這些資料值(Data Values)是指不同類型的方塊和物品。它們被用在Minecraft的很多,很多地方。方塊ID是用來定義放置在世界中的方塊和物品欄裡的物品(包括在儲物箱裡的物品和在世界裡掉下的物品)。物品ID只對物品有效。每個物品欄中的方格都有一個獨特的方格號碼。在一個Beta版的世界裡,方塊資料進一步的定義放置了的方塊,描述例如水的高度或火把指著的方向。
3D的參考圖片。
2D的參考圖片。
所有ID
方塊ID(Minecraft正式版)
這些數值同時適用於物品欄中的物品和被放在世界上的方塊。這反映的是最新版本。
| D | 需要從已儲存的遊戲資料組取得額外資料來充分定義此方塊。 |
| I | 與物品欄中的物品有不同的ID。 |
| B | 需要在該物品的損害值中取得額外的資料來充分定義該物品欄物品。 |
| T | 需要附加實體值來儲存額外的資料。 |
| 紅 | 不能合理地獲得。只可以使用/give指令或透過物品欄編輯器獲得。 |
| 淺藍 | 永遠無法獲得。 |
| 藍 | 只能在創造模式裡獲得。 |
| 綠 | 只可透過擁有附魔的工具或在創造模式中獲得。 |
| 淺綠色 | 只可透過擁有附魔的工具獲得,無法在創造模式中獲得。 |
| 圖示 | Dec | Hex | 方塊種類 |
|---|---|---|---|
| 00 | 0 | 空氣 | |
| 01 | 1 | 石頭 | |
| 02 | 2 | 草 | |
| 03 | 3 | 泥土 | |
| 04 | 4 | 鵝卵石 | |
| File:Wooden Plank.png | 05 | 5 | 木材 |
| 06 | 6 | 樹苗 D B | |
| 07 | 7 | 基岩 | |
| 08 | 8 | 水 D | |
| 09 | 9 | 靜止的水 D | |
| 10 | A | 岩漿 D | |
| 11 | B | 靜止的岩漿 D | |
| 12 | C | 沙 | |
| 13 | D | 礫石 | |
| File:Gold (Ore).png | 14 | E | 金礦 |
| File:Iron (Ore).png | 15 | F | 鐵礦 |
| File:Coal (Ore).png | 16 | 10 | 煤礦 |
| File:Wood.png | 17 | 11 | 木塊 D B |
| 18 | 12 | 樹葉 D B | |
| 19 | 13 | 海綿 | |
| 20 | 14 | 玻璃 | |
| File:Lapis Lazuli (Ore).png | 21 | 15 | 青金石礦 |
| 22 | 16 | 青金石方塊 | |
| 23 | 17 | 發射器 D T | |
| 24 | 18 | 沙石 | |
| 25 | 19 | 音階盒 T | |
| File:Bed.png | 26 | 1A | 床 D I |
| 27 | 1B | 動力鐵軌 D | |
| 28 | 1C | 感測鐵軌 D | |
| 29 | 1D | 粘性活塞 D | |
| File:WebBlock.png | 30 | 1E | 蜘蛛網 |
| 31 | 1F | 草叢 D |
| 圖示 | Dec | Hex | 方塊種類 |
|---|---|---|---|
| 32 | 20 | 枯死的灌木 | |
| 33 | 21 | 活塞 D | |
| File:Block 34.png | 34 | 22 | 活塞臂 D |
| 35 | 23 | 羊毛 D B | |
| File:Technical blocks.png | 36 | 24 | 由活塞所移動的方塊 T |
| 37 | 25 | 蒲公英 | |
| 38 | 26 | 玫瑰 | |
| 39 | 27 | 粽色蘑菇 | |
| 40 | 28 | 紅色蘑菇 | |
| File:Gold (Block).png | 41 | 29 | 黃金方塊 |
| File:Iron (Block).png | 42 | 2A | 鐵方塊 |
| File:Double Stone Slab.png | 43 | 2B | 雙半磚 D B |
| 44 | 2C | 半磚 D B | |
| File:Brick (Block).png | 45 | 2D | 紅磚 |
| 46 | 2E | TNT | |
| 47 | 2F | 書櫃 | |
| File:Moss Stone.png | 48 | 30 | 青苔鵝卵石 |
| 49 | 31 | 黑曜石 | |
| 50 | 32 | 火把 D | |
| 51 | 33 | 火 D | |
| 52 | 34 | 生怪箱 T | |
| 53 | 35 | 木階梯 D | |
| 54 | 36 | 儲物箱 D T | |
| 55 | 37 | 紅石線 D I | |
| File:Diamond (Ore).png | 56 | 38 | 鑽石礦 |
| File:Diamond (Block).png | 57 | 39 | 鑽石方塊 |
