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		<id>https://wiki.badwolfmc.com/w/index.php?title=Potions&amp;diff=6645</id>
		<title>Potions</title>
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		<updated>2026-05-05T04:43:57Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: Updated brew names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Custom Potions are a feature available on the [[BadWolfMC Network]]. Unlike in vanilla Minecraft it is not as easy as adding an ingredient to a brewing stand and waiting for it to finish. Depending on the recipe the whole process can be difficult and time consuming. Some recipes may need high precision across multiple complex steps. If even a single step is imprecise, the quality of the potions may suffer and you may experience side effects.&lt;br /&gt;
&lt;br /&gt;
Depending on the recipe, not all steps may be needed. The following describes the more common procedures of crafting custom potions. Players are encouraged to experiment and refine their techniques.&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
[[File:FermentingCauldron.png|350px|thumb|right|Steep ingredients in a cauldron placed over a fire]]&lt;br /&gt;
The first step consists of brewing the fresh ingredients.&lt;br /&gt;
&lt;br /&gt;
# Place a cauldron over a fire, campfire, or lava source.&lt;br /&gt;
# Fill the cauldron with water, lava, or snow (depending on the recipe).&lt;br /&gt;
# Add ingredients with a right click.&lt;br /&gt;
# Wait while the ingredients steep.&lt;br /&gt;
# Use glass bottles to extract the steeped ingredients.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;PRO TIP: Use (right click) a clock item on a cauldron to keep track of how long the ingredients have been brewing.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Distilling ==&lt;br /&gt;
[[File:Distillery.png|alt=Image of a custom potion distillery on BadWolfMC: An Adult Minecraft Server|thumb|Distill brewed ingredients in a distillery crafted with 3 pots and 3 bamboo fences.]]&lt;br /&gt;
Some recipes require distilling ingredients, often multiple times, in order to ensure quality. Distilleries can be crafted using 3 pots and 3 bamboo fences in a vertical 2x3 configuration as shown in the image. The side with the 2 stacked pots serves as the &amp;quot;input&amp;quot; for the potions to be distilled, while the single pot serves as the &amp;quot;output&amp;quot; for potions that have been distilled. This allows for larger batches.&lt;br /&gt;
# Put the bottle with brewed ingredients into the distillery input. Particles will appear above the output pot as the potions are distilled.&lt;br /&gt;
# Distilled potions can be removed from the output pot once complete.&lt;br /&gt;
# Repeat if multiple distillations are required.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
Barrels are needed for aging in many recipes. There are two sizes: medium and large. These barrels are specially built with the material required by the brew. Current materials for barrels include all wood types and cut copper variants. Barrels can be opened by right-clicking on them.&lt;br /&gt;
&lt;br /&gt;
* Put the distilled bottles into the barrels for aging.&lt;br /&gt;
* Depending on the recipe, the type of material used may alter the quality of the aged brew.&lt;br /&gt;
* Aging times are in units of Minecraft days but listed on the final brew as years.&lt;br /&gt;
* The barrel should not be destroyed while aging, as it would leak after a short while.&lt;br /&gt;
* When breaking the spigot, everything inside will be dumped out.&lt;br /&gt;
[[File:SmallBarrel.png|350px|thumb|right|How to build medium barrels for aging]]&lt;br /&gt;
[[File:BigBarrel.png|350px|thumb|right|How to build large barrels for aging]]&lt;br /&gt;
&lt;br /&gt;
=== Medium barrel ===&lt;br /&gt;
# Use 8 stairs to build a barrel shape.&lt;br /&gt;
# Place a sign on the lower right side and write &amp;quot;Barrel&amp;quot; on the first line.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Barrel created&amp;quot; message should appear if the barrel was properly built.&lt;br /&gt;
&lt;br /&gt;
=== Large barrel ===&lt;br /&gt;
Use 5 Fences, 16 stairs, and 18 wood planks or cut copper blocks to build a barrel shape. Attach a spigot (fence) and a sign that has &amp;quot;Barrel&amp;quot; written on the first line.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Barrel created&amp;quot; message should appear if the barrel was properly built. &#039;&#039;For the large barrel only&#039;&#039;, you may remove the sign after creating it.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;PRO TIP: At any time, you can take the custom potion out of the barrel and place it in at a later date to continue aging it.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mixing ==&lt;br /&gt;
Some potions, especially those in our &amp;quot;Brilliant Blends&amp;quot; category, require mixing ingredients. These usually include already completed potions and some other catalyst or garnish.&lt;br /&gt;
&lt;br /&gt;
Mixing is simple and similar to the initial cooking/brewing process, except that a water cauldron is used without a heat source. Ingredients are right-clicked into the cauldron and left to mix for a set amount of time, then extracted again with empty glass bottles. Be careful to follow the recipe since some of these also require additional steps!&lt;br /&gt;
&lt;br /&gt;
== Drinking ==&lt;br /&gt;
The effects of the brew will be applied to the player when drinking. Depending on the quality and type of potion it may have different effects.&lt;br /&gt;
&lt;br /&gt;
* The player may not be able to walk normally anymore.&lt;br /&gt;
* Chat may be altered depending on the effects of the brew, and many things players write may be incomprehensible, sometimes senseless - bypass this by prefixing your chat with the channel command (e.g. &amp;lt;code&amp;gt;/g [message]&amp;lt;/code&amp;gt;). The player may also say things they didn&#039;t intend.&lt;br /&gt;
* The player may see blocks or items that aren&#039;t really there.&lt;br /&gt;
* If the brew is particularly strong or improperly brewed it may have several negative effects including toxins that create additional problems.&lt;br /&gt;
* When logging off, the player may have difficulties reaching his character, thus some login attempts shortly after may be denied.&lt;br /&gt;
* The player may faint (disconnect).&lt;br /&gt;
&lt;br /&gt;
== Managing Effects ==&lt;br /&gt;
After drinking it takes a while until the effects are completely gone, but will steadily decrease after consumption. Consuming brews from the &amp;quot;Cures&amp;quot; category can also help to reduce the effects faster, and drinking milk can help to remove some of the lingering negative potion effects.&lt;br /&gt;
&lt;br /&gt;
When logging off, extremely affected players may log back in at a completely unknown place in the middle of nowhere having no idea how they got there. If they log back in after several hours or the next morning, they may also find themselves at /home again.&lt;br /&gt;
&lt;br /&gt;
If the brew was not of the best quality, the player may also experience slowness and hunger for a short time.&lt;br /&gt;
&lt;br /&gt;
== Potion Handling ==&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
Our shop plugin requires all of the items sold from a specific container to be exactly equal, which is accomplished by sealing your brews. This process equalizes similarly crafted potions so that they cannot be aged or modified any further. They will no longer show the finer details of the potion, but they can now be sold in larger batches. &lt;br /&gt;
&lt;br /&gt;
To seal your batch, load all of the desired items into your inventory, hold one of the potions in your hand, and use the command &amp;lt;code&amp;gt;&#039;&#039;&#039;/brew seal all&#039;&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dumping ===&lt;br /&gt;
Failed and/or &#039;&#039;unsealed&#039;&#039; potions can be &amp;quot;dumped&amp;quot; into hoppers by clicking the hopper with the potion. This returns the empty bottle allowing for proper reuse and recycling.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
BadWolfMC has both permanent and seasonal recipes that can be won, purchased, or discovered through experimentation. Recipes can be stored in-game in &#039;&#039;&#039;Dr. Totter&#039;s Practical Guide to Pungent Potions&#039;&#039;&#039;, a magical book that keeps track of which recipes you&#039;ve unlocked and displays the selected recipe in a book GUI for the user. The Guide can be obtained on all servers through a [[Custom_Recipes#Tools_and_Custom_Items|custom recipe]].&lt;br /&gt;
&lt;br /&gt;
=== Permanent Recipes ===&lt;br /&gt;
Some basic recipes are automatically unlocked in your recipe book. Most other permanent recipes are obtained by discovering and purchasing them in server builds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alpha Locations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Atlantis&#039;&#039;&#039;&lt;br /&gt;
** Fine Apple Cider&lt;br /&gt;
** Black Widow&lt;br /&gt;
** Fishy Business&lt;br /&gt;
** Fire Cider&lt;br /&gt;
** Smooth Watermelon Sugar Potion&lt;br /&gt;
* &#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
** Double Chocolate Potion&lt;br /&gt;
** Frostbite Fizz&lt;br /&gt;
** Potato Soup Recipe&lt;br /&gt;
** Sparkling Chorus Potion&lt;br /&gt;
** Weeping Angel&lt;br /&gt;
* &#039;&#039;&#039;The Fair&#039;&#039;&#039;&lt;br /&gt;
** Glowing Shroom Juice&lt;br /&gt;
** London Juniper Potion&lt;br /&gt;
* &#039;&#039;&#039;Krop Tor&#039;&#039;&#039;&lt;br /&gt;
** Strawberry Milk&lt;br /&gt;
* &#039;&#039;&#039;Mansion&#039;&#039;&#039;&lt;br /&gt;
** Fine Dark Hoppy Potion&lt;br /&gt;
** Golden Flame Elixir&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039;&lt;br /&gt;
** Arcane Remedy&lt;br /&gt;
** Hot Chocolate&lt;br /&gt;
** Potion of Fatal Death&lt;br /&gt;
* &#039;&#039;&#039;Nether&#039;&#039;&#039;&lt;br /&gt;
** Cold Brew Coffee&lt;br /&gt;
** Fireball&lt;br /&gt;
** Horchata&lt;br /&gt;
* &#039;&#039;&#039;Old Village&#039;&#039;&#039;&lt;br /&gt;
** Danish Floral Infusion&lt;br /&gt;
** German Fruit Infusion&lt;br /&gt;
** Ork Blod Mjod&lt;br /&gt;
** Swamp Water&lt;br /&gt;
* &#039;&#039;&#039;Pirate Isles&#039;&#039;&#039;&lt;br /&gt;
** Dirty Banana&lt;br /&gt;
** Lucky Bamboo Tea&lt;br /&gt;
** Potion of Illumination&lt;br /&gt;
* &#039;&#039;&#039;Spawn&#039;&#039;&#039;&lt;br /&gt;
** Bubbly Berry Potion&lt;br /&gt;
** Chocolate Milk&lt;br /&gt;
** Cherry Potion&lt;br /&gt;
** Fine Agave Potion&lt;br /&gt;
** Scottish Peat Potion&lt;br /&gt;
* &#039;&#039;&#039;Tardis&#039;&#039;&#039;&lt;br /&gt;
** Gamer Girl Bath Water&lt;br /&gt;
** Nebula Noir&lt;br /&gt;
** Sweet Tea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beta Locations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acid Spawn&#039;&#039;&#039;&lt;br /&gt;
** Crimson Cascade&lt;br /&gt;
* &#039;&#039;&#039;Prison&#039;&#039;&#039;&lt;br /&gt;
** French 75&lt;br /&gt;
* &#039;&#039;&#039;Sky Spawn&#039;&#039;&#039;&lt;br /&gt;
** Crimson Kiss&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gamma Locations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spawn&#039;&#039;&#039;&lt;br /&gt;
** Amber Orchard Elixir&lt;br /&gt;
** Bubbly Juniper&lt;br /&gt;
** Bunny Hop&lt;br /&gt;
** Fae Blossom&lt;br /&gt;
** French Aged Berry Potion&lt;br /&gt;
** Golden Grove&lt;br /&gt;
* &#039;&#039;&#039;Tardis&#039;&#039;&#039;&lt;br /&gt;
** Starlight Spritz&lt;br /&gt;
* &#039;&#039;&#039;Trenzalore Nether&#039;&#039;&#039;&lt;br /&gt;
** Inferno&#039;s Kiss&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Seasonal Recipes ===&lt;br /&gt;
BadWolfMC also has seasonal recipes that can only be brewed and used during the active season. Off-season brews, even once brewed, will not work and should be stored for the next time their season is active. The active brews can only be discovered through experimentation using the following clues:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Brews (Active)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Cuban Rose Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; rose bush/2, dark oak leaves (minty?)/2, ice/3, natural sweetener/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; same as  the leaves&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
==== St. Germain&#039;s Enderflower Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; fresh flowers from the end/7, sugar/3, ice/2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; twice the number of brewing time&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; vwoop+vision&lt;br /&gt;
&lt;br /&gt;
==== Fairy Fire ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; sparkly dust/10, fiery dust/5, light ___ dye/1, two in the ____ dye/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; &amp;gt;15, &amp;lt;25 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ménage à trois&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; giggity&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 60 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 10/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 40%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; resistance, strength, health boost, glow&lt;br /&gt;
&lt;br /&gt;
==== Shamrock Shake ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 3 lobed plant/10, sugar/5, ice/3, sparkly bits from the pot at the end of the rainbow/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 17 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; spruce&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; luck, speed&lt;br /&gt;
&lt;br /&gt;
==== Spring&#039;s Radiance ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; one of every overworld flower type&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; half the number of overworld flowers&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; half the number of brewing time&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; one that will brighten up your brew&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; a score of solar rotations&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; saturation, absorption&lt;br /&gt;
&lt;br /&gt;
==== Ostara Basket ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; something lucky/3. basket filler/a multiple of 3 not otherwise in this list, things to dye/a multiple of 3 not otherwise in this list, chocolate/a multiple of 3 not otherwise in this list, sweetener/a multiple of 3 not otherwise in this list&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same multiple of 3 as the chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; factor of 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; pink!&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -15% (it&#039;s a cure!)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; speed, minor miner haste, regeneration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summer Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Pride Punch ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 1 each of a rainbow plant bouquet, 3 Sugar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 28&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 21 years&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Saturation/Absorption&lt;br /&gt;
&lt;br /&gt;
==== Pink Lemonade ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 10 Yellow Things, 3 Rose Bush, 6 Sugar, 2 Ice&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 20 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; birch&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 5 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Speed/Regen&lt;br /&gt;
&lt;br /&gt;
==== Emerald Isle Cocktail ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 1 Emerald, Green Stained Glass, 1/2 Result of a Cake Trade-In&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 8 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ??? days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Villagers love you!&lt;br /&gt;
&lt;br /&gt;
==== Wicked Shenanigans ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 4 Emerald Ore, (Brew Time -2) Black Stained Glass, 2 Fallen Stars&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ??? minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 4 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Why do I hear pillagers?&lt;br /&gt;
&lt;br /&gt;
==== To Kill A Mockingbird ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 3 Feathers, Wheat Seeds, 3 Cookies&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 7 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 7&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; acacia&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ??? day&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 65%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Levitation/Slow Falling&lt;br /&gt;
&lt;br /&gt;
==== Hot Summer Nights ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 9 Obsidian, Magma Blocks, 3 Phantom Membrane, Shooting Star&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 10 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 70%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Strength/Speed/Resistance&lt;br /&gt;
&lt;br /&gt;
==== Konbucha Tea ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; Slightly Slimy Kelp, Sweetener&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; a few minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; not long&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; Japanese Cedar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 7%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Water Breathing/Speed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fall Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Pumpkin Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; wheat/???, pumpkin/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 13 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 8%&lt;br /&gt;
&lt;br /&gt;
==== Butter Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; sugar/6, something_glittery/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 13 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 8%&lt;br /&gt;
&lt;br /&gt;
==== Witchy Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; eye_of_newt/3, sugar/6, shrooms/?, glistering_melon/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&lt;br /&gt;
==== Bloody Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; spider_eye/3, nether_wart/6, root_veg/?&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 13 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Graveyard Smash Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; something_rotten/3, dem_bones/6, bird_skins/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Nether Regions Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; some_mineral/6, nether_wart/6, glowstone/1, something_explosive/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; extra hot&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Monster Mash ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; internal_structural_support/3, offensive_projectiles/3, trap_material/3, the_better_to_see_you_with/3, green_meat/3, snot/3, boom_juice/3, speed/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; unlucky. verrry unlucky.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; yes please&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 6 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength&#039;&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
==== Pumpkin Spice Latte (Cure) ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; orange_gourd/1, coffee_beans/5, raw_sugar/?, milk/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; optimal brew time for a French Press&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 5 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -10%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Winter Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Irish Hot Cocoa ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; cocoa beans/???, sugar/3, &amp;quot;no famine here&amp;quot;/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Mulled Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; &amp;quot;cider&#039;s main ingredient&amp;quot;/6, &amp;quot;cinnamon sticks&amp;quot;/1, glistering melon/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Celebration Bubbly ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; &amp;quot;grapes&amp;quot;/9, something sparkly&amp;quot;/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; oak&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Snowman Bubbly ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; snow/3, nose/1, eyes and buttons/5, arms/2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; cold&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; longer than it takes a snowman to melt&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&lt;br /&gt;
==== Candy Apple Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; apples/8, &amp;quot;candy apple&amp;quot;/1, sugar/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; x = 1/3 the number of cocoa beans required for the perfect Irish Hot Chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; x = 1/2 the minutes of brewing time for perfect Candy Apple Cider&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; oak&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 4 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Cranberry Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; cranberries/?, apples/same as the number of cranberries, sugar/3, bottle of something sweet/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 7 minutes in heaven&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; how much time heaven actually takes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; crimson&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 3 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Cason&#039;s Frozen Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; wheat, ice&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; cold&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of ice blocks in minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 3 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 3/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 6%&lt;br /&gt;
&lt;br /&gt;
==== White Christmas ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; white stuff/10, other white stuff/2, holly berries/10, sweetness/5&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; cold&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of minutes as one of the white stuffs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; same number of runs as one of the white stuffs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Alton Brown&#039;s Eggnog ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; eggs/the actual number that Alton&#039;s recipe calls for, sugar/one less than the number of eggs, milk/one less than the number of sugar, vanilla/one less than the number of sugar, pinch of cinnamon, pinch of nutmeg&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; one more minute than the number of eggs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; the same number of runs as the amount of sugar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Peppermint Mocha ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; chocolate/the number of the (canon) doctor who got a movie, peppermint oil/half the amount of chocolate, peppermint leaves/half the amount of peppermint oil, sweetness/the number of peppermint oil plus the number of peppermint leaves, some milk, some cold stuff&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of minutes as the amount of chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; one less run than the number of peppermint leaves&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -15%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=Potions&amp;diff=6644</id>
		<title>Potions</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=Potions&amp;diff=6644"/>
		<updated>2026-05-05T04:27:16Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: Adjusted names to match the book.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Custom Potions are a feature available on the [[BadWolfMC Network]]. Unlike in vanilla Minecraft it is not as easy as adding an ingredient to a brewing stand and waiting for it to finish. Depending on the recipe the whole process can be difficult and time consuming. Some recipes may need high precision across multiple complex steps. If even a single step is imprecise, the quality of the potions may suffer and you may experience side effects.&lt;br /&gt;
&lt;br /&gt;
Depending on the recipe, not all steps may be needed. The following describes the more common procedures of crafting custom potions. Players are encouraged to experiment and refine their techniques.&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
[[File:FermentingCauldron.png|350px|thumb|right|Steep ingredients in a cauldron placed over a fire]]&lt;br /&gt;
The first step consists of brewing the fresh ingredients.&lt;br /&gt;
&lt;br /&gt;
# Place a cauldron over a fire, campfire, or lava source.&lt;br /&gt;
# Fill the cauldron with water, lava, or snow (depending on the recipe).&lt;br /&gt;
# Add ingredients with a right click.&lt;br /&gt;
# Wait while the ingredients steep.&lt;br /&gt;
# Use glass bottles to extract the steeped ingredients.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;PRO TIP: Use (right click) a clock item on a cauldron to keep track of how long the ingredients have been brewing.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Distilling ==&lt;br /&gt;
[[File:Distillery.png|alt=Image of a custom potion distillery on BadWolfMC: An Adult Minecraft Server|thumb|Distill brewed ingredients in a distillery crafted with 3 pots and 3 bamboo fences.]]&lt;br /&gt;
Some recipes require distilling ingredients, often multiple times, in order to ensure quality. Distilleries can be crafted using 3 pots and 3 bamboo fences in a vertical 2x3 configuration as shown in the image. The side with the 2 stacked pots serves as the &amp;quot;input&amp;quot; for the potions to be distilled, while the single pot serves as the &amp;quot;output&amp;quot; for potions that have been distilled. This allows for larger batches.&lt;br /&gt;
# Put the bottle with brewed ingredients into the distillery input. Particles will appear above the output pot as the potions are distilled.&lt;br /&gt;
# Distilled potions can be removed from the output pot once complete.&lt;br /&gt;
# Repeat if multiple distillations are required.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
Barrels are needed for aging in many recipes. There are two sizes: medium and large. These barrels are specially built with the material required by the brew. Current materials for barrels include all wood types and cut copper variants. Barrels can be opened by right-clicking on them.&lt;br /&gt;
&lt;br /&gt;
* Put the distilled bottles into the barrels for aging.&lt;br /&gt;
* Depending on the recipe, the type of material used may alter the quality of the aged brew.&lt;br /&gt;
* Aging times are in units of Minecraft days but listed on the final brew as years.&lt;br /&gt;
* The barrel should not be destroyed while aging, as it would leak after a short while.&lt;br /&gt;
* When breaking the spigot, everything inside will be dumped out.&lt;br /&gt;
[[File:SmallBarrel.png|350px|thumb|right|How to build medium barrels for aging]]&lt;br /&gt;
[[File:BigBarrel.png|350px|thumb|right|How to build large barrels for aging]]&lt;br /&gt;
&lt;br /&gt;
=== Medium barrel ===&lt;br /&gt;
# Use 8 stairs to build a barrel shape.&lt;br /&gt;
# Place a sign on the lower right side and write &amp;quot;Barrel&amp;quot; on the first line.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Barrel created&amp;quot; message should appear if the barrel was properly built.&lt;br /&gt;
&lt;br /&gt;
=== Large barrel ===&lt;br /&gt;
Use 5 Fences, 16 stairs, and 18 wood planks or cut copper blocks to build a barrel shape. Attach a spigot (fence) and a sign that has &amp;quot;Barrel&amp;quot; written on the first line.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Barrel created&amp;quot; message should appear if the barrel was properly built. &#039;&#039;For the large barrel only&#039;&#039;, you may remove the sign after creating it.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;PRO TIP: At any time, you can take the custom potion out of the barrel and place it in at a later date to continue aging it.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mixing ==&lt;br /&gt;
Some potions, especially those in our &amp;quot;Brilliant Blends&amp;quot; category, require mixing ingredients. These usually include already completed potions and some other catalyst or garnish.&lt;br /&gt;
&lt;br /&gt;
Mixing is simple and similar to the initial cooking/brewing process, except that a water cauldron is used without a heat source. Ingredients are right-clicked into the cauldron and left to mix for a set amount of time, then extracted again with empty glass bottles. Be careful to follow the recipe since some of these also require additional steps!&lt;br /&gt;
&lt;br /&gt;
== Drinking ==&lt;br /&gt;
The effects of the brew will be applied to the player when drinking. Depending on the quality and type of potion it may have different effects.&lt;br /&gt;
&lt;br /&gt;
* The player may not be able to walk normally anymore.&lt;br /&gt;
* Chat may be altered depending on the effects of the brew, and many things players write may be incomprehensible, sometimes senseless - bypass this by prefixing your chat with the channel command (e.g. &amp;lt;code&amp;gt;/g [message]&amp;lt;/code&amp;gt;). The player may also say things they didn&#039;t intend.&lt;br /&gt;
* The player may see blocks or items that aren&#039;t really there.&lt;br /&gt;
* If the brew is particularly strong or improperly brewed it may have several negative effects including toxins that create additional problems.&lt;br /&gt;
* When logging off, the player may have difficulties reaching his character, thus some login attempts shortly after may be denied.&lt;br /&gt;
* The player may faint (disconnect).&lt;br /&gt;
&lt;br /&gt;
== Managing Effects ==&lt;br /&gt;
After drinking it takes a while until the effects are completely gone, but will steadily decrease after consumption. Consuming brews from the &amp;quot;Cures&amp;quot; category can also help to reduce the effects faster, and drinking milk can help to remove some of the lingering negative potion effects.&lt;br /&gt;
&lt;br /&gt;
When logging off, extremely affected players may log back in at a completely unknown place in the middle of nowhere having no idea how they got there. If they log back in after several hours or the next morning, they may also find themselves at /home again.&lt;br /&gt;
&lt;br /&gt;
If the brew was not of the best quality, the player may also experience slowness and hunger for a short time.&lt;br /&gt;
&lt;br /&gt;
== Potion Handling ==&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
Our shop plugin requires all of the items sold from a specific container to be exactly equal, which is accomplished by sealing your brews. This process equalizes similarly crafted potions so that they cannot be aged or modified any further. They will no longer show the finer details of the potion, but they can now be sold in larger batches. &lt;br /&gt;
&lt;br /&gt;
To seal your batch, load all of the desired items into your inventory, hold one of the potions in your hand, and use the command &amp;lt;code&amp;gt;&#039;&#039;&#039;/brew seal all&#039;&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dumping ===&lt;br /&gt;
Failed and/or &#039;&#039;unsealed&#039;&#039; potions can be &amp;quot;dumped&amp;quot; into hoppers by clicking the hopper with the potion. This returns the empty bottle allowing for proper reuse and recycling.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
BadWolfMC has both permanent and seasonal recipes that can be won, purchased, or discovered through experimentation. Recipes can be stored in-game in &#039;&#039;&#039;Dr. Totter&#039;s Practical Guide to Pungent Potions&#039;&#039;&#039;, a magical book that keeps track of which recipes you&#039;ve unlocked and displays the selected recipe in a book GUI for the user. The Guide can be obtained on all servers through a [[Custom_Recipes#Tools_and_Custom_Items|custom recipe]].&lt;br /&gt;
&lt;br /&gt;
=== Permanent Recipes ===&lt;br /&gt;
Some basic recipes are automatically unlocked in your recipe book. Most other permanent recipes are obtained by discovering and purchasing them in server builds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alpha Locations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Atlantis&#039;&#039;&#039;&lt;br /&gt;
** Fine Apple Cider&lt;br /&gt;
** Black Widow&lt;br /&gt;
** Fishy Business&lt;br /&gt;
** Fire Cider&lt;br /&gt;
** Smooth Watermelon Sugar Potion&lt;br /&gt;
* &#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
** Chocolate Potion&lt;br /&gt;
** Chorus Berry Potion&lt;br /&gt;
** Frostbite Fizz&lt;br /&gt;
** Potato Soup Recipe&lt;br /&gt;
** Weeping Angel&lt;br /&gt;
* &#039;&#039;&#039;The Fair&#039;&#039;&#039;&lt;br /&gt;
** Juniper Potion&lt;br /&gt;
** Shroom Juice&lt;br /&gt;
* &#039;&#039;&#039;Krop Tor&#039;&#039;&#039;&lt;br /&gt;
** Strawberry Milk&lt;br /&gt;
* &#039;&#039;&#039;Mansion&#039;&#039;&#039;&lt;br /&gt;
** Dark Hoppy Potion&lt;br /&gt;
** Goldschlager&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039;&lt;br /&gt;
** Arcane Remedy&lt;br /&gt;
** Hot Chocolate&lt;br /&gt;
** Potion of Fatal Death&lt;br /&gt;
* &#039;&#039;&#039;Nether&#039;&#039;&#039;&lt;br /&gt;
** Cold Brew Coffee&lt;br /&gt;
** Fireball&lt;br /&gt;
** Horchata&lt;br /&gt;
* &#039;&#039;&#039;Old Village&#039;&#039;&#039;&lt;br /&gt;
** Danish Floral Infusion&lt;br /&gt;
** German Fruit Infusion&lt;br /&gt;
** Ork Blod Mjod&lt;br /&gt;
** Swamp Water&lt;br /&gt;
* &#039;&#039;&#039;Pirate Isles&#039;&#039;&#039;&lt;br /&gt;
** Dirty Banana&lt;br /&gt;
** Lucky Bamboo Tea&lt;br /&gt;
** Potion of Illumination&lt;br /&gt;
* &#039;&#039;&#039;Spawn&#039;&#039;&#039;&lt;br /&gt;
** Berry Potion&lt;br /&gt;
** Chocolate Milk&lt;br /&gt;
** Cherry Potion&lt;br /&gt;
** Cactus Potion&lt;br /&gt;
** Scottish Peat Potion&lt;br /&gt;
* &#039;&#039;&#039;Tardis&#039;&#039;&#039;&lt;br /&gt;
** Gamer Girl Bath Water&lt;br /&gt;
** Nebula Noir&lt;br /&gt;
** Sweet Tea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beta Locations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acid Spawn&#039;&#039;&#039;&lt;br /&gt;
** Crimson Cascade&lt;br /&gt;
* &#039;&#039;&#039;Prison&#039;&#039;&#039;&lt;br /&gt;
** French 75&lt;br /&gt;
* &#039;&#039;&#039;Sky Spawn&#039;&#039;&#039;&lt;br /&gt;
** Crimson Kiss&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gamma Locations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spawn&#039;&#039;&#039;&lt;br /&gt;
** Amber Orchard Elixir&lt;br /&gt;
** Bubbly Juniper&lt;br /&gt;
** Bunny Hop&lt;br /&gt;
** Fae Blossom&lt;br /&gt;
** French Aged Berry Potion&lt;br /&gt;
** Golden Grove&lt;br /&gt;
* &#039;&#039;&#039;Tardis&#039;&#039;&#039;&lt;br /&gt;
** Starlight Spritz&lt;br /&gt;
* &#039;&#039;&#039;Trenzalore Nether&#039;&#039;&#039;&lt;br /&gt;
** Inferno&#039;s Kiss&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Seasonal Recipes ===&lt;br /&gt;
BadWolfMC also has seasonal recipes that can only be brewed and used during the active season. Off-season brews, even once brewed, will not work and should be stored for the next time their season is active. The active brews can only be discovered through experimentation using the following clues:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Brews (Active)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Cuban Rose Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; rose bush/2, dark oak leaves (minty?)/2, ice/3, natural sweetener/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; same as  the leaves&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
==== St. Germain&#039;s Enderflower Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; fresh flowers from the end/7, sugar/3, ice/2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; twice the number of brewing time&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; vwoop+vision&lt;br /&gt;
&lt;br /&gt;
==== Fairy Fire ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; sparkly dust/10, fiery dust/5, light ___ dye/1, two in the ____ dye/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; &amp;gt;15, &amp;lt;25 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ménage à trois&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; giggity&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 60 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 10/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 40%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; resistance, strength, health boost, glow&lt;br /&gt;
&lt;br /&gt;
==== Shamrock Shake ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 3 lobed plant/10, sugar/5, ice/3, sparkly bits from the pot at the end of the rainbow/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 17 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; spruce&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; luck, speed&lt;br /&gt;
&lt;br /&gt;
==== Spring&#039;s Radiance ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; one of every overworld flower type&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; half the number of overworld flowers&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; half the number of brewing time&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; one that will brighten up your brew&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; a score of solar rotations&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; saturation, absorption&lt;br /&gt;
&lt;br /&gt;
==== Ostara Basket ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; something lucky/3. basket filler/a multiple of 3 not otherwise in this list, things to dye/a multiple of 3 not otherwise in this list, chocolate/a multiple of 3 not otherwise in this list, sweetener/a multiple of 3 not otherwise in this list&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same multiple of 3 as the chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; factor of 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; pink!&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -15% (it&#039;s a cure!)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; speed, minor miner haste, regeneration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summer Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Pride Punch ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 1 each of a rainbow plant bouquet, 3 Sugar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 28&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 21 years&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Saturation/Absorption&lt;br /&gt;
&lt;br /&gt;
==== Pink Lemonade ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 10 Yellow Things, 3 Rose Bush, 6 Sugar, 2 Ice&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 20 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; birch&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 5 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Speed/Regen&lt;br /&gt;
&lt;br /&gt;
==== Emerald Isle Cocktail ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 1 Emerald, Green Stained Glass, 1/2 Result of a Cake Trade-In&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 8 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ??? days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Villagers love you!&lt;br /&gt;
&lt;br /&gt;
==== Wicked Shenanigans ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 4 Emerald Ore, (Brew Time -2) Black Stained Glass, 2 Fallen Stars&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ??? minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 4 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Why do I hear pillagers?&lt;br /&gt;
&lt;br /&gt;
==== To Kill A Mockingbird ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 3 Feathers, Wheat Seeds, 3 Cookies&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 7 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 7&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; acacia&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ??? day&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 65%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Levitation/Slow Falling&lt;br /&gt;
&lt;br /&gt;
==== Hot Summer Nights ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 9 Obsidian, Magma Blocks, 3 Phantom Membrane, Shooting Star&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 10 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 70%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Strength/Speed/Resistance&lt;br /&gt;
&lt;br /&gt;
==== Konbucha Tea ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; Slightly Slimy Kelp, Sweetener&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; a few minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; not long&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; Japanese Cedar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 7%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Water Breathing/Speed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fall Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Pumpkin Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; wheat/???, pumpkin/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 13 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 8%&lt;br /&gt;
&lt;br /&gt;
==== Butter Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; sugar/6, something_glittery/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 13 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 8%&lt;br /&gt;
&lt;br /&gt;
==== Witchy Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; eye_of_newt/3, sugar/6, shrooms/?, glistering_melon/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&lt;br /&gt;
==== Bloody Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; spider_eye/3, nether_wart/6, root_veg/?&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 13 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Graveyard Smash Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; something_rotten/3, dem_bones/6, bird_skins/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Nether Regions Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; some_mineral/6, nether_wart/6, glowstone/1, something_explosive/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; extra hot&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Monster Mash ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; internal_structural_support/3, offensive_projectiles/3, trap_material/3, the_better_to_see_you_with/3, green_meat/3, snot/3, boom_juice/3, speed/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; unlucky. verrry unlucky.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; yes please&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 6 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength&#039;&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
==== Pumpkin Spice Latte (Cure) ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; orange_gourd/1, coffee_beans/5, raw_sugar/?, milk/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; optimal brew time for a French Press&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 5 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -10%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Winter Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Irish Hot Cocoa ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; cocoa beans/???, sugar/3, &amp;quot;no famine here&amp;quot;/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Mulled Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; &amp;quot;cider&#039;s main ingredient&amp;quot;/6, &amp;quot;cinnamon sticks&amp;quot;/1, glistering melon/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Celebration Bubbly ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; &amp;quot;grapes&amp;quot;/9, something sparkly&amp;quot;/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; oak&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Snowman Bubbly ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; snow/3, nose/1, eyes and buttons/5, arms/2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; cold&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; longer than it takes a snowman to melt&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&lt;br /&gt;
==== Candy Apple Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; apples/8, &amp;quot;candy apple&amp;quot;/1, sugar/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; x = 1/3 the number of cocoa beans required for the perfect Irish Hot Chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; x = 1/2 the minutes of brewing time for perfect Candy Apple Cider&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; oak&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 4 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Cranberry Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; cranberries/?, apples/same as the number of cranberries, sugar/3, bottle of something sweet/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 7 minutes in heaven&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; how much time heaven actually takes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; crimson&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 3 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Cason&#039;s Frozen Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; wheat, ice&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; cold&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of ice blocks in minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 3 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 3/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 6%&lt;br /&gt;
&lt;br /&gt;
==== White Christmas ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; white stuff/10, other white stuff/2, holly berries/10, sweetness/5&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; cold&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of minutes as one of the white stuffs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; same number of runs as one of the white stuffs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Alton Brown&#039;s Eggnog ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; eggs/the actual number that Alton&#039;s recipe calls for, sugar/one less than the number of eggs, milk/one less than the number of sugar, vanilla/one less than the number of sugar, pinch of cinnamon, pinch of nutmeg&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; one more minute than the number of eggs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; the same number of runs as the amount of sugar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Peppermint Mocha ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; chocolate/the number of the (canon) doctor who got a movie, peppermint oil/half the amount of chocolate, peppermint leaves/half the amount of peppermint oil, sweetness/the number of peppermint oil plus the number of peppermint leaves, some milk, some cold stuff&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of minutes as the amount of chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; one less run than the number of peppermint leaves&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -15%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=SkyBlock&amp;diff=6602</id>
		<title>SkyBlock</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=SkyBlock&amp;diff=6602"/>
		<updated>2026-01-24T08:14:40Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: Added silk touching mob spawners&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the more popular game modes in Minecraft, SkyBlock spawns you on an island on which you must survive and complete challenges using your wits and the resources available to you. Level up by completing challenges and compete against or team up with other players. You&#039;ve probably never had so much fun while wishing for more dirt! [[BadWolfMC Beta]] features &#039;&#039;&#039;SkyBlock&#039;&#039;&#039;, in which you spawn on an island in the void, &#039;&#039;&#039;AcidIsland&#039;&#039;&#039;, in which you spawn on an island in a sea of acid and also have to contend with acid rain, &#039;&#039;&#039;Boxed&#039;&#039;&#039;, where you spawn in a tiny 2x2 box which expands as you earn advancements, and &#039;&#039;&#039;OneBlock&#039;&#039;&#039;, the minimalist approach to SkyBlock where you spawn on a single magic block.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
You can claim your island or travel to your existing island on SkyBlock, AcidIsland, Boxed, or OneBlock by going through the SkyBlock portal on the [[BadWolfMC Beta]] Server at &#039;&#039;&#039;/spawn&#039;&#039;&#039; then through the appropriate portal in the SkyBlock hub. You can also use &#039;&#039;&#039;/island&#039;&#039;&#039; or &#039;&#039;&#039;/is&#039;&#039;&#039; for SkyBlock, &#039;&#039;&#039;/ai&#039;&#039;&#039; for AcidIsland, &#039;&#039;&#039;/box&#039;&#039;&#039; for Boxed, or &#039;&#039;&#039;/ob&#039;&#039;&#039; for OneBlock from anywhere on the Beta server to get to the island of choice. Remember you can get to the Beta server by using the &#039;&#039;&#039;/menu&#039;&#039;&#039;, the &#039;&#039;&#039;/beta&#039;&#039;&#039; command, or going through the portal in the [[Tardis]].&lt;br /&gt;
&lt;br /&gt;
From there, half the fun is figuring it out, so we won&#039;t spoil it, but the commands below can be useful.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like others to be able to teleport to your island, place a sign and write &amp;quot;&#039;&#039;&#039;[Welcome]&#039;&#039;&#039;&amp;quot; on the first line.&lt;br /&gt;
&lt;br /&gt;
== Getting Around ==&lt;br /&gt;
Aside from the teleportation commands already listed below, we&#039;ve also created a few warps to quickly take you to useful areas. All can either be prefixed with &#039;&#039;&#039;/warp [name]&#039;&#039;&#039;, accessed from the &#039;&#039;&#039;/warps&#039;&#039;&#039; menu, or used as a standalone command. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;acidmall&#039;&#039;&#039; - takes you to the AcidIsland Mall&lt;br /&gt;
* &#039;&#039;&#039;acidspawn&#039;&#039;&#039; - takes you to the AcidIsland Spawn&lt;br /&gt;
* &#039;&#039;&#039;acidwither&#039;&#039;&#039; - takes you to the AcidIsland Wither Arena&lt;br /&gt;
* &#039;&#039;&#039;boxspawn&#039;&#039;&#039; - takes you to the Boxed Spawn and Mall&lt;br /&gt;
* &#039;&#039;&#039;boxwither&#039;&#039;&#039; - takes you to the Boxed Wither Arena&lt;br /&gt;
* &#039;&#039;&#039;skymall&#039;&#039;&#039; - takes you to the SkyBlock Mall&lt;br /&gt;
* &#039;&#039;&#039;skyspawn&#039;&#039;&#039; - takes you to the SkyBlock Spawn&lt;br /&gt;
* &#039;&#039;&#039;skywither&#039;&#039;&#039; - takes you to the SkyBlock Wither Arena&lt;br /&gt;
&lt;br /&gt;
OneBlock has neither a spawn, mall, nor wither arena.&lt;br /&gt;
&lt;br /&gt;
== Command Reference ==&lt;br /&gt;
All four game modes (SkyBlock, AcidIsland, Boxed, and OneBlock) have the same command structure, just different root commands. SkyBlock commands will always start with &#039;&#039;&#039;/is&#039;&#039;&#039;, while AcidIsland commands will always start with &#039;&#039;&#039;/ai&#039;&#039;&#039;, Boxed commands will start with &#039;&#039;&#039;/box&#039;&#039;&#039;, and OneBlock commands will always start with &#039;&#039;&#039;/ob&#039;&#039;&#039;. This command reference will be listed for SkyBlock, but the same commands can be used on the other two by replacing the &amp;quot;/is&amp;quot; with &amp;quot;/ai&amp;quot;, &amp;quot;/box&amp;quot;, or &amp;quot;/ob&amp;quot;. At any time you can use &#039;&#039;&#039;/is help&#039;&#039;&#039;, &#039;&#039;&#039;/ai help&#039;&#039;&#039;, &#039;&#039;&#039;/box help&#039;&#039;&#039;, or &#039;&#039;&#039;/ob help&#039;&#039;&#039; for a full and updated list of these commands -- since the plugin updates regularly, some of the ones listed below may change.&lt;br /&gt;
&lt;br /&gt;
=== Utility Commands ===&lt;br /&gt;
* &#039;&#039;&#039;/is&#039;&#039;&#039; - generates a new island, opens the GUI or teleports the player to their island, home location or the team island&lt;br /&gt;
* &#039;&#039;&#039;/is create&#039;&#039;&#039; - generates a second island&lt;br /&gt;
* &#039;&#039;&#039;/is ban &amp;lt;player&amp;gt;&#039;&#039;&#039; - Removes a visitor from your island&lt;br /&gt;
* &#039;&#039;&#039;/ob bossbar&#039;&#039;&#039; - Toggles the Phase Blocks progress bossbar in OneBlock&lt;br /&gt;
* &#039;&#039;&#039;/is go&#039;&#039;&#039; - teleport to your island&lt;br /&gt;
* &#039;&#039;&#039;/is go &amp;lt;number&amp;gt;&#039;&#039;&#039; - teleport to a numbered island home (use /is sethome &amp;lt;number&amp;gt; to set)&lt;br /&gt;
* &#039;&#039;&#039;/is go &amp;lt;island name&amp;gt;&#039;&#039;&#039; - teleport to a specific island if you have multiple (use /is setname &amp;lt;name&amp;gt; to rename your island as desired)&lt;br /&gt;
* &#039;&#039;&#039;/is greenhouses&#039;&#039;&#039; - opens the greenhouse recipe GUI and allows creation of greenhouses&lt;br /&gt;
* &#039;&#039;&#039;/is greenhouses help&#039;&#039;&#039; - assistance with greenhouses&lt;br /&gt;
* &#039;&#039;&#039;/is help&#039;&#039;&#039; - shows help text&lt;br /&gt;
* &#039;&#039;&#039;/is reset&#039;&#039;&#039; or &#039;&#039;&#039;restart&#039;&#039;&#039; - restarts an island. There is a cool down timer and a max limit on this so that players do not abuse it&lt;br /&gt;
* &#039;&#039;&#039;/is setname&#039;&#039;&#039; - Sets a name for your island&lt;br /&gt;
* &#039;&#039;&#039;/is resetname&#039;&#039;&#039; - Sets the name of your island back to the default&lt;br /&gt;
* &#039;&#039;&#039;/is language&#039;&#039;&#039; - allows player to chose their UI language&lt;br /&gt;
* &#039;&#039;&#039;/is level&#039;&#039;&#039; - ranks the island&lt;br /&gt;
* &#039;&#039;&#039;/is level &amp;lt;player&amp;gt;&#039;&#039;&#039; - shows the island rank for another player&lt;br /&gt;
* &#039;&#039;&#039;/is top&#039;&#039;&#039; - shows the Top 10 islands by rank&lt;br /&gt;
* &#039;&#039;&#039;/is settings&#039;&#039;&#039; - opens a GUI where you can set preferences for certain behaviors and protection levels on your island.&lt;br /&gt;
* &#039;&#039;&#039;/is sethome&#039;&#039;&#039; - sets your island home&lt;br /&gt;
* &#039;&#039;&#039;/is sethome &amp;lt;number&amp;gt;&#039;&#039;&#039; - sets a numbered home point, up to the max the server allows&lt;br /&gt;
* &#039;&#039;&#039;/is spawn&#039;&#039;&#039; - teleport to the island-world spawn, if the game mode has one.&lt;br /&gt;
* &#039;&#039;&#039;/is unban &amp;lt;player&amp;gt;&#039;&#039;&#039; - Allow a banned visitor on your island again.&lt;br /&gt;
* &#039;&#039;&#039;/is warps&#039;&#039;&#039; - Lists warps that are available via Welcome Warp Signs&lt;br /&gt;
* &#039;&#039;&#039;/is warp &amp;lt;name&amp;gt;&#039;&#039;&#039; - warps to a Welcome Warp Sign. The full name does not have to by typed in (just the first few letters)&lt;br /&gt;
* &#039;&#039;&#039;/menu&#039;&#039;&#039; - Allows access to the Island Minishop where players can buy spawn eggs&lt;br /&gt;
&lt;br /&gt;
=== Team Commands ===&lt;br /&gt;
* &#039;&#039;&#039;/is team&#039;&#039;&#039; - lists info on the team&lt;br /&gt;
* &#039;&#039;&#039;/is team invite &amp;lt;player&amp;gt;&#039;&#039;&#039; - Invite a player to join your team. You can only invite one person at a time.&lt;br /&gt;
* &#039;&#039;&#039;/is team [accept|reject]&#039;&#039;&#039; - Accepts or rejects an invite. If a player has an island already and accepts, the island will be deleted.&lt;br /&gt;
* &#039;&#039;&#039;/is team leave&#039;&#039;&#039; - leave the team - returns to spawn&lt;br /&gt;
* &#039;&#039;&#039;/is team kick&#039;&#039;&#039; or &#039;&#039;&#039;remove &amp;lt;player&amp;gt;&#039;&#039;&#039; - only available for the island owner or leader - removes a team member. If the player is online, all their inventory will drop and they will be sent to spawn. If they are offline, they will get a message when they log in that they have been kicked.&lt;br /&gt;
* &#039;&#039;&#039;/is team setowner &amp;lt;name&amp;gt;&#039;&#039;&#039; - Transfers ownership to a team member. Can only be issued by the leader.&lt;br /&gt;
* &#039;&#039;&#039;/is team coop &amp;lt;player&amp;gt;&#039;&#039;&#039; - Gives a player temporary full access to your island. Notifies other team members and the leader when this happens. Use it wisely.&lt;br /&gt;
* &#039;&#039;&#039;/is team uncoop &amp;lt;player&amp;gt;&#039;&#039;&#039; - Removes coop status. Also ejects player from your island.&lt;br /&gt;
&lt;br /&gt;
=== Bank Commands ===&lt;br /&gt;
Island Banks are an optional feature that allows players to deposit or withdraw money from their regular economy accounts into the island account where it is pooled among team members. The island owner can decide which rank of team member can access the account via the settings menu. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/is bank deposit &amp;lt;amount&amp;gt;&#039;&#039;&#039; - deposit money into the island bank&lt;br /&gt;
* &#039;&#039;&#039;/is bank withdraw &amp;lt;amount&amp;gt;&#039;&#039;&#039; - withdraw money from the island bank&lt;br /&gt;
* &#039;&#039;&#039;/is bank balance&#039;&#039;&#039; - see your island bank balance&lt;br /&gt;
* &#039;&#039;&#039;/is bank statement&#039;&#039;&#039; - see a fancy statement of deposits/withdrawals, etc. on your island bank account&lt;br /&gt;
&lt;br /&gt;
=== Challenges Commands ===&lt;br /&gt;
* &#039;&#039;&#039;/is challenges&#039;&#039;&#039; - access challenge commands&lt;br /&gt;
&lt;br /&gt;
== OneBlock Phases ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ OneBlock Phases&lt;br /&gt;
|-&lt;br /&gt;
! Blocks !! Phase&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 699 || Plains&lt;br /&gt;
|-&lt;br /&gt;
| 700 to 1999 || Underground&lt;br /&gt;
|-&lt;br /&gt;
| 2000 to 2999 || Winter&lt;br /&gt;
|-&lt;br /&gt;
| 3000 to 3999 || Ocean&lt;br /&gt;
|-&lt;br /&gt;
| 4000 to 4999 || Jungle&lt;br /&gt;
|-&lt;br /&gt;
| 5000 to 5999 || Swamp&lt;br /&gt;
|-&lt;br /&gt;
| 6000 to 6999 || Dungeon&lt;br /&gt;
|-&lt;br /&gt;
| 7000 to 7499 || Desert&lt;br /&gt;
|-&lt;br /&gt;
| 7500 to 8499 || Nether&lt;br /&gt;
|-&lt;br /&gt;
| 8500 to 9499 || Plenty&lt;br /&gt;
|-&lt;br /&gt;
| 9500 to 10499 || Desolation&lt;br /&gt;
|-&lt;br /&gt;
|10500 to 11499&lt;br /&gt;
|Deep Dark&lt;br /&gt;
|-&lt;br /&gt;
| 11500 to 11999 || The End&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greenhouses ==&lt;br /&gt;
Greenhouses are an add-on for our SkyBlock family of worlds that enables players to build their own biome greenhouses complete with weather, friendly mob spawning, unique plant growth, and even block erosion!&lt;br /&gt;
&lt;br /&gt;
Greenhouses are made out of glass and must contain the blocks found in the Biome Recipe to be valid. Use the &#039;&#039;&#039;/is greenhouses&#039;&#039;&#039; command to pull up the recipe GUI. Once built, the greenhouse can be used to grow plants with bonemeal, and it may spawn biome-specific mobs. If you include a hopper with water in it, snow will form inside the greenhouse when it rains. If you put bonemeal in the hopper, biome-specific plants will grow. Some blocks can also transform over time due to &amp;quot;erosion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== How to Build A Greenhouse ===&lt;br /&gt;
* Make glass blocks (stained glass blocks also work!) and build a rectangular set of walls with a flat roof.&lt;br /&gt;
* Put a hopper in the wall or roof.&lt;br /&gt;
* Put a door in the wall so you can get in and out.&lt;br /&gt;
* Type &#039;&#039;&#039;/island greenhouses&#039;&#039;&#039; and read the requirements for the greenhouse you want.&lt;br /&gt;
* Exit the GUI and place blocks, water, lava, and ice so that you make your desired biome.&lt;br /&gt;
* Type &#039;&#039;&#039;/island greenhouses&#039;&#039;&#039; again and click on the biome to make it.&lt;br /&gt;
* Type &#039;&#039;&#039;/island greenhouses help&#039;&#039;&#039; to see other options.&lt;br /&gt;
There are many types of greenhouses available! See the recipes below for more details.&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse Features ===&lt;br /&gt;
