Talk:Java Edition data values/Archive 3

Cheat Codes?
The article says: "such as the use of Game cheat codes" Correct me if I'm wrong, (I'm not,) but Minecraft doesn't have cheat codes. Cholo71796 19:32, 1 August 2011 (UTC)


 * I believe you are wrong Cholo. Since you are spawning object which is technically not allowed and not what the game is about; you are cheating. So yes, it can be referred as using cheat codes. –The preceding unsigned comment was added by 95.96.227.100 (Talk 09:48, 3 October 2011. Please sign your posts with

levers and classic
the lever block should be red, you can't get the block also i suggest the classic stuff to be put under item id's it brought me confussion jemsuper

@jemsuper the lever does not have a counterpart item, it is just a block. Chris32 17:09, 18 August 2011 (UTC)

Locked Chest/Sponge
Locked Chest and Sponge are both removed, but Sponge appear as red on the Block ID list and The Locked Chest appears as green. (As green is removed items Sponge should be green or the green category should be removed) -iThenrik

Pretty sure sponges never occurred naturally. Though I agree that the green category feels like unnecessary noise. --Theothersteve7 20:20, 21 April 2011 (UTC)

Also technically both items still exist; they're just unobtainable. –Celtic Minstrel 13:36, 27 September 2011 (UTC)

Really, sponge is available in classic and Creative. Jeb's been thinking about putting it in Survival. Emberdad 12:29, 13 May 2012 (UTC)

New Items
Can someone update this with the new items?

-To help you for invisibility potion; It's basic ID is 14 93.233.3.61 20:54, 25 August 2012 (UTC)Ieon

Wheat in 3d
In the 3d picture, wheat has the id 305, instead of the correct one of 296. 108.39.195.163 22:45, 2 May 2012 (UTC)

ItemslistV110 Picture
Hello all - I was wondering who changed the "itemslist" picture. The original had a black background, was much easier to view in the background, etc.

The new one, if you open it in the background while playing minecraft... The ID numbers are too small unless you zoom in. When you zoom in, you can only see about 1/10th of the page. The colors of the names and the background are nearly the same, and the organization is sloppy.

If someone could re-upload the original file - perhaps as a 3rd picture - I and possibly many others (reply below?) would be greatful. Turtleey 04:49, 19 February 2011 (UTC)


 * You can always click on the image and see a whole list of older versions there. This works for every image. Trojam 22:54, 23 February 2011 (UTC)

Images
Will take time out to update/upload images if necessary. –The preceding unsigned comment was added by Brl1214 (Talk . Please sign your posts with   !
 * Speaking of which, why are all the 16x16 data block images 50k when they should be 200 bytes or so? Don't currently have time to load them all up in gimp and resave. Lil kreen 00:52, 6 November 2010 (CDT)
 * Because they're 150x150 resized to 16x16 browser side? – ultradude25 ( T 01:42, 6 November 2010 (CDT)
 * Ahh I see, it's just the ones Arrorn uploaded. they're not 150x150 they're 16x16 and entirely larger than they ought to be.Lil kreen 05:23, 6 November 2010 (CDT)

Data values for player inventory
The crafting slots can act as a secondary inventory space, and I've found some of their data values purely by accident (looking at my inventory in INVedit to see what I was carrying) - it said "unknown slot '81', discarded item." and the same for '83' I think this means that the slots starting at 80 or 81 are the 2x2 craft table, which would be useful to have for those making mods. Donpablo 23:42, 30 October 2010 (CDT)

Halloween Update grass/leaves
Does anyone have any insights into how leaves and grass are tinted in the new Halloween update? I'd reckon the blocks now have data associated with them that determines the tint, but I have no proof and certainly no way to convert the number into a color. -- agrif 02:14, 3 November 2010 (UTC)
 * It doesn't use the data values. The tint to use for grass is all calculated by algorithm during runtime. See for proof. CyborgDragon 02:18, 3 November 2010 (UTC)

Portal Data Values
Ok, does anybody know of an extra data value for portals (like the ones for torches and signs) that determines which way it is facing? If there is one, it should be added here.--Ikalpo 18:04, 7 November 2010 (CST)

Unfortunately, there isn't one. They change direction based on other portal blocks being next to them. The DV for either direction is 0.

