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These data values refer to the different types of blocks and items. They are used in many, 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 missiles. Block data further defines blocks placed, describing for example the height of water or the direction a torch points.

Picture reference.

Contents

IDs[edit]

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.
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 no matter what. (Some can be placed using /setblock)
Blue Available in Creative mode by item list.
Purple Available in Creative mode by block picking.
Teal Can be obtained by trading with villagers or in Creative mode.
Green Only available by having Enchanted tools or in Creative mode.
Lime Green Only available by having Enchanted tools or via use of the /give command or inventory editors, but unobtainable in the Creative mode menu.
Gray Unused data.

Block IDs

[edit]

Item IDs

[edit]

Entity IDs

[edit]

Horse Variants[edit]

Horse entities have Type and Variant fields that determine the type and look of the horse. All normal horses are of Type 0, donkeys are of Type 1, mules are of Type 2, zombie horses are of Type 3, and skeletal horses are of Type 4. Below is a list of Variant values that determine the variant of Type 0 horses (horse entities of other types seem to ignore the Variant field).

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.

Giving a Type 0 horse entity a Variant value not in this chart will result in a white horse.

Using a value that is not a true ID (all true IDs are displayed on the chart above) will result in an invisible horse.

Biome IDs[edit]

Biomes have been present in Minecraft since the Halloween Update, and the Biome ID is included in the Anvil file format since 1.2. The Biome ID for worlds stored in the older McRegion file format is calculated on the fly, which could lead to a discrepancy between the earlier generated world, and the features (such as grass color, snow) based on the calculated biome IDs. The Biome page has more technical details on how color is computed for blocks in various biomes.

Dec Biome
0 Ocean
1 Plains
2 Desert
3 Extreme Hills
4 Forest
5 Taiga
6 Swampland
7 River
8 Nether
9 End
10 Frozen Ocean
11 Frozen River
12 Ice Plains
13 Ice Mountains
14 Mushroom Island
15 Mushroom Island Shore
16 Beach
17 Desert Hills
18 Forest Hills
19 Taiga Hills
20 Extreme Hills Edge
21 Jungle
22 Jungle Hills
23 Jungle Edge
24 Deep Ocean
25 Stone Beach
26 Cold Beach
27 Birch Forest
28 Birch Forest Hills
29 Roofed Forest
30 Cold Taiga
31 Cold Taiga Hills
32 Mega Taiga
33 Mega Taiga Hills
34 Extreme Hills+
35 Savanna
36 Savanna Plateau
37 Mesa
38 Mesa Plateau F
39 Mesa Plateau
129 Sunflower Plains
130 Desert M
131 Extreme Hills M
132 Flower Forest
133 Taiga M
134 Swampland M
140 Ice Plains Spikes
149 Jungle M
151 JungleEdge M
155 Birch Forest M
156 Birch Forest Hills M
157 Roofed Forest M
158 Cold Taiga M
160 Mega Spruce Taiga
161 Redwood Taiga Hills M
162 Extreme Hills+ M
163 Savanna M
164 Savanna Plateau M
165 Mesa (Bryce)
166 Mesa Plateau F M
167 Mesa Plateau M
-1 (Uncalculated)

Enchantment IDs[edit]

Used in /enchant and /give commands.

ID Name ID Name Enchantable Item(s) Maximum
0 minecraft:protection Protection Armor 4
1 minecraft:fire_protection Fire Protection Armor 4
2 minecraft:feather_falling Feather Falling Boots 4
3 minecraft:blast_protection Blast Protection Armor 4
4 minecraft:projectile_protection Projectile Protection Armor 4
5 minecraft:respiration Respiration Helmets 3
6 minecraft:aqua_affinity Aqua Affinity Helmets 1
7 minecraft:thorns Thorns Armor 3
8 minecraft:depth_strider Depth Strider Boots 3
16 minecraft:sharpness Sharpness Swords, Axes 5
17 minecraft:smite Smite Swords, Axes 5
18 minecraft:bane_of_arthropods Bane of Arthropods Swords, Axes 5
19 minecraft:knockback Knockback Swords 2
20 minecraft:fire_aspect Fire Aspect Swords 2
21 minecraft:looting Looting Swords 3
32 minecraft:efficiency Efficiency Pickaxes, Shovels, Axes, Shears 5
33 minecraft:silk_touch Silk Touch Pickaxes, Shovels, Axes, Shears 1
34 minecraft:unbreaking Unbreaking Any Item with Durability 3
35 minecraft:fortune Fortune Pickaxes, Shovels, Axes 3
48 minecraft:power Power Bow 5
49 minecraft:punch Punch Bow 2
50 minecraft:flame Flame Bow 1
51 minecraft:infinity Infinity Bow 1
61 minecraft:luck_of_the_sea Luck of the Sea Fishing Rod 3
62 minecraft:lure Lure Fishing Rod 3

Status effects[edit]

Used in /effect command.

