User:Thriplerex/User Page Extension

Roads
Roads are present in virtually every city, but making them look nice is actually more complicated than one might expect.

To start, roads tend to be direct, fast, smoothly curved routes. certainly any road that isn't at least about 7 meters wide shouldn't have 90 degree bends that are intended to be ran without stopping.

Roads also tend not to be steep, in real life, anything over 1/2 block up or down for ever 6 blocks horizontally would be considered moderately steep. Anything more than about 1/2 block up for every 3 blocks horizontally for long sections would be considered very steep, and other than in mountainous terrain, be limited to residential streets.

In Minecraft, terrain tends to vary on a smaller scale than in real life, and be much steeper as well.

Usually, long, wide "highway" type roads are as straight as possible, as cheap as possible, and require the least amount of terraforming possible. If there is a 30-meter-wide circular crater, sweeping around it smoothly is usually better than bridging it.

If there is a tall mountain in the way, going straight up it is not likely to be cheap to make or easy to travel. Go slightly up and around, if there needs to be a route to the top, make it connect to the main road and spiral up the mountain.

There are also multiple scales and types of roads with different qualities.

Dirt/sand/terrain path: Should wind around any obstacle, even small trees. Should be 1-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope, otherwise, it is more of)

Gravel/partial cobble path: should wind around anything that can't be altered with a shovel or axe in less than a minute, certainly shouldn't bridge anything unnecessarily. Should be 2-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope)

Cobble/Stone brick path: Should wind around anything that requires more than a small amount of pickaxing to destroy. Should not be connected to any large long bridges, only small stone or wood ones with no extra support needed. Should be 2-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope)

Cobble/Stone brick path: Should wind around anything that requires more than a small amount of pickaxing to destroy. Should not be connected to any large long bridges, only small stone or wood ones with no extra support needed. Should be 2-3 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope, or in some cases, even 1/1 with stairs.)

Small private road of any kind: Should wind around anything that requires more than a small amount of pickaxing to destroy. Should not be connected to any large long bridges, only small stone or wood ones with no extra support needed. Should be 3-5 blocks wide. Can be any reasonably walk-able steepness (up to 1/2 slope, or in some cases, even 1/1 with stairs.)

Small rural gravel or partial-stone road: Should wind around any natural structure or well-established construction. Feel free to cut away absolutely any plant life, but limit pickaxes to flattening hillsides for road to be placed on. Should be 3-7 blocks wide. should generally be under 1/3 slope.

Small rural stone-material road: Should wind around any natural structure or well-established construction. Feel free to gouge out rock-formations, place support-beams, etc as needed. for road to be placed on. Should be 3-7 blocks wide. should generally be under 1/3 slope. But avoid sloping in general as long as it doesn't mean tunneling through mountain-ranges or bridging valleys.

Small downtown street: Keep it as straight as possible, even if terraforming is needed. Keep it as flat as possible, even if terraforming is needed, it may be small, but remember, thousands of people, rickshaws, pigs, horses, cars, chariots, carriages, magic carpets, elephants or pod racers use it daily. Should generally be the equivalent of 1-2 lanes with 2 sidewalks, this could be anywhere from 5-17 blocks wide if sidewalks are included.

Small commuter street: Should be direct, efficient, but cost-effective as well, tunnels and bridges are fine, but only if they are needed. Preferably at most 1/4th slope. Small to large stores can be nearby.

Large downtown street: Terraform any and all hills, this should absolutely be no more than 1/6th slope with very few bumps. Don't put these in on a mountainous city unless they are being supported on columns, they look silly when they are super steep. These should also be fairly straight, and never next to houses. Put large buildings near these.

Large commuter street: Should be direct, efficient, but cost-effective as well, tunnels and bridges are fine, but only if they are needed. Preferably at most 1/4th slope with very few bumps. Medium to large stores can be nearby.

Suburban street: 1-2 lanes equivalent, a small sidewalk or possibly not, purely houses nearby. Can be up to 1/3, or possibly even 1/2 slope. Should do as little earth-moving as possible and doesn't need to be very efficient as a through street. Typically 3-11 blocks wide

Intercity Highway: Curves around things, but avoids sharp curves at all costs. Generally stays flat and direct with no stopping areas. Only becomes steep to go through mountain passes. does not dodge light construction, simply tramples straight through it. Bridges anything but moderate-sized oceans. Typically 15-23 blocks wide, but may be smaller in pre-industrial societies.

