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。
3D的参考图片。
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。 |
| 红 | 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。 |
| 蓝 | 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 | |
| 01 | 1 | 石头 | |
| 02 | 2 | 草 | |
| 03 | 3 | 泥土 | |
| 04 | 4 | 圆石 | |
| File:Wooden Plank.png | 05 | 5 | 木板 |
| 06 | 6 | 树苗 D B | |
| 07 | 7 | 基岩 | |
| 08 | 8 | 水 D | |
| 09 | 9 | 静止的水 D | |
| 10 | A | 岩浆 D | |
| 11 | B | 静止的岩浆 D | |
| 12 | C | 沙子 | |
| 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 |
| 18 | 12 | 树叶 D B | |
| 19 | 13 | 海绵 | |
| 20 | 14 | 玻璃 | |
| File:Lapis Lazuli (Ore).png | 21 | 15 | 青金石矿石 |
| 22 | 16 | 青金石块 | |
| 23 | 17 | 发射器 D T | |
| 24 | 18 | 沙石 | |
| 25 | 19 | 音符盒 T | |
| File:Bed.png | 26 | 1A | 床 D I |
| 27 | 1B | 充能铁轨 D | |
| 28 | 1C | 探测铁轨 D | |
| 29 | 1D | 粘性活塞 D | |
| File:WebBlock.png | 30 | 1E | 蜘蛛网 |
| 31 | 1F | 草丛 D |
| 图标 | Dec | Hex | 方块种类 |
|---|---|---|---|
| 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 | 由活塞所移动的方块 T |
| 37 | 25 | 蒲公英 | |
| 38 | 26 | 玫瑰 | |
| 39 | 27 | 粽色蘑菇 | |
| 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 | 双台阶 D B |
| 44 | 2C | 台阶 D B | |
| File:Brick (Block).png | 45 | 2D | 砖块 |
| 46 | 2E | TNT | |
| 47 | 2F | 书架 | |
| File:Moss Stone.png | 48 | 30 | 苔石 |
| 49 | 31 | 黑曜石 | |
| 50 | 32 | 火把 D | |
| 51 | 33 | 火 D | |
| 52 | 34 | 刷怪箱 T | |
| 53 | 35 | 木楼梯 D | |
| 54 | 36 | 箱子 D T | |
| 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 |
| 58 | 3A | 工作台 | |
| File:Crops.png | 59 | 3B | 小麦种子 D |
| 60 | 3C | 耕地 D | |
| 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 |
|---|---|---|---|
| 64 | 40 | 木门 D I | |
| File:Ladders.png | 65 | 41 | 梯子 D |
| File:Rails.png | 66 | 42 | 铁轨 D |
| 67 | 43 | 圆石楼梯 D | |
| 68 | 44 | 墙上的告示牌 D T | |
| 69 | 45 | 拉杆 D | |
| 70 | 46 | 石质压力板 D | |
| 71 | 47 | 铁门 D I | |
| 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 |
| 77 | 4D | 按钮 D | |
| 78 | 4E | 雪 D | |
| 79 | 4F | 冰 | |
| 80 | 50 | 雪块 | |
| 81 | 51 | 仙人掌 D | |
| File:Clay (Block).png | 82 | 52 | 粘土块 |
| 83 | 53 | 甘蔗 D I | |
| 84 | 54 | 唱片机 D T | |
| 85 | 55 | 栅栏 | |
| 86 | 56 | 南瓜 D | |
| 87 | 57 | 地狱岩 | |
| 88 | 58 | 灵魂沙 | |
| File:Glowstone (Block).png | 89 | 59 | 萤石 |
| 90 | 5A | 传送门方块 | |
| 91 | 5B | 南瓜灯 D | |
| 92 | 5C | 蛋糕 D I | |
| File:Redstone (Repeater, Inactive).png | 93 | 5D | 红石中继器 ("关闭"状态) D I |
| 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 |
| 97 | 61 | 隠藏的蠹虫 D | |
| 98 | 62 | 石砖 D B | |
| 99 | 63 | 粽色巨型蘑菇 D | |
| 100 | 64 | 红色巨型蘑菇 D | |
| 101 | 65 | 铁栏杆 | |
| 102 | 66 | 玻璃板 | |
| 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 | 栅栏门 D |