Icon Value Name Effect type In source code Particle color

1 minecraft:speed Speed potion.moveSpeed
0x7cafc6

2 minecraft:slowness Slowness potion.moveSlowdown
0x5a6c81

3 minecraft:haste Haste potion.digSpeed
0xd9c043

4 minecraft:mining_fatigue Mining Fatigue potion.digSlowDown
0x4a4217

5 minecraft:strength Strength potion.damageBoost
0x932423
- 6 minecraft:instant_health Instant Health potion.heal
0xf82423
- 7 minecraft:instant_damage Instant Damage potion.harm
0x430a09

8 minecraft:jump_boost Jump Boost potion.jump
0x786297

9 minecraft:nausea Nausea potion.confusion
0x551d4a

10 minecraft:regeneration Regeneration potion.regeneration
0xcd5cab

11 minecraft:resistance Resistance potion.resistance
0x99453a

12 minecraft:fire_resistance Fire Resistance potion.fireResistance
0xe49a3a

13 minecraft:water_breathing Water Breathing potion.waterBreathing
0x2e5299

14 minecraft:invisibility Invisibility potion.invisibility
0x7f8392

15 minecraft:blindness Blindness potion.blindness
0x1f1f23

16 minecraft:night_vision Night vision potion.nightVision
0x1f1fa1

17 minecraft:hunger Hunger potion.hunger
0x587653

18 minecraft:weakness Weakness potion.weakness
0x484d48

19 minecraft:poison Poison potion.poison
0x4e9331

20 minecraft:wither Wither potion.wither
0x352a27

21 minecraft:health_boost Health Boost potion.healthBoost
0xf87d23

22 minecraft:absorption Absorption potion.absorption
0x2552a5
- 23 minecraft:saturation Saturation potion.saturation
0xf82423

Data[edit]

Special data for certain block and item types. 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
Large Flowers 0-5, 8-13 0-5, 8-D Type of flower
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
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

Wood Planks[edit]

DV Description

0 Oak Wood Planks

1 Spruce Wood Planks

2 Birch Wood Planks

3 Jungle Wood Planks

4 Acacia Wood Planks

5 Dark Oak Wood Planks

Stone[edit]

DV Description

0 Stone

1 Granite

2 Polished Granite

3 Diorite

4 Polished Diorite

5 Andesite

6 Polished Andesite

Dirt[edit]

DV Description

0 Dirt

1 Coarse Dirt

2 Podzol

Saplings[edit]

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:
  • 0:
    Oak Sapling
  • 1:
    Spruce Sapling
  • 2:
    Birch Sapling
  • 3:
    Jungle Sapling
  • 4:
    Acacia Sapling
  • 5:
    Dark Oak 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.

Water and Lava[edit]

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".

Sand[edit]

DV Description

0 Sand

1 Red sand

Wood[edit]

Block 17

DV Description

0 Oak wood facing up/down

1 Spruce wood facing up/down

2 Birch wood facing up/down

3 Jungle wood facing up/down

4 Oak wood facing East/West

5 Spruce wood facing East/West

6 Birch wood facing East/West

7 Jungle wood facing East/West

8 Oak wood facing North/South

9 Spruce wood facing North/South

10 Birch wood facing North/South

11 Jungle wood facing North/South

12 Oak wood with only bark

13 Spruce wood with only bark

14 Birch wood with only bark

15 Jungle wood with only bark

Block 162

DV Description

0 Acacia wood facing up/down

1 Dark Oak wood facing up/down

4 Acacia wood facing East/West

5 Dark Oak wood facing East/West

8 Acacia wood facing North/South

9 Dark Oak wood facing North/South

12 Acacia wood with only bark

13 Dark Oak wood with only bark

Leaves[edit]

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

DV Description

0 Oak Leaves

1 Spruce Leaves

2 Birch Leaves

3 Jungle Leaves

4 Oak Leaves (no decay)

5 Spruce Leaves (no decay)

6 Birch Leaves (no decay)

7 Jungle Leaves (no decay)

8 Oak Leaves (check decay)

9 Spruce Leaves (check decay)

10 Birch Leaves (check decay)

11 Jungle Leaves (check decay)

12 Oak Leaves (no decay and check decay)

13 Spruce Leaves (no decay and check decay)

14 Birch Leaves (no decay and check decay)

15 Jungle Leaves (no decay and check decay)

Block 161

DV Description

0 Acacia Leaves

1 Dark Oak Leaves

4 Acacia Leaves (no decay)

5 Dark Oak Leaves (no decay)

8 Acacia Leaves (check decay)

9 Dark Oak Leaves (check decay)

12 Acacia Leaves (no decay and check decay)

13 Dark Oak Leaves (no decay and check decay)

Wool, Stained Clay, Stained Glass and Carpet[edit]

These values specify the color of the wool, stained clay, 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.

