Java Edition 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. 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.

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 world. The chainmail set is currently unobtainable in Survival mode without hacking or, in multiplayer, the /give server command. It is available in Creative mode, however.

Entity IDs
Note: All eggs listed above are available in Creative mode. When an egg with other entity ID is hacked into existence it's colored gray and doesn't work.

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

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 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.

Prior to Beta 1.5
Prior to Beta 1.5, this data value was a counter which started at 0x0 (for a freshly-planted sapling) and was increased at random intervals. Once the counter hit 15, a new tree was created in its place.

Beta 1.5 and after
As of Beta 1.5, the data value is split in half. The bottom two bits now determine the type of sapling (and thus the eventual tree type), according to the following table:

The top two bits function as the counter, as in pre-1.5 builds, though obviously there are only four values available in the remaining bits. Either the counter is incremented more slowly to compensate, or trees might just grow more quickly since the update.

Some time between Beta 1.5 and 1.2.5, the data was changed to use 3 bits of type and a 1 bit counter.

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 3.

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.

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):

Pumpkin stem and Melon stem
Pumpkin and melon stems grow from 0x0 to 0x7. 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 farmland. As long as this fruit remains the stem will appear bent towards the fruit.

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
 * 0x2: Pointing
 * 0x3: Pointing
 * 0x4: Pointing
 * 0x5: Standing on the floor

Rails
Regular Minecart rails use values above 0x5 for the corner pieces. For powered rails, 0x8 is a bit flag indicating whether or not it is powered, and the bottom three bits have a valid range of 0x0 to 0x5.


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

Regular minecart tracks can make a circle from four rails:
 * 0x6: corner (connecting  and )
 * 0x7: corner (connecting  and )
 * 0x8: corner (connecting  and )
 * 0x9: corner (connecting  and )

Stairs
Starting in Minecraft 1.2 (actually weekly 12w08a), the bit at 0x4 is used as follows:
 * 0x0: Ascending
 * 0x1: Ascending
 * 0x2: Ascending
 * 0x3: Ascending
 * 0: Stairs are regular
 * 1: Stairs are upside down

Levers

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

Wall levers:
 * 0x1: Facing
 * 0x2: Facing
 * 0x3: Facing
 * 0x4: Facing

Ground levers:
 * 0x5: Lever points when off.
 * 0x6: Lever points 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)

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: corner
 * 0x1: corner
 * 0x2: corner
 * 0x3: 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 corner, which is swung so that it is closed when viewed from the, 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).
 * The only valid values for a top section, therefore, are 8 (binary 1000) and 9 (binary 1001).
 * 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
 * 1: Facing
 * 2: Facing
 * 3: Facing
 * 3: Facing

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
 * 0x2: Facing
 * 0x3: Facing
 * 0x4: Facing

Sign Posts

 * 0x0:
 * 0x1: -
 * 0x2:
 * 0x3: -
 * 0x4:
 * 0x5: -
 * 0x6:
 * 0x7: -
 * 0x8:
 * 0x9: -
 * 0xA:
 * 0xB: -
 * 0xC:
 * 0xD: -
 * 0xE:
 * 0xF: -

Ladders, Wall Signs, Furnaces, Dispensers and Chests

 * 0x2: Facing (for ladders and signs, attached to the  side of a block)
 * 0x3: Facing
 * 0x4: Facing
 * 0x5: Facing

Pumpkins and Jack-O-Lanterns

 * 0x0: Facing
 * 0x1: Facing
 * 0x2: Facing
 * 0x3: Facing

Pressure Plates

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

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

Stone Slabs

Wooden Slabs

Half-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 wooden stone slab has metadata value 0x2 (binary ), while an upside-down wooden slab is represented by metadata 0xA (binary  ). Double slabs do not make use of the high-order bit of the metadata value.

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

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

Snow

 * 0x0: Normal snowfall height
 * 0x7: Full block size height
 * 0x7: Full block size height

The height repeats for values 8-15. Note that snow does not occur naturally at other heights than 0, but can be edited or hacked in. Values 0-2 has no hitbox, values 3-7 has the same hitbox as a slab.