Mega-Highway: Goes nearly straight, never exceeds about 1/8th slope, obliterates or bores through anything necessary excluding centers of cities or enemy territory (then wars are fought over its construction) Cities are literally built around it. Typically at least 31 blocks wide, but may be smaller in pre-industrial societies. May literally bridge medium-sized oceans in order to cut down on travel-time. Designed to carry any and every road-travelling land-vehicle made by the society building it. No bridge type or tunnel is too expensive or extravagant for something like this.

Houses
Houses are possibly some of the most important buildings in a city. They house most of its population, and are usually used for social gatherings as well. In war-zones, houses may act as or be mixed with defensive fortifications as well.

Houses are rarely just dwellings with a bed, chest, furnace, table and door. They have multiple rooms, possibly multiple stories, and are often designed to accommodate between two and five times the number of people who are intended to live there for short periods (e.g. as long as they brought their own beds / sleeping bags, there are enough chairs at the tables, etc to support them).

House types
Houses come in several types.

Shack or hut: a small structure meant to barely / almost accommodate the basic needs of one dead-broke family or individual. NPC-village huts and swamp-huts both fit in this category. Lots of land nearby, but rarely does the resident officially "Own" it. Cost (Money): $10

size: 1 story, up to 9 x 9 exterior, 1-3 rooms with multiple purposes each, 65 > meters^2 area. rarely

Cost: labor and dirt, scrap-metal or planks.

Rural house: often big, but made of poor-quality materials, and rarely have much structure above the second story. Cost (Money):$20 size: 1-2 stories, up to 20 x 15 exterior, 1 big bedroom and a lot of small ones, a kitchen, separate dining room, 2+ bathrooms or zero bathrooms for older ones. 150-400 meters^2 area. Huge yard or farm surrounding it.

Cost: lots of wood, a little bit of brick or cobble for a fireplace, generally built for the inhabitants or built for / by their ancestors. residents are poor to moderately wealthy.

Duplex: A two-story house, separated. Each apartment can accommodate 2 people. In short, a two-story mini.

Size: 14X14, kitchen-living room, two bedrooms per floor, and balcony. Cost: Many bricks, wooden planks also, etc. Cost (Money):$40

Suburban house: at least moderate-sized, usually gets a little bit of all mid-quality materials. rarely very unique and often very squashed outside, but comfortable interior with at least 2 bedrooms. Cost (Money): $75

size: 2+ stories, up to 15x15 exterior, usually 100-300 meters^2 area. Very small yard. 2+ bed, 2+ bath

Cost: A moderate to large amount of money. Materials are usually at least partially artificial and property usually comes with a complete home built to be sold to whoever will buy it. Residents are often just below average to very wealthy.

Town-house: usually 3 stories of roughly equal size with essentially no yard. Rarely over 8x10 wide, and placed in rows within 5 feet of each other. As Suburban house but more like 120-240 meters ^2 area. and only poor to just above average residents. Cost (Money):$80

Slum apartment: Never over 60 meters^2 area (external, 45 internal), always single-story. Terrible living conditions, cramped, little to no decoration that isn't purely sentimental. 1-3 rooms, 0-1 bathrooms, 1 bedroom. Only the poor live here. Cost (Money):$5

Average apartment: Apartment with 1-2 bedrooms, 1-2 bathrooms, a kitchen, and at least one other room. Typically 80-150 meter^2 exterior. Cost (Money):$100

Penthouse apartment: Singular or nearly singular nice apartment on the top floor of a high-rise building. Easily over 200 meter^2 exterior with at least 1 bedroom per couple/individual and many additional rooms of all sorts. Anyone who lives here is likely the equivalent of a millionaire. At least. Cost (Money): $350

Big House: A beautiful house with materials rather expensive. It's big, and ideal for people who work for the president and the government. Size: 2 or 3 floors, 1 large kitchen, 1 dining room, a breakfast nook, 2 bathrooms, 1 master bedroom, a large garden, a mini-office and library, two bedrooms and a living room. Cost: Much Quartz, wooden planks, using mini chandeliers, crystal, (much), etc. Cost (Money):$750

