Data values

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These data values refer to the different types of blocks and items. They are used in many, many places in Minecraft. Block IDs are used to define blocks placed in the world and inventory items (including items in chests and items dropped in the world). Item IDs are only valid for items. Each inventory slot has a unique slot number. Block data further defines blocks placed, describing for example the height of water or the direction a torch points.

Picture reference.

Contents


[edit] IDs

[edit] Block IDs

These values apply to both inventory items and to blocks placed in the world. This reflects the most recent version.

D Requires additional data from the saved game's Data array to fully define the block.
I Has a different ID as an inventory item.
B Requires additional data in the item's Damage field to fully define the inventory item.
T Requires a tile entity to store additional data.
Red Cannot be legitimately obtained. Only available using the /give command or via inventory editors.
Light Blue Cannot be obtained no matter what.
Blue Available in Creative mode by item list.
Purple Available in Creative mode by block picking.
Teal Can be obtained by trading with villagers or in Creative mode.
Green Only available by having Enchanted tools or in Creative mode.
Yellow-green Only available by having Enchanted tools, but unobtainable in Creative mode.
Icon Dec Hex Block type
0 0 Air
Stone.png 1 1 Stone
Grass.png 2 2 Grass Block
Dirt.png 3 3 Dirt
Cobblestone.png 4 4 Cobblestone
Wooden Plank.png 5 5 Wood Planks D
Sapling.png 6 6 Saplings D B
Bedrock.png 7 7 Bedrock
Water.png 8 8 Water D
Water.png 9 9 Stationary water D
Lava.png 10 A Lava D
Lava.png 11 B Stationary lava D
Sand.png 12 C Sand
Gravel.png 13 D Gravel
Gold (Ore).png 14 E Gold Ore
Iron (Ore).png 15 F Iron Ore
Icon Dec Hex Block type
Coal (Ore).png 16 10 Coal Ore
Wood.png 17 11 Wood D B
Leaves.png 18 12 Leaves D B
Sponge.png 19 13 Sponge
Glass.png 20 14 Glass
Lapis Lazuli (Ore).png 21 15 Lapis Lazuli Ore
Lapis Lazuli (Block).png 22 16 Lapis Lazuli Block
Dispenser.png 23 17 Dispenser D T
Sandstone.png 24 18 Sandstone D
Note Block.png 25 19 Note Block T
Bed.png 26 1A Bed D I
Powered Rail Off.png 27 1B Powered Rail D
Detector Rail.png 28 1C Detector Rail D
Sticky Piston.png 29 1D Sticky Piston D
WebBlock.png 30 1E Cobweb
Tall Grass.png 31 1F Grass D
Icon Dec Hex Block type
Dead Bush.png 32 20 Dead Bush
Piston.png 33 21 Piston D
Block 34.png 34 22 Piston Extension D
White Wool.png 35 23 Wool D B
Technical blocks.png 36 24 Block moved by Piston T
Dandelion.png 37 25 Dandelion
Rose.png 38 26 Rose
Brown Mushroom.png 39 27 Brown Mushroom
Red Mushroom.png 40 28 Red Mushroom
Gold (Block).png 41 29 Block of Gold
Iron (Block).png 42 2A Block of Iron
Double Stone Slab.png 43 2B Double Slabs D B
Stone Slab.png 44 2C Slabs D B
Brick (Block).png 45 2D Bricks
TNT.png 46 2E TNT
Bookshelf.png 47 2F Bookshelf
Icon Dec Hex Block type
Moss Stone.png 48 30 Moss Stone
Obsidian.png 49 31 Obsidian
Torch.png 50 32 Torch D
Fire.png 51 33 Fire D
Monster Spawner.png 52 34 Monster Spawner T
Wooden Stairs.png 53 35 Oak Wood Stairs D
Chest.png 54 36 Chest D T
Redstone (Wire,Inventory).png 55 37 Redstone Wire D I
Diamond (Ore).png 56 38 Diamond Ore
Diamond (Block).png 57 39 Block of Diamond
Crafting Table.png 58 3A Crafting Table
Crops.png 59 3B Wheat D
Farmland.png 60 3C Farmland D
Furnace.png 61 3D Furnace D T
Furnace (Active).png 62 3E Burning Furnace D T
Sign.png 63 3F Sign Post D I T
Icon Dec Hex Block type
Wooden Door.png 64 40 Wooden Door D I
Ladders.png 65 41 Ladders D
Rails.png 66 42 Rail D
Cobblestone Stairs.png 67 43 Cobblestone Stairs D
Wall Sign.png 68 44 Wall Sign D T
Lever.png 69 45 Lever D
Stone Pressure Plate.png 70 46 Stone Pressure Plate D
Iron Door.png 71 47 Iron Door D I
Wooden Pressure Plate.png 72 48 Wooden Pressure Plate D
Redstone (Ore).png 73 49 Redstone Ore
Redstone (Ore).png 74 4A Glowing Redstone Ore
Redstone (Torch, Inactive).png 75 4B Redstone Torch (inactive) D
Redstone (Torch, Active).png 76 4C Redstone Torch (active) D
