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. 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.
Περιεχόμενα
- 1 IDs
- 2 Data
- 2.1 Wood Planks
- 2.2 Stone
- 2.3 Dirt
- 2.4 Saplings
- 2.5 Water and Lava
- 2.6 Sand
- 2.7 Wood
- 2.8 Leaves
- 2.9 Wool, Stained Clay, Stained Glass and Carpet
- 2.10 Torches and Redstone Torches
- 2.11 Slabs
- 2.12 Fire
- 2.13 Sandstone
- 2.14 Red Sandstone
- 2.15 Beds
- 2.16 Grass
- 2.17 Flowers
- 2.18 Large Flowers
- 2.19 Piston
- 2.20 Piston Extension
- 2.21 Stairs
- 2.22 Redstone Wire
- 2.23 Daylight Sensor
- 2.24 Crops
- 2.25 Farmland
- 2.26 Banner
- 2.27 Door
- 2.28 Rails
- 2.29 Ladders, Furnaces, Chests, Trapped Chests
- 2.30 Sign
- 2.31 Dispenser and Dropper
- 2.32 Hopper
- 2.33 Levers
- 2.34 Pressure Plates
- 2.35 Buttons
- 2.36 Snow
- 2.37 Cacti and Sugar Canes
- 2.38 Jukebox
- 2.39 Pumpkins and Jack o'Lanterns
- 2.40 Cake
- 2.41 Redstone Repeater
- 2.42 Redstone Comparator
- 2.43 Trapdoors
- 2.44 Monster Egg
- 2.45 Stone Bricks
- 2.46 Prismarine
- 2.47 Sponge
- 2.48 Brown and red mushroom blocks
- 2.49 Pumpkin stem and Melon stem
- 2.50 Vines
- 2.51 Fence Gates
- 2.52 Nether Wart
- 2.53 Brewing Stand
- 2.54 Cauldron
- 2.55 End Portal Frame
- 2.56 Cocoa
- 2.57 Tripwire Hook
- 2.58 Tripwire
- 2.59 Cobblestone Walls
- 2.60 Flower Pots
- 2.61 Heads
- 2.62 Block of Quartz
- 2.63 Coal
- 2.64 Dyes
- 2.65 Fish
- 2.66 Anvil
- 2.67 Observer
- 2.68 Potions
- 2.69 Maps
- 2.70 Golden Apple
- 2.71 Structure Block
- 2.72 Chorus Flower
- 2.73 End Rod
- 3 Trivia
- 4 Video
IDs[επεξεργασία | επεξεργασία κώδικα]
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 /give or inventory editors, but unobtainable in the Creative mode menu.
|
Gray | Unused data. |
Block IDs
Item IDs
Entity IDs
Horse Variants[επεξεργασία | επεξεργασία κώδικα]
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 will result in a white horse.
Using a Variant value that is not a true ID (all true IDs are displayed on the chart above) will result in an invisible horse.
Biome IDs[επεξεργασία | επεξεργασία κώδικα]
Each type of biome has its own biome number, shown in the following table. These biome numbers are used when creating a customized superflat world. Main biomes have an ID number from 0 to 39, while biome variations normally have an ID number of 128 + <original biome number>. Three biomes, FrozenOcean (10), Extreme Hills Edge (20) and Plains M (128) are no longer naturally generated.