Carpet
DV Description

0 White

1 Orange

2 Magenta

3 Light Blue

4 Yellow

5 Lime

6 Pink

7 Gray

8 Light Gray

9 Cyan

10 Purple

11 Blue

12 Brown

13 Green

14 Red

15 Black
Wool
Data value Dec 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Hex 0 1 2 3 4 5 6 7 8 9 A B C D E F
Bin 0000 0001 0010 0011 0100 0101 0110 0111 1000 1001 1010 1011 1100 1101 1110 1111
Preview White wool Orange wool Magenta wool Light blue wool Yellow wool Lime wool Pink wool Gray wool Light gray wool Cyan wool Purple wool Blue wool Brown wool Green wool Red wool Black wool
Name White wool Orange wool Magenta wool Light blue wool Yellow wool Lime wool Pink wool Gray wool Light gray wool Cyan wool Purple wool Blue wool Brown wool Green wool Red wool Black wool
Red[fn 1] 221 219 179 107 177 65 208 64 154 46 126 46 79 53 150 25
Green[fn 1] 221 125 80 138 166 174 132 64 161 110 61 56 50 70 52 22
Blue[fn 1] 221 62 188 201 39 56 153 64 161 137 181 141 31 27 48 22
Hex[fn 1] DDDDDD DB7D3E B350BC 6B8AC9 B1A627 41AE38 D08499 404040 9AA1A1 2E6E89 7E3DB5 2E388D 4F321F 35461B 963430 191616
  1. a b c d
    Average RGB color values for the default texture pack.
Stained Clay
DV Description

0 White stained clay

1 Orange stained clay

2 Magenta stained clay

3 Light blue stained clay

4 Yellow stained clay

5 Lime stained clay

6 Pink stained clay

7 Gray stained clay

8 Light gray stained clay

9 Cyan stained clay

10 Purple stained clay

11 Blue stained clay

12 Brown stained clay

13 Green stained clay

14 Red stained clay

15 Black stained clay
Stained Glass
DV Description

0 White Stained Glass

1 Orange Stained Glass

2 Magenta Stained Glass

3 Light Blue Stained Glass

4 Yellow Stained Glass

5 Lime Stained Glass

6 Pink Stained Glass

7 Gray Stained Glass

8 Light Gray Stained Glass

9 Cyan Stained Glass

10 Purple Stained Glass

11 Blue Stained Glass

12 Brown Stained Glass

13 Green Stained Glass

14 Red Stained Glass

15 Black Stained Glass

Torches and Redstone Torches[edit]

DV Description

0 (unused)

1 Facing east (attached to a block to its west)

2 Facing west (attached to a block to its east)

3 Facing south (attached to a block to its north)

4 Facing north (attached to a block to its south)

5 Facing up (attached to a block beneath it)

Slabs[edit]

Single slabs can be either "right-side-up" or "upside-down"; this information is stored in the most significant metadata bit 0x8 as follows:

  • 0: Slab is right-side-up, occupying the bottom half of its voxel.
  • 1: Slab is upside-down, occupying the top half of its voxel.

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.

Double Stone Slabs[edit]

Block 43
DV Description

0 Double Stone Slab

1 Double Sandstone Slab

2 Double (Stone) Wooden Slab

3 Double Cobblestone Slab

4 Double Bricks Slab

5 Double Stone Brick Slab

6 Double Nether Brick Slab

7 Double Quartz Slab

8 Smooth Double Stone Slab

9 Smooth Double Sandstone Slab

15 Tile Double Quartz Slab (note the underside)
Block 181
DV Description

0 Double Red Sandstone Slab

8 Smooth Double Red Sandstone Slab

The full stone, quartz, sandstone, and red sandstone Slabs have a top texture on all sides.

Stone Slabs[edit]

Block 44
DV Description

0 Stone Slab

1 Sandstone Slab

2 (Stone) Wooden Slab

3 Cobblestone Slab

4 Bricks Slab

5 Stone Brick Slab

6 Nether Brick Slab

7 Quartz Slab

8 Upper Stone Slab

9 Upper Sandstone Slab

10 Upper (Stone) Wooden Slab

11 Upper Cobblestone Slab

12 Upper Bricks Slab

13 Upper Stone Brick Slab

14 Upper Nether Brick Slab

15 Upper Quartz Slab
Block 182
DV Description

0 Red Sandstone Slab

8 Upper Red Sandstone Slab

Double Wooden Slabs[edit]

Block 125
DV Description

0 Double Oak Wood Slab

1 Double Spruce Wood Slab

2 Double Birch Wood Slab

3 Double Jungle Wood Slab

4 Double Acacia Wood Slab

5 Double Dark Oak Wood Slab

Wooden Slabs[edit]

Block 126
DV Description

0 Oak Wood Slab

1 Spruce Wood Slab

2 Birch Wood Slab

3 Jungle Wood Slab

4 Acacia Wood Slab

5 Dark Oak Wood Slab

8 Upper Oak Wood Slab

9 Upper Spruce Wood Slab

10 Upper Birch Wood Slab

11 Upper Jungle Wood Slab

12 Upper Acacia Wood Slab

13 Upper Dark Oak Wood Slab

Fire[edit]

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.

Sandstone[edit]

For normal sandstone the bottom has a cracked pattern. The other types of sandstone have bottom faces same as the tops.

