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This article is about data values found in the latest unmodified PC version of Minecraft. 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. Block data further defines blocks placed, describing for example the height of water or the direction a torch points.

DataValuesBeta

Picture reference.

IDs

Block IDs

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.
Light Blue Cannot be obtained no matter what.
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.
Yellow-green Only available by having Enchanted tools, but unobtainable in Creative mode's menu.
Orange Available in an update yet to be released.
Gray Unused data.
Icon Dec Hex Block type
0 0 Air
Stone 1 1 Stone
Grass 2 2 Grass Block
Dirt 3 3 Dirt
Cobblestone 4 4 Cobblestone
File:Wooden Plank.png 5 5 Wood Planks D
Sapling 6 6 Saplings D B
Bedrock 7 7 Bedrock
Water 8 8 Water D
Water 9 9 Stationary water D
Lava 10 A Lava D
Lava 11 B Stationary lava D
Sand 12 C Sand
Gravel 13 D Gravel
File:Gold (Ore).png 14 E Gold Ore
File:Iron (Ore).png 15 F Iron Ore
Icon Dec Hex Block type
File:Coal (Ore).png 16 10 Coal Ore
File:Wood.png 17 11 Wood D B
File:Leaves.png 18 12 Leaves D B
Sponge 19 13 Sponge
Glass 20 14 Glass
File:Lapis Lazuli (Ore).png 21 15 Lapis Lazuli Ore
File:Lapis Lazuli (Block).png 22 16 Lapis Lazuli Block
Dispenser 23 17 Dispenser D T
Sandstone 24 18 Sandstone D
Note Block 25 19 Note Block T
File:Bed.png 26 1A Bed D I
File:Powered Rail Off.png 27 1B Powered Rail D
Detector Rail 28 1C Detector Rail D
Sticky Piston 29 1D Sticky Piston D
File:WebBlock.png 30 1E Cobweb
Tall Grass 31 1F Grass D
Icon Dec Hex Block type
Dead Bush 32 20 Dead Bush
Piston 33 21 Piston D
File:Block 34.png 34 22 Piston Extension D
White Wool 35 23 Wool D B
Technical blocks 36 24 Block moved by Piston T
Dandelion 37 25 Dandelion
Rose 38 26 Rose
Brown Mushroom 39 27 Brown Mushroom
Red Mushroom 40 28 Red Mushroom
File:Gold (Block).png 41 29 Block of Gold
File:Iron (Block).png 42 2A Block of Iron
File:Double Stone Slab.png 43 2B Double Slabs D B
Stone Slab 44 2C Slabs D B
File:Brick (Block).png 45 2D Bricks
TNT 46 2E TNT
Bookshelf 47 2F Bookshelf
Icon Dec Hex Block type
File:Moss Stone.png 48 30 Moss Stone
Obsidian 49 31 Obsidian
Torch 50 32 Torch D
Fire 51 33 Fire D
Monster Spawner 52 34 Monster Spawner T
File:Wooden Stairs.png 53 35 Oak Wood Stairs D
Chest 54 36 Chest D T
File:Redstone (Wire,Inventory).png 55 37 Redstone Wire D I
File:Diamond (Ore).png 56 38 Diamond Ore
File:Diamond (Block).png 57 39 Block of Diamond
Crafting Table 58 3A Crafting Table
File:Crops.png 59 3B Wheat D
Farmland 60 3C Farmland D
Furnace 61 3D Furnace D T
File:Furnace (Active).png 62 3E Burning Furnace D T
File:Sign.png 63 3F Sign Post D I T
Icon Dec Hex Block type
File:Wooden Door.png 64 40 Wooden Door D I
File:Ladders.png 65 41 Ladders D
File:Rails.png 66 42 Rail D
Cobblestone Stairs 67 43 Cobblestone Stairs D
File:Wall Sign.png 68 44 Wall Sign D T
Lever 69 45 Lever D
Stone Pressure Plate 70 46 Stone Pressure Plate D
Iron Door 71 47 Iron Door D I
File:Wooden Pressure Plate.png 72 48 Wooden Pressure Plate D
File:Redstone (Ore).png 73 49 Redstone Ore
File:Redstone (Ore).png 74 4A Glowing Redstone Ore
File:Redstone (Torch, Inactive).png 75 4B Redstone Torch (inactive) D
File:Redstone (Torch, Active).png 76 4C Redstone Torch (active) D
Stone Button 77 4D Stone Button D
Snow 78 4E Snow D
Ice 79 4F Ice
Icon Dec Hex Block type
File:Snow (Block).png 80 50 Snow Block
Cactus 81 51 Cactus D
File:Clay (Block).png 82 52 Clay
Sugar Cane 83 53 Sugar Cane D I
Jukebox 84 54 Jukebox D T