* Use bonemeal to grow small plants on grass blocks immediately in the greenhouse. Or place bonemeal in the hopper to have the greenhouse sprinkle bonemeal automatically. Come back later to see what grows!&lt;br /&gt;
* Place a bucket of water (or more) in the hopper to cause snow to fall in cold biomes. Snow will fall when it rains in the world. Each snowfall empties one bucket of water.&lt;br /&gt;
* Friendly biome-specific mobs may spawn in your greenhouse - the usual rules apply (be more than 24 blocks away).&lt;br /&gt;
&lt;br /&gt;
=== Greenhouses FAQ ===&lt;br /&gt;
* &#039;&#039;&#039;Can I use stained glass?&#039;&#039;&#039; Yes, you can. It&#039;s pretty.&lt;br /&gt;
* &#039;&#039;&#039;Can I fill my greenhouse full of water?&#039;&#039;&#039; Yes. That&#039;s an ocean.&lt;br /&gt;
* &#039;&#039;&#039;Will a squid spawn there?&#039;&#039;&#039; Maybe... okay, yes it will if it&#039;s a big enough ocean.&lt;br /&gt;
* &#039;&#039;&#039;How do I place a door high up in the wall if the wall is all glass?&#039;&#039;&#039; Place it on a hopper.&lt;br /&gt;
* &#039;&#039;&#039;How do I place a door on a hopper?&#039;&#039;&#039; Crouch and then place it.&lt;br /&gt;
* &#039;&#039;&#039;Can I use metal doors?&#039;&#039;&#039; Yes.&lt;br /&gt;
* &#039;&#039;&#039;Can I use a trap door?&#039;&#039;&#039; Yes.&lt;br /&gt;
* &#039;&#039;&#039;Can I grow swamp flowers with this?&#039;&#039;&#039; Yes. Make a swamp biome and use bonemeal.&lt;br /&gt;
* &#039;&#039;&#039;How much bonemeal is used to grow plants?&#039;&#039;&#039; One per successful plant.&lt;br /&gt;
* &#039;&#039;&#039;How much water do I need to put into the hopper to make it snow?&#039;&#039;&#039; One bucket of water (just the water) is used up every time it rains. This only happens in cold biomes.&lt;br /&gt;
* &#039;&#039;&#039;Can I build greenhouses in the Nether?&#039;&#039;&#039; Yes. You can colonize the nether with them.&lt;br /&gt;
* &#039;&#039;&#039;What kind of mobs spawn in the biomes?&#039;&#039;&#039; It&#039;s what you would expect, wolves in Cold Taiga, horses on plains, etc.&lt;br /&gt;
&lt;br /&gt;
=== Known &amp;quot;Bugs&amp;quot; ===&lt;br /&gt;
Minecraft biomes have changed so that they take up a 4x4 area, so greenhouse biomes now can bleed outside of the greenhouse depending on the placement. Unfortunately, this cannot be mitigated yet. If you have a good imagination, you can say that the biome of the greenhouse influences the surroundings a bit and it is natural! So it&#039;s a feature, not a bug!&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse Recipes ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Ancient Bastion ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: NETHER_WASTES&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 21&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* BLACKSTONE: 10&lt;br /&gt;
* POLISHED_BLACKSTONE_BRICKS: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* BLACKSTONE has a 1% chance of converting to GILDED_BLACKSTONE when next to LAVA&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* PIGLIN_BRUTE&lt;br /&gt;
* MAGMA_CUBE&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Beach ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: BEACH&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents: &lt;br /&gt;
* SAND: 10 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; Value in required percentage. If the value is zero, then NO ice/water/lava is allowed!&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Block Conversions:&lt;br /&gt;
* TURTLE EGG has a .005% chance of converting to SNIFFER EGG when on SAND&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* DEAD_BUSH&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* SQUID&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Clay River ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: RIVER&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SAND: 1&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* DIRT has a 50% chance of converting to CLAY when next to WATER&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Cold Taiga Forest ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: TAIGA_HILLS&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SPRUCE_LOG: 3&lt;br /&gt;
* SPRUCE_LEAVES: 3&lt;br /&gt;
* GRASS_BLOCK: 3&lt;br /&gt;
Ice Coverage: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Possible Plant Generation:&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* RABBIT&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Crimson Forest ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: CRIMSON_FOREST&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 21&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* NETHERRACK: 10&lt;br /&gt;
* CRIMSON_NYLIUM: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* NETHERRACK has a 10% chance of converting to CRIMSON_NYLIUM when next to NETHERRACK &lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* CRIMSON_ROOTS&lt;br /&gt;
* CRIMSON_FUNGUS&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* HOGLIN&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: DESERT&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SAND: 1&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Possible Plant Generation:&lt;br /&gt;
* DEAD_BUSH&lt;br /&gt;
* CACTUS&lt;br /&gt;
* SHORT_DRY_GRASS&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* DIRT has a 30% chance of converting to SAND when next to SAND&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* HUSK&lt;br /&gt;
* ARCHAEOLOGISTS (from which pottery shards can be obtained) have a chance of replacing Husks in desert biomes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Drippy Drops ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: dripstone_caves&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* STONE: 8&lt;br /&gt;
* CLAY: 8&lt;br /&gt;
Water Coverage: 25&lt;br /&gt;
&amp;lt;br&amp;gt;Block Conversions:&lt;br /&gt;
*CLAY has a 50% chance of converting to DRIPSTONE_BLOCK when next to WATER&lt;br /&gt;
* STONE has a 1% chance of converting to COPPER_ORE when next to STONE&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* GLOW_LICHEN&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* SKELETON&lt;br /&gt;
* GLOW_SQUID&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Forest ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: FLOWER_FOREST&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* OAK_LOG: 3&lt;br /&gt;
* OAK_LEAVES: 4&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* RED_TULIP&lt;br /&gt;
* WHITE_TULIP&lt;br /&gt;
* PINK_TULIP&lt;br /&gt;
* ORANGE_TULIP&lt;br /&gt;
* SUNFLOWER&lt;br /&gt;
* ALLIUM&lt;br /&gt;
* LILY_OF_THE_VALLEY&lt;br /&gt;
* AZURE_BLUET&lt;br /&gt;
* OXEYE_DAISY&lt;br /&gt;
* ROSE_BUSH&lt;br /&gt;
* LILAC&lt;br /&gt;
* POPPY&lt;br /&gt;
* PEONY&lt;br /&gt;
* DANDELION&lt;br /&gt;
* CORNFLOWER&lt;br /&gt;
* PINK PETALS (CHERRY FLOWERS)&lt;br /&gt;
* GRASS&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Fortress of Solitude ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: NETHER_WASTES&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 21&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* NETHERRACK: 10&lt;br /&gt;
* NETHER_BRICKS: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* NETHERRACK has a 15% chance of converting to NETHER_BRICKS when next to LAVA&lt;br /&gt;
* NETHER_BRICKS has a .01% chance of converting to ANCIENT_DEBRIS when next to LAVA&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* WARPED_ROOTS&lt;br /&gt;
* WARPED_FUNGUS&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* WITHER_SKELETON (will only spawn on nether bricks)&lt;br /&gt;
* BLAZE&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Greenest Grottoes ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: lush_caves&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* CLAY: 8&lt;br /&gt;
* STONE: 8&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&amp;lt;br&amp;gt;Block Conversions:&lt;br /&gt;
*STONE has a 50% chance of converting to MOSS_BLOCK when next to WATER&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* FLOWERING_AZALEA&lt;br /&gt;
* BIG_DRIPLEAF&lt;br /&gt;
* SMALL_DRIPLEAF&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* axolotl&lt;br /&gt;
* tropical_fish&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Hello Darkness My Old Friend ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: DEEP_DARK&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* COBBLED_DEEPSLATE: 10&lt;br /&gt;
* DEEPSLATE_BRICKS: 10&lt;br /&gt;
* GRAY_WOOL: 5&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* COBBLED_DEEPSLATE has a 5% chance of converting to SCULK when next to COBBLED_DEEPSLATE&lt;br /&gt;
* SCULK has a 5% chance of converting to SCULK_CATALYST when next to SCULK&lt;br /&gt;
* SCULK_CATALYST has a 5% chance of converting to SCULK_SENSOR when next to SCULK&lt;br /&gt;
* SCULK_SENSOR has a 1% chance of converting to SCULK_SHRIEKER when next to SCULK&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Horse Plains ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: PLAINS&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* GRASS_BLOCK: 3&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
* BUSH&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* HORSE&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== In the End It Doesn&#039;t Even Matter ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: THE_END&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SMOOTH_BASALT: 10&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* ENDERMAN&lt;br /&gt;
* SHULKER&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* SMOOTH_BASALT has a 5% chance of converting to END_STONE when next to SMOOTH_BASALT &lt;br /&gt;
* IRON_BLOCK has a 1% chance of converting to CHORUS_FLOWER when on top of END_STONE&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Jungle ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Jungle ====&lt;br /&gt;
Biome: JUNGLE&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
* JUNGLE_LOG: 3&lt;br /&gt;
* JUNGLE_LEAVES: 4&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* DANDELION&lt;br /&gt;
* MELON&lt;br /&gt;
* ROSE_BUSH&lt;br /&gt;
* FERN&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
* BAMBOO_SAPLING&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Mushroom Fields ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: MUSHROOM_FIELDS&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* MYCELIUM: 2&lt;br /&gt;
Water Coverage: 30&lt;br /&gt;
&amp;lt;br&amp;gt;Possible Plant Generation:&lt;br /&gt;
* BROWN_MUSHROOM&lt;br /&gt;
* RED_MUSHROOM&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* MUSHROOM_COW&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Nether ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: NETHER&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* NETHERRACK: 1&lt;br /&gt;
Lava Coverage: 21&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Block Conversions:&lt;br /&gt;
* DIRT has a 50% chance of converting to NETHERRACK when next to LAVA&lt;br /&gt;
* NETHERRACK has a 1% chance of converting to NETHER_GOLD_ORE when next to LAVA&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* PIGLIN&lt;br /&gt;
* MAGMA_CUBE&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Ocean ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: OCEAN&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 95&lt;br /&gt;
&amp;lt;br&amp;gt;Mobs that may spawn:&lt;br /&gt;
* DROWNED&lt;br /&gt;
* NAUTILUS&lt;br /&gt;
* SQUID&lt;br /&gt;
* ZOMBIE_NAUTILUS&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Pale Gardens ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: PALE_GARDEN&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* PALE_OAK_LEAVES: 10&lt;br /&gt;
* PALE_OAK_LOG: 10&lt;br /&gt;
* GRASS_BLOCK: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* MOSS_BLOCK has a 50% chance of converting to PALE_MOSS_BLOCK when next to GRASS_BLOCK&lt;br /&gt;
* DIAMOND_BLOCK has a 5% chance of converting to CREAKING_HEART when next to PALE_OAK_LOG&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* OPEN_EYE_BLOSSOM&lt;br /&gt;
* CLOSED_EYE_BLOSSOM&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Rock Candy ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: DRIPSTONE_CAVES&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SMOOTH_BASALT: 10&lt;br /&gt;
* CALCITE: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* SMOOTH_BASALT has a 10% chance of converting to CALCITE when next to SMOOTH_BASALT&lt;br /&gt;
* CALCITE has a 10% chance of converting to BUDDING_AMETHYST when next to CALCITE&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* SKELETON&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Savanna ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Savanna ====&lt;br /&gt;
Biome: SAVANNA&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* ACACIA_LOG: 3&lt;br /&gt;
* ACACIA_LEAVES: 4&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Slimy Swamp ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: SWAMP&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
* OAK_LOG: 3&lt;br /&gt;
* OAK_LEAVES: 4&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&amp;lt;br&amp;gt;Possible Plant Generation:&lt;br /&gt;
* RED_MUSHROOM&lt;br /&gt;
* BROWN_MUSHROOM&lt;br /&gt;
* BLUE_ORCHID&lt;br /&gt;
* LILY_PAD&lt;br /&gt;
* FIREFLY_BUSH&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* BOGGED&lt;br /&gt;
* SLIME&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Snowy Beach ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: SNOWY_BEACH&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SAND: 5&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Block Conversions:&lt;br /&gt;
* SAND has a 50% chance of converting to POWDER_SNOW when next to SAND&lt;br /&gt;
* WATER has a 50% chance of converting to ICE when next to ICE&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* GOAT&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Taiga ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Three Wolf Moon Forest ====&lt;br /&gt;
Biome: TAIGA&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SPRUCE_LOG: 3&lt;br /&gt;
* SPRUCE_LEAVES: 3&lt;br /&gt;
* GRASS_BLOCK: 3&lt;br /&gt;
Ice Coverage: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Possible Plant Generation:&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* WOLF&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Tricks and Trials ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: PLAINS&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* DEEPSLATE: 8&lt;br /&gt;
* OXIDIZED_COPPER: 8&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* DEEPSLATE has a 10% chance of converting to TUFF when next to DEEPSLATE&lt;br /&gt;
* DIAMOND_BLOCK has a 0.1% chance of converting to VAULT when next to TUFF (this will only be the regular vault, not ominous)&lt;br /&gt;
* VAULT has a 0.1% chance of converting to TRIAL_SPAWNER when next to TUFF (spawn egg will be required to activate)&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* BREEZE&lt;br /&gt;
* SLIME&lt;br /&gt;
* SILVERFISH&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Warped Forest ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: WARPED_FOREST&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 21&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* NETHERRACK: 10&lt;br /&gt;
* WARPED_NYLIUM: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* NETHERRACK has a 10% chance of converting to WARPED_NYLIUM when next to NETHERRACK &lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* WARPED_ROOTS&lt;br /&gt;
* WARPED_FUNGUS&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* ENDERMAN&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
* Don&#039;t try to bridge to the Spawns or to anyone else&#039;s island. This will be considered griefing.&lt;br /&gt;
* Don&#039;t try to glitch around the plugins in place to prevent inventory crossover between worlds. That&#039;s just not cool.&lt;br /&gt;
* We recommend not jumping off your island to regen your hunger -- we have a plugin that will save your hunger for you when you respawn. Again, this falls under the glitching/exploits category.&lt;br /&gt;
* A player can have up to two islands, but only if one of those islands is shared with a minimum of one other player.&lt;br /&gt;
&lt;br /&gt;
== SkyBlock FAQ ==&lt;br /&gt;
&#039;&#039;&#039;Can players have more than one island?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Yes! A player can have up to two islands per account. Please reference Additional Rules for stipulations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I&#039;ve turned my lava into obsidian! Do I have to reset my island?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nope! SkyBlock gives you a couple do-overs with obsidian mishaps -- just right click the obsidian with a bucket and it magically turns back to lava. But be careful! You only get a few of these chances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How many restarts do I get?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everyone gets 3 chances. After the third you would need to contact an admin to reset your count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can players help each other/is there a co-op mode?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Yes. Players that are cooped will remain so until the inviter or invitee log off or until the invitee is expelled from the island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When the player changes their biome, it does not change!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The biome is updated when the server reloads chunks. Player and team members needs to log out or teleport elsewhere so the chunks will be unloaded and then reload when they return. All players in the area need to leave for the chunks to be unloaded and then reloaded by the server.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pioneer Challenge Doesn&#039;t Work/You&#039;ve collected all the items, but told you don&#039;t have everything.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the map is empty - a filled map won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How can I do the slime farmer challenge?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Build down and make a platform that is lower than level 40. Slimes spawn every 10th chunk on average (chunk = 16x16 blocks) so make the platform as big as possible so that it covers at least 10 chunks. Cover it in torches so other mobs don&#039;t spawn. You may be lucky and find a slime spawning chunk immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How is the island level calculated?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The player&#039;s island is scanned and points added for each eligible block. The total is divided by 100 and rounded down to obtain the island level. Blocks must be actually placed on the island and not inside chests, other storage items, or in the player&#039;s inventory to count. Some blocks have limits for how many can be counted in the level, and others have a negative value, all noted in the list below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can I silk touch mob spawners?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Yes! You&#039;ll need to use a diamond or netherite pickaxe with the silk touch enchantment on it.&lt;br /&gt;
&lt;br /&gt;
Default block values follow:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;List of block values:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* acacia_button: 1&lt;br /&gt;
* acacia_door: 2&lt;br /&gt;
* acacia_fence: 2&lt;br /&gt;
* acacia_fence_gate: 4&lt;br /&gt;
* acacia_hanging_sign: 1&lt;br /&gt;
* acacia_leaves: 0&lt;br /&gt;
* acacia_log: 1&lt;br /&gt;
* acacia_planks: 1&lt;br /&gt;
* acacia_pressure_plate: 2&lt;br /&gt;
* acacia_sapling: 1&lt;br /&gt;
* acacia_sign: 1&lt;br /&gt;
* acacia_slab: 1&lt;br /&gt;
* acacia_stairs: 2&lt;br /&gt;
* acacia_trapdoor: 3&lt;br /&gt;
* acacia_wall_hanging_sign: 1&lt;br /&gt;
* acacia_wall_sign: 1&lt;br /&gt;
* acacia_wood: 1&lt;br /&gt;
* activator_rail: 1&lt;br /&gt;
* allay_spawner: 1&lt;br /&gt;
* allium: 1&lt;br /&gt;
* amethyst_block: 5&lt;br /&gt;
* amethyst_cluster: 1&lt;br /&gt;
* ancient_debris: 1&lt;br /&gt;
* andesite: 1&lt;br /&gt;
* andesite_slab: 1&lt;br /&gt;
* andesite_stairs: 1&lt;br /&gt;
* andesite_wall: 1&lt;br /&gt;
* anvil: 10&lt;br /&gt;
* armadillo_spawner: 1&lt;br /&gt;
* attached_melon_stem: 1&lt;br /&gt;
* attached_pumpkin_stem: 1&lt;br /&gt;
* axolotl_spawner: 1&lt;br /&gt;
* azalea: 1&lt;br /&gt;
* azalea_leaves: 1&lt;br /&gt;
* azure_bluet: 1&lt;br /&gt;
* bamboo: 1&lt;br /&gt;
* bamboo_block: 1&lt;br /&gt;
* bamboo_button: 1&lt;br /&gt;
* bamboo_door: 1&lt;br /&gt;
* bamboo_fence: 1&lt;br /&gt;
* bamboo_fence_gate: 1&lt;br /&gt;
* bamboo_hanging_sign: 1&lt;br /&gt;
* bamboo_mosaic: 1&lt;br /&gt;
* bamboo_mosaic_slab: 1&lt;br /&gt;
* bamboo_mosaic_stairs: 1&lt;br /&gt;
* bamboo_planks: 1&lt;br /&gt;
* bamboo_pressure_plate: 1&lt;br /&gt;
* bamboo_sapling: 1&lt;br /&gt;
* bamboo_sign: 1&lt;br /&gt;
* bamboo_slab: 1&lt;br /&gt;
* bamboo_stairs: 1&lt;br /&gt;
* bamboo_trapdoor: 1&lt;br /&gt;
* bamboo_wall_hanging_sign: 1&lt;br /&gt;
* bamboo_wall_sign: 1&lt;br /&gt;
* barrel: 1&lt;br /&gt;
* barrier: 0&lt;br /&gt;
* basalt: 1&lt;br /&gt;
* bat_spawner: 1&lt;br /&gt;
* beacon: 500&lt;br /&gt;
* bedrock: 0&lt;br /&gt;
* bee_nest: 1&lt;br /&gt;
* bee_spawner: 1&lt;br /&gt;
* beehive: 1&lt;br /&gt;
* beetroots: 1&lt;br /&gt;
* bell: 1&lt;br /&gt;
* big_dripleaf: 1&lt;br /&gt;
* big_dripleaf_stem: 1&lt;br /&gt;
* birch_button: 1&lt;br /&gt;
* birch_door: 2&lt;br /&gt;
* birch_fence: 2&lt;br /&gt;
* birch_fence_gate: 4&lt;br /&gt;
* birch_hanging_sign: 1&lt;br /&gt;
* birch_leaves: 0&lt;br /&gt;
* birch_log: 1&lt;br /&gt;
* birch_planks: 1&lt;br /&gt;
* birch_pressure_plate: 2&lt;br /&gt;
* birch_sapling: 1&lt;br /&gt;
* birch_sign: 1&lt;br /&gt;
* birch_slab: 1&lt;br /&gt;
* birch_stairs: 2&lt;br /&gt;
* birch_trapdoor: 3&lt;br /&gt;
* birch_wall_hanging_sign: 1&lt;br /&gt;
* birch_wall_sign: 1&lt;br /&gt;
* birch_wood: 1&lt;br /&gt;
* black_banner: 2&lt;br /&gt;
* black_bed: 6&lt;br /&gt;
* black_candle: 1&lt;br /&gt;
* black_candle_cake: 1&lt;br /&gt;
* black_carpet: 1&lt;br /&gt;
* black_concrete: 3&lt;br /&gt;
* black_concrete_powder: 2&lt;br /&gt;
* black_glazed_terracotta: 5&lt;br /&gt;
* black_shulker_box: 11&lt;br /&gt;
* black_stained_glass: 2&lt;br /&gt;
* black_stained_glass_pane: 1&lt;br /&gt;
* black_terracotta: 2&lt;br /&gt;
* black_wall_banner: 2&lt;br /&gt;
* black_wool: 2&lt;br /&gt;
* blackstone: 1&lt;br /&gt;
* blackstone_slab: 1&lt;br /&gt;
* blackstone_stairs: 1&lt;br /&gt;
* blackstone_wall: 1&lt;br /&gt;
* blast_furnace: 1&lt;br /&gt;
* blaze_spawner: 1&lt;br /&gt;
* blue_banner: 2&lt;br /&gt;
* blue_bed: 6&lt;br /&gt;
* blue_candle: 1&lt;br /&gt;
* blue_candle_cake: 1&lt;br /&gt;
* blue_carpet: 1&lt;br /&gt;
* blue_concrete: 3&lt;br /&gt;
* blue_concrete_powder: 2&lt;br /&gt;
* blue_glazed_terracotta: 5&lt;br /&gt;
* blue_ice: 1&lt;br /&gt;
* blue_orchid: 1&lt;br /&gt;
* blue_shulker_box: 11&lt;br /&gt;
* blue_stained_glass: 2&lt;br /&gt;
* blue_stained_glass_pane: 1&lt;br /&gt;
* blue_terracotta: 2&lt;br /&gt;
* blue_wall_banner: 2&lt;br /&gt;
* blue_wool: 2&lt;br /&gt;
* bogged_spawner: 1&lt;br /&gt;
* bone_block: 1&lt;br /&gt;
* bookshelf: 5&lt;br /&gt;
* brain_coral: 1&lt;br /&gt;
* brain_coral_block: 1&lt;br /&gt;
* brain_coral_fan: 1&lt;br /&gt;
* brain_coral_wall_fan: 1&lt;br /&gt;
* breeze_spawner: 1&lt;br /&gt;
* brewing_stand: 20&lt;br /&gt;
* brick_slab: 3&lt;br /&gt;
* brick_stairs: 5&lt;br /&gt;
* brick_wall: 1&lt;br /&gt;
* bricks: 5&lt;br /&gt;
* brown_banner: 2&lt;br /&gt;
* brown_bed: 6&lt;br /&gt;
* brown_candle: 1&lt;br /&gt;
* brown_candle_cake: 1&lt;br /&gt;
* brown_carpet: 1&lt;br /&gt;
* brown_concrete: 3&lt;br /&gt;
* brown_concrete_powder: 2&lt;br /&gt;
* brown_glazed_terracotta: 5&lt;br /&gt;
* brown_mushroom: 1&lt;br /&gt;
* brown_mushroom_block: 1&lt;br /&gt;
* brown_shulker_box: 11&lt;br /&gt;
* brown_stained_glass: 2&lt;br /&gt;
* brown_stained_glass_pane: 1&lt;br /&gt;
* brown_terracotta: 2&lt;br /&gt;
* brown_wall_banner: 2&lt;br /&gt;
* brown_wool: 2&lt;br /&gt;
* bubble_column: 1&lt;br /&gt;
* bubble_coral: 1&lt;br /&gt;
* bubble_coral_block: 1&lt;br /&gt;
* bubble_coral_fan: 1&lt;br /&gt;
* bubble_coral_wall_fan: 1&lt;br /&gt;
* budding_amethyst: 5&lt;br /&gt;
* bush: 1&lt;br /&gt;
* cactus: 1&lt;br /&gt;
* cactus_flower: 1&lt;br /&gt;
* cake: 9&lt;br /&gt;
* calcite: 1&lt;br /&gt;
* calibrated_sculk_sensor: 1&lt;br /&gt;
* camel_spawner: 1&lt;br /&gt;
* campfire: 1&lt;br /&gt;
* candle: 1&lt;br /&gt;
* candle_cake: 1&lt;br /&gt;
* carrots: 1&lt;br /&gt;
* cartography_table: 1&lt;br /&gt;
* carved_pumpkin: 2&lt;br /&gt;
* cat_spawner: 1&lt;br /&gt;
* cauldron: 10&lt;br /&gt;
* cave_air: 0&lt;br /&gt;
* cave_spider_spawner: 1&lt;br /&gt;
* cave_vines: 1&lt;br /&gt;
* cave_vines_plant: 1&lt;br /&gt;
* chain: 1&lt;br /&gt;
* chain_command_block: 0&lt;br /&gt;
* cherry_button: 1&lt;br /&gt;
* cherry_door: 1&lt;br /&gt;
* cherry_fence: 1&lt;br /&gt;
* cherry_fence_gate: 1&lt;br /&gt;
* cherry_hanging_sign: 1&lt;br /&gt;
* cherry_leaves: 1&lt;br /&gt;
* cherry_log: 1&lt;br /&gt;
* cherry_planks: 1&lt;br /&gt;
* cherry_pressure_plate: 1&lt;br /&gt;
* cherry_sapling: 1&lt;br /&gt;
* cherry_sign: 1&lt;br /&gt;
* cherry_slab: 1&lt;br /&gt;
* cherry_stairs: 1&lt;br /&gt;
* cherry_trapdoor: 1&lt;br /&gt;
* cherry_wall_hanging_sign: 1&lt;br /&gt;
* cherry_wall_sign: 1&lt;br /&gt;
* cherry_wood: 1&lt;br /&gt;
* chest: 8&lt;br /&gt;
* chicken_spawner: 1&lt;br /&gt;
* chipped_anvil: 9&lt;br /&gt;
* chiseled_bookshelf: 1&lt;br /&gt;
* chiseled_copper: 1&lt;br /&gt;
* chiseled_deepslate: 1&lt;br /&gt;
* chiseled_nether_bricks: 1&lt;br /&gt;
* chiseled_polished_blackstone: 1&lt;br /&gt;
* chiseled_quartz_block: 2&lt;br /&gt;
* chiseled_red_sandstone: 2&lt;br /&gt;
* chiseled_resin_bricks: 1&lt;br /&gt;
* chiseled_sandstone: 2&lt;br /&gt;
* chiseled_stone_bricks: 2&lt;br /&gt;
* chiseled_tuff: 1&lt;br /&gt;
* chiseled_tuff_bricks: 1&lt;br /&gt;
* chorus_flower: 1&lt;br /&gt;
* chorus_plant: 1&lt;br /&gt;
* clay: 2&lt;br /&gt;
* closed_eyeblossom: 1&lt;br /&gt;
* coal_block: 9&lt;br /&gt;
* coal_ore: 1&lt;br /&gt;
* coarse_dirt: 2&lt;br /&gt;
* cobbled_deepslate: 1&lt;br /&gt;
* cobbled_deepslate_slab: 1&lt;br /&gt;
* cobbled_deepslate_stairs: 1&lt;br /&gt;
* cobbled_deepslate_wall: 1&lt;br /&gt;
* cobblestone: 1&lt;br /&gt;
* cobblestone_slab: 1&lt;br /&gt;
* cobblestone_stairs: 2&lt;br /&gt;
* cobblestone_wall: 1&lt;br /&gt;
* cobweb: 10&lt;br /&gt;
* cocoa: 1&lt;br /&gt;
* cod_spawner: 1&lt;br /&gt;
* command_block: 0&lt;br /&gt;
* comparator: 10&lt;br /&gt;
* composter: 1&lt;br /&gt;
* conduit: 1&lt;br /&gt;
* copper_block: 5&lt;br /&gt;
* copper_bulb: 1&lt;br /&gt;
* copper_door: 1&lt;br /&gt;
* copper_grate: 1&lt;br /&gt;
* copper_ore: 1&lt;br /&gt;
* copper_trapdoor: 1&lt;br /&gt;
* cornflower: 1&lt;br /&gt;
* cow_spawner: 1&lt;br /&gt;
* cracked_deepslate_bricks: 1&lt;br /&gt;
* cracked_deepslate_tiles: 1&lt;br /&gt;
* cracked_nether_bricks: 1&lt;br /&gt;
* cracked_polished_blackstone_bricks: 1&lt;br /&gt;
* cracked_stone_bricks: 2&lt;br /&gt;
* crafter: 1&lt;br /&gt;
* crafting_table: 1&lt;br /&gt;
* creaking_heart: 1&lt;br /&gt;
* creaking_spawner: 1&lt;br /&gt;
* creeper_head: 1&lt;br /&gt;
* creeper_spawner: 1&lt;br /&gt;
* creeper_wall_head: 1&lt;br /&gt;
* crimson_button: 1&lt;br /&gt;
* crimson_door: 1&lt;br /&gt;
* crimson_fence: 1&lt;br /&gt;
* crimson_fence_gate: 1&lt;br /&gt;
* crimson_fungus: 1&lt;br /&gt;
* crimson_hanging_sign: 1&lt;br /&gt;
* crimson_hyphae: 1&lt;br /&gt;
* crimson_nylium: 1&lt;br /&gt;
* crimson_planks: 1&lt;br /&gt;
* crimson_pressure_plate: 1&lt;br /&gt;
* crimson_roots: 1&lt;br /&gt;
* crimson_sign: 1&lt;br /&gt;
* crimson_slab: 1&lt;br /&gt;
* crimson_stairs: 1&lt;br /&gt;
* crimson_stem: 1&lt;br /&gt;
* crimson_trapdoor: 1&lt;br /&gt;
* crimson_wall_hanging_sign: 1&lt;br /&gt;
* crimson_wall_sign: 1&lt;br /&gt;
* crying_obsidian: 1&lt;br /&gt;
* cut_copper: 5&lt;br /&gt;
* cut_copper_slab: 1&lt;br /&gt;
* cut_copper_stairs: 1&lt;br /&gt;
* cut_red_sandstone: 1&lt;br /&gt;
* cut_red_sandstone_slab: 1&lt;br /&gt;
* cut_sandstone: 1&lt;br /&gt;
* cut_sandstone_slab: 1&lt;br /&gt;
* cyan_banner: 2&lt;br /&gt;
* cyan_bed: 6&lt;br /&gt;
* cyan_candle: 1&lt;br /&gt;
* cyan_candle_cake: 1&lt;br /&gt;
* cyan_carpet: 1&lt;br /&gt;
* cyan_concrete: 3&lt;br /&gt;
* cyan_concrete_powder: 2&lt;br /&gt;
* cyan_glazed_terracotta: 5&lt;br /&gt;
* cyan_shulker_box: 11&lt;br /&gt;
* cyan_stained_glass: 2&lt;br /&gt;
* cyan_stained_glass_pane: 1&lt;br /&gt;
* cyan_terracotta: 2&lt;br /&gt;
* cyan_wall_banner: 2&lt;br /&gt;
* cyan_wool: 2&lt;br /&gt;
* damaged_anvil: 5&lt;br /&gt;
* dandelion: 1&lt;br /&gt;
* dark_oak_button: 1&lt;br /&gt;
* dark_oak_door: 2&lt;br /&gt;
* dark_oak_fence: 2&lt;br /&gt;
* dark_oak_fence_gate: 4&lt;br /&gt;
* dark_oak_hanging_sign: 1&lt;br /&gt;
* dark_oak_leaves: 0&lt;br /&gt;
* dark_oak_log: 1&lt;br /&gt;
* dark_oak_planks: 1&lt;br /&gt;
* dark_oak_pressure_plate: 2&lt;br /&gt;
* dark_oak_sapling: 1&lt;br /&gt;
* dark_oak_sign: 1&lt;br /&gt;
* dark_oak_slab: 1&lt;br /&gt;
* dark_oak_stairs: 2&lt;br /&gt;
* dark_oak_trapdoor: 3&lt;br /&gt;
* dark_oak_wall_hanging_sign: 1&lt;br /&gt;
* dark_oak_wall_sign: 1&lt;br /&gt;
* dark_oak_wood: 1&lt;br /&gt;
* dark_prismarine: 1&lt;br /&gt;
* dark_prismarine_slab: 1&lt;br /&gt;
* dark_prismarine_stairs: 2&lt;br /&gt;
* daylight_detector: 10&lt;br /&gt;
* dead_brain_coral: 1&lt;br /&gt;
* dead_brain_coral_block: 1&lt;br /&gt;
* dead_brain_coral_fan: 1&lt;br /&gt;
* dead_brain_coral_wall_fan: 1&lt;br /&gt;
* dead_bubble_coral: 1&lt;br /&gt;
* dead_bubble_coral_block: 1&lt;br /&gt;
* dead_bubble_coral_fan: 1&lt;br /&gt;
* dead_bubble_coral_wall_fan: 1&lt;br /&gt;
* dead_bush: 1&lt;br /&gt;
* dead_fire_coral: 1&lt;br /&gt;
* dead_fire_coral_block: 1&lt;br /&gt;
* dead_fire_coral_fan: 1&lt;br /&gt;
* dead_fire_coral_wall_fan: 1&lt;br /&gt;
* dead_horn_coral: 1&lt;br /&gt;
* dead_horn_coral_block: 1&lt;br /&gt;
* dead_horn_coral_fan: 1&lt;br /&gt;
* dead_horn_coral_wall_fan: 1&lt;br /&gt;
* dead_tube_coral: 1&lt;br /&gt;
* dead_tube_coral_block: 1&lt;br /&gt;
* dead_tube_coral_fan: 1&lt;br /&gt;
* dead_tube_coral_wall_fan: 1&lt;br /&gt;
* decorated_pot: 1&lt;br /&gt;
* deepslate: 1&lt;br /&gt;
* deepslate_brick_slab: 1&lt;br /&gt;
* deepslate_brick_stairs: 1&lt;br /&gt;
* deepslate_brick_wall: 1&lt;br /&gt;
* deepslate_bricks: 1&lt;br /&gt;
* deepslate_coal_ore: 1&lt;br /&gt;
* deepslate_copper_ore: 1&lt;br /&gt;
* deepslate_diamond_ore: 1&lt;br /&gt;
* deepslate_emerald_ore: 1&lt;br /&gt;
* deepslate_gold_ore: 1&lt;br /&gt;
* deepslate_iron_ore: 1&lt;br /&gt;
* deepslate_lapis_ore: 1&lt;br /&gt;
* deepslate_redstone_ore: 1&lt;br /&gt;
* deepslate_tile_slab: 1&lt;br /&gt;
* deepslate_tile_stairs: 1&lt;br /&gt;
* deepslate_tile_wall: 1&lt;br /&gt;
* deepslate_tiles: 1&lt;br /&gt;
* detector_rail: 10&lt;br /&gt;
* diamond_block: 300&lt;br /&gt;
* diamond_ore: 1&lt;br /&gt;
* diorite: 1&lt;br /&gt;
* diorite_slab: 1&lt;br /&gt;
* diorite_stairs: 1&lt;br /&gt;
* diorite_wall: 1&lt;br /&gt;
* dirt: 3&lt;br /&gt;
* dirt_path: 4&lt;br /&gt;
* dispenser: 5&lt;br /&gt;
* dolphin_spawner: 1&lt;br /&gt;
* donkey_spawner: 1&lt;br /&gt;
* dragon_egg: 150&lt;br /&gt;
* dragon_head: 1&lt;br /&gt;
* dragon_wall_head: 1&lt;br /&gt;
* dried_ghast: 1&lt;br /&gt;
* dried_kelp_block: 1&lt;br /&gt;
* dripstone_block: 1&lt;br /&gt;
* dropper: 5&lt;br /&gt;
* drowned_spawner: 1&lt;br /&gt;
* elder_guardian_spawner: 1&lt;br /&gt;
* emerald_block: 150&lt;br /&gt;
* emerald_ore: 1&lt;br /&gt;
* enchanting_table: 150&lt;br /&gt;
* end_gateway: 0&lt;br /&gt;
* end_portal: 0&lt;br /&gt;
* end_portal_frame: 0&lt;br /&gt;
* end_rod: 1&lt;br /&gt;
* end_stone: 1&lt;br /&gt;
* end_stone_brick_slab: 1&lt;br /&gt;
* end_stone_brick_stairs: 1&lt;br /&gt;
* end_stone_brick_wall: 1&lt;br /&gt;
* end_stone_bricks: 2&lt;br /&gt;
* ender_chest: 150&lt;br /&gt;
* ender_dragon_spawner: 1&lt;br /&gt;
* enderman_spawner: 1&lt;br /&gt;
* endermite_spawner: 1&lt;br /&gt;
* evoker_spawner: 1&lt;br /&gt;
* exposed_chiseled_copper: 1&lt;br /&gt;
* exposed_copper: 5&lt;br /&gt;
* exposed_copper_bulb: 1&lt;br /&gt;
* exposed_copper_door: 1&lt;br /&gt;
* exposed_copper_grate: 1&lt;br /&gt;
* exposed_copper_trapdoor: 1&lt;br /&gt;
* exposed_cut_copper: 5&lt;br /&gt;
* exposed_cut_copper_slab: 1&lt;br /&gt;
* exposed_cut_copper_stairs: 1&lt;br /&gt;
* farmland: 1&lt;br /&gt;
* fern: 1&lt;br /&gt;
* fire: 0&lt;br /&gt;
* fire_coral: 1&lt;br /&gt;
* fire_coral_block: 1&lt;br /&gt;
* fire_coral_fan: 1&lt;br /&gt;
* fire_coral_wall_fan: 1&lt;br /&gt;
* firefly_bush: 1&lt;br /&gt;
* fletching_table: 1&lt;br /&gt;
* flower_pot: 1&lt;br /&gt;
* flowering_azalea: 1&lt;br /&gt;
* flowering_azalea_leaves: 1&lt;br /&gt;
* fox_spawner: 1&lt;br /&gt;
* frog_spawner: 1&lt;br /&gt;
* frogspawn: 1&lt;br /&gt;
* frosted_ice: 1&lt;br /&gt;
* furnace: 8&lt;br /&gt;
* ghast_spawner: 1&lt;br /&gt;
* gilded_blackstone: 1&lt;br /&gt;
* glass: 2&lt;br /&gt;
* glass_pane: 1&lt;br /&gt;
* glow_lichen: 1&lt;br /&gt;
* glow_squid_spawner: 1&lt;br /&gt;
* glowstone: 1&lt;br /&gt;
* goat_spawner: 1&lt;br /&gt;
* gold_block: 150&lt;br /&gt;
* gold_ore: 1&lt;br /&gt;
* granite: 1&lt;br /&gt;
* granite_slab: 1&lt;br /&gt;
* granite_stairs: 1&lt;br /&gt;
* granite_wall: 1&lt;br /&gt;
* grass: 4&lt;br /&gt;
* grass_block: 4&lt;br /&gt;
* gravel: 1&lt;br /&gt;
* gray_banner: 2&lt;br /&gt;
* gray_bed: 6&lt;br /&gt;
* gray_candle: 1&lt;br /&gt;
* gray_candle_cake: 1&lt;br /&gt;
* gray_carpet: 1&lt;br /&gt;
* gray_concrete: 3&lt;br /&gt;
* gray_concrete_powder: 2&lt;br /&gt;
* gray_glazed_terracotta: 5&lt;br /&gt;
* gray_shulker_box: 11&lt;br /&gt;
* gray_stained_glass: 2&lt;br /&gt;
* gray_stained_glass_pane: 1&lt;br /&gt;
* gray_terracotta: 2&lt;br /&gt;
* gray_wall_banner: 2&lt;br /&gt;
* gray_wool: 2&lt;br /&gt;
* green_banner: 2&lt;br /&gt;
* green_bed: 6&lt;br /&gt;
* green_candle: 1&lt;br /&gt;
* green_candle_cake: 1&lt;br /&gt;
* green_carpet: 1&lt;br /&gt;
* green_concrete: 3&lt;br /&gt;
* green_concrete_powder: 2&lt;br /&gt;
* green_glazed_terracotta: 5&lt;br /&gt;
* green_shulker_box: 11&lt;br /&gt;
* green_stained_glass: 2&lt;br /&gt;
* green_stained_glass_pane: 1&lt;br /&gt;
* green_terracotta: 2&lt;br /&gt;
* green_wall_banner: 2&lt;br /&gt;
* green_wool: 2&lt;br /&gt;
* grindstone: 1&lt;br /&gt;
* guardian_spawner: 1&lt;br /&gt;
* hanging_roots: 1&lt;br /&gt;
* happy_ghast_spawner: 1&lt;br /&gt;
* hay_block: 2&lt;br /&gt;
* heavy_core: 1&lt;br /&gt;
* heavy_weighted_pressure_plate: 3&lt;br /&gt;
* hoglin_spawner: 1&lt;br /&gt;
* honey_block: 3&lt;br /&gt;
* honeycomb_block: 3&lt;br /&gt;
* hopper: -10&lt;br /&gt;
* horn_coral: 1&lt;br /&gt;
* horn_coral_block: 1&lt;br /&gt;
* horn_coral_fan: 1&lt;br /&gt;
* horn_coral_wall_fan: 1&lt;br /&gt;
* horse_spawner: 1&lt;br /&gt;
* husk_spawner: 1&lt;br /&gt;
* ice: 5&lt;br /&gt;
* infested_chiseled_stone_bricks: 2&lt;br /&gt;
* infested_cobblestone: 1&lt;br /&gt;
* infested_cracked_stone_bricks: 2&lt;br /&gt;
* infested_deepslate: 1&lt;br /&gt;
* infested_mossy_stone_bricks: 2&lt;br /&gt;
* infested_stone: 1&lt;br /&gt;
* infested_stone_bricks: 2&lt;br /&gt;
* iron_bars: 2&lt;br /&gt;
* iron_block: 10&lt;br /&gt;
* iron_door: 5&lt;br /&gt;
* iron_golem_spawner: 1&lt;br /&gt;
* iron_ore: 1&lt;br /&gt;
* iron_trapdoor: 4&lt;br /&gt;
* jack_o_lantern: 2&lt;br /&gt;
* jigsaw: 1&lt;br /&gt;
* jukebox: 10&lt;br /&gt;
* jungle_button: 1&lt;br /&gt;
* jungle_door: 2&lt;br /&gt;
* jungle_fence: 2&lt;br /&gt;
* jungle_fence_gate: 4&lt;br /&gt;
* jungle_hanging_sign: 1&lt;br /&gt;
* jungle_leaves: 0&lt;br /&gt;
* jungle_log: 1&lt;br /&gt;
* jungle_planks: 1&lt;br /&gt;
* jungle_pressure_plate: 2&lt;br /&gt;
* jungle_sapling: 1&lt;br /&gt;
* jungle_sign: 1&lt;br /&gt;
* jungle_slab: 1&lt;br /&gt;
* jungle_stairs: 2&lt;br /&gt;
* jungle_trapdoor: 3&lt;br /&gt;
* jungle_wall_hanging_sign: 1&lt;br /&gt;
* jungle_wall_sign: 1&lt;br /&gt;
* jungle_wood: 1&lt;br /&gt;
* kelp: 1&lt;br /&gt;
* kelp_plant: 1&lt;br /&gt;
* ladder: 2&lt;br /&gt;
* lantern: 1&lt;br /&gt;
* lapis_block: 10&lt;br /&gt;
* lapis_ore: 1&lt;br /&gt;
* large_amethyst_bud: 1&lt;br /&gt;
* large_fern: 1&lt;br /&gt;
* lava: 0&lt;br /&gt;
* lava_cauldron: 1&lt;br /&gt;
* leaf_litter: 1&lt;br /&gt;
* lectern: 1&lt;br /&gt;
* lever: 1&lt;br /&gt;
* light: 1&lt;br /&gt;
* light_blue_banner: 2&lt;br /&gt;
* light_blue_bed: 6&lt;br /&gt;
* light_blue_candle: 1&lt;br /&gt;
* light_blue_candle_cake: 1&lt;br /&gt;
* light_blue_carpet: 1&lt;br /&gt;
* light_blue_concrete: 3&lt;br /&gt;
* light_blue_concrete_powder: 2&lt;br /&gt;
* light_blue_glazed_terracotta: 5&lt;br /&gt;
* light_blue_shulker_box: 11&lt;br /&gt;
* light_blue_stained_glass: 2&lt;br /&gt;
* light_blue_stained_glass_pane: 1&lt;br /&gt;
* light_blue_terracotta: 2&lt;br /&gt;
* light_blue_wall_banner: 2&lt;br /&gt;
* light_blue_wool: 2&lt;br /&gt;
* light_gray_banner: 2&lt;br /&gt;
* light_gray_bed: 6&lt;br /&gt;
* light_gray_candle: 1&lt;br /&gt;
* light_gray_candle_cake: 1&lt;br /&gt;
* light_gray_carpet: 1&lt;br /&gt;
* light_gray_concrete: 3&lt;br /&gt;
* light_gray_concrete_powder: 2&lt;br /&gt;
* light_gray_glazed_terracotta: 5&lt;br /&gt;
* light_gray_shulker_box: 11&lt;br /&gt;
* light_gray_stained_glass: 2&lt;br /&gt;
* light_gray_stained_glass_pane: 1&lt;br /&gt;
* light_gray_terracotta: 2&lt;br /&gt;
* light_gray_wall_banner: 2&lt;br /&gt;
* light_gray_wool: 2&lt;br /&gt;
* light_weighted_pressure_plate: 3&lt;br /&gt;
* lightning_rod: 1&lt;br /&gt;
* lilac: 1&lt;br /&gt;
* lily_of_the_valley: 1&lt;br /&gt;
* lily_pad: 5&lt;br /&gt;
* lime_banner: 2&lt;br /&gt;
* lime_bed: 6&lt;br /&gt;
* lime_candle: 1&lt;br /&gt;
* lime_candle_cake: 1&lt;br /&gt;
* lime_carpet: 1&lt;br /&gt;
* lime_concrete: 3&lt;br /&gt;
* lime_concrete_powder: 2&lt;br /&gt;
* lime_glazed_terracotta: 5&lt;br /&gt;
* lime_shulker_box: 11&lt;br /&gt;
* lime_stained_glass: 2&lt;br /&gt;
* lime_stained_glass_pane: 1&lt;br /&gt;
* lime_terracotta: 2&lt;br /&gt;
* lime_wall_banner: 2&lt;br /&gt;
* lime_wool: 2&lt;br /&gt;
* llama_spawner: 1&lt;br /&gt;
* lodestone: 1&lt;br /&gt;
* loom: 1&lt;br /&gt;
* magenta_banner: 2&lt;br /&gt;
* magenta_bed: 6&lt;br /&gt;
* magenta_candle: 1&lt;br /&gt;
* magenta_candle_cake: 1&lt;br /&gt;
* magenta_carpet: 1&lt;br /&gt;
* magenta_concrete: 3&lt;br /&gt;
* magenta_concrete_powder: 2&lt;br /&gt;
* magenta_glazed_terracotta: 5&lt;br /&gt;
* magenta_shulker_box: 11&lt;br /&gt;
* magenta_stained_glass: 2&lt;br /&gt;
* magenta_stained_glass_pane: 1&lt;br /&gt;
* magenta_terracotta: 2&lt;br /&gt;
* magenta_wall_banner: 2&lt;br /&gt;
* magenta_wool: 2&lt;br /&gt;
* magma_block: 1&lt;br /&gt;
* magma_cube_spawner: 1&lt;br /&gt;
* mangrove_button: 1&lt;br /&gt;
* mangrove_door: 1&lt;br /&gt;
* mangrove_fence: 1&lt;br /&gt;
* mangrove_fence_gate: 1&lt;br /&gt;
* mangrove_hanging_sign: 1&lt;br /&gt;
* mangrove_leaves: 1&lt;br /&gt;
* mangrove_log: 1&lt;br /&gt;
* mangrove_planks: 1&lt;br /&gt;
* mangrove_pressure_plate: 1&lt;br /&gt;
* mangrove_propagule: 1&lt;br /&gt;
* mangrove_roots: 1&lt;br /&gt;
* mangrove_sign: 1&lt;br /&gt;
* mangrove_slab: 1&lt;br /&gt;
* mangrove_stairs: 1&lt;br /&gt;
* mangrove_trapdoor: 1&lt;br /&gt;
* mangrove_wall_hanging_sign: 1&lt;br /&gt;
* mangrove_wall_sign: 1&lt;br /&gt;
* mangrove_wood: 1&lt;br /&gt;
* medium_amethyst_bud: 1&lt;br /&gt;
* melon: 1&lt;br /&gt;
* melon_stem: 1&lt;br /&gt;
* mooshroom_spawner: 1&lt;br /&gt;
* moss_block: 1&lt;br /&gt;
* moss_carpet: 1&lt;br /&gt;
* mossy_cobblestone: 1&lt;br /&gt;
* mossy_cobblestone_slab: 1&lt;br /&gt;
* mossy_cobblestone_stairs: 1&lt;br /&gt;
* mossy_cobblestone_wall: 1&lt;br /&gt;
* mossy_stone_brick_slab: 1&lt;br /&gt;
* mossy_stone_brick_stairs: 1&lt;br /&gt;
* mossy_stone_brick_wall: 1&lt;br /&gt;
* mossy_stone_bricks: 2&lt;br /&gt;
* moving_piston: 1&lt;br /&gt;
* mud: 1&lt;br /&gt;
* mud_brick_slab: 1&lt;br /&gt;
* mud_brick_stairs: 1&lt;br /&gt;
* mud_brick_wall: 1&lt;br /&gt;
* mud_bricks: 1&lt;br /&gt;
* muddy_mangrove_roots: 1&lt;br /&gt;
* mule_spawner: 1&lt;br /&gt;
* mushroom_stem: 1&lt;br /&gt;
* mycelium: 5&lt;br /&gt;
* nether_brick_fence: 2&lt;br /&gt;
* nether_brick_slab: 1&lt;br /&gt;
* nether_brick_stairs: 2&lt;br /&gt;
* nether_brick_wall: 1&lt;br /&gt;
* nether_bricks: 2&lt;br /&gt;
* nether_gold_ore: 1&lt;br /&gt;
* nether_portal: 1&lt;br /&gt;
* nether_quartz_ore: 1&lt;br /&gt;
* nether_sprouts: 1&lt;br /&gt;
* nether_wart: 1&lt;br /&gt;
* nether_wart_block: 2&lt;br /&gt;
* netherite_block: 400&lt;br /&gt;
* netherrack: 1&lt;br /&gt;
* note_block: 10&lt;br /&gt;
* oak_button: 1&lt;br /&gt;
* oak_door: 2&lt;br /&gt;
* oak_fence: 2&lt;br /&gt;
* oak_fence_gate: 4&lt;br /&gt;
* oak_hanging_sign: 1&lt;br /&gt;
* oak_leaves: 0&lt;br /&gt;
* oak_log: 1&lt;br /&gt;
* oak_planks: 1&lt;br /&gt;
* oak_pressure_plate: 2&lt;br /&gt;
* oak_sapling: 1&lt;br /&gt;
* oak_sign: 6&lt;br /&gt;
* oak_slab: 1&lt;br /&gt;
* oak_stairs: 2&lt;br /&gt;
* oak_trapdoor: 3&lt;br /&gt;
* oak_wall_hanging_sign: 1&lt;br /&gt;
* oak_wall_sign: 6&lt;br /&gt;
* oak_wood: 1&lt;br /&gt;
* observer: 1&lt;br /&gt;
* obsidian: 10&lt;br /&gt;
* ocelot_spawner: 1&lt;br /&gt;
* ochre_froglight: 1&lt;br /&gt;
* open_eyeblossom: 1&lt;br /&gt;
* orange_banner: 2&lt;br /&gt;
* orange_bed: 6&lt;br /&gt;
* orange_candle: 1&lt;br /&gt;
* orange_candle_cake: 1&lt;br /&gt;
* orange_carpet: 1&lt;br /&gt;
* orange_concrete: 3&lt;br /&gt;
* orange_concrete_powder: 2&lt;br /&gt;
* orange_glazed_terracotta: 5&lt;br /&gt;
* orange_shulker_box: 11&lt;br /&gt;
* orange_stained_glass: 2&lt;br /&gt;
* orange_stained_glass_pane: 1&lt;br /&gt;
* orange_terracotta: 2&lt;br /&gt;
* orange_tulip: 1&lt;br /&gt;
* orange_wall_banner: 2&lt;br /&gt;
* orange_wool: 2&lt;br /&gt;
* oxeye_daisy: 1&lt;br /&gt;
* oxidized_chiseled_copper: 1&lt;br /&gt;
* oxidized_copper: 5&lt;br /&gt;
* oxidized_copper_bulb: 1&lt;br /&gt;
* oxidized_copper_door: 1&lt;br /&gt;
* oxidized_copper_grate: 1&lt;br /&gt;
* oxidized_copper_trapdoor: 1&lt;br /&gt;
* oxidized_cut_copper: 5&lt;br /&gt;
* oxidized_cut_copper_slab: 1&lt;br /&gt;
* oxidized_cut_copper_stairs: 1&lt;br /&gt;
* packed_ice: 5&lt;br /&gt;
* packed_mud: 1&lt;br /&gt;
* pale_hanging_moss: 1&lt;br /&gt;
* pale_moss_block: 1&lt;br /&gt;
* pale_moss_carpet: 1&lt;br /&gt;
* pale_oak_button: 1&lt;br /&gt;
* pale_oak_door: 1&lt;br /&gt;
* pale_oak_fence: 1&lt;br /&gt;
* pale_oak_fence_gate: 1&lt;br /&gt;
* pale_oak_hanging_sign: 1&lt;br /&gt;
* pale_oak_leaves: 1&lt;br /&gt;
* pale_oak_log: 1&lt;br /&gt;
* pale_oak_planks: 1&lt;br /&gt;
* pale_oak_pressure_plate: 1&lt;br /&gt;
* pale_oak_sapling: 1&lt;br /&gt;
* pale_oak_sign: 1&lt;br /&gt;
* pale_oak_slab: 1&lt;br /&gt;
* pale_oak_stairs: 1&lt;br /&gt;
* pale_oak_trapdoor: 1&lt;br /&gt;
* pale_oak_wall_hanging_sign: 1&lt;br /&gt;
* pale_oak_wall_sign: 1&lt;br /&gt;
* pale_oak_wood: 1&lt;br /&gt;
* panda_spawner: 1&lt;br /&gt;
* parrot_spawner: 1&lt;br /&gt;
* pearlescent_froglight: 1&lt;br /&gt;
* peony: 1&lt;br /&gt;
* petrified_oak_slab: 1&lt;br /&gt;
* phantom_spawner: 1&lt;br /&gt;
* pig_spawner: 1&lt;br /&gt;
* piglin_brute_spawner: 1&lt;br /&gt;
* piglin_head: 1&lt;br /&gt;
* piglin_spawner: 1&lt;br /&gt;
* piglin_wall_head: 1&lt;br /&gt;
* pillager_spawner: 1&lt;br /&gt;
* pink_banner: 2&lt;br /&gt;
* pink_bed: 6&lt;br /&gt;
* pink_candle: 1&lt;br /&gt;
* pink_candle_cake: 1&lt;br /&gt;
* pink_carpet: 1&lt;br /&gt;
* pink_concrete: 3&lt;br /&gt;
* pink_concrete_powder: 2&lt;br /&gt;
* pink_glazed_terracotta: 5&lt;br /&gt;
* pink_petals: 1&lt;br /&gt;
* pink_shulker_box: 11&lt;br /&gt;
* pink_stained_glass: 2&lt;br /&gt;
* pink_stained_glass_pane: 1&lt;br /&gt;
* pink_terracotta: 2&lt;br /&gt;
* pink_tulip: 1&lt;br /&gt;
* pink_wall_banner: 2&lt;br /&gt;
* pink_wool: 2&lt;br /&gt;
* piston: 2&lt;br /&gt;
* piston_head: 1&lt;br /&gt;
* pitcher_crop: 1&lt;br /&gt;
* pitcher_plant: 1&lt;br /&gt;
* player_head: 1&lt;br /&gt;
* player_wall_head: 1&lt;br /&gt;
* podzol: 2&lt;br /&gt;
* pointed_dripstone: 1&lt;br /&gt;
* polar_bear_spawner: 1&lt;br /&gt;
* polished_andesite: 1&lt;br /&gt;
* polished_andesite_slab: 1&lt;br /&gt;
* polished_andesite_stairs: 1&lt;br /&gt;
* polished_basalt: 1&lt;br /&gt;
* polished_blackstone: 1&lt;br /&gt;
* polished_blackstone_brick_slab: 1&lt;br /&gt;
* polished_blackstone_brick_stairs: 1&lt;br /&gt;
* polished_blackstone_brick_wall: 1&lt;br /&gt;
* polished_blackstone_bricks: 1&lt;br /&gt;
* polished_blackstone_button: 1&lt;br /&gt;
* polished_blackstone_pressure_plate: 1&lt;br /&gt;
* polished_blackstone_slab: 1&lt;br /&gt;
* polished_blackstone_stairs: 1&lt;br /&gt;
* polished_blackstone_wall: 1&lt;br /&gt;
* polished_deepslate: 1&lt;br /&gt;
* polished_deepslate_slab: 1&lt;br /&gt;
* polished_deepslate_stairs: 1&lt;br /&gt;
* polished_deepslate_wall: 1&lt;br /&gt;
* polished_diorite: 1&lt;br /&gt;
* polished_diorite_slab: 1&lt;br /&gt;
* polished_diorite_stairs: 1&lt;br /&gt;
* polished_granite: 1&lt;br /&gt;
* polished_granite_slab: 1&lt;br /&gt;
* polished_granite_stairs: 1&lt;br /&gt;
* polished_tuff: 1&lt;br /&gt;
* polished_tuff_slab: 1&lt;br /&gt;
* polished_tuff_stairs: 1&lt;br /&gt;
* polished_tuff_wall: 1&lt;br /&gt;
* poppy: 1&lt;br /&gt;
* potatoes: 1&lt;br /&gt;
* potted_acacia_sapling: 1&lt;br /&gt;
* potted_allium: 1&lt;br /&gt;
* potted_azalea_bush: 1&lt;br /&gt;
* potted_azure_bluet: 1&lt;br /&gt;
* potted_bamboo: 1&lt;br /&gt;
* potted_birch_sapling: 1&lt;br /&gt;
* potted_blue_orchid: 1&lt;br /&gt;
* potted_brown_mushroom: 1&lt;br /&gt;
* potted_cactus: 1&lt;br /&gt;
* potted_cherry_sapling: 1&lt;br /&gt;
* potted_closed_eyeblossom: 1&lt;br /&gt;
* potted_cornflower: 1&lt;br /&gt;
* potted_crimson_fungus: 1&lt;br /&gt;
* potted_crimson_roots: 1&lt;br /&gt;
* potted_dandelion: 1&lt;br /&gt;
* potted_dark_oak_sapling: 1&lt;br /&gt;
* potted_dead_bush: 1&lt;br /&gt;
* potted_fern: 1&lt;br /&gt;
* potted_flowering_azalea_bush: 1&lt;br /&gt;
* potted_jungle_sapling: 1&lt;br /&gt;
* potted_lily_of_the_valley: 1&lt;br /&gt;
* potted_mangrove_propagule: 1&lt;br /&gt;
* potted_oak_sapling: 1&lt;br /&gt;
* potted_open_eyeblossom: 1&lt;br /&gt;
* potted_orange_tulip: 1&lt;br /&gt;
* potted_oxeye_daisy: 1&lt;br /&gt;
* potted_pale_oak_sapling: 1&lt;br /&gt;
* potted_pink_tulip: 1&lt;br /&gt;
* potted_poppy: 1&lt;br /&gt;
* potted_red_mushroom: 1&lt;br /&gt;
* potted_red_tulip: 1&lt;br /&gt;
* potted_spruce_sapling: 1&lt;br /&gt;
* potted_torchflower: 1&lt;br /&gt;
* potted_warped_fungus: 1&lt;br /&gt;
* potted_warped_roots: 1&lt;br /&gt;
* potted_white_tulip: 1&lt;br /&gt;
* potted_wither_rose: 1&lt;br /&gt;
* powder_snow: 1&lt;br /&gt;
* powder_snow_cauldron: 1&lt;br /&gt;
* powered_rail: 2&lt;br /&gt;
* prismarine: 1&lt;br /&gt;
* prismarine_brick_slab: 1&lt;br /&gt;
* prismarine_brick_stairs: 2&lt;br /&gt;
* prismarine_bricks: 2&lt;br /&gt;
* prismarine_slab: 1&lt;br /&gt;
* prismarine_stairs: 2&lt;br /&gt;
* prismarine_wall: 1&lt;br /&gt;
* pufferfish_spawner: 1&lt;br /&gt;
* pumpkin: 1&lt;br /&gt;
* pumpkin_stem: 1&lt;br /&gt;
* purple_banner: 2&lt;br /&gt;
* purple_bed: 6&lt;br /&gt;
* purple_candle: 1&lt;br /&gt;
* purple_candle_cake: 1&lt;br /&gt;
* purple_carpet: 1&lt;br /&gt;
* purple_concrete: 3&lt;br /&gt;
* purple_concrete_powder: 2&lt;br /&gt;
* purple_glazed_terracotta: 5&lt;br /&gt;
* purple_shulker_box: 11&lt;br /&gt;
* purple_stained_glass: 2&lt;br /&gt;
* purple_stained_glass_pane: 1&lt;br /&gt;
* purple_terracotta: 2&lt;br /&gt;
* purple_wall_banner: 2&lt;br /&gt;
* purple_wool: 2&lt;br /&gt;
* purpur_block: 1&lt;br /&gt;
* purpur_pillar: 1&lt;br /&gt;
* purpur_slab: 1&lt;br /&gt;
* purpur_stairs: 2&lt;br /&gt;
* quartz_block: 1&lt;br /&gt;
* quartz_bricks: 1&lt;br /&gt;
* quartz_pillar: 1&lt;br /&gt;
* quartz_slab: 1&lt;br /&gt;
* quartz_stairs: 2&lt;br /&gt;
* rabbit_spawner: 1&lt;br /&gt;
* rail: 1&lt;br /&gt;
* ravager_spawner: 1&lt;br /&gt;
* raw_copper_block: 1&lt;br /&gt;
* raw_gold_block: 1&lt;br /&gt;
* raw_iron_block: 1&lt;br /&gt;
* red_banner: 1&lt;br /&gt;
* red_bed: 6&lt;br /&gt;
* red_candle: 1&lt;br /&gt;
* red_candle_cake: 1&lt;br /&gt;
* red_carpet: 1&lt;br /&gt;
* red_concrete: 3&lt;br /&gt;
* red_concrete_powder: 2&lt;br /&gt;
* red_glazed_terracotta: 5&lt;br /&gt;
* red_mushroom: 1&lt;br /&gt;
* red_mushroom_block: 1&lt;br /&gt;
* red_nether_brick_slab: 1&lt;br /&gt;
* red_nether_brick_stairs: 1&lt;br /&gt;
* red_nether_brick_wall: 1&lt;br /&gt;
* red_nether_bricks: 2&lt;br /&gt;
* red_sand: 1&lt;br /&gt;
* red_sandstone: 1&lt;br /&gt;
* red_sandstone_slab: 1&lt;br /&gt;
* red_sandstone_stairs: 2&lt;br /&gt;
* red_sandstone_wall: 1&lt;br /&gt;
* red_shulker_box: 11&lt;br /&gt;
* red_stained_glass: 2&lt;br /&gt;
* red_stained_glass_pane: 1&lt;br /&gt;
* red_terracotta: 2&lt;br /&gt;
* red_tulip: 1&lt;br /&gt;
* red_wall_banner: 2&lt;br /&gt;
* red_wool: 2&lt;br /&gt;
* redstone_block: 10&lt;br /&gt;
* redstone_lamp: 10&lt;br /&gt;
* redstone_ore: 1&lt;br /&gt;
* redstone_torch: 5&lt;br /&gt;
* redstone_wall_torch: 5&lt;br /&gt;
* redstone_wire: 1&lt;br /&gt;
* reinforced_deepslate: 1&lt;br /&gt;
* repeater: 6&lt;br /&gt;
* repeating_command_block: 0&lt;br /&gt;
* resin_block: 1&lt;br /&gt;
* resin_brick_slab: 1&lt;br /&gt;
* resin_brick_stairs: 1&lt;br /&gt;
* resin_brick_wall: 1&lt;br /&gt;
* resin_bricks: 1&lt;br /&gt;
* resin_clump: 1&lt;br /&gt;
* respawn_anchor: 1&lt;br /&gt;
* rooted_dirt: 1&lt;br /&gt;
* rose_bush: 1&lt;br /&gt;
* salmon_spawner: 1&lt;br /&gt;
* sand: 1&lt;br /&gt;
* sandstone: 1&lt;br /&gt;
* sandstone_slab: 1&lt;br /&gt;
* sandstone_stairs: 2&lt;br /&gt;
* sandstone_wall: 1&lt;br /&gt;
* scaffolding: 1&lt;br /&gt;
* sculk: 1&lt;br /&gt;
* sculk_catalyst: 1&lt;br /&gt;
* sculk_sensor: 1&lt;br /&gt;
* sculk_shrieker: 1&lt;br /&gt;
* sculk_vein: 1&lt;br /&gt;
* sea_lantern: 9&lt;br /&gt;
* sea_pickle: 1&lt;br /&gt;
* seagrass: 1&lt;br /&gt;
* sheep_spawner: 1&lt;br /&gt;
* short_dry_grass: 1&lt;br /&gt;
* short_grass: 1&lt;br /&gt;
* shroomlight: 1&lt;br /&gt;
* shulker_box: 10&lt;br /&gt;
* shulker_spawner: 1&lt;br /&gt;
* silverfish_spawner: 1&lt;br /&gt;
* skeleton_horse_spawner: 1&lt;br /&gt;
* skeleton_skull: 2&lt;br /&gt;
* skeleton_spawner: 1&lt;br /&gt;
* skeleton_wall_skull: 2&lt;br /&gt;
* slime_block: 2&lt;br /&gt;
* slime_spawner: 1&lt;br /&gt;
* small_amethyst_bud: 1&lt;br /&gt;
* small_dripleaf: 1&lt;br /&gt;
* smithing_table: 1&lt;br /&gt;
* smoker: 1&lt;br /&gt;
* smooth_basalt: 1&lt;br /&gt;
* smooth_quartz: 1&lt;br /&gt;
* smooth_quartz_slab: 1&lt;br /&gt;
* smooth_quartz_stairs: 1&lt;br /&gt;
* smooth_red_sandstone: 1&lt;br /&gt;
* smooth_red_sandstone_slab: 1&lt;br /&gt;
* smooth_red_sandstone_stairs: 1&lt;br /&gt;
* smooth_sandstone: 1&lt;br /&gt;
* smooth_sandstone_slab: 1&lt;br /&gt;
* smooth_sandstone_stairs: 1&lt;br /&gt;
* smooth_stone: 1&lt;br /&gt;
* smooth_stone_slab: 1&lt;br /&gt;
* sniffer_egg: 1&lt;br /&gt;
* sniffer_spawner: 1&lt;br /&gt;
* snow: 1&lt;br /&gt;
* snow_block: 1&lt;br /&gt;
* snow_golem_spawner: 1&lt;br /&gt;
* soul_campfire: 1&lt;br /&gt;
* soul_fire: 1&lt;br /&gt;
* soul_lantern: 1&lt;br /&gt;
* soul_sand: 2&lt;br /&gt;
* soul_soil: 1&lt;br /&gt;
* soul_torch: 1&lt;br /&gt;
* soul_wall_torch: 1&lt;br /&gt;
* spawner: 1&lt;br /&gt;
* spider_spawner: 1&lt;br /&gt;
* sponge: 10&lt;br /&gt;
* spore_blossom: 1&lt;br /&gt;
* spruce_button: 1&lt;br /&gt;
* spruce_door: 2&lt;br /&gt;
* spruce_fence: 2&lt;br /&gt;
* spruce_fence_gate: 4&lt;br /&gt;
* spruce_hanging_sign: 1&lt;br /&gt;
* spruce_leaves: 0&lt;br /&gt;
* spruce_log: 1&lt;br /&gt;
* spruce_planks: 1&lt;br /&gt;
* spruce_pressure_plate: 2&lt;br /&gt;
* spruce_sapling: 1&lt;br /&gt;
* spruce_sign: 1&lt;br /&gt;
* spruce_slab: 1&lt;br /&gt;
* spruce_stairs: 2&lt;br /&gt;
* spruce_trapdoor: 3&lt;br /&gt;
* spruce_wall_hanging_sign: 1&lt;br /&gt;
* spruce_wall_sign: 1&lt;br /&gt;
* spruce_wood: 1&lt;br /&gt;
* squid_spawner: 1&lt;br /&gt;
* sticky_piston: 1&lt;br /&gt;
* stone: 1&lt;br /&gt;
* stone_brick_slab: 1&lt;br /&gt;
* stone_brick_stairs: 2&lt;br /&gt;
* stone_brick_wall: 1&lt;br /&gt;
* stone_bricks: 2&lt;br /&gt;
* stone_button: 1&lt;br /&gt;
* stone_pressure_plate: 2&lt;br /&gt;
* stone_slab: 1&lt;br /&gt;
* stone_stairs: 1&lt;br /&gt;
* stonecutter: 1&lt;br /&gt;
* stray_spawner: 1&lt;br /&gt;
* strider_spawner: 1&lt;br /&gt;
* stripped_acacia_log: 1&lt;br /&gt;
* stripped_acacia_wood: 1&lt;br /&gt;
* stripped_bamboo_block: 1&lt;br /&gt;
* stripped_birch_log: 1&lt;br /&gt;
* stripped_birch_wood: 1&lt;br /&gt;
* stripped_cherry_log: 1&lt;br /&gt;
* stripped_cherry_wood: 1&lt;br /&gt;
* stripped_crimson_hyphae: 1&lt;br /&gt;
* stripped_crimson_stem: 1&lt;br /&gt;
* stripped_dark_oak_log: 1&lt;br /&gt;
* stripped_dark_oak_wood: 1&lt;br /&gt;
* stripped_jungle_log: 1&lt;br /&gt;
* stripped_jungle_wood: 1&lt;br /&gt;
* stripped_mangrove_log: 1&lt;br /&gt;
* stripped_mangrove_wood: 1&lt;br /&gt;
* stripped_oak_log: 1&lt;br /&gt;
* stripped_oak_wood: 1&lt;br /&gt;
* stripped_pale_oak_log: 1&lt;br /&gt;
* stripped_pale_oak_wood: 1&lt;br /&gt;
* stripped_spruce_log: 1&lt;br /&gt;
* stripped_spruce_wood: 1&lt;br /&gt;
* stripped_warped_hyphae: 1&lt;br /&gt;
* stripped_warped_stem: 1&lt;br /&gt;
* structure_block: 1&lt;br /&gt;
* structure_void: 1&lt;br /&gt;
* sugar_cane: 1&lt;br /&gt;
* sunflower: 1&lt;br /&gt;
* suspicious_gravel: 1&lt;br /&gt;
* suspicious_sand: 1&lt;br /&gt;
* sweet_berry_bush: 1&lt;br /&gt;
* tadpole_spawner: 1&lt;br /&gt;
* tall_dry_grass: 1&lt;br /&gt;
* tall_grass: 1&lt;br /&gt;
* tall_seagrass: 1&lt;br /&gt;
* target: 1&lt;br /&gt;
* terracotta: 2&lt;br /&gt;
* test_block: 1&lt;br /&gt;
* test_instance_block: 1&lt;br /&gt;
* tinted_glass: 2&lt;br /&gt;
* tnt: 5&lt;br /&gt;
* torch: 1&lt;br /&gt;
* torchflower: 1&lt;br /&gt;
* torchflower_crop: 1&lt;br /&gt;
* trader_llama_spawner: 1&lt;br /&gt;
* trapped_chest: 10&lt;br /&gt;
* trial_spawner: -500&lt;br /&gt;
* trial_spawner: 1&lt;br /&gt;
* tripwire: 2&lt;br /&gt;
* tripwire_hook: 2&lt;br /&gt;
* tropical_fish_spawner: 1&lt;br /&gt;
* tube_coral: 1&lt;br /&gt;
* tube_coral_block: 1&lt;br /&gt;
* tube_coral_fan: 1&lt;br /&gt;
* tube_coral_wall_fan: 1&lt;br /&gt;
* tuff: 1&lt;br /&gt;
* tuff_brick_slab: 1&lt;br /&gt;
* tuff_brick_stairs: 1&lt;br /&gt;
* tuff_brick_wall: 1&lt;br /&gt;
* tuff_bricks: 1&lt;br /&gt;
* tuff_slab: 1&lt;br /&gt;
* tuff_stairs: 1&lt;br /&gt;
* tuff_wall: 1&lt;br /&gt;
* turtle_egg: 1&lt;br /&gt;
* turtle_spawner: 1&lt;br /&gt;
* twisting_vines: 1&lt;br /&gt;
* twisting_vines_plant: 1&lt;br /&gt;
* vault: -500&lt;br /&gt;
* vault: 1&lt;br /&gt;
* verdant_froglight: 1&lt;br /&gt;
* vex_spawner: 1&lt;br /&gt;
* villager_spawner: 1&lt;br /&gt;
* vindicator_spawner: 1&lt;br /&gt;
* vine: 1&lt;br /&gt;
* void_air: 0&lt;br /&gt;
* wall_torch: 1&lt;br /&gt;
* wandering_trader_spawner: 1&lt;br /&gt;
* warden_spawner: 1&lt;br /&gt;
* warped_button: 1&lt;br /&gt;
* warped_door: 1&lt;br /&gt;
* warped_fence: 1&lt;br /&gt;
* warped_fence_gate: 1&lt;br /&gt;
* warped_fungus: 1&lt;br /&gt;
* warped_hanging_sign: 1&lt;br /&gt;
* warped_hyphae: 1&lt;br /&gt;
* warped_nylium: 1&lt;br /&gt;
* warped_planks: 1&lt;br /&gt;
* warped_pressure_plate: 1&lt;br /&gt;
* warped_roots: 1&lt;br /&gt;
* warped_sign: 1&lt;br /&gt;
* warped_slab: 1&lt;br /&gt;
* warped_stairs: 1&lt;br /&gt;
* warped_stem: 1&lt;br /&gt;
* warped_trapdoor: 1&lt;br /&gt;
* warped_wall_hanging_sign: 1&lt;br /&gt;
* warped_wall_sign: 1&lt;br /&gt;
* warped_wart_block: 1&lt;br /&gt;
* water: 0&lt;br /&gt;
* water_cauldron: 1&lt;br /&gt;
* waxed_chiseled_copper: 1&lt;br /&gt;
* waxed_copper_block: 5&lt;br /&gt;
* waxed_copper_bulb: 1&lt;br /&gt;
* waxed_copper_door: 1&lt;br /&gt;
* waxed_copper_grate: 1&lt;br /&gt;
* waxed_copper_trapdoor: 1&lt;br /&gt;
* waxed_cut_copper: 5&lt;br /&gt;
* waxed_cut_copper_slab: 1&lt;br /&gt;
* waxed_cut_copper_stairs: 1&lt;br /&gt;
* waxed_exposed_chiseled_copper: 1&lt;br /&gt;
* waxed_exposed_copper: 5&lt;br /&gt;
* waxed_exposed_copper_bulb: 1&lt;br /&gt;
* waxed_exposed_copper_door: 1&lt;br /&gt;
* waxed_exposed_copper_grate: 1&lt;br /&gt;
* waxed_exposed_copper_trapdoor: 1&lt;br /&gt;
* waxed_exposed_cut_copper: 5&lt;br /&gt;
* waxed_exposed_cut_copper_slab: 1&lt;br /&gt;
* waxed_exposed_cut_copper_stairs: 1&lt;br /&gt;
* waxed_oxidized_chiseled_copper: 1&lt;br /&gt;
* waxed_oxidized_copper: 5&lt;br /&gt;
* waxed_oxidized_copper_bulb: 1&lt;br /&gt;
* waxed_oxidized_copper_door: 1&lt;br /&gt;
* waxed_oxidized_copper_grate: 1&lt;br /&gt;
* waxed_oxidized_copper_trapdoor: 1&lt;br /&gt;
* waxed_oxidized_cut_copper: 5&lt;br /&gt;
* waxed_oxidized_cut_copper_slab: 1&lt;br /&gt;
* waxed_oxidized_cut_copper_stairs: 1&lt;br /&gt;
* waxed_weathered_chiseled_copper: 1&lt;br /&gt;
* waxed_weathered_copper: 5&lt;br /&gt;
* waxed_weathered_copper_bulb: 1&lt;br /&gt;
* waxed_weathered_copper_door: 1&lt;br /&gt;
* waxed_weathered_copper_grate: 1&lt;br /&gt;
* waxed_weathered_copper_trapdoor: 1&lt;br /&gt;
* waxed_weathered_cut_copper: 5&lt;br /&gt;
* waxed_weathered_cut_copper_slab: 1&lt;br /&gt;
* waxed_weathered_cut_copper_stairs: 1&lt;br /&gt;
* weathered_chiseled_copper: 1&lt;br /&gt;
* weathered_copper: 5&lt;br /&gt;
* weathered_copper_bulb: 1&lt;br /&gt;
* weathered_copper_door: 1&lt;br /&gt;
* weathered_copper_grate: 1&lt;br /&gt;
* weathered_copper_trapdoor: 1&lt;br /&gt;
* weathered_cut_copper: 5&lt;br /&gt;
* weathered_cut_copper_slab: 1&lt;br /&gt;
* weathered_cut_copper_stairs: 1&lt;br /&gt;
* weeping_vines: 1&lt;br /&gt;
* weeping_vines_plant: 1&lt;br /&gt;
* wet_sponge: 10&lt;br /&gt;
* wheat: 1&lt;br /&gt;
* white_banner: 2&lt;br /&gt;
* white_bed: 6&lt;br /&gt;
* white_candle: 1&lt;br /&gt;
* white_candle_cake: 1&lt;br /&gt;
* white_carpet: 1&lt;br /&gt;
* white_concrete: 3&lt;br /&gt;
* white_concrete_powder: 2&lt;br /&gt;
* white_glazed_terracotta: 5&lt;br /&gt;
* white_shulker_box: 11&lt;br /&gt;
* white_stained_glass: 2&lt;br /&gt;
* white_stained_glass_pane: 1&lt;br /&gt;
* white_terracotta: 2&lt;br /&gt;
* white_tulip: 1&lt;br /&gt;
* white_wall_banner: 2&lt;br /&gt;
* white_wool: 2&lt;br /&gt;
* wildflowers: 1&lt;br /&gt;
* witch_spawner: 1&lt;br /&gt;
* wither_rose: 1&lt;br /&gt;
* wither_skeleton_skull: 10&lt;br /&gt;
* wither_skeleton_spawner: 1&lt;br /&gt;
* wither_skeleton_wall_skull: 10&lt;br /&gt;
* wither_spawner: 1&lt;br /&gt;
* wolf_spawner: 1&lt;br /&gt;
* yellow_banner: 2&lt;br /&gt;
* yellow_bed: 6&lt;br /&gt;
* yellow_candle: 1&lt;br /&gt;
* yellow_candle_cake: 1&lt;br /&gt;
* yellow_carpet: 1&lt;br /&gt;
* yellow_concrete: 3&lt;br /&gt;
* yellow_concrete_powder: 2&lt;br /&gt;
* yellow_glazed_terracotta: 5&lt;br /&gt;
* yellow_shulker_box: 11&lt;br /&gt;
* yellow_stained_glass: 2&lt;br /&gt;
* yellow_stained_glass_pane: 1&lt;br /&gt;
* yellow_terracotta: 2&lt;br /&gt;
* yellow_wall_banner: 2&lt;br /&gt;
* yellow_wool: 2&lt;br /&gt;
* zoglin_spawner: 1&lt;br /&gt;
* zombie_head: 1&lt;br /&gt;
* zombie_horse_spawner: 1&lt;br /&gt;
* zombie_spawner: 1&lt;br /&gt;
* zombie_villager_spawner: 1&lt;br /&gt;
* zombie_wall_head: 1&lt;br /&gt;
* zombified_piglin_spawner: 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=SkyBlock&amp;diff=6581</id>
		<title>SkyBlock</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=SkyBlock&amp;diff=6581"/>
		<updated>2026-01-03T23:54:30Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: I added information about creating a second island and the requirements for it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the more popular game modes in Minecraft, SkyBlock spawns you on an island on which you must survive and complete challenges using your wits and the resources available to you. Level up by completing challenges and compete against or team up with other players. You&#039;ve probably never had so much fun while wishing for more dirt! [[BadWolfMC Beta]] features &#039;&#039;&#039;SkyBlock&#039;&#039;&#039;, in which you spawn on an island in the void, &#039;&#039;&#039;AcidIsland&#039;&#039;&#039;, in which you spawn on an island in a sea of acid and also have to contend with acid rain, &#039;&#039;&#039;Boxed&#039;&#039;&#039;, where you spawn in a tiny 2x2 box which expands as you earn advancements, and &#039;&#039;&#039;OneBlock&#039;&#039;&#039;, the minimalist approach to SkyBlock where you spawn on a single magic block.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
You can claim your island or travel to your existing island on SkyBlock, AcidIsland, Boxed, or OneBlock by going through the SkyBlock portal on the [[BadWolfMC Beta]] Server at &#039;&#039;&#039;/spawn&#039;&#039;&#039; then through the appropriate portal in the SkyBlock hub. You can also use &#039;&#039;&#039;/island&#039;&#039;&#039; or &#039;&#039;&#039;/is&#039;&#039;&#039; for SkyBlock, &#039;&#039;&#039;/ai&#039;&#039;&#039; for AcidIsland, &#039;&#039;&#039;/box&#039;&#039;&#039; for Boxed, or &#039;&#039;&#039;/ob&#039;&#039;&#039; for OneBlock from anywhere on the Beta server to get to the island of choice. Remember you can get to the Beta server by using the &#039;&#039;&#039;/menu&#039;&#039;&#039;, the &#039;&#039;&#039;/beta&#039;&#039;&#039; command, or going through the portal in the [[Tardis]].&lt;br /&gt;