| 58 | 3A | 工作台 | |
| File:Crops.png | 59 | 3B | 小麥種子 D |
| 60 | 3C | 耕地 D | |
| 61 | 3D | 熔爐 D T | |
| File:Furnace (Active).png | 62 | 3E | 燃燒中的熔爐 D T |
| 圖示 | Dec | Hex | 方塊種類 |
|---|---|---|---|
| 64 | 40 | 木門 D I | |
| File:Ladders.png | 65 | 41 | 梯子 D |
| File:Rails.png | 66 | 42 | 鐵軌 D |
| 67 | 43 | 鵝卵石階梯 D | |
| 68 | 44 | 牆上的告示牌 D T | |
| 69 | 45 | 控制桿 D | |
| 70 | 46 | 石製壓力板 D | |
| 71 | 47 | 鐵門 D I | |
| 72 | 48 | 木質壓力板 D | |
| File:Redstone (Ore).png | 73 | 49 | 紅石礦 |
| File:Redstone (Ore).png | 74 | 4A | 發光的紅石礦 |
| File:Redstone (Torch, Inactive).png | 75 | 4B | 紅石火把 ("關閉"狀態) D |
| File:Redstone (Torch, Active).png | 76 | 4C | 紅石火把 ("開啟"狀態) D |
| 77 | 4D | 按鈕 D | |
| 78 | 4E | 雪 D | |
| 79 | 4F | 冰 | |
| 80 | 50 | 雪塊 | |
| 81 | 51 | 仙人掌 D | |
| File:Clay (Block).png | 82 | 52 | 粘土塊 |
| 83 | 53 | 甘蔗 D I | |
| 84 | 54 | 唱片機 D T | |
| 85 | 55 | 柵欄 | |
| 86 | 56 | 南瓜 D | |
| 87 | 57 | 地獄岩 | |
| 88 | 58 | 靈魂砂 | |
| File:Glowstone (Block).png | 89 | 59 | 螢石 |
| 90 | 5A | 傳送門方塊 | |
| 91 | 5B | 南瓜燈 D | |
| 92 | 5C | 蛋糕 D I | |
| File:Redstone (Repeater, Inactive).png | 93 | 5D | 紅石中繼器 ("關閉"狀態) D I |
| 94 | 5E | 紅石中繼器 ("開啟"狀態) D I | |
| File:Locked Chest.png | 95 | 5F | 上鎖的儲物箱 |
| 圖示 | Dec | Hex | 方塊種類 |
|---|---|---|---|
| File:Trapdoor.png | 96 | 60 | 地板門 D |
| 97 | 61 | 隠藏的蠹魚 D | |
| 98 | 62 | 石磚 D B | |
| 99 | 63 | 粽色巨型蘑菇 D | |
| 100 | 64 | 紅色巨型蘑菇 D | |
| 101 | 65 | 鐵柵欄 | |
| 102 | 66 | 玻璃片 | |
| 103 | 67 | 西瓜 | |
| 104 | 68 | 南瓜梗 D | |
| 105 | 69 | 西瓜梗 D | |
| File:Vine.png | 106 | 6A | 藤蔓 D |
| File:Fence Gate (Closed).png | 107 | 6B | 柵欄門 D |
| 108 | 6C | 磚階梯 D | |
| 109 | 6D | 石磚階梯 D | |
| 110 | 6E | 菌絲 | |
| 111 | 6F | 荷葉 | |
| 112 | 70 | 地獄磚 | |
| 113 | 71 | 地獄磚柵欄 | |
| 114 | 72 | 地獄磚階梯 D | |
| 115 | 73 | 地獄疣 D I | |
| 116 | 74 | 附魔台 T | |
| 117 | 75 | 釀造台 D T I | |
| 118 | 76 | 鍋釜 D I | |
| 119 | 77 | 終界傳送門方塊 T | |
| 120 | 78 | 終界傳送門框架 D | |
| 121 | 79 | 終界石 | |
| 122 | 7A | 龍蛋 | |
| 123 | 7B | 紅石燈 (關閉狀態) | |
| File:Redstone Lamp (Active).png | 124 | 7C | 紅石燈 (開啟狀態) |
物品ID
所有的物品都有高於255的資料值,因此很容易分開物品ID和方塊ID。有D標示的物品需要額外的資料來在Beta的世界裡完全定義該物品。鏈甲是無法在生存模式中獲得的,而在多人模型中則可使用/give系統指令。然而在創造模式中是可獲得的。藍色的字則代表只可在創造模式中獲得。
