Minecraft Wiki

除另有声明,转载时均必须注明出处若簡繁轉換出錯,請以遊戲內為準请勇于扩充与修正内容有兴趣逛逛我们的微博沟通交流,欢迎到社区专页需要协助,请在告示板留言

了解更多

Minecraft Wiki
Advertisement
Disambig gray  本文章介紹的是在Minecraft最新未修改的PC版中的數據值。關於由Mods增加的數據值,請見「Mods/數據值」。關於在Classic中的數據值,請見「數據值(Classic)」。關於在攜帶版中的數據值,請見「數據值(攜帶版)」。

這些數據值指方塊和物品的不同類型。它們被用在Minecraft許多地方。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裏掉下的物品)。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中的世界,方塊數據進一步定義放置了的方塊,描述例如水的高度或火炬指着的方向。

DataValuesBeta

3D的參考圖片。

File:ItemslistV110.png

2D的參考圖片。

所有ID

方塊ID(Minecraft正式發行版)

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數據陣列取得額外數據來充分定義方塊。
I 作為物品欄中的物品有不同的ID。
B 需要在該物品的後綴領域中取得額外的數據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數據。
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。
只限創造模式
只可透過被附魔的工具或在創造模式中獲得。
淺綠色 只可透過被附魔的工具獲得,創造模式中無法獲得。
圖示 Dec Hex 方塊種類
00 0 空氣
Stone 01 1 石頭
Grass 02 2
Dirt 03 3 泥土
Cobblestone 04 4 石春
File:Wooden Plank.png 05 5 木版
Sapling 06 6 樹苗 D B
Bedrock 07 7 基岩
Water 08 8 D
Water 09 9 靜止的水 D
Lava 10 A 岩漿 D
Lava 11 B 靜止的岩漿 D
Sand 12 C
Gravel 13 D 砂礫
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
Leaves 18 12 樹葉 D B
Sponge 19 13 海綿
Glass 20 14 玻璃
File:Lapis Lazuli (Ore).png 21 15 青金石礦
Lapis Lazuli (Block) 22 16 青金石磚
Dispenser 23 17 發射器 D T
Sandstone 24 18 沙石
Note Block 25 19 音符盒 T
File:Bed.png 26 1A D I
Powered Rail Off 27 1B 動力路軌 D
Detector Rail 28 1C 感壓路軌 D
Sticky Piston 29 1D 粘性活塞 D
File:WebBlock.png 30 1E 蜘蛛網
Tall Grass 31 1F 草叢 D
圖示 Dec Hex 方塊種類
Dead Bush 32 20 枯死的灌木
Piston 33 21 活塞 D
File:Block 34.png 34 22 活塞臂 D
White Wool 35 23 羊毛 D B
File:Technical blocks.png 36 24 由活塞所移動嘅方塊 T
Dandelion 37 25 蒲公英
Rose 38 26 玫瑰
Brown Mushroom 39 27 粽色蘑菇
Red Mushroom 40 28 紅色蘑菇
File:Gold (Block).png 41 29 金磚
File:Iron (Block).png 42 2A 鐵磚
File:Double Stone Slab.png 43 2B 雙重半磚 D B
Stone Slab 44 2C 半磚 D B
File:Brick (Block).png 45 2D 紅磚
TNT 46 2E TNT
Bookshelf 47 2F 書櫃
File:Moss Stone.png 48 30 青苔石春
Obsidian 49 31 黑曜石
Torch 50 32 火炬 D
Fire 51 33 D
Monster Spawner 52 34 生怪箱 T
Wooden Stairs 53 35 樓梯 D
Chest 54 36 儲物箱 D T
Redstone (Wire,Inventory) 55 37 紅石線 D I
File:Diamond (Ore).png 56 38 鑽石礦
File:Diamond (Block).png 57 39 鑽石磚
Crafting Table 58 3A 工作台
File:Crops.png 59 3B 小麥種子 D
Farmland 60 3C 耕地 D
Furnace 61 3D 熔爐 D T
File:Furnace (Active).png 62 3E 燃燒中的熔爐 D T
Icon Dec Hex Block type
Wooden Door 64 40 Wooden Door D I
File:Ladders.png 65 41 Ladders D
File:Rails.png 66 42 Rails D
Cobblestone Stairs 67 43 Cobblestone Stairs D
Wall Sign 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
Wooden Pressure Plate 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 ("off" state) D
File:Redstone (Torch, Active).png 76 4C Redstone Torch ("on" state) D
Stone Button 77 4D Stone Button D
Snow 78 4E Snow D
Ice 79 4F Ice
Snow (Block) 80 50 Snow Block
Cactus 81 51 Cactus D
File:Clay (Block).png 82 52 Clay Block
Sugar Cane 83 53 Sugar Cane D I
Jukebox 84 54 Jukebox D T
Fence 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 Block
Portal 90 5A Portal
Jack-O-Lantern 91 5B Jack-O-Lantern D
Cake 92 5C Cake Block D I
File:Redstone (Repeater, Inactive).png 93 5D Redstone Repeater ("off" state) D I
Redstone (Repeater, Active) 94 5E Redstone Repeater ("on" state) 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 Hidden Silverfish D
Stone Brick 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
Melon (Block) 103 67 Melon
Seed Stem 104 68 Pumpkin Stem D
Seed Stem 105 69 Melon Stem D
File:Vine.png 106 6A Vines D
File:Fence Gate (Closed).png 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
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
Enchantment Table 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 Frame 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)