&lt;br /&gt;
From there, half the fun is figuring it out, so we won&#039;t spoil it, but the commands below can be useful.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like others to be able to teleport to your island, place a sign and write &amp;quot;&#039;&#039;&#039;[Welcome]&#039;&#039;&#039;&amp;quot; on the first line.&lt;br /&gt;
&lt;br /&gt;
== Getting Around ==&lt;br /&gt;
Aside from the teleportation commands already listed below, we&#039;ve also created a few warps to quickly take you to useful areas. All can either be prefixed with &#039;&#039;&#039;/warp [name]&#039;&#039;&#039;, accessed from the &#039;&#039;&#039;/warps&#039;&#039;&#039; menu, or used as a standalone command. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;acidmall&#039;&#039;&#039; - takes you to the AcidIsland Mall&lt;br /&gt;
* &#039;&#039;&#039;acidspawn&#039;&#039;&#039; - takes you to the AcidIsland Spawn&lt;br /&gt;
* &#039;&#039;&#039;acidwither&#039;&#039;&#039; - takes you to the AcidIsland Wither Arena&lt;br /&gt;
* &#039;&#039;&#039;boxspawn&#039;&#039;&#039; - takes you to the Boxed Spawn and Mall&lt;br /&gt;
* &#039;&#039;&#039;boxwither&#039;&#039;&#039; - takes you to the Boxed Wither Arena&lt;br /&gt;
* &#039;&#039;&#039;skymall&#039;&#039;&#039; - takes you to the SkyBlock Mall&lt;br /&gt;
* &#039;&#039;&#039;skyspawn&#039;&#039;&#039; - takes you to the SkyBlock Spawn&lt;br /&gt;
* &#039;&#039;&#039;skywither&#039;&#039;&#039; - takes you to the SkyBlock Wither Arena&lt;br /&gt;
&lt;br /&gt;
OneBlock has neither a spawn, mall, nor wither arena.&lt;br /&gt;
&lt;br /&gt;
== Command Reference ==&lt;br /&gt;
All four game modes (SkyBlock, AcidIsland, Boxed, and OneBlock) have the same command structure, just different root commands. SkyBlock commands will always start with &#039;&#039;&#039;/is&#039;&#039;&#039;, while AcidIsland commands will always start with &#039;&#039;&#039;/ai&#039;&#039;&#039;, Boxed commands will start with &#039;&#039;&#039;/box&#039;&#039;&#039;, and OneBlock commands will always start with &#039;&#039;&#039;/ob&#039;&#039;&#039;. This command reference will be listed for SkyBlock, but the same commands can be used on the other two by replacing the &amp;quot;/is&amp;quot; with &amp;quot;/ai&amp;quot;, &amp;quot;/box&amp;quot;, or &amp;quot;/ob&amp;quot;. At any time you can use &#039;&#039;&#039;/is help&#039;&#039;&#039;, &#039;&#039;&#039;/ai help&#039;&#039;&#039;, &#039;&#039;&#039;/box help&#039;&#039;&#039;, or &#039;&#039;&#039;/ob help&#039;&#039;&#039; for a full and updated list of these commands -- since the plugin updates regularly, some of the ones listed below may change.&lt;br /&gt;
&lt;br /&gt;
=== Utility Commands ===&lt;br /&gt;
* &#039;&#039;&#039;/is&#039;&#039;&#039; - generates a new island, opens the GUI or teleports the player to their island, home location or the team island&lt;br /&gt;
* &#039;&#039;&#039;/is create&#039;&#039;&#039; - generates a second island&lt;br /&gt;
* &#039;&#039;&#039;/is ban &amp;lt;player&amp;gt;&#039;&#039;&#039; - Removes a visitor from your island&lt;br /&gt;
* &#039;&#039;&#039;/ob bossbar&#039;&#039;&#039; - Toggles the Phase Blocks progress bossbar in OneBlock&lt;br /&gt;
* &#039;&#039;&#039;/is go&#039;&#039;&#039; - teleport to your island&lt;br /&gt;
* &#039;&#039;&#039;/is go &amp;lt;number&amp;gt;&#039;&#039;&#039; - teleport to a numbered island home (use /is sethome &amp;lt;number&amp;gt; to set)&lt;br /&gt;
* &#039;&#039;&#039;/is go &amp;lt;island name&amp;gt;&#039;&#039;&#039; - teleport to a specific island if you have multiple (use /is setname &amp;lt;name&amp;gt; to rename your island as desired)&lt;br /&gt;
* &#039;&#039;&#039;/is greenhouses&#039;&#039;&#039; - opens the greenhouse recipe GUI and allows creation of greenhouses&lt;br /&gt;
* &#039;&#039;&#039;/is greenhouses help&#039;&#039;&#039; - assistance with greenhouses&lt;br /&gt;
* &#039;&#039;&#039;/is help&#039;&#039;&#039; - shows help text&lt;br /&gt;
* &#039;&#039;&#039;/is reset&#039;&#039;&#039; or &#039;&#039;&#039;restart&#039;&#039;&#039; - restarts an island. There is a cool down timer and a max limit on this so that players do not abuse it&lt;br /&gt;
* &#039;&#039;&#039;/is setname&#039;&#039;&#039; - Sets a name for your island&lt;br /&gt;
* &#039;&#039;&#039;/is resetname&#039;&#039;&#039; - Sets the name of your island back to the default&lt;br /&gt;
* &#039;&#039;&#039;/is language&#039;&#039;&#039; - allows player to chose their UI language&lt;br /&gt;
* &#039;&#039;&#039;/is level&#039;&#039;&#039; - ranks the island&lt;br /&gt;
* &#039;&#039;&#039;/is level &amp;lt;player&amp;gt;&#039;&#039;&#039; - shows the island rank for another player&lt;br /&gt;
* &#039;&#039;&#039;/is top&#039;&#039;&#039; - shows the Top 10 islands by rank&lt;br /&gt;
* &#039;&#039;&#039;/is settings&#039;&#039;&#039; - opens a GUI where you can set preferences for certain behaviors and protection levels on your island.&lt;br /&gt;
* &#039;&#039;&#039;/is sethome&#039;&#039;&#039; - sets your island home&lt;br /&gt;
* &#039;&#039;&#039;/is sethome &amp;lt;number&amp;gt;&#039;&#039;&#039; - sets a numbered home point, up to the max the server allows&lt;br /&gt;
* &#039;&#039;&#039;/is spawn&#039;&#039;&#039; - teleport to the island-world spawn, if the game mode has one.&lt;br /&gt;
* &#039;&#039;&#039;/is unban &amp;lt;player&amp;gt;&#039;&#039;&#039; - Allow a banned visitor on your island again.&lt;br /&gt;
* &#039;&#039;&#039;/is warps&#039;&#039;&#039; - Lists warps that are available via Welcome Warp Signs&lt;br /&gt;
* &#039;&#039;&#039;/is warp &amp;lt;name&amp;gt;&#039;&#039;&#039; - warps to a Welcome Warp Sign. The full name does not have to by typed in (just the first few letters)&lt;br /&gt;
* &#039;&#039;&#039;/menu&#039;&#039;&#039; - Allows access to the Island Minishop where players can buy spawn eggs&lt;br /&gt;
&lt;br /&gt;
=== Team Commands ===&lt;br /&gt;
* &#039;&#039;&#039;/is team&#039;&#039;&#039; - lists info on the team&lt;br /&gt;
* &#039;&#039;&#039;/is team invite &amp;lt;player&amp;gt;&#039;&#039;&#039; - Invite a player to join your team. You can only invite one person at a time.&lt;br /&gt;
* &#039;&#039;&#039;/is team [accept|reject]&#039;&#039;&#039; - Accepts or rejects an invite. If a player has an island already and accepts, the island will be deleted.&lt;br /&gt;
* &#039;&#039;&#039;/is team leave&#039;&#039;&#039; - leave the team - returns to spawn&lt;br /&gt;
* &#039;&#039;&#039;/is team kick&#039;&#039;&#039; or &#039;&#039;&#039;remove &amp;lt;player&amp;gt;&#039;&#039;&#039; - only available for the island owner or leader - removes a team member. If the player is online, all their inventory will drop and they will be sent to spawn. If they are offline, they will get a message when they log in that they have been kicked.&lt;br /&gt;
* &#039;&#039;&#039;/is team setowner &amp;lt;name&amp;gt;&#039;&#039;&#039; - Transfers ownership to a team member. Can only be issued by the leader.&lt;br /&gt;
* &#039;&#039;&#039;/is team coop &amp;lt;player&amp;gt;&#039;&#039;&#039; - Gives a player temporary full access to your island. Notifies other team members and the leader when this happens. Use it wisely.&lt;br /&gt;
* &#039;&#039;&#039;/is team uncoop &amp;lt;player&amp;gt;&#039;&#039;&#039; - Removes coop status. Also ejects player from your island.&lt;br /&gt;
&lt;br /&gt;
=== Bank Commands ===&lt;br /&gt;
Island Banks are an optional feature that allows players to deposit or withdraw money from their regular economy accounts into the island account where it is pooled among team members. The island owner can decide which rank of team member can access the account via the settings menu. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/is bank deposit &amp;lt;amount&amp;gt;&#039;&#039;&#039; - deposit money into the island bank&lt;br /&gt;
* &#039;&#039;&#039;/is bank withdraw &amp;lt;amount&amp;gt;&#039;&#039;&#039; - withdraw money from the island bank&lt;br /&gt;
* &#039;&#039;&#039;/is bank balance&#039;&#039;&#039; - see your island bank balance&lt;br /&gt;
* &#039;&#039;&#039;/is bank statement&#039;&#039;&#039; - see a fancy statement of deposits/withdrawals, etc. on your island bank account&lt;br /&gt;
&lt;br /&gt;
=== Challenges Commands ===&lt;br /&gt;
* &#039;&#039;&#039;/is challenges&#039;&#039;&#039; - access challenge commands&lt;br /&gt;
&lt;br /&gt;
== OneBlock Phases ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ OneBlock Phases&lt;br /&gt;
|-&lt;br /&gt;
! Blocks !! Phase&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 699 || Plains&lt;br /&gt;
|-&lt;br /&gt;
| 700 to 1999 || Underground&lt;br /&gt;
|-&lt;br /&gt;
| 2000 to 2999 || Winter&lt;br /&gt;
|-&lt;br /&gt;
| 3000 to 3999 || Ocean&lt;br /&gt;
|-&lt;br /&gt;
| 4000 to 4999 || Jungle&lt;br /&gt;
|-&lt;br /&gt;
| 5000 to 5999 || Swamp&lt;br /&gt;
|-&lt;br /&gt;
| 6000 to 6999 || Dungeon&lt;br /&gt;
|-&lt;br /&gt;
| 7000 to 7499 || Desert&lt;br /&gt;
|-&lt;br /&gt;
| 7500 to 8499 || Nether&lt;br /&gt;
|-&lt;br /&gt;
| 8500 to 9499 || Plenty&lt;br /&gt;
|-&lt;br /&gt;
| 9500 to 10499 || Desolation&lt;br /&gt;
|-&lt;br /&gt;
|10500 to 11499&lt;br /&gt;
|Deep Dark&lt;br /&gt;
|-&lt;br /&gt;
| 11500 to 11999 || The End&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greenhouses ==&lt;br /&gt;
Greenhouses are an add-on for our SkyBlock family of worlds that enables players to build their own biome greenhouses complete with weather, friendly mob spawning, unique plant growth, and even block erosion!&lt;br /&gt;
&lt;br /&gt;
Greenhouses are made out of glass and must contain the blocks found in the Biome Recipe to be valid. Use the &#039;&#039;&#039;/is greenhouses&#039;&#039;&#039; command to pull up the recipe GUI. Once built, the greenhouse can be used to grow plants with bonemeal, and it may spawn biome-specific mobs. If you include a hopper with water in it, snow will form inside the greenhouse when it rains. If you put bonemeal in the hopper, biome-specific plants will grow. Some blocks can also transform over time due to &amp;quot;erosion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== How to Build A Greenhouse ===&lt;br /&gt;
* Make glass blocks (stained glass blocks also work!) and build a rectangular set of walls with a flat roof.&lt;br /&gt;
* Put a hopper in the wall or roof.&lt;br /&gt;
* Put a door in the wall so you can get in and out.&lt;br /&gt;
* Type &#039;&#039;&#039;/island greenhouses&#039;&#039;&#039; and read the requirements for the greenhouse you want.&lt;br /&gt;
* Exit the GUI and place blocks, water, lava, and ice so that you make your desired biome.&lt;br /&gt;
* Type &#039;&#039;&#039;/island greenhouses&#039;&#039;&#039; again and click on the biome to make it.&lt;br /&gt;
* Type &#039;&#039;&#039;/island greenhouses help&#039;&#039;&#039; to see other options.&lt;br /&gt;
There are many types of greenhouses available! See the recipes below for more details.&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse Features ===&lt;br /&gt;
* Use bonemeal to grow small plants on grass blocks immediately in the greenhouse. Or place bonemeal in the hopper to have the greenhouse sprinkle bonemeal automatically. Come back later to see what grows!&lt;br /&gt;
* Place a bucket of water (or more) in the hopper to cause snow to fall in cold biomes. Snow will fall when it rains in the world. Each snowfall empties one bucket of water.&lt;br /&gt;
* Friendly biome-specific mobs may spawn in your greenhouse - the usual rules apply (be more than 24 blocks away).&lt;br /&gt;
&lt;br /&gt;
=== Greenhouses FAQ ===&lt;br /&gt;
* &#039;&#039;&#039;Can I use stained glass?&#039;&#039;&#039; Yes, you can. It&#039;s pretty.&lt;br /&gt;
* &#039;&#039;&#039;Can I fill my greenhouse full of water?&#039;&#039;&#039; Yes. That&#039;s an ocean.&lt;br /&gt;
* &#039;&#039;&#039;Will a squid spawn there?&#039;&#039;&#039; Maybe... okay, yes it will if it&#039;s a big enough ocean.&lt;br /&gt;
* &#039;&#039;&#039;How do I place a door high up in the wall if the wall is all glass?&#039;&#039;&#039; Place it on a hopper.&lt;br /&gt;
* &#039;&#039;&#039;How do I place a door on a hopper?&#039;&#039;&#039; Crouch and then place it.&lt;br /&gt;
* &#039;&#039;&#039;Can I use metal doors?&#039;&#039;&#039; Yes.&lt;br /&gt;
* &#039;&#039;&#039;Can I use a trap door?&#039;&#039;&#039; Yes.&lt;br /&gt;
* &#039;&#039;&#039;Can I grow swamp flowers with this?&#039;&#039;&#039; Yes. Make a swamp biome and use bonemeal.&lt;br /&gt;
* &#039;&#039;&#039;How much bonemeal is used to grow plants?&#039;&#039;&#039; One per successful plant.&lt;br /&gt;
* &#039;&#039;&#039;How much water do I need to put into the hopper to make it snow?&#039;&#039;&#039; One bucket of water (just the water) is used up every time it rains. This only happens in cold biomes.&lt;br /&gt;
* &#039;&#039;&#039;Can I build greenhouses in the Nether?&#039;&#039;&#039; Yes. You can colonize the nether with them.&lt;br /&gt;
* &#039;&#039;&#039;What kind of mobs spawn in the biomes?&#039;&#039;&#039; It&#039;s what you would expect, wolves in Cold Taiga, horses on plains, etc.&lt;br /&gt;
&lt;br /&gt;
=== Known &amp;quot;Bugs&amp;quot; ===&lt;br /&gt;
Minecraft biomes have changed so that they take up a 4x4 area, so greenhouse biomes now can bleed outside of the greenhouse depending on the placement. Unfortunately, this cannot be mitigated yet. If you have a good imagination, you can say that the biome of the greenhouse influences the surroundings a bit and it is natural! So it&#039;s a feature, not a bug!&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse Recipes ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Ancient Bastion ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: NETHER_WASTES&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 21&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* BLACKSTONE: 10&lt;br /&gt;
* POLISHED_BLACKSTONE_BRICKS: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* BLACKSTONE has a 1% chance of converting to GILDED_BLACKSTONE when next to LAVA&lt;br /&gt;
&amp;lt;br&amp;gt;Mobs that may spawn:&lt;br /&gt;
* PIGLIN_BRUTE&lt;br /&gt;
* MAGMA_CUBE&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Beach ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: BEACH&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents: &lt;br /&gt;
* SAND: 10 &lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; Value in required percentage. If the value is zero, then NO ice/water/lava is allowed!&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Block Conversions:&lt;br /&gt;
* TURTLE EGG has a .005% chance of converting to SNIFFER EGG when on SAND&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* DEAD_BUSH&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* SQUID&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Clay River ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: RIVER&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SAND: 1&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* DIRT has a 50% chance of converting to CLAY when next to WATER&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Cold Taiga Forest ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: TAIGA_HILLS&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SPRUCE_LOG: 3&lt;br /&gt;
* SPRUCE_LEAVES: 3&lt;br /&gt;
* GRASS_BLOCK: 3&lt;br /&gt;
Ice Coverage: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Possible Plant Generation:&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* RABBIT&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Crimson Forest ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: CRIMSON_FOREST&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 21&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* NETHERRACK: 10&lt;br /&gt;
* CRIMSON_NYLIUM: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* NETHERRACK has a 10% chance of converting to CRIMSON_NYLIUM when next to NETHERRACK &lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* CRIMSON_ROOTS&lt;br /&gt;
* CRIMSON_FUNGUS&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* HOGLIN&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Desert ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: DESERT&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SAND: 1&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Possible Plant Generation:&lt;br /&gt;
* DEAD_BUSH&lt;br /&gt;
* CACTUS&lt;br /&gt;
* SHORT_DRY_GRASS&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* DIRT has a 30% chance of converting to SAND when next to SAND&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* HUSK&lt;br /&gt;
* ARCHAEOLOGISTS (from which pottery shards can be obtained) have a chance of replacing Husks in desert biomes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Drippy Drops ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: dripstone_caves&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* STONE: 8&lt;br /&gt;
* CLAY: 8&lt;br /&gt;
Water Coverage: 25&lt;br /&gt;
&amp;lt;br&amp;gt;Block Conversions:&lt;br /&gt;
*CLAY has a 50% chance of converting to DRIPSTONE_BLOCK when next to WATER&lt;br /&gt;
* STONE has a 1% chance of converting to COPPER_ORE when next to STONE&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* GLOW_LICHEN&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* SKELETON&lt;br /&gt;
* GLOW_SQUID&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Forest ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: FLOWER_FOREST&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* OAK_LOG: 3&lt;br /&gt;
* OAK_LEAVES: 4&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* RED_TULIP&lt;br /&gt;
* WHITE_TULIP&lt;br /&gt;
* PINK_TULIP&lt;br /&gt;
* ORANGE_TULIP&lt;br /&gt;
* SUNFLOWER&lt;br /&gt;
* ALLIUM&lt;br /&gt;
* LILY_OF_THE_VALLEY&lt;br /&gt;
* AZURE_BLUET&lt;br /&gt;
* OXEYE_DAISY&lt;br /&gt;
* ROSE_BUSH&lt;br /&gt;
* LILAC&lt;br /&gt;
* POPPY&lt;br /&gt;
* PEONY&lt;br /&gt;
* DANDELION&lt;br /&gt;
* CORNFLOWER&lt;br /&gt;
* PINK PETALS (CHERRY FLOWERS)&lt;br /&gt;
* GRASS&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Fortress of Solitude ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: NETHER_WASTES&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 21&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* NETHERRACK: 10&lt;br /&gt;
* NETHER_BRICKS: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* NETHERRACK has a 15% chance of converting to NETHER_BRICKS when next to LAVA&lt;br /&gt;
* NETHER_BRICKS has a .01% chance of converting to ANCIENT_DEBRIS when next to LAVA&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* WARPED_ROOTS&lt;br /&gt;
* WARPED_FUNGUS&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* WITHER_SKELETON (will only spawn on nether bricks)&lt;br /&gt;
* BLAZE&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Greenest Grottoes ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: lush_caves&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* CLAY: 8&lt;br /&gt;
* STONE: 8&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&amp;lt;br&amp;gt;Block Conversions:&lt;br /&gt;
*STONE has a 50% chance of converting to MOSS_BLOCK when next to WATER&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* FLOWERING_AZALEA&lt;br /&gt;
* BIG_DRIPLEAF&lt;br /&gt;
* SMALL_DRIPLEAF&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* axolotl&lt;br /&gt;
* tropical_fish&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Hello Darkness My Old Friend ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: DEEP_DARK&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* COBBLED_DEEPSLATE: 10&lt;br /&gt;
* DEEPSLATE_BRICKS: 10&lt;br /&gt;
* GRAY_WOOL: 5&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* COBBLED_DEEPSLATE has a 5% chance of converting to SCULK when next to COBBLED_DEEPSLATE&lt;br /&gt;
* SCULK has a 5% chance of converting to SCULK_CATALYST when next to SCULK&lt;br /&gt;
* SCULK_CATALYST has a 5% chance of converting to SCULK_SENSOR when next to SCULK&lt;br /&gt;
* SCULK_SENSOR has a 1% chance of converting to SCULK_SHRIEKER when next to SCULK&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Horse Plains ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: PLAINS&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* GRASS_BLOCK: 3&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
* BUSH&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* HORSE&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== In the End It Doesn&#039;t Even Matter ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: THE_END&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SMOOTH_BASALT: 10&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* ENDERMAN&lt;br /&gt;
* SHULKER&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* SMOOTH_BASALT has a 5% chance of converting to END_STONE when next to SMOOTH_BASALT &lt;br /&gt;
* IRON_BLOCK has a 1% chance of converting to CHORUS_FLOWER when on top of END_STONE&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Beach ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Jungle ====&lt;br /&gt;
Biome: JUNGLE&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
* JUNGLE_LOG: 3&lt;br /&gt;
* JUNGLE_LEAVES: 4&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* DANDELION&lt;br /&gt;
* MELON&lt;br /&gt;
* ROSE_BUSH&lt;br /&gt;
* FERN&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
* BAMBOO_SAPLING&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Mushroom Fields ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: MUSHROOM_FIELDS&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* MYCELIUM: 2&lt;br /&gt;
Water Coverage: 30&lt;br /&gt;
&amp;lt;br&amp;gt;Possible Plant Generation:&lt;br /&gt;
* BROWN_MUSHROOM&lt;br /&gt;
* RED_MUSHROOM&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* MUSHROOM_COW&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Nether ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: NETHER&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* NETHERRACK: 1&lt;br /&gt;
Lava Coverage: 21&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Block Conversions:&lt;br /&gt;
* DIRT has a 50% chance of converting to NETHERRACK when next to LAVA&lt;br /&gt;
* NETHERRACK has a 1% chance of converting to NETHER_GOLD_ORE when next to LAVA&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* PIGLIN&lt;br /&gt;
* MAGMA_CUBE&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Ocean ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: OCEAN&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 95&lt;br /&gt;
&amp;lt;br&amp;gt;Mobs that may spawn:&lt;br /&gt;
* SQUID&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Pale Gardens ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: PALE_GARDEN&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* PALE_OAK_LEAVES: 10&lt;br /&gt;
* PALE_OAK_LOG: 10&lt;br /&gt;
* GRASS_BLOCK: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* MOSS_BLOCK has a 50% chance of converting to PALE_MOSS_BLOCK when next to GRASS_BLOCK&lt;br /&gt;
* DIAMOND_BLOCK has a 5% chance of converting to CREAKING_HEART when next to PALE_OAK_LOG&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* OPEN_EYE_BLOSSOM&lt;br /&gt;
* CLOSED_EYE_BLOSSOM&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Rock Candy ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: DRIPSTONE_CAVES&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SMOOTH_BASALT: 10&lt;br /&gt;
* CALCITE: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* SMOOTH_BASALT has a 10% chance of converting to CALCITE when next to SMOOTH_BASALT&lt;br /&gt;
* CALCITE has a 10% chance of converting to BUDDING_AMETHYST when next to CALCITE&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* SKELETON&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Beach ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Savanna ====&lt;br /&gt;
Biome: SAVANNA&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* ACACIA_LOG: 3&lt;br /&gt;
* ACACIA_LEAVES: 4&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Slimy Swamp ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: SWAMP&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
* OAK_LOG: 3&lt;br /&gt;
* OAK_LEAVES: 4&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&amp;lt;br&amp;gt;Possible Plant Generation:&lt;br /&gt;
* RED_MUSHROOM&lt;br /&gt;
* BROWN_MUSHROOM&lt;br /&gt;
* BLUE_ORCHID&lt;br /&gt;
* LILY_PAD&lt;br /&gt;
* FIREFLY_BUSH&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* BOGGED&lt;br /&gt;
* SLIME&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Snowy Beach ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: SNOWY_BEACH&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SAND: 5&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Block Conversions:&lt;br /&gt;
* SAND has a 50% chance of converting to POWDER_SNOW when next to SAND&lt;br /&gt;
* WATER has a 50% chance of converting to ICE when next to ICE&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* GOAT&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Beach ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Three Wolf Moon Forest ====&lt;br /&gt;
Biome: TAIGA&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* SPRUCE_LOG: 3&lt;br /&gt;
* SPRUCE_LEAVES: 3&lt;br /&gt;
* GRASS_BLOCK: 3&lt;br /&gt;
Ice Coverage: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Possible Plant Generation:&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* WOLF&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Tricks and Trials ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: PLAINS&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* DEEPSLATE: 8&lt;br /&gt;
* OXIDIZED_COPPER: 8&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* DEEPSLATE has a 10% chance of converting to TUFF when next to DEEPSLATE&lt;br /&gt;
* DIAMOND_BLOCK has a 0.1% chance of converting to VAULT when next to TUFF (this will only be the regular vault, not ominous)&lt;br /&gt;
* VAULT has a 0.1% chance of converting to TRIAL_SPAWNER when next to TUFF (spawn egg will be required to activate)&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* BREEZE&lt;br /&gt;
* SLIME&lt;br /&gt;
* SILVERFISH&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Warped Forest ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Biome: WARPED_FOREST&lt;br /&gt;
&amp;lt;br&amp;gt;Lava Coverage: 21&lt;br /&gt;
&amp;lt;br&amp;gt;Ice Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Water Coverage: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Required contents:&lt;br /&gt;
* NETHERRACK: 10&lt;br /&gt;
* WARPED_NYLIUM: 10&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* NETHERRACK has a 10% chance of converting to WARPED_NYLIUM when next to NETHERRACK &lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* WARPED_ROOTS&lt;br /&gt;
* WARPED_FUNGUS&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* ENDERMAN&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
* Don&#039;t try to bridge to the Spawns or to anyone else&#039;s island. This will be considered griefing.&lt;br /&gt;
* Don&#039;t try to glitch around the plugins in place to prevent inventory crossover between worlds. That&#039;s just not cool.&lt;br /&gt;
* We recommend not jumping off your island to regen your hunger -- we have a plugin that will save your hunger for you when you respawn. Again, this falls under the glitching/exploits category.&lt;br /&gt;
* A player can have up to two islands, but only if one of those islands is shared with a minimum of one other player.&lt;br /&gt;
&lt;br /&gt;
== SkyBlock FAQ ==&lt;br /&gt;
&#039;&#039;&#039;Can players have more than one island?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Yes! A player can have up to two islands per account. Please reference Additional Rules for stipulations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I&#039;ve turned my lava into obsidian! Do I have to reset my island?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nope! SkyBlock gives you a couple do-overs with obsidian mishaps -- just right click the obsidian with a bucket and it magically turns back to lava. But be careful! You only get a few of these chances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How many restarts do I get?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everyone gets 3 chances. After the third you would need to contact an admin to reset your count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can players help each other/is there a co-op mode?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Yes. Players that are cooped will remain so until the inviter or invitee log off or until the invitee is expelled from the island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When the player changes their biome, it does not change!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The biome is updated when the server reloads chunks. Player and team members needs to log out or teleport elsewhere so the chunks will be unloaded and then reload when they return. All players in the area need to leave for the chunks to be unloaded and then reloaded by the server.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pioneer Challenge Doesn&#039;t Work/You&#039;ve collected all the items, but told you don&#039;t have everything.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the map is empty - a filled map won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How can I do the slime farmer challenge?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Build down and make a platform that is lower than level 40. Slimes spawn every 10th chunk on average (chunk = 16x16 blocks) so make the platform as big as possible so that it covers at least 10 chunks. Cover it in torches so other mobs don&#039;t spawn. You may be lucky and find a slime spawning chunk immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How is the island level calculated?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The player&#039;s island is scanned and points added for each eligible block. The total is divided by 100 and rounded down to obtain the island level. Blocks must be actually placed on the island and not inside chests, other storage items, or in the player&#039;s inventory to count. Some blocks have limits for how many can be counted in the level, and others have a negative value, all noted in the list below.&lt;br /&gt;
&lt;br /&gt;
Default block values follow:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;List of block values:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* acacia_button: 1&lt;br /&gt;
* acacia_door: 2&lt;br /&gt;
* acacia_fence: 2&lt;br /&gt;
* acacia_fence_gate: 4&lt;br /&gt;
* acacia_hanging_sign: 1&lt;br /&gt;
* acacia_leaves: 0&lt;br /&gt;
* acacia_log: 1&lt;br /&gt;
* acacia_planks: 1&lt;br /&gt;
* acacia_pressure_plate: 2&lt;br /&gt;
* acacia_sapling: 1&lt;br /&gt;
* acacia_sign: 1&lt;br /&gt;
* acacia_slab: 1&lt;br /&gt;
* acacia_stairs: 2&lt;br /&gt;
* acacia_trapdoor: 3&lt;br /&gt;
* acacia_wall_hanging_sign: 1&lt;br /&gt;
* acacia_wall_sign: 1&lt;br /&gt;
* acacia_wood: 1&lt;br /&gt;
* activator_rail: 1&lt;br /&gt;
* allay_spawner: 1&lt;br /&gt;
* allium: 1&lt;br /&gt;
* amethyst_block: 5&lt;br /&gt;
* amethyst_cluster: 1&lt;br /&gt;
* ancient_debris: 1&lt;br /&gt;
* andesite: 1&lt;br /&gt;
* andesite_slab: 1&lt;br /&gt;
* andesite_stairs: 1&lt;br /&gt;
* andesite_wall: 1&lt;br /&gt;
* anvil: 10&lt;br /&gt;
* armadillo_spawner: 1&lt;br /&gt;
* attached_melon_stem: 1&lt;br /&gt;
* attached_pumpkin_stem: 1&lt;br /&gt;
* axolotl_spawner: 1&lt;br /&gt;
* azalea: 1&lt;br /&gt;
* azalea_leaves: 1&lt;br /&gt;
* azure_bluet: 1&lt;br /&gt;
* bamboo: 1&lt;br /&gt;
* bamboo_block: 1&lt;br /&gt;
* bamboo_button: 1&lt;br /&gt;
* bamboo_door: 1&lt;br /&gt;
* bamboo_fence: 1&lt;br /&gt;
* bamboo_fence_gate: 1&lt;br /&gt;
* bamboo_hanging_sign: 1&lt;br /&gt;
* bamboo_mosaic: 1&lt;br /&gt;
* bamboo_mosaic_slab: 1&lt;br /&gt;
* bamboo_mosaic_stairs: 1&lt;br /&gt;
* bamboo_planks: 1&lt;br /&gt;
* bamboo_pressure_plate: 1&lt;br /&gt;
* bamboo_sapling: 1&lt;br /&gt;
* bamboo_sign: 1&lt;br /&gt;
* bamboo_slab: 1&lt;br /&gt;
* bamboo_stairs: 1&lt;br /&gt;
* bamboo_trapdoor: 1&lt;br /&gt;
* bamboo_wall_hanging_sign: 1&lt;br /&gt;
* bamboo_wall_sign: 1&lt;br /&gt;
* barrel: 1&lt;br /&gt;
* barrier: 0&lt;br /&gt;
* basalt: 1&lt;br /&gt;
* bat_spawner: 1&lt;br /&gt;
* beacon: 500&lt;br /&gt;
* bedrock: 0&lt;br /&gt;
* bee_nest: 1&lt;br /&gt;
* bee_spawner: 1&lt;br /&gt;
* beehive: 1&lt;br /&gt;
* beetroots: 1&lt;br /&gt;
* bell: 1&lt;br /&gt;
* big_dripleaf: 1&lt;br /&gt;
* big_dripleaf_stem: 1&lt;br /&gt;
* birch_button: 1&lt;br /&gt;
* birch_door: 2&lt;br /&gt;
* birch_fence: 2&lt;br /&gt;
* birch_fence_gate: 4&lt;br /&gt;
* birch_hanging_sign: 1&lt;br /&gt;
* birch_leaves: 0&lt;br /&gt;
* birch_log: 1&lt;br /&gt;
* birch_planks: 1&lt;br /&gt;
* birch_pressure_plate: 2&lt;br /&gt;
* birch_sapling: 1&lt;br /&gt;
* birch_sign: 1&lt;br /&gt;
* birch_slab: 1&lt;br /&gt;
* birch_stairs: 2&lt;br /&gt;
* birch_trapdoor: 3&lt;br /&gt;
* birch_wall_hanging_sign: 1&lt;br /&gt;
* birch_wall_sign: 1&lt;br /&gt;
* birch_wood: 1&lt;br /&gt;
* black_banner: 2&lt;br /&gt;
* black_bed: 6&lt;br /&gt;
* black_candle: 1&lt;br /&gt;
* black_candle_cake: 1&lt;br /&gt;
* black_carpet: 1&lt;br /&gt;
* black_concrete: 3&lt;br /&gt;
* black_concrete_powder: 2&lt;br /&gt;
* black_glazed_terracotta: 5&lt;br /&gt;
* black_shulker_box: 11&lt;br /&gt;
* black_stained_glass: 2&lt;br /&gt;
* black_stained_glass_pane: 1&lt;br /&gt;
* black_terracotta: 2&lt;br /&gt;
* black_wall_banner: 2&lt;br /&gt;
* black_wool: 2&lt;br /&gt;
* blackstone: 1&lt;br /&gt;
* blackstone_slab: 1&lt;br /&gt;
* blackstone_stairs: 1&lt;br /&gt;
* blackstone_wall: 1&lt;br /&gt;
* blast_furnace: 1&lt;br /&gt;
* blaze_spawner: 1&lt;br /&gt;
* blue_banner: 2&lt;br /&gt;
* blue_bed: 6&lt;br /&gt;
* blue_candle: 1&lt;br /&gt;
* blue_candle_cake: 1&lt;br /&gt;
* blue_carpet: 1&lt;br /&gt;
* blue_concrete: 3&lt;br /&gt;
* blue_concrete_powder: 2&lt;br /&gt;
* blue_glazed_terracotta: 5&lt;br /&gt;
* blue_ice: 1&lt;br /&gt;
* blue_orchid: 1&lt;br /&gt;
* blue_shulker_box: 11&lt;br /&gt;
* blue_stained_glass: 2&lt;br /&gt;
* blue_stained_glass_pane: 1&lt;br /&gt;
* blue_terracotta: 2&lt;br /&gt;
* blue_wall_banner: 2&lt;br /&gt;
* blue_wool: 2&lt;br /&gt;
* bogged_spawner: 1&lt;br /&gt;
* bone_block: 1&lt;br /&gt;
* bookshelf: 5&lt;br /&gt;
* brain_coral: 1&lt;br /&gt;
* brain_coral_block: 1&lt;br /&gt;
* brain_coral_fan: 1&lt;br /&gt;
* brain_coral_wall_fan: 1&lt;br /&gt;
* breeze_spawner: 1&lt;br /&gt;
* brewing_stand: 20&lt;br /&gt;
* brick_slab: 3&lt;br /&gt;
* brick_stairs: 5&lt;br /&gt;
* brick_wall: 1&lt;br /&gt;
* bricks: 5&lt;br /&gt;
* brown_banner: 2&lt;br /&gt;
* brown_bed: 6&lt;br /&gt;
* brown_candle: 1&lt;br /&gt;
* brown_candle_cake: 1&lt;br /&gt;
* brown_carpet: 1&lt;br /&gt;
* brown_concrete: 3&lt;br /&gt;
* brown_concrete_powder: 2&lt;br /&gt;
* brown_glazed_terracotta: 5&lt;br /&gt;
* brown_mushroom: 1&lt;br /&gt;
* brown_mushroom_block: 1&lt;br /&gt;
* brown_shulker_box: 11&lt;br /&gt;
* brown_stained_glass: 2&lt;br /&gt;
* brown_stained_glass_pane: 1&lt;br /&gt;
* brown_terracotta: 2&lt;br /&gt;
* brown_wall_banner: 2&lt;br /&gt;
* brown_wool: 2&lt;br /&gt;
* bubble_column: 1&lt;br /&gt;
* bubble_coral: 1&lt;br /&gt;
* bubble_coral_block: 1&lt;br /&gt;
* bubble_coral_fan: 1&lt;br /&gt;
* bubble_coral_wall_fan: 1&lt;br /&gt;
* budding_amethyst: 5&lt;br /&gt;
* bush: 1&lt;br /&gt;
* cactus: 1&lt;br /&gt;
* cactus_flower: 1&lt;br /&gt;
* cake: 9&lt;br /&gt;
* calcite: 1&lt;br /&gt;
* calibrated_sculk_sensor: 1&lt;br /&gt;
* camel_spawner: 1&lt;br /&gt;
* campfire: 1&lt;br /&gt;
* candle: 1&lt;br /&gt;
* candle_cake: 1&lt;br /&gt;
* carrots: 1&lt;br /&gt;
* cartography_table: 1&lt;br /&gt;
* carved_pumpkin: 2&lt;br /&gt;
* cat_spawner: 1&lt;br /&gt;
* cauldron: 10&lt;br /&gt;
* cave_air: 0&lt;br /&gt;
* cave_spider_spawner: 1&lt;br /&gt;
* cave_vines: 1&lt;br /&gt;
* cave_vines_plant: 1&lt;br /&gt;
* chain: 1&lt;br /&gt;
* chain_command_block: 0&lt;br /&gt;
* cherry_button: 1&lt;br /&gt;
* cherry_door: 1&lt;br /&gt;
* cherry_fence: 1&lt;br /&gt;
* cherry_fence_gate: 1&lt;br /&gt;
* cherry_hanging_sign: 1&lt;br /&gt;
* cherry_leaves: 1&lt;br /&gt;
* cherry_log: 1&lt;br /&gt;
* cherry_planks: 1&lt;br /&gt;
* cherry_pressure_plate: 1&lt;br /&gt;
* cherry_sapling: 1&lt;br /&gt;
* cherry_sign: 1&lt;br /&gt;
* cherry_slab: 1&lt;br /&gt;
* cherry_stairs: 1&lt;br /&gt;
* cherry_trapdoor: 1&lt;br /&gt;
* cherry_wall_hanging_sign: 1&lt;br /&gt;
* cherry_wall_sign: 1&lt;br /&gt;
* cherry_wood: 1&lt;br /&gt;
* chest: 8&lt;br /&gt;
* chicken_spawner: 1&lt;br /&gt;
* chipped_anvil: 9&lt;br /&gt;
* chiseled_bookshelf: 1&lt;br /&gt;
* chiseled_copper: 1&lt;br /&gt;
* chiseled_deepslate: 1&lt;br /&gt;
* chiseled_nether_bricks: 1&lt;br /&gt;
* chiseled_polished_blackstone: 1&lt;br /&gt;
* chiseled_quartz_block: 2&lt;br /&gt;
* chiseled_red_sandstone: 2&lt;br /&gt;
* chiseled_resin_bricks: 1&lt;br /&gt;
* chiseled_sandstone: 2&lt;br /&gt;
* chiseled_stone_bricks: 2&lt;br /&gt;
* chiseled_tuff: 1&lt;br /&gt;
* chiseled_tuff_bricks: 1&lt;br /&gt;
* chorus_flower: 1&lt;br /&gt;
* chorus_plant: 1&lt;br /&gt;
* clay: 2&lt;br /&gt;
* closed_eyeblossom: 1&lt;br /&gt;
* coal_block: 9&lt;br /&gt;
* coal_ore: 1&lt;br /&gt;
* coarse_dirt: 2&lt;br /&gt;
* cobbled_deepslate: 1&lt;br /&gt;
* cobbled_deepslate_slab: 1&lt;br /&gt;
* cobbled_deepslate_stairs: 1&lt;br /&gt;
* cobbled_deepslate_wall: 1&lt;br /&gt;
* cobblestone: 1&lt;br /&gt;
* cobblestone_slab: 1&lt;br /&gt;
* cobblestone_stairs: 2&lt;br /&gt;
* cobblestone_wall: 1&lt;br /&gt;
* cobweb: 10&lt;br /&gt;
* cocoa: 1&lt;br /&gt;
* cod_spawner: 1&lt;br /&gt;
* command_block: 0&lt;br /&gt;
* comparator: 10&lt;br /&gt;
* composter: 1&lt;br /&gt;
* conduit: 1&lt;br /&gt;
* copper_block: 5&lt;br /&gt;
* copper_bulb: 1&lt;br /&gt;
* copper_door: 1&lt;br /&gt;
* copper_grate: 1&lt;br /&gt;
* copper_ore: 1&lt;br /&gt;
* copper_trapdoor: 1&lt;br /&gt;
* cornflower: 1&lt;br /&gt;
* cow_spawner: 1&lt;br /&gt;
* cracked_deepslate_bricks: 1&lt;br /&gt;
* cracked_deepslate_tiles: 1&lt;br /&gt;
* cracked_nether_bricks: 1&lt;br /&gt;
* cracked_polished_blackstone_bricks: 1&lt;br /&gt;
* cracked_stone_bricks: 2&lt;br /&gt;
* crafter: 1&lt;br /&gt;
* crafting_table: 1&lt;br /&gt;
* creaking_heart: 1&lt;br /&gt;
* creaking_spawner: 1&lt;br /&gt;
* creeper_head: 1&lt;br /&gt;
* creeper_spawner: 1&lt;br /&gt;
* creeper_wall_head: 1&lt;br /&gt;
* crimson_button: 1&lt;br /&gt;
* crimson_door: 1&lt;br /&gt;
* crimson_fence: 1&lt;br /&gt;
* crimson_fence_gate: 1&lt;br /&gt;
* crimson_fungus: 1&lt;br /&gt;
* crimson_hanging_sign: 1&lt;br /&gt;
* crimson_hyphae: 1&lt;br /&gt;
* crimson_nylium: 1&lt;br /&gt;
* crimson_planks: 1&lt;br /&gt;
* crimson_pressure_plate: 1&lt;br /&gt;
* crimson_roots: 1&lt;br /&gt;
* crimson_sign: 1&lt;br /&gt;
* crimson_slab: 1&lt;br /&gt;
* crimson_stairs: 1&lt;br /&gt;
* crimson_stem: 1&lt;br /&gt;
* crimson_trapdoor: 1&lt;br /&gt;
* crimson_wall_hanging_sign: 1&lt;br /&gt;
* crimson_wall_sign: 1&lt;br /&gt;
* crying_obsidian: 1&lt;br /&gt;
* cut_copper: 5&lt;br /&gt;
* cut_copper_slab: 1&lt;br /&gt;
* cut_copper_stairs: 1&lt;br /&gt;
* cut_red_sandstone: 1&lt;br /&gt;
* cut_red_sandstone_slab: 1&lt;br /&gt;
* cut_sandstone: 1&lt;br /&gt;
* cut_sandstone_slab: 1&lt;br /&gt;
* cyan_banner: 2&lt;br /&gt;
* cyan_bed: 6&lt;br /&gt;
* cyan_candle: 1&lt;br /&gt;
* cyan_candle_cake: 1&lt;br /&gt;
* cyan_carpet: 1&lt;br /&gt;
* cyan_concrete: 3&lt;br /&gt;
* cyan_concrete_powder: 2&lt;br /&gt;
* cyan_glazed_terracotta: 5&lt;br /&gt;
* cyan_shulker_box: 11&lt;br /&gt;
* cyan_stained_glass: 2&lt;br /&gt;
* cyan_stained_glass_pane: 1&lt;br /&gt;
* cyan_terracotta: 2&lt;br /&gt;
* cyan_wall_banner: 2&lt;br /&gt;
* cyan_wool: 2&lt;br /&gt;
* damaged_anvil: 5&lt;br /&gt;
* dandelion: 1&lt;br /&gt;
* dark_oak_button: 1&lt;br /&gt;
* dark_oak_door: 2&lt;br /&gt;
* dark_oak_fence: 2&lt;br /&gt;
* dark_oak_fence_gate: 4&lt;br /&gt;
* dark_oak_hanging_sign: 1&lt;br /&gt;
* dark_oak_leaves: 0&lt;br /&gt;
* dark_oak_log: 1&lt;br /&gt;
* dark_oak_planks: 1&lt;br /&gt;
* dark_oak_pressure_plate: 2&lt;br /&gt;
* dark_oak_sapling: 1&lt;br /&gt;
* dark_oak_sign: 1&lt;br /&gt;
* dark_oak_slab: 1&lt;br /&gt;
* dark_oak_stairs: 2&lt;br /&gt;
* dark_oak_trapdoor: 3&lt;br /&gt;
* dark_oak_wall_hanging_sign: 1&lt;br /&gt;
* dark_oak_wall_sign: 1&lt;br /&gt;
* dark_oak_wood: 1&lt;br /&gt;
* dark_prismarine: 1&lt;br /&gt;
* dark_prismarine_slab: 1&lt;br /&gt;
* dark_prismarine_stairs: 2&lt;br /&gt;
* daylight_detector: 10&lt;br /&gt;
* dead_brain_coral: 1&lt;br /&gt;
* dead_brain_coral_block: 1&lt;br /&gt;
* dead_brain_coral_fan: 1&lt;br /&gt;
* dead_brain_coral_wall_fan: 1&lt;br /&gt;
* dead_bubble_coral: 1&lt;br /&gt;
* dead_bubble_coral_block: 1&lt;br /&gt;
* dead_bubble_coral_fan: 1&lt;br /&gt;
* dead_bubble_coral_wall_fan: 1&lt;br /&gt;
* dead_bush: 1&lt;br /&gt;
* dead_fire_coral: 1&lt;br /&gt;
* dead_fire_coral_block: 1&lt;br /&gt;
* dead_fire_coral_fan: 1&lt;br /&gt;
* dead_fire_coral_wall_fan: 1&lt;br /&gt;
* dead_horn_coral: 1&lt;br /&gt;
* dead_horn_coral_block: 1&lt;br /&gt;
* dead_horn_coral_fan: 1&lt;br /&gt;
* dead_horn_coral_wall_fan: 1&lt;br /&gt;
* dead_tube_coral: 1&lt;br /&gt;
* dead_tube_coral_block: 1&lt;br /&gt;
* dead_tube_coral_fan: 1&lt;br /&gt;
* dead_tube_coral_wall_fan: 1&lt;br /&gt;
* decorated_pot: 1&lt;br /&gt;
* deepslate: 1&lt;br /&gt;
* deepslate_brick_slab: 1&lt;br /&gt;
* deepslate_brick_stairs: 1&lt;br /&gt;
* deepslate_brick_wall: 1&lt;br /&gt;
* deepslate_bricks: 1&lt;br /&gt;
* deepslate_coal_ore: 1&lt;br /&gt;
* deepslate_copper_ore: 1&lt;br /&gt;
* deepslate_diamond_ore: 1&lt;br /&gt;
* deepslate_emerald_ore: 1&lt;br /&gt;
* deepslate_gold_ore: 1&lt;br /&gt;
* deepslate_iron_ore: 1&lt;br /&gt;
* deepslate_lapis_ore: 1&lt;br /&gt;
* deepslate_redstone_ore: 1&lt;br /&gt;
* deepslate_tile_slab: 1&lt;br /&gt;
* deepslate_tile_stairs: 1&lt;br /&gt;
* deepslate_tile_wall: 1&lt;br /&gt;
* deepslate_tiles: 1&lt;br /&gt;
* detector_rail: 10&lt;br /&gt;
* diamond_block: 300&lt;br /&gt;
* diamond_ore: 1&lt;br /&gt;
* diorite: 1&lt;br /&gt;
* diorite_slab: 1&lt;br /&gt;
* diorite_stairs: 1&lt;br /&gt;
* diorite_wall: 1&lt;br /&gt;
* dirt: 3&lt;br /&gt;
* dirt_path: 4&lt;br /&gt;
* dispenser: 5&lt;br /&gt;
* dolphin_spawner: 1&lt;br /&gt;
* donkey_spawner: 1&lt;br /&gt;
* dragon_egg: 150&lt;br /&gt;
* dragon_head: 1&lt;br /&gt;
* dragon_wall_head: 1&lt;br /&gt;
* dried_ghast: 1&lt;br /&gt;
* dried_kelp_block: 1&lt;br /&gt;
* dripstone_block: 1&lt;br /&gt;
* dropper: 5&lt;br /&gt;
* drowned_spawner: 1&lt;br /&gt;
* elder_guardian_spawner: 1&lt;br /&gt;
* emerald_block: 150&lt;br /&gt;
* emerald_ore: 1&lt;br /&gt;
* enchanting_table: 150&lt;br /&gt;
* end_gateway: 0&lt;br /&gt;
* end_portal: 0&lt;br /&gt;
* end_portal_frame: 0&lt;br /&gt;
* end_rod: 1&lt;br /&gt;
* end_stone: 1&lt;br /&gt;
* end_stone_brick_slab: 1&lt;br /&gt;
* end_stone_brick_stairs: 1&lt;br /&gt;
* end_stone_brick_wall: 1&lt;br /&gt;
* end_stone_bricks: 2&lt;br /&gt;
* ender_chest: 150&lt;br /&gt;
* ender_dragon_spawner: 1&lt;br /&gt;
* enderman_spawner: 1&lt;br /&gt;
* endermite_spawner: 1&lt;br /&gt;
* evoker_spawner: 1&lt;br /&gt;
* exposed_chiseled_copper: 1&lt;br /&gt;
* exposed_copper: 5&lt;br /&gt;
* exposed_copper_bulb: 1&lt;br /&gt;
* exposed_copper_door: 1&lt;br /&gt;
* exposed_copper_grate: 1&lt;br /&gt;
* exposed_copper_trapdoor: 1&lt;br /&gt;
* exposed_cut_copper: 5&lt;br /&gt;
* exposed_cut_copper_slab: 1&lt;br /&gt;
* exposed_cut_copper_stairs: 1&lt;br /&gt;
* farmland: 1&lt;br /&gt;
* fern: 1&lt;br /&gt;
* fire: 0&lt;br /&gt;
* fire_coral: 1&lt;br /&gt;
* fire_coral_block: 1&lt;br /&gt;
* fire_coral_fan: 1&lt;br /&gt;
* fire_coral_wall_fan: 1&lt;br /&gt;
* firefly_bush: 1&lt;br /&gt;
* fletching_table: 1&lt;br /&gt;
* flower_pot: 1&lt;br /&gt;
* flowering_azalea: 1&lt;br /&gt;
* flowering_azalea_leaves: 1&lt;br /&gt;
* fox_spawner: 1&lt;br /&gt;
* frog_spawner: 1&lt;br /&gt;
* frogspawn: 1&lt;br /&gt;
* frosted_ice: 1&lt;br /&gt;
* furnace: 8&lt;br /&gt;
* ghast_spawner: 1&lt;br /&gt;
* gilded_blackstone: 1&lt;br /&gt;
* glass: 2&lt;br /&gt;
* glass_pane: 1&lt;br /&gt;
* glow_lichen: 1&lt;br /&gt;
* glow_squid_spawner: 1&lt;br /&gt;
* glowstone: 1&lt;br /&gt;
* goat_spawner: 1&lt;br /&gt;
* gold_block: 150&lt;br /&gt;
* gold_ore: 1&lt;br /&gt;
* granite: 1&lt;br /&gt;
* granite_slab: 1&lt;br /&gt;
* granite_stairs: 1&lt;br /&gt;
* granite_wall: 1&lt;br /&gt;
* grass: 4&lt;br /&gt;
* grass_block: 4&lt;br /&gt;
* gravel: 1&lt;br /&gt;
* gray_banner: 2&lt;br /&gt;
* gray_bed: 6&lt;br /&gt;
* gray_candle: 1&lt;br /&gt;
* gray_candle_cake: 1&lt;br /&gt;
* gray_carpet: 1&lt;br /&gt;
* gray_concrete: 3&lt;br /&gt;
* gray_concrete_powder: 2&lt;br /&gt;
* gray_glazed_terracotta: 5&lt;br /&gt;
* gray_shulker_box: 11&lt;br /&gt;
* gray_stained_glass: 2&lt;br /&gt;
* gray_stained_glass_pane: 1&lt;br /&gt;
* gray_terracotta: 2&lt;br /&gt;
* gray_wall_banner: 2&lt;br /&gt;
* gray_wool: 2&lt;br /&gt;
* green_banner: 2&lt;br /&gt;
* green_bed: 6&lt;br /&gt;
* green_candle: 1&lt;br /&gt;
* green_candle_cake: 1&lt;br /&gt;
* green_carpet: 1&lt;br /&gt;
* green_concrete: 3&lt;br /&gt;
* green_concrete_powder: 2&lt;br /&gt;
* green_glazed_terracotta: 5&lt;br /&gt;
* green_shulker_box: 11&lt;br /&gt;
* green_stained_glass: 2&lt;br /&gt;
* green_stained_glass_pane: 1&lt;br /&gt;
* green_terracotta: 2&lt;br /&gt;
* green_wall_banner: 2&lt;br /&gt;
* green_wool: 2&lt;br /&gt;
* grindstone: 1&lt;br /&gt;
* guardian_spawner: 1&lt;br /&gt;
* hanging_roots: 1&lt;br /&gt;
* happy_ghast_spawner: 1&lt;br /&gt;
* hay_block: 2&lt;br /&gt;
* heavy_core: 1&lt;br /&gt;
* heavy_weighted_pressure_plate: 3&lt;br /&gt;
* hoglin_spawner: 1&lt;br /&gt;
* honey_block: 3&lt;br /&gt;
* honeycomb_block: 3&lt;br /&gt;
* hopper: -10&lt;br /&gt;
* horn_coral: 1&lt;br /&gt;
* horn_coral_block: 1&lt;br /&gt;
* horn_coral_fan: 1&lt;br /&gt;
* horn_coral_wall_fan: 1&lt;br /&gt;
* horse_spawner: 1&lt;br /&gt;
* husk_spawner: 1&lt;br /&gt;
* ice: 5&lt;br /&gt;
* infested_chiseled_stone_bricks: 2&lt;br /&gt;
* infested_cobblestone: 1&lt;br /&gt;
* infested_cracked_stone_bricks: 2&lt;br /&gt;
* infested_deepslate: 1&lt;br /&gt;
* infested_mossy_stone_bricks: 2&lt;br /&gt;
* infested_stone: 1&lt;br /&gt;
* infested_stone_bricks: 2&lt;br /&gt;
* iron_bars: 2&lt;br /&gt;
* iron_block: 10&lt;br /&gt;
* iron_door: 5&lt;br /&gt;
* iron_golem_spawner: 1&lt;br /&gt;
* iron_ore: 1&lt;br /&gt;
* iron_trapdoor: 4&lt;br /&gt;
* jack_o_lantern: 2&lt;br /&gt;
* jigsaw: 1&lt;br /&gt;
* jukebox: 10&lt;br /&gt;
* jungle_button: 1&lt;br /&gt;
* jungle_door: 2&lt;br /&gt;
* jungle_fence: 2&lt;br /&gt;
* jungle_fence_gate: 4&lt;br /&gt;
* jungle_hanging_sign: 1&lt;br /&gt;
* jungle_leaves: 0&lt;br /&gt;
* jungle_log: 1&lt;br /&gt;
* jungle_planks: 1&lt;br /&gt;
* jungle_pressure_plate: 2&lt;br /&gt;
* jungle_sapling: 1&lt;br /&gt;
* jungle_sign: 1&lt;br /&gt;
* jungle_slab: 1&lt;br /&gt;
* jungle_stairs: 2&lt;br /&gt;
* jungle_trapdoor: 3&lt;br /&gt;
* jungle_wall_hanging_sign: 1&lt;br /&gt;
* jungle_wall_sign: 1&lt;br /&gt;
* jungle_wood: 1&lt;br /&gt;
* kelp: 1&lt;br /&gt;
* kelp_plant: 1&lt;br /&gt;
* ladder: 2&lt;br /&gt;
* lantern: 1&lt;br /&gt;
* lapis_block: 10&lt;br /&gt;
* lapis_ore: 1&lt;br /&gt;
* large_amethyst_bud: 1&lt;br /&gt;
* large_fern: 1&lt;br /&gt;
* lava: 0&lt;br /&gt;
* lava_cauldron: 1&lt;br /&gt;
* leaf_litter: 1&lt;br /&gt;
* lectern: 1&lt;br /&gt;
* lever: 1&lt;br /&gt;
* light: 1&lt;br /&gt;
* light_blue_banner: 2&lt;br /&gt;
* light_blue_bed: 6&lt;br /&gt;
* light_blue_candle: 1&lt;br /&gt;
* light_blue_candle_cake: 1&lt;br /&gt;
* light_blue_carpet: 1&lt;br /&gt;
* light_blue_concrete: 3&lt;br /&gt;
* light_blue_concrete_powder: 2&lt;br /&gt;
* light_blue_glazed_terracotta: 5&lt;br /&gt;
* light_blue_shulker_box: 11&lt;br /&gt;
* light_blue_stained_glass: 2&lt;br /&gt;
* light_blue_stained_glass_pane: 1&lt;br /&gt;
* light_blue_terracotta: 2&lt;br /&gt;
* light_blue_wall_banner: 2&lt;br /&gt;
* light_blue_wool: 2&lt;br /&gt;
* light_gray_banner: 2&lt;br /&gt;
* light_gray_bed: 6&lt;br /&gt;
* light_gray_candle: 1&lt;br /&gt;
* light_gray_candle_cake: 1&lt;br /&gt;
* light_gray_carpet: 1&lt;br /&gt;
* light_gray_concrete: 3&lt;br /&gt;
* light_gray_concrete_powder: 2&lt;br /&gt;
* light_gray_glazed_terracotta: 5&lt;br /&gt;
* light_gray_shulker_box: 11&lt;br /&gt;
* light_gray_stained_glass: 2&lt;br /&gt;
* light_gray_stained_glass_pane: 1&lt;br /&gt;
* light_gray_terracotta: 2&lt;br /&gt;
* light_gray_wall_banner: 2&lt;br /&gt;
* light_gray_wool: 2&lt;br /&gt;
* light_weighted_pressure_plate: 3&lt;br /&gt;
* lightning_rod: 1&lt;br /&gt;
* lilac: 1&lt;br /&gt;
* lily_of_the_valley: 1&lt;br /&gt;
* lily_pad: 5&lt;br /&gt;
* lime_banner: 2&lt;br /&gt;
* lime_bed: 6&lt;br /&gt;
* lime_candle: 1&lt;br /&gt;
* lime_candle_cake: 1&lt;br /&gt;
* lime_carpet: 1&lt;br /&gt;
* lime_concrete: 3&lt;br /&gt;
* lime_concrete_powder: 2&lt;br /&gt;
* lime_glazed_terracotta: 5&lt;br /&gt;
* lime_shulker_box: 11&lt;br /&gt;
* lime_stained_glass: 2&lt;br /&gt;
* lime_stained_glass_pane: 1&lt;br /&gt;
* lime_terracotta: 2&lt;br /&gt;
* lime_wall_banner: 2&lt;br /&gt;
* lime_wool: 2&lt;br /&gt;
* llama_spawner: 1&lt;br /&gt;
* lodestone: 1&lt;br /&gt;
* loom: 1&lt;br /&gt;
* magenta_banner: 2&lt;br /&gt;
* magenta_bed: 6&lt;br /&gt;
* magenta_candle: 1&lt;br /&gt;
* magenta_candle_cake: 1&lt;br /&gt;
* magenta_carpet: 1&lt;br /&gt;
* magenta_concrete: 3&lt;br /&gt;
* magenta_concrete_powder: 2&lt;br /&gt;
* magenta_glazed_terracotta: 5&lt;br /&gt;
* magenta_shulker_box: 11&lt;br /&gt;
* magenta_stained_glass: 2&lt;br /&gt;
* magenta_stained_glass_pane: 1&lt;br /&gt;
* magenta_terracotta: 2&lt;br /&gt;
* magenta_wall_banner: 2&lt;br /&gt;
* magenta_wool: 2&lt;br /&gt;
* magma_block: 1&lt;br /&gt;
* magma_cube_spawner: 1&lt;br /&gt;
* mangrove_button: 1&lt;br /&gt;
* mangrove_door: 1&lt;br /&gt;
* mangrove_fence: 1&lt;br /&gt;
* mangrove_fence_gate: 1&lt;br /&gt;
* mangrove_hanging_sign: 1&lt;br /&gt;
* mangrove_leaves: 1&lt;br /&gt;
* mangrove_log: 1&lt;br /&gt;
* mangrove_planks: 1&lt;br /&gt;
* mangrove_pressure_plate: 1&lt;br /&gt;
* mangrove_propagule: 1&lt;br /&gt;
* mangrove_roots: 1&lt;br /&gt;
* mangrove_sign: 1&lt;br /&gt;
* mangrove_slab: 1&lt;br /&gt;
* mangrove_stairs: 1&lt;br /&gt;
* mangrove_trapdoor: 1&lt;br /&gt;
* mangrove_wall_hanging_sign: 1&lt;br /&gt;
* mangrove_wall_sign: 1&lt;br /&gt;
* mangrove_wood: 1&lt;br /&gt;
* medium_amethyst_bud: 1&lt;br /&gt;
* melon: 1&lt;br /&gt;
* melon_stem: 1&lt;br /&gt;
* mooshroom_spawner: 1&lt;br /&gt;
* moss_block: 1&lt;br /&gt;
* moss_carpet: 1&lt;br /&gt;
* mossy_cobblestone: 1&lt;br /&gt;
* mossy_cobblestone_slab: 1&lt;br /&gt;
* mossy_cobblestone_stairs: 1&lt;br /&gt;
* mossy_cobblestone_wall: 1&lt;br /&gt;
* mossy_stone_brick_slab: 1&lt;br /&gt;
* mossy_stone_brick_stairs: 1&lt;br /&gt;
* mossy_stone_brick_wall: 1&lt;br /&gt;
* mossy_stone_bricks: 2&lt;br /&gt;
* moving_piston: 1&lt;br /&gt;
* mud: 1&lt;br /&gt;
* mud_brick_slab: 1&lt;br /&gt;
* mud_brick_stairs: 1&lt;br /&gt;
* mud_brick_wall: 1&lt;br /&gt;
* mud_bricks: 1&lt;br /&gt;
* muddy_mangrove_roots: 1&lt;br /&gt;
* mule_spawner: 1&lt;br /&gt;
* mushroom_stem: 1&lt;br /&gt;
* mycelium: 5&lt;br /&gt;
* nether_brick_fence: 2&lt;br /&gt;
* nether_brick_slab: 1&lt;br /&gt;
* nether_brick_stairs: 2&lt;br /&gt;
* nether_brick_wall: 1&lt;br /&gt;
* nether_bricks: 2&lt;br /&gt;
* nether_gold_ore: 1&lt;br /&gt;
* nether_portal: 1&lt;br /&gt;
* nether_quartz_ore: 1&lt;br /&gt;
* nether_sprouts: 1&lt;br /&gt;
* nether_wart: 1&lt;br /&gt;
* nether_wart_block: 2&lt;br /&gt;
* netherite_block: 400&lt;br /&gt;
* netherrack: 1&lt;br /&gt;
* note_block: 10&lt;br /&gt;
* oak_button: 1&lt;br /&gt;
* oak_door: 2&lt;br /&gt;
* oak_fence: 2&lt;br /&gt;
* oak_fence_gate: 4&lt;br /&gt;
* oak_hanging_sign: 1&lt;br /&gt;
* oak_leaves: 0&lt;br /&gt;
* oak_log: 1&lt;br /&gt;
* oak_planks: 1&lt;br /&gt;
* oak_pressure_plate: 2&lt;br /&gt;
* oak_sapling: 1&lt;br /&gt;
* oak_sign: 6&lt;br /&gt;
* oak_slab: 1&lt;br /&gt;
* oak_stairs: 2&lt;br /&gt;
* oak_trapdoor: 3&lt;br /&gt;
* oak_wall_hanging_sign: 1&lt;br /&gt;
* oak_wall_sign: 6&lt;br /&gt;
* oak_wood: 1&lt;br /&gt;
* observer: 1&lt;br /&gt;
* obsidian: 10&lt;br /&gt;
* ocelot_spawner: 1&lt;br /&gt;
* ochre_froglight: 1&lt;br /&gt;
* open_eyeblossom: 1&lt;br /&gt;
* orange_banner: 2&lt;br /&gt;
* orange_bed: 6&lt;br /&gt;
* orange_candle: 1&lt;br /&gt;
* orange_candle_cake: 1&lt;br /&gt;
* orange_carpet: 1&lt;br /&gt;
* orange_concrete: 3&lt;br /&gt;
* orange_concrete_powder: 2&lt;br /&gt;
* orange_glazed_terracotta: 5&lt;br /&gt;
* orange_shulker_box: 11&lt;br /&gt;
* orange_stained_glass: 2&lt;br /&gt;
* orange_stained_glass_pane: 1&lt;br /&gt;
* orange_terracotta: 2&lt;br /&gt;
* orange_tulip: 1&lt;br /&gt;
* orange_wall_banner: 2&lt;br /&gt;
* orange_wool: 2&lt;br /&gt;
* oxeye_daisy: 1&lt;br /&gt;
* oxidized_chiseled_copper: 1&lt;br /&gt;
* oxidized_copper: 5&lt;br /&gt;
* oxidized_copper_bulb: 1&lt;br /&gt;
* oxidized_copper_door: 1&lt;br /&gt;
* oxidized_copper_grate: 1&lt;br /&gt;
* oxidized_copper_trapdoor: 1&lt;br /&gt;
* oxidized_cut_copper: 5&lt;br /&gt;
* oxidized_cut_copper_slab: 1&lt;br /&gt;
* oxidized_cut_copper_stairs: 1&lt;br /&gt;
* packed_ice: 5&lt;br /&gt;
* packed_mud: 1&lt;br /&gt;
* pale_hanging_moss: 1&lt;br /&gt;
* pale_moss_block: 1&lt;br /&gt;
* pale_moss_carpet: 1&lt;br /&gt;
* pale_oak_button: 1&lt;br /&gt;
* pale_oak_door: 1&lt;br /&gt;
* pale_oak_fence: 1&lt;br /&gt;
* pale_oak_fence_gate: 1&lt;br /&gt;
* pale_oak_hanging_sign: 1&lt;br /&gt;
* pale_oak_leaves: 1&lt;br /&gt;
* pale_oak_log: 1&lt;br /&gt;
* pale_oak_planks: 1&lt;br /&gt;
* pale_oak_pressure_plate: 1&lt;br /&gt;
* pale_oak_sapling: 1&lt;br /&gt;
* pale_oak_sign: 1&lt;br /&gt;
* pale_oak_slab: 1&lt;br /&gt;
* pale_oak_stairs: 1&lt;br /&gt;
* pale_oak_trapdoor: 1&lt;br /&gt;
* pale_oak_wall_hanging_sign: 1&lt;br /&gt;
* pale_oak_wall_sign: 1&lt;br /&gt;
* pale_oak_wood: 1&lt;br /&gt;
* panda_spawner: 1&lt;br /&gt;
* parrot_spawner: 1&lt;br /&gt;
* pearlescent_froglight: 1&lt;br /&gt;
* peony: 1&lt;br /&gt;
* petrified_oak_slab: 1&lt;br /&gt;
* phantom_spawner: 1&lt;br /&gt;
* pig_spawner: 1&lt;br /&gt;
* piglin_brute_spawner: 1&lt;br /&gt;
* piglin_head: 1&lt;br /&gt;
* piglin_spawner: 1&lt;br /&gt;
* piglin_wall_head: 1&lt;br /&gt;
* pillager_spawner: 1&lt;br /&gt;
* pink_banner: 2&lt;br /&gt;
* pink_bed: 6&lt;br /&gt;
* pink_candle: 1&lt;br /&gt;
* pink_candle_cake: 1&lt;br /&gt;
* pink_carpet: 1&lt;br /&gt;
* pink_concrete: 3&lt;br /&gt;
* pink_concrete_powder: 2&lt;br /&gt;
* pink_glazed_terracotta: 5&lt;br /&gt;
* pink_petals: 1&lt;br /&gt;
* pink_shulker_box: 11&lt;br /&gt;
* pink_stained_glass: 2&lt;br /&gt;
* pink_stained_glass_pane: 1&lt;br /&gt;
* pink_terracotta: 2&lt;br /&gt;
* pink_tulip: 1&lt;br /&gt;
* pink_wall_banner: 2&lt;br /&gt;
* pink_wool: 2&lt;br /&gt;
* piston: 2&lt;br /&gt;
* piston_head: 1&lt;br /&gt;
* pitcher_crop: 1&lt;br /&gt;
* pitcher_plant: 1&lt;br /&gt;
* player_head: 1&lt;br /&gt;
* player_wall_head: 1&lt;br /&gt;
* podzol: 2&lt;br /&gt;
* pointed_dripstone: 1&lt;br /&gt;
* polar_bear_spawner: 1&lt;br /&gt;
* polished_andesite: 1&lt;br /&gt;
* polished_andesite_slab: 1&lt;br /&gt;
* polished_andesite_stairs: 1&lt;br /&gt;
* polished_basalt: 1&lt;br /&gt;
* polished_blackstone: 1&lt;br /&gt;
* polished_blackstone_brick_slab: 1&lt;br /&gt;
* polished_blackstone_brick_stairs: 1&lt;br /&gt;
* polished_blackstone_brick_wall: 1&lt;br /&gt;
* polished_blackstone_bricks: 1&lt;br /&gt;
* polished_blackstone_button: 1&lt;br /&gt;
* polished_blackstone_pressure_plate: 1&lt;br /&gt;
* polished_blackstone_slab: 1&lt;br /&gt;
* polished_blackstone_stairs: 1&lt;br /&gt;
* polished_blackstone_wall: 1&lt;br /&gt;
* polished_deepslate: 1&lt;br /&gt;
* polished_deepslate_slab: 1&lt;br /&gt;
* polished_deepslate_stairs: 1&lt;br /&gt;
* polished_deepslate_wall: 1&lt;br /&gt;
* polished_diorite: 1&lt;br /&gt;
* polished_diorite_slab: 1&lt;br /&gt;
* polished_diorite_stairs: 1&lt;br /&gt;
* polished_granite: 1&lt;br /&gt;
* polished_granite_slab: 1&lt;br /&gt;
* polished_granite_stairs: 1&lt;br /&gt;
* polished_tuff: 1&lt;br /&gt;
* polished_tuff_slab: 1&lt;br /&gt;
* polished_tuff_stairs: 1&lt;br /&gt;
* polished_tuff_wall: 1&lt;br /&gt;
* poppy: 1&lt;br /&gt;
* potatoes: 1&lt;br /&gt;
* potted_acacia_sapling: 1&lt;br /&gt;
* potted_allium: 1&lt;br /&gt;
* potted_azalea_bush: 1&lt;br /&gt;
* potted_azure_bluet: 1&lt;br /&gt;
* potted_bamboo: 1&lt;br /&gt;
* potted_birch_sapling: 1&lt;br /&gt;
* potted_blue_orchid: 1&lt;br /&gt;
* potted_brown_mushroom: 1&lt;br /&gt;
* potted_cactus: 1&lt;br /&gt;
* potted_cherry_sapling: 1&lt;br /&gt;
* potted_closed_eyeblossom: 1&lt;br /&gt;
* potted_cornflower: 1&lt;br /&gt;
* potted_crimson_fungus: 1&lt;br /&gt;
* potted_crimson_roots: 1&lt;br /&gt;
* potted_dandelion: 1&lt;br /&gt;
* potted_dark_oak_sapling: 1&lt;br /&gt;
* potted_dead_bush: 1&lt;br /&gt;
* potted_fern: 1&lt;br /&gt;
* potted_flowering_azalea_bush: 1&lt;br /&gt;
* potted_jungle_sapling: 1&lt;br /&gt;
* potted_lily_of_the_valley: 1&lt;br /&gt;
* potted_mangrove_propagule: 1&lt;br /&gt;
* potted_oak_sapling: 1&lt;br /&gt;
* potted_open_eyeblossom: 1&lt;br /&gt;
* potted_orange_tulip: 1&lt;br /&gt;
* potted_oxeye_daisy: 1&lt;br /&gt;
* potted_pale_oak_sapling: 1&lt;br /&gt;
* potted_pink_tulip: 1&lt;br /&gt;
* potted_poppy: 1&lt;br /&gt;
* potted_red_mushroom: 1&lt;br /&gt;
* potted_red_tulip: 1&lt;br /&gt;
* potted_spruce_sapling: 1&lt;br /&gt;
* potted_torchflower: 1&lt;br /&gt;
* potted_warped_fungus: 1&lt;br /&gt;
* potted_warped_roots: 1&lt;br /&gt;
* potted_white_tulip: 1&lt;br /&gt;
* potted_wither_rose: 1&lt;br /&gt;
* powder_snow: 1&lt;br /&gt;
* powder_snow_cauldron: 1&lt;br /&gt;
* powered_rail: 2&lt;br /&gt;
* prismarine: 1&lt;br /&gt;
* prismarine_brick_slab: 1&lt;br /&gt;
* prismarine_brick_stairs: 2&lt;br /&gt;
* prismarine_bricks: 2&lt;br /&gt;
* prismarine_slab: 1&lt;br /&gt;
* prismarine_stairs: 2&lt;br /&gt;
* prismarine_wall: 1&lt;br /&gt;
* pufferfish_spawner: 1&lt;br /&gt;
* pumpkin: 1&lt;br /&gt;
* pumpkin_stem: 1&lt;br /&gt;
* purple_banner: 2&lt;br /&gt;
* purple_bed: 6&lt;br /&gt;
* purple_candle: 1&lt;br /&gt;
* purple_candle_cake: 1&lt;br /&gt;
* purple_carpet: 1&lt;br /&gt;
* purple_concrete: 3&lt;br /&gt;
* purple_concrete_powder: 2&lt;br /&gt;
* purple_glazed_terracotta: 5&lt;br /&gt;
* purple_shulker_box: 11&lt;br /&gt;
* purple_stained_glass: 2&lt;br /&gt;
* purple_stained_glass_pane: 1&lt;br /&gt;
* purple_terracotta: 2&lt;br /&gt;
* purple_wall_banner: 2&lt;br /&gt;
* purple_wool: 2&lt;br /&gt;
* purpur_block: 1&lt;br /&gt;
* purpur_pillar: 1&lt;br /&gt;
* purpur_slab: 1&lt;br /&gt;
* purpur_stairs: 2&lt;br /&gt;
* quartz_block: 1&lt;br /&gt;
* quartz_bricks: 1&lt;br /&gt;
* quartz_pillar: 1&lt;br /&gt;
* quartz_slab: 1&lt;br /&gt;
* quartz_stairs: 2&lt;br /&gt;
* rabbit_spawner: 1&lt;br /&gt;
* rail: 1&lt;br /&gt;
* ravager_spawner: 1&lt;br /&gt;
* raw_copper_block: 1&lt;br /&gt;
* raw_gold_block: 1&lt;br /&gt;
* raw_iron_block: 1&lt;br /&gt;
* red_banner: 1&lt;br /&gt;
* red_bed: 6&lt;br /&gt;
* red_candle: 1&lt;br /&gt;
* red_candle_cake: 1&lt;br /&gt;
* red_carpet: 1&lt;br /&gt;
* red_concrete: 3&lt;br /&gt;
* red_concrete_powder: 2&lt;br /&gt;
* red_glazed_terracotta: 5&lt;br /&gt;
* red_mushroom: 1&lt;br /&gt;
* red_mushroom_block: 1&lt;br /&gt;
* red_nether_brick_slab: 1&lt;br /&gt;
* red_nether_brick_stairs: 1&lt;br /&gt;
* red_nether_brick_wall: 1&lt;br /&gt;
* red_nether_bricks: 2&lt;br /&gt;
* red_sand: 1&lt;br /&gt;
* red_sandstone: 1&lt;br /&gt;
* red_sandstone_slab: 1&lt;br /&gt;
* red_sandstone_stairs: 2&lt;br /&gt;
* red_sandstone_wall: 1&lt;br /&gt;
* red_shulker_box: 11&lt;br /&gt;
* red_stained_glass: 2&lt;br /&gt;
* red_stained_glass_pane: 1&lt;br /&gt;
* red_terracotta: 2&lt;br /&gt;
* red_tulip: 1&lt;br /&gt;
* red_wall_banner: 2&lt;br /&gt;
* red_wool: 2&lt;br /&gt;
* redstone_block: 10&lt;br /&gt;
* redstone_lamp: 10&lt;br /&gt;
* redstone_ore: 1&lt;br /&gt;
* redstone_torch: 5&lt;br /&gt;
* redstone_wall_torch: 5&lt;br /&gt;
* redstone_wire: 1&lt;br /&gt;
* reinforced_deepslate: 1&lt;br /&gt;
* repeater: 6&lt;br /&gt;
* repeating_command_block: 0&lt;br /&gt;
* resin_block: 1&lt;br /&gt;
* resin_brick_slab: 1&lt;br /&gt;
* resin_brick_stairs: 1&lt;br /&gt;
* resin_brick_wall: 1&lt;br /&gt;
* resin_bricks: 1&lt;br /&gt;
* resin_clump: 1&lt;br /&gt;
* respawn_anchor: 1&lt;br /&gt;
* rooted_dirt: 1&lt;br /&gt;
* rose_bush: 1&lt;br /&gt;
* salmon_spawner: 1&lt;br /&gt;
* sand: 1&lt;br /&gt;
* sandstone: 1&lt;br /&gt;
* sandstone_slab: 1&lt;br /&gt;
* sandstone_stairs: 2&lt;br /&gt;
* sandstone_wall: 1&lt;br /&gt;
* scaffolding: 1&lt;br /&gt;
* sculk: 1&lt;br /&gt;
* sculk_catalyst: 1&lt;br /&gt;
* sculk_sensor: 1&lt;br /&gt;
* sculk_shrieker: 1&lt;br /&gt;
* sculk_vein: 1&lt;br /&gt;
* sea_lantern: 9&lt;br /&gt;
* sea_pickle: 1&lt;br /&gt;
* seagrass: 1&lt;br /&gt;
* sheep_spawner: 1&lt;br /&gt;
* short_dry_grass: 1&lt;br /&gt;
* short_grass: 1&lt;br /&gt;
* shroomlight: 1&lt;br /&gt;
* shulker_box: 10&lt;br /&gt;
* shulker_spawner: 1&lt;br /&gt;
* silverfish_spawner: 1&lt;br /&gt;
* skeleton_horse_spawner: 1&lt;br /&gt;
* skeleton_skull: 2&lt;br /&gt;
