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---
#
# YAML Definition for the base Minecraft block types
#
# The library we're using apparently only supports YAML 1.1
# See http://en.wikipedia.org/wiki/YAML or http://yaml.org/spec/1.1/
#
# The basic structure of the YAML file consists of a name (which describes
# the set of blocks), and then a big list of the blocks themselves, either
# defined by "blocks" or "mlblocks."
#
# When using "blocks", X-Ray requires you to specify textures in terms
# of their (X, Y) coordinates within minecraft's terrain.png file, with
# (0, 0) being the upper left. Valid ranges for each coordinate is zero
# through fifteen. For example, the bookshelf texture is (3, 2), and the
# birch sapling is (15, 4).
#
# Additionally, X-Ray will allow you to specify a "texfile" attribute, if
# the texture sheet to be used isn't Minecraft's default terrain.png file.
# An example would be the Better Than Wolves mod, with which you'd specify
# "texfile: btwmodtex/btwterrain01.png"
#
# Using "mlblocks" instead of "blocks" will allow you to specify texture
# information in a way useful for mods that use a ModLoader-style texture
# definition, where each block's texture is defined in a separate graphic
# file. For this kind of block, wherever a coordinate is required, specify
# the filename instead. Note that using "mlblocks" will require you to
# additionally specify a "texpath" entry at the top level (alongside "name")
# which specifies the root directory under which the textures can be found.
# For example, a definition file for Aethermod blocks would have a texpath
# of "aether/blocks", and its block 170 (Icestone) would have a "tex" value
# of "Icestone.png"
#
# Required fields for each block: id, idStr, name, mapcolor, tex
#
# Brief descriptions of the individual block fields:
#
# id: The numeric ID of the block
#
# idStr: A String ID of the block. This is what you will use to
# identify the block types in xray.properties, for instance,
# to tell X-Ray which resources you're highlighting. Most
# of these are arbitrary and could be changed at will, but
# a few are looked for specifically in the X-Ray code, and
# so shouldn't be changed. A complete list of the ones that
# shouldn't be changed are:
#
# IRON_BARS (the "solid pane" renderer uses it)
# PISTON_HEAD (the piston renderers use it)
# PISTON_STICKY_BODY (the piston renderers use it)
# BEDROCK (the "bedrock" toggle uses it)
# GRASS (the "grass rendering" toggle uses it)
# SILVERFISH (the "silverfish highlighting" toggle uses it)
# SAPLING (some special data handling is needed)
# LEAVES (some special data handling is needed)
# PORTAL (we generate the texture to use for this one)
# END_PORTAL (we generate the texture to use for this one)
# FIRE (we generate the texture to use for this one)
# WATER (we do extra processing on the texture)
# STATIONARY_WATER (we do extra processing on the texture)
#
# name: The name that will show up in X-Ray if you're using it
# as one of your highlights (unimportant otherwise). These should
# generally be very short because there's not much room between
# block types when they're displayed onscreen.
#
# aka: Optionally, other names by which this block might be known. This
# may also be the "full" name of the block which wouldn't fit in
# "name" properly. Used on the block selection dialog.
#
# mapcolor: RGB values for the minimap, 0-255
#
# explored: If set to "true" this block will be checked for in X-Ray's
# "explored" highlighting mode. This field is not required, and
# will default to "false."
#
# tex: The "main" (and possibly only) texture to use for this block type.
# In "block" lists, this must be (X, Y) coordinates, and in "mlblock"
# lists, this must be a filename. There are four blocks which don't
# require this element: FIRE, PORTAL, WATER, and STATIONARY_WATER.
# Our textures for those blocks are specially generated by X-Ray.
