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A vanilla Minecraft field guideBlockBrain

The field notes / design reference

Design, theme & brand.

A pixel-punk character. A clear, comfortable field guide. Blocks, recipes and builds should be easy to explore—and easy to read.

Tektur + OrbitronDay & NightClarity first
The identity
BlockBrain A VANILLA MINECRAFT FIELD GUIDE

From your first resource to a repeatable supply.

01 / Identity

A name with a purpose.

BlockBrain is a field guide to how vanilla Minecraft resources connect. It turns knowledge scattered across the web into structured data, and its mark says so: a thinking brain grown out of a grass block. Explore the connections, compare editions, and plan the next build.

Name
BlockBrain
Address
blockbrain.gg
Descriptor
A vanilla Minecraft field guide
Promise
From your first resource to a repeatable supply.
Character
Pixel-punk, practical, curious and precise.

The wordmark

Write the name as one word with two capitals: BlockBrain. Headers, footers and embeds draw the logo’s own lettering, not a font, filled with the theme’s ink so it reads on Day and Night. Keep it flat, with no shadow, and at least 40 px tall in the main headers (28 px on phones). The full logo file uses dark ink, for light backgrounds and print only.

The mark

A pink, block-shaped brain on a grass-and-dirt cube with a dark outline. Use the highlighted 11-colour finish everywhere, including the favicon and embeds, at 72 px in the main headers (52 px on phones). Draw it exactly as the artwork: no added shadow, outline or recolouring. The 8-colour hard-edge files remain for single-colour printing.

The BlockBrain logo: the grass-block brain mark beside the BlockBrain wordmark in dark outlined lettering.The highlighted BlockBrain icon, also used as the favicon.

The mark is original vector artwork, not Minecraft game art. Files live in /assets/brand/ with their palette: the full logo and the icon, each in hard-edge and highlighted finishes, plus highlighted PNG icons from 32 to 256 px. The brand guidelines set out the lockup’s proportions, clear space, minimum sizes, colors and misuse.

02 / Typography

Five fonts.
One job each.

Each font has one job. Don’t swap the jobs around, and don’t add another font.

  • The wordmark is not set in a font: it is the logo’s own lettering.
  • Write headings and labels in sentence case.
  • Use the shared font roles from typography.css. Don’t copy a font name into another stylesheet.

The five fonts

JobFontUse it for
HeroTektur, weight 700, width 90The home headline, the design and brand page titles, and the printable poster’s title. It goes with the logo.
HeadingsBlockBrain Heading: Orbitron at weight 500, narrowed to 80% width, with a pointed capital APage titles, section headings, card titles and the headings inside posters.
PixelJersey 15Stack counts on item slots, and small badges.
Fixed widthGeist Mono, weights 400 to 700Code, coordinates and numbers that must line up.
ReadingArial or HelveticaParagraphs, build steps, forms, tables and labels.
  • Hero. Use Tektur only for the biggest line on a page, at 24 px or larger. Never set a paragraph in it. Don’t type the name BlockBrain in Tektur to stand in for the logo.
  • Headings. The heading font has one weight, so it has no bold or italic. Its capital A is the pointed one, so no one reads it as an R.
  • Pixel. Use Jersey 15 for numbers and one or two words, at 10 px or larger. Never set a sentence in it.
  • Fixed width. Use Geist Mono where every character must take the same space. Its zero has a slash, so no one mixes it up with the letter O.
  • Reading. Keep long text left aligned, with a generous line height and a line short enough to follow.

Live specimens

Home hero headlineShared site typography

Chart a course to every block.

Design page titleShared site typography

Design, theme & brand.

Page titleShared site typography

Cobblestone production

Section headingShared site typography

Setup & outputs

Card headingShared site typography

Choose your route

Stack count and badgeShared site typography

64 · Beta

Code and coordinatesShared site typography

X 100 Y -60 Z 1000 · OAK_LOG × 10

Reading textShared site typography

Mine only the center cobblestone. Keep both fluid sources and the supporting blocks in place, then wait for the output to reform before mining again.

Home page textShared site typography

Get turn-by-turn directions to your next build. Start small. Think big.

55–70 characters for sustained reading1.6–1.7 line height for paragraphsSentence case for labels and headings

Keep compact tool labels at a readable size; use 16 px for longer reading surfaces. These are live specimens using the same CSS rules as the site. Font names and metrics above are read from the rendered text and update with the viewport.

Font files

The site serves its own font files. All four are free to use under the SIL Open Font License.

Orbitron’s license keeps the name Orbitron for the original font, so the narrowed copy has its own name. Its capital A is the pointed shape that Orbitron’s designer drew as an alternate. It is drawn a little smaller inside its line, so a heading takes the same room as before. Each file holds Latin letters only. Rebuild the files with scripts/build-fonts.py.

03 / Theme

Daylight, blue slate and neutrals.

Day uses pale stone and moss beneath an open sky.

  • Night moves to blue slate and moonlight.
  • Cloud, Stone and Coal add neutral white, gray and dark embed surfaces.
  • Keep blocks, item textures and biome colors recognizable in every palette.
  • Use the controls above to preview the page and the embed specimen below to try all five themes; select a swatch to copy its color.

Day and Night

Day

Open sky, pale stone and moss. A bright field guide.

Night

Blue slate, moonlight and muted moss. A quiet workbench.

Neutral embed themes

Cloud

Neutral White. A clean white embed surface.

Stone

Neutral Grey. A soft gray embed surface.

Coal

Neutral Dark Mode. A charcoal embed surface with light text.

Colors and layout widths are read directly from the shared application CSS.

Edges, not decoration

Use square corners, thin divisions and restrained bevels. Let selected controls carry the accent. Keep large reading surfaces calm and textures out from behind paragraphs.

State stays legible

Pair color with a label, underline or pressed state. Show clear keyboard focus. Keep body text stronger than dividers and decorative details.

04 / Layout

Give the task room to breathe.

The layout should follow the reader’s question. Lead with the useful result, keep related controls close, and put conditions beside the claim they qualify. Let supporting detail open on demand.

Avoid whole-document reflows and visible layout shifts. Hover, focus, tooltips, material inspection and other transient state changes should preserve surrounding geometry and scroll position. Prefer overlays, reserved space and localized updates.

Introduction

Shared CSS width

A clear promise, a useful preview, and a short route into the tools. Let sky and terrain frame the content.

Workbench

Shared CSS width

Use the available width for inventory, paths and inspection. Keep the selected edition and task visible.

Farm detail

Shared CSS width

One flat workspace: a prominent Edit blueprint action, then blueprint and materials beside setup and instructions. Conditions, evidence, other versions and sources stay visible. Stack in reading order on narrow screens.

A flat farm workspace

Keep the title, edition and a prominent Edit blueprint action at the top.

  • Show the blueprint beside one short action sequence, then compact Produces, Requires, optional Exceptions, XP and Progress rows.
  • Put the useful mechanism in the action sequence instead of restating the same loop in a second paragraph.
  • Link to references and other designs for detail.
  • Like other pages, a farm page paints its own canvas surface, so text never sits directly on the Day page texture.
Blueprint & materialsInteractive build → stage → variant choice → inventory → reference links
A helpful hintActions → produces → requires → exceptions when relevant
See the farm workspace →

A steady rhythm

Prefer a 4 px base and repeat a small spacing scale.

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  • Collapse columns into a single reading order on narrow screens.
  • Give the home compass its own space beside the headline. Stack the farm preview before the hero gets cramped, and center the compass below the headline on mobile.
  • Keep edition and version visible when behavior depends on them.
  • Give touch controls at least 44 px of usable height.
  • Reserve wide canvases for spatial tools; keep reading columns narrower.
  • In the blueprint editor, put save and export actions above an always-visible block list and coordinates.

05 / Recipes

Recipes you can read at a glance.

Recipe cards

Recipes use the catalog page pattern, with one card per recipe group under each station.

  • Cards carry no shaped or shapeless label; the grid shows the arrangement.
  • Farm search also matches each farm's method and layout names, such as Gossip, Panic or Lava cooker.
  • The catalog lists current routes only: Bedrock definitions tagged deprecated are left out, with their pages and API entries kept for provenance.
  • Inputs and Outputs sit side by side under compact headings on every card.
  • Defer off-screen item artwork, including SVG icons, until it enters view.
  • Reserve each icon’s space so loading does not shift the text.
  • Show progress and a clear end-of-list status.

