Rabu, 19 November 2014

Ender pearls

Ender Pearl

Ender Pearl
Ender Pearl.png
Ender Pearl
Type Raw Materials
Durability N/A
Renewable Yes
Stackable Yes (16)
Network ID 14
Savegame ID ThrownEnderpearl
First appearance Beta 1.8
Data value dec: 368 hex: 170 bin: 101110000
Name ender_pearl
An Ender Pearl is an item which is used to teleport.

Obtaining

Endermen

Endermen may drop 0-1 ender pearl when killed.

Natural generation

Stronghold slab altar chests may contain ender pearls in stacks of 1.

Usage

To throw an Ender Pearl, press use, and the player character will teleport to its impact location, consuming the Ender Pearl, and dealing 5 (Heart.svgHeart.svgHalf Heart.svg) damage to the user. Wearing armor enchanted with Protection and/or Feather Falling reduces the damage taken from the Ender Pearl. With enough protection and enough pearls, one could travel a long distance very quickly. Ender Pearls do not function in creative mode.
Ender Pearls can travel about 30 meters when thrown straight up and about 50 meters forward when thrown in a 45° angle.
Ender Pearls collide with vines, tall grass, Dead Bushes, Ferns, Flowers, all Sapling types, all Mushrooms types, all Minecart types, Boats, and Nether Portals.
Ender Pearls have a 5% chance to spawn endermites when used.

Crafting ingredient

Name Ingredients Crafting recipe
Eye of Ender
Blaze Powder +
Ender Pearl



Grid layout Arrow (small).png Eye of Ender
Blaze Powder Ender Pearl



Grid layout Shapeless.png

Video

History

Beta
1.8 Added Ender Pearls along with Endermen. Ender Pearls have no use.
Official release
1.0.0 Beta 1.9-pre1 Ender Pearls are now less commonly found near bodies of water since Endermen now teleport away when in contact with water. Before this version, Endermen didn't attempt to teleport and were damaged/killed from water much more frequently, causing numerous Ender Pearls to occur around bodies of water.
Later, on a suggestion from isJesus, Notch implemented the teleporting feature for Ender Pearls.[1][2][3]
Beta 1.9-pre2 Added teleporting feature to Ender Pearl.
Using an Ender Pearl to teleport resulted in being kicked from servers for "hacking". This is due to a check triggering that was supposed to prevent modified clients from moving too quickly.
Beta 1.9-pre3 Ender Pearls are now used to craft Eyes of Ender.
1.8 14w03a Villager clerics no longer buy ender pearls, as they did in 14w02a.
14w11b Ender Pearls have a 5% chance to spawn Endermites when used.
Console Edition
TU5 Added ender pearls.
TU7 Added teleporting feature to ender pearls.

Issues

Issues relating to "Ender Pearl" are maintained on the issue tracker. Report issues there.

Trivia

  • Ender Pearls can be used to teleport/move through non-solid blocks by pressing against the blocks and using the Ender Pearl at the player's feet until the player goes through.[4]
  • It is possible to spawn a thrown Ender Pearl with the ID 14, but it does not teleport. This will only display the Ender Pearl sprite and disappear instantly.
  • If the player throws an Ender Pearl and then dies before impact, the player does not teleport after respawning, nor take fall damage from the pearl.
  • If the player throws an Ender Pearl in survival mode and changes to creative mode before the pearl lands, the player is still teleported.
  • The player is teleported if they throw an Ender Pearl and enter the Nether before it lands. The pearl is not lost if an Ender Pearl is thrown into a Nether Portal and the player travels through the portal, the pearl will appear and land and teleport the player as if you had just thrown it.
  • If multiple Ender Pearls are thrown in succession, the player can only be hurt once from fall damage within about a one second span.
  • If a player dies from Ender Pearl teleportation, it will say: "<player> hit the ground too hard".

Gallery

References

See also

iron golem


Iron Golem
Village Golem.png
Health points 100 (Heart.svg × 50)
Attack strength 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) to 21 (Heart.svg × 10.5)
To players:
Easy: 4 (Heart.svgHeart.svg) to 11 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svgHalf Heart.svg)
Normal: 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) to 21 (Heart.svg × 10.5)
Hard: 10 (Heart.svgHeart.svgHeart.svgHeart.svgHeart.svg) to 31 (Heart.svg × 15.5)
Spawn Near a group of 10 Villagers and 21 doors in any light level
When a pumpkin or jack o'lantern is placed on four blocks of iron
First appearances See History
Common drops
Experience 0
Network ID 99
Savegame ID VillagerGolem

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Iron golems are large, strong utility mobs that defend villagers.