Item IDs

All items have values above 255, making it easy to separate the Block IDs from the Item IDs. Entries marked with a D require additional data to fully define the item in a Beta world. The chainmail set is currently unobtainable in Survival mode without hacking or, in multiplayer, the /give server command. It is available in Creative mode, however.

Icon Dec Hex Item
256 100 Iron Shovel
257 101 Iron Pickaxe
258 102 Iron Axe
259 103 Flint and Steel
260 104 Red Apple
261 105 Bow
262 106 Arrow
263 107 Coal D
264 108 Diamond
265 109 Iron Ingot
266 10A Gold Ingot
267 10B Iron Sword
268 10C Wooden Sword
269 10D Wooden Shovel
270 10E Wooden Pickaxe
271 10F Wooden Axe
272 110 Stone Sword
273 111 Stone Shovel
274 112 Stone Pickaxe
275 113 Stone Axe
276 114 Diamond Sword
277 115 Diamond Shovel
278 116 Diamond Pickaxe
279 117 Diamond Axe
280 118 Stick
281 119 Bowl
282 11A Mushroom Soup
283 11B Gold Sword
284 11C Gold Shovel
285 11D Gold Pickaxe
286 11E Gold Axe
287 11F String
Icon Dec Hex Item
288 120 Feather
289 121 Gunpowder
290 122 Wooden Hoe
291 123 Stone Hoe
292 124 Iron Hoe
293 125 Diamond Hoe
294 126 Gold Hoe
295 127 Seeds
296 128 Wheat
297 129 Bread
298 12A Leather Cap
299 12B Leather Tunic
300 12C Leather Pants
301 12D Leather Boots
302 12E Chain Helmet
303 12F Chain Chestplate
304 130 Chain Leggings
305 131 Chain Boots
306 132 Iron Helmet
307 133 Iron Chestplate
308 134 Iron Leggings
309 135 Iron Boots
310 136 Diamond Helmet
311 137 Diamond Chestplate
312 138 Diamond Leggings
313 139 Diamond Boots
314 13A Gold Helmet
315 13B Gold Chestplate
316 13C Gold Leggings
317 13D Gold Boots
318 13E Flint
319 13F Raw Porkchop
Icon Dec Hex Item
320 140 Cooked Porkchop
321 141 Paintings
322 142 Golden Apple
323 143 Sign
324 144 Wooden door
325 145 Bucket
326 146 Water bucket
327 147 Lava bucket
328 148 Minecart
329 149 Saddle
330 14A Iron door
331 14B Redstone dust
332 14C Snowball
333 14D Boat
334 14E Leather
335 14F Milk
336 150 Clay Brick
337 151 Clay
338 152 Sugar Cane
339 153 Paper
340 154 Book
341 155 Slimeball
342 156 Minecart with Chest
343 157 Minecart with Furnace
344 158 Chicken Egg
345 159 Compass
346 15A Fishing Rod
347 15B Clock
348 15C Glowstone Dust
349 15D Raw Fish
350 15E Cooked Fish
351 15F Dye D
Icon Dec Hex Item
352 160 Bone
353 161 Sugar
354 162 Cake
355 163 Bed
356 164 Redstone Repeater
357 165 Cookie
358 166 Map
359 167 Shears
360 168 Melon Slice
361 169 Pumpkin Seeds
362 16A Melon Seeds
363 16B Raw Beef
364 16C Steak
365 16D Raw Chicken
366 16E Cooked Chicken
367 16F Rotten Flesh
368 170 Ender Pearl
369 171 Blaze Rod
370 172 Ghast Tear
371 173 Gold Nugget
372 174 Nether Wart
373 175 Potions D
374 176 Glass Bottle
375 177 Spider Eye
376 178 Fermented Spider Eye
377 179 Blaze Powder
378 17A Magma Cream
379 17B Brewing Stand
380 17C Cauldron
381 17D Eye of Ender
382 17E Glistering Melon
383 17F Spawn Egg D
Icon Dec Hex Item
384 180 Bottle o' Enchanting
385 181 Fire Charge
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

