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Disambig gray  本文章介绍的是在Minecraft最新未修改的PC版中的数据值。关于由Mods增加的数据值,请见“Mods/数据值”。关于在Classic中的数据值,请见“数据值(Classic)”。关于在携带版中的数据值,请见“数据值(携带版)”。

这些数据值(Data Values)是指不同类型的方块和物品。它们被用在Minecraft的很多,很多地方。方块ID是用来定义放置在世界中的方块和物品栏里的物品(包括在箱子里的物品和在世界里掉下的物品)。物品ID只对物品有效。每个物品栏中的方格都有一个独特的方格号码。在一个Beta版的世界里,方块数据进一步的定义放置了的方块,描述例如水的高度或火把指着的方向。

DataValuesBeta

3D的参考图片。

File:ItemslistV110.png

2D的参考图片。

所有ID

方块ID(Minecraft正式版)

这些数值同时适用于物品栏中的物品和被放在世界上的方块。这反映的是最新版本。

D 需要从已保存的游戏数据组取得额外数据来充分定义此方块。
I 与物品栏中的物品有不同的ID。
B 需要在该物品的损害值中取得额外的数据来充分定义该物品栏物品。
T 需要附加实体值来储存额外的数据。
不能合理地获得。只可以使用/give指令或通过物品栏编辑器获得。
浅蓝 永远无法获得。
只能在创造模式里获得。
绿 只可通过拥有附魔的工具或在创造模式中获得。
黄绿色 只可通过拥有附魔的工具获得,无法在创造模式中获得。
图标 Dec Hex 方块种类
00 0 空气
Stone 01 1 石头
Grass 02 2
Dirt 03 3 泥土
Cobblestone 04 4 圆石
File:Wooden Plank.png 05 5 木板
Sapling 06 6 树苗 D B
Bedrock 07 7 基岩
Water 08 8 D
Water 09 9 静止的水 D
Lava 10 A 岩浆 D
Lava 11 B 静止的岩浆 D
Sand 12 C 沙子
Gravel 13 D 沙砾
File:Gold (Ore).png 14 E 金矿石
File:Iron (Ore).png 15 F 铁矿石
File:Coal (Ore).png 16 10 煤矿石
File:Wood.png 17 11 木头 D B
Leaves 18 12 树叶 D B
Sponge 19 13 海绵
Glass 20 14 玻璃
File:Lapis Lazuli (Ore).png 21 15 青金石矿石
Lapis Lazuli (Block) 22 16 青金石块
Dispenser 23 17 发射器 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 充能铁轨 D
Detector Rail 28 1C 探测铁轨 D
Sticky Piston 29 1D 粘性活塞 D
File:WebBlock.png 30 1E 蜘蛛网
Tall Grass 31 1F 草丛 D
图标 Dec Hex 方块种类
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 由活塞所移动的方块 T
Dandelion 37 25 蒲公英
Rose 38 26 玫瑰
Brown Mushroom 39 27 粽色蘑菇
Red Mushroom 40 28 红色蘑菇
File:Gold (Block).png 41 29 金块
File:Iron (Block).png 42 2A 铁块
File:Double Stone Slab.png 43 2B 台阶 D B
Stone Slab 44 2C 台阶 D B
File:Brick (Block).png 45 2D 砖块
TNT 46 2E TNT
Bookshelf 47 2F 书架
File:Moss Stone.png 48 30 苔石
Obsidian 49 31 黑曜石
Torch 50 32 火把 D
Fire 51 33 D
Monster Spawner 52 34 刷怪箱 T
Wooden Stairs 53 35 楼梯 D
Chest 54 36 箱子 D T
Redstone (Wire,Inventory) 55 37 红石线 D I
File:Diamond (Ore).png 56 38 钻石矿石
File:Diamond (Block).png 57 39 钻石块
Crafting Table 58 3A 工作台
File:Crops.png 59 3B 小麦种子 D
Farmland 60 3C 耕地 D
Furnace 61 3D 熔炉 D T
File:Furnace (Active).png 62 3E 燃烧中的熔炉 D T
图标 Dec Hex 方块种类
Wooden Door 64 40 D I
File:Ladders.png 65 41 梯子 D
File:Rails.png 66 42 铁轨 D
Cobblestone Stairs 67 43 圆石楼梯 D
Wall Sign 68 44 墙上的告示牌 D T
Lever 69 45 拉杆 D
Stone Pressure Plate 70 46 石质压力板 D
Iron Door 71 47 D I
Wooden Pressure Plate 72 48 木质压力板 D
File:Redstone (Ore).png 73 49 红石矿石
File:Redstone (Ore).png 74 4A 发光的红石矿石
File:Redstone (Torch, Inactive).png 75 4B 红石火把 ("关闭"状态) D
File:Redstone (Torch, Active).png 76 4C 红石火把 ("开启"状态) D
Stone Button 77 4D 按钮 D
Snow 78 4E D
Ice 79 4F
Snow (Block) 80 50 雪块
Cactus 81 51 仙人掌 D
File:Clay (Block).png 82 52 粘土块
Sugar Cane 83 53 甘蔗 D I
Jukebox 84 54 唱片机 D T
Fence 85 55 栅栏
Pumpkin 86 56 南瓜 D
Netherrack 87 57 地狱岩
Soul Sand 88 58 灵魂沙
File:Glowstone (Block).png 89 59 萤石
Portal 90 5A 传送门方块
Jack-O-Lantern 91 5B 南瓜灯 D
Cake 92 5C 蛋糕 D I
File:Redstone (Repeater, Inactive).png 93 5D 红石中继器 ("关闭"状态) D I
Redstone (Repeater, Active) 94 5E 红石中继器 ("开启"状态) D I
File:Locked Chest.png 95 5F 上锁的箱子
图标 Dec Hex 方块种类
File:Trapdoor.png 96 60 活板门 D
Stone 97 61 隠藏的蠹虫 D
Stone Brick 98 62 石砖 D B
Huge Brown Mushroom 99 63 粽色巨型蘑菇 D
Huge Red Mushroom 100 64 红色巨型蘑菇 D
Iron Bars 101 65 铁栏杆
Glass Pane 102 66 玻璃板
Melon (Block) 103 67 西瓜
Seed Stem 104 68 南瓜梗 D
Seed Stem 105 69 西瓜梗 D
File:Vine.png 106 6A 藤蔓 D
File:Fence Gate (Closed).png 107 6B 栅栏门 D
Brick Stairs 108 6C 砖楼梯 D
Stone Brick Stairs 109 6D 石砖楼梯 D
Mycelium 110 6E 菌丝
Lily Pad 111 6F 睡莲
Nether Brick 112 70 地狱砖
Nether Brick Fence 113 71 地狱砖栅栏
Nether Brick Stairs 114 72 地狱砖楼梯 D
Nether Wart 115 73 地狱疣 D I
Enchantment Table 116 74 附魔台 T
Brewing Stand 117 75 酿造台 D T I
Cauldron 118 76 炼药锅 D I
End Portal 119 77 末地传送门方块 T
End Portal Frame 120 78 末地传送门框架 D
End Stone 121 79 末地石
Dragon Egg 122 7A 龙蛋
Redstone Lamp 123 7B 红石灯 (关闭状态)
File:Redstone Lamp (Active).png 124 7C 红石灯 (开启状态)

