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Minecraft Beta 1.6 added craftable map items. Their information is placed in the "data" directory within the world's save directory. Each map has its own file associated with its ID, and there is one file that keeps track of the highest (= most recently created) map ID. This is limited to the size of a short (65,536).[1] When Notch was adding them the first time he did not use the NBT format.[2]

The structure tells that there will probably be an additional feature of maps with different zoom and size. There is support for The Nether, but it is obscured by the top blocks of the Nether and therefore unreadable. The End is supported without problems.

Data folder structure

The file idcounts.dat contains the latest ID for current map. Each map's file name uses the format map<#>.dat, where <#> is the map's unique number.

map_<#>.dat Format

map_<#>.dat files are GZip'd NBT files.

NBT Structure

  • The root tag.
    •  data: The map data.
      •  scale: How zoomed in the map is (it is in 2scale blocks square per pixel, even for 0, where the map will be 1:1). Default 3, minimum 0 and maximum 4.
      •  dimension: 0 = The Overworld, -1 = The Nether, 1 = The End
      •  height: Height of map. Default (and only possible value) 128
      •  width: Width of map. Default (and only possible value) 128
      •  xCenter: Center of map according to real world by X
      •  zCenter: Center of map according to real world by Z
      •  colors: Width * Height array of color values (16384 entries for a default 128x128 map). Color can be accessed via the following method: colorID = Colors[widthOffset + heightOffset * width], where (widthOffset==0, heightOffset==0) is left upper point.

When this structure is loaded, Colors array is transformed to standard dimension (if it's necessary) and then structure is saved with standard height and width.

idcounts.dat Format

This file keeps track of the latest map added. It is stored as a raw (uncompressed) NBT file.

NBT Structure

  • The root tag.
    •  map: Latest map ID.

Color table

Maps use a Color Table to store the colors efficiently by ID.

Base Colors

Blocks are colored according to their Material. Each Material has a base color which is multiplied by 180, 220 or 255, and then divided by 255 to make the map color. Each Base Color below is associated with four Map Colors - to get the first Map Color ID for a Base Color, multiply the Base Color ID by 4.

ID Color RGB Blocks
0 Transparent
1 127,178,56
2 247,233,163
3 167,167,167
4 255,0,0
5 160,160,255
6 167,167,167
7 0,124,0
8 255,255,255
9 164,168,184
10 183,106,47
11 112,112,112
12 64,64,255
13 104,83,50

Map Colors

Each Base Color above has 4 associated Map Colors below. The conversion works by multiplying each of the Red, Green, and Blue values by a value and then dividing by 255, finally rounding to the nearest whole.

Map Color ID Multiply R,G,B By
Base Color ID*4 + 0 180
Base Color ID*4 + 1 220
Base Color ID*4 + 2 255 (same color)
Base Color ID*4 + 3 220

Here is a Map Color table provided as an example:

ID Color RGB Blocks
0 Transparent
1 Transparent
2 Transparent
3 Transparent
4 89,125,39
5 109,153,48
6 127,178,56
7 109,153,48
8 174,164,115
9 213,201,140
10 247,233,163
11 213,201,140
12 117,117,117
13 144,144,144
14 167,167,167
15 144,144,144
16 180,0,0
17 220,0,0
18 255,0,0
19 220,0,0
20 112,112,180
21 138,138,220
22 160,160,255
23 138,138,220
24 117,117,117
25 144,144,144
26 167,167,167
27 144,144,144
28 0,87,0
29 0,106,0
30 0,124,0
31 0,106,0
32 180,180,180
33 220,220,220
34 255,255,255
35 220,220,220
36 115,118,129
37 141,144,158
38 164,168,184
39 141,144,158
40 129,74,33
41 157,91,40
42 183,106,47
43 157,91,40
44 79,79,79
45 96,96,96
46 112,112,112
47 96,96,96
48 45,45,180
49 55,55,220
50 64,64,255
51 55,55,220
52 73,58,35
53 89,71,43
54 104,83,50
55 89,71,43

References

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