DV Description

0 Sandstone

1 Chiseled sandstone

2 Smooth sandstone

Red Sandstone[edit]

DV Description

0 Red Sandstone

1 Chiseled Red Sandstone

2 Smooth Red Sandstone

Beds[edit]

Bits Values
0x0 Head facing South
0x1 Head facing West
0x2 Head facing North
0x3 Head facing East
0x4 (bit flag) When 0, the bed is empty
When 1, the bed is occupied
0x8 (bit flag) When 0, the foot of the bed
When 1, the head of the bed

Grass[edit]

DV Description

0 Dead Bush

1 Tall Grass

2 Fern

Flowers[edit]

DV Description

0 Poppy

1 Blue Orchid

2 Allium

3 Azure Bluet

4 Red Tulip

5 Orange Tulip

6 White Tulip

7 Pink Tulip

8 Oxeye Daisy

Large Flowers[edit]

DV Description

0 Sunflower

1 Lilac

2 Double Tallgrass

3 Large Fern

4 Rose Bush

5 Peony

8 Top Half of any Large Plant; low three bits 0x7 are derived from the block below.

Piston[edit]

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)

  • 0: Down
  • 1: Up
  • 2: north
  • 3: south
  • 4: west
  • 5: east

Piston Extension[edit]

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).

  • 0: Down
  • 1: Up
  • 2: north
  • 3: south
  • 4: west
  • 5: east

Stairs[edit]

Bits Description
0x1
0x2
A two-bit field containing a value from 0 to 3 specifying the direction of the stairs' full-block side:
  • 0: East
  • 1: West
  • 2: South
  • 3: North
0x4 Set if stairs are upside-down
0x8 (unused)

Redstone Wire[edit]

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.

Daylight Sensor[edit]

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[edit]

Crops grow from 0x0 to 0x7. Carrots and potatoes (and Beetroot in MCPE) appear to have 4 stages, but actually grow identically to wheat, merely using the same texture for multiple stages. Note: crops with a data value of 0xF have been spotted; the meaning of the top 0x8 bit is unknown.

Wheat
Icon Value

0

1

2

3

4

5

6

7
Carrot
Icon Value

0, 1

2, 3

4, 5, 6

7
Potato
Icon Value

0, 1

2, 3

4, 5, 6

7
Beetroot
Icon Value

0, 1

2, 3

4, 5, 6

7

Farmland[edit]

Bits Values
0x0 Dry land
0x1 to 0x7 Increasing levels of wetness.
The wetness value counts down to 0x0 while the farmland
does not have access to water. The wet texture is only used on level 0x7.

[edit]

Standing[edit]

Bits Description
0x1
0x2
0x4
0x8
A four-bit field storing a value from 0 to 15 specifying the block's orientation:
  • 0: south
  • 1: south-southwest
  • 2: southwest
  • 3: west-southwest
  • 4: west
  • 5: west-northwest
  • 6: northwest
  • 7: north-northwest
  • 8: north
  • 9: north-northeast
  • 10: northeast
  • 11: east-northeast
  • 12: east
  • 13: east-southeast
  • 14: southeast
  • 15: south-southeast

Wall[edit]

Bits Description
0x1
0x2
0x4
A three-bit field storing a value from 2 to 5 specifying the block's orientation:
  • 2: north
  • 3: south
  • 4: west
  • 5: east
0x8 (unused)

Door[edit]

Minecraft 1.1 and Earlier[edit]

The two least significant bits are the orientation of the door, that is, the corner in which its hinge is positioned:

  • 0x0: northwest corner
  • 0x1: northeast corner
  • 0x2: southeast corner
  • 0x3: southwest corner

The two bits above are flags:

  • 0x8: If this bit is set, this is the top half of a door (else the lower half).
  • 0x4: If this bit is set, the door has swung counterclockwise around its hinge.

For example, the bottom half of a door with its hinge on the southwest 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.

Starting at Minecraft 1.2 (from weekly snapshot 12w06a)[edit]

Graphic of possible door data values in 12w06a

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:

  • 0: The bottom half of the door
  • 1: The top half of the door

Top Sections

The least-significant bit (0x1) is as follows, assuming you're facing the same direction the door faces while closed:
  • 0: Hinge is on the right (this is the default for single doors)
  • 1: Hinge is on the left (this will be used for the other half of a double-door combo)
The other two bits (0x2 and 0x4) are always zero.
The only valid values for a top section, therefore, are 8 (binary 1000) and 9 (binary 1001).

Bottom Sections

The second bit (0x4) determines the door's state:
  • 0: Closed
  • 1: Open
The bottom two bits determine which direction the door faces (these directions given for which direction the door faces while closed)
  • 0: Facing west
  • 1: Facing north
  • 2: Facing east
  • 3: Facing south

Rails[edit]

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.

Activator Rails, Detector Rails, and Powered Rails[edit]

Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 0 to 5:

  • 0: flat track going north-south
  • 1: flat track going west-east
  • 2: sloped track ascending to the east
  • 3: sloped track ascending to the west
  • 4: sloped track ascending to the north
  • 5: sloped track ascending to the south
0x8 Set if rail is active.

Ladders, Furnaces, Chests, Trapped Chests[edit]

Ladder
Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 2 to 5:

  • 2: Ladder facing north
  • 3: Ladder facing south
  • 4: Ladder facing west
  • 5: Ladder facing east

Invalid values default to 2.