物品ID

所有的物品都有高于255的数据值,因此很容易分开物品ID和方块ID。有D标示的物品需要额外的数据来在Beta的世界里完全定义该物品。链甲是无法在生存模式中获得的,而在多人模型中则可使用/give系统指令。然而在创造模式中是可获得的。蓝色的字则代表只可在创造模式中获得。

图标 Dec Hex 物品
256 100
257 101
258 102
259 103 打火石
260 104 红苹果
261 105
262 106
263 107 煤炭 D
264 108 钻石
265 109 铁锭
266 10A 金锭
267 10B
268 10C
269 10D 木锹
270 10E 木镐
271 10F 木斧
272 110
273 111 石锹
274 112 石镐
275 113 石斧
276 114 钻石剑
277 115 钻石锹
278 116 钻石镐
279 117 钻石斧
280 118 木棍
281 119
282 11A 蘑菇煲
283 11B
284 11C 金锹
285 11D 金镐
286 11E 金斧
287 11F 线
图标 Dec Hex 物品
288 120 羽毛
289 121 火药
290 122
291 123 石锄
292 124 铁锄
293 125 钻石锄
294 126 金锄
295 127 小麦种子
296 128 小麦
297 129 面包
298 12A 皮革帽子
299 12B 皮革外衣
300 12C 皮革裤子
301 12D 皮革
302 12E 链甲头盔
303 12F 链甲胸甲
304 130 链甲护腿
305 131 链甲靴子
306 132 铁头盔
307 133 铁胸甲
308 134 铁护腿
309 135 铁靴子
310 136 钻石头盔
311 137 钻石胸甲
312 138 钻石护腿
313 139 钻石靴子
314 13A 金头盔
315 13B 金胸甲
316 13C 金护腿
317 13D 金靴子
318 13E 燧石
319 13F 生猪排
图标 Dec Hex 物品
320 140 熟猪排
321 141
322 142 金苹果
323 143 告示牌
324 144
325 145
326 146 水桶
327 147 岩浆桶
328 148 矿车
329 149
330 14A 铁门
331 14B 红石粉
332 14C 雪球
333 14D
334 14E 皮革
335 14F 牛奶
336 150 粘土块
337 151 粘土
338 152 甘蔗
339 153
340 154
341 155 粘液球
342 156 运输矿车
343 157 动力矿车
344 158
345 159 指南针
346 15A 钓鱼竿
347 15B
348 15C 萤石粉
349 15D 生鱼
350 15E 熟鱼
351 15F 染料 D
图标 Dec Hex 物品
352 160 骨头
353 161
354 162 蛋糕
355 163
356 164 红石中继器
357 165 曲奇
358 166 地图
359 167 剪刀
360 168 西瓜片
361 169 南瓜种子
362 16A 西瓜种子
363 16B 生牛肉
364 16C 牛排
365 16D 生鸡肉
366 16E 熟鸡肉
367 16F 腐肉
368 170 末影珍珠
369 171 烈焰棒
370 172 恶魂之泪
371 173 金粒
372 174 地狱疣
373 175 药水 D
374 176 玻璃瓶
375 177 蜘蛛眼
376 178 发酵蛛眼
377 179 烈焰粉
378 17A 岩浆膏
379 17B 酿造台
380 17C 炼药锅
381 17D 末影之眼
382 17E 闪烁的西瓜
383 17F 刷怪蛋 D
图标 Dec Hex 物品
384 180 附魔之瓶
385 181 火球
2256 8D0 13号唱片
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号唱片

