Talk:Java Edition data values/Archive 1

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. 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 ( 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. 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. -- 20:20, 21 April 2011 (UTC)

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

Really, sponge is available in classic and Creative. Jeb's been thinking about putting it in Survival. 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  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. 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. 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. 22:54, 23 February 2011 (UTC)

Images
Will take time out to update/upload images if necessary. –The preceding unsigned comment was added by ( . 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. 00:52, 6 November 2010 (CDT)
 * Because they're 150x150 resized to 16x16 browser side? – ( 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. 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. 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. -- 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.  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.-- 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. --undefined 04:54, 1 December 2010 (CST)
 * Delete. Redundant redundancy is redundant, I support this. — 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.

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? 07:26, 15 January 2011 (UTC)
 * Agreed, I'll see if I can get something done about it. Classic servers still need the data. 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. 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.

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? 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?! 18:33, 16 January 2011 (CST)
 * It's not possible with the vanilla /give command as of now -- 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? 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. – 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? 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.

-- 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. 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   18:37, 2 April 2011 (UTC)

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

"There's no item with id 17-2" 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. 17:11, 18 August 2011 (UTC)

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

You don't have to use "-", the proper form for /give command is "/give    kinda thing  15:44, 24 October 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...) -- 18:40, 14 February 2011 (UTC)
 * 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. 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. 12:34, 16 February 2011 (UTC)

Bed
Shouldn't the bed be not in red, it's obtainable without hacking... 00:01, 3 March 2011 (UTC)
 * After further review I noticed that MANY objects that are in fact obtainable are in red. 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. – ( 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. 18:30, 2 April 2011 (UTC)
 * Nevermind, I did it. 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)
 * Looking at the source code it appears that metadata is indeed used to determine the "brightness" of the wire. -~ 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 for the list. -~ 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 . 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.

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  18:14, 5 June 2011 (UTC)
 * I think this is a great idea. 10:47, 16 June 2011 (UTC)
 * Thanks. Also pleese reply after a comment, not in the middle. (I fixed it for you) 12:19, 19 June 2011 (UTC)
 * I did this, but only made it link to . Feel free to change it if you'd rather it link to the file format. – 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. -- 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. -- 07:28, 30 September 2011 (UTC)


 * It doesn't work. How do you type it in as an OP? /give 78 1 7 ? -- 05:13, 29 March 2012 (UTC)

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

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

I started updating a copy of this page. 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? 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). – 00:06, 4 October 2011 (UTC)


 * I made my own sample table at and, but the table sample at  is complaining about too many parser functions or something. I don't see why that would be an issue (surely the wiki uses caching?), but there's a warning, so just blindly ignoring it might not be a good idea. That aside, I think my template is a bit easier to understand and abstracts away more unneeded details (I haven't made documentation yet though, mainly because then I'd have to update it when I change something). – 14:44, 22 October 2011 (UTC)

Leaves
No. 18,, is marked as unobtainable in red. However, 1.7 allows leaves to be collected using. -- 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? 16:47, 1 July 2011 (UTC)
 * It's the invisible blocks generated by the pistons. Reference 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. 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. 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  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. 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?

15:18, 4 July 2011 (UTC)


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

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.

— 01:27, 13 July 2011 (UTC)


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

View source for Data values

You do not have permission to edit this page, for the following reason:

This page has been protected to prevent editing.

You can view and copy the source of this page:


 * Nope. 07:48, 5 December 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. 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?

s

 * 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.

-- 03:55, 5 September 2011 (UTC)
 * Added -- 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? -- 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. -- 11:52, 12 September 2011 (UTC)

Entities and TileEntities, including the mob spawner, are described in. 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. — 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 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.

-- 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. 23:00, 13 September 2011 (UTC)


 * I changed it based on the s page, if that's the one that is wrong, then it needs to be fixed too. – (&#124;) at 01:56, 14 September 2011 (UTC)
 * I have confirmed that the values are reversed (99 is brown, 100 is red)-- 16:35, 14 September 2011 (UTC)


 * Did some checking, you're right. The s page is wrong. – (&#124;) 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. 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.. 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.. 22:53, 18 September 2011 (UTC)
 * Well, it looks like stuff will be due for an update anyway, actually: https://twitter.com/#!/notch/status/124414532847284224 -- 13:37, 13 October 2011 (UTC)
 * And, yep, that direction change is in-place in 1.9-pre4. Alas!  We'll have to update everything after all. -- 17:20, 13 October 2011 (UTC)

FWIW, it looks like took care of these; will double-check versus my stuff later too. -- 01:31, 14 October 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:

11:50, 1 November 2011 (UTC)
 * tile.

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. 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. --  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? 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. 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. 11:59, 15 October 2011 (UTC)Scolor325

I concur also; the current setup seems just fine to me. — 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. 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.

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 — undefined 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.

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. -- 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? 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 — undefined 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. -- 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, -- 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.-- 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. 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? -- 20:58, 2 January 2012 (UTC)
 * That's not possible anymore.--☺ undefined 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? 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. — 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? --☺ undefined 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)  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).  22:42, 10 February 2012 (UTC)
 * Maybe then the lightning should be deleted from the page. --☺  undefined 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 -- 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. --☺ undefined 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! 09:29, 2 March 2012 (UTC)

Minecraft Official Release
Why does the section say "Minecraft Official Release"? It's already in the disambig. I say this section's title should be changed to simply "Block IDs". — 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. 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. -- 16:18, 19 July 2012 (UTC)

sᴚǝʌǝן
What's the data of upside-down levers? --☺ undefined 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. — 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? 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. -- 23:58, 17 December 2012 (UTC)

Data section now ordered by id, please keep it this way
The 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. — 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? 19:18, 13 September 2012 (UTC)
 * I would assume the orientation is stored as since there are more than 16 orientations and heads can't be moved by pistons. --☺  undefined 11:50, 14 September 2012 (UTC)
 * Ah, thanks, I haven't dealt with tile entities yet. Anyway, I'm suspecting the information on this page is incorrect for, 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. --☺ undefined 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. 20:41, 17 September 2012 (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? 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? -- 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. -- 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? — 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. -- 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 ? 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. — 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). -- 04:52, 22 December 2012 (UTC)