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 missiles. Block data further defines blocks placed, describing for example the height of water or the direction a torch points.
Picture reference.
IDs
| 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. |
| Lime Green | Only available by having Enchanted tools, but unobtainable in Creative mode's menu. Or via use of the /give command or inventory editors in creative mode. |
| Orange | Available in an update yet to be released. |
| Gray | Unused data. |
Block IDs
Item IDs
Entity IDs
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, zombie 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 a white horse
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 |
| 23 | Jungle Edge |
| 24 | Deep Ocean |
| 25 | Stone Beach |
| 26 | Cold Beach |
| 27 | Birch Forest |
| 28 | Birch Forest Hills |
| 29 | Roofed Forest |
| 30 | Cold Taiga |
| 31 | Cold Taiga Hills |
| 32 | Mega Taiga |
| 33 | Mega Taiga Hills |
| 34 | Extreme Hills+ |
| 35 | Savanna |
| 36 | Savanna Plateau |
| 37 | Mesa |
| 38 | Mesa Plateau F |
| 39 | Mesa Plateau |
| 129 | Sunflower Plains |
| 130 | Desert M |
| 131 | Extreme Hills M |
| 132 | Flower Forest |
| 133 | Taiga M |
| 134 | Swampland M |
| 140 | Ice Plains Spikes |
| 141 | Ice Mountains Spikes |
| 149 | Jungle M |
| 151 | JungleEdge M |
| 155 | Birch Forest M |
| 156 | Birch Forest Hills M |
| 157 | Roofed Forest M |
| 158 | Cold Taiga M |
| 160 | Mega Spruce Taiga |
| 161 | Mega Spruce Taiga Hills |
| 162 | Extreme Hills+ M |
| 163 | Savanna M |
| 164 | Savanna Plateau M |
| 165 | Mesa (Bryce) |
| 166 | Mesa Plateau F M |
| 167 | Mesa Plateau M |
| -1 | (Uncalculated) |
Enchantment IDs
Used in /enchant command.
| 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 |
| 61 | Luck of the Sea | Fishing Rod |
| 62 | Lure | Fishing Rod |
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 ticks (1/20th of a second) | ||||
| Leaves | 0-15 | 0-F | Leaves textur
e, decay counter | ||||
| 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 | ||||
| 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 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 | ||||
| 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
| Icon | Value | 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 |
Dirt
| Icon | Value | Description |
|---|---|---|
| 0 | Dirt | |
| 1 | Grassless Dirt | |
| 2 | Podzol |
Saplings
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:
| Icon | Value | Description |
|---|---|---|
| 0 | Oak Sapling | |
| 1 | Spruce Sapling | |
| 2 | Birch Sapling | |
| 3 | Jungle Sapling | |
| 4 | Acacia Sapling | |
| 5 | Dark Oak Sapling |
The 0x8 bit functions as the counter. The counter is cleared when a sapling 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.
Sand
| Icon | Value | Description |
|---|---|---|
| 0 | Sand | |
| 1 | Red Sand |
Wood
Block 17
| 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 |
Block 162 Wood/DV2
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.
Block 18
| Icon | Value | Description |
|---|---|---|
| 0 | Oak leaves | |
| 1 | Pine/Spruce leaves | |
| 2 | Birch leaves | |
| 3 | Jungle leaves |
Block 161
| Icon | Value | Description |
|---|---|---|
| 0 | Acacia leaves | |
| 1 | Dark Oak leaves |
Wool, Stained Clay, Stained Glass and Carpet
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.
| Icon | Dec | Hex | Description |
|---|---|---|---|
| 0 | 0x0 | Regular (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
- 0x0: Standing on the floor
- 0x1: Pointing Template:F
- 0x2: Pointing Template:F
- 0x3: Pointing Template:F
- 0x4: Pointing Template:F
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 | |
| 0x4 | Acacia Wood Slab | |
| 0x5 | Dark Oak Wood Slab |
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.
