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This feature is exclusive to Java Edition. 

Each level is its own folder. A level folder is often identified by having a level.dat file, along with other subfolders to store the maps and regions of the level.

Folders[]

Level folders will always contain the items in bold, and will sometimes contain the items in italics.

Relative Path Article Description
/level.dat (below) Stores global information about the level.
/level.dat_new Program writes new global information about the level and after that file is renamed to level.dat
/level.dat_mcr A backup of the level.dat file before conversion from MCRegion to Anvil.
/level.dat_old A backup of the previous level.dat file.
/session.lock (below) Used to give write access to the last program to modify this file.
/players/<player>.dat Player.dat format Stores the individual states of the players that have played on this level, for versions before 1.7.6.
/playerdata/<uuid>.dat Player.dat format Stores the individual states of the players that have played on this level, since 1.7.6.
/stats/<uuid>.json Statistics storage format Stores the statistics of the players that have played on this level, since 1.7.2.
/advancements/<uuid>.json TBD Stores the advancements and unlocked recipes of the players that have played on this level, since 17w13a.
/data/command_storage_<namespace>.dat Command storage format Stores information about the general purpose, key/value command storage, since 19w38a.
/data/idcounts.dat
/data/map_<#>.dat
Map item format Stores the map data for the craftable Map items.
/data/villages.dat
/data/villages_nether.dat
/data/villages_end.dat
villages.dat format Stores information about the Villages in the world. The "nether" and "end" files have been added in 1.8. Replaced by point of interest region files in 1.14.
/poi/

/DIM-1/poi/

/DIM1/poi/

(below) Villager identified beds, job sites, and bells in the world. Nether portals, bee nests, bee hives, and lodestones also use this.
/data/raids.dat
/DIM-1/data/raids_nether.dat
/DIM1/data/raids_end.dat
raids.dat format Stores information about the ongoing raids in the world.
/datapacks/ Data pack Stores the world's data packs.
/entities/ Contains entity files for the Overworld. These used to be part of region.
/DIM-1/entities/ Contains entity files for The Nether. These used to be part of region.
/DIM1/entities/ Contains entity files for The End. These used to be part of region.
/region/ Contains region files for the Overworld.
/DIM-1/region/ Contains region files for The Nether.
/DIM1/region/ Contains region files for The End.
/region/r.<#>.<#>.mca
/DIM-1/region/r.<#>.<#>.mca
/DIM1/region/r.<#>.<#>.mca

/poi/r.<#>.<#>.mca

/DIM-1/poi/r.<#>.<#>.mca

/DIM1/poi/r.<#>.<#>.mca

Anvil file format Individual region files.
/region/r.<#>.<#>.mcr
/DIM-1/r.<#>.<#>.mcr
/DIM1/r.<#>.<#>.mcr
Region file format Backups of the region files before conversion from MCRegion to Anvil.
/<#>/<#>/c.<#>.<#>.dat Alpha level format Backups of the chunk files before conversion from the Alpha level format to MCRegion.

level.dat format[]

The level.dat file contains global information about the world such as the time of day, the singleplayer player, the level generator used, and the seed. When a world is loaded, the current level.dat is backed up to level.dat_old. It is an NBT file with this structure:

  • The root tag.
    •  Data: This tag contains all the level data.
      •  allowCommands: 1 or 0 (true/false) - true if cheats are enabled.
      •  BorderCenterX: Center of the world border on the X coordinate. Defaults to 0.
      •  BorderCenterZ: Center of the world border on the Z coordinate. Defaults to 0.
      •  BorderDamagePerBlock: Defaults to 0.2.
      •  BorderSize: Width and length of the border of the border. Defaults to 60000000.
      •  BorderSafeZone: Defaults to 5.
      •  BorderSizeLerpTarget: Defaults to 60000000.
      •  BorderSizeLerpTime: Defaults to 0.
      •  BorderWarningBlocks: Defaults to 5.
      •  BorderWarningTime: Defaults to 15.
      •  clearWeatherTime: The number of ticks until "clear weather" has ended.
      •  CustomBossEvents: A collection of bossbars.
        •  ID: The ID of a bossbar (e.g. custom:boss)
          •  Players: A list of players that may see this boss bar.
          •  Color: ID of the color of the bossbar. Also sets the color of the display text of the bossbar, provided that the display text does not explicitly define a color for itself. See color codes for accepted values.
          •  CreateWorldFog: 1 or 0 (true/false) - If the bossbar should create fog.
          •  DarkenScreen: 1 or 0 (true/false) - If the bossbar should darken the sky.
          •  Max: The maximum health of the bossbar.
          •  Value: The current health of the bossbar.
          •  Name: The display name of the bossbar as a JSON text component.
          •  Overlay: The ID of the overlay to be shown over the health bar. Accepted values are: progress, notched_6, notched_10, notched_12, and notched_20.
          •  PlayBossMusic: 1 or 0 (true/false) - If the bossbar should initiate boss music.
          •  Visible: 1 or 0 (true/false) - If the bossbar should be visible to the listed players.
      •  DataPacks: Options for datapacks.
        •  Disabled: List of disabled datapacks.
          • : A single datapack.
        •  Enabled: List of enabled datapacks. By default, this is populated with a single string "vanilla".
          • : A single datapack.
      •  DataVersion: An integer displaying the data version.
      •  DayTime: The time of day. 0 is sunrise, 6000 is mid day, 12000 is sunset, 18000 is mid night, 24000 is the next day's 0. This value keeps counting past 24000 and does not reset to 0.
      •  Difficulty: The current difficulty setting. 0 is Peaceful, 1 is Easy, 2 is Normal, and 3 is Hard. Defaults to 2.
      •  DifficultyLocked: 1 or 0 (true/false) - True if the difficulty has been locked. Defaults to 0.
      •  DimensionData: This tag contains level data specific to certain dimensions.
        •  1: Data for The End
          •  DragonFight: Data for the ender dragon fight. Only appears after the end is entered.
            •  ExitPortalLocation: Location of the End's exit portal that the ender dragon flies to upon its death
              •  X: The X coordinate of the portal.
              •  Y: The Y coordinate of the portal.
              •  Z: The Z coordinate of the portal.
            •  Gateways: Contains a list of locations of the End gateway portals that haven't been spawned.
              • : The angle of a future gateway, from 0 to 19. 0 is east of the exit portal, and numbers increase clockwise.
            •  DragonKilled: 1 or 0 (true/false) - If the dragon is currently alive.
            •  DragonUUIDLeast: The least significant bits of the current Ender Dragon's Universally Unique IDentifier. This is joined with DragonUUIDMost to form the dragon's unique ID.
            •  DragonUUIDMost: The most significant bits of the current Ender Dragon's Universally Unique IDentifier. This is joined with DragonUUIDLeast to form the dragon's unique ID.
            •  PreviouslyKilled: 1 or 0 (true/false) - If the ender dragon has ever been defeated. Used to determine EXP given by dragon
      •  GameRules: The gamerules used in the world.
        •  Rule name: The value for the given rule. This is always an NBT string, which is either true or false for the majority of rules (with it being a number for some other rules, and any arbitrary string for a user-defined rule)
      •  WorldGenSettings: Used in 1.16, the generation settings for each dimension.
        •  bonus_chest: 1 or 0 (true/false) - Used to determine if the bonus chest should appear near the spawn point when a world is first entered. Only available in single player.
        •  seed: the numerical seed of the world
        •  generate_features: 1 or 0 (true/false) - Whether structures should be generated or not
        •  dimensions: Contains all the dimensions.
      •  GameType: The default game mode for the singleplayer player when they initially spawn. 0 is Survival, 1 is Creative, 2 is Adventure, 3 is Spectator. Note: Singleplayer worlds do not use this field to save which game mode the player is currently in.
      •  generatorName: Used in 1.15 and below. The name of the generator; default, flat, largeBiomes, amplified, buffet, debug_all_block_states or default_1_1. Not case sensitive, but always written in the case here. The last one can only exist if the file was edited. It is a variation of the default generation. It can also be customized if it is a customized world from before 1.13. In this case the world will become default if opened using 1.13 or newer.
      •  generatorOptions: Used in 1.15 and below. Used in buffet, superflat, and old customized worlds. Format below.
      •  generatorVersion: Used in 1.15 and below. The version of the level generator. The effects of changing this are unknown, but values other than 0 have been observed.
      •  hardcore: 1 or 0 (true/false) - true if the player will respawn in Spectator on death in singleplayer. Affects all three game modes.
      •  initialized: 1 or 0 (true/false) - Normally true after a world has been initialized properly after creation. If the initial simulation was canceled somehow, this can be false and the world will be re-initialized on next load.
      •  LastPlayed: The Unix time in milliseconds when the level was last loaded.
      •  LevelName: The name of the level.
      •  MapFeatures: 1 or 0 (true/false) - true if the map generator should place structures such as villages, strongholds, and mineshafts. Defaults to 1. Always 1 if the world type is Customized.
      •  Player: The state of the Singleplayer player. This overrides the <player>.dat file with the same name as the Singleplayer player. This is only saved by Servers if it already exists, otherwise it is not saved for server worlds. See Player.dat Format.
      •  raining: 1 or 0 (true/false) - true if the level is currently experiencing rain, snow, and cloud cover.
      •  rainTime: The number of ticks before "raining" is toggled and this value gets set to another random value.
      •  RandomSeed: The random level seed used to generate consistent terrain.
      •  SizeOnDisk: The estimated size in bytes of the level. Currently not modified or used by Minecraft, but was previously.
      •  SpawnX: The X coordinate of the world spawn.
      •  SpawnY: The Y coordinate of the world spawn.
      •  SpawnZ: The Z coordinate of the world spawn.
      •  thundering: 1 or 0 (true/false) - If "raining" is true : true if the rain/snow/cloud cover is a lightning storm and dark enough for mobs to spawn under the sky. If "raining" is false, this has no effect.
      •  thunderTime: The number of ticks before "thundering" is toggled and this value gets set to another random value.
      •  Time: The number of ticks since the start of the level.
      •  version: The NBT version of the level, with 1.14.4 being 19133.
      •  Version: Information about the Minecraft version the world was saved in.
        •  Id: An integer displaying the data version.
        •  Name: The version name as a string, e.g. "15w32b".
        •  Series: Developing series. In 1.18 experimental snapshots, it was set to "ccpreview". In others, set to "main".
        •  Snapshot: 1 or 0 (true/false) – Whether the version is a snapshot or not.
      •  WanderingTraderId: The UUID of the current wandering trader in the world saved as four ints.
      •  WanderingTraderSpawnChance: The current chance of the wandering trader spawning next attempt; this value is the percentage and will be divided by 10 when loaded by the game, for example a value of 50 means 5.0% chance.
      •  WanderingTraderSpawnDelay: The amount of ticks until another wandering trader is attempted to spawn
      •  WasModded: 1 or 0 (true/false) - true if the world was opened in a modified version.