#
# tex_data: Sometimes blocks will change their texture based on
# its data value; this will let you specify that. For
# examples, see Wood or Saplings.
#
# tex_direction: Sometimes blocks have different textures on
# different faces. If some faces aren't specified, the
# default "tex" will be used. Note that "tex" is always
# required, even if all directions are overridden. Valid
# values are:
# FORWARD
# BACKWARD
# SIDES
# TOP
# BOTTOM
#
# tex_direction_data: By default, X-Ray will render "FORWARD"
# as if it's facing North. Sometimes the data value of
# a block will determine which way it faces, though, and
# this is where you can specify that. For example, the
# Dispenser's definition is:
# {2: NORTH, 3: SOUTH, 4: WEST, 5: EAST}
#
# Note that currently only NORTH, SOUTH, WEST, and EAST are
# supported. Presumably I should add in UP and DOWN as
# well, but that's a feature for another day.
#
# type: This determines how X-Ray will render the block. The
# default type is "NORMAL" which doesn't need to be specified.
# Valid types are currently:
#
# BED
# BUTTON
# CAKE
# DECORATION_CROSS
# DECORATION_GRID
# DOOR
# FENCE
# FENCE_GATE
# FLOOR
# HALFHEIGHT
# LADDER
# LEVER
# MINECART_TRACKS
# NORMAL
# PISTON_BODY
# PISTON_HEAD
# PORTAL
# PRESSURE_PLATE
# GLASS
# SEMISOLID
# SIGNPOST
# SIMPLE_RAIL
# STAIRS
# SNOW
# TORCH
# TRAPDOOR
# WALLSIGN
# WATER
# VINE
# HUGE_MUSHROOM
# SOLID_PANE
# CHEST
# STEM
# END_PORTAL
# END_PORTAL_FRAME
# CAULDRON
# ENCHANTMENT_TABLE
# BREWING_STAND
# DRAGON_EGG
#
# "SEMISOLID" refers to blocks which are cube-shaped but shouldn't
# be considered fully solid by X-Ray's rendering engine. Examples
# are lava, fire, and mob spawners.
#
# "FLOOR" is currently used for redstone wire and Water Lilies
#
# tex_extra: This is a section to provide extra texture information for
# block types which require it. A list of the required tex_extra
# attributes per block type are:
#
# DOOR
# The main texture specified should be the top part of the door.
# "bottom" should be specified as the texture for the bottom.
#
# LEVER
# The main texture should be the lever itself
# "base" defines the texture of the lever base
#
# MINECART_TRACKS
# The main texture should be the straight track.
# "curve" should be the curved texture.
#
# SIMPLE_RAIL
# "powered" specifies the texture to use if the rail is powered.
# Note that while this attribute only makes sense for the actual
# "POWERED_RAIL" block, it's still required for any block type which
# is of type SIMPLE_RAIL
#
# CAKE
# The main texture should be the top of the cake.
# "side_uncut" should be the uncut sides of the cake
# "side_cut" shoudl be the cut side of the cake
# "bottom" should be the bottom
#
# BED
# The main texture should be the top "head" block (with the pillow)
# "foot_top" is the top of the lower half of the bed
# "foot" and "head" specify the textures at the very end of the bed
# "foot_side" and "head_side" specify the sidesm for both head and foot
#
# PISTON_BODY
# The main texture should be the compressed side-view texture.
# "head" specifies the face of the piston head
# "back" specifies the back texture of the body
# "front" specifies the front of the body, drawn if the piston is extended
#
# PISTON_HEAD
# The main texture should be the regular (non-sticky) face of the head
# "head_sticky" should be the sticky texture
# "body" should be the main PISTON_BODY texture (used to get the sides of the head)
#
# CHEST
# The main texture should be the front face of the small chest. The others
# should be self-explanatory:
# side_small, top, front_big_left, front_big_right, back_big_left, back_big_right
#
# HUGE_MUSHROOM
# The main texture should be the outward "skin" texture of the mushroom.
# "stem" specifies the stem texture
# "pores" specifies the texture for pores
#
# STEM
# The main texture should be the upright stem.
