Markus Alexej "Notch" Persson (born June 1, 1979) is a Swedishvideo game programmer and designer. Persson is the owner of Mojang, the video game company he founded alongside Carl Manneh and Jakob Porser in late 2010.[2][3] His principle venture for founding Mojang was Minecraft, a first-personsandbox video game that has gained popularity and support since its tech demo in 2009.[4] Since the release of Minecraft, Persson has gained significant notability within the video game industry, having won multiple awards and establishing relations with the industry's figureheads.[5] Persson retained his position as the lead designer of Minecraft until the game's official launch in 2011, after which he transferred creative authority to Jens Bergensten.Persson was born in Ystad,[7]Sweden to a Finnish mother and a Swedish father.[8] He lived there for the first seven years of his life.[citation needed] He began programming on his father's Commodore 128 home computer at the age of three.[9] Having experimented with various type-in programs he produced his first game at the age of eight, a text-based adventure game.[9] Professionally he had worked as a game developer for King.com for over four years, until 2009.[9] Afterwards he worked as a programmer for Jalbum.[10] He is also one of the founders of Wurm Online,[11] although he no longer works on this game.[10] Outside of work, he has made seven games for competitions[10] for the Java 4K Game Programming Contest such as "Left 4K Dead" and "Mega 4K Man".[12][non-primary source needed] He has also entered the Ludum Dare competition. He is the central figure of a documentary in development about the rise of Minecraft and Mojang called Minecraft: The Story of Mojang.Persson was born in Ystad,[7]Sweden to a Finnish mother and a Swedish father.[8] He lived there for the first seven years of his life.[citation needed] He began programming on his father's Commodore 128 home computer at the age of three.[9] Having experimented with various type-in programs he produced his first game at the age of eight, a text-based adventure game.[9] Professionally he had worked as a game developer for King.com for over four years, until 2009.[9] Afterwards he worked as a programmer for Jalbum.[10] He is also one of the founders of Wurm Online,[11] although he no longer works on this game.[10] Outside of work, he has made seven games for competitions[10] for the Java 4K Game Programming Contest such as "Left 4K Dead" and "Mega 4K Man".[12][non-primary source needed] He has also entered the Ludum Dare competition. He is the central figure of a documentary in development about the rise of Minecraft and Mojang called Minecraft: The Story of Mojang.
Wolves are mobs that can be allied with the player once tamed by being fed bones with the "use" key(However, in SSP they will turn neutral again every session). They will shake themselves dry when they reach land after a swim or if drenched by rain, or otherwise come in contact with water. Wolves are 1 block in height, 2 in length, and 1 in width (1 x 2 x 1).
Appearance
As wild wolves, they have white fur, their eyes consist of one white pixel, black pupils, and a drooping tail. As hostile wolves, they have red eyes, a contrast level of the fur increases, revealing dark patches of bristling hair and a mouth line raised in a slight snarl. As tamed they will listen to you and they will have a dyeable collar around them.
Spawning
Wolves will spawn in all difficulty levels and only in forest, taiga, and tundra biomes. Wolves can also be spawned in Creative mode with a Wolf Spawn Egg.
Behavior
A tame wolf begging the player.
Depending on if and how they are interacted with, wolves can be in one of three states: wild (untamed), hostile, or tamed. Tamed wolves can be bred to create a baby wolf.
All wolves will appear to 'scare' an Ocelot, but it's actually the normal "coming too close" behavior they display with players. Tamed wolves do not appear to scare, or fight with, tamed Ocelots (cats).
Wild wolves are neutral towards the player and spawn untamed in packs of 1-8, occasionally attacking nearby Sheep while roaming around. Randomly dropped blocks of Wool (especially in a Pine Forest biome) can be good indicator of their presence. Untamed wolves will tilt their head to the side to indicate their interest in a bone or meat held by a nearby player. Untamed wolves will become hostile toward the player if the player attacks them.
