Java Edition removed blocks

This page documents an exhaustive list of blocks which no longer exist in current versions of the game.

Outright removed blocks
Despite having notable unique functionality or a block ID of their own, these blocks were eventually removed by the game, or replaced by another block of completely different use.

Old Colored Wool / Cloth


Added in Classic, wool had 16 colors. All colors minus white, were removed in late Infdev. With the introduction of Beta 1.2, Colored Wool was re-added, albeit with different colors, though some cloth colors were left behind.

Gears
A fully animated block, it was inaccessible and had no real use other than decoration.

Infinite water and lava source
These blocks persistently generated their respective liquid around them.

Locked chest
A joke block, completely unrelated to the current ability to lock chests via NBT.

Blocks replaced by other blocks
These blocks were either made redundant by the later introduction of another block serving their exact purpose, resulting in them either getting merged into said block ID or simply removed from the game, or were simultaneously renamed and retextured while retaining an identical core functionality.

Rose
The roses were blocks, that could be crafted into 2 rose red. They were added in 0.0.20a and they were renamed to poppy in 13w36a.

Shrub
A block that appeared identical to the dead bush, although possessing a random offset and the drops of grass, as they shared a numerical ID. These were merged into the dead bush in 17w47a.

Generic dead coral block
In snapshot 18w09a, all coral blocks had the same texture, colored differently. Because of this, there was only one dead variant needed. By the time of snapshot 18w10a, each color of the coral block had its own unique texture, but would still all die into the same generic dead coral block from the previous snapshot. The generic dead coral block was removed and replaced with dead variants for each color in snapshot 18w10b.

Powered comparator
During the development for 1.5, the comparator at first used two separate block IDs to represent its powered and unpowered states, with name IDs  and , and numeric IDs 149 and 150 respectively. As of snapshot 13w05a, the  block was removed from use in the game, replaced by a   block state on the   block. It is removed completely in snapshot 17w47a for 1.13, as of The Flattening.

Grassless Dirt
From snapshot 13w36a to 14w25a, a form of dirt called "grassless dirt" existed. It had the same texture as dirt, but would not grow grass. In later 1.7 snapshots, it would generate in Savannah M biomes. Grassless dirt dropped regular dirt even when mined with Silk Touch. It was later replaced by coarse dirt.

Blocks resulting from extreme data values
The majority of these blocks were likely never actually meant to exist in-game, and occurred only due to the game handling extreme metadata values as it would those in usually attainable ranges, resulting in strange blocks with traits arguably analogous to garbage data.

Leaves with data value 3, 7, 11, 15
From the introduction of leaves in Beta 1.2 onward to the Flattening of 1.13, leaves used numerical data values within the leaves block to hold their type. As only three species existed from Beta 1.2 to release 1.1, with data values 0/1/2 (and by extension 4/5/6, 8/9/10 and 12/13/14), a data value of 3, 7, 11 or 15 would produce an undefined leaf type. This block appeared identical to conventional oak leaves, but appeared to use the spruce tint.

These were substituted out of the game with the first 1.2 release snapshot, as jungle leaves from then on occupied that space in the leaves block.

Seamless smooth stone single slabs
When new slab types were introduced in Beta 1.3, slabs with data values up to 7 that exceeded the value of the highest legitimately obtainable slab would have an odd appearence - they would at first glance appear identical to the normal smooth stone slab, but upon closer inspection the texture would appear abruptly cut off on the sides, rather than having a defined border on the texture at that point.

Two of these were replaced by the brick and stone brick slabs in Beta 1.8 Pre-release, one was replaced by nether brick slabs in snapshot 12w49a for 1.4.6, and the last remaining one was replaced by the quartz slab in 1.5 snapshot 13w02a. The smooth stone block was effectively reimplemented later in 1.5 in snapshot 13w04a by making the upper eight stone slabs use the top texture on all sides (also introducing smooth sandstone and quartz as a result), but the single slab versions are no longer in the game.

Invisible stairs
Originally, stair blocks with data values 4 through 15 would be completely invisible and have no collisions the only indication of their existence being their full block hitbox outline when targeted.

In 12w08a, these data values would go on to be used for the newly implemented upside down stairs. Data values 8 through 15 would appear to just be duplicates of 0 through 15, and were probably unused in themselves until their removal. These last eight were removed in 14w26a, like other invalid blocks. They also never used the missing texture.