# "curve" specifies the texture to use when curved towards its fruit
#
# CAULDRON
# The main texture should be the cauldron sides.
# "inside" should be the inside faces
# "top" should be the lip of the cauldron
#
# ENCHANTMENT_TABLE
# The main texture should be the top
# "sides" should be the side textures
# "bottom" should be the bottom face
#
# BREWING_STAND
# The main texture should be the main texture
# "base" should be the base that potions reside on
#
# END_PORTAL_FRAME
# The main texture should be the top texture
# "sides" should be the side texture
# "bottom" should be the bottom texture
# "eye" should be the texture for an inserted Eye of Ender
#
name: Vanilla Minecraft Block Types
blocks:
- id: 1
idStr: STONE
name: Stone
mapcolor: [120, 120, 120]
tex: [1, 0]
- id: 2
idStr: GRASS
name: Grass
mapcolor: [117, 176, 73]
tex: [0, 0]
tex_direction:
FORWARD: [3, 0]
SIDES: [3, 0]
BACKWARD: [3, 0]
BOTTOM: [2, 0]
- id: 3
idStr: DIRT
name: Dirt
mapcolor: [134, 96, 67]
tex: [2, 0]
- id: 4
idStr: COBBLESTONE
name: Cobbles
mapcolor: [115, 115, 115]
tex: [0, 1]
- id: 5
idStr: PLANK
name: Plank
mapcolor: [157, 128, 79]
tex: [4, 0]
- id: 6
idStr: SAPLING
name: Sapling
mapcolor: [120, 120, 120]
tex: [15, 0]
tex_data:
0: [15, 0] # Regular sapling
1: [15, 3] # Spruce
2: [15, 4] # Birch
3: [14, 1] # Jungle
type: DECORATION_CROSS
- id: 7
idStr: BEDROCK
name: Bedrock
aka: Adminium
mapcolor: [84, 84, 84]
tex: [1, 1]
- id: 8
idStr: WATER
name: Water
aka: Water (Moving)
mapcolor: [38, 92, 255]
type: WATER
- id: 9
idStr: STATIONARY_WATER
name: Water
aka: Water (Stationary)
mapcolor: [38, 92, 255]
type: WATER
- id: 10
idStr: LAVA
name: Lava
aka: Lava (Moving)
mapcolor: [255, 90, 0]
tex: [15, 14]
type: SEMISOLID
- id: 11
idStr: STATIONARY_LAVA
name: Lava
aka: Lava (Stationary)
mapcolor: [255, 90, 0]
tex: [15, 14]
type: SEMISOLID
- id: 12
idStr: SAND
name: Sand
mapcolor: [218, 210, 158]
tex: [2, 1]
- id: 13
idStr: GRAVEL
name: Gravel
mapcolor: [136, 126, 126]
tex: [3, 1]
- id: 14
idStr: GOLD_ORE
name: Gold
aka: Gold Ore
mapcolor: [143, 140, 125]
tex: [0, 2]
- id: 15
idStr: IRON_ORE
name: Iron
aka: Iron Ore
mapcolor: [136, 130, 127]
tex: [1, 2]
- id: 16
idStr: COAL_ORE
name: Coal
mapcolor: [115, 115, 115]
tex: [2, 2]
- id: 17
idStr: WOOD
name: Wood
aka: Log
mapcolor: [102, 81, 51]
tex: [4, 1]
tex_data:
0: [4, 1] # Regular Log
1: [4, 7] # Spruce
2: [5, 7] # Birch
3: [9, 9] # Jungle Tree
tex_direction:
TOP: [5, 1]
BOTTOM: [5, 1]
- id: 18
idStr: LEAVES
name: Leaves
mapcolor: [60, 192, 41]
tex: [5, 3] # The "correct" one is actually [4, 3] but with the current
# transparency rendering issues, this one looks better.
tex_data:
0: [5, 3] # Regular
1: [5, 3] # Spruce
2: [5, 3] # Birch
3: [5, 12] # Swamp Tree
- id: 19
idStr: SPONGE
name: Sponge
mapcolor: [193, 193, 57]
tex: [0, 3]
- id: 20
idStr: GLASS
name: Glass
mapcolor: [255, 255, 255]
tex: [1, 3]
type: GLASS
- id: 21
idStr: LAPIS_LAZULI_ORE
name: Lapis
aka: Lapis Lazuli Ore
mapcolor: [27, 70, 161]
tex: [0, 10]
- id: 22
idStr: LAPIS_LAZULI_BLOCK
name: Lapis
aka: Lapis Lazuli Block
mapcolor: [0, 0, 0]
tex: [0, 9]
- id: 23
idStr: DISPENSER
name: Dispenser
mapcolor: [96, 96, 96]
tex: [14, 2]
tex_direction:
FORWARD: [14, 2]
SIDES: [13, 2]
BACKWARD: [13, 2]
TOP: [14, 3]
BOTTOM: [14, 3]
tex_direction_data: {2: NORTH, 3: SOUTH, 4: WEST, 5: EAST}
- id: 24
idStr: SANDSTONE
name: Sandstone
mapcolor: [218, 210, 158]
tex: [0, 12]
tex_direction:
TOP: [0, 11]
BOTTOM: [0, 13]
- id: 25
idStr: NOTE_BLOCK
name: Note
aka: Note Block
mapcolor: [114, 88, 56]
tex: [10, 4]
- id: 26
idStr: BED
name: Bed
mapcolor: [255, 0, 0]
tex: [7, 8]
type: BED
tex_extra:
foot_top: [6, 8]
head_side: [7, 9]
foot_side: [6, 9]
foot: [5, 9]
head: [8, 9]
- id: 27
idStr: POWERED_RAIL
name: Power Rail
mapcolor: [120, 53, 28]
tex: [3, 10]
type: SIMPLE_RAIL
tex_extra:
powered: [3, 11]
- id: 28
idStr: DETECTOR_RAIL
name: Detector
mapcolor: [200, 189, 189]
tex: [3, 12]
type: SIMPLE_RAIL
tex_extra:
powered: [3, 12] # Only because the SIMPLE_RAIL renderer requires it; will
# go unused here.
- id: 29
idStr: PISTON_STICKY_BODY
name: Sticky Piston
mapcolor: [132, 132, 132]
tex: [12, 6]
type: PISTON_BODY
tex_extra:
head: [11, 6]
back: [13, 6]
front: [14, 6]
- id: 30
idStr: WEB
name: Web
mapcolor: [255, 255, 255]
tex: [11, 0]
type: DECORATION_CROSS
- id: 31
idStr: TALL_GRASS
name: Tall Grass
mapcolor: [117, 176, 73]
tex: [7, 2]
tex_data:
0: [7, 3] # Dead Shrub
1: [7, 2] # Tall Grass
2: [8, 3] # Fern
type: DECORATION_CROSS
- id: 32
idStr: DEAD_SHRUB
name: Dead Shrub
mapcolor: [148, 100, 40]
tex: [7, 3]
type: DECORATION_CROSS
- id: 33
idStr: PISTON_BODY
name: Piston
mapcolor: [132, 132, 132]
tex: [12, 6]
type: PISTON_BODY
tex_extra:
head: [11, 6]
back: [13, 6]
front: [14, 6]
- id: 34
idStr: PISTON_HEAD
name: Piston Head
mapcolor: [119, 92, 53]
tex: [11, 6]
type: PISTON_HEAD
tex_extra:
head_sticky: [10, 6]
body: [12, 6]
- id: 35
idStr: WOOL
name: Wool
mapcolor: [222, 222, 222]
tex: [0, 4]
tex_data:
0: [0, 4] # Regular Wool
1: [2, 13] # Orange
2: [2, 12] # Magenta
3: [2, 11] # Light Blue
4: [2, 10] # Yellow
5: [2, 9] # Light Green
6: [2, 8] # Pink
7: [2, 7] # Dark Grey
8: [1, 14] # Grey
9: [1, 13] # Cyan
10: [1, 12] # Purple
11: [1, 11] # Blue
12: [1, 10] # Brown
13: [1, 9] # Dark Green
14: [1, 8] # Red
15: [1, 7] # Black
- id: 37
idStr: YELLOW_FLOWER
name: Flower
aka: Yellow Flower
mapcolor: [255, 255, 0]
tex: [13, 0]
type: DECORATION_CROSS
- id: 38
idStr: RED_ROSE
name: Rose
aka: Red Flower
mapcolor: [255, 0, 0]
tex: [12, 0]
type: DECORATION_CROSS
- id: 39
idStr: BROWN_MUSHROOM
name: Mushroom
aka: Brown Mushroom
mapcolor: [145, 109, 85]
tex: [13, 1]
type: DECORATION_CROSS
- id: 40
idStr: RED_MUSHROOM
name: Mushroom
aka: Red Mushroom
mapcolor: [226, 18, 18]
tex: [12, 1]
type: DECORATION_CROSS
- id: 41
idStr: GOLD_BLOCK
name: Gold
aka: Gold Block
mapcolor: [231, 165, 45]
tex: [7, 1]
- id: 42
idStr: IRON_BLOCK
name: Iron
aka: Iron Block
mapcolor: [191, 191, 191]
tex: [6, 1]
- id: 43
idStr: DOUBLE_SLAB
name: Slab
aka: Step
mapcolor: [200, 200, 200]
tex: [5, 0]
tex_data:
0: [5, 0] # Smooth stone
1: [0, 12] # Sandstone
2: [4, 0] # Plank
3: [0, 1] # Cobblestone
4: [7, 0] # Brick
5: [6, 3] # Stone Brick
6: [5, 0] # Smooth stone again, apparently
- id: 44
idStr: SLAB
name: Slab
aka: Half Step
mapcolor: [200, 200, 200]
tex: [6, 0]
tex_data:
0: [6, 0] # Smooth stone
1: [0, 12] # Sandstone
2: [4, 0] # Plank
3: [0, 1] # Cobblestone