Stone Button.png 77 4D Stone Button D
Snow.png 78 4E Snow D
Ice.png 79 4F Ice
Icon Dec Hex Block type
Snow (Block).png 80 50 Snow Block
Cactus.png 81 51 Cactus D
Clay (Block).png 82 52 Clay
Sugar Cane.png 83 53 Sugar Cane D I
Jukebox.png 84 54 Jukebox D T
Fence.png 85 55 Fence
Pumpkin.png 86 56 Pumpkin D
Netherrack.png 87 57 Netherrack
Soul Sand.png 88 58 Soul Sand
Glowstone (Block).png 89 59 Glowstone
Portal.png 90 5A Nether Portal
Jack-O-Lantern.png 91 5B Jack 'o' Lantern D
Cake.png 92 5C Cake Block D I
Redstone (Repeater, Inactive).png 93 5D Redstone Repeater (inactive) D I
Redstone (Repeater, Active).png 94 5E Redstone Repeater (active) D I
Locked Chest.png 95 5F Locked Chest
Icon Dec Hex Block type
Trapdoor.png 96 60 Trapdoor D
Stone.png 97 61 Monster Egg D
Stone Brick.png 98 62 Stone Bricks D B
Huge Brown Mushroom.png 99 63 Huge Brown Mushroom D
Huge Red Mushroom.png 100 64 Huge Red Mushroom D
Iron Bars.png 101 65 Iron Bars
Glass Pane.png 102 66 Glass Pane
Melon (Block).png 103 67 Melon
Seed Stem.png 104 68 Pumpkin Stem D
Seed Stem.png 105 69 Melon Stem D
Vine.png 106 6A Vines D
Fence Gate (Closed).png 107 6B Fence Gate D
Brick Stairs.png 108 6C Brick Stairs D
Stone Brick Stairs.png 109 6D Stone Brick Stairs D
Mycelium.png 110 6E Mycelium
Lily Pad.png 111 6F Lily Pad
Icon Dec Hex Block type
Nether Brick.png 112 70 Nether Brick
Nether Brick Fence.png 113 71 Nether Brick Fence
Nether Brick Stairs.png 114 72 Nether Brick Stairs D
Nether Wart.png 115 73 Nether Wart D I
Enchantment Table.png 116 74 Enchantment Table T
Brewing Stand.png 117 75 Brewing Stand D T I
Cauldron.png 118 76 Cauldron D I
End Portal.png 119 77 End Portal T
End Portal Frame.png 120 78 End Portal Block D
End Stone.png 121 79 End Stone
Dragon Egg.png 122 7A Dragon Egg
Redstone Lamp.png 123 7B Redstone Lamp (inactive)
Redstone Lamp (Active).png 124 7C Redstone Lamp (active)
Wooden Plank.png 125 7D Wooden Double Slab D B
Oak-Wood Slab.png 126 7E Wooden Slab D B
Cocoa Plant.png 127 7F Cocoa D I
Icon Dec Hex Block type
Sandstone Stairs.png 128 80 Sandstone Stairs D
Emerald Ore2.png 129 81 Emerald Ore
Ender Chest.png 130 82 Ender Chest D T
Tripwire Hook.png 131 83 Tripwire Hook D
Tripwire.png 132 84 Tripwire D I
Block of Emerald.png 133 85 Block of Emerald
Spruce Wood Stairs.png 134 86 Spruce Wood Stairs D
Birch Wood Stairs.png 135 87 Birch Wood Stairs D
Jungle Wood Stairs.png 136 88 Jungle Wood Stairs D
Adventure Mode Control Block.png 137 89 Command Block T
Beacon Block.png 138 8A Beacon T
Cobblestone Wall.png 139 8B Cobblestone Wall B D
Flower Pot.png 140 8C Flower Pot D I
Carrot (Block).png 141 8D Carrots D
Potatoes (Block).png 142 8E Potatoes D
Wooden Button.png 143 8F Wooden Button D
Icon Dec Hex Block type
Mob Head.png 144 90 Mob Head D T I
Anvil.png 145 91 Anvil D
Trapped Chest.png 146 92 Trapped Chest D T
Weighted Pressure Plate (Light).png 147 93 Weighted Pressure Plate (Light) D
Weighted Pressure Plate (Heavy).png 148 94 Weighted Pressure Plate (Heavy) D
Redstone Comparator (inactive).png 149 95 Redstone Comparator (inactive) D I
Redstone Comparator (active).png 150 96 Redstone Comparator (active) D I
Daylight Detector.png 151 97 Daylight Sensor
Block of Redstone.png 152 98 Block of Redstone
Nether Quartz Ore.png 153 99 Nether Quartz Ore
Hopper.png 154 9A Hopper D T
Block of Nether Quartz.png 155 9B Block of Quartz D
Quartz Stairs.png 156 9C Quartz Stairs
Activator Rail.png 157 9D Activator Rail D
Dropper.png 158 9E Dropper D T
White Stained Clay.png 159 9F Stained ClayD B
Icon Dec Hex Block type
160 A0 (unused)
161 A1 (unused)
162 A2 (unused)
163 A3 (unused)
164 A4 (unused)
165 A5 (unused)
166 A6 (unused)
167 A7 (unused)
168 A8 (unused)
169 A9 (unused)
Hay Block.png 170 AA Hay Block
White Carpet.png 171 AB Carpet D
Hardened Clay.png 172 AC Hardened Clay
Block of Coal.png 173 AD Block of Coal
174 AE (unused)
175 AF (unused)

[edit] 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 world. The chainmail set is currently obtainable in Survival mode via Villager trading, rare mob drop (armored zombie or skeleton), hacking, or the /give server command. It is available in Creative mode normally.

