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)

New Items
Can someone update this with the new items?

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)

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)

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)

Erm, Dye ID?
The dye data values are confusing. If it uses data values to determine what dye item it is... what block ID do they apply to? For example, Dandelion Yellow says it's 351, but that's (apparently) for Ink sac. --Gnu32 17:36, 28 January 2011 (UTC)
 * All dyes carry the same primary ID, the color of the dye is determined by the "damage" amount that the dye has. Wool works the same way. He most likely did this to avoid having to add 30 new item/block IDs upon the addition of dyes. Alphap 03:05, 29 January 2011 (UTC)

Cake value?
Does anybody know if cake have a value for how much is eaten? if(entityplayer.health < 20) {           entityplayer.heal(3); int l = world.getBlockMetadata(i, j, k) + 1; if(l >= 6) {               world.setBlockWithNotify(i, j, k, 0); } else {               world.setBlockMetadataWithNotify(i, j, k, l); world.markBlockAsNeedsUpdate(i, j, k); }       }
 * In English, cake's secondary value is 0 at first, and increases by 1 every time it is used. Alphap 00:41, 25 March 2011 (UTC)

Block IDs Limited by Java?
So, I was digging through the game code for a mod, when I realized something. There is no such thing as an unsigned byte in Java, meaning that the byte data Notch uses to store block IDs can actually only be a value from -128 to 127. Add to that the fact that he stores blocks in an array, and that cuts out everything below 0, meaning that the actual available IDs for blocks are 0-127, as opposed to 0-255 like this page states. By the way Notch programmed the game, I believe he made the same assumption, so we can expect an update to the way the game stores data as soon as Notch realizes this mistake. Anyway, I thought this info might be useful if it were at least on the discussion page, if not mentioned on the actual page itself. --Glitchfinder 07:23, 5 February 2011 (UTC)
 * Maybe, but there is an unsigned short equivalent - a char in java is from 0 to 65535, so even if Notch doesn't use the extra space, it may be that he does/will use that instead. Not sure if he already uses that now, but I am sure you can easily see. LB 15:09, 20 February 2011 (UTC)

What additional ink sac data?
The article states:
 * "Entries marked with a D require additional data to fully define the item in a Beta world.
 * Ink Sac D"
 * Ink Sac D"

However, the needed data is not explained at all in the article. Has this something to do with combining ink sacs with bone meals to make lighter dyes? (I guess so...) --TheKax 18:40, 14 February 2011 (UTC)
 * That "D" is a link. Clicking it will bring you to the section that has the info. Basically, item 351 is dye and a secondary value governs exactly what color the dye is. The reason it shows up as Ink Sac in that table is because there's no icon for just generic dye. Alphap 21:06, 14 February 2011 (UTC)
 * That just about explains it. However, this leads me into another thought. Should the "ink sac" name be changed in some way to easily show that all dyes are actually the same object? At least that should be made more clear. TheKax 12:34, 16 February 2011 (UTC)

Bed
Shouldn't the bed be not in red, it's obtainable without hacking... Zrined 00:01, 3 March 2011 (UTC)
 * After further review I noticed that MANY objects that are in fact obtainable are in red. Zrined 00:04, 3 March 2011 (UTC)
 * That's because when you're holding it, you're holding the item, not the block. It is impossible to obtain the block in your inventory without hacking. – ultradude25 ( T at 01:06, 3 March 2011 (UTC)

Data values for Redstone Wires
Does anyone know what the data values for Redstone wires are? Probably the direction and an "on"-bit, but maybe there's more. Klaue 18:30, 2 April 2011 (UTC)
 * Nevermind, I did it. Klaue 21:50, 11 April 2011 (UTC)
 * Would be nice if someone could confirm it. It seems weird that the wires are the only blocks that have a dynamically calculated direction. I determined the values from the schematic-export of worldedit, but this would not be the first block that gets exported without all values (signs for example are exported without their tile entities) Klaue
 * Looking at the source code it appears that metadata is indeed used to determine the "brightness" of the wire. - Alphap T ~ C 03:51, 12 April 2011 (UTC)

Sheep Colour
Just wondering, how are sheep colours stored? Do they get a data value of the block that they are?