Recipe headers always show compact, icon-only Java and Bedrock indicators.

  • Keep edition names and verification details in accessible labels and hover or keyboard-focus tooltips.
  • Touch controls retain a larger target around the small icon.
  • A solid green border means a matching source definition; a dashed border means a different recipe; a faded icon means compatibility is not established.
  • Match the selected variant, ingredients, quantities and station rather than assuming the same output means the same recipe.
  • Keep source evidence separate from in-game verification, and say when an in-game version has not been recorded.

Station headings in Crafting show their station.

  • Crafting lists 2×2 - No Tools first, drawn as four inventory slots: every crafting recipe that fits the 2×2 grid without a crafting table.
  • Those recipes are listed both there, drawn on the 2×2 grid, and under Crafting Table, drawn on its 3×3 grid.
  • Cards carry no grid choice, shape badge, edition badges or repeated recipe name; the page and embed dialog set the edition.
  • Each recipe group has its own page at /recipes/:edition/:id/, which its card shares and embeds like a trading card.
  • Recipe stations carry their workstation icon in the section index.

Fewer choices

Recipe navigation groups variants by the item they produce.

  • Boat and Chest Boat stay separate, each with its own wood options.
  • Search indexes group names, individual variants and ingredients: “boat” finds the group, while “acacia boat” selects that variant and keeps the other options visible.
  • Show the selected recipe first, then item variants and recipe methods below it, using the same selectors as farm variants: labeled buttons for up to eight choices, and compact icon buttons with a named dropdown above that.
  • Highlight the active choice, preserve each recipe's exact ingredients, output and source, and update the recipe in place when a choice changes.

Reduce unnecessary choices by default.

  • When a source-supported recipe accepts all planks, show one Any planks recipe rather than separate wood methods with the same ingredients, quantities, layout, station and output.
  • Preserve methods with wood exclusions or other meaningful differences.
  • Keep original definitions searchable and available as source data; do not assume interchangeability from an item family alone.

Recipe inputs, outputs and conditions stay visible without expansion.

  • Use compact, wrapping rows of item icons, totals and readable labels, followed directly by concise conditions and the source link.
  • Avoid nested cards and repeated section titles.
  • Combine identical items into a total: for example, 5 × Iron Ingot rather than five separate rows.
  • Keep the crafting grid's positions intact.
  • Keep alternative choices, unresolved quantities and additional item data separate rather than assuming they are interchangeable.

Actions are direct.

  • Alternatives are explicit.
  • Required materials use real item images and quantities.
  • Hover or keyboard-focus a material to highlight its matching placements in the blueprint; other blocks fade and animation pauses while inspecting.
  • Keep material descriptions in tooltips, without a separate hint or status line beneath the inventory.
  • Ease viewer scale changes over 440 ms, including zoom, reset and growth-stage auto-framing.
  • Fade a decorative one-block isometric grid in and out behind the scene during that movement, using the same true-isometric projection and theme ink.
  • Retarget from the current frame during rapid changes; keep the viewer and surrounding page geometry fixed.
  • Respect reduced motion with immediate framing and no grid animation.
  • Buckets highlight their fluid, including waterlogged parts.
  • Tools without a placed block keep the scene unchanged.
  • Evidence appears as written status, with more detail available where it matters.

06 / Farm pages

Explain each farm once.

Explanation and facts

Explain each farm once: what to do and when to harvest.

  • Follow with compact Produces and Requires rows; add Exceptions only for a useful difference.
  • Always render Produces from typed outcomes with icons and readable labels.
  • Every farm also has an XP row just before Progress: a None, Some, Fair or A lot rank, the amount, how it is earned, and any method that differs.
  • The rank adds a size tier from sourced XP per kill or action to an estimated pace tier, so it is a rough comparison and never a measured rate.
  • That one XP answer decides whether Produces lists experience, so the two rows can't disagree.
  • Use entity portraits for mobs, an orb for XP and an explicit no-harvest symbol where appropriate.
  • Category icons represent a group rather than an exhaustive loot table.
  • Keep icon dimensions reserved before loading, and preserve conditions such as Silk Touch and alternative outcomes.
  • Quantify an input-to-output harvest when sources support it, name the baseline such as no Fortune, and distinguish gross drops from net gain.
  • Keep requirements separate from speed improvements: dry farmland can grow crops, while hydration speeds growth.
  • Preserve edition-specific yields and harvest stages.
  • Do not repeat the action sequence as a separate “How it works” paragraph or repeat replanting instructions under requirements.
  • Use references for depth.

Growth controls show actual game-state values, not a count of unique textures.

  • Carrots and potatoes have values 0–7 but only four appearances.
  • Keep the final state consistent with the selected edition and hint, including Java beetroot age 3 versus Bedrock growth 7.
  • State conditional outputs directly: XP may need player kills, Silk Touch may change the harvest, and capturing a fish is an alternative to killing it.

Requirements and automation

Separate Resources, Tools and Stations into compact labeled groups that share the available width.

  • Show only actual requirements, one icon and total quantity per item, without empty slots or a full inventory row for each category.
  • Resources include building parts and consumed stock; tools include reusable implements and collection containers; stations are processing or interaction work blocks.
  • Filled buckets usually supply a placed fluid or livestock input, while an explicitly reusable site-filling bucket belongs with tools.
  • Keep alternative choices, durability and replenishment notes in the material tooltip.
  • Omit empty categories and preserve geometry during inspection.

For every represented redstone circuit, show its core logic as a short trigger → signal → action sequence followed by the reset or repeat condition.

  • Describe the selected build, including separate controls and player checks; do not invent sensors or clocks.
  • Show hopper-only transfer as Item flow and copper golem behavior as Sorting logic.
  • Keep failed or undefined circuits explicit.
  • These explanations describe the model and do not establish in-game verification.

Variants and outputs

Group animal farms by their operation.

  • Animal breeding has species specializations rather than separate pasture, covered-room or aquatic farms.
  • Wall height, interior area, food, taming, habitat and offspring are differentiators of the selected species, not variants to select independently.
  • Show the selected enclosure's example footprint and boundary in the instructions; do not call those dimensions verified engine minima.
  • Reserve layout variants for real alternative builds and methods.
  • Keep breeding, egg incubation, milking and other harvest cycles distinct.
  • Nether breeding species remain discoverable through the Nether filter without duplicating the card in the full catalogue.

Across farms, factories and generators, keep Produces to typed output icons, names and input-to-output quantities.

  • Put harvest baselines, Fortune or Looting modifiers, Silk Touch conditions, chance drops, kill attribution, fuel details and net-gain notes in a separate, always-visible Yield notes row.
  • Do not append parenthetical disclaimers to Produces or hide required yield conditions in tooltips.
  • Define notes as structured data, preserve edition and selected-layout differences, and retain Progress as the final fact row.

Default to the smallest supported functional layout.

  • Roomier pastures, display pools and hopper-fed processing stations remain explicit layout variants; preserve any differences in harvest eligibility and throughput.
  • Count occupied non-air block spaces, including fluids, rather than the surrounding air or empty guides.
  • Partial blocks contribute fractional volume.
  • The count's tooltip reports cuboid model volume and its unmeasured shapes separately, plus the bounding box; model volume is not collision volume or an exact measurement of textured plants.
  • Keep required natural terrain, clearance and access explicit.
  • A smaller illustrated layout is not proof of a global minimum or in-game validation.

Combine equivalent source entries into one displayed farm without duplicate variant buttons.

  • Bamboo saplings belong in the bamboo growth timeline; glow berries and cave vines share one farm.
  • Cave spider, silverfish, blaze and magma cube entries share their existing spawner farm.
  • Keep old URLs and source records available for provenance.
  • Composting retains visible Manual and Automatic choices because their feeding and collection setups differ.

Containment and protection

Chicken farming keeps egg collection and lava cooking as different methods.

  • The batch cooker uses separate egg and lava controls; its timeline previews hatching, the adult growth wait, lava release/retrieval and collection.
  • Keep the egg supply, player operation, possible collection losses and pending in-game verification explicit.
  • Do not imply automatic age detection or copy an older always-on lava design across versions.

