Java Edition data values/Pre-flattening

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Java Edition.png
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This page describes content that is no longer in the game.
Most numeric IDs only exist in outdated versions of Minecraft.

These data values refer to the different types of blocks and items on Java Edition. They are used in many places in Minecraft. Block IDs are used to define blocks placed in the world and inventory items (including items in chests and items dropped in the world). Item IDs are only valid for items. There are also Entity IDs for entities such as mobs and projectiles. Block data further defines blocks placed, describing for example the height of water or the direction a torch points.

The list of Blocks and Items in Java Edition 1.12.2.

Contents

IDs[edit]

Key
I Has a different ID as an inventory item.
D Use the item's Damage field to define its durability.
S Requires additional data from the saved game's Data array to fully define the block.
B Requires additional data in the item's Damage field to fully define the inventory item.
N Requires additional data in the item's NBT data to fully define the inventory item.
E Requires a block entity to store additional data.
Red Cannot be legitimately obtained. Only available using the /give command or via inventory editors.
Light Blue Cannot be obtained as an item. (Can only be placed using block-placement commands such as /setblock or /fill.)
Blue Available in the Creative mode inventory by item list.
Purple Available in Creative mode by block picking.
Teal Can be obtained by trading with villagers or in the Creative mode inventory.
Green Only available by having Enchanted tools or in the Creative mode inventory.
Lime Green Only available by having Enchanted tools or via use of /give or inventory editors, but unobtainable in the Creative mode inventory.
Gray Unused data.

Horse Variants[edit]

Horse entities have variant fields that determine the markings on the horse. Below is a list of Variant values that determine the variant of horses.

White Creamy Chestnut Brown Black Gray Dark Brown
None 0 1 2 3 4 5 6
White 256 257 258 259 260 261 262
White Field 512 513 514 515 516 517 518
White Dots 768 769 770 771 772 773 774
Black Dots 1024 1025 1026 1027 1028 1029 1030

Variant names taken from the names of the texture file they correspond to.

Summoning a horse entity without specifying the Variant value, or using a Variant value that is not a true ID (all true IDs are displayed on the chart above), will result in a white horse.

Biome IDs[edit]

Each type of biome has its own biome id, shown in the following table. Mountain Edge and Deep Warm Ocean biomes do not generate.


