Java Edition data values

For data values on mods that add new items, see Mod data values

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. Each inventory slot has a unique slot number. In a Beta world, Block data further defines blocks placed, describing for example the height of water or the direction a torch points.



Block IDs
These values apply to both inventory items and to blocks placed in the world. This reflects the most recent version. Entries marked with a D require additional data to fully define the block in a Beta world. Entries marked with an I have a different ID as an inventory item. Entries marked with a B require additional inventory data to fully define the inventory item. Items with IDs in red cannot be legitimately obtained in the player's inventory in the game; they can only be obtained by "hacking" (such as the use of Inventory editors) or, in multiplayer using the /give server command. Notice : Removed items are green. (Removed but special items are: April Fools' Locked Chest, Collectors' items, testing items, etc.)

Item IDs
All items have values above 255, making it easy to separate the Block IDs from the Item IDs. Entries marked with a D require additional data to fully define the item in a Beta world. The chainmail set is currently unobtainable without hacking or, in multiplayer, the /give server command.

Data
Special data for certain block and item types. Storage differs according to level format.

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

Leaves
If bit 0x4 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.

Saplings
0x0 is a freshly planted sapling. The data value is incremented at random intervals. When it becomes 15, a new tree is created in its place.

Cactus
0x0 is a freshly planted cactus. 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
0x0 is a freshly planted cane. 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 4.

Water and Lava
0x0 is a full block. Water goes up to 0x7, Lava goes up to 0x6 (using the steps 0x0, 0x2, 0x4 and 0x6). If bit 0x8 is set, this liquid is "falling" and only spreads downward.

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.

Crops
Crops grow from 0x0 to 0x7 (Pictured below).



Wool
Note: Only the default wool block - block ID #35 - can be spawned using the /give method. The materials for dying wool must be spawned or collected in order to get colored wool.

These values specify the color of the wool. This data is stored in block metadata for placed wool, and as the "damage" for wool in the inventory.

Torches and Redstone Torches

 * 0x1: Pointing south
 * 0x2: Pointing north
 * 0x3: Pointing west
 * 0x4: Pointing east
 * 0x5: Standing on the floor

Rails

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

Make a circle from four rails:
 * 0x6: Northeast corner
 * 0x7: Southeast corner
 * 0x8: Southwest corner
 * 0x9: Northwest corner

Ladders

 * 0x2: Attached to the east side of a block
 * 0x3: West side of a block
 * 0x4: North side
 * 0x5: South side

Stairs

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

Levers

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

Wall levers:
 * 0x1: Facing south
 * 0x2: Facing north
 * 0x3: Facing west
 * 0x4: Facing east

Ground levers:
 * 0x5: Lever points west when off.
 * 0x6: Lever points south when off. (Note that unlike the other types of switch, this version will not power wires around the block it is sitting on.)

Doors

 * 0x8: If this bit is set, this is the top half of a door.
 * 0x4: If this bit is set, the door has swung counterclockwise around its hinge.

Location of hinge within block:
 * 0x0: Northeast corner
 * 0x1: Southeast corner
 * 0x2: Southwest corner
 * 0x3: Northwest corner

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 for an undefined length of time after the level is loaded.

Button direction:
 * 0x1: Facing south
 * 0x2: Facing north
 * 0x3: Facing west
 * 0x4: Facing east

Sign Posts

 * 0x0: West
 * 0x1: West-Northwest
 * 0x2: Northwest
 * 0x3: North-Northwest
 * 0x4: North
 * 0x5: North-Northeast
 * 0x6: Northeast
 * 0x7: East-Northeast
 * 0x8: East
 * 0x9: East-Southeast
 * 0xA: Southeast
 * 0xB: South-Southeast
 * 0xC: South
 * 0xD: South-Southwest
 * 0xE: Southwest
 * 0xF: West-Southwest

Wall Signs

 * 0x2: Facing east
 * 0x3: Facing west
 * 0x4: Facing north
 * 0x5: Facing south

Furnaces and Dispensers

 * 0x2: Facing east
 * 0x3: Facing west
 * 0x4: Facing north
 * 0x5: Facing south

Pumpkins and Jack-O-Lanterns

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

Pressure Plates

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

Cake

 * 0x0: Full cake
 * 0x1-0x5: 1 to 5 pieces eaten

Beds

 * 0x0: Head is pointing West
 * 0x1: Head is pointing North
 * 0x2: Head is pointing East
 * 0x3: Head is pointing South


 * 0x8: (bit flag) - When 0, the foot of the bed. When 1, the head of the bed.

Redstone Repeater
Low (1st & 2nd) bits:
 * 0x0: Facing east
 * 0x1: Facing south
 * 0x2: Facing west
 * 0x3: Facing north

High (3rd & 4th) bits:
 * 0x0: 1 tick delay
 * 0x1: 2 tick delay
 * 0x2: 3 tick delay
 * 0x3: 4 tick delay

Datenwerte Valeurs