* skeleton_spawner: 1&lt;br /&gt;
* skeleton_wall_skull: 2&lt;br /&gt;
* slime_block: 2&lt;br /&gt;
* slime_spawner: 1&lt;br /&gt;
* small_amethyst_bud: 1&lt;br /&gt;
* small_dripleaf: 1&lt;br /&gt;
* smithing_table: 1&lt;br /&gt;
* smoker: 1&lt;br /&gt;
* smooth_basalt: 1&lt;br /&gt;
* smooth_quartz: 1&lt;br /&gt;
* smooth_quartz_slab: 1&lt;br /&gt;
* smooth_quartz_stairs: 1&lt;br /&gt;
* smooth_red_sandstone: 1&lt;br /&gt;
* smooth_red_sandstone_slab: 1&lt;br /&gt;
* smooth_red_sandstone_stairs: 1&lt;br /&gt;
* smooth_sandstone: 1&lt;br /&gt;
* smooth_sandstone_slab: 1&lt;br /&gt;
* smooth_sandstone_stairs: 1&lt;br /&gt;
* smooth_stone: 1&lt;br /&gt;
* smooth_stone_slab: 1&lt;br /&gt;
* sniffer_egg: 1&lt;br /&gt;
* sniffer_spawner: 1&lt;br /&gt;
* snow: 1&lt;br /&gt;
* snow_block: 1&lt;br /&gt;
* snow_golem_spawner: 1&lt;br /&gt;
* soul_campfire: 1&lt;br /&gt;
* soul_fire: 1&lt;br /&gt;
* soul_lantern: 1&lt;br /&gt;
* soul_sand: 2&lt;br /&gt;
* soul_soil: 1&lt;br /&gt;
* soul_torch: 1&lt;br /&gt;
* soul_wall_torch: 1&lt;br /&gt;
* spawner: 1&lt;br /&gt;
* spider_spawner: 1&lt;br /&gt;
* sponge: 10&lt;br /&gt;
* spore_blossom: 1&lt;br /&gt;
* spruce_button: 1&lt;br /&gt;
* spruce_door: 2&lt;br /&gt;
* spruce_fence: 2&lt;br /&gt;
* spruce_fence_gate: 4&lt;br /&gt;
* spruce_hanging_sign: 1&lt;br /&gt;
* spruce_leaves: 0&lt;br /&gt;
* spruce_log: 1&lt;br /&gt;
* spruce_planks: 1&lt;br /&gt;
* spruce_pressure_plate: 2&lt;br /&gt;
* spruce_sapling: 1&lt;br /&gt;
* spruce_sign: 1&lt;br /&gt;
* spruce_slab: 1&lt;br /&gt;
* spruce_stairs: 2&lt;br /&gt;
* spruce_trapdoor: 3&lt;br /&gt;
* spruce_wall_hanging_sign: 1&lt;br /&gt;
* spruce_wall_sign: 1&lt;br /&gt;
* spruce_wood: 1&lt;br /&gt;
* squid_spawner: 1&lt;br /&gt;
* sticky_piston: 1&lt;br /&gt;
* stone: 1&lt;br /&gt;
* stone_brick_slab: 1&lt;br /&gt;
* stone_brick_stairs: 2&lt;br /&gt;
* stone_brick_wall: 1&lt;br /&gt;
* stone_bricks: 2&lt;br /&gt;
* stone_button: 1&lt;br /&gt;
* stone_pressure_plate: 2&lt;br /&gt;
* stone_slab: 1&lt;br /&gt;
* stone_stairs: 1&lt;br /&gt;
* stonecutter: 1&lt;br /&gt;
* stray_spawner: 1&lt;br /&gt;
* strider_spawner: 1&lt;br /&gt;
* stripped_acacia_log: 1&lt;br /&gt;
* stripped_acacia_wood: 1&lt;br /&gt;
* stripped_bamboo_block: 1&lt;br /&gt;
* stripped_birch_log: 1&lt;br /&gt;
* stripped_birch_wood: 1&lt;br /&gt;
* stripped_cherry_log: 1&lt;br /&gt;
* stripped_cherry_wood: 1&lt;br /&gt;
* stripped_crimson_hyphae: 1&lt;br /&gt;
* stripped_crimson_stem: 1&lt;br /&gt;
* stripped_dark_oak_log: 1&lt;br /&gt;
* stripped_dark_oak_wood: 1&lt;br /&gt;
* stripped_jungle_log: 1&lt;br /&gt;
* stripped_jungle_wood: 1&lt;br /&gt;
* stripped_mangrove_log: 1&lt;br /&gt;
* stripped_mangrove_wood: 1&lt;br /&gt;
* stripped_oak_log: 1&lt;br /&gt;
* stripped_oak_wood: 1&lt;br /&gt;
* stripped_pale_oak_log: 1&lt;br /&gt;
* stripped_pale_oak_wood: 1&lt;br /&gt;
* stripped_spruce_log: 1&lt;br /&gt;
* stripped_spruce_wood: 1&lt;br /&gt;
* stripped_warped_hyphae: 1&lt;br /&gt;
* stripped_warped_stem: 1&lt;br /&gt;
* structure_block: 1&lt;br /&gt;
* structure_void: 1&lt;br /&gt;
* sugar_cane: 1&lt;br /&gt;
* sunflower: 1&lt;br /&gt;
* suspicious_gravel: 1&lt;br /&gt;
* suspicious_sand: 1&lt;br /&gt;
* sweet_berry_bush: 1&lt;br /&gt;
* tadpole_spawner: 1&lt;br /&gt;
* tall_dry_grass: 1&lt;br /&gt;
* tall_grass: 1&lt;br /&gt;
* tall_seagrass: 1&lt;br /&gt;
* target: 1&lt;br /&gt;
* terracotta: 2&lt;br /&gt;
* test_block: 1&lt;br /&gt;
* test_instance_block: 1&lt;br /&gt;
* tinted_glass: 2&lt;br /&gt;
* tnt: 5&lt;br /&gt;
* torch: 1&lt;br /&gt;
* torchflower: 1&lt;br /&gt;
* torchflower_crop: 1&lt;br /&gt;
* trader_llama_spawner: 1&lt;br /&gt;
* trapped_chest: 10&lt;br /&gt;
* trial_spawner: -500&lt;br /&gt;
* trial_spawner: 1&lt;br /&gt;
* tripwire: 2&lt;br /&gt;
* tripwire_hook: 2&lt;br /&gt;
* tropical_fish_spawner: 1&lt;br /&gt;
* tube_coral: 1&lt;br /&gt;
* tube_coral_block: 1&lt;br /&gt;
* tube_coral_fan: 1&lt;br /&gt;
* tube_coral_wall_fan: 1&lt;br /&gt;
* tuff: 1&lt;br /&gt;
* tuff_brick_slab: 1&lt;br /&gt;
* tuff_brick_stairs: 1&lt;br /&gt;
* tuff_brick_wall: 1&lt;br /&gt;
* tuff_bricks: 1&lt;br /&gt;
* tuff_slab: 1&lt;br /&gt;
* tuff_stairs: 1&lt;br /&gt;
* tuff_wall: 1&lt;br /&gt;
* turtle_egg: 1&lt;br /&gt;
* turtle_spawner: 1&lt;br /&gt;
* twisting_vines: 1&lt;br /&gt;
* twisting_vines_plant: 1&lt;br /&gt;
* vault: -500&lt;br /&gt;
* vault: 1&lt;br /&gt;
* verdant_froglight: 1&lt;br /&gt;
* vex_spawner: 1&lt;br /&gt;
* villager_spawner: 1&lt;br /&gt;
* vindicator_spawner: 1&lt;br /&gt;
* vine: 1&lt;br /&gt;
* void_air: 0&lt;br /&gt;
* wall_torch: 1&lt;br /&gt;
* wandering_trader_spawner: 1&lt;br /&gt;
* warden_spawner: 1&lt;br /&gt;
* warped_button: 1&lt;br /&gt;
* warped_door: 1&lt;br /&gt;
* warped_fence: 1&lt;br /&gt;
* warped_fence_gate: 1&lt;br /&gt;
* warped_fungus: 1&lt;br /&gt;
* warped_hanging_sign: 1&lt;br /&gt;
* warped_hyphae: 1&lt;br /&gt;
* warped_nylium: 1&lt;br /&gt;
* warped_planks: 1&lt;br /&gt;
* warped_pressure_plate: 1&lt;br /&gt;
* warped_roots: 1&lt;br /&gt;
* warped_sign: 1&lt;br /&gt;
* warped_slab: 1&lt;br /&gt;
* warped_stairs: 1&lt;br /&gt;
* warped_stem: 1&lt;br /&gt;
* warped_trapdoor: 1&lt;br /&gt;
* warped_wall_hanging_sign: 1&lt;br /&gt;
* warped_wall_sign: 1&lt;br /&gt;
* warped_wart_block: 1&lt;br /&gt;
* water: 0&lt;br /&gt;
* water_cauldron: 1&lt;br /&gt;
* waxed_chiseled_copper: 1&lt;br /&gt;
* waxed_copper_block: 5&lt;br /&gt;
* waxed_copper_bulb: 1&lt;br /&gt;
* waxed_copper_door: 1&lt;br /&gt;
* waxed_copper_grate: 1&lt;br /&gt;
* waxed_copper_trapdoor: 1&lt;br /&gt;
* waxed_cut_copper: 5&lt;br /&gt;
* waxed_cut_copper_slab: 1&lt;br /&gt;
* waxed_cut_copper_stairs: 1&lt;br /&gt;
* waxed_exposed_chiseled_copper: 1&lt;br /&gt;
* waxed_exposed_copper: 5&lt;br /&gt;
* waxed_exposed_copper_bulb: 1&lt;br /&gt;
* waxed_exposed_copper_door: 1&lt;br /&gt;
* waxed_exposed_copper_grate: 1&lt;br /&gt;
* waxed_exposed_copper_trapdoor: 1&lt;br /&gt;
* waxed_exposed_cut_copper: 5&lt;br /&gt;
* waxed_exposed_cut_copper_slab: 1&lt;br /&gt;
* waxed_exposed_cut_copper_stairs: 1&lt;br /&gt;
* waxed_oxidized_chiseled_copper: 1&lt;br /&gt;
* waxed_oxidized_copper: 5&lt;br /&gt;
* waxed_oxidized_copper_bulb: 1&lt;br /&gt;
* waxed_oxidized_copper_door: 1&lt;br /&gt;
* waxed_oxidized_copper_grate: 1&lt;br /&gt;
* waxed_oxidized_copper_trapdoor: 1&lt;br /&gt;
* waxed_oxidized_cut_copper: 5&lt;br /&gt;
* waxed_oxidized_cut_copper_slab: 1&lt;br /&gt;
* waxed_oxidized_cut_copper_stairs: 1&lt;br /&gt;
* waxed_weathered_chiseled_copper: 1&lt;br /&gt;
* waxed_weathered_copper: 5&lt;br /&gt;
* waxed_weathered_copper_bulb: 1&lt;br /&gt;
* waxed_weathered_copper_door: 1&lt;br /&gt;
* waxed_weathered_copper_grate: 1&lt;br /&gt;
* waxed_weathered_copper_trapdoor: 1&lt;br /&gt;
* waxed_weathered_cut_copper: 5&lt;br /&gt;
* waxed_weathered_cut_copper_slab: 1&lt;br /&gt;
* waxed_weathered_cut_copper_stairs: 1&lt;br /&gt;
* weathered_chiseled_copper: 1&lt;br /&gt;
* weathered_copper: 5&lt;br /&gt;
* weathered_copper_bulb: 1&lt;br /&gt;
* weathered_copper_door: 1&lt;br /&gt;
* weathered_copper_grate: 1&lt;br /&gt;
* weathered_copper_trapdoor: 1&lt;br /&gt;
* weathered_cut_copper: 5&lt;br /&gt;
* weathered_cut_copper_slab: 1&lt;br /&gt;
* weathered_cut_copper_stairs: 1&lt;br /&gt;
* weeping_vines: 1&lt;br /&gt;
* weeping_vines_plant: 1&lt;br /&gt;
* wet_sponge: 10&lt;br /&gt;
* wheat: 1&lt;br /&gt;
* white_banner: 2&lt;br /&gt;
* white_bed: 6&lt;br /&gt;
* white_candle: 1&lt;br /&gt;
* white_candle_cake: 1&lt;br /&gt;
* white_carpet: 1&lt;br /&gt;
* white_concrete: 3&lt;br /&gt;
* white_concrete_powder: 2&lt;br /&gt;
* white_glazed_terracotta: 5&lt;br /&gt;
* white_shulker_box: 11&lt;br /&gt;
* white_stained_glass: 2&lt;br /&gt;
* white_stained_glass_pane: 1&lt;br /&gt;
* white_terracotta: 2&lt;br /&gt;
* white_tulip: 1&lt;br /&gt;
* white_wall_banner: 2&lt;br /&gt;
* white_wool: 2&lt;br /&gt;
* wildflowers: 1&lt;br /&gt;
* witch_spawner: 1&lt;br /&gt;
* wither_rose: 1&lt;br /&gt;
* wither_skeleton_skull: 10&lt;br /&gt;
* wither_skeleton_spawner: 1&lt;br /&gt;
* wither_skeleton_wall_skull: 10&lt;br /&gt;
* wither_spawner: 1&lt;br /&gt;
* wolf_spawner: 1&lt;br /&gt;
* yellow_banner: 2&lt;br /&gt;
* yellow_bed: 6&lt;br /&gt;
* yellow_candle: 1&lt;br /&gt;
* yellow_candle_cake: 1&lt;br /&gt;
* yellow_carpet: 1&lt;br /&gt;
* yellow_concrete: 3&lt;br /&gt;
* yellow_concrete_powder: 2&lt;br /&gt;
* yellow_glazed_terracotta: 5&lt;br /&gt;
* yellow_shulker_box: 11&lt;br /&gt;
* yellow_stained_glass: 2&lt;br /&gt;
* yellow_stained_glass_pane: 1&lt;br /&gt;
* yellow_terracotta: 2&lt;br /&gt;
* yellow_wall_banner: 2&lt;br /&gt;
* yellow_wool: 2&lt;br /&gt;
* zoglin_spawner: 1&lt;br /&gt;
* zombie_head: 1&lt;br /&gt;
* zombie_horse_spawner: 1&lt;br /&gt;
* zombie_spawner: 1&lt;br /&gt;
* zombie_villager_spawner: 1&lt;br /&gt;
* zombie_wall_head: 1&lt;br /&gt;
* zombified_piglin_spawner: 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=Potions&amp;diff=6578</id>
		<title>Potions</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=Potions&amp;diff=6578"/>
		<updated>2026-01-02T23:49:01Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: I added Fishy Business to the Atlantis location.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Custom Potions are a feature available on the [[BadWolfMC Network]]. Unlike in vanilla Minecraft it is not as easy as adding an ingredient to a brewing stand and waiting for it to finish. Depending on the recipe the whole process can be difficult and time consuming. Some recipes may need high precision across multiple complex steps. If even a single step is imprecise, the quality of the potions may suffer and you may experience side effects.&lt;br /&gt;
&lt;br /&gt;
Depending on the recipe, not all steps may be needed. The following describes the more common procedures of crafting custom potions. Players are encouraged to experiment and refine their techniques.&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
[[File:FermentingCauldron.png|350px|thumb|right|Steep ingredients in a cauldron placed over a fire]]&lt;br /&gt;
The first step consists of brewing the fresh ingredients.&lt;br /&gt;
&lt;br /&gt;
# Place a cauldron over a fire, campfire, or lava source.&lt;br /&gt;
# Fill the cauldron with water, lava, or snow (depending on the recipe).&lt;br /&gt;
# Add ingredients with a right click.&lt;br /&gt;
# Wait while the ingredients steep.&lt;br /&gt;
# Use glass bottles to extract the steeped ingredients.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;PRO TIP: Use (right click) a clock item on a cauldron to keep track of how long the ingredients have been brewing.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Distilling ==&lt;br /&gt;
[[File:Distillery.png|alt=Image of a custom potion distillery on BadWolfMC: An Adult Minecraft Server|thumb|Distill brewed ingredients in a distillery crafted with 3 pots and 3 bamboo fences.]]&lt;br /&gt;
Some recipes require distilling ingredients, often multiple times, in order to ensure quality. Distilleries can be crafted using 3 pots and 3 bamboo fences in a vertical 2x3 configuration as shown in the image. The side with the 2 stacked pots serves as the &amp;quot;input&amp;quot; for the potions to be distilled, while the single pot serves as the &amp;quot;output&amp;quot; for potions that have been distilled. This allows for larger batches.&lt;br /&gt;
# Put the bottle with brewed ingredients into the distillery input. Particles will appear above the output pot as the potions are distilled.&lt;br /&gt;
# Distilled potions can be removed from the output pot once complete.&lt;br /&gt;
# Repeat if multiple distillations are required.&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
Barrels are needed for aging in many recipes. There are two sizes: medium and large. These barrels are specially built with the material required by the brew. Current materials for barrels include all wood types and cut copper variants. Barrels can be opened by right-clicking on them.&lt;br /&gt;
&lt;br /&gt;
* Put the distilled bottles into the barrels for aging.&lt;br /&gt;
* Depending on the recipe, the type of material used may alter the quality of the aged brew.&lt;br /&gt;
* Aging times are in units of Minecraft days but listed on the final brew as years.&lt;br /&gt;
* The barrel should not be destroyed while aging, as it would leak after a short while.&lt;br /&gt;
* When breaking the spigot, everything inside will be dumped out.&lt;br /&gt;
[[File:SmallBarrel.png|350px|thumb|right|How to build medium barrels for aging]]&lt;br /&gt;
[[File:BigBarrel.png|350px|thumb|right|How to build large barrels for aging]]&lt;br /&gt;
&lt;br /&gt;
=== Medium barrel ===&lt;br /&gt;
# Use 8 stairs to build a barrel shape.&lt;br /&gt;
# Place a sign on the lower right side and write &amp;quot;Barrel&amp;quot; on the first line.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Barrel created&amp;quot; message should appear if the barrel was properly built.&lt;br /&gt;
&lt;br /&gt;
=== Large barrel ===&lt;br /&gt;
Use 5 Fences, 16 stairs, and 18 wood planks or cut copper blocks to build a barrel shape. Attach a spigot (fence) and a sign that has &amp;quot;Barrel&amp;quot; written on the first line.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Barrel created&amp;quot; message should appear if the barrel was properly built. &#039;&#039;For the large barrel only&#039;&#039;, you may remove the sign after creating it.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;PRO TIP: At any time, you can take the custom potion out of the barrel and place it in at a later date to continue aging it.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mixing ==&lt;br /&gt;
Some potions, especially those in our &amp;quot;Brilliant Blends&amp;quot; category, require mixing ingredients. These usually include already completed potions and some other catalyst or garnish.&lt;br /&gt;
&lt;br /&gt;
Mixing is simple and similar to the initial cooking/brewing process, except that a water cauldron is used without a heat source. Ingredients are right-clicked into the cauldron and left to mix for a set amount of time, then extracted again with empty glass bottles. Be careful to follow the recipe since some of these also require additional steps!&lt;br /&gt;
&lt;br /&gt;
== Drinking ==&lt;br /&gt;
The effects of the brew will be applied to the player when drinking. Depending on the quality and type of potion it may have different effects.&lt;br /&gt;
&lt;br /&gt;
* The player may not be able to walk normally anymore.&lt;br /&gt;
* Chat may be altered depending on the effects of the brew, and many things players write may be incomprehensible, sometimes senseless - bypass this by prefixing your chat with the channel command (e.g. &amp;lt;code&amp;gt;/g [message]&amp;lt;/code&amp;gt;). The player may also say things they didn&#039;t intend.&lt;br /&gt;
* The player may see blocks or items that aren&#039;t really there.&lt;br /&gt;
* If the brew is particularly strong or improperly brewed it may have several negative effects including toxins that create additional problems.&lt;br /&gt;
* When logging off, the player may have difficulties reaching his character, thus some login attempts shortly after may be denied.&lt;br /&gt;
* The player may faint (disconnect).&lt;br /&gt;
&lt;br /&gt;
== Managing Effects ==&lt;br /&gt;
After drinking it takes a while until the effects are completely gone, but will steadily decrease after consumption. Consuming brews from the &amp;quot;Cures&amp;quot; category can also help to reduce the effects faster, and drinking milk can help to remove some of the lingering negative potion effects.&lt;br /&gt;
&lt;br /&gt;
When logging off, extremely affected players may log back in at a completely unknown place in the middle of nowhere having no idea how they got there. If they log back in after several hours or the next morning, they may also find themselves at /home again.&lt;br /&gt;
&lt;br /&gt;
If the brew was not of the best quality, the player may also experience slowness and hunger for a short time.&lt;br /&gt;
&lt;br /&gt;
== Potion Handling ==&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
Our shop plugin requires all of the items sold from a specific container to be exactly equal, which is accomplished by sealing your brews. This process equalizes similarly crafted potions so that they cannot be aged or modified any further. They will no longer show the finer details of the potion, but they can now be sold in larger batches. &lt;br /&gt;
&lt;br /&gt;
To seal your batch, load all of the desired items into your inventory, hold one of the potions in your hand, and use the command &amp;lt;code&amp;gt;&#039;&#039;&#039;/brew seal all&#039;&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
BadWolfMC has both permanent and seasonal recipes that can be won, purchased, or discovered through experimentation. Recipes can be stored in-game in &#039;&#039;&#039;Dr. Totter&#039;s Practical Guide to Pungent Potions&#039;&#039;&#039;, a magical book that keeps track of which recipes you&#039;ve unlocked and displays the selected recipe in a book GUI for the user. The Guide can be obtained on all servers through a [[Custom_Recipes#Tools_and_Custom_Items|custom recipe]].&lt;br /&gt;
&lt;br /&gt;
=== Permanent Recipes ===&lt;br /&gt;
Some basic recipes are automatically unlocked in your recipe book. Most other permanent recipes are obtained by discovering and purchasing them in server builds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alpha Locations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Atlantis&#039;&#039;&#039;&lt;br /&gt;
** Apple Cider&lt;br /&gt;
** Black Widow&lt;br /&gt;
** Cinnamon Apple Cider&lt;br /&gt;
** Fishy Business&lt;br /&gt;
** Melon Potion&lt;br /&gt;
* &#039;&#039;&#039;Citadel&#039;&#039;&#039;&lt;br /&gt;
** Chocolate Potion&lt;br /&gt;
** Chorus Berry Potion&lt;br /&gt;
** Frostbite Fizz&lt;br /&gt;
** Potato Soup Recipe&lt;br /&gt;
** Weeping Angel&lt;br /&gt;
* &#039;&#039;&#039;The Fair&#039;&#039;&#039;&lt;br /&gt;
** Juniper Potion&lt;br /&gt;
** Shroom Juice&lt;br /&gt;
* &#039;&#039;&#039;Krop Tor&#039;&#039;&#039;&lt;br /&gt;
** Strawberry Milk&lt;br /&gt;
* &#039;&#039;&#039;Mansion&#039;&#039;&#039;&lt;br /&gt;
** Dark Hoppy Potion&lt;br /&gt;
** Goldschlager&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039;&lt;br /&gt;
** Arcane Remedy&lt;br /&gt;
** Hot Chocolate&lt;br /&gt;
** Potion of Fatal Death&lt;br /&gt;
* &#039;&#039;&#039;Nether&#039;&#039;&#039;&lt;br /&gt;
** Cold Brew Coffee&lt;br /&gt;
** Fireball&lt;br /&gt;
** Horchata&lt;br /&gt;
* &#039;&#039;&#039;Old Village&#039;&#039;&#039;&lt;br /&gt;
** Danish Floral Infusion&lt;br /&gt;
** German Fruit Infusion&lt;br /&gt;
** Ork Blod Mjod&lt;br /&gt;
** Swamp Water&lt;br /&gt;
* &#039;&#039;&#039;Pirate Isles&#039;&#039;&#039;&lt;br /&gt;
** Dirty Banana&lt;br /&gt;
** Lucky Bamboo Tea&lt;br /&gt;
** Potion of Illumination&lt;br /&gt;
* &#039;&#039;&#039;Spawn&#039;&#039;&#039;&lt;br /&gt;
** Berry Potion&lt;br /&gt;
** Chocolate Milk&lt;br /&gt;
** Cherry Potion&lt;br /&gt;
** Cactus Potion&lt;br /&gt;
** Scottish Peat Potion&lt;br /&gt;
* &#039;&#039;&#039;Tardis&#039;&#039;&#039;&lt;br /&gt;
** Gamer Girl Bath Water&lt;br /&gt;
** Nebula Noir&lt;br /&gt;
** Sweet Tea&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beta Locations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acid Spawn&#039;&#039;&#039;&lt;br /&gt;
** Crimson Cascade&lt;br /&gt;
* &#039;&#039;&#039;Prison&#039;&#039;&#039;&lt;br /&gt;
** French 75&lt;br /&gt;
* &#039;&#039;&#039;Sky Spawn&#039;&#039;&#039;&lt;br /&gt;
** Crimson Kiss&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gamma Locations&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spawn&#039;&#039;&#039;&lt;br /&gt;
** Amber Orchard Elixir&lt;br /&gt;
** Bubbly Juniper&lt;br /&gt;
** Bunny Hop&lt;br /&gt;
** Fae Blossom&lt;br /&gt;
** French Aged Berry Potion&lt;br /&gt;
** Golden Grove&lt;br /&gt;
* &#039;&#039;&#039;Tardis&#039;&#039;&#039;&lt;br /&gt;
** Starlight Spritz&lt;br /&gt;
* &#039;&#039;&#039;Trenzalore Nether&#039;&#039;&#039;&lt;br /&gt;
** Inferno&#039;s Kiss&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Seasonal Recipes ===&lt;br /&gt;
BadWolfMC also has seasonal recipes that can only be brewed and used during the active season. Off-season brews, even once brewed, will not work and should be stored for the next time their season is active. The active brews can only be discovered through experimentation using the following clues:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Cuban Rose Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; rose bush/2, dark oak leaves (minty?)/2, ice/3, natural sweetener/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; same as  the leaves&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
==== St. Germain&#039;s Enderflower Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; fresh flowers from the end/7, sugar/3, ice/2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; twice the number of brewing time&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; vwoop+vision&lt;br /&gt;
&lt;br /&gt;
==== Fairy Fire ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; sparkly dust/10, fiery dust/5, light ___ dye/1, two in the ____ dye/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; &amp;gt;15, &amp;lt;25 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ménage à trois&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; giggity&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 60 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 10/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 40%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; resistance, strength, health boost, glow&lt;br /&gt;
&lt;br /&gt;
==== Shamrock Shake ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 3 lobed plant/10, sugar/5, ice/3, sparkly bits from the pot at the end of the rainbow/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 17 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; spruce&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; luck, speed&lt;br /&gt;
&lt;br /&gt;
==== Spring&#039;s Radiance ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; one of every overworld flower type&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; the number of overworld flowers minus 8&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; half the number of brewing time&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; a nice oaky finish&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; the number of overworld flowers&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; saturation, absorption&lt;br /&gt;
&lt;br /&gt;
==== Ostara Basket ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; something lucky/3. basket filler/a multiple of 3 not otherwise in this list, things to dye/a multiple of 3 not otherwise in this list, chocolate/a multiple of 3 not otherwise in this list, sweetener/a multiple of 3 not otherwise in this list&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same multiple of 3 as the chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; factor of 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; pink!&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -15% (it&#039;s a cure!)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; speed, minor miner haste, regeneration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summer Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Pride Punch ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 1 each of a rainbow plant bouquet, 3 Sugar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 28&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 21 years&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Saturation/Absorption&lt;br /&gt;
&lt;br /&gt;
==== Pink Lemonade ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 10 Yellow Things, 3 Rose Bush, 6 Sugar, 2 Ice&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 20 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; birch&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 5 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Speed/Regen&lt;br /&gt;
&lt;br /&gt;
==== Emerald Isle Cocktail ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 1 Emerald, Green Stained Glass, 1/2 Result of a Cake Trade-In&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 8 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ??? days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Villagers love you!&lt;br /&gt;
&lt;br /&gt;
==== Wicked Shenanigans ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 4 Emerald Ore, (Brew Time -2) Black Stained Glass, 2 Fallen Stars&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ??? minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 4 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Why do I hear pillagers?&lt;br /&gt;
&lt;br /&gt;
==== To Kill A Mockingbird ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 3 Feathers, Wheat Seeds, 3 Cookies&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 7 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 7&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; acacia&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ??? day&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 65%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Levitation/Slow Falling&lt;br /&gt;
&lt;br /&gt;
==== Hot Summer Nights ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 9 Obsidian, Magma Blocks, 3 Phantom Membrane, Shooting Star&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 10 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 70%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Strength/Speed/Resistance&lt;br /&gt;
&lt;br /&gt;
==== Konbucha Tea ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; Slightly Slimy Kelp, Sweetener&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; a few minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; not long&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; Japanese Cedar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 7%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Water Breathing/Speed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fall Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Pumpkin Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; wheat/???, pumpkin/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 13 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 8%&lt;br /&gt;
&lt;br /&gt;
==== Butter Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; sugar/6, something_glittery/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 13 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 8%&lt;br /&gt;
&lt;br /&gt;
==== Witchy Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; eye_of_newt/3, sugar/6, shrooms/?, glistering_melon/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&lt;br /&gt;
==== Bloody Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; spider_eye/3, nether_wart/6, root_veg/?&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 13 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Graveyard Smash Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; something_rotten/3, dem_bones/6, bird_skins/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Nether Regions Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; some_mineral/6, nether_wart/6, glowstone/1, something_explosive/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; extra hot&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Monster Mash ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; internal_structural_support/3, offensive_projectiles/3, trap_material/3, the_better_to_see_you_with/3, green_meat/3, snot/3, boom_juice/3, speed/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; unlucky. verrry unlucky.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; yes please&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 6 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength&#039;&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
==== Pumpkin Spice Latte (Cure) ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; orange_gourd/1, coffee_beans/5, raw_sugar/?, milk/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; optimal brew time for a French Press&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 5 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -10%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Winter Brews (Active)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Irish Hot Cocoa ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; cocoa beans/???, sugar/3, &amp;quot;no famine here&amp;quot;/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Mulled Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; &amp;quot;cider&#039;s main ingredient&amp;quot;/6, &amp;quot;cinnamon sticks&amp;quot;/1, glistering melon/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Celebration Bubbly ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; &amp;quot;grapes&amp;quot;/9, something sparkly&amp;quot;/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; oak&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Snowman Bubbly ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; snow/3, nose/1, eyes and buttons/5, arms/2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; cold&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; longer than it takes a snowman to melt&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&lt;br /&gt;
==== Candy Apple Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; apples/8, &amp;quot;candy apple&amp;quot;/1, sugar/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; x = 1/3 the number of cocoa beans required for the perfect Irish Hot Chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; x = 1/2 the minutes of brewing time for perfect Candy Apple Cider&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; oak&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 4 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Cranberry Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; cranberries/?, apples/same as the number of cranberries, sugar/3, bottle of something sweet/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 7 minutes in heaven&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; how much time heaven actually takes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; crimson&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 3 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Cason&#039;s Frozen Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; wheat, ice&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; cold&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of ice blocks in minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 3 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 3/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 6%&lt;br /&gt;
&lt;br /&gt;
==== White Christmas ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; white stuff/10, other white stuff/2, holly berries/10, sweetness/5&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; cold&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of minutes as one of the white stuffs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; same number of runs as one of the white stuffs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Alton Brown&#039;s Eggnog ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; eggs/the actual number that Alton&#039;s recipe calls for, sugar/one less than the number of eggs, milk/one less than the number of sugar, vanilla/one less than the number of sugar, pinch of cinnamon, pinch of nutmeg&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; one more minute than the number of eggs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; the same number of runs as the amount of sugar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Peppermint Mocha ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; chocolate/the number of the (canon) doctor who got a movie, peppermint oil/half the amount of chocolate, peppermint leaves/half the amount of peppermint oil, sweetness/the number of peppermint oil plus the number of peppermint leaves, some milk, some cold stuff&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;cauldron:&#039;&#039;&#039; water&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of minutes as the amount of chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; one less run than the number of peppermint leaves&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -15%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=WorldEdit&amp;diff=6576</id>
		<title>WorldEdit</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=WorldEdit&amp;diff=6576"/>
		<updated>2025-12-29T03:37:20Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: I adjusted the description for /green , then I added //flora and //naturalize.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WorldEdit (WE) is an easy-to-use in-game world editor for Minecraft that lets you: change thousands of blocks in an area at once by selecting regions, use over 100 functions to modify the world or remove problems, remove large chunks of land as you wish, sculpt the world and build mountains with brushes, and fix annoyances such as broken water, missing snow, raging fires, and more!  &lt;br /&gt;
&lt;br /&gt;
Much of this tutorial is lifted straight from the [https://worldedit.enginehub.org/en/latest/ WorldEdit Wiki], which might be easier to follow in terms of layout, but please note that we have not enabled all WE features. This page is a basic guide to getting started and includes only the tools or wiki links to features that you have access to.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;Notice:&#039;&#039;&#039; This feature is only available to staff members.&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== WorldEdit Rules ==&lt;br /&gt;
WorldEdit is a powerful editing tool that we are providing access to in good faith, and as they say, with great power comes great responsibility. &#039;&#039;&#039;Any abuse or misuse can do serious damage and may result in removal of privileges or a permanent server ban. Ignorance is not an acceptable excuse.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No guessing—be sure.&#039;&#039;&#039; Don’t overly-rely on tab-complete, and don’t guess at commands if you’re not sure what they do.&lt;br /&gt;
* &#039;&#039;&#039;All edits should be limited to ~500,000 blocks per operation and one operation at a time&#039;&#039;&#039;. This is still considered a fairly large number in WorldEdit terms, but it also adds up faster than you&#039;d expect. In general this number is not an issue for the server, but you&#039;ll also want to be aware of both the performance of the server at the time of the operation and the performance of your own client, internet, etc. WorldEdit changes a lot of blocks very quickly, which your client then has to render just as quickly, so if you experience lag in general you&#039;ll probably want to limit yourself to hundreds of blocks rather than thousands. When you make a selection the plugin will tell you how many blocks are included in that selection to give you an idea.&lt;br /&gt;
* &#039;&#039;&#039;Do not create large amounts of falling blocks&#039;&#039;&#039; (e.g. sand, gravel, concrete powder, etc.). While this can be useful for making certain shapes and is allowed in small quantities, excessive falling blocks create entity lag.&lt;br /&gt;
* &#039;&#039;&#039;Be as accurate as possible and keep your use of WorldEdit to a minimum, especially with large selections.&#039;&#039;&#039; Always be aware of your selections and be in the habit of double checking everything. Flippant use can lead to data corruption and lag.&lt;br /&gt;
== Quick Start Guide ==&lt;br /&gt;
=== Getting Around ===&lt;br /&gt;
First, let&#039;s figure out how you can get around quickly.&lt;br /&gt;
# Look at a block not too far away and type &amp;lt;code&amp;gt;/jumpto&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stand under a tree and type &amp;lt;code&amp;gt;/ascend&amp;lt;/code&amp;gt;&lt;br /&gt;
# While on top of the tree, type &amp;lt;code&amp;gt;/descend&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stand behind a tree trunk, look straight ahead, make sure there&#039;s room on the other side, and type &amp;lt;code&amp;gt;/thru&amp;lt;/code&amp;gt;&lt;br /&gt;
Or whip out your compass, look at a nearby block, and left click. Want to go through walls? Right click on a wall.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=-uqmTmeCXm8&amp;amp;feature=youtu.be YouTube Tutorial on Movement]&lt;br /&gt;
&lt;br /&gt;
=== Making a Selection ===&lt;br /&gt;
[[File:Cuboid.png|thumb|right|Diagram of a cuboid selection]]&lt;br /&gt;
WorldEdit selections are cuboid by default, similar to the selections in our Residence plugin, and you select the region that you want by setting two points of the cuboid. There are three ways to do this:&lt;br /&gt;
* Left and right click blocks while holding a &#039;&#039;&#039;wooden axe&#039;&#039;&#039; (use &amp;lt;code&amp;gt;//wand&amp;lt;/code&amp;gt; to get a wooden axe) -- easiest method. Note that this is an axe for WE, not a stick like you&#039;d use with Residence.&lt;br /&gt;
* Stand at the appropriate positions and type &amp;lt;code&amp;gt;//pos1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;//pos2&amp;lt;/code&amp;gt;&lt;br /&gt;
* Target the position 1 &amp;amp; 2 blocks and type &amp;lt;code&amp;gt;//hpos1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;//hpos2&amp;lt;/code&amp;gt;&lt;br /&gt;
Once you&#039;ve finished with your selection use &amp;lt;code&amp;gt;//sel&amp;lt;/code&amp;gt; to clear the selection (and by extension the selection particles). This will ensure that no accidental operations are performed if you&#039;ve forgotten that you had anything selected, and it will clear any lag from the particles.&lt;br /&gt;
&lt;br /&gt;
[https://worldedit.enginehub.org/en/latest/usage/regions/selections/ Full Wiki on Selections] (includes adjusting your selection and selecting different shapes)&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=4L3RsZJrCcA&amp;amp;feature=youtu.be YouTube Tutorial on Selection/Positions]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial:&#039;&#039;&#039; Make an approximate selection of a 15x15x15 area to test with and go to the next section.&lt;br /&gt;
&lt;br /&gt;
=== Doing Things With Your Selection ===&lt;br /&gt;
# Set the entire thing to stone: &amp;lt;code&amp;gt;//set minecraft:stone&amp;lt;/code&amp;gt;&lt;br /&gt;
# Set the entire thing to brick: &amp;lt;code&amp;gt;//set bricks&amp;lt;/code&amp;gt;&lt;br /&gt;
# Set the selection to 25% smooth sandstone, 75% glass: &amp;lt;code&amp;gt;//set 25%smooth_sandstone,75%glass&amp;lt;/code&amp;gt; (no spaces in the argument -- only the one between &amp;quot;set&amp;quot; and &amp;quot;25%&amp;quot; -- you can also mix and match how you express the blocks desired)&lt;br /&gt;
# Replace the sandstone with dirt: &amp;lt;code&amp;gt;//replace sandstone dirt&amp;lt;/code&amp;gt;&lt;br /&gt;
# Clear the area: &amp;lt;code&amp;gt;//set air&amp;lt;/code&amp;gt;&lt;br /&gt;
# Generate an interesting shape: &amp;lt;code&amp;gt;//g white_wool data=(32+15/2/pi*atan2(x,y))%16; (0.75-sqrt(x^2+y^2))^2+z^2 &amp;lt; 0.25^2&amp;lt;/code&amp;gt;&lt;br /&gt;
# Look in a cardinal direction (not diagonal) and repeat your selection: &amp;lt;code&amp;gt;//stack 4&amp;lt;/code&amp;gt;&lt;br /&gt;
Let&#039;s undo your changes!&lt;br /&gt;
# Undo 8 times: &amp;lt;code&amp;gt;//undo 7&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ynPVN69Qmv0 YouTube Tutorial on Manipulating Selections]&lt;br /&gt;
&lt;br /&gt;
=== Adjusting the Selection ===&lt;br /&gt;
So you&#039;ve got a cuboid. Let&#039;s change it!&lt;br /&gt;
# Make the cuboid 10 blocks taller, going up: &amp;lt;code&amp;gt;//expand 10 up&amp;lt;/code&amp;gt;&lt;br /&gt;
# Make the cuboid 5 blocks longer in the direction that you are looking: &amp;lt;code&amp;gt;//expand 5&amp;lt;/code&amp;gt;&lt;br /&gt;
# Make the cuboid 10 blocks shorter, going down: &amp;lt;code&amp;gt;//contract 10 down&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Playing with Brushes ===&lt;br /&gt;
# Grab a blaze rod and have it as your active slot.&lt;br /&gt;
# Turn on a stone brush of radius 5: &amp;lt;code&amp;gt;/br sphere stone 5&amp;lt;/code&amp;gt;&lt;br /&gt;
# Aim at ground not near you and right click to place large stone spheres.&lt;br /&gt;
# Make it so the brush only affects grass: &amp;lt;code&amp;gt;/mask grass_block&amp;lt;/code&amp;gt;&lt;br /&gt;
# Instead of placing stone, let&#039;s place wool: &amp;lt;code&amp;gt;/mat red_wool,green_wool&amp;lt;/code&amp;gt;&lt;br /&gt;
# Right click more areas.&lt;br /&gt;
# Disable the brush: &amp;lt;code&amp;gt;/tool none&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0KlNusJrRjs YouTube Tutorial on Brushes]&lt;br /&gt;
&lt;br /&gt;
== Using the Clipboard ==&lt;br /&gt;
WorldEdit has a powerful clipboard function that allows you to copy an area, rotate it, and paste it. Clipboard contents are currently limited to cuboid selections only and are stored in memory, so it is good practice to occasionally clear your clipboard especially after large operations using &amp;lt;code&amp;gt;/clearclipboard&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=woVsjcgZZSA YouTube Tutorial on the Clipboard] &lt;br /&gt;
&lt;br /&gt;
=== Copying and Cutting ===&lt;br /&gt;
 &#039;&#039;&#039;//copy (-bem &amp;lt;pattern&amp;gt;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//cut [replaceBlock]&#039;&#039;&#039;&lt;br /&gt;
This simple command copies your current selection to your session&#039;s clipboard, &#039;&#039;&#039;keeping track of where you are relative to the copy&#039;&#039;&#039;. The second part of that sentence is very important: if you want to later paste, for example, a bridge so that it is under where you are standing, you must stand in a location above the bridge when you make the copy. This method allows you to easily align your later paste because you can plan ahead a bit; it requires some spatial abilities to master the copying process but you will find it particularly helpful once you get the hang of it.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-b&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-e&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-m&amp;lt;/code&amp;gt; flags will also copy biome, entities, and with a mask with supplied pattern, respectively. Note that we rarely include the biome flag in this command and will prefer to set the biome by other means later.`&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//cut&amp;lt;/code&amp;gt; works just like the &amp;lt;code&amp;gt;//copy&amp;lt;/code&amp;gt; command except that it also deletes the area afterwards. By default it will replace the area with air blocks but you can also specify a different block.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; These commands remember your current position relative to the copy/cut. This is a very important concept to grasp otherwise you will not be able to control where you paste your clipboard! See the tutorial for pasting for more information.&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pasting ===&lt;br /&gt;
[[File:WorldEdit paste.png|thumb|right]]&lt;br /&gt;
 &#039;&#039;&#039;//paste [-aso]&#039;&#039;&#039;&lt;br /&gt;
Once you have something in your clipboard, you can paste it into the world. The last argument is optional: if you want the copy to paste at the same point that it was copied at, type //paste -o, otherwise the paste will be placed relative to you. &#039;&#039;&#039;Remember that if you are pasting relatively, it will be relative to where you were when you made the initial copy&#039;&#039;&#039;. For example, if you were on top of your castle when you copied it, pasting it would result in the castle being pasted under you.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you want to copy a wall and place it somewhere else. If you just stand a couple of blocks away, copy it, and then try to paste it, there is a certain chance that you will be off one block in any direction (except up and down maybe) due to the way Minecraft records your location. As a help to make sure that copy/paste is exact on the block where you want it, do the following: Mark the wall. Place any block 3 blocks away from the center of your wall before copying. Walk towards the block as far as possible. Copy. Place another block 3 blocks away form the location where you want the center of the pasted wall to be. Walk against that block. Paste. Remember that it does not matter which direction you look. If you want the wall to face into another direction, rotate it and then do the same placing of a block that you walk into.&lt;br /&gt;
&lt;br /&gt;
You can use &amp;lt;code&amp;gt;//paste -a&amp;lt;/code&amp;gt; to paste everything but air.&lt;br /&gt;
&lt;br /&gt;
You can use &amp;lt;code&amp;gt;//paste -s&amp;lt;/code&amp;gt; to select the region the paste occurred in to continue working in a region once pasted without having to reselect it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
&lt;br /&gt;
=== Rotating ===&lt;br /&gt;
[[File:WorldEdit rotate.png|thumb|right]]&lt;br /&gt;
 &#039;&#039;&#039;//rotate &amp;lt;Y-degrees&amp;gt; [X-degrees] [Z-degrees]&#039;&#039;&#039;&lt;br /&gt;
Rotates the contents of the clipboard around the relative offset that you were at when you originally made the copy (If you want to rotate a copy around its center, you would need to stand in the middle of the selection or the build as a whole when you copy it). Angles are provided in degrees and a positive angle will result in a clockwise rotation. Multiple rotations can be stacked. Interpolation is not performed so angles should be a multiple of 90 degrees.&lt;br /&gt;
&lt;br /&gt;
Only the Y (up-down) axis is required, but you can also rotate along the X and Z axis if all are specified. For example, &amp;lt;code&amp;gt;//rotate 0 0 90&amp;lt;/code&amp;gt; would rotate  your clipboard 90 degrees around the Z axis alone.&lt;br /&gt;
&lt;br /&gt;
=== Flipping ===&lt;br /&gt;
 &#039;&#039;&#039;//flip [-p] [direction]&#039;&#039;&#039;&lt;br /&gt;
Flips the current clipboard in a specified direction. The directions available are North, South, East, West, up, and down; North, South, East, and West can be specified by looking in those directions, whereas up and down cannot. The clipboard flips about a plane perpendicular to the direction specified, through the center of the clipboard (not about the player). There are three planes, one horizontal (xz), and two vertical (xy, yz). The horizontal plane xz is defined through the up or down vectors, the xy plane defined by East/West, and the yz plane by North/South.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-p&amp;lt;/code&amp;gt; flag flips the selection around the player, instead of the selections center.&lt;br /&gt;
[[File:WorldEdit flip.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=== Revolve ===&lt;br /&gt;
 &#039;&#039;&#039;//revolve [#]&#039;&#039;&#039;&lt;br /&gt;
Revolves the current clipboard and evenly spaces it out at your paste point.&lt;br /&gt;
&lt;br /&gt;
== Generation Tools ==&lt;br /&gt;
Sometimes you may want to generate forests or create spheres automatically, as doing it by hand may be too tedious. WorldEdit has a number of tools that allow you to do just that. These commands don&#039;t need a region; they use the block that you are standing in.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0DzoU_UIY7E YouTube Tutorial on Generation]&lt;br /&gt;
&lt;br /&gt;
=== Cylinders, Circles, &amp;amp; Ellipses ===&lt;br /&gt;
 &#039;&#039;&#039;//cyl &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hcyl &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
WorldEdit is capable of producing both hollow and filled cylinders as well as hollow and filled circles. It uses a fast algorithm to generate the objects and the algorithm is capable of creating nice and symmetrical edges. The cylinders are created at your feet and extend upwards. If you are creating a circle, you simply only need to create a cylinder of height 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a filled glass cylinder of radius 5 and height 10: &amp;lt;code&amp;gt;//cyl glass 5 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a hollow glass circle of radius 5: &amp;lt;code&amp;gt;//hcyl glass 5 1&amp;lt;/code&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;//cyl &amp;lt;block&amp;gt; &amp;lt;radiusEW&amp;gt;,&amp;lt;radiusNS&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hcyl &amp;lt;block&amp;gt; &amp;lt;radiusEW&amp;gt;,&amp;lt;radiusNS&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
By specifying 2 radii, separated by a comma, you can generate elliptical cylinders. The first radius is east/west, the second radius is north/south.&lt;br /&gt;
&lt;br /&gt;
=== Spheres &amp;amp; Ellipsoids ===&lt;br /&gt;
 &#039;&#039;&#039;//sphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hsphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
Both hollow and filled spheres can be created. By default, the center of the sphere will be the block above the one that you are standing on, but if you provide &amp;quot;yes&amp;quot; for the last parameter, the sphere will be raised by its radius so that its bottom is at your feet instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a 4 radius sphere of glass: &amp;lt;code&amp;gt;//sphere glass 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a raised 4 radius sphere of glass: &amp;lt;code&amp;gt;//sphere glass 4 yes&amp;lt;/code&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;//sphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hsphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
The order of the ellipsoid radii is north/south, up/down, east/west. When making ellipsoids, all three radii must be specified.&lt;br /&gt;
&lt;br /&gt;
=== Pyramids ===&lt;br /&gt;
 &#039;&#039;&#039;//pyramid &amp;lt;block&amp;gt; &amp;lt;size&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hpyramid &amp;lt;block&amp;gt; &amp;lt;size&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Creates a hollow or filled pyramid with the specified block pattern and size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a 5 high hollow pyramid out of glass with a side length of 10: &amp;lt;code&amp;gt;//hpyramid glass 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
 &#039;&#039;&#039;/forestgen [size] [type] [density]&#039;&#039;&#039;&lt;br /&gt;
Forests can be generated with this command. The size parameter indicates the width and height of the square area to generate the forests in. The density can vary between 0 and 100, and numbers like 0.1 will work. Be aware that it is not possible to get 100% density (a tree in every spot) as Notch&#039;s tree algorithm won&#039;t permit that, and the default density of 5% already generates a very thick forest. Lastly, the command searches the area around you, controlled by the size parameter, and it will descend in elevation a bit in order to find grass or dirt (trees will only be generated on top of those two blocks), but it will not ever go up above your feet. Thus, you will have to stand on a raised platform sometimes in order to fill an entire area. See the list of tree types. that you can use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Generating forests in a 10 by 10 area: &amp;lt;code&amp;gt;/forestgen 10&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Example:&#039;&#039;&#039; Generating a 0.5% dense 10 by 10 forest: &amp;lt;code&amp;gt;/forestgen 10 tree 0.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pumpkin Patches ===&lt;br /&gt;
 &#039;&#039;&#039;/pumpkins [size]&#039;&#039;&#039;&lt;br /&gt;
WorldEdit can generate pumpkin patches that even contain leaves (Notch&#039;s pumpkin patches do not contain leaves). The size parameter is the width and height of the square area to generate the patches within, radiating out from your feet. The density of the patches is currently not adjustable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Generating pumpkin patches in a 5 by 5 area: &amp;lt;code&amp;gt;/pumpkins 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Utilities ==&lt;br /&gt;
WorldEdit provides many useful utilities, especially if you like to terraform. All these commands use your current position, but you can toggle it to use your first selection position by using the &amp;lt;code&amp;gt;/toggleplace command&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Deform ===&lt;br /&gt;
Deform is a powerful utility that can be used both in brushes and on your selection to manipulate the world. We&#039;ll cover a few interesting uses:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;//deform x/=2;y/=2;z/=2&amp;lt;/code&amp;gt; - scales your selection based on the axis and scale provided. Only one axis is required.&lt;br /&gt;
* &amp;lt;code&amp;gt;//deform swap(z,y)&amp;lt;/code&amp;gt; - when used on an object within a perfectly square selection, will essentially rotate the object vertically. Two axis are required for the swap arguments and the parenthesis must be included in the command. Perhaps now more easily achievable with &amp;lt;code&amp;gt;//rotate 0 0 90&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Filling Pits ===&lt;br /&gt;
 &#039;&#039;&#039;//fill &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [depth]&#039;&#039;&#039;&lt;br /&gt;
You can fill depressions in the land with this command, letting you make water or lava pools instantly without having to manually place a ton of water source blocks. Simply stand in the hole that you want to fill and specify a radius and optionally a depth (the default depth is just 1). The way fill works is that it puts blocks where the sun would hit, assuming that the sun was directly overhead: it will fill only the parts of the hole that are not &amp;quot;covered.&amp;quot; Therefore you can&#039;t fill caves with this command because the cave will soon extend underground. (There&#039;s //fillr though.)&lt;br /&gt;
&lt;br /&gt;
If you are curious, a discussion of the algorithm used follows. The algorithm is as follows:&lt;br /&gt;
#If the block is an air block:&lt;br /&gt;
##Set the block to the target block.&lt;br /&gt;
##Fill air blocks below with the target block up to depth - 1 blocks.&lt;br /&gt;
##For each block of the four on the sides:&lt;br /&gt;
###Repeat A for each block that is within the radius.&lt;br /&gt;
&lt;br /&gt;
While &amp;lt;code&amp;gt;//fill&amp;lt;/code&amp;gt; uses the block that you are standing in (the block above the one you are standing on) to start, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;. If you use the wand to select the position, be aware that because it selects an occupied block, the fill command will do nothing (see step one in the algorithm above). This command supports [https://worldedit.enginehub.org/en/latest/usage/general/patterns/ block patterns].&lt;br /&gt;
&lt;br /&gt;
=== Recursive Fill ===&lt;br /&gt;
 &#039;&#039;&#039;//fillr &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
A limitation of the fill command, as outlined previously, was that it would not fill any column that was not exposed to such an imaginary sun. That can be a problem if you want to fill a cave or fill a hole with smaller holes on the side. //fillr is different; it will fill every block next to the original block, allowing it to work to fill caves and such. However, this command will never ascend above your feet (or the first selection position) so you still have to stand at the top of the hole, one block inset. This command also supports [https://worldedit.enginehub.org/en/latest/usage/general/patterns/ block patterns].&lt;br /&gt;
&lt;br /&gt;
=== Draining Pools ===&lt;br /&gt;
 &#039;&#039;&#039;//drain &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
If you&#039;ve ever wanted to get rid of water or lava by hand, you know how painstaking it can be. WorldEdit can do it for you, removing all connected water or lava within a pool without &amp;quot;jumping&amp;quot; to disconnected pools. While you can replicate this command with &amp;lt;code&amp;gt;//replace&amp;lt;/code&amp;gt; using water or lava, the pool would have to perfectly fit inside a cuboid.&lt;br /&gt;
&lt;br /&gt;
You must be standing on the shore of the pool on the same elevation or in the body of liquid itself. You cannot be one block higher than the pool or more than one block away.&lt;br /&gt;
&lt;br /&gt;
The algorithm is simple:&lt;br /&gt;
&lt;br /&gt;
#For every nearby block within 1 block of the initial position:&lt;br /&gt;
##If the block is water or lava:&lt;br /&gt;
###Remove the block.&lt;br /&gt;
###For every block adjacent, including diagonally adjacent blocks and blocks above and below, repeat A for those blocks if they are not farther than the radius away.&lt;br /&gt;
While &amp;lt;code&amp;gt;//drain&amp;lt;/code&amp;gt; uses the block that you are standing in (the block above the one you are standing on) as the initial block to search from, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Overlaying Blocks ===&lt;br /&gt;
 &#039;&#039;&#039;//overlay &amp;lt;pattern&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows you to overlay blocks in the selection with another block (or pattern). Note that the top of your selection must be “open” - this command will look downwards from the block above your selection in every column until it hits a non-air block, and then place your pattern above that. This is useful for overlaying torches, fences/walls, road blocks, etc. on top of existing terrain.&lt;br /&gt;
&lt;br /&gt;
=== Fixing Pools ===&lt;br /&gt;
 &#039;&#039;&#039;/fixwater &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/fixlava &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Making a calm pool of water or lava manually is quite challenging for a one block deep pool and is nearly impossible for deeper pools, but these two commands are intended to solve that problem. They find nearby water or lava blocks and fan out across the liquid to fill the entire area and replace flowing water/lava blocks with their stationary equivalents. You simply need to stand on the shore of the water or lava (not one level above) and use the commands. Be aware that if you attempt to do this on top of a waterfall, the water will be spread out into a giant liquid umbrella as these two commands also expand the spread of the water or lava! If you attempt to use the commands while you are a few blocks deep in the pool, the water will be fixed only on that level and not the levels above.&lt;br /&gt;
&lt;br /&gt;
While the two commands use the block that you are standing in (the block above the one you are standing on) as the initial block to search from, you can switch it to use your first selection position by using /toggleplace.&lt;br /&gt;
&lt;br /&gt;
=== Removing Blocks Above &amp;amp; Below ===&lt;br /&gt;
 &#039;&#039;&#039;/removeabove &amp;lt;size&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/removebelow &amp;lt;size&amp;gt; [depth]&#039;&#039;&#039;&lt;br /&gt;
These two commands let you easily remove blocks above or below you. An example usage is to remove those tower blocks people create in order to get to a high point. The size parameter indicates the size of the cuboid to remove. The cuboid&#039;s width and length will be (size - 1) * 2 + 1. The center of the cuboid is the block above the one that you are standing on. If you don&#039;t specify a height or depth, the commands will extend to the extents of the world.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Removing Nearby Blocks ===&lt;br /&gt;
 &#039;&#039;&#039;/removenear &amp;lt;block&amp;gt; &amp;lt;size&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
This command removes nearby blocks of a certain type. The size parameter indicates the size of the cuboid to remove. The cuboid&#039;s width and length will be (size - 1) * 2 + 1. The center of the cuboid is the block above the one that you are standing on.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Replacing Nearby Blocks ===&lt;br /&gt;
 &#039;&#039;&#039;/replacenear &amp;lt;size&amp;gt; &amp;lt;replace-type&amp;gt; &amp;lt;replace-with&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
If you need to quickly replace nearby blocks, this command is a nice shortcut. The size parameter indicates the size of the cuboid to replace. The cuboid&#039;s width and length will be (size - 1) * 2 + 1. The center of the cuboid is the block above the one that you are standing on.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Simulating Snowfall ===&lt;br /&gt;
* &#039;&#039;&#039;/snow &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Cover snow over the general area! This algorithm will only cover blocks with snow if they should be covered (for example, torch blocks will not be covered). If an area has something above it (like an overhang), snow will not reach it. &amp;quot;Snowfall&amp;quot; is completely vertical.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Thawing Areas ===&lt;br /&gt;