实体ID

ID Hex 图标 实体
创造的物品
1 1 - 掉落的物品
2 2 - 经验球
抛射物
10 A - 射出的
11 B - 丢出的雪球
12 C - 恶魂火球
13 D - 烈焰人火球
14 E - 丢出的末影珍珠
15 F - 丢出的末影之眼
16 10 - 丢出的喷溅药水
17 11 - 丢出的附魔之瓶
方块
20 14 - 已激活的TNT
21 15 - 掉落中的方块(沙砾沙子)
运输工具
40 28 - 矿车
41 29 -
ID Hex 图标 实体
攻击型生物
50 32 File:Grid Spawn Creeper.png 爬行者
51 33 File:Grid Spawn Skeleton.png 骷髅
52 34 File:Grid Spawn Spider.png 蜘蛛
53 35 - 巨人
54 36 File:Grid Spawn Zombie.png 僵尸
55 37 File:Grid Spawn Slime.png 史莱姆
56 38 File:Grid Spawn Ghast.png 恶魂
57 39 File:Grid Spawn Pig Zombie.png 僵尸猪人
58 3A File:Grid Spawn Enderman.png 末影人
59 3B File:Grid Spawn Cave Spider.png 洞穴蜘蛛
60 3C File:Grid Spawn Silverfish.png 蠹虫
61 3D File:Grid Spawn Blaze.png 烈焰人
62 3E File:Grid Spawn Magma Cube.png 岩浆怪
63 3F - 末影龙
ID Hex 图标 实体
被动型生物
90 5A File:Grid Spawn Pig.png
91 5B File:Grid Spawn Sheep.png
92 5C File:Grid Spawn Cow.png
93 5D File:Grid Spawn Chicken.png
94 5E File:Grid Spawn Squid.png 鱿鱼
95 5F File:Grid Spawn Wolf.png
96 60 File:Grid Spawn Mooshroom.png 哞菇
97 61 - 雪傀儡
98 62 File:Grid Spawn Ocelot.png 豹猫
99 63 - 铁傀儡
NPC
120 78 File:Grid Spawn Villager.png 村民
其他
200 C8 - 末影水晶

生物群系ID

生物群系万圣节更新起便一直在Minecraft中存在,而生物群系ID是在从Lua错误 在Module:Version_link的第23行:attempt to index local 'final' (a nil value)中正式使用的Anvil文件格式中包括的。对于旧的世界中的McRegion文件格式中的生物群系ID是实时计算的,这可能根据计算出的生物群落的ID造成早期生成的世界及其特性(如草的颜色,雪)之间的差异。
数值255能在一些区块的生物群系ID中找到。这是默认的数值,表示那实际的生物群系ID还没有被计算。

Dec 生物群系
0 海洋
1 草原
2 沙漠
3 峭壁
4 森林
5 针叶林
6 沼泽
7 河流
8 下界
9 天空
10 冻洋
11 冻河
12 冰原
13 冰山
14 蘑菇岛
15 蘑菇岛海岸
16 沙滩
17 沙漠山丘
18 森林山丘
19 针叶林山丘
20 峭壁边缘
21 丛林
22 丛林山丘