Icon Dec Hex Item
ItemCSS.png 256 100 Iron Shovel
ItemCSS.png 257 101 Iron Pickaxe
ItemCSS.png 258 102 Iron Axe
ItemCSS.png 259 103 Flint and Steel
ItemCSS.png 260 104 Apple
ItemCSS.png 261 105 Bow
ItemCSS.png 262 106 Arrow
ItemCSS.png 263 107 Coal D
ItemCSS.png 264 108 Diamond
ItemCSS.png 265 109 Iron Ingot
ItemCSS.png 266 10A Gold Ingot
ItemCSS.png 267 10B Iron Sword
ItemCSS.png 268 10C Wooden Sword
ItemCSS.png 269 10D Wooden Shovel
ItemCSS.png 270 10E Wooden Pickaxe
ItemCSS.png 271 10F Wooden Axe
ItemCSS.png 272 110 Stone Sword
ItemCSS.png 273 111 Stone Shovel
ItemCSS.png 274 112 Stone Pickaxe
ItemCSS.png 275 113 Stone Axe
ItemCSS.png 276 114 Diamond Sword
ItemCSS.png 277 115 Diamond Shovel
ItemCSS.png 278 116 Diamond Pickaxe
ItemCSS.png 279 117 Diamond Axe
ItemCSS.png 280 118 Stick
ItemCSS.png 281 119 Bowl
ItemCSS.png 282 11A Mushroom Stew
ItemCSS.png 283 11B Golden Sword
ItemCSS.png 284 11C Golden Shovel
ItemCSS.png 285 11D Golden Pickaxe
ItemCSS.png 286 11E Golden Axe
ItemCSS.png 287 11F String
ItemCSS.png 288 120 Feather
ItemCSS.png 289 121 Gunpowder
Icon Dec Hex Item
ItemCSS.png 290 122 Wooden Hoe
ItemCSS.png 291 123 Stone Hoe
ItemCSS.png 292 124 Iron Hoe
ItemCSS.png 293 125 Diamond Hoe
ItemCSS.png 294 126 Gold Hoe
ItemCSS.png 295 127 Seeds
ItemCSS.png 296 128 Wheat
ItemCSS.png 297 129 Bread
ItemCSS.png 298 12A Leather Cap
ItemCSS.png 299 12B Leather Tunic
ItemCSS.png 300 12C Leather Pants
ItemCSS.png 301 12D Leather Boots
ItemCSS.png 302 12E Chain Helmet
ItemCSS.png 303 12F Chain Chestplate
ItemCSS.png 304 130 Chain Leggings
ItemCSS.png 305 131 Chain Boots
ItemCSS.png 306 132 Iron Helmet
ItemCSS.png 307 133 Iron Chestplate
ItemCSS.png 308 134 Iron Leggings
ItemCSS.png 309 135 Iron Boots
ItemCSS.png 310 136 Diamond Helmet
ItemCSS.png 311 137 Diamond Chestplate
ItemCSS.png 312 138 Diamond Leggings
ItemCSS.png 313 139 Diamond Boots
ItemCSS.png 314 13A Golden Helmet
ItemCSS.png 315 13B Golden Chestplate
ItemCSS.png 316 13C Golden Leggings
ItemCSS.png 317 13D Golden Boots
ItemCSS.png 318 13E Flint
ItemCSS.png 319 13F Raw Porkchop
ItemCSS.png 320 140 Cooked Porkchop
ItemCSS.png 321 141 Painting
ItemCSS.png 322 142 Golden Apple D
ItemCSS.png 323 143 Sign
Icon Dec Hex Item
ItemCSS.png 324 144 Wooden Door
ItemCSS.png 325 145 Bucket
ItemCSS.png 326 146 Water Bucket
ItemCSS.png 327 147 Lava Bucket
ItemCSS.png 328 148 Minecart
ItemCSS.png 329 149 Saddle
ItemCSS.png 330 14A Iron Door
ItemCSS.png 331 14B Redstone
ItemCSS.png 332 14C Snowball
ItemCSS.png 333 14D Boat
ItemCSS.png 334 14E Leather
ItemCSS.png 335 14F Milk
ItemCSS.png 336 150 Brick
ItemCSS.png 337 151 Clay
ItemCSS.png 338 152 Sugar Canes
ItemCSS.png 339 153 Paper
ItemCSS.png 340 154 Book
ItemCSS.png 341 155 Slimeball