4: [7, 0] # Brick
5: [6, 3] # Stone Brick
6: [5, 0] # Smooth stone again, apparently
type: HALFHEIGHT
- id: 45
idStr: BRICK
name: Brick
mapcolor: [170, 86, 62]
tex: [7, 0]
- id: 46
idStr: TNT
name: TNT
mapcolor: [160, 83, 65]
tex: [8, 0]
tex_direction:
TOP: [9, 0]
BOTTOM: [10, 0]
- id: 47
idStr: BOOKSHELF
name: Bookshelf
mapcolor: [188, 152, 98]
tex: [3, 2]
tex_direction:
TOP: [4, 0]
BOTTOM: [4, 0]
- id: 48
idStr: MOSSY_COBBLESTONE
name: Moss
aka: Mossy Cobblestone
mapcolor: [115, 169, 115]
tex: [4, 2]
- id: 49
idStr: OBSIDIAN
name: Obsidian
mapcolor: [26, 11, 43]
tex: [5, 2]
- id: 50
idStr: TORCH
name: Torch
mapcolor: [245, 220, 50]
tex: [0, 5]
type: TORCH
explored: true
- id: 51
idStr: FIRE
name: Fire
mapcolor: [255, 170, 30]
type: SEMISOLID
- id: 52
idStr: MOB_SPAWNER
name: Spawner
aka: Monster Cage
mapcolor: [25, 82, 122]
tex: [1, 4]
type: SEMISOLID
- id: 53
idStr: WOODEN_STAIRS
name: Stairs
aka: Wooden Stairs
mapcolor: [157, 128, 79]
tex: [4, 0]
type: STAIRS
- id: 54
idStr: CHEST
name: Chest
mapcolor: [125, 91, 38]
tex: [11, 1]
type: CHEST
tex_extra:
side_small: [10, 1]
top: [9, 1]
front_big_left: [9, 2]
front_big_right: [10, 2]
back_big_left: [9, 3]
back_big_right: [10, 3]
- id: 55
idStr: REDSTONE_WIRE
name: Wire
aka: Redstone Wire
mapcolor: [245, 50, 50]
tex: [4, 10]
type: FLOOR
- id: 56
idStr: DIAMOND_ORE
name: Diamond
aka: Diamond Ore
mapcolor: [129, 140, 143]
tex: [2, 3]
- id: 57
idStr: DIAMOND_BLOCK
name: Diamond
aka: Diamond Block
mapcolor: [45, 166, 152]
tex: [8, 1]
- id: 58
idStr: WORKBENCH
name: Bench
aka: Crafting Table
mapcolor: [114, 88, 56]
tex: [12, 3]
tex_direction:
SIDES: [11, 3]
TOP: [11, 2]
BOTTOM: [4, 0]
- id: 59
idStr: CROPS
name: Crops
aka: Wheat
mapcolor: [146, 192, 0]
tex: [15, 5]
type: DECORATION_GRID
tex_data:
0: [8, 5]
1: [9, 5]
2: [10, 5]
3: [11, 5]
4: [12, 5]
5: [13, 5]
6: [14, 5]
7: [15, 5]
- id: 60
idStr: FARMLAND
name: Farmland
aka: Soil
mapcolor: [95, 58, 30]
tex: [6, 5]
tex_direction:
FORWARD: [2, 0]
SIDES: [2, 0]
BACKWARD: [2, 0]
BOTTOM: [2, 0]
- id: 61
idStr: FURNACE
name: Furnace
aka: Stove (unused)
mapcolor: [96, 96, 96]
tex: [12, 2]
tex_direction:
FORWARD: [12, 2]
SIDES: [13, 2]
BACKWARD: [13, 2]
TOP: [14, 3]
BOTTOM: [14, 3]
tex_direction_data: {2: NORTH, 3: SOUTH, 4: WEST, 5: EAST}
- id: 62
idStr: BURNING_FURNACE
name: Furnace
aka: Stove (burning)
mapcolor: [96, 96, 96]
tex: [13, 3]
tex_direction:
FORWARD: [13, 3]
SIDES: [13, 2]
BACKWARD: [13, 2]
TOP: [14, 3]
BOTTOM: [14, 3]