Mansion: Any house which is unique and singular within a large area, much larger than necessary to support the people inside, extremely nice, has more area than any conventional home, and has more than 1000 m^2. Only used by nobles, the extreme-rich, and those given them as gifts by kings, politicians, celebrities, etc. Cost (Money):$25.000

Other type of houses that don't fit in these categories: There are many, in fact, countless types that don't fit very well into any category mentioned above, what about towers, tree-houses, mass-living areas, sleep-tubes, house-boats, converted asteroids, cave-homes, continuous mazes of rooms of all types, bridge-homes, general store-homes, gas station-homes, motor-homes, space-module houses, worker barracks, wall-houses, hive-apartments, bunker-houses, manor houses and even more unusual types?

General Block Pallet
It is often strongly advised that, for a specific type of construction, you stick to a specific pallet of block-types. For example, Stone-brick Roofs, brick, birch-plank and/or spruce-plank walls, nether brick details like window-boxing, a lot of jungle leaves. This helps other builders, and yourself, to make creations that "fit" together, instead of a random mix.

(Section blanked as it was outdated)

Item IDs
All items have values above 255, making it easy to separate the Block IDs from the Item IDs. Entries marked with a D require additional data to fully define the item in a world. The chainmail set is currently obtainable in Survival mode via Villager trading, hacking or, the /give server command. It is available in Creative mode normally.

Entity IDs
Note: All eggs listed above are available in Creative mode. When an egg with other entity ID is hacked into existence it's colored gray and doesn't work.

Biome IDs
Biomes have been present in Minecraft since the Halloween Update, and the Biome ID is included in the Anvil file format since. The Biome ID for worlds stored in the older McRegion file format is calculated on the fly, which could lead to a discrepancy between the earlier generated world, and the features (such as grass color, snow) based on the calculated biome IDs.

Data
Special data for certain block and item types. Storage differs according to level format.

Prior to Beta 1.5
Prior to Beta 1.5, this data value was a counter which started at 0x0 (for a freshly-planted sapling) and was increased at random intervals. Once the counter hit 15, a new tree was created in its place.

Beta 1.5 and after
As of Beta 1.5, the data value is split in half. The bottom two bits now determine the type of sapling (and thus the eventual tree type), according to the following table:

The top two bits function as the counter, as in pre-1.5 builds, though obviously there are only four values available in the remaining bits. Either the counter is incremented more slowly to compensate, or trees might just grow more quickly since the update.

Some time between Beta 1.5 and 1.2.5, the data was changed to use 2 bits of type and a 1 bit counter. The fourth bit (0x4) is unused.

Water and Lava
If bit 0x8 is set, this liquid is "falling" and only spreads downward. At this level, the lower bits are essentially ignored, since this block is then at its highest fluid level.

The lower three bits are the fluid block's level. 0x0 is the highest fluid level (not necessarily filling the block - this depends on the neighboring fluid blocks above each upper corner of the block). Data values increase as the fluid level of the block drops: 0x1 is next highest, 0x2 lower, on through 0x7, the lowest fluid level. Along a line on a flat plane, water drops one level per meter from the source, lava drops two.

The stationary versions of each fluid are "stable" and currently not being checked by the engine for further level changes.

Wood
There is also 2 bits for rotated wood:


 * 0x4: Pointing East-West
 * 0x8: Pointing North-South
 * 0xC: Directionless; all faces have the appropriate bark texture

Leaves
If bit 0x4 is set, the leaves are permanent and will never decay. This bit is set on player-placed leaf blocks and overrides the meaning of bit 0x8.

If bit 0x8 is set, the leaves will be checked for decay. The bit will be cleared after the check if the leaves do not decay. The bit will be set again whenever a block adjacent to the leaves is changed.

Wool
These values specify the color of the wool. This data is stored in block metadata for placed wool, and as the "damage" for wool in the inventory.

Torches and Redstone Torches

 * 0x1: Pointing
 * 0x2: Pointing
 * 0x3: Pointing
 * 0x4: Pointing
 * 0x5: Standing on the floor
 * 0x6: Standing in ground

Slabs and Double Slabs
For both slabs and double slabs, the lower three bits of the metadata nybble determine the texture:

Stone Slabs

Wooden Slabs

Slabs can be either "right-side-up" or "upside-down"; this information is stored in the most significant metadata bit 0x8 as follows:
 * 0: Slab is right-side-up, occupying the bottom half of its voxel.
 * 1: Slab is upside-down, occupying the top half of its voxel.