ItemCSS.png 342 156 Minecart with Chest
ItemCSS.png 343 157 Minecart with Furnace
ItemCSS.png 344 158 Egg
ItemCSS.png 345 159 Compass
ItemCSS.png 346 15A Fishing Rod
ItemCSS.png 347 15B Clock
ItemCSS.png 348 15C Glowstone Dust
ItemCSS.png 349 15D Raw Fish
ItemCSS.png 350 15E Cooked Fish
ItemCSS.png 351 15F Dye D
ItemCSS.png 352 160 Bone
ItemCSS.png 353 161 Sugar
ItemCSS.png 354 162 Cake
ItemCSS.png 355 163 Bed
ItemCSS.png 356 164 Redstone Repeater
ItemCSS.png 357 165 Cookie
Icon Dec Hex Item
ItemCSS.png 358 166 Map
ItemCSS.png 359 167 Shears
ItemCSS.png 360 168 Melon
ItemCSS.png 361 169 Pumpkin Seeds
ItemCSS.png 362 16A Melon Seeds
ItemCSS.png 363 16B Raw Beef
ItemCSS.png 364 16C Steak
ItemCSS.png 365 16D Raw Chicken
ItemCSS.png 366 16E Cooked Chicken
ItemCSS.png 367 16F Rotten Flesh
ItemCSS.png 368 170 Ender Pearl
ItemCSS.png 369 171 Blaze Rod
ItemCSS.png 370 172 Ghast Tear
ItemCSS.png 371 173 Gold Nugget
ItemCSS.png 372 174 Nether Wart
ItemCSS.png 373 175 Potions D
ItemCSS.png 374 176 Glass Bottle
ItemCSS.png 375 177 Spider Eye
ItemCSS.png 376 178 Fermented Spider Eye
ItemCSS.png 377 179 Blaze Powder
ItemCSS.png 378 17A Magma Cream
ItemCSS.png 379 17B Brewing Stand
ItemCSS.png 380 17C Cauldron
ItemCSS.png 381 17D Eye of Ender
ItemCSS.png 382 17E Glistering Melon
ItemCSS.png 383 17F Spawn Egg D
ItemCSS.png 384 180 Bottle o' Enchanting
ItemCSS.png 385 181 Fire Charge
ItemCSS.png 386 182 Book and Quill
ItemCSS.png 387 183 Written Book
ItemCSS.png 388 184 Emerald
ItemCSS.png 389 185 Item Frame
ItemCSS.png 390 186 Flower Pot
ItemCSS.png 391 187 Carrot
Icon Dec Hex Item
ItemCSS.png 392 188 Potato
ItemCSS.png 393 189 Baked Potato
ItemCSS.png 394 18A Poisonous Potato
ItemCSS.png 395 18B Empty Map
ItemCSS.png 396 18C Golden Carrot
BlockCSS.png 397 18D Mob head D
ItemCSS.png 398 18E Carrot on a Stick
ItemCSS.png 399 18F Nether Star
ItemCSS.png 400 190 Pumpkin Pie
ItemCSS.png 401 191 Firework Rocket
ItemCSS.png 402 192 Firework Star
ItemCSS.png 403 193 Enchanted Book
ItemCSS.png 404 194 Redstone Comparator
ItemCSS.png 405 195 Nether Brick
ItemCSS.png 406 196 Nether Quartz
ItemCSS.png 407 197 Minecart with TNT
ItemCSS.png 408 198 Minecart with Hopper
ItemCSS.png 417 1A1 Iron Horse Armor
ItemCSS.png 418 1A2 Gold Horse Armor
ItemCSS.png 419 1A3 Diamond Horse Armor
ItemCSS.png 420 1A4 Lead
ItemCSS.png 421 1A5 Name Tag
ItemCSS.png 2256 8D0 13 Disc
ItemCSS.png 2257 8D1 Cat Disc
ItemCSS.png 2258 8D2 blocks Disc
ItemCSS.png 2259 8D3 chirp Disc
ItemCSS.png 2260 8D4 far Disc
ItemCSS.png 2261 8D5 mall Disc
ItemCSS.png 2262 8D6 mellohi Disc
ItemCSS.png 2263 8D7 stal Disc
ItemCSS.png 2264 8D8 strad Disc
ItemCSS.png 2265 8D9 ward Disc
ItemCSS.png 2266 8DA 11 Disc
ItemCSS.png 2267 8DB wait Disc