| 圖示 | Dec | Hex | 物品 |
|---|---|---|---|
| 256 | 100 | 鐵鏟 | |
| 257 | 101 | 鐵鎬 | |
| 258 | 102 | 鐵斧 | |
| 259 | 103 | 打火石 | |
| 260 | 104 | 紅蘋果 | |
| 261 | 105 | 弓 | |
| 262 | 106 | 箭 | |
| 263 | 107 | 煤炭 D | |
| 264 | 108 | 鑽石 | |
| 265 | 109 | 鐵錠 | |
| 266 | 10A | 金錠 | |
| 267 | 10B | 鐵劍 | |
| 268 | 10C | 木劍 | |
| 269 | 10D | 木鏟 | |
| 270 | 10E | 木鎬 | |
| 271 | 10F | 木斧 | |
| 272 | 110 | 石劍 | |
| 273 | 111 | 石鏟 | |
| 274 | 112 | 石鎬 | |
| 275 | 113 | 石斧 | |
| 276 | 114 | 鑽石劍 | |
| 277 | 115 | 鑽石鏟 | |
| 278 | 116 | 鑽石鎬 | |
| 279 | 117 | 鑽石斧 | |
| 280 | 118 | 木棒 | |
| 281 | 119 | 碗 | |
| 282 | 11A | 蘑菇湯 | |
| 283 | 11B | 金劍 | |
| 284 | 11C | 金鏟 | |
| 285 | 11D | 金鎬 | |
| 286 | 11E | 金斧 | |
| 287 | 11F | 線 |
| 圖示 | Dec | Hex | 物品 |
|---|---|---|---|
| 288 | 120 | 羽毛 | |
| 289 | 121 | 火藥 | |
| 290 | 122 | 木鋤 | |
| 291 | 123 | 石鋤 | |
| 292 | 124 | 鐵鋤 | |
| 293 | 125 | 鑽石鋤 | |
| 294 | 126 | 金鋤 | |
| 295 | 127 | 小麥種子 | |
| 296 | 128 | 小麥 | |
| 297 | 129 | 麵包 | |
| 298 | 12A | 皮革帽子 | |
| 299 | 12B | 皮革外衣 | |
| 300 | 12C | 皮革褲子 | |
| 301 | 12D | 皮革靴 | |
| 302 | 12E | 鏈甲頭盔 | |
| 303 | 12F | 鏈甲胸甲 | |
| 304 | 130 | 鏈甲護腿 | |
| 305 | 131 | 鏈甲靴子 | |
| 306 | 132 | 鐵製頭盔 | |
| 307 | 133 | 鐵製胸甲 | |
| 308 | 134 | 鐵製護腿 | |
| 309 | 135 | 鐵製靴子 | |
| 310 | 136 | 鑽石頭盔 | |
| 311 | 137 | 鑽石胸甲 | |
| 312 | 138 | 鑽石護腿 | |
| 313 | 139 | 鑽石靴子 | |
| 314 | 13A | 黃金頭盔 | |
| 315 | 13B | 黃金胸甲 | |
| 316 | 13C | 黃金護腿 | |
| 317 | 13D | 黃金靴子 | |
| 318 | 13E | 燧石 | |
| 319 | 13F | 生豬肉 |
| 圖示 | Dec | Hex | 物品 |
|---|---|---|---|
| 320 | 140 | 烤豬肉 | |
| 321 | 141 | 畫 | |
| 322 | 142 | 金蘋果 | |
| 323 | 143 | 告示牌 | |
| 324 | 144 | 木門 | |
| 325 | 145 | 桶 | |
| 326 | 146 | 水桶 | |
| 327 | 147 | 岩漿桶 | |
| 328 | 148 | 礦車 | |
| 329 | 149 | 鞍 | |
| 330 | 14A | 鐵門 | |
| 331 | 14B | 紅石粉 | |
| 332 | 14C | 雪球 | |
| 333 | 14D | 船 | |
| 334 | 14E | 皮革 | |
| 335 | 14F | 牛奶 | |
| 336 | 150 | 粘土塊 | |
| 337 | 151 | 粘土 | |
| 338 | 152 | 甘蔗 | |
| 339 | 153 | 紙 | |
| 340 | 154 | 書 | |
| 341 | 155 | 粘液球 | |
| 342 | 156 | 儲物箱礦車 | |
| 343 | 157 | 熔爐礦車 | |
| 344 | 158 | 蛋 | |
| 345 | 159 | 羅盤 | |
| 346 | 15A | 釣竿 | |
| 347 | 15B | 鐘 | |
| 348 | 15C | 螢石粉 | |
| 349 | 15D | 生魚 | |
| 350 | 15E | 熟魚 | |