Remove images
The data value image thumbnails should be removed. The images where useful before the tables where completed, however, all of the data is provided on the page now in a clean/printable format, the images now duplicate information for niche usage. They have been re-added twice by "new" accounts. -- G R Y P H O N  t c 04:54, 1 December 2010 (CST)
 * Delete. Redundant redundancy is redundant, I support this. —Fenhl 22:22, 21 March 2012 (UTC)

Torch/Plant data during runtime
Has anyone been able to find these values during run time? I can find the spot in memory where a certain block type is specified, so if I poke it it can change from sand/tnt/torch, whatever, but I can't for the life of me find where it says the extra information. I'm asking because I placed a torch in a corner, on the floor, north wall, west wall, and the data value is 50 each time, but the neighbouring bytes are just neighbouring blocks, not any data to do with that specific block.

Grazfather 05:30, 12 January 2011 (UTC)

Coloured cloth in Classic
Shouldn't we leave the coloured cloth values here from Classic, as well as the new stuff they got overwritten with in Beta 1.2? Immibis 07:26, 15 January 2011 (UTC)
 * Agreed, I'll see if I can get something done about it. Classic servers still need the data. IKJames 05:19, 30 April 2011 (UTC)

Cloth / Wool colors
I'm pretty sure this is missing some Cloth colors, i think the ones that require mixing of dyes. Madmonkeycat 05:37, 16 January 2011 (UTC)


 * Those are all the same block. In beta, there is only one block of cloth. Dying it just gives it a new texture instead of a whole new block.Toadbert

But they're already dyed blocks in beta that have their own data value, shouldn't the other ones have their own data value too? Madmonkeycat 05:37, 16 January 2011 (UTC)

Does anyone know how to use the give command with the added field needed for the different dyes? I ask because I would like to be able to give the different dyes to people on my server, but I'm not sure how to or if its even possible to do with the server give command?! Rafiki2085 18:33, 16 January 2011 (CST)
 * It's not possible with the vanilla /give command as of now --Flippeh 01:09, 17 January 2011 (UTC)

I'm pretty sure the data values for colored wool blocks are backwards. Should be the same order as the dyes. When I try crafting a wool block using "new ItemStack(Block.cloth, 1, BlockCloth.func_21035_d(6))" in 1.7.3 I get cyan wool, not pink. Seems to be true for all of the ones I've tried. Maybe these changed with a recent update? 76.178.147.105 18:19, 11 September 2011 (UTC)


 * That sounds like BlockCloth.func_21035_d is convertToDyeColour or something like that and should only be used for dyes. The dye data values are definitely the inverse of the wool ones; I think if you inspect the damage value on the resulting ItemStack you'll find it to be 9. –Celtic Minstrel 13:45, 27 September 2011 (UTC)

Fire block
I'm pretty sure that fire block has data from 0 to 15. The data is used to render the different aspects of fire: wall fire, fire in a corner... I think it's a good idea to add this info, but have no idea of what number is every kind of fire. Anyone knows this? Fenixin 23:21, 16 January 2011 (UTC)

Add an "unobtainable" suffix to the tables?
I agree with removing the now-obsolete images, yet could we add some way to show that certain items are unobtainable without cheating? I was thinking of adding a suffix of 'C' or 'U' (akin to the 'B', 'D' and 'I' suffixes we already use) to denote the item as being unobtainable without /give or inventory editing.

--Kaedenn 18:37, 17 January 2011 (UTC)


 * Um, why not different coloring or bold? That would be easier to read. But hey not a bad idea. TheKax 18:32, 14 February 2011 (UTC)

/give command for different types of wood
Regular wood can be given by typing "/give {player} 17 {quantity}", but what about redwood or birch?