Wall sign with full block hitbox
Signs used block metadata values 2, 3, 4 and 5 to determine their facing direction. As a result, signs placed with data values 0, 1 or anything 6 and above would always appear facing south, and have the wireframe hitbox (but not physical collision box) of a full block.

These were probably removed in mid 1.8 like many other such blocks.

Invisible random ladders
Ladders also used block metadata values 2, 3, 4 and 5 to determine their facing direction. As a result, ladders placed with data values 0, 1 or anything 6 and above exhibited behaviour atypical of normal ladders. Notably, they would appear to readily switch what block face they were attached to (sometimes seemingly randomly, but could be controlled by looking at a valid ladder, in which case they end up switching to whatever its hitbox was), which could be seen through their wireframe hitbox and their collision box. Initially they would be full cubes.

For most of their existence they appeared completely invisible, although in 14w07a they changed to appearing as small missing texture cubes centered on the block. They became full missing texture cubes in 14w10a.

These were probably removed in mid 1.8 like many other such blocks.

Vines with data value 0 also appeared as small missing texture cubes, however they still exist in 1.16.3 (as vines with all states set to false).

Incorrectly modelled torches
When block metadata was still in use, torches used state 0 for normal floor attachment and 1, 2, 3 and 4 for wall torches. 5, 6 and 7 appear to be unused, and are visually identical to normal torches.

Torches with data values 8 and up appear to exhibit interesting behaviour: 8, 13, 14 and 15 appeared and behaved as normal floor torches. However, 9, 10, 11 and 12 would have the wireframe hitboxes of wall torches, but would appear as floor torches, causing the hitbox to be detached from the torch.

Redstone torches are affected in much the same way.

Loading a chunk with these in 14w06a causes a game crash. These became small missing cubes in 14w06b before graduating to full missing cubes in 14w10a until their removal in what is almost certaintly 14w26a.

Strange buttons
Note: due to the inconsistent nature of these blocks, certain details are not fully confirmed.

In 1.7.10, using commands to place a button with data value 0, 13, 14 or 15 will result in very odd behaviour. The button will appear as a full oak planks or stone block, until (possibly) another button is observed or an item of said button is obtained, at which point it will transform into a completely centered cuboid. They do not appear to change shape when pressed in either case.

Much information regarding these buttons remains unknown as these are very inconsistent in their behaviour and also somewhat unstable, breaking frequently, and their behaviour probably also changes drastically per version. Despite never actually changing data value, they seem to differently register what block face theyare attached to each time.

What exactly the other data values of buttons were that were unused and eventually removed are unknown.

Faceless pumpkins and jack o'lanterns
It was possible to place pumpkins and jack o'lantern with no actual face using metadata values 5 and above. Their models became missing in 14w10a and they faced removal in snapshot 14w26a like other unintended blocks.

In 17w47a, the faceless pumpkin made a comeback as the proper, default pumpkin block, with the then-current pumpkin being moved to the role of carved pumpkin. The faceless jack o'lantern will likely not be reimplemented.

Bottomless and bricking hoppers
Hoppers with a metadata value of 1 or 9 would previously not actually appear to point in any direction. Like many of these removed blocks, they had a missing model from 14w10a up to their removal.

Using /setblock to place a hopper with metadata values 6, 7, 14 or 15 would crash the game and permanently prevent that world from being loaded, although it may be possible to recover using external editors.

Nether portal post
In 1.7.2's development, nether portals placed with data value 3 resulted in a vertical nether portal beam block.

Six-sided blocks
The following blocks existed in the game at some point before being phased out with the advent of block states. Whether they will return is not known.

While the hay bale lost its texture in 14w10a like many other blocks, it took until 14w17a for the piston blocks to appear as missing texture blocks.

The six-sided pistons could be obtained without commands using special contraptions that caused pistons to be updated by other pistons in a special way.

Interestingly, other six-sided blocks resulting from similar circumstances such as wood and smooth stone were not removed, and were even given unique block IDs and made craftable in later updates.

Green shrub
These blocks had an identical texture to the shrub and dead bush, with the main difference being that it was tinted based on the biome.

Unlike the usual shrub, its inclusion within the game was most likely unintentional, as it became present in the game only after 13w10a (as it crashed the game from 13w02a to 13w09c, and appeared identical to usual grass beforehand), and sported a missing texture after 14w10a like many other undefined blocks.

