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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


[edit] IDs

D Requires additional data from the saved game's Data array to fully define the block.
I Has a different ID as an inventory item.
B Requires additional data in the item's Damage field to fully define the inventory item.
T Requires a tile 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.
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 in creative mode, but unobtainable in Creative mode's menu.
Orange Available in an update yet to be released.
Gray Unused data.

Block IDs

[edit]

Item IDs

[edit]

Entity IDs

[edit]

[edit] Horse Variants

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

[edit] Biome IDs

Biomes have been present in Minecraft since the Halloween Update, and the Biome ID is included in the Anvil file format since Minecraft 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.

Dec Biome
0 Ocean
1 Plains
2 Desert
3 Extreme Hills
4 Forest
5 Taiga
6 Swampland
7 River
8 Hell (Nether)
9 Sky (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 Mega Spruce Taiga Hills
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)

[edit] Enchantment IDs

Used in /enchant command.

ID Enchantment Enchantable Item(s) Maximum
0 Protection Armor 4
1 Fire Protection Armor 4
2 Feather Falling Boots 4
3 Blast Protection Armor 4
4 Projectile Protection Armor 4
5 Respiration Helmets 3
6 Aqua Affinity Helmets 1
7 Thorns Armor 3
16 Sharpness Swords, Axes 5
17 Smite Swords, Axes 5
18 Bane of Arthropods Swords, Axes 5
19 Knockback Swords 2
20 Fire Aspect Swords 2
21 Looting Swords 3
32 Efficiency Pickaxes, Shovels, Axes, Shears 5
33 Silk Touch Pickaxes, Shovels, Axes, Shears 1
34 Unbreaking Any Item with Durability 3
35 Fortune Pickaxes, Shovels, Axes 3
48 Power Bow 5
49 Punch Bow 2
50 Flame Bow 1
51 Infinity Bow 1
61 Luck of the Sea Fishing Rod 3
62 Lure Fishing Rod 3

[edit] Status effects

Used in /effect command.

Icon Value Name In source code Particle color

1 Speed potion.moveSpeed
0x7cafc6

2 Slowness potion.moveSlowdown
0x5a6c81

3 Haste potion.digSpeed
0xd9c043

4 Mining Fatigue potion.digSlowDown
0x4a4217

5 Strength potion.damageBoost
0x932423
- 6 Instant Health potion.heal
0xf82423
- 7 Instant Damage potion.harm
0x430a09

8 Jump Boost potion.jump
0x786297

9 Nausea potion.confusion
0x551d4a

10 Regeneration potion.regeneration
0xcd5cab

11 Resistance potion.resistance
0x99453a

12 Fire Resistance potion.fireResistance
0xe49a3a

13 Water Breathing potion.waterBreathing
0x2e5299

14 Invisibility potion.invisibility
0x7f8392

15 Blindness potion.blindness
0x1f1f23

16 Night vision potion.nightVision
0x1f1fa1

17 Hunger potion.hunger
0x587653

18 Weakness potion.weakness
0x484d48

19 Poison potion.poison
0x4e9331

20 Wither potion.wither
0x352a27

21 Health Boost potion.healthBoost
0xf87d23

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

[edit] Data

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 0-12 0-C Disc in jukebox
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 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
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

[edit] Wood Planks

Data value Description
Dec Hex Bin

0 0 0 Oak Wood Planks

1 1 1 Spruce Wood Planks

2 2 10 Birch Wood Planks

3 3 11 Jungle Wood Planks

4 4 100 Acacia Wood Planks

5 5 101 Dark Oak Wood Planks

[edit] Stone

Data value Description
Dec Hex Bin

0 0 0 Stone

1 1 1 Granite

2 2 10 Polished Granite

3 3 11 Diorite

4 4 100 Polished Diorite

5 5 101 Andesite

6 6 110 Polished Andesite

[edit] Dirt

Data value Description
Dec Hex Bin

0 0 0 Dirt

1 1 1 Grassless Dirt

2 2 10 Podzol

[edit] Saplings

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:

Data value Description
Dec Hex Bin

0 0 0 Oak Sapling

1 1 1 Spruce Sapling

2 2 10 Birch Sapling

3 3 11 Jungle Sapling

4 4 100 Acacia Sapling

5 5 101 Dark Oak Sapling

The 0x8 bit functions as the counter. The counter is cleared when a sapling is dropped as an item.