Yes, you can /give the other types of wood.

/give {player} 17 - 1 {quantity} for birch

/give {player} 17 - 2 {quantity} for redwood  Rulerofeden 18:37, 2 April 2011 (UTC)

Umm....I just tried this, it doesn't work.....or I'm doing it wrong. --Teska Jadestar 21:25, 21 April 2011 (UTC)

"There's no item with id 17-2" Dunny 12:07, 6 May 2011 (UTC)

"I have tried it, there are spaces between the id numbers. /give linkshadowelf 35 - 2 64 gives me 64 magenta wool. Note: This is without the special plugin." - Linkshadowelf

You have to get a special plugin on the server. I reccomend EasyGive if you're on bukkit. Chris32 17:11, 18 August 2011 (UTC)

Confermed you CAN do this EXCEPT you cant have quantity. --Jcc10 01:16, 22 November 2011 (UTC)

You don't have to use "-", the proper form for /give command is "/give    DR 11:50, 1 November 2011 (UTC)

Apparently, subtracting 256 from the data values above gives the splash potion form of the corresponding potion (e.g. -212 = splash of 44) with the exception of 256. Also, any multiple of 256 added to the above values (save for 0) gives the exact same potion. Thetuxone 08:16, 30 November 2011 (UTC)

Full list of Damage Values Bukkit.org Forum Post


 * Here you guys go, I obsessed over this long enough to figure it out. Potion Bitflags at BukkitWiki. As a bonus, since making the datavalues by hand is tedious for those who are unfamiliar with bit operations, here's an online potion generator (and yes, you can make extended+boosted potions).  It ain't pretty, but it works. -- N3X15 18:21, 3 December 2011 (UTC)

Block 120
Block 120 appears to be this glass-block here:

It emits light. but I have no idea how to name it...

On getsatisfaction someone made a comment about crystal blocks that change color and it went to "planned" by mojang a while ago. i think this may be the new block. badly cant post the link to the website due to an error i get everytime i try to post a link. but its there --Wally


 * Do you think you could give us a seed and coordinates? Timohtep 19:37, 6 October 2011 (UTC)

XXX SEED: 2441500971363193898 X: 5.75 Y: 126.86 Z: 60.94 F: 3 XXX --Wally, there you go. It's from the forums, i havnt found it myself.

Leaf block naturally placed bit
The leaf blocks (leaves) have a bit that tells whether or not it was grown naturally. I believe that if this is the block data byte: 4321, the leaf bit is the 3. I think it is set when a leaf is placed by a player and it is unset when it was grown naturally.

Data values (PC)
The move is not needed in my opinion. Most of the info on this Wiki is written implicitly about the latest PC version. If anything, we should move the other two pages to Classic/Data values and Pocket Edition/Data values, and then keep an eye out for other pages that can be placed under those two namespaces. Codewarrior 07:19, 15 October 2011 (UTC)

I agree with the above statement. There should be a main "Data Values" page for the online version, and the other 2 should be seperate. 64.148.24.14 11:59, 15 October 2011 (UTC)Scolor325

I concur also; the current setup seems just fine to me. —Celtic Minstrel 18:47, 16 October 2011 (UTC)

Wrong bed metadata
It looks like beds' metadata on this page is in incorrect. Cycling through metadata in order 0 -> 1 -> 2 -> 3 -> 0 rotates bed counterclockwise, but this page says that it rotates clockwise.DiEvAl 20:20, 15 October 2011 (UTC)

I tried using MCEdit to get metadatas. I was wrong. This page is correct. Probably there is a bug in my mod and it was cycling in order 3 -> 2 -> 1 -> 0 -> 3 instead. DiEvAl

Xp orb?
What Data value does Xp orbs have? What about the beacons?
 * It's an entity like a mob or flying arrow, not an item — MiiNiPaaT 17:39, 16 October 2011 (UTC)

To get exp write this: xp Gives the specified user the given number of orbs. Maximum is 5000 per command. Negative amounts may be used to remove experience progress and actual levels.

