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VOOZH | about |
These data values refer to the different types of blocks and items on Java Edition before the flattening in Java Edition 1.13. They are used in many places in Minecraft. Block IDs are used to define blocks placed in the world and inventory items (including items in chests and items dropped in the world). Item IDs are only valid for items. There are also Entity IDs for entities such as mobs and projectiles. Block data further defines blocks placed, describing for example the height of water or the direction a torch points.
| I | Has a different ID as an inventory item. |
| D | Use the item's Damage field to define its durability. |
| S | Requires additional data from the saved game's Data array to fully define the block. |
| B | Requires additional data in the item's Damage field to fully define the inventory item. |
| N | Requires additional data in the item's NBT data to fully define the inventory item. |
| E | Requires a block entity to store additional data. |
| Red | Cannot be legitimately obtained. Only available using the /give command or via inventory editors.
|
| Light Blue | Cannot be obtained as an item. (Can only be placed using block-placement commands such as /setblock or /fill.)
|
| Blue | Available in the Creative mode inventory by item list. |
| Purple | Available in Creative mode by block picking. |
| Teal | Can be obtained by trading with villagers or in the Creative mode inventory. |
| Green | Only available by having Enchanted tools or in the Creative mode inventory. |
| Lime Green | Only available by having Enchanted tools or via use of /give or inventory editors, but unobtainable in the Creative mode inventory.
|
| Gray | Unused data. |
Horse entities have variant fields that determine the markings on the horse. Below is a list of Variant values that determine the variant of horses.
| White | Creamy | Chestnut | Brown | Black | Gray | Dark Brown | |
|---|---|---|---|---|---|---|---|
| None | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
| White | 256 | 257 | 258 | 259 | 260 | 261 | 262 |
| White Field | 512 | 513 | 514 | 515 | 516 | 517 | 518 |
| White Dots | 768 | 769 | 770 | 771 | 772 | 773 | 774 |
| Black Dots | 1024 | 1025 | 1026 | 1027 | 1028 | 1029 | 1030 |
Variant names taken from the names of the texture file they correspond to.
Summoning a horse entity without specifying the Variant value, or using a Variant value that is not a true ID (all true IDs are displayed on the chart above), will result in a white horse.
Each type of biome has its own biome id, shown in the following table. Main biomes have a numeric ID from 0 to 127, while biome variations normally have a numeric ID of 128 + <original biome number>. Extreme Hills Edge and Frozen Ocean biomes did not generate anymore.
Used in commands such as /enchant, /give and /replaceitem.
| Enchantment | Resource location | ID |
|---|---|---|
| Protection | protection |
0 |
| Fire Protection | fire_protection |
1 |
| Feather Falling | feather_falling |
2 |
| Blast Protection | blast_protection |
3 |
| Projectile Protection | projectile_protection |
4 |
| Respiration | respiration |
5 |
| Aqua Affinity | aqua_affinity |
6 |
| Thorns | thorns |
7 |
| Depth Strider | depth_strider |
8 |
| Frost Walker | frost_walker |
9 |
| Curse of Binding | binding_curse |
10 |
| Sharpness | sharpness |
16 |
| Smite | smite |
17 |
| Bane of Arthropods | bane_of_arthropods |
18 |
| Knockback | knockback |
19 |
| Fire Aspect | fire_aspect |
20 |
| Looting | looting |
21 |
| Sweeping Edge | sweeping |
22 |
| Efficiency | efficiency |
32 |
| Silk Touch | silk_touch |
33 |
| Unbreaking | unbreaking |
34 |
| Fortune | fortune |
35 |
| Power | power |
48 |
| Punch | punch |
49 |
| Flame | flame |
50 |
| Infinity | infinity |
51 |
| Luck of the Sea | luck_of_the_sea |
61 |
| Lure | lure |
62 |
| Mending | mending |
70 |
| Curse of Vanishing | vanishing_curse |
71 |
Used in /effect command.
variant and axis for log (block 17)Up to 4 bits of special data are used for certain block and item types. Blocks that need more than 4 bits of data beyond the block ID use a block entity or are split into two blocks. Storage differs according to level format.
