building material. If you want to make a power pyramid for Beacons, you absolutely need these, 164 in total for full effectiveness. Did we mention you have to kill the Wither for a Nether Star (which itself requires finding 3 Wither Skulls) in order to make the Beacon in the first place?
Enchanted Golden Apples. They give five minutes of damage and fire resistance, plus minor health regeneration and hunger benefits. They require eight gold blocks to make. That's 72 ingots or 648 nuggets. This used to be the standard for Golden Apples, which healed all health, but the effect was changed to a five-second regeneration effect and the cost was reduced, while the enchanted version uses the old recipe.
Obsidian. It's the strongest block in the game that can still be mined and is explosion-proof. That's where the good ends. It can only be mined with a diamond pickaxe, which takes about ten seconds. Obsidian is only created when water runoff hits a lava source block, converting the latter into obsidian. Lava usually only appears far below the surface, forcing you to trek into hostile territory just to find some. Once down there, if you're lucky, you'll stumble upon a lava lake. You need to use water to convert that into obsidian, then try to mine it without the obsidian falling into the next lava layer (of which there tend to be at least three). This can be circumvented by dropping a water block behind you, creating an instant conversion process. Then, after you've strip-mined an entire lake, you'll have just enough for a tiny house (though more than enough for crafting), meaning larger projects will take several trips. On the plus side, once you have enough for building purposes, whatever you make will be almost indestructible, and the Nether has so much lava that you'll never run out, though it's annoying to collect. An alternative to mining it is to collect it in buckets and use other blocks to create molds (this is an extremely useful method of getting to the Nether without diamonds), but lava buckets don't stack so this takes a while. On top of all this, it's a rather ugly building material for most types of projects and on many multiplayer servers making something entirely out of obsidian is actually a bannable offense because of how hideous a bunch of all-black structures are, making it pointless if you were hoping to make your project griefer-proof this way.
Any type of brick block is impractical due to the smelting needed to make them (unless your pickaxe has the silk-touch enchantment), but red brick blocks (made of actual bricks) take the cake. Brick is smelted from clay, which is usually under a one-block layer of water, meaning you need to find lakes to find it. Each block drops four balls when mined, which must then be smelted into four bricks to form a red brick block. In other words, it takes four times the fuel to make red brick blocks than it does other similar blocks (except Nether Brick Blocks, which can be found naturally), and having Silk Touch doesn't let you get around it. Even then, its only benefit is appearance; it is functionally identical to other types in terms of resistance. Finally, version 1.6 added hardened clay, which is basically the same except that it's created from a clay block instead of clay balls, in a way similar to other materials; now there's no reason to make bricks when hardened clay is four times cheaper. Besides, hardened clay can be dyed, making it at least a good choice for decoration, whereas bricks can't. At least now Stone Bricks are more feasible due to being Craft-able from Smooth Stone and can be mined as-is with any Iron or better Pickaxe (no Silk Touch required).
Golden Armor and tools. The tools are the fastest in the game, gold armor can hold better enchantments than anything else, and they all look really cool, until Reality Ensues and we find out that Notch opted for the realistic structural density of gold, rather than the JRPG version, leaving you with what amounts to some "slightly tasteless evening wear." Gold tools create the best enchantments of any material and mine even faster than diamond, but they're even less durable than wood and can't mine any ore except coal and quartz.
The majority of contraptions involving excessive amounts of TNT. TNT falls under a similar problem. Endless fun for rigging up minefields, self-destruct systems, and even artillery cannons. Almost always requires great caution and planning to set up anything more complex than a basic pressure plate mine. In addition, restocking on TNT requires hunting down considerable numbers of creepers for the required gunpowder. And if that isn't enough, TNT remains one of the only artificial blocks Endermen can still pick up and place. For general use, TNT is good to destroy a wall or the like if you are mining, but the explosion radius is quite large and items caught in the center of the explosion are destroyed so if you are not careful, you can wind up destroying the rare diamonds or the even rarer emeralds.
Diamond hoes may be the single least practical item in the entire game regarding input cost to output reward, as hoes see very little use nor do they increase in anything except durability with different materials, and you rarely need to replace your regular stone hoe, if at all. But there's no better way to say "I'm so rich I use diamonds for mundane tasks" than to walk around carrying a Diamond Hoe.
Protection 4 diamond armor makes you pretty much invincible from everything from explosions to lava. However, the amount of diamonds it takes to make a full suit, as well as the amount of exp grinding required to enchant them all, and the fact that the armor will just break eventually, just makes them not really worth it. The exception to this is on PvP servers, where you need as much protection as you can to survive the onslaught of other players with their enchanted swords. The addition of the anvil and enchanted books does mitigate this to a degree, as well as the reduced levelling requirements for enchanting.
Heck, Diamond equipment in general isn't very practical. Diamond Pickaxes can mine only one more block than their Iron equivalents: Obsidian (which can be placed anywhere in the world without a pickaxe, as lava can be picked up with a bucked and cooled to make Obsidian). Diamond Axes and Shovels really only differ to their weaker counterparts in durability. A Diamond Sword doesn't deal much more damage than an Iron sword.
Horses outside of PvP matches. Sure, they look good both with or without armor, but donkeys and mules are just as fast, just as strong and can actually carry items. Given that outside of battle gaming, inventory is crucial throughout the entire game, and you hardly need to protect your rides from mobs, the horse takes second place to their long-eared brethren.
Any project in Survival mode that involves large amounts of lava permanently placed, especially one's home base. Yes, it looks awesome to have a skull fortress weeping lava-falls, but it's highly dangerous and one misstep can potentially kill you and melt all your valuable gear. Even if you build very carefully and never fall in by your own devices, you can still get knocked into it by hostile mobs (skeletons firing arrows, for example) and anything that compromises the integrity of your structure like Creeper explosions or Endermen removing just a single block can cause an escalating disaster. You can build fortifications and defenses to keep most mobs far away, but Endermen can teleport in whenever they please, even when you're not there to fend them off.
An Axe to Grind: The axe, though primarily a tool for chopping wood, can be used as a weapon. It deals more damage than a pickaxe or shovel, but less than a sword.
Bacon Addiction: Minecraft players sometimes refer to the pork chops as "bacon".
Badass: The player character. He fights some of the most formidable enemies a miner could deal with, including cave-ins with sand and gravel, Creepers and Spider Jockeys and everything else, and for what? Some minerals to expand his homebase and allow him to better protect it. Also, he can use obsidian to create a portal to The Nether, where has to deal with big falls, Ghasts that shoot fire, lava, Zombie Pigmen (if he provokes them), and the screams of the damned.
Wolves, when tamed. They follow you, sit when right-clicked, have cute little puppy-dog eyes, shake themselves dry when getting out of water, tilt their heads to the side and beg when you pull out food, and murder anything that you attack with melee. Except creepers.
Badass Normal: Steve? and Alex?. While their clothing and name suggest coming from some kind of civilization,they can swim up waterfalls, beat zombies to death with their bare hands, craft explosives, and survive without food or sleep indefinitely (in Easy and Normal modes). And that's not even half of it.
Bad with the Bone: Although entirely cosmetic and it gives no boost, you can hold a bone while punching enemies.
Bag of Sharing: Averted with ender chests. Each occurrence of those chests have the same inventory (for the same player). So two players opening the same chest see different inventories, but each player can open any of those chests anywhere to see the same inventory in all of them. This inventory is still safe, even if the very last chest is destroyed. Highly useful for servers where theft can be an issue.
Endermen have the ability to steal certain kinds of blocks. The variety was greater at one point, but 1.0 nerfed it to a small selection of naturally-occurring blocks. You also cannot recover the block even if you kill the Enderman that stole it, unless you wait until he puts it down somewhere.