Separate basic containment from predator protection.

  • Chicken egg collection offers basic open fencing and a closed protected enclosure.
  • Use a contrasting glass representative for Any solid block: a stable, non-damaging full cube, with named examples in its material tooltip.
  • Keep required non-spawning glass flooring separate from interchangeable walls and roofs.
  • Material inspection stays in overlays without moving the page.

Beds, fish and water

Paired bed halves share a facing direction.

  • Keep the pillow across the outer head, the foot end at the opposite end and side textures along the long edges.
  • Crop the side and end textures to their nine occupied rows before mapping them onto the 9/16-high bed; transparent atlas padding must not leave a gap below the mattress top.
  • One two-cell bed counts as one required item; camera rotation must preserve the pairing.
  • Entity portraits use documented static poses: the cat has a horizontal torso and connected straight tail, with its head and legs kept in their authored positions.
  • A portrait is not a gameplay simulation.

Live fish use textured meshes positioned inside the holding pocket, sharing the block viewer’s world projection, rotation, zoom and draw order.

  • Residents are separate from placed blocks and material counts.
  • Capture or harvest removes the fish; reset supplies a new example.
  • These are static representative poses, not a spawning or movement simulation.
  • Keep the viewer frame fixed while assets load.

Water keeps its liquid block identity and lowered surface. Render it with darker translucent faces and surface ripples so it reads differently from pale ice. Use the shared water colors from the theme tokens; surface detail must not change scene dimensions or move surrounding controls.

Methods and generators

Method choices sit below the illustration they change.

  • Iron golem farms offer Panic and Gossip in Java only, and the villager count in the illustration follows the choice.
  • Zombified piglin farms offer Natural Nether and Overworld portal; the portal method shows its operating schematic because no block layout is published.
  • Sugar cane keeps Manual as the default, and its Observer & piston layout explains the circuit and shows the Nether gate for observers.
  • Meat & hide harvesting groups cow, pig, sheep, chicken and rabbit as specializations of one operation.
  • Show these as unverified adaptations of cited sources, without a rate.

Cobblestone generators share one Layout selector below the blueprint: Crafty compact, Basic channel and Skyblock L.

  • Retain the compact default.
  • The Skyblock variant follows the video build on the L-shaped starter island: the output cell sits in the corner one block in from the outer edge and is dug two deep, a two-block water pool runs inward from it down the middle of one arm, and a one-deep lava hole lies beside the output along the edge at a right angle to the pool, so the generator itself forms an L.
  • Water falls into the deep cell instead of reaching the lava source.
  • The lava is exposed; do not describe the layout as guarded or safe.
  • Keep inferred geometry and pending in-game verification visible, link the video reference, and use the same layouts, requirements and progression for the UI and API.

Portals and towers

The lava-lit Nether portal shows setup, a transient fire-activation event and the cleared active portal. Wood stays outside the opening; the final stage removes recovered lava and remaining wood. Produces identifies Nether access, while the starting material list stays stable across stages. Fire timing and the illustrated geometry remain unverified in-game.

The XP / mob farm retains its water-braked overview and adds a Skyblock starter tower with manual item and XP collection.

  • Show the whole natural-spawn tower before its Layout selector, with an exterior/interior view control.
  • Faint cutaway walls remain required opaque blocks.
  • Label inferred spawning-room dimensions and unverified drop behavior, keep the separate exterior access waterfall visible, and avoid implying a dungeon spawner, hoppers, redstone or universal one-hit kills.
  • This full tower exceeds the editor block limit; its selected requirements and conditions remain available in farm JSON and WebMCP catalog records.

Specializations

Skeleton and creeper supply share one mixed-mob tower card, with Skeleton and Creeper specializations below the diagram. The selected target keeps its drops, evidence, safety instructions and direct link. It does not make the tower species-exclusive.

Group Zombie, Husk, Stray and Bogged as Undead mob farming specializations. Retain the selected target's biome, sky access, roof, covered water sources, conversion risks, arrow effects, drops and evidence. Shared collection does not imply identical spawning rules or a species-exclusive farm.

Storage and sorting

Storage utilities must distinguish rearranging supplied items from producing resources.

  • The copper golem sorter shows nine separate chest positions in a 3 × 3 wall, alternating regular and trapped chests, with input, lowered work position and a separate living golem portrait.
  • Use named source titles and avoid repeating the golem-position caption below its resident instructions.
  • State sample-item, capacity, waxing and pending in-game reach requirements explicitly; measure the complete construction separately from the named chest wall.
  • Flatten nested choices when they describe one task: wet sponge drying uses one Method selector for manual furnace, hopper-fed furnace, Nether placement and Bedrock-only desert placement.
  • Show one matching blueprint, timeline, resource list and instruction set; do not stack Layout and Setup selectors or repeat the operation diagram.
  • Place every farm variant, specialization, layout and method selector below its blueprint in DOM and visual order, including custom mob and encounter diagrams.
  • Apply the same order on catalog and detail pages; never pull selectors above the illustration with CSS ordering.
  • Up to eight choices show icons and names; larger sets wrap 44 px square icon buttons with a 2 px gap onto as many rows as they need, with no scrollbar, and a named dropdown underneath.
  • Scroll only the icon row to reveal the selection.
  • Both controls select the same member, and its icon stays highlighted.
  • Keep icon buttons at least 44 px tall with accessible names; tooltips reveal names without shifting surrounding content.
  • Search selects a matching member and keeps the other choices available.
  • Each member keeps its own blueprint, materials, outputs, conditions, evidence and direct link.
  • Red and brown mushrooms keep separate spreading and huge-growth groups; Nether fungi retain matching nylium; moss and sculk retain their own harvesting rules.
  • General mob farms distinguish item drops from player-finished XP.
  • Raid targets and fish species retain their difficulty, habitat and safety requirements.
  • Grouping does not establish identical mechanics or interchangeable layouts.

Revisions and prototypes

Show the selected farm’s revision at the bottom of its content area, aligned to the right as Rev.

  • X · YYYY-MM-DD.
  • Place it after instructions, references and actions in the DOM on catalog and detail pages.
  • Both blueprint-only and full-card embeds include it inside the iframe, beneath their content on the same line as the brand attribution, so copied images retain it too.
  • Its integer counter continues across dates and is separate from the site build and Minecraft version.
  • Keep lastVerified in data only; moving this label does not advance farm revisions or establish in-game verification.

Snapshot prototypes keep their version limits and unfinished status visible.

  • The Zombie (Iron) Farm header shows its experimental Java game version rather than the catalog data version; its unavailable Bedrock option is disabled.
  • Show essential construction notes directly beneath the blueprint when containment, manual access or external site work is unresolved.
  • The Zombie (Iron) Farm is an independent entry with this pattern.
  • A sample spawning strip is not a complete farm or a verified minimum.
  • Show retained mobs as live residents, separate from placed blocks and material totals.
  • Keep seed-source selectors below the blueprint, and show the adjoining room and transfer construction where supplied.
  • Use a faint horizontal footprint grid behind the build, with a visible label stating that it is not construction or a spawn surface.
  • A dashed transfer arrow describes entity travel when the inlet is open, not fluid flow.
  • Include both guides in fixed view bounds across stages; neither contributes to materials or occupied space.
  • Small hollow blocks use modeled walls and a base rather than stretching a transparent texture atlas across each face.

Dimension views

Looking up from below uses a sky background with a small square sun in Day or a cratered moon in Night or Coal (Cloud and Stone use a neutral sun), fixed in the viewer's upper-right corner.

  • Give cubes three distinct tones in this view: the right-hand face is lightest toward the marker, the left-hand face is darker, and the underside is darkest.
  • Looking down has no celestial marker.
  • The marker follows the appearance theme as a decorative direction cue; it does not indicate an in-game time or moon phase.
  • Keep it outside world geometry and material counts, leave room beside the reset controls, and use a pointer-transparent overlay so theme changes, hover, rotation and zoom never move surrounding content.
  • Its colors use the shared sky tokens shown in the palette reference.

Blueprint backgrounds follow the dimension the catalog files a farm under, the direction of view and the theme.