[edit] Water and Lava

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".

[edit] Sand

Data value Description
Dec Hex Bin

0 0 0 Sand

1 1 1 Red sand

[edit] Wood

Block 17

Data value Description
Dec Hex Bin

0 0 0 Oak wood facing up/down

1 1 1 Spruce wood facing up/down

2 2 10 Birch wood facing up/down

3 3 11 Jungle wood facing up/down

4 4 100 Oak wood facing East/West

5 5 101 Spruce wood facing East/West

6 6 110 Birch wood facing East/West

7 7 111 Jungle wood facing East/West

8 8 1000 Oak wood facing North/South

9 9 1001 Spruce wood facing North/South

10 A 1010 Birch wood facing North/South

11 B 1011 Jungle wood facing North/South

12 C 1100 Oak wood with only bark

13 D 1101 Spruce wood with only bark

14 E 1110 Birch wood with only bark

15 F 1111 Jungle wood with only bark

Block 162

Data value Description
Dec Hex Bin

0 0 0 Acacia wood facing up/down

1 1 1 Dark Oak wood facing up/down

2 2 10 Acacia wood facing up/down (placeholder)

3 3 11 Dark Oak wood facing up/down (placeholder)

4 4 100 Acacia wood facing East/West

5 5 101 Dark Oak wood facing East/West

6 6 110 Acacia wood facing East/West (placeholder)

7 7 111 Dark Oak wood facing East/West (placeholder)

8 8 1000 Acacia wood facing North/South

9 9 1001 Dark Oak wood facing North/South

10 A 1010 Acacia wood facing North/South (placeholder)

11 B 1011 Dark Oak wood facing North/South (placeholder)

12 C 1100 Acacia wood with only bark

13 D 1101 Dark Oak wood with only bark

14 E 1110 Acacia wood with only bark (placeholder)

15 F 1111 Dark Oak wood with only bark (placeholder)

[edit] Leaves

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

Data value Description
Dec Hex Bin

0 0 0 Oak Leaves

1 1 1 Spruce Leaves

2 2 10 Birch Leaves

3 3 11 Jungle Leaves

4 4 100 Oak Leaves (no decay)

5 5 101 Spruce Leaves (no decay)

6 6 110 Birch Leaves (no decay)

7 7 111 Jungle Leaves (no decay)

8 8 1000 Oak Leaves (check decay)

9 9 1001 Spruce Leaves (check decay)

10 A 1010 Birch Leaves (check decay)

11 B 1011 Jungle Leaves (check decay)

12 C 1100 Oak Leaves (no decay and check decay)

13 D 1101 Spruce Leaves (no decay and check decay)

14 E 1110 Birch Leaves (no decay and check decay)

15 F 1111 Jungle Leaves (no decay and check decay)

Block 161

Data value Description
Dec Hex Bin

0 0 0 Acacia Leaves

1 1 1 Dark Oak Leaves

2 2 10 (unused)

3 3 11 (unused)

4 4 100 Acacia Leaves (no decay)

5 5 101 Dark Oak Leaves (no decay)

6 6 110 (unused)

7 7 111 (unused)

8 8 1000 Acacia Leaves (check decay)

9 9 1001 Dark Oak Leaves (check decay)

10 A 1010 (unused)

11 B 1011 (unused)

12 C 1100 Acacia Leaves (no decay and check decay)

13 D 1101 Dark Oak Leaves (no decay and check decay)

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

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.

Icon Dec Hex Description

0 0x0 Regular (White)

1 0x1 Orange

2 0x2 Magenta

3 0x3 Light Blue

4 0x4 Yellow

5 0x5 Lime

6 0x6 Pink

7 0x7 Gray

8 0x8 Light Gray

9 0x9 Cyan

10 0xA Purple

11 0xB Blue

12 0xC Brown

13 0xD Green

14 0xE Red

15 0xF Black

[edit] Torches and Redstone Torches

  • 0x0: Standing on the floor
  • 0x1: Pointing east
  • 0x2: Pointing west
  • 0x3: Pointing south
  • 0x4: Pointing north

[edit] Slabs and Double Slabs

For both slabs and double slabs, the lower three bits of the metadata nybble determine the texture:

Stone Slabs

Data value Description
Dec Hex Bin

0 0 0 Stone Slab

1 1 1 Sandstone Slab

2 2 10 Wooden Slab

3 3 11 Cobblestone Slab

4 4 100 Brick Slab

5 5 101 Stone Brick Slab

6 6 110 Nether Brick Slab

7 7 111 Quartz Slab

8 8 1000 Smooth Stone Slab (Double Only)

9 9 1001 Smooth Sandstone Slab (Double Only)

10 A 1010 Tile Quartz Slab (Double Only) (Note the underside)

Wooden Slabs

Data value Description
Dec Hex Bin

0 0 0 Oak Wood Slab

1 1 1 Spruce Wood Slab

2 2 10 Birch Wood Slab

3 3 11 Jungle Wood Slab

4 4 100 Acacia Wood Slab

5 5 101 Dark Oak Wood Slab

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.

Upside-down slabs were implemented in Weekly Release 12w08a and introduced officially in Minecraft 1.2. Brick slabs and stone brick slabs were added in Beta 1.8.

Wooden slabs as a separate block with wooden properties, rather than a retextured stone slab, was introduced in Weekly Release 12w17a, with each of the four plank types included. The wooden stone slab is still available through inventory hacks or the /give command.

[edit] Fire

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.

[edit] Sandstone

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

Data value Description
Dec Hex Bin

0 0 0 Sandstone

1 1 1 Chiseled sandstone

2 2 10 Smooth sandstone

[edit] Beds

  • 0x0: Head is pointing south
  • 0x1: Head is pointing west
  • 0x2: Head is pointing north
  • 0x3: Head is pointing 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.

[edit] Grass

Icon Value Description

0x0 Shrub (identical in appearance to block Dead Bush when placed, but acts like grass or fern)

0x1 Grass

0x2 Fern

0x3 Grass (identical to the shrub, but colors are affected by biome)

[edit] Flowers

Icon Value Description

0x0 Poppy

0x1 Blue Orchid

0x2 Allium

0x3 Azure Bluet

0x4 Red Tulip

0x5 Orange Tulip

0x6 White Tulip

0x7 Pink Tulip

0x8 Oxeye Daisy

[edit] Large Flowers

Icon Value Description

0x0 Sunflower

0x1 Lilac

0x2 Double Tallgrass

0x3 Large Fern

0x4 Rose Bush

0x5 Peony
>= 8 Top Half of any Large Plant; low three bits 0x7 are not set to the plant type, they are derived from the block below.

[edit] Piston

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

[edit] Piston Extension

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

[edit] Stairs

  • 0x0: Ascending east
  • 0x1: Ascending west
  • 0x2: Ascending south
  • 0x3: Ascending north

Starting in Minecraft 1.2 (actually weekly 12w08a), the bit at 0x4 is used as follows:

  • 0: Stairs are regular
  • 1: Stairs are upside down

[edit] Redstone Wire

0xF is a wire placed right next to a power source (like a redstone torch). The value declines with distance until 0x0, which is a non-powered wire. The direction of the wire is not saved but calculated at runtime.

[edit] Crops

Crops grow from 0x0 to 0x7. Carrots and potatoes appear to have 4 stages, but actually grow identically to wheat, merely using the same texture for multiple stages.

Wheat
Icon Value

0

1

2

3

4

5

6

7
Carrots
Icon Value

0, 1

2, 3

4, 5, 6

7
Potatoes
Icon Value

0, 1

2, 3

4, 5, 6

7

[edit] Farmland

0x0 is dry land, 0x1-0x8 are increasing levels of wetness. The wetness value depends on how far the block is away from water.

[edit] Sign Posts

  • 0x0: south
  • 0x1: south-southwest
  • 0x2: southwest
  • 0x3: west-southwest
  • 0x4: west
  • 0x5: west-northwest
  • 0x6: northwest
  • 0x7: north-northwest
  • 0x8: north
  • 0x9: north-northeast
  • 0xA: northeast
  • 0xB: east-northeast
  • 0xC: east
  • 0xD: east-southeast
  • 0xE: southeast
  • 0xF: south-southeast

[edit] Door

[edit] Minecraft 1.1 and Earlier

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.