Snapshot 12w43b introduced this trope to zombies, skeletons, and zombie pigmen. Any items that are dropped can be picked up by these mobs and used against you. This means any undead mob that kills you may walk away with your stuff if you don't get back there quickly. Alternatively, they will become an Improbable Weapon User like this zombie trying to beat you down with a door.◊
Barrier-Busting Blow: If the difficulty is set on Hard, wooden doors won't stop zombies, just slow them down. Iron doors will keep them out.
Bat out of Hell: Solidly averted by the bats, which are completely harmless and incapable of attacking the player.
Bat Scare: Lighting torches sometimes triggers this trope, but they're harmless outside of accidentally startling a more flinch-y player into falling off a steep drop or onto lava.
Battle Trophy: Wither skeletons have a rare chance to drop their skulls upon defeat. You can keep them as a decoration or even wear them or use them to summon the Bonus Boss, the Wither.
The Dragon Egg that appears after defeating the Ender Dragon certainly qualifies as a battle trophy. It pretty much has no other purpose in the game.
Beautiful Void: At least in single player Survival mode, until the introduction of villages with NPCs, although there's still an option to remove structures at world generation so you can play in an uninhabited world. Prior to that, the only sign of other intelligent life was two of the enemies, zombies and skeletons, which are both types of monsters that traditionally used to be people.
Behind the Black: Hostile mobs can seem to advance in an endless tide from a stretch of unlit cavern... until you light it up with a torch and reveal a dead end not even five blocks away.
Benevolent Architecture: Even though you can dig and build ladders, you don't really need them to climb the mountains. They're rather short and at least one of the sides will always be a slope climbable by mere jumping.
Berserk Button: Endermen are normally passive unless you look directly at them, which seems to make them fly into a murderous rage.
Big Bulky Bomb: The Creative mode lets you make some truly terrifying piles of TNT. Big enough to crash the game when set off if you have the patience.
Big Creepy-Crawlies: Spiders and silverfish. The latter may be the smallest mob in the game, but they're still huge compared to real-world bugs.
Big Electric Switch: One can be made. Where as buttons create a quick burst of electricity to a nearby object, and a pressure plate can be activated with any weight, a lever can be used to keep the electricity at a constant flow.
Bilingual Bonus: On the title screen, there is a random splash. One such splash reads "Bread is Pain", and pain means bread in French. Other splashes say hello to various countries in the local language.
Bizarrchitecture: The game allows players to build structures that fit into any category. Big Objects are common as megaprojects, while Unlikely Foundations (or No Foundations At All) are made possible by the fact that only a few blocks are affected by gravity. Place one block on top of another, then knock out the bottom block, and the first block will remain suspended in midair where you placed it.
Blackout Basement: Lighting is a vital game mechanic to pay attention to, as hostile mobs will generally spawn in areas with low or no light. Since a good chunk of gameplay involves going underground, players are advised to carry plenty of torches.
Blatant Lies: One of the title screen random splashes claims "Absolutely no memes!" Aside from the fact that Minecraft has spawned a good dozen memes, it does make its own fair share of references in other title splashes.
Golden armor may look pretty, but as Yahtzee found out, gold armor in terms of durability and longevity is barely better than leather armor.
Diamond weapons themselves are also a pretty good example, except they're much more durable.
Bling of War: You can go around sporting golden armor and swords in PvP, it's just not a great idea considering how many players will have better equipment. You're better off with Iron equipment if you don't have enough Diamonds to make a full set. The exception is Gold horse armor, which weirdly has better protection than Iron and has infinite durability, making it more practical.
Blob Monster: Slime enemies, which split into smaller ones if you hit them.
This varies between biomes. Pine trees in the cold biomes can grow quite large. The standard biomes other trees appear in can also grow to great size at random. It is not uncommon to see a grove of small trees around a much larger tree or two.
The jungle biomes generally invert this. The trees soar in them, forming a huge, high canopy.
Bonus Boss: To fight the Wither, you will have to gather up four blocks of soul sand and three Wither Skeleton skulls to construct it, both of which are found in the Nether. One of the paintings even shows you how to put it together.
Desert pyramids have treasure rooms with a pressure plate in the middle of it. If the plate is stepped onnote including by mobs which spawn inside the area due to its low light level, it triggers the TNT buried below and will blow you to hell, along with the loot. Jungle temples have tripwires that, when activated, makes dispensers nearby fire arrows at you.
The player can also create their own booby traps out of the various redstone devices to use against other players or mobs, from simple to very elaborate.
Bookcase Passage: One of the most popular inventions since the piston was added, and often new piston inventors' first creation.
Cobblestone. Not very fancy, but it's durable, incredibly common (all your stone automatically turns into it upon mining), and very important when it comes to crafting. As a building material, it's relatively durable. As a crafting material, it's abundant. Outside of massive super-projects, you'd be hard pressed to be at a loss as all the stone you mine turns into cobblestone. It's also one of the materials (all derived from wood, water, plants, and monsters) that can never run out as you can always create more through a combination of lava and water. This same property also allows you to construct simplistic shelters out of basically nothing so long as you have at least one bucket. Even better, it can be smelted into much nicer-looking stone blocks. Once you're sick of having boatloads of the stuff around, just make more tools out of them, players practically guzzle pickaxes when mining and you'll always get the Cobblestone back that you spend on the Stone tools if you don't manage to find any Iron.
In general, literal farming of crops and livestock. Farming isn't the most exciting thing to do in Minecraft (as opposed to going around slaughtering pigs and cows), but with a reasonably-sized, well-lit, and hydrated farm, you can easily produce enough wheat to constantly feed yourself with bread, at a fast enough rate that you'll never starve to death again (unless you by chance allow Creepers or Endermen to wreck your farm). It takes a while to set up and longer to get going (and routinely harvesting/replanting isn't the most exciting thing to do), but necessary to keep a reliable source of food going since mobs with edible meat spawn very slowly. Having a good population of farm animals has other benefits too, including leather for books (to enchant) and feathers for arrows. Breeding animals then slaughtering them is also an efficient way to figuratively farm for EXP to enchant anything.
Blocks of dirt. You can't craft it into anything, but it's vital to farming of any kind. It is also excellent for temporary platforms, since you'll never run out of it, and can be used for makeshift barricades if necessary. It can even serve as housing at the start of the game, until you've gathered the necessary supplies to build something more sturdy.
Water is as plain as it can get. It may slow you down and you can drown in it, but when combined with the humble bucket it is your absolute best friend. It puts out fires, solidifies lava, provides irrigation for farming, can be turned into a makeshift elevator to break your fall off a cliff, allow infinite food via fishing, or be used as a trap. Water can also be used as an elevator by swimming up waterfalls.
Light sources. Light not only lets you see, but prevents monsters from spawning at certain light levels. It's also crucial to accelerated plant growth.
Composite blocks, as long as you're not using them for anything, are great for storing large amounts of items. One block is composed of nine individual items (in most cases), letting you store nine times as much of it. This is especially true of redstone and coal (but not charcoal, due to technical issues); both substances are one of the most abundant products of mining short of cobblestone and dirt. They even have fringe benefits on top of being easy storage. A redstone block acts as a power source, and a coal block actually lasts longer as fuel than the coal used to make it.
"Getting wood" is a meme for a reason, everyone. Wood is by far one of the handiest materials in Minecraft, serving as construction material, tool-crafting material, and fuel. And it's renewable, since the foliage of the trees you punch for wood contains saplings you can replant for more trees.
Iron. Although many players look for Diamonds, which are much better than Iron in terms of strength and durability, Iron is used to make more items than Diamond, and it's found almost anywhere. It's also one of two minerals that are renewable without use of Villager Trading(the other being charcoal, but charcoal technically isn't a mineral), being found off of Zombies (the drop rate is terrible, however).
Boss Room: Arguably the End, which is essentially one giant arena to fight the Ender Dragon.
Bottomless Pit: The Void. In the Overworld and Nether, it's blocked off by indestructible bedrock, but "indestructible" doesn't mean anything to a player in Creative mode. The End, being a series of floating islands, has a bit more of it to deal with.