Overgrown cocoa
Cocoa has twelve possible block state combinations, as it has four possible orientations coupled with three distinct stages of growth. Before the introduction of proper block states, this therefore meant that twelve of the possible sixteen metadata variants were actually used, resulting in the uppermost four exhibiting interesting undefined behavior.

From their introduction up until and including 13w01b, they used the dragon egg texture, which makes sense as the dragon egg texture was directly to the left of the cocoa pod texture in terrain.png. From 13w10a up to 14w06, it appeared as a broken cocoa pod, and from then on up to its removal it used the missing texture.

Overgrown wheat
Because wheat has eight distinct growth stages, the other upper eight values went completely unused. As a result, for a relatively long period of time, wheat crops with such values would see vast unintentional changes, as the textures they would try to pull from would end up overflowing over to the next line of terrain.png.

This included the textures commonly speculated to be for chair and table blocks. Whether Notch was using extreme inaccessible wheat values as a way to test chair models is highly unlikely, although still possible.

Overgrown melon and pumpkin stems
Melon and pumpkin stems also have eight distinct stages of growth. However, instead of having eight individual textures for each of the eight growth stages, each stage reveals two more pixels of the stem texture from the top down, and the tint applied to the stem texture also changes. As a result, since the stems have eight unused upper values in addition to the eight lower used states, the upper states start pulling from the texture below the stem texture on the texture atlas currently in use, and they use extreme tints that cannot normally be applied in normal gameplay. Their wireframe hitboxes would also appear to extend above the bounds of the block when targeted, but attempting to target anything above the height of the block would result in the stem not actually being targeted.

Overeaten cakes
There are six different states cake can legitimately be in: either intact, or in one of five progressively more eaten states, which was kept track of via block metadata like with many other blocks. Like with many blocks previously showcased, only some of these states were truly legitimately accessible. As such, interesting behavior is demonstrated by the inaccessible states.

Cakes with six bites, while obtainable now, were never actually obtainable in the game during the time when these odd overeaten cakes existed. Cakes with seven bites were completely two-dimensional, and cakes with eight through fifteen bites appeared especially glitchy, proceeding to invert themselves, such that their textures would be visible only on the inside rather than the outside, and these textures would be borrowed from adjacent spots of the texture atlas currently in use. Their wireframe hitboxes would also visually extend in this direction, but they would actually be able to be targeted only by aiming at the portion of that hitbox within the block the cake is really situated. Collision boxes for these are similarly odd.

Things in flower pots that should not be in flower pots
From 1.7 onward, as the amount of blocks that could be placed within pots exceeded 15, conventional 4-bit metadata values could not be used to store the contents of a flower pot, and as such a block entity needed to be used instead. This allowed any block (or indeed item) to be placed within a flower pot, but few of these would actually render with the block inside.

In 14w17a, almost certaintly due to changes in how blocks render with them being changed to use block models rather than hardcoded models, these odd pot variants simply rendered as empty pots with no further interesting quirks, aside from the fact that their "invalid" contents could be retrieved from the pot via breaking or later right clicking it. They were completely removed in 17w47a, which split the flower pot block up into an individual block ID per potted object and scrapped the tile entity.

13w36a
The first version to make flower pots use a block entity, the fact that flower pots could hold ferns bled over somewhat into its other damage values, allowing shrubs and grass to exist in pots as well. Also, cobwebs would render if placed in a flower pot, for completely unknown reasons.

14w06a
In this version, a large amount of blocks now render if placed in flower pots via commands. In order to place these with commands, use the following command, with ITEM and DATA substituted with the appropriate values from Java Edition data value/Pre-flattening/Block IDs as neccessary:

/setblock ~ ~ ~ minecraft:flower_pot 0 destroy {Item:ITEM,Data:DATA}

Only blocks that are completely unique in their rendering are shown here; some visually identical blocks do exist that are not listed here separately, such as the early stages of both carrots and potatoes, or potted pumpkins and jack o'lanterns.

The blocks always appear as a cross shape based on their bottom texture. Blocks with translucency appear either completely opaque or, in the case of stained glass, most pixels are invisible.

Some blocks appear tinted by biome if their normal variants usually would be. As leaves were tinted as per their numerical data values, setting the number prior to destroy to 1 for specifically potted leaves causes them to be tinted with the spruce color, and setting it to 2 gives the birch color. 0 or 3 results in them being tinted per biome like oak and jungle leaves are.

14w06b
In 14w06b, likely due to the fix for, an additional 57 visually distinct potted objects could be placed:

14w07a
14w07a introduced the iron trapdoor, which rendered in a flower pot.