Entity IDs

Id Hex Icon Egg Entity
Drops
1 1 - Dropped item
2 2 - Experience Orb
Projectiles
10 A - Shot arrow
11 B - Thrown snowball
12 C - Ghast fireball
13 D - Blaze fireball
14 E - Thrown Ender Pearl
15 F - Thrown Eye of Ender
16 10 - Thrown Splash Potion
17 11 - Thrown Bottle o' Enchanting
Blocks
20 14 - Primed TNT
21 15 - Falling block (gravel, sand)
Vehicles
40 28 - Minecart
41 29 - Boat
Id Hex Icon Egg Entity
Hostile mobs
50 32 File:Grid Spawn Creeper.png Creeper
51 33 File:Grid Spawn Skeleton.png Skeleton
52 34 File:Grid Spawn Spider.png Spider
53 35 - Giant
54 36 File:Grid Spawn Zombie.png Zombie
55 37 File:Grid Spawn Slime.png Slime
56 38 File:Grid Spawn Ghast.png Ghast
57 39 File:Grid Spawn Pig Zombie.png Zombie Pigman
58 3A File:Grid Spawn Enderman.png Enderman
59 3B File:Grid Spawn Cave Spider.png Cave Spider
60 3C File:Grid Spawn Silverfish.png Silverfish
61 3D File:Grid Spawn Blaze.png Blaze
62 3E File:Grid Spawn Magma Cube.png Magma Cube
63 3F - Enderdragon
Id Hex Icon Egg Entity
Passive mobs
90 5A File:Grid Spawn Pig.png Pig
91 5B File:Grid Spawn Sheep.png Sheep
92 5C File:Grid Spawn Cow.png Cow
93 5D File:Grid Spawn Chicken.png Chicken
94 5E File:Grid Spawn Squid.png Squid
95 5F File:Grid Spawn Wolf.png Wolf
96 60 File:Grid Spawn Mooshroom.png Mooshroom
97 61 - Snow Golem
98 62 File:Grid Spawn Ocelot.png Ocelot
99 63 - Iron Golem
NPCs
120 78 File:Grid Spawn Villager.png Villager
Other
200 C8 - Ender Crystal

Biome IDs

Biomes have been present in Minecraft since the Halloween Update, and the Biome ID is included in the Anvil file format since Lua錯誤 在Module:Version_link的第23行:attempt to index local 'final' (a nil value). 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
9 Sky
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

The value 255 is also found as biome ID in some chunks. This is the default value, and means that the actual biome ID is not yet calculated.