 &#039;&#039;&#039;/thaw &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
If you need to thaw an area (and perhaps reverse the use of /snow), this command does the exact opposite of snowfall. For all sun-exposed blocks, if it is a snow cover block, it will be removed, and if it&#039;s ice, it will be changed to water. This is different from using &amp;lt;code&amp;gt;/replacenear&amp;lt;/code&amp;gt; to &amp;quot;thaw&amp;quot; because using &amp;lt;code&amp;gt;/replacenear&amp;lt;/code&amp;gt; would destroy indoor ice and snow blocks.&lt;br /&gt;
&lt;br /&gt;
=== Simulating Grass Block Growth ===&lt;br /&gt;
 &#039;&#039;&#039;/green &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Replaces dirt with grass blocks over the general area! This algorithm will only convert dirt into grass blocks if they should be covered (for example, torch blocks will not be covered). If an area has something above it (like an overhang), /green will not reach it. /green is completely horizontal.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Simulating Grass &amp;amp; Flower Growth ===&lt;br /&gt;
 &#039;&#039;&#039;//flora &amp;lt;density&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
This command is based off of your selection. Once you make your selection and run the command, it will convert the air blocks above grass blocks with short grass and flowers. The number used will determine the density of the grass and flower growth. &lt;br /&gt;
&lt;br /&gt;
=== Naturalize ===&lt;br /&gt;
 &#039;&#039;&#039;//naturalize&#039;&#039;&#039;&lt;br /&gt;
This command is based off of your selection. Once you make your selection and run the command, it will convert the top few layers into grass blocks and dirt.&lt;br /&gt;
&lt;br /&gt;
=== Extinguishing Fires ===&lt;br /&gt;
 &#039;&#039;&#039;/ex [radius]&#039;&#039;&#039;&lt;br /&gt;
This command is a shortcut for &amp;lt;code&amp;gt;/removenear fire &amp;lt;radius&amp;gt;&amp;lt;/code&amp;gt;, which would remove nearby fire blocks within a radius. By default, a radius of 40 is used unless you specify a radius.&lt;br /&gt;
&lt;br /&gt;
While this does remove fire, it does not remove sources of fire, such as lava pools.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Tools are utilities that you can &amp;quot;bind&amp;quot; to an item so that you can right click and use the tool. To bind a tool, just hold the item that you want to bind the tool to and use one of the commands below.&lt;br /&gt;
&lt;br /&gt;
=== Tree Generation Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool tree [type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Enables the tree generator tool. Right click grass to generate a tree. For a list of possible tree types, check the list of tree types.&lt;br /&gt;
&lt;br /&gt;
=== Floating Tree Remover ===&lt;br /&gt;
 &#039;&#039;&#039;/tool deltree&#039;&#039;&#039;&lt;br /&gt;
Enables the floating tree remover. Right click a log or leaves that are attached to a floating tree to delete the entire thing. The tree cannot be connected to the ground. This tool also works on floating mushrooms.&lt;br /&gt;
&lt;br /&gt;
=== Block Replacer Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool repl &amp;lt;block&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 /tool repl # (allows you to left click on a desired block to change the replacer to that block type with the right click)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
With this tool, you can replace right clicked blocks with the block of your wish. Use &amp;quot;air&amp;quot; if you want to use this tool to remove blocks.&lt;br /&gt;
&lt;br /&gt;
=== Block ID Cycler Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool cycler&#039;&#039;&#039;&lt;br /&gt;
Blocks clicked with this tool will cycle their block states (if the block has states). Right and left clicking can be used to cycle the data &amp;quot;forwards&amp;quot; and &amp;quot;backwards&amp;quot;. This is an old tool now replaced in practice by the &amp;lt;code&amp;gt;/debugstick&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Flood Fill Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool floodfill &amp;lt;pattern&amp;gt; &amp;lt;range&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool flood &amp;lt;pattern&amp;gt; &amp;lt;range&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Starting at the block right clicked, the flood fill tool will recurse through connected blocks as far as range (with the maximum being that of the superpickaxe size limit) and set all blocks of the original type to the specified pattern.&lt;br /&gt;
&lt;br /&gt;
== Brushes ==&lt;br /&gt;
=== Sphere Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush sphere [-h] &amp;lt;block&amp;gt; [radius]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/br s [-h] &amp;lt;block&amp;gt; [radius]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Create spheres from far away. The &#039;h&#039; flag will make the sphere hollow.&lt;br /&gt;
&lt;br /&gt;
=== Cylinder Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush cyl [-h] &amp;lt;block&amp;gt; [radius] [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/br c [-h] &amp;lt;block&amp;gt; [radius] [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none&#039;&#039;&#039; (to turn off)&lt;br /&gt;
Create cylinders from far away. The &#039;h&#039; flag will make the cylinder hollow.&lt;br /&gt;
&lt;br /&gt;
=== Clipboard Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush clipboard [-a]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/br copy [-a]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Choose your clipboard for your brush. The center of the clipboard will be pasted at the block that you build at. Use the &amp;lt;code&amp;gt;-a&amp;lt;/code&amp;gt; flag to paste without pasting air. Changing your clipboard will not change the clipboard brush you are using, so you have to rerun this command if you want to update your brush. Also works with the &amp;lt;code&amp;gt;-m&amp;lt;/code&amp;gt; flag for brush masks.&lt;br /&gt;
&lt;br /&gt;
=== Smooth Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush smooth [-n] [size] [iterations]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Use the smoothing brush. This actually uses an area double the size of the one that you specify to smooth the region. Using the &amp;lt;code&amp;gt;-n&amp;lt;/code&amp;gt; flag will restrict it to natural terrain only.&lt;br /&gt;
&lt;br /&gt;
=== Splatter Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush splatter &amp;lt;pattern&amp;gt; [radius] [decay]&#039;&#039;&#039;&lt;br /&gt;
Choose the splatter brush. &lt;br /&gt;
&lt;br /&gt;
=== Deform Brush ===&lt;br /&gt;
 /brush deform &amp;lt;shape&amp;gt; [size] [expression] [-ro]&lt;br /&gt;
Just like the &amp;lt;code&amp;gt;//deform&amp;lt;/code&amp;gt; command described in region operations, this brush will apply an expression to blocks within the area given by the shape and radius. Also just like the command, &amp;lt;code&amp;gt;-r&amp;lt;/code&amp;gt; uses raw coordinates, and &amp;lt;code&amp;gt;-o&amp;lt;/code&amp;gt; offsets from your placement position. The default is the brush target point.&lt;br /&gt;
&lt;br /&gt;
==== Raise Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush raise &amp;lt;shape&amp;gt; [size]&#039;&#039;&#039;&lt;br /&gt;
A special case of the deform brush which uses the expression &amp;lt;code&amp;gt;y-=1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Lower Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush lower &amp;lt;shape&amp;gt; [size]&#039;&#039;&#039;&lt;br /&gt;
A special case of the deform brush which uses the expression &amp;lt;code&amp;gt;y+=1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Morph Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush morph [brushSize] [minErodeFaces] [numErodeIterations] [minDilateFaces] [numDilateIterations]&#039;&#039;&#039;&lt;br /&gt;
Morphs blocks in the area according to the options entered. Many uses, but can be particularly helpful in places like the nether where smooth cannot work well. A couple basic presets are available:&lt;br /&gt;
&lt;br /&gt;
==== Erode Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush erode [brushSize]&#039;&#039;&#039;&lt;br /&gt;
Erode preset for morph brush, erodes blocks in the area.&lt;br /&gt;
&lt;br /&gt;
==== Dilate Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush dilate [brushSize]&#039;&#039;&#039;&lt;br /&gt;
Dilate preset for morph brush, dilates blocks in the area.&lt;br /&gt;
&lt;br /&gt;
=== Replace Brush ===&lt;br /&gt;
There are no separate replace brushes. All brushes can use a replace mode.&lt;br /&gt;
&lt;br /&gt;
Use the mask command below to switch any brush to replace mode.&lt;br /&gt;
&lt;br /&gt;
== Brush Settings ==&lt;br /&gt;
=== Mask ===&lt;br /&gt;
 &#039;&#039;&#039;/mask [mask]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/mask (to disable)&#039;&#039;&#039;&lt;br /&gt;
Set a [https://worldedit.enginehub.org/en/latest/usage/general/masks/ mask] for the brush commands, allowing you to restrict the list of blocks that will be affected.&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
 &#039;&#039;&#039;/size [size]&#039;&#039;&#039;&lt;br /&gt;
Change the size of your current brush. (the maximum is currently set to 15)&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
 /mat &amp;lt;pattern&amp;gt;&lt;br /&gt;
Sets the pattern used by the current brush without altering other brush settings.&lt;br /&gt;
&lt;br /&gt;
Trace Mask&lt;br /&gt;
 /tracemask [mask]&lt;br /&gt;
&lt;br /&gt;
 /tracemask (to disable)&lt;br /&gt;
Sets the mask used for the ray tracer. By default, brushes will perform their action on the first non-air block (or when the trace hits the range, whichever comes first). By setting the tracemask, you can make brushes trace through any block you choose. For example, &amp;lt;code&amp;gt;/tracemask #solid&amp;lt;/code&amp;gt; will go through non-solid blocks, such as water. This is useful for building underwater, through walls, and whatever else.&lt;br /&gt;
&lt;br /&gt;
== Available Masks ==&lt;br /&gt;
Masks can be used with both brushes and selections and are a very powerful way to target only the blocks you wish to work on. In many commands these can be expressed using the &amp;lt;code&amp;gt;-m &amp;lt;pattern&amp;gt;&amp;lt;/code&amp;gt; flag, or expressed with brushes using the &amp;lt;code&amp;gt;/mask &amp;lt;pattern&amp;gt;&amp;lt;/code&amp;gt; command.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rock,glass&lt;br /&gt;
|List of blocks to affect only (whitelist)&lt;br /&gt;
|-&lt;br /&gt;
|!rock,glass&lt;br /&gt;
|Blocks to not affect (blacklist)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;rock,glass&lt;br /&gt;
|Only place above certain blocks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;rock,glass&lt;br /&gt;
|Only place below certain blocks&lt;br /&gt;
|-&lt;br /&gt;
|#existing&lt;br /&gt;
|Existing (non air blocks) only. Same as !0&lt;br /&gt;
|-&lt;br /&gt;
|#region&lt;br /&gt;
|Restrict to your current selection.&lt;br /&gt;
|-&lt;br /&gt;
|#solid&lt;br /&gt;
|Solid (non air blocks) only.&lt;br /&gt;
|-&lt;br /&gt;
|##&amp;lt;category&amp;gt;&lt;br /&gt;
|A category mask will match any block that is in that category.&lt;br /&gt;
|-&lt;br /&gt;
|%&amp;lt;percent&amp;gt;&lt;br /&gt;
|A noise mask can create random noise matching the given percentage of blocks.&lt;br /&gt;
|-&lt;br /&gt;
|^=[state=value,...]&lt;br /&gt;
|The strict block state mask will only match blocks that have the block states equal to that value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that masks can be combined to form a mask that will only match if all the masks in it match. Combined masks are created by separating the above masks with a space when using the &amp;lt;code&amp;gt;/mask&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/gmask&amp;lt;/code&amp;gt; commands.&lt;br /&gt;
&lt;br /&gt;
== Block States ==&lt;br /&gt;
&#039;&#039;&#039;Block states&#039;&#039;&#039; are extra pieces of data that further define a block, such as how it appears or behaves. These can be examined on the right-hand side of the F3 screen while targeting a block that has states. We also provide access to Minecraft&#039;s built-in debug stick, obtained using the &amp;lt;code&amp;gt;/debugstick&amp;lt;/code&amp;gt; command, which allows you to explore and manipulate block states. [https://minecraft.wiki/w/Block_states The full list of block states can be found on the Minecraft wiki].&lt;br /&gt;
&lt;br /&gt;
=== Tutorial ===&lt;br /&gt;
&lt;br /&gt;
# Examine the blockstates of each of the slabs, stairs, and stripped logs.&lt;br /&gt;
# Create a selection on the ground, do either &amp;lt;code&amp;gt;//replace&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;//set &amp;lt;material&amp;gt;&amp;lt;/code&amp;gt; followed by a &amp;lt;code&amp;gt;[&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Examine the options available, some materials will have multiple options, some will have just one.&lt;br /&gt;
# &amp;lt;code&amp;gt;//set BLOCK_NAME[{state1}={option}]&amp;lt;/code&amp;gt;.&lt;br /&gt;
# &amp;lt;code&amp;gt;//set BLOCK_NAME[{state1}={option},{state2}={option},{stateN}={option}]&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Not all will give you the desired result, and using something like the debug stick afterward can sometimes be easier or better.&lt;br /&gt;
# Try making a set command with one block that has a block state, setting one state.&lt;br /&gt;
# Now with the same selection, change that to a different state.&lt;br /&gt;
# Run through all options, get a good feel for how it works as well as where &amp;amp; how you might use it.&lt;br /&gt;
# Play with this for slabs, stairs, and a log.&lt;br /&gt;
# Next, try changing two states, this can be done within the square brackets with a comma between the two desired states. See what happens, and if it doesn’t work as expected, see if you can guess why?&lt;br /&gt;
&lt;br /&gt;
== More on Selections ==&lt;br /&gt;
&lt;br /&gt;
=== Selection Types ===&lt;br /&gt;
&lt;br /&gt;
==== Cuboid ====&lt;br /&gt;
 //sel cuboid&lt;br /&gt;
The standard cuboid selection mode, described above.&lt;br /&gt;
&lt;br /&gt;
==== Extend ====&lt;br /&gt;
 //sel extend&lt;br /&gt;
Left-click to select first point. All subsequent points are selected by right-clicking. Every right-click will extend the cuboid selection to encompass the new point.&lt;br /&gt;
&lt;br /&gt;
==== Poly ====&lt;br /&gt;
 //sel poly&lt;br /&gt;
Selects a 2D polygon. Left-click to select first point. All subsequent points are selected by right-clicking. Every right-click will add an additional point. The top and bottom will always encompass your highest and lowest selected points.&lt;br /&gt;
&lt;br /&gt;
==== Polyhedron ====&lt;br /&gt;
 //sel polyhedron&lt;br /&gt;
Selects a convex polyhedron. Left-click to select first point. All subsequent points are selected by right-clicking. Every right-click will add an additional point. The top and bottom will always encompass your highest and lowest selected points.&lt;br /&gt;
&lt;br /&gt;
==== Ellipsoid ====&lt;br /&gt;
 //sel ellipsoid&lt;br /&gt;
Left-click to choose center, right-click to extend. You can control the radii along the x, y, and z planes individually depending on where you click.&lt;br /&gt;
&lt;br /&gt;
==== Sphere ====&lt;br /&gt;
 //sel sphere&lt;br /&gt;
Left-click to select center, right-click to extend. Selection will always be a sphere from the first point which has a radius to the second point.&lt;br /&gt;
&lt;br /&gt;
==== Cylinder ====&lt;br /&gt;
 //sel cyl&lt;br /&gt;
Left-click to choose center, right click to extend. You can control the x and z radii, while the height will always encompass your highest and lowest points.&lt;br /&gt;
&lt;br /&gt;
==== Convex ====&lt;br /&gt;
 //sel convex&lt;br /&gt;
Left-click to select first point. All subsequent points are selected by right clicking. The selection is a convex hull encompassing all your selected points.&lt;br /&gt;
&lt;br /&gt;
=== Additional Selection Modifications ===&lt;br /&gt;
If you want to expand or contract in all directions at once (or just horizontal or vertical directions), you can use the &amp;lt;code&amp;gt;//outset&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;//inset&amp;lt;/code&amp;gt; commands. For example, &amp;lt;code&amp;gt;//outset -v 5&amp;lt;/code&amp;gt; will expand your selection vertically (both up and down) 5 blocks each, while &amp;lt;code&amp;gt;//inset -h 5&amp;lt;/code&amp;gt; will contract your selection horizontally (north, west, south, and east) 5 blocks each. Leaving out the &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt; will work in all 6 directions.&lt;br /&gt;
&lt;br /&gt;
Using &amp;lt;code&amp;gt;//trim [mask]&amp;lt;/code&amp;gt; minimizes the selection to the smallest size necessary to still fit all blocks that match the given mask. When no mask is specified, it will trim the selection to fit non-air blocks as if it were using the &amp;lt;code&amp;gt;#existing&amp;lt;/code&amp;gt; mask.&lt;br /&gt;
&lt;br /&gt;
Using &amp;lt;code&amp;gt;//shift &amp;lt;amount&amp;gt; [direction]&amp;lt;/code&amp;gt; can also be useful, for example if you moved the contents without the &amp;lt;code&amp;gt;-s&amp;lt;/code&amp;gt; flag or simply need to shunt your selection over a block. Note that this command only works on your selection and does not affect any blocks within the selection.&lt;br /&gt;
&lt;br /&gt;
=== Selection Utilities ===&lt;br /&gt;
&lt;br /&gt;
==== Getting the Size ====&lt;br /&gt;
 //size [-c]&lt;br /&gt;
Gets the area and dimensions of your selection.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-c&amp;lt;/code&amp;gt; flag will instead measure your clipboard size instead of your selection.&lt;br /&gt;
&lt;br /&gt;
==== Finding the Center ====&lt;br /&gt;
 //center &amp;lt;pattern&amp;gt;&lt;br /&gt;
Sets the center block (or 2 blocks, along any axis of even length) of your selection.&lt;br /&gt;
&lt;br /&gt;
==== Counting Block Frequency ====&lt;br /&gt;
 //count &amp;lt;mask&amp;gt;&lt;br /&gt;
Counts the number of blocks in your selection which match the mask.&lt;br /&gt;
&lt;br /&gt;
==== Finding Block Distribution ====&lt;br /&gt;
 //distr [-cd]&lt;br /&gt;
Shows the block distribution in the selection area.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-c&amp;lt;/code&amp;gt; flag operates on your clipboard instead of your selection.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-d&amp;lt;/code&amp;gt; flag separates by block states instead of just types.&lt;br /&gt;
&lt;br /&gt;
==== Moving Selection Content ====&lt;br /&gt;
 //move [distance] (direction) (-m [pattern]) (-as)&lt;br /&gt;
Moves the contents of your current selection for the specified distance in either the specified direction or, if no direction is supplied, in the direction you are facing. Works with masks (-m) and with the typical -a and/or -s flags to move without air and to move your selection along with the contents, respectively.&lt;br /&gt;
&lt;br /&gt;
==== Create Lines ====&lt;br /&gt;
 //line (-h) &amp;lt;pattern&amp;gt; (thickness)&lt;br /&gt;
Creating lines is quite simple, but powerful. The line command only works with a cuboid selection type based on the selection positions (pos1 and pos2), and can be used for creating or subtracting. Using the &amp;lt;code&amp;gt;-h&amp;lt;/code&amp;gt; flag on a line with sufficient thickness will result in a hollow line with walls 1 block thick.&lt;br /&gt;
&lt;br /&gt;
===== Tutorial =====&lt;br /&gt;
&lt;br /&gt;
# Using the cuboid selection (&amp;lt;code&amp;gt;//sel cuboid&amp;lt;/code&amp;gt;), create two points that will result in an angle that is less than 90, and greater than 0 (use the up command), have them be at least 20 blocks ground distance apart.&lt;br /&gt;
# Using your wand, create a line of a single wool color between those two points, such as &amp;lt;code&amp;gt;//line red_wool 1&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now you will use the line tool to subtract.&lt;br /&gt;
# Select those two points again, set the entire area as a single wool color so you end up with a rectangle&lt;br /&gt;
# Now create a line but instead use air as the “block”: &amp;lt;code&amp;gt;//line air 2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Create Curves ====&lt;br /&gt;
 //curve (-h) &amp;lt;pattern&amp;gt; (radius)&lt;br /&gt;
Curves are lines&#039; big brothers, and are still rather simple, but significantly more powerful. The curve command only works with a convex selection type based on the initial selection position (pos1) and all subsequent positions (pos2). Likewise, they can be used for creating and subtracting.&lt;br /&gt;
&lt;br /&gt;
===== Tutorial =====&lt;br /&gt;
&lt;br /&gt;
# Using the convex selection (&amp;lt;code&amp;gt;//sel convex&amp;lt;/code&amp;gt;), select multiple points in a wide spiral with a diameter of at least 20 blocks (use the up command to create reference points along the curve), selecting the first point in the curve as your first position, then selecting each subsequent point as your second position.&lt;br /&gt;
# Create a curve of a single wool color between those two points, such as &amp;lt;code&amp;gt;//curve red_wool 5&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now you will use the line tool to subtract.&lt;br /&gt;
# Without modifying your selection, create another curve using air as the “block”: &amp;lt;code&amp;gt;//curve air 3&amp;lt;/code&amp;gt; and observe the hollow tube you created.&lt;br /&gt;
&lt;br /&gt;
==== Outline ====&lt;br /&gt;
 //faces &amp;lt;pattern&amp;gt; &lt;br /&gt;
&lt;br /&gt;
 //outline &amp;lt;pattern&amp;gt;&lt;br /&gt;
Fills all 6 faces (up, down, north, south, east, west). Using this command on any other type of selection will create a bounding box (i.e. a cuboid region that entirely encompasses whatever shape you had selected) and create the faces of that cuboid.&lt;br /&gt;
&lt;br /&gt;
==== Stacking ====&lt;br /&gt;
 //stack [# of stacks] (direction) (-m [pattern]) (-as)&lt;br /&gt;
Stacks the contents of your current selection for the specified repetitions in either the specified direction or, if no direction is supplied, in the direction you are facing. Works with masks (-m) and with the typical -a flag to stack without air.&lt;br /&gt;
&lt;br /&gt;
==== Walls ====&lt;br /&gt;
 //walls &amp;lt;pattern&amp;gt;&lt;br /&gt;
Fills the north, south, east, and west walls of a selection with the provided pattern.&lt;br /&gt;
&lt;br /&gt;
==== Hollow ====&lt;br /&gt;
 //hollow &amp;lt;thickness&amp;gt;&lt;br /&gt;
Hollows the selected region according to the given wall thickness.&lt;br /&gt;
&lt;br /&gt;
==== Naturalize ====&lt;br /&gt;
 //naturalize&lt;br /&gt;
Converts the top few layers of a selection of stone blocks to a more natural block palette, with grass blocks on the top layer, a few layers of dirt below, then the remainder is left as stone, similar to normal generation.&lt;br /&gt;
&lt;br /&gt;
=== Using Masks with Selections ===&lt;br /&gt;
We have a lot of flexibility and control within selection areas to operate on just a single block type, or a selection of blocks using the mask flag within our commands, indicated with &amp;lt;code&amp;gt;-m&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Tutorial ====&lt;br /&gt;
We will be creating a cylinder object with three different color wool, then we will then stack just a single color:&lt;br /&gt;
&lt;br /&gt;
# Create a hollow cylinder with a radius of 9 and a height of 1 with gray wool.&lt;br /&gt;
# Create a second hollow cylinder with a radius of 3 and a height of 1 with pink wool.&lt;br /&gt;
# Now fill the area between the gray wool and the pink wool with red wool using the fill command.&lt;br /&gt;
# Place blocks at diagonal corners so we can make a selection around the cylinder.&lt;br /&gt;
# Added bonus: Just for fun, let’s use WE to place a glass block at the center of the cylinder we’ve made by typing &amp;lt;code&amp;gt;//center glass&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now we’ll use the -m (mask) flag to stack the pink wool 10 high, leaving the rest with a height of one: &amp;lt;code&amp;gt;//stack 10 up -m pink_wool&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now undo so everything has a height of one.&lt;br /&gt;
# Now use cut on the red wool, adding the -m flag: &amp;lt;code&amp;gt;//cut -m red_wool&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Undo, then do the same thing with copy, pasting the result nearby: &amp;lt;code&amp;gt;//copy -m red_wool&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== User Preferences ==&lt;br /&gt;
By default, when performing any action, the actioned blocks will cause updates to neighboring blocks, including redstone updates. For example, if a torch is placed on a block and you set the foundation block to air, the torch will pop off. To avoid these updates we can use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf update off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf neighbors off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We have also provided a shortcut command that runs both of these for you at the same time: &amp;lt;code&amp;gt;/wesettings&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Using these commands will only set your settings for the current game session, meaning if you disconnect from the network or change servers, the settings may revert. Depending on the desired results it is generally best to check the current status of the settings if you&#039;re unsure.&lt;br /&gt;
&lt;br /&gt;
To re-enable previously disabled block updates use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf update on&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf neighbors on&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selection Visualizer ==&lt;br /&gt;
Selection Visualizer (SVis) is a separate plugin that allows us to see exactly what has been selected with WorldEdit by outlining the area with particles. Simple and amazing. There isn&#039;t much you need to know about the plugin and you can easily never touch these commands, but it does allow for some customization:&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis toggle&amp;lt;/code&amp;gt; - toggles the visualizer on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis gui we&amp;lt;/code&amp;gt; - open the GUI to personalize your visualizer setting&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis we (paste) (lock/tp)&amp;lt;/code&amp;gt; - if the paste variable is not used this command will show your current WE selection (keep in mind that WE selection is shown automatically on selection, this is only re-enables it if timer runs out). If the paste variable used then the possible paste location will be shown for accurate positioning even after using rotate or flip functions. This includes the option to lock current position to enable movement and get a closer look of where paste ends up. Then you can teleport back to the locked position for simple adjustments or performing the actual paste.&lt;br /&gt;
&lt;br /&gt;
This plugin also has functionality outside of WorldEdit:&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis beacon&amp;lt;/code&amp;gt; - when targeting a beacon, will show its range&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis chunk&amp;lt;/code&amp;gt; - shows current chunk&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis grid&amp;lt;/code&amp;gt; - shows chunk grid &lt;br /&gt;
* &amp;lt;code&amp;gt;/svis res&amp;lt;/code&amp;gt; - shows the residence you are standing in (easier to see than /res show)&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis spawner&amp;lt;/code&amp;gt; - shows spawner activation range and mob spawning range around it&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=WorldEdit&amp;diff=6571</id>
		<title>WorldEdit</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=WorldEdit&amp;diff=6571"/>
		<updated>2025-12-26T05:02:07Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: Revolve 2.0 cause I&amp;#039;m learning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WorldEdit (WE) is an easy-to-use in-game world editor for Minecraft that lets you: change thousands of blocks in an area at once by selecting regions, use over 100 functions to modify the world or remove problems, remove large chunks of land as you wish, sculpt the world and build mountains with brushes, and fix annoyances such as broken water, missing snow, raging fires, and more!  &lt;br /&gt;
&lt;br /&gt;
Much of this tutorial is lifted straight from the [https://worldedit.enginehub.org/en/latest/ WorldEdit Wiki], which might be easier to follow in terms of layout, but please note that we have not enabled all WE features. This page is a basic guide to getting started and includes only the tools or wiki links to features that you have access to.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;Notice:&#039;&#039;&#039; This feature is only available to staff members.&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== WorldEdit Rules ==&lt;br /&gt;
WorldEdit is a powerful editing tool that we are providing access to in good faith, and as they say, with great power comes great responsibility. &#039;&#039;&#039;Any abuse or misuse can do serious damage and may result in removal of privileges or a permanent server ban. Ignorance is not an acceptable excuse.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No guessing—be sure.&#039;&#039;&#039; Don’t overly-rely on tab-complete, and don’t guess at commands if you’re not sure what they do.&lt;br /&gt;
* &#039;&#039;&#039;All edits should be limited to ~500,000 blocks per operation and one operation at a time&#039;&#039;&#039;. This is still considered a fairly large number in WorldEdit terms, but it also adds up faster than you&#039;d expect. In general this number is not an issue for the server, but you&#039;ll also want to be aware of both the performance of the server at the time of the operation and the performance of your own client, internet, etc. WorldEdit changes a lot of blocks very quickly, which your client then has to render just as quickly, so if you experience lag in general you&#039;ll probably want to limit yourself to hundreds of blocks rather than thousands. When you make a selection the plugin will tell you how many blocks are included in that selection to give you an idea.&lt;br /&gt;
* &#039;&#039;&#039;Do not create large amounts of falling blocks&#039;&#039;&#039; (e.g. sand, gravel, concrete powder, etc.). While this can be useful for making certain shapes and is allowed in small quantities, excessive falling blocks create entity lag.&lt;br /&gt;
* &#039;&#039;&#039;Be as accurate as possible and keep your use of WorldEdit to a minimum, especially with large selections.&#039;&#039;&#039; Always be aware of your selections and be in the habit of double checking everything. Flippant use can lead to data corruption and lag.&lt;br /&gt;
== Quick Start Guide ==&lt;br /&gt;
=== Getting Around ===&lt;br /&gt;
First, let&#039;s figure out how you can get around quickly.&lt;br /&gt;
# Look at a block not too far away and type &amp;lt;code&amp;gt;/jumpto&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stand under a tree and type &amp;lt;code&amp;gt;/ascend&amp;lt;/code&amp;gt;&lt;br /&gt;
# While on top of the tree, type &amp;lt;code&amp;gt;/descend&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stand behind a tree trunk, look straight ahead, make sure there&#039;s room on the other side, and type &amp;lt;code&amp;gt;/thru&amp;lt;/code&amp;gt;&lt;br /&gt;
Or whip out your compass, look at a nearby block, and left click. Want to go through walls? Right click on a wall.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=-uqmTmeCXm8&amp;amp;feature=youtu.be YouTube Tutorial on Movement]&lt;br /&gt;
&lt;br /&gt;
=== Making a Selection ===&lt;br /&gt;
[[File:Cuboid.png|thumb|right|Diagram of a cuboid selection]]&lt;br /&gt;
WorldEdit selections are cuboid by default, similar to the selections in our Residence plugin, and you select the region that you want by setting two points of the cuboid. There are three ways to do this:&lt;br /&gt;
* Left and right click blocks while holding a &#039;&#039;&#039;wooden axe&#039;&#039;&#039; (use &amp;lt;code&amp;gt;//wand&amp;lt;/code&amp;gt; to get a wooden axe) -- easiest method. Note that this is an axe for WE, not a stick like you&#039;d use with Residence.&lt;br /&gt;
* Stand at the appropriate positions and type &amp;lt;code&amp;gt;//pos1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;//pos2&amp;lt;/code&amp;gt;&lt;br /&gt;
* Target the position 1 &amp;amp; 2 blocks and type &amp;lt;code&amp;gt;//hpos1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;//hpos2&amp;lt;/code&amp;gt;&lt;br /&gt;
Once you&#039;ve finished with your selection use &amp;lt;code&amp;gt;//sel&amp;lt;/code&amp;gt; to clear the selection (and by extension the selection particles). This will ensure that no accidental operations are performed if you&#039;ve forgotten that you had anything selected, and it will clear any lag from the particles.&lt;br /&gt;
&lt;br /&gt;
[https://worldedit.enginehub.org/en/latest/usage/regions/selections/ Full Wiki on Selections] (includes adjusting your selection and selecting different shapes)&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=4L3RsZJrCcA&amp;amp;feature=youtu.be YouTube Tutorial on Selection/Positions]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial:&#039;&#039;&#039; Make an approximate selection of a 15x15x15 area to test with and go to the next section.&lt;br /&gt;
&lt;br /&gt;
=== Doing Things With Your Selection ===&lt;br /&gt;
# Set the entire thing to stone: &amp;lt;code&amp;gt;//set minecraft:stone&amp;lt;/code&amp;gt;&lt;br /&gt;
# Set the entire thing to brick: &amp;lt;code&amp;gt;//set bricks&amp;lt;/code&amp;gt;&lt;br /&gt;
# Set the selection to 25% smooth sandstone, 75% glass: &amp;lt;code&amp;gt;//set 25%smooth_sandstone,75%glass&amp;lt;/code&amp;gt; (no spaces in the argument -- only the one between &amp;quot;set&amp;quot; and &amp;quot;25%&amp;quot; -- you can also mix and match how you express the blocks desired)&lt;br /&gt;
# Replace the sandstone with dirt: &amp;lt;code&amp;gt;//replace sandstone dirt&amp;lt;/code&amp;gt;&lt;br /&gt;
# Clear the area: &amp;lt;code&amp;gt;//set air&amp;lt;/code&amp;gt;&lt;br /&gt;
# Generate an interesting shape: &amp;lt;code&amp;gt;//g white_wool data=(32+15/2/pi*atan2(x,y))%16; (0.75-sqrt(x^2+y^2))^2+z^2 &amp;lt; 0.25^2&amp;lt;/code&amp;gt;&lt;br /&gt;
# Look in a cardinal direction (not diagonal) and repeat your selection: &amp;lt;code&amp;gt;//stack 4&amp;lt;/code&amp;gt;&lt;br /&gt;
Let&#039;s undo your changes!&lt;br /&gt;
# Undo 8 times: &amp;lt;code&amp;gt;//undo 7&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ynPVN69Qmv0 YouTube Tutorial on Manipulating Selections]&lt;br /&gt;
&lt;br /&gt;
=== Adjusting the Selection ===&lt;br /&gt;
So you&#039;ve got a cuboid. Let&#039;s change it!&lt;br /&gt;
# Make the cuboid 10 blocks taller, going up: &amp;lt;code&amp;gt;//expand 10 up&amp;lt;/code&amp;gt;&lt;br /&gt;
# Make the cuboid 5 blocks longer in the direction that you are looking: &amp;lt;code&amp;gt;//expand 5&amp;lt;/code&amp;gt;&lt;br /&gt;
# Make the cuboid 10 blocks shorter, going down: &amp;lt;code&amp;gt;//contract 10 down&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Playing with Brushes ===&lt;br /&gt;
# Grab a blaze rod and have it as your active slot.&lt;br /&gt;
# Turn on a stone brush of radius 5: &amp;lt;code&amp;gt;/br sphere stone 5&amp;lt;/code&amp;gt;&lt;br /&gt;
# Aim at ground not near you and right click to place large stone spheres.&lt;br /&gt;
# Make it so the brush only affects grass: &amp;lt;code&amp;gt;/mask grass_block&amp;lt;/code&amp;gt;&lt;br /&gt;
# Instead of placing stone, let&#039;s place wool: &amp;lt;code&amp;gt;/mat red_wool,green_wool&amp;lt;/code&amp;gt;&lt;br /&gt;
# Right click more areas.&lt;br /&gt;
# Disable the brush: &amp;lt;code&amp;gt;/tool none&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0KlNusJrRjs YouTube Tutorial on Brushes]&lt;br /&gt;
&lt;br /&gt;
== Using the Clipboard ==&lt;br /&gt;
WorldEdit has a powerful clipboard function that allows you to copy an area, rotate it, and paste it. Clipboard contents are currently limited to cuboid selections only and are stored in memory, so it is good practice to occasionally clear your clipboard especially after large operations using &amp;lt;code&amp;gt;/clearclipboard&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=woVsjcgZZSA YouTube Tutorial on the Clipboard] &lt;br /&gt;
&lt;br /&gt;
=== Copying and Cutting ===&lt;br /&gt;
 &#039;&#039;&#039;//copy (-bem &amp;lt;pattern&amp;gt;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//cut [replaceBlock]&#039;&#039;&#039;&lt;br /&gt;
This simple command copies your current selection to your session&#039;s clipboard, &#039;&#039;&#039;keeping track of where you are relative to the copy&#039;&#039;&#039;. The second part of that sentence is very important: if you want to later paste, for example, a bridge so that it is under where you are standing, you must stand in a location above the bridge when you make the copy. This method allows you to easily align your later paste because you can plan ahead a bit; it requires some spatial abilities to master the copying process but you will find it particularly helpful once you get the hang of it.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-b&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-e&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-m&amp;lt;/code&amp;gt; flags will also copy biome, entities, and with a mask with supplied pattern, respectively. Note that we rarely include the biome flag in this command and will prefer to set the biome by other means later.`&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//cut&amp;lt;/code&amp;gt; works just like the &amp;lt;code&amp;gt;//copy&amp;lt;/code&amp;gt; command except that it also deletes the area afterwards. By default it will replace the area with air blocks but you can also specify a different block.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; These commands remember your current position relative to the copy/cut. This is a very important concept to grasp otherwise you will not be able to control where you paste your clipboard! See the tutorial for pasting for more information.&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pasting ===&lt;br /&gt;
[[File:WorldEdit paste.png|thumb|right]]&lt;br /&gt;
 &#039;&#039;&#039;//paste [-aso]&#039;&#039;&#039;&lt;br /&gt;
Once you have something in your clipboard, you can paste it into the world. The last argument is optional: if you want the copy to paste at the same point that it was copied at, type //paste -o, otherwise the paste will be placed relative to you. &#039;&#039;&#039;Remember that if you are pasting relatively, it will be relative to where you were when you made the initial copy&#039;&#039;&#039;. For example, if you were on top of your castle when you copied it, pasting it would result in the castle being pasted under you.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you want to copy a wall and place it somewhere else. If you just stand a couple of blocks away, copy it, and then try to paste it, there is a certain chance that you will be off one block in any direction (except up and down maybe) due to the way Minecraft records your location. As a help to make sure that copy/paste is exact on the block where you want it, do the following: Mark the wall. Place any block 3 blocks away from the center of your wall before copying. Walk towards the block as far as possible. Copy. Place another block 3 blocks away form the location where you want the center of the pasted wall to be. Walk against that block. Paste. Remember that it does not matter which direction you look. If you want the wall to face into another direction, rotate it and then do the same placing of a block that you walk into.&lt;br /&gt;
&lt;br /&gt;
You can use &amp;lt;code&amp;gt;//paste -a&amp;lt;/code&amp;gt; to paste everything but air.&lt;br /&gt;
&lt;br /&gt;
You can use &amp;lt;code&amp;gt;//paste -s&amp;lt;/code&amp;gt; to select the region the paste occurred in to continue working in a region once pasted without having to reselect it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
&lt;br /&gt;
=== Rotating ===&lt;br /&gt;
[[File:WorldEdit rotate.png|thumb|right]]&lt;br /&gt;
 &#039;&#039;&#039;//rotate &amp;lt;Y-degrees&amp;gt; [X-degrees] [Z-degrees]&#039;&#039;&#039;&lt;br /&gt;
Rotates the contents of the clipboard around the relative offset that you were at when you originally made the copy (If you want to rotate a copy around its center, you would need to stand in the middle of the selection or the build as a whole when you copy it). Angles are provided in degrees and a positive angle will result in a clockwise rotation. Multiple rotations can be stacked. Interpolation is not performed so angles should be a multiple of 90 degrees.&lt;br /&gt;
&lt;br /&gt;
Only the Y (up-down) axis is required, but you can also rotate along the X and Z axis if all are specified. For example, &amp;lt;code&amp;gt;//rotate 0 0 90&amp;lt;/code&amp;gt; would rotate  your clipboard 90 degrees around the Z axis alone.&lt;br /&gt;
&lt;br /&gt;
=== Flipping ===&lt;br /&gt;
 &#039;&#039;&#039;//flip [-p] [direction]&#039;&#039;&#039;&lt;br /&gt;
Flips the current clipboard in a specified direction. The directions available are North, South, East, West, up, and down; North, South, East, and West can be specified by looking in those directions, whereas up and down cannot. The clipboard flips about a plane perpendicular to the direction specified, through the center of the clipboard (not about the player). There are three planes, one horizontal (xz), and two vertical (xy, yz). The horizontal plane xz is defined through the up or down vectors, the xy plane defined by East/West, and the yz plane by North/South.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-p&amp;lt;/code&amp;gt; flag flips the selection around the player, instead of the selections center.&lt;br /&gt;
[[File:WorldEdit flip.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
=== Revolve ===&lt;br /&gt;
 &#039;&#039;&#039;//revolve [#]&#039;&#039;&#039;&lt;br /&gt;
Revolves the current clipboard and evenly spaces it out at your paste point.&lt;br /&gt;
&lt;br /&gt;
== Generation Tools ==&lt;br /&gt;
Sometimes you may want to generate forests or create spheres automatically, as doing it by hand may be too tedious. WorldEdit has a number of tools that allow you to do just that. These commands don&#039;t need a region; they use the block that you are standing in.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0DzoU_UIY7E YouTube Tutorial on Generation]&lt;br /&gt;
&lt;br /&gt;
=== Cylinders, Circles, &amp;amp; Ellipses ===&lt;br /&gt;
 &#039;&#039;&#039;//cyl &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hcyl &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
WorldEdit is capable of producing both hollow and filled cylinders as well as hollow and filled circles. It uses a fast algorithm to generate the objects and the algorithm is capable of creating nice and symmetrical edges. The cylinders are created at your feet and extend upwards. If you are creating a circle, you simply only need to create a cylinder of height 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a filled glass cylinder of radius 5 and height 10: &amp;lt;code&amp;gt;//cyl glass 5 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a hollow glass circle of radius 5: &amp;lt;code&amp;gt;//hcyl glass 5 1&amp;lt;/code&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;//cyl &amp;lt;block&amp;gt; &amp;lt;radiusEW&amp;gt;,&amp;lt;radiusNS&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hcyl &amp;lt;block&amp;gt; &amp;lt;radiusEW&amp;gt;,&amp;lt;radiusNS&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
By specifying 2 radii, separated by a comma, you can generate elliptical cylinders. The first radius is east/west, the second radius is north/south.&lt;br /&gt;
&lt;br /&gt;
=== Spheres &amp;amp; Ellipsoids ===&lt;br /&gt;
 &#039;&#039;&#039;//sphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hsphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
Both hollow and filled spheres can be created. By default, the center of the sphere will be the block above the one that you are standing on, but if you provide &amp;quot;yes&amp;quot; for the last parameter, the sphere will be raised by its radius so that its bottom is at your feet instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a 4 radius sphere of glass: &amp;lt;code&amp;gt;//sphere glass 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a raised 4 radius sphere of glass: &amp;lt;code&amp;gt;//sphere glass 4 yes&amp;lt;/code&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;//sphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hsphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
The order of the ellipsoid radii is north/south, up/down, east/west. When making ellipsoids, all three radii must be specified.&lt;br /&gt;
&lt;br /&gt;
=== Pyramids ===&lt;br /&gt;
 &#039;&#039;&#039;//pyramid &amp;lt;block&amp;gt; &amp;lt;size&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hpyramid &amp;lt;block&amp;gt; &amp;lt;size&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Creates a hollow or filled pyramid with the specified block pattern and size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a 5 high hollow pyramid out of glass with a side length of 10: &amp;lt;code&amp;gt;//hpyramid glass 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
 &#039;&#039;&#039;/forestgen [size] [type] [density]&#039;&#039;&#039;&lt;br /&gt;
Forests can be generated with this command. The size parameter indicates the width and height of the square area to generate the forests in. The density can vary between 0 and 100, and numbers like 0.1 will work. Be aware that it is not possible to get 100% density (a tree in every spot) as Notch&#039;s tree algorithm won&#039;t permit that, and the default density of 5% already generates a very thick forest. Lastly, the command searches the area around you, controlled by the size parameter, and it will descend in elevation a bit in order to find grass or dirt (trees will only be generated on top of those two blocks), but it will not ever go up above your feet. Thus, you will have to stand on a raised platform sometimes in order to fill an entire area. See the list of tree types. that you can use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Generating forests in a 10 by 10 area: &amp;lt;code&amp;gt;/forestgen 10&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Example:&#039;&#039;&#039; Generating a 0.5% dense 10 by 10 forest: &amp;lt;code&amp;gt;/forestgen 10 tree 0.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pumpkin Patches ===&lt;br /&gt;
 &#039;&#039;&#039;/pumpkins [size]&#039;&#039;&#039;&lt;br /&gt;
WorldEdit can generate pumpkin patches that even contain leaves (Notch&#039;s pumpkin patches do not contain leaves). The size parameter is the width and height of the square area to generate the patches within, radiating out from your feet. The density of the patches is currently not adjustable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Generating pumpkin patches in a 5 by 5 area: &amp;lt;code&amp;gt;/pumpkins 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Utilities ==&lt;br /&gt;
WorldEdit provides many useful utilities, especially if you like to terraform. All these commands use your current position, but you can toggle it to use your first selection position by using the &amp;lt;code&amp;gt;/toggleplace command&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Deform ===&lt;br /&gt;
Deform is a powerful utility that can be used both in brushes and on your selection to manipulate the world. We&#039;ll cover a few interesting uses:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;//deform x/=2;y/=2;z/=2&amp;lt;/code&amp;gt; - scales your selection based on the axis and scale provided. Only one axis is required.&lt;br /&gt;
* &amp;lt;code&amp;gt;//deform swap(z,y)&amp;lt;/code&amp;gt; - when used on an object within a perfectly square selection, will essentially rotate the object vertically. Two axis are required for the swap arguments and the parenthesis must be included in the command. Perhaps now more easily achievable with &amp;lt;code&amp;gt;//rotate 0 0 90&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Filling Pits ===&lt;br /&gt;
 &#039;&#039;&#039;//fill &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [depth]&#039;&#039;&#039;&lt;br /&gt;
You can fill depressions in the land with this command, letting you make water or lava pools instantly without having to manually place a ton of water source blocks. Simply stand in the hole that you want to fill and specify a radius and optionally a depth (the default depth is just 1). The way fill works is that it puts blocks where the sun would hit, assuming that the sun was directly overhead: it will fill only the parts of the hole that are not &amp;quot;covered.&amp;quot; Therefore you can&#039;t fill caves with this command because the cave will soon extend underground. (There&#039;s //fillr though.)&lt;br /&gt;
&lt;br /&gt;
If you are curious, a discussion of the algorithm used follows. The algorithm is as follows:&lt;br /&gt;
#If the block is an air block:&lt;br /&gt;
##Set the block to the target block.&lt;br /&gt;
##Fill air blocks below with the target block up to depth - 1 blocks.&lt;br /&gt;
##For each block of the four on the sides:&lt;br /&gt;
###Repeat A for each block that is within the radius.&lt;br /&gt;
&lt;br /&gt;
While &amp;lt;code&amp;gt;//fill&amp;lt;/code&amp;gt; uses the block that you are standing in (the block above the one you are standing on) to start, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;. If you use the wand to select the position, be aware that because it selects an occupied block, the fill command will do nothing (see step one in the algorithm above). This command supports [https://worldedit.enginehub.org/en/latest/usage/general/patterns/ block patterns].&lt;br /&gt;
&lt;br /&gt;
=== Recursive Fill ===&lt;br /&gt;
 &#039;&#039;&#039;//fillr &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
A limitation of the fill command, as outlined previously, was that it would not fill any column that was not exposed to such an imaginary sun. That can be a problem if you want to fill a cave or fill a hole with smaller holes on the side. //fillr is different; it will fill every block next to the original block, allowing it to work to fill caves and such. However, this command will never ascend above your feet (or the first selection position) so you still have to stand at the top of the hole, one block inset. This command also supports [https://worldedit.enginehub.org/en/latest/usage/general/patterns/ block patterns].&lt;br /&gt;
&lt;br /&gt;
=== Draining Pools ===&lt;br /&gt;
 &#039;&#039;&#039;//drain &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
If you&#039;ve ever wanted to get rid of water or lava by hand, you know how painstaking it can be. WorldEdit can do it for you, removing all connected water or lava within a pool without &amp;quot;jumping&amp;quot; to disconnected pools. While you can replicate this command with &amp;lt;code&amp;gt;//replace&amp;lt;/code&amp;gt; using water or lava, the pool would have to perfectly fit inside a cuboid.&lt;br /&gt;
&lt;br /&gt;
You must be standing on the shore of the pool on the same elevation or in the body of liquid itself. You cannot be one block higher than the pool or more than one block away.&lt;br /&gt;
&lt;br /&gt;
The algorithm is simple:&lt;br /&gt;
&lt;br /&gt;
#For every nearby block within 1 block of the initial position:&lt;br /&gt;
##If the block is water or lava:&lt;br /&gt;
###Remove the block.&lt;br /&gt;
###For every block adjacent, including diagonally adjacent blocks and blocks above and below, repeat A for those blocks if they are not farther than the radius away.&lt;br /&gt;
While &amp;lt;code&amp;gt;//drain&amp;lt;/code&amp;gt; uses the block that you are standing in (the block above the one you are standing on) as the initial block to search from, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Overlaying Blocks ===&lt;br /&gt;
 &#039;&#039;&#039;//overlay &amp;lt;pattern&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows you to overlay blocks in the selection with another block (or pattern). Note that the top of your selection must be “open” - this command will look downwards from the block above your selection in every column until it hits a non-air block, and then place your pattern above that. This is useful for overlaying torches, fences/walls, road blocks, etc. on top of existing terrain.&lt;br /&gt;
&lt;br /&gt;
=== Fixing Pools ===&lt;br /&gt;
 &#039;&#039;&#039;/fixwater &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/fixlava &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Making a calm pool of water or lava manually is quite challenging for a one block deep pool and is nearly impossible for deeper pools, but these two commands are intended to solve that problem. They find nearby water or lava blocks and fan out across the liquid to fill the entire area and replace flowing water/lava blocks with their stationary equivalents. You simply need to stand on the shore of the water or lava (not one level above) and use the commands. Be aware that if you attempt to do this on top of a waterfall, the water will be spread out into a giant liquid umbrella as these two commands also expand the spread of the water or lava! If you attempt to use the commands while you are a few blocks deep in the pool, the water will be fixed only on that level and not the levels above.&lt;br /&gt;
&lt;br /&gt;
While the two commands use the block that you are standing in (the block above the one you are standing on) as the initial block to search from, you can switch it to use your first selection position by using /toggleplace.&lt;br /&gt;
&lt;br /&gt;
=== Removing Blocks Above &amp;amp; Below ===&lt;br /&gt;
 &#039;&#039;&#039;/removeabove &amp;lt;size&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/removebelow &amp;lt;size&amp;gt; [depth]&#039;&#039;&#039;&lt;br /&gt;
These two commands let you easily remove blocks above or below you. An example usage is to remove those tower blocks people create in order to get to a high point. The size parameter indicates the size of the cuboid to remove. The cuboid&#039;s width and length will be (size - 1) * 2 + 1. The center of the cuboid is the block above the one that you are standing on. If you don&#039;t specify a height or depth, the commands will extend to the extents of the world.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Removing Nearby Blocks ===&lt;br /&gt;
 &#039;&#039;&#039;/removenear &amp;lt;block&amp;gt; &amp;lt;size&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
This command removes nearby blocks of a certain type. The size parameter indicates the size of the cuboid to remove. The cuboid&#039;s width and length will be (size - 1) * 2 + 1. The center of the cuboid is the block above the one that you are standing on.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Replacing Nearby Blocks ===&lt;br /&gt;
 &#039;&#039;&#039;/replacenear &amp;lt;size&amp;gt; &amp;lt;replace-type&amp;gt; &amp;lt;replace-with&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
If you need to quickly replace nearby blocks, this command is a nice shortcut. The size parameter indicates the size of the cuboid to replace. The cuboid&#039;s width and length will be (size - 1) * 2 + 1. The center of the cuboid is the block above the one that you are standing on.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Simulating Snowfall ===&lt;br /&gt;
* &#039;&#039;&#039;/snow &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Cover snow over the general area! This algorithm will only cover blocks with snow if they should be covered (for example, torch blocks will not be covered). If an area has something above it (like an overhang), snow will not reach it. &amp;quot;Snowfall&amp;quot; is completely vertical.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Thawing Areas ===&lt;br /&gt;
 &#039;&#039;&#039;/thaw &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
If you need to thaw an area (and perhaps reverse the use of /snow), this command does the exact opposite of snowfall. For all sun-exposed blocks, if it is a snow cover block, it will be removed, and if it&#039;s ice, it will be changed to water. This is different from using &amp;lt;code&amp;gt;/replacenear&amp;lt;/code&amp;gt; to &amp;quot;thaw&amp;quot; because using &amp;lt;code&amp;gt;/replacenear&amp;lt;/code&amp;gt; would destroy indoor ice and snow blocks.&lt;br /&gt;
&lt;br /&gt;
=== Simulating Grass Growth ===&lt;br /&gt;
 &#039;&#039;&#039;/green &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Cover grass over the general area! This algorithm will only cover blocks with grass if they should be covered (for example, torch blocks will not be covered). If an area has something above it (like an overhang), /green will not reach it. /green is completely horizontal.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Extinguishing Fires ===&lt;br /&gt;
 &#039;&#039;&#039;/ex [radius]&#039;&#039;&#039;&lt;br /&gt;
This command is a shortcut for &amp;lt;code&amp;gt;/removenear fire &amp;lt;radius&amp;gt;&amp;lt;/code&amp;gt;, which would remove nearby fire blocks within a radius. By default, a radius of 40 is used unless you specify a radius.&lt;br /&gt;
&lt;br /&gt;
While this does remove fire, it does not remove sources of fire, such as lava pools.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Tools are utilities that you can &amp;quot;bind&amp;quot; to an item so that you can right click and use the tool. To bind a tool, just hold the item that you want to bind the tool to and use one of the commands below.&lt;br /&gt;
&lt;br /&gt;
=== Tree Generation Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool tree [type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Enables the tree generator tool. Right click grass to generate a tree. For a list of possible tree types, check the list of tree types.&lt;br /&gt;
&lt;br /&gt;
=== Floating Tree Remover ===&lt;br /&gt;
 &#039;&#039;&#039;/tool deltree&#039;&#039;&#039;&lt;br /&gt;
Enables the floating tree remover. Right click a log or leaves that are attached to a floating tree to delete the entire thing. The tree cannot be connected to the ground. This tool also works on floating mushrooms.&lt;br /&gt;
&lt;br /&gt;
=== Block Replacer Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool repl &amp;lt;block&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 /tool repl # (allows you to left click on a desired block to change the replacer to that block type with the right click)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
With this tool, you can replace right clicked blocks with the block of your wish. Use &amp;quot;air&amp;quot; if you want to use this tool to remove blocks.&lt;br /&gt;
&lt;br /&gt;
=== Block ID Cycler Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool cycler&#039;&#039;&#039;&lt;br /&gt;
Blocks clicked with this tool will cycle their block states (if the block has states). Right and left clicking can be used to cycle the data &amp;quot;forwards&amp;quot; and &amp;quot;backwards&amp;quot;. This is an old tool now replaced in practice by the &amp;lt;code&amp;gt;/debugstick&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Flood Fill Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool floodfill &amp;lt;pattern&amp;gt; &amp;lt;range&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool flood &amp;lt;pattern&amp;gt; &amp;lt;range&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Starting at the block right clicked, the flood fill tool will recurse through connected blocks as far as range (with the maximum being that of the superpickaxe size limit) and set all blocks of the original type to the specified pattern.&lt;br /&gt;
&lt;br /&gt;
== Brushes ==&lt;br /&gt;
=== Sphere Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush sphere [-h] &amp;lt;block&amp;gt; [radius]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/br s [-h] &amp;lt;block&amp;gt; [radius]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Create spheres from far away. The &#039;h&#039; flag will make the sphere hollow.&lt;br /&gt;
&lt;br /&gt;
=== Cylinder Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush cyl [-h] &amp;lt;block&amp;gt; [radius] [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/br c [-h] &amp;lt;block&amp;gt; [radius] [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none&#039;&#039;&#039; (to turn off)&lt;br /&gt;
