Talk:Java Edition data values/Archive 1

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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. Cholo71796 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 (Talk|Contribs) 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. Chris32 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. --Theothersteve7 20:20, 21 April 2011 (UTC)

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

Really, sponge is available in classic and Creative. Jeb's been thinking about putting it in Survival. Emberdad 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. 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)


Will take time out to update/upload images if necessary. –The preceding unsigned comment was added by Brl1214 (Talk|Contribs) . 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? –User:Ultradude25 (User:Ultradude25/t|User:Ultradude25/c) 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 [1] 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. --User:Gryphontc 04:54, 1 December 2010 (CST)

Delete. Redundant redundancy is redundant, I support this. —Fenhl 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.

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)

Agreed, I'll see if I can get something done about it. Classic servers still need the data. IKJames 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. 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)

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. –Celtic Minstrel 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? 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)

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

"There's no item with id 17-2" Dunny 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. Chris32 17:11, 18 August 2011 (UTC)

Confermed you CAN do this EXCEPT you cant have quantity. --Jcc10 01:16, 22 November 2011 (UTC)

You don't have to use "-", the proper form for /give command is "/give <player> <item> <amount> ". For example, the command "/give <player> 373 5 8226" gives player five potions of Swiftness II. 13:27, 25 January 2012 (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( < 20)
           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)
One flaw in your analysis: No matter how you structure an array, its maximum size is 2^31. IfNotchwanted 256 IDs, he could easilly do a simple byte b = value; short readB(byte b){return b+128;} kinda thing Supuhstar 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"

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)


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. –User:Ultradude25 (User:Ultradude25/t|User:Ultradude25/c) 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. -AlphapUser talk:Alphap~Special:Contributions/Alphap 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.




Each block has a 4-bit metadata value. Wool uses this for its color. See here for the list. -AlphapUser talk:Alphap~Special:Contributions/Alphap 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 {{static link|Alpha Level Format/Chunk File Format#Mobs|here}}. Klaue 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.

Tedious 01:42, 28 May 2011 (UTC)

Tile Entities

It should be noted, which blocks have associated tile entity. Maybe something like this:

Icon Dec Hex Block type
25px 53 35 Wooden Stairs D
25px 54 36 Chest{{static link|Alpha_Level_Format/Chunk_File_Format#Tile_Entity_Format|TE}}
25px 55 37 {{static link|Redstone (Wire)|Redstone Wire}} D I

TE should link either to additional section below section about metadata or to {{static link|Alpha_Level_Format/Chunk_File_Format#Tile_Entity_Format}} DiEvAl 18:14, 5 June 2011 (UTC)

I think this is a great idea. Quarg 10:47, 16 June 2011 (UTC)
Thanks. Also pleese reply after a comment, not in the middle. (I fixed it for you) DiEvAl 12:19, 19 June 2011 (UTC)
I did this, but only made it link to Tile Entity. Feel free to change it if you'd rather it link to the file format. –Celtic Minstrel 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. --KaBob799 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. --Solra Bizna 07:28, 30 September 2011 (UTC)

It doesn't work. How do you type it in as an OP? /give <name> 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. LikeLakers2 21:56, 12 June 2011 (UTC)

Template:ID table

I've created a template for tables of block/item IDs: Template:ID table and {{static link|Template:ID table row}}.

I started updating a copy of this page here. 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?DiEvAl 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). –Celtic Minstrel 00:06, 4 October 2011 (UTC)
I made my own sample table at User:Celtic Minstrel/ID Table and User:Celtic Minstrel/ID Table Row, but the table sample at User:Celtic Minstrel/Data Values 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). –Celtic Minstrel 14:44, 22 October 2011 (UTC)


No. 18, Leaves, is marked as unobtainable in red. However, 1.7 allows leaves to be collected using Shears. --Corker 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? Skirmisher2048 16:47, 1 July 2011 (UTC)

It's the invisible blocks generated by the pistons. Reference Drenay 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. Skirmisher2048 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.Drenay 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 Cosmoconsole 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. DiEvAl 16:06, 4 July 2011 (UTC)

Block 36

Block 36 is an unnamed block introduced in 1.7.


  • 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?

Drenay 15:18, 4 July 2011 (UTC)

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

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.

PatPeter 01:27, 13 July 2011 (UTC)

You could always just make the change yourself? –Celtic Minstrel 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[2] 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. Chromana 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?