Bottomless Magazines: A bow with the "Infinity" enchantment doesn't actually use up any arrows in your inventory. You still need at least one arrow in your inventory to fire the bow, though. Also, the bow is limited by durability, but that's still the equivalent of six full stacks of arrows—which you can further extend through repairs at an anvil.
Bow and Sword, in Accord: Players who elect to wield a bow alongside their trusty sword. Early on in Survival an effective way to conserve both durability and arrow count is to shoot mobs once then swing at them when they approach, though this still works even past the stage where one is very strained for resources.
Once you go through all the trouble of farming Endermen for their pearls, farming Blazes to get blaze powder to convert those pearls into Eyes of Ender, using said eyes to find an End Portal (which you then must activate with up to 12 eyes), and defeating the Ender Dragon in The End, you're rewarded with... a dragon egg. It literally does nothing, and is annoying to even collect because it teleports if you try to touch it. But hey, at least you can say you got it.
Similarly, a Beacon requires a Nether Star from killing the Wither (which itself requires quite a bit of Wither Skeleton farming) and many, many mineral blocks to achieve an appreciable effect. As awesome as the boosts and the Pillar of Light are, the effort needed to make a beacon pyramid just shows how little you needed one in the first place.
Breakable Weapons: All weapons, tools and armor have a fixed number of uses before breaking. Bows are somewhat unique in that they lose durability when fired, but not when used to club things over the head; unfortunately, they are no more effective in this manner than fistsnote unless you combine it with a Sharpness enchanted book at an anvil, though it doesn't make it much better than a wooden/stone sword with no blocking capabilities.
Breaking the Fourth Wall: The ending directly addresses the player. The End Poem you get after defeating the Ender Dragon, in which Creators says to player, that he had reached the final goal, and now can also do something useful in the real world.
Bubblegloop Swamp: One of the biomes. It has flat terrain and shallow pools of water containing lily pads able to support your weight. Edible mushrooms are more common here, and trees are overgrown with vines hanging to the ground. The water was originally very dark, but this was changed after players complained that it was too ugly. It also features an abundance of slimes.
The Xbox 360 version introduces an additional attack for the Dragon, Ender's Acid.
Call to Agriculture: There are all kinds of flora and fauna you can farm, including wheat, carrots, potatoes, pumpkins, watermelon, cocoa, sugar cane, mushrooms, trees, chickens, cows, pigs, sheep and so on. In fact, unless you want to spend half your time fishing, establishing farms to grow wheat and livestock is essential for a reliable food supply, since animals don't respawn in large numbers, so hunting and gathering will prove inadequate before long. Even after you've accumulated enough food to last you for the rest of your playtime (or more), farms are still great sources for Villager trading fodder, as they buy most foodstuffs for Emeralds.
Cap: The majority of items/blocks have a maximum stack of 64. A few have a maximum stack of 16, and before the release of Beta 1.8, food had a max stack of 1. This is slightly different than most examples, as instead of being a maximum holding capacity for a particular item, you can carry as many stacks of the item as will fit into your inventory.
Captain Colorbeard: There's a fan-made custom map titled "The Treasure of Captain Rainbowbeard".
Cats Are Superior: Creepers are the bane of any player's existence. But Creepers know better than to mess with cats.
Cats Hate Water: Zig-zagged: The adult cats decide to swim along with you when you swim and don't avoid water when you are standing and water is near. The ocelots in the game don't swim in water like the cows, sheep, chickens, pigs, wolves, dogs, and spiders would though.
Chandler's Law: Stay too long in one place in the newest version on Hard difficulty and more monsters, with better armor and potion effects, will spawn at night.
Charged Attack: A game mechanic for the bow, introduced in the Beta 1.8 update. The longer the bow is charged, the more damage the arrow does and it will fly faster and farther.
Chekhov's Gun: One of the decorative paintings in-game shows a 4-block T of Soul Sand with a Wither Skeleton Skull on each of the three top blocks. This is the formation that spawns the Wither boss, whose exclusive drop is crucial to crafting a beacon.
Chest Monster: Silverfish start out as a special type of stone block that mines curiously fast if you don't have a pick, and if attacked will summon their brethren to come out of hiding automatically. Once they start spawning, the best strategy is to just get the hell out of Dodge and wait for them to go into the surrounding blocks, which when mined will start the whole thing over again. With some updates, players have the ability to place these types of wall masters in creative mode wherever they please, which is most likely for people creating custom maps with traps. In survival mode, if you mine these special blocks with the silk touch ability in your pickaxe, you can harvest the booby trapped block and place them anywhere else as traps for your friends. The item is even called "Monster Egg" in the inventory.
City of Canals: This is currently the only way to build a city with streets that can be driven on freely without using mods.
Combat by Champion: Markus Persson, creator of Minecraft, combined this with Trial by Combat when he proposed to settle a copyright dispute between his own company Mojang and rival company Bethesda... by means of a Quake match between each company's three best players. Alas, Bethesda rejected.
Combat Pragmatist: Everyone on an "every man for himself" Survival multiplayer server. At the minimum everyone has their home base very well protected or just puts up a decoy base while their real one is hidden somewhere. On particularly ruthless servers, expect people to use every dirty trick in the book: TNT landmines, lava traps, trap doors of death, hidden walls of Dispensers, and so on. Ever see a Chest or conspicuous vein of ore that no one seems to be touching? Odds are it's booby-trapped.
Apples used to be incredibly rare. Rarer than diamonds. Apples were so rare that, without hacking or using mods to get apples, the only legit way to get an Apple was to kill Notch if playing with him on a server. It wasn't until the 1.8 patch that added strongholds with chests that have a chance of carrying an Apple or more. Since the full game was released, apples fall out of trees when you cut them down or destroy the leaves, but they only have a 1/125 chance of falling from any given leaf block.
So are leather saddles (which you can't craft from leather found commonplace).
Clay was also rather rare in the earlier days of the game, only available on coastal areas. Make a boat and get to searchin'!
As a matter of fact, Clay was a strange example of this, as it was rarer than diamonds, but easier to find: decent amounts were grouped near water, but only near water. Diamond is just really really deep and spread out. The addition of biomes such as the Swamp (which has clay lining many of its marshes) and Mesas (made almost entirely of multicolored clay) makes clay much more common.
Cookies were this for a long time, to the point that they became a sort of trophy. This changed once cocoa beans became farmable and could be easily found in jungle biomes, instead of just in dungeon chests.
As mentioned in the Yahtzee quote, making a cake is a highly elaborate process: you must build a furnace and a stone or better pickaxe, find nine iron ore, smelt them into nine iron ingots, make three buckets, milk cows, grow or find wheat, gather sugar cane and make it into sugar, and find an egg laid by a chicken, then put them all together. That said, once you get to the point that you can produce one cake, it becomes fairly easy to make more.
Carrots and potatoes are also pretty hard to get ahold of: you can only find them growing in NPC villages (which themselves are rather rare) or as a Rare Drop from zombies.
Name Tags, the only legit way to give any mob a unique name outside of creative mode, can only be found inside chests located within a dungeon.
Pumpkins can be this on the Xbox 360 version of the game, since it's a finite space rather than the PC's nigh-unlimited world. If a cluster of pumpkins—usually around four or five at best—spawns, you will have to search far and wide to locate them. They end up being more rare than diamond ore. And even in the PC game, wild pumpkins can sometimes be hard to come by.
The Computer Is a Cheating Bastard: Skeletons will spin and shoot you with pin-point accuracy and a reaction time no human could ever achieve. Particularly obvious with the Beta 1.8 update, which introduced bow pull-back. The longer you hold the bow back, the more powerful the shot. Your movement speed is also slowed to a crawl when you pull it back. Unfortunately, skeletons seem to be immune to this.
Even if a monster isn't looking at you, it'll still lock-on to you if you get close enough.