Create cylinders from far away. The &#039;h&#039; flag will make the cylinder hollow.&lt;br /&gt;
&lt;br /&gt;
=== Clipboard Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush clipboard [-a]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/br copy [-a]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Choose your clipboard for your brush. The center of the clipboard will be pasted at the block that you build at. Use the &amp;lt;code&amp;gt;-a&amp;lt;/code&amp;gt; flag to paste without pasting air. Changing your clipboard will not change the clipboard brush you are using, so you have to rerun this command if you want to update your brush. Also works with the &amp;lt;code&amp;gt;-m&amp;lt;/code&amp;gt; flag for brush masks.&lt;br /&gt;
&lt;br /&gt;
=== Smooth Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush smooth [-n] [size] [iterations]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Use the smoothing brush. This actually uses an area double the size of the one that you specify to smooth the region. Using the &amp;lt;code&amp;gt;-n&amp;lt;/code&amp;gt; flag will restrict it to natural terrain only.&lt;br /&gt;
&lt;br /&gt;
=== Splatter Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush splatter &amp;lt;pattern&amp;gt; [radius] [decay]&#039;&#039;&#039;&lt;br /&gt;
Choose the splatter brush. &lt;br /&gt;
&lt;br /&gt;
=== Deform Brush ===&lt;br /&gt;
 /brush deform &amp;lt;shape&amp;gt; [size] [expression] [-ro]&lt;br /&gt;
Just like the &amp;lt;code&amp;gt;//deform&amp;lt;/code&amp;gt; command described in region operations, this brush will apply an expression to blocks within the area given by the shape and radius. Also just like the command, &amp;lt;code&amp;gt;-r&amp;lt;/code&amp;gt; uses raw coordinates, and &amp;lt;code&amp;gt;-o&amp;lt;/code&amp;gt; offsets from your placement position. The default is the brush target point.&lt;br /&gt;
&lt;br /&gt;
==== Raise Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush raise &amp;lt;shape&amp;gt; [size]&#039;&#039;&#039;&lt;br /&gt;
A special case of the deform brush which uses the expression &amp;lt;code&amp;gt;y-=1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Lower Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush lower &amp;lt;shape&amp;gt; [size]&#039;&#039;&#039;&lt;br /&gt;
A special case of the deform brush which uses the expression &amp;lt;code&amp;gt;y+=1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Morph Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush morph [brushSize] [minErodeFaces] [numErodeIterations] [minDilateFaces] [numDilateIterations]&#039;&#039;&#039;&lt;br /&gt;
Morphs blocks in the area according to the options entered. Many uses, but can be particularly helpful in places like the nether where smooth cannot work well. A couple basic presets are available:&lt;br /&gt;
&lt;br /&gt;
==== Erode Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush erode [brushSize]&#039;&#039;&#039;&lt;br /&gt;
Erode preset for morph brush, erodes blocks in the area.&lt;br /&gt;
&lt;br /&gt;
==== Dilate Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush dilate [brushSize]&#039;&#039;&#039;&lt;br /&gt;
Dilate preset for morph brush, dilates blocks in the area.&lt;br /&gt;
&lt;br /&gt;
=== Replace Brush ===&lt;br /&gt;
There are no separate replace brushes. All brushes can use a replace mode.&lt;br /&gt;
&lt;br /&gt;
Use the mask command below to switch any brush to replace mode.&lt;br /&gt;
&lt;br /&gt;
== Brush Settings ==&lt;br /&gt;
=== Mask ===&lt;br /&gt;
 &#039;&#039;&#039;/mask [mask]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/mask (to disable)&#039;&#039;&#039;&lt;br /&gt;
Set a [https://worldedit.enginehub.org/en/latest/usage/general/masks/ mask] for the brush commands, allowing you to restrict the list of blocks that will be affected.&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
 &#039;&#039;&#039;/size [size]&#039;&#039;&#039;&lt;br /&gt;
Change the size of your current brush. (the maximum is currently set to 15)&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
 /mat &amp;lt;pattern&amp;gt;&lt;br /&gt;
Sets the pattern used by the current brush without altering other brush settings.&lt;br /&gt;
&lt;br /&gt;
Trace Mask&lt;br /&gt;
 /tracemask [mask]&lt;br /&gt;
&lt;br /&gt;
 /tracemask (to disable)&lt;br /&gt;
Sets the mask used for the ray tracer. By default, brushes will perform their action on the first non-air block (or when the trace hits the range, whichever comes first). By setting the tracemask, you can make brushes trace through any block you choose. For example, &amp;lt;code&amp;gt;/tracemask #solid&amp;lt;/code&amp;gt; will go through non-solid blocks, such as water. This is useful for building underwater, through walls, and whatever else.&lt;br /&gt;
&lt;br /&gt;
== Available Masks ==&lt;br /&gt;
Masks can be used with both brushes and selections and are a very powerful way to target only the blocks you wish to work on. In many commands these can be expressed using the &amp;lt;code&amp;gt;-m &amp;lt;pattern&amp;gt;&amp;lt;/code&amp;gt; flag, or expressed with brushes using the &amp;lt;code&amp;gt;/mask &amp;lt;pattern&amp;gt;&amp;lt;/code&amp;gt; command.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rock,glass&lt;br /&gt;
|List of blocks to affect only (whitelist)&lt;br /&gt;
|-&lt;br /&gt;
|!rock,glass&lt;br /&gt;
|Blocks to not affect (blacklist)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;rock,glass&lt;br /&gt;
|Only place above certain blocks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;rock,glass&lt;br /&gt;
|Only place below certain blocks&lt;br /&gt;
|-&lt;br /&gt;
|#existing&lt;br /&gt;
|Existing (non air blocks) only. Same as !0&lt;br /&gt;
|-&lt;br /&gt;
|#region&lt;br /&gt;
|Restrict to your current selection.&lt;br /&gt;
|-&lt;br /&gt;
|#solid&lt;br /&gt;
|Solid (non air blocks) only.&lt;br /&gt;
|-&lt;br /&gt;
|##&amp;lt;category&amp;gt;&lt;br /&gt;
|A category mask will match any block that is in that category.&lt;br /&gt;
|-&lt;br /&gt;
|%&amp;lt;percent&amp;gt;&lt;br /&gt;
|A noise mask can create random noise matching the given percentage of blocks.&lt;br /&gt;
|-&lt;br /&gt;
|^=[state=value,...]&lt;br /&gt;
|The strict block state mask will only match blocks that have the block states equal to that value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that masks can be combined to form a mask that will only match if all the masks in it match. Combined masks are created by separating the above masks with a space when using the &amp;lt;code&amp;gt;/mask&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/gmask&amp;lt;/code&amp;gt; commands.&lt;br /&gt;
&lt;br /&gt;
== Block States ==&lt;br /&gt;
&#039;&#039;&#039;Block states&#039;&#039;&#039; are extra pieces of data that further define a block, such as how it appears or behaves. These can be examined on the right-hand side of the F3 screen while targeting a block that has states. We also provide access to Minecraft&#039;s built-in debug stick, obtained using the &amp;lt;code&amp;gt;/debugstick&amp;lt;/code&amp;gt; command, which allows you to explore and manipulate block states. [https://minecraft.wiki/w/Block_states The full list of block states can be found on the Minecraft wiki].&lt;br /&gt;
&lt;br /&gt;
=== Tutorial ===&lt;br /&gt;
&lt;br /&gt;
# Examine the blockstates of each of the slabs, stairs, and stripped logs.&lt;br /&gt;
# Create a selection on the ground, do either &amp;lt;code&amp;gt;//replace&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;//set &amp;lt;material&amp;gt;&amp;lt;/code&amp;gt; followed by a &amp;lt;code&amp;gt;[&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Examine the options available, some materials will have multiple options, some will have just one.&lt;br /&gt;
# &amp;lt;code&amp;gt;//set BLOCK_NAME[{state1}={option}]&amp;lt;/code&amp;gt;.&lt;br /&gt;
# &amp;lt;code&amp;gt;//set BLOCK_NAME[{state1}={option},{state2}={option},{stateN}={option}]&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Not all will give you the desired result, and using something like the debug stick afterward can sometimes be easier or better.&lt;br /&gt;
# Try making a set command with one block that has a block state, setting one state.&lt;br /&gt;
# Now with the same selection, change that to a different state.&lt;br /&gt;
# Run through all options, get a good feel for how it works as well as where &amp;amp; how you might use it.&lt;br /&gt;
# Play with this for slabs, stairs, and a log.&lt;br /&gt;
# Next, try changing two states, this can be done within the square brackets with a comma between the two desired states. See what happens, and if it doesn’t work as expected, see if you can guess why?&lt;br /&gt;
&lt;br /&gt;
== More on Selections ==&lt;br /&gt;
&lt;br /&gt;
=== Selection Types ===&lt;br /&gt;
&lt;br /&gt;
==== Cuboid ====&lt;br /&gt;
 //sel cuboid&lt;br /&gt;
The standard cuboid selection mode, described above.&lt;br /&gt;
&lt;br /&gt;
==== Extend ====&lt;br /&gt;
 //sel extend&lt;br /&gt;
Left-click to select first point. All subsequent points are selected by right-clicking. Every right-click will extend the cuboid selection to encompass the new point.&lt;br /&gt;
&lt;br /&gt;
==== Poly ====&lt;br /&gt;
 //sel poly&lt;br /&gt;
Selects a 2D polygon. Left-click to select first point. All subsequent points are selected by right-clicking. Every right-click will add an additional point. The top and bottom will always encompass your highest and lowest selected points.&lt;br /&gt;
&lt;br /&gt;
==== Polyhedron ====&lt;br /&gt;
 //sel polyhedron&lt;br /&gt;
Selects a convex polyhedron. Left-click to select first point. All subsequent points are selected by right-clicking. Every right-click will add an additional point. The top and bottom will always encompass your highest and lowest selected points.&lt;br /&gt;
&lt;br /&gt;
==== Ellipsoid ====&lt;br /&gt;
 //sel ellipsoid&lt;br /&gt;
Left-click to choose center, right-click to extend. You can control the radii along the x, y, and z planes individually depending on where you click.&lt;br /&gt;
&lt;br /&gt;
==== Sphere ====&lt;br /&gt;
 //sel sphere&lt;br /&gt;
Left-click to select center, right-click to extend. Selection will always be a sphere from the first point which has a radius to the second point.&lt;br /&gt;
&lt;br /&gt;
==== Cylinder ====&lt;br /&gt;
 //sel cyl&lt;br /&gt;
Left-click to choose center, right click to extend. You can control the x and z radii, while the height will always encompass your highest and lowest points.&lt;br /&gt;
&lt;br /&gt;
==== Convex ====&lt;br /&gt;
 //sel convex&lt;br /&gt;
Left-click to select first point. All subsequent points are selected by right clicking. The selection is a convex hull encompassing all your selected points.&lt;br /&gt;
&lt;br /&gt;
=== Additional Selection Modifications ===&lt;br /&gt;
If you want to expand or contract in all directions at once (or just horizontal or vertical directions), you can use the &amp;lt;code&amp;gt;//outset&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;//inset&amp;lt;/code&amp;gt; commands. For example, &amp;lt;code&amp;gt;//outset -v 5&amp;lt;/code&amp;gt; will expand your selection vertically (both up and down) 5 blocks each, while &amp;lt;code&amp;gt;//inset -h 5&amp;lt;/code&amp;gt; will contract your selection horizontally (north, west, south, and east) 5 blocks each. Leaving out the &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt; will work in all 6 directions.&lt;br /&gt;
&lt;br /&gt;
Using &amp;lt;code&amp;gt;//trim [mask]&amp;lt;/code&amp;gt; minimizes the selection to the smallest size necessary to still fit all blocks that match the given mask. When no mask is specified, it will trim the selection to fit non-air blocks as if it were using the &amp;lt;code&amp;gt;#existing&amp;lt;/code&amp;gt; mask.&lt;br /&gt;
&lt;br /&gt;
Using &amp;lt;code&amp;gt;//shift &amp;lt;amount&amp;gt; [direction]&amp;lt;/code&amp;gt; can also be useful, for example if you moved the contents without the &amp;lt;code&amp;gt;-s&amp;lt;/code&amp;gt; flag or simply need to shunt your selection over a block. Note that this command only works on your selection and does not affect any blocks within the selection.&lt;br /&gt;
&lt;br /&gt;
=== Selection Utilities ===&lt;br /&gt;
&lt;br /&gt;
==== Getting the Size ====&lt;br /&gt;
 //size [-c]&lt;br /&gt;
Gets the area and dimensions of your selection.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-c&amp;lt;/code&amp;gt; flag will instead measure your clipboard size instead of your selection.&lt;br /&gt;
&lt;br /&gt;
==== Finding the Center ====&lt;br /&gt;
 //center &amp;lt;pattern&amp;gt;&lt;br /&gt;
Sets the center block (or 2 blocks, along any axis of even length) of your selection.&lt;br /&gt;
&lt;br /&gt;
==== Counting Block Frequency ====&lt;br /&gt;
 //count &amp;lt;mask&amp;gt;&lt;br /&gt;
Counts the number of blocks in your selection which match the mask.&lt;br /&gt;
&lt;br /&gt;
==== Finding Block Distribution ====&lt;br /&gt;
 //distr [-cd]&lt;br /&gt;
Shows the block distribution in the selection area.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-c&amp;lt;/code&amp;gt; flag operates on your clipboard instead of your selection.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-d&amp;lt;/code&amp;gt; flag separates by block states instead of just types.&lt;br /&gt;
&lt;br /&gt;
==== Moving Selection Content ====&lt;br /&gt;
 //move [distance] (direction) (-m [pattern]) (-as)&lt;br /&gt;
Moves the contents of your current selection for the specified distance in either the specified direction or, if no direction is supplied, in the direction you are facing. Works with masks (-m) and with the typical -a and/or -s flags to move without air and to move your selection along with the contents, respectively.&lt;br /&gt;
&lt;br /&gt;
==== Create Lines ====&lt;br /&gt;
 //line (-h) &amp;lt;pattern&amp;gt; (thickness)&lt;br /&gt;
Creating lines is quite simple, but powerful. The line command only works with a cuboid selection type based on the selection positions (pos1 and pos2), and can be used for creating or subtracting. Using the &amp;lt;code&amp;gt;-h&amp;lt;/code&amp;gt; flag on a line with sufficient thickness will result in a hollow line with walls 1 block thick.&lt;br /&gt;
&lt;br /&gt;
===== Tutorial =====&lt;br /&gt;
&lt;br /&gt;
# Using the cuboid selection (&amp;lt;code&amp;gt;//sel cuboid&amp;lt;/code&amp;gt;), create two points that will result in an angle that is less than 90, and greater than 0 (use the up command), have them be at least 20 blocks ground distance apart.&lt;br /&gt;
# Using your wand, create a line of a single wool color between those two points, such as &amp;lt;code&amp;gt;//line red_wool 1&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now you will use the line tool to subtract.&lt;br /&gt;
# Select those two points again, set the entire area as a single wool color so you end up with a rectangle&lt;br /&gt;
# Now create a line but instead use air as the “block”: &amp;lt;code&amp;gt;//line air 2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Create Curves ====&lt;br /&gt;
 //curve (-h) &amp;lt;pattern&amp;gt; (radius)&lt;br /&gt;
Curves are lines&#039; big brothers, and are still rather simple, but significantly more powerful. The curve command only works with a convex selection type based on the initial selection position (pos1) and all subsequent positions (pos2). Likewise, they can be used for creating and subtracting.&lt;br /&gt;
&lt;br /&gt;
===== Tutorial =====&lt;br /&gt;
&lt;br /&gt;
# Using the convex selection (&amp;lt;code&amp;gt;//sel convex&amp;lt;/code&amp;gt;), select multiple points in a wide spiral with a diameter of at least 20 blocks (use the up command to create reference points along the curve), selecting the first point in the curve as your first position, then selecting each subsequent point as your second position.&lt;br /&gt;
# Create a curve of a single wool color between those two points, such as &amp;lt;code&amp;gt;//curve red_wool 5&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now you will use the line tool to subtract.&lt;br /&gt;
# Without modifying your selection, create another curve using air as the “block”: &amp;lt;code&amp;gt;//curve air 3&amp;lt;/code&amp;gt; and observe the hollow tube you created.&lt;br /&gt;
&lt;br /&gt;
==== Outline ====&lt;br /&gt;
 //faces &amp;lt;pattern&amp;gt; &lt;br /&gt;
&lt;br /&gt;
 //outline &amp;lt;pattern&amp;gt;&lt;br /&gt;
Fills all 6 faces (up, down, north, south, east, west). Using this command on any other type of selection will create a bounding box (i.e. a cuboid region that entirely encompasses whatever shape you had selected) and create the faces of that cuboid.&lt;br /&gt;
&lt;br /&gt;
==== Stacking ====&lt;br /&gt;
 //stack [# of stacks] (direction) (-m [pattern]) (-as)&lt;br /&gt;
Stacks the contents of your current selection for the specified repetitions in either the specified direction or, if no direction is supplied, in the direction you are facing. Works with masks (-m) and with the typical -a flag to stack without air.&lt;br /&gt;
&lt;br /&gt;
==== Walls ====&lt;br /&gt;
 //walls &amp;lt;pattern&amp;gt;&lt;br /&gt;
Fills the north, south, east, and west walls of a selection with the provided pattern.&lt;br /&gt;
&lt;br /&gt;
==== Hollow ====&lt;br /&gt;
 //hollow &amp;lt;thickness&amp;gt;&lt;br /&gt;
Hollows the selected region according to the given wall thickness.&lt;br /&gt;
&lt;br /&gt;
==== Naturalize ====&lt;br /&gt;
 //naturalize&lt;br /&gt;
Converts the top few layers of a selection of stone blocks to a more natural block palette, with grass blocks on the top layer, a few layers of dirt below, then the remainder is left as stone, similar to normal generation.&lt;br /&gt;
&lt;br /&gt;
=== Using Masks with Selections ===&lt;br /&gt;
We have a lot of flexibility and control within selection areas to operate on just a single block type, or a selection of blocks using the mask flag within our commands, indicated with &amp;lt;code&amp;gt;-m&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Tutorial ====&lt;br /&gt;
We will be creating a cylinder object with three different color wool, then we will then stack just a single color:&lt;br /&gt;
&lt;br /&gt;
# Create a hollow cylinder with a radius of 9 and a height of 1 with gray wool.&lt;br /&gt;
# Create a second hollow cylinder with a radius of 3 and a height of 1 with pink wool.&lt;br /&gt;
# Now fill the area between the gray wool and the pink wool with red wool using the fill command.&lt;br /&gt;
# Place blocks at diagonal corners so we can make a selection around the cylinder.&lt;br /&gt;
# Added bonus: Just for fun, let’s use WE to place a glass block at the center of the cylinder we’ve made by typing &amp;lt;code&amp;gt;//center glass&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now we’ll use the -m (mask) flag to stack the pink wool 10 high, leaving the rest with a height of one: &amp;lt;code&amp;gt;//stack 10 up -m pink_wool&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now undo so everything has a height of one.&lt;br /&gt;
# Now use cut on the red wool, adding the -m flag: &amp;lt;code&amp;gt;//cut -m red_wool&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Undo, then do the same thing with copy, pasting the result nearby: &amp;lt;code&amp;gt;//copy -m red_wool&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== User Preferences ==&lt;br /&gt;
By default, when performing any action, the actioned blocks will cause updates to neighboring blocks, including redstone updates. For example, if a torch is placed on a block and you set the foundation block to air, the torch will pop off. To avoid these updates we can use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf update off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf neighbors off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We have also provided a shortcut command that runs both of these for you at the same time: &amp;lt;code&amp;gt;/wesettings&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Using these commands will only set your settings for the current game session, meaning if you disconnect from the network or change servers, the settings may revert. Depending on the desired results it is generally best to check the current status of the settings if you&#039;re unsure.&lt;br /&gt;
&lt;br /&gt;
To re-enable previously disabled block updates use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf update on&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf neighbors on&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selection Visualizer ==&lt;br /&gt;
Selection Visualizer (SVis) is a separate plugin that allows us to see exactly what has been selected with WorldEdit by outlining the area with particles. Simple and amazing. There isn&#039;t much you need to know about the plugin and you can easily never touch these commands, but it does allow for some customization:&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis toggle&amp;lt;/code&amp;gt; - toggles the visualizer on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis gui we&amp;lt;/code&amp;gt; - open the GUI to personalize your visualizer setting&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis we (paste) (lock/tp)&amp;lt;/code&amp;gt; - if the paste variable is not used this command will show your current WE selection (keep in mind that WE selection is shown automatically on selection, this is only re-enables it if timer runs out). If the paste variable used then the possible paste location will be shown for accurate positioning even after using rotate or flip functions. This includes the option to lock current position to enable movement and get a closer look of where paste ends up. Then you can teleport back to the locked position for simple adjustments or performing the actual paste.&lt;br /&gt;
&lt;br /&gt;
This plugin also has functionality outside of WorldEdit:&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis beacon&amp;lt;/code&amp;gt; - when targeting a beacon, will show its range&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis chunk&amp;lt;/code&amp;gt; - shows current chunk&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis grid&amp;lt;/code&amp;gt; - shows chunk grid &lt;br /&gt;
* &amp;lt;code&amp;gt;/svis res&amp;lt;/code&amp;gt; - shows the residence you are standing in (easier to see than /res show)&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis spawner&amp;lt;/code&amp;gt; - shows spawner activation range and mob spawning range around it&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=WorldEdit&amp;diff=6570</id>
		<title>WorldEdit</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=WorldEdit&amp;diff=6570"/>
		<updated>2025-12-26T04:59:30Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: Added the revolve command!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WorldEdit (WE) is an easy-to-use in-game world editor for Minecraft that lets you: change thousands of blocks in an area at once by selecting regions, use over 100 functions to modify the world or remove problems, remove large chunks of land as you wish, sculpt the world and build mountains with brushes, and fix annoyances such as broken water, missing snow, raging fires, and more!  &lt;br /&gt;
&lt;br /&gt;
Much of this tutorial is lifted straight from the [https://worldedit.enginehub.org/en/latest/ WorldEdit Wiki], which might be easier to follow in terms of layout, but please note that we have not enabled all WE features. This page is a basic guide to getting started and includes only the tools or wiki links to features that you have access to.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;Notice:&#039;&#039;&#039; This feature is only available to staff members.&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== WorldEdit Rules ==&lt;br /&gt;
WorldEdit is a powerful editing tool that we are providing access to in good faith, and as they say, with great power comes great responsibility. &#039;&#039;&#039;Any abuse or misuse can do serious damage and may result in removal of privileges or a permanent server ban. Ignorance is not an acceptable excuse.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No guessing—be sure.&#039;&#039;&#039; Don’t overly-rely on tab-complete, and don’t guess at commands if you’re not sure what they do.&lt;br /&gt;
* &#039;&#039;&#039;All edits should be limited to ~500,000 blocks per operation and one operation at a time&#039;&#039;&#039;. This is still considered a fairly large number in WorldEdit terms, but it also adds up faster than you&#039;d expect. In general this number is not an issue for the server, but you&#039;ll also want to be aware of both the performance of the server at the time of the operation and the performance of your own client, internet, etc. WorldEdit changes a lot of blocks very quickly, which your client then has to render just as quickly, so if you experience lag in general you&#039;ll probably want to limit yourself to hundreds of blocks rather than thousands. When you make a selection the plugin will tell you how many blocks are included in that selection to give you an idea.&lt;br /&gt;
* &#039;&#039;&#039;Do not create large amounts of falling blocks&#039;&#039;&#039; (e.g. sand, gravel, concrete powder, etc.). While this can be useful for making certain shapes and is allowed in small quantities, excessive falling blocks create entity lag.&lt;br /&gt;
* &#039;&#039;&#039;Be as accurate as possible and keep your use of WorldEdit to a minimum, especially with large selections.&#039;&#039;&#039; Always be aware of your selections and be in the habit of double checking everything. Flippant use can lead to data corruption and lag.&lt;br /&gt;
== Quick Start Guide ==&lt;br /&gt;
=== Getting Around ===&lt;br /&gt;
First, let&#039;s figure out how you can get around quickly.&lt;br /&gt;
# Look at a block not too far away and type &amp;lt;code&amp;gt;/jumpto&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stand under a tree and type &amp;lt;code&amp;gt;/ascend&amp;lt;/code&amp;gt;&lt;br /&gt;
# While on top of the tree, type &amp;lt;code&amp;gt;/descend&amp;lt;/code&amp;gt;&lt;br /&gt;
# Stand behind a tree trunk, look straight ahead, make sure there&#039;s room on the other side, and type &amp;lt;code&amp;gt;/thru&amp;lt;/code&amp;gt;&lt;br /&gt;
Or whip out your compass, look at a nearby block, and left click. Want to go through walls? Right click on a wall.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=-uqmTmeCXm8&amp;amp;feature=youtu.be YouTube Tutorial on Movement]&lt;br /&gt;
&lt;br /&gt;
=== Making a Selection ===&lt;br /&gt;
[[File:Cuboid.png|thumb|right|Diagram of a cuboid selection]]&lt;br /&gt;
WorldEdit selections are cuboid by default, similar to the selections in our Residence plugin, and you select the region that you want by setting two points of the cuboid. There are three ways to do this:&lt;br /&gt;
* Left and right click blocks while holding a &#039;&#039;&#039;wooden axe&#039;&#039;&#039; (use &amp;lt;code&amp;gt;//wand&amp;lt;/code&amp;gt; to get a wooden axe) -- easiest method. Note that this is an axe for WE, not a stick like you&#039;d use with Residence.&lt;br /&gt;
* Stand at the appropriate positions and type &amp;lt;code&amp;gt;//pos1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;//pos2&amp;lt;/code&amp;gt;&lt;br /&gt;
* Target the position 1 &amp;amp; 2 blocks and type &amp;lt;code&amp;gt;//hpos1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;//hpos2&amp;lt;/code&amp;gt;&lt;br /&gt;
Once you&#039;ve finished with your selection use &amp;lt;code&amp;gt;//sel&amp;lt;/code&amp;gt; to clear the selection (and by extension the selection particles). This will ensure that no accidental operations are performed if you&#039;ve forgotten that you had anything selected, and it will clear any lag from the particles.&lt;br /&gt;
&lt;br /&gt;
[https://worldedit.enginehub.org/en/latest/usage/regions/selections/ Full Wiki on Selections] (includes adjusting your selection and selecting different shapes)&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=4L3RsZJrCcA&amp;amp;feature=youtu.be YouTube Tutorial on Selection/Positions]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial:&#039;&#039;&#039; Make an approximate selection of a 15x15x15 area to test with and go to the next section.&lt;br /&gt;
&lt;br /&gt;
=== Doing Things With Your Selection ===&lt;br /&gt;
# Set the entire thing to stone: &amp;lt;code&amp;gt;//set minecraft:stone&amp;lt;/code&amp;gt;&lt;br /&gt;
# Set the entire thing to brick: &amp;lt;code&amp;gt;//set bricks&amp;lt;/code&amp;gt;&lt;br /&gt;
# Set the selection to 25% smooth sandstone, 75% glass: &amp;lt;code&amp;gt;//set 25%smooth_sandstone,75%glass&amp;lt;/code&amp;gt; (no spaces in the argument -- only the one between &amp;quot;set&amp;quot; and &amp;quot;25%&amp;quot; -- you can also mix and match how you express the blocks desired)&lt;br /&gt;
# Replace the sandstone with dirt: &amp;lt;code&amp;gt;//replace sandstone dirt&amp;lt;/code&amp;gt;&lt;br /&gt;
# Clear the area: &amp;lt;code&amp;gt;//set air&amp;lt;/code&amp;gt;&lt;br /&gt;
# Generate an interesting shape: &amp;lt;code&amp;gt;//g white_wool data=(32+15/2/pi*atan2(x,y))%16; (0.75-sqrt(x^2+y^2))^2+z^2 &amp;lt; 0.25^2&amp;lt;/code&amp;gt;&lt;br /&gt;
# Look in a cardinal direction (not diagonal) and repeat your selection: &amp;lt;code&amp;gt;//stack 4&amp;lt;/code&amp;gt;&lt;br /&gt;
Let&#039;s undo your changes!&lt;br /&gt;
# Undo 8 times: &amp;lt;code&amp;gt;//undo 7&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ynPVN69Qmv0 YouTube Tutorial on Manipulating Selections]&lt;br /&gt;
&lt;br /&gt;
=== Adjusting the Selection ===&lt;br /&gt;
So you&#039;ve got a cuboid. Let&#039;s change it!&lt;br /&gt;
# Make the cuboid 10 blocks taller, going up: &amp;lt;code&amp;gt;//expand 10 up&amp;lt;/code&amp;gt;&lt;br /&gt;
# Make the cuboid 5 blocks longer in the direction that you are looking: &amp;lt;code&amp;gt;//expand 5&amp;lt;/code&amp;gt;&lt;br /&gt;
# Make the cuboid 10 blocks shorter, going down: &amp;lt;code&amp;gt;//contract 10 down&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Playing with Brushes ===&lt;br /&gt;
# Grab a blaze rod and have it as your active slot.&lt;br /&gt;
# Turn on a stone brush of radius 5: &amp;lt;code&amp;gt;/br sphere stone 5&amp;lt;/code&amp;gt;&lt;br /&gt;
# Aim at ground not near you and right click to place large stone spheres.&lt;br /&gt;
# Make it so the brush only affects grass: &amp;lt;code&amp;gt;/mask grass_block&amp;lt;/code&amp;gt;&lt;br /&gt;
# Instead of placing stone, let&#039;s place wool: &amp;lt;code&amp;gt;/mat red_wool,green_wool&amp;lt;/code&amp;gt;&lt;br /&gt;
# Right click more areas.&lt;br /&gt;
# Disable the brush: &amp;lt;code&amp;gt;/tool none&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0KlNusJrRjs YouTube Tutorial on Brushes]&lt;br /&gt;
&lt;br /&gt;
== Using the Clipboard ==&lt;br /&gt;
WorldEdit has a powerful clipboard function that allows you to copy an area, rotate it, and paste it. Clipboard contents are currently limited to cuboid selections only and are stored in memory, so it is good practice to occasionally clear your clipboard especially after large operations using &amp;lt;code&amp;gt;/clearclipboard&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=woVsjcgZZSA YouTube Tutorial on the Clipboard] &lt;br /&gt;
&lt;br /&gt;
=== Copying and Cutting ===&lt;br /&gt;
 &#039;&#039;&#039;//copy (-bem &amp;lt;pattern&amp;gt;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//cut [replaceBlock]&#039;&#039;&#039;&lt;br /&gt;
This simple command copies your current selection to your session&#039;s clipboard, &#039;&#039;&#039;keeping track of where you are relative to the copy&#039;&#039;&#039;. The second part of that sentence is very important: if you want to later paste, for example, a bridge so that it is under where you are standing, you must stand in a location above the bridge when you make the copy. This method allows you to easily align your later paste because you can plan ahead a bit; it requires some spatial abilities to master the copying process but you will find it particularly helpful once you get the hang of it.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-b&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-e&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-m&amp;lt;/code&amp;gt; flags will also copy biome, entities, and with a mask with supplied pattern, respectively. Note that we rarely include the biome flag in this command and will prefer to set the biome by other means later.`&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//cut&amp;lt;/code&amp;gt; works just like the &amp;lt;code&amp;gt;//copy&amp;lt;/code&amp;gt; command except that it also deletes the area afterwards. By default it will replace the area with air blocks but you can also specify a different block.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = content&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;Warning:&#039;&#039;&#039; These commands remember your current position relative to the copy/cut. This is a very important concept to grasp otherwise you will not be able to control where you paste your clipboard! See the tutorial for pasting for more information.&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Pasting ===&lt;br /&gt;
[[File:WorldEdit paste.png|thumb|right]]&lt;br /&gt;
 &#039;&#039;&#039;//paste [-aso]&#039;&#039;&#039;&lt;br /&gt;
Once you have something in your clipboard, you can paste it into the world. The last argument is optional: if you want the copy to paste at the same point that it was copied at, type //paste -o, otherwise the paste will be placed relative to you. &#039;&#039;&#039;Remember that if you are pasting relatively, it will be relative to where you were when you made the initial copy&#039;&#039;&#039;. For example, if you were on top of your castle when you copied it, pasting it would result in the castle being pasted under you.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you want to copy a wall and place it somewhere else. If you just stand a couple of blocks away, copy it, and then try to paste it, there is a certain chance that you will be off one block in any direction (except up and down maybe) due to the way Minecraft records your location. As a help to make sure that copy/paste is exact on the block where you want it, do the following: Mark the wall. Place any block 3 blocks away from the center of your wall before copying. Walk towards the block as far as possible. Copy. Place another block 3 blocks away form the location where you want the center of the pasted wall to be. Walk against that block. Paste. Remember that it does not matter which direction you look. If you want the wall to face into another direction, rotate it and then do the same placing of a block that you walk into.&lt;br /&gt;
&lt;br /&gt;
You can use &amp;lt;code&amp;gt;//paste -a&amp;lt;/code&amp;gt; to paste everything but air.&lt;br /&gt;
&lt;br /&gt;
You can use &amp;lt;code&amp;gt;//paste -s&amp;lt;/code&amp;gt; to select the region the paste occurred in to continue working in a region once pasted without having to reselect it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
&lt;br /&gt;
=== Rotating ===&lt;br /&gt;
[[File:WorldEdit rotate.png|thumb|right]]&lt;br /&gt;
 &#039;&#039;&#039;//rotate &amp;lt;Y-degrees&amp;gt; [X-degrees] [Z-degrees]&#039;&#039;&#039;&lt;br /&gt;
Rotates the contents of the clipboard around the relative offset that you were at when you originally made the copy (If you want to rotate a copy around its center, you would need to stand in the middle of the selection or the build as a whole when you copy it). Angles are provided in degrees and a positive angle will result in a clockwise rotation. Multiple rotations can be stacked. Interpolation is not performed so angles should be a multiple of 90 degrees.&lt;br /&gt;
&lt;br /&gt;
Only the Y (up-down) axis is required, but you can also rotate along the X and Z axis if all are specified. For example, &amp;lt;code&amp;gt;//rotate 0 0 90&amp;lt;/code&amp;gt; would rotate  your clipboard 90 degrees around the Z axis alone.&lt;br /&gt;
&lt;br /&gt;
=== Flipping ===&lt;br /&gt;
 &#039;&#039;&#039;//flip [-p] [direction]&#039;&#039;&#039;&lt;br /&gt;
Flips the current clipboard in a specified direction. The directions available are North, South, East, West, up, and down; North, South, East, and West can be specified by looking in those directions, whereas up and down cannot. The clipboard flips about a plane perpendicular to the direction specified, through the center of the clipboard (not about the player). There are three planes, one horizontal (xz), and two vertical (xy, yz). The horizontal plane xz is defined through the up or down vectors, the xy plane defined by East/West, and the yz plane by North/South.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-p&amp;lt;/code&amp;gt; flag flips the selection around the player, instead of the selections center.&lt;br /&gt;
[[File:WorldEdit flip.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
== Revolve ==&lt;br /&gt;
 &#039;&#039;&#039;//revolve [#]&#039;&#039;&#039;&lt;br /&gt;
Revolves the current clipboard evenly spaced around your paste point.&lt;br /&gt;
&lt;br /&gt;
== Generation Tools ==&lt;br /&gt;
Sometimes you may want to generate forests or create spheres automatically, as doing it by hand may be too tedious. WorldEdit has a number of tools that allow you to do just that. These commands don&#039;t need a region; they use the block that you are standing in.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0DzoU_UIY7E YouTube Tutorial on Generation]&lt;br /&gt;
&lt;br /&gt;
=== Cylinders, Circles, &amp;amp; Ellipses ===&lt;br /&gt;
 &#039;&#039;&#039;//cyl &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hcyl &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
WorldEdit is capable of producing both hollow and filled cylinders as well as hollow and filled circles. It uses a fast algorithm to generate the objects and the algorithm is capable of creating nice and symmetrical edges. The cylinders are created at your feet and extend upwards. If you are creating a circle, you simply only need to create a cylinder of height 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a filled glass cylinder of radius 5 and height 10: &amp;lt;code&amp;gt;//cyl glass 5 10&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a hollow glass circle of radius 5: &amp;lt;code&amp;gt;//hcyl glass 5 1&amp;lt;/code&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;//cyl &amp;lt;block&amp;gt; &amp;lt;radiusEW&amp;gt;,&amp;lt;radiusNS&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hcyl &amp;lt;block&amp;gt; &amp;lt;radiusEW&amp;gt;,&amp;lt;radiusNS&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
By specifying 2 radii, separated by a comma, you can generate elliptical cylinders. The first radius is east/west, the second radius is north/south.&lt;br /&gt;
&lt;br /&gt;
=== Spheres &amp;amp; Ellipsoids ===&lt;br /&gt;
 &#039;&#039;&#039;//sphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hsphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
Both hollow and filled spheres can be created. By default, the center of the sphere will be the block above the one that you are standing on, but if you provide &amp;quot;yes&amp;quot; for the last parameter, the sphere will be raised by its radius so that its bottom is at your feet instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a 4 radius sphere of glass: &amp;lt;code&amp;gt;//sphere glass 4&amp;lt;/code&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a raised 4 radius sphere of glass: &amp;lt;code&amp;gt;//sphere glass 4 yes&amp;lt;/code&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;//sphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hsphere &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt;,&amp;lt;radius&amp;gt; [raised?]&#039;&#039;&#039;&lt;br /&gt;
The order of the ellipsoid radii is north/south, up/down, east/west. When making ellipsoids, all three radii must be specified.&lt;br /&gt;
&lt;br /&gt;
=== Pyramids ===&lt;br /&gt;
 &#039;&#039;&#039;//pyramid &amp;lt;block&amp;gt; &amp;lt;size&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;//hpyramid &amp;lt;block&amp;gt; &amp;lt;size&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Creates a hollow or filled pyramid with the specified block pattern and size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Creating a 5 high hollow pyramid out of glass with a side length of 10: &amp;lt;code&amp;gt;//hpyramid glass 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Forests ===&lt;br /&gt;
 &#039;&#039;&#039;/forestgen [size] [type] [density]&#039;&#039;&#039;&lt;br /&gt;
Forests can be generated with this command. The size parameter indicates the width and height of the square area to generate the forests in. The density can vary between 0 and 100, and numbers like 0.1 will work. Be aware that it is not possible to get 100% density (a tree in every spot) as Notch&#039;s tree algorithm won&#039;t permit that, and the default density of 5% already generates a very thick forest. Lastly, the command searches the area around you, controlled by the size parameter, and it will descend in elevation a bit in order to find grass or dirt (trees will only be generated on top of those two blocks), but it will not ever go up above your feet. Thus, you will have to stand on a raised platform sometimes in order to fill an entire area. See the list of tree types. that you can use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Generating forests in a 10 by 10 area: &amp;lt;code&amp;gt;/forestgen 10&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Example:&#039;&#039;&#039; Generating a 0.5% dense 10 by 10 forest: &amp;lt;code&amp;gt;/forestgen 10 tree 0.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pumpkin Patches ===&lt;br /&gt;
 &#039;&#039;&#039;/pumpkins [size]&#039;&#039;&#039;&lt;br /&gt;
WorldEdit can generate pumpkin patches that even contain leaves (Notch&#039;s pumpkin patches do not contain leaves). The size parameter is the width and height of the square area to generate the patches within, radiating out from your feet. The density of the patches is currently not adjustable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; Generating pumpkin patches in a 5 by 5 area: &amp;lt;code&amp;gt;/pumpkins 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Utilities ==&lt;br /&gt;
WorldEdit provides many useful utilities, especially if you like to terraform. All these commands use your current position, but you can toggle it to use your first selection position by using the &amp;lt;code&amp;gt;/toggleplace command&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Deform ===&lt;br /&gt;
Deform is a powerful utility that can be used both in brushes and on your selection to manipulate the world. We&#039;ll cover a few interesting uses:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;//deform x/=2;y/=2;z/=2&amp;lt;/code&amp;gt; - scales your selection based on the axis and scale provided. Only one axis is required.&lt;br /&gt;
* &amp;lt;code&amp;gt;//deform swap(z,y)&amp;lt;/code&amp;gt; - when used on an object within a perfectly square selection, will essentially rotate the object vertically. Two axis are required for the swap arguments and the parenthesis must be included in the command. Perhaps now more easily achievable with &amp;lt;code&amp;gt;//rotate 0 0 90&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Filling Pits ===&lt;br /&gt;
 &#039;&#039;&#039;//fill &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt; [depth]&#039;&#039;&#039;&lt;br /&gt;
You can fill depressions in the land with this command, letting you make water or lava pools instantly without having to manually place a ton of water source blocks. Simply stand in the hole that you want to fill and specify a radius and optionally a depth (the default depth is just 1). The way fill works is that it puts blocks where the sun would hit, assuming that the sun was directly overhead: it will fill only the parts of the hole that are not &amp;quot;covered.&amp;quot; Therefore you can&#039;t fill caves with this command because the cave will soon extend underground. (There&#039;s //fillr though.)&lt;br /&gt;
&lt;br /&gt;
If you are curious, a discussion of the algorithm used follows. The algorithm is as follows:&lt;br /&gt;
#If the block is an air block:&lt;br /&gt;
##Set the block to the target block.&lt;br /&gt;
##Fill air blocks below with the target block up to depth - 1 blocks.&lt;br /&gt;
##For each block of the four on the sides:&lt;br /&gt;
###Repeat A for each block that is within the radius.&lt;br /&gt;
&lt;br /&gt;
While &amp;lt;code&amp;gt;//fill&amp;lt;/code&amp;gt; uses the block that you are standing in (the block above the one you are standing on) to start, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;. If you use the wand to select the position, be aware that because it selects an occupied block, the fill command will do nothing (see step one in the algorithm above). This command supports [https://worldedit.enginehub.org/en/latest/usage/general/patterns/ block patterns].&lt;br /&gt;
&lt;br /&gt;
=== Recursive Fill ===&lt;br /&gt;
 &#039;&#039;&#039;//fillr &amp;lt;block&amp;gt; &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
A limitation of the fill command, as outlined previously, was that it would not fill any column that was not exposed to such an imaginary sun. That can be a problem if you want to fill a cave or fill a hole with smaller holes on the side. //fillr is different; it will fill every block next to the original block, allowing it to work to fill caves and such. However, this command will never ascend above your feet (or the first selection position) so you still have to stand at the top of the hole, one block inset. This command also supports [https://worldedit.enginehub.org/en/latest/usage/general/patterns/ block patterns].&lt;br /&gt;
&lt;br /&gt;
=== Draining Pools ===&lt;br /&gt;
 &#039;&#039;&#039;//drain &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
If you&#039;ve ever wanted to get rid of water or lava by hand, you know how painstaking it can be. WorldEdit can do it for you, removing all connected water or lava within a pool without &amp;quot;jumping&amp;quot; to disconnected pools. While you can replicate this command with &amp;lt;code&amp;gt;//replace&amp;lt;/code&amp;gt; using water or lava, the pool would have to perfectly fit inside a cuboid.&lt;br /&gt;
&lt;br /&gt;
You must be standing on the shore of the pool on the same elevation or in the body of liquid itself. You cannot be one block higher than the pool or more than one block away.&lt;br /&gt;
&lt;br /&gt;
The algorithm is simple:&lt;br /&gt;
&lt;br /&gt;
#For every nearby block within 1 block of the initial position:&lt;br /&gt;
##If the block is water or lava:&lt;br /&gt;
###Remove the block.&lt;br /&gt;
###For every block adjacent, including diagonally adjacent blocks and blocks above and below, repeat A for those blocks if they are not farther than the radius away.&lt;br /&gt;
While &amp;lt;code&amp;gt;//drain&amp;lt;/code&amp;gt; uses the block that you are standing in (the block above the one you are standing on) as the initial block to search from, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Overlaying Blocks ===&lt;br /&gt;
 &#039;&#039;&#039;//overlay &amp;lt;pattern&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows you to overlay blocks in the selection with another block (or pattern). Note that the top of your selection must be “open” - this command will look downwards from the block above your selection in every column until it hits a non-air block, and then place your pattern above that. This is useful for overlaying torches, fences/walls, road blocks, etc. on top of existing terrain.&lt;br /&gt;
&lt;br /&gt;
=== Fixing Pools ===&lt;br /&gt;
 &#039;&#039;&#039;/fixwater &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/fixlava &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Making a calm pool of water or lava manually is quite challenging for a one block deep pool and is nearly impossible for deeper pools, but these two commands are intended to solve that problem. They find nearby water or lava blocks and fan out across the liquid to fill the entire area and replace flowing water/lava blocks with their stationary equivalents. You simply need to stand on the shore of the water or lava (not one level above) and use the commands. Be aware that if you attempt to do this on top of a waterfall, the water will be spread out into a giant liquid umbrella as these two commands also expand the spread of the water or lava! If you attempt to use the commands while you are a few blocks deep in the pool, the water will be fixed only on that level and not the levels above.&lt;br /&gt;
&lt;br /&gt;
While the two commands use the block that you are standing in (the block above the one you are standing on) as the initial block to search from, you can switch it to use your first selection position by using /toggleplace.&lt;br /&gt;
&lt;br /&gt;
=== Removing Blocks Above &amp;amp; Below ===&lt;br /&gt;
 &#039;&#039;&#039;/removeabove &amp;lt;size&amp;gt; [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/removebelow &amp;lt;size&amp;gt; [depth]&#039;&#039;&#039;&lt;br /&gt;
These two commands let you easily remove blocks above or below you. An example usage is to remove those tower blocks people create in order to get to a high point. The size parameter indicates the size of the cuboid to remove. The cuboid&#039;s width and length will be (size - 1) * 2 + 1. The center of the cuboid is the block above the one that you are standing on. If you don&#039;t specify a height or depth, the commands will extend to the extents of the world.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Removing Nearby Blocks ===&lt;br /&gt;
 &#039;&#039;&#039;/removenear &amp;lt;block&amp;gt; &amp;lt;size&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
This command removes nearby blocks of a certain type. The size parameter indicates the size of the cuboid to remove. The cuboid&#039;s width and length will be (size - 1) * 2 + 1. The center of the cuboid is the block above the one that you are standing on.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Replacing Nearby Blocks ===&lt;br /&gt;
 &#039;&#039;&#039;/replacenear &amp;lt;size&amp;gt; &amp;lt;replace-type&amp;gt; &amp;lt;replace-with&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
If you need to quickly replace nearby blocks, this command is a nice shortcut. The size parameter indicates the size of the cuboid to replace. The cuboid&#039;s width and length will be (size - 1) * 2 + 1. The center of the cuboid is the block above the one that you are standing on.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Simulating Snowfall ===&lt;br /&gt;
* &#039;&#039;&#039;/snow &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Cover snow over the general area! This algorithm will only cover blocks with snow if they should be covered (for example, torch blocks will not be covered). If an area has something above it (like an overhang), snow will not reach it. &amp;quot;Snowfall&amp;quot; is completely vertical.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Thawing Areas ===&lt;br /&gt;
 &#039;&#039;&#039;/thaw &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
If you need to thaw an area (and perhaps reverse the use of /snow), this command does the exact opposite of snowfall. For all sun-exposed blocks, if it is a snow cover block, it will be removed, and if it&#039;s ice, it will be changed to water. This is different from using &amp;lt;code&amp;gt;/replacenear&amp;lt;/code&amp;gt; to &amp;quot;thaw&amp;quot; because using &amp;lt;code&amp;gt;/replacenear&amp;lt;/code&amp;gt; would destroy indoor ice and snow blocks.&lt;br /&gt;
&lt;br /&gt;
=== Simulating Grass Growth ===&lt;br /&gt;
 &#039;&#039;&#039;/green &amp;lt;radius&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Cover grass over the general area! This algorithm will only cover blocks with grass if they should be covered (for example, torch blocks will not be covered). If an area has something above it (like an overhang), /green will not reach it. /green is completely horizontal.&lt;br /&gt;
&lt;br /&gt;
While this command uses the block that you are standing in (the block above the one you are standing on) as the cuboid center, you can switch it to use your first selection position by using &amp;lt;code&amp;gt;/toggleplace&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Extinguishing Fires ===&lt;br /&gt;
 &#039;&#039;&#039;/ex [radius]&#039;&#039;&#039;&lt;br /&gt;
This command is a shortcut for &amp;lt;code&amp;gt;/removenear fire &amp;lt;radius&amp;gt;&amp;lt;/code&amp;gt;, which would remove nearby fire blocks within a radius. By default, a radius of 40 is used unless you specify a radius.&lt;br /&gt;
&lt;br /&gt;
While this does remove fire, it does not remove sources of fire, such as lava pools.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
Tools are utilities that you can &amp;quot;bind&amp;quot; to an item so that you can right click and use the tool. To bind a tool, just hold the item that you want to bind the tool to and use one of the commands below.&lt;br /&gt;
&lt;br /&gt;
=== Tree Generation Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool tree [type]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Enables the tree generator tool. Right click grass to generate a tree. For a list of possible tree types, check the list of tree types.&lt;br /&gt;
&lt;br /&gt;
=== Floating Tree Remover ===&lt;br /&gt;
 &#039;&#039;&#039;/tool deltree&#039;&#039;&#039;&lt;br /&gt;
Enables the floating tree remover. Right click a log or leaves that are attached to a floating tree to delete the entire thing. The tree cannot be connected to the ground. This tool also works on floating mushrooms.&lt;br /&gt;
&lt;br /&gt;
=== Block Replacer Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool repl &amp;lt;block&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 /tool repl # (allows you to left click on a desired block to change the replacer to that block type with the right click)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
With this tool, you can replace right clicked blocks with the block of your wish. Use &amp;quot;air&amp;quot; if you want to use this tool to remove blocks.&lt;br /&gt;
&lt;br /&gt;
=== Block ID Cycler Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool cycler&#039;&#039;&#039;&lt;br /&gt;
Blocks clicked with this tool will cycle their block states (if the block has states). Right and left clicking can be used to cycle the data &amp;quot;forwards&amp;quot; and &amp;quot;backwards&amp;quot;. This is an old tool now replaced in practice by the &amp;lt;code&amp;gt;/debugstick&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Flood Fill Tool ===&lt;br /&gt;
 &#039;&#039;&#039;/tool floodfill &amp;lt;pattern&amp;gt; &amp;lt;range&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool flood &amp;lt;pattern&amp;gt; &amp;lt;range&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Starting at the block right clicked, the flood fill tool will recurse through connected blocks as far as range (with the maximum being that of the superpickaxe size limit) and set all blocks of the original type to the specified pattern.&lt;br /&gt;
&lt;br /&gt;
== Brushes ==&lt;br /&gt;
=== Sphere Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush sphere [-h] &amp;lt;block&amp;gt; [radius]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/br s [-h] &amp;lt;block&amp;gt; [radius]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Create spheres from far away. The &#039;h&#039; flag will make the sphere hollow.&lt;br /&gt;
&lt;br /&gt;
=== Cylinder Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush cyl [-h] &amp;lt;block&amp;gt; [radius] [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/br c [-h] &amp;lt;block&amp;gt; [radius] [height]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none&#039;&#039;&#039; (to turn off)&lt;br /&gt;
Create cylinders from far away. The &#039;h&#039; flag will make the cylinder hollow.&lt;br /&gt;
&lt;br /&gt;
=== Clipboard Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush clipboard [-a]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/br copy [-a]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Choose your clipboard for your brush. The center of the clipboard will be pasted at the block that you build at. Use the &amp;lt;code&amp;gt;-a&amp;lt;/code&amp;gt; flag to paste without pasting air. Changing your clipboard will not change the clipboard brush you are using, so you have to rerun this command if you want to update your brush. Also works with the &amp;lt;code&amp;gt;-m&amp;lt;/code&amp;gt; flag for brush masks.&lt;br /&gt;
&lt;br /&gt;
=== Smooth Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush smooth [-n] [size] [iterations]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/tool none (to turn off)&#039;&#039;&#039;&lt;br /&gt;
Use the smoothing brush. This actually uses an area double the size of the one that you specify to smooth the region. Using the &amp;lt;code&amp;gt;-n&amp;lt;/code&amp;gt; flag will restrict it to natural terrain only.&lt;br /&gt;
&lt;br /&gt;
=== Splatter Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush splatter &amp;lt;pattern&amp;gt; [radius] [decay]&#039;&#039;&#039;&lt;br /&gt;
Choose the splatter brush. &lt;br /&gt;
&lt;br /&gt;
=== Deform Brush ===&lt;br /&gt;
 /brush deform &amp;lt;shape&amp;gt; [size] [expression] [-ro]&lt;br /&gt;
Just like the &amp;lt;code&amp;gt;//deform&amp;lt;/code&amp;gt; command described in region operations, this brush will apply an expression to blocks within the area given by the shape and radius. Also just like the command, &amp;lt;code&amp;gt;-r&amp;lt;/code&amp;gt; uses raw coordinates, and &amp;lt;code&amp;gt;-o&amp;lt;/code&amp;gt; offsets from your placement position. The default is the brush target point.&lt;br /&gt;
&lt;br /&gt;
==== Raise Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush raise &amp;lt;shape&amp;gt; [size]&#039;&#039;&#039;&lt;br /&gt;
A special case of the deform brush which uses the expression &amp;lt;code&amp;gt;y-=1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Lower Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush lower &amp;lt;shape&amp;gt; [size]&#039;&#039;&#039;&lt;br /&gt;
A special case of the deform brush which uses the expression &amp;lt;code&amp;gt;y+=1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Morph Brush ===&lt;br /&gt;
 &#039;&#039;&#039;/brush morph [brushSize] [minErodeFaces] [numErodeIterations] [minDilateFaces] [numDilateIterations]&#039;&#039;&#039;&lt;br /&gt;
Morphs blocks in the area according to the options entered. Many uses, but can be particularly helpful in places like the nether where smooth cannot work well. A couple basic presets are available:&lt;br /&gt;
&lt;br /&gt;
==== Erode Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush erode [brushSize]&#039;&#039;&#039;&lt;br /&gt;
Erode preset for morph brush, erodes blocks in the area.&lt;br /&gt;
&lt;br /&gt;
==== Dilate Brush ====&lt;br /&gt;
 &#039;&#039;&#039;/brush dilate [brushSize]&#039;&#039;&#039;&lt;br /&gt;
Dilate preset for morph brush, dilates blocks in the area.&lt;br /&gt;
&lt;br /&gt;
=== Replace Brush ===&lt;br /&gt;
There are no separate replace brushes. All brushes can use a replace mode.&lt;br /&gt;
&lt;br /&gt;
Use the mask command below to switch any brush to replace mode.&lt;br /&gt;
&lt;br /&gt;
== Brush Settings ==&lt;br /&gt;
=== Mask ===&lt;br /&gt;
 &#039;&#039;&#039;/mask [mask]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;/mask (to disable)&#039;&#039;&#039;&lt;br /&gt;
Set a [https://worldedit.enginehub.org/en/latest/usage/general/masks/ mask] for the brush commands, allowing you to restrict the list of blocks that will be affected.&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
 &#039;&#039;&#039;/size [size]&#039;&#039;&#039;&lt;br /&gt;
Change the size of your current brush. (the maximum is currently set to 15)&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
 /mat &amp;lt;pattern&amp;gt;&lt;br /&gt;
Sets the pattern used by the current brush without altering other brush settings.&lt;br /&gt;
&lt;br /&gt;
Trace Mask&lt;br /&gt;
 /tracemask [mask]&lt;br /&gt;
&lt;br /&gt;
 /tracemask (to disable)&lt;br /&gt;
Sets the mask used for the ray tracer. By default, brushes will perform their action on the first non-air block (or when the trace hits the range, whichever comes first). By setting the tracemask, you can make brushes trace through any block you choose. For example, &amp;lt;code&amp;gt;/tracemask #solid&amp;lt;/code&amp;gt; will go through non-solid blocks, such as water. This is useful for building underwater, through walls, and whatever else.&lt;br /&gt;
&lt;br /&gt;
== Available Masks ==&lt;br /&gt;