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

Beds

 * 0x0: Head is pointing
 * 0x1: Head is pointing
 * 0x2: Head is pointing
 * 0x3: Head is pointing


 * 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.

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

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

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

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). The remaining two bits describe which wall the trapdoor is attached to:
 * 0x0: Attached to the wall
 * 0x1: Attached to the wall
 * 0x2: Attached to the wall
 * 0x3: Attached to the wall

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:
 * 3:
 * 4:
 * 5:

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:
 * 3:
 * 4:
 * 5:

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

Huge brown and red mushroom
Huge mushrooms consist of the same blocks throughout their structure, the data value of each block decides the texture. The default texture on all sides is porous flesh. The cap texture can be either the brown mushroom or red mushroom texture, the textures for porous and stem sides are identical.

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:
 * 2:
 * 4:
 * 8:

Fence Gates
0x4 is a bit flag: 1 is open, 0 is closed. The remaining two bits determine in which direction the gate will open.
 * 0: To the
 * 1: To the
 * 2: To the
 * 3: To the

Hidden Silverfish
A silverfish will hide inside a Stone, Cobblestone, or Stone Brick block, changing it into a Hidden Silverfish block. The data value tells us its appearance:
 * 0: Stone
 * 1: Cobblestone
 * 2: Stone Brick

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.

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 Charming Potion" has damage value 16422 (= 38 + 0 + 16384)

"Potion name" bits
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 splash potion bit set have additional "Splash " prefix.

"Tier" bit
Note: Fire Resistance, Weakness and Slowness effects have no second tier. Their strength and duration are unaffected by this bit.

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
 * 0x2: The slot pointing
 * 0x4: The slot pointing

Cauldron
The data value stores the amount of water kept in the cauldron, in units of glass bottles that can be filled.
 * 0: Empty
 * 1: 1/3 filled
 * 2: 2/3 filled
 * 3: Fully filled

End Portal Frame
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 symmetrical, no visual appearance indicates 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 Ender Pearl is placed, the frame won't activate.

Direction vectors for the blocks are the following:


 * 0: To the
 * 1: To the
 * 2: To the
 * 3: To the

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

Spawn Eggs
Damage values on Spawn Eggs will cause it to spawn the Entity of that ID. For example, a damage value of 2 would cause the spawner egg to create Experience Orbs.

Tripwire Hooks

 * 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 12, meaning "connected" and "activated".

The two low bits determine to which wall the hook is attached:
 * 0x0: Facing
 * 0x1: Facing
 * 0x2: Facing
 * 0x3: Facing

Tripwires

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

So, unactivated tripwire has a value of 0x0.

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

Trivia

 * Using /give command or inventory editors, an item can be spawned with its entity ID 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 entity ID. In the case of Wool colors, entity IDs "rotate" when out of bounds. Examples are provided:
 * Example 1 - Stacking: If the player were to type /give  351 1 1, an Ink Sac would be given to the player like normal. However, if the player were to type /give  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 entity IDs, 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 entity IDs that are out of valid bounds will "default" to the lowest or highest valid entity ID closest to it. Typing /give  351 1 -23 will spawn an Ink Sac, due to -23 being closest to 0, the lowest possible valid entity ID for dye, being the Ink Sac. Typing /give  351 1 43 will spawn Bone Meal, because 43 is closest to the dye's highest valid entity ID, being 15, which is what Bone Meal is.
 * Example 3 - Non-usable: Note that the valid entity IDs for dye are between the numbers 0 and 15. Any type of dye that's spawned with an entity ID lower than 0 or higher than 15 cannot be used. So if one is using the /give command to spawn a dye with an entity ID of 32, 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: Entity ID rotation has been confirmed for Wool, but only the colors seem to rotate. Using a Wool entity ID of 16 (when the highest is 15) will "circle back" to white wool, which is 0. Using an entity ID 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 entity ID of 2. Despite this, the unstacking entity ID issue still remains.

Datenwerte Data values Valeurs Datawaardes ID Нумерация данных 数据值