| Block | dec | hex | Use |
|---|---|---|---|
| Wood | 0-15 | 0-F | Wood Texture/Rotation |
| Fire | 0-15 | 0-F | Age in ticks (1/20th of a second) |
| Leaves | 0-15 | 0-F | Leaves texture, decay counter |
| Jukebox | 0-1 | 0-1 | Disc in jukebox or not |
| Saplings | 0-15 | 0-F | Age / Tree Type |
| Cactus | 0-15 | 0-F | Age |
| Sugar Cane | 0-15 | 0-F | Age |
| Water and Lava | 0-15 | 0-F | Fluid level |
| Sand | 0-1 | 0-1 | Color of sand |
| Soil/Farmland | 0-8 | 0-8 | Wetness |
| Crops | 0-7 | 0-7 | Crop size |
| Nether Wart | 0-3 | 0-3 | Nether Wart Size |
| Pumpkin and melon stem | 0-7 | 0-7 | Growth stage |
| Wool, Stained Clay, Stained Glass and Carpet | 0-15 | 0-F | Color |
| Dyes | 0-15 | 0-F | Dye Color |
| Fish | 0-3 | 0-3 | Type of fish |
| Command block | 0-1 | 0-1 | Commands |
| Torches and Redstone Torches | 0-5 | 0-5 | Torch orientation |
| Rails (reg, powered, detect) | 0-9 | 0-9 | Rail slope, orientation, power |
| Stairs | 0-7 | 0-7 | Stair orientation |
| Levers | 0-15 | 0-F | Lever orientation and thrown state |
| Door | 0-15 | 0-F | Hinge corner position and swing state |
| Buttons | 0-15 | 0-F | Button orientation, whether it's pressed |
| Sign Posts | 0-15 | 0-F | Sign orientation |
| Ladders, Wall Signs, Furnaces, Chests | 2-5 | 2-5 | Orientation |
| Dispensers, Droppers, and Hoppers | 0-15 | 0-F | Orientation |
| Pumpkins and Jack-O-Lanterns | 0-3 | 0-3 | Pumpkin orientation |
| Pressure Plates | 0-1 | 0-1 | Whether it's pressed |
| Coal | 0-1 | 0-1 | Type of coal (mined coal or charcoal) |
| Tools and Armor | varies | Damage level | |
| Slabs | 0-15 | 0-F | Type of slab |
| Snow | 0-7 | 0-7 | Block height |
| Cake | 0-5 | 0-5 | Pieces eaten |
| Bed | 0-15 | 0-F | Orientation, whether it's occupied |
| Redstone Comparator | 0-15 | 0-F | Orientation, mode and power |
| Redstone Repeater | 0-15 | 0-F | Orientation and delay |
| Redstone Wire | 0-15 | 0-F | Power level |
| Daylight sensor | 0-15 | 0-F | Power level |
| Grass | 0-2 | 0-2 | Appearance (grass, fern, shrub) |
| Flowers | 0-8 | 0-8 | Type of flower |
| Double Plants | 0-5, 8-13 | 0-5, 8-D | Type of plant |
| Trapdoors | 0-7 | 0-7 | Orientation and "swung" state |
| Piston | 0-5, 8-13 | 0-5, 8-D | Orientation and "extended" state |
| Piston Extension | 0-5, 8-13 | 0-5, 8-D | Orientation and "sticky" state |
| Stone Brick | 0-3 | 0-3 | Stronghold texture |
| Huge brown and red mushroom | 0-10 | 0-A | Texture |
| Vines | 0-15 | 0-F | Attached Surface |
| Fence Gates | 0-7 | 0-7 | Open/Closed, and direction |
| Potions | 0-65535 | 0-FFFF | Potion Type |
| Brewing Stand | 0-7 | 0-7 | Slots used |
| Cauldron | 0-3 | 0-3 | Amount of water |
| Nether Portal | 1-2 | 1-2 | Orientation |
| End Portal Frame | 0-7 | 0-7 | Orientation, broken/fixed state |
| Cobblestone Wall | 0-1 | 0-1 | Cobblestone or Moss Stone |
| Flower Pot | 0-11 | 0-B | Plant inside flower pot |
| Heads | 0-4 | 0-4 | Type of head |
| Anvil | 0-2 | 0-2 | Damage value |
| Golden Apple | 0-1 | 0-1 | Type of Golden Apple (regular or enchanted) |
| Wood Planks | 0-5 | 0-5 | Wood Planks texture |
| Block of Quartz | 0-4 | 0-4 | Block of Quartz texture/rotation |
| DV | Description | |
|---|---|---|
| 👁 BlockSprite oak-planks.png: Sprite image for oak-planks in Minecraft |
0 | Oak Wood Planks |
| 👁 BlockSprite spruce-planks.png: Sprite image for spruce-planks in Minecraft |
1 | Spruce Wood Planks |
| 👁 BlockSprite birch-planks.png: Sprite image for birch-planks in Minecraft |
2 | Birch Wood Planks |
| 👁 BlockSprite jungle-planks.png: Sprite image for jungle-planks in Minecraft |
3 | Jungle Wood Planks |
| 👁 BlockSprite acacia-planks.png: Sprite image for acacia-planks in Minecraft |
4 | Acacia Wood Planks |
| 👁 BlockSprite dark-oak-planks.png: Sprite image for dark-oak-planks in Minecraft |
5 | Dark Oak Wood Planks |
The data value is split in half. The bottom three bits determine the type of sapling (and thus the eventual tree type), according to the following table:
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value of 0 to 5 specifying the type of sapling:
|
| 0x8 | Set if sapling is ready to grow into a tree. |
The 0x8 bit functions as the counter. The counter is cleared when a sapling is dropped as an item.
If bit 0x8 is set, this liquid is "falling" and only spreads downward. At this level, the lower bits are essentially ignored, since this block is then at its highest fluid level.
The lower three bits are the fluid block's level. 0x0 is the highest fluid level (not necessarily filling the block - this depends on the neighboring fluid blocks above each upper corner of the block). Data values increase as the fluid level of the block drops: 0x1 is next highest, 0x2 lower, on through 0x7, the lowest fluid level. Along a line on a flat plane, water drops one level per meter from the source, lava drops one in the nether and two everywhere else.
