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Hetwieg (talk | contribs)
(→‎Item IDs: Records Losgemaakt)
m (→‎Fence Gates: fixed typo - that's not a comma! someone has been trolling...)
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=== [[Fence Gate]]s ===
 
=== [[Fence Gate]]s ===
0x4 is a bit flag: 1 is open¸ 0 is closed. The remaining two bits determine in which direction the gate will open.
+
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 {{f|0}}
 
* 0: To the {{f|0}}
 
* 1: To the {{f|1}}
 
* 1: To the {{f|1}}

Revision as of 01:01, 1 November 2011

This article is about data values found in the latest unmodified PC version of Minecraft. For data values added by mods, see Mods/Data values. For data values found in Classic, see Data values (Classic). For data values found in Pocket Edition, see Data values (Pocket Edition).

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.

Beta picture reference in 3D

Beta picture reference in 2D

Block IDs (Minecraft Beta)

These values apply to both inventory items and to blocks placed in the world. This reflects the most recent version.

D Requires additional data from the saved game's Data array to fully define the block.
I Has a different ID as an inventory item.
B Requires additional data in the item's Damage field to fully define the inventory item.
T Requires a tile entity to store additional data.
Red Cannot be legitimately obtained. Only available using the /give command or via inventory editors.
Blue Only available in Creative mode.
Green Only available by having Enchanted tools or in Creative mode.
Icon Dec Hex Block type
00 0 Air
Stone JE5 BE3.png 01 1 Stone
Grass JE7.png 02 2 Grass
Dirt JE2 BE2.png 03 3 Dirt
Cobblestone JE5 BE3.png 04 4 Cobblestone
25px 05 5 Wooden Plank
Sapling.png 06 6 Sapling D B
Bedrock JE2 BE2.png 07 7 Bedrock
Water.png 08 8 Water D
Water.png 09 9 Stationary water D
Lava JE5.png 10 A Lava D
Lava JE5.png 11 B Stationary lava D
Sand JE5 BE3.png 12 C Sand
Gravel JE5 BE4.png 13 D Gravel
25px 14 E Gold Ore
25px 15 F Iron Ore
25px 16 10 Coal Ore
25px 17 11 Wood D B
25px 18 12 Leaves D B
Sponge JE3 BE3.png 19 13 Sponge
Glass JE4 BE2.png 20 14 Glass
25px 21 15 Lapis Lazuli Ore
25px 22 16 Lapis Lazuli Block
Dispenser (S) JE4.png 23 17 Dispenser D T
Sandstone JE6 BE3.png 24 18 Sandstone
Note Block JE2 BE2.png 25 19 Note Block T
25px 26 1A Bed D I
25px 27 1B Powered Rail D
Detector Rail (NS) JE2 BE2.png 28 1C Detector Rail D
Sticky Piston (U) JE3.png 29 1D Sticky Piston D
25px 30 1E Cobweb
Tall Grass JE4.png 31 1F Tall Grass D
Icon Dec Hex Block type
Dead Bush JE2 BE2.png 32 20 Dead Bush
Piston (U) JE3.png 33 21 Piston D
25px 34 22 Piston Extension D
White Wool JE2 BE2.png 35 23 Wool D B
Technical blocks.png 36 24 Block moved by Piston T
Dandelion JE2 BE2.png 37 25 Dandelion
Rose JE1.png 38 26 Rose
Brown Mushroom JE2 BE2.png 39 27 Brown Mushroom
Red Mushroom JE2 BE2.png 40 28 Red Mushroom
25px 41 29 Block of Gold
25px 42 2A Block of Iron
25px 43 2B Double Slabs D B