Hostile wolves will coordinate their attacks on a target (sheep or a player that has injured a wild wolf in the pack) and will not revert from this state once aggravated, unless you die and respawn. If a wolf is hit and becomes hostile, but then takes fall damage, it will stay hostile, but not attack. Tamed wolves cannot become aggravated. Aggravated wolves will attack any and all players in range. These wolves can be distinguished from their constant growling and appearance:the tail becomes straight, the eyes become red and the contrast level of the fur increases, revealing dark patches of bristling hair and a mouth line raised in a slight snarl.
Tame wolves (often called dogs) can be distinguished from wild or hostile wolves from their eyes as they change to look less aggressive (two white pixels and one black pixel), as well as a red collar-like line around their neck. Friendly wolves will also bark occasionally at any nearby players. When standing, these wolves will engage any mob the player hits with melee attacks (the notable exception being Creepers). If a player attacks wild wolves, tame wolves will kill the wild ones. However, occasionally the tame wolves following the player will growl like wild attacking wolves, although they won't advance. Sitting wolves will idly observe their surroundings and will not attack anything unless the player is hit, in which case they will engage the player's attacker in defense. Like their wild counterparts, tamed wolves will tilt their head to beg for a meat held by a nearby player. A tamed wolf will even eat rotten flesh. If a tamed wolf's health is low, it will whine in a plea for food. Tamed wolves will sit when you right click them. They will remain sitting unless you click them again or are attacked by a non-environmental entity.
Puppies
A puppy sitting.
Puppies are bred by feeding two tamed wolves any type of meat (except fish), such as Chicken (RawCooked), Porkchops (Raw or Cooked), Beef (Raw or Cooked), and Rotten Flesh. Their behavior is the same as tamed wolves, with few exceptions. They sit when right-clicked on, follow you around, teleport if you move around, and defend you when you are attacking mobs or players. They do not attack as well as wolves due to their size. Their appearance is the same, except that their body is shrunken (not their head). This is the same for all baby animals except for the Ocelot kittens and baby Villagers. They also have a red collar. Their bark (could also be considered as a whine) is high pitched. Puppies cannot be wild or hostile. Puppies spawn at a low health but have the same maximum health as a normal wolf. When two different player's dogs are bred together the owner of the puppy is selected at random. or
Taming
For a more thorough tutorial about taming wolves, go to: Tutorials/Wolves.
Lots of sitting tamed wolves.
First, find an untamed wolf or wolf pack. Each individual wolf can be tamed by feeding (right-clicking) it bones. Usually, feeding the wolf will cause a puff of hearts. If the wolf is also tamed, it will get a red collar and (if not swimming) the wolf will sit down. Each bone has a 1 in 3 chance of taming the wolf.
Once tamed, a wolf will not accept any more bones. Note that the number of bones required is random - some wolves respond to a single bone while others may require 9 or more to tame.[1] At the moment, there is no limit[2] on the number of wolves the player can tame.
Benefits
When told to sit (right-clicking), tamed wolves will remain in place while the player is free to move around. Sitting wolves will never despawn,[3] no matter how far away the player wanders, and not if the player leaves the game or goes to sleep. They also will resume following the player when he/she returns and tells them to stand up again.
Tamed wolves (when standing) always follow the player around the Overworld, teleporting to him/her if they become too distant. They will attack any non-environmental entities that injure the player - even idle sitting wolves will stand up and descend upon an attacker to defend the player when he/she is hit by someone else or a hostile mob. When the player hits a mob or another player with melee attacks (non-arrow),[4] tamed wolves will engage in combat with it, focusing on one target at a time and switching to another only when the first has been killed. Huge armies of wolves are so strong, the player might not even need a sword. Note that if a tamed wolf kills a mob, it will drop experience orbs for the player to take, as any mob killed by the player.
The notable exception to the rule is the Creeper. Tamed wolves will never engage a creeper even if the player hits the creeper.