generatorOptions tag format[]

The  generatorOptions tag format varies depending on the generator name. It only affects the Overworld dimension. This applies to 1.15 and below.

This is the format for the Buffet world type:

  •  generatorOptions:
    •  biome_source:
      •  options: Ignored if the biome source ID is minecraft:vanilla_layered.
        •  biomes:
          • : A biome ID. If this or the biome source ID is omitted or invalid, the code assumes minecraft:ocean.
        •  size: The size of the biomes. Only used when the biome source ID is minecraft:checkerboard. The biome squares will have sides of 2<size> (which can be < 1) chunks. If no value is entered, the code assumes 2.
      •  type: An applicable biome source ID. It determines how the biomes are distributed. Cannot be selected in-game and defaults to minecraft:fixed for unmodified worlds.
    •  chunk_generator:
      •  options:
        •  default_block: A block ID, by default minecraft:stone.
        •  default_fluid: A fluid ID, by default minecraft:water.
      •  type: An applicable chunk generator ID. It determines the overall structure of the dimension. If this is omitted or invalid, the code assumes minecraft:surface.

This is the format for the Superflat world type:

  •  generatorOptions:
    •  structures:
      •  <structure name>: An empty compound named as the structure, for example decoration. If parameters are set, for example village(distance=9 size=1), then the compound contains this information.
        •  <parameter name>: The parameter value is a number represented by a string.
    •  layers:
      • : A layer.
        •  block: The block ID.
        •  height: The height of the layer, used in worlds created before 1.13-pre5.
        •  height: The height of the layer, used in worlds created since 1.13-pre5, if it's < 128 blocks.
        •  height: The height of the layer, used in worlds created since 1.13-pre5, if it's >= 128 blocks.
    •  biome: The biome ID.
    •  flat_world_options: The unescaped "generator-settings" string. Only created if the world was generated through a server. Until snapshot 20w11a, it is not parsed by the game due to MC-134900, thus the above compounds won't be created, making "generator-settings" ineffective.