File:Fence.png 85 55 Fence
Pumpkin 86 56 Pumpkin D
Netherrack 87 57 Netherrack
Soul Sand 88 58 Soul Sand
File:Glowstone (Block).png 89 59 Glowstone
File:Portal.png 90 5A Nether Portal
File:Jack-O-Lantern.png 91 5B Jack 'o' Lantern D
Cake 92 5C Cake Block D I
File:Redstone (Repeater, Inactive).png 93 5D Redstone Repeater (inactive) D I
File:Redstone (Repeater, Active).png 94 5E Redstone Repeater (active) D I
File:Locked Chest.png 95 5F Locked Chest
Icon Dec Hex Block type
File:Trapdoor.png 96 60 Trapdoor D
Stone 97 61 Monster Egg D
File:Stone Brick.png 98 62 Stone Bricks D B
Huge Brown Mushroom 99 63 Huge Brown Mushroom D
Huge Red Mushroom 100 64 Huge Red Mushroom D
Iron Bars 101 65 Iron Bars
Glass Pane 102 66 Glass Pane
File:Melon (Block).png 103 67 Melon
File:Seed Stem.png 104 68 Pumpkin Stem D
File:Seed Stem.png 105 69 Melon Stem D
File:Vine.png 106 6A Vines D
Fence Gate (Closed) 107 6B Fence Gate D
Brick Stairs 108 6C Brick Stairs D
Stone Brick Stairs 109 6D Stone Brick Stairs D
Mycelium 110 6E Mycelium
Lily Pad 111 6F Lily Pad
Icon Dec Hex Block type
Nether Brick 112 70 Nether Brick
Nether Brick Fence 113 71 Nether Brick Fence
Nether Brick Stairs 114 72 Nether Brick Stairs D
Nether Wart 115 73 Nether Wart D I
File:Enchantment Table.png 116 74 Enchantment Table T
Brewing Stand 117 75 Brewing Stand D T I
Cauldron 118 76 Cauldron D I
End Portal 119 77 End Portal T
End Portal Frame 120 78 End Portal Block D
End Stone 121 79 End Stone
Dragon Egg 122 7A Dragon Egg
Redstone Lamp 123 7B Redstone Lamp (inactive)
File:Redstone Lamp (Active).png 124 7C Redstone Lamp (active)
File:Wooden Plank.png 125 7D Wooden Double Slab D B
File:Oak-Wood Slab.png 126 7E Wooden Slab D B
File:Cocoa Plant.png 127 7F Cocoa D I
Icon Dec Hex Block type
Sandstone Stairs 128 80 Sandstone Stairs D
File:Emerald Ore2.png 129 81 Emerald Ore
Ender Chest 130 82 Ender Chest D T
Tripwire Hook 131 83 Tripwire Hook D
Tripwire 132 84 Tripwire D I
Block of Emerald 133 85 Block of Emerald
File:Spruce Wood Stairs.png 134 86 Spruce Wood Stairs D
File:Birch Wood Stairs.png 135 87 Birch Wood Stairs D
File:Jungle Wood Stairs.png 136 88 Jungle Wood Stairs D
Adventure Mode Control Block 137 89 Command Block T
Beacon Block 138 8A Beacon T
Cobblestone Wall 139 8B Cobblestone Wall B D
Flower Pot 140 8C Flower Pot D I
File:Carrot (Block).png 141 8D Carrots D
File:Potatoes (Block).png 142 8E Potatoes D
File:Wooden Button.png 143 8F Wooden Button D
Icon Dec Hex Block type
File:Mob Head.png 144 90 Mob Head D T I
Anvil 145 91 Anvil D
Trapped Chest 146 92 Trapped Chest D T
File:Weighted Pressure Plate (Light).png 147 93 Weighted Pressure Plate (Light) D
File:Weighted Pressure Plate (Heavy).png 148 94 Weighted Pressure Plate (Heavy) D
File:Redstone Comparator (inactive).png 149 95 Redstone Comparator (inactive) D I
File:Redstone Comparator (active).png 150 96 Redstone Comparator (active) D I
File:Daylight Sensor.png 151 97 Daylight Sensor
Block of Redstone 152 98 Block of Redstone
Nether Quartz Ore 153 99 Nether Quartz Ore
Hopper 154 9A Hopper D T
Block of Quartz 155 9B Block of Quartz D
Quartz Stairs 156 9C Quartz Stairs
Activator Rail 157 9D Activator Rail D
Dropper 158 9E Dropper D T
File:White Stained Clay.png 159 9F Stained ClayD B
Icon Dec Hex Block type
160 A0 (unused)
161 A1 (unused)
162 A2 (unused)
163 A3 (unused)
164 A4 (unused)
165 A5 (unused)
166 A6 (unused)
167 A7 (unused)
168 A8 (unused)
169 A9 (unused)
File:Hay Block.png 170 AA Hay Block
White Carpet 171 AB Carpet D
File:Hardened Clay.png 172 AC Hardened Clay
Block of Coal 173 AD Block of Coal
174 AE (unused)
175 AF (unused)