Redundant seamless double slabs
In 13w04a, double stone slabs were changed so that those with data values 8 through 15 would use the top texture on all six sides. This resulted in the return of the block which would several years later become smooth stone, and also introduced the smooth sandstone and smooth quartz blocks. However, as the smooth stone double slab block also housed the cobblestone, old (later petrified) oak, bricks, stone bricks and nether bricks slabs, these would also end up having "seamless" double slab variants which were visually no different from their normal double slabs or indeed their normal blocks. These boring blocks persisted up to 17w47a, where they were removed by the Flattening.

Boring variants
Prior to the introduction of proper block states, the 0-15 block metadata system applied to all blocks. This had absolutely no effect on the majority of blocks. All interesting cases are mentioned in above sections - those which remain are listed below.

All of these gained a missing model in 14w10a and were removed in 14w26a (with increasingly unstable behavior in 14w25a and 14w25b, usually causing game crashes when approached) unless explicitly stated otherwise.

There were a total of X of these boring blocks prior to their removal.

Blocks which did not use block metadata at all

 * Bedrock (1-15)
 * Model became missing in 14w11b, rather than 14w10a like other blocks
 * Block of Coal (1-15)
 * Model became missing in 14w11b, rather than 14w10a like other blocks
 * Block of Diamond (1-15)
 * Block of Emerald (1-15)
 * Block of Gold (1-15)
 * Block of Iron (1-15)
 * Block of Redstone (1-15)
 * Bookshelf (1-15)
 * Bricks (1-15)
 * Model became missing in 14w11b, rather than 14w10a like other blocks
 * Brown Mushroom (1-15)
 * Clay (1-15)
 * Coal Ore (1-15)
 * Cobblestone (1-15)
 * Model became missing in 14w11b, rather than 14w10a like other blocks
 * Cobweb (1-15)
 * Crafting Table (1-15)
 * Dandelion (1-15)
 * Dead Bush (1-15)
 * Diamond Ore (1-15)
 * Dragon Egg (1-15)
 * Emerald Ore (1-15)
 * End Stone (1-15)
 * Model became missing in 14w11b, rather than 14w10a like other blocks
 * Glass (1-15)
 * Glass Pane (1-15)
 * Model never became missing
 * Glowstone (1-15)
 * Gold Ore (1-15)
 * Grass Block (1-15)
 * Gravel (1-15)
 * Ice (1-15)
 * Iron Bars (1-15)
 * Model never became missing
 * Iron Ore (1-15)
 * Lapis Lazuli Ore (1-15)
 * Lapis Lazuli Block (1-15)
 * Lily Pad (1-15)
 * Model never became missing
 * Lit Redstone Lamp (1-15)
 * Lit Redstone Ore (1-15)
 * Melon (1-15)
 * Mossy Cobblestone (1-15)
 * Model became missing in 14w11b, rather than 14w10a like other blocks
 * Mycelium (1-15)
 * Model became missing in 14w11b, rather than 14w10a like other blocks
 * Nether Brick Fence (1-15)
 * Model never became missing
 * Nether Bricks (1-15)
 * Model became missing in 14w11b, rather than 14w10a like other blocks
 * Nether Quartz Ore (1-15)
 * Netherrack (1-15)
 * Note Block (1-15)
 * Oak Fence (1-15)
 * Model never became missing
 * Obsidian (1-15)
 * Packed Ice (1-15)
 * Red Mushroom (1-15)
 * Redstone Lamp (1-15)
 * Redstone Ore (1-15)
 * Slime Block (1-15)
 * Snow Block (1-15)
 * Soul Sand (1-15)
 * Sponge (1-15)
 * Terracotta (1-15)

Blocks which used only some of the available block metadata

 * Anvil (12-15)
 * Block of Quartz (5-15)
 * Carrots (8-15)
 * Cauldron (4-15)
 * Behaves as would be expected with comparators
 * Cobblestone Wall (2-15)
 * Model never became missing
 * Dirt (3-15)
 * End Portal Frame (8-15)
 * Appears as small missing cubes from 14w07a to 14w08a
 * Infested Block (6-15)
 * Jukebox (2-15)
 * Leaves2 (2-3, 6-7, 10-11, 14-15)
 * Log2 (2-3, 6-7, 10-11, 14-15)
 * Nether Wart (4-15)
 * Planks (6-15)
 * Poppy (9-15)
 * Potatoes (8-15)
 * Sapling (6-15)
 * These use the dark oak sapling texture rather than reverting back to oak's
 * Sand (2-15)
 * Sandstone (3-15)
 * Snow (8-15)
 * Was identical to 0-7 visually and physically
 * Stone (7-15)
 * Stone Bricks (4-15)
 * Stone Pressure Plate (2-15)
 * TNT (2-15)
 * Wooden Pressure Plate (2-15)

Outright removed blocks
Despite having notable unique functionality or a block ID of their own, these blocks were eventually removed by the game, or replaced by another block of completely different use.