Thus a right-side-up wooden stone slab has metadata value 0x2 (binary ), while an upside-down wooden slab is represented by metadata 0xA (binary  ). Double slabs do not make use of the high-order bit of the metadata value.

Upside-down slabs were implemented in Weekly Release 12w08a and introduced officially in Minecraft 1.2. Brick slabs and stone brick slabs were added in Beta 1.8.

Wooden slabs as a separate block with wooden properties, rather than a retextured stone slab, was introduced in Weekly Release 12w17a, with each of the four plank types included. The wooden stone slab is still available through inventory hacks or the /give command.

Fire
0x0 is a placed or spread fire. Once it reaches 0xF the eternal fire-trick will work since there will be no further updates of the block.

Sandstone
For normal sandstone the bottom has a cracked pattern. The other types of sandstone have bottom faces same as the tops.

Beds

 * 0x0: Head is pointing
 * 0x1: Head is pointing
 * 0x2: Head is pointing
 * 0x3: Head is pointing


 * 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.

Piston
The top bit (0x8) is a status bit that determines whether the piston is pushed out or not. 1 for pushed out, 0 for retracted.

The bottom three bits are a value from 0 to 5, indicating the direction of the piston (the direction the piston head is pointing)
 * 0: Down
 * 1: Up
 * 2:
 * 3:
 * 4:
 * 5:

Piston Extension
The top bit (0x8) is a status bit that determines whether the head is sticky or not (note that the Piston Body actually has completely different block types for Sticky and Regular). 1 is sticky, 0 is regular.

The bottom three bits are a value from 0 to 5, indicating the direction of the piston (the direction the piston head is pointing).
 * 0: Down
 * 1: Up
 * 2:
 * 3:
 * 4:
 * 5:

Stairs
Starting in Minecraft 1.2 (actually weekly 12w08a), the bit at 0x4 is used as follows:
 * 0x0: Ascending
 * 0x1: Ascending
 * 0x2: Ascending
 * 0x3: Ascending
 * 0: Stairs are regular
 * 1: Stairs are upside down

Redstone Wire
0xF is a wire placed right next to a power source (like a redstone torch). The value declines with distance until 0x0, which is a non-powered wire. The direction of the wire is not saved but calculated at runtime.

Crops
Crops grow from 0x0 to 0x7. Carrots and potatoes appear to have 4 stages, but actually grow identically to wheat, merely using the same texture for multiple stages.

Farmland
0x0 is dry land, 0x1-0x8 are increasing levels of wetness. The wetness value depends on how far the block is away from water.

Sign Posts

 * 0x0:
 * 0x1: -
 * 0x2:
 * 0x3: -
 * 0x4:
 * 0x5: -
 * 0x6:
 * 0x7: -
 * 0x8:
 * 0x9: -
 * 0xA:
 * 0xB: -
 * 0xC:
 * 0xD: -
 * 0xE:
 * 0xF: -

Minecraft 1.1 and Earlier
The two least significant bits are the orientation of the door, that is, the corner in which its hinge is positioned:
 * 0x0: corner
 * 0x1: corner
 * 0x2: corner
 * 0x3: corner

The two bits above are flags:
 * 0x8: If this bit is set, this is the top half of a door (else the lower half).
 * 0x4: If this bit is set, the door has swung counterclockwise around its hinge.

For example, the bottom half of a door with its hinge on the corner, which is swung so that it is closed when viewed from the, will have a data value of (3 | 4) = (3 + 4) = 7.

Starting at Minecraft 1.2 (from weekly snapshot 12w06a)


The total data needed to accurately describe a single door tile is now contained in both door tiles, so both data values have to be inspected.

Common to both door tiles, the top bit (0x8) is as follows:
 * 0: The bottom half of the door
 * 1: The top half of the door

Top Sections
 * The least-significant bit (0x1) is as follows, assuming you're facing the same direction the door faces while closed:
 * 0: Hinge is on the right (this is the default for single doors)
 * 1: Hinge is on the left (this will be used for the other half of a double-door combo)
 * The other two bits (0x2 and 0x4) are always zero.
 * The only valid values for a top section, therefore, are 8 (binary 1000) and 9 (binary 1001).
 * The only valid values for a top section, therefore, are 8 (binary 1000) and 9 (binary 1001).
 * The only valid values for a top section, therefore, are 8 (binary 1000) and 9 (binary 1001).