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 obtainable in Survival mode via Villager trading, rare mob drop (armored zombie or skeleton), hacking, or the /give server command. It is available in Creative mode normally.

Icon Dec Hex Item
256 100 Iron Shovel
257 101 Iron Pickaxe
258 102 Iron Axe
259 103 Flint and Steel
260 104 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 Stew
283 11B Golden Sword
284 11C Golden Shovel
285 11D Golden Pickaxe
286 11E Golden Axe
287 11F String
288 120 Feather
289 121 Gunpowder
Icon Dec Hex Item
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 Golden Helmet
315 13B Golden Chestplate
316 13C Golden Leggings
317 13D Golden Boots
318 13E Flint
319 13F Raw Porkchop
320 140 Cooked Porkchop
321 141 Painting
322 142 Golden Apple D
323 143 Sign
Icon Dec Hex Item
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 Brick
337 151 Clay
338 152 Sugar Canes
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
352 160 Bone
353 161 Sugar
354 162 Cake
355 163 Bed
356 164 Redstone Repeater
357 165 Cookie
Icon Dec Hex Item
358 166 Map
359 167 Shears
360 168 Melon
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
383 17F Spawn Egg D
384 180 Bottle o' Enchanting
385 181 Fire Charge
386 182 Book and Quill
387 183 Written Book
388 184 Emerald
389 185 Item Frame
390 186 Flower Pot
391 187 Carrot
Icon Dec Hex Item
392 188 Potato
393 189 Baked Potato
394 18A Poisonous Potato
395 18B Empty Map
396 18C Golden Carrot
397 18D Mob head D
398 18E Carrot on a Stick
399 18F Nether Star
400 190 Pumpkin Pie
401 191 Firework Rocket
402 192 Firework Star
403 193 Enchanted Book
404 194 Redstone Comparator
405 195 Nether Brick
406 196 Nether Quartz
407 197 Minecart with TNT
408 198 Minecart with Hopper
417 1A1 Iron Horse Armor
418 1A2 Gold Horse Armor
419 1A3 Diamond Horse Armor
420 1A4 Lead
421 1A5 Name Tag
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
2267 8DB wait Disc