  • 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.

--IQAndreas 03:55, 5 September 2011 (UTC)

Added --Xolotl 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? --Druanach 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. --IQAndreas 11:52, 12 September 2011 (UTC)

Entities and TileEntities, including the mob spawner, are described in {{static link|Alpha_Level_Format/Chunk_File_Format}}. Codewarrior 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.
Ahruman 11:47, 10 September 2011 (UTC)

I can confirm these numbers. Take a look at this video at around the 3 minute mark: Chromana 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.

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

I changed it based on the Huge Mushrooms page, if that's the one that is wrong, then it needs to be fixed too. –User:Ultradude25 (User:Ultradude25/t|User:Ultradude25/c) at 01:56, 14 September 2011 (UTC)
I have confirmed that the values are reversed (99 is brown, 100 is red)--Mikeprimm 16:35, 14 September 2011 (UTC)
Did some checking, you're right. The Huge Mushrooms page is wrong. –User:Ultradude25 (User:Ultradude25/t|User:Ultradude25/c) 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. Orphu 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:!/notch/status/124414532847284224 --Xolotl 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. --Xolotl 17:20, 13 October 2011 (UTC)

FWIW, it looks like User:Codewarrior took care of these; will double-check versus my stuff later too. --Xolotl 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:

  • tile.<code_name>.name=<name>

and item names similarly

  • item.<code_name>.name=<name>

So, I looked furthur in the hope of finding more information and seem to have discovered where the id's are initialised. They are initilised in the obfuscated class file lr.class and sv.class (blocks in first items in second). Though again, its a little bit chaotic in initilisation.

It seems that each block is linked to its name in the language file via the <code_name> as appose to the item id (which I suppose makes some sense given that the id's for the inventory and world seem to have differing values). So although those two files have jave new statements for each block and item type with the first parameter of the new being the correct id code for the inventory (for items add 256) its not in a form any sane person would wish to parse out of those files (that and the next obfuscation pass might yeild differing filenames again).

So this post is basicly two fold, firstly to share the futility of following up this laudable goal (of drawing the id's from the release files). Secondly to share what information is available.

The best way to build a item id list at this time therefore is to link the id number to the <code_name> found within the .lang file and then draw the names from there.

Hope this might save other people some time. Also if anyone has seen something I've missed please let me know. KVKConsultancy 12:41, 27 September 2011 (UTC)

Or you could just use to TooManyItems mod... it's usually one of the first mods to be updated (often the same day) to a new version of the game (including pre-releases). –User:Ultradude25 (User:Ultradude25/t|User:Ultradude25/c) at 12:40, 27 September 2011 (UTC)
Thanks for the Tip! =) KVKConsultancy 12:41, 27 September 2011 (UTC)


The very last paragraph, Hidden Silverfish, there is a typo in the first sentence... It's supposed to be "AN ilverfish" not 'A ilverfish'


Potions code

Potion section contains minecraft code. AFAIK, it's illegal. DiEvAl 17:36, 4 October 2011 (UTC)

It contains reconstructed code, not the original code. At best, it's a legal gray area (even if it were the original code, Jeb or Notch have stated on Twitter that it's a legal gray area). ディノ千?!? · ☎ Dinoguy1000 19:19, 4 October 2011 (UTC)

I couldn't speak to its legality; I suspect that for stuff like this, Notch+Mojang probably doesn't care. However, having that big block of code in the page is pretty ugly and doesn't belong there, IMO, so I'm just gonna move it here instead, in case folks wanted to puzzle it out in here or something. --Xolotl 15:13, 12 October 2011 (UTC)

//Starts here input and output is current metadata

//Nether Wart: Check for empty
public static int g(int metadata)
	if((metadata & 1) != 0)
		metadata = e(metadata);
	return f(metadata);