Masks can be used with both brushes and selections and are a very powerful way to target only the blocks you wish to work on. In many commands these can be expressed using the &amp;lt;code&amp;gt;-m &amp;lt;pattern&amp;gt;&amp;lt;/code&amp;gt; flag, or expressed with brushes using the &amp;lt;code&amp;gt;/mask &amp;lt;pattern&amp;gt;&amp;lt;/code&amp;gt; command.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rock,glass&lt;br /&gt;
|List of blocks to affect only (whitelist)&lt;br /&gt;
|-&lt;br /&gt;
|!rock,glass&lt;br /&gt;
|Blocks to not affect (blacklist)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;rock,glass&lt;br /&gt;
|Only place above certain blocks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;rock,glass&lt;br /&gt;
|Only place below certain blocks&lt;br /&gt;
|-&lt;br /&gt;
|#existing&lt;br /&gt;
|Existing (non air blocks) only. Same as !0&lt;br /&gt;
|-&lt;br /&gt;
|#region&lt;br /&gt;
|Restrict to your current selection.&lt;br /&gt;
|-&lt;br /&gt;
|#solid&lt;br /&gt;
|Solid (non air blocks) only.&lt;br /&gt;
|-&lt;br /&gt;
|##&amp;lt;category&amp;gt;&lt;br /&gt;
|A category mask will match any block that is in that category.&lt;br /&gt;
|-&lt;br /&gt;
|%&amp;lt;percent&amp;gt;&lt;br /&gt;
|A noise mask can create random noise matching the given percentage of blocks.&lt;br /&gt;
|-&lt;br /&gt;
|^=[state=value,...]&lt;br /&gt;
|The strict block state mask will only match blocks that have the block states equal to that value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that masks can be combined to form a mask that will only match if all the masks in it match. Combined masks are created by separating the above masks with a space when using the &amp;lt;code&amp;gt;/mask&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/gmask&amp;lt;/code&amp;gt; commands.&lt;br /&gt;
&lt;br /&gt;
== Block States ==&lt;br /&gt;
&#039;&#039;&#039;Block states&#039;&#039;&#039; are extra pieces of data that further define a block, such as how it appears or behaves. These can be examined on the right-hand side of the F3 screen while targeting a block that has states. We also provide access to Minecraft&#039;s built-in debug stick, obtained using the &amp;lt;code&amp;gt;/debugstick&amp;lt;/code&amp;gt; command, which allows you to explore and manipulate block states. [https://minecraft.wiki/w/Block_states The full list of block states can be found on the Minecraft wiki].&lt;br /&gt;
&lt;br /&gt;
=== Tutorial ===&lt;br /&gt;
&lt;br /&gt;
# Examine the blockstates of each of the slabs, stairs, and stripped logs.&lt;br /&gt;
# Create a selection on the ground, do either &amp;lt;code&amp;gt;//replace&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;//set &amp;lt;material&amp;gt;&amp;lt;/code&amp;gt; followed by a &amp;lt;code&amp;gt;[&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Examine the options available, some materials will have multiple options, some will have just one.&lt;br /&gt;
# &amp;lt;code&amp;gt;//set BLOCK_NAME[{state1}={option}]&amp;lt;/code&amp;gt;.&lt;br /&gt;
# &amp;lt;code&amp;gt;//set BLOCK_NAME[{state1}={option},{state2}={option},{stateN}={option}]&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Not all will give you the desired result, and using something like the debug stick afterward can sometimes be easier or better.&lt;br /&gt;
# Try making a set command with one block that has a block state, setting one state.&lt;br /&gt;
# Now with the same selection, change that to a different state.&lt;br /&gt;
# Run through all options, get a good feel for how it works as well as where &amp;amp; how you might use it.&lt;br /&gt;
# Play with this for slabs, stairs, and a log.&lt;br /&gt;
# Next, try changing two states, this can be done within the square brackets with a comma between the two desired states. See what happens, and if it doesn’t work as expected, see if you can guess why?&lt;br /&gt;
&lt;br /&gt;
== More on Selections ==&lt;br /&gt;
&lt;br /&gt;
=== Selection Types ===&lt;br /&gt;
&lt;br /&gt;
==== Cuboid ====&lt;br /&gt;
 //sel cuboid&lt;br /&gt;
The standard cuboid selection mode, described above.&lt;br /&gt;
&lt;br /&gt;
==== Extend ====&lt;br /&gt;
 //sel extend&lt;br /&gt;
Left-click to select first point. All subsequent points are selected by right-clicking. Every right-click will extend the cuboid selection to encompass the new point.&lt;br /&gt;
&lt;br /&gt;
==== Poly ====&lt;br /&gt;
 //sel poly&lt;br /&gt;
Selects a 2D polygon. Left-click to select first point. All subsequent points are selected by right-clicking. Every right-click will add an additional point. The top and bottom will always encompass your highest and lowest selected points.&lt;br /&gt;
&lt;br /&gt;
==== Polyhedron ====&lt;br /&gt;
 //sel polyhedron&lt;br /&gt;
Selects a convex polyhedron. Left-click to select first point. All subsequent points are selected by right-clicking. Every right-click will add an additional point. The top and bottom will always encompass your highest and lowest selected points.&lt;br /&gt;
&lt;br /&gt;
==== Ellipsoid ====&lt;br /&gt;
 //sel ellipsoid&lt;br /&gt;
Left-click to choose center, right-click to extend. You can control the radii along the x, y, and z planes individually depending on where you click.&lt;br /&gt;
&lt;br /&gt;
==== Sphere ====&lt;br /&gt;
 //sel sphere&lt;br /&gt;
Left-click to select center, right-click to extend. Selection will always be a sphere from the first point which has a radius to the second point.&lt;br /&gt;
&lt;br /&gt;
==== Cylinder ====&lt;br /&gt;
 //sel cyl&lt;br /&gt;
Left-click to choose center, right click to extend. You can control the x and z radii, while the height will always encompass your highest and lowest points.&lt;br /&gt;
&lt;br /&gt;
==== Convex ====&lt;br /&gt;
 //sel convex&lt;br /&gt;
Left-click to select first point. All subsequent points are selected by right clicking. The selection is a convex hull encompassing all your selected points.&lt;br /&gt;
&lt;br /&gt;
=== Additional Selection Modifications ===&lt;br /&gt;
If you want to expand or contract in all directions at once (or just horizontal or vertical directions), you can use the &amp;lt;code&amp;gt;//outset&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;//inset&amp;lt;/code&amp;gt; commands. For example, &amp;lt;code&amp;gt;//outset -v 5&amp;lt;/code&amp;gt; will expand your selection vertically (both up and down) 5 blocks each, while &amp;lt;code&amp;gt;//inset -h 5&amp;lt;/code&amp;gt; will contract your selection horizontally (north, west, south, and east) 5 blocks each. Leaving out the &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt; will work in all 6 directions.&lt;br /&gt;
&lt;br /&gt;
Using &amp;lt;code&amp;gt;//trim [mask]&amp;lt;/code&amp;gt; minimizes the selection to the smallest size necessary to still fit all blocks that match the given mask. When no mask is specified, it will trim the selection to fit non-air blocks as if it were using the &amp;lt;code&amp;gt;#existing&amp;lt;/code&amp;gt; mask.&lt;br /&gt;
&lt;br /&gt;
Using &amp;lt;code&amp;gt;//shift &amp;lt;amount&amp;gt; [direction]&amp;lt;/code&amp;gt; can also be useful, for example if you moved the contents without the &amp;lt;code&amp;gt;-s&amp;lt;/code&amp;gt; flag or simply need to shunt your selection over a block. Note that this command only works on your selection and does not affect any blocks within the selection.&lt;br /&gt;
&lt;br /&gt;
=== Selection Utilities ===&lt;br /&gt;
&lt;br /&gt;
==== Getting the Size ====&lt;br /&gt;
 //size [-c]&lt;br /&gt;
Gets the area and dimensions of your selection.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-c&amp;lt;/code&amp;gt; flag will instead measure your clipboard size instead of your selection.&lt;br /&gt;
&lt;br /&gt;
==== Finding the Center ====&lt;br /&gt;
 //center &amp;lt;pattern&amp;gt;&lt;br /&gt;
Sets the center block (or 2 blocks, along any axis of even length) of your selection.&lt;br /&gt;
&lt;br /&gt;
==== Counting Block Frequency ====&lt;br /&gt;
 //count &amp;lt;mask&amp;gt;&lt;br /&gt;
Counts the number of blocks in your selection which match the mask.&lt;br /&gt;
&lt;br /&gt;
==== Finding Block Distribution ====&lt;br /&gt;
 //distr [-cd]&lt;br /&gt;
Shows the block distribution in the selection area.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-c&amp;lt;/code&amp;gt; flag operates on your clipboard instead of your selection.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;-d&amp;lt;/code&amp;gt; flag separates by block states instead of just types.&lt;br /&gt;
&lt;br /&gt;
==== Moving Selection Content ====&lt;br /&gt;
 //move [distance] (direction) (-m [pattern]) (-as)&lt;br /&gt;
Moves the contents of your current selection for the specified distance in either the specified direction or, if no direction is supplied, in the direction you are facing. Works with masks (-m) and with the typical -a and/or -s flags to move without air and to move your selection along with the contents, respectively.&lt;br /&gt;
&lt;br /&gt;
==== Create Lines ====&lt;br /&gt;
 //line (-h) &amp;lt;pattern&amp;gt; (thickness)&lt;br /&gt;
Creating lines is quite simple, but powerful. The line command only works with a cuboid selection type based on the selection positions (pos1 and pos2), and can be used for creating or subtracting. Using the &amp;lt;code&amp;gt;-h&amp;lt;/code&amp;gt; flag on a line with sufficient thickness will result in a hollow line with walls 1 block thick.&lt;br /&gt;
&lt;br /&gt;
===== Tutorial =====&lt;br /&gt;
&lt;br /&gt;
# Using the cuboid selection (&amp;lt;code&amp;gt;//sel cuboid&amp;lt;/code&amp;gt;), create two points that will result in an angle that is less than 90, and greater than 0 (use the up command), have them be at least 20 blocks ground distance apart.&lt;br /&gt;
# Using your wand, create a line of a single wool color between those two points, such as &amp;lt;code&amp;gt;//line red_wool 1&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now you will use the line tool to subtract.&lt;br /&gt;
# Select those two points again, set the entire area as a single wool color so you end up with a rectangle&lt;br /&gt;
# Now create a line but instead use air as the “block”: &amp;lt;code&amp;gt;//line air 2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Create Curves ====&lt;br /&gt;
 //curve (-h) &amp;lt;pattern&amp;gt; (radius)&lt;br /&gt;
Curves are lines&#039; big brothers, and are still rather simple, but significantly more powerful. The curve command only works with a convex selection type based on the initial selection position (pos1) and all subsequent positions (pos2). Likewise, they can be used for creating and subtracting.&lt;br /&gt;
&lt;br /&gt;
===== Tutorial =====&lt;br /&gt;
&lt;br /&gt;
# Using the convex selection (&amp;lt;code&amp;gt;//sel convex&amp;lt;/code&amp;gt;), select multiple points in a wide spiral with a diameter of at least 20 blocks (use the up command to create reference points along the curve), selecting the first point in the curve as your first position, then selecting each subsequent point as your second position.&lt;br /&gt;
# Create a curve of a single wool color between those two points, such as &amp;lt;code&amp;gt;//curve red_wool 5&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now you will use the line tool to subtract.&lt;br /&gt;
# Without modifying your selection, create another curve using air as the “block”: &amp;lt;code&amp;gt;//curve air 3&amp;lt;/code&amp;gt; and observe the hollow tube you created.&lt;br /&gt;
&lt;br /&gt;
==== Outline ====&lt;br /&gt;
 //faces &amp;lt;pattern&amp;gt; &lt;br /&gt;
&lt;br /&gt;
 //outline &amp;lt;pattern&amp;gt;&lt;br /&gt;
Fills all 6 faces (up, down, north, south, east, west). Using this command on any other type of selection will create a bounding box (i.e. a cuboid region that entirely encompasses whatever shape you had selected) and create the faces of that cuboid.&lt;br /&gt;
&lt;br /&gt;
==== Stacking ====&lt;br /&gt;
 //stack [# of stacks] (direction) (-m [pattern]) (-as)&lt;br /&gt;
Stacks the contents of your current selection for the specified repetitions in either the specified direction or, if no direction is supplied, in the direction you are facing. Works with masks (-m) and with the typical -a flag to stack without air.&lt;br /&gt;
&lt;br /&gt;
==== Walls ====&lt;br /&gt;
 //walls &amp;lt;pattern&amp;gt;&lt;br /&gt;
Fills the north, south, east, and west walls of a selection with the provided pattern.&lt;br /&gt;
&lt;br /&gt;
==== Hollow ====&lt;br /&gt;
 //hollow &amp;lt;thickness&amp;gt;&lt;br /&gt;
Hollows the selected region according to the given wall thickness.&lt;br /&gt;
&lt;br /&gt;
==== Naturalize ====&lt;br /&gt;
 //naturalize&lt;br /&gt;
Converts the top few layers of a selection of stone blocks to a more natural block palette, with grass blocks on the top layer, a few layers of dirt below, then the remainder is left as stone, similar to normal generation.&lt;br /&gt;
&lt;br /&gt;
=== Using Masks with Selections ===&lt;br /&gt;
We have a lot of flexibility and control within selection areas to operate on just a single block type, or a selection of blocks using the mask flag within our commands, indicated with &amp;lt;code&amp;gt;-m&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Tutorial ====&lt;br /&gt;
We will be creating a cylinder object with three different color wool, then we will then stack just a single color:&lt;br /&gt;
&lt;br /&gt;
# Create a hollow cylinder with a radius of 9 and a height of 1 with gray wool.&lt;br /&gt;
# Create a second hollow cylinder with a radius of 3 and a height of 1 with pink wool.&lt;br /&gt;
# Now fill the area between the gray wool and the pink wool with red wool using the fill command.&lt;br /&gt;
# Place blocks at diagonal corners so we can make a selection around the cylinder.&lt;br /&gt;
# Added bonus: Just for fun, let’s use WE to place a glass block at the center of the cylinder we’ve made by typing &amp;lt;code&amp;gt;//center glass&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now we’ll use the -m (mask) flag to stack the pink wool 10 high, leaving the rest with a height of one: &amp;lt;code&amp;gt;//stack 10 up -m pink_wool&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Now undo so everything has a height of one.&lt;br /&gt;
# Now use cut on the red wool, adding the -m flag: &amp;lt;code&amp;gt;//cut -m red_wool&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Undo, then do the same thing with copy, pasting the result nearby: &amp;lt;code&amp;gt;//copy -m red_wool&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== User Preferences ==&lt;br /&gt;
By default, when performing any action, the actioned blocks will cause updates to neighboring blocks, including redstone updates. For example, if a torch is placed on a block and you set the foundation block to air, the torch will pop off. To avoid these updates we can use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf update off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf neighbors off&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We have also provided a shortcut command that runs both of these for you at the same time: &amp;lt;code&amp;gt;/wesettings&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Using these commands will only set your settings for the current game session, meaning if you disconnect from the network or change servers, the settings may revert. Depending on the desired results it is generally best to check the current status of the settings if you&#039;re unsure.&lt;br /&gt;
&lt;br /&gt;
To re-enable previously disabled block updates use the following commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf update on&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;//perf neighbors on&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Selection Visualizer ==&lt;br /&gt;
Selection Visualizer (SVis) is a separate plugin that allows us to see exactly what has been selected with WorldEdit by outlining the area with particles. Simple and amazing. There isn&#039;t much you need to know about the plugin and you can easily never touch these commands, but it does allow for some customization:&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis toggle&amp;lt;/code&amp;gt; - toggles the visualizer on or off&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis gui we&amp;lt;/code&amp;gt; - open the GUI to personalize your visualizer setting&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis we (paste) (lock/tp)&amp;lt;/code&amp;gt; - if the paste variable is not used this command will show your current WE selection (keep in mind that WE selection is shown automatically on selection, this is only re-enables it if timer runs out). If the paste variable used then the possible paste location will be shown for accurate positioning even after using rotate or flip functions. This includes the option to lock current position to enable movement and get a closer look of where paste ends up. Then you can teleport back to the locked position for simple adjustments or performing the actual paste.&lt;br /&gt;
&lt;br /&gt;
This plugin also has functionality outside of WorldEdit:&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis beacon&amp;lt;/code&amp;gt; - when targeting a beacon, will show its range&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis chunk&amp;lt;/code&amp;gt; - shows current chunk&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis grid&amp;lt;/code&amp;gt; - shows chunk grid &lt;br /&gt;
* &amp;lt;code&amp;gt;/svis res&amp;lt;/code&amp;gt; - shows the residence you are standing in (easier to see than /res show)&lt;br /&gt;
* &amp;lt;code&amp;gt;/svis spawner&amp;lt;/code&amp;gt; - shows spawner activation range and mob spawning range around it&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=Resource_Worlds&amp;diff=6466</id>
		<title>Resource Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=Resource_Worlds&amp;diff=6466"/>
		<updated>2025-10-24T05:46:51Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: I&amp;#039;m sorry, fixed the world names in the chart.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox serverbuild&lt;br /&gt;
|title        = Resource Worlds&lt;br /&gt;
|image        = Image.png&lt;br /&gt;
|caption      = View from the front&lt;br /&gt;
|contributors = Cesar, merc, GolighRunes&lt;br /&gt;
|category     = Dimensions&lt;br /&gt;
|underground  = &lt;br /&gt;
|public       = Yes&lt;br /&gt;
|startdate    = &lt;br /&gt;
|releasedate  = &lt;br /&gt;
|n-s_size     =&lt;br /&gt;
|w-e_size     = &lt;br /&gt;
|height       = &lt;br /&gt;
|xcoord       =&lt;br /&gt;
|ycoord       = &lt;br /&gt;
|zcoord       = &lt;br /&gt;
|server       = Alpha &amp;amp; Gamma&lt;br /&gt;
|dimension    = &lt;br /&gt;
|nearestwarp  = various&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BadWolfMC uses resource worlds for one main reason: to make the main worlds last as long as possible. There&#039;s nothing worse than logging into a new server you&#039;re all excited about and finding the world mined out, all the shipwrecks pillaged, all the villages raided, etc. They also hold us over between minor updates to world generation so you can still get the fancy new beehives without having to do a complete world reset. Resetting the world is a pain in the ass and the admins are lazy. So that&#039;s why we&#039;re sticklers when it comes to keeping your mines and treasure hunting to our eco-friendly resource worlds.&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Alpha Resource Worlds ==&lt;br /&gt;
BadWolfMC Alpha has three resource worlds corresponding to each vanilla world type: overworld, nether, and end. These worlds are reset approximately every 3 months and for world-altering updates. All raiding/looting/mining should be done in these worlds. Each can be accessed according to the table below, or by using [[Teleporting &amp;amp; Homes|homes]] and [[Residence|residences]] as normal. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! World Name !! Type !! Warp !! /res tp&lt;br /&gt;
|-&lt;br /&gt;
| Resource World || Overworld || /resource || resource&lt;br /&gt;
|-&lt;br /&gt;
| Resource Nether || Nether || /resourcenether || resourcenether&lt;br /&gt;
|-&lt;br /&gt;
| Resource End || End || /resourceend || resourceend&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma Resource Worlds ==&lt;br /&gt;
[[BadWolfMC Gamma]] has three resource worlds: Resource, ResourceNether, &amp;amp; ResourceEnd, which are reset approximately every 6 months.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! World Name !! Type !! Warp&lt;br /&gt;
|-&lt;br /&gt;
| Resource World || Overworld || /resource&lt;br /&gt;
|-&lt;br /&gt;
| Resource Nether || Nether || /warp Lyonnessee (when traveled to at least once)&lt;br /&gt;
|-&lt;br /&gt;
| Resource End || End || /warp Etna (when traveled to at least once)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resource ===&lt;br /&gt;
Players can access Resource by using the command /&#039;&#039;&#039;resource&#039;&#039;&#039;, and like on Alpha, &#039;&#039;&#039;all raiding and mining should be done in Resource&#039;&#039;&#039;. But unlike Alpha, even mining around your base is forbidden on Trenzalore except for what&#039;s needed to create space for your builds.&lt;br /&gt;
&lt;br /&gt;
=== ResourceNether ===&lt;br /&gt;
ResourceNether is Gamma&#039;s resource nether dimension, generated in Minecraft version 1.16.1. Its portal is next to the Trenzalore Nether portal at Mount Etna, reached by traveling to the location on the map roughly 2500m south of spawn.&lt;br /&gt;
&lt;br /&gt;
=== ResourceEnd ===&lt;br /&gt;
ResourceEnd is, simply, Gamma&#039;s resource end dimension. It can be accessed only through the warp at [[Lyonnesse]], roughly 2,000m north of spawn.&lt;br /&gt;
&lt;br /&gt;
[[Category:BadWolfMC Meta]][[Category:Dimensions]]&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=Resource_Worlds&amp;diff=6465</id>
		<title>Resource Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=Resource_Worlds&amp;diff=6465"/>
		<updated>2025-10-24T05:44:21Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: Sorry, I forgot to change the word Camelot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox serverbuild&lt;br /&gt;
|title        = Resource Worlds&lt;br /&gt;
|image        = Image.png&lt;br /&gt;
|caption      = View from the front&lt;br /&gt;
|contributors = Cesar, merc, GolighRunes&lt;br /&gt;
|category     = Dimensions&lt;br /&gt;
|underground  = &lt;br /&gt;
|public       = Yes&lt;br /&gt;
|startdate    = &lt;br /&gt;
|releasedate  = &lt;br /&gt;
|n-s_size     =&lt;br /&gt;
|w-e_size     = &lt;br /&gt;
|height       = &lt;br /&gt;
|xcoord       =&lt;br /&gt;
|ycoord       = &lt;br /&gt;
|zcoord       = &lt;br /&gt;
|server       = Alpha &amp;amp; Gamma&lt;br /&gt;
|dimension    = &lt;br /&gt;
|nearestwarp  = various&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BadWolfMC uses resource worlds for one main reason: to make the main worlds last as long as possible. There&#039;s nothing worse than logging into a new server you&#039;re all excited about and finding the world mined out, all the shipwrecks pillaged, all the villages raided, etc. They also hold us over between minor updates to world generation so you can still get the fancy new beehives without having to do a complete world reset. Resetting the world is a pain in the ass and the admins are lazy. So that&#039;s why we&#039;re sticklers when it comes to keeping your mines and treasure hunting to our eco-friendly resource worlds.&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Alpha Resource Worlds ==&lt;br /&gt;
BadWolfMC Alpha has three resource worlds corresponding to each vanilla world type: overworld, nether, and end. These worlds are reset approximately every 3 months and for world-altering updates. All raiding/looting/mining should be done in these worlds. Each can be accessed according to the table below, or by using [[Teleporting &amp;amp; Homes|homes]] and [[Residence|residences]] as normal. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! World Name !! Type !! Warp !! /res tp&lt;br /&gt;
|-&lt;br /&gt;
| Resource World || Overworld || /resource || resource&lt;br /&gt;
|-&lt;br /&gt;
| Resource Nether || Nether || /resourcenether || resourcenether&lt;br /&gt;
|-&lt;br /&gt;
| Resource End || End || /resourceend || resourceend&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma Resource Worlds ==&lt;br /&gt;
[[BadWolfMC Gamma]] has three resource worlds: Resource, ResourceNether, &amp;amp; ResourceEnd, which are reset approximately every 6 months.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! World Name !! Type !! Warp&lt;br /&gt;
|-&lt;br /&gt;
| uolɐʌ∀ || Overworld || /resource&lt;br /&gt;
|-&lt;br /&gt;
| Annwn || Nether || /warp Lyonnessee (when traveled to at least once)&lt;br /&gt;
|-&lt;br /&gt;
| Camlann || End || /warp Etna (when traveled to at least once)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resource ===&lt;br /&gt;
Players can access Resource by using the command /&#039;&#039;&#039;resource&#039;&#039;&#039;, and like on Alpha, &#039;&#039;&#039;all raiding and mining should be done in Resource&#039;&#039;&#039;. But unlike Alpha, even mining around your base is forbidden on Trenzalore except for what&#039;s needed to create space for your builds.&lt;br /&gt;
&lt;br /&gt;
=== ResourceNether ===&lt;br /&gt;
ResourceNether is Gamma&#039;s resource nether dimension, generated in Minecraft version 1.16.1. Its portal is next to the Trenzalore Nether portal at Mount Etna, reached by traveling to the location on the map roughly 2500m south of spawn.&lt;br /&gt;
&lt;br /&gt;
=== ResourceEnd ===&lt;br /&gt;
ResourceEnd is, simply, Gamma&#039;s resource end dimension. It can be accessed only through the warp at [[Lyonnesse]], roughly 2,000m north of spawn.&lt;br /&gt;
&lt;br /&gt;
[[Category:BadWolfMC Meta]][[Category:Dimensions]]&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=Resource_Worlds&amp;diff=6464</id>
		<title>Resource Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=Resource_Worlds&amp;diff=6464"/>
		<updated>2025-10-24T05:40:07Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: I changed the description of the magic worlds for what is now hardcore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox serverbuild&lt;br /&gt;
|title        = Resource Worlds&lt;br /&gt;
|image        = Image.png&lt;br /&gt;
|caption      = View from the front&lt;br /&gt;
|contributors = Cesar, merc, GolighRunes&lt;br /&gt;
|category     = Dimensions&lt;br /&gt;
|underground  = &lt;br /&gt;
|public       = Yes&lt;br /&gt;
|startdate    = &lt;br /&gt;
|releasedate  = &lt;br /&gt;
|n-s_size     =&lt;br /&gt;
|w-e_size     = &lt;br /&gt;
|height       = &lt;br /&gt;
|xcoord       =&lt;br /&gt;
|ycoord       = &lt;br /&gt;
|zcoord       = &lt;br /&gt;
|server       = Alpha &amp;amp; Gamma&lt;br /&gt;
|dimension    = &lt;br /&gt;
|nearestwarp  = various&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
BadWolfMC uses resource worlds for one main reason: to make the main worlds last as long as possible. There&#039;s nothing worse than logging into a new server you&#039;re all excited about and finding the world mined out, all the shipwrecks pillaged, all the villages raided, etc. They also hold us over between minor updates to world generation so you can still get the fancy new beehives without having to do a complete world reset. Resetting the world is a pain in the ass and the admins are lazy. So that&#039;s why we&#039;re sticklers when it comes to keeping your mines and treasure hunting to our eco-friendly resource worlds.&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Alpha Resource Worlds ==&lt;br /&gt;
BadWolfMC Alpha has three resource worlds corresponding to each vanilla world type: overworld, nether, and end. These worlds are reset approximately every 3 months and for world-altering updates. All raiding/looting/mining should be done in these worlds. Each can be accessed according to the table below, or by using [[Teleporting &amp;amp; Homes|homes]] and [[Residence|residences]] as normal. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! World Name !! Type !! Warp !! /res tp&lt;br /&gt;
|-&lt;br /&gt;
| Resource World || Overworld || /resource || resource&lt;br /&gt;
|-&lt;br /&gt;
| Resource Nether || Nether || /resourcenether || resourcenether&lt;br /&gt;
|-&lt;br /&gt;
| Resource End || End || /resourceend || resourceend&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gamma Resource Worlds ==&lt;br /&gt;
[[BadWolfMC Gamma]] has three resource worlds: Resource, ResourceNether, &amp;amp; ResourceEnd, which are reset approximately every 6 months.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! World Name !! Type !! Warp&lt;br /&gt;
|-&lt;br /&gt;
| uolɐʌ∀ || Overworld || /resource&lt;br /&gt;
|-&lt;br /&gt;
| Annwn || Nether || /warp Lyonnessee (when traveled to at least once)&lt;br /&gt;
|-&lt;br /&gt;
| Camlann || End || /warp Etna (when traveled to at least once)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Resource ===&lt;br /&gt;
Players can access Resource by using the command /&#039;&#039;&#039;resource&#039;&#039;&#039;, and like on Alpha, &#039;&#039;&#039;all raiding and mining should be done in Resource&#039;&#039;&#039;. But unlike Alpha, even mining around your base is forbidden on Trenzalore except for what&#039;s needed to create space for your builds.&lt;br /&gt;
&lt;br /&gt;
=== ResourceNether ===&lt;br /&gt;
ResourceNether is Gamma&#039;s resource nether dimension, generated in Minecraft version 1.16.1. Its portal is next to the Trenzalore Nether portal at Mount Etna, reached by traveling to the location on the map roughly 2500m south of spawn.&lt;br /&gt;
&lt;br /&gt;
=== ResourceEnd ===&lt;br /&gt;
ResourceEnd is, simply, Gamma&#039;s resource end dimension. It can be accessed only through the warp at [[Lyonnesse]], roughly 2,000m north of Camelot.&lt;br /&gt;
&lt;br /&gt;
[[Category:BadWolfMC Meta]][[Category:Dimensions]]&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=SkyBlock&amp;diff=6463</id>
		<title>SkyBlock</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=SkyBlock&amp;diff=6463"/>
		<updated>2025-10-18T05:29:40Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: Magma Cube added as possible mob spawns for Nether greenhouse.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the more popular game modes in Minecraft, SkyBlock spawns you on an island on which you must survive and complete challenges using your wits and the resources available to you. Level up by completing challenges and compete against or team up with other players. You&#039;ve probably never had so much fun while wishing for more dirt! [[BadWolfMC Beta]] features &#039;&#039;&#039;SkyBlock&#039;&#039;&#039;, in which you spawn on an island in the void, &#039;&#039;&#039;AcidIsland&#039;&#039;&#039;, in which you spawn on an island in a sea of acid and also have to contend with acid rain, &#039;&#039;&#039;Boxed&#039;&#039;&#039;, where you spawn in a tiny 2x2 box which expands as you earn advancements, and &#039;&#039;&#039;OneBlock&#039;&#039;&#039;, the minimalist approach to SkyBlock where you spawn on a single magic block.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
You can claim your island or travel to your existing island on SkyBlock, AcidIsland, Boxed, or OneBlock by going through the SkyBlock portal on the [[BadWolfMC Beta]] Server at &#039;&#039;&#039;/spawn&#039;&#039;&#039; then through the appropriate portal in the SkyBlock hub. You can also use &#039;&#039;&#039;/island&#039;&#039;&#039; or &#039;&#039;&#039;/is&#039;&#039;&#039; for SkyBlock, &#039;&#039;&#039;/ai&#039;&#039;&#039; for AcidIsland, &#039;&#039;&#039;/box&#039;&#039;&#039; for Boxed, or &#039;&#039;&#039;/ob&#039;&#039;&#039; for OneBlock from anywhere on the Beta server to get to the island of choice. Remember you can get to the Beta server by using the &#039;&#039;&#039;/menu&#039;&#039;&#039;, the &#039;&#039;&#039;/beta&#039;&#039;&#039; command, or going through the portal in the [[Tardis]].&lt;br /&gt;
&lt;br /&gt;
From there, half the fun is figuring it out, so we won&#039;t spoil it, but the commands below can be useful.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like others to be able to teleport to your island, place a sign and write &amp;quot;&#039;&#039;&#039;[Welcome]&#039;&#039;&#039;&amp;quot; on the first line.&lt;br /&gt;
&lt;br /&gt;
== Getting Around ==&lt;br /&gt;
Aside from the teleportation commands already listed below, we&#039;ve also created a few warps to quickly take you to useful areas. All can either be prefixed with &#039;&#039;&#039;/warp [name]&#039;&#039;&#039;, accessed from the &#039;&#039;&#039;/warps&#039;&#039;&#039; menu, or used as a standalone command. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;acidmall&#039;&#039;&#039; - takes you to the AcidIsland Mall&lt;br /&gt;
* &#039;&#039;&#039;acidspawn&#039;&#039;&#039; - takes you to the AcidIsland Spawn&lt;br /&gt;
* &#039;&#039;&#039;acidwither&#039;&#039;&#039; - takes you to the AcidIsland Wither Arena&lt;br /&gt;
* &#039;&#039;&#039;boxspawn&#039;&#039;&#039; - takes you to the Boxed Spawn and Mall&lt;br /&gt;
* &#039;&#039;&#039;boxwither&#039;&#039;&#039; - takes you to the Boxed Wither Arena&lt;br /&gt;
* &#039;&#039;&#039;skymall&#039;&#039;&#039; - takes you to the SkyBlock Mall&lt;br /&gt;
* &#039;&#039;&#039;skyspawn&#039;&#039;&#039; - takes you to the SkyBlock Spawn&lt;br /&gt;
* &#039;&#039;&#039;skywither&#039;&#039;&#039; - takes you to the SkyBlock Wither Arena&lt;br /&gt;
&lt;br /&gt;
OneBlock has neither a spawn, mall, nor wither arena.&lt;br /&gt;
&lt;br /&gt;
== Command Reference ==&lt;br /&gt;
All four game modes (SkyBlock, AcidIsland, Boxed, and OneBlock) have the same command structure, just different root commands. SkyBlock commands will always start with &#039;&#039;&#039;/is&#039;&#039;&#039;, while AcidIsland commands will always start with &#039;&#039;&#039;/ai&#039;&#039;&#039;, Boxed commands will start with &#039;&#039;&#039;/box&#039;&#039;&#039;, and OneBlock commands will always start with &#039;&#039;&#039;/ob&#039;&#039;&#039;. This command reference will be listed for SkyBlock, but the same commands can be used on the other two by replacing the &amp;quot;/is&amp;quot; with &amp;quot;/ai&amp;quot;, &amp;quot;/box&amp;quot;, or &amp;quot;/ob&amp;quot;. At any time you can use &#039;&#039;&#039;/is help&#039;&#039;&#039;, &#039;&#039;&#039;/ai help&#039;&#039;&#039;, &#039;&#039;&#039;/box help&#039;&#039;&#039;, or &#039;&#039;&#039;/ob help&#039;&#039;&#039; for a full and updated list of these commands -- since the plugin updates regularly, some of the ones listed below may change.&lt;br /&gt;
&lt;br /&gt;
=== Utility Commands ===&lt;br /&gt;
* &#039;&#039;&#039;/is&#039;&#039;&#039; - generates a new island, opens the GUI or teleports the player to their island, home location or the team island&lt;br /&gt;
* &#039;&#039;&#039;/is ban &amp;lt;player&amp;gt;&#039;&#039;&#039; - Removes a visitor from your island&lt;br /&gt;
* &#039;&#039;&#039;/ob bossbar&#039;&#039;&#039; - Toggles the Phase Blocks progress bossbar in OneBlock&lt;br /&gt;
* &#039;&#039;&#039;/is go&#039;&#039;&#039; - teleport to your island&lt;br /&gt;
* &#039;&#039;&#039;/is go &amp;lt;number&amp;gt;&#039;&#039;&#039; - teleport to a numbered island home (use /is sethome &amp;lt;number&amp;gt; to set)&lt;br /&gt;
* &#039;&#039;&#039;/is go &amp;lt;island name&amp;gt;&#039;&#039;&#039; - teleport to a specific island if you have multiple (use /is setname &amp;lt;name&amp;gt; to rename your island as desired)&lt;br /&gt;
* &#039;&#039;&#039;/is greenhouses&#039;&#039;&#039; - opens the greenhouse recipe GUI and allows creation of greenhouses&lt;br /&gt;
* &#039;&#039;&#039;/is greenhouses help&#039;&#039;&#039; - assistance with greenhouses&lt;br /&gt;
* &#039;&#039;&#039;/is help&#039;&#039;&#039; - shows help text&lt;br /&gt;
* &#039;&#039;&#039;/is reset&#039;&#039;&#039; or &#039;&#039;&#039;restart&#039;&#039;&#039; - restarts an island. There is a cool down timer and a max limit on this so that players do not abuse it&lt;br /&gt;
* &#039;&#039;&#039;/is setname&#039;&#039;&#039; - Sets a name for your island&lt;br /&gt;
* &#039;&#039;&#039;/is resetname&#039;&#039;&#039; - Sets the name of your island back to the default&lt;br /&gt;
* &#039;&#039;&#039;/is language&#039;&#039;&#039; - allows player to chose their UI language&lt;br /&gt;
* &#039;&#039;&#039;/is level&#039;&#039;&#039; - ranks the island&lt;br /&gt;
* &#039;&#039;&#039;/is level &amp;lt;player&amp;gt;&#039;&#039;&#039; - shows the island rank for another player&lt;br /&gt;
* &#039;&#039;&#039;/is top&#039;&#039;&#039; - shows the Top 10 islands by rank&lt;br /&gt;
* &#039;&#039;&#039;/is settings&#039;&#039;&#039; - opens a GUI where you can set preferences for certain behaviors and protection levels on your island.&lt;br /&gt;
* &#039;&#039;&#039;/is sethome&#039;&#039;&#039; - sets your island home&lt;br /&gt;
* &#039;&#039;&#039;/is sethome &amp;lt;number&amp;gt;&#039;&#039;&#039; - sets a numbered home point, up to the max the server allows&lt;br /&gt;
* &#039;&#039;&#039;/is spawn&#039;&#039;&#039; - teleport to the island-world spawn, if the game mode has one.&lt;br /&gt;
* &#039;&#039;&#039;/is unban &amp;lt;player&amp;gt;&#039;&#039;&#039; - Allow a banned visitor on your island again.&lt;br /&gt;
* &#039;&#039;&#039;/is warps&#039;&#039;&#039; - Lists warps that are available via Welcome Warp Signs&lt;br /&gt;
* &#039;&#039;&#039;/is warp &amp;lt;name&amp;gt;&#039;&#039;&#039; - warps to a Welcome Warp Sign. The full name does not have to by typed in (just the first few letters)&lt;br /&gt;
* &#039;&#039;&#039;/menu&#039;&#039;&#039; - Allows access to the Island Minishop where players can buy spawn eggs&lt;br /&gt;
&lt;br /&gt;
=== Team Commands ===&lt;br /&gt;
* &#039;&#039;&#039;/is team&#039;&#039;&#039; - lists info on the team&lt;br /&gt;
* &#039;&#039;&#039;/is team invite &amp;lt;player&amp;gt;&#039;&#039;&#039; - Invite a player to join your team. You can only invite one person at a time.&lt;br /&gt;
* &#039;&#039;&#039;/is team [accept|reject]&#039;&#039;&#039; - Accepts or rejects an invite. If a player has an island already and accepts, the island will be deleted.&lt;br /&gt;
* &#039;&#039;&#039;/is team leave&#039;&#039;&#039; - leave the team - returns to spawn&lt;br /&gt;
* &#039;&#039;&#039;/is team kick&#039;&#039;&#039; or &#039;&#039;&#039;remove &amp;lt;player&amp;gt;&#039;&#039;&#039; - only available for the island owner or leader - removes a team member. If the player is online, all their inventory will drop and they will be sent to spawn. If they are offline, they will get a message when they log in that they have been kicked.&lt;br /&gt;
* &#039;&#039;&#039;/is team setowner &amp;lt;name&amp;gt;&#039;&#039;&#039; - Transfers ownership to a team member. Can only be issued by the leader.&lt;br /&gt;
* &#039;&#039;&#039;/is team coop &amp;lt;player&amp;gt;&#039;&#039;&#039; - Gives a player temporary full access to your island. Notifies other team members and the leader when this happens. Use it wisely.&lt;br /&gt;
* &#039;&#039;&#039;/is team uncoop &amp;lt;player&amp;gt;&#039;&#039;&#039; - Removes coop status. Also ejects player from your island.&lt;br /&gt;
&lt;br /&gt;
=== Bank Commands ===&lt;br /&gt;
Island Banks are an optional feature that allows players to deposit or withdraw money from their regular economy accounts into the island account where it is pooled among team members. The island owner can decide which rank of team member can access the account via the settings menu. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;/is bank deposit &amp;lt;amount&amp;gt;&#039;&#039;&#039; - deposit money into the island bank&lt;br /&gt;
* &#039;&#039;&#039;/is bank withdraw &amp;lt;amount&amp;gt;&#039;&#039;&#039; - withdraw money from the island bank&lt;br /&gt;
* &#039;&#039;&#039;/is bank balance&#039;&#039;&#039; - see your island bank balance&lt;br /&gt;
* &#039;&#039;&#039;/is bank statement&#039;&#039;&#039; - see a fancy statement of deposits/withdrawals, etc. on your island bank account&lt;br /&gt;
&lt;br /&gt;
=== Challenges Commands ===&lt;br /&gt;
* &#039;&#039;&#039;/is challenges&#039;&#039;&#039; - access challenge commands&lt;br /&gt;
&lt;br /&gt;
== OneBlock Phases ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ OneBlock Phases&lt;br /&gt;
|-&lt;br /&gt;
! Blocks !! Phase&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 699 || Plains&lt;br /&gt;
|-&lt;br /&gt;
| 700 to 1999 || Underground&lt;br /&gt;
|-&lt;br /&gt;
| 2000 to 2999 || Winter&lt;br /&gt;
|-&lt;br /&gt;
| 3000 to 3999 || Ocean&lt;br /&gt;
|-&lt;br /&gt;
| 4000 to 4999 || Jungle&lt;br /&gt;
|-&lt;br /&gt;
| 5000 to 5999 || Swamp&lt;br /&gt;
|-&lt;br /&gt;
| 6000 to 6999 || Dungeon&lt;br /&gt;
|-&lt;br /&gt;
| 7000 to 7499 || Desert&lt;br /&gt;
|-&lt;br /&gt;
| 7500 to 8499 || Nether&lt;br /&gt;
|-&lt;br /&gt;
| 8500 to 9499 || Plenty&lt;br /&gt;
|-&lt;br /&gt;
| 9500 to 10499 || Desolation&lt;br /&gt;
|-&lt;br /&gt;
|10500 to 11499&lt;br /&gt;
|Deep Dark&lt;br /&gt;
|-&lt;br /&gt;
| 11500 to 11999 || The End&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Greenhouses ==&lt;br /&gt;
Greenhouses are an add-on for our SkyBlock family of worlds that enables players to build their own biome greenhouses complete with weather, friendly mob spawning, unique plant growth, and even block erosion!&lt;br /&gt;
&lt;br /&gt;
Greenhouses are made out of glass and must contain the blocks found in the Biome Recipe to be valid. Use the &#039;&#039;&#039;/is greenhouses&#039;&#039;&#039; command to pull up the recipe GUI. Once built, the greenhouse can be used to grow plants with bonemeal, and it may spawn biome-specific mobs. If you include a hopper with water in it, snow will form inside the greenhouse when it rains. If you put bonemeal in the hopper, biome-specific plants will grow. Some blocks can also transform over time due to &amp;quot;erosion&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== How to Build A Greenhouse ===&lt;br /&gt;
* Make glass blocks (stained glass blocks also work!) and build a rectangular set of walls with a flat roof.&lt;br /&gt;
* Put a hopper in the wall or roof.&lt;br /&gt;
* Put a door in the wall so you can get in and out.&lt;br /&gt;
* Type &#039;&#039;&#039;/island greenhouses&#039;&#039;&#039; and read the requirements for the greenhouse you want.&lt;br /&gt;
* Exit the GUI and place blocks, water, lava, and ice so that you make your desired biome.&lt;br /&gt;
* Type &#039;&#039;&#039;/island greenhouses&#039;&#039;&#039; again and click on the biome to make it.&lt;br /&gt;
* Type &#039;&#039;&#039;/island greenhouses help&#039;&#039;&#039; to see other options.&lt;br /&gt;
There are many types of greenhouses available! See the recipes below for more details.&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse Features ===&lt;br /&gt;
* Use bonemeal to grow small plants on grass blocks immediately in the greenhouse. Or place bonemeal in the hopper to have the greenhouse sprinkle bonemeal automatically. Come back later to see what grows!&lt;br /&gt;
* Place a bucket of water (or more) in the hopper to cause snow to fall in cold biomes. Snow will fall when it rains in the world. Each snowfall empties one bucket of water.&lt;br /&gt;
* Friendly biome-specific mobs may spawn in your greenhouse - the usual rules apply (be more than 24 blocks away).&lt;br /&gt;
&lt;br /&gt;
=== Greenhouses FAQ ===&lt;br /&gt;
* &#039;&#039;&#039;Can I use stained glass?&#039;&#039;&#039; Yes, you can. It&#039;s pretty.&lt;br /&gt;
* &#039;&#039;&#039;Can I fill my greenhouse full of water?&#039;&#039;&#039; Yes. That&#039;s an ocean.&lt;br /&gt;
* &#039;&#039;&#039;Will a squid spawn there?&#039;&#039;&#039; Maybe... okay, yes it will if it&#039;s a big enough ocean.&lt;br /&gt;
* &#039;&#039;&#039;How do I place a door high up in the wall if the wall is all glass?&#039;&#039;&#039; Place it on a hopper.&lt;br /&gt;
* &#039;&#039;&#039;How do I place a door on a hopper?&#039;&#039;&#039; Crouch and then place it.&lt;br /&gt;
* &#039;&#039;&#039;Can I use metal doors?&#039;&#039;&#039; Yes.&lt;br /&gt;
* &#039;&#039;&#039;Can I use a trap door?&#039;&#039;&#039; Yes.&lt;br /&gt;
* &#039;&#039;&#039;Can I grow swamp flowers with this?&#039;&#039;&#039; Yes. Make a swamp biome and use bonemeal.&lt;br /&gt;
* &#039;&#039;&#039;How much bonemeal is used to grow plants?&#039;&#039;&#039; One per successful plant.&lt;br /&gt;
* &#039;&#039;&#039;How much water do I need to put into the hopper to make it snow?&#039;&#039;&#039; One bucket of water (just the water) is used up every time it rains. This only happens in cold biomes.&lt;br /&gt;
* &#039;&#039;&#039;Can I build greenhouses in the Nether?&#039;&#039;&#039; Yes. You can colonize the nether with them.&lt;br /&gt;
* &#039;&#039;&#039;What kind of mobs spawn in the biomes?&#039;&#039;&#039; It&#039;s what you would expect, wolves in Cold Taiga, horses on plains, etc.&lt;br /&gt;
&lt;br /&gt;
=== Known &amp;quot;Bugs&amp;quot; ===&lt;br /&gt;
Minecraft biomes have changed so that they take up a 4x4 area, so greenhouse biomes now can bleed outside of the greenhouse depending on the placement. Unfortunately, this cannot be mitigated yet. If you have a good imagination, you can say that the biome of the greenhouse influences the surroundings a bit and it is natural! So it&#039;s a feature, not a bug!&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse Recipes ===&lt;br /&gt;
&lt;br /&gt;
==== Ancient Bastion ====&lt;br /&gt;
Biome: NETHER_WASTES&lt;br /&gt;
&lt;br /&gt;
Lava Coverage: 21&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* BLACKSTONE: 10&lt;br /&gt;
* POLISHED_BLACKSTONE_BRICKS: 10&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* BLACKSTONE has a 1% chance of converting to GILDED_BLACKSTONE when next to LAVA&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* PIGLIN_BRUTE&lt;br /&gt;
*MAGMA_CUBE&lt;br /&gt;
&lt;br /&gt;
==== Beach ====&lt;br /&gt;
Biome: BEACH&lt;br /&gt;
&lt;br /&gt;
Required contents: &lt;br /&gt;
&lt;br /&gt;
* SAND: 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; Value in required percentage. If the value is zero, then NO ice/water/lava is allowed!&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Lava Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
* TURTLE EGG has a .005% chance of converting to SNIFFER EGG when on SAND&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* DEAD_BUSH&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* SQUID&lt;br /&gt;
&lt;br /&gt;
==== Clay River ====&lt;br /&gt;
Biome: RIVER&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* SAND: 1&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* DIRT has a 50% chance of converting to CLAY when next to WATER&lt;br /&gt;
&lt;br /&gt;
==== Cold Taiga Forest ====&lt;br /&gt;
Biome: TAIGA_HILLS&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* SPRUCE_LOG: 3&lt;br /&gt;
* SPRUCE_LEAVES: 3&lt;br /&gt;
* GRASS_BLOCK: 3&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 10&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* RABBIT&lt;br /&gt;
&lt;br /&gt;
==== Crimson Forest ====&lt;br /&gt;
Biome: CRIMSON_FOREST&lt;br /&gt;
&lt;br /&gt;
Lava Coverage: 21&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* NETHERRACK: 10&lt;br /&gt;
* CRIMSON_NYLIUM: 10&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
     NETHERRACK has a 10% chance of converting to CRIMSON_NYLIUM when next to NETHERRACK &lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* CRIMSON_ROOTS&lt;br /&gt;
* CRIMSON_FUNGUS&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* HOGLIN&lt;br /&gt;
&lt;br /&gt;
==== Desert ====&lt;br /&gt;
Biome: DESERT&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* SAND: 1&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* DEAD_BUSH&lt;br /&gt;
* CACTUS&lt;br /&gt;
* SHORT_DRY_GRASS&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* DIRT has a 30% chance of converting to SAND when next to SAND&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
* HUSK&lt;br /&gt;
* ARCHAEOLOGISTS (from which pottery shards can be obtained) have a chance of replacing Husks in desert biomes.&lt;br /&gt;
&lt;br /&gt;
==== Drippy Drops ====&lt;br /&gt;
Biome: dripstone_caves&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* STONE: 8&lt;br /&gt;
* CLAY: 8&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 25&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
*CLAY has a 50% chance of converting to DRIPSTONE_BLOCK when next to WATER&lt;br /&gt;
&lt;br /&gt;
* STONE has a 1% chance of converting to COPPER_ORE when next to STONE&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* GLOW_LICHEN&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* SKELETON&lt;br /&gt;
* GLOW_SQUID&lt;br /&gt;
&lt;br /&gt;
==== Forest ====&lt;br /&gt;
Biome: FLOWER_FOREST&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* OAK_LOG: 3&lt;br /&gt;
* OAK_LEAVES: 4&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* RED_TULIP&lt;br /&gt;
* WHITE_TULIP&lt;br /&gt;
* PINK_TULIP&lt;br /&gt;
* ORANGE_TULIP&lt;br /&gt;
* SUNFLOWER&lt;br /&gt;
* ALLIUM&lt;br /&gt;
* LILY_OF_THE_VALLEY&lt;br /&gt;
* AZURE_BLUET&lt;br /&gt;
* OXEYE_DAISY&lt;br /&gt;
* ROSE_BUSH&lt;br /&gt;
* LILAC&lt;br /&gt;
* POPPY&lt;br /&gt;
* PEONY&lt;br /&gt;
* DANDELION&lt;br /&gt;
* CORNFLOWER&lt;br /&gt;
* PINK PETALS (CHERRY FLOWERS)&lt;br /&gt;
* GRASS&lt;br /&gt;
&lt;br /&gt;
==== Fortress of Solitude ====&lt;br /&gt;
Biome: NETHER_WASTES&lt;br /&gt;
&lt;br /&gt;
Lava Coverage: 21&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* NETHERRACK: 10&lt;br /&gt;
* NETHER_BRICKS: 10&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* NETHERRACK has a 15% chance of converting to NETHER_BRICKS when next to LAVA&lt;br /&gt;
&lt;br /&gt;
* NETHER_BRICKS has a .01% chance of converting to ANCIENT_DEBRIS when next to LAVA&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* WARPED_ROOTS&lt;br /&gt;
* WARPED_FUNGUS&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* WITHER_SKELETON (will only spawn on nether bricks)&lt;br /&gt;
* BLAZE&lt;br /&gt;
&lt;br /&gt;
==== Greenest Grottoes ====&lt;br /&gt;
biome: lush_caves&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* CLAY: 8&lt;br /&gt;
* STONE: 8&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
*STONE has a 50% chance of converting to MOSS_BLOCK when next to WATER&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* FLOWERING_AZALEA&lt;br /&gt;
* BIG_DRIPLEAF&lt;br /&gt;
* SMALL_DRIPLEAF&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* axolotl&lt;br /&gt;
* tropical_fish&lt;br /&gt;
&lt;br /&gt;
==== Hello Darkness My Old Friend ====&lt;br /&gt;
Biome: DEEP_DARK&lt;br /&gt;
&lt;br /&gt;
Lava Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* COBBLED_DEEPSLATE: 10&lt;br /&gt;
* DEEPSLATE_BRICKS: 10&lt;br /&gt;
* GRAY_WOOL: 5&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* COBBLED_DEEPSLATE has a 5% chance of converting to SCULK when next to COBBLED_DEEPSLATE&lt;br /&gt;
&lt;br /&gt;
* SCULK has a 5% chance of converting to SCULK_CATALYST when next to SCULK&lt;br /&gt;
&lt;br /&gt;
* SCULK_CATALYST has a 5% chance of converting to SCULK_SENSOR when next to SCULK&lt;br /&gt;
&lt;br /&gt;
* SCULK_SENSOR has a 1% chance of converting to SCULK_SHRIEKER when next to SCULK&lt;br /&gt;
&lt;br /&gt;
==== Horse Plains ====&lt;br /&gt;
Biome: PLAINS&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* GRASS_BLOCK: 3&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
* BUSH&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* HORSE&lt;br /&gt;
&lt;br /&gt;
==== In the End It Doesn&#039;t Even Matter ====&lt;br /&gt;
Biome: THE_END&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* SMOOTH_BASALT: 10&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* ENDERMAN&lt;br /&gt;
* SHULKER&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* SMOOTH_BASALT has a 5% chance of converting to END_STONE when next to SMOOTH_BASALT &lt;br /&gt;
&lt;br /&gt;
* IRON_BLOCK has a 1% chance of converting to CHORUS_FLOWER when on top of END_STONE&lt;br /&gt;
&lt;br /&gt;
==== Jungle ====&lt;br /&gt;
Biome: JUNGLE&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
* JUNGLE_LOG: 3&lt;br /&gt;
* JUNGLE_LEAVES: 4&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* DANDELION&lt;br /&gt;
* MELON&lt;br /&gt;
* ROSE_BUSH&lt;br /&gt;
* FERN&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
* BAMBOO_SAPLING&lt;br /&gt;
&lt;br /&gt;
==== Mushroom Fields ====&lt;br /&gt;
Biome: MUSHROOM_FIELDS&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* MYCELIUM: 2&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 30&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* BROWN_MUSHROOM&lt;br /&gt;
* RED_MUSHROOM&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* MUSHROOM_COW&lt;br /&gt;
&lt;br /&gt;
==== Nether ====&lt;br /&gt;
Biome: NETHER&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* NETHERRACK: 1&lt;br /&gt;
&lt;br /&gt;
Lava Coverage: 21&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* DIRT has a 50% chance of converting to NETHERRACK when next to LAVA&lt;br /&gt;
&lt;br /&gt;
* NETHERRACK has a 1% chance of converting to NETHER_GOLD_ORE when next to LAVA&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* PIGLIN&lt;br /&gt;
* MAGMA_CUBE&lt;br /&gt;
&lt;br /&gt;
==== Ocean ====&lt;br /&gt;
BIome: OCEAN&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 95&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* SQUID&lt;br /&gt;
&lt;br /&gt;
==== Pale Gardens ====&lt;br /&gt;
Biome: PALE_GARDEN&lt;br /&gt;
&lt;br /&gt;
Lava Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* PALE_OAK_LEAVES: 10&lt;br /&gt;
* PALE_OAK_LOG: 10&lt;br /&gt;
* GRASS_BLOCK: 10&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* MOSS_BLOCK has a 50% chance of converting to PALE_MOSS_BLOCK when next to GRASS_BLOCK&lt;br /&gt;
&lt;br /&gt;
* DIAMOND_BLOCK has a 5% chance of converting to CREAKING_HEART when next to PALE_OAK_LOG&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
* OPEN_EYE_BLOSSOM&lt;br /&gt;
* CLOSED_EYE_BLOSSOM&lt;br /&gt;
&lt;br /&gt;
==== Rock Candy ====&lt;br /&gt;
Biome: DRIPSTONE_CAVES&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* SMOOTH_BASALT: 10&lt;br /&gt;
* CALCITE: 10&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* SMOOTH_BASALT has a 10% chance of converting to CALCITE when next to SMOOTH_BASALT&lt;br /&gt;
&lt;br /&gt;
* CALCITE has a 10% chance of converting to BUDDING_AMETHYST when next to CALCITE&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* SKELETON&lt;br /&gt;
&lt;br /&gt;
==== Savanna ====&lt;br /&gt;
Biome: SAVANNA&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* ACACIA_LOG: 3&lt;br /&gt;
* ACACIA_LEAVES: 4&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
&lt;br /&gt;
==== Slimy Swamp ====&lt;br /&gt;
Biome: SWAMP&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* GRASS_BLOCK: 4&lt;br /&gt;
* OAK_LOG: 3&lt;br /&gt;
* OAK_LEAVES: 4&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* RED_MUSHROOM&lt;br /&gt;
* BROWN_MUSHROOM&lt;br /&gt;
* BLUE_ORCHID&lt;br /&gt;
* LILY_PAD&lt;br /&gt;
* FIREFLY_BUSH&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* BOGGED&lt;br /&gt;
* SLIME&lt;br /&gt;
&lt;br /&gt;
==== Snowy Beach ====&lt;br /&gt;
Biome: SNOWY_BEACH&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* SAND: 5&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 50&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 10&lt;br /&gt;
&lt;br /&gt;
Lava Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* SAND has a 50% chance of converting to POWDER_SNOW when next to SAND&lt;br /&gt;
* WATER has a 50% chance of converting to ICE when next to ICE&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* GOAT&lt;br /&gt;
&lt;br /&gt;
==== Three Wolf Moon Forest ====&lt;br /&gt;
Biome: TAIGA&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* SPRUCE_LOG: 3&lt;br /&gt;
* SPRUCE_LEAVES: 3&lt;br /&gt;
* GRASS_BLOCK: 3&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 10&lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* TALL_GRASS&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* WOLF&lt;br /&gt;
&lt;br /&gt;
==== Tricks and Trials ====&lt;br /&gt;
Biome: PLAIN&lt;br /&gt;
&lt;br /&gt;
Lava Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* DEEPSLATE: 8&lt;br /&gt;
* OXIDIZED_COPPER: 8&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* DEEPSLATE has a 10% chance of converting to TUFF when next to DEEPSLATE&lt;br /&gt;
* DIAMOND_BLOCK has a 0.1% chance of converting to VAULT when next to TUFF (this will only be the regular vault, not ominous)&lt;br /&gt;
* VAULT has a 0.1% chance of converting to TRIAL_SPAWNER when next to TUFF (spawn egg will be required to activate)&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* BREEZE&lt;br /&gt;
* SLIME&lt;br /&gt;
* SILVERFISH&lt;br /&gt;
&lt;br /&gt;
==== Warped Forest ====&lt;br /&gt;
Biome: WARPED_FOREST&lt;br /&gt;
&lt;br /&gt;
Lava Coverage: 21&lt;br /&gt;
&lt;br /&gt;
Ice Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Water Coverage: 0&lt;br /&gt;
&lt;br /&gt;
Required contents:&lt;br /&gt;
&lt;br /&gt;
* NETHERRACK: 10&lt;br /&gt;
* WARPED_NYLIUM: 10&lt;br /&gt;
&lt;br /&gt;
Block Conversions:&lt;br /&gt;
&lt;br /&gt;
* NETHERRACK has a 10% chance of converting to WARPED_NYLIUM when next to NETHERRACK &lt;br /&gt;
&lt;br /&gt;
Possible Plant Generation:&lt;br /&gt;
&lt;br /&gt;
* WARPED_ROOTS&lt;br /&gt;
* WARPED_FUNGUS&lt;br /&gt;
&lt;br /&gt;
Mobs that may spawn:&lt;br /&gt;
&lt;br /&gt;
* ENDERMAN&lt;br /&gt;
&lt;br /&gt;
== Additional Rules ==&lt;br /&gt;
* Don&#039;t try to bridge to the Spawns or to anyone else&#039;s island. This will be considered griefing.&lt;br /&gt;
* Don&#039;t try to glitch around the plugins in place to prevent inventory crossover between worlds. That&#039;s just not cool.&lt;br /&gt;
* We recommend not jumping off your island to regen your hunger -- we have a plugin that will save your hunger for you when you respawn. Again, this falls under the glitching/exploits category.&lt;br /&gt;
&lt;br /&gt;
== SkyBlock FAQ ==&lt;br /&gt;
&#039;&#039;&#039;Can players have more than one island?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Sorry, just one island per Minecraft &#039;&#039;account&#039;&#039;. One additional alt can be used to get another island (especially in team situations) -- see the [https://www.badwolfmc.com/server-rules Server Rules] for more information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I&#039;ve turned my lava into obsidian! Do I have to reset my island?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Nope! SkyBlock gives you a couple do-overs with obsidian mishaps -- just right click the obsidian with a bucket and it magically turns back to lava. But be careful! You only get a few of these chances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How many restarts do I get?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Everyone gets 3 chances. After the third you would need to contact an admin to reset your count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can players help each other/is there a co-op mode?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Yes. Players that are cooped will remain so until the inviter or invitee log off or until the invitee is expelled from the island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When the player changes their biome, it does not change!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The biome is updated when the server reloads chunks. Player and team members needs to log out or teleport elsewhere so the chunks will be unloaded and then reload when they return. All players in the area need to leave for the chunks to be unloaded and then reloaded by the server.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pioneer Challenge Doesn&#039;t Work/You&#039;ve collected all the items, but told you don&#039;t have everything.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the map is empty - a filled map won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How can I do the slime farmer challenge?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Build down and make a platform that is lower than level 40. Slimes spawn every 10th chunk on average (chunk = 16x16 blocks) so make the platform as big as possible so that it covers at least 10 chunks. Cover it in torches so other mobs don&#039;t spawn. You may be lucky and find a slime spawning chunk immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How is the island level calculated?&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The player&#039;s island is scanned and points added for each eligible block. The total is divided by 100 and rounded down to obtain the island level. Blocks must be actually placed on the island and not inside chests, other storage items, or in the player&#039;s inventory to count. Some blocks have limits for how many can be counted in the level, and others have a negative value, all noted in the list below.&lt;br /&gt;
&lt;br /&gt;
Default block values follow:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;List of block values:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* acacia_button: 1&lt;br /&gt;