Entity IDs

Id Hex Icon Egg Entity Savegame ID
Drops
1 1 - Dropped item Item
2 2 - Experience Orb XPOrb
Immobile
8 8 - Lead knot LeashKnot
9 9 - Painting Painting
18 12 - Item Frame ItemFrame
Projectiles
10 A - Shot arrow Arrow
11 B - Thrown snowball Snowball
12 C - Ghast fireball Fireball
13 D - Blaze fireball SmallFireball
14 E - Thrown Ender Pearl ThrownEnderpearl
15 F - Thrown Eye of Ender EyeOfEnderSignal
16 10 - Thrown splash potion ThrownPotion
17 11 - Thrown Bottle o' Enchanting ThrownExpBottle
19 13 - Wither Skull WitherSkull
22 16 - Firework Rocket FireworksRocketEntity
Blocks
20 14 - Primed TNT PrimedTnt
21 15 - Falling block (gravel,
sand, anvil, dragon egg)
FallingSand
Vehicles
41 29 - Boat Boat
42 2A - Minecart MinecartRideable
43 2B - Minecart with Chest MinecartChest
44 2C - Minecart with Furnace MinecartFurnace
45 2D - Minecart with TNT MinecartTNT
46 2E - Minecart with Hopper MinecartHopper
47 2F - Minecart with Spawner MinecartSpawner
Generic
48 30 - - Mob Mob
49 31 - - Monster Monster
Id Hex Icon Egg Entity Savegame ID
Hostile mobs
50 32 File:Grid Spawn Creeper.png Creeper Creeper
51 33
File:Grid Spawn Skeleton.png Skeleton
Wither Skeleton
Skeleton
52 34 File:Grid Spawn Spider.png Spider Spider
53 35 - Giant Giant
54 36 File:Grid Spawn Zombie.png Zombie Zombie
55 37 File:Grid Spawn Slime.png Slime Slime
56 38 File:Grid Spawn Ghast.png Ghast Ghast
57 39 File:Grid Spawn Pig Zombie.png Zombie Pigman PigZombie
58 3A File:Grid Spawn Enderman.png Enderman Enderman
59 3B File:Grid Spawn Cave Spider.png Cave Spider CaveSpider
60 3C File:Grid Spawn Silverfish.png Silverfish Silverfish
61 3D File:Grid Spawn Blaze.png Blaze Blaze
62 3E File:Grid Spawn Magma Cube.png Magma Cube LavaSlime
63 3F - Ender Dragon EnderDragon
64 40 - Wither WitherBoss
66 42 File:Grid Spawn Witch.png Witch Witch
Passive mobs
65 41 File:Grid Spawn Bat.png Bat Bat
90 5A File:Grid Spawn Pig.png Pig Pig
91 5B File:Grid Spawn Sheep.png Sheep Sheep
92 5C File:Grid Spawn Cow.png Cow Cow
93 5D File:Grid Spawn Chicken.png Chicken Chicken
94 5E File:Grid Spawn Squid.png Squid Squid
95 5F File:Grid Spawn Wolf.png Wolf Wolf
96 60 File:Grid Spawn Mooshroom.png Mooshroom MushroomCow
97 61 - Snow Golem SnowMan
98 62 File:Grid Spawn Ocelot.png Ocelot Ozelot
99 63 - Iron Golem VillagerGolem
100 64 File:Grid Spawn Horse.png Horse EntityHorse
NPCs
120 78 File:Grid Spawn Villager.png Villager Villager
Other
200 C8 - Ender Crystal EnderCrystal

Note: All eggs listed above are available in Creative mode. When an egg with other entity ID is spawned into existence it's colored gray (File:Spawn Null.png) and doesn't work.