Can't find anything on Google and thought it might have something to do with the data values.

thanks,

WWOL

````
 * Each block has a 4-bit metadata value. Wool uses this for its color. See here for the list. - Alphap T ~ C 06:28, 9 May 2011 (UTC)


 * If you mean the color of the sheep themselfes, sheep, like all mobs, are saved as entities, with a byte tag for color, see here. Klaue 23:11, 13 May 2011 (UTC)

How to use additional values
So certain blocks and items can have additional data input, like dyes have damage vaules for different colors and torches have "0x0"-like bits that determine direction. That's obvious. What's not obvious is how to change these and mess with them. I know you can change them in the NBT, but how might one do that? I haven't gotten into NBT editing yet, could someone suggest some programs or methods? Much appreciated.

Tedious 01:42, 28 May 2011 (UTC)

Tile Entities
It should be noted, which blocks have associated tile entity. Maybe something like this:

TE should link either to additional section below section about metadata or to Alpha_Level_Format/Chunk_File_Format DiEvAl 18:14, 5 June 2011 (UTC)
 * I think this is a great idea. Quarg 10:47, 16 June 2011 (UTC)
 * Thanks. Also pleese reply after a comment, not in the middle. (I fixed it for you) DiEvAl 12:19, 19 June 2011 (UTC)
 * I did this, but only made it link to Tile Entity. Feel free to change it if you'd rather it link to the file format. –Celtic Minstrel 16:59, 8 October 2011 (UTC)

Snow cover
I accidently discovered today that you can change the data for snow cover (78) to make it look deeper on the map. --KaBob799 07:02, 8 June 2011 (UTC)

It has a data value 0-7, where 0 is the depth we all know and love and 7 is a full 1m cube. All depths are equally easy to destroy and give one snowball when "mined" with a shovel. --Solra Bizna 07:28, 30 September 2011 (UTC)

Minor mistake
In the Item IDs section, coal is not capitalized. Just a minor sentence mistake, not too major. LikeLakers2 21:56, 12 June 2011 (UTC)

Template:ID table
I've created a template for tables of block/item IDs: Template:ID table and Template:ID table row.

I started updating a copy of this page here. When I finish, I'll copy tables back here (don't want to mess up this page). But since I need to write everything from scratch, probably I made some typos (some blocks are not red, some Ds are missing, etc). Can anyone check (and fix) it?DiEvAl 05:59, 14 June 2011 (UTC)


 * That's an okay template, but it could be a lot better... it seems a bit too verbose, for one thing. It would also be nice if you could just use one template and it would auto-split it into columns of 32 per column (not sure if that's possible). –Celtic Minstrel 00:06, 4 October 2011 (UTC)

Leaves
No. 18, Leaves, is marked as unobtainable in red. However, 1.7 allows leaves to be collected using Shears. --Corker 19:44, 30 June 2011 (UTC)

Mysterious item
There's this weird item added in Minecraft 1.7 with ID 36. Just try giving yourself some 36 on SMP. It isn't a block (i.e. it isn't a cube in the player's inventory and can't be placed), but it has a grayed-out sand texture. I haven't seen it on the wiki, so I thought I'd mention it here. Anyone have a clue what it is? Skirmisher2048 16:47, 1 July 2011 (UTC)
 * It's the invisible blocks generated by the pistons. Reference Drenay 16:53, 1 July 2011 (UTC)
 * Ah. But it isn't mentioned on this page/doesn't have its own page; how should it be described? Oh wait, this page is locked. Skirmisher2048 17:04, 1 July 2011 (UTC)
 * When located next to a block in the world, it's black and gives off stone particles. When blocks next to it are removed they become invisible. They are unbreakable; however, can be removed by right-clicking. They can be walked through. When jumped on they make a stone-stepping sound. In the inventory it has a grayed-out sand texture and can't be placed. When light travels through it, it's level is negated by one.Drenay 18:12, 1 July 2011 (UTC)
 * It's texture isn't grayed out sand: it's the top of grass block texture in 2D. It is gray if using original texture pack for biome reasons Cosmoconsole 17:59, 3 July 2011 (UTC)