//Nether Wart: Power up
public static int e(int metadata)
	if((metadata & 1) == 0)
		return metadata;
	int pos;
	for(pos = 14; (metadata & 1 << pos) == 0 && pos >= 0; pos--);
	if(pos < 2 || (metadata & 1 << pos - 1) != 0)
		return metadata;
	if(pos >= 0)
		metadata &= ~(1 << pos);
	metadata <<= 1;
	if(pos >= 0)
		metadata |= 1 << pos;
		metadata |= 1 << pos - 1;
	return metadata & 0x7fff;

public static int f(int metadata)
	int pos;
	for(pos = 14; (metadata & 1 << pos) == 0 && pos >= 0; pos--);
	if(pos >= 0)
		metadata &= ~(1 << pos);
	int outNumber = 0;
	for(int modifiedMetadata = metadata; modifiedMetadata != outNumber;)
		modifiedMetadata = metadata;
		outNumber = 0;
		for(int bit = 0; bit < 15; bit++)
			boolean hasBitsNearby = bitGetModulo(metadata, bit);
				if(!bitGetModulo(metadata, bit + 1) && bitGetModulo(metadata, bit + 2))
					hasBitsNearby = false;
				if(!bitGetModulo(metadata, bit - 1) && bitGetModulo(metadata, bit - 2))
					hasBitsNearby = false;
			} else
				hasBitsNearby = bitGetModulo(metadata, bit - 1) && bitGetModulo(metadata, bit + 1);
				outNumber |= 1 << bit;

		metadata = outNumber;

	if(pos >= 0)
		outNumber |= 1 << pos;
	return outNumber & 0x7fff;

private static boolean bitGetModulo(int number, int bit)
	return (number & 1 << bit % 15) != 0;

private static boolean bitGet(int number, int bit)
	return (number & 1 << bit) != 0;

private static int bitGetInt(int number, int bit)
	return bitGet(number, bit) ? 1 : 0;
I can't puzzle the code just yet but I have a validation jump table up to data value 264 for people to check their code reproduction for correctness rather than using INVedit and Minecraft (which is what I did):

1.9 Prerelease 3 Data Values, the potions they correspond to, and their corresponding effects (txt) - LB 02:17, 13 October 2011 (UTC)

OK, I have put these into a table to try and make this easier to understand:

0001111011Acrid Potion - No Effects
0010111011Acrid Potion - No Effects
0000111011Acrid Potion - No Effects
0011111011Acrid Potion - No Effects
0011010000Awkward Potion - No Effects
0010010000Awkward Potion - No Effects
0001010000Awkward Potion - No Effects
0000010000Awkward Potion - No Effects
0011001101Artless Potion - No Effects
0001001101Artless Potion - No Effects
0010001101Artless Potion - No Effects
0000001101Artless Potion - No Effects
0010000101Bland Potion - No Effects
0001000101Bland Potion - No Effects
0000000101Bland Potion - No Effects
0011000101Bland Potion - No Effects
0100000101Bland Potion - No Effects
0000010101Bulky Potion - No Effects
0010010101Bulky Potion - No Effects
0001010101Bulky Potion - No Effects
0011010101Bulky Potion - No Effects
0011010111Bungling Potion - No Effects
0001010111Bungling Potion - No Effects
0001010110Bungling Potion - No Effects
0010010111Bungling Potion - No Effects
0000010111Bungling Potion - No Effects
0000010110Bungling Potion - No Effects
0010010110Bungling Potion - No Effects
0011010110Bungling Potion - No Effects
0010100110Charming Potion - No Effects
0011100111Charming Potion - No Effects
0011100110Charming Potion - No Effects
0010100111Charming Potion - No Effects
0001100111Charming Potion - No Effects
0000100111Charming Potion - No Effects
0001100110Charming Potion - No Effects
0000100110Charming Potion - No Effects
0010000110Clear Potion - No Effects
0000000110Clear Potion - No Effects
0001000111Clear Potion - No Effects
0011000110Clear Potion - No Effects
0100000110Clear Potion - No Effects
0100000111Clear Potion - No Effects
0001000110Clear Potion - No Effects
0000000111Clear Potion - No Effects
0010000111Clear Potion - No Effects
0011000111Clear Potion - No Effects
0000101101Cordial Potion - No Effects
0011101101Cordial Potion - No Effects
0001101101Cordial Potion - No Effects
0010101101Cordial Potion - No Effects
0000011110Debonair Potion - No Effects
0010011111Debonair Potion - No Effects
0001011111Debonair Potion - No Effects
0011011110Debonair Potion - No Effects
0011011111Debonair Potion - No Effects
0010011110Debonair Potion - No Effects
0000011111Debonair Potion - No Effects
0001011110Debonair Potion - No Effects
0010001011Diffuse Potion - No Effects
0011001011Diffuse Potion - No Effects
0001001011Diffuse Potion - No Effects
0000001011Diffuse Potion - No Effects
0010100101Fancy Potion - No Effects
0000100101Fancy Potion - No Effects
0011100101Fancy Potion - No Effects
0001100101Fancy Potion - No Effects
0000111101Gross Potion - No Effecs
0001111101Gross Potion - No Effects
0010111101Gross Potion - No Effects
0011111101Gross Potion - No Effects
0010000000Mundane Potion - No Effects
0100000000Mundane Potion - No Effects
0011000000Mundane Potion - No Effects
0001000000Mundane Potion - No Effects
0010110101Odorless Potion - No Effects
0000110101Odorless Potion - No Effects
0001110101Odorless Potion - No Effects
0011110101Odorless Potion - No Effects
0000110000Potent Potion - No Effects
0010110000Potent Potion - No Effects
0011110000Potent Potion - No Effects
0001110000Potent Potion - No Effects
0000010011Potion of Fire Resistance - Fire Resistance
0001000011Potion of Fire Resistance - Fire Resistance 8:00
0011100011Potion of Fire Resistance - Fire Resistance 8:00
0011110011Potion of Fire Resistance - Fire Resistance 8:00
0001010011Potion of Fire Resistance - Fire Resistance 8:00
0100000011Potion of Fire Resistance - Fire Resistance 3:00
0000110011Potion of Fire Resistance - Fire Resistance 3:00
0010100011Potion of Fire Resistance - Fire Resistance 3:00
0010000011Potion of Fire Resistance - Fire Resistance 3:00
0011010011Potion of Fire Resistance - Fire Resistance 8:00
0010010011Potion of Fire Resistance - Fire Resistance 3:00
0000100011Potion of Fire Resistance - Fire Resistance 3:00
0010110011Potion of Fire Resistance - Fire Resistance 3:00
0011000011Potion of Fire Resistance - Fire Resistance 8:00
0001110011Potion of Fire Resistance - Fire Resistance 8:00
0000000011Potion of Fire Resistance - Fire Resistance 3:00
0001100011Potion of Fire Resistance - Fire Resistance 8:00
0000001100Potion of Harming - Instant Damage
0011011100Potion of Harming - Instant Damage
0001011100Potion of Harming - Instant Damage
0000011100Potion of Harming - Instant Damage
0010011100Potion of Harming - Instant Damage
0011001100Potion of Harming - Instant Damage
0010001100Potion of Harming - Instant Damage
0001001100Potion of Harming - Instant Damage
0011101100Potion of Harming - Instant Damage II
0000111100Potion of Harming - Instant Damage II
0011111100Potion of Harming - Instant Damage II
0010111100Potion of Harming - Instant Damage II
0010101100Potion of Harming - Instant Damage II
0001101100Potion of Harming - Instant Damage II
0001111100Potion of Harming - Instant Damage II
0000101100Potion of Harming - Instant Damage II
0001010001Potion of Healing - Instant Health
0000010001Potion of Healing - Instant Health
0010010001Potion of Healing - Instant Health
0010000001Potion of Healing - Instant Health
0011010001Potion of Healing - Instant Health
0100000001Potion of Healing - Instant Health
0000000001Potion of Healing - Instant Health
0011000001Potion of Healing - Instant Health
0001000001Potion of Healing - Instant Health
0010100001Potion of Healing - Instant Health II
0001110001Potion of Healing - Instant Health II
0010110001Potion of Healing - Instant Health II
0001100001Potion of Healing - Instant Health II
0000110001Potion of Healing - Instant Health II
0011100001Potion of Healing - Instant Health II