Horse Variants

Horse entities have Type and Variant fields that determine the type and look of the horse. All normal horses are of Type 0, donkeys are of Type 1, mules are of Type 2, undead horses are of Type 3, and skeletal horses are of Type 4. Below is a list of Variant values that determine the variant of Type 0 horses (horse entities of other types seem to ignore the Variant field).

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.

Giving a Type 0 horse entity a Variant value not in this chart will result in an invisible horse (or at least one without a skin).

Biome IDs

Biomes have been present in Minecraft since the Halloween Update, and the Biome ID is included in the Anvil file format since [[|Minecraft 1.2]]. 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.

Dec Biome
0 Ocean
1 Plains
2 Desert
3 Extreme Hills
4 Forest
5 Taiga
6 Swampland
7 River
8 Hell (Nether)
9 Sky (End)
10 Frozen Ocean
11 Frozen River
12 Ice Plains
13 Ice Mountains
14 Mushroom Island
15 Mushroom Island Shore
16 Beach
17 Desert Hills
18 Forest Hills
19 Taiga Hills
20 Extreme Hills Edge
21 Jungle
22 Jungle Hills
-1 (Uncalculated)

Enchantment IDs

ID Enchantment Enchantable Item(s)
0 Protection Armor
1 Fire Protection Armor
2 Feather Falling Boots
3 Blast Protection Armor
4 Projectile Protection Armor
5 Respiration Helmets
6 Aqua Affinity Helmets
7 Thorns Armor
16 Sharpness Swords, Axes
17 Smite Swords, Axes
18 Bane of Arthropods Swords, Axes
19 Knockback Swords
20 Fire Aspect Swords
21 Looting Swords
32 Efficiency Pickaxes, Shovels, Axes, Shears
33 Silk Touch Pickaxes, Shovels, Axes, Shears
34 Unbreaking Any Item with Durability
35 Fortune Pickaxes, Shovels, Axes
48 Power Bow
49 Punch Bow
50 Flame Bow
51 Infinity Bow

Status effects

Used in /effect command.

Icon Value Name In source code Particle color
1 Speed potion.moveSpeed 0x7cafc6
2 Slowness potion.moveSlowdown 0x5a6c81
3 Haste potion.digSpeed 0xd9c043
4 Mining Fatigue potion.digSlowDown 0x4a4217
5 Strength potion.damageBoost 0x932423
- 6 Instant Health potion.heal 0xf82423
- 7 Instant Damage potion.harm 0x430a09
8 Jump Boost potion.jump 0x786297
9 Nausea potion.confusion 0x551d4a
10 Regeneration potion.regeneration 0xcd5cab
11 Resistance potion.resistance 0x99453a
12 Fire Resistance potion.fireResistance 0xe49a3a
13 Water Breathing potion.waterBreathing 0x2e5299
14 Invisibility potion.invisibility 0x7f8392
15 Blindness potion.blindness 0x1f1f23
16 Night vision potion.nightVision 0x1f1fa1
17 Hunger potion.hunger 0x587653
18 Weakness potion.weakness 0x484d48
19 Poison potion.poison 0x4e9331
20 Wither potion.wither 0x352a27
21 Health Boost potion.healthBoost 0xf87d23
22 Absorption potion.absorption 0x2552a5
23 Saturation potion.saturation 0xf82423

Data

Special data for certain block and item types. 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 some fraction of a second
Leaves 0-3 0-3 Leaves Texture
Jukebox 0-12 0-C Disc in jukebox
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
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
Stairs 0-3 0-3 Stair orientation
Levers 6-14 6-E Lever orientation and thrown state
Door 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
Ladders, Wall Signs, Furnaces, Chests 2-5 2-5 Orientation
Dispensers, Droppers, and Hoppers 0-5 0-5 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 0-15 0-F Orientation and delay
Redstone Wire 0-15 0-F Power level
Grass 0-2 0-2 Appearance (grass, fern, 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 0-65535 0-FFFF Potion Type
Brewing Stand 0-7 0-7 Slots used
Cauldron 0-3 0-3 Amount of water
End Portal Frame 0-1 0-1 Broken or Fixed
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 0-3 0-3 Wood Planks texture
Block of Quartz 0-4 0-4 Block of Quartz texture/rotation