  • In the Overworld, looking down shows out-of-focus grass and stone, and looking up shows sky.
  • In the Nether, looking down shows a smooth lava glow, with haze at the top warming to orange at the bottom, and looking up shows a maroon ceiling.
  • In the End, both directions show a star field.
  • The Nether and End have no sun or moon, because neither has a sky.
  • Looking up, a block's underside is its darkest face and the side toward the sky marker is its lightest, so it reads as a solid cube overhead and not the inside of a box.
  • Transparent textures such as leaves darken their own pixels with a filter, because an overlay would paint over their gaps.
  • Shared farms use a plain stage matched to the theme, and the blueprint builder keeps the standard stage.
  • Day and Night show these by default, and Auto and Variable-driven embeds resolve to a theme.
  • Cloud, Stone and Coal are made for other people's sites, so they default to a plain stage in the theme's own surface colors.
  • The Embed dialog's Dimension background checkbox writes background=dimension or background=plain when the choice differs from the theme's default, and each theme has its own tuned colors for when it's on: Cloud is a pale wash, Stone is mid-toned and Coal is dark and muted.
  • Every theme defines its own tokens, and --stage-ink keeps labels and guides readable when a stage differs from its page.
  • A hairline separates the stage from the surface around it.
  • Each farm card supplies the dimension, so illustrations don't need their own prop.
  • Check any change against the matrix below.

Loot-location miniatures take the stage of the dimension their loot is found in, as farm scenes do.

  • The blueprint builder stores a dimension with each scene, preset from the farm when editing one and the Overworld otherwise, and its stage and panels follow every theme.
  • The SIFT appears everywhere as the illustrative Sift Grass block, since it has no released textures.

Sky, scale and layers

The blueprint layer grid keeps the selected layer fully visible. Empty cells show the nearest block below at 20% opacity for alignment. These lower-layer guides preserve rotation and never receive edits: placing or erasing always affects the selected Y layer.

Subgroups

Farm catalog subgroups pair their readable heading with representative Minecraft artwork: Animals uses the shared chicken portrait, while other subgroups use item icons.

  • Use the shared heading component and category-to-icon mapping for every subgroup in every dimension, including Other uses.
  • Reserve a 20 px square before assets load, hide the decorative icon from assistive technology, and retain the heading name and group count.
  • Category artwork is a navigation cue, not an additional farm output.

Example card and actions

Cobblestone production

Illustrated example
WaterLava
Generate
Cobblestone

Connection pattern: sources → process → output.

Conditions & evidence

Both sources are setup stock. Mining consumes pickaxe durability. This is a connection diagram; inspect the farm page for a spatial build and its verification status.

Open the farm page →

Actions & choices

Edition specimen

Bedrock · 26.50. The farm link follows this choice.

Illustrated exampleVersion check needed

Keep review state separate from visual polish. A convincing blueprint is not proof of in-game behavior.

07 / Progress

A rough route, not a ladder.

Progress row and ranks

Each farm’s facts end with one Progress row: an 18 px stage icon and a label such as Day One (1).

  • The rank links to its entry on the progress map, with its reasoning in a tooltip that never moves the page.
  • A rank estimates workload for a self-supplied start; actual tool, dimension, boss, biome and structure requirements stay under Requires.
Sort indexCurrent label
1Day one
2Early game
3First base
4Established base
5Early Nether
6Nether development
7Post Nether
8The End
9Outer End
10Endgame
11Post endgame

Use the largest floor from the reviewed operation, required gear and access, and counted starting requirements.

  • Workload floors are 1 up to 32 units, 2 up to 128, 3 up to 512, 4 up to 2,048 and 10 above that; more than 1,024 units across at least three sourcing areas raises the floor to 11.
  • Requirement variety also raises the floor: above five types is 2, above nine is 3, above fifteen is 4.
  • Starting counts include the listed tools, stations, stock and placement allowances; they are not raw recipe costs or ongoing fuel totals.
  • Do not charge the grown canopy or empty bounding box as construction inputs.
  • Missing geometry stays unquantified.
  • Keep incomplete circuits marked incomplete.
  • Catalog progression sorting uses the initially shown specialization and default build; option changes update their summary without silently moving cards.
  • The UI and WebMCP share these same domain functions.

Map layout

  • Nine lanes, Home to Transport, across strata from Day One (0) to Frontier. Each stratum has a leading column with its icon, label, description and index. The header corner above that column shows the BlockBrain standing in each poster’s own scene: a meadow with an oak for Vanilla, the full L-shaped island with its tree and chest for Skyblock, and the single grass block for One Block. Nothing stands in front of the BlockBrain.
  • Never scroll the map sideways. Columns align when there is room; narrow screens stack labelled lane sections inside each stratum, keeping the leading column.
  • The lane header stays sticky on an opaque surface. Use the page scroll only: no internal scrollbars in the map, specimens or tiles.
  • Milestone bands (Nether access, dragon victory) sit between strata with approximate timing and alternative routes. They are not gates for every lane.
  • Mark strata with faint bands and quiet labels, without grid lines or flow connectors. Relationships live in the waypoint dialogs and the reading view.

Map tiles

  • Square 1:1 cards with a 44 px header area: heading-font titles at 16/14 px beside a 42 px icon floated top right, summary below.
  • Keep words whole. Shrink only an oversized word to fit its line, and recalculate after fonts load or widths change.
  • Grouped tiles place their choices side by side under a shared header; more than three choices use a two-column icon-and-label grid with 44 px targets.
  • Main-path tiles get an 18% theme-green tint over paper with their accent border; optional upgrades, including netherite, stay plain. The tint describes typical play, not a requirement.
  • Every tile opens a keyboard-accessible dialog with its incoming and outgoing connections. Nothing moves during interaction.

Posters and world modes

  • Vanilla, Skyblock and One Block are separate pages with separate content files; they share presentation only. Draft add-on posters are marked as drafts.
  • The printable /farms/progression/poster/ uses a generated content snapshot, shared artwork, eight sizes, the poster themes, PNG export and print CSS.
  • Keep one short world-context note above the map, with no extra introduction or jump links.

Which waypoint sits in which stratum and lane, and why, is recorded in docs/progression-map-content.md.

Progress posters have their own Posters tab after Drops: a link styled as the other tabs, marked current on every poster page.

  • The Vanilla, Skyblock and One Block posters and the site map use the full site shell, with the same masthead, navigation and footer as the catalog, rendered on the server for first paint and replaced in place by the live versions.
  • Each poster page uses the shared catalog header, with a scope line naming the edition and game version it is read for, the release it was written for, our revision and date, and the site build, then Copy link, Export JSON (headed by that revision and scope) and Print or save PDF.
  • Posters follow the Edition and Version menus: an older version opens under /v/<version>/ with the version notice, and poster links keep that prefix; Vanilla also links its printable poster, and printing leaves out the site chrome.
  • Its poster tabs each show a tiny isometric scene of the world the poster starts from: a patch of grass, the L-shaped island and one grass block.
  • A withdrawn poster's address redirects permanently to the Vanilla poster on both servers.

Map specimen

Each world mode has its own page and content. Vanilla, Skyblock and One Block use wrapping navigation with an explicit active page. Add-on pages show their draft status. This specimen uses Vanilla.

This is the production map component.

  • Each page supplies its own nodes and connections, and its reading view exposes those same relationships.
  • Show alternative routes converging on a capability: Enchanted Tools can come from your own enchanting setup, direct villager trades or a developed trading hall.
  • A hall scales trading; it is not a mandatory gate.
  • Larger storage is driven by growing supplies.
  • Show copper golem sorting as an early alternative to redstone systems, with its own material and upkeep requirements.
  • The bounded specimen scrolls without changing surrounding geometry.
Vanilla

A rough guide to a typical survival world. You may do things in a different order.