[edit] Entity IDs

Id Hex Icon Egg Entity Savegame ID
Drops
1 1 EnvCSS.png - Dropped item Item
2 2 EntityCSS.png - Experience Orb XPOrb
Immobile
8 8 ItemCSS.png - Lead knot LeashKnot
9 9 EntityCSS.png - Painting Painting
18 12 EntityCSS.png - Item Frame ItemFrame
Projectiles
10 A EntityCSS.png - Shot arrow Arrow
11 B ItemCSS.png - Thrown snowball Snowball
12 C ItemCSS.png - Ghast fireball Fireball
13 D ItemCSS.png - Blaze fireball SmallFireball
14 E ItemCSS.png - Thrown Ender Pearl ThrownEnderpearl
15 F ItemCSS.png - Thrown Eye of Ender EyeOfEnderSignal
16 10 ItemCSS.png - Thrown splash potion ThrownPotion
17 11 ItemCSS.png - Thrown Bottle o' Enchanting ThrownExpBottle
19 13 EntityCSS.png - Wither Skull WitherSkull
22 16 ItemCSS.png - Firework Rocket FireworksRocketEntity
Blocks
20 14 BlockCSS.png - Primed TNT PrimedTnt
21 15 BlockCSS.png - Falling block (gravel,
sand, anvil, dragon egg)
FallingSand
Vehicles
41 29 EntityCSS.png - Boat Boat
42 2A EntityCSS.png - Minecart MinecartRideable
43 2B EntityCSS.png - Minecart with Chest MinecartChest
44 2C EntityCSS.png - Minecart with Furnace MinecartFurnace
45 2D EntityCSS.png - Minecart with TNT MinecartTNT
46 2E EntityCSS.png - Minecart with Hopper MinecartHopper
47 2F EntityCSS.png - Minecart with Spawner MinecartSpawner
Generic
48 30 - - Mob Mob
49 31 - - Monster Monster
Id Hex Icon Egg Entity Savegame ID
Hostile mobs
50 32 EntityCSS.png Grid Spawn Creeper.png Creeper Creeper
51 33 EntityCSS.png
EntityCSS.png
Grid Spawn Skeleton.png Skeleton
Wither Skeleton
Skeleton
52 34 EntityCSS.png Grid Spawn Spider.png Spider Spider
53 35 EntityCSS.png - Giant Giant
54 36 EntityCSS.png Grid Spawn Zombie.png Zombie Zombie
55 37 EntityCSS.png Grid Spawn Slime.png Slime Slime
56 38 EntityCSS.png Grid Spawn Ghast.png Ghast Ghast
57 39 EntityCSS.png Grid Spawn Pig Zombie.png Zombie Pigman PigZombie
58 3A EntityCSS.png Grid Spawn Enderman.png Enderman Enderman
59 3B EntityCSS.png Grid Spawn Cave Spider.png Cave Spider CaveSpider
60 3C EntityCSS.png Grid Spawn Silverfish.png Silverfish Silverfish
61 3D EntityCSS.png Grid Spawn Blaze.png Blaze Blaze
62 3E EntityCSS.png Grid Spawn Magma Cube.png Magma Cube LavaSlime
63 3F EntityCSS.png - Ender Dragon EnderDragon
64 40 EntityCSS.png - Wither WitherBoss
66 42 EntityCSS.png Grid Spawn Witch.png Witch Witch
Passive mobs
65 41 EntityCSS.png Grid Spawn Bat.png Bat Bat
90 5A EntityCSS.png Grid Spawn Pig.png Pig Pig
91 5B EntityCSS.png Grid Spawn Sheep.png Sheep Sheep
92 5C EntityCSS.png Grid Spawn Cow.png Cow Cow
93 5D EntityCSS.png Grid Spawn Chicken.png Chicken Chicken
94 5E EntityCSS.png Grid Spawn Squid.png Squid Squid
95 5F EntityCSS.png Grid Spawn Wolf.png Wolf Wolf
96 60 EntityCSS.png Grid Spawn Mooshroom.png Mooshroom MushroomCow
97 61 EntityCSS.png - Snow Golem SnowMan
98 62 EntityCSS.png Grid Spawn Ocelot.png Ocelot Ozelot
99 63 EntityCSS.png - Iron Golem VillagerGolem
100 64 EntityCSS.png Grid Spawn Horse.png Horse EntityHorse
NPCs
120 78 EntityCSS.png Grid Spawn Villager.png Villager Villager
Other
200 C8 EntityCSS.png - Ender Crystal EnderCrystal

Note: All eggs listed above are available in Creative mode. When an egg with other entity ID is spawned into existence it's colored gray (Spawn Null.png) and doesn't work.

[edit] Biome IDs

Biomes have been present in Minecraft since the Halloween Update, and the Biome ID is included in the Anvil file format since Minecraft 1.2. 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 (Nether)
9 Sky (End)
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
-1 (Uncalculated)

[edit] Enchantment IDs

ID Enchantment Enchantable Item(s)
0 Protection Armor
1 Fire Protection Armor
2 Feather Falling Boots
3 Blast Protection Armor
4 Projectile Protection Armor
5 Respiration Helmets
6 Aqua Affinity Helmets
7 Thorns Armor
16 Sharpness Swords, Axes
17 Smite Swords, Axes
18 Bane of Arthropods Swords, Axes
19 Knockback Swords
20 Fire Aspect Swords
21 Looting Swords
32 Efficiency Pickaxes, Shovels, Axes, Shears
33 Silk Touch Pickaxes, Shovels, Axes, Shears
34 Unbreaking Any Item with Durability
35 Fortune Pickaxes, Shovels, Axes
48 Power Bow
49 Punch Bow
50 Flame Bow
51 Infinity Bow

[edit] Status effects

Used in /effect command.