Bottom Sections
 * The second bit (0x4) determines the door's state:
 * 0: Closed
 * 1: Open
 * The bottom two bits determine which direction the door faces (these directions given for which direction the door faces while closed)
 * 0: Facing
 * 1: Facing
 * 2: Facing
 * 3: Facing
 * 3: Facing

Rails
Regular Minecart rails use values above 0x5 for the corner pieces. For powered rails, 0x8 is a bit flag; if set, the rail is powered. The bottom three bits have a valid range of 0x0 to 0x5.


 * 0x0: flat track going -
 * 0x1: flat track going -
 * 0x2: track ascending to the
 * 0x3: track ascending to the
 * 0x4: track ascending to the
 * 0x5: track ascending to the

Regular minecart tracks can make a circle from four rails:
 * 0x6: corner (connecting  and )
 * 0x7: corner (connecting  and )
 * 0x8: corner (connecting  and )
 * 0x9: corner (connecting  and )

Ladders, Wall Signs, Furnaces, Dispensers and Chests

 * 0x2: Facing (for ladders and signs, attached to the  side of a block)
 * 0x3: Facing
 * 0x4: Facing
 * 0x5: Facing

Levers

 * 0x8: If this bit is set, the lever has been thrown and is providing power.

Wall levers:
 * 0x1: Facing
 * 0x2: Facing
 * 0x3: Facing
 * 0x4: Facing

Ground levers:
 * 0x5: Lever points when off.
 * 0x6: Lever points when off. (Note that unlike the other types of switch, this version didn't power wires around the block it was sitting on. This bug was fixed in Beta 1.6)

Ceiling levers:
 * 0x7: Lever points when off.
 * 0x0: Lever points when off.

Pressure Plates

 * 0x1: If this bit is set, the plate is pressed.

Buttons

 * 0x8 If this bit is set, the button has been pressed. If this bit is set in a saved level, the button will remain pressed for an undefined length of time after the level is loaded.

Button direction:
 * 0x1: Facing
 * 0x2: Facing
 * 0x3: Facing
 * 0x4: Facing

Snow

 * 0x0: Normal snowfall height
 * 0x7: Full block size height
 * 0x7: Full block size height

The height repeats for values 8-15. Note that snow does not occur naturally at other heights than 0, but can be edited or hacked in. Values 0-2 has no hitbox, values 3-7 has the same hitbox as a slab.

Cactus
0x0 is a freshly planted cactus. The data value is incremented at random intervals. When it becomes 15, a new cactus block is created on top as long as the total height does not exceed 3, but it can spawn randomly up to 5 blocks high from glitches.

Sugar Canes
0x0 is a freshly planted cane. The data value is incremented at random intervals. When it becomes 15, a new sugar cane block is created on top as long as the total height does not exceed 3.

Pumpkins and Jack-O-Lanterns

 * 0x0: Facing
 * 0x1: Facing
 * 0x2: Facing
 * 0x3: Facing
 * 0x4: No face

Cake

 * 0x0: 0 pieces eaten
 * 0x1: 1 piece eaten
 * 0x2: 2 pieces eaten
 * 0x3: 3 pieces eaten
 * 0x4: 4 pieces eaten
 * 0x5: 5 pieces eaten

Redstone Repeater
Low (1st & 2nd) bits:
 * 0x0: Facing
 * 0x1: Facing
 * 0x2: Facing
 * 0x3: Facing

High (3rd & 4th) bits:
 * 0x0: 1 tick delay
 * 0x1: 2 tick delay
 * 0x2: 3 tick delay
 * 0x3: 4 tick delay

Trapdoors
0x4 is a bit that determines whether or not the trapdoor is swung open. 0 for closed (on the ground), 1 for open (against its connecting wall). 0x8 is a bit that determines whether the trapdoor is on the bottom or top of the block. The remaining two bits describe which wall the trapdoor is attached to:
 * 0x0: Attached to the wall
 * 0x1: Attached to the wall
 * 0x2: Attached to the wall
 * 0x3: Attached to the wall

Monster Egg
A silverfish will hide inside a Stone, Cobblestone, or Stone Brick block, changing it into a Monster Egg block. The data value tells us its appearance:
 * 0: Stone
 * 1: Cobblestone
 * 2: Stone Brick

Huge brown and red mushroom
Huge mushrooms consist of the same blocks throughout their structure, the data value of each block decides the texture. The default texture on all sides is porous flesh. The cap texture can be either the brown mushroom or red mushroom texture, the textures for porous and stem sides are identical.