The stationary versions of each fluid are "stable" and currently not being checked by the engine for further level changes. Oddly the in-code names for stationary water and lava are "water" and "lava" and the regular versions are "flowing_water" and "flowing_lava".
| DV | Description | |
|---|---|---|
| 👁 BlockSprite sand.png: Sprite image for sand in Minecraft |
0 | Sand |
| 👁 BlockSprite red-sand.png: Sprite image for red-sand in Minecraft |
1 | Red sand |
Block 17
| Bits | Values |
|---|---|
| 0x1 0x2 |
A two-bit field storing a value of 0 to 3 specifying the type of wood:
|
| 0x4 0x8 |
A two-bit field storing a value of 0 to 3 specifying the orientation of the wood:
|
Block 162
| Bits | Values |
|---|---|
| 0x1 0x2 |
A two-bit field storing a value of 0 to 1 specifying the type of wood: |
| 0x4 0x8 |
A two-bit field storing a value of 0 to 3 specifying the orientation of the wood:
|
If bit 0x4 is set, the leaves are permanent and will never decay. This bit is set on player-placed leaf blocks and overrides the meaning of bit 0x8.
If bit 0x8 is set, the leaves will be checked for decay. The bit will be cleared after the check if the leaves do not decay. The bit will be set again whenever a block adjacent to the leaves is changed.
Block 18
Block 161
| DV | Description | |
|---|---|---|
| 👁 BlockSprite acacia-leaves.png: Sprite image for acacia-leaves in Minecraft |
0 | Acacia Leaves |
| 👁 BlockSprite dark-oak-leaves.png: Sprite image for dark-oak-leaves in Minecraft |
1 | Dark Oak Leaves |
| 👁 BlockSprite acacia-leaves.png: Sprite image for acacia-leaves in Minecraft |
4 | Acacia Leaves (no decay) |
| 👁 BlockSprite dark-oak-leaves.png: Sprite image for dark-oak-leaves in Minecraft |
5 | Dark Oak Leaves (no decay) |
| 👁 BlockSprite acacia-leaves.png: Sprite image for acacia-leaves in Minecraft |
8 | Acacia Leaves (check decay) |
| 👁 BlockSprite dark-oak-leaves.png: Sprite image for dark-oak-leaves in Minecraft |
9 | Dark Oak Leaves (check decay) |
| 👁 BlockSprite acacia-leaves.png: Sprite image for acacia-leaves in Minecraft |
12 | Acacia Leaves (no decay and check decay) |
| 👁 BlockSprite dark-oak-leaves.png: Sprite image for dark-oak-leaves in Minecraft |
13 | Dark Oak Leaves (no decay and check decay) |
These values specify the color of the wool, stained terracotta, stained glass and carpet. This data is stored in block metadata for placed wool, stained clay, stained glass or carpet, and as the "damage" for the item in the inventory.
| DV | Description | |
|---|---|---|
| 👁 BlockSprite air.png: Sprite image for air in Minecraft |
0 | (unused) |
| 👁 BlockSprite air.png: Sprite image for air in Minecraft |
1 | Facing east (attached to a block to its west) |
| 👁 BlockSprite air.png: Sprite image for air in Minecraft |
2 | Facing west (attached to a block to its east) |
| 👁 BlockSprite air.png: Sprite image for air in Minecraft |
3 | Facing south (attached to a block to its north) |
| 👁 BlockSprite air.png: Sprite image for air in Minecraft |
4 | Facing north (attached to a block to its south) |
| 👁 BlockSprite air.png: Sprite image for air in Minecraft |
5 | Facing up (attached to a block beneath it) |
Single slabs can be either "right-side-up" or "upside-down"; this information is stored in the most significant metadata bit 0x8 as follows:
Thus a right-side-up birch wood slab has metadata value 0x2 (binary 0010), while an upside-down birch slab is represented by metadata 0xA (binary 1010).
Double slabs with the high-order bit set render the top texture on all six sides.
The wooden slab in the stone slabs has the properties of stone, and the texture of oak wood planks. They are unavailable in game and can only be obtained through commands.
| DV | Description | |
|---|---|---|
| 👁 BlockSprite double-smooth-stone-slab.png: Sprite image for double-smooth-stone-slab in Minecraft |
0 | Double Stone Slab |
| 👁 BlockSprite sandstone.png: Sprite image for sandstone in Minecraft |
1 | Double Sandstone Slab |
| 👁 BlockSprite oak-planks.png: Sprite image for oak-planks in Minecraft |
2 | Double (Stone) Wooden Slab |
| 👁 BlockSprite cobblestone.png: Sprite image for cobblestone in Minecraft |
3 | Double Cobblestone Slab |
| 👁 BlockSprite bricks.png: Sprite image for bricks in Minecraft |
4 | Double Bricks Slab |
| 👁 BlockSprite stone-bricks.png: Sprite image for stone-bricks in Minecraft |
5 | Double Stone Bricks Slab |
| 👁 BlockSprite nether-bricks.png: Sprite image for nether-bricks in Minecraft |
6 | Double Nether Brick Slab |
| 👁 BlockSprite block-of-quartz.png: Sprite image for block-of-quartz in Minecraft |
7 | Double Quartz Slab |
The full stone, quartz, sandstone, and red sandstone Slabs have a top texture on all sides.
| DV | Description | |
|---|---|---|
| 👁 BlockSprite red-sandstone-slab.png: Sprite image for red-sandstone-slab in Minecraft |
0 | Red Sandstone Slab |
| 👁 BlockSprite red-sandstone-slab-top.png: Sprite image for red-sandstone-slab-top in Minecraft |
8 | Upper Red Sandstone Slab |
| DV | Description | |
|---|---|---|
| 👁 BlockSprite oak-planks.png: Sprite image for oak-planks in Minecraft |
0 | Double Oak Slab |
| 👁 BlockSprite spruce-planks.png: Sprite image for spruce-planks in Minecraft |
1 | Double Spruce Slab |
| 👁 BlockSprite birch-planks.png: Sprite image for birch-planks in Minecraft |
2 | Double Birch Slab |
| 👁 BlockSprite jungle-planks.png: Sprite image for jungle-planks in Minecraft |
3 | Double Jungle Slab |
| 👁 BlockSprite acacia-planks.png: Sprite image for acacia-planks in Minecraft |
4 | Double Acacia Slab |
| 👁 BlockSprite dark-oak-planks.png: Sprite image for dark-oak-planks in Minecraft |
5 | Double Dark Oak Slab |
0x0 is a placed or spread fire. Once it reaches 0xF the eternal fire-trick will work since there will be no further updates of the block.