tex_direction_data: {2: NORTH, 3: SOUTH, 4: WEST, 5: EAST}
- id: 63
idStr: SIGNPOST
name: Sign
aka: Signpost
mapcolor: [111, 91, 54]
tex: [4, 0]
type: SIGNPOST
- id: 64
idStr: WOODEN_DOOR
name: Door
aka: Wooden Door
mapcolor: [136, 109, 67]
tex: [1, 5]
type: DOOR
tex_extra:
bottom: [1, 6]
- id: 65
idStr: LADDER
name: Ladder
mapcolor: [181, 140, 64]
tex: [3, 5]
type: LADDER
- id: 66
idStr: MINECART_TRACKS
name: Tracks
aka: Rail
mapcolor: [150, 134, 102]
tex: [0, 8]
type: MINECART_TRACKS
tex_extra:
curve: [0, 7]
- id: 67
idStr: COBBLESTONE_STAIRS
name: Stairs
aka: Cobblestone Stairs
mapcolor: [115, 115, 115]
tex: [0, 1]
type: STAIRS
- id: 68
idStr: WALL_SIGN
name: Sign
aka: Wall Sign
mapcolor: [111, 91, 54]
tex: [4, 0]
type: WALLSIGN
- id: 69
idStr: LEVER
name: Lever
aka: Switch
mapcolor: [124, 98, 62]
tex: [0, 6]
type: LEVER
tex_extra:
base: [0, 1]
- id: 70
idStr: STONE_PRESSURE_PLATE
name: Plate
aka: Stone Floor Plate
mapcolor: [120, 120, 120]
tex: [1, 0]
type: PRESSURE_PLATE
- id: 71
idStr: IRON_DOOR
name: Door
aka: Iron Door
mapcolor: [191, 191, 191]
tex: [2, 5]
type: DOOR
tex_extra:
bottom: [2, 6]
- id: 72
idStr: WOODEN_PRESSURE_PLATE
name: Plate
aka: Wooden Floor Plate
mapcolor: [157, 128, 79]
tex: [4, 0]
type: PRESSURE_PLATE
- id: 73
idStr: REDSTONE_ORE
name: Redstone
mapcolor: [131, 107, 107]
tex: [3, 3]
- id: 74
idStr: GLOWING_REDSTONE_ORE
name: Redstone
aka: Glowing Redstone
mapcolor: [131, 107, 107]
tex: [3, 3]
- id: 75
idStr: REDSTONE_TORCH_OFF
name: Torch
aka: Redstone Torch (off)
mapcolor: [181, 140, 64]
tex: [3, 7]
type: TORCH
explored: true
- id: 76
idStr: REDSTONE_TORCH_ON
name: Torch
aka: Redstone Torch (on)
mapcolor: [255, 0, 0]
tex: [3, 6]
type: TORCH
explored: true
- id: 77
idStr: STONE_BUTTON
name: Button
mapcolor: [120, 120, 120]
tex: [1, 0]
type: BUTTON
- id: 78
idStr: SNOW
name: Snow
mapcolor: [255, 255, 255]
tex: [2, 4]
type: SNOW
- id: 79
idStr: ICE
name: Ice
mapcolor: [83, 113, 163]
tex: [3, 4]
type: WATER
- id: 80
idStr: SNOW_BLOCK
name: Snow
aka: Snow Block
mapcolor: [250, 250, 250]
tex: [2, 4]
- id: 81
idStr: CACTUS
name: Cactus
mapcolor: [25, 120, 25]
tex: [6, 4]
tex_direction:
TOP: [5, 4]
BOTTOM: [5, 4]
- id: 82
idStr: CLAY
name: Clay
mapcolor: [151, 157, 169]
tex: [8, 4]
- id: 83
idStr: SUGARCANE
name: Sugarcane
aka: Reeds, Papyrus
mapcolor: [100, 67, 50]
tex: [9, 4]
type: DECORATION_CROSS
- id: 84
idStr: JUKEBOX
name: Jukebox
mapcolor: [114, 88, 56]
tex: [10, 4]
tex_direction:
TOP: [11, 4]