Stone Slab JE2 BE1.png 44 2C Slabs D B
25px 45 2D Brick Block
TNT JE3 BE2.png 46 2E TNT
Bookshelf JE4 BE2.png 47 2F Bookshelf
25px 48 30 Moss Stone
Obsidian JE3 BE2.png 49 31 Obsidian
Torch JE6 BE2.png 50 32 Torch D
Fire.png 51 33 Fire D
25px 52 34 Monster Spawner T
25px 53 35 Wooden Stairs D
Chest (S) JE2 BE2.png 54 36 Chest D T
25px 55 37 Redstone Wire D I
25px 56 38 Diamond Ore
25px 57 39 Block of Diamond
Crafting Table JE4 BE3.png 58 3A Crafting Table
25px 59 3B Seeds D
Farmland JE4 BE6.png 60 3C Farmland D
Furnace (S) JE4.png 61 3D Furnace D T
25px 62 3E Burning Furnace D T
25px 63 3F Sign Post D I T
Icon Dec Hex Block type
25px 64 40 Wooden Door D I
25px 65 41 Ladders D
25px 66 42 Rails D
Cobblestone Stairs (N) JE6 BE6.png 67 43 Cobblestone Stairs D
25px 68 44 Wall Sign D T
Wall Lever (S) JE5 BE2.png 69 45 Lever D
Stone Pressure Plate JE5 BE2.png 70 46 Stone Pressure Plate D
Iron Door JE4.png 71 47 Iron Door D I
25px 72 48 Wooden Pressure Plate D
25px 73 49 Redstone Ore
25px 74 4A Glowing Redstone Ore
25px 75 4B Redstone Torch ("off" state) D
25px 76 4C Redstone Torch ("on" state) D
Stone Button (S) JE5 BE2.png 77 4D Stone Button D
Snow (layers 1) JE3 BE3.png 78 4E Snow D
Ice JE2 BE3.png 79 4F Ice
25px 80 50 Snow Block
Cactus JE4.png 81 51 Cactus D
25px 82 52 Clay Block
Sugar Cane JE2 BE2.png 83 53 Sugar Cane D I
Jukebox JE2 BE2.png 84 54 Jukebox D T
25px 85 55 Fence
Carved Pumpkin (N) JE5.png 86 56 Pumpkin D
Netherrack JE4 BE2.png 87 57 Netherrack
Soul Sand JE2 BE2.png 88 58 Soul Sand
25px 89 59 Glowstone
25px 90 5A Portal
25px 91 5B Jack-O-Lantern D
Cake JE2.png 92 5C Cake Block D I
25px 93 5D Redstone Repeater ("off" state) D I
25px 94 5E Redstone Repeater ("on" state) D I
25px 95 5F Locked Chest
Icon Dec Hex Block type
25px 96 60 Trapdoor D
Stone JE5 BE3.png 97 61 Hidden Silverfish D
25px 98 62 Stone Bricks D B
Huge Brown Mushroom.png 99 63 Huge Brown Mushroom D
Huge Red Mushroom.png 100 64 Huge Red Mushroom D
Iron Bars (EW) JE3 BE2.png 101 65 Iron Bars
Glass Pane (EW) JE3 BE4.png 102 66 Glass Pane
25px 103 67 Melon
25px 104 68 Pumpkin Stem D
25px 105 69 Melon Stem D
25px 106 6A Vines D
Oak Fence Gate JE4 BE2.png 107 6B Fence Gate D
Brick Stairs (N) JE5 BE2.png 108 6C Brick StairsD
Stone Brick Stairs (N) JE5 BE2.png 109 6D Stone Brick StairsD
Mycelium JE2 BE2.png 110 6E Mycelium
Lily Pad JE2 BE2.png 111 6F Lily Pad
Nether Brick JE2 BE2.png 112 70 Nether Brick
Nether Brick Fence JE3 BE4.png 113 71 Nether Brick Fence
Nether Brick Stairs (N) JE5 BE2.png 114 72 Nether Brick StairsD
Nether Wart.png 115 73 Nether Wart D I
25px 116 74 Enchantment Table T
Brewing Stand.png 117 75 Brewing Stand D T I
Cauldron JE7.png 118 76 Cauldron D I
End Portal.png 119 77 End Portal T
End Portal Frame (S) JE5 BE2.png 120 78 End Portal Frame D
End Stone JE3 BE2.png 121 79 End Stone

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 in Survival mode without hacking or, in multiplayer, the /give server command. It is available in Creative mode, however.

