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.
IDs
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
Item IDs
Entity IDs
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.
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
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
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
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
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 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
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
DV | Description | |
---|---|---|
0 | Stone | |
1 | Granite | |
2 | Polished Granite | |
3 | Diorite | |
4 | Polished Diorite | |
5 | Andesite | |
6 | Polished Andesite |
Dirt
DV | Description | |
---|---|---|
0 | Dirt | |
1 | Coarse Dirt |
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:
Bits | Values |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value of 0 to 5 specifying the type of sapling:
|
0x8 | Set if sapling is ready to grow into a tree. |
The 0x8 bit functions as the counter. The counter is cleared when a sapling is dropped as an item.
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".
Sand
DV | Description | |
---|---|---|
0 | Sand | |
1 | Red sand |
Wood
Block 17
DV | Description | |
---|---|---|
0 | Oak Wood | |
1 | Spruce Wood | |
2 | Birch Wood | |
3 | Jungle Wood | |
4 | Acacia Wood | |
5 | Dark Oak Wood | |
8 | Stripped Oak Wood | |
9 | Stripped Spruce Wood | |
10 | Stripped Birch Wood | |
11 | Stripped Jungle Wood | |
12 | Stripped Acacia Wood | |
13 | Stripped Dark Oak Wood |
Block 162 Wood/DV2
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
DV | Description | |
---|---|---|
0 | Oak Leaves | |
1 | Spruce Leaves | |
2 | Birch Leaves | |
3 | Jungle Leaves | |
4 | Oak Leaves, check for decay | |
5 | Spruce Leaves, check for decay | |
6 | Birch Leaves, check for decay | |
7 | Jungle Leaves, check for decay | |
8 | Oak Leaves, persistent | |
9 | Spruce Leaves, persistent | |
10 | Birch Leaves, persistent | |
11 | Jungle Leaves, persistent | |
12 | Oak Leaves, persistent + check for decay | |
13 | Spruce Leaves, persistent + check for decay | |
14 | Birch Leaves, persistent + check for decay | |
15 | Jungle Leaves, persistent + check for decay |
Block 161
DV | Description | |
---|---|---|
0 | Acacia Leaves | |
1 | Dark Oak Leaves | |
4 | Acacia Leaves, check for decay | |
5 | Dark Oak Leaves, check for decay | |
8 | Acacia Leaves, persistent | |
9 | Dark Oak Leaves, persistent | |
12 | Acacia Leaves, persistent + check for decay | |
13 | Dark Oak Leaves, persistent + check for decay |
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.
DV | Description | |
---|---|---|
0 | Regular (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 |
Torches and Redstone Torches
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
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
- Block 43
Slabs/DV
- Block 181
Slabs/DV5 The Full Stone, Quartz, Sandstone, and Red Sandstone Slabs have a top texture on all sides.
Stone Slabs
- Block 44
Slabs/DV2
- Block 182
Slabs/DV6
Double Wooden Slabs
- Block 125
Slabs/DV3
Wooden Slabs
- Block 126
Slabs/DV4
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.
Sandstone
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 | Cut Sandstone | |
3 | Smooth Sandstone |
Red Sandstone
Red Sandstone/DV
Beds
- 0x0: Head is pointing Template:F
- 0x1: Head is pointing Template:F
- 0x2: Head is pointing Template:F
- 0x3: Head is pointing Template:F
- 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
DV | Description | |
---|---|---|
0 | Grass named "Fern" | |
1 | Grass | |
2 | Fern | |
3 | Fern with NBT variant "snow" |
Flowers
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 | |
9 | Cornflower | |
10 | Lily of the Valley |
Large Flowers
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
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: Template:F
- 3: Template:F
- 4: Template:F
- 5: Template:F
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: Template:F
- 3: Template:F
- 4: Template:F
- 5: Template:F
Stairs
All but cut copper stairs:
Bits | Description |
---|---|
0x1 0x2 |
A two-bit field containing a value from 0 to 3 specifying the direction of the stairs' full-block side:
|
0x4 | Set if stairs are upside-down |
0x8 | (unused) |
Redstone Wire
0xF (15) is a wire placed right next to a power source (like a redstone torch). The value declines with distance until 0x0 (0), which is a non-powered wire. The direction of the wire is not saved but calculated at runtime.
Daylight Sensor
Redstone signal output from a daylight sensor is data value dependent. 0 meaning no redstone output and 15 full redstone signal. The same is true for the its inverted counterpart block 178.