For normal sandstone the bottom has a cracked pattern. The other types of sandstone have bottom faces same as the tops.
| DV | Description | |
|---|---|---|
| 👁 BlockSprite sandstone.png: Sprite image for sandstone in Minecraft |
0 | Sandstone |
| 👁 BlockSprite chiseled-sandstone.png: Sprite image for chiseled-sandstone in Minecraft |
1 | Chiseled sandstone |
| 👁 BlockSprite cut-sandstone.png: Sprite image for cut-sandstone in Minecraft |
2 | Smooth sandstone |
| DV | Description | |
|---|---|---|
| 👁 BlockSprite red-sandstone.png: Sprite image for red-sandstone in Minecraft |
0 | Red Sandstone |
| 👁 BlockSprite chiseled-red-sandstone.png: Sprite image for chiseled-red-sandstone in Minecraft |
1 | Chiseled Red Sandstone |
| 👁 BlockSprite cut-red-sandstone.png: Sprite image for cut-red-sandstone in Minecraft |
2 | Smooth Red Sandstone |
| Lowest two bits value | Facing |
|---|---|
| 0 | Head facing South |
| 1 | Head facing West |
| 2 | Head facing North |
| 3 | Head facing East |
| Bit flag | Meaning |
| 0x4 | When 0, the bed is empty When 1, the bed is occupied |
| 0x8 | When 0, the foot of the bed When 1, the head of the bed |
Double plants take up two vertical blocks. The bottom block defines the type, while the top defines the direction it faces (unused). When the most significant bit (0x8) is set, the plant is the top.
The top bit (0x8) is a status bit that determines whether the piston is pushed out or not. 1 for pushed out, 0 for retracted.
The bottom three bits are a value from 0 to 5, indicating the direction of the piston (the direction the piston head is pointing)
The top bit (0x8) is a status bit that determines whether the head is sticky or not (note that the Piston Body actually has completely different block types for Sticky and Regular). 1 is sticky, 0 is regular.
The bottom three bits are a value from 0 to 5, indicating the direction of the piston (the direction the piston head is pointing).
| Bits | Description |
|---|---|
| 0x1 0x2 |
A two-bit field containing a value from 0 to 3 specifying the direction of the stairs' full-block side:
|
| 0x4 | Set if stairs are upside-down |
| 0x8 | (unused) |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 0x8 |
A four-bit field storing a value from 0 to 15 specifying the redstone dust's current redstone power level. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 0x8 |
Four bits storing a value from 0 to 15 representing the daylight sensor's current redstone power level. |
Crops grow from values 0 to 7. Carrots, beetroot and potatoes appear to have 4 stages, but actually grow identically to wheat, merely using the same texture for multiple stages.
| Value | Meaning |
|---|---|
| 0 | Dry land |
| 1 to 7 | Increasing levels of wetness. The wetness value counts down to 0 while the farmland does not have access to water. The wet texture is only used on level 7. |
| Bits | Description |
|---|---|
| 0x1 0x2 0x4 0x8 |
A four-bit field storing a value from 0 to 15 specifying the block's orientation:
|
| Bits | Description |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5 specifying the block's orientation:
|
| 0x8 | (unused) |
The two least significant bits are the orientation of the door, that is, the corner in which its hinge is positioned:
The two bits above are flags:
For example, the bottom half of a door with its hinge on the south-west corner, which is swung so that it is closed when viewed from the west, will have a data value of (3 | 4) = (3 + 4) = 7.
The total data needed to accurately describe a single door tile is now contained in both door tiles, so both data values have to be inspected.