Number | Biome Name (Alternative Name) |
Color / Variation Color |
Variation Number |
Variation Name | |
---|---|---|---|---|---|
0 | Ocean | 000070 | N/A | N/A | |
1 | Plains | 8DB360 | N/A | (128) | Plains M |
B5DB88 | 129 | Sunflower Plains | |||
2 | Desert | FA9418 | FFBC40 | 130 | Desert M |
3 | Extreme Hills | 606060 | 888888 | 131 | Extreme Hills M |
4 | Forest | 056621 | 6A7425 | 132 | Flower Forest |
5 | Taiga | 0B6659 | 596651 | 133 | Taiga M |
6 | Swampland | 07F9B2 | 2FFFDA | 134 | Swampland M |
7 | River | 0000FF | N/A | N/A | |
8 | Hell | FF0000 | N/A | N/A | |
9 | The End (Sky) | 8080FF | N/A | N/A | |
(10) | FrozenOcean | 9090A0 | N/A | N/A | |
11 | FrozenRiver | A0A0FF | N/A | N/A | |
12 | Ice Plains | FFFFFF | B4DCDC | 140 | Ice Plains Spikes |
13 | Ice Mountains | A0A0A0 | N/A | N/A | |
14 | MushroomIsland | FF00FF | N/A | N/A | |
15 | MushroomIslandShore | A000FF | N/A | N/A | |
16 | Beach | FADE55 | N/A | N/A | |
17 | DesertHills | D25F12 | N/A | N/A | |
18 | ForestHills | 22551C | N/A | N/A | |
19 | TaigaHills | 163933 | N/A | N/A | |
(20) | Extreme Hills Edge | 72789A | N/A | N/A | |
21 | Jungle | 537B09 | 7BA331 | 149 | Jungle M |
22 | JungleHills | 2C4205 | N/A | N/A | |
23 | JungleEdge | 628B17 | 8AB33F | 151 | JungleEdge M |
24 | Deep Ocean | 000030 | N/A | N/A | |
25 | Stone Beach | A2A284 | N/A | N/A | |
26 | Cold Beach | FAF0C0 | N/A | N/A | |
27 | Birch Forest | 307444 | 589C6C | 155 | Birch Forest M |
28 | Birch Forest Hills | 1F5F32 | 47875A | 156 | Birch Forest Hills M |
29 | Roofed Forest | 40511A | 687942 | 157 | Roofed Forest M |
30 | Cold Taiga | 31554A | 597D72 | 158 | Cold Taiga M |
31 | Cold Taiga Hills | 243F36 | N/A | N/A | |
32 | Mega Taiga | 596651 | 6B5F4C | 160 | Mega Spruce Taiga |
33 | Mega Taiga Hills | 545F3E | 6D7766 | 161 | Redwood Taiga Hills M |
34 | Extreme Hills+ | 507050 | 789878 | 162 | Extreme Hills+ M |
35 | Savanna | BDB25F | E5DA87 | 163 | Savanna M |
36 | Savanna Plateau | A79D64 | CFC58C | 164 | Savanna Plateau M |
37 | Mesa | D94515 | FF6D3D | 165 | Mesa (Bryce) |
38 | Mesa Plateau F | B09765 | D8BF8D | 166 | Mesa Plateau F M |
39 | Mesa Plateau | CA8C65 | F2B48D | 167 | Mesa Plateau M |
127 | The Void | N/A | N/A | N/A |
Enchantment IDs[επεξεργασία | επεξεργασία κώδικα]
Used in commands such as /enchant
, /give
and /replaceitem
.
Enchantment | Name | ID (PC) | ID (PE) |
---|---|---|---|
Protection | protection
|
0 | 0 |
Fire Protection | fire_protection
|
1 | 1 |
Feather Falling | feather_falling
|
2 | 2 |
Blast Protection | blast_protection
|
3 | 3 |
Projectile Protection | projectile_protection
|
4 | 4 |
Respiration | respiration
|
5 | 6 |
Aqua Affinity | aqua_affinity
|
6 | 8 |
Thorns | thorns
|
7 | 5 |
Depth Strider | depth_strider
|
8 | 7 |
Frost Walker | frost_walker
|
9 | 25 |
Curse of Binding | binding_curse
|
10 | N/A |
Sharpness | sharpness
|
16 | 9 |
Smite | smite
|
17 | 10 |
Bane of Arthropods | bane_of_arthropods
|
18 | 11 |
Knockback | knockback
|
19 | 12 |
Fire Aspect | fire_aspect
|
20 | 13 |
Looting | looting
|
21 | 14 |
Sweeping Edge | sweeping
|
22 | N/A |
Efficiency | efficiency
|
32 | 15 |
Silk Touch | silk_touch
|
33 | 16 |
Unbreaking | unbreaking [note 1]
|
34 | 17 |
Fortune | fortune
|
35 | 18 |
Power | power
|
48 | 19 |
Punch | punch
|
49 | 20 |
Flame | flame
|
50 | 21 |
Infinity | infinity
|
51 | 22 |
Luck of the Sea | luck_of_the_sea
|
61 | 23 |
Lure | lure
|
62 | 24 |
Mending | mending
|
70 | 26 |
Curse of Vanishing | vanishing_curse
|
71 | 28 |
Notes:
- ↑ Pocket Edition commands use the enchantment name
durability
.
Status effects[επεξεργασία | επεξεργασία κώδικα]
Used in /effect
command.