Icon Dec Hex Item
256 100 Iron Shovel
257 101 Iron Pickaxe
258 102 Iron Axe
259 103 Flint and Steel
260 104 Red Apple
261 105 Bow
262 106 Arrow
263 107 Coal D
264 108 Diamond
265 109 Iron Ingot
266 10A Gold Ingot
267 10B Iron Sword
268 10C Wooden Sword
269 10D Wooden Shovel
270 10E Wooden Pickaxe
271 10F Wooden Axe
272 110 Stone Sword
273 111 Stone Shovel
274 112 Stone Pickaxe
275 113 Stone Axe
276 114 Diamond Sword
277 115 Diamond Shovel
278 116 Diamond Pickaxe
279 117 Diamond Axe
280 118 Stick
281 119 Bowl
282 11A Mushroom Soup
283 11B Gold Sword
284 11C Gold Shovel
285 11D Gold Pickaxe
286 11E Gold Axe
287 11F String
Icon Dec Hex Item
288 120 Feather
289 121 Gunpowder
290 122 Wooden Hoe
291 123 Stone Hoe
292 124 Iron Hoe
293 125 Diamond Hoe
294 126 Gold Hoe
295 127 Seeds
296 128 Wheat
297 129 Bread
298 12A Leather Cap
299 12B Leather Tunic
300 12C Leather Pants
301 12D Leather Boots
302 12E Chain Helmet
303 12F Chain Chestplate
304 130 Chain Leggings
305 131 Chain Boots
306 132 Iron Helmet
307 133 Iron Chestplate
308 134 Iron Leggings
309 135 Iron Boots
310 136 Diamond Helmet
311 137 Diamond Chestplate
312 138 Diamond Leggings
313 139 Diamond Boots
314 13A Gold Helmet
315 13B Gold Chestplate
316 13C Gold Leggings
317 13D Gold Boots
318 13E Flint
319 13F Raw Porkchop
Icon Dec Hex Item
320 140 Cooked Porkchop
321 141 Paintings
322 142 Golden Apple
323 143 Sign
324 144 Wooden door
325 145 Bucket
326 146 Water bucket
327 147 Lava bucket
328 148 Minecart
329 149 Saddle
330 14A Iron door
331 14B Redstone
332 14C Snowball
333 14D Boat
334 14E Leather
335 14F Milk
336 150 Clay Brick
337 151 Clay
338 152 Sugar Cane
339 153 Paper
340 154 Book
341 155 Slimeball
342 156 Minecart with Chest
343 157 Minecart with Furnace
344 158 Egg
345 159 Compass
346 15A Fishing Rod
347 15B Clock
348 15C Glowstone Dust
349 15D Raw Fish
350 15E Cooked Fish
351 15F Dye D
Icon Dec Hex Item
352 160 Bone
353 161 Sugar
354 162 Cake
355 163 Bed
356 164 Redstone Repeater
357 165 Cookie
358 166 Map
359 167 Shears
360 168 Melon (Slice)
361 169 Pumpkin Seeds
362 16A Melon Seeds
363 16B Raw Beef
364 16C Steak
365 16D Raw Chicken
366 16E Cooked Chicken
367 16F Rotten Flesh
368 170 Ender Pearl
369 171 Blaze Rod
370 172 Ghast Tear
371 173 Gold Nugget
372 174 Nether Wart
373 175 Potions D
374 176 Glass Bottle
375 177 Spider Eye
376 178 Fermented Spider Eye
377 179 Blaze Powder
378 17A Magma Cream
379 17B Brewing Stand
380 17C Cauldron
381 17D Eye of Ender
382 17E Glistering Melon
Icon Dec Hex Item
2256 8D0 13 Disc
2257 8D1 Cat Disc
2258 8D2 blocks Disc
2259 8D3 chirp Disc
2260 8D4 far Disc
2261 8D5 mall Disc
2262 8D6 mellohi Disc
2263 8D7 stal Disc
2264 8D8 strad Disc
2265 8D9 ward Disc
2266 8DA 11 Disc

Inventory Slot Number

This shows the numbers used to specify the slot in the inventory while editing with NBTedit

Data

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

Block dec hex Use
Wood 0-2 0-2 Wood Texture
Fire 0-15 0-F Age in some fraction of a second
Leaves 0-2 0-2 Leaves Texture
Jukebox 0-2 0-2 Disc in jukebox
Saplings 0-15 0-F Age / Tree Type
Cactus 0-15 0-F Age
Sugar Canes 0-15 0-F Age
Water and Lava 0-15 0-F Fluid level
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 0-15 0-F Color
Dyes 0-15 0-F Dye Color
Torches and Redstone Torches 0-5 0-5 Torch orientation
Rails (reg, powered, detect) 0-9 0-9 Rail slope, orientation, power
Ladders 0-3 0-3 Ladder orientation
Stairs 0-3 0-3 Stair orientation
Levers 6-14 6-E Lever orientation and thrown state
Doors 0-15 0-F Hinge corner position and swing state
Buttons 0-15 0-F Button orientation
Sign Posts 0-15 0-F Sign orientation
Wall Signs 2-5 2-5 Sign orientation
Furnaces, Dispensers, Chests 2-5 2-5 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 0-3 0-3 Type of slab
Snow 0-15 0-F Block height
Cake 0-5 0-5 Pieces eaten
Bed 0-3, 8-11 0-3, 8-B Orientation and head/foot
Redstone Repeater/Delayer 0-15 0-F Orientation and delay
Redstone Wire 0-15 0-F Power level
Tall Grass 0-2 0-2 Appearance (grass, fern, dead shrub)
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-? 0-? Potion Type
Brewing Stand 0-7 0-7 Slots used (plus more?)
Cauldron 0-3 0-3 Amount of water
Air Portal Frame 0-1 0-1 Broken or Fixed