物品栏方格号码

Items slot number

数据

某些方块和物品类型的特殊数据。存储中会根据不同的级别格式而有所不同。

方块 dec hex 用途
木头 0-3 0-3 木头的材质
0-15 0-F 在几分之一秒中的样子
树叶 0-3 0-3 树叶的材质
唱片机 0-11 0-B 唱片机中的唱片
树苗 0-15 0-F 树龄/树的种类
仙人掌 0-15 0-F 岁数
甘蔗 0-15 0-F 岁数
水和岩浆 0-15 0-F 液面高度
土地/耕地 0-8 0-8 湿润度
农作物 0-7 0-7 农作物大小
南瓜和西瓜梗 0-7 0-7 成长中的阶段
羊毛 0-15 0-F 颜色
染料 0-15 0-F 染料颜色
火把和红石火把 0-5 0-5 火把的方向
铁轨 (普通,充能,探测) 0-9 0-9 铁轨的斜坡,方向,能量
楼梯 0-3 0-3 楼梯的方向
拉杆 6-14 6-E 拉杆的方向和状态
0-15 0-F 门角位置和门的状态
按钮 0-15 0-F 按钮方向
告示牌 0-15 0-F 告示牌的方向
梯子,告示牌,熔炉,发射器和箱子 2-5 2-5 方向
南瓜和南瓜灯 0-3 0-3 南瓜方向
压力板 0-1 0-1 被压着与否
煤炭 0-1 0-1 煤炭种类(是煤炭还是木炭)
工具盔甲 因应种类而不同 损害值
台阶 0-3 0-3 台阶种类
0-15 0-F 方块高度
蛋糕 0-5 0-5 吃掉的块数
0-3, 8-11 0-3, 8-B 方向与头/尾
红石中继器 0-15 0-F 方向和延迟数
红石线 0-15 0-F 能量水平
草丛 0-2 0-2 外观(草,蕨,枯死的灌木)
活板门 0-7 0-7 方向和开启状态
活塞 0-5, 8-13 0-5, 8-D 方向和伸展状态
活塞臂 0-5, 8-13 0-5, 8-D 方向和粘性状态
石砖 0-3 0-3 要塞材质
粽色和红色巨型蘑菇 0-10 0-A 材质
藤蔓 0-15 0-F 附着面
栅栏门 0-7 0-7 方向和状态
药水 0-65535 0-FFFF 药水种类
酿造台 0-7 0-7 已用方格
炼药锅 0-3 0-3 水量
末地传送门框架 0-1 0-1 损害或修复

木头

图标 数值 描述
0 橡木
1 松木/云杉
2 桦木
3 丛林木

0x0是一个放置下来或蔓延了的火。一旦它达到0xF,使可使用"永恒之火"伎俩因为该方块没有进一步更新。

树叶

如果位是0x4,叶子是永久性的,并且不会腐烂。玩家放下的叶块会有此位,并覆盖位0x8中的意义。

如果位是0x8,叶子将被检查是否适合腐烂。检查后,如果叶子不腐烂,该位将被清除。每当叶子旁边的一个方块被改变,该位将被重新设置。

图示 数值 描述
0 橡木叶
1 松木/云杉叶
2 桦木叶
3 丛林木叶

煤炭

图示 数值 描述
0 煤炭
1 木炭

唱片机

图示 数值 描述
0
1 金唱片(13号唱片)
2 绿唱片(cat唱片)
3 橙唱片(blocks唱片)
4 红唱片(chirp唱片)
5 莱姆绿唱片(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 海绿唱片(ward唱片)
11 坏了的唱片(11号唱片)

树苗

Beta 1.5前

在Beta 1.5之前,这个数据值是从0x0开始的计数器(新鲜种植的树苗)并在随机的时间间隔内增加1。一旦计数器达到15,便会在它那里生成一棵新的树。

Beta 1.5和之后

从Beta 1.5开始,数据值被分成两半。现在底部的两个位会确定树苗的类型(和树生成时的类型),根据下表:

图示 数值 描述
0 橡木树苗
1 云杉树苗
2 桦木树苗
3 由丛林叶片掉落,其余是橡木树苗
4+ 与3一样,但从不会掉下

首两个位是计数器,就如在Beta 1.5前的版本一样,但在其余位中只可有四个值。不是让计数器行得更快以弥补,就是树木只是因为更新而更快速地生长。

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 红色染料
2 绿色染料
3 可可豆
4 青金石
5 紫色染料
6 青色染料
7 淡灰色染料
8 灰色染料
9 粉红色染料
10 黄绿色染料
11 黄色染料
12 淡蓝色染料
13 品红色染料
14 橙色染料
15 骨粉
16 黑色染料
17 棕色染料
18 蓝色染料
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.

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