This block is a side effect of my method of storing moving blocks as tile-entities instead of entities. Probably, these blocks can't be placed because placing them manually caused world corruption (at least it caused it in my mod). Destroying them by right-clicking is very weird. For some reason, it works only if there is no tile entity. DiEvAl 16:06, 4 July 2011 (UTC)

Block 36
Block 36 is an unnamed block introduced in 1.7.

Characteristics

 * When located next to a block in the world, it's black and gives off stone particles. When blocks next to it are removed they become invisible.
 * They are unbreakable; however, can be removed by right-clicking.
 * They can be walked through. When jumped on they make a stone-stepping sound.
 * In the inventory it has a top of grass block texture in 2D grayed out for biome reasons and can't be placed.
 * When light travels through it, it's level is negated by one.

Anything else to add?

Drenay 15:18, 4 July 2011 (UTC)


 * Why isn't this in "Mysterious item" section above? DiEvAl 16:06, 4 July 2011 (UTC)
 * It was supposed to be a prototype/work-in-progress page, but now it's in technical blocks. Drenay 19:13, 4 July 2011 (UTC)

Requested change to page layout
Could an admin change the layout of this page to the layout previewed here: User:PatPeter/Data values?

Why? When I come to the data values page, I want to see the block IDs and the item IDs of the current Minecraft. I hate having to scroll past the Minecraft Classic blocks to reach the item IDs, especially when I'm looking up something like iron doors or wooden doors that have an item ID of the same name.

—PatPeter 01:27, 13 July 2011 (UTC)


 * You could always just make the change yourself? –Celtic Minstrel 13:53, 27 September 2011 (UTC)

Add the relevant Block/Item ID next to the Data
So in the Dyes section have it state that the Item ID is 351. This is become I often come to the page for things like wool and dye data numbers but have to find both the item number in its table and the data vale in its table and it's a bit of a pain.

It would be easier to have the ID at the top of each data section. Chromana 15:08, 15 August 2011 (UTC)

Slight addition to the "bed" subtopic
I can't seem to make any changes to this page, so could someone make these changes for me?

Beds

 * 0x0: Head is pointing West
 * 0x1: Head is pointing North
 * 0x2: Head is pointing East
 * 0x3: Head is pointing South


 * 0x4: (bit flag) - When 0, the bed is empty. When 1, the bed is occupied.
 * 0x8: (bit flag) - When 0, the foot of the bed. When 1, the head of the bed.

The "proof" for this can be found in "net.minecraft.src.BedBlock" line #204+ of version 1.7.3 public static boolean isBedOccupied(int i)   { return (i & 4) != 0; } The "Bed" page may also need to be edited if that is appropriate.

--IQAndreas 03:55, 5 September 2011 (UTC)
 * Added --Xolotl 15:10, 12 October 2011 (UTC)

Mob Spawner data?
Which data values does the mob spawner use? I guess it's in the same order as mobs, as 0 is pigs, but I'm not sure. Could anyone who knows it for sure add a section for the spawner? --Druanach 21:20, 8 September 2011 (UTC)

I checked the code, but it seems that mob spawners are defined as entities rather than keep track of animal type via metadata. I could be wrong though, and I'll give an update as soon as I look more into how entity data is stored. --IQAndreas 11:52, 12 September 2011 (UTC)

Entities and TileEntities, including the mob spawner, are described in Alpha_Level_Format/Chunk_File_Format. Codewarrior 21:19, 13 September 2011 (UTC)

1.8 items

 * 360: Melon (slice)
 * 361: Pumpkin Seeds
 * 362: Melon Seeds
 * 363: Raw Beef
 * 364: Steak
 * 365: Raw Chicken
 * 366: Roast Chicken
 * 367: Rotten Flesh
 * 368: Ender Pearl

Blocks 104 and 105 should be pumpkin and melon plants. —Ahruman 11:47, 10 September 2011 (UTC)
 * I can confirm these numbers. Take a look at this video at around the 3 minute mark: http://www.youtube.com/watch?v=Mekrb5ac4ME Chromana 19:14, 10 September 2011 (UTC)

Brick and stone brick stairs data