Enchanted Tools Only Category
There are some blocks which can be obtained with enchanted tools, but are unobtainable in creative mode. Could an admin please add a category for this. The current category contains everything obtainable with enchanted tools.

The blocks obtainable with enchanted tools, but not in creative mode as of 1.9pre4 are; Monster Spawner, Huge Brown Mushroom, Huge Red Mushroom, Mycelium, and White Stone. Maybe the data values for these blocks could be yellow.

Zer0ce 17:42, 18 October 2011 (UTC)

North!=North
.. maybe someone should mention that all datavalue directions and the map are not the same directions used by all mods, plugins and whatever else. e.g. dynmap north = datavalue west if you go after the datavalue directions, the sun rises in north and sets in south ... makes sens. --MG127 14:30, 29 October 2011 (UTC)

"Data" section rambles on
The "Data" section is an eyesore. Too many of its sections have single lines that extend the entire width of the page. I suggest to place each section into a small box or table column, so we can lay out the sections in a two column format instead. This would also make it more attractive to have icons or graphics in each one.

Jukeboxes
just noticed the data values section for jukeboxes only cover 2 music discs, is this a bug or not updated?DR 11:53, 1 November 2011 (UTC)

In 1.0.0,you will have more types of discs called ward,11,mall and more.

Farmland link
It points to farming, not farmland.
 * Fixed — MiiNiPaaT 16:10, 12 November 2011 (UTC)

Server give command correction
In multiple areas of the data values page, it has been incorrectly stated that you cannot choose that damage value of an item that you give yourself. After searching through the vanilla minecraft server code, I found that you can choose the damage value of an item that you give yourself. The format of the give command on a vanilla minecraft server is: give  [amount] [damageValue]  Example: give Notch 35 64 5  This would give a player named Notch 64 lime wool. Go try it out (on a vanilla server)! Oh, and this means that the help menu is incorrect. --67.8.22.221 02:19, 23 November 2011 (UTC)


 * Just wanted to clarify something. I can't edit the page because it's locked for me.  Can someone else do it?  Thanks, --67.8.22.221 02:57, 25 November 2011 (UTC)

Tools durability
Used items have their own data value,esample: 278:1000 It's a half broken diamond pickaxe 278:1562 (or more) It's a diamond pickaxe that will break at first use.--95.247.162.21 17:15, 14 December 2011 (UTC)

Attainability Colours
I find that the blue used for creative only looks too much like a link, I've had multiple people look at it on multiple screens, and they all assumed that they were links. I think that these should be indicated in a different way, Red, Green, and Orange are taken, yellow is hard to read, blue and purple look like links, and you don't want a colour too similar to these. We could use brown I guess? I also think that it is a shame that the page and the images do not use the same colour structure as each other nor the article. Cultist O 18:28, 1 January 2012 (UTC)

Mob Spawners
Mob Spawners are listed as unobtainable unless using inventory edits (Red). If you mine a Mob Spawner with a silk touch pickaxe, it will drop as an item (Yellow-Green). Should the color be changed to reflect this? --Bandoslolz 20:58, 2 January 2012 (UTC)
 * That's not possible anymore.--☺ Sven Kein Schwein ruft mich an! 11:08, 3 January 2012 (UTC)

Stationary vs flowing water/lava
What exactly is the difference between these? Are the stationary ones source blocks, and the others non-source? Orthotope 09:05, 15 January 2012 (UTC)
 * Flowing water (Block ID 8), when obtained using /give, behaves like a water source block. Stationary water (Block ID 9) does not flow, but can be picked up with a bucket, and starts behaving normally when I do so. —Fenhl 10:29, 15 January 2012 (UTC)