Continuing Is Painful: When you die, you'll drop all the items you're carrying, and all but six levels worth of your experience points are Lost Forever. This penalty can be softened by having fewer than six levels of EXP, causing you to lose only half of them, and if you can find the place where you died, you can run back and retrieve all your stuff. If you happened to die by falling in lava though, kiss all your items goodbye! Also, zombies can loot your belongings, so don't be surprised if you encounter a zombie dressed like you that you'll need to kill to get your armor and sword back.
Taken Up to Eleven with Hardcore mode. Fall into lava? Had a super-fortress, farm, and several sets of diamond equipment? Yeah, you're going to have to re-make all of that from scratch if you want to continue (and no one's blaming you if you don't).
Not only can you cross lava pools with nothing more than a bridge you made of gravel or sand, you can scoop it up with a bucket and carry it around with you, even though the bucket would melt if you tossed it into the lava.
You can stop the flow of lava with blocks of snow. It doesn't even melt!
Wood and other flammable blocks do catch fire up to three blocks away from lava. Players and enemies are still unaffected unless they touch the lava, however.
Conveyor Belt-O-Doom: A natural variant can form when flowing water goes into a lava pool. It's an especially frustrating way to die since your dropped items get washed into the lava too.
Player-built mob grinders usually have one to get the monsters to the killing mechanism.
Cool, but Inefficient: Because of how open-world Minecraft is, players are free to build whatever they please however they please. However, some projects or items are inefficient given the amount of resources put into them or exist solely to look cool. For instance, it's possible to make a Rube Goldberg Device out of redstone tinkering to do something like move items from one chest to an adjacent chest for the hell of it when a single Hopper would do the same job (or just manually moving them).
Gold anything. As in real life, gold is treated as a soft malleable metal meaning that, at best, things made from gold were no better than the wood versions. Gold was really only useful for decoration and making watches, though presently they can mine through certain materials faster than even diamond... except they're just as fragile as they always were.
Golden booster tracks were introduced to defy this, but they didn't work until a glitch exploit that allowed for even faster boosting was removed. The removal of the bug, incidentally, was the other reason booster tracks were added.
Throwable negative effect potions. Unless you're trying to cure a zombie villager (itself a difficult task which may fall under this trope), there's nothing they can do to monsters that whacking them with a sword can't accomplish just as easily. Splash potions can, however, be more effective in multiplayer PvP, though ineffective at sword-swinging range (unless you don't mind hitting yourself too) and can cause problems if your allies are in the splash radius too...
Anvil traps. There are a lot of traps made possible by redstone circuitry, but anvils need to be dropped at least nine meters to be lethal, and they have to land directly on their target, making them inferior to lava traps, TNT traps, and long drop traps. Making it worse is that, to prevent a duplication bug, they can't be moved by pistons — to drop them, you need to use a sticky piston to pull out the block underneath them. If you manage to pull it off anyway, though, it is just as hilarious as in the cartoons.
They are made a bit more practical with traps utilizing deep holes and dispensers, though.
TNT Cannons. It's loads of fun to lob explode-y death at your enemies, from a few pieces of TNT to dozens of blocks of it (if particularly ambitious) but they require the target(s) to be standing right in the blast zone to be of use, since they're immobile, and people are going to avoid the blast zone and/or work to dismantle your cannons when they realize you have them. Even the basic ones take time to build, so building one in the open is vulnerable to outside interference as destroying even a single block can render it useless. Thus, it's not too feasible to build these out in the open as an anti-fortification weapon (if you're very unlucky a flaming arrow or Fire Charge thrown your way could set the TNT off early). Pulling it off successfully can be Difficult but Awesome though.
Beacon Pyramids. They look pretty darn cool (especially with the Pillar of Light) and provide some useful boosts, including movement speed, mining speed, and health regeneration. That said, these bonuses only apply within a somewhat small radius; getting the maximum 50 blocks of effect area requires a whopping 164 mineral blocks (1476 ingots and/or gems) plus a Beacon, requiring that you kill enough Wither Skeletons to get 3 skulls and defeat the Wither for its Nether Star (so by making a pyramid you basically prove you didn't need one to begin with). You could have one as a power nexus at the center of your base, though having that much Iron/Gold/Emerald/Diamond in one place just screams "please steal me" to bandit players in multiplayer, making it a liability unless very well protected.
Cool Gate: With Obsidian, you can make yourself your very own Portal Network, assuming of course you don't mind literally walking through Hell every time you use it.
Cool Horse: The 1.6 update (starting with snapshot 13w16a) added horses and donkeys to the game. First you have to tame them by riding them without a saddle (feeding them certain items will speed this up) until they stop tossing you off, after which they can be saddled. A saddled horse is about as fast as a saddled pig led by carrot, with the added bonus that you can armor the horse to give it extra protection. Horses can jump, too, and you can even use weapons while riding them. Donkeys are similar, but can be given a chest for mobile storage and the two types can be bred to make mules. Like sheep, they come in various colors and breeds.
Couch Gag: The splash text in the title screen is randomly selected from among 320. Every time you open Minecraft, a different phrase is across the title. Though between the first Beta release and Beta 1.2_01, all it said was "Finally Beta" as well as "Merry Xmas!" and "Happy New Year!" for those holidays. It also wishes Notch a happy birthday.
Counterattack: The Thorns enchantment allows you to send some damage you take from mobs and other players back at them, but at the cost of your armor wearing down faster.
Crapsaccharine World: The Overworld is a lovely place filled with friendly animals, beautiful natural wonders, and peaceful villages populated with simple agrarian people... who are forced to cower in terror in their homes every single night, desperately hoping that the endless hordes of undead horrors won't break down their doors and eat them and their families. If the village is extremely lucky, their resident Iron Golem may, half the time, check the zombie threat of a given night before half the population is wiped out. Their only hope of salvation, really, is the demigod-like Steve? (or Alex?), should they decide it's worth their trouble to fortify the village into a well-lit, walled, safe haven. Unfortunately, they are probably just as likely to steal everything in sight save the buildings themselves. note though if they are in the early game, they may just decide to steal those, too.
Crapsack World: Just about every humanoid thing is out to kill you along with every humanoid thing that isn't you that doesn't want to kill you. The only peaceful people live in constant fear of a zombie attack and the player themselves can never outright exterminate the plague of undead.
Crazy-Prepared: Any player with a sufficiently comperehensive inventory is this. It helps that essential items have many uses each, though the exceptionally prepared will carry around the materials to build a small, secure base while exploring just in case.
Creator Cameo: Naming a mob either "Grumm" or "Dinnerbone" flips it upside-down. Naming a sheep jeb_ makes it rainbowy.
Creepily Long Arms: Endermen were partly inspired by the Slenderman mythos, and thus also have very long arms.
Critical Encumbrance Failure: Averted. You can't carry more items once your 36 inventory slots are full, but you'll never slow down or stop moving because of it.
Critical Existence Failure: The game essentially plays this straight. Your character can fall many meters to the point where your legs would be shattered and you're fine, but a single punch and you die. The same goes for mobs, even the bosses. The Wither plays a variation of this; when it gets to half of its health, it's immune to ranged weaponry.
Critical Hit: In a melee attack, your normal damage can be buffed by up to 50% if you attack them while you're falling.
The Croc Is Ticking: All the monsters make their own distinct noises that warn you when they're near. Of all monster noises, though, the most dreaded is the Creeper's hiss. This is because Creepers don't hiss (or make ANY noise, for that matter) until they're right next to you, and they only hiss for a second and a half before they explode. note Not a snake's hiss, by the way. It's actually the sound of the Creeper's fuse burning. So when you hear a Creeper's hiss, you usually only have time to think "Oh Crap" before the Creeper detonates and kills or severely injures you.
Crouch and Prone: The game has a "sneak" function, which prevents the player from falling off the edges of blocks, stops you from sliding back down ladders and vines, and won't trample crops down (so you can get that damn pig off your lawn). In multiplayer it also prevents other players from seeing your name through walls. It used to make your character crouch slightly, but this was purely cosmetic as it has no effect on your hitbox or low-doorway clearance.