| 351 | 15F | 染料 D |
| 圖示 | Dec | Hex | 物品 |
|---|---|---|---|
| 352 | 160 | 骨頭 | |
| 353 | 161 | 糖 | |
| 354 | 162 | 蛋糕 | |
| 355 | 163 | 床 | |
| 356 | 164 | 紅石中繼器 | |
| 357 | 165 | 餅乾 | |
| 358 | 166 | 地圖 | |
| 359 | 167 | 剪刀 | |
| 360 | 168 | 西瓜片 | |
| 361 | 169 | 南瓜種子 | |
| 362 | 16A | 西瓜種子 | |
| 363 | 16B | 生牛肉 | |
| 364 | 16C | 牛排 | |
| 365 | 16D | 生雞肉 | |
| 366 | 16E | 烤雞 | |
| 367 | 16F | 腐肉 | |
| 368 | 170 | 終界珍珠 | |
| 369 | 171 | 烈焰桿 | |
| 370 | 172 | 幽靈之淚 | |
| 371 | 173 | 金粒 | |
| 372 | 174 | 地獄疣 | |
| 373 | 175 | 藥水 D | |
| 374 | 176 | 玻璃瓶 | |
| 375 | 177 | 蜘蛛眼 | |
| 376 | 178 | 發酵蜘蛛眼 | |
| 377 | 179 | 烈焰粉 | |
| 378 | 17A | 岩漿球 | |
| 379 | 17B | 釀造台 | |
| 380 | 17C | 鍋釜 | |
| 381 | 17D | 終界之眼 | |
| 382 | 17E | 閃爍的西瓜 | |
| 383 | 17F | 生怪蛋 D |
| 圖示 | Dec | Hex | 物品 |
|---|---|---|---|
| 384 | 180 | 經驗瓶 | |
| 385 | 181 | 火球 | |
| 2256 | 8D0 | 13號唱片 | |
| 2257 | 8D1 | cat唱片 | |
| 2258 | 8D2 | blocks唱片 | |
| 2259 | 8D3 | chirp唱片 | |
| 2260 | 8D4 | far唱片 | |
| 2261 | 8D5 | mall唱片 | |
| 2262 | 8D6 | mellohi唱片 | |
| 2263 | 8D7 | stal唱片 | |
| 2264 | 8D8 | strad唱片 | |
| 2265 | 8D9 | ward唱片 | |
| 2266 | 8DA | 11號唱片 |
實體ID
| ID | Hex | 圖示 | 蛋 | 實體 |
|---|---|---|---|---|
| 創造的物品 | ||||
| 1 | 1 | - | 掉落的物品 | |
| 2 | 2 | - | 經驗球 | |
| 拋射物 | ||||
| 10 | A | - | 射出的箭 | |
| 11 | B | - | 丟出的雪球 | |
| 12 | C | - | 地獄幽靈火球 | |
| 13 | D | - | 烈焰使者火球 | |
| 14 | E | - | 丟出的終界珍珠 | |
| 15 | F | - | 丟出的終界之眼 | |
| 16 | 10 | - | 丟出的飛濺藥水 | |
| 17 | 11 | - | 丟出的經驗瓶 | |
| 方塊 | ||||
| 20 | 14 | - | 已啟動的TNT | |
| 21 | 15 | - | 掉落中的方塊(礫石,沙) | |
| 運輸工具 | ||||
| 40 | 28 | - | 礦車 | |
| 41 | 29 | - | 船 | |
| ID | Hex | 圖示 | 蛋 | 實體 |
|---|---|---|---|---|
| 攻擊型生物 | ||||
| 50 | 32 | File:Grid Spawn Creeper.png | 爬行者 | |
| 51 | 33 | File:Grid Spawn Skeleton.png | 骷髏 | |
| 52 | 34 | File:Grid Spawn Spider.png | 蜘蛛 | |
| 53 | 35 | - | 巨人 | |
| 54 | 36 | File:Grid Spawn Zombie.png | 殭屍 | |
| 55 | 37 | File:Grid Spawn Slime.png | 史萊姆 | |
| 56 | 38 | File:Grid Spawn Ghast.png | 地獄幽靈 | |
| 57 | 39 | File:Grid Spawn Pig Zombie.png | 殭屍豬人 | |
| 58 | 3A | File:Grid Spawn Enderman.png | 終界使者 | |
| 59 | 3B | File:Grid Spawn Cave Spider.png | 洞穴蜘蛛 | |
| 60 | 3C | File:Grid Spawn Silverfish.png | 蠹魚 | |