Silk touch cannot harvest double slabs
Item 43 (double slab) was yellow-green, meaning "Only available by having Enchanted tools, but unobtainable in Creative mode". Tested on 1.1.0, silk touch pickaxe on a double slab only drops a single slab. I updated the color to red ("Cannot be legitimately obtained. Only available using the /give command or via inventory editors.") This behavior was also confirmed in Sethbling's 45 More Minecraft Bugs in 3 minutes: http://www.youtube.com/watch?v=fkGGHof60V4

Missing entity IDs
There are still some entities missing ,e.g. paintings and lightning bolts. Can anyone find out the data values of them? --☺ Sven Kein Schwein ruft mich an! 16:49, 10 February 2012 (UTC)
 * I think lightning bolts are just events which happen immediately and aren't stored in the data files at all. (See the protocol docs) Xolotl 22:10, 10 February 2012 (UTC)
 * Also, it looks like paintings don't actually have a unique numeric ID at any point. In the data files they're just identified by name, and in the protocol spec, they've got their own protocol message - they don't piggyback on a more generic entity packet which would necessitate a unique numeric ID (at least in the way that would make sense on this page). Xolotl 22:42, 10 February 2012 (UTC)
 * Maybe then the lightning should be deleted from the entity page. --☺ Sven Kein Schwein ruft mich an! 12:06, 11 February 2012 (UTC)

Added missing painting entity ID (9), also the generic mob (48) and monster (49) entities (which CraftBukkit blocks spawning using spawn eggs). The authoritive source for entity IDs is https://github.com/Bukkit/mc-dev/blob/master/net/minecraft/server/EntityTypes.java --Mushroomhostage 07:17, 6 April 2012 (UTC)

Redstone Lights IDs
Looks like the new 1.2 drop has added redstone lights. Block IDs are 123 for the lamp when off, 124 for the lamp when on (see os.java in client jar, and lk.java for the block code itself). Don't see any block data use.
 * Both have different IDs? I thought we finally have a light source that can be switched on and off without the use of another technical block. --☺ Sven Kein Schwein ruft mich an! 17:18, 15 February 2012 (UTC)
 * Its actually the same pattern as used for redstone torches and repeaters: suspect they're consistent since the others need to use the block data for other reasons (orientation, delay settings).

Biome IDs
I just added a list of biome IDs based on the Minecraft 1.2.2 source code. This is just a basic list. It still needs some layout (links), and check of names (ID 8 is name "Hell" in the source code, presumably this is the biome used in Nether). Also, actual generated world have a biome with ID 255, but it is unclear to me what that represents. Additions and corrections are welcome! MacFreek 09:29, 2 March 2012 (UTC)

Minecraft Official Release
Why does the Block IDs section say "Minecraft Official Release"? It's already in the disambig. I say this section's title should be changed to simply "Block IDs". —Fenhl 22:31, 21 March 2012 (UTC)

Jukebox info wrong
http://www.youtube.com/watch?v=WhvKZOHlr_0 In my tests, the number stored by the jukebox is the item ID and not what the page currently states. The records are always numbers like 2261, because that's their ID. LB 22:30, 5 June 2012 (UTC)

JSON Data Values
It seems that providing a free API to use to access data values and images in JSON format is highly contested because most editors here don't understand the need to lock requests to an IP address. This is important to ensure users of the JSON data file can program it into their applications but must cache properly. This is standard for APIs, and shouldn't be discouraged. Please chat here if you have questions, but stop taking down the link because you don't understand it. --Mineverse 16:18, 19 July 2012 (UTC)

Page content restructuring
This page is way too long imo. Wouldn't it be more practical if the data/damage values of specific blocks and items were described in their respective articles? We could still link to them from the block/item ID table. —Fenhl 11:15, 28 July 2012 (UTC)