Cute Kitten: The game has kittens made of blocks and they are still adorable. They are also one of the game's only defenses against the kamikaze creepers which won't go within 16 metres of one.
Cutting the Knot: Jungle temples have a three-switch puzzle that needs to be solved in order to open a secret room containing potential treasure... or the player can just knock a few cobblestone blocks off the wall, reach in, and grab the goods while ignoring the puzzle entirely.
The game actually seems to encourage this; doing so rewards you with one of the rarest blocks in the game, which only spawns in jungle temples at a rate of 3 per temple.
Falling into the Void at the bottom of the map is a one-way trip to a place of the game where items and entities cannot logically exist, and the player takes damage continuously.
A glitch in the potion that allowed you to walk in lava made it so that you would still build up falling damage while swimming in it, meaning that a player that was in it for more than a couple seconds would either burn up once the potion's effect was gone, or die instantly as soon as he touched a flat surface.
Being surrounded on all sides by Bedrock at least two blocks tall, with no blocks to use as steps, leaves no other choice but to spend all your energy until you starve to death.
Being stuck on a tiny deserted island with no access to wood or food usually means either a quick death in ten minutes from the enemies that spawn during the night, a significantly slower death from starvation, or taking your chances by swimming across the open ocean where, if you don't find land that can actually support you, you run the risk of drowning or (again) starving.
Expect this if you Aggro a Zombie Pigman, also recent updates now allow for Zombies to call for backup if they are injured.
This is very likely to happen if you're being attacked by a Skeleton while in a large body of water without a ranged attack of any sort. Their arrows prevents you from approaching it since you can't swim the distance of their arrow's knockback between attacks.
Do not try to play Minecraft after playing the similar yet 2D Terraria. In Terraria, you use the left mouse button to place items. In Minecraft, this is used to attack things. You will also get into the habit of pressing Esc to open your inventory. A lot.
Even worse; in Minecraft, opening a chest and then shift-clicking an item or stack in your inventory will place that item/stack in the chest. The same action is used in Terraria to PERMANENTLY DELETE items.
The default buttons for walking and 'toss whatever is in your hand' button are right next to each other. It is normally a simple inconvenience — until you accidentally throw your diamond pick into lava. It also happens to be the same button that is commonly "Previously selected weapon" in a great deal of PC first-person shooters. Fortunately, you can change the Drop button to something harder to reach, but most people don't bother until after it's already caused a big enough problem.
Just try going back and forth between Minecraft and any game that requires multiple presses of the attack button in order to perform multiple attacks. Neither will end well. At least, not if you want to actually collect wood.
Going the other way, holding the shift key lets you sneak. This reduces your speed, makes enemies less likely to notice you, and most importantly, allows you to walk right up to the edge of a cliff without falling off. It's not uncommon for someone who plays a lot of Minecraft to eventually take this for granted and subsequently fall to their death in some other game where sneaking/crouching lacks that functionality.
Similarly, crouch-jumping in Minecraft will only cause the player to fall miserably short of his target (often causing him to plummet to his demise) instead of allowing him to jump higher/farther.
Sprinting movement in other FPS games is completely swapped in Minecraft. The shift key, usually used for sprinting, is used for sneaking around in Minecraft. Additionally, players usually would have to double tap the W key in order to make small adjustments with ordinary player movement... guess what double tapping forward does in Minecraft?
Many multiplayer servers have commands you can use to teleport, which are often used to warp away from trouble. Have fun going back to an unmodded single player world and trying to type /home when you're being mobbed by Creepers.
Dare to Be Badass: A strange example of this is Minecraft's ending, in which the apparent creators of the Minecraft universe praise your accomplishments in the "dream" of the game, and command you to do it again, in the real world this time.
Dark Is Evil: Enemies spawn in any dark areas (whereas non-enemy animals spawn on grass in the light).
Daylight Horror: Most enemies spawn in darkness and burn in direct sunlight, with the exception of two mobs. The first is the giant spider, which becomes passive and stops attacking the player without provocation after the sun comes up. The second exception, The Creeper, is an Action Bomb which combines several annoying traits. Its body is mottled green, so it blends in rather well with trees. It's completely silent except for a hissing sound it makes right next to you moments before detonating. Its AI is advanced enough that it can ambush the player, hiding in alcoves or around corners waiting to catch you by surprise. And most importantly for this trope, sunlight neither harms nor pacifies creepers, so when you leave your shelter in the morning, they'll be waiting for you.
Dead Character Walking: Mobs have a glitch where if you kill them, and exit quickly and on return they will be alive and moving around in whatever position in dying animation they were in when you exited.
Deadly Dodging: The only way to get a record for the record player (other than being really lucky with dungeon chests) is to get a skeleton to kill a creeper with its arrow.
On Hard difficulty and now on Normal, mobs will take fall damage if it means reaching you. Creepers can also explode immediately upon falling next to you, a literal "dive bomb".
Being on the wrong end of a cave-in, or accidentally flooding a corridor with water (or lava) can result in this for the unlucky player.
An update made lava in the nether flow a lot faster than it does in the overworld, which means if you got lava falling on your head, you have very little time to react, as this poor guy found out.
An update added anvils. Which can be dropped on enemies. Ouch.
Some players make deathtraps for other players involving TNT. However, since lit TNT has a time delay and makes a distinctive hissing noise before exploding, certain trap designs drops the TNT from high above so that by the time the player becomes aware of the explosive it will already be too late to run.
Death Mountain: Can crop up anywhere, but especially common in Extreme Hills biomes. Usually several blocks tall, with sheer cliffs or precipitous overhangs. The EXTREME biome setting cranks the trope Up to Eleven where the mountains go beyond the clouds and they even have snow past a certain height.
Death of a Thousand Cuts: It's completely possible to take down the Ender Dragon (200 HP) with snowballs (1 damage each).
Death Trap: The game has tons of these, such as bomb-ridden rooms, arrow shooters, pitfalls, drowning traps, one-way doors...
Death World: Similarly, Minecraft can easily be regarded as a Death World. Sure it's pixelated and only domesticated farm animals seem to be the most of your troubles at first, but once the Sun sets or you start exploring you realize this seemingly serene world is trying to kill you in every way possible. The terrain is littered with random cliffs, deep drops and pits of lava one could easily kill themselves in and random forest fires happen a lot. At night armies of undead zombies and skeleton archers along with kamikaze creepers and gigantic spiders will track you like heat-seeking missiles if they see you while the almost 3 metre tall Endermen will wipe the floor with any unprepared player does as much as glance at them. Meanwhile booby trapped ruins experiment with different ways to creatively end you; from housing nests of huge poisonous spiders to being able to blow you and all the treasure to bits or having tripwires primed to shoot any trespassers. Even seemingly "safe" mobs like the wolf will descend upon you in packs if you hurt any even by accident. It even has the Nether; its version of Hell, home to its own collection of death-toting enemies from huge fire-shooting Eldritch Horrors to 2.5 metre tall sword-welding skeletons that will cause you to literally wither away. At least with a Hell you'd think there would be a Heaven right? WRONG. It's just another Hell, where bottom void surrounds the one tiny island and Endermen are everywhere; if that's not enough there's also an almighty dragon that kills anyone on the island.
And if you are playing on a server, sometimes other players will be yet another thing you have to avoid if people are after you for your blood and gear.
Development Gag: One of the most iconic enemies, the Creeper, was originally meant to be a model for a pig. However, the model was botched but to date, it is kept in the game as aforementioned Creeper.
Diagonal Speed Boost: Minecarts travel diagonally over curved rails. If you place rails on two adjacent diagonals, you get a zig-zagged track, which you can travel over as if it were a straight diagonal. This results in a speed boost.
Did You Just Punch Out Cthulhu?: Any player that manages to fight and kill the Ender Dragon or The Wither. To a lesser extent, the first time a new player manages to slay an Endermen without dying (especially if they were terrorized by them earlier in the game).