0000100001Potion of Healing - Instant Health II
0011110001Potion of Healing - Instant Health II
0001010100Potion of Poison - Poison 2:00
0000010100Potion of Poison - Poison 0:45
0011000100Potion of Poison - Poison 2:00
0011010100Potion of Poison - Poison 2:00
0010000100Potion of Poison - Poison 0:45
0100000100Potion of Poison - Poison 0:45
0010010100Potion of Poison - Poison 0:45
0000000100Potion of Poison - Poison 0:45
0001000100Potion of Poison - Poison 2:00
0011100100Potion of Poison - Poison II 1:00
0001100100Potion of Poison - Poison II 1:00
0010100100Potion of Poison - Poison II 0:22
0001110100Potion of Poison - Poison II 1:00
0011110100Potion of Poison - Poison II 1:00
0000110100Potion of Poison - Poison II 0:22
0000100100Potion of Poison - Poison II 0:22
0010110100Potion of Poison - Poison II 0:22
0001101010Potion of Slowness - Slowness 4:00
0011011010Potion of Slowness - Slowness 4:00
0000011010Potion of Slowness - Slowness 1:30
0010001010Potion of Slowness - Slowness 1:30
0011111010Potion of Slowness - Slowness 4:00
0010111010Potion of Slowness - Slowness 1:30
0010011010Potion of Slowness - Slowness 1:30
0000001010Potion of Slowness - Slowness 1:30
0001111010Potion of Slowness - Slowness 4:00
0011101010Potion of Slowness - Slowness 4:00
0000101010Potion of Slowness - Slowness 1:30
0010101010Potion of Slowness - Slowness 1:30
0011001010Potion of Slowness - Slowness 4:00
0000111010Potion of Slowness - Slowness 1:30
0001001010Potion of Slowness - Slowness 4:00
0001011010Potion of Slowness - Slowness 4:00
0000001001Potion of Strength - Strength 3:00
0010001001Potion of Strength - Strength 3:00
0000011001Potion of Strength - Strength 3:00
0011011001Potion of Strength - Strength 8:00
0001011001Potion of Strength - Strength 8:00
0010011001Potion of Strength - Strength 3:00
0011001001Potion of Strength - Strength 8:00
0001001001Potion of Strength - Strength 8:00
0010101001Potion of Strength - Strength II 1:30
0010111001Potion of Strength - Strength II 1:30
0001101001Potion of Strength - Strength II 4:00
0001111001Potion of Strength - Strength II 4:00
0011111001Potion of Strength - Strength II 4:00
0000101001Potion of Strength - Strength II 1:30
0011101001Potion of Strength - Strength II 4:00
0000111001Potion of Strength - Strength II 1:30
0100000010Potion of Swiftness - Speed 3:00
0001010010Potion of Swiftness - Speed 8:00
0010010010Potion of Swiftness - Speed 3:00
0011010010Potion of Swiftness - Speed 8:00
0001000010Potion of Swiftness - Speed 8:00
0000010010Potion of Swiftness - Speed 3:00
0011000010Potion of Swiftness - Speed 8:00
0010000010Potion of Swiftness - Speed 3:00
0000000010Potion of Swiftness - Speed 3:00
0000100010Potion of Swiftness - Speed II 1:30
0001100010Potion of Swiftness - Speed II 4:00
0010100010Potion of Swiftness - Speed II 1:30
0011110010Potion of Swiftness - Speed II 4:00
0000110010Potion of Swiftness - Speed II 1:30
0011100010Potion of Swiftness - Speed II 4:00
0010110010Potion of Swiftness - Speed II 1:30
0001110010Potion of Swiftness - Speed II 4:00
0001011000Potion of Weakness 4:00
0001001000Potion of Weakness - Weakness 4:00
0010111000Potion of Weakness - Weakness 1:30
0011101000Potion of Weakness - Weakness 4:00
0011111000Potion of Weakness - Weakness 4:00
0011001000Potion of Weakness - Weakness 4:00
0000111000Potion of Weakness - Weakness 1:30
0011011000Potion of Weakness - Weakness 4:00
0000001000Potion of Weakness - Weakness 1:30
0010101000Potion of Weakness - Weakness 1:30
0001111000Potion of Weakness - Weakness 4:00
0010011000Potion of Weakness - Weakness 1:30
0100001000Potion of Weakness - Weakness 1:30
0000101000Potion of Weakness - Weakness 1:30
0000011000Potion of Weakness - Weakness 1:30
0010001000Potion of Weakness - Weakness 1:30
0001101000Potion of Weakness - Weakness 4:00
0001110110Rank Potion - No Effects
0011110110Rank Potion - No Effects
0000110111Rank Potion - No Effects
0010110110Rank Potion - No Effects
0001110111Rank Potion - No Effects
0010110111Rank Potion - No Effects
0011110111Rank Potion - No Effects
0000110110Rank Potion - No Effects
0001101011Refined Potion - No Effects
0000101011Refined Potion - No Effects
0011101011Refined Potion - No Effects
0010101011Refined Potion - No Effects
0011011011Smooth Potion - No Effects
0001011011Smooth Potion - No Effects
0010011011Smooth Potion - No Effects
0000011011Smooth Potion - No Effects
0011101110Sparkling Potion - No Effects
0001101111Sparkling Potion - No Effects
0001101110Sparkling Potion - No Effects
0010101110Sparkling Potion - No Effects
0010101111Sparkling Potion - No Effects
0011101111Sparkling Potion - No Effects
0000101110Sparkling Potion - No Effects
0000101111Sparkling Potion - No Effects
0000111111Stinky Potion - No Effects
0011111111Stinky Potion - No Effects
0010111110Stinky Potion - No Effects
0001111110Stinky Potion - No Effects
0001111111Stinky Potion - No Effects
0010111111Stinky Potion - No Effects
0000111110Stinky Potion - No Effects
0011111110Stinky Potion - No Effects
0011011101Suave Potion - No Effects
0001011101Suave Potion - No Effects
0000011101Suave Potion - No Effects
0010011101Suave Potion - No Effects
0010100000Thick Potion - No Effects
0001100000Thick Potion - No Effects
0000100000Thick Potion - No Effects
0011100000Thick Potion - No Effects
0001001110Thin Potion - No Effects
0000001111Thin Potion - No Effects
0010001111Thin Potion - No Effects
0000001110Thin Potion - No Effects
0010001110Thin Potion - No Effects
0001001111Thin Potion - No Effects
0011001110Thin Potion - No Effects
0011001111Thin Potion - No Effects
0000000000Water Bottle