Icon Dec Hex ID Name Biome Color

0 0 minecraft:ocean Ocean

1 1 minecraft:plains Plains

2 2 minecraft:desert Desert

3 3 minecraft:mountains Mountains

4 4 minecraft:forest Forest

5 5 minecraft:taiga Taiga

6 6 minecraft:swamp Swamp

7 7 minecraft:river River

8 8 minecraft:nether Nether

9 9 minecraft:the_end The End

10 A minecraft:frozen_ocean Frozen Ocean

11 B minecraft:frozen_river Frozen River

12 C minecraft:snowy_tundra Snowy Tundra

13 D minecraft:snowy_mountains Snowy Mountains

14 E minecraft:mushroom_fields Mushroom Fields

15 F minecraft:mushroom_field_shore Mushroom Field Shore

16 10 minecraft:beach Beach

17 11 minecraft:desert_hills Desert Hills

18 12 minecraft:wooded_hills Wooded Hills

19 13 minecraft:taiga_hills Taiga Hills

20 14 minecraft:mountain_edge Mountain Edge

21 15 minecraft:jungle Jungle

22 16 minecraft:jungle_hills Jungle Hills

23 17 minecraft:jungle_edge Jungle Edge

24 18 minecraft:deep_ocean Deep Ocean

25 19 minecraft:stone_shore Stone Shore

26 1A minecraft:snowy_beach Snowy Beach

27 1B minecraft:birch_forest Birch Forest

28 1C minecraft:birch_forest_hills Birch Forest Hills

29 1D minecraft:dark_forest Dark Forest

30 1E minecraft:snowy_taiga Snowy Taiga

31 1F minecraft:snowy_taiga_hills Snowy Taiga Hills

32 20 minecraft:giant_tree_taiga Giant Tree Taiga

33 21 minecraft:giant_tree_taiga_hills Giant Tree Taiga Hills

34 22 minecraft:wooded_mountains Wooded Mountains

35 23 minecraft:savanna Savanna

36 24 minecraft:savanna_plateau Savanna Plateau

37 25 minecraft:badlands Badlands

38 26 minecraft:wooded_badlands_plateau Wooded Badlands Plateau

39 27 minecraft:badlands_plateau Badlands Plateau

40 28 minecraft:small_end_islands Small End Islands

41 29 minecraft:end_midlands End Midlands

42 2A minecraft:end_highlands End Highlands

43 2B minecraft:end_barrens End Barrens

44 2C minecraft:warm_ocean Warm Ocean

45 2D minecraft:lukewarm_ocean Lukewarm Ocean

46 2E minecraft:cold_ocean Cold Ocean

47 2F minecraft:deep_warm_ocean Deep Warm Ocean

48 30 minecraft:deep_lukewarm_ocean Deep Lukewarm Ocean

49 31 minecraft:deep_cold_ocean Deep Cold Ocean

50 32 minecraft:deep_frozen_ocean Deep Frozen Ocean

127 7F minecraft:the_void The Void

129 81 minecraft:sunflower_plains Sunflower Plains

130 82 minecraft:desert_lakes Desert Lakes

131 83 minecraft:gravelly_mountains Gravelly Mountains

132 84 minecraft:flower_forest Flower Forest

133 85 minecraft:taiga_mountains Taiga Mountains

134 86 minecraft:swamp_hills Swamp Hills

140 8C minecraft:ice_spikes Ice Spikes

149 95 minecraft:modified_jungle Modified Jungle

151 97 minecraft:modified_jungle_edge Modified Jungle Edge

155 9B minecraft:tall_birch_forest Tall Birch Forest

156 9C minecraft:tall_birch_hills Tall Birch Hills

157 9D minecraft:dark_forest_hills Dark Forest Hills

158 9E minecraft:snowy_taiga_mountains Snowy Taiga Mountains

160 A0 minecraft:giant_spruce_taiga Giant Spruce Taiga

161 A1 minecraft:giant_spruce_taiga_hills Giant Spruce Taiga Hills

162 A2 minecraft:modified_gravelly_mountains Gravelly Mountains+

163 A3 minecraft:shattered_savanna Shattered Savanna

164 A4 minecraft:shattered_savanna_plateau Shattered Savanna Plateau

165 A5 minecraft:eroded_badlands Eroded Badlands

166 A6 minecraft:modified_wooded_badlands_plateau Modified Wooded Badlands Plateau

167 A7 minecraft:modified_badlands_plateau Modified Badlands Plateau


Enchantment IDs[edit]

Used in commands such as /enchant, /give and /replaceitem.

Enchantment Name Numeral ID [Bedrock Edition only]
Protection minecraft:protection 0
Fire Protection minecraft:fire_protection 1
Feather Falling minecraft:feather_falling 2
Blast Protection minecraft:blast_protection 3
Projectile Protection minecraft:projectile_protection 4
Thorns minecraft:thorns 5
Respiration minecraft:respiration 6
Depth Strider minecraft:depth_strider 7
Aqua Affinity minecraft:aqua_affinity 8
Sharpness minecraft:sharpness 9
Smite minecraft:smite 10
Bane of Arthropods minecraft:bane_of_arthropods 11
Knockback minecraft:knockback 12
Fire Aspect minecraft:fire_aspect 13
Looting minecraft:looting 14
Efficiency minecraft:efficiency 15
Silk Touch minecraft:silk_touch 16
Unbreaking JE: minecraft:unbreaking
BE: minecraft:durability
17
Fortune minecraft:fortune 18
Power minecraft:power 19
Punch minecraft:punch 20
Flame minecraft:flame 21
Infinity minecraft:infinity 22
Luck of the Sea minecraft:luck_of_the_sea 23
Lure minecraft:lure 24
Frost Walker minecraft:frost_walker 25
Mending minecraft:mending 26
Curse of Binding[Java and Bedrock editions only] minecraft:binding_curse 27
Curse of Vanishing[Java and Bedrock editions only] minecraft:vanishing_curse 28
Impaling[Java and Bedrock editions only] minecraft:impaling 29
Riptide[Java and Bedrock editions only] minecraft:riptide 30
Loyalty[Java and Bedrock editions only] minecraft:loyalty 31
Channeling[Java and Bedrock editions only] minecraft:channeling 32
Sweeping Edge[Java Edition only] minecraft:sweeping N/A

Status effects[edit]

Used in /effect command.