Crops
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
Wheat/DV
- Carrot
Icon | Value |
---|---|
0, 1 | |
2, 3 | |
4, 5, 6 | |
7 |
- Potato
Icon | Value |
---|---|
0, 1 | |
2, 3 | |
4, 5, 6 | |
7 |
- Beetroot
Beetroot/DV
Farmland
0x0 is dry land, 0x1-0x7 are 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. In older versions the wetness levels of the block were based on how far the block is from the water block.
Banner
- Standing
Bits | Description |
---|---|
0x1 0x2 0x4 0x8 |
A four-bit field storing a value from 0 to 15 specifying the block's orientation:
|
- Wall
Bits | Description |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5 specifying the block's orientation:
|
0x8 | (unused) |
Door
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: Template:F corner
- 0x1: Template:F corner
- 0x2: Template:F corner
- 0x3: Template:F 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 Template:F corner, which is swung so that it is closed when viewed from the Template:F, will have a data value of (3 | 4) = (3 + 4) = 7.
Starting at Minecraft 1.2 (from weekly snapshot 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 Template:F
- 1: Facing Template:F
- 2: Facing Template:F
- 3: Facing Template:F
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 Template:F-Template:F
- 0x1: flat track going Template:F-Template:F
- 0x2: track ascending to the Template:F
- 0x3: track ascending to the Template:F
- 0x4: track ascending to the Template:F
- 0x5: track ascending to the Template:F
Regular minecart tracks can make a circle from four rails:
- 0x6: Template:F corner (connecting Template:F and Template:F)
- 0x7: Template:F corner (connecting Template:F and Template:F)
- 0x8: Template:F corner (connecting Template:F and Template:F)
- 0x9: Template:F corner (connecting Template:F and Template:F)
Activator Rails, Detector Rails, and Powered Rails
Bits | Values |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 0 to 5:
|
0x8 | Set if rail is active. |
Ladders, Furnaces, Chests
- 0x2: Facing Template:F (for ladders and signs, attached to the Template:F side of a block)
- 0x3: Facing Template:F
- 0x4: Facing Template:F
- 0x5: Facing Template:F
Sign
- Standing
Bits | Description |
---|---|
0x1 0x2 0x4 0x8 |
A four-bit field storing a value from 0 to 15 specifying the block's orientation:
|
- Wall
Bits | Description |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5 specifying the block's orientation:
|
0x8 | (unused) |
Dispenser and Dropper
- 0x0: Facing Down
- 0x1: Facing Up
- 0x2: Facing North
- 0x3: Facing South
- 0x4: Facing East
- 0x5: Facing West
- 0x8: Powered and updated. Won't refresh until unpowered and updated.
Hopper
Bits | Values |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 0 to 5:
|
0x8 | Set if activated/disabled. |
Levers
- 0x8: If this bit is set, the lever has been thrown and is providing power.
Wall levers:
- 0x1: Facing Template:F
- 0x2: Facing Template:F
- 0x3: Facing Template:F
- 0x4: Facing Template:F
Ground levers:
- 0x5: Lever points Template:F when off.
- 0x6: Lever points Template:F 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 Template:F when off.
- 0x0: Lever points Template:F when off.
Pressure Plates
- 0x1: If this bit is set, the plate is pressed.
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:
- 0x0: Facing down
- 0x1: Facing Template:F
- 0x2: Facing Template:F
- 0x3: Facing Template:F
- 0x4: Facing Template:F
- 0x5: Facing up (Face of the button towards the sun)
Snow
Snow (layer)/DV
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.
Jukebox
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
- 0x0: Facing Template:F
- 0x1: Facing Template:F
- 0x2: Facing Template:F
- 0x3: Facing Template:F
- 0x4: No face
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
Redstone Repeater
Bits | Values |
---|---|
0x1 0x2 |
A two-bit field storing a value from 0 to 3 specifying the direction the redstone repeater is facing:
|
0x4 0x8 |
A two-bit field storing a value from 0 to 3 specifying the redstone repeater's delay:
|
Effectively, add the repeater's facing value (0 to 3) to 4×(delay-1). For example, a repeater facing west with a delay of 3 redstone ticks would have a block data value of 3 + 4×(3-1) = 11.