Wood Planks

Icon Value Description
0 Oak Wood Planks
1 Spruce Wood Planks
2 Birch Wood Planks
3 Jungle Wood Planks

Saplings

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

Icon Value Description
0 Oak Sapling
1 Spruce Sapling
2 Birch Sapling
3 Jungle Sapling

The 0x8 bits function as the counter. The third bit (0x4) is unused. The counter is cleared when a saplings is dropped as an item.

Water and Lava

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.

Wood

DV Description
0 Oak Wood
1 Spruce Wood
2 Birch Wood
3 Jungle Wood
4 Acacia Wood
5 Dark Oak Wood
8 Stripped Oak Wood
9 Stripped Spruce Wood
10 Stripped Birch Wood
11 Stripped Jungle Wood
12 Stripped Acacia Wood
13 Stripped Dark Oak Wood

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.

Icon Value Description
0 Oak leaves
1 Pine/Spruce leaves
2 Birch leaves
3 Jungle leaves

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

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
  • 0x6: Standing in ground

Slabs and Double Slabs

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

Stone Slabs

Icon Value Description
0x0 Stone Slab
0x1 Sandstone Slab
0x2 Wooden Slab
0x3 Cobblestone Slab
0x4 Brick Slab
0x5 Stone Brick Slab
0x6 Nether Brick Slab
0x7 Quartz Slab
0x8 Smooth Stone Slab (Double Only)
0x9 Smooth Sandstone Slab (Double Only)
0xF Tile Quartz Slab (Double Only) (Note the underside)

Wooden Slabs

Icon Value Description
0x0 Oak Wood Slab
0x1 Spruce Wood Slab
0x2 Birch Wood Slab
0x3 Jungle Wood Slab

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.

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.

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.

Sandstone

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

Icon Value Description
0x0 Normal
0x1 Chiseled
0x2 Smooth

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.

Grass

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

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

Stairs

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

Starting in Minecraft 1.2 (actually weekly 12w08a), the bit at 0x4 is used as follows:

  • 0: Stairs are regular
  • 1: Stairs are upside down

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.

Crops

Crops grow from 0x0 to 0x7. Carrots and potatoes appear to have 4 stages, but actually grow identically to wheat, merely using the same texture for multiple stages.

Wheat
Icon Value
0
1
2
3
4
5
6
7
Carrots
Icon Value
0, 1
2, 3
4, 5, 6
7
Potatoes
Icon Value
0, 1
2, 3
4, 5, 6
7

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.

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

Door

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: 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.

Starting at Minecraft 1.2 (from weekly snapshot 12w06a)

12w06a-doors-idx

Graphic of possible door data values in 12w06a

The total data needed to accurately describe a single door tile is now contained in both door tiles, so both data values have to be inspected.

Common to both door tiles, the top bit (0x8) is as follows:

  • 0: The bottom half of the door
  • 1: The top half of the door

Top Sections

The least-significant bit (0x1) is as follows, assuming you're facing the same direction the door faces while closed:
  • 0: Hinge is on the right (this is the default for single doors)
  • 1: Hinge is on the left (this will be used for the other half of a double-door combo)
The other two bits (0x2 and 0x4) are always zero.
The only valid values for a top section, therefore, are 8 (binary 1000) and 9 (binary 1001).