* acacia_door: 2&lt;br /&gt;
* acacia_fence: 2&lt;br /&gt;
* acacia_fence_gate: 4&lt;br /&gt;
* acacia_hanging_sign: 1&lt;br /&gt;
* acacia_leaves: 0&lt;br /&gt;
* acacia_log: 1&lt;br /&gt;
* acacia_planks: 1&lt;br /&gt;
* acacia_pressure_plate: 2&lt;br /&gt;
* acacia_sapling: 1&lt;br /&gt;
* acacia_sign: 1&lt;br /&gt;
* acacia_slab: 1&lt;br /&gt;
* acacia_stairs: 2&lt;br /&gt;
* acacia_trapdoor: 3&lt;br /&gt;
* acacia_wall_hanging_sign: 1&lt;br /&gt;
* acacia_wall_sign: 1&lt;br /&gt;
* acacia_wood: 1&lt;br /&gt;
* activator_rail: 1&lt;br /&gt;
* allay_spawner: 1&lt;br /&gt;
* allium: 1&lt;br /&gt;
* amethyst_block: 5&lt;br /&gt;
* amethyst_cluster: 1&lt;br /&gt;
* ancient_debris: 1&lt;br /&gt;
* andesite: 1&lt;br /&gt;
* andesite_slab: 1&lt;br /&gt;
* andesite_stairs: 1&lt;br /&gt;
* andesite_wall: 1&lt;br /&gt;
* anvil: 10&lt;br /&gt;
* armadillo_spawner: 1&lt;br /&gt;
* attached_melon_stem: 1&lt;br /&gt;
* attached_pumpkin_stem: 1&lt;br /&gt;
* axolotl_spawner: 1&lt;br /&gt;
* azalea: 1&lt;br /&gt;
* azalea_leaves: 1&lt;br /&gt;
* azure_bluet: 1&lt;br /&gt;
* bamboo: 1&lt;br /&gt;
* bamboo_block: 1&lt;br /&gt;
* bamboo_button: 1&lt;br /&gt;
* bamboo_door: 1&lt;br /&gt;
* bamboo_fence: 1&lt;br /&gt;
* bamboo_fence_gate: 1&lt;br /&gt;
* bamboo_hanging_sign: 1&lt;br /&gt;
* bamboo_mosaic: 1&lt;br /&gt;
* bamboo_mosaic_slab: 1&lt;br /&gt;
* bamboo_mosaic_stairs: 1&lt;br /&gt;
* bamboo_planks: 1&lt;br /&gt;
* bamboo_pressure_plate: 1&lt;br /&gt;
* bamboo_sapling: 1&lt;br /&gt;
* bamboo_sign: 1&lt;br /&gt;
* bamboo_slab: 1&lt;br /&gt;
* bamboo_stairs: 1&lt;br /&gt;
* bamboo_trapdoor: 1&lt;br /&gt;
* bamboo_wall_hanging_sign: 1&lt;br /&gt;
* bamboo_wall_sign: 1&lt;br /&gt;
* barrel: 1&lt;br /&gt;
* barrier: 0&lt;br /&gt;
* basalt: 1&lt;br /&gt;
* bat_spawner: 1&lt;br /&gt;
* beacon: 500&lt;br /&gt;
* bedrock: 0&lt;br /&gt;
* bee_nest: 1&lt;br /&gt;
* bee_spawner: 1&lt;br /&gt;
* beehive: 1&lt;br /&gt;
* beetroots: 1&lt;br /&gt;
* bell: 1&lt;br /&gt;
* big_dripleaf: 1&lt;br /&gt;
* big_dripleaf_stem: 1&lt;br /&gt;
* birch_button: 1&lt;br /&gt;
* birch_door: 2&lt;br /&gt;
* birch_fence: 2&lt;br /&gt;
* birch_fence_gate: 4&lt;br /&gt;
* birch_hanging_sign: 1&lt;br /&gt;
* birch_leaves: 0&lt;br /&gt;
* birch_log: 1&lt;br /&gt;
* birch_planks: 1&lt;br /&gt;
* birch_pressure_plate: 2&lt;br /&gt;
* birch_sapling: 1&lt;br /&gt;
* birch_sign: 1&lt;br /&gt;
* birch_slab: 1&lt;br /&gt;
* birch_stairs: 2&lt;br /&gt;
* birch_trapdoor: 3&lt;br /&gt;
* birch_wall_hanging_sign: 1&lt;br /&gt;
* birch_wall_sign: 1&lt;br /&gt;
* birch_wood: 1&lt;br /&gt;
* black_banner: 2&lt;br /&gt;
* black_bed: 6&lt;br /&gt;
* black_candle: 1&lt;br /&gt;
* black_candle_cake: 1&lt;br /&gt;
* black_carpet: 1&lt;br /&gt;
* black_concrete: 3&lt;br /&gt;
* black_concrete_powder: 2&lt;br /&gt;
* black_glazed_terracotta: 5&lt;br /&gt;
* black_shulker_box: 11&lt;br /&gt;
* black_stained_glass: 2&lt;br /&gt;
* black_stained_glass_pane: 1&lt;br /&gt;
* black_terracotta: 2&lt;br /&gt;
* black_wall_banner: 2&lt;br /&gt;
* black_wool: 2&lt;br /&gt;
* blackstone: 1&lt;br /&gt;
* blackstone_slab: 1&lt;br /&gt;
* blackstone_stairs: 1&lt;br /&gt;
* blackstone_wall: 1&lt;br /&gt;
* blast_furnace: 1&lt;br /&gt;
* blaze_spawner: 1&lt;br /&gt;
* blue_banner: 2&lt;br /&gt;
* blue_bed: 6&lt;br /&gt;
* blue_candle: 1&lt;br /&gt;
* blue_candle_cake: 1&lt;br /&gt;
* blue_carpet: 1&lt;br /&gt;
* blue_concrete: 3&lt;br /&gt;
* blue_concrete_powder: 2&lt;br /&gt;
* blue_glazed_terracotta: 5&lt;br /&gt;
* blue_ice: 1&lt;br /&gt;
* blue_orchid: 1&lt;br /&gt;
* blue_shulker_box: 11&lt;br /&gt;
* blue_stained_glass: 2&lt;br /&gt;
* blue_stained_glass_pane: 1&lt;br /&gt;
* blue_terracotta: 2&lt;br /&gt;
* blue_wall_banner: 2&lt;br /&gt;
* blue_wool: 2&lt;br /&gt;
* bogged_spawner: 1&lt;br /&gt;
* bone_block: 1&lt;br /&gt;
* bookshelf: 5&lt;br /&gt;
* brain_coral: 1&lt;br /&gt;
* brain_coral_block: 1&lt;br /&gt;
* brain_coral_fan: 1&lt;br /&gt;
* brain_coral_wall_fan: 1&lt;br /&gt;
* breeze_spawner: 1&lt;br /&gt;
* brewing_stand: 20&lt;br /&gt;
* brick_slab: 3&lt;br /&gt;
* brick_stairs: 5&lt;br /&gt;
* brick_wall: 1&lt;br /&gt;
* bricks: 5&lt;br /&gt;
* brown_banner: 2&lt;br /&gt;
* brown_bed: 6&lt;br /&gt;
* brown_candle: 1&lt;br /&gt;
* brown_candle_cake: 1&lt;br /&gt;
* brown_carpet: 1&lt;br /&gt;
* brown_concrete: 3&lt;br /&gt;
* brown_concrete_powder: 2&lt;br /&gt;
* brown_glazed_terracotta: 5&lt;br /&gt;
* brown_mushroom: 1&lt;br /&gt;
* brown_mushroom_block: 1&lt;br /&gt;
* brown_shulker_box: 11&lt;br /&gt;
* brown_stained_glass: 2&lt;br /&gt;
* brown_stained_glass_pane: 1&lt;br /&gt;
* brown_terracotta: 2&lt;br /&gt;
* brown_wall_banner: 2&lt;br /&gt;
* brown_wool: 2&lt;br /&gt;
* bubble_column: 1&lt;br /&gt;
* bubble_coral: 1&lt;br /&gt;
* bubble_coral_block: 1&lt;br /&gt;
* bubble_coral_fan: 1&lt;br /&gt;
* bubble_coral_wall_fan: 1&lt;br /&gt;
* budding_amethyst: 5&lt;br /&gt;
* bush: 1&lt;br /&gt;
* cactus: 1&lt;br /&gt;
* cactus_flower: 1&lt;br /&gt;
* cake: 9&lt;br /&gt;
* calcite: 1&lt;br /&gt;
* calibrated_sculk_sensor: 1&lt;br /&gt;
* camel_spawner: 1&lt;br /&gt;
* campfire: 1&lt;br /&gt;
* candle: 1&lt;br /&gt;
* candle_cake: 1&lt;br /&gt;
* carrots: 1&lt;br /&gt;
* cartography_table: 1&lt;br /&gt;
* carved_pumpkin: 2&lt;br /&gt;
* cat_spawner: 1&lt;br /&gt;
* cauldron: 10&lt;br /&gt;
* cave_air: 0&lt;br /&gt;
* cave_spider_spawner: 1&lt;br /&gt;
* cave_vines: 1&lt;br /&gt;
* cave_vines_plant: 1&lt;br /&gt;
* chain: 1&lt;br /&gt;
* chain_command_block: 0&lt;br /&gt;
* cherry_button: 1&lt;br /&gt;
* cherry_door: 1&lt;br /&gt;
* cherry_fence: 1&lt;br /&gt;
* cherry_fence_gate: 1&lt;br /&gt;
* cherry_hanging_sign: 1&lt;br /&gt;
* cherry_leaves: 1&lt;br /&gt;
* cherry_log: 1&lt;br /&gt;
* cherry_planks: 1&lt;br /&gt;
* cherry_pressure_plate: 1&lt;br /&gt;
* cherry_sapling: 1&lt;br /&gt;
* cherry_sign: 1&lt;br /&gt;
* cherry_slab: 1&lt;br /&gt;
* cherry_stairs: 1&lt;br /&gt;
* cherry_trapdoor: 1&lt;br /&gt;
* cherry_wall_hanging_sign: 1&lt;br /&gt;
* cherry_wall_sign: 1&lt;br /&gt;
* cherry_wood: 1&lt;br /&gt;
* chest: 8&lt;br /&gt;
* chicken_spawner: 1&lt;br /&gt;
* chipped_anvil: 9&lt;br /&gt;
* chiseled_bookshelf: 1&lt;br /&gt;
* chiseled_copper: 1&lt;br /&gt;
* chiseled_deepslate: 1&lt;br /&gt;
* chiseled_nether_bricks: 1&lt;br /&gt;
* chiseled_polished_blackstone: 1&lt;br /&gt;
* chiseled_quartz_block: 2&lt;br /&gt;
* chiseled_red_sandstone: 2&lt;br /&gt;
* chiseled_resin_bricks: 1&lt;br /&gt;
* chiseled_sandstone: 2&lt;br /&gt;
* chiseled_stone_bricks: 2&lt;br /&gt;
* chiseled_tuff: 1&lt;br /&gt;
* chiseled_tuff_bricks: 1&lt;br /&gt;
* chorus_flower: 1&lt;br /&gt;
* chorus_plant: 1&lt;br /&gt;
* clay: 2&lt;br /&gt;
* closed_eyeblossom: 1&lt;br /&gt;
* coal_block: 9&lt;br /&gt;
* coal_ore: 1&lt;br /&gt;
* coarse_dirt: 2&lt;br /&gt;
* cobbled_deepslate: 1&lt;br /&gt;
* cobbled_deepslate_slab: 1&lt;br /&gt;
* cobbled_deepslate_stairs: 1&lt;br /&gt;
* cobbled_deepslate_wall: 1&lt;br /&gt;
* cobblestone: 1&lt;br /&gt;
* cobblestone_slab: 1&lt;br /&gt;
* cobblestone_stairs: 2&lt;br /&gt;
* cobblestone_wall: 1&lt;br /&gt;
* cobweb: 10&lt;br /&gt;
* cocoa: 1&lt;br /&gt;
* cod_spawner: 1&lt;br /&gt;
* command_block: 0&lt;br /&gt;
* comparator: 10&lt;br /&gt;
* composter: 1&lt;br /&gt;
* conduit: 1&lt;br /&gt;
* copper_block: 5&lt;br /&gt;
* copper_bulb: 1&lt;br /&gt;
* copper_door: 1&lt;br /&gt;
* copper_grate: 1&lt;br /&gt;
* copper_ore: 1&lt;br /&gt;
* copper_trapdoor: 1&lt;br /&gt;
* cornflower: 1&lt;br /&gt;
* cow_spawner: 1&lt;br /&gt;
* cracked_deepslate_bricks: 1&lt;br /&gt;
* cracked_deepslate_tiles: 1&lt;br /&gt;
* cracked_nether_bricks: 1&lt;br /&gt;
* cracked_polished_blackstone_bricks: 1&lt;br /&gt;
* cracked_stone_bricks: 2&lt;br /&gt;
* crafter: 1&lt;br /&gt;
* crafting_table: 1&lt;br /&gt;
* creaking_heart: 1&lt;br /&gt;
* creaking_spawner: 1&lt;br /&gt;
* creeper_head: 1&lt;br /&gt;
* creeper_spawner: 1&lt;br /&gt;
* creeper_wall_head: 1&lt;br /&gt;
* crimson_button: 1&lt;br /&gt;
* crimson_door: 1&lt;br /&gt;
* crimson_fence: 1&lt;br /&gt;
* crimson_fence_gate: 1&lt;br /&gt;
* crimson_fungus: 1&lt;br /&gt;
* crimson_hanging_sign: 1&lt;br /&gt;
* crimson_hyphae: 1&lt;br /&gt;
* crimson_nylium: 1&lt;br /&gt;
* crimson_planks: 1&lt;br /&gt;
* crimson_pressure_plate: 1&lt;br /&gt;
* crimson_roots: 1&lt;br /&gt;
* crimson_sign: 1&lt;br /&gt;
* crimson_slab: 1&lt;br /&gt;
* crimson_stairs: 1&lt;br /&gt;
* crimson_stem: 1&lt;br /&gt;
* crimson_trapdoor: 1&lt;br /&gt;
* crimson_wall_hanging_sign: 1&lt;br /&gt;
* crimson_wall_sign: 1&lt;br /&gt;
* crying_obsidian: 1&lt;br /&gt;
* cut_copper: 5&lt;br /&gt;
* cut_copper_slab: 1&lt;br /&gt;
* cut_copper_stairs: 1&lt;br /&gt;
* cut_red_sandstone: 1&lt;br /&gt;
* cut_red_sandstone_slab: 1&lt;br /&gt;
* cut_sandstone: 1&lt;br /&gt;
* cut_sandstone_slab: 1&lt;br /&gt;
* cyan_banner: 2&lt;br /&gt;
* cyan_bed: 6&lt;br /&gt;
* cyan_candle: 1&lt;br /&gt;
* cyan_candle_cake: 1&lt;br /&gt;
* cyan_carpet: 1&lt;br /&gt;
* cyan_concrete: 3&lt;br /&gt;
* cyan_concrete_powder: 2&lt;br /&gt;
* cyan_glazed_terracotta: 5&lt;br /&gt;
* cyan_shulker_box: 11&lt;br /&gt;
* cyan_stained_glass: 2&lt;br /&gt;
* cyan_stained_glass_pane: 1&lt;br /&gt;
* cyan_terracotta: 2&lt;br /&gt;
* cyan_wall_banner: 2&lt;br /&gt;
* cyan_wool: 2&lt;br /&gt;
* damaged_anvil: 5&lt;br /&gt;
* dandelion: 1&lt;br /&gt;
* dark_oak_button: 1&lt;br /&gt;
* dark_oak_door: 2&lt;br /&gt;
* dark_oak_fence: 2&lt;br /&gt;
* dark_oak_fence_gate: 4&lt;br /&gt;
* dark_oak_hanging_sign: 1&lt;br /&gt;
* dark_oak_leaves: 0&lt;br /&gt;
* dark_oak_log: 1&lt;br /&gt;
* dark_oak_planks: 1&lt;br /&gt;
* dark_oak_pressure_plate: 2&lt;br /&gt;
* dark_oak_sapling: 1&lt;br /&gt;
* dark_oak_sign: 1&lt;br /&gt;
* dark_oak_slab: 1&lt;br /&gt;
* dark_oak_stairs: 2&lt;br /&gt;
* dark_oak_trapdoor: 3&lt;br /&gt;
* dark_oak_wall_hanging_sign: 1&lt;br /&gt;
* dark_oak_wall_sign: 1&lt;br /&gt;
* dark_oak_wood: 1&lt;br /&gt;
* dark_prismarine: 1&lt;br /&gt;
* dark_prismarine_slab: 1&lt;br /&gt;
* dark_prismarine_stairs: 2&lt;br /&gt;
* daylight_detector: 10&lt;br /&gt;
* dead_brain_coral: 1&lt;br /&gt;
* dead_brain_coral_block: 1&lt;br /&gt;
* dead_brain_coral_fan: 1&lt;br /&gt;
* dead_brain_coral_wall_fan: 1&lt;br /&gt;
* dead_bubble_coral: 1&lt;br /&gt;
* dead_bubble_coral_block: 1&lt;br /&gt;
* dead_bubble_coral_fan: 1&lt;br /&gt;
* dead_bubble_coral_wall_fan: 1&lt;br /&gt;
* dead_bush: 1&lt;br /&gt;
* dead_fire_coral: 1&lt;br /&gt;
* dead_fire_coral_block: 1&lt;br /&gt;
* dead_fire_coral_fan: 1&lt;br /&gt;
* dead_fire_coral_wall_fan: 1&lt;br /&gt;
* dead_horn_coral: 1&lt;br /&gt;
* dead_horn_coral_block: 1&lt;br /&gt;
* dead_horn_coral_fan: 1&lt;br /&gt;
* dead_horn_coral_wall_fan: 1&lt;br /&gt;
* dead_tube_coral: 1&lt;br /&gt;
* dead_tube_coral_block: 1&lt;br /&gt;
* dead_tube_coral_fan: 1&lt;br /&gt;
* dead_tube_coral_wall_fan: 1&lt;br /&gt;
* decorated_pot: 1&lt;br /&gt;
* deepslate: 1&lt;br /&gt;
* deepslate_brick_slab: 1&lt;br /&gt;
* deepslate_brick_stairs: 1&lt;br /&gt;
* deepslate_brick_wall: 1&lt;br /&gt;
* deepslate_bricks: 1&lt;br /&gt;
* deepslate_coal_ore: 1&lt;br /&gt;
* deepslate_copper_ore: 1&lt;br /&gt;
* deepslate_diamond_ore: 1&lt;br /&gt;
* deepslate_emerald_ore: 1&lt;br /&gt;
* deepslate_gold_ore: 1&lt;br /&gt;
* deepslate_iron_ore: 1&lt;br /&gt;
* deepslate_lapis_ore: 1&lt;br /&gt;
* deepslate_redstone_ore: 1&lt;br /&gt;
* deepslate_tile_slab: 1&lt;br /&gt;
* deepslate_tile_stairs: 1&lt;br /&gt;
* deepslate_tile_wall: 1&lt;br /&gt;
* deepslate_tiles: 1&lt;br /&gt;
* detector_rail: 10&lt;br /&gt;
* diamond_block: 300&lt;br /&gt;
* diamond_ore: 1&lt;br /&gt;
* diorite: 1&lt;br /&gt;
* diorite_slab: 1&lt;br /&gt;
* diorite_stairs: 1&lt;br /&gt;
* diorite_wall: 1&lt;br /&gt;
* dirt: 3&lt;br /&gt;
* dirt_path: 4&lt;br /&gt;
* dispenser: 5&lt;br /&gt;
* dolphin_spawner: 1&lt;br /&gt;
* donkey_spawner: 1&lt;br /&gt;
* dragon_egg: 150&lt;br /&gt;
* dragon_head: 1&lt;br /&gt;
* dragon_wall_head: 1&lt;br /&gt;
* dried_ghast: 1&lt;br /&gt;
* dried_kelp_block: 1&lt;br /&gt;
* dripstone_block: 1&lt;br /&gt;
* dropper: 5&lt;br /&gt;
* drowned_spawner: 1&lt;br /&gt;
* elder_guardian_spawner: 1&lt;br /&gt;
* emerald_block: 150&lt;br /&gt;
* emerald_ore: 1&lt;br /&gt;
* enchanting_table: 150&lt;br /&gt;
* end_gateway: 0&lt;br /&gt;
* end_portal: 0&lt;br /&gt;
* end_portal_frame: 0&lt;br /&gt;
* end_rod: 1&lt;br /&gt;
* end_stone: 1&lt;br /&gt;
* end_stone_brick_slab: 1&lt;br /&gt;
* end_stone_brick_stairs: 1&lt;br /&gt;
* end_stone_brick_wall: 1&lt;br /&gt;
* end_stone_bricks: 2&lt;br /&gt;
* ender_chest: 150&lt;br /&gt;
* ender_dragon_spawner: 1&lt;br /&gt;
* enderman_spawner: 1&lt;br /&gt;
* endermite_spawner: 1&lt;br /&gt;
* evoker_spawner: 1&lt;br /&gt;
* exposed_chiseled_copper: 1&lt;br /&gt;
* exposed_copper: 5&lt;br /&gt;
* exposed_copper_bulb: 1&lt;br /&gt;
* exposed_copper_door: 1&lt;br /&gt;
* exposed_copper_grate: 1&lt;br /&gt;
* exposed_copper_trapdoor: 1&lt;br /&gt;
* exposed_cut_copper: 5&lt;br /&gt;
* exposed_cut_copper_slab: 1&lt;br /&gt;
* exposed_cut_copper_stairs: 1&lt;br /&gt;
* farmland: 1&lt;br /&gt;
* fern: 1&lt;br /&gt;
* fire: 0&lt;br /&gt;
* fire_coral: 1&lt;br /&gt;
* fire_coral_block: 1&lt;br /&gt;
* fire_coral_fan: 1&lt;br /&gt;
* fire_coral_wall_fan: 1&lt;br /&gt;
* firefly_bush: 1&lt;br /&gt;
* fletching_table: 1&lt;br /&gt;
* flower_pot: 1&lt;br /&gt;
* flowering_azalea: 1&lt;br /&gt;
* flowering_azalea_leaves: 1&lt;br /&gt;
* fox_spawner: 1&lt;br /&gt;
* frog_spawner: 1&lt;br /&gt;
* frogspawn: 1&lt;br /&gt;
* frosted_ice: 1&lt;br /&gt;
* furnace: 8&lt;br /&gt;
* ghast_spawner: 1&lt;br /&gt;
* gilded_blackstone: 1&lt;br /&gt;
* glass: 2&lt;br /&gt;
* glass_pane: 1&lt;br /&gt;
* glow_lichen: 1&lt;br /&gt;
* glow_squid_spawner: 1&lt;br /&gt;
* glowstone: 1&lt;br /&gt;
* goat_spawner: 1&lt;br /&gt;
* gold_block: 150&lt;br /&gt;
* gold_ore: 1&lt;br /&gt;
* granite: 1&lt;br /&gt;
* granite_slab: 1&lt;br /&gt;
* granite_stairs: 1&lt;br /&gt;
* granite_wall: 1&lt;br /&gt;
* grass: 4&lt;br /&gt;
* grass_block: 4&lt;br /&gt;
* gravel: 1&lt;br /&gt;
* gray_banner: 2&lt;br /&gt;
* gray_bed: 6&lt;br /&gt;
* gray_candle: 1&lt;br /&gt;
* gray_candle_cake: 1&lt;br /&gt;
* gray_carpet: 1&lt;br /&gt;
* gray_concrete: 3&lt;br /&gt;
* gray_concrete_powder: 2&lt;br /&gt;
* gray_glazed_terracotta: 5&lt;br /&gt;
* gray_shulker_box: 11&lt;br /&gt;
* gray_stained_glass: 2&lt;br /&gt;
* gray_stained_glass_pane: 1&lt;br /&gt;
* gray_terracotta: 2&lt;br /&gt;
* gray_wall_banner: 2&lt;br /&gt;
* gray_wool: 2&lt;br /&gt;
* green_banner: 2&lt;br /&gt;
* green_bed: 6&lt;br /&gt;
* green_candle: 1&lt;br /&gt;
* green_candle_cake: 1&lt;br /&gt;
* green_carpet: 1&lt;br /&gt;
* green_concrete: 3&lt;br /&gt;
* green_concrete_powder: 2&lt;br /&gt;
* green_glazed_terracotta: 5&lt;br /&gt;
* green_shulker_box: 11&lt;br /&gt;
* green_stained_glass: 2&lt;br /&gt;
* green_stained_glass_pane: 1&lt;br /&gt;
* green_terracotta: 2&lt;br /&gt;
* green_wall_banner: 2&lt;br /&gt;
* green_wool: 2&lt;br /&gt;
* grindstone: 1&lt;br /&gt;
* guardian_spawner: 1&lt;br /&gt;
* hanging_roots: 1&lt;br /&gt;
* happy_ghast_spawner: 1&lt;br /&gt;
* hay_block: 2&lt;br /&gt;
* heavy_core: 1&lt;br /&gt;
* heavy_weighted_pressure_plate: 3&lt;br /&gt;
* hoglin_spawner: 1&lt;br /&gt;
* honey_block: 3&lt;br /&gt;
* honeycomb_block: 3&lt;br /&gt;
* hopper: -10&lt;br /&gt;
* horn_coral: 1&lt;br /&gt;
* horn_coral_block: 1&lt;br /&gt;
* horn_coral_fan: 1&lt;br /&gt;
* horn_coral_wall_fan: 1&lt;br /&gt;
* horse_spawner: 1&lt;br /&gt;
* husk_spawner: 1&lt;br /&gt;
* ice: 5&lt;br /&gt;
* infested_chiseled_stone_bricks: 2&lt;br /&gt;
* infested_cobblestone: 1&lt;br /&gt;
* infested_cracked_stone_bricks: 2&lt;br /&gt;
* infested_deepslate: 1&lt;br /&gt;
* infested_mossy_stone_bricks: 2&lt;br /&gt;
* infested_stone: 1&lt;br /&gt;
* infested_stone_bricks: 2&lt;br /&gt;
* iron_bars: 2&lt;br /&gt;
* iron_block: 10&lt;br /&gt;
* iron_door: 5&lt;br /&gt;
* iron_golem_spawner: 1&lt;br /&gt;
* iron_ore: 1&lt;br /&gt;
* iron_trapdoor: 4&lt;br /&gt;
* jack_o_lantern: 2&lt;br /&gt;
* jigsaw: 1&lt;br /&gt;
* jukebox: 10&lt;br /&gt;
* jungle_button: 1&lt;br /&gt;
* jungle_door: 2&lt;br /&gt;
* jungle_fence: 2&lt;br /&gt;
* jungle_fence_gate: 4&lt;br /&gt;
* jungle_hanging_sign: 1&lt;br /&gt;
* jungle_leaves: 0&lt;br /&gt;
* jungle_log: 1&lt;br /&gt;
* jungle_planks: 1&lt;br /&gt;
* jungle_pressure_plate: 2&lt;br /&gt;
* jungle_sapling: 1&lt;br /&gt;
* jungle_sign: 1&lt;br /&gt;
* jungle_slab: 1&lt;br /&gt;
* jungle_stairs: 2&lt;br /&gt;
* jungle_trapdoor: 3&lt;br /&gt;
* jungle_wall_hanging_sign: 1&lt;br /&gt;
* jungle_wall_sign: 1&lt;br /&gt;
* jungle_wood: 1&lt;br /&gt;
* kelp: 1&lt;br /&gt;
* kelp_plant: 1&lt;br /&gt;
* ladder: 2&lt;br /&gt;
* lantern: 1&lt;br /&gt;
* lapis_block: 10&lt;br /&gt;
* lapis_ore: 1&lt;br /&gt;
* large_amethyst_bud: 1&lt;br /&gt;
* large_fern: 1&lt;br /&gt;
* lava: 0&lt;br /&gt;
* lava_cauldron: 1&lt;br /&gt;
* leaf_litter: 1&lt;br /&gt;
* lectern: 1&lt;br /&gt;
* lever: 1&lt;br /&gt;
* light: 1&lt;br /&gt;
* light_blue_banner: 2&lt;br /&gt;
* light_blue_bed: 6&lt;br /&gt;
* light_blue_candle: 1&lt;br /&gt;
* light_blue_candle_cake: 1&lt;br /&gt;
* light_blue_carpet: 1&lt;br /&gt;
* light_blue_concrete: 3&lt;br /&gt;
* light_blue_concrete_powder: 2&lt;br /&gt;
* light_blue_glazed_terracotta: 5&lt;br /&gt;
* light_blue_shulker_box: 11&lt;br /&gt;
* light_blue_stained_glass: 2&lt;br /&gt;
* light_blue_stained_glass_pane: 1&lt;br /&gt;
* light_blue_terracotta: 2&lt;br /&gt;
* light_blue_wall_banner: 2&lt;br /&gt;
* light_blue_wool: 2&lt;br /&gt;
* light_gray_banner: 2&lt;br /&gt;
* light_gray_bed: 6&lt;br /&gt;
* light_gray_candle: 1&lt;br /&gt;
* light_gray_candle_cake: 1&lt;br /&gt;
* light_gray_carpet: 1&lt;br /&gt;
* light_gray_concrete: 3&lt;br /&gt;
* light_gray_concrete_powder: 2&lt;br /&gt;
* light_gray_glazed_terracotta: 5&lt;br /&gt;
* light_gray_shulker_box: 11&lt;br /&gt;
* light_gray_stained_glass: 2&lt;br /&gt;
* light_gray_stained_glass_pane: 1&lt;br /&gt;
* light_gray_terracotta: 2&lt;br /&gt;
* light_gray_wall_banner: 2&lt;br /&gt;
* light_gray_wool: 2&lt;br /&gt;
* light_weighted_pressure_plate: 3&lt;br /&gt;
* lightning_rod: 1&lt;br /&gt;
* lilac: 1&lt;br /&gt;
* lily_of_the_valley: 1&lt;br /&gt;
* lily_pad: 5&lt;br /&gt;
* lime_banner: 2&lt;br /&gt;
* lime_bed: 6&lt;br /&gt;
* lime_candle: 1&lt;br /&gt;
* lime_candle_cake: 1&lt;br /&gt;
* lime_carpet: 1&lt;br /&gt;
* lime_concrete: 3&lt;br /&gt;
* lime_concrete_powder: 2&lt;br /&gt;
* lime_glazed_terracotta: 5&lt;br /&gt;
* lime_shulker_box: 11&lt;br /&gt;
* lime_stained_glass: 2&lt;br /&gt;
* lime_stained_glass_pane: 1&lt;br /&gt;
* lime_terracotta: 2&lt;br /&gt;
* lime_wall_banner: 2&lt;br /&gt;
* lime_wool: 2&lt;br /&gt;
* llama_spawner: 1&lt;br /&gt;
* lodestone: 1&lt;br /&gt;
* loom: 1&lt;br /&gt;
* magenta_banner: 2&lt;br /&gt;
* magenta_bed: 6&lt;br /&gt;
* magenta_candle: 1&lt;br /&gt;
* magenta_candle_cake: 1&lt;br /&gt;
* magenta_carpet: 1&lt;br /&gt;
* magenta_concrete: 3&lt;br /&gt;
* magenta_concrete_powder: 2&lt;br /&gt;
* magenta_glazed_terracotta: 5&lt;br /&gt;
* magenta_shulker_box: 11&lt;br /&gt;
* magenta_stained_glass: 2&lt;br /&gt;
* magenta_stained_glass_pane: 1&lt;br /&gt;
* magenta_terracotta: 2&lt;br /&gt;
* magenta_wall_banner: 2&lt;br /&gt;
* magenta_wool: 2&lt;br /&gt;
* magma_block: 1&lt;br /&gt;
* magma_cube_spawner: 1&lt;br /&gt;
* mangrove_button: 1&lt;br /&gt;
* mangrove_door: 1&lt;br /&gt;
* mangrove_fence: 1&lt;br /&gt;
* mangrove_fence_gate: 1&lt;br /&gt;
* mangrove_hanging_sign: 1&lt;br /&gt;
* mangrove_leaves: 1&lt;br /&gt;
* mangrove_log: 1&lt;br /&gt;
* mangrove_planks: 1&lt;br /&gt;
* mangrove_pressure_plate: 1&lt;br /&gt;
* mangrove_propagule: 1&lt;br /&gt;
* mangrove_roots: 1&lt;br /&gt;
* mangrove_sign: 1&lt;br /&gt;
* mangrove_slab: 1&lt;br /&gt;
* mangrove_stairs: 1&lt;br /&gt;
* mangrove_trapdoor: 1&lt;br /&gt;
* mangrove_wall_hanging_sign: 1&lt;br /&gt;
* mangrove_wall_sign: 1&lt;br /&gt;
* mangrove_wood: 1&lt;br /&gt;
* medium_amethyst_bud: 1&lt;br /&gt;
* melon: 1&lt;br /&gt;
* melon_stem: 1&lt;br /&gt;
* mooshroom_spawner: 1&lt;br /&gt;
* moss_block: 1&lt;br /&gt;
* moss_carpet: 1&lt;br /&gt;
* mossy_cobblestone: 1&lt;br /&gt;
* mossy_cobblestone_slab: 1&lt;br /&gt;
* mossy_cobblestone_stairs: 1&lt;br /&gt;
* mossy_cobblestone_wall: 1&lt;br /&gt;
* mossy_stone_brick_slab: 1&lt;br /&gt;
* mossy_stone_brick_stairs: 1&lt;br /&gt;
* mossy_stone_brick_wall: 1&lt;br /&gt;
* mossy_stone_bricks: 2&lt;br /&gt;
* moving_piston: 1&lt;br /&gt;
* mud: 1&lt;br /&gt;
* mud_brick_slab: 1&lt;br /&gt;
* mud_brick_stairs: 1&lt;br /&gt;
* mud_brick_wall: 1&lt;br /&gt;
* mud_bricks: 1&lt;br /&gt;
* muddy_mangrove_roots: 1&lt;br /&gt;
* mule_spawner: 1&lt;br /&gt;
* mushroom_stem: 1&lt;br /&gt;
* mycelium: 5&lt;br /&gt;
* nether_brick_fence: 2&lt;br /&gt;
* nether_brick_slab: 1&lt;br /&gt;
* nether_brick_stairs: 2&lt;br /&gt;
* nether_brick_wall: 1&lt;br /&gt;
* nether_bricks: 2&lt;br /&gt;
* nether_gold_ore: 1&lt;br /&gt;
* nether_portal: 1&lt;br /&gt;
* nether_quartz_ore: 1&lt;br /&gt;
* nether_sprouts: 1&lt;br /&gt;
* nether_wart: 1&lt;br /&gt;
* nether_wart_block: 2&lt;br /&gt;
* netherite_block: 400&lt;br /&gt;
* netherrack: 1&lt;br /&gt;
* note_block: 10&lt;br /&gt;
* oak_button: 1&lt;br /&gt;
* oak_door: 2&lt;br /&gt;
* oak_fence: 2&lt;br /&gt;
* oak_fence_gate: 4&lt;br /&gt;
* oak_hanging_sign: 1&lt;br /&gt;
* oak_leaves: 0&lt;br /&gt;
* oak_log: 1&lt;br /&gt;
* oak_planks: 1&lt;br /&gt;
* oak_pressure_plate: 2&lt;br /&gt;
* oak_sapling: 1&lt;br /&gt;
* oak_sign: 6&lt;br /&gt;
* oak_slab: 1&lt;br /&gt;
* oak_stairs: 2&lt;br /&gt;
* oak_trapdoor: 3&lt;br /&gt;
* oak_wall_hanging_sign: 1&lt;br /&gt;
* oak_wall_sign: 6&lt;br /&gt;
* oak_wood: 1&lt;br /&gt;
* observer: 1&lt;br /&gt;
* obsidian: 10&lt;br /&gt;
* ocelot_spawner: 1&lt;br /&gt;
* ochre_froglight: 1&lt;br /&gt;
* open_eyeblossom: 1&lt;br /&gt;
* orange_banner: 2&lt;br /&gt;
* orange_bed: 6&lt;br /&gt;
* orange_candle: 1&lt;br /&gt;
* orange_candle_cake: 1&lt;br /&gt;
* orange_carpet: 1&lt;br /&gt;
* orange_concrete: 3&lt;br /&gt;
* orange_concrete_powder: 2&lt;br /&gt;
* orange_glazed_terracotta: 5&lt;br /&gt;
* orange_shulker_box: 11&lt;br /&gt;
* orange_stained_glass: 2&lt;br /&gt;
* orange_stained_glass_pane: 1&lt;br /&gt;
* orange_terracotta: 2&lt;br /&gt;
* orange_tulip: 1&lt;br /&gt;
* orange_wall_banner: 2&lt;br /&gt;
* orange_wool: 2&lt;br /&gt;
* oxeye_daisy: 1&lt;br /&gt;
* oxidized_chiseled_copper: 1&lt;br /&gt;
* oxidized_copper: 5&lt;br /&gt;
* oxidized_copper_bulb: 1&lt;br /&gt;
* oxidized_copper_door: 1&lt;br /&gt;
* oxidized_copper_grate: 1&lt;br /&gt;
* oxidized_copper_trapdoor: 1&lt;br /&gt;
* oxidized_cut_copper: 5&lt;br /&gt;
* oxidized_cut_copper_slab: 1&lt;br /&gt;
* oxidized_cut_copper_stairs: 1&lt;br /&gt;
* packed_ice: 5&lt;br /&gt;
* packed_mud: 1&lt;br /&gt;
* pale_hanging_moss: 1&lt;br /&gt;
* pale_moss_block: 1&lt;br /&gt;
* pale_moss_carpet: 1&lt;br /&gt;
* pale_oak_button: 1&lt;br /&gt;
* pale_oak_door: 1&lt;br /&gt;
* pale_oak_fence: 1&lt;br /&gt;
* pale_oak_fence_gate: 1&lt;br /&gt;
* pale_oak_hanging_sign: 1&lt;br /&gt;
* pale_oak_leaves: 1&lt;br /&gt;
* pale_oak_log: 1&lt;br /&gt;
* pale_oak_planks: 1&lt;br /&gt;
* pale_oak_pressure_plate: 1&lt;br /&gt;
* pale_oak_sapling: 1&lt;br /&gt;
* pale_oak_sign: 1&lt;br /&gt;
* pale_oak_slab: 1&lt;br /&gt;
* pale_oak_stairs: 1&lt;br /&gt;
* pale_oak_trapdoor: 1&lt;br /&gt;
* pale_oak_wall_hanging_sign: 1&lt;br /&gt;
* pale_oak_wall_sign: 1&lt;br /&gt;
* pale_oak_wood: 1&lt;br /&gt;
* panda_spawner: 1&lt;br /&gt;
* parrot_spawner: 1&lt;br /&gt;
* pearlescent_froglight: 1&lt;br /&gt;
* peony: 1&lt;br /&gt;
* petrified_oak_slab: 1&lt;br /&gt;
* phantom_spawner: 1&lt;br /&gt;
* pig_spawner: 1&lt;br /&gt;
* piglin_brute_spawner: 1&lt;br /&gt;
* piglin_head: 1&lt;br /&gt;
* piglin_spawner: 1&lt;br /&gt;
* piglin_wall_head: 1&lt;br /&gt;
* pillager_spawner: 1&lt;br /&gt;
* pink_banner: 2&lt;br /&gt;
* pink_bed: 6&lt;br /&gt;
* pink_candle: 1&lt;br /&gt;
* pink_candle_cake: 1&lt;br /&gt;
* pink_carpet: 1&lt;br /&gt;
* pink_concrete: 3&lt;br /&gt;
* pink_concrete_powder: 2&lt;br /&gt;
* pink_glazed_terracotta: 5&lt;br /&gt;
* pink_petals: 1&lt;br /&gt;
* pink_shulker_box: 11&lt;br /&gt;
* pink_stained_glass: 2&lt;br /&gt;
* pink_stained_glass_pane: 1&lt;br /&gt;
* pink_terracotta: 2&lt;br /&gt;
* pink_tulip: 1&lt;br /&gt;
* pink_wall_banner: 2&lt;br /&gt;
* pink_wool: 2&lt;br /&gt;
* piston: 2&lt;br /&gt;
* piston_head: 1&lt;br /&gt;
* pitcher_crop: 1&lt;br /&gt;
* pitcher_plant: 1&lt;br /&gt;
* player_head: 1&lt;br /&gt;
* player_wall_head: 1&lt;br /&gt;
* podzol: 2&lt;br /&gt;
* pointed_dripstone: 1&lt;br /&gt;
* polar_bear_spawner: 1&lt;br /&gt;
* polished_andesite: 1&lt;br /&gt;
* polished_andesite_slab: 1&lt;br /&gt;
* polished_andesite_stairs: 1&lt;br /&gt;
* polished_basalt: 1&lt;br /&gt;
* polished_blackstone: 1&lt;br /&gt;
* polished_blackstone_brick_slab: 1&lt;br /&gt;
* polished_blackstone_brick_stairs: 1&lt;br /&gt;
* polished_blackstone_brick_wall: 1&lt;br /&gt;
* polished_blackstone_bricks: 1&lt;br /&gt;
* polished_blackstone_button: 1&lt;br /&gt;
* polished_blackstone_pressure_plate: 1&lt;br /&gt;
* polished_blackstone_slab: 1&lt;br /&gt;
* polished_blackstone_stairs: 1&lt;br /&gt;
* polished_blackstone_wall: 1&lt;br /&gt;
* polished_deepslate: 1&lt;br /&gt;
* polished_deepslate_slab: 1&lt;br /&gt;
* polished_deepslate_stairs: 1&lt;br /&gt;
* polished_deepslate_wall: 1&lt;br /&gt;
* polished_diorite: 1&lt;br /&gt;
* polished_diorite_slab: 1&lt;br /&gt;
* polished_diorite_stairs: 1&lt;br /&gt;
* polished_granite: 1&lt;br /&gt;
* polished_granite_slab: 1&lt;br /&gt;
* polished_granite_stairs: 1&lt;br /&gt;
* polished_tuff: 1&lt;br /&gt;
* polished_tuff_slab: 1&lt;br /&gt;
* polished_tuff_stairs: 1&lt;br /&gt;
* polished_tuff_wall: 1&lt;br /&gt;
* poppy: 1&lt;br /&gt;
* potatoes: 1&lt;br /&gt;
* potted_acacia_sapling: 1&lt;br /&gt;
* potted_allium: 1&lt;br /&gt;
* potted_azalea_bush: 1&lt;br /&gt;
* potted_azure_bluet: 1&lt;br /&gt;
* potted_bamboo: 1&lt;br /&gt;
* potted_birch_sapling: 1&lt;br /&gt;
* potted_blue_orchid: 1&lt;br /&gt;
* potted_brown_mushroom: 1&lt;br /&gt;
* potted_cactus: 1&lt;br /&gt;
* potted_cherry_sapling: 1&lt;br /&gt;
* potted_closed_eyeblossom: 1&lt;br /&gt;
* potted_cornflower: 1&lt;br /&gt;
* potted_crimson_fungus: 1&lt;br /&gt;
* potted_crimson_roots: 1&lt;br /&gt;
* potted_dandelion: 1&lt;br /&gt;
* potted_dark_oak_sapling: 1&lt;br /&gt;
* potted_dead_bush: 1&lt;br /&gt;
* potted_fern: 1&lt;br /&gt;
* potted_flowering_azalea_bush: 1&lt;br /&gt;
* potted_jungle_sapling: 1&lt;br /&gt;
* potted_lily_of_the_valley: 1&lt;br /&gt;
* potted_mangrove_propagule: 1&lt;br /&gt;
* potted_oak_sapling: 1&lt;br /&gt;
* potted_open_eyeblossom: 1&lt;br /&gt;
* potted_orange_tulip: 1&lt;br /&gt;
* potted_oxeye_daisy: 1&lt;br /&gt;
* potted_pale_oak_sapling: 1&lt;br /&gt;
* potted_pink_tulip: 1&lt;br /&gt;
* potted_poppy: 1&lt;br /&gt;
* potted_red_mushroom: 1&lt;br /&gt;
* potted_red_tulip: 1&lt;br /&gt;
* potted_spruce_sapling: 1&lt;br /&gt;
* potted_torchflower: 1&lt;br /&gt;
* potted_warped_fungus: 1&lt;br /&gt;
* potted_warped_roots: 1&lt;br /&gt;
* potted_white_tulip: 1&lt;br /&gt;
* potted_wither_rose: 1&lt;br /&gt;
* powder_snow: 1&lt;br /&gt;
* powder_snow_cauldron: 1&lt;br /&gt;
* powered_rail: 2&lt;br /&gt;
* prismarine: 1&lt;br /&gt;
* prismarine_brick_slab: 1&lt;br /&gt;
* prismarine_brick_stairs: 2&lt;br /&gt;
* prismarine_bricks: 2&lt;br /&gt;
* prismarine_slab: 1&lt;br /&gt;
* prismarine_stairs: 2&lt;br /&gt;
* prismarine_wall: 1&lt;br /&gt;
* pufferfish_spawner: 1&lt;br /&gt;
* pumpkin: 1&lt;br /&gt;
* pumpkin_stem: 1&lt;br /&gt;
* purple_banner: 2&lt;br /&gt;
* purple_bed: 6&lt;br /&gt;
* purple_candle: 1&lt;br /&gt;
* purple_candle_cake: 1&lt;br /&gt;
* purple_carpet: 1&lt;br /&gt;
* purple_concrete: 3&lt;br /&gt;
* purple_concrete_powder: 2&lt;br /&gt;
* purple_glazed_terracotta: 5&lt;br /&gt;
* purple_shulker_box: 11&lt;br /&gt;
* purple_stained_glass: 2&lt;br /&gt;
* purple_stained_glass_pane: 1&lt;br /&gt;
* purple_terracotta: 2&lt;br /&gt;
* purple_wall_banner: 2&lt;br /&gt;
* purple_wool: 2&lt;br /&gt;
* purpur_block: 1&lt;br /&gt;
* purpur_pillar: 1&lt;br /&gt;
* purpur_slab: 1&lt;br /&gt;
* purpur_stairs: 2&lt;br /&gt;
* quartz_block: 1&lt;br /&gt;
* quartz_bricks: 1&lt;br /&gt;
* quartz_pillar: 1&lt;br /&gt;
* quartz_slab: 1&lt;br /&gt;
* quartz_stairs: 2&lt;br /&gt;
* rabbit_spawner: 1&lt;br /&gt;
* rail: 1&lt;br /&gt;
* ravager_spawner: 1&lt;br /&gt;
* raw_copper_block: 1&lt;br /&gt;
* raw_gold_block: 1&lt;br /&gt;
* raw_iron_block: 1&lt;br /&gt;
* red_banner: 1&lt;br /&gt;
* red_bed: 6&lt;br /&gt;
* red_candle: 1&lt;br /&gt;
* red_candle_cake: 1&lt;br /&gt;
* red_carpet: 1&lt;br /&gt;
* red_concrete: 3&lt;br /&gt;
* red_concrete_powder: 2&lt;br /&gt;
* red_glazed_terracotta: 5&lt;br /&gt;
* red_mushroom: 1&lt;br /&gt;
* red_mushroom_block: 1&lt;br /&gt;
* red_nether_brick_slab: 1&lt;br /&gt;
* red_nether_brick_stairs: 1&lt;br /&gt;
* red_nether_brick_wall: 1&lt;br /&gt;
* red_nether_bricks: 2&lt;br /&gt;
* red_sand: 1&lt;br /&gt;
* red_sandstone: 1&lt;br /&gt;
* red_sandstone_slab: 1&lt;br /&gt;
* red_sandstone_stairs: 2&lt;br /&gt;
* red_sandstone_wall: 1&lt;br /&gt;
* red_shulker_box: 11&lt;br /&gt;
* red_stained_glass: 2&lt;br /&gt;
* red_stained_glass_pane: 1&lt;br /&gt;
* red_terracotta: 2&lt;br /&gt;
* red_tulip: 1&lt;br /&gt;
* red_wall_banner: 2&lt;br /&gt;
* red_wool: 2&lt;br /&gt;
* redstone_block: 10&lt;br /&gt;
* redstone_lamp: 10&lt;br /&gt;
* redstone_ore: 1&lt;br /&gt;
* redstone_torch: 5&lt;br /&gt;
* redstone_wall_torch: 5&lt;br /&gt;
* redstone_wire: 1&lt;br /&gt;
* reinforced_deepslate: 1&lt;br /&gt;
* repeater: 6&lt;br /&gt;
* repeating_command_block: 0&lt;br /&gt;
* resin_block: 1&lt;br /&gt;
* resin_brick_slab: 1&lt;br /&gt;
* resin_brick_stairs: 1&lt;br /&gt;
* resin_brick_wall: 1&lt;br /&gt;
* resin_bricks: 1&lt;br /&gt;
* resin_clump: 1&lt;br /&gt;
* respawn_anchor: 1&lt;br /&gt;
* rooted_dirt: 1&lt;br /&gt;
* rose_bush: 1&lt;br /&gt;
* salmon_spawner: 1&lt;br /&gt;
* sand: 1&lt;br /&gt;
* sandstone: 1&lt;br /&gt;
* sandstone_slab: 1&lt;br /&gt;
* sandstone_stairs: 2&lt;br /&gt;
* sandstone_wall: 1&lt;br /&gt;
* scaffolding: 1&lt;br /&gt;
* sculk: 1&lt;br /&gt;
* sculk_catalyst: 1&lt;br /&gt;
* sculk_sensor: 1&lt;br /&gt;
* sculk_shrieker: 1&lt;br /&gt;
* sculk_vein: 1&lt;br /&gt;
* sea_lantern: 9&lt;br /&gt;
* sea_pickle: 1&lt;br /&gt;
* seagrass: 1&lt;br /&gt;
* sheep_spawner: 1&lt;br /&gt;
* short_dry_grass: 1&lt;br /&gt;
* short_grass: 1&lt;br /&gt;
* shroomlight: 1&lt;br /&gt;
* shulker_box: 10&lt;br /&gt;
* shulker_spawner: 1&lt;br /&gt;
* silverfish_spawner: 1&lt;br /&gt;
* skeleton_horse_spawner: 1&lt;br /&gt;
* skeleton_skull: 2&lt;br /&gt;
* skeleton_spawner: 1&lt;br /&gt;
* skeleton_wall_skull: 2&lt;br /&gt;
* slime_block: 2&lt;br /&gt;
* slime_spawner: 1&lt;br /&gt;
* small_amethyst_bud: 1&lt;br /&gt;
* small_dripleaf: 1&lt;br /&gt;
* smithing_table: 1&lt;br /&gt;
* smoker: 1&lt;br /&gt;
* smooth_basalt: 1&lt;br /&gt;
* smooth_quartz: 1&lt;br /&gt;
* smooth_quartz_slab: 1&lt;br /&gt;
* smooth_quartz_stairs: 1&lt;br /&gt;
* smooth_red_sandstone: 1&lt;br /&gt;
* smooth_red_sandstone_slab: 1&lt;br /&gt;
* smooth_red_sandstone_stairs: 1&lt;br /&gt;
* smooth_sandstone: 1&lt;br /&gt;
* smooth_sandstone_slab: 1&lt;br /&gt;
* smooth_sandstone_stairs: 1&lt;br /&gt;
* smooth_stone: 1&lt;br /&gt;
* smooth_stone_slab: 1&lt;br /&gt;
* sniffer_egg: 1&lt;br /&gt;
* sniffer_spawner: 1&lt;br /&gt;
* snow: 1&lt;br /&gt;
* snow_block: 1&lt;br /&gt;
* snow_golem_spawner: 1&lt;br /&gt;
* soul_campfire: 1&lt;br /&gt;
* soul_fire: 1&lt;br /&gt;
* soul_lantern: 1&lt;br /&gt;
* soul_sand: 2&lt;br /&gt;
* soul_soil: 1&lt;br /&gt;
* soul_torch: 1&lt;br /&gt;
* soul_wall_torch: 1&lt;br /&gt;
* spawner: 1&lt;br /&gt;
* spider_spawner: 1&lt;br /&gt;
* sponge: 10&lt;br /&gt;
* spore_blossom: 1&lt;br /&gt;
* spruce_button: 1&lt;br /&gt;
* spruce_door: 2&lt;br /&gt;
* spruce_fence: 2&lt;br /&gt;
* spruce_fence_gate: 4&lt;br /&gt;
* spruce_hanging_sign: 1&lt;br /&gt;
* spruce_leaves: 0&lt;br /&gt;
* spruce_log: 1&lt;br /&gt;
* spruce_planks: 1&lt;br /&gt;
* spruce_pressure_plate: 2&lt;br /&gt;
* spruce_sapling: 1&lt;br /&gt;
* spruce_sign: 1&lt;br /&gt;
* spruce_slab: 1&lt;br /&gt;
* spruce_stairs: 2&lt;br /&gt;
* spruce_trapdoor: 3&lt;br /&gt;
* spruce_wall_hanging_sign: 1&lt;br /&gt;
* spruce_wall_sign: 1&lt;br /&gt;
* spruce_wood: 1&lt;br /&gt;
* squid_spawner: 1&lt;br /&gt;
* sticky_piston: 1&lt;br /&gt;
* stone: 1&lt;br /&gt;
* stone_brick_slab: 1&lt;br /&gt;
* stone_brick_stairs: 2&lt;br /&gt;
* stone_brick_wall: 1&lt;br /&gt;
* stone_bricks: 2&lt;br /&gt;
* stone_button: 1&lt;br /&gt;
* stone_pressure_plate: 2&lt;br /&gt;
* stone_slab: 1&lt;br /&gt;
* stone_stairs: 1&lt;br /&gt;
* stonecutter: 1&lt;br /&gt;
* stray_spawner: 1&lt;br /&gt;
* strider_spawner: 1&lt;br /&gt;
* stripped_acacia_log: 1&lt;br /&gt;
* stripped_acacia_wood: 1&lt;br /&gt;
* stripped_bamboo_block: 1&lt;br /&gt;
* stripped_birch_log: 1&lt;br /&gt;
* stripped_birch_wood: 1&lt;br /&gt;
* stripped_cherry_log: 1&lt;br /&gt;
* stripped_cherry_wood: 1&lt;br /&gt;
* stripped_crimson_hyphae: 1&lt;br /&gt;
* stripped_crimson_stem: 1&lt;br /&gt;
* stripped_dark_oak_log: 1&lt;br /&gt;
* stripped_dark_oak_wood: 1&lt;br /&gt;
* stripped_jungle_log: 1&lt;br /&gt;
* stripped_jungle_wood: 1&lt;br /&gt;
* stripped_mangrove_log: 1&lt;br /&gt;
* stripped_mangrove_wood: 1&lt;br /&gt;
* stripped_oak_log: 1&lt;br /&gt;
* stripped_oak_wood: 1&lt;br /&gt;
* stripped_pale_oak_log: 1&lt;br /&gt;
* stripped_pale_oak_wood: 1&lt;br /&gt;
* stripped_spruce_log: 1&lt;br /&gt;
* stripped_spruce_wood: 1&lt;br /&gt;
* stripped_warped_hyphae: 1&lt;br /&gt;
* stripped_warped_stem: 1&lt;br /&gt;
* structure_block: 1&lt;br /&gt;
* structure_void: 1&lt;br /&gt;
* sugar_cane: 1&lt;br /&gt;
* sunflower: 1&lt;br /&gt;
* suspicious_gravel: 1&lt;br /&gt;
* suspicious_sand: 1&lt;br /&gt;
* sweet_berry_bush: 1&lt;br /&gt;
* tadpole_spawner: 1&lt;br /&gt;
* tall_dry_grass: 1&lt;br /&gt;
* tall_grass: 1&lt;br /&gt;
* tall_seagrass: 1&lt;br /&gt;
* target: 1&lt;br /&gt;
* terracotta: 2&lt;br /&gt;
* test_block: 1&lt;br /&gt;
* test_instance_block: 1&lt;br /&gt;
* tinted_glass: 2&lt;br /&gt;
* tnt: 5&lt;br /&gt;
* torch: 1&lt;br /&gt;
* torchflower: 1&lt;br /&gt;
* torchflower_crop: 1&lt;br /&gt;
* trader_llama_spawner: 1&lt;br /&gt;
* trapped_chest: 10&lt;br /&gt;
* trial_spawner: -500&lt;br /&gt;
* trial_spawner: 1&lt;br /&gt;
* tripwire: 2&lt;br /&gt;
* tripwire_hook: 2&lt;br /&gt;
* tropical_fish_spawner: 1&lt;br /&gt;
* tube_coral: 1&lt;br /&gt;
* tube_coral_block: 1&lt;br /&gt;
* tube_coral_fan: 1&lt;br /&gt;
* tube_coral_wall_fan: 1&lt;br /&gt;
* tuff: 1&lt;br /&gt;
* tuff_brick_slab: 1&lt;br /&gt;
* tuff_brick_stairs: 1&lt;br /&gt;
* tuff_brick_wall: 1&lt;br /&gt;
* tuff_bricks: 1&lt;br /&gt;
* tuff_slab: 1&lt;br /&gt;
* tuff_stairs: 1&lt;br /&gt;
* tuff_wall: 1&lt;br /&gt;
* turtle_egg: 1&lt;br /&gt;
* turtle_spawner: 1&lt;br /&gt;
* twisting_vines: 1&lt;br /&gt;
* twisting_vines_plant: 1&lt;br /&gt;
* vault: -500&lt;br /&gt;
* vault: 1&lt;br /&gt;
* verdant_froglight: 1&lt;br /&gt;
* vex_spawner: 1&lt;br /&gt;
* villager_spawner: 1&lt;br /&gt;
* vindicator_spawner: 1&lt;br /&gt;
* vine: 1&lt;br /&gt;
* void_air: 0&lt;br /&gt;
* wall_torch: 1&lt;br /&gt;
* wandering_trader_spawner: 1&lt;br /&gt;
* warden_spawner: 1&lt;br /&gt;
* warped_button: 1&lt;br /&gt;
* warped_door: 1&lt;br /&gt;
* warped_fence: 1&lt;br /&gt;
* warped_fence_gate: 1&lt;br /&gt;
* warped_fungus: 1&lt;br /&gt;
* warped_hanging_sign: 1&lt;br /&gt;
* warped_hyphae: 1&lt;br /&gt;
* warped_nylium: 1&lt;br /&gt;
* warped_planks: 1&lt;br /&gt;
* warped_pressure_plate: 1&lt;br /&gt;
* warped_roots: 1&lt;br /&gt;
* warped_sign: 1&lt;br /&gt;
* warped_slab: 1&lt;br /&gt;
* warped_stairs: 1&lt;br /&gt;
* warped_stem: 1&lt;br /&gt;
* warped_trapdoor: 1&lt;br /&gt;
* warped_wall_hanging_sign: 1&lt;br /&gt;
* warped_wall_sign: 1&lt;br /&gt;
* warped_wart_block: 1&lt;br /&gt;
* water: 0&lt;br /&gt;
* water_cauldron: 1&lt;br /&gt;
* waxed_chiseled_copper: 1&lt;br /&gt;
* waxed_copper_block: 5&lt;br /&gt;
* waxed_copper_bulb: 1&lt;br /&gt;
* waxed_copper_door: 1&lt;br /&gt;
* waxed_copper_grate: 1&lt;br /&gt;
* waxed_copper_trapdoor: 1&lt;br /&gt;
* waxed_cut_copper: 5&lt;br /&gt;
* waxed_cut_copper_slab: 1&lt;br /&gt;
* waxed_cut_copper_stairs: 1&lt;br /&gt;
* waxed_exposed_chiseled_copper: 1&lt;br /&gt;
* waxed_exposed_copper: 5&lt;br /&gt;
* waxed_exposed_copper_bulb: 1&lt;br /&gt;
* waxed_exposed_copper_door: 1&lt;br /&gt;
* waxed_exposed_copper_grate: 1&lt;br /&gt;
* waxed_exposed_copper_trapdoor: 1&lt;br /&gt;
* waxed_exposed_cut_copper: 5&lt;br /&gt;
* waxed_exposed_cut_copper_slab: 1&lt;br /&gt;
* waxed_exposed_cut_copper_stairs: 1&lt;br /&gt;
* waxed_oxidized_chiseled_copper: 1&lt;br /&gt;
* waxed_oxidized_copper: 5&lt;br /&gt;
* waxed_oxidized_copper_bulb: 1&lt;br /&gt;
* waxed_oxidized_copper_door: 1&lt;br /&gt;
* waxed_oxidized_copper_grate: 1&lt;br /&gt;
* waxed_oxidized_copper_trapdoor: 1&lt;br /&gt;
* waxed_oxidized_cut_copper: 5&lt;br /&gt;
* waxed_oxidized_cut_copper_slab: 1&lt;br /&gt;
* waxed_oxidized_cut_copper_stairs: 1&lt;br /&gt;
* waxed_weathered_chiseled_copper: 1&lt;br /&gt;
* waxed_weathered_copper: 5&lt;br /&gt;
* waxed_weathered_copper_bulb: 1&lt;br /&gt;
* waxed_weathered_copper_door: 1&lt;br /&gt;
* waxed_weathered_copper_grate: 1&lt;br /&gt;
* waxed_weathered_copper_trapdoor: 1&lt;br /&gt;
* waxed_weathered_cut_copper: 5&lt;br /&gt;
* waxed_weathered_cut_copper_slab: 1&lt;br /&gt;
* waxed_weathered_cut_copper_stairs: 1&lt;br /&gt;
* weathered_chiseled_copper: 1&lt;br /&gt;
* weathered_copper: 5&lt;br /&gt;
* weathered_copper_bulb: 1&lt;br /&gt;
* weathered_copper_door: 1&lt;br /&gt;
* weathered_copper_grate: 1&lt;br /&gt;
* weathered_copper_trapdoor: 1&lt;br /&gt;
* weathered_cut_copper: 5&lt;br /&gt;
* weathered_cut_copper_slab: 1&lt;br /&gt;
* weathered_cut_copper_stairs: 1&lt;br /&gt;
* weeping_vines: 1&lt;br /&gt;
* weeping_vines_plant: 1&lt;br /&gt;
* wet_sponge: 10&lt;br /&gt;
* wheat: 1&lt;br /&gt;
* white_banner: 2&lt;br /&gt;
* white_bed: 6&lt;br /&gt;
* white_candle: 1&lt;br /&gt;
* white_candle_cake: 1&lt;br /&gt;
* white_carpet: 1&lt;br /&gt;
* white_concrete: 3&lt;br /&gt;
* white_concrete_powder: 2&lt;br /&gt;
* white_glazed_terracotta: 5&lt;br /&gt;
* white_shulker_box: 11&lt;br /&gt;
* white_stained_glass: 2&lt;br /&gt;
* white_stained_glass_pane: 1&lt;br /&gt;
* white_terracotta: 2&lt;br /&gt;
* white_tulip: 1&lt;br /&gt;
* white_wall_banner: 2&lt;br /&gt;
* white_wool: 2&lt;br /&gt;
* wildflowers: 1&lt;br /&gt;
* witch_spawner: 1&lt;br /&gt;
* wither_rose: 1&lt;br /&gt;
* wither_skeleton_skull: 10&lt;br /&gt;
* wither_skeleton_spawner: 1&lt;br /&gt;
* wither_skeleton_wall_skull: 10&lt;br /&gt;
* wither_spawner: 1&lt;br /&gt;
* wolf_spawner: 1&lt;br /&gt;
* yellow_banner: 2&lt;br /&gt;
* yellow_bed: 6&lt;br /&gt;
* yellow_candle: 1&lt;br /&gt;
* yellow_candle_cake: 1&lt;br /&gt;
* yellow_carpet: 1&lt;br /&gt;
* yellow_concrete: 3&lt;br /&gt;
* yellow_concrete_powder: 2&lt;br /&gt;
* yellow_glazed_terracotta: 5&lt;br /&gt;
* yellow_shulker_box: 11&lt;br /&gt;
* yellow_stained_glass: 2&lt;br /&gt;
* yellow_stained_glass_pane: 1&lt;br /&gt;
* yellow_terracotta: 2&lt;br /&gt;
* yellow_wall_banner: 2&lt;br /&gt;
* yellow_wool: 2&lt;br /&gt;
* zoglin_spawner: 1&lt;br /&gt;
* zombie_head: 1&lt;br /&gt;
* zombie_horse_spawner: 1&lt;br /&gt;
* zombie_spawner: 1&lt;br /&gt;
* zombie_villager_spawner: 1&lt;br /&gt;
* zombie_wall_head: 1&lt;br /&gt;
* zombified_piglin_spawner: 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Game Modes]]&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
	<entry>
		<id>https://wiki.badwolfmc.com/w/index.php?title=Potions&amp;diff=5985</id>
		<title>Potions</title>
		<link rel="alternate" type="text/html" href="https://wiki.badwolfmc.com/w/index.php?title=Potions&amp;diff=5985"/>
		<updated>2025-05-05T05:32:40Z</updated>

		<summary type="html">&lt;p&gt;Ca3lan: Take out and put back in a potion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Custom Potions are a feature available on [[BadWolfMC Alpha]] and in our hardcore worlds on [[BadWolfMC Gamma]]. Unlike in vanilla Minecraft it is not as easy as adding an ingredient to a brewing stand and waiting for it to finish. Depending on the recipe the whole process can be difficult and time consuming. Some recipes may need high precision in ingredients or any other step in the process. If even a single step is imprecise, the quality of the potions may suffer and you may experience side effects.&lt;br /&gt;
&lt;br /&gt;
Depending on the recipe, not all steps may be needed. The following describes the more common procedures of crafting custom potions. Players are encouraged to experiment and refine their techniques.&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
[[File:FermentingCauldron.png|350px|thumb|right|Steep ingredients in a cauldron placed over a fire]]&lt;br /&gt;
The first step consists of brewing the fresh ingredients.&lt;br /&gt;
&lt;br /&gt;
# Place a cauldron over a fire or campfire&lt;br /&gt;
# Fill the cauldron with water&lt;br /&gt;
# Add ingredients with a right click&lt;br /&gt;
# Wait while the ingredients steep&lt;br /&gt;
# Use glass bottles to extract the steeped ingredients&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;PRO TIP: Use (right click) a clock item on a cauldron to keep track of how long the ingredients have been brewing.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Distilling ==&lt;br /&gt;
[[File:Distilling.png|350px|thumb|right|Distill brewed ingredients in a regular brewing stand.]]&lt;br /&gt;
# Put the bottle with brewed ingredients into a regular brewing stand&lt;br /&gt;
# Use glowstone dust as a filter in the top slot of the brewing stand (the filter will not be consumed)&lt;br /&gt;
&lt;br /&gt;
== Aging ==&lt;br /&gt;
Barrels are needed for aging. There are three types: small, medium, and large. The small barrel is a regular Minecraft barrel, the medium and large barrels are specially built with the wood choice depending on the brew. Medium barrels are opened with a right click on the sign, the big barrels with a right click on the spigot (fence).&lt;br /&gt;
&lt;br /&gt;
* Put the distilled bottles into the barrels for aging.&lt;br /&gt;
* Depending on the recipe, the type of wood used may alter the quality of the aged brew.&lt;br /&gt;
* Aging times are in units of Minecraft days but listed on the final brew as years.&lt;br /&gt;
* The barrel should not be destroyed while aging, as it would leak after a short while.&lt;br /&gt;
* When breaking the spigot, everything inside will be dumped out.&lt;br /&gt;
* Barrels can be protected with BlockLocker by writing &amp;quot;[private]&amp;quot; on the first line and &amp;quot;Barrel&amp;quot; on the &#039;&#039;&#039;last line&#039;&#039;&#039; of the barrel sign.&lt;br /&gt;
[[File:SmallBarrel.png|350px|thumb|right|How to build medium barrels for aging]]&lt;br /&gt;
[[File:BigBarrel.png|350px|thumb|right|How to build large barrels for aging]]&lt;br /&gt;
&lt;br /&gt;
=== Small barrel ===&lt;br /&gt;
# Craft and place a [https://minecraft.fandom.com/wiki/Barrel Minecraft barrel].&lt;br /&gt;
# That&#039;s it! No sign required.&lt;br /&gt;
# The small barrel counts for recipes as oak wood.&lt;br /&gt;
&lt;br /&gt;
=== Medium barrel ===&lt;br /&gt;
# Use 8 wooden stairs to build a barrel shape.&lt;br /&gt;
# Place a sign on the lower right side and write &amp;quot;Barrel&amp;quot; on the first line.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Barrel created&amp;quot; message should appear if the barrel was properly built.&lt;br /&gt;
&lt;br /&gt;
=== Large barrel ===&lt;br /&gt;
Use 5 Fences, 16 Wooden stairs, and 18 wood planks to build a barrel shape. Attach a spigot (fence) and a sign that has &amp;quot;Barrel&amp;quot; written on the first line.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Barrel created&amp;quot; message should appear if the barrel was properly built. &#039;&#039;For the large barrel only&#039;&#039;, you may remove the sign after creating it.&lt;br /&gt;
&lt;br /&gt;
{{Ambox&lt;br /&gt;
| type  = notice&lt;br /&gt;
| text  = &amp;lt;div&amp;gt;&#039;&#039;&#039;PRO TIP: At any time, you can take the custom potion out of the barrel and place it in at a later date to continue aging it.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Drinking ==&lt;br /&gt;
The effects of the brew will be applied to the player when drinking. Depending on the quality and type of potion it may have different effects.&lt;br /&gt;
&lt;br /&gt;
* The player may not be able to walk normally anymore.&lt;br /&gt;
* Chat may be altered depending on the effects of the brew, and many things players write may be incomprehensible, sometimes senseless - bypass this by enclosing your chat in asterisks (*)&lt;br /&gt;
* If the brew is particularly strong or improperly brewed it may have several negative effects&lt;br /&gt;
* When logging off, the player may have difficulties reaching his character, thus some login attempts shortly after may be denied&lt;br /&gt;
* The player may faint (disconnect)&lt;br /&gt;
&lt;br /&gt;
== Managing Effects ==&lt;br /&gt;
After drinking it takes a while until the effects are completely gone, but will steadily decrease after consumption. Eating bread, drinking milk, and consuming brews from the &amp;quot;Cures&amp;quot; category can also help to reduce the effects faster.&lt;br /&gt;
&lt;br /&gt;
When logging off, extremely affected players may log back in at a completely unknown place in the middle of nowhere having no idea how they got there. If they log back in after several hours or the next morning, they may also find themselves at /home again.&lt;br /&gt;
&lt;br /&gt;
If the brew was not of the best quality, the player may also experience slowness and hunger for a short time.&lt;br /&gt;
&lt;br /&gt;
== Potion Handling ==&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
[[File:BrewSealingTable.png|350px|thumb|right|Crafting the Brew Sealing Table]]&lt;br /&gt;
Our shop plugin requires all of the items sold from a specific container to be exactly equal, which is accomplished by sealing your brews on a Brew Sealing Table. This table can be crafted with 2 bottles over 4 planks.&lt;br /&gt;
&lt;br /&gt;
Putting similarly crafted potions in this table equalizes them so that they cannot be aged or modified any further. They will no longer show the finer details of the potion, but they can now be sold in larger batches.&lt;br /&gt;
&lt;br /&gt;
=== Dumping ===&lt;br /&gt;
Did your potion not turn out quite as good as you hoped? &amp;quot;Dump&amp;quot; it into a hopper with a shift+right-click to empty the bottle for reuse in your next batch! Or, you know, just drink it and see what happens... &lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
BadWolfMC has both permanent and seasonal recipes that can be won, purchased, or discovered through experimentation. Recipes can be stored in-game in &#039;&#039;&#039;Dr. Totter&#039;s Practical Guide to Pungent Potions&#039;&#039;&#039;, a magical book that keeps track of which recipes you&#039;ve unlocked and displays the selected recipe in a book GUI for the user. The Guide can be obtained on Alpha and Gamma through a [[Custom_Recipes#Tools_and_Custom_Items|custom recipe]].&lt;br /&gt;
&lt;br /&gt;
Some basic recipes are automatically unlocked in your recipe book.&lt;br /&gt;
&lt;br /&gt;
=== Seasonal Recipes ===&lt;br /&gt;
BadWolfMC also has seasonal recipes that can only be brewed and used during the active season. Off-season brews, even once brewed, will not work and should be stored for the next time their season is active. The active brews can only be discovered through experimentation using the following clues:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Brews (Active)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Cuban Rose Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; rose bush/2, dark oak leaves (minty?)/2, ice/3, natural sweetener/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; same as  the leaves&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
==== St. Germain&#039;s Enderflower Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; fresh flowers from the end/7, sugar/3, ice/2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; twice the number of brewing time&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; vwoop+vision&lt;br /&gt;
&lt;br /&gt;
==== Fairy Fire ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; sparkly dust/10, fiery dust/5, light ___ dye/1, two in the ____ dye/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; &amp;gt;15, &amp;lt;25 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ménage à trois&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; giggity&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 60 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 10/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 40%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; resistance, strength, health boost, glow&lt;br /&gt;
&lt;br /&gt;
==== Shamrock Shake ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 3 lobed plant/10, sugar/5, ice/3, sparkly bits from the pot at the end of the rainbow/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 17 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; spruce&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; luck, speed&lt;br /&gt;
&lt;br /&gt;
==== Spring&#039;s Radiance ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; one of every overworld flower type&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; the number of overworld flowers minus 8&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; half the number of brewing time&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; a nice oaky finish&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; the number of overworld flowers&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; saturation, absorption&lt;br /&gt;
&lt;br /&gt;
==== Ostara Basket ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; something lucky/3. basket filler/a multiple of 3 not otherwise in this list, things to dye/a multiple of 3 not otherwise in this list, chocolate/a multiple of 3 not otherwise in this list, sweetener/a multiple of 3 not otherwise in this list&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same multiple of 3 as the chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; factor of 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; pink!&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -15% (it&#039;s a cure!)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; speed, minor miner haste, regeneration&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Summer Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Pride Punch ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 1 each of a rainbow plant bouquet, 3 Sugar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 28&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 21 years&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Saturation/Absorption&lt;br /&gt;
&lt;br /&gt;
==== Pink Lemonade ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 10 Yellow Things, 3 Rose Bush, 6 Sugar, 2 Ice&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 20 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; birch&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 5 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Speed/Regen&lt;br /&gt;
&lt;br /&gt;
==== Emerald Isle Cocktail ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 1 Emerald, Green Stained Glass, 1/2 Result of a Cake Trade-In&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 8 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ??? days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Villagers love you!&lt;br /&gt;
&lt;br /&gt;
==== Wicked Shenanigans ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 4 Emerald Ore, (Brew Time -2) Black Stained Glass, 2 Fallen Stars&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ??? minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 4 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Why do I hear pillagers?&lt;br /&gt;
&lt;br /&gt;
==== To Kill A Mockingbird ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 3 Feathers, Wheat Seeds, 3 Cookies&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 7 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 7&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; acacia&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ??? day&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 65%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Levitation/Slow Falling&lt;br /&gt;
&lt;br /&gt;
==== Red Sangria ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 2 Nether Wart Block, 2 Red Flowers, 3 Redstone, Sweet Berries&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ??? minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 1 day&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Night Vision/Health/Fire Resist&lt;br /&gt;
&lt;br /&gt;
==== Hot Summer Nights ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; 9 Obsidian, Magma Blocks, 3 Phantom Membrane, Shooting Star&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 10 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 70%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Strength/Speed/Resistance&lt;br /&gt;
&lt;br /&gt;
==== Konbucha Tea ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; Slightly Slimy Kelp, Sweetener&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; a few minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; not long&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; Japanese Cedar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 7%&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effects:&#039;&#039;&#039; Water Breathing/Speed&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fall Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Pumpkin Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; wheat/???, pumpkin/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 13 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 8%&lt;br /&gt;
&lt;br /&gt;
==== Butter Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; sugar/6, something_glittery/6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 13 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 8%&lt;br /&gt;
&lt;br /&gt;
==== Witchy Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; eye_of_newt/3, sugar/6, shrooms/?, glistering_melon/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; jungle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 20%&lt;br /&gt;
&lt;br /&gt;
==== Bloody Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; spider_eye/3, nether_wart/6, root_veg/?&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 13 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Graveyard Smash Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; something_rotten/3, dem_bones/6, bird_skins/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Nether Regions Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; some_mineral/6, nether_wart/6, glowstone/1, something_explosive/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Monster Mash ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; internal_structural_support/3, offensive_projectiles/3, trap_material/3, the_better_to_see_you_with/3, green_meat/3, snot/3, boom_juice/3, speed/6&lt;br /&gt;
brewing time: unlucky. verrry unlucky.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 6&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; yes please&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 6 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength&#039;&#039;&#039;: 15%&lt;br /&gt;
&lt;br /&gt;
==== Pumpkin Spice Latte (Cure) ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; orange_gourd/1, coffee_beans/5, raw_sugar/?, milk/1&lt;br /&gt;
brewing time: optimal brew time for a French Press&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 5 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -10%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Winter Brews (Inactive)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Irish Hot Cocoa ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; cocoa beans/???, sugar/3, &amp;quot;no famine here&amp;quot;/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 8/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Mulled Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; &amp;quot;cider&#039;s main ingredient&amp;quot;/6, &amp;quot;cinnamon sticks&amp;quot;/1, glistering melon/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 6 minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Celebration Bubbly ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; &amp;quot;grapes&amp;quot;/9, something sparkly&amp;quot;/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 0&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; oak&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; ???&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Snowman Bubbly ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; snow/3, nose/1, eyes and buttons/5, arms/2&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; longer than it takes a snowman to melt&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; 3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; n/a&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 30%&lt;br /&gt;
&lt;br /&gt;
==== Candy Apple Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; apples/8, &amp;quot;candy apple&amp;quot;/1, sugar/3&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; x = 1/3 the number of cocoa beans required for the perfect Irish Hot Chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; x = 1/2 the minutes of brewing time for perfect Candy Apple Cider&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; oak&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 4 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 4/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Cranberry Cider ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; cranberries/?, apples/same as the number of cranberries, sugar/3, bottle of something sweet/1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; 7 minutes in heaven&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; how much time heaven actually takes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; crimson&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 3 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 5/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 10%&lt;br /&gt;
&lt;br /&gt;
==== Cason&#039;s Frozen Brew ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; wheat, ice&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of ice blocks in minutes&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;wood:&#039;&#039;&#039; any&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;age:&#039;&#039;&#039; 3 days&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 3/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 6%&lt;br /&gt;
&lt;br /&gt;
==== White Christmas ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; white stuff/10, other white stuff/2, holly berries/10, sweetness/5&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of minutes as one of the white stuffs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; same number of runs as one of the white stuffs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 6/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Alton Brown&#039;s Eggnog ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; eggs/the actual number that Alton&#039;s recipe calls for, sugar/one less than the number of eggs, milk/one less than the number of sugar, vanilla/one less than the number of sugar, pinch of cinnamon, pinch of nutmeg&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; one more minute than the number of eggs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; the same number of runs as the amount of sugar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 9/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; 15%&lt;br /&gt;
&lt;br /&gt;
==== Peppermint Mocha ====&lt;br /&gt;
&#039;&#039;&#039;ingredients:&#039;&#039;&#039; chocolate/the number of the (canon) doctor who got a movie, peppermint oil/half the amount of chocolate, peppermint leaves/half the amount of peppermint oil, sweetness/the number of peppermint oil plus the number of peppermint leaves, some milk, some cold stuff&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;brewing time:&#039;&#039;&#039; same number of minutes as the amount of chocolate&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;distillations:&#039;&#039;&#039; one less run than the number of peppermint leaves&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;difficulty:&#039;&#039;&#039; 7/10&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;effect strength:&#039;&#039;&#039; -15%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ca3lan</name></author>
	</entry>
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