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The main part of this page has a redirect to it's self just so you guys know. 24.10.30.125 08:15, 11 September 2011 (UTC)vanstrat
Someone needs to fix the Bugs text, because that has been officially fixed by Jeb. 173.72.72.214 22:00, 19 September 2011 (UTC)
http://twitter.com/#!/notch/status/119024329550856192
In that tweet Notch talks about experience orbs being worth 1 point and breaking a tradition. Does anyone else think that experience orbs will break the &e0 score we get when we die? Finally have a score from eorbs? --Throex 15:13, 28 September 2011 (UTC)
http://www.minecraftforum.net/news/244-19-updates-old-score-gone-experience-possible-substitute/
--Throex 01:01, 29 September 2011 (UTC)
You do know that Jeb tested potion effects/buffs, and not skillpoint related stuff in that picture from Twitter?
I edited and removed it, remember the spirit of a wiki imply you should take action, if you find something you know is wrong you don't have to be afraid to fix it yourself. Daropedia 16:25, 3 October 2011 (UTC)
In case someone deems it worthy to be added to the article, I recently died in the nether (because I'm stupid enough to go down there without flint&steel and get my portal shot by a ghast). I was level 19, built a small safe house, I put a chest inside and dropped all my stuff in it. I went out, lit myself in a random fire, ran back to the safe house, and died. When I went back to the nether to pick up the experience orbs I had dropped, it was barely enough to get me to level 1, halfway to level 2. This means, if you die you better forget about your exp, that was almost a complete experience loss. --Mokunen 04:21, 10 October 2011 (UTC)
"Sucked into lava by soul sand" It does that now? --Throex 05:42, 10 October 2011 (UTC)
It seems this has been fixed in 1.9pre4. Now you drop a few orbs worth your full exp. at the moment of death. --Mokunen 03:12, 15 October 2011 (UTC)
I saw a vid on youtube from BdoubleO100, he died at level3, recollected all his XP and his level was 11. Anyone had something similar to that or could try it out?
Does anybody know, how much experience the Mobs give? (in 1.9-pre4) I think I read somewhere that notch made it, so one orb is not always worth one point. Maybe someone has an idea on how to measure experience drops. And then it would be interesting how much Experience you need for each level (I would guess it can be described with a formula which grows exponentially). --Gitterrost4 14:18, 22 October 2011 (UTC)
And do experience drops go up on higher difficulty levels?
In 1.0.0, either the XP level values have changed or the mob XP values have changed. For example, killing 100 zombies in my grinder gets me straight to level 17. 175 gets me to level 21. If the levels do increase by 7 each time, that means that each zombie is worth 10 XP (and this holds true for all hostile mobs except the blaze which gives me 20 XP). I haven't checked the actual figure (can you only do this by dying?) but the relationship of 7 points increase per level / 10 XP per monster is certainly what I am seeing on my copy. I'd also like to confirm that the orb pick-up bug has been fixed. No matter how many orbs you try to get at once, they fill the bar progressively slower as each experience level rolls over just as if you picked them up one by one. 86.212.105.28 17:27, 8 December 2011 (UTC)
I know that jeb added a section to the code that would only allow a certain amount of your orbs to drop on death to cut down on lag spots, but how come at sometimes more drop than at other times and I have also noticed that other times when water is involved, you lose ALL your orbs. I have tested this by reaching level 5 and killing myself in different instances. --Throex TALK|CONT 01:36, 7 November 2011 (UTC)
That would be an interesting concept, and a good idea for a mod. I don't think they would put that in the vanilla game, as that kinda breaks the intention of losing XP as a consequence of death. Bejoe905 21:44, 6 December 2011 (UTC)
To whomever keeps changing the Trivia post about how the experience scales:
It has a linear scaling, not quadratic.
Linear: 7, 14, 21, 28, 35, 42, 49, 56, 63, 70, 77,....
Quadratic: 7, 49, 343, 2401, 16807,....
And it certainly is not Logaritmic which is what this page said when I changed it to linear first time around.