Bottom Sections

The second bit (0x4) determines the door's state:
  • 0: Closed
  • 1: Open
The bottom two bits determine which direction the door faces (these directions given for which direction the door faces while closed)
  • 0: Facing Template:F
  • 1: Facing Template:F
  • 2: Facing Template:F
  • 3: Facing Template:F

Rails

Regular Minecart rails use values above 0x5 for the corner pieces. For powered rails, 0x8 is a bit flag; if set, the rail is powered. 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:F corner (connecting Template:F and Template:F)
  • 0x7: Template:F corner (connecting Template:F and Template:F)
  • 0x8: Template:F corner (connecting Template:F and Template:F)
  • 0x9: Template:F corner (connecting Template:F and Template:F)

Ladders, Wall Signs, Furnaces, and Chests

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

Dispensers, Droppers, and Hoppers

Same as ladders, signs, etc. above and additionally:

  • 0x0: Facing Down
  • 0x1: Facing Up (or unattached to any container for Hoppers)

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)

Ceiling levers:

  • 0x7: Lever points Template:F when off.
  • 0x0: Lever points Template:F when off.

Pressure Plates

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

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

Snow

Snow heights

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

  • 0x0: Normal snowfall height
  • ...
  • 0x7: Full block size height (note that it is not a "full" block)

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, but it can spawn randomly up to 5 blocks high from glitches.

Sugar Cane

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.

Jukebox

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

  • 0x0: Facing Template:F
  • 0x1: Facing Template:F
  • 0x2: Facing Template:F
  • 0x3: Facing Template:F
  • 0x4: No face

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

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

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). 0x8 is a bit that determines whether the trapdoor is on the bottom or top of the block. 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

Monster Egg

A silverfish will hide inside a Stone, Cobblestone, or Stone Brick block, changing it into a Monster Egg block. The data value tells us its appearance:

  • 0: Stone
  • 1: Cobblestone
  • 2: Stone Brick

Stone Brick

Icon Value Description
0x0 Normal
0x1 Mossy
0x2 Cracked
0x3 Chiseled

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
14 All Cap Cap texture on all six sides
15 All stem Stem texture on all six sides

Pumpkin stem and Melon stem

Pumpkin and melon stems grow from 0x0 to 0x7; however, world editors can force in stems up to 0x15. 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 dirt, grass or farmland. As long as this fruit remains the stem will appear bent towards the fruit.

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

Fence gate orientation bits

The left circle was opened from the outside, the right one from the inside. Facing directions: Red = North; Green = East; Yellow = South; Blue = West

0x4 is a bit that determines whether the fence gate is open or closed. 1 is open, 0 is closed. The remaining two bits (0x3) describe in which direction the gate is facing. The fence gate swings open away from you. The direction in which you are looking when you stand in front of the open fence gate is the direction in which the gate is facing.
The facing-bit directions are:

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

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):

Icon Value
0
1-2
3

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

End Portal block

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

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

Cocoas

The top two bits, 0xC, specify the size of the plant.

  • 0x0: small
  • 0x4: medium
  • 0x8: large

Combination 0xC (both bits set) is not used, and results in a cocoa pod which is larger than the normal largest one, and uses the enderdragon egg texture.

The bottom two bits define which direction the plant is facing out, i.e. to what side of the tree the plant is attached.

  • 0x0: Facing Template:F (i.e., attached to the Template:F side of the tree)
  • 0x1: Facing Template:F
  • 0x2: Facing Template:F
  • 0x3: Facing Template:F

Tripwire Hook

  • 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 0xC, meaning "connected" and "activated".

The two low bits determine to which wall the hook is attached:

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

Tripwire

  • 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.

Cobblestone Walls

Icon Value Description
0 Cobblestone
1 Moss Stone

Flower Pots

Icon Value Description
0 empty
1 Rose
2 Dandelion
3 Oak Sapling
4 Spruce Sapling
5 Birch Sapling
6 Jungle Tree Sapling
7 Red Mushroom
8 Brown Mushroom
9 Cactus
10 Dead Bush
11 Fern

Heads

Note: Only part of the information for this block is in the data value, the rest in the associated Tile Entity. See Tile Entity Format for details.

