這些數據值(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版的世界裏,方塊數據進一步的定義放置了的方塊,描述例如水的高度或火炬指着的方向。
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數據組取得額外數據來充分定義此方塊。 |
| 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。 |
| 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 | 石春 | |
| File:Wooden Plank.png | 05 | 5 | 木板 |
| 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 | 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 |
| 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 | 青金石磚 | |
| 23 | 17 | 發射器 D T | |
| 24 | 18 | 沙石 | |
| 25 | 19 | 音符盒 T | |
| File:Bed.png | 26 | 1A | 牀 D I |
| 27 | 1B | 動力路軌 D | |
| 28 | 1C | 感壓路軌 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 | 由活塞所移動嘅方塊 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 | 金磚 |
| File:Iron (Block).png | 42 | 2A | 鐵磚 |
| 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 | 青苔石春 |
| 49 | 31 | 黑曜石 | |
| 50 | 32 | 火炬 D | |
| 51 | 33 | 火 D | |
| 52 | 34 | 生怪箱 T | |
| 53 | 35 | 木樓梯 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 | 鑽石磚 |
| 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 D |
| File:Rails.png | 66 | 42 | 路軌 D |
| 67 | 43 | 石春樓梯 D | |
| 68 | 44 | 牆上嘅指示牌 D T | |
| 69 | 45 | 拉桿 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 | 紅石火炬 ("關閉"狀態) D |
| File:Redstone (Torch, Active).png | 76 | 4C | 紅石火炬 ("開啟"狀態) D |
| 77 | 4D | 按鈕 D | |
| 78 | 4E | 積雪 D | |
| 79 | 4F | 冰 | |
| 80 | 50 | 雪 | |
| 81 | 51 | 仙人掌 D | |
| File:Clay (Block).png | 82 | 52 | 粘土 |
| 83 | 53 | 蔗 D I | |
| 84 | 54 | 唱片機 D T | |
| 85 | 55 | 欄杆 | |
| 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 | 鐵欄杆 | |
| 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 | 閘門 D |
| 108 | 6C | 磚樓梯 D | |
| 109 | 6D | 石磚樓梯 D | |
| 110 | 6E | 菌絲 | |
| 111 | 6F | 荷葉 | |
| 112 | 70 | 地獄磚 | |
| 113 | 71 | 地獄磚欄杆 | |
| 114 | 72 | 地獄磚樓梯 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 D I | |
| 119 | 77 | 終界傳送門方塊 T | |
| 120 | 78 | 終界傳送門框 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的數據值,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數據來在Beta的世界裏完全定義該物品。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 | 鐵斧頭 | |
| 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 | 木斧頭 | |
| 272 | 110 | 石劍 | |
| 273 | 111 | 石鏟 | |
| 274 | 112 | 石鎬 | |
| 275 | 113 | 石斧頭 | |
| 276 | 114 | 鑽石劍 | |
| 277 | 115 | 鑽石鏟 | |
| 278 | 116 | 鑽石鎬 | |
| 279 | 117 | 鑽石斧頭 | |
| 280 | 118 | 木棍 | |
| 281 | 119 | 碗 | |