 * I agree, and I've been considering doing something like this for awhile now. Putting the data values in the respective articles of the items they describe may not be best, though, since in some cases the same data values apply to more than one item. --Celtic Minstrel 23:57, 17 December 2012 (UTC)


 * For starters, the ID colouring system seems to have gotten overly complex. It's now trying to cover several aspects of how items can be obtained:
 * With the /give command (or inventory editors); true for everything except air
 * In Creative mode via the item list
 * In Creative mode via block picking
 * By trading with villagers
 * By using enchanted tools
 * The default (a black ID) is presumably something like "can be obtained by mining, crafting, or killing mobs". I think it would be sufficient to reduce this to two basic things: "obtainable in Survival", and "obtainable in Creative"; that means four colours including black. Air is a single exception, so I don't think it really needs a colour of its own. Still, if others disagree, that's five colours. Then other aspects of availability (item list vs block picking, enchanted tools vs villagers vs regular tools) can perhaps be indicated in some other way. Not sure how though.
 * I'm currently working on a page that could go at IDs (which currently redirects here); the idea would be for the ID lists to be moved there while leaving the data values (or at least an index to them) on this page. (This page would of course link to the IDs page.) Some of the data values could also be split out into subpages (especially potions).
 * Any thoughts on either of these points? --Celtic Minstrel 00:52, 18 December 2012 (UTC)
 * In-progress split here. --Celtic Minstrel 03:00, 18 December 2012 (UTC)
 * Unless I have some feedback by, say, the end of December, I'm probably going to go ahead and just make this change. Basically, this amounts to moving the page linked above to IDs, removing the corresponding info from this page, and also some reorganization of this page. --Celtic Minstrel 19:42, 24 December 2012 (UTC)

sᴚǝʌǝן
What's the data of upside-down levers? --☺ Sven ? ! 21:43, 28 July 2012 (UTC)


 * Presumably one of them is 0x0 and the other 0x7, unless 1.3 is going to run another converter. In any case, this should be marked as upcoming if it is added before the release. —Fenhl 21:54, 28 July 2012 (UTC)

Directionless Wood
Thanks for adding the 0x4 and 0x8 bits for horizontal logs. The page says 0xC is "directionless wood, all faces have the appropriate bark texture" - is there a way in-game to actually generate such log blocks? Erich666 10:53, 31 July 2012 (UTC)


 * I can generate one in my inventory using the give command (eg /give celmin 17 1 12), but when placed it becomes a normal log. --Celtic Minstrel 23:58, 17 December 2012 (UTC)

Data section now ordered by id, please keep it this way
The Data section was in no discernible order, so I fixed it and ordered it by id. Please see that it is kept this way during future updates. —PatPeter 00:41, 17 August 2012 (UTC)

Head data?
I see that someone kindly added data values for the heads. That said, I don't see these data values when I read in head data, I always just see a 0x1 regardless. More importantly, where are the 16 orientations of the heads stored? Erich666 19:18, 13 September 2012 (UTC)
 * I would assume the orientation is stored as Tile Entity since there are more than 16 orientations and heads can't be moved by pistons. --☺ Sven ? ! 11:50, 14 September 2012 (UTC)
 * Ah, thanks, I haven't dealt with tile entities yet. Anyway, I'm suspecting the information on this Block_ids page is incorrect for Head, the data value appears to always be "1" regardless of head type, from what I'm seeing.
 * At least I know the article is right for the head item. --☺ Sven ? ! 13:41, 14 September 2012 (UTC)
 * I was the one who added the data, I just added a note that the data is known for the item. KyleA2000 20:41, 17 September 2012 (UTC)

Lily pad facing direction
I would like to know which bit telly you in which direction the lily pad's facing does anybody know that? thx for your help --Rebio 16:49, 17 September 2012 (UTC)


 * There isn't one; lily pads' orientation depends on their location. Other than that, I don't know the specifics of how it works. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 01:14, 18 September 2012 (UTC)