Pumpkin stem and Melon stem
Pumpkin and melon stems grow from 0x0 to 0x7. During each stage of growth a part of their model is revealed. In the last stage a stem can spawn a melon or pumpkin next to it on empty dirt, grass or farmland. As long as this fruit remains the stem will appear bent towards the fruit.

Vines
Determines the face against which the vine is anchored. Note that (except for Top) these are testable as bit flags, unlike most of the other directional data for other block types. Multiple sides can contain vines. The "top" attachment is assumed to be present if data is 0 or there is solid block above.
 * 1:
 * 2:
 * 4:
 * 8:

Fence Gates
0x4 is a bit that determines whether the fence gate is open or closed. 1 is open, 0 is closed. The remaining two bits (0x3) describe in which direction the gate is facing. The fence gate swings open away from you. The direction in which you are looking when you stand in front of the open fence gate is the direction in which the gate is facing. The facing-bit directions are:
 * 0: To the
 * 1: To the
 * 2: To the
 * 3: To the

Nether Wart
Like Crops, the data value is related to the size of the Nether Wart. There are three distinct visual stages to Nether Wart's growth (the associated data values are given):

Brewing Stand
The bottom three bits are bit flags for which bottle slots actually contain bottles. The actual bottle contents (and the reagent at the top) are stored in a TileEntity for this block, not in the data field.
 * 0x1: The slot pointing
 * 0x2: The slot pointing
 * 0x4: The slot pointing

Cauldron
The data value stores the amount of water kept in the cauldron, in units of glass bottles that can be filled.
 * 0: Empty
 * 1: 1/3 filled
 * 2: 2/3 filled
 * 3: Fully filled

End Portal Frame
The bottom two bits determine which "side" of the whole portal frame this block is a part of. To make the frame activate, each of the portal frame blocks in the pattern must "face" toward the middle. Since the image is near-symmetrical, it is difficult to tell which direction an individual block is actually facing, but if the block isn't facing in that direction and that is the last frame block where the Eye of Ender is placed, the frame won't activate.

Direction vectors for the blocks are the following:


 * 0: To the
 * 1: To the
 * 2: To the
 * 3: To the

0x4 is a bit flag: 0 is an "empty" frame block, 1 is a block with an Eye of Ender inserted.

Cocoa Pods
The top two bits, 0xC, specify the size of the plant. Combination 0xC (both bits set) is not used, and results in a cocoa pod which is larger than the normal largest one, and uses the enderdragon egg texture.
 * 0x0: small
 * 0x4: medium
 * 0x8: large

The bottom two bits define which direction the plant is facing out, i.e. to what side of the tree the plant is attached.
 * 0x0: Facing (i.e., attached to the  side of the tree)
 * 0x1: Facing
 * 0x2: Facing
 * 0x3: Facing

Tripwire Hooks

 * 0x4: This bit means the tripwire hook is connected and ready to trip ("middle" position)
 * 0x8: This bit means the tripwire hook is currently activated ("down" position)

An activated hook will normally have a value of 0xC, meaning "connected" and "activated".

The two low bits determine to which wall the hook is attached:
 * 0x0: Facing
 * 0x1: Facing
 * 0x2: Facing
 * 0x3: Facing

Tripwires

 * 0x4: This bit means the tripwire as a whole has been activated.
 * 0x1: This bit means some object is on this particular piece of tripwire.

So, unactivated tripwire has a value of 0x0.

Connection is determined by the neighboring tripwire, similar to redstone wiring.

Heads
Note: Only part of the information for this block is in the data value, the rest in the associated Tile Entity. See Tile Entity Format for details.