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.
| DV | Description | |
|---|---|---|
| 0 | Sandstone | |
| 1 | Chiseled Sandstone | |
| 2 | Cut Sandstone | |
| 3 | Smooth Sandstone |
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 |
Flowers
| Icon | Value | Description |
|---|---|---|
| 0x0 | Poppy | |
| 0x1 | Blue Orchid | |
| 0x2 | Allium | |
| 0x3 | Azure Bluet | |
| 0x4 | Red Tulip | |
| 0x5 | Orange Tulip | |
| 0x6 | White Tulip | |
| 0x7 | Pink Tulip | |
| 0x8 | Oxeye Daisy |
Large Flowers
| Icon | Value | Description |
|---|---|---|
| 0x0 | Sunflower | |
| 0x1 | Lilac | |
| 0x2 | Double Tallgrass | |
| 0x3 | Large Fern | |
| 0x4 | Rose Bush | |
| 0x5 | Peony | |
| >= 8 | Top Half of any Large Plant; low three bits 0x7 are not set to the plant type, they are derived from the block below. |
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.
|
|
|
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)
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)
- 0x9: Powered (And updated. Won't refresh until unpowered and updated. Important for texturing.)
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 after the level is loaded, until a block update occurs.
Button direction:
- 0x1: Facing Template:F
- 0x2: Facing Template:F
- 0x3: Facing Template:F
- 0x4: Facing Template:F
Snow
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)
Cacti and Sugar Cane
0x0 is a freshly planted cactus or cane. The data value is incremented at random intervals. When it becomes 15, a new cactus or cane block is created on top as long as the total height does not exceed 3, but it can spawn naturally randomly up to 5 blocks high from glitches.
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
| 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
The direction is set in the first 2 least-significant bits:
- 0: Facing Template:F
- 1: Facing Template:F
- 2: Facing Template:F
- 3: Facing Template:F
The mode is set in the 3rd bit:
- 0: Comparison
- 1: Subtraction (output torch is lit)
In 1.5 BlockId 150 (active) is used for the power state and the 4th highest bit is not used:
From 1.6 on BlockId 150 is not used and the power state is determined by the 4th highest bit:
- 0: Comparator is off
- 1: Comparator is on (two input torches on, and surface shown as lit)
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
| DV | Description | |
|---|---|---|
| 0 | Infested Stone | |
| 1 | Infested Cobblestone | |
| 2 | Infested Stone Bricks | |
| 3 | Infested Mossy Stone Bricks | |
| 4 | Infested Cracked Stone Bricks | |
| 5 | Infested Chiseled Stone Bricks |
Stone Brick
| DV | Description | |
|---|---|---|
| 0 | Stone bricks | |
| 1 | Mossy stone bricks | |
| 2 | Cracked stone bricks | |
| 3 | Chiseled stone bricks | |
| 4 | Smooth stone bricks |
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
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.
(Using MCPatcher to retexture? This will make more sense: metadata= 0, 1, 2, 3 are for "without eyes". 4, 5, 6, 7 are all "with eyes".)
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
| DV | Description | |
|---|---|---|
| 0 | Empty flower pot. | |
| 1 | Flower pot with contents. |
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
Fish
Both raw and cooked fish use the same data values. Note that clownfish and pufferfish cannot be cooked.
| Icon | Dec | Hex | Description |
|---|---|---|---|
| 0 | 0x0 | Fish | |
| 1 | 0x1 | Salmon | |
| 2 | 0x2 | Clownfish | |
| 3 | 0x3 | Pufferfish |
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 | 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 | Smooth Potion |
| 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 | Refined Potion |
| 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 | Acrid Potion |
| 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
"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] mob_skull 1 50" (a damage value of 50) would cause the spawn egg to create Creepers.
Maps
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
| Icon | Value | Description |
|---|---|---|
| 0 | Golden Apple | |
| 1 | Enchanted Golden Apple |
Usage in Superflat Customization
Block IDs are vital for customizing Superflat worlds. For more information, see the Superflat page.
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.
Video
Java Edition data values/video
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