Die, Chair! Die!: The game is a peculiar example of this. Apart from the usual mining and gathering chores that require "destroying" (i.e. hitting a block with your fist or tools until it breaks), every block or placeable item, except for Bedrock, which is indestructible, has to be destroyed and re-picked up as resource if you wish to carry it.
Diegetic Interface: You have to craft your maps, and they only update if you're holding them.
Difficult but Awesome: Redstone mechanisms. Building anything much more complicated than a light switch requires understanding of logic gates, BUD switches, monostable circuits, etc. All of this information can be looked up on wikis and YouTube, but applying that information to build and debug your own mechanisms can be extremely challenging. It's also incredibly rewarding when you show off your automated farm, smelter, mob trap, or TNT cannon.
Though Mojang's stance on piracy has changed since the new launcher for the game now checks to see whether or not you are a legit user.
Disadvantageous Disintegration: Traps that blow up, set fire to or bring cacti into uncomfortably close contact with enemies, while fun, will also generally destroy whatever items they drop. Weapons enchanted with Fire Aspect or Flame also run the risk of disintegrating whatever loot that the mob dropped (the exception being raw meat, which it just cooks).
Disappears into Light: The Enderdragon's death animation. It's repeatedly skewered by beams of light and eventually it completely dissolves into nothingness.
Finding a NPC village also counts, as you get a safe place, a source of food and a way to get rare items all in one.
Disney Villain Death: It is quite possible to knock mobs, or other players, off cliffs to their deaths. It is also common to make traps to invoke this trope.
Dont Go Into The Woods: At least not for the first few nights. Wandering around an unlit forest at night can be one of the most dangerous things for a player starting out, given how many blind spots there are for monster ambushes. Even worse, a Creeper could be lurking behind every tree...
Don't Like, Don't Read: Happens on the forums all the time. Generally, it follows a pretty recognizable pattern: First, someone will complain about a play style or technique they don't like and demand that Notch overhaul the game mechanics so that said play style no longer worksnote No Rule of Cautious Editing Judgement here; they almost always demand that Notch actually change things to their liking. Then, some people who either use that play style, or have realistic expectations about the amount of attention Notch is paying people who are complaining about how people arrange dirt, come along and invoke this trope, pointing out that in singleplayer games, it's not actually affecting other people, and in multiplayer servers, it's considered bad form to destroy other peoples' creations, so the best they can suggest is finding/creating a server where those playstyles are houseruled out. Sometimes it stops there, but if the original poster and their supporters are feeling ornery, they'll come back and invoke this trope right back, claiming that if you don't agree with the OP, you don't have any place contributing to the circlejerk discussion.
Don't Look at Me!: Looking directly at one of the Endermen (as in, moving the reticule in the center of the screen over them) causes them to freeze and turn to face you. The moment you look away, they attack, moving very fast and teleporting if necessary to close the distance. They also make a creepy growl/scream sound.
The game has the normal world and the Nether, accessible through obsidian portals when lit on fire. (This is creates an inconvenience in SMP - survival mode multi-player - where having two maps hosted on the same server can be a major memory strain.) The Nether is smaller than the normal world, ten meters in the Nether is eighty meters outside. This makes it convenient for fast travel, assuming you can travel safely.
As of full release, Minecraft has a third world, called "The End". It's a floating landmass, full of Endermen and one of the game's bosses. To get there, you need to fix an enderportal, found in a Stronghold (found in the main world), with items obtained in the Nether.
The bottom z level of every Classic mode map is nothing but lava. In the full game, every map has a rough layer of unbreakable bedrock (which can be revealed in Classic with water); if you somehow get past that, you'll find an endless void that quickly kills you.
In Alpha 1.2.0, the rules changed so the deeper you dug, the more light you needed to prevent enemies from spawning, until eventually they could spawn even in direct sunlight. However, Notch reverted it back to the old light rules in 1.2.1, saying it was too annoying and he'd have to come up with a better way to carry out this trope.
There has been discussion about the addition of megabeasts, sea monsters, and prefix mobs which may make this trope a greater reality.
It has always been possible, using external editing tools, to remove the bedrock layer of the map and literally fall out of the bottom of the world, but the Adventure Update made it both easier and significantly creepier. Easier in that Creative Mode allows you to destroy any block with a single hit, up to and including the otherwise-indestructible bedrock. Creepier in that The Void is now a pitch-black... well... void, glittering with the same particle effects used for the Endermen. And it kills you. (For comparison, the pre-1.8 void still killed you, but it was at least the color of the sky.)
As of Beta 1.8, the immediate area above bedrock level has a peculiar fog that precludes seeing much beyond twenty meters, so bedrock-level branchmines and caverns are rather difficult to navigate, with the reduced viewing radius, and the reduced viewing distance might hide hostile mobs... Placing more torches doesn't seem to help, either. The "fog" effect slowly fades the farther you get from the bedrock layer, and once you get above y-30, the effect goes away completely. The fog effect also does not apply when a player is standing in sunlight.
The "don't dig straight down" applies doubly in the Nether, where the geography doesn't even try to make sense. It's possible to dig down in one spot and have a 10+ block buffer of Netherrack then have the next spot lead straight into the endless sea of lava below after mining just one block. Beware!
The most extreme example is the Human mob. Back in mid-beta this monster could be accessed by modifying your world with M Cedit or other third party editors, but it never spawned in your world naturally like a cow or skeleton would. In appearance, it was exactly the same as the default player model and skin. This made people think of a likeness to the mythical Herobrine. The mob was also hostile and quite dangerous; if you managed to make it exist at all. Liquids did not affect this mob and they had a strange AI. Eventually the mob was removed from the game entirely and is still having pieces of its code being taken out. When this happens, the changelogs joke about it saying they "Removed Herobrine"◊.
Strangely enough, these were actually the first mob ever added to the game. They can be seen running around in circles in very old versions of Minecraft.
The game had several items that were present in the game during alpha and beta and it took years for most of the items to have any purpose. Over the course of development and the various betas, lots of items appeared in the game before they had a function, such as milk, eggs, fishing rods, slimeballs, bookshelves, and dragon eggs. More traditionally, sponge blocks and chain armor are in the game files but there was no way to acquire them in Survival mode until patch 1.3 introduced NPC vendors. The most well known dummied out item is the quiver, which probably would have allowed the player to hold more arrows than normal, but even to this day, the item is never used and still exists in the game's files.
The Ender Dragon and the Wither were implemented into the game before they had any purpose. The Ender Dragon appeared in the 1.9 beta, but it could not be spawned at all unless you used a mod to do it for you. Likewise, the Wither was planned for version 1.4 and was going to be in one of the test versions for players to try out, but the developers had to dummy out the mob since spawning him would crash the game. The next test version of version 1.4 rectified it.
The game also had several status effects implemented once potions were introduced, but many of them went unused and buried in the game's code. Apart from the status effects available through potions or golden apples, several status effects are present in the game's coding, but there's no actual way to use them other than through console commands or with modding. Effects include nausea (Camera Screw via wobbling/distortion), haste (break blocks faster), mining fatigue (break blocks slower), jump boost (higher jumps), health boost (increases maximum health), saturation (replenishes the hunger meter) and blindness (reduced visibility and prevents sprinting and critical hits). Haste and jump boost are actually possible to get with a beacon, eating a pufferfish gives you nausea (along with hunger and poison), and the nausea and blindness effects (to an extent) are implemented as well with the Nether Portal effect and fog effect, respectively. Several of the unused effects were eventually put back into place, but a few others still remain dummied out without mods.
Dungeon Bypass: Since bedrock is the only thing in this game you can't mine, there's nothing stopping you from tunneling through the walls of basically any structure to get to where you want to go. Strongholds have Silverfish hidden in the walls which will punish you for trying this, but in all likelihood this is how you will ''find' said Stronghold in the first place, since the only reliable way to locate them is to search above ground then dig down.
The reason that Adventure mode severely limits the blocks that adventurers can destroy, so people can build elaborate dungeons or labyrinths and not have to worry about people just tunneling under them.