DR 11:50, 1 November 2011 (UTC)

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. Thetuxone 08:16, 30 November 2011 (UTC)

Full list of Damage Values 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. -- N3X15 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? Timohtep 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. Codewarrior 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. —Celtic Minstrel 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.DiEvAl 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. DiEvAl

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 — MiiNiPaaT|C 17:39, 16 October 2011 (UTC)

To get exp write this: xp <playername> <amount>

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.

Zer0ce 17:42, 18 October 2011 (UTC)


.. 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. --MG127 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.


just noticed the data values section for jukeboxes only cover 2 music discs, is this a bug or not updated?DR 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 — MiiNiPaaT|C 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 <playername> <itemID> [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. Cultist O 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? --Bandoslolz 20:58, 2 January 2012 (UTC)

That's not possible anymore.--☺ Sven Kein Schwein ruft mich an! 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? Orthotope 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. —Fenhl 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:

Missing entity IDs

There are still some entities missing ,e.g. paintings and lightning bolts. Can anyone find out the data values of them? --☺ Sven Kein Schwein ruft mich an! 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) Xolotl 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). Xolotl 22:42, 10 February 2012 (UTC)
Maybe then the lightning should be deleted from the entity page. --☺ Sven Kein Schwein ruft mich an! 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 --Mushroomhostage 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 in client jar, and 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. --☺ Sven Kein Schwein ruft mich an! 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! MacFreek 09:29, 2 March 2012 (UTC)

Minecraft Official Release

Why does the Block IDs section say "Minecraft Official Release"? It's already in the disambig. I say this section's title should be changed to simply "Block IDs". —Fenhl 22:31, 21 March 2012 (UTC)

Jukebox info wrong 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. LB 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. --Mineverse 16:18, 19 July 2012 (UTC)


What's the data of upside-down levers? --☺ Sven ? ! 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. —Fenhl 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? Erich666 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. --Celtic Minstrel 23:58, 17 December 2012 (UTC)

Data section now ordered by id, please keep it this way

The Data 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. —PatPeter 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? Erich666 19:18, 13 September 2012 (UTC)

I would assume the orientation is stored as Tile Entity since there are more than 16 orientations and heads can't be moved by pistons. --☺ Sven ? ! 11:50, 14 September 2012 (UTC)
Ah, thanks, I haven't dealt with tile entities yet. Anyway, I'm suspecting the information on this Block_ids page is incorrect for Head, 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. --☺ Sven ? ! 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. KyleA2000 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? Erich666 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? --mgr 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. --Celtic Minstrel 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? —Celtic Minstrel 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. -- Orthotope 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 player.dat? 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. —Celtic Minstrel 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). -- Orthotope 04:52, 22 December 2012 (UTC)