HomeA place to live and work
ToolsHarvesting and everyday work
WeaponsChoose how you fight
ArmorIron → diamond → netherite
MagicEnchanting, upkeep and brewing
Exploration & LootPlaces, discoveries and found supplies
Systems & AutomationFarms, transport & logic
MobsEncounters and creature drops
TransportMove yourself, mobs and supplies

Day One

Early tools, a crafting table, wood weapons, gathered food and first discoveries

0

Home

Tools

Weapons

Exploration & Loot

Systems & Automation

Mobs

Surface explorer

A first home, stone tools, surface exploration and simple farms

1

Home

Tools

Weapons

Armor

Magic

Exploration & Loot

Systems & Automation

Mobs

Transport

Cave explorer

Cave supplies, copper and useful discoveries

2

Home

Tools

Weapons

Armor

Exploration & Loot

Systems & Automation

Mobs

Transport

First mines

First iron builds and reliable equipment

3

Home

Tools

Weapons

Armor

Magic

Exploration & Loot

Systems & Automation

Mobs

Transport

New horizons

Explore biomes, expand resources and develop village trades and basic workstations

4

Home

Weapons

Armor

Magic

Exploration & Loot

Systems & Automation

Mobs

Transport

Advanced workshop

Anvils, organized storage and developed supply routes

5

Home

Tools

Weapons

Armor

Magic

Systems & Automation

Mobs

Transport

First Enchantments

Lapis and bookshelves • borrow from villages or woodland mansions

6

Home

Tools

Weapons

Armor

Magic

Exploration & Loot

Systems & Automation

Mobs

Deep mining

Diamond and redstone open equipment, enchanting and circuit branches

7

Tools

Weapons

Armor

Magic

Exploration & Loot

Systems & Automation

Mobs

Alternate adventures

After Deep mining, choose your adventure: the Nether, the ocean or the ancient city. Each calls for its own preparation.

Portals and Highways

Build a first portal and develop connections between places

8

Home

Exploration & Loot

Systems & Automation

Mobs

Transport

Nether More

Fortress routes, blaze rods, piglin bartering and quartz

9

Home

Tools

Weapons

Armor

Magic

Exploration & Loot

Systems & Automation

Mobs

Stronghold

Find the stronghold and locate its End portal

10

Exploration & Loot

Mobs

The End

Enter the End and prepare for the dragon

11

Exploration & Loot

Mobs

Pirates' End

Flight, portable storage and your own long-term projects

12

Home

Exploration & Loot

Mobs

Transport

Return to the Nether || Nether Strong

Bastions and netherite upgrades; shown after the dragon but available earlier

13

Tools

Weapons

Armor

Magic

Exploration & Loot

Mobs

Ocean Monument

Prepare for an underwater expedition

14

Home

Tools

Armor

Exploration & Loot

Mobs

Ancient City

Explore the deep dark with care

15

Home

Tools

Armor

Exploration & Loot

Systems & Automation

Mobs

Transport

Frontier

Pursue larger projects and upgrades that suit your world

16

Home

Weapons

Transport

Exploration & other connections

Explore supporting routes, structures and rewards. The lane map includes Nether access and dragon victory as milestone bands; their timing can change with your route. Select a waypoint to follow its connections.

Firework Rockets

Transport · Side option

Carry firework rockets to boost flight while gliding with elytra. Use rockets crafted without a firework star for travel. Paper and gunpowder provide a repeatable supply. Rockets can be crafted earlier; this placement highlights an ongoing flight-supply project for elytra travel.

Routes into this waypoint

  • Useful connection

    Boost elytra travel with flight rockets

A rough guide to a typical survival world. You may do things in a different order.

The specimen shows the opening strata. Open the full Vanilla map.

Open the poster specimen.

  • The detailed adventure atlas retains every waypoint and lane, using larger item artwork and chapter-colored stratum markers for Overworld, Nether, End and frontier stages. Stage markers are a flat chapter tint with no edge line or gradient.
  • Keep column headings top-aligned in one shared-height header row, with every underline at the same bottom edge even when a label wraps.
  • Offer an independent poster Theme selector: BlockBrain Day and Night, Explorer parchment, Forest canopy, Ocean monument, Nether ember, End amethyst, Redstone blueprint, Cherry grove and Black & white.
  • BlockBrain Night uses flat blue-slate surfaces without block textures.
  • Theme changes preserve the detailed content, dimensions and tile key; export filenames include the theme.
  • Frame the poster with one ink line that steps in twice at each corner, with one accent pixel in each corner touching the first step corner to corner. Frame sizes snap to whole pixels so the steps stay even. Every theme’s paper has a little fine noise (Blueprint draws its own), with print grain on top; tiles, stage markers and dividers stay solid with no noise. Don’t use enlarged game-texture backgrounds. The Redstone blueprint theme draws a primary grid over a fainter subgrid of five cells per square, with faint, slightly softened lines, over fine paper noise.
  • The masthead carries the BlockBrain logo, the title in Tektur and a turf divider: a sod line with a ragged pixel fringe in the theme’s accent color.
  • The footer shows the site address, the game releases the poster was written for, its revision and date, and the unofficial-project note.
  • Classic grid shares the brand but stays quiet: one thin frame, the logo beside the edition label, the same two-line title as the atlas (MINECRAFT in Tektur over PROGRESSION MAP) a little smaller, and lane headings with one shared underline edge.
  • A Section dividers selector picks one style for the milestone headings in both designs: Ribbon (a tinted band with arrow-cut ends, the default), Flat tint (a tinted band with a lighter icon block) or Rule below (one colored line under the heading). Each style stands alone; don’t combine them. All three keep the same height and ink text, and their color starts from the chapter color (copper for Nether access, amethyst for Defeat the dragon) leaning 60% toward the theme’s own accent, so they match every poster theme.
  • The journey icons sit in notched inventory slots joined by a pixel-dashed trail. Each lane heading’s underline starts with a pixel block. The footer starts with the BlockBrain mark.
  • Build chrome and headings from tinted paper and ink, never from a solid ink bar, so every poster theme reads well, light or dark.
  • The frame, masthead, headings and footer take their colors from the poster theme. A change to them must not change the size of the grid or the height of a milestone heading.
  • Keep cards and stage markers flat for reading, preserve the color key and leave geometry unchanged.
  • Include a visible tile-color key with swatches matching core gameplay and the four stage tints.
  • Keep core-gameplay shading distinct from chapter color — the same content model, artwork, typography and palette rendered for eight print sizes.

Capability milestones

These specimens share the progression guide’s component and styles. Milestones describe capabilities rather than a mandatory sequence; example links open the selected edition’s farm. Keep the criterion, benefit and boundary visible together.

Capability

A small iron budget

Reached when
You can afford the exact reusable tools and components in this build: count their ingredients, not just the finished items.
Enables
A bucket, shears or a small collection system can change the available methods.
Check carefully
A bucket costs three iron ingots. That is a one-time purchase; it does not establish a bulk iron supply or require an iron farm.
Milking: a reusable bucket → Mechanic reference ↗

Supply

Reliable bulk materials

Reached when
Your available stock and replenishment can cover the chosen build without exhausting supplies needed elsewhere.
Enables
Larger collection systems, storage, repeated modules and substantial construction.
Check carefully
Judge iron, wood, stone and other bottlenecks separately. A few stacks of stone and the same count of hoppers are very different investments. An iron farm is one supply route, not a universal prerequisite.
Iron supply: compare the setup cost with the need →

08 / Catalogs

One pattern for every collection.

Page header

The Farms page sets the interface for the rest of the site.

  • Trading, Drops, Recipes and Coverage follow it in full, and the Plan pages follow its header and spacing around their own working areas.
  • A page opens with a header: its title, a count line that names the edition and version, one line saying what the page is for, and a side column on the right with search and sort above any choices the index does not already offer, such as Farms dimensions.
  • Drops has no category buttons; its index already lists the same groups.
  • Search and sort sit in the header's side column, above the filters, villager row or other choices.
  • The Version menu beside Edition opens the same page at another pinned release: older versions live under /v/<version>/, show one compact notice naming the version and any data its files lack, and mark farms whose outputs that version's registry does not contain as a guess for that version.

Results and cards

Every group, the first included, heads its own list beside the index; a toolbar with a heading appears only for other sort orders.

  • Results follow as group headings over a shared card grid, with the section index beside them.
  • The grid flows as masonry: each card rises into the space under the shorter card above it, keeping DOM order, with full-width cards spanning every column.
  • A card that grows moves only the cards below it in its own column.
  • Use the shared components in CatalogueLayout, SectionIndex and LazyCard rather than local copies, and don't add eyebrow labels above page titles.
  • Cards use the farm card's surface, title row and share icons, and any selector goes below the thing it changes.
  • A card title uses the card heading size whether or not it's a link, and a placeholder's title matches, so nothing changes size as a card builds.