| 282 | 11A | 蘑菇湯 | |
| 283 | 11B | 金劍 | |
| 284 | 11C | 金鏟 | |
| 285 | 11D | 金鎬 | |
| 286 | 11E | 金斧頭 | |
| 287 | 11F | 線 |
| 圖示 | Dec | Hex | 物品 |
|---|---|---|---|
| 288 | 120 | 羽毛 | |
| 289 | 121 | 火藥 | |
| 290 | 122 | 木鋤頭 | |
| 291 | 123 | 石鋤頭 | |
| 292 | 124 | 鐵鋤頭 | |
| 293 | 125 | 鑽石鋤頭 | |
| 294 | 126 | 金鋤頭 | |
| 295 | 127 | 小麥種子 | |
| 296 | 128 | 小麥 | |
| 297 | 129 | 麪包 | |
| 298 | 12A | 皮革帽 | |
| 299 | 12B | 皮革外衣 | |
| 300 | 12C | 皮革褲 | |
| 301 | 12D | 皮革靴 | |
| 302 | 12E | 鏈甲頭盔 | |
| 303 | 12F | 鏈甲胸甲 | |
| 304 | 130 | 鏈甲護腳 | |
| 305 | 131 | 鏈甲靴 | |
| 306 | 132 | 鐵頭盔 | |
| 307 | 133 | 鐵胸甲 | |
| 308 | 134 | 鐵護腳 | |
| 309 | 135 | 鐵靴 | |
| 310 | 136 | 鑽石頭盔 | |
| 311 | 137 | 鑽石胸甲 | |
| 312 | 138 | 鑽石護腳 | |
| 313 | 139 | 鑽石靴 | |
| 314 | 13A | 金頭盔 | |
| 315 | 13B | 金胸甲 | |
| 316 | 13C | 金護腳 | |
| 317 | 13D | 金靴 | |
| 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 | 指示牌 | |
| 324 | 144 | 木門 | |
| 325 | 145 | 鐵桶 | |
| 326 | 146 | 水鐵桶 | |
| 327 | 147 | 岩漿鐵桶 | |
| 328 | 148 | 礦車 | |
| 329 | 149 | 鞍 | |
| 330 | 14A | 鐵門 | |
| 331 | 14B | 紅石粉 | |
| 332 | 14C | 積雪球 | |
| 333 | 14D | 船 | |
| 334 | 14E | 皮革 | |
| 335 | 14F | 牛奶 | |
| 336 | 150 | 粘土 | |
| 337 | 151 | 粘土 | |
| 338 | 152 | 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 | 指南針 | |
| 346 | 15A | 魚竿 | |
| 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 | 糖 | |
| 355 | 163 | 牀 | |
| 356 | 164 | 紅石中繼器 | |
| 357 | 165 | 曲奇 | |
| 358 | 166 | 地圖 | |
| 359 | 167 | 鉸剪 | |
| 360 | 168 | 西瓜片 | |
| 361 | 169 | 南瓜種子 | |
| 362 | 16A | 西瓜種子 | |
| 363 | 16B | 生牛肉 | |
| 364 | 16C | 牛扒 | |
| 365 | 16D | 生雞肉 | |
| 366 | 16E | 烤雞 | |
| 367 | 16F | 腐肉 | |
| 368 | 170 | 終界珍珠 | |
| 369 | 171 | 烈焰棒 | |
| 370 | 172 | 幽靈之淚 | |
| 371 | 173 | 金粒 | |
| 372 | 174 | 地獄疣 | |
| 373 | 175 | 藥水 D | |
| 374 | 176 | 玻璃樽 | |
| 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 | |
| 381 | 17D | 終界之眼 | |
| 382 | 17E | 閃爍的西瓜 | |
| 383 | 17F | 生成蛋 D |
| 圖示 | Dec | Hex | 物品 |
|---|---|---|---|
| 384 | 180 | 附魔之瓶 | |
| 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 |
|---|---|---|---|---|
| 掉下物品 | ||||
| 1 | 1 | - | 已掉下的物品 | |
| 2 | 2 | - | 經驗球體 | |
| 拋射物 | ||||
| 10 | A | - | 射出來的箭 | |
| 11 | B | - | 已拋出的積雪球 | |
| 12 | C | - | 地獄幽靈的火球 | |
| 13 | D | - | 烈焰使者的火球 | |
| 14 | E | - | 已拋出的終界珍珠 | |
| 15 | F | - | 已拋出的終界之眼 | |
| 16 | 10 | - | 已拋出的飛濺藥水 | |
| 17 | 11 | - | 已拋出的附魔之瓶 | |
| 方塊 | ||||
| 20 | 14 | - | 已啟動的TNT | |
| 21 | 15 | - | 掉下中的方塊(砂礫,沙) | |