Creation










Iron Golem build configuration.
Jack o'lanterns can be used in 1.8.1
Iron golems spawn naturally in villages (natural or player-made), provided there are 10 villagers and at least 21 houses (counted as doors). The chance of spawning is 1 in 7000 per tick, which averages around one every six minutes.
The golem also can be built using blocks in a similar fashion to snow golems and Withers. To do so, the player must place 4 blocks of iron in a T-shape, and place a pumpkin or jack o'lantern[upcoming] on top row in the center slot. The pumpkin must be placed last by the player. Players should not manufacture iron golems next to a wall because they may suffocate and die.

Behavior

Iron golems will wander around a village in a patrol-like fashion, staying close to the edges of buildings and such. If not within a village, iron golems will slowly wander aimlessly, attacking any hostile or neutral mob within 16 blocks of them (not including wolves). Iron golems are completely resistant to drowning and fall damage, making them good tools for both villager protection and personal use. While resistant to drowning, they will sink in water and become immobile, and will not attack anything.
Iron golems can walk up a full block height without jumping and walk over a 1 block wide hole without falling in. They will avoid water and lava at all times; however they make no attempt to avoid fire or cacti.
An Iron Golem with a rose in its hand.
Like villagers, iron golems will not wander away from a village, regardless of how they were spawned. Iron golems will sometimes face a villager, as if they are speaking to each other. Iron golems are able to hold poppies and give them to villagers, symbolizing the friendly relationship between the villagers and golems. However, they won't give poppies to other iron golems.

Attack

Naturally spawned iron golems will attack the player if the player attacks them first, but will give up if the player moves out of their search radius. The iron golem will also attack the player if they attack a nearby villager. Other mobs can also initiate the same mentioned behaviors. The iron golem does not have to directly see the player/mob attacking a villager to become hostile.
Any iron golems built by the player will never attack players under any circumstances, but will still protect villagers from zombies. Iron golems will never attack ghasts and will only attack a creeper if it happens to cross its path.
When provoked, an iron golem will move quickly toward its target and once in range will swing their arms up violently to attack, dealing 7 (Heart.svgHeart.svgHeart.svgHalf Heart.svg) to 21 (Heart.svg × 10.5) damage and flinging the target into the air. This attack is the 2nd strongest attack in the game, beaten only by a creeper's explosion. Iron golems have a comparatively large attack range, allowing them to attack through a solid 1 block thick wall, even without line of sight to the target.

Drops

Iron golems drop 3-5 iron ingots and 0-2 poppies upon death.

Uses

Defense

An iron golem's primary purpose is to defend villages from zombie attacks. Although slow, their high health and attack strength prove them to be great defenders. They swing their arms during their attacks, causing enemies to be thrown into the air and usually killed in one or two attacks. Player usage might involve enclosing golems in a large fenced-off area to prevent their wandering off, although such control of the area could be accomplished in simpler ways.
Although iron golems are very strong mobs, they require a good deal of iron to build, and are prone to wandering off or being distracted by nearby monsters.
Zombies, skeletons, creepers (before 1.8.1-pre1), spiders, cave spiders, slimes, and magma cubes will naturally attack iron golems, possibly causing it major damage especially in groups. Additionally, the golems may attack nearby creepers, endermen, zombie pigmen, spider jockeys and witches, which can also severely damage them. Players are encouraged to help iron golems in these situations to ensure their survival. Iron golems, like passive mobs, can be leashed.

Spawning

Golems will spawn in a 16x16x6 area, centered between the 21 or more valid doors in a village if it has at least 10 villagers. Additional houses beyond the 21st will make no difference as far as golem spawning is concerned, but you will need 29 of them, at least initially, in order to spawn ten villagers naturally (after that you can cut them back down to 21 if you want to). However, having additional villagers beyond the tenth will allow more golems to spawn, in increments of one golem for every ten villagers (so 0-9 villagers allows no golems to spawn, the cap is set at zero; 10-19 raises that cap to one, 20-29 raises it to two, etc.). This cap only limits the number of golems in a village at any one time; as soon as one is killed or leaves the village boundaries, a new one can spawn in its place immediately.
As long as all the conditions are met (10 villagers, 21 houses, golem cap not reached), then each game tick (1/20 of a second) there is a 1/7000 chance the game will try to spawn a golem. A random spot is chosen inside the spawning zone, and if that spot contains a solid block with at least 2×2×4 space above it (including liquids, which is key to the iron farm designs linked below), then a Golem is spawned there.
This is repeated up to ten times or until a golem is spawned, whichever comes first. Then, the check is repeated each game tick, until enough golems have been spawned to reach the cap, at which point spawning is put on hold until either a golem is eliminated or the cap is raised. This means that the average expected spawning rate (for an iron farm, for example), if the golems are killed or flushed outside the village boundary quickly enough so that the cap is never reached and new ones are able to spawn in their place immediately, is roughly 10 golems (30-50 ingots if you're farming them) per hour.

