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	<title>Indev level file format - Revision history</title>
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		<title>imported&gt;Sanky: Resurrection!</title>
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		<updated>2010-12-24T13:21:51Z</updated>

		<summary type="html">&lt;p&gt;Resurrection!&lt;/p&gt;
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&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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		<title>imported&gt;Sanky: Resurrection!</title>
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&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:21, 24 December 2010&lt;/td&gt;
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		<summary type="html">&lt;p&gt;Resurrection!&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:21, 24 December 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
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		<updated>2010-12-24T13:21:51Z</updated>

		<summary type="html">&lt;p&gt;Resurrection!&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This is a resurrection of the original page at [http://www.minecraft.net/docs/levelformat.jsp http://www.minecraft.net/docs/levelformat.jsp].&lt;br /&gt;
&lt;br /&gt;
==Level File Format==&lt;br /&gt;
Minecraft levels uses a custom tagged binary format I&amp;#039;ve chosen to call Named Binary Tag (or NBT for short).&amp;lt;br&amp;gt;&lt;br /&gt;
To be able to load and save Minecraft levels in a future proof way, please implement support for NBT.&amp;lt;br&amp;gt;&lt;br /&gt;
You can read the specification [[NBT|here]] (includes an example of how to parse the format).&lt;br /&gt;
&lt;br /&gt;
Minecraft level files have the file extension &amp;lt;tt&amp;gt;mclevel&amp;lt;/tt&amp;gt;, and Internet media type (&amp;quot;MIME type&amp;quot;) &amp;lt;tt&amp;gt;application/x-minecraft-level&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s the layout of a minecraft level NBT file:&amp;lt;br&amp;gt;&lt;br /&gt;
([http://www.minecraft.net/docs/test.mclevel Download sample file]) &amp;#039;&amp;#039;(dead)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TAG_Compound &amp;quot;MinecraftLevel&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
   TAG_Compound &amp;quot;Environment&amp;quot; &lt;br /&gt;
   {&lt;br /&gt;
      TAG_Short &amp;quot;SurroundingGroundHeight&amp;quot;// Height of surrounding ground (in blocks)&lt;br /&gt;
      TAG_Byte &amp;quot;SurroundingGroundType&amp;quot;   // Block ID of surrounding ground&lt;br /&gt;
      TAG_Short &amp;quot;SurroundingWaterHeight&amp;quot; // Height of surrounding water (in blocks)&lt;br /&gt;
      TAG_Byte &amp;quot;SurroundingWaterType&amp;quot;    // Block ID of surrounding water&lt;br /&gt;
      TAG_Short &amp;quot;CloudHeight&amp;quot;            // Height of the cloud layer (in blocks)&lt;br /&gt;
      TAG_Int &amp;quot;CloudColor&amp;quot;               // Hexadecimal value for the color of the clouds&lt;br /&gt;
      TAG_Int &amp;quot;SkyColor&amp;quot;                 // Hexadecimal value for the color of the sky&lt;br /&gt;
      TAG_Int &amp;quot;FogColor&amp;quot;                 // Hexadecimal value for the color of the fog&lt;br /&gt;
      TAG_Byte &amp;quot;SkyBrightness&amp;quot;           // The brightness of the sky, from 0 to 100&lt;br /&gt;
   }&lt;br /&gt;
   &lt;br /&gt;
   TAG_List &amp;quot;Entities&amp;quot;&lt;br /&gt;
   {&lt;br /&gt;
      TAG_Compound&lt;br /&gt;
      {&lt;br /&gt;
         // One of these per entity on the map.&lt;br /&gt;
         // These can change a lot, and are undocumented.&lt;br /&gt;
         // Feel free to play around with them, though.&lt;br /&gt;
         // The most interesting one might be the one with ID &amp;quot;LocalPlayer&amp;quot;, which contains the player inventory&lt;br /&gt;
      }&lt;br /&gt;
   }&lt;br /&gt;
   &lt;br /&gt;
   TAG_Compound &amp;quot;Map&amp;quot;&lt;br /&gt;
   {&lt;br /&gt;
      // To access a specific block from either byte array, use the following algorithm:&lt;br /&gt;
      // Index = x + (y * Depth + z) * Width&lt;br /&gt;
&lt;br /&gt;
      TAG_Short &amp;quot;Width&amp;quot;                  // Width of the level (along X) &lt;br /&gt;
      TAG_Short &amp;quot;Height&amp;quot;                 // Height of the level (along Y) &lt;br /&gt;
      TAG_Short &amp;quot;Length&amp;quot;                 // Length of the level (along Z) &lt;br /&gt;
      TAG_Byte_Array &amp;quot;Blocks&amp;quot;             // An array of Length*Height*Width bytes specifying the block types&lt;br /&gt;
      TAG_Byte_Array &amp;quot;Data&amp;quot;              // An array of Length*Height*Width bytes with data for each blocks&lt;br /&gt;
      &lt;br /&gt;
      TAG_List &amp;quot;Spawn&amp;quot;                   // Default spawn position&lt;br /&gt;
      {&lt;br /&gt;
         TAG_Short x  // These values are multiplied by 32 before being saved&lt;br /&gt;
         TAG_Short y  // That means that the actual values are x/32.0, y/32.0, z/32.0&lt;br /&gt;
         TAG_Short z&lt;br /&gt;
      }&lt;br /&gt;
   }&lt;br /&gt;
   &lt;br /&gt;
   TAG_Compound &amp;quot;About&amp;quot;&lt;br /&gt;
   {&lt;br /&gt;
      TAG_String &amp;quot;Name&amp;quot;                  // Level name&lt;br /&gt;
      TAG_String &amp;quot;Author&amp;quot;                // Name of the player who made the level&lt;br /&gt;
      TAG_Long &amp;quot;CreatedOn&amp;quot;               // Timestamp when the level was first created&lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And here are the currently implemented block ids:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
0: Air&lt;br /&gt;
1: Rock&lt;br /&gt;
2: Grass&lt;br /&gt;
3: Dirt&lt;br /&gt;
4: Cobblestone&lt;br /&gt;
5: Wood&lt;br /&gt;
6: Sapling&lt;br /&gt;
7: Adminium&lt;br /&gt;
8: Water&lt;br /&gt;
9: Stationary water&lt;br /&gt;
10: Lava&lt;br /&gt;
11: Stationary lava&lt;br /&gt;
12: Sand&lt;br /&gt;
13: Gravel&lt;br /&gt;
14: Gold ore&lt;br /&gt;
15: Iron ore&lt;br /&gt;
16: Coal ore&lt;br /&gt;
17: Tree trunk&lt;br /&gt;
18: Leaves&lt;br /&gt;
19: Sponge&lt;br /&gt;
20: Glass&lt;br /&gt;
21 through 36: Cloth tiles of various colors&lt;br /&gt;
37: Flower&lt;br /&gt;
38: Rose&lt;br /&gt;
39: Red mushroom&lt;br /&gt;
40: Brown mushroom&lt;br /&gt;
41: Gold&lt;br /&gt;
42: Iron (honestly!)&lt;br /&gt;
43: Double stone slab&lt;br /&gt;
44: Single stone slab&lt;br /&gt;
45: Red brick tile&lt;br /&gt;
46: TNT&lt;br /&gt;
47: Bookshelf&lt;br /&gt;
48: Moss covered cobblestone&lt;br /&gt;
49: Obsidian&lt;br /&gt;
50: Torch&lt;br /&gt;
51: Fire&lt;br /&gt;
52: Infinite water source&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Minecraft Classic]]&lt;/div&gt;</summary>
		<author><name>imported&gt;Sanky</name></author>
	</entry>
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