Icon | Value | Name | Effect type | In source code | Particle color |
---|---|---|---|---|---|
1 | minecraft:speed | Speed | potion.moveSpeed | #7CAFC6 | |
2 | minecraft:slowness | Slowness | potion.moveSlowdown | #5A6C81 | |
3 | minecraft:haste | Haste | potion.digSpeed | #D9C043 | |
4 | minecraft:mining_fatigue | Mining Fatigue | potion.digSlowDown | #4A4217 | |
5 | minecraft:strength | Strength | potion.damageBoost | #932423 | |
— | 6 | minecraft:instant_health | Instant Health | potion.heal | #F82423 |
— | 7 | minecraft:instant_damage | Instant Damage | potion.harm | #430A09 |
8 | minecraft:jump_boost | Jump Boost | potion.jump | #786297 | |
9 | minecraft:nausea | Nausea | potion.confusion | #551D4A | |
10 | minecraft:regeneration | Regeneration | potion.regeneration | #CD5CAB | |
11 | minecraft:resistance | Resistance | potion.resistance | #99453A | |
12 | minecraft:fire_resistance | Fire Resistance | potion.fireResistance | #E49A3A | |
13 | minecraft:water_breathing | Water Breathing | potion.waterBreathing | #2E5299 | |
14 | minecraft:invisibility | Invisibility | potion.invisibility | #7F8392 | |
15 | minecraft:blindness | Blindness | potion.blindness | #1F1F23 | |
16 | minecraft:night_vision | Night vision | potion.nightVision | #1F1FA1 | |
17 | minecraft:hunger | Hunger | potion.hunger | #587653 | |
18 | minecraft:weakness | Weakness | potion.weakness | #484D48 | |
19 | minecraft:poison | Poison | potion.poison | #4E9331 | |
20 | minecraft:wither | Wither | potion.wither | #352A27 | |
21 | minecraft:health_boost | Health Boost | potion.healthBoost | #F87D23 | |
22 | minecraft:absorption | Absorption | potion.absorption | #2552A5 | |
— | 23 | minecraft:saturation | Saturation | potion.saturation | #F82423 |
24 | minecraft:glowing | Glowing | potion.glowing | #94A061 | |
25 | minecraft:levitation | Levitation | potion.levitation | #CEFFFF | |
26 | minecraft:luck | Luck | potion.luck | #339900 | |
27 | minecraft:unluck | Bad Luck | potion.unluck | #C0A44D |
Data[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Stone | |
1 | Granite | |
2 | Polished Granite | |
3 | Diorite | |
4 | Polished Diorite | |
5 | Andesite | |
6 | Polished Andesite |
Dirt[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Dirt | |
1 | Coarse Dirt | |
2 | Podzol |
Saplings[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Sand | |
1 | Red sand |
Wood[επεξεργασία | επεξεργασία κώδικα]
Block 17
Bits | Values |
---|---|
0x1 0x2 |
A two-bit field storing a value of 0 to 3 specifying the type of wood:
|
0x4 0x8 |
A two-bit field storing a value of 0 to 3 specifying the orientation of the wood:
|
Block 162
Bits | Values |
---|---|
0x1 0x2 |
A two-bit field storing a value of 0 to 1 specifying the type of wood:
|
0x4 0x8 |
A two-bit field storing a value of 0 to 3 specifying the orientation of the wood:
|
Leaves[επεξεργασία | επεξεργασία κώδικα]
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, Stained Clay, Stained Glass and Carpet[επεξεργασία | επεξεργασία κώδικα]
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.
- 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 | |||
0 | 0x0 | White wool | #DDDDDD
| |
1 | 0x1 | Orange wool | #DB7D3E
| |
2 | 0x2 | Magenta wool | #B350BC
| |
3 | 0x3 | Light blue wool | #6B8AC9
| |
4 | 0x4 | Yellow wool | #B1A627
| |
5 | 0x5 | Lime wool | #41AE38
| |
6 | 0x6 | Pink wool | #D08499
| |
7 | 0x7 | Gray wool | #404040
| |
8 | 0x8 | Light gray wool | #9AA1A1
| |
9 | 0x9 | Cyan wool | #2E6E89
| |
10 | 0xA | Purple wool | #7E3DB5
| |
11 | 0xB | Blue wool | #2E388D
| |
12 | 0xC | Brown wool | #4F321F
| |
13 | 0xD | Green wool | #35461B
| |
14 | 0xE | Red wool | #963430
| |
15 | 0xF | Black wool | #191616
|
- ↑ Wool has a mottled pattern. These are the average RGB color values for the default texture.