 * And how can you tell by its location in which direction it is located?
 * Is there any (secret) rule fot that?
 * --Rebio 16:53, 19 September 2012 (UTC)


 * "Other than that, I don't know the specifics of how it works." Try the Lily Pad article. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 03:07, 20 September 2012 (UTC)

I believe the biome affects the orientation. I haven't figured it out. Erich666 00:50, 1 October 2012 (UTC)
 * Not true. No matter in which biome you are in (or even it's a different world) the orientation is only bound to the the lily pads position in the grid. So eg. 0/100/0 has the same orientation no matter which biome you are in or world seed was used
 * --Rebio 20:56, 31 March 2013 (UTC)

Anvil Damage
I believe the damage texture used for the anvil is as I've put it on the page: 0-3 for the data value means undamaged, 4-7 slightly damaged, 8 and above is very damaged. I've seen only the values 0, 4, and 8 so far, as these are what you see on creative mode when you create these three anvil types. Confirm? Erich666 00:13, 17 October 2012 (UTC)
 * You "believe"? How about a test?
 * I took values 0-2 from the source, then tested them using "/give" command, and then checked inventory in a saved game using hex editor.
 * You based values 0-15 on.. what exactly? --mgr 08:21, 17 October 2012 (UTC)
 * I did a quick test; it appears to be 0, 1, and 4 for undamaged, slightly damaged, and very damaged, respectively. Other data values can result in the placement of a damaged anvil though, so I suspect it's considered as a bit field. --Celtic Minstrel 00:07, 18 December 2012 (UTC)

Removing Inventory Slot Image
I removed the inventory slot image from this page since it is, as far as I'm aware, very obsolete, but someone felt the need to put it back in. Thoughts? —Celtic Minstrel 00:07, 18 December 2012 (UTC)


 * If information is inaccurate, it should be corrected, not deleted outright. What exactly do you think is obsolete about it? It seems to match what I see in NBT editors perfectly. -- Orthotope 03:01, 18 December 2012 (UTC)


 * Well, there's also the fact that it doesn't seem to fit the theme of this page. Maybe it would fit better on player.dat? Anyway, I don't believe the crafting slots are stored in NBT anymore, so they shouldn't have slot numbers, should they? I'm less certain of the armour slots. —Celtic Minstrel 15:43, 21 December 2012 (UTC)


 * You are correct that items can no longer be stored in the crafting slots, so those can be removed. The rest of the slot numbers are correct as far as I can tell. It's important that this is documented somewhere on the wiki, but it doesn't necessarily have to be here. The player.dat format page is a more natural fit, as this data can only be seen with an NBT editor (as opposed to block/item ids/data, which are useful in-game with the /give command). -- Orthotope 04:52, 22 December 2012 (UTC)

Wither Skeleton EID
I don't see an Entity ID for wither skeletons, though 65 is missing. I understand that they share a lot of things with skeletons, but they must be defined differently somehow. Whatever the case, it should either be in the EID table, or explained nearby. Cultist O 12:11, 1 January 2013 (UTC)


 * Wither skeletons have the same entity ID as regular skeletons; an internal flag is used to keep track of which type it is. ID 65 is the bat, listed slightly out of order to preserve a nice distinction between hostile and passive mobs. -- Orthotope 12:48, 1 January 2013 (UTC)

Redstone Comparator (active vs. inactive)
I just played a bit with Minecrafts code and now I have a question of which I hope someone else can answer it. The Redstone Comparator has an ID of 149 (Inactive) and 150 (Active). It seems to me that the Redstone Comparator is NEVER active. The 'active' redstone comparator (I call it active when it has the red light glowing in the middle) is not 150 but rather the "1" bit of 0x8 ("0" is an inactive/not powered/no red light glowing comparator). This is not the case with redstone repeaters where there are two different ID for active and non-active. Do I just miss something or is there really something crazy going on in the code of MC? cheers, Rebio (20:53, 31 March 2013 (UTC))