Icon Value Name Effect type Translation key Particle color

1 minecraft:speed Speed effect.moveSpeed
#7CAFC6

2 minecraft:slowness Slowness effect.moveSlowdown
#5A6C81

3 minecraft:haste Haste effect.digSpeed
#D9C043

4 minecraft:mining_fatigue Mining Fatigue effect.digSlowDown
#4A4217

5 minecraft:strength Strength effect.damageBoost
#932423
6 minecraft:instant_health Instant Health effect.heal
#F82423
7 minecraft:instant_damage Instant Damage effect.harm
#430A09

8 minecraft:jump_boost Jump Boost effect.jump
#786297

9 minecraft:nausea Nausea effect.confusion
#551D4A

10 minecraft:regeneration Regeneration effect.regeneration
#CD5CAB

11 minecraft:resistance Resistance effect.resistance
#99453A

12 minecraft:fire_resistance Fire Resistance effect.fireResistance
#E49A3A

13 minecraft:water_breathing Water Breathing effect.waterBreathing
#2E5299

14 minecraft:invisibility Invisibility effect.invisibility
#7F8392

15 minecraft:blindness Blindness effect.blindness
#1F1F23

16 minecraft:night_vision Night vision effect.nightVision
#1F1FA1

17 minecraft:hunger Hunger effect.hunger
#587653

18 minecraft:weakness Weakness effect.weakness
#484D48

19 minecraft:poison Poison effect.poison
#4E9331

20 minecraft:wither Wither effect.wither
#352A27

21 minecraft:health_boost Health Boost effect.healthBoost
#F87D23

22 minecraft:absorption Absorption effect.absorption
#2552A5
23 minecraft:saturation Saturation effect.saturation
#F82423

24 minecraft:glowing Glowing effect.glowing
#94A061

25 minecraft:levitation Levitation effect.levitation
#CEFFFF

26 minecraft:luck Luck effect.luck
#339900

27 minecraft:unluck Bad Luck effect.unluck
#C0A44D

Data[edit]

Up to 4 bits of special data are used for certain block and item types. Blocks that need more than 4 bits of data beyond the block ID use a block entity or are split into two blocks. Storage differs according to level format.

Block dec hex Use
Wood 0-15 0-F Wood Texture/Rotation
Fire 0-15 0-F Age in ticks (1/20th of a second)
Leaves 0-15 0-F Leaves texture, decay counter
Jukebox 0-1 0-1 Disc in jukebox or not
Saplings 0-15 0-F Age / Tree Type
Cactus 0-15 0-F Age
Sugar Cane 0-15 0-F Age
Water and Lava 0-15 0-F Fluid level
Sand 0-1 0-1 Color of sand
Soil/Farmland 0-8 0-8 Wetness
Crops 0-7 0-7 Crop size
Nether Wart 0-3 0-3 Nether Wart Size
Pumpkin and melon stem 0-7 0-7 Growth stage
Wool, Stained Clay, Stained Glass and Carpet 0-15 0-F Color
Dyes 0-15 0-F Dye Color
Fish 0-3 0-3 Type of fish
Command block 0-1 0-1 Commands
Torches and Redstone Torches 0-5 0-5 Torch orientation
Rails (reg, powered, detect) 0-9 0-9 Rail slope, orientation, power
Stairs 0-7 0-7 Stair orientation
Levers 0-15 0-F Lever orientation and thrown state
Door 0-15 0-F Hinge corner position and swing state
Buttons 0-15 0-F Button orientation, whether it's pressed
Sign Posts 0-15 0-F Sign orientation
Ladders, Wall Signs, Furnaces, Chests 2-5 2-5 Orientation
Dispensers, Droppers, and Hoppers 0-15 0-F Orientation
Pumpkins and Jack-O-Lanterns 0-3 0-3 Pumpkin orientation
Pressure Plates 0-1 0-1 Whether it's pressed
Coal 0-1 0-1 Type of coal (mined coal or charcoal)
Tools and Armor varies Damage level
Slabs 0-15 0-F Type of slab
Snow 0-7 0-7 Block height
Cake 0-5 0-5 Pieces eaten
Bed 0-15 0-F Orientation, whether it's occupied
Redstone Comparator 0-15 0-F Orientation, mode and power
Redstone Repeater 0-15 0-F Orientation and delay
Redstone Wire 0-15 0-F Power level
Daylight sensor 0-15 0-F Power level
Grass 0-2 0-2 Appearance (grass, fern, shrub)
Flowers 0-8 0-8 Type of flower
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 Planks