- Stained Clay
DV | Description | |
---|---|---|
0 | White hardened clay | |
1 | Orange hardened clay | |
2 | Magenta hardened clay | |
3 | Light blue hardened clay | |
4 | Yellow hardened clay | |
5 | Lime hardened clay | |
6 | Pink hardened clay | |
7 | Gray hardened clay | |
8 | Light gray hardened clay | |
9 | Cyan hardened clay | |
10 | Purple hardened clay | |
11 | Blue hardened clay | |
12 | Brown hardened clay | |
13 | Green hardened clay | |
14 | Red hardened clay | |
15 | Black hardened clay |
- 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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
- 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 Nether Brick Slab | |
7 | Double Quartz Slab | |
8 | Smooth Double Stone Slab | |
9 | Smooth Double Sandstone Slab | |
15 | Tile Double Quartz Slab (note the underside) |
- Block 181
DV | Description | |
---|---|---|
0 | Double Red Sandstone Slab | |
8 | Smooth Double Red Sandstone Slab |
The full stone, quartz, sandstone, and red sandstone Slabs have a top texture on all sides.
Stone Slabs[επεξεργασία | επεξεργασία κώδικα]
- 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 | |
8 | Upper Red Sandstone Slab |
Double Wooden Slabs[επεξεργασία | επεξεργασία κώδικα]
- Block 125
DV | Description | |
---|---|---|
0 | Double Oak Wood Slab | |
1 | Double Spruce Wood Slab | |
2 | Double Birch Wood Slab | |
3 | Double Jungle Wood Slab | |
4 | Double Acacia Wood Slab | |
5 | Double Dark Oak Wood Slab |
Wooden Slabs[επεξεργασία | επεξεργασία κώδικα]
- 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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Red Sandstone | |
1 | Chiseled Red Sandstone | |
2 | Smooth Red Sandstone |
Beds[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x0 | Head facing South |
0x1 | Head facing West |
0x2 | Head facing North |
0x3 | Head facing East |
0x4 (bit flag) | When 0, the bed is empty When 1, the bed is occupied |
0x8 (bit flag) | When 0, the foot of the bed When 1, the head of the bed |
Grass[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Shrub | |
1 | Tall Grass | |
2 | Fern |
Flowers[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
Crops grow from 0x0 to 0x7. Carrots, beetroot and potatoes 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
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[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x0 | Dry land |
0x1 to 0x7 | 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. |
Banner[επεξεργασία | επεξεργασία κώδικα]
Standing[επεξεργασία | επεξεργασία κώδικα]
Bits | Description |
---|---|
0x1 0x2 0x4 0x8 |
A four-bit field storing a value from 0 to 15 specifying the block's orientation:
|
Wall[επεξεργασία | επεξεργασία κώδικα]
Bits | Description |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5 specifying the block's orientation:
|
0x8 | (unused) |
Door[επεξεργασία | επεξεργασία κώδικα]
Minecraft 1.1 and Earlier[επεξεργασία | επεξεργασία κώδικα]
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)[επεξεργασία | επεξεργασία κώδικα]
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 ??[επεξεργασία | επεξεργασία κώδικα]
- 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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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, Trapped Chests[επεξεργασία | επεξεργασία κώδικα]
- Ladder
Bits | Values |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5:
Invalid values default to 2. |
0x8 | Unused. |
- Furnace
Bits | Values |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5:
Invalid values default to 2. |
0x8 | Unused. |
- Chest
Bits | Values |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 2 to 5:
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:
Invalid values default to 2. |
0x8 | Unused. |
Sign[επεξεργασία | επεξεργασία κώδικα]
Standing[επεξεργασία | επεξεργασία κώδικα]
Bits | Description |
---|---|
0x1 0x2 0x4 0x8 |
A four-bit field storing a value from 0 to 15 specifying the block's orientation:
|
Wall[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
- Dropper
Bits | Values |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 0 to 5 specifying which direction the dropper is facing:
|
0x8 | Set if dropper is activated. |
- Dispenser
Bits | Values |
---|---|
0x1 0x2 0x4 |
Three bits storing a value from 0 to 5:
|
0x8 | If set, the dispenser is activated. |
Hopper[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 0 to 5:
|
0x8 | Set if activated/disabled. |
Levers[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x1 0x2 0x4 |
A three-bit field storing a value from 0 to 7:
|
0x8 | If this bit is set, the lever is active. |
Pressure Plates[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x1 | If this bit is set, the pressure plate is active. |
0x2 0x4 0x8 |
Unused. |
Buttons[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x1 0x2 0x4 |
Three bits storing a value from 0 to 5:
|
0x8 | If this bit is set, the button is currently active. |