| 61 | 3D | File:Grid Spawn Blaze.png | 烈焰使者 | |
| 62 | 3E | File:Grid Spawn Magma Cube.png | 岩漿立方怪 | |
| 63 | 3F | - | 終界龍 | |
| ID | Hex | 圖示 | 蛋 | 實體 |
|---|---|---|---|---|
| 被動型生物 | ||||
| 90 | 5A | File:Grid Spawn Pig.png | 豬 | |
| 91 | 5B | File:Grid Spawn Sheep.png | 羊 | |
| 92 | 5C | File:Grid Spawn Cow.png | 牛 | |
| 93 | 5D | File:Grid Spawn Chicken.png | 雞 | |
| 94 | 5E | File:Grid Spawn Squid.png | 魷魚 | |
| 95 | 5F | File:Grid Spawn Wolf.png | 狼 | |
| 96 | 60 | File:Grid Spawn Mooshroom.png | 哞菇 | |
| 97 | 61 | - | 雪人 | |
| 98 | 62 | File:Grid Spawn Ocelot.png | 山貓 | |
| 99 | 63 | - | 鐵魔像 | |
| NPC | ||||
| 120 | 78 | File:Grid Spawn Villager.png | 村民 | |
| 其他 | ||||
| 200 | C8 | - | 終界水晶 | |
生態域ID
生態域自萬聖節更新起便一直在Minecraft中存在,而生態域ID是在從Lua錯誤 在Module:Version_link的第23行:attempt to index local 'final' (a nil value)中正式使用的Anvil檔案格式中包括的。對於舊的世界中的McRegion檔案格式中的生態域ID是實時計算的,這可能根據計算出的生物群落的ID造成早期生成的世界及其特性(如草的顏色,雪)之間的差異。
數值255能在一些區塊的生態域ID中找到。這是預設的數值,表示那實際的生態域ID還沒有被計算。
| Dec | 生態域 |
|---|---|
| 0 | 海洋 |
| 1 | 平原 |
| 2 | 沙漠 |
| 3 | 峭壁 |
| 4 | 森林 |
| 5 | 針葉林 |
| 6 | 沼澤 |
| 7 | 河流 |
| 8 | 地獄 |
| 9 | 天空 |
| 10 | 寒凍海洋 |
| 11 | 寒凍河流 |
| 12 | 冰原 |
| 13 | 冰山 |
| 14 | 蘑菇地 |
| 15 | 蘑菇地海岸 |
| 16 | 沙灘 |
| 17 | 沙漠山丘 |
| 18 | 森林山丘 |
| 19 | 針葉林山丘 |
| 20 | 峭壁邊緣 |
| 21 | 叢林 |
| 22 | 叢林山丘 |
物品欄方格號碼
資料
某些方塊和物品類型的特殊資料。儲存中會根據不同的級別格式而有所不同。
| 方塊 | dec | hex | 用途 |
|---|---|---|---|
| 木塊 | 0-3 | 0-3 | 木塊的材質 |
| 火 | 0-15 | 0-F | 在幾分之一秒中的樣子 |
| 樹葉 | 0-3 | 0-3 | 樹葉的材質 |
| 唱片機 | 0-11 | 0-B | 唱片機中的唱片 |
| 樹苗 | 0-15 | 0-F | 樹齡/樹的種類 |
| 仙人掌 | 0-15 | 0-F | 歲數 |
| 甘蔗 | 0-15 | 0-F | 歲數 |
| 水和岩漿 | 0-15 | 0-F | 液面高度 |
| 土地/耕地 | 0-8 | 0-8 | 濕潤度 |
| 農作物 | 0-7 | 0-7 | 農作物大小 |
| 南瓜和西瓜梗 | 0-7 | 0-7 | 成長中的階段 |
| 羊毛 | 0-15 | 0-F | 顏色 |
| 染料 | 0-15 | 0-F | 染料顏色 |
| 火把和紅石火把 | 0-5 | 0-5 | 火把的方向 |
| 鐵軌 (普通,充能,探測) | 0-9 | 0-9 | 鐵軌的斜坡,方向,能量 |
| 階梯 | 0-3 | 0-3 | 階梯的方向 |
| 控制桿 | 6-14 | 6-E | 控制桿的方向和狀態 |
| 門 | 0-15 | 0-F | 門角位置和門的狀態 |
| 按鈕 | 0-15 | 0-F | 按鈕方向 |
| 告示牌 | 0-15 | 0-F | 告示牌的方向 |
| 梯子,告示牌,熔爐,發射器和儲物箱 | 2-5 | 2-5 | 方向 |
| 南瓜和南瓜燈 | 0-3 | 0-3 | 南瓜方向 |
| 壓力板 | 0-1 | 0-1 | 被壓著與否 |
| 煤炭 | 0-1 | 0-1 | 煤炭種類(是煤炭還是木炭) |
| 工具和盔甲 | 因應種類而不同 | 損害值 | |
| 半磚 | 0-3 | 0-3 | 半磚種類 |