Common to both door tiles, the top bit (0x8) is as follows:
Top Sections
Bottom Sections
| Value | Description |
|---|---|
| 0 | Straight rail connecting to the north and south. |
| 1 | Straight rail connecting to the east and west. |
| 2 | Sloped rail ascending to the east. |
| 3 | Sloped rail ascending to the west. |
| 4 | Sloped rail ascending to the north. |
| 5 | Sloped rail ascending to the south. |
| 6 | Curved rail connecting to the south and east. |
| 7 | Curved rail connecting to the south and west. |
| 8 | Curved rail connecting to the north and west. |
| 9 | Curved rail connecting to the north and east. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value from 0 to 5:
|
| 0x8 | Set if rail is active. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5:
Invalid values default to 2. |
| 0x8 | Unused. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5:
Invalid values default to 2. |
| 0x8 | Unused. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5:
Invalid values default to 2. |
| 0x8 | Unused. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5:
Invalid values default to 2. |
| 0x8 | Unused. |
| Bits | Description |
|---|---|
| 0x1 0x2 0x4 0x8 |
A four-bit field storing a value from 0 to 15 specifying the block's orientation:
|
| Bits | Description |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5 specifying the block's orientation:
|
| 0x8 | (unused) |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value from 0 to 5 specifying which direction the dropper is facing:
|
| 0x8 | Set if dropper is activated. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
Three bits storing a value from 0 to 5:
|
| 0x8 | If set, the dispenser is activated. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value from 0 to 5:
|
| 0x8 | Set if activated/disabled. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
A three-bit field storing a value from 0 to 7:
|
| 0x8 | If this bit is set, the lever is active. |
| Bits | Values |
|---|---|
| 0x1 | If this bit is set, the pressure plate is active. |
| 0x2 0x4 0x8 |
Unused. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 0x8 |
A four-bit field storing a value from 0 to 15 representing the weighted pressure plate's current redstone power level. |
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
Three bits storing a value from 0 to 5:
|
| 0x8 | If this bit is set, the button is currently active. |
| DV | Description | |
|---|---|---|
| 👁 BlockSprite snow.png: Sprite image for snow in Minecraft |
0 | One layer, 2 pixels thick |
| 👁 BlockSprite snow.png: Sprite image for snow in Minecraft |
1 | Two layers, 4 pixels thick |
| 👁 BlockSprite snow.png: Sprite image for snow in Minecraft |
2 | Three layers, 6 pixels thick |
| 👁 BlockSprite snow.png: Sprite image for snow in Minecraft |
3 | Four layers, 8 pixels thick |
| 👁 BlockSprite snow.png: Sprite image for snow in Minecraft |
4 | Five layers, 10 pixels thick |
| 👁 BlockSprite snow.png: Sprite image for snow in Minecraft |
5 | Six layers, 12 pixels thick |
| 👁 BlockSprite snow.png: Sprite image for snow in Minecraft |
6 | Seven layers, 14 pixels thick |
| 👁 BlockSprite snow.png: Sprite image for snow in Minecraft |
7 | Eight layers, 16 pixels thick |
| Value | Meaning |
|---|---|
| 0 | Freshly planted cactus. |
| 1 to 15 | The data value is incremented at random intervals. When it becomes 15, a new cactus block is created on top as long as the total height does not exceed 3. |
| Value | Meaning |
|---|---|
| 0 | Freshly planted sugar cane. |
| 1 to 15 | The data value is incremented at random intervals. When it becomes 15, a new sugar cane block is created on top as long as the total height does not exceed 3. |
| DV | Description | |
|---|---|---|
| 👁 BlockSprite jukebox.png: Sprite image for jukebox in Minecraft |
0 | No disc inserted |
| 👁 ItemSprite music-discs.png: Sprite image for music-discs in Minecraft |
1 | Contains a disc |
The associated block entity is used to identify which record has been inserted.
| Lowest two bits value | Facing |
|---|---|
| 0 | Pumpkin facing south |
| 1 | Pumpkin facing west |
| 2 | Pumpkin facing north |
| 3 | Pumpkin facing east |
| Lowest two bits value | Facing |
|---|---|
| 0 | Jack o'lantern facing south |
| 1 | Jack o'lantern facing west |
| 2 | Jack o'lantern facing north |
| 3 | Jack o'lantern facing east |
| Value | Stage |
|---|---|
| 0 | Whole intact cake |
| 1 | 1 piece eaten |
| 2 | 2 pieces eaten |
| 3 | 3 pieces eaten |
| 4 | 4 pieces eaten |
| 5 | 5 pieces eaten |
| 6 | 6 pieces eaten |
| Bits | Values |
|---|---|
| 0x1 0x2 |
A two-bit field storing a value from 0 to 3 specifying the direction the redstone repeater is facing:
|
| 0x4 0x8 |
A two-bit field storing a value from 0 to 3 specifying the redstone repeater's delay:
|
Effectively, add the repeater's facing value (0 to 3) to 4×(delay-1). For example, a repeater facing west with a delay of 3 redstone ticks would have a block data value of 3 + 4×(3-1) = 11.
A redstone comparator's block data specifies its orientation, mode, and powered status.