| 運輸工具 | ||||
| 40 | 28 | - | 礦車 | |
| 41 | 29 | - | 船 | |
| ID | Hex | 圖示 | 蛋 | 實體 |
|---|---|---|---|---|
| 敵對怪物 | ||||
| 50 | 32 | File:Grid Spawn Creeper.png | 爬行者 | |
| 51 | 33 | File:Grid Spawn Skeleton.png | 骷髏骨 | |
| 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 | 岩漿史萊姆 | |
| 63 | 3F | - | 終界龍 | |
| ID | Hex | 圖示 | 蛋 | 實體 |
|---|---|---|---|---|
| 被動生物 | ||||
| 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 | 墨魚 | |
| 95 | 5F | File:Grid Spawn Wolf.png | 狼 | |
| 96 | 60 | File:Grid Spawn Mooshroom.png | 蘑菇牛 | |
| 97 | 61 | - | 雪人 | |
| 98 | 62 | File:Grid Spawn Ocelot.png | 豹貓 | |
| 99 | 63 | - | 鐵人 | |
| NPC | ||||
| 120 | 78 | File:Grid Spawn Villager.png | 村民 | |
| 其他 | ||||
| 200 | C8 | - | 終界水晶 | |
生物羣落ID
生物羣落自萬聖節更新起便一直在Minecraft中存在,而生物羣落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檔案格式中的生物羣落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,積雪)之間的差異。
| Dec | 生物羣落 |
|---|---|
| 0 | 海洋 |
| 1 | 平原 |
| 2 | 沙漠 |
| 3 | 峭壁 |
| 4 | 森林 |
| 5 | 針葉林 |
| 6 | 沼澤地 |
| 7 | 河流 |
| 8 | 地獄/地獄 |
| 9 | 天空 |
| 10 | 冰洋 |
| 11 | 冰封河 |
| 12 | 冰厡 |
| 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 |
數值255也可以在一些區塊的生物羣落ID中發現。這是預設值,即表示實際的生物羣落ID尚未被計算。
物品欄方格號碼
數據
某些方塊和物品類型的特殊數據。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 | 年歲 |
| 蔗 | 0-15 | 0-F | 年歲 |
| 水和岩漿 | 0-15 | 0-F | 液面高度 |
| 土地/耕地 | 0-8 | 0-8 | 濕潤度 |
| 作物 | 0-7 | 0-7 | 作物大小 |
| 地獄疣 | 0-3 | 0-3 | 地獄疣大小 |
| 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 |
| 火炬和紅石火炬 | 0-5 | 0-5 | 火炬的方向 |
| 路軌 (普通,充能,探測) | 0-9 | 0-9 | 路軌的斜坡,方向,能量 |
| 樓梯 | 0-3 | 0-3 | 樓梯的方向 |
| 拉桿 | 6-14 | 6-E | 拉桿的方向和狀態 |
| 門 | 0-15 | 0-F | 門角位置和門的狀態 |
| 按鈕 | 0-15 | 0-F | 按鈕方向 |
| 指示牌 | 0-15 | 0-F | 指示牌的方向 |
| 梯,指示牌,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 | 被壓着與否 |
| 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 | 後綴 | |
| 半磚 | 0-3 | 0-3 | 半磚種類 |
| 積雪 | 0-15 | 0-F | 方塊高度 |
| 蛋糕 | 0-5 | 0-5 | 吃掉的塊數 |
| 牀 | 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 | 電力水平 |
| 草叢 | 0-2 | 0-2 | 外觀(草,蕨,已死灌木) |
| 地板門 | 0-7 | 0-7 | 方向和狀態 |
| 活塞 | 0-5, 8-13 | 0-5, 8-D | 方向和狀態 |
| 活塞臂 | 0-5, 8-13 | 0-5, 8-D | 方向和是否粘性 |
| 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 | 附着面 |
| 閘門 | 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 | 0-3 | 0-3 | 水的量 |
| 終界傳送門框 | 0-1 | 0-1 | 有或沒有終界之眼 |
木塊
| 圖示 | 數值 | 描述 |
|---|---|---|
| 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)
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.