| 雪 | 0-15 | 0-F | 方塊高度 |
| 蛋糕 | 0-5 | 0-5 | 吃掉的塊數 |
| 床 | 0-3, 8-11 | 0-3, 8-B | 方向與頭/尾 |
| 紅石中繼器 | 0-15 | 0-F | 方向和延遲數 |
| 紅石線 | 0-15 | 0-F | 能量水平 |
| 草叢 | 0-2 | 0-2 | 外觀(草,蕨,枯死的灌木) |
| 地板門 | 0-7 | 0-7 | 方向和開啟狀態 |
| 活塞 | 0-5, 8-13 | 0-5, 8-D | 方向和伸展狀態 |
| 活塞臂 | 0-5, 8-13 | 0-5, 8-D | 方向和粘性狀態 |
| 石磚 | 0-3 | 0-3 | 要塞材質 |
| 粽色和紅色巨型蘑菇 | 0-10 | 0-A | 材質 |
| 藤蔓 | 0-15 | 0-F | 附著面 |
| 柵欄門 | 0-7 | 0-7 | 方向和狀態 |
| 藥水 | 0-65535 | 0-FFFF | 藥水種類 |
| 釀造台 | 0-7 | 0-7 | 已用方格 |
| 鍋釜 | 0-3 | 0-3 | 水量 |
| 終界傳送門框架 | 0-1 | 0-1 | 損害或修復 |
木塊
| 圖示 | 數值 | 描述 |
|---|---|---|
| 0 | 橡木 | |
| 1 | 松木/杉木 | |
| 2 | 樺木 | |
| 3 | 叢林木 |
火
0x0是一個放置下來或蔓延了的火。一旦它達到0xF,使可使用"永恆之火"伎倆因為該方塊沒有進一步更新。
樹葉
如果位是0x4,葉子是永久性的,並且不會腐爛。玩家放下的葉塊會有此位,並覆蓋位0x8中的意義。
如果位是0x8,葉子將被檢查是否適合腐爛。檢查後,如果葉子不腐爛,該位將被清除。每當葉子旁邊的一個方塊被改變,該位將被重新設定。
| 圖示 | 數值 | 描述 |
|---|---|---|
| 0 | 橡木葉 | |
| 1 | 松木/杉木葉 | |
| 2 | 樺木葉 | |
| 3 | 叢林木葉 |
煤炭
| 圖示 | 數值 | 描述 |
|---|---|---|
| 0 | 煤炭 | |
| 1 | 木炭 |
唱片機
| 圖示 | 數值 | 描述 |
|---|---|---|
| 0 | 空 | |
| 1 | 金唱片(13號唱片) | |
| 2 | 綠唱片(cat唱片) | |
| 3 | 橙唱片(blocks唱片) | |
| 4 | 紅唱片(chirp唱片) | |
| 5 | 萊姆綠唱片(far唱片) | |
| 6 | 紫唱片(mall唱片) | |
| 7 | 粉紫唱片(mellohi唱片) | |
| 8 | 黑唱片(stal唱片) | |
| 9 | 白唱片(strad唱片) | |
| 10 | 海綠唱片(ward唱片) | |
| 11 | 壞了的唱片(11號唱片) |
樹苗
Beta 1.5前
在Beta 1.5之前,這個資料值是從0x0開始的計數器(新鮮種植的樹苗)並在隨機的時間間隔內增加1。一旦計數器達到15,便會在它那裡生成一棵新的樹。
Beta 1.5和之後
從Beta 1.5開始,資料值被分成兩半。現在底部的兩個位會確定樹苗的類型(和樹生成時的類型),根據下表:
| 圖示 | 數值 | 描述 |
|---|---|---|
| 0 | 橡木樹苗 | |
| 1 | 杉木樹苗 | |
| 2 | 樺木樹苗 | |
| 3 | 由叢林葉片掉落,其餘是橡木樹苗 | |
| 4+ | 與3一樣,但從不會掉下 |
首兩個位元是計數器,就如在Beta 1.5前的版本一樣,但在其餘位元中只可有四個值。不是讓計數器行得更快以彌補,就是樹木只是因為更新而更快速地生長。
仙人掌
0x0是剛種下的仙人掌。資料值會在隨機的時間間隔內遞增。當它成為15,只要仙人掌的總高度不超過3,一個新的仙人掌方塊便會在其頂部生成。
甘蔗
0x0是一個新種植的甘蔗。資料值也會在隨機的時間間隔內遞增。當它成為15,只要其總高度不超過3,一個新的甘蔗便會在其頂部生成。
水和岩漿
0x0是一個完整的方塊。水最高是0x7,岩漿最高是0x6(使用步驟0x0,0x2,0x4和0x6)。如果位是0x8,這個液體是在"掉落"狀態中和只會向下蔓延。
耕地
0x0是極度乾旱,0x1-0x8是遞增的濕度水平。 濕度值取決於方塊離水源多遠。
作物
作物生長階段是從0x0到0x7。
| 圖示 | 數值 |
|---|---|
| 0 | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 |
地獄疣
像作物一樣,資料值與地獄疣的生長有關。地獄疣的生長有三種不同視覺階段(相關的資料值已給出):
| 圖示 | 數值 |
|---|---|
| 0 | |
| 1-2 | |
| 3 |
技術性方塊#南瓜梗和技術性方塊#西瓜梗
- 南瓜和西瓜梗的生長階段是從0x0到0x7。
- 在每個成長階段,它們的模型有一部分會顯示出來。
- 在最後階段梗可以在旁邊的一個空耕地中生成西瓜或南瓜。
- 只要該瓜果不被移動或破壞,梗便會對向該瓜果彎曲。