Inventory Slot Number

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

Data

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

Block dec hex Use
Wood 0-3 0-3 Wood Texture
Fire 0-15 0-F Age in some fraction of a second
Leaves 0-3 0-3 Leaves Texture
Jukebox 0-11 0-B Disc in jukebox
Saplings 0-15 0-F Age / Tree Type
Cactus 0-15 0-F Age
Sugar Canes 0-15 0-F Age
Water and Lava 0-15 0-F Fluid level
Soil/Farmland 0-8 0-8 Wetness
Crops 0-7 0-7 Crop size
Nether Wart 0-3 0-3 Nether Wart Size
Pumpkin and melon stem 0-7 0-7 Growth stage
Wool 0-15 0-F Color
Dyes 0-15 0-F Dye Color
Torches and Redstone Torches 0-5 0-5 Torch orientation
Rails (reg, powered, detect) 0-9 0-9 Rail slope, orientation, power
Stairs 0-3 0-3 Stair orientation
Levers 6-14 6-E Lever orientation and thrown state
Doors 0-15 0-F Hinge corner position and swing state
Buttons 0-15 0-F Button orientation
Sign Posts 0-15 0-F Sign orientation
Ladders, Wall Signs, Furnaces, Dispensers, Chests 2-5 2-5 Orientation
Pumpkins and Jack-O-Lanterns 0-3 0-3 Pumpkin orientation
Pressure Plates 0-1 0-1 Whether it's pressed
Coal 0-1 0-1 Type of coal (mined coal or charcoal)
Tools and Armor varies Damage level
Slabs 0-3 0-3 Type of slab
Snow 0-15 0-F Block height
Cake 0-5 0-5 Pieces eaten
Bed 0-3, 8-11 0-3, 8-B Orientation and head/foot
Redstone Repeater 0-15 0-F Orientation and delay
Redstone Wire 0-15 0-F Power level
Tall Grass 0-2 0-2 Appearance (grass, fern, dead shrub)
Trapdoors 0-7 0-7 Orientation and "swung" state
Piston 0-5, 8-13 0-5, 8-D Orientation and "extended" state
Piston Extension 0-5, 8-13 0-5, 8-D Orientation and "sticky" state
Stone Brick 0-3 0-3 Stronghold texture
Huge brown and red mushroom 0-10 0-A Texture
Vines 0-15 0-F Attached Surface
Fence Gates 0-7 0-7 Open/Closed, and direction
Potions 0-65535 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

Wood

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

Fire

0x0 is a placed or spread fire. Once it reaches 0xF the eternal fire-trick will work since there will be no further updates of the block.

Leaves

If bit 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

Coal

Icon Value Description
0 Coal
1 Charcoal

Jukebox

Icon Value Description
0 Nothing
1 Gold Disc (13)
2 Green Disc (cat)
3 Orange Disc (blocks)
4 Red Disc (chirp)
5 Lime Green Disc (far)
6 Purple Disc (mall)
7 Violet Disc (mellohi)
8 Black Disc (stal)
9 White Disc (strad)
10 Sea Green Disc (ward)
11 Broken Disc (11)

Saplings

Prior to Beta 1.5

Prior to Beta 1.5, this data value was a counter which started at 0x0 (for a freshly-planted sapling) and was increased at random intervals. Once the counter hit 15, a new tree was created in its place.

Beta 1.5 and after

As of Beta 1.5, the data value is split in half. The bottom two bits now determine the type of sapling (and thus the eventual tree type), according to the following table:

Icon Value Description
0 Oak Sapling
1 Spruce Sapling
2 Birch Sapling
3 Dropped by Jungle Leaves, but otherwise is oak sapling
4+ Same as 3, but never dropped

The top two bits function as the counter, as in pre-1.5 builds, though obviously there are only four values available in the remaining bits. Either the counter is incremented more slowly to compensate, or trees might just grow more quickly since the update.