109.130.80.39 10:23, 11 November 2011 (UTC)
I suppose, those statements about linear growth of exp needed to go from lvl n to n+1 come from earlier versions of MC, however now in the 1.0.0 the algorithm used is more complicated and works like
xpbar=xp/(7+round_down(old_level*3.5))
new_lvl=old_level+round_down(xpbar)
a resonable approximation for this algo for going from 0 to lvl x in [1..200] would be 1.9504*x^2+4.9938*x+1.75 so i'd suggest to update this article.--84.181.151.221 14:39, 19 November 2011 (UTC)
x = n + rdn(E / 7 + rdn(3.5n))
E = 3.5(x(x + 1) - n(n + 1))
E=1.9504x2+4.9938x+1.75
E=1.9504(x2-n2)+4.9938(x-n)
lvl=n;
xp_left=c;
k=1;
while (lvl<x){
xp_new=xp_left+d;
lvl_new=lvl+rdn(xp_new/(7+rdn(lvl*3.5)));
xp_left=xp_new-rdn(xp_new/(7+rdn(lvl*3.5)))*(7+rdn(lvl*3.5));
lvl=lvl_new;
k=k+1;
}
E= 1.75x2+5x+2 = 1.75x(x+2)+1.5x+2
E=1.75(x2-n2)+5(x-n)
The algorithm I have formulated is nearly exact.
E is the required experience to advance to level n. The result will always be .25 higher than actual value with even levels only. I am unable to determine where in my formula to correct this small, nearly negligible, error. If using this formula in code, just round down or cast to an integer for the correct value.
E = 3((n2+n)/2) + ((n-1)/2)2 + 4n
–Preceding unsigned comment was added by Vioviocity (Talk|Contribs) 08:21, 2 February 2012. Please sign your posts with ~~~~
E = 1.75n2 + 5n + 0.25
Since this was such a pain to find... Here is the working formula for MC 1.3
((l*17) + (3/2*(m-1)*m) + (7/2*(h-1)*h)) l=level ,m=MAX(0, l-15),h=MAX(0, l-30) ex. level 35, l=35, m=20,h=5 Equation in WolframAlpha
--Szhlopp 17:11, 29 August 2012 (UTC)
Is here a hardcoded level cap? I noticed after I had killer an Enderdragon, I capped off at like, 80, and couldn't gain any more XP from anything. Might this cap be a bug?
Bejoe905 19:49, 26 November 2011 (UTC)
The XP bar grows very very slowly at level 80; I just experimented and came up with somewhere around 375 XP. By comparison, the enderdragon gives you 20,000 XP, and the levels you gain are boosted by the levels/XP bug I documented.
Or do you mean that when defeating monsters, XP no longer appears at all? 142.163.166.214 01:10, 30 November 2011 (UTC)
I did a few tests and I got to Level 100,000 using single player commands, that simply means you can just keep on going without an end. However, I do believe that they might add a level cap because eventually your stats are going to be too ridiculous to play with. Dotsonface 05:19, 6 December 2011 (UTC)
I did some experimentation with SPC, and verified that you level up exponentially on a linear scale, so I may not have noticed the XP increase. Bejoe905 21:39, 6 December 2011 (UTC)
If you were experimenting with single player commands, can I ask whether you were starting from level 0 every time? The amount of levels gained = XP/Xp for next level, so if you gain 350 XP at level 0, you go to level 50, since 7 XP is required to get level 1. If you were level 1, you would need 49 * 14 = 686 XP to get to level 50. If you levelled honestly, 8925 XP from level 0 to level 50. Which is definitely not linear :) (It's quadratic). Basically, if you started from the same level everytime, due to the way the game grants levels, if you acquired all the XP at the same time, (as with SPC or server commands), it would appear linear at first glance. 142.162.205.213 07:43, 6 January 2012 (UTC)
Yes, I was doing it from 0 every time. I haven't had much time to test under 1.1, but i assume the bugs still remain, since nothing was mentioned in the changelog about XP. Bejoe905 00:11, 18 January 2012 (UTC)
Is it really necessary to keep carrying old information? I have seen this on quite many pages so is there a general consensus to keep this stuff? Wethospu 16:36, 22 January 2012 (UTC)
When I hit a Skeleton off a cliff, it hit water and died. I checked for exp, but I found none. Is it because it hit water, then died? Or did it just give 0 exp? It happens everytime a mob hits water then dies.Punch trees, get wood 19:06, 22 January 2012 (UTC) Something remotely related happened to me. I drowned (crashing underwater is pretty annoying) then after I came back, some of the experience i dropped was glitching, and I couldn't pick it up
in minecraft.jar under gui, you can see a slot.png. This might be a future feature of experience. TTiscoming 02:12, 24 March 2012 (UTC)
How do I make custom experience orbs for my texture pack? What file can I find it in? --Orcaman4 20:07, 31 May 2012 (UTC)