0x8 Unused.
Furnace
Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 2 to 5:

  • 2: Furnace facing north
  • 3: Furnace facing south
  • 4: Furnace facing west
  • 5: Furnace facing east

Invalid values default to 2.

0x8 Unused.
Chest
Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 2 to 5:

  • 2: Chest facing north
  • 3: Chest facing south
  • 4: Chest facing west
  • 5: Chest facing east

Invalid values default to 2.

0x8 Unused.
Trapped Chest
Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 2 to 5:

  • 2: Trapped chest facing north
  • 3: Trapped chest facing south
  • 4: Trapped chest facing west
  • 5: Trapped chest facing east

Invalid values default to 2.

0x8 Unused.

Sign[edit]

Standing[edit]

Bits Description
0x1
0x2
0x4
0x8
A four-bit field storing a value from 0 to 15 specifying the block's orientation:
  • 0: south
  • 1: south-southwest
  • 2: southwest
  • 3: west-southwest
  • 4: west
  • 5: west-northwest
  • 6: northwest
  • 7: north-northwest
  • 8: north
  • 9: north-northeast
  • 10: northeast
  • 11: east-northeast
  • 12: east
  • 13: east-southeast
  • 14: southeast
  • 15: south-southeast

Wall[edit]

Bits Description
0x1
0x2
0x4
A three-bit field storing a value from 2 to 5 specifying the block's orientation:
  • 2: north
  • 3: south
  • 4: west
  • 5: east
0x8 (unused)

Dispenser and Dropper[edit]

Dropper
Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 0 to 5 specifying which direction the dropper is facing:

  • 0: Dropper facing down
  • 1: Dropper facing up
  • 2: Dropper facing north
  • 3: Dropper facing south
  • 4: Dropper facing west
  • 5: Dropper facing east
0x8 Set if dropper is activated.
Dispenser
Bits Values
0x1
0x2
0x4

Three bits storing a value from 0 to 5:

  • 0: Dispenser facing down
  • 1: Dispenser facing up
  • 2: Dispenser facing north
  • 3: Dispenser facing south
  • 4: Dispenser facing west
  • 5: Dispenser facing east
0x8 If set, the dispenser is activated.

Hopper[edit]

Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 0 to 5:

  • 0: Output facing down
  • 1: (unused)
  • 2: Output facing north
  • 3: Output facing south
  • 4: Output facing west
  • 5: Output facing east
0x8 Set if activated/disabled.

Levers[edit]

Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 0 to 7:

  • 0: Lever on block bottom points east when off.
  • 1: Lever on block side facing east
  • 2: Lever on block side facing west
  • 3: Lever on block side facing south
  • 4: Lever on block side facing north
  • 5: Lever on block top points south when off.
  • 6: Lever on block top points east when off.
  • 7: Lever on block bottom points south when off.
0x8 If this bit is set, the lever is active.


Pressure Plates[edit]

Bits Values
0x1 If this bit is set, the pressure plate is active.
0x2
0x4
0x8
Unused.

Buttons[edit]

Bits Values
0x1
0x2
0x4

Three bits storing a value from 0 to 5:

  • 0: Button on block bottom facing down
  • 1: Button on block side facing east
  • 2: Button on block side facing west
  • 3: Button on block side facing south
  • 4: Button on block side facing north
  • 5: Button on block top facing up
0x8 If this bit is set, the button is currently active.

Snow[edit]

Heights of snow from 0-7, going from left to right
DV Description

0 One layer, 2 pixels thick

1 Two layers, 4 pixels thick

2 Three layers, 6 pixels thick

3 Four layers, 8 pixels thick

4 Five layers, 10 pixels thick

5 Six layers, 12 pixels thick

6 Seven layers, 14 pixels thick

7 Eight layers, 16 pixels thick

Cacti and Sugar Canes[edit]

Cactus
Bits Values
0x0 Freshly planted cactus.
0x1 to 0x15 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.
Sugar Canes
Bits Values
0x0 Freshly planted sugar cane.
0x1 to 0x15 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.

Jukebox[edit]

DV Description

0 No disc inserted

1 Contains a disc

The associated block entity is used to identify which record has been inserted.

Pumpkins and Jack o'Lanterns[edit]

Pumpkin
Bits Values
0x0 Pumpkin facing south
0x1 Pumpkin facing west
0x2 Pumpkin facing north
0x3 Pumpkin facing east
0x4 (bit flag) Pumpkin without face
Jack o'Lantern
Bits Values
0x0 Jack o'lantern facing south
0x1 Jack o'lantern facing west
0x2 Jack o'lantern facing north
0x3 Jack o'lantern facing east
0x4 (bit flag) Jack o'lantern without face

Cake[edit]

Bits Values
0x0 0 pieces eaten
0x1 1 piece eaten
0x2 2 pieces eaten
0x3 3 pieces eaten
0x4 4 pieces eaten
0x5 5 pieces eaten

Redstone Repeater[edit]

Bits Values
0x1
0x2
A two-bit field storing a value from 0 to 3 specifying the direction the redstone repeater is facing:
  • 0: Facing north.
  • 1: Facing east.
  • 2: Facing south.
  • 3: Facing west.
0x4
0x8
A two-bit field storing a value from 0 to 3 specifying the redstone repeater's delay:
  • 0: Delay of 1 redstone tick.
  • 1: Delay of 2 redstone tick.
  • 2: Delay of 3 redstone tick.
  • 3: Delay of 4 redstone tick.