Data values determine the block placement:
 * 0x1: On the floor (rotation is stored in the tile entity)
 * 0x2: On a wall, facing
 * 0x3: On a wall, facing
 * 0x4: On a wall, facing
 * 0x5: On a wall, facing

The skull types (for the Item and for the Tile Entity) are:

Anvil
0x1 is the bit that determines whether the anvil is orientated in a north-south (0) or a west-east (1) direction. 0x4 and 0x8 are bits which determine whether the the anvil is a regular (0x4 & 0x8 = 0), a slightly damaged (0x4 = 1) or a very damaged (0x8 = 1) one.

Potions
A Glass Bottle filled with a potion. Potion type is stored in item's damage value as a 16-bit number. Potion effect, name, and other flags are encoded on bits. Effect duration itself isn't there, but can be calculated from other values.

Current meaning of bits is described below. Note that potion name overlaps with potion effect and tier.

To calculate damage value of potion with desired effect use the following formula: DV = potion_effect + tier_bit + extended_bit + splash_bit for example:
 * potion with "Instant Health" effect has damage value 5 (= 5 + 0 + 0 + 0);
 * potion with extended "Slowness" effect has value 74 (= 10 + 0 + 64 + 0);
 * splash potion with tier II "Strength" effect has value 16425 (= 9 + 32 + 0 + 16384).

To get potion with certain name, use the following formula: DV = potion_name + extended_bit + splash_bit for example:
 * Splash version of "Charming Potion" has damage value 16423 (= 39 + 0 + 16384)

"Potion name" bits
Note: potion with name set to 0 is called "Water Bottle" only if no other bit is set. Otherwise, it is called "Mundane Potion".

Note: potions with an effect and splash potion bit set have additional "Splash " prefix.

"Tier" bit
Note: Fire Resistance, Weakness and Slowness effects have no second tier. Their strength and duration are unaffected by this bit.

Spawn Eggs
Damage values on Spawn Eggs will cause it to spawn the entity of that id. For example, a damage value of 50 would cause the spawn egg to create Creepers.

Trivia

 * When generating a custom superflat world using biome ID -1, the game will crash.
 * Using /give command or inventory editors, an item can be spawned with its data value out of normal bounds. This can cause a normal looking item to appear, but will be unusable and unstackable with an identical item that has a different data value. In the case of Wool colors, data values "rotate" when out of bounds. Examples are provided:
 * Example 1 - Stacking: If the player were to type, an Ink Sac would be given to the player like normal. However, if the player were to type   afterward, another Ink Sac would be given, but it won't stack with the first Ink Sac, because the two Ink Sacs have different data values, despite the fact that both items appear to be the same thing.
 * Example 2 - Value Defaults: Using the /give command to spawn an item with data values that are out of valid bounds will "default" to the lowest or highest valid data value closest to it. Typing  will spawn an Ink Sac, due to -23 being closest to 0, the lowest possible valid data value for dye, being the Ink Sac. Typing   will spawn Bone Meal, because 43 is closest to the dye's highest valid data value, being 15, which is what Bone Meal is.
 * Example 3 - Non-usable: Note that the valid data values for dye are between the numbers 0 and 15. Any type of dye that's spawned with an data value lower than 0 or higher than 15 cannot be used. So if one is using the /give command to spawn a dye with an data value of 32, which would spawn Bone Meal, the said Bone Meal can not be used to mix with other dyes or be used as a quick plant growing agent.
 * Example 4 - Rotation: data value rotation has been confirmed for Wool, but only the colors seem to rotate. Using a Wool data value of 16 (when the highest is 15) will "circle back" to white wool, which is 0. Using an data value of 18 will circle back to Magenta Wool, because 18 is 3 integers higher than the max of 15, it will circle back to 0, but the extra 3 bumps it to the data value of 2. Despite this, the unstacking data value issue still remains.

JSON Data Values

 * Web/Plugin/App Developers looking for a JSON representation of the minecraft data values and PNG images can use the free api at: http://api.mineverse.com (Free registration required to prevent abuse). This list is maintained by a volunteer and has an "update" value that lets you know the latest update. It may not reflect the latest changes here.