Wood

Icon Value Description
0 Is the usual trunk texture
1 Is the spruce like texture
2 Is a birch texture

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 0x8 is set, the leaves will never decay. This bit is set on player-placed leaf blocks and overrides the meaning of bit 0x4.

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.

Icon Value Description
0 Is the usual tree's leaves texture
1 Is the spruce tree's leaves texture
2 Is a birch tree's leaves texture
3 Is the usual tree's leaves texture but with the spruce tree's leaves color

Coal

Icon Value Description
0 Coal
1 Charcoal

Jukebox

Icon Value Description
0 Nothing
1 Gold Music Disc
2 Green Music Disc

Saplings

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:

Icon Value Description
0 Usual Sapling
1 Spruce Sapling
2 Birch Sapling
3 n/a - defaults to "usual"

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.

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 (Pictured below).

Icon Value
0
1
2
3
4
5
6
7

Crop states.png

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):

  • Small: 0
  • Medium: 1-2
  • Large: 3

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

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.

Icon Dec Hex Description
0 0x0 Regular wool (white)
1 0x1 Orange
2 0x2 Magenta
3 0x3 Light Blue
4 0x4 Yellow
5 0x5 Lime
6 0x6 Pink
7 0x7 Gray
8 0x8 Light Gray
9 0x9 Cyan
10 0xA Purple
11 0xB Blue
12 0xC Brown
13 0xD Green
14 0xE Red
15 0xF Black

Dyes

Icon Dec Hex Description
0 0x0 Ink Sac
1 0x1 Rose Red
2 0x2 Cactus Green
3 0x3 Cocoa Beans
4 0x4 Lapis Lazuli
5 0x5 Purple Dye
6 0x6 Cyan Dye
7 0x7 Light Gray Dye
8 0x8 Gray Dye
9 0x9 Pink Dye
10 0xA Lime Dye
11 0xB Dandelion Yellow
12 0xC Light Blue Dye
13 0xD Magenta Dye
14 0xE Orange Dye
15 0xF Bone Meal

Torches and Redstone Torches

  • 0x1: Pointing Template:F
  • 0x2: Pointing Template:F
  • 0x3: Pointing Template:F
  • 0x4: Pointing Template:F
  • 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 Template:F-Template:F
  • 0x1: flat track going Template:F-Template:F
  • 0x2: track ascending to the Template:F
  • 0x3: track ascending to the Template:F
  • 0x4: track ascending to the Template:F
  • 0x5: track ascending to the Template:F

Regular minecart tracks can make a circle from four rails:

  • 0x6: Template:FTemplate:F corner (connecting Template:F and Template:F)
  • 0x7: Template:FTemplate:F corner (connecting Template:F and Template:F)
  • 0x8: Template:FTemplate:F corner (connecting Template:F and Template:F)
  • 0x9: Template:FTemplate:F corner (connecting Template:F and Template:F)

Ladders

  • 0x2: Attached to the Template:F side of a block
  • 0x3: Template:F side of a block
  • 0x4: Template:F side
  • 0x5: Template:F side

Stairs

  • 0x0: Ascending Template:F
  • 0x1: Ascending Template:F
  • 0x2: Ascending Template:F
  • 0x3: Ascending Template:F

Levers

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

Wall levers:

  • 0x1: Facing Template:F
  • 0x2: Facing Template:F
  • 0x3: Facing Template:F
  • 0x4: Facing Template:F

Ground levers:

  • 0x5: Lever points Template:F when off.
  • 0x6: Lever points Template:F when off. (Note that unlike the other types of switch, this version didn't power wires around the block it was sitting on. This bug was fixed in Beta 1.6)

Doors

The two least significant bits are the orientation of the door, that is, the corner in which its hinge is positioned:

  • 0x0: Template:F corner
  • 0x1: Template:F corner
  • 0x2: Template:F corner
  • 0x3: Template:F corner

The two bits above are flags:

  • 0x8: If this bit is set, this is the top half of a door (else the lower half).
  • 0x4: If this bit is set, the door has swung counterclockwise around its hinge.