Icon Value Name In source code Particle color
EffectsCSS.png 1 Speed potion.moveSpeed EffectsCSS.png 0x7cafc6
EffectsCSS.png 2 Slowness potion.moveSlowdown EffectsCSS.png 0x5a6c81
EffectsCSS.png 3 Haste potion.digSpeed EffectsCSS.png 0xd9c043
EffectsCSS.png 4 Mining Fatigue potion.digSlowDown EffectsCSS.png 0x4a4217
EffectsCSS.png 5 Strength potion.damageBoost EffectsCSS.png 0x932423
- 6 Instant Health potion.heal EffectsCSS.png 0xf82423
- 7 Instant Damage potion.harm EffectsCSS.png 0x430a09
EffectsCSS.png 8 Jump Boost potion.jump EffectsCSS.png 0x786297
EffectsCSS.png 9 Nausea potion.confusion EffectsCSS.png 0x551d4a
EffectsCSS.png 10 Regeneration potion.regeneration EffectsCSS.png 0xcd5cab
EffectsCSS.png 11 Resistance potion.resistance EffectsCSS.png 0x99453a
EffectsCSS.png 12 Fire Resistance potion.fireResistance EffectsCSS.png 0xe49a3a
EffectsCSS.png 13 Water Breathing potion.waterBreathing EffectsCSS.png 0x2e5299
EffectsCSS.png 14 Invisibility potion.invisibility EffectsCSS.png 0x7f8392
EffectsCSS.png 15 Blindness potion.blindness EffectsCSS.png 0x1f1f23
EffectsCSS.png 16 Night vision potion.nightVision EffectsCSS.png 0x1f1fa1
EffectsCSS.png 17 Hunger potion.hunger EffectsCSS.png 0x587653
EffectsCSS.png 18 Weakness potion.weakness EffectsCSS.png 0x484d48
EffectsCSS.png 19 Poison potion.poison EffectsCSS.png 0x4e9331
EffectsCSS.png 20 Wither potion.wither EffectsCSS.png 0x352a27

[edit] 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/Rotation
Fire 0-15 0-F Age in some fraction of a second
Leaves 0-3 0-3 Leaves Texture
Jukebox 0-12 0-C Disc in jukebox
Saplings 0-15 0-F Age / Tree Type
Cactus 0-15 0-F Age
Sugar Cane 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
Door 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, Chests 2-5 2-5 Orientation
Dispensers, Droppers, and Hoppers 0-5 0-5 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
Grass 0-2 0-2 Appearance (grass, fern, 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
Cobblestone Wall 0-1 0-1 Cobblestone or Moss Stone
Flower Pot 0-11 0-B Plant inside flower pot
Heads 0-4 0-4 Type of head
Anvil 0-2 0-2 Damage value
Golden Apple 0-1 0-1 Type of Golden Apple (regular or enchanted)
Wood Planks 0-3 0-3 Wood Planks texture
Block of Quartz 0-4 0-4 Block of Quartz texture/rotation

[edit] Wood Planks

Icon Value Description
BlockCSS.png 0 Oak Wood Planks
BlockCSS.png 1 Spruce Wood Planks
BlockCSS.png 2 Birch Wood Planks
BlockCSS.png 3 Jungle Wood Planks

[edit] Saplings

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

Icon Value Description
BlockCSS.png 0 Oak Sapling
BlockCSS.png 1 Spruce Sapling
BlockCSS.png 2 Birch Sapling
BlockCSS.png 3 Jungle Sapling

The 0x8 bits function as the counter. The third bit (0x4) is unused. The counter is cleared when a saplings is dropped as an item.

[edit] Water and Lava

If bit 0x8 is set, this liquid is "falling" and only spreads downward. At this level, the lower bits are essentially ignored, since this block is then at its highest fluid level.

The lower three bits are the fluid block's level. 0x0 is the highest fluid level (not necessarily filling the block - this depends on the neighboring fluid blocks above each upper corner of the block). Data values increase as the fluid level of the block drops: 0x1 is next highest, 0x2 lower, on through 0x7, the lowest fluid level. Along a line on a flat plane, water drops one level per meter from the source, lava drops two.

The stationary versions of each fluid are "stable" and currently not being checked by the engine for further level changes.

[edit] Wood

Icon Value Description
BlockCSS.png 0 Oak wood
BlockCSS.png 1 Spruce wood
BlockCSS.png 2 Birch wood
BlockCSS.png 3 Jungle wood

There is also 2 bits for rotated wood:

  • 0x4: Pointing East-West
  • 0x8: Pointing North-South
  • 0xC: Directionless; all 6 faces have the appropriate identical bark texture

[edit] 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
BlockCSS.png 0 Oak leaves
BlockCSS.png 1 Pine/Spruce leaves
BlockCSS.png 2 Birch leaves
BlockCSS.png 3 Jungle leaves

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

[edit] Torches and Redstone Torches

  • 0x1: Pointing east
  • 0x2: Pointing west
  • 0x3: Pointing south
  • 0x4: Pointing north
  • 0x5: Standing on the floor
  • 0x6: Standing in ground

[edit] Slabs and Double Slabs

For both slabs and double slabs, the lower three bits of the metadata nybble determine the texture:

Stone Slabs

Icon Value Description
BlockCSS.png 0x0 Stone Slab
BlockCSS.png 0x1 Sandstone Slab
BlockCSS.png 0x2 Wooden Slab
BlockCSS.png 0x3 Cobblestone Slab
BlockCSS.png 0x4 Brick Slab
BlockCSS.png 0x5 Stone Brick Slab
BlockCSS.png 0x6 Nether Brick Slab
BlockCSS.png 0x7 Quartz Slab
BlockCSS.png 0x8 Smooth Stone Slab (Double Only)
BlockCSS.png 0x9 Smooth Sandstone Slab (Double Only)
BlockCSS.png 0x15 Tile Quartz Slab (Double Only) (Note the underside)

Wooden Slabs

Icon Value Description
BlockCSS.png 0x0 Oak Wood Slab
BlockCSS.png 0x1 Spruce Wood Slab
BlockCSS.png 0x2 Birch Wood Slab
BlockCSS.png 0x3 Jungle Wood Slab

Slabs can be either "right-side-up" or "upside-down"; this information is stored in the most significant metadata bit 0x8 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 birch wood slab has metadata value 0x2 (binary 0010), while an upside-down birch slab is represented by metadata 0xA (binary 1010).