羊毛
這些數值指明羊毛的顏色。此資料是儲存在已放置羊毛方塊中的元資料,和在物品欄中的羊毛的「後輟」裡。
| 圖示 | Dec | Hex | 描述 |
|---|---|---|---|
| 0 | 0x0 | 普通羊毛(白色) | |
| 1 | 0x1 | 橙色 | |
| 2 | 0x2 | 粉紫色 | |
| 3 | 0x3 | 淺藍色 | |
| 4 | 0x4 | 黃色 | |
| 5 | 0x5 | 萊姆綠 | |
| 6 | 0x6 | 粉紅色 | |
| 7 | 0x7 | 灰色 | |
| 8 | 0x8 | 淺灰色 | |
| 9 | 0x9 | 青色 | |
| 10 | 0xA | 紫色 | |
| 11 | 0xB | 藍色 | |
| 12 | 0xC | 棕色 | |
| 13 | 0xD | 深綠色 | |
| 14 | 0xE | 紅色 | |
| 15 | 0xF | 黑色 |
染料
| DV | 描述 | |
|---|---|---|
| 0 | 墨囊 | |
| 1 | 紅色染料 | |
| 2 | 綠色染料 | |
| 3 | 可可豆 | |
| 4 | 青金石 | |
| 5 | 紫色染料 | |
| 6 | 青色染料 | |
| 7 | 淺灰色染料 | |
| 8 | 灰色染料 | |
| 9 | 粉紅色染料 | |
| 10 | 淺綠色染料 | |
| 11 | 黃色染料 | |
| 12 | 淺藍色染料 | |
| 13 | 洋紅色染料 | |
| 14 | 橙色染料 | |
| 15 | 骨粉 | |
| 16 | 黑色染料 | |
| 17 | 棕色染料 | |
| 18 | 藍色染料 | |
| 19 | 白色染料 |
火把和紅石火把
- 0x1: 指向Template:F
- 0x2: 指向Template:F
- 0x3: 指向Template:F
- 0x4: 指向Template:F
- 0x5: 站在地上
鐵軌
普通的Minecart鐵軌使用大於0x5的數值來表示轉角塊。對於動力鐵軌,0x8是一個位標誌,並用來指示它是否有電,而底部的三個位有0x0到0x5的有效範圍。
- 0x0: 向Template:F-Template:F方向的平坦鐵軌
- 0x1: 向Template:F-Template:F方向的平坦鐵軌
- 0x2: 向Template:F方向上升
- 0x3: 向Template:F方向上升
- 0x4: 向Template:F方向上升
- 0x5: 向Template:F方向上升
普通Minecart鐵軌可以用四個鐵軌製成一個圈:
- 0x6: Template:F轉角(連接Template:F和Template:F)
- 0x7: Template:F轉角(連接Template:F和Template:F)
- 0x8: Template:F轉角(連接Template:F和Template:F)
- 0x9: Template:F轉角(連接Template:F和Template:F)
階梯
- 0x0:向Template:F方上升
- 0x1:向Template:F方上升
- 0x2:向Template:F方上升
- 0x3:向Template:F方上升
從Minecraft 1.2開始(其實是從快照12w08a開始),在0x4中的位使用如下:
- 0:普通階梯
- 1:倒立階梯
控制桿
- 0x8:如果此位被設定,控制桿已被開啟並正在提供電源。
牆上的控制桿:
- 0x1:面向Template:F方
- 0x2:面向Template:F方
- 0x3:面向Template:F方
- 0x4:面向Template:F方
地上的控制桿:
- 0x5:控制桿在關閉時指向Template:F方
- 0x6:控制桿在關閉時指向Template:F方
門
Minecraft 1.1和更早期版本
最不重要的兩個位是門的方向,即其角位:
- 0x0:Template:F角
- 0x1:Template:F角
- 0x2:Template:F角
- 0x3:Template:F角
上面的兩個位是標誌:
- 0x8:如果此位被設定,這是一扇門的上半部分(否則是下半部)。
- 0x4:如果此位被設定,此門已被沿其角逆時針轉動。
例如,一扇門的下半部的角在Template:F角並已被轉動,所以從Template:F方看時它是關閉的,將有一個(3|4)=(3+4)=7的資料值。
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
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
Ladders, Wall Signs, Furnaces, Dispensers 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
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.