Dynamic Difficulty: A feature introduced with 1.6 is escalating difficulty in a region the more time the player spends there. Spend enough time at your home base and start expecting Zombies and Skeletons to come better equipped, escalating to even Enchanted Gold gear!
Dynamic Loading: The game has Dynamic Loading and Dynamic Map Generation: Parts of the world literally don't exist until the player gets close enough. And only the chunks near the player are being simulated. This can cause Dynamic Loading Failures if the player uses means of travel faster than walking like teleporting or full-speed minecarts. The world itself usually loads up in time, but animals and enemies take some time to spawn.
Entire guides have been written on how to survive the first full day, and what you should set about doing immediately. For the uninitiated, this is because the game starts you with nothing. No weapons, no tools, no food, and no real idea or explanation of how to get them. Just you, dumped into a random landscape, with ten minutes before nightfall, when the monsters appear. In that time you need to prepare some form of defense, even if it's just a basic shelter. The game gets much easier once you have a shelter, some cobble weapons (at least), and have learnt a few ways to craft all the stuff you'll need to survive against the enemies.
This has been mitigated somewhat. Somewhat. The game now has a loose tutorial in the form of achievements. Although they are more like waypoints. You can check achievements at any points and they will generally point you to the next level, such as, from the first real one that requires you to get wood, it will encourage you to make beginning tools, and then more complex branches of each, like killing a monster for the sword or upgrading the pickaxe for the mining. This does remove some confusion about it, on the other hand even if you know what you're doing you still might not be able to get materials needed for an easy first day.
Early-Installment Weirdness: Compare today's Minecraft with how it was in Indev, Alpha, and even early Beta. A lot has changed since then thanks to its frequent updates. Early Minecraft almost feels like a different game compared to current Minecraft.
Earn Your Fun: Certain useful items are only available infrequently (if at all) in Peaceful Mode, whereas they become much more common as random drops from hostile mobs on higher difficulties. These include gunpowder (used to craft TNT, dropped by creepers) and string (used to craft bows, dropped by spiders), among others. The 1.6 update will scale the effectiveness of enchantments and items with difficultly level.
More generally, it has been speculated (by Yahtzee and others) that this is one of the reasons Minecraft is so mind-meldingly addicting compared to other sandbox construction games. In Survival mode, the player has to spend time collecting all the resources themselves in order to build anything, so there's a greater sense of investment in any given project. This attachment is why most players will risk death fighting off Creepers (and griefing players) to defend their creations rather than just scrap the project and start over.
Easier Than Easy: Peaceful difficulty, which gets rid of hostile monsters and grants regenerating health. Falls and lava remain dangerous, though. Creative Mode removes your health bar altogether, making you otherwise invincible, but you can still die by falling into The Void.
If you look in the splashes.txt file, you'll see that the deja vu splash is listed twice.
Renaming a mob to Dinnerbone or Grumm (Minecraft developers) with the Name Tag item will flip the renamed mob upside down.
Similarly, renaming a sheep Jeb_ (underscore required) will cause its wool to oscillate through the color spectrum. Shearing it will give you the true wool color.
The tutorial world of the Xbox 360 Edition has a hidden Tower of Pimpsnote The Tower of Pimps is a stack of four blocks of gold on top of an Obsidian block. It is located in the top floor of a sandstone pyramid in the southwest sector of the map.!
Easy Exp: The game, since version 1.3, had bonus XP when you mined/smelted items depending on how they dropped. The higher the item value, the higher the XP they drop such as diamonds dropping more than coal. Iron and gold do not drop but they reward XP when their respective blocks are smelted. 1.4 introduces XP for farming and fishing as well.
Edge Gravity: The game plays this interestingly, you have no edge gravity during normal movement, but if you crouch down it is impossible to fall, and you can even move a few inches beyond where you would normally fall from.
The Far Lands used to be an example of this. At very great distances from the origin point the game glitched out, distorting structures, preventing blocks from being placed or even staying put, generating immense lag, and all in all making the game unplayable. The game's creator said that he hadn't intended for this to happen, but left it in because he liked the idea of physics breaking down at the "edge" of an infinite map that was virtually impossible to reach without cheating. However, the terrain generator overhaul in Beta 1.8 accidentally Dummied Them Out.
The Nether. Compasses, maps, and clocks don't work properly there, and beds explode if used there. The 1.5. update made lava flow at twice the speed and hid pockets of lava in the walls.
The realm known as "The End." The sky is grey TV-static style, it has a dull green ambiance to it, the world is nothing but floating islands in a black void, and giant obsidian pillars dot the otherwise featureless landscape, with a black dragon called the Ender Dragon flying above. It's also home to Endermen. And once you enter The End, the only way out is killing the Ender Dragon. Here's a video of this place.
Elite Zombie: The game has standard shambling zombies, who are the game's weakest enemies. Later updates added three elite variations, all of which have a rare chance of randomly spawning. The first is the soldier zombie, which is a zombie that spawns with armor and a sword, increasing its health and attack damage. The second is the baby zombie, which is very similar to the standard zombie, except it is much smaller and faster, making it more of a pain. The third type is the spawner zombies, which only exists on Hard or Hardcore mode; it looks and acts just like a standard zombie, but it will randomly spawn two or three or more zombies when near death.
Empty Room Psych: The game has caves that branch out into several paths which, most of the time, can lead deeper underground where diamonds and redstone ores can be found, lead to the surface, or even lead to underground structures like dungeons and mine shafts. However, since it's procedurally generated, some of the cave branches simply lead to a dead end with nothing in them other than the usual stone and dirt. Caves may also have an unnaturally large and circular-like room; supposedly this is where the cave generation starts behind the scenes, but it's certainly no use to you, unless, of course, you decide to make it the centerpiece for your new Elaborate Underground Base.
The End: The End is a realm populated by Endermen and the Enderdragon. After defeating the Enderdragon you have officially "completed" the game, though you are still free to continue playing. Guess what the achievement for beating the game is called?
Endless Game: Before Minecraft 1.0 came out, there was no ending to the game.
The player and Zombie Pigmen when confronting Ghasts.
Any mob hit by a skeleton's arrow will stop attacking you to deal with its aggressor unless you hit it again to focus it back towards you (and once that mob hits the skeleton, the skeleton will ignore you to attack them!)
Equipment-Based Progression: Your character's baseline health and physical abilities never change. You can gain levels of experience, but you spend them to enchant, merge, or repair equipment. Your strength, health and ability to interact with or shape your environment entirely depends on the type and quality of the items you own or use.
Essence Drop: Enemies drop flashing green-and-yellow experience orbs upon death. These orbs also appear when you breed animals and collect ores (either mining or smelting, depending on the type).
Eternal Equinox: Day lasts ten minutes, night lasts seven minutes, and they're separated by an intermediate period 90 seconds long. Though the moon has different phases, the moon always rises as the sun sets and vice versa, behavior typically associated with a full moon.
Everything Breaks: All tools have durability which eventually wears out, and even using an anvil to extend their life requires more and more experience with each repair (which itself will break given enough uses). All blocks except a scant few necessary for game mechanics can be mined. Command Blocks are also unbreakable due to them needing to be around so that they can affect the map properly when needed.
Blocks and items mysteriously disappear when dropped and left on the ground for a few minutes. Averted if the player moves far enough until the area the items are in vanishes, to which they can stay in the game indefinitely until that area is loaded again.
Mobs (including players) leave no corpse, merely falling over and vanishing in a puff of smoke.
Waterfalls and running water from a spring vanish the minute you plug up the water source or scoop it up in a bucket.
Everything's Cuter with Kittens: The jungle biome contains ocelots. Ocelots can be domesticated into cats. Cats can be bred to make kittens, which are the first kind of baby animal whose head doesn't look disproportionately large. When they were initially added, they did nothing useful. It was just for the adorable. But it gets better: as of 1.2.1 they are the only thing creepers fear.