The experience system is very different in 12w22a. From my playing around, it looks very much like levels are now awarded on a linear scale instead of a quadratic scale. I'm just running some inaccurate tests by repeatedly killing zombies and XP counting; from that, I would guess that:
Level = XP / 17
I initially thought it might be 16, but the numbers don't add up. That, or something very funky is going on that's causing rounding errors. Can someone with more skill than me verify this? --Zeta0134 00:22, 1 June 2012 (UTC)
Can we please leave the data for Release versions of Minecraft intact and have a separate section for Snapshot changes? Snapshots are a work in progress, while the release versions are what most users will be using. Snapshot changes should be placed under their own heading within each article. –Preceding unsigned comment was added by 141.132.148.19 (Talk) 23:11, 5 June 2012 (UTC). Please sign your posts with ~~~~
I posted this on the Version history talk page too, but perhaps it belongs here too or instead:
I don't know if this is an error on Mojang's part or some wiki editor, but experience has never been "exponential" either "slightly" or otherwise. In the pre-12w22a system the differential xp was linear and the cummulative xp was consequently quadratic. I have no hard stats to go by for 12w22a, but it sounds like the differential xp was constant (17 xp) and the cummulative xp was consequently linear. In the post-12w23a system the differential xp is constant for the first 16 levels, then it becomes roughly linear (it actually fluctuates a bit). This makes the cummulative xp roughy quadratic (the slight fluctuations prevent it from being perfectly fit by a polynomial).
None of these systems are exponential. They are nowhere NEAR exponential. An exponential case would be where you have to multiply the past level's xp by some fixed number to find the next levels xp (either differential or cummulative, the derivative of an exponential is an exponential). An example would be where that number is 2 and the amount of xp required to level up doubles every time. This number could be less than 2, or even less than 1, but the bottom line is that the required xp grows *very* fast in the limit of large levels.
Constant is "order 0", linear is "order 1", quadratic is "order 2", and so on. Exponential technically has infinite order. Granted there are slow growing functions, oscillating functions, and so on that have infinite order, but exponentials are generally considered one of the fastest growing functions (from the perspective of limiting behavior). So, I think its worth noting that the minecraft case is quadratic, not exponential, since quadratic is very slow-growing in comparison when it comes to limiting behavior.
Dove 23:00, 14 June 2012 (UTC)
The article mentions achievements in the 12w23a section but... I can't find any information to back that up on either the Achievements page, or by testing it myself (I'm playing 12w24a.) Is this claim that achievements give exp a mistake? I'm not sure enough to edit the article myself...
So I see it now takes 825 experience to get to level 30 (a substantial decline from the previous snapshot) but how does this affect the experience required for levels 31-50? Ipctimor 13:51, 5 July 2012 (UTC)
Just was mining monster spawners, they give loads of xp. I just did one, got nearly 2 levels. Somebody dig into the code, find the exact xp it can give. Funky3000 18:41, 13 July 2012 (UTC)
Are the block XP ranges flat random values? Similarly, are the smelting values exact, multiplied by the item count? I'd kind of like to break out the block & smelting section to a new table, just so I can add a "per stack" column. --Mental Mouse 13:11, 9 September 2012 (UTC)
Is XP lost if items smelted emptied into a chest via a hopper?--Clonemonkey (talk) 12:17, 15 July 2019 (UTC)
All good I just saw it under 'Behavour'--Clonemonkey (talk) 12:48, 15 July 2019 (UTC)
I want to add here a link to a EXP farm. Where should I? –Preceding unsigned comment was added by Ritonda66 (Talk|Contribs) 18:56, 30 November 2012 (UTC). Please sign your posts with ~~~~
Since the anvil can take up to 39 levels at a time, perhaps we should extend the XP/level table to level 40? --Mental Mouse 20:42, 15 December 2012 (UTC)
While playing around in unmodded version 1.6.2 with strenght effect high enough to kill any mob with one hit, I've discovered some changes in XP drops :
First of all, I've noticed that Skeletons, Wither Skeletons and Zombie Pigmen now drop 6,7 or 8 XP instead of 5.