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.

Redstone Comparator[edit]

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:
  • 0: Facing north.
  • 1: Facing east.
  • 2: Facing south.
  • 3: Facing west.
0x4 Set if in subtraction mode (front torch up and powered).
0x8 Set if powered (at any power level).

Trapdoors[edit]

Bits Values
0x1
0x2

A two-bit field storing a value from 0 to 3:

  • 0: Trapdoor on the west side of a block
  • 1: Trapdoor on the south side of a block
  • 2: Trapdoor on the east side of a block
  • 3: Trapdoor on the north side of a block
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.

Monster Egg[edit]

DV Description

0 Stone Monster Egg

1 Cobblestone Monster Egg

2 Stone Brick Monster Egg

3 Mossy Stone Brick Monster Egg

4 Cracked Stone Brick Monster Egg

5 Chiseled Stone Brick Monster Egg

Stone Bricks[edit]

DV Description

0 Stone brick

1 Mossy stone brick

2 Cracked stone brick

3 Chiseled stone brick

Prismarine[edit]

DV Description

0 Prismarine

1 Prismarine Bricks

2 Dark Prismarine

Sponge[edit]

DV Description

0 Sponge

1 Wet Sponge

Brown and red mushroom blocks[edit]

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).

DV Description

0 Pores on all sides

1 Cap texture on top, west and north

2 Cap texture on top and north

3 Cap texture on top, north and east

4 Cap texture on top and west

5 Cap texture on top

6 Cap texture on top and east

7 Cap texture on top, south and west

8 Cap texture on top and south

9 Cap texture on top, east and south

10 Stem texture on all four sides, pores on top and bottom

14 Cap texture on all six sides

15 Stem texture on all six sides

Pumpkin stem and Melon stem[edit]

Bits Values
0x0 Freshly planted stem
0x1 First stage of growth
0x2 Second stage of growth
0x3 Third stage of growth
0x4 Fourth stage of growth
0x5 Fifth stage of growth
0x6 Sixth stage of growth
0x7 Seventh stage of growth
In this stage a stem can spawn a melon or pumpkin next to
it on an empty dirt, grass or farmland block

Vines[edit]

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.

  • 1: south
  • 2: west
  • 4: north
  • 8: east

Fence Gates[edit]

The left circle was opened from the outside, the right one from the inside. Facing directions: Red = North; Green = East; Yellow = South; Blue = West
Bits Description
0x1
0x2
Two bits storing a value from 0 to 3 specifying the direction the gate is facing:
  • 0: Facing south
  • 1: Facing west
  • 2: Facing north
  • 3: Facing east
0x4 0 if the gate is closed, 1 if open.

Nether Wart[edit]

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):

Icon Value

0

1-2

3

Brewing Stand[edit]

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 southwest
0x4 The slot pointing northwest

Cauldron[edit]

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

End Portal block[edit]

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:

  • 0: To the south
  • 1: To the west
  • 2: To the north
  • 3: To the east

0x4 is a bit flag: 0 is an "empty" frame block, 1 is a block with an Eye of Ender inserted.

Cocoas[edit]

Bits Values
0x1
0x2
A two-bit field storing a value from 0 to 4 specifying the direction the pod is attached to:
  • 0: Attached to the north
  • 1: Attached to the east
  • 2: Attached to the south
  • 3: Attached to the west
0x4
0x8
A two-bit field storing a value from 0 to 3 specifying the stage of growth of the plant:
  • 0: First stage
  • 1: Second stage
  • 2: Final stage

Tripwire Hook[edit]

Bits Values
0x1
0x2

A two-bit field storing a value from 0 to 3:

  • 0: Tripwire hook on block side facing south
  • 1: Tripwire hook on block side facing west
  • 2: Tripwire hook on block side facing north
  • 3: Tripwire hook on block side facing east
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)

Tripwire[edit]

Bits Description
0x1 Set if tripwire is activated (an entity is intersecting its collision mask).
0x2 Set if tripwire is suspended in the air (not above a solid block).
0x4 Set if tripwire is attached to a valid tripwire circuit.
0x8 Set if tripwire is disarmed.