Slabs and Double Slabs
For both slabs and double slabs, the lower three bits of the metadata nybble determine the texture:
| Icon | Value | Description |
|---|---|---|
| 0x0 | Stone Slab | |
| 0x1 | Sandstone Slab | |
| 0x2 | Wooden Slab | |
| 0x3 | Cobblestone Slab | |
| 0x4 | Brick Slab | |
| 0x5 | Stone Brick Slab |
Half-slabs can be either "right-side-up" or "upside-down"; this information is stored in the most significant metadata bit as follows:
- 0: Slab is right-side-up, occupying the bottom half of its voxel.
- 1: Slab is upside-down, occupying the top half of its voxel.
Thus a right-side-up wooden slab has metadata value 0x2 0x2 (binary 0010), while an upside-down wooden slab is represented by metadata 0xA (binary 1010). Double slabs do not make use of the high-order bit of the metadata value.
Upside-down slabs were implemented in Weekly Release 12w08a and introduced officially in Minecraft 1.2. Brick slabs and stone brick slabs were added in Beta 1.8.
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. Values 0-2 has no hitbox, values 3-7 has the same hitbox as a slab.
Cake
- 0x0: 0 pieces eaten
- 0x1: 1 piece eaten
- 0x2: 2 pieces eaten
- 0x3: 3 pieces eaten
- 0x4: 4 pieces eaten
- 0x5: 5 pieces eaten
Beds
- 0x0: Head is pointing 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
| Icon | Value | Description |
|---|---|---|
| 0x0 | Normal | |
| 0x1 | Mossy | |
| 0x2 | Cracked | |
| 0x3 | Circle |
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. 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 | 0800 | (ignored) | |
| 8 | 256 | 0100 | ||
| 9 | 512 | 0200 | ||
| 10 | 1024 | 0400 | ||
| 11 | 2048 | 0800 | ||
| 12 | 4096 | 1000 | ||
| 13 | 8192 | 2000 | ||
| 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 Charming Potion" has damage value 16422 (= 38 + 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 | Clear Potion |
| 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 | Thin Potion |
| 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 | Bungling Potion |
| 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 | Debonair Potion |
| 31 | 1f | Debonair Potion |
| Dec | Hex | Potion |
|---|---|---|
| 32 | 20 | Thick Potion |
| 33 | 21 | Potion of Regeneration II |
| 34 | 22 | Potion of Swiftness II |
| 35 | 23 | Potion of Fire Resistance |
| 36 | 24 | Potion of Poison II |
| 37 | 25 | Potion of Healing II |
| 38 | 26 | Charming Potion |
| 39 | 27 | Charming Potion |
| 40 | 28 | Potion of Weakness |
| 41 | 29 | Potion of Strength II |
| 42 | 2a | Potion of Slowness |
| 43 | 2b | Refined Potion |
| 44 | 2c | Potion of Harming II |
| 45 | 2d | Cordial Potion |
| 46 | 2e | Sparkling Potion |
| 47 | 2f | Sparkling Potion |
| Dec | Hex | Potion |
|---|---|---|
| 48 | 30 | Potent Potion |
| 49 | 31 | Potion of Regeneration II |
| 50 | 32 | Potion of Swiftness II |
| 51 | 33 | Potion of Fire Resistance |
| 52 | 34 | Potion of Poison II |
| 53 | 35 | Potion of Healing II |
| 54 | 36 | Rank Potion |
| 55 | 37 | Rank Potion |
| 56 | 38 | Potion of Weakness |
| 57 | 39 | Potion of Strength II |
| 58 | 3a | Potion of Slowness |
| 59 | 3b | Acrid Potion |
| 60 | 3c | Potion of Harming II |
| 61 | 3d | Gross Potion |
| 62 | 3e | Stinky Potion |
| 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 splash potion bit set have additional "Splash " prefix.
"Potion effect" bits
"Tier" bit
| Dex | 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
| Dex | Hex | Meaning |
|---|---|---|
| 0 | 0000 | Base duration. |
| 64 | 0040 | Multiply duration by 8/3. |
"Splash potion" bit
| Dex | Hex | Meaning |
|---|---|---|
| 0 | 0000 | Drinkable potion. |
| 16384 | 4000 | Splash potion. Multiply duration by 3/4. |
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 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.
Spawn Eggs
Damage values on Spawn Eggs will cause it to spawn the Entity of that ID. For example, a damage value of 2 would cause the spawner egg to create Experience Orbs.