One of the earliest added, and least dangerous hostile mobs in the game; although as per usual with this trope, they can be a bit of a problem in groups. If they attack a village, they can turn villagers into more of them, though it is possible to cure infected villagers without killing them.
Zombie Pigmen are even worse. They show up in groups, most often in the Nether, and attacking one will bring the entire group down on your head. And they are much tougher, faster and stronger than regular zombies.
Everything Trying to Kill You: The Nether. Difficult to explore terrain, frequent sudden drops, and lots of lava everywhere. The mobs are a step up from the Overworld too, with Ghasts fire-bombing you frequently from the get-go and Zombie Pigmen who'll Zerg Rush you when provoked and hit you for more than half your health in Hard Mode (assuming no armor). There's Blazes and Wither Skeletons too, though at least you (usually) have to enter a Nether Fortress to run into them. Even trying to sleep in a bed will blow it up and possibly take you out if you're close!
Certain other-dimension mobs can be seen as this for Overworld mobs. Skeletons have Wither Skeletons in the Nether, Slimes have Magma Cubes, Zombies (and pigs) have Zombie Pigmen, and Silverfish will have Endermites as the occasional product of End teleportation (Enderman teleports or through Ender Pearls)
Extra Dimensional Shortcut: Locations in the Nether correspond to the Overworld, but traveling some distance in the Nether equals traveling 8 times that distance in the Overworld, so you can use the Nether to travel rapidly, assuming you can survive the monsters that live there.
Eyes Always Shut: Ghasts open their eyes for one reason - to make your life as miserable as humanly freaking possible.
Falling Damage: Falls deal 1 point of damage for block (meter) fallen after the third, so a 23-block fall will kill you. However, landing in water, vines or spiderweb cancels the damage, and Feather Falling-enchanted boots will reduce it.
Buildcraft's energy is measured in MJs which, in this particular case, stand for Minecraft Joules.
Thaumcraft's magical energy is measured in Vis points. Or Aura and Flux points, as of Thaumcraft 3.
Equivalent Exchange measured items' worth in EMC points.
All these mods tend to measure time in "ticks", with rates of production or consumption being defined in tooltips as "# per tick". A tick is one pass through the master loop of the game engine that updates everything, the ticking clock of the simulated world itself, and the shortest unit of time that makes any sense.
Fast Tunnelling: It helps that a player has a large amount of space in pockets to store all the blocks gathered by mining.
The Haste effect speeds up how fast you can mine blocks and putting the effect to high levels can make mining ridiculously easy. Having the Efficiency enchantment on your pickaxe will achieve a similar effect.
Filk Song: Most of them are usually accompanied by music videos.
Filk songs are actually rather common in the Minecraft fandom. Just google "minecraft song" and you'll get a lot of them.
Final Death: The game has Hardcore mode, where you are stuck on Hard difficulty and dying means your save for that world gets erased from your computer!. Not recommended for players who want to build and/or explore.
Hardcore mode extends to multiplayer as well should the server admin allow it on. Anyone that dies on the server automatically gets kicked out and banned.
Final Death Mode: Hardcore mode. It's locked on the hardest difficulty, and death is permanent — in single player your world is deleted, and in multiplayer you're automatically banned from the server.
Fire and Brimstone Hell: The Nether has a strong ressemblance to this, being filled with lava, fire, netherrack (the game's equivalent of brimstone), sand made out of souls (with faces on it), and monsters such as the Ghast and Zombie Pigman.
Fireballs: Ghasts shoot devastating fireballs that can destroy most blocks. Blazes shoot fireballs that will set you on fire. You can make a harmless version by throwing snowballs through a lavafall. You can make a considerably more powerful version by combining blaze powder, gunpowder, and coal, and loading the result into a dispenser.
Firewood Resources: The game may not be a RTS but it does avoid this trope. Breaking a tree gives you "log blocks" which have no other real purpose than to be crafted into four "plank blocks".
Later on, the ability to smelt wood into charcoal was added.
First-Person Ghost: The game lets you see only your arm and if you are holding an item, you only see the item itself while your arm is nowhere to be seen (unless you are holding a map, which both of your arms are shown then).
Fish Eyes: All passive (harmless) mobs. Since eyes are only two pixels wide by one pixel tall, it was either that or crossed eyes, which are used for the default player character skin and for wolves and ocelots, to make them look more intelligent.
Fishing For Mooks: Literally done. You can use a fishing rod to pick up enemies and have them suffer fall damage.
Fishing for Sole: As of the most recent updates, catching worn leather boots is possible. So is catching raw leather, bones, poisonous pufferfish, and enchanted artifacts, as well as actual edible fish.
Fishing Minigame: Fishing rods are used for two purposes. One is to pull mobs; the other is to fish. All bodies of water, even ones you make yourself, contain fish; you fish by throwing out your line and waiting for the bobber to go down. Once you have fishing rods, water, and a suitable supply of sticks and string to replace your rods, your food problems are solved. Version 1.7.2 ("The Update that Changed the World", released October 25, 2013) greatly expanded fishing by adding in multiple types of fish as well as making it so that the player can fish up treasures (such as enchanted items) or junk (like a pair of leather boots).
In a more literal sense, the super flat option when creating a new world. You won't find any hills, caves, dungeons, or anything else. You get nothing but grass, two layers of dirt underneath it, and the bedrock layer after that. This feature was added in version 1.1 to help players that want to build something without having to clear away the landscape first. It also gives them about twice as much vertical space to build in, since the surface of the ground is so much closer to the bedrock. Note that this only applies to the Overworld; the Nether and the End generate independently of whatever settings are used to generate the Overworld. Version 1.4 added additional types of Flat Worlds. If you know how to create a preset code (a line of text that determines what layers will be), you can even make your own.
The End consists of this, floating in a black void.
Depending on the generation of the terrain, you may sometimes get small islands floating in the air. You can also create your own floating landmass, but it will take a lot of building and terraforming.
In the old Indev version, there was an option to create the world as a "floating" type, resulting in a floating island.
Floating Water: In past versions, water not only floated, but duplicated itself infinitely to occupy all space below the highest point of water. Nowadays, water still has very strange physical properties. You can use a bucket to pick up a water source block and place it somewhere else, where it will create an endless flow of water that travels a limited distance horizontally.
Terraria is usually described as "2DMinecraft", but its gameplay is largely different — more like a platformer/RPG set in a Minecraft-ish environment.
Then there's Don't Starve, an isomorphic game based around surviving in a randomly-generated, flat environment. More generally, TotalBiscuit has noted that survival as a game mechanic seems to be getting more popular, even in big-budget retail games like Far Cry 3 and Tomb Raider (2013).
Minecraft itself was a successful result of Infiniminer clone wave.
Foreboding Architecture: Th game has this for its dungeons. Do you see a wall of cobblestone or moss cobblestone within a cave? That's a dungeon with a spawner ready to spit out monsters when you approach it.
Foreshadowing: One of the random paintings you get from placing a painting depicts three dark gray skulls on a T-formation of Soul Sand. Replicating this pattern nets you a front seat ticket to the summoning of The Wither.
The 2013 April Fools 2.0 had several incomplete features in it which where later added into 1.6. These include:
Blocks of coal.
Chickens would spawn back-up when hit. Zombies now have that feature.
Tinted glass and stained clay.
Horses were added as a new mob, hinted at by the re-textured pigs and cows.
From Clones to Genre: This is happening to Minecraft. While the concept of building blocks in a video game was not new by any stretch of the imagine (in fact, Minecraft was largely inspired by Infiniminer), Minecraft put it together in such a unique package that it was bound to attract imitators, such as FortressCraft, to games clearly inspired by it, such as Terraria. However such a plethora of games with similar concepts but large twists are coming out now (Ace of Spades, GunCraft, Mythruna, etc), that it is far too many to count, and many of them are standing up on their own merits.
Even Don't Starve arguably counts as one; it's all the survival and crafting aspects of Minecraft with the world-made-of-building-blocks part taken out.