Building & Resources guides — page 4 — page 4
Minecraft guides filed under Building & Resources.
Finding a stronghold with two Eye of Ender throws
Triangulation works with two throws, not six eyes of guesswork. Here is the technique, the two mistakes that make it fail, and the coordinate maths behind it.
Banner patterns: the six-layer limit, loom order, and copying a design
A loom allows six layers but a give command allows more. Here is how layers stack, which patterns need a banner pattern item, and how to duplicate a banner exactly.
Why your mob farm is slow: spawn caps, not spawn rates
Mobs stop spawning because the cap is full of something else, somewhere else. Here is how the per-category cap works, what counts toward it, and how to empty it.
/locate: finding structures, biomes and why it sometimes says nothing is nearby
locate searches a bounded radius and gives up rather than looking forever. Here is the difference between structure, biome and poi, and what to do when it fails.
Biomes are 3D now: why the biome under your feet is not the one on the surface
Cave biomes generate independently of the surface, which changes mob spawns, water colour and where structures appear. What that means in practice.
Armour maths: why 20 armour points is not 80% reduction
The armour formula includes toughness and the attack's armour-piercing. Here is the real equation, what Protection adds on top, and where the hard caps sit.
Replacing sounds with a resource pack: sounds.json and the .ogg requirement
Minecraft only plays Ogg Vorbis, and a sound event is not a file. Here is the mapping file, how to add a sound instead of replacing one, and why yours is silent.
XP levels and total experience: the three formulas and what a death costs
Levels are not linear — level 30 is 1,395 XP but level 60 is 6,720. Here are the piecewise formulas, what you keep on death, and the cheapest level for enchanting.
Hiding and resizing HUD elements with a resource pack
The hotbar, crosshair and XP bar all live in one texture atlas. Here is how to make parts of it invisible, what cannot be moved, and the font trick for custom HUD text.
Map art: why your image looks wrong, and the 3-shade trick that fixes it
Maps have 61 base colours, not 16 million — but each has four shades set by block height. Staircasing triples your palette and is why good map art is never flat.
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