1 Spruce Planks

2 Birch Planks

3 Jungle Planks

4 Acacia Planks

5 Dark Oak 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

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

Bits Values
0x1
0x2
A two-bit field storing a value of 0 to 3 specifying the type of wood:
  • 0:
    Oak Wood
  • 1:
    Spruce Wood
  • 2:
    Birch Wood
  • 3:
    Jungle Wood
0x4
0x8
A two-bit field storing a value of 0 to 3 specifying the orientation of the wood:
  • 0:
    Facing Up/Down
  • 1:
    Facing East/West
  • 2:
    Facing North/South
  • 3:
    Only bark

Block 162

Bits Values
0x1
0x2
A two-bit field storing a value of 0 to 1 specifying the type of wood:
  • 0:
    Acacia Wood
  • 1:
    Dark Oak Wood
0x4
0x8
A two-bit field storing a value of 0 to 3 specifying the orientation of the wood:
  • 0:
    Facing Up/Down
  • 1:
    Facing East/West
  • 2:
    Facing North/South
  • 3:
    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, terracotta, stained Glass and carpet[edit]

These values specify the color of the wool, stained terracotta, stained glass and carpet. This data is stored in block metadata for placed wool, stained clay, stained glass or carpet, and as the "damage" for the item in the inventory.

Carpet
DV Description

0 White Carpet

1 Orange Carpet

2 Magenta Carpet

3 Light Blue Carpet

4 Yellow Carpet

5 Lime Carpet

6 Pink Carpet

7 Gray Carpet

8 Light Gray Carpet

9 Cyan Carpet

10 Purple Carpet

11 Blue Carpet

12 Brown Carpet

13 Green Carpet

14 Red Carpet

15 Black Carpet
Wool
Data value Description Color Code[note 1]
Dec Hex old new

0 0x0 White wool #DDDDDD #E9ECEC

1 0x1 Orange wool #DB7D3E #F07613

2 0x2 Magenta wool #B350BC #BD44B3

3 0x3 Light blue wool #6B8AC9 #3AAFD9

4 0x4 Yellow wool #B1A627 #F8C627

5 0x5 Lime wool #41AE38 #70B919

6 0x6 Pink wool #D08499 #ED8DAC

7 0x7 Gray wool #404040 #3E4447

8 0x8 Light gray wool #9AA1A1 #8E8E86

9 0x9 Cyan wool #2E6E89 #158991

10 0xA Purple wool #7E3DB5 #792AAC

11 0xB Blue wool #2E388D #35399D

12 0xC Brown wool #4F321F #724728

13 0xD Green wool #35461B #546D1B

14 0xE Red wool #963430 #A12722

15 0xF Black wool #191616 #141519
  1. Wool has a mottled pattern. These are the average RGB color values for the default texture.


Terracotta
DV Description

0 White terracotta

1 Orange terracotta

2 Magenta terracotta

3 Light blue terracotta

4 Yellow terracotta

5 Lime terracotta

6 Pink terracotta

7 Gray terracotta

8 Light gray terracotta

9 Cyan terracotta

10 Purple terracotta

11 Blue terracotta

12 Brown terracotta

13 Green terracotta

14 Red terracotta

15 Black terracotta
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 Quartz Slab

7 Double Nether Brick Slab
Block 181
DV Description

0 Double Red Sandstone Slab

1 Double Purpur Slab

2 Double Prismarine Slab

3 Double Prismarine Brick Slab

4 Double Dark Prismarine 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

1 Purpur Slab

2 Prismarine Slab

3 Prismarine Brick Slab

4 Dark Prismarine Slab

8 Upper Red Sandstone Slab

9 Upper Purpur Slab

10 Upper Prismarine Slab

11 Upper Prismarine Brick Slab

12 Upper Dark Prismarine Slab

Double Wooden Slabs[edit]

Block 125
DV Description

0 Double Oak Slab

1 Double Spruce Slab

2 Double Birch Slab

3 Double Jungle Slab

4 Double Acacia Slab

5 Double Dark Oak 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]

Lowest two bits value Facing
0 Head facing South
1 Head facing West
2 Head facing North
3 Head facing East
Bit flag Meaning
0x4 When 0, the bed is empty
When 1, the bed is occupied
0x8 When 0, the foot of the bed
When 1, the head of the bed

Grass[edit]

DV Description

0 Tall Grass

1 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 values 0 to 7. Carrots, beetroot and potatoes appear to have 4 stages, but actually grow identically to wheat, merely using the same texture for multiple stages.

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

Farmland[edit]

Value Meaning
0 Dry land
1 to 7 Increasing levels of wetness.
The wetness value counts down to 0 while the farmland
does not have access to water. The wet texture is only used on level 7.