| Bits | Values |
|---|---|
| 0x1 0x2 |
A two-bit field storing a value from 0 to 3 specifying the redstone comparator's orientation:
|
| 0x4 | Set if in subtraction mode (front torch up and powered). |
| 0x8 | Set if powered (at any power level). |
| Bits | Values |
|---|---|
| 0x1 0x2 |
A two-bit field storing a value from 0 to 3:
|
| 0x4 | If this bit is set, the trapdoor is open. |
| 0x8 | If this bit is set, the trapdoor is on the top half of a block. Otherwise, it is on the bottom half. |
| DV | Description | |
|---|---|---|
| 👁 BlockSprite stone.png: Sprite image for stone in Minecraft |
0 | Stone Monster Egg |
| 👁 BlockSprite cobblestone.png: Sprite image for cobblestone in Minecraft |
1 | Cobblestone Monster Egg |
| 👁 BlockSprite stone-bricks.png: Sprite image for stone-bricks in Minecraft |
2 | Stone Brick Monster Egg |
| 👁 BlockSprite mossy-stone-bricks.png: Sprite image for mossy-stone-bricks in Minecraft |
3 | Mossy Stone Brick Monster Egg |
| 👁 BlockSprite cracked-stone-bricks.png: Sprite image for cracked-stone-bricks in Minecraft |
4 | Cracked Stone Brick Monster Egg |
| 👁 BlockSprite chiseled-stone-bricks.png: Sprite image for chiseled-stone-bricks in Minecraft |
5 | Chiseled Stone Brick Monster Egg |
| DV | Description | |
|---|---|---|
| 👁 BlockSprite stone-bricks.png: Sprite image for stone-bricks in Minecraft |
0 | Stone brick |
| 👁 BlockSprite mossy-stone-bricks.png: Sprite image for mossy-stone-bricks in Minecraft |
1 | Mossy stone brick |
| 👁 BlockSprite cracked-stone-bricks.png: Sprite image for cracked-stone-bricks in Minecraft |
2 | Cracked stone brick |
| 👁 BlockSprite chiseled-stone-bricks.png: Sprite image for chiseled-stone-bricks in Minecraft |
3 | Chiseled stone brick |
| DV | Description | |
|---|---|---|
| 👁 BlockSprite prismarine.png: Sprite image for prismarine in Minecraft |
0 | Prismarine |
| 👁 BlockSprite prismarine-bricks.png: Sprite image for prismarine-bricks in Minecraft |
1 | Prismarine Bricks |
| 👁 BlockSprite dark-prismarine.png: Sprite image for dark-prismarine in Minecraft |
2 | Dark Prismarine |
| DV | Description | |
|---|---|---|
| 👁 BlockSprite sponge.png: Sprite image for sponge in Minecraft |
0 | Sponge |
| 👁 BlockSprite wet-sponge.png: Sprite image for wet-sponge in Minecraft |
1 | Wet Sponge |
Mushroom blocks consist of the same blocks throughout their structure, the data value of each block decides the texture. The default texture on all sides is porous flesh. The cap texture can be either the brown mushroom or red mushroom texture, the textures for porous and stem sides are identical. Although data values 11-13 are unused they have the same texture as data value 0 as placeholders (to keep people from destroying their maps).
| Value | Stage |
|---|---|
| 0 | Freshly planted stem |
| 1 | First stage of growth |
| 2 | Second stage of growth |
| 3 | Third stage of growth |
| 4 | Fourth stage of growth |
| 5 | Fifth stage of growth |
| 6 | Sixth stage of growth |
| 7 | Seventh stage of growth In this stage a stem can generate a melon or pumpkin next to it on an empty dirt, grass or farmland block |
Determines the face against which the vine is anchored. Note that (except for Top) these are testable as bit flags, unlike most of the other directional data for other block types. Multiple sides can contain vines. The "top" attachment is assumed to be present if data is 0 or there is solid block above.
| Bits | Description |
|---|---|
| 0x1 0x2 |
Two bits storing a value from 0 to 3 specifying the direction the gate is facing:
|
| 0x4 | 0 if the gate is closed, 1 if open. |
Like Crops, the data value is related to the size of the Nether Wart. There are three distinct visual stages to Nether Wart's growth (the associated data values are given):
The bottom three bits are bit flags for which bottle slots actually contain bottles.
| Bits | Values |
|---|---|
| 0x1 | The slot pointing east |
| 0x2 | The slot pointing northwest |
| 0x4 | The slot pointing southwest |
The data value stores the amount of water kept in the cauldron, in units of glass bottles that can be filled.
| DV | Description |
|---|---|
| 0 | Empty |
| 1 | ⅓ filled |
| 2 | ⅔ filled |
| 3 | Fully filled |
Nether portals created in version 1.6.4 and earlier automatically determined their orientation based on neighboring blocks. When version 13w37a added the ability to create larger portals, they started using data values to keep track of their orientation, and old portals with a data value of 0 would randomly close when upgrading to 1.7.
| DV | Orientation |
|---|---|
| 0 | Automatic, 1.6.4 and earlier |
| 1 | Facing North/South (obsidian to east and west) |
| 2 | Facing East/West (obsidian to north and south) |
The bottom two bits determine which "side" of the whole portal frame this block is a part of. To make the frame activate, each of the portal frame blocks in the pattern must "face" toward the middle. Since the image is near-symmetrical, it is difficult to tell which direction an individual block is actually facing, but if the block isn't facing in that direction and that is the last frame block where the Eye of Ender is placed, the frame won't activate.
Direction vectors for the blocks are the following:
0x4 is a bit flag: 0 is an "empty" frame block, 1 is a block with an Eye of Ender inserted.
| Bits | Values |
|---|---|
| 0x1 0x2 |
A two-bit field storing a value from 0 to 4 specifying the direction the pod is attached to:
|
| 0x4 0x8 |
A two-bit field storing a value from 0 to 3 specifying the stage of growth of the plant:
|
| Bits | Values |
|---|---|
| 0x1 0x2 |
A two-bit field storing a value from 0 to 3:
|
| 0x4 | If set, the tripwire hook is connected and ready to trip ("middle" position). |
| 0x8 | If set, the tripwire hook is currently activated ("down" position) |
| Bits | Description |
|---|---|
| 0x1 | Set if tripwire is activated (an entity is intersecting its collision mask). |
| 0x2 | Unused |
| 0x4 | Set if tripwire is attached to a valid tripwire circuit. |
| 0x8 | Set if tripwire is disarmed. |
| DV | Description | |
|---|---|---|
| 👁 BlockSprite cobblestone-wall.png: Sprite image for cobblestone-wall in Minecraft |
0 | Cobblestone Wall |
| 👁 BlockSprite mossy-cobblestone-wall.png: Sprite image for mossy-cobblestone-wall in Minecraft |
1 | Mossy Cobblestone Wall |
For Flower Pot blocks placed from Minecraft version 1.7 on, the plant contained in the pot is stored in the associated Tile Entity. See Block entity format for details. The absence of a tile entity indicates either an empty Flower Pot, or one whose block was placed prior to version 1.7.