Double slabs with the high-order bit set render the top texture on all six sides.

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.

Wooden slabs as a separate block with wooden properties, rather than a retextured stone slab, was introduced in Weekly Release 12w17a, with each of the four plank types included. The wooden stone slab is still available through inventory hacks or the /give command.

[edit] 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.

[edit] Sandstone

For normal sandstone the bottom has a cracked pattern. The other types of sandstone have bottom faces same as the tops.

Icon Value Description
BlockCSS.png 0x0 Normal
BlockCSS.png 0x1 Chiseled
BlockCSS.png 0x2 Smooth

[edit] Beds

  • 0x0: Head is pointing south
  • 0x1: Head is pointing west
  • 0x2: Head is pointing north
  • 0x3: Head is pointing east
  • 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.

[edit] Grass

Icon Value Description
BlockCSS.png 0x0 Shrub (identical in appearance to block Dead Bush when placed, but acts like grass or fern)
BlockCSS.png 0x1 Grass
BlockCSS.png 0x2 Fern

[edit] 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: north
  • 3: south
  • 4: west
  • 5: east

[edit] 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: north
  • 3: south
  • 4: west
  • 5: east

[edit] Stairs

  • 0x0: Ascending east
  • 0x1: Ascending west
  • 0x2: Ascending south
  • 0x3: Ascending north

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

[edit] 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.

[edit] Crops

Crops grow from 0x0 to 0x7. Carrots and potatoes appear to have 4 stages, but actually grow identically to wheat, merely using the same texture for multiple stages.

Wheat
Icon Value
BlockCSS.png 0
BlockCSS.png 1
BlockCSS.png 2
BlockCSS.png 3
BlockCSS.png 4
BlockCSS.png 5
BlockCSS.png 6
BlockCSS.png 7
Carrots
Icon Value
BlockCSS.png 0, 1
BlockCSS.png 2, 3
BlockCSS.png 4, 5, 6
BlockCSS.png 7
Potatoes
Icon Value
BlockCSS.png 0, 1
BlockCSS.png 2, 3
BlockCSS.png 4, 5, 6
BlockCSS.png 7

[edit] 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.

[edit] Sign Posts

  • 0x0: south
  • 0x1: south-southwest
  • 0x2: southwest
  • 0x3: west-southwest
  • 0x4: west
  • 0x5: west-northwest
  • 0x6: northwest
  • 0x7: north-northwest
  • 0x8: north
  • 0x9: north-northeast
  • 0xA: northeast
  • 0xB: east-northeast
  • 0xC: east
  • 0xD: east-southeast
  • 0xE: southeast
  • 0xF: south-southeast

[edit] Door

[edit] 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: northwest corner
  • 0x1: northeast corner
  • 0x2: southeast corner
  • 0x3: southwest 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 southwest corner, which is swung so that it is closed when viewed from the west, will have a data value of (3 | 4) = (3 + 4) = 7.

[edit] 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 west
  • 1: Facing north
  • 2: Facing east
  • 3: Facing south

[edit] Rails

Regular Minecart rails use values above 0x5 for the corner pieces. For powered rails, 0x8 is a bit flag; if set, the rail is powered. The bottom three bits have a valid range of 0x0 to 0x5.

  • 0x0: flat track going north-south
  • 0x1: flat track going west-east
  • 0x2: track ascending to the east
  • 0x3: track ascending to the west
  • 0x4: track ascending to the north
  • 0x5: track ascending to the south

Regular minecart tracks can make a circle from four rails:

  • 0x6: northwest corner (connecting east and south)
  • 0x7: northeast corner (connecting west and south)
  • 0x8: southeast corner (connecting west and north)
  • 0x9: southwest corner (connecting east and north)

[edit] Ladders, Wall Signs, Furnaces, and Chests

  • 0x2: Facing north (for ladders and signs, attached to the north side of a block)
  • 0x3: Facing south
  • 0x4: Facing west
  • 0x5: Facing east

[edit] Dispensers, Droppers, and Hoppers

Same as ladders, signs, etc. above and additionally:

  • 0x0: Facing Down
  • 0x1: Facing Up (or unattached to any container for Hoppers)

[edit] Levers

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

Wall levers:

  • 0x1: Facing east
  • 0x2: Facing west
  • 0x3: Facing south
  • 0x4: Facing north

Ground levers:

  • 0x5: Lever points south when off.
  • 0x6: Lever points east 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)

Ceiling levers:

  • 0x7: Lever points south when off.
  • 0x0: Lever points east when off.

[edit] Pressure Plates

  • 0x1: If this bit is set, the plate is pressed.

[edit] 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 east
  • 0x2: Facing west
  • 0x3: Facing south
  • 0x4: Facing north

[edit] Snow

Heights of snow from 0-7, going from left to right
  • 0x0: Normal snowfall height
  • ...
  • 0x7: Full block size height

[edit] 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, but it can spawn randomly up to 5 blocks high from glitches.

[edit] Sugar Cane

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.