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

Starting at Minecraft ??[edit]

The second bit for the top half of the door (0x2) determines whether the door is Powered or Unpowered.
  • 0: Door is Unpowered
  • 1: Door is Powered
Which means the top section, now uses values 8, 9, 10, and 11.

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]

Stone or wooden pressure plate
Bits Values
0x1 If this bit is set, the pressure plate is active.
0x2
0x4
0x8
Unused.
Weighted pressure plate
Bits Values
0x1
0x2
0x4
0x8
A four-bit field storing a value from 0 to 15 representing the weighted pressure plate's current redstone power level.

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
Value Meaning
0 Freshly planted cactus.
1 to 15 The data value is incremented at random intervals.
When it becomes 15, a new cactus block is created on top as long as the total height does not exceed 3.
Sugar Canes
Value Meaning
0 Freshly planted sugar cane.
1 to 15 The data value is incremented at random intervals.
When it becomes 15, a new sugar cane block is created on top as long as the total height does not exceed 3.

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
Lowest two bits value Facing
0 Pumpkin facing south
1 Pumpkin facing west
2 Pumpkin facing north
3 Pumpkin facing east
Jack o'Lantern
Lowest two bits value Facing
0 Jack o'lantern facing south
1 Jack o'lantern facing west
2 Jack o'lantern facing north
3 Jack o'lantern facing east

Cake[edit]

Value Stage
0 Whole intact cake
1 1 piece eaten
2 2 pieces eaten
3 3 pieces eaten
4 4 pieces eaten
5 5 pieces eaten
6 6 pieces eaten

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

2 Prismarine Bricks

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]

Value Stage
0 Freshly planted stem
1 First stage of growth
2 Second stage of growth
3 Third stage of growth
4 Fourth stage of growth
5 Fifth stage of growth
6 Sixth stage of growth
7 Seventh stage of growth
In this stage a stem can generate a melon or pumpkin next to
it on an empty dirt, grass or farmland block

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 Frame[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.

Cocoa[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 Unused
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 on, 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[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

5 Dragon Head

Block of Quartz[edit]

DV Description

0 Block of Quartz

1 Chiseled Quartz Block (vertical)

2 Pillar Quartz Block (vertical)

3 Unused

4 Unused

5 Chiseled Quartz Block (east-west)

6 Pillar Quartz Block (east-west)

7 Unused

8 Unused

9 Chiseled Quartz Block (north-south)

10 Pillar Quartz Block (north-south)

11 Unused

12 Unused

13 Chiseled Quartz Block (all side texture)

14 Pillar Quartz Block (all side texture)

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
DV Description

0 Cooked Fish

1 Cooked Salmon

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.


Observer[edit]

DV Description
0 Facing down
1 Facing up
2 Facing south
3 Facing north
4 Facing east
5 Facing west

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 - - -

- - -
1 1 Regeneration Regeneration 0:45



Pink
Yes
2 2 Speed Swiftness 3:00



Sky blue
Yes
3 3 Fire Resistance Fire Resistance 3:00



Orange
No
4 4 Poison Poison 0:45



Green
Yes
5 5 Instant Health Healing instant

- - Yes
6 6 Night Vision Night Vision 3:00



Navy blue
No
7 7 - - -

- - -
8 8 Weakness Weakness 1:30



Gray
No
9 9 Strength Strength 3:00



Dark red
Yes
10 a Slowness Slowness 1:30



Blue-gray
No
11 b Jump Boost Leaping 3:00



Bright green
Yes
12 c Instant Damage Harming instant

- - Yes
13 d Water Breathing Water Breathing 3:00



Blue
No
14 e Invisibility Invisibility 3:00



Light gray
No
15 f - - -

- - -

"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.

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

Structure Block[edit]

DV Description

0 Inventory model

1 Data

2 Save

3 Load

4 Corner

5 Export

Chorus Flower[edit]

The data value denotes its age, it will not grow anymore when data value is 0x5.

End Rod[edit]

DV Description

0 Facing down

1 Facing up

2 Facing north

3 Facing south

4 Facing west

5 Facing east

Glazed Terracotta[edit]

Bits Values
0x1
0x2
A 2-bit field storing a value from 0 to 3:
  • 0: south (the player was facing north when this block was placed)
  • 1: west
  • 2: north
  • 3: east
0x4
0x8
Unused.

Video[edit]

Promotional Content