For Flower Pot blocks placed before version 1.7 the plant contained in the pot is indicated by the data value, according to the following table:
For the block, data values determine the block placement:
| DV | Description | |
|---|---|---|
| 👁 BlockSprite air.png: Sprite image for air in Minecraft |
0 | (unused) |
| 👁 BlockSprite skeleton-skull.png: Sprite image for skeleton-skull in Minecraft |
1 | On the floor (rotation is stored in the tile entity) |
| 👁 BlockSprite skeleton-skull.png: Sprite image for skeleton-skull in Minecraft |
2 | On a wall, facing north |
| 👁 BlockSprite skeleton-skull.png: Sprite image for skeleton-skull in Minecraft |
3 | On a wall, facing south |
| 👁 BlockSprite skeleton-skull.png: Sprite image for skeleton-skull in Minecraft |
4 | On a wall, facing west |
| 👁 BlockSprite skeleton-skull.png: Sprite image for skeleton-skull in Minecraft |
5 | On a wall, facing east |
For the item and for the tile entity, data values determine the skull type:
| DV | Description | |
|---|---|---|
| 👁 BlockSprite block-of-quartz.png: Sprite image for block-of-quartz in Minecraft |
0 | Block of Quartz |
| 👁 BlockSprite chiseled-quartz-block.png: Sprite image for chiseled-quartz-block in Minecraft |
1 | Chiseled Quartz Block |
| 👁 BlockSprite quartz-pillar.png: Sprite image for quartz-pillar in Minecraft |
2 | Pillar Quartz Block (vertical) |
| 👁 BlockSprite quartz-pillar-horizontal.png: Sprite image for quartz-pillar-horizontal in Minecraft |
3 | Pillar Quartz Block (east-west) |
| 👁 BlockSprite quartz-pillar-top.png: Sprite image for quartz-pillar-top in Minecraft |
4 | Pillar Quartz Block (north-south) |
| DV | Description | |
|---|---|---|
| 👁 ItemSprite coal.png: Sprite image for coal in Minecraft |
0 | Coal |
| 👁 ItemSprite charcoal.png: Sprite image for charcoal in Minecraft |
1 | Charcoal |
Both raw and cooked fish use the same data values. Note that clownfish and pufferfish cannot be cooked, though if cooked versions are spawned in with commands, they will use the appropriate item name.
Anvil data values differ between the item and block.
Item
| DV | Description | |
|---|---|---|
| 👁 BlockSprite anvil.png: Sprite image for anvil in Minecraft |
0 | Anvil |
| 👁 BlockSprite anvil.png: Sprite image for anvil in Minecraft |
1 | Slightly Damaged Anvil |
| 👁 BlockSprite anvil.png: Sprite image for anvil in Minecraft |
2 | Very Damaged Anvil |
Block
For an anvil in the world, 0x1 is the bit that determines whether the anvil is orientated in a north-south (0) or a west-east (1) direction. 0x4 and 0x8 are bits which determine whether the anvil is a regular (0x4 & 0x8 = 0), a slightly damaged (0x4 = 1) or a very damaged (0x8 = 1) one. For an anvil in the inventory, the data value is a counter of how damaged it is.
| Bits | Values |
|---|---|
| 0x1 0x2 0x4 |
Three bits storing a value from 0 to 5:
|
| 0x8 | If set, the observer is powered. |
A glass bottle filled with a potion. Potion type is stored in item's damage value as a 16-bit number. Potion effect, name, and other flags are encoded on bits. Effect duration itself isn't there, but can be calculated from other values.
Current meaning of bits is described below. Note that potion name overlaps with potion effect and tier.