[edit] Jukebox

Icon Value Description
BlockCSS.png 0 Nothing
ItemCSS.png 1 Gold Disc (13)
ItemCSS.png 2 Green Disc (cat)
ItemCSS.png 3 Orange Disc (blocks)
ItemCSS.png 4 Red Disc (chirp)
ItemCSS.png 5 Lime Green Disc (far)
ItemCSS.png 6 Purple Disc (mall)
ItemCSS.png 7 Violet Disc (mellohi)
ItemCSS.png 8 Black Disc (stal)
ItemCSS.png 9 White Disc (strad)
ItemCSS.png 10 Sea Green Disc (ward)
ItemCSS.png 11 Broken Disc (11)
ItemCSS.png 12 Blue Disc (wait)

[edit] Pumpkins and Jack 'o' Lanterns

  • 0x0: Facing south
  • 0x1: Facing west
  • 0x2: Facing north
  • 0x3: Facing east
  • 0x4: No face

[edit] 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

[edit] Redstone Repeater

Low (1st & 2nd) bits:

  • 0x0: Facing north
  • 0x1: Facing east
  • 0x2: Facing south
  • 0x3: Facing west

High (3rd & 4th) bits:

  • 0x0: 1 tick delay
  • 0x1: 2 tick delay
  • 0x2: 3 tick delay
  • 0x3: 4 tick delay

[edit] 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). 0x8 is a bit that determines whether the trapdoor is on the bottom or top of the block. The remaining two bits describe which wall the trapdoor is attached to:

  • 0x0: Attached to the south wall
  • 0x1: Attached to the north wall
  • 0x2: Attached to the east wall
  • 0x3: Attached to the west wall

[edit] Monster Egg

A silverfish will hide inside a Stone, Cobblestone, or Stone Brick block, changing it into a Monster Egg block. The data value tells us its appearance:

  • 0: Stone
  • 1: Cobblestone
  • 2: Stone Brick

[edit] Stone Brick

Icon Value Description
BlockCSS.png 0x0 Normal
BlockCSS.png 0x1 Mossy
BlockCSS.png 0x2 Cracked
BlockCSS.png 0x3 Chiseled

[edit] 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, west and north
2 Side piece Cap texture on top and north
3 Corner piece Cap texture on top, north and east
4 Side piece Cap texture on top and west
5 Top piece Cap texture on top
6 Side piece Cap texture on top and east
7 Corner piece Cap texture on top, south and west
8 Side piece Cap texture on top and south
9 Corner piece Cap texture on top, east and south
10 Stem piece Stem texture on all four sides, pores on top and bottom
14 All Cap Cap texture on all six sides
15 All stem Stem texture on all six sides

[edit] Pumpkin stem and Melon stem

Pumpkin and melon stems grow from 0x0 to 0x7; however, world editors can force in stems up to 0x15. 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 dirt, grass or farmland. As long as this fruit remains the stem will appear bent towards the fruit.

[edit] 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: south
  • 2: west
  • 4: north
  • 8: east

[edit] Fence Gates

The left circle was opened from the outside, the right one from the inside. Facing directions: Red = North; Green = East; Yellow = South; Blue = West

0x4 is a bit that determines whether the fence gate is open or closed. 1 is open, 0 is closed. The remaining two bits (0x3) describe in which direction the gate is facing. The fence gate swings open away from you. The direction in which you are looking when you stand in front of the open fence gate is the direction in which the gate is facing.
The facing-bit directions are:

  • 0: To the south
  • 1: To the west
  • 2: To the north
  • 3: To the east

[edit] 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
BlockCSS.png 0
BlockCSS.png 1-2
BlockCSS.png 3

[edit] 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 east
  • 0x2: The slot pointing southwest
  • 0x4: The slot pointing northwest

[edit] 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

[edit] End Portal block

The bottom two bits determine which "side" of the whole portal frame this block is a part of. To make the frame activate, each of the portal frame blocks in the pattern must "face" toward the middle. Since the image is near-symmetrical, it is difficult to tell which direction an individual block is actually facing, but if the block isn't facing in that direction and that is the last frame block where the Eye of Ender is placed, the frame won't activate.

Direction vectors for the blocks are the following:

  • 0: To the south
  • 1: To the west
  • 2: To the north
  • 3: To the east

0x4 is a bit flag: 0 is an "empty" frame block, 1 is a block with an Eye of Ender inserted.

[edit] Cocoas

The top two bits, 0xC, specify the size of the plant.

  • 0x0: small
  • 0x4: medium
  • 0x8: large

Combination 0xC (both bits set) is not used, and results in a cocoa pod which is larger than the normal largest one, and uses the enderdragon egg texture.

The bottom two bits define which direction the plant is facing out, i.e. to what side of the tree the plant is attached.

  • 0x0: Facing north (i.e., attached to the north side of the tree)
  • 0x1: Facing east
  • 0x2: Facing south
  • 0x3: Facing west

[edit] Tripwire Hook

  • 0x4: This bit means the tripwire hook is connected and ready to trip ("middle" position)
  • 0x8: This bit means the tripwire hook is currently activated ("down" position)

An activated hook will normally have a value of 0xC, meaning "connected" and "activated".

The two low bits determine to which wall the hook is attached:

  