--- # # 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) # 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_data_bits: How many bits of our data field are used to define # the texture. This is useful when half the data field is used # for texture, and the other half for other things (such as for # Saplings, Leaves, and Half-steps) # # 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 tex_data_bits: 2 - 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 tex_data_bits: 2 - 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 type: HALFHEIGHT tex_data_bits: 3 - 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 3: [5, 13] # Circular - 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 ...