Snow[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
- Cactus
Bits | Values |
---|---|
0x0 | Freshly planted cactus. |
0x1 to 0x15 | 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
Bits | Values |
---|---|
0x0 | Freshly planted sugar cane. |
0x1 to 0x15 | 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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
- Pumpkin
Bits | Values |
---|---|
0x0 | Pumpkin facing south |
0x1 | Pumpkin facing west |
0x2 | Pumpkin facing north |
0x3 | Pumpkin facing east |
0x4 (bit flag) | Pumpkin without face |
- Jack o'Lantern
Bits | Values |
---|---|
0x0 | Jack o'lantern facing south |
0x1 | Jack o'lantern facing west |
0x2 | Jack o'lantern facing north |
0x3 | Jack o'lantern facing east |
0x4 (bit flag) | Jack o'lantern without face |
Cake[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x0 | 0 pieces eaten |
0x1 | 1 piece eaten |
0x2 | 2 pieces eaten |
0x3 | 3 pieces eaten |
0x4 | 4 pieces eaten |
0x5 | 5 pieces eaten |
0x6 | 6 pieces eaten |
Redstone Repeater[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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:
|
0x4 | Set if in subtraction mode (front torch up and powered). |
0x8 | Set if powered (at any power level). |
Trapdoors[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x1 0x2 |
A two-bit field storing a value from 0 to 3:
|
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Stone brick | |
1 | Mossy stone brick | |
2 | Cracked stone brick | |
3 | Chiseled stone brick |
Prismarine[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Prismarine | |
1 | Prismarine Bricks | |
2 | Dark Prismarine |
Sponge[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Sponge | |
1 | Wet Sponge |
Brown and red mushroom blocks[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x0 | Freshly planted stem |
0x1 | First stage of growth |
0x2 | Second stage of growth |
0x3 | Third stage of growth |
0x4 | Fourth stage of growth |
0x5 | Fifth stage of growth |
0x6 | Sixth stage of growth |
0x7 | 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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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. |
Nether Wart[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x1 0x2 |
A two-bit field storing a value from 0 to 4 specifying the direction the pod is attached to:
|
0x4 0x8 |
A two-bit field storing a value from 0 to 3 specifying the stage of growth of the plant:
|
Tripwire Hook[επεξεργασία | επεξεργασία κώδικα]
Bits | Values |
---|---|
0x1 0x2 |
A two-bit field storing a value from 0 to 3:
|
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Cobblestone Wall | |
1 | Mossy Cobblestone Wall |
Flower Pots[επεξεργασία | επεξεργασία κώδικα]
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 | Poppy Flower Pot | |
2 | Dandelion Flower Pot | |
3 | Oak sapling Flower Pot | |
4 | Spruce sapling Flower Pot | |
5 | Birch sapling Flower Pot | |
6 | Jungle sapling Flower Pot | |
7 | Red mushroom Flower Pot | |
8 | Brown mushroom Flower Pot | |
9 | Cactus Flower Pot | |
10 | Dead bush Flower Pot | |
11 | Fern Flower Pot | |
12 | Acacia sapling Flower Pot | |
13 | Dark oak sapling Flower Pot |
Heads[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Block of Quartz | |
1 | Chiseled Quartz Block | |
2 | Pillar Quartz Block (vertical) | |
3 | Pillar Quartz Block (north-south) | |
4 | Pillar Quartz Block (east-west) |
Coal[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Coal | |
1 | Charcoal |
Dyes[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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 |
Anvil[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
DV | Description |
---|---|
0 | Facing down |
1 | Facing up |
2 | Facing south |
3 | Facing north |
4 | Facing east |
5 | Facing west |
Potions[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
Dec | Hex | Meaning |
---|---|---|
0 | 0000 | Base duration. |
64 | 0040 | Multiply duration by 8/3. |
"Splash potion" bit[επεξεργασία | επεξεργασία κώδικα]
Dec | Hex | Meaning |
---|---|---|
0 | 0000 | Drinkable potion. |
16384 | 4000 | Splash potion. Multiply duration by 3/4. |
Maps[επεξεργασία | επεξεργασία κώδικα]
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[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Golden Apple | |
1 | Enchanted Golden Apple |
Structure Block[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Save | |
1 | Load | |
2 | Corner | |
3 | Data |
Chorus Flower[επεξεργασία | επεξεργασία κώδικα]
The data value denotes its age, it will not grow anymore when data value is 0x5.
End Rod[επεξεργασία | επεξεργασία κώδικα]
DV | Description | |
---|---|---|
0 | Facing down | |
1 | Facing up | |
2 | Facing north | |
3 | Facing south | |
4 | Facing west | |
5 | Facing east |
Trivia[επεξεργασία | επεξεργασία κώδικα]
- 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.
- Example 1 - Stacking: If the player were to type
Video[επεξεργασία | επεξεργασία κώδικα]
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