I woul've added this myself, but the page seems to be protected, so I'd like to ask if one of the people with permission could add it.

The orientation data for the brick and stone brick stairs introduced in 1.8 is the same as for wood and cobblestone stairs, so they can link to the existing stairs section.

--FalconNL 05:34, 12 September 2011 (UTC)

Red/brown huge mushroom
Ultradude25 recently changed the id values of red and brown huge mushroom pieces. All data i have collected indicates the opposite; it indicates that 99 is brown and flat and 100 is red and spherical. Gameslinder 23:00, 13 September 2011 (UTC)


 * I changed it based on the Huge Mushrooms page, if that's the one that is wrong, then it needs to be fixed too. – ultradude25 ( T &#124; C ) at 01:56, 14 September 2011 (UTC)
 * I have confirmed that the values are reversed (99 is brown, 100 is red)--Mikeprimm 16:35, 14 September 2011 (UTC)


 * Did some checking, you're right. The Huge Mushrooms page is wrong. – ultradude25 ( T &#124; C ) at 13:30, 18 September 2011 (UTC)

Block 97 / Silverfish
This block has data values that determine what texture it uses. I would add but I do not have perms. The silverfish blocks in strongholds all have a data value of 2. Orphu 17:35, 14 September 2011 (UTC)


 * 0 = Stone
 * 1 = Cobblestone
 * 2 = Stone Brick

Direction confusion
Back in july Notch said that the sun rises in the north. Previous to that, it was assumed that it rises in the east. So the old north is now the new west etc, The old directions were not corrected, though, at least not everywhere, as for example the torches still have the same data description as they had back on june 30th. Were all the new blocks like vines added with data values reflecting the old directions or do we now have inconsistencies there? Could someone check that? I'd do it but I have no idea how.. 84.74.134.247 21:20, 17 September 2011 (UTC)
 * Notch was only joking. The sun rises in the east. There's no point in trying to change every single "east, west, north, south" - it would bring more confusion than clarity. You'd never know whether something you're reading was written with one "east" in mind or the other.
 * The problem is that it was allready updated on several pages in the wiki, like the one for the sun and the one for the clouds, so you allready never know which east was meant.. Notch should know better than to make such jokes.. 84.74.134.247 22:53, 18 September 2011 (UTC)

How to lookup Inventory Item and Block ID's
Recently I've been working on a simple mod to combat hunger. Whilst I was at it I was toying with the inventory contence and was wishing to lookup the names of my inventory items based on the numbers. As a purist, I wanted to harvest this information from the MineCraft.jar (who wants to have to update their numbers with every release).

I thought it was worth sharing my discoveries (such as they are).

Firstly, its not practical to do this (either Notch has the cleverest of obfuscators or has really patched this puppy together with good will and duct tape). For those who are possibly trying the same heres some pointers:

Firstly, all the item and block names are available in the handy file :


 * en_US.lang

Which can be found in:


 * %appdata%\.minecraft\bin\minecraft.jar

Under the archive folder:


 * \lang

Now, for a normal commercial offering, this file would most likely have all the blocks and items in ID order (or have the id's within the file).

Infact the items and blocks start out pretty much this way but quickly turn chaotic.

The block names are in the format:


 * tile..name=

and item names similarly


 * item..name=

So, I looked furthur in the hope of finding more information and seem to have discovered where the id's are initialised. They are initilised in the obfuscated class file lr.class and sv.class (blocks in first items in second). Though again, its a little bit chaotic in initilisation.