| 108 | 6C | 砖楼梯 D | |
| 109 | 6D | 石砖楼梯 D | |
| 110 | 6E | 菌丝 | |
| 111 | 6F | 睡莲 | |
| 112 | 70 | 地狱砖 | |
| 113 | 71 | 地狱砖栅栏 | |
| 114 | 72 | 地狱砖楼梯 D | |
| 115 | 73 | 地狱疣 D I | |
| 116 | 74 | 附魔台 T | |
| 117 | 75 | 酿造台 D T I | |
| 118 | 76 | 炼药锅 D I | |
| 119 | 77 | 末地传送门方块 T | |
| 120 | 78 | 末地传送门框架 D | |
| 121 | 79 | 末地石 | |
| 122 | 7A | 龙蛋 | |
| 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 | 铁锹 | |
| 257 | 101 | 铁镐 | |
| 258 | 102 | 铁斧 | |
| 259 | 103 | 打火石 | |
| 260 | 104 | 红苹果 | |
| 261 | 105 | 弓 | |
| 262 | 106 | 箭 | |
| 263 | 107 | 煤炭 D | |
| 264 | 108 | 钻石 | |
| 265 | 109 | 铁锭 | |
| 266 | 10A | 金锭 | |
| 267 | 10B | 铁剑 | |
| 268 | 10C | 木剑 | |
| 269 | 10D | 木锹 | |
| 270 | 10E | 木镐 | |
| 271 | 10F | 木斧 | |
| 272 | 110 | 石剑 | |
| 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 | 碗 | |
| 282 | 11A | 蘑菇煲 | |
| 283 | 11B | 金剑 | |
| 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 | 木锄 | |
| 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 | 皮革靴 | |
| 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 | 画 | |
| 322 | 142 | 金苹果 | |
| 323 | 143 | 告示牌 | |
| 324 | 144 | 木门 | |
| 325 | 145 | 桶 | |
| 326 | 146 | 水桶 | |
| 327 | 147 | 岩浆桶 | |
| 328 | 148 | 矿车 | |
| 329 | 149 | 鞍 | |
| 330 | 14A | 铁门 | |
| 331 | 14B | 红石粉 | |
| 332 | 14C | 雪球 | |
| 333 | 14D | 船 | |
| 334 | 14E | 皮革 | |
| 335 | 14F | 牛奶 | |
| 336 | 150 | 粘土块 | |
| 337 | 151 | 粘土 | |
| 338 | 152 | 甘蔗 | |
| 339 | 153 | 纸 | |
| 340 | 154 | 书 | |
| 341 | 155 | 粘液球 | |
| 342 | 156 | 运输矿车 | |
| 343 | 157 | 动力矿车 | |
| 344 | 158 | 蛋 | |
| 345 | 159 | 指南针 | |
| 346 | 15A | 钓鱼竿 | |
| 347 | 15B | 钟 | |
| 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 | 糖 | |
| 354 | 162 | 蛋糕 | |
| 355 | 163 | 床 | |
| 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 | 蛋 | 实体 |
|---|---|---|---|---|
| 创造的物品 | ||||
| 1 | 1 | - | 掉落的物品 | |
| 2 | 2 | - | 经验球 | |
| 抛射物 | ||||
| 10 | A | - | 射出的箭 | |
| 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 | - | 船 | |
| ID | Hex | 图标 | 蛋 | 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 | 蛋 | 实体 |
|---|---|---|---|---|
| 被动型生物 | ||||
| 90 | 5A | File:Grid Spawn Pig.png | 猪 | |
| 91 | 5B | File:Grid Spawn Sheep.png | 羊 | |
| 92 | 5C | File:Grid Spawn Cow.png | 牛 | |
| 93 | 5D | File:Grid Spawn Chicken.png | 鸡 | |
| 94 | 5E | File:Grid Spawn Squid.png | 鱿鱼 | |
| 95 | 5F | File:Grid Spawn Wolf.png | 狼 | |
| 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
生物群系自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
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 |
| 火 | 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 |