Like other pets, they can block your movement in tight quarters and can activate pressure plates (a hazard if your structures' doors are operated by pressure plates as hostile mobs can then enter). Also, they will frequently bump into you, and may even push you over ledges. Make them sit before approaching any steep drops.
Care and feeding
A bunch of begging wolves.
A wolf's tail will rise and lower depending on its health. The exact health of an individual wolf can be determined by measuring the angle between its hind legs and tail. The angle indicates the percentage of health the wolf has (100 degrees for 100%, or 10 hearts; 90 degrees for 90%, etc.). Health can be restored by right-clicking a wolf with any type of meat. Rotten flesh will not induce the "hunger" potion effect (Food poisoning) on a wolf.
As of Beta 1.9 Pre-release 4, Splash Potions of healing or regeneration can be thrown at wolves to heal them.
Since wild wolves have a maximum health of 4 hearts, their tails will always remain significantly lower than those of tamed wolves, which gain 100% health (10 hearts) instantly upon being successfully tamed. Puppies will not gain 100% health when born. They must be fed in order to achieve max health.
Attempting to feed a tamed wolf when its health is full will start the "love mode" animation instead.
Also, as of Snapshot 12w03a, Wolves may be bred with one another through the use of meat if tamed and at full health. (Chicken (Raw or Cooked), Porkchops (Raw or Cooked), Steak/Beef, and Rotten Flesh)
In general, tame wolves follow the player in a wandering manner (as opposed to walking directly towards him/her) to avoid falling, but will continue to jump and move around even if the player stands still.
Wolves (Wild, Hostile, and Tamed) now have AI, so they can find paths to their targets if attacking, even in craters. They will also navigate along the edges of cliffs in the same sense, or if they are following you. However, they can still take damage from gradual descents.
Wolves will stand up and follow the player if pushed into water or injured while sitting.
Wolves can navigate and turn around in 1 x 1 horizontal tunnels.
Tamed wolves can be put on a "leash" by right-clicking with a fishing rod. (1.8.6)
They are not sufficiently wary of lava or flame, and are prone to set themselves afire by wandering too close.
]Teleportation
Tamed wolves will teleport to the player if a large enough gap (roughly a 20 x 20 x 10 block area) is created between them and the player with a few exceptions.
Teleporting resets the focus of a tamed wolf, so if a wolf is attacking a mob and teleports beside a player, it will resume following the player.
It is possible for tamed wolves to teleport to an inaccessible location (e.g. under ice) and be injured or die of suffocation as a result.
Exception: The wolf is likely to teleport if it is injured while sitting (it will no longer be sitting after it teleports). A dramatic example is if a wolf sitting outside is struck by lightning, in which case they will be on fire when they appear.
If the player is swimming/boating in deep water (but they will teleport as the player approaches land or shallow one block deep water)
If the player is standing on ice (but it will teleport as the player approaches land)
If the player enters a portal and travels to the Nether or the End, instead remaining in the Overworld until the player returns
From unloaded chunks(if you move far enough from the wolf or travel into a different dimension)
If the player is flying a certain distance above the land
CHEST
Chests are blocksthat store items. A single chest can store up to 27 stacks of items or blocks and can hold from 0 to 1728 blocks. A large chest is created by placing two chest blocks adjacent to each other, however, large chests cannot be created directly beside each other. Large chests have 54 storage slots and open as a single chest with six rows of slots. A large chest can hold from 0 to 3456 blocks. The top three rows in the interface correspond to the eastern or northern chest block and the bottom three to the southern or western chest block.
A chest is opened by right-clicking on the chest and closed by pressing the Esc button or the inventory button (default E). Items in chests can be quickly transferred to and from a player's inventoryby shift-clicking on the item; this will move all items in the slot to a free slot in the inventory and vice versa. For more control, all the items in a slot can be picked up with left-click, or half the items with right-click; then use left-click to place all items being moved, or right-click to place a single item at a time.