Note that :
_every Skeleton carries a bow by default
_every Wither Skeleton carries an Iron Sword by default
_every Zombie Pigman carries a Golden Sword by default
Then I made further tests (The following tests were made in hard mode with spawn eggs but seem to follow the same rules as natural spawning. However, they may contain mistakes) :
Zombie - Iron Shovel - 6 XP (2x3)
Zombie - Iron Sword - 7 XP (1x7)
Zombie - Golden helmet with enchanted golden chestplate - 9 XP (2x1 + 1x7)
Zombie - Full golden armor - 12 XP (2x1 + 1x3 + 1x7)
Zombie - Full leather armor with enchanted chestplate - 14 XP (2x7)
Zombie - Full golden armor with enchanted chestplate - 14 XP (2x7)
Zombie - Full leather armor - 15 XP (1x1 + 2x7)
Skeleton - Full leather armor - 12 XP (2x1 + 1x3 + 1x7)
Skeleton - Full golden armor but shoes - 13 XP (2x3 + 1x7)
Skeleton - Full golden armor - 18 XP (1x1 + 1x17)
Conclusions :
_It seems like carried gear affects the XP drops and scales with its efficiency.
_It seems like eventual enchantments don't.
Could somebody look at the code to confirm these observations ? (sorry for my english, just in case ;) ) Missingno 26 19:54, 22 August 2013 (UTC)
Shouldn't it be 5+(1-3)+5 now, since the skelly always gives extra experience for its bow? --MentalMouse42 (talk) 20:29, 30 December 2013 (UTC)
Using experience to achieve item mending is not discussed at all. 97.90.238.97 01:05, 24 November 2018 (UTC)
The table here gives the amount of experience for smelting cactus at 0.2/block. This video tries to determine the experience rates for a few different smelting blocks. all the other blocks check out, but the result for cactus blocks seems to indicate a rate of 1/block.
For the actual math, all other blocks seem to check out; the cobblestone as an example: 27*64 cobblestone@0.1 xp/block would give 173 xp, which is level 10 with ~47% towards next levelup.
The cactus at the rates indicated here: 27*64 cactus@0.2 xp/block would give 346 xp, which is level 15 + ~83% towards next levelup, which is not what the guy in the video is getting.
My hypothesis is that cactus actually give 1 xp/block: 27*64 cactus@1 xp/block would give 1728 xp, which is level 32 + ~76% towards next levelup, which is consistent with the results in the video.
I'll edit the number in the table, if anybody has an insight that I've overlooked that would explain the results with the rates as in this page, I'd love to hear it and you can feel welcome to revert me.
31.21.110.226 15:55, 23 July 2019 (UTC)
Should the Orb Pickup Sound(sounds/random/orb.ogg) and Levelup Sound(sounds/random/levelup.ogg) be inserted into this( or Player) infobox ? Pneuma01 (talk) 07:45, 16 September 2019 (UTC)
Gonna start this discussion with a 👁 Image
weak oppose. I feel like the two sets of info are closely enough related it makes sense to keep the combined. I don't feel too strongly though. -PancakeIdentity (talk) 23:18, 19 March 2020 (UTC)
I agree that it should be split up. One article should focus on the Experience and Leveling system in Minecraft and the other article should focus on the orb itself eg. the block code, color, etc.