Cobblestone Walls[edit]

DV Description

0 Cobblestone Wall

1 Mossy Cobblestone Wall

Flower Pots[edit]

For Flower Pot blocks placed from Minecraft version 1.7, the plant contained in the pot is stored in the associated Tile Entity. See Tile 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:

DV Description

0 Empty

1 Poppy

2 Dandelion

3 Oak sapling

4 Spruce sapling

5 Birch sapling

6 Jungle sapling

7 Red mushroom

8 Brown mushroom

9 Cactus

10 Dead bush

11 Fern

12 Acacia sapling

13 Dark oak sapling

Heads[edit]

For the block, data values determine the block placement:

DV Description

0 (unused)

1 On the floor (rotation is stored in the tile entity)

2 On a wall, facing north

3 On a wall, facing south

4 On a wall, facing east

5 On a wall, facing west

For the item and for the tile entity, data values determine the skull type:

DV Description

0 Skeleton Skull

1 Wither Skeleton Skull

2 Zombie Head

3 Head

4 Creeper Head

Block of Quartz[edit]

DV Description

0 Block of Quartz

1 Chiseled Quartz Block

2 Pillar Quartz Block (vertical)

3 Pillar Quartz Block (north-south)

4 Pillar Quartz Block (east-west)

Coal[edit]

DV Description

0 Coal

1 Charcoal

Dyes[edit]

DV Description

0 Ink Sac

1 Rose Red

2 Cactus Green

3 Cocoa Beans

4 Lapis Lazuli

5 Purple Dye

6 Cyan Dye

7 Light Gray Dye

8 Gray Dye

9 Pink Dye

10 Lime Dye

11 Dandelion Yellow

12 Light Blue Dye

13 Magenta Dye

14 Orange Dye

15 Bone Meal

Fish[edit]

Both raw and cooked fish use the same data values. Note that clownfish and pufferfish cannot be cooked.

DV Description

0 Raw Fish

1 Raw Salmon

2 Clownfish

3 Pufferfish

Anvil[edit]

Anvil data values differ between the item and block.

Item

DV Description

0 Anvil

1 Slightly Damaged Anvil

2 Very Damaged Anvil

Block

DV Description

0 Anvil (North/South)

1 Anvil (East/West)

2 Anvil (South/North)

3 Anvil (West/East)

4 Slightly Damaged Anvil (North/South)

5 Slightly Damaged Anvil (East/West)

6 Slightly Damaged Anvil (West/East)

7 Slightly Damaged Anvil (South/North)

8 Very Damaged Anvil (North/South)

9 Very Damaged Anvil (East/West)

10 Very Damaged Anvil (West/East)

11 Very Damaged Anvil (South/North)

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.

Potions[edit]

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:

  • potion with "Instant Health" effect has damage value 5 (= 5 + 0 + 0 + 0);
  • potion with extended "Slowness" effect has value 74 (= 10 + 0 + 64 + 0);
  • splash potion with tier II "Strength" effect has value 16425 (= 9 + 32 + 0 + 16384).

To get potion with certain name, use the following formula:

DV = potion_name + extended_bit + splash_bit

for example:

  • Splash version of "Charming Potion" has damage value 16423 (= 39 + 0 + 16384)

"Potion name" bits[edit]

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.

"Potion effect" bits[edit]

Dec Hex Effect Potion suffix Duration Bottles Icon Effect color Tier II?
0 0 - - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - - -
1 1 Regeneration Regeneration 0:45 Grid Potion of Regeneration.pngGrid Splash Potion of Regeneration.png

Pink
Yes
2 2 Speed Swiftness 3:00 Grid Potion of Swiftness.pngGrid Splash Potion of Swiftness.png

Sky blue
Yes
3 3 Fire Resistance Fire Resistance 3:00 Grid Potion of Fire Resistance.pngGrid Splash Potion of Fire Resistance.png

Orange
No
4 4 Poison Poison 0:45 Grid Potion of Poison.pngGrid Splash Potion of Poison.png

Green
Yes
5 5 Instant Health Healing instant Grid Potion of Healing.pngGrid Splash Potion of Healing.png - - Yes
6 6 Night Vision Night Vision 3:00 Grid Potion of Night Vision.pngGrid Splash Potion of Night Vision.png

Navy blue
No
7 7 - - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - - -
8 8 Weakness Weakness 1:30 Grid Potion of Weakness.pngGrid Splash Potion of Weakness.png

Gray
No
9 9 Strength Strength 3:00 Grid Potion of Strength.pngGrid Splash Potion of Strength.png

Dark red
Yes
10 a Slowness Slowness 1:30 Grid Potion of Slowness.pngGrid Splash Potion of Slowness.png

Blue-gray
No
11 b Jump Boost Leaping 3:00 Grid Potion of Leaping.pngGrid Splash Potion of Leaping.png

Bright green
Yes
12 c Instant Damage Harming instant Grid Potion of Harming.pngGrid Splash Potion of Harming.png - - Yes
13 d Water Breathing Water Breathing 3:00 Grid Potion of Water Breathing.pngGrid Splash Potion of Water Breathing.png

Blue
No
14 e Invisibility Invisibility 3:00 Grid Potion of Invisibility.pngGrid Splash Potion of Invisibility.png

Light gray
No
15 f - - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - - -

"Tier" bit[edit]

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.

"Extended duration" bit[edit]

Dec Hex Meaning
0 0000 Base duration.
64 0040 Multiply duration by 8/3.

"Splash potion" bit[edit]

Dec Hex Meaning
0 0000 Drinkable potion.
16384 4000 Splash potion. Multiply duration by 3/4.

Spawn Eggs[edit]

Damage values on spawn eggs will cause it to spawn the entity of that id. For example; "/give [playername] spawn_egg 1 50" (a damage value of 50) would cause the spawn egg to create creepers.