Destruction of a chest will drop all of its contents where the chest was destroyed. If one half of a large chest is destroyed, the corresponding items from the destroyed chest block will be dropped and the remaining chest block will continue to function as a small chest. The items in a large chest are organized so that the bottom half of the inventory is concentrated into the South or East side of the large chest, depending on how the chest is oriented.
A bonus chest will generate near the player's spawn if the Bonus Chest option is enabled in the World Options menu. This option is suggested for new players who are unfamiliar with the game's mechanics, but does have other uses such as getting food in an Ocean biome and not having to waste time getting basic starting items. Up to four Torcheswill spawn around the chest in adjacent horizontal and vertical squares. Bonus chests contain up to ten item stacks, chosen from the following list:
Item
Quantity per stack
Weight
Stick
1 - 3
10
Oak Wood Planks
1 - 3
10
Oak Wood
1 - 3
10
Wood Axe
1
5
Wood Pickaxe
1
5
Red Apple
2 - 3
5
Stone Axe
1
3
Stone Pickaxe
1
3
Bread
2 - 3
3
Each world seed's Bonus Chest will always contain the same items. Due to blocks in the way, sometimes a Bonus Chest will not spawn resorting in total loss of the chest. In other cases the chest will not appear but the items it held will be on the ground. Torches will sometimes not spawn for the same reason or else appear as items on the ground. These issues are probably unintentional and therefore a bug.
A special version of the Chest, the Locked Chest, was used as an April Fool's joke on April 1st, 2011 in version Beta 1.4. It was removed on April 5, 2011.
Previously, if a chest was placed next to a large chest it would attempt to "connect" with the large one, changing its texture to that of half a large chest. However, this is purely visual; they would still act like two separate chests, but as seen in the picture, you could connect multiple chests together and get a glitched "Huge Chest". Additionally, if one attempted to open a chest connected on all four sides, the game froze and the client crashed. This was partially fixed in Beta 1.1_02, however it was still possible if the chest was not placed horizontally adjacent to a large chest or if placed in the location of a fluid. The game would no longer freeze, but instead display a graphically glitched, fully functional chest screen. This bug was completely fixed in Beta 1.5, however any chest previously created in this way still functions.
Before the Beta 1.8Adventure Update, chests and double chests had a different model and texture: , and did not show an opening/closing animation. As of Beta 1.8, the chest's texture is not in the terrain.png file. Instead, it is in the folder "item" under "chest.png" and "chestlarge.png," with the former being a chest on its own and the latter being the double chest. However, prior to 12w21a, the chest particles were still based off terrain.png and for the Locked Chest texture. Chests used to be solid blocks, but are now tile entities, which means they no longer showed the block breaking animation and are also slightly smaller than they were before. A large chest is now created by placement of two adjacent chest blocks, and can't be created directly beside each other. and
In Beta 1.8, when shift+clicking objects from a chest into an already full inventory, or from the inventory to a full chest, Minecraft would crash. Beta 1.8.1 was released solely to fix this bug, although it still happens.
In Beta 1.8, chest opening and closing sound was the same sound file as a door, although this was replaced in the 1.0.0 sound update, and chests now have a new sound.
Before the Beta 1.8 update, the front of the chest (with the latch) faced away from any adjacent solid blocks, or face west if placed independent of other blocks. The viewpoint of players had no effect on the orientation of placed chests.
As of 1.2.4, Cats will try to sit on chests, making them unopenable. This is only meant to annoy the player. This can be prevented by placing a solid, but "transparent" block (such as a fence) above the chest.
In Snapshot 12w16a, the 'bonus chest' option was added to the Options menu, and in snapshot 12w18a, chests were no longer the only source of Cocoa Beans.
In Snapshot 12w21a, Jeb removed the original textures for chests from the terrain.png file. This freed seven slots. A variant of this chest utilizing the same structure but a different texture was added, called Ender Chests.