Redstone Comparator
The direction is set in the first 2 least-significant bits:
- 0: Facing Template:F
- 1: Facing Template:F
- 2: Facing Template:F
- 3: Facing Template:F
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)
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 Template:F wall
- 0x1: Attached to the Template:F wall
- 0x2: Attached to the Template:F wall
- 0x3: Attached to the Template:F wall
Monster Egg
DV | Description | |
---|---|---|
0 | Infested Stone | |
1 | Infested Cobblestone | |
2 | Infested Stone Bricks | |
3 | Infested Mossy Stone Bricks | |
4 | Infested Cracked Stone Bricks | |
5 | Infested Chiseled Stone Bricks |
Stone Brick
DV | Description | |
---|---|---|
0 | Stone bricks | |
1 | Mossy stone bricks | |
2 | Cracked stone bricks | |
3 | Chiseled stone bricks | |
4 | Smooth stone bricks |
Prismarine
DV | Description | |
---|---|---|
0 | Prismarine | |
1 | Dark Prismarine | |
2 | Prismarine Bricks |
Sponge
DV | Description | |
---|---|---|
0 | Sponge | |
1 | Wet Sponge |
Brown and red mushroom blocks
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).
Mushroom (block)/DV
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.
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: Template:F
- 2: Template:F
- 4: Template:F
- 8: Template:F
Fence Gates
Bits | Description |
---|---|
0x1 0x2 |
Two bits storing a value from 0 to 3 specifying the direction the gate is facing:
|
0x4 | 0 if the gate is closed, 1 if open. |
0x8 | If 1, the gate is lowered by three pixels, to accommodate attaching more cleanly with Walls. |
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 |
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 Template:F
- 0x2: The slot pointing Template:F
- 0x4: The slot pointing Template:F
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: ⅓ filled
- 2: ⅔ filled
- 3: Fully filled
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 Template:F
- 1: To the Template:F
- 2: To the Template:F
- 3: To the Template:F
0x4 is a bit flag: 0 is an "empty" frame block, 1 is a block with an Eye of Ender inserted.
Cocoas
Cocoa/DV
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 Template:F
- 0x1: Facing Template:F
- 0x2: Facing Template:F
- 0x3: Facing Template:F
Tripwire
Bits | Description |
---|---|
0x1 | Set if tripwire is activated (an entity is intersecting its collision mask). |
0x2 | Set if tripwire is "suspended" (makes hitbox larger when set). Unclear what this is used for.
Set by default on newly placed tripwires. |
0x4 | Set if tripwire is attached to a valid tripwire circuit. |
0x8 | Set if tripwire is disarmed. |
Cobblestone Walls
Cobblestone Wall/DV
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:
DV | Description | |
---|---|---|
0 | Empty flower pot. | |
1 | Flower pot with contents. |
Heads
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 | |
5 | Dragon Head |
Block of Quartz
DV | Description | |
---|---|---|
0 | Block of Quartz | |
1 | Chiseled Quartz Block (vertical) | |
2 | Pillar Quartz Block (vertical) | |
3 | Smooth Quartz Block | |
4 | Block of Quartz (east-west) | |
5 | Chiseled Quartz Block (east-west) | |
6 | Pillar Quartz Block (east-west) | |
7 | Smooth Quartz (east-west) | |
8 | Block of Quartz (north-south) | |
9 | Chiseled Quartz Block (north-south) | |
10 | Pillar Quartz Block (north-south) | |
11 | Smooth Quartz (north-south) |
Coal
Coal/DV
Dyes
Template:Dyes
Fish
Both raw and cooked fish use the same data values. Note that clownfish and pufferfish cannot be cooked.
Fish/DV
Anvil
Anvil data values differ between the item and block.
DV | Description | |
---|---|---|
0 | Anvil, facing West | |
1 | Anvil, facing North | |
2 | Anvil, facing East | |
3 | Anvil, facing South | |
4 | Slightly Damaged Anvil, facing West | |
5 | Slightly Damaged Anvil, facing North | |
6 | Slightly Damaged Anvil, facing East | |
7 | Slightly Damaged Anvil, facing South | |
8 | Very Damaged Anvil, facing West | |
9 | Very Damaged Anvil, facing North | |
10 | Very Damaged Anvil, facing East | |
11 | Very Damaged Anvil, facing South | |
12 | Broken Anvil, facing West | |
13 | Broken Anvil, facing North | |
14 | Broken Anvil, facing East | |
15 | Broken Anvil, facing South |
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
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
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
"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.
"Extended duration" bit
Dec | Hex | Meaning |
---|---|---|
0 | 0000 | Base duration. |
64 | 0040 | Multiply duration by 8/3. |
"Splash potion" bit
Dec | Hex | Meaning |
---|---|---|
0 | 0000 | Drinkable potion. |
16384 | 4000 | Splash potion. Multiply duration by 3/4. |
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.
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.
Golden Apple
Golden Apple/DV
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.
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.
Video
Java Edition data values/video
Help | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Menu screens |
| ||||||||||||||||||
Game customization | |||||||||||||||||||
Editions |
| ||||||||||||||||||
Miscellaneous |