This is the format for the Old Customized world type that existed before 18w06a:

  •  generatorOptions: Controls options for the world generator. Used only if the world type is Superflat or Customized. The format for Superflat is a comma separated list of block IDs from the bottom of the map up, and each block ID may optionally be preceded by the number of layers and an "*" ("x" before 1.8). Damage values are not supported.[1] See detailed format for Superflat world type: before 1.8 and in 1.8-1.12. Refer also to Superflat#History that shows how the format has been changing over time. The format for Customized world type is an extremely long String which consists of name:value pairs resembling JSON (as shown in Old_Customized#Presets).

session.lock format[]

This file contains a single character ☃ (\u2603) encoded (E2 98 83) in UTF8.

The process goes something like this:

  1. Program opens session.lock
  2. Program writes a single character ☃ to session.lock
  3. Program tries to lock session.lock
  4. If the lock on session.lock fails, program aborts and gives up its lock on the level.

Minecraft can sometimes try to hold the lock on a level even after the player has started playing a different level, and this can cause strange behavior. It is recommended to ensure that Minecraft is closed before trying to acquire a lock on a level.

poi format[]

Files in poi folder use similar structure to region Anvil files (hence the mca extension), but the NBT content is different.

  • The root tag.
    •  Data: This tag contains all the level data.
      •  Sections: Keys are stringified chunk section's Y coordinate (can be negative, a section at Y=2 starts at block Y=32).
        •  <number>:
          •  Valid: True (1) when created by the game, however, if the decoding of POI NBT (from the region file) data fails, and the game then save the region file again, it might save false (0). This key is internally set to true when the POI section is refreshed, and a refresh always happens when the chunk section (with terrain data) at the same coordinates is decoded. To sum up, it is very unlikely to get false.
          •  Records: May be empty.
            • : Single record.
              •  pos: 3-element array encoding X, Y and Z
              •  free_tickets: Indicates how many "tickets" are available for villagers to claim. A value of zero indicates that this poi is not available for any villager to claim. Internally Minecraft specifies a max tickets for each poi type. This is the maximum number of villagers which can "take a ticket" (aka be using that poi type at the same time; aka max number of villagers which can claim that poi and store it in their "brain"). As of 1.17 all villager eligible poi type's have a ticket limit of one (1), with the single exception being minecraft:meeting, (block minecraft:bell) which has a limit of 32. Poi entries which are not for villager interaction such as beehives, nether portals, lighting rods, etc., have a max ticket count of zero (0) and therefore will always have a free_tickets of zero as well.
              •  type: Type of the point, for example: minecraft:home, minecraft:meeting, minecraft:butcher, minecraft:armorer, etc.
    •  DataVersion: An integer displaying the data version.

History[]

Java Edition
1.16
{{Extension DPL}}<ul><li>[[Orange Dye|Orange Dye]]<br/>{{Item
|image = Orange_Dye_JE2_BE2.png
|renewable = Yes
|stackable = Yes (64)
}}
'''Orange dye''' is a [[Dye#Quasi-Primary|quasi-primary dye]] crafted from [[Flower|orange tulips]], or by combining one [[red dye]] with one [[yellow dye]].

== Obtaining ==

=== Crafting ===

{{Crafting
  |head = 1
  |showname = 0
  |Orange Tulip; Torchflower
  |Output=Orange Dye
  |type=Material
}}
{{Crafting
  |Red Dye
  |Yellow Dye
  |Output = Orange Dye,2
  |type = Material
  |foot = 1
}}

=== Loot chest ===
{{#invoke:LootChest|base3|orange-dye}}

=== Trading ===
[[Wandering trader|Wandering traders]] sell 3 orange dye for an [[emerald]].

== Usage ==
{{dye usage}}

=== Crafting ingredient ===
{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}

=== Loom ingredient ===
{{Banner loom usage|Orange Dye}}

=== Trading ===

Apprentice-level shepherd [[villager]]s have a 20% chance to buy 12 orange dye for an [[emerald]] as part of their trades.{{only|bedrock}}

Journeyman-level shepherd [[villager]]s have a {{frac|1|3}} chance to buy 12 orange dye for an [[emerald]].{{only|java}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Orange Dye
|spritetype=item
|nameid=orange_dye
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Orange Dye
|spritetype=item
|nameid=orange_dye
|aliasid=dye / 14
|id=409
|form=item
|translationkey=item.dye.orange.name
|foot=1}}