Data values determine the block placement:

  • 0x1: On the floor (rotation is stored in the tile entity)
  • 0x2: On a wall, facing Template:F
  • 0x3: On a wall, facing Template:F
  • 0x4: On a wall, facing Template:F
  • 0x5: On a wall, facing Template:F

The skull types (for the Item and for the Tile Entity) are:

Icon Value Description
0 Skeleton
1 Wither Skeleton
2 Zombie
3 Human
4 Creeper

Block of Quartz

Icon Value 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

Coal/DV

Dyes

Template:Dyes

Anvil

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.

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.

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

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 Diffuse Potion
12 0c Potion of Harming
13 0d Artless Potion
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 Smooth Potion
28 1c Potion of Harming
29 1d Suave Potion
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 Refined Potion
44 2c Potion of Harming
45 2d Cordial Potion
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 Acrid Potion
60 3c Potion of Harming
61 3d Gross Potion
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

Dec Hex Effect Potion suffix Duration Bottles Icon Effect color
0 0 - - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -
1 1 Regeneration Regeneration 0:45 File:Grid Potion of Regeneration.pngFile:Grid Splash Potion of Regeneration.png Pink
2 2 Speed Swiftness 3:00 File:Grid Potion of Swiftness.pngFile:Grid Splash Potion of Swiftness.png Sky blue
3 3 Fire Resistance Fire Resistance 3:00 File:Grid Potion of Fire Resistance.pngFile:Grid Splash Potion of Fire Resistance.png Orange
4 4 Poison Poison 0:45 File:Grid Potion of Poison.pngFile:Grid Splash Potion of Poison.png Green
5 5 Instant Health Healing instant File:Grid Potion of Healing.pngFile:Grid Splash Potion of Healing.png - -
6 6 Night Vision Night Vision 3:00 File:Grid Potion of Night Vision.pngFile:Grid Splash Potion of Night Vision.png Navy blue
7 7 - - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -
8 8 Weakness Weakness 1:30 File:Grid Potion of Weakness.pngFile:Grid Splash Potion of Weakness.png Gray
9 9 Strength Strength 3:00 File:Grid Potion of Strength.pngFile:Grid Splash Potion of Strength.png Dark red
10 a Slowness Slowness 1:30 File:Grid Potion of Slowness.pngFile:Grid Splash Potion of Slowness.png Blue-gray
11 b - - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -
12 c Instant Damage Harming instant File:Grid Potion of Harming.pngFile:Grid Splash Potion of Harming.png - -
13 d - - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -
14 e Invisibility Invisibility 3:00 File:Grid Potion of Invisibility.pngFile:Grid Splash Potion of Invisibility.png Light gray
15 f - - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -

"Tier" bit

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

Dec Hex Meaning
0 0000 Base duration.
64 0040 Multiply duration by 8/3.

"Splash potion" bit

Dec Hex Meaning
0 0000 Drinkable potion.
16384 4000 Splash potion. Multiply duration by 3/4.

Spawn Eggs

Damage values on Spawn Eggs will cause it to spawn the entity of that id. For example; "/give [playername] 383 1 50" (a damage value of 50) would cause the spawn egg to create Creepers.

Golden Apple

Icon Value Description
0 Golden Apple
1 Enchanted Golden Apple

Trivia

  • When generating a custom superflat world using biome ID -1, the game will crash.
  • 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 an data value 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: 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) (fun fact: the wool data value of 16 is shown as nether warts, 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. Despite this, the unstacking data value issue still remains.

JSON Data Values

  • Web/Plugin/App Developers looking for a JSON representation of the minecraft data values and PNG images can use the free api at: http://api.mineverse.com (Free registration required to prevent abuse). This list is maintained by a volunteer and has an "update" value that lets you know the latest update. It may not reflect the latest changes here.

References


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