Ore; Item/Ingot; Block
Titanium Titanium Ore is rarer than iron ore, but more common than diamond ore. It must be smelted, like iron and gold, into an ingot in order to use it. The ingots themselves are stronger than iron, but not as strong as diamonds, and can be made into any armor or tool, as normal. A solid Titanium Block has a blast resistance of 50, enough to resist any amount of TNT, or regular creeper explosions. Charged Creeper Explosions are a different matter, and they resist charged explosions like stone does TNT. Idea copyright HotdogPi.

Other Blocks
Bouncy Block

The bouncy block does not bounce, but any entity that strikes it will be propelled at an equal height upwards. Entities do not take fall damage from this block. Recipe and idea copyright HotdogPi.

New/Changed Recipes
Flower Pot Personally, it doesn't make much sense that Flower Pots don't require dirt to make them, yet they appear to have dirt in them already. Many of you may already have an idea what the recipe would look like with dirt in it, but i'm still going to show it below:

Bottle o' Enchanting I know you can trade emeralds for them, but that's only if you manage to find a village, or cure a zombie villager. I think there should be a recipe, and I have come up with one. It's complicated, and there are two variants: The more expensive one that you have to craft and smelt, or the cheaper one that is brewed. For the cheap one:

First:

Which would result in a new potion called: Base Potion, it looks just like a water bottle with slightly yellower water inside. At this point, you need to brew:

Now at this point you will receive another new potion: Base Potion². At this point, you need one more brew to receive the Bottle o' Enchanting:

After this brew, you will receive a Bottle o' Enchanting. It's inefficient, but it's cheaper than this alternative:

This gives you 8 'Glowing Bottles', they has the same texture as a Bottle o' Enchanting, but they cannot be thrown or used. To finish them, you need to smelt them in a furnace:

After wasting all of those resources you receive your bottle.

Mob Related
AI Something that would be really neat is if there was a way to become some of your attackers. By that I mean if you died in a certain way, you would become something else. Let's say you died. You will now respawn as a zombie. As a zombie, you have certain advantages and disadvantages, but mostly disadvantages: All hostile mobs that would normally ignore a zombie will now ignore you; Tools and Armor do not lose durability; Mobs don't care that you are a zombie, making it easy to eat them; Anything a normal zombie is restricted to you are now restricted to, with a few exceptions; Your hunger bar still exists, but will be forever poisoned with hunger; You lose 9 slots in your inventory; In order to regain lost health, you must eat other players/living mobs; You can only have one item in the hotbar at a time, unless you pick up something better than what you are holding, in which case it will automatically set this item in your hotbar. There is a way to become cured and return to being human, but you must be hit with a potion of regeneration. If you are on single player, you can right click a witch and trade something of value to receive one. If you are on multiplayer, you can also see if a player is willing to be nice enough and toss one on you. However you will be unrecognizable from other zombies.

At this point of being a zombie, if you died again, you will respawn as a skeleton. There are a few advantages and disadvantages over being a skeleton instead of a zombie: You lose 9 more inventory slots; You now know how to fire a bow and will likely be given one (You may NOT receive one, but usually you will); You can auto fire your bow (hold down the trigger), but it will still have the same delay; Your bow will not take damage; Your movement speed will pick up a bit, but you will still not be as fast as a walking player; You now do not have a hunger bar, but your health will not regenerate without being hit with a potion of harming; You now have infinite arrows; Fall damage is reduced but not greatly since you are now nothing but bones. Your movement speed will be equal to the player if you have a sword in hand.

Now here's a different case: What if you died in the nether? Good question my friend, and I have a neat answer: You become a pig zombie! You will lose your original spawn point and it will be set to your death point in the nether. Same restrictions as the zombie, but you do not catch fire, and you have your very own infinite golden sword! If someone/something attacks you all pig zombies within the area will converge on the attacker. if you die at this point, you turn into a Wither Skeleton!!!!! Now you can sprint as fast as the player! All of the same restrictions will apply, except you do not know how to use a bow and you do not catch on fire.

Potions
1.Potion of Haste 2.Potion of Dullness: 3.Potion of Leaping 4.Potion of Nausea 5.Potion of Resistance 6.Potion of Water Breathing 7.Potion of Blindness 8.Potion of Hunger

Crafting #1

Crafting #2 9.Potion of Wither

Crafting #1

Crafting #2

Crafting #3 10.Potion of Resistance 2 11.Potion of Curing