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

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

[edit] Rails

Regular Minecart rails use values above 0x5 for the corner pieces. For powered rails, 0x8 is a bit flag; if set, the rail is powered. The bottom three bits have a valid range of 0x0 to 0x5.

  • 0x0: flat track going north-south
  • 0x1: flat track going west-east
  • 0x2: track ascending to the east
  • 0x3: track ascending to the west
  • 0x4: track ascending to the north
  • 0x5: track ascending to the south

Regular minecart tracks can make a circle from four rails:

  • 0x6: northwest corner (connecting east and south)
  • 0x7: northeast corner (connecting west and south)
  • 0x8: southeast corner (connecting west and north)
  • 0x9: southwest corner (connecting east and north)

[edit] Ladders, Wall Signs, Furnaces, and Chests

  • 0x2: Facing north (for ladders and signs, attached to the north side of a block)
  • 0x3: Facing south
  • 0x4: Facing west
  • 0x5: Facing east

[edit] Dispensers, Droppers, and Hoppers

Same as ladders, signs, etc. above and additionally:

  • 0x0: Facing Down
  • 0x1: Facing Up (Or unattached to any container for Hoppers)
  • 0x8: Powered (And updated. Won't refresh until unpowered and updated. Important for texturing.)

[edit] Levers

  • 0x8: If this bit is set, the lever has been thrown and is providing power.

Wall levers:

  • 0x1: Facing east
  • 0x2: Facing west
  • 0x3: Facing south
  • 0x4: Facing north

Ground levers:

  • 0x5: Lever points south when off.
  • 0x6: Lever points east when off. (Note that unlike the other types of switch, this version didn't power wires around the block it was sitting on. This bug was fixed in Beta 1.6)

Ceiling levers:

  • 0x7: Lever points south when off.
  • 0x0: Lever points east when off.

[edit] Pressure Plates

  • 0x1: If this bit is set, the plate is pressed.

[edit] Buttons

  • 0x8 If this bit is set, the button has been pressed. If this bit is set in a saved level, the button will remain pressed after the level is loaded, until a block update occurs.

Button direction:

  • 0x1: Facing east
  • 0x2: Facing west
  • 0x3: Facing south
  • 0x4: Facing north
  • 0x5: Facing up (Face of the button towards the sun)

[edit] Snow

Heights of snow from 0-7, going from left to right
  • 0x0: Normal snowfall height
  • ...
  • 0x7: Full block size height (note that it is not a "full" block)

[edit] Cacti and Sugar Cane

0x0 is a freshly planted cactus or cane. The data value is incremented at random intervals. When it becomes 15, a new cactus or cane block is created on top as long as the total height does not exceed 3, but it can spawn naturally randomly up to 5 blocks high from glitches.

[edit] Jukebox

Data value Description
Dec Hex Bin

0 0 0 no disc inserted

1 1 1 Gold Disc (13)

2 2 10 Green Disc (cat)

3 3 11 Orange Disc (blocks)

4 4 100 Red Disc (chirp)

5 5 101 Lime Green Disc (far)

6 6 110 Purple Disc (mall)

7 7 111 Violet Disc (mellohi)

8 8 1000 Black Disc (stal)

9 9 1001 White Disc (strad)

10 A 1010 Sea Green Disc (ward)

11 B 1011 Broken Disc (11)

12 C 1100 Blue Disc (wait)

[edit] Pumpkins and Jack o'Lanterns

  • 0x0: Facing south
  • 0x1: Facing west
  • 0x2: Facing north
  • 0x3: Facing east
  • 0x4: No face

[edit] Cake

  • 0x0: 0 pieces eaten
  • 0x1: 1 piece eaten
  • 0x2: 2 pieces eaten
  • 0x3: 3 pieces eaten
  • 0x4: 4 pieces eaten
  • 0x5: 5 pieces eaten

[edit] Redstone Repeater

Low (1st & 2nd) bits:

  • 0x0: Facing north
  • 0x1: Facing east
  • 0x2: Facing south
  • 0x3: Facing west

High (3rd & 4th) bits:

  • 0x0: 1 tick delay
  • 0x1: 2 tick delay
  • 0x2: 3 tick delay
  • 0x3: 4 tick delay

[edit] Redstone Comparator

The direction is set in the first 2 least-significant bits:

  • 0: Facing north
  • 1: Facing east
  • 2: Facing south
  • 3: Facing west

The mode is set in the 3rd bit:

  • 0: Comparison
  • 1: Subtraction (output torch is lit)

In 1.5 BlockId 150 (active) is used for the power state and the 4th highest bit is not used:

From 1.6 on BlockId 150 is not used and the power state is determined by the 4th highest bit:

  • 0: Comparator is off
  • 1: Comparator is on (two input torches on, and surface shown as lit)

[edit] Trapdoors

0x4 is a bit that determines whether or not the trapdoor is swung open. 0 for closed (on the ground), 1 for open (against its connecting wall). 0x8 is a bit that determines whether the trapdoor is on the bottom or top of the block. The remaining two bits describe which wall the trapdoor is attached to:

  • 0x0: Attached to the south wall
  • 0x1: Attached to the north wall
  • 0x2: Attached to the east wall
  • 0x3: Attached to the west wall

[edit] Monster Egg

Data value Description
Dec Hex Bin

0 0 0 Stone Monster Egg

1 1 1 Cobblestone Monster Egg

2 2 10 Stone Brick Monster Egg

3 3 11 Mossy Stone Brick Monster Egg

4 4 100 Cracked Stone Brick Monster Egg

5 5 101 Chiseled Stone Brick Monster Egg

[edit] Stone Brick

Data value Description
Dec Hex Bin

0 0 0 Stone brick

1 1 1 Mossy stone brick

2 2 10 Cracked stone brick

3 3 11 Chiseled stone brick

[edit] Huge brown and red mushroom

Huge mushrooms 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).

Data value Description
Dec Hex Bin

0 0 0 Pores on all sides

1 1 1 Cap texture on top, west and north

2 2 10 Cap texture on top and north

3 3 11 Cap texture on top, north and east

4 4 100 Cap texture on top and west

5 5 101 Cap texture on top

6 6 110 Cap texture on top and east

7 7 111 Cap texture on top, south and west

8 8 1000 Cap texture on top and south

9 9 1001 Cap texture on top, east and south

10 A 1010 Stem texture on all four sides, pores on top and bottom

11 B 1011 (unused)

12 C 1100 (unused)

13 D 1101 (unused)

14 E 1110 Cap texture on all six sides

15 F 1111 Stem texture on all six sides

[edit] Pumpkin stem and Melon stem

Pumpkin and melon stems grow from 0x0 to 0x7; however, world editors can force in stems up to 0x15. During each stage of growth a part of their model is revealed. In the last stage a stem can spawn a melon or pumpkin next to it on empty dirt, grass or farmland. As long as this fruit remains the stem will appear bent towards the fruit.

[edit] Vines

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

[edit] Fence Gates

The left circle was opened from the outside, the right one from the inside. Facing directions: Red = North; Green = East; Yellow = South; Blue = West

0x4 is a bit that determines whether the fence gate is open or closed. 1 is open, 0 is closed. The remaining two bits (0x3) describe in which direction the gate is facing. The fence gate swings open away from you. The direction in which you are looking when you stand in front of the open fence gate is the direction in which the gate is facing.
The facing-bit directions are:

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

[edit] Nether Wart

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

[edit] Brewing Stand

The bottom three bits are bit flags for which bottle slots actually contain bottles. The actual bottle contents (and the reagent at the top) are stored in a TileEntity for this block, not in the data field.

  • 0x1: The slot pointing east
  • 0x2: The slot pointing southwest
  • 0x4: The slot pointing northwest

[edit] Cauldron

The data value stores the amount of water kept in the cauldron, in units of glass bottles that can be filled.

  • 0: Empty
  • 1: 1/3 filled
  • 2: 2/3 filled
  • 3: Fully filled

[edit] End Portal block

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.

[edit] Cocoas

The top two bits, 0xC, specify the size of the plant.

  • 0x0: small
  • 0x4: medium
  • 0x8: large

Combination 0xC (both bits set) is not used, and results in a cocoa pod which is larger than the normal largest one, and uses the enderdragon egg texture.

The bottom two bits define which direction the plant is facing out, i.e. to what side of the tree the plant is attached.