Icon DV Description
Grid Spawn Creeper.png 50 Spawn Creeper
Grid Spawn Skeleton.png 51 Spawn Skeleton
Grid Spawn Spider.png 52 Spawn Spider
Grid Spawn Zombie.png 54 Spawn Zombie
Grid Spawn Slime.png 55 Spawn Slime
Grid Spawn Ghast.png 56 Spawn Ghast
Grid Spawn Zombie Pigman.png 57 Spawn Zombie Pigman
Grid Spawn Enderman.png 58 Spawn Enderman
Grid Spawn Cave Spider.png 59 Spawn Cave Spider
Grid Spawn Silverfish.png 60 Spawn Silverfish
Grid Spawn Blaze.png 61 Spawn Blaze
Grid Spawn Magma Cube.png 62 Spawn Magma Cube
Grid Spawn Bat.png 65 Spawn Bat
Grid Spawn Witch.png 66 Spawn Witch
Grid Spawn Endermite.png 67 Spawn Endermite
Grid Spawn Guardian.png 68 Spawn Guardian
Grid Spawn Pig.png 90 Spawn Pig
Grid Spawn Sheep.png 91 Spawn Sheep
Grid Spawn Cow.png 92 Spawn Cow
Grid Spawn Chicken.png 93 Spawn Chicken
Grid Spawn Squid.png 94 Spawn Squid
Grid Spawn Wolf.png 95 Spawn Wolf
Grid Spawn Mooshroom.png 96 Spawn Mooshroom
Grid Spawn Ocelot.png 98 Spawn Ocelot
Grid Spawn Horse.png 100 Spawn Horse
Grid Spawn Rabbit.png 101 Spawn Rabbit
Grid Spawn Villager.png 120 Spawn Villager

Maps[edit]

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.

Golden Apple[edit]

DV Description

0 Golden Apple

1 Enchanted Golden Apple

Trivia[edit]

  • Using /give command or inventory editors, an item can be spawned with its data value out of normal bounds. This can cause a normal looking item to appear, but will be unusable and unstackable with an identical item that has a different data value. In the case of Wool colors, data values "rotate" when out of bounds. Examples are provided:
    • Example 1 - Stacking: If the player were to type /give <PLAYERNAME> 351 1 1, an Ink Sac would be given to the player like normal. However, if the player were to type /give <PLAYERNAME> 351 1 -4 afterward, another Ink Sac would be given, but it won't stack with the first Ink Sac, because the two Ink Sacs have different data values, despite the fact that both items appear to be the same thing.
    • Example 2 - Value Defaults: Using the /give command to spawn an item with data values that are out of valid bounds will "default" to the lowest or highest valid data value closest to it. Typing /give <PLAYERNAME> 351 1 -23 will spawn an Ink Sac, due to -23 being closest to 0, the lowest possible valid data value for dye, being the Ink Sac. Typing /give <PLAYERNAME> 351 1 43 will spawn Bone Meal, because 43 is closest to the dye's highest valid data value, being 15, which is what Bone Meal is.
    • Example 3 - Non-usable: Note that the valid data values for dye are between the numbers 0 and 15. Any type of dye that's spawned with an data value lower than 0 or higher than 15 cannot be used. So if one is using the /give command to spawn a dye with a data value above 15, which would spawn Bone Meal, the said Bone Meal can not be used to mix with other dyes or be used as a quick plant growing agent.
    • Example 4 - Rotation: Data value rotation has been confirmed for Wool, but only the colors seem to rotate. Using a Wool data value of 16 (when the highest is 15) (Note: the wool data value of 16 is shown as nether warts in the inventory, but when placed by the player it becomes white wool) will "circle back" to white wool, which is 0. Using an data value of 18 will circle back to Magenta Wool, because 18 is 3 integers higher than the max of 15, it will circle back to 0, but the extra 3 bumps it to the data value of 2. Using /give to hack in wool with a damage value above 255, however, will result in a flat wool block. Additionally, the color rotation is reversed in the inventory; a wool block with a damage value of 256, for example, looks like black wool in the inventory, but converts to white wool when placed. The highest damage value that can be achieved with /give is 2,147,483,647, which appears as white wool that converts to black wool when placed. A similar effect happens with every block/item with damage values, depending on the block. For example, giving yourself a Wood block with a data value of 10 would give a rotated Birch wood block, because wood uses data values to determine their rotation. As with Wool, giving yourself wood with a data value above 15 will cycle round back to a wood block that appears as the matching wood block with a data value 16 less than itself (for example, a wood block with a data value of 16 appears as Oak Wood but cannot be crafted into planks and will not stack with regular Oak Wood). Wood with a data value above 255 does not appear flat; the data rotation happens normally.

JSON Data Values[edit]

  • Web/Plugin/App Developers looking for a JSON representation of the minecraft data values and PNG images can use the free api at: http://api.mineverse.com (Free registration required to prevent abuse). This list is maintained by a volunteer and has an "update" value that lets you know the latest update. It may not reflect the latest changes here.

Video[edit]