For example, the bottom half of a door with its hinge on the Template:F corner, which is swung so that it is closed when viewed from the Template:F, will have a data value of (3 | 4) = (3 + 4) = 7.

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 Template:F
  • 0x2: Facing Template:F
  • 0x3: Facing Template:F
  • 0x4: Facing Template:F

Sign Posts

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

Wall Signs, Furnaces, Dispensers and Chests

  • 0x2: Facing Template:F
  • 0x3: Facing Template:F
  • 0x4: Facing Template:F
  • 0x5: Facing Template:F

Pumpkins and Jack-O-Lanterns

  • 0x0: Facing Template:F
  • 0x1: Facing Template:F
  • 0x2: Facing Template:F
  • 0x3: Facing Template:F

Pressure Plates

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

Slab and Double Slab material

Icon Value Description
0x0 Stone Slab
0x1 Sandstone Slab
0x2 Wooden Slab
0x3 Cobblestone Slab
0x4 Brick Slab
0x5 Stone Brick Slab
0x6 Stone Slab

Snow

Heights of snow from 0-7, going from left to right

  • 0x0: Normal snowfall 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.

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 Template:F
  • 0x1: Head is pointing Template:F
  • 0x2: Head is pointing Template:F
  • 0x3: Head is pointing Template:F
  • 0x4: (bit flag) - When 0, the bed is empty. When 1, the bed is occupied.
  • 0x8: (bit flag) - When 0, the foot of the bed. When 1, the head of the bed.

Redstone Repeater

Low (1st & 2nd) bits:

  • 0x0: Facing Template:F
  • 0x1: Facing Template:F
  • 0x2: Facing Template:F
  • 0x3: Facing Template:F

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.

Tall Grass

Icon Value Description
0x0 Dead shrub (identical in appearance to block Dead Bush when placed, but acts like Tall Grass)
0x1 Tall grass
0x2 Fern

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 Template:F wall
  • 0x1: Attached to the Template:F wall
  • 0x2: Attached to the Template:F wall
  • 0x3: Attached to the Template:F 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: Template:F
  • 3: Template:F
  • 4: Template:F
  • 5: Template:F

Piston Extension

The top bit (0x8) is a status bit that determines whether the head is sticky or not (note that the Piston Body actually has completely different block types for Sticky and Regular). 1 is sticky, 0 is regular.

The bottom three bits are a value from 0 to 5, indicating the direction of the piston (the direction the piston head is pointing).

  • 0: Down
  • 1: Up
  • 2: Template:F
  • 3: Template:F
  • 4: Template:F
  • 5: Template:F

Stone Brick

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.

Value Description Textures
0 Fleshy piece Pores on all sides
1 Corner piece Cap texture on top, Template:F and Template:F
2 Side piece Cap texture on top and Template:F
3 Corner piece Cap texture on top, Template:F and Template:F
4 Side piece Cap texture on top and Template:F
5 Top piece Cap texture on top
6 Side piece Cap texture on top and Template:F
7 Corner piece Cap texture on top, Template:F and Template:F
8 Side piece Cap texture on top and Template:F
9 Corner piece Cap texture on top, Template:F and Template:F
10 Stem piece Stem texture on all four sides, pores on top and bottom

Vines

Determines the face against which the vine is anchored. Note that (except for Top) these are testable as bit flags, unlike most of the other directional data for other block types. Multiple sides can contain vines. The "top" attachment is assumed to be present if data is 0 or there is solid block above.

  • 1: Template:F
  • 2: Template:F
  • 4: Template:F
  • 8: Template:F

Fence Gates

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 Template:F
  • 1: To the Template:F
  • 2: To the Template:F
  • 3: To the Template:F

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. Code snippet has been moved to the Talk page, if anyone feels like puzzling it out there.

  • 0: Water Bottle
  • ...

Brewing Stand

The bottom three bits are bit flags for which bottle slots actually contain bottles. The actual bottle contents (and the reagent at the top) are stored in a TileEntity for this block, not in the data field.

  • 0x1: The slot pointing Template:F
  • 0x2: The slot pointing Template:F
  • 0x4: The slot pointing Template:F

Cauldron

The data value stores the amount of water kept in the cauldron, in units of glass bottles that can be filled.

  • 0: Empty
  • 1: 1/3 filled
  • 2: 2/3 filled
  • 3: Fully filled

Air Portal Frame

The bottom two bits determine which "side" of the whole portal frame this block is a part of.

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