  • 0x0: Facing north (i.e., attached to the north side of the tree)
  • 0x1: Facing east
  • 0x2: Facing south
  • 0x3: Facing west

[edit] Tripwire Hook

  • 0x4: This bit means the tripwire hook is connected and ready to trip ("middle" position)
  • 0x8: This bit means the tripwire hook is currently activated ("down" position)

An activated hook will normally have a value of 0xC, meaning "connected" and "activated".

The two low bits determine to which wall the hook is attached:

  • 0x0: Facing south
  • 0x1: Facing west
  • 0x2: Facing north
  • 0x3: Facing east

[edit] Tripwire

  • 0x4: This bit means the tripwire as a whole has been activated.
  • 0x1: This bit means some object is on this particular piece of tripwire.

So, unactivated tripwire has a value of 0x0.

Connection is determined by the neighboring tripwire, similar to redstone wiring.

[edit] Cobblestone Walls

Data value Description
Dec Hex Bin

0 0 0 Cobblestone Wall

1 1 1 Mossy Cobblestone Wall

[edit] Flower Pots

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:

Data value Description
Dec Hex Bin

0 0 0 Empty

1 1 1 Poppy

2 2 10 Dandelion

3 3 11 Oak sapling

4 4 100 Spruce sapling

5 5 101 Birch sapling

6 6 110 Jungle sapling

7 7 111 Red mushroom

8 8 1000 Brown mushroom

9 9 1001 Cactus

10 A 1010 Dead bush

11 B 1011 Fern

12 C 1100 Acacia sapling

13 D 1101 Dark oak sapling

[edit] Heads

Note: Only part of the information for this block is in the data value, the rest in the associated Tile Entity. See Tile Entity Format for details.

Data values determine the block placement:

  • 0x1: On the floor (rotation is stored in the tile entity)
  • 0x2: On a wall, facing north
  • 0x3: On a wall, facing south
  • 0x4: On a wall, facing east
  • 0x5: On a wall, facing west

The skull types (for the Item and for the Tile Entity) are:

Icon Value Description

0 Skeleton

1 Wither Skeleton

2 Zombie

3 Human

4 Creeper

[edit] Block of Quartz

Data value Description
Dec Hex Bin

0 0 0 Block of Quartz

1 1 1 Chiseled Quartz Block

2 2 10 Pillar Quartz Block (vertical)

3 3 11 Pillar Quartz Block (north-south)

4 4 100 Pillar Quartz Block (east-west)

[edit] Coal

Data value Description
Dec Hex Bin

0 0 0 Coal

1 1 1 Charcoal

[edit] Dyes

Data value Description
Dec Hex Bin

0 0 0 Ink Sac

1 1 1 Rose Red

2 2 10 Cactus Green

3 3 11 Cocoa Beans

4 4 100 Lapis Lazuli

5 5 101 Purple Dye

6 6 110 Cyan Dye

7 7 111 Light Gray Dye

8 8 1000 Gray Dye

9 9 1001 Pink Dye

10 A 1010 Lime Dye

11 B 1011 Dandelion Yellow

12 C 1100 Light Blue Dye

13 D 1101 Magenta Dye

14 E 1110 Orange Dye

15 F 1111 Bone Meal

[edit] Fish

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

Icon Dec Hex Description

0 0x0 Fish

1 0x1 Salmon

2 0x2 Clownfish

3 0x3 Pufferfish

[edit] Anvil

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.

[edit] Potions

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)

[edit] "Potion name" bits

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 Diffuse Potion
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 Smooth Potion
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 Refined Potion
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 Acrid Potion
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.

[edit] "Potion effect" bits

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 - - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - - -
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 - - -

[edit] "Tier" bit

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.

[edit] "Extended duration" bit

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

[edit] "Splash potion" bit

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

[edit] Spawn Eggs

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.

[edit] Maps

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.

[edit] Golden Apple

Data value Description
Dec Hex Bin

0 0 0 Golden Apple

1 1 1 Enchanted Golden Apple

[edit] Usage in Superflat Customization

Block IDs are vital for customizing Superflat worlds. For more information, see the Superflat page. IMPORTANT: Since snapshot 14w08a released 2014-02-19, the superflat world customization uses the string names instead.

[edit] Trivia

  • 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.

[edit] JSON Data Values

  • 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.

[edit] Video