Group by something meaningful to the collection: stations for recipes, or job and source for trades and drops.

  • Use alphabetical ranges only inside a large group with no natural subdivision, so they never imply a category.
  • They stay as subheadings in the list; the section index collapses them into their group and opens them only while the reader is in that group, so meaningful groups and bands stay visible at a glance.
  • An entity appears once, in the first section its matching routes belong to, though a category filter can still find it under another.
  • Filter counts therefore count every match, and the index counts what is listed.
  • Pages that work on one record at a time, such as Resources, Biome graph and Block heights, put a picker where the index would be and the selected record's name in the toolbar.
  • Tools that need the full width, such as Progression and Blueprints, keep their panels under the shared header.
  • In the specimen below, the copy and totals are illustrative.

Section index

Long catalog results keep a section index in a sticky left column beside the cards.

  • On Farms, list each dimension with its use subgroups, reusing the subgroup icons and the dimension accent colors.
  • Other sections list their own groups.
  • Show totals that include cards that haven't built yet.
  • Entries are real links to the section headings, so they can be opened in a new tab or shared; a fragment holding client parameters such as a theme is left unchanged.
  • Filters and search update the entries, and the column stays reserved when nothing matches.
  • Sorted, non-grouped results have no sections, so they drop the index and use the full width.

Choosing a section lands on its heading within 100 ms, without smooth scrolling.

  • To make that possible, the grouped catalog lays out every section heading from the start, with a titled placeholder holding each card's space at about a real card's median height.
  • Real cards build at low priority as they near the screen, so a jump never waits for the cards above its target.
  • Hold the heading in place while cards settle and stop as soon as the reader scrolls, touches or presses a key.
  • Move focus to the heading without scrolling.
  • The current entry follows the reader using color and an inset bar only, never a change in weight or size, and only the index's own scroll position changes to keep it in view, never while the pointer or focus is inside it.
  • The index can be taller than the screen, and above its sticky point its lower rows sit below the fold, so never contain its scrolling: at either end of the list the wheel, keyboard or touch gesture must carry on to the page.
  • At 1000 px and below, where two card columns no longer fit beside it, the column becomes a sticky native dropdown grouped by dimension, 44 px high with space reserved in the flow; headings clear it when jumped to.
  • Rows grow to 44 px on coarse pointers.
  • In the specimen below the totals are illustrative, and choosing a section only moves the highlight.

Index labels carry a small icon: an item for each group, the dimension's own block for each dimension, and a villager face for each profession.

Filters and naming

Farms dimensions use the same blocks, with stone for Shared & other. The Farms dimension filter is a row of icon buttons: the chosen one shows its name, the others name themselves in a label under the button on hover or focus, and The SIFT, with no released textures yet, shows an illustrative Sift Grass block: the game's grass top tinted pink over salmon dirt sides.

The navigation tab and short links say Farms.

  • The page title and heading say Farms, Generators & Automation so all three search terms stay visible, and both come from one route value.
  • Automation describes how much a layout does for you, so don't use it as a category that implies every farm is automatic.
  • The /farms/ URL stays unchanged.

09 / Trading & drops

Every offer and drop in its place.

Villager lineup and biomes

On Trading, a villager in the lineup glows when its profession has trades only some biomes offer, or, with a biome chosen, trades that biome offers; on each villager card, the swatches of biomes with their own trades shimmer.

  • Both use shadows only, so nothing moves, and reduced motion keeps a steady glow.
  • Where the experimental Trade Rebalance changes a profession's offers, a balance-scale swatch follows the biomes and switches that card alone between standard rules and the experiment, so the rest of the page keeps its place.
  • Off, it is a faint tile with a muted scale; on, an ink tile with a paper scale.
  • It appears only when the edition's own data includes the experiment, so Bedrock cards explain the gap instead.
  • A grid of biome swatches stands right of the villager row on the same floor line, or in one row of touch-sized swatches below it on touch screens: pointing at a biome dresses the row for it, and clicking selects it for every villager card until clicked again, while each card's own swatches can still change that card.
  • Hover never changes the cards, so the page below stays still.

The Trading header shows every profession standing in one row instead of category buttons; each villager opens its profession, and its name appears above it on hover or focus in space the row already reserves.

  • The row scrolls sideways on phones so each villager keeps a 44 px target.
  • Each villager card lists the biomes after its name as small plain color squares, ringed when chosen: pointing at or focusing one previews that biome's outfit and offers, clicking selects it, and clicking it again clears it; a preview always wins over the selection.
  • While previewing, the Expert and Master area keeps at least its height.

Tiers and rows

Each villager tier heading leads with its number in Roman numerals, I Novice to V Master.

  • Each tier heading carries the career badge the villager wears at that level, taken from the game's own level texture: stone, iron, gold, emerald and diamond.
  • Pointing at or focusing a tier dresses the villager preview in that badge, and leaving returns it to Novice; the preview redraws in place, so nothing moves.
  • On wide screens a villager card keeps the villager and job site block together on the left, with its first trades floating beside them.
  • Expert and Master are separate tiers like the others, with no shared box, and each keeps the same stone as the other tiers with its own step in lightness and no tint: the theme's own face mixed toward its ink, which lightens on dark themes and darkens on light ones, Master twice as far as Expert; they fill the space below the villager, or sit in line on the widest screens, and narrow screens stack everything in reading order.
  • Their rows keep the same 180 px width as the earlier tiers: a tier is only as wide as its own offers, the note beneath wraps instead of widening them, and biome-labelled rows or a grid of alternatives such as tipped arrows span both tiers with each single-item row still at that width.
  • Trade tiles read as the game's raised buttons: a soft gray noise is overlaid on a face mixed from each theme, lightening and darkening it equally, so the tile has grain on light and dark themes without a stone pattern competing with the item icons.
  • A data variant only identifies an item, so it doesn't stop variants of one item folding together.
  • A row too long to fit beside its price moves its items below, with the arrow pointing down, and never widens its column.
  • Traders without levels list offers in equal columns on a full-width card, with every arrow in the same position and no scroll box inside the card.

Each villager tier lists offers from fewest to most emeralds, and biome-dependent offers carry no "Every biome" or "By biome" label.

Biome offers

When a trader's biome offers are nearly the same, don't repeat them per biome.

  • List what every biome shares once under Every biome, then one row for each biome showing only what it adds, and merge biomes that add exactly the same things.
  • When the only difference is color or wood, as with Cartographer banners and Fisherman boats, show one trade under By biome and say how many it comes in; the biome selector shows which ones a biome offers.
  • Its icon cycles through the real varieties every two seconds, with a small count beside it, as recipe slots do: hovering or focusing holds the current one, and reduced motion keeps the first, without moving anything around it.
  • The same applies to any offer where each trade is one color or wood of an item.
  • Each item family is its own trade row, so wool and carpet stay apart, as do terracotta and glazed terracotta.
  • A row is one item: different items are different trades, even at the same price.
  • Only variants of one item share a row, and where their icons look alike each is named, as tipped arrows and explorer maps are.
  • Every offer stays visible, and the biome selector still narrows the card to one biome.
  • Compare identical offers by their items, quantities, conditions and uses, never by appearance.
  • When no offer is shared and no biomes match, keep one column per biome, because then the differences are the point.
  • Armorer and Librarian cards note that their biome offers come only with the experimental Villager Trade Rebalance, linking Java readers to those rules; Bedrock's published files do not include them.

Prices, traders and barters

A price range shows where the price depends on the enchantment rolled, and its tooltip names the edition and version it belongs to.

  • Compute ranges from that edition's pinned source files, never from a chart for another version; charts are only a check.
  • Wandering traders show a trader llama.
  • Wandering trader offers are grouped as the game picks them, purchases, then special, then ordinary, each with how many it offers and the chance of each offer.

Explorer maps use the wiki's names and their own map icons in both editions (Bedrock's buried treasure map is "Treasure Map").