- id: 85
idStr: FENCE
name: Fence
mapcolor: [157, 128, 79]
tex: [4, 0]
type: FENCE
- id: 86
idStr: PUMPKIN
name: Pumpkin
mapcolor: [227, 144, 29]
tex: [7, 7]
tex_direction:
FORWARD: [7, 7]
SIDES: [6, 7]
BACKWARD: [6, 7]
TOP: [6, 6]
BOTTOM: [6, 6]
tex_direction_data: {0: SOUTH, 1: WEST, 2: NORTH, 3: EAST}
- id: 87
idStr: NETHERRACK
name: Netherrack
mapcolor: [104, 8, 8]
tex: [7, 6]
- id: 88
idStr: SOUL_SAND
name: Soul Sand
aka: Slow Sand
mapcolor: [106, 82, 68]
tex: [8, 6]
- id: 89
idStr: GLOWSTONE
name: Glowstone
mapcolor: [249, 212, 156]
tex: [9, 6]
explored: true
- id: 90
idStr: PORTAL
name: Portal
mapcolor: [214, 127, 255]
type: PORTAL
- id: 91
idStr: JACK_O_LANTERN
name: Jack
aka: Jack O Lantern
mapcolor: [249, 255, 58]
explored: true
tex: [8, 7]
tex_direction:
FORWARD: [8, 7]
SIDES: [6, 7]
BACKWARD: [6, 7]
TOP: [6, 6]
BOTTOM: [6, 6]
tex_direction_data: {0: SOUTH, 1: WEST, 2: NORTH, 3: EAST}
- id: 92
idStr: CAKE
name: Cake
mapcolor: [234, 233, 235]
tex: [9, 7]
type: CAKE
tex_extra:
side_uncut: [10, 7]
side_cut: [11, 7]
bottom: [12, 7]
- id: 93
idStr: REDSTONE_REPEATER_OFF
name: Repeater (off)
mapcolor: [245, 50, 50]
tex: [3, 8]
type: PRESSURE_PLATE
- id: 94
idStr: REDSTONE_REPEATER_ON
name: Repeater (on)
mapcolor: [245, 50, 50]
tex: [3, 9]
type: PRESSURE_PLATE
- id: 96
idStr: TRAPDOOR
name: Trapdoor
mapcolor: [143, 107, 53]
tex: [4, 5]
type: TRAPDOOR
- id: 97
idStr: SILVERFISH
name: Silverfish
mapcolor: [120, 120, 120]
tex: [1, 0]
tex_data:
0: [1, 0] # Smooth Stone
1: [0, 1] # Cobblestone
2: [6, 3] # Stone Brick
- id: 98
idStr: STONE_BRICK
name: Stone Brick
mapcolor: [120, 120, 120]
tex: [6, 3]
tex_data:
0: [6, 3] # Regular
1: [4, 6] # Mossy
2: [5, 6] # Cracked
- id: 99
idStr: HUGE_BROWN_MUSHROOM
name: Mushroom
aka: Huge Brown Mushroom
mapcolor: [145, 109, 85]
tex: [14, 7]
type: HUGE_MUSHROOM
tex_extra:
stem: [13, 8]
pores: [14, 8]
- id: 100
idStr: HUGE_RED_MUSHROOM
name: Mushroom
aka: Huge Red Mushroom
mapcolor: [181, 29, 27]
tex: [13, 7]
type: HUGE_MUSHROOM
tex_extra:
stem: [13, 8]
pores: [14, 8]
- id: 101
idStr: IRON_BARS
name: Iron Bars
mapcolor: [77, 77, 78]
tex: [5, 5]
type: SOLID_PANE
- id: 102
idStr: GLASS_PANE
name: Glass Pane
mapcolor: [255, 255, 255]
tex: [1, 3]
type: SOLID_PANE
- id: 103
idStr: MELON
name: Melon
mapcolor: [190, 184, 41]
tex: [9, 8]
tex_direction:
FORWARD: [8, 8]
SIDES: [8, 8]
BACKWARD: [8, 8]
- id: 104
idStr: PUMPKIN_STEM
name: Pumpkin Stem
mapcolor: [227, 144, 29]
tex: [15, 6]