It seems that each block is linked to its name in the language file via the  as appose to the item id (which I suppose makes some sense given that the id's for the inventory and world seem to have differing values). So although those two files have jave new statements for each block and item type with the first parameter of the new being the correct id code for the inventory (for items add 256) its not in a form any sane person would wish to parse out of those files (that and the next obfuscation pass might yeild differing filenames again).

So this post is basicly two fold, firstly to share the futility of following up this laudable goal (of drawing the id's from the release files). Secondly to share what information is available.

The best way to build a item id list at this time therefore is to link the id number to the  found within the .lang file and then draw the names from there.

Hope this might save other people some time. Also if anyone has seen something I've missed please let me know. KVKConsultancy 12:41, 27 September 2011 (UTC)


 * Or you could just use to TooManyItems mod... it's usually one of the first mods to be updated (often the same day) to a new version of the game (including pre-releases). – ultradude25 ( T &#124; C ) at 12:40, 27 September 2011 (UTC)


 * Thanks for the Tip! =) KVKConsultancy 12:41, 27 September 2011 (UTC)

Typos
The very last paragraph, Hidden Silverfish, there is a typo in the first sentence... It's supposed to be "AN ilverfish" not 'A ilverfish'



Potions code
Potion section contains minecraft code. AFAIK, it's illegal. DiEvAl 17:36, 4 October 2011 (UTC)


 * It contains reconstructed code, not the original code. At best, it's a legal gray area (even if it were the original code, Jeb or Notch have stated on Twitter that it's a legal gray area). 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 19:19, 4 October 2011 (UTC)

I couldn't speak to its legality; I suspect that for stuff like this, Notch+Mojang probably doesn't care. However, having that big block of code in the page is pretty ugly and doesn't belong there, IMO, so I'm just gonna move it here instead, in case folks wanted to puzzle it out in here or something. --Xolotl 15:13, 12 October 2011 (UTC)

//Starts here input and output is current metadata

//Nether Wart: Check for empty public static int g(int metadata) {	if((metadata & 1) != 0) metadata = e(metadata); return f(metadata); }

//Nether Wart: Power up public static int e(int metadata) {	if((metadata & 1) == 0) return metadata; int pos; for(pos = 14; (metadata & 1 << pos) == 0 && pos >= 0; pos--); if(pos < 2 || (metadata & 1 << pos - 1) != 0) return metadata; if(pos >= 0) metadata &= ~(1 << pos); metadata <<= 1; if(pos >= 0) {		metadata |= 1 << pos; metadata |= 1 << pos - 1; }	return metadata & 0x7fff; }

//Something. public static int f(int metadata) {	int pos; for(pos = 14; (metadata & 1 << pos) == 0 && pos >= 0; pos--); if(pos >= 0) metadata &= ~(1 << pos); int outNumber = 0; for(int modifiedMetadata = metadata; modifiedMetadata != outNumber;) {		modifiedMetadata = metadata; outNumber = 0; for(int bit = 0; bit < 15; bit++) {			boolean hasBitsNearby = bitGetModulo(metadata, bit); if(hasBitsNearby) {				if(!bitGetModulo(metadata, bit + 1) && bitGetModulo(metadata, bit + 2)) hasBitsNearby = false; else if(!bitGetModulo(metadata, bit - 1) && bitGetModulo(metadata, bit - 2)) hasBitsNearby = false; } else {				hasBitsNearby = bitGetModulo(metadata, bit - 1) && bitGetModulo(metadata, bit + 1); }			if(hasBitsNearby) outNumber |= 1 << bit; }

metadata = outNumber; }

if(pos >= 0) outNumber |= 1 << pos; return outNumber & 0x7fff; }

private static boolean bitGetModulo(int number, int bit) {	return (number & 1 << bit % 15) != 0; }

private static boolean bitGet(int number, int bit) {	return (number & 1 << bit) != 0; }

private static int bitGetInt(int number, int bit) {	return bitGet(number, bit) ? 1 : 0; }


 * I can't puzzle the code just yet but I have a validation jump table up to data value 264 for people to check their code reproduction for correctness rather than using INVedit and Minecraft (which is what I did):

1.9 Prerelease 3 Data Values, the potions they correspond to, and their corresponding effects (txt) - LB 02:17, 13 October 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.