182.253.96.245 11:39, 26 April 2020 (UTC)
👁 Image
Oppose I don't feel like the page needs to be split, but I do think the page needs to be reorganized to bring information that players are more likely to be looking for to the top of the page, and moving less relevant info towards the bottom, and then combining sections to reduce redundant info. I think we can move the entire section about the xp orb entity down the page further, and bring more relevant info up higher. I have already made a a minor edit to the page by taking some info found in later sections and adding it to the introductory paragraph so the "behavior" section became more of an "experience sources" section. I spent a few hours drafting up a full page change, only to have the editor crash on me once, and the "Contents" table formatting broke itself another time. Flamingkitty the Memelord (talk) 06:16, 27 April 2020 (UTC)
👁 Image
Support, as this would make linking and categorization easier. We could still briefly describe the experience system in the Experience Orb section, as the two topics are related. Fadyblok240 (talk) 22:12, 19 August 2020 (UTC)
The formula for how much exp it takes to get to the next level is incorrect according to the chart, and the chart is correct.
Game version 1.16.1 JE
No mention of furnaces dropping exp.
Scenario I tested:
Furnace that had been storing exp due to hopper automation was destroyed by me mining it, dropped exp as collectable orbs instead of deleting it. If page is out of date and has been feature for a while, just update the page. If new unconfirmed change, please attempt to reproduce and post your findings as a reply.
My testing on a vanilla JE server with no datapacks conflicts with "Dumping the contents by breaking the furnace destroys the experience." Untested on BE.
-LexiTehGallade aka 82.12.238.82 19:42, 4 July 2020 (UTC)
EDIT: Nevermind. I see it was a bug (MC-1601) that was resolved in 20w17a. Making the edit myself.
The page indicated that the various baby zombies etc give 12 XP+equipment. Which would certainly be deserved (those things are nasty!), but it's the first I've seen of that. Has anybody checked the code on this? --MentalMouse42 (talk) 23:41, 3 May 2021 (UTC)
I don't know how old this info is but I just tested and killing a baby mob did trigger the Sculk Catalyst to do its own block animation, however I did not see any sculk creation or bubbling. So it is not "allowing for experience to be obtained in a more indirect way" as the current page says.
Someone else should probably test this and verify, so we can correct this page info.
Also on the page for the Sculk Catalyst, it states the opposite, that it will not spread sculk with any mobs that don't drop XP, so either way the info on both pages should match.
--DrNusbaum (talk) 03:05, 3 May 2023 (UTC)
So I read this last bullet point in list, and this "survival EXP cap" struck me as suspiciously low, especially compared to the supposed required amount of EXP to get to the next level being over 2^32 - 1, when in the EXP table above this list, the EXP required for the next level never outpaces the total EXP required for said level. So I plugged 238,609,312 as the total EXP needed into the 'Total Levels' equation at level 32+, and got ~7,299.822. Instead of doing the easy thing and just plugging 7,300 in as the level in the equation for total experience (level 32+), I tinkered with adding a bit more EXP in the first equation until I found that I needed 11,658 additional EXP to get to a whole numbered level of 7,300.
In any case, plugging this into the 'Experience required (until next level)' equation gives 65,542, which is just a bit over the short integer limit. But that's not the limit the factoid states. Out of curiosity, I plugged in the 32-bit integer limit into the 'Total Levels' equation and solved, and got ~21,863.285. Plugging in 21,863 as the current level, the EXP needed to get to the next level is only 196,609. Since total EXP reaches the limit long before EXP to next level, I'm going to assume that that's the hard survival cap on how many levels can be gained.
However, I tried one last thing. I read it again and thought "what if the person who wrote this meant just 'level', and not 'amount of XP'". I plugged the number in the bullet point into the 'experience required (until next level)'" equation and got just 3 over the 32-bit integer limit. I clarified the bullet point now, so this should put this issue to rest and hopefully prevent further confusion.
In the “Sources” section it says that if you mine sculk blocks with a Silk Touch pickaxe it will drop the block itself, I’m going to change this to “Silk Touch tool” because I did it with a shovel and the primary tool for breaking sculk is a hoe anyway Pokemonster (talk) 15:33, 28 March 2025 (UTC)
There seems to be a bit of neglected info here; the page makes it unclear on whether or not end crystals or beds or respawn anchors in specific dimensions can make mobs drop XP. When it says "player caused explosions" all it mentions is TNT, not the other methods. This makes it really unclear.
Xp bar redirects here. What is the blue indicator that is in the xp bar seen here? https://youtu.be/QmXQbVl2Jzo?t=1080
There should be a "gaining [insert input] xp at level [insert input]/xp [insert input] will result in level [insert input]" entry in useful numbers section.