== Video ==

<div style="text-align:center">{{yt|25t7uNMOFS8}}</div>

== History == 

{{History|java beta}}
{{History||1.2|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye.}}
{{History|java}}
{{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
{{History||1.4.6|snap=12w49a|Orange dye can now be crafted with [[gunpowder]] to create a [[firework star]].}} 
{{History||1.6.1|snap=13w19a|[[Stained clay]] can now be [[crafting|crafted]].}}
{{History||1.7.2|snap=13w36a|With the addition of the new [[flower]]s, many secondary and tertiary [[dye]]s are now primary dyes.}}
{{History|||snap=13w41a|[[Stained glass]] can now be crafted.}}
{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
{{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
{{History||1.12|snap=17w15a|Added the ability to dye [[bed]]s.}}
{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID has now been split up into their own IDs.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
{{History||1.14|snap=18w43a|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}
{{History|||snap=18w44a|Orange dye can now change the text color on [[sign]]s to orange.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sells orange dye.}}
{{History|||snap=19w11a|Orange dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|Orange dye can now be used to craft [[orange candle]]s.}}
{{History|||snap=21w19a|Orange dye can no longer be used to craft orange candles.}}
{{History|||snap=Pre-release 1|Orange dye can now once again be used to craft orange candles.}}
{{History||1.20 (Experimental)|link=1.19.3|snap=22w42a|Orange dye can now change the text color on [[hanging sign]]s to orange.}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[Torchflower]]s can now be crafted into orange dye.}}
{{History||1.20|snap=23w12a|Orange dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|Orange dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for suspicious gravel within [[trail ruins]], orange dye is now common loot.}}

{{History|pocket alpha}}
{{History||v0.3.0|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye. It is currently unobtainable and serves no purpose.}}
{{History||v0.4.0|Orange dye is now [[craft]]able with rose red and dandelion yellow.
|Orange dye can now be used to craft orange [[wool]].}}
{{History||v0.8.0|snap=build 1|Orange dye is now used to craft [[cocoa bean]]s (version exclusive).}}
{{History||v0.14.0|snap=build 1|Orange dye can now be used to dye [[water]] in [[cauldron]]s.}}
{{History||unknown|The above recipe for orange dye has now been removed.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Orange dye can now be used to dye [[shulker]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Orange dye can now be used to craft [[concrete powder]] and colored [[bed]]s.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Orange dye can now be used to craft [[firework star]]s, [[stained glass]], and patterns on [[banner]]s.}}
{{History||1.4.0|snap=beta 1.2.20.1|Orange dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
{{History||1.8.0|snap=beta 1.8.0.8|Orange dye can now be used to dye [[cat]] collars.}}
{{History||1.10.0|snap=beta 1.10.0.3|Orange dye is now [[trading|sold]] by [[wandering trader]]s.
|Orange dye can now be used to dye white [[carpet]]s.
|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Orange dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of orange dye has been changed from <code>dye/14</code> to <code>orange_dye</code>.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye.}}
{{History|ps4}}
{{History||1.90|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Orange_Dye_JE2_BE2.png|32px]] Added orange dye.}}
{{History|foot}}

== Issues ==

{{issue list}}

== References ==
{{Reflist}}

{{Items}}

[[cs:Oranžové barvivo]]
[[de:Oranger Farbstoff]]
[[es:Tinte naranja]]
[[fr:Teinture orange]]
[[hu:Narancssárga festék]]
[[ja:橙色の染料]]
[[ko:주황색 염료]]
[[nl:Oranje kleurstof]]
[[pl:Pomarańczowy barwnik]]
[[pt:Corante laranja]]
[[ru:Оранжевый краситель]]
[[zh:橙色染料]]

[[Category:Items]]
[[Category:Dyes]]
[[Category:Renewable resources]]</li><li>[[Trial Key|Trial Key]]<br/>{{Item|
|image=Trial Key .webp
|renewable=Yes
|stackable=Yes (64)
}}
{{Stub}}
{{in dev|java|bedrock|1.21|1.21.0}}

A '''Trial Key''' is an item found in [[Trial Chambers]].

Its functionality remained a mystery for a pretty good time, but on the Minecraft Monthly of January 2024, it has been revealed to open vaults, which once opened will drop an item. It's still unknown what will the loot be, but was seen dispensing the following:
Enchanted iron helmet, enchanted iron leggings, enchanted crossbow, enchanted diamond chestplate, iron, gold and diamond horse armour, enchanted golden apple, saddle, enchanted diamond axe, enchanted iron pickaxe and enchanted iron Shovel. 

The trial key can currently be obtained from trial spawners (50%), or from pots and chests (8%).

[[Category:Items]]

[[ja:Trial Key]]
[[lzh:煉管]]</li></ul>
20w14a Timestamps are no longer written to the session.lock file.
pre1 A single character ☃(E2 98 83) is now written to the session.lock file.

See also[]

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