Talk:Java Edition data values/Archive 3

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)

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)

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)

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)