| 门 | 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) |
| 工具和盔甲 | 因应种类而不同 | 损害值 | |
| 台阶 | 0-3 | 0-3 | 台阶种类 |
| 雪 | 0-15 | 0-F | 方块高度 |
| 蛋糕 | 0-5 | 0-5 | 吃掉的块数 |
| 床 | 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 |
火
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 | 空 | |
| 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 |
首两个位元是计数器,就如在Beta 1.5前的版本一样,但在其余位元中只可有四个值。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。
仙人掌
0x0是刚种下的仙人掌。数据值会在随机的时间间隔内递增。当它成为15,只要仙人掌的总高度不超过3,一个新的仙人掌方块便会在其顶部生成。
甘蔗
0x0是一个新种植的甘蔗。数据值也会在随机的时间间隔内递增。当它成为15,只要其总高度不超过3,一个新的甘蔗便会在其顶部生成。
水和岩浆
0x0是一个完整的方块。水最高是0x7,岩浆最高是0x6(使用步骤0x0,0x2,0x4和0x6)。如果位是0x8,这个液体是在"掉落"状态中和只会向下蔓延。
耕地
0x0是旱地,0x1-0x8是递增的湿度水平。 湿度值取决于方块离水源多远。
作物
作物生长阶段是从0x0到0x7。
| 图示 | 数值 |
|---|---|
| 0 | |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 |
地狱疣
像作物一样,数据值与地狱疣的生长有关。地狱疣的生长有三种不同视觉阶段(相关的数据值已给出):
| 图示 | 数值 |
|---|---|
| 0 | |
| 1-2 | |
| 3 |
技术性方块#南瓜梗和技术性方块#西瓜梗
- 南瓜和西瓜梗的生长阶段是从0x0到0x7。
- 在每个成长阶段,它们的模型有一部分会显示出来。
- 在最后阶段梗可以在旁边的一个空耕地中生成西瓜或南瓜。
- 只要该瓜果不被移动或破坏,梗便会对向该瓜果弯曲。
羊毛
这些数值指明羊毛的颜色。此数据是储存在已放置羊毛方块中的元数据,和在物品栏中的羊毛的“后辍”里。
| 图示 | Dec | Hex | 描述 |
|---|---|---|---|
| 0 | 0x0 | 普通羊毛(白色) | |
| 1 | 0x1 | 橙色 | |
| 2 | 0x2 | 粉紫色 | |
| 3 | 0x3 | 浅蓝色 | |
| 4 | 0x4 | 黄色 | |
| 5 | 0x5 | 莱姆绿 | |
| 6 | 0x6 | 粉红色 | |
| 7 | 0x7 | 灰色 | |
| 8 | 0x8 | 浅灰色 | |
| 9 | 0x9 | 青色 | |
| 10 | 0xA | 紫色 | |
| 11 | 0xB | 蓝色 | |
| 12 | 0xC | 棕色 | |
| 13 | 0xD | 深绿色 | |
| 14 | 0xE | 红色 | |
| 15 | 0xF | 黑色 |
染料
| 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 |
火把和红石火把
- 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
铁轨
普通的Minecart铁轨使用大于0x5的数值来表示转角块。对于充能铁轨,0x8是一个位标志,并用来指示它是否有电,而底部的三个位有0x0到0x5的有效范围。
- 0x0: 向Template:F-Template:F方向的平坦铁轨
- 0x1: 向Template:F-Template:F方向的平坦铁轨
- 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铁轨可以用四个铁轨制成一个圈:
- 0x6: Template:F转角(连接Template:F和Template:F)
- 0x7: Template:F转角(连接Template:F和Template:F)
- 0x8: Template:F转角(连接Template:F和Template:F)
- 0x9: Template:F转角(连接Template:F和Template:F)
楼梯
- 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
从Minecraft 1.2开始(其实是从快照12w08a开始),在0x4中的位使用如下:
- 0:普通楼梯
- 1:倒立楼梯
拉杆
- 0x8:如果此位被设置,拉杆已被开启并正在提供电源。
墙上的拉杆:
- 0x1:面向Template:F方
- 0x2:面向Template:F方
- 0x3:面向Template:F方
- 0x4:面向Template:F方
地上的拉杆:
- 0x5:拉杆在关闭时指向Template:F方
- 0x6:拉杆在关闭时指向Template:F方
门
Minecraft 1.1和更早期版本
最不重要的两个位是门的方向,即其角位:
- 0x0:Template:F角
- 0x1:Template:F角
- 0x2:Template:F角
- 0x3:Template:F角
上面的两个位是标志:
- 0x8:如果此位被设置,这是一扇门的上半部分(否则是下半部)。
- 0x4:如果此位被设置,此门已被沿其角逆时针转动。
例如,一扇门的下半部的角在Template:F角并已被转动,所以从Template:F方看时它是关闭的,将有一个(3|4)=(3+4)=7的数据值。
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.