Cactus

0x0 is a freshly planted cactus. The data value is incremented at random intervals. When it becomes 15, a new cactus block is created on top as long as the total height does not exceed 3.

Sugar Canes

0x0 is a freshly planted cane. The data value is incremented at random intervals. When it becomes 15, a new sugar cane block is created on top as long as the total height does not exceed 3.

Water and Lava

0x0 is a full block. Water goes up to 0x7, Lava goes up to 0x6 (using the steps 0x0, 0x2, 0x4 and 0x6). If bit 0x8 is set, this liquid is "falling" and only spreads downward.

Farmland

0x0 is dry land, 0x1-0x8 are increasing levels of wetness. The wetness value depends on how far the block is away from water.

Crops

Crops grow from 0x0 to 0x7.

Icon Value
0
1
2
3
4
5
6
7

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

Pumpkin stem and Melon stem

Pumpkin and melon stems grow from 0x0 to 0x7. During each stage of growth a part of their model is revealed. In the last stage a stem can spawn a melon or pumpkin next to it on empty farmland. As long as this fruit remains the stem will appear bent towards the fruit.

Wool

These values specify the color of the wool. This data is stored in block metadata for placed wool, and as the "damage" for wool in the inventory.

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

Dyes

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 青藍色染料
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 紫紅色染料
14 橙色染料
15 骨粉
16 黑色染料
17 啡色染料
18 藍色染料
19 白色染料

Torches and Redstone Torches

  • 0x1: Pointing Template:F
  • 0x2: Pointing Template:F
  • 0x3: Pointing Template:F
  • 0x4: Pointing Template:F
  • 0x5: Standing on the floor

Rails

Regular Minecart rails use values above 0x5 for the corner pieces. For powered rails, 0x8 is a bit flag indicating whether or not it is powered, and the bottom three bits have a valid range of 0x0 to 0x5.

  • 0x0: flat track going Template:F-Template:F
  • 0x1: flat track going Template:F-Template:F
  • 0x2: track ascending to the Template:F
  • 0x3: track ascending to the Template:F
  • 0x4: track ascending to the Template:F
  • 0x5: track ascending to the Template:F

Regular minecart tracks can make a circle from four rails:

  • 0x6: Template: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)

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

Levers

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

Wall levers:

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

Ground levers:

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

Doors

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

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

Snow heights

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

Dec Hex Effect Duration Bottles Icon Effect color
0 0 - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png -
1 1 Regeneration 0:45 Grid Potion of RegenerationFile:Grid Splash Potion of Regeneration.png Pink
2 2 Speed 3:00 Grid Potion of SwiftnessFile:Grid Splash Potion of Swiftness.png Sky blue
3 3 Fire Resistance 3:00 Grid Potion of Fire ResistanceFile:Grid Splash Potion of Fire Resistance.png Orange
4 4 Poison 0:45 Grid Potion of PoisonFile:Grid Splash Potion of Poison.png Green
5 5 Instant Health instant Grid Potion of HealingFile:Grid Splash Potion of Healing.png - -
6 6 - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -
7 7 - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -
8 8 Weakness 1:30 File:Grid Potion of Weakness.pngFile:Grid Splash Potion of Weakness.png Grey
9 9 Strength 3:00 Grid Potion of StrengthFile:Grid Splash Potion of Strength.png Dark red
10 a Slowness 1:30 Grid Potion of SlownessFile:Grid Splash Potion of Slowness.png Blue-Grey
11 b - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -
12 c Instant Damage instant Grid Potion of HarmingFile:Grid Splash Potion of Harming.png - -
13 d - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -
14 e - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -
15 f - - File:Grid Mundane Potion.pngFile:Grid Splash Mundane Potion.png - -

"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.

Advertisement