  • Piglin barter rewards read as a compact table grouped by chance: each reward's icon and name, quantity, and Est.
  • Ingots, the average gold ingots spent per item, computed from the pinned weights rather than copied.
  • Cards whose offers changed recently end with one "Changed in" row naming the version and change, tested against the pinned tables, with a link to the wiki history.
  • Old /trading/ links to drop-only sources redirect to /drops/.
  • Trading and Drops are separate pages over one dataset, split by record kind: trades and barters on one, drops, loot and spawn equipment on the other.
  • A source with both, such as a piglin, links across.
  • Trade and drop cards carry no route-count line; the offers themselves show what a source has.

Mob drops

Blocks whose only drop is themselves are left out of the Drops catalog because they are self-evident, though blocks that need Silk Touch or shears stay; colors or woods of a block with the same drops share one cycling card, and blocks with their own rules keep their own. Only tables a mob actually uses count as mob drops, grouped by dimension in the index, and shared sub-tables such as Bedrock's armor sets appear only on the cards of the mobs that wear them, since a card of their own names no wearer.

Mob drops group by dimension, then by habitat: All biomes first, then biome families (Nether and End biomes by name), then structures, then mobs that are summoned, built or arrive another way.

  • Every habitat carries the same mark in the index and on its heading: a biome color swatch (a family shows its representative biome, such as Plains for Plains & meadows), a four-colour tile of the dimension's biomes for All biomes, and a representative block for each structure, such as reinforced deepslate for Ancient City, with a carved pumpkin for mobs that are summoned or built.
  • Dimension headings repeat the index's dimension block.
  • Bedrock keeps legacy entities beside their V2 replacements, such as Zombie Villager and Zombie Villager V2; when both bind the same loot tables they share one card that lists each drop once, and the V2 address opens it.
  • Every mob the selected version defines has a card, read from that version's own files (Java spawn eggs plus bosses and golems, Bedrock spawnable entities), so older versions never show later mobs.
  • A mob whose loot table is empty or absent, such as a bat, says so on its card rather than disappearing; items dropped by game code are not claimed.
  • A mob tied to a block that makes an item, such as the Creaking and the resin its Creaking Heart grows, shows that item instead of the empty note: a box named for the block, one slot with the amount, how to get it, then the farm and a source link.
  • These links are written by hand from a cited source, appear only in versions that have the item, answer a search for the item, and are never counted as loot routes.
  • The artwork stands for the place, not a requirement.
  • Biomes come from each version's natural-spawn data and structures from a short authored table; a mob that lives in several places is listed in each, and only its first card carries its link anchor.
  • Habitats use the shared group heading below a subheading, and open as nested index entries while the reader is in Mob drops.
  • A version without spawn data keeps flat dimension lists.
  • A mob's drop card puts its portrait beside the storage boxes, so the card is as tall as its drops; chests, fishing and other sources keep their scene above wider boxes.
  • Storage box labels use the compact heading size, and Spawn equipment puts "Separate drop rules" on a smaller line below it.

Chests, fishing and archaeology

Fishing shows one table each for fish, junk and treasure with its base chance, then what differs in jungles.

  • Chests, barrels and village chests are grouped by the dimension their structure generates in: Overworld, Nether and End chests, plus Ruined portal chests, since ruined portals generate in both the Overworld and the Nether.
  • Each container source shows a miniature of where it is found, built from that structure's own blocks: a white wool tent and unlit campfire for abandoned camps, a chest minecart on rails for mineshafts, a buried copper chest for the camp's secret chest.
  • Miniatures are illustrative, so they show no Requirements row.
  • Village chests named after a profession show that profession's job site; houses show none.

Brushable suspicious sand and gravel share one Archaeology card with a box per site, each headed by its isometric block; the sites' former pages still open it.

  • Every Village Loot chest is headed by its job site block, or by its house's building block.
  • Fishing shows each catch table, with every item's chance in its table and of all catches from the source weights; jungles list what they add, remove or reweight, Java treasure notes its open-water rule, and a small table shows how Luck of the Sea shifts fish, junk and treasure.

Block heights

Block heights charts measured block counts by Y level.

  • It keeps the shared header, with every measured world as one icon filter like the Farms dimension filter (the chosen one shows its name): Overworld, Amplified Overworld, Stone superflat, Nether and The End, as the sample has them. There is no section heading row; a picker of blocks where the index would be, and the chart as its working area.
  • The count line names the edition and version; the header note says which measured sample is shown: the game version's own, the nearest earlier one labelled with the version it was measured in, or a labelled Java sample for Bedrock, which has no measurements.
  • The site header’s edition and version choose the measured sample; there is no second version selector. The header greys out Java versions without their own sample, and opening one moves to the measured version it rounds up to (or the nearest earlier one when none is newer). Bedrock stays available: it shows a Java sample with a compact “Estimated for Bedrock” note beside the title (below it on narrow screens) that links to the measured source and to the Minecraft Wiki’s list of known edition differences. The header note always links to Meeples10’s resource distribution project. A compact toolbar heads the chart column, so the chart starts near the top: its first line holds Values and Layout as selects and Spacing as icon buttons, with no visible labels (each keeps its accessible name) (small graphs: a straight line for linear, an upward-bending curve for logarithmic; the chosen one shows its name). Share (copy link), Embed and Download SVG (camera) are icon buttons at the end of the row, like a farm card’s share and embed buttons. Embed opens the same dialog as a farm card and embeds the chart as currently set up: the embedded page shows a one-line title, the chart and the embed footer, and always uses the view in its address.
  • Block category presets use the shared icon filter: chosen categories show their names, with L or R for their side, and the rest are icon buttons that name themselves on hover.
  • The toolbar’s second line holds the Y level and, to its right, the biome filter, a popup tool; its button shows a swatch for every chosen biome: its button opens a grid of colour swatches like the trading lineup’s (All, No biome, then every biome of the dimension), with the site’s hover and focus tooltip naming each biome. The popup overlays the chart without moving it and closes on Escape or a click outside. The bar is 36 px tall with a mouse and 44 px on touch screens.
  • The chart is drawn in the current theme's paper, line, muted and ink tokens and the body font, resolved to plain colors so a downloaded SVG looks the same; block colors keep their identity across themes and are lightened on dark panels.
  • Each curve is a plain 2 px line in its block’s colour with a soft fill underneath that fades from the curve to the zero line; there is no outline or glow.
  • Mirrored curves put ores left and other blocks right of a shared zero; up to two categories can take the sides instead, chosen from the presets or by clicking a side's heading.
  • The world column, sky and End dragon are schematic and decorative, never data, and stay still with reduced motion.
  • The chart’s height follows its width (720 to 1100 px on desktop, 640 px on phones) and stays fixed while you use it, readout values have a fixed width, the biome filter and side menus are overlays and status messages have a reserved line, so hovering, pinning a Y level and copying a link never move the page.
  • Raw records, the seven interpretations and sources follow the chart and are shown without expansion; only the air variants fold away, because they are off by default.

11 / Embeds

A widget that travels.

The Embed dialog

Open Embed to configure a real interactive iframe preview and copy its matching code.

  • On desktop put the preview on the left and the configuration controls, generated code and Copy action on the right.
  • Keep the preview first in the DOM; at narrow widths stack the controls below it.
  • The desktop controls column scrolls independently so changing options does not move the preview.
  • Offer blueprint-only or farm-and-instructions contents and explicit width and height; the preview fits the available width, just as the copied responsive iframe does.
  • Keep the modal frame and preview space reserved without moving or resizing the catalogue.
  • Load the iframe only while the dialog is open and remove it on close.
  • Embed choices are local to the dialog and do not change the source card.

Embed dialogs set the widget's own edition and game version, and a villager trade embed also its biome, so a host can show any pinned version; older versions use the /v/<version>/ address.

Place the embed Contents choice above the preview frame on the right as two grouped icon buttons: a wireframe cube for Blueprint only and a checklist for Farm and instructions.

  • Use 44 px square targets with reserved 24 px icons, accessible names, native title tooltips and a visible selected state.
  • Keep their compact width stable on desktop and narrow screens, including hover, focus and selection changes.
  • These control the embedded content view; selectors inside the embedded farm remain below its blueprint.

Embed documents and footer

Embed documents own their canvas, body and application surface using the selected theme's paper and ink tokens.

  • Blueprint-only mode unwraps card ancestors with display: contents, so their painted background cannot be relied on.
  • Keep the main site's decorative body texture out of both blueprint-only and farm-and-instructions embeds, including wide iframe gutters.
  • Preserve the scene's own terrain and sky backgrounds and keep theme changes independent of the host page's appearance.