| Bit | Dec | Hex | Meaning | |
|---|---|---|---|---|
| 0 | 1 | 0001 | Potion effect | Potion name |
| 1 | 2 | 0002 | ||
| 2 | 4 | 0004 | ||
| 3 | 8 | 0008 | ||
| 4 | 16 | 0010 | ||
| 5 | 32 | 0020 | Tier | |
| 6 | 64 | 0040 | Extended duration | |
| 7 | 128 | 0080 | (ignored) | |
| 8 | 256 | 0100 | ||
| 9 | 512 | 0200 | ||
| 10 | 1024 | 0400 | ||
| 11 | 2048 | 0800 | ||
| 12 | 4096 | 1000 | ||
| 13 | 8192 | 2000 | Can become splash potion | |
| 14 | 16384 | 4000 | Splash potion | |
| 15 | 32768 | 8000 | (ignored) | |
To calculate damage value of potion with desired effect use the following formula:
DV = potion_effect + tier_bit + extended_bit + splash_bit
for example:
To get potion with certain name, use the following formula:
DV = potion_name + extended_bit + splash_bit
for example:
| Dec | Hex | Potion |
|---|---|---|
| 0 | 00 | Water Bottle / Mundane Potion |
| 1 | 01 | Potion of Regeneration |
| 2 | 02 | Potion of Swiftness |
| 3 | 03 | Potion of Fire Resistance |
| 4 | 04 | Potion of Poison |
| 5 | 05 | Potion of Healing |
| 6 | 06 | Potion of Night Vision |
| 7 | 07 | Clear Potion |
| 8 | 08 | Potion of Weakness |
| 9 | 09 | Potion of Strength |
| 10 | 0a | Potion of Slowness |
| 11 | 0b | Potion of Leaping |
| 12 | 0c | Potion of Harming |
| 13 | 0d | Potion of Water Breathing |
| 14 | 0e | Potion of Invisibility |
| 15 | 0f | Thin Potion |
| Dec | Hex | Potion |
|---|---|---|
| 16 | 10 | Awkward Potion |
| 17 | 11 | Potion of Regeneration |
| 18 | 12 | Potion of Swiftness |
| 19 | 13 | Potion of Fire Resistance |
| 20 | 14 | Potion of Poison |
| 21 | 15 | Potion of Healing |
| 22 | 16 | Potion of Night Vision |
| 23 | 17 | Bungling Potion |
| 24 | 18 | Potion of Weakness |
| 25 | 19 | Potion of Strength |
| 26 | 1a | Potion of Slowness |
| 27 | 1b | Potion of Leaping |
| 28 | 1c | Potion of Harming |
| 29 | 1d | Potion of Water Breathing |
| 30 | 1e | Potion of Invisibility |
| 31 | 1f | Debonair Potion |
| Dec | Hex | Potion |
|---|---|---|
| 32 | 20 | Thick Potion |
| 33 | 21 | Potion of Regeneration |
| 34 | 22 | Potion of Swiftness |
| 35 | 23 | Potion of Fire Resistance |
| 36 | 24 | Potion of Poison |
| 37 | 25 | Potion of Healing |
| 38 | 26 | Potion of Night Vision |
| 39 | 27 | Charming Potion |
| 40 | 28 | Potion of Weakness |
| 41 | 29 | Potion of Strength |
| 42 | 2a | Potion of Slowness |
| 43 | 2b | Potion of Leaping |
| 44 | 2c | Potion of Harming |
| 45 | 2d | Potion of Water Breathing |
| 46 | 2e | Potion of Invisibility |
| 47 | 2f | Sparkling Potion |
| Dec | Hex | Potion |
|---|---|---|
| 48 | 30 | Potent Potion |
| 49 | 31 | Potion of Regeneration |
| 50 | 32 | Potion of Swiftness |
| 51 | 33 | Potion of Fire Resistance |
| 52 | 34 | Potion of Poison |
| 53 | 35 | Potion of Healing |
| 54 | 36 | Potion of Night Vision |
| 55 | 37 | Rank Potion |
| 56 | 38 | Potion of Weakness |
| 57 | 39 | Potion of Strength |
| 58 | 3a | Potion of Slowness |
| 59 | 3b | Potion of Leaping |
| 60 | 3c | Potion of Harming |
| 61 | 3d | Potion of Water Breathing |
| 62 | 3e | Potion of Invisibility |
| 63 | 3f | Stinky Potion |
Note: potion with name set to 0 is called "Water Bottle" only if no other bit is set. Otherwise, it is called "Mundane Potion".
Note: potions with an effect and splash potion bit set have additional "Splash " prefix.
| Dec | Hex | Meaning |
|---|---|---|
| 0 | 0000 | Tier I effect. |
| 32 | 0020 | Tier II effect. Multiply duration by 1/2. |
Note: Fire Resistance, Weakness and Slowness effects have no second tier. Their strength and duration are unaffected by this bit.
| Dec | Hex | Meaning |
|---|---|---|
| 0 | 0000 | Base duration. |
| 64 | 0040 | Multiply duration by 8/3. |
| Dec | Hex | Meaning |
|---|---|---|
| 0 | 0000 | Drinkable potion. |
| 16384 | 4000 | Splash potion. Multiply duration by 3/4. |
Each map item's damage value corresponds to the map ID saved in each world's NBT data. The map's parameters, such as the scale of the map, its location in the world and what areas are explored are saved in separate .dat files, unlike written books or fireworks which store their additional data directly into the item itself. If a map is cloned they will both share the same damage value and newly explored areas will appear on both instances.
| DV | Description | |
|---|---|---|
| 👁 ItemSprite golden-apple.png: Sprite image for golden-apple in Minecraft |
0 | Golden Apple |
| 👁 ItemSprite golden-apple.png: Sprite image for golden-apple in Minecraft |
1 | Enchanted Golden Apple |
The data value denotes its age, it will not grow anymore when data value is 0x5.
| DV | Description | |
|---|---|---|
| 👁 BlockSprite end-rod.png: Sprite image for end-rod in Minecraft |
0 | Facing down |
| 👁 BlockSprite end-rod.png: Sprite image for end-rod in Minecraft |
1 | Facing up |
| 👁 BlockSprite end-rod.png: Sprite image for end-rod in Minecraft |
2 | Facing north |
| 👁 BlockSprite end-rod.png: Sprite image for end-rod in Minecraft |
3 | Facing south |
| 👁 BlockSprite end-rod.png: Sprite image for end-rod in Minecraft |
4 | Facing west |
| 👁 BlockSprite end-rod.png: Sprite image for end-rod in Minecraft |
5 | Facing east |
| Bits | Values |
|---|---|
| 0x1 0x2 |
A 2-bit field storing a value from 0 to 3:
|
| 0x4 0x8 |
Unused. |