Block 253
In early Pocket Edition, there existed a block which used model of grass block in item form. This block used the numeric ID 253.

It was removed in Pocket Edition v0.8.0 alpha build 2, likely due to item rendering changes in this version. Numeric ID now refers to hardened glass.

Block 254
This block was similar to block 253, but appeared as a somewhat regular leaves block. As both leaves and grass were biome affected, and separate textures were used for handling their held and dropped item models as opposed to their placed and inventory models, this lends further credibility to the formerly proposed item model hypothesis.

It was removed in Pocket Edition v0.8.0 alpha build 2, likely due to item rendering changes in this version. Numeric ID now refers to hardened glass.

Blocks replaced by other blocks
These blocks were either made redundant by the later introduction of another block serving their exact purpose, resulting in them either getting merged into said block ID or simply removed from the game, or were simultaneously renamed and retextured while retaining an identical core functionality.

Rose


Roses in Pocket Edition had an exclusive blue texture. As a result, they were informally referred to as the "cyan flower", despite this never actually being an official name (the in-game name remained Rose for as long as it and item names existed).

In a video preview of Pocket Edition on the Xperia PLAY, a blue rose was visible. Jeb stated that they exist as a replacement for Java Edition roses, following some hardware problems.

Blue roses are not planned to be added in Java Edition, and they were replaced by Poppies in Pocket Edition v0.9.0 alpha. However, Johan Bernhardsson said they may return.

They were purely decorative, serving no other function. They could not be used in crafting in any way.

Blocks resulting from extreme data values
The majority of these blocks were likely never actually meant to exist in-game, and occurred only due to the game handling extreme metadata values as it would those in usually attainable ranges, resulting in strange blocks with traits arguably analogous to garbage data.

Seamless smooth stone single slabs
Like with Java Edition, this block existed in the game at one point. It has almost certaintly been removed, but when is unknown.

Six-sided blocks
Bedrock Edition had a handful of versions of "pillar"-type blocks which used side textures on all six sides. These were effectively removed in an unknown version, forcing them to appear identical to normal such pillars, either by changing their models to that of the normal y-axis pillar or just directly changing them (which method wa sized is unknown).

Mutilated piston


Piston with data values 6 and 7 (almost certainly analogous to Java Edition's six-sided pistons) existed for a time with this model.

This was almost certainly added alongside the usual piston blocks, but this is yet to be confirmed. When it was removed is not known, but it was sometime between 1.10.0 and 1.13.0.

Granite, polished granite and diorite bells
Upon their introduction to Bedrock Edition, bells using the textures of granite, polished granite and diorite also existed. They could only be placed by commands, but could also be found in villages.

It is extremely likely that these were the result of the bell being incompletely programmed. The bell can face four directions, and at this point there were four different types of bell (the stone bell alongside these three), which would correspond to the four orthogonal facing directions. Since at this point granite and diorite were stored as data value of stone, it seems reasonable to expect that these would result from drawing from that data value of the used stone texture. Attempting to place a bell with data value 4 or above would fail; there were as a result no polished diorite, andesite or polished andesite bells, as these would not have any facing directions to correspond to. As they later spawned in villages, this would also imply that these were intended to be directional bells.

Bell-less Block
There had been an unused bell which consists of the stand without a bell. This bell cannot be rung, but it will drop a normal bell when broken.

It was merged into the normal version of the block in an unknown update.

Locked Smoker, Blast Furnace, Lectern, and Barrel
There were also several unused blocks which were in a locked state. These blocks cannot be opened or used by the player (their GUI does not show up, but the player hand can still perform an action).

It was merged into the normal version of the block in an unknown update.

Smokeless Campfire
Campfires updated from beta 1.10.0 to 1.11.0 did not produce smoke particles because campfires in 1.10.0 had no functionality. Their difference in the code is not known.

It was merged into the normal version of the block in an unknown update.

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