Strip site-only side borders, outer shadows and content-width caps from farm embed documents.

  • Use even padding on all four sides in each embed mode; the surrounding site's frame must not appear on only the left and right.
  • The preview places the real iframe between static block-style text lines with a readable article heading.
  • The sample host page stays white with neutral dark text in either dialog theme; decorative text lines are hidden from assistive technology.
  • The iframe uses its independently selected theme and configured CSS dimensions.
  • Scroll the sample page locally and preserve the preview viewport during option changes.

Every embed, including trading and blueprint-only views, uses the same minimal footer row: the linked BlockBrain mark and wordmark on the left and version metadata on the right.

  • Farms and their blueprints show the selected farm’s revision and date; trading shows the site build number and release date because it has no per-entity revision counter.
  • Keep the revision in this footer only, synchronized with the selected specialization.
  • Use a reserved 18 × 20 px mark, the shared wordmark font and a 44 px link target.
  • Never wrap the footer; at narrow embed widths, hide the visible brand name while preserving the mark and the full accessible link name.
  • The footer sits at the viewport bottom when content is short and follows longer content in normal flow, without covering instructions.
  • Use theme tokens and keep the attribution inside the widget rather than duplicating it in the sample host page.

Copy image writes a PNG of the current widget to the clipboard; Save PNG provides a download when image copying is unavailable or blocked.

  • Capture the live widget's theme, resolved preview width, camera and operation state, full content and brand credit, without the sample article or authoring controls.
  • Preserve the live page's geometry and scroll position while exporting, reserve status space and keep both actions at least 44 px high.
  • Image rendering loads only when requested and runs locally; very large exports are bounded to avoid excessive canvas memory.
  • This is a static image, not an interactive embed.

Code and parameters

Show generated embed source in a fixed-height, vertically scrolling code block with line numbers and theme-aware syntax colors.

  • Keep HTML attributes on separate lines.
  • Soft-wrap long lines, including URLs, within the available width; give each original source line one number aligned with its first visual row.
  • Continuation rows do not add numbers or source newlines.
  • Preserve exact source text and exclude line numbers from copying; keyboard Select all stays within the focused code block.
  • Render tokens as escaped text nodes, never executable markup.
  • Farm, trading and variable-template embeds share this component.

Validate sizes as bounded CSS data before browser validation: reject comments, declaration separators, control characters, markup and executable expressions.

  • Validate selectors against their offered choices.
  • Escape generated HTML attributes and template metacharacters; allow only HTTP(S) iframe targets without credentials.
  • Treat entered text as data, never instructions, and keep invalid drafts out of the preview and copied code.
  • The controls do not invoke an AI model.

Put browser-only embed settings (view, theme, layout, auto height and trading selections) after # in the URL.

  • Keep the static document identity in its path.
  • Read legacy query settings as a fallback; fragment values take precedence.
  • Changing a preview setting updates the existing document without requesting its HTML again.
  • Keep ordinary section anchors and legacy route bookmarks working.
  • Treat fragments as untrusted data with the same validation as query parameters.

Show the theme variable contract beside the template instructions: type string, with exact quoted values "day", "night", "cloud", "stone", "coal" and "auto" and their appearance behavior.

  • Explain that values are lowercase and case-sensitive and that other values follow the system theme.
  • Derive the reference from the same typed option metadata used by the generated JavaScript/server-template comments, keeping it visible without expansion in either template format.

Size and theme

Keep embed Width and Height compact: pair each short editable input with a slider indexed to common pixel sizes, 100% and auto.

  • Default Height to auto: fit the complete widget document without an internal scrollbar, including instructions, attribution and changes in width or content.
  • Include the static embed-resize.js host helper in copied auto-height markup and opt the iframe into the versioned height-message protocol.
  • Validate both message origin and source window and accept bounded numeric heights only.
  • Width auto retains intrinsic CSS sizing.
  • Bare numbers mean pixels; accept browser-supported CSS sizes such as rem, vh, calc() and percentages.
  • Fixed heights remain explicit overrides; percentages depend on the containing block.
  • Retain the last valid size while an entry is incomplete, reserve validation space and keep the modal's preview viewport stable and locally scrollable.

Embed Theme initially matches the current appearance.

  • Use a grouped button selector for Day, Night, Cloud (Neutral White), Stone (Neutral Gray), Coal (Neutral Dark Mode), Auto and Variable-driven.
  • Reserve 44 px targets, show selected state and small palette swatches, and keep descriptive tooltips from shifting the layout.
  • Neutral themes use achromatic surfaces, text and controls while item artwork and semantic colors remain intact.
  • Variable-driven embeds offer JavaScript and server-side template code with an explicit theme-variable insertion point.
  • Show the same grouped palette buttons, including Auto, for the variable preview; do not substitute that example value into the copied variable template.
  • JavaScript validates the theme, constructs the fragment with URLSearchParams and prepares dimensions as named values before a short final iframe template.
  • Keep configuration and logic outside markup strings, escape attributes at the HTML boundary, and load the auto-height helper once with a real script element so dynamic insertion works; server placeholders must be replaced with the host template engine's URL-encoded and HTML-escaped value.
  • Supported fixed values are day, night, cloud, stone and coal; auto and other values use the system appearance.
  • Explicit iframe themes do not read or overwrite the saved site theme.
  • Without a theme parameter, existing embeds retain their saved/system appearance behavior.

Variants and residents

Embed specialization and variant controls use the same selector component, labels, icons and selected states as the source farm.

  • Keep icon-and-name buttons for small sets and the synchronized single scrolling icon row plus named dropdown for sets larger than eight.
  • Authoring controls belong in the right column on desktop and below the preview on narrow screens, always after the preview in the DOM.
  • Farm selectors inside the embedded content retain their blueprint-first order.
  • Keep authoring selection local to the dialog and update its iframe and copied URL together.

For constructed farm residents, show summoning materials as a construction stage and the living entity only afterward.

  • Count the original inputs once: a copper block and carved pumpkin create the golem and its reusable copper input chest.
  • Show enclosure sides and roof, retain separate positioning methods below the blueprint, and keep optional waxing out of required materials.
  • Resident and minecart overlays do not contribute placed-block counts.

12 / Voice

Say what the world does.

Write like a patient builder showing a friend the next step. Use US English, and write at about a 5th-grade reading level: short sentences, everyday words, one idea at a time. Keep the fun of finding things out, and be clear about what we know.

The voice in practice
Mine only the center cobblestone. Leave the water, the lava and the blocks around them in place. Wait for new cobblestone to form, then mine it again.

Action → what to keep → what happens next.

Easy to read

Aim for a 5th-grade reading level. Keep most sentences under 15 words. Pick short, common words: “use” not “utilize,” “need” not “require,” “about” not “approximately.” Say Minecraft words the way the game does, and explain them the first time if a new player might not know them.

US English

Use US spelling and words: color, center, gray, armor, behavior, catalog. Keep the game’s own names exactly as the game writes them. Write dates as November 10, 2026.

Useful and specific

Say “waterlog the spruce stair,” “collect the drops” or “check the edition you picked.” Give one step at a time, in short paragraphs.

Honest about what we know

Say “not checked in the game yet” when that is true. Tell apart a family of farms, a drawn layout and a real in-game test. Don’t promise that something works everywhere or always gives the same amount.

Privacy & analytics

Your saved settings, plans and blueprint drafts stay in this browser.

With your permission, we send page categories and a few actions (edition and appearance changes, saving or loading a plan, which farm page you opened, and whether a plan could be solved, with a rough goal count and whether you started empty-handed) to Astro Atomica’s shared PostHog project in the US. Analytics are off until you allow them.

We do not send search text, plan contents, file names, coordinates, full URLs, query strings or referrers. We do not record sessions, capture general clicks, collect exceptions or build identified user profiles. IP geolocation is disabled. PostHog receives your connection IP and may store it unless our project is configured to discard IP data.

Your choice is saved on this site only. Analytics use a random identifier in memory for this page visit; there are no analytics cookies or shared identities across apps. You can turn analytics off here at any time. Disabling stops future capture; it does not delete events already sent.

Analytics are off; no choice has been saved.

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