Farming

Example of an Iron Golem lava trap
An example of Iron Golems spawning directly in liquid
An iron golem farm is an artificial village (or several of them, spaced far enough apart to remain separate) in which golems are spawned and then either killed immediately, or moved to a holding cell (outside the village boundary, so that new ones can spawn in their place) for later killing. A holding cell housing the golems can be created to allow the player to easily farm the golems after the player has remained inactive at the farm. Alternatively, resources can be collected using hoppers after they have died from suffocation or lava.

Killing

There are several ways to kill iron golems and obtain their drops. The following are the most effective ones:
  • Suffocation by a sticky piston and a block. The killing can start instantly after spawning but it will clog up the trap, making other golems unable to either spawn or die, depending on the design.
  • By lava that won't touch the golem's feet (since this is where the drops appear). This is the most damaging (and therefore quickest) of the automated killing methods. An example picture of this method is shown to the right.
Note: Falling and drowning traps are ineffective as iron golems don't take fall or drowning damage.
If the iron golems are dropped at least seven blocks below the floor block(s) of the house, they will immediately be outside the village boundaries, and therefore detached from the village, so a new golem will be able to spawn, even before the previously village-attached golems have died.
If there is no other spawn space available, iron golems will be able to spawn inside liquids, meaning an instant lava killing trap is possible, as shown on the picture to the right. Dropping the iron golems out of the spawn boundaries as soon they spawn, however, could be seen as preferable to this method, as it ensures a higher iron golem spawn rate.
The traps could have a collection area, where the player can pick up the drop items. It is possible to have multiple golems spawn in one area to make a very effective farm.
If a player is short on resources and time but still wants to harvest the iron from golems, they may simply suffocate the golems with sand or gravel. Golems are very slow-moving and tend to wait at the same spot when not patrolling a village, so it is very easy to drop three blocks of sand or gravel on top of them and wait for suffocation.

Redstone comparator

A redstone comparator can be broken instantly using any tool, or without a tool, and drops itself as an item. To remove a redstone comparator, use the attack control.
A redstone comparator will also be removed and drop itself as an item:
  • if its attachment block is moved, removed, or destroyed
  • if water flows into its space
  • if a piston tries to push it or moves a block into its space
If lava flows into a redstone comparator's space, the redstone comparator will be destroyed without dropping itself as an item.
A redstone comparator can be broken instantly using any tool, or without a tool, and drops itself as an item. To remove a redstone comparator, use the attack control.
A redstone comparator will also be removed and drop itself as an item:
  • if its attachment block is moved, removed, or destroyed
  • if water flows into its space
  • if a piston tries to push it or moves a block into its space
If lava flows into a redstone comparator's space, the redstone comparator will be destroyed without dropping itself as an item.
A redstone comparator can be placed on the top of any opaque block with a solid full-height top surface (including upside-down slabs and upside-down stairs), as well as on hoppers. To place a redstone comparator, use its item on the top of a block.
The redstone comparator has a front and a back — the arrow on the top of the comparator points to the front. When placed, the comparator will face away from the player. The comparator has two miniature redstone torches at the back and one at the front. The back torches turn on when the comparator's output is greater than zero (the arrow on top also turns red). The front torch has two states which can be toggled by use on the comparator: lowered and non-powered (indicating the comparator is in "comparison mode"), and elevated and powered (indicating the comparator is in "subtraction mode").
The redstone comparator can take a signal strength input from its rear as well as from both sides. Side inputs are only accepted from redstone dust, redstone repeaters, and other comparators. The redstone comparator's front is its output.
It takes one redstone tick (two game ticks) for signals to move through a redstone comparator, either from the rear or from the sides. This applies to changing signal strengths as well as simply to turning on and off. Redstone comparators usually will not respond to 1-tick fluctuations of power or signal strength.
The redstone comparator has four functions: maintain signal strength, compare signal strength, subtract signal strength, and measure certain block states (primarily the fullness of containers).

Maintain signal strength

A redstone comparator with no powered side inputs will simply output the same signal strength as its rear input.

Compare signal strength

Comparators in comparison mode.
A redstone comparator in comparison mode (front torch lowered and non-powered) will compare its rear input to its two side inputs. If either side input is greater than the rear input, the comparator output turns off. If neither side input is greater than the rear input, the comparator simply outputs the same signal strength as its rear input.