type: STEM
tex_extra:
curve: [15, 7]
- id: 105
idStr: MELON_STEM
name: Melon Stem
mapcolor: [190, 184, 41]
tex: [15, 6]
type: STEM
tex_extra:
curve: [15, 7]
- id: 106
idStr: VINE
name: Vine
mapcolor: [117, 176, 73]
tex: [15, 8]
type: VINE
- id: 107
idStr: FENCE_GATE
name: Gate
mapcolor: [157, 128, 79]
tex: [4, 0]
type: FENCE_GATE
- id: 108
idStr: BRICK_STAIRS
name: Stairs
aka: Brick Stairs
mapcolor: [170, 86, 62]
tex: [7, 0]
type: STAIRS
- id: 109
idStr: STONE_BRICK_STAIRS
name: Stairs
aka: Stone Brick Stairs
mapcolor: [120, 120, 120]
tex: [6, 3]
type: STAIRS
- id: 110
idStr: MYCELIUM
name: Mycelium
mapcolor: [140, 115, 119]
tex: [14, 4]
tex_direction:
BOTTOM: [2, 0]
SIDES: [13, 4]
FORWARD: [13, 4]
BACKWARD: [13, 4]
- id: 111
idStr: LILY_PAD
name: Lilypad
mapcolor: [117, 176, 73]
tex: [12, 4]
type: FLOOR
- id: 112
idStr: NETHER_BRICK
name: Nether Brick
mapcolor: [54, 24, 30]
tex: [0, 14]
- id: 113
idStr: NETHER_FENCE
name: Nether Fence
mapcolor: [54, 24, 30]
tex: [0, 14]
type: FENCE
- id: 114
idStr: NETHER_STAIRS
name: Stairs
aka: Nether Stairs
mapcolor: [54, 24, 30]
tex: [0, 14]
type: STAIRS
- id: 115
idStr: NETHER_WART
name: Nether Wart
mapcolor: [112, 8, 28]
tex: [4, 14]
type: DECORATION_GRID
tex_data:
0: [2, 14]
1: [3, 14]
2: [3, 14]
3: [4, 14]
- id: 116
idStr: ENCHANTMENT_TABLE
name: Table
aka: Enchantment Table
mapcolor: [88, 23, 22]
tex: [6, 10]
type: ENCHANTMENT_TABLE
tex_extra:
sides: [6, 11]
bottom: [7, 11]
- id: 117
idStr: BREWING_STAND
name: Brewing Stand
mapcolor: [189, 163, 82]
tex: [13, 9]
type: BREWING_STAND
tex_extra:
base: [12, 9]
- id: 118
idStr: CAULDRON
name: Cauldron
mapcolor: [79, 79, 79]
tex: [10, 9]
type: CAULDRON
tex_extra:
inside: [11, 8]
top: [10, 8]
- id: 119
idStr: END_PORTAL
name: End Portal
aka: Ender Portal
mapcolor: [0, 0, 0]
type: END_PORTAL
- id: 120
idStr: END_PORTAL_FRAME
name: Portal Frame
aka: Ender Portal Frame
mapcolor: [55, 142, 215]
tex: [14, 9]
type: END_PORTAL_FRAME
tex_extra:
sides: [15, 9]
bottom: [15, 10]
eye: [14, 10]
- id: 121
idStr: END_STONE
name: End Stone
aka: Ender Stone, White Stone
mapcolor: [235, 248, 182]
tex: [15, 10]
- id: 122
idStr: DRAGON_EGG
name: Dragon Egg
aka: Ender Dragon Egg
mapcolor: [45, 1, 51]
tex: [7, 10]
type: DRAGON_EGG
- id: 123
idStr: REDSTONE_LAMP_OFF
name: Redstone Lamp (off)
mapcolor: [156, 104, 54]
tex: [3, 13]
explored: true
- id: 124
idStr: REDSTONE_LAMP_ON
name: Redstone Lamp (on)
mapcolor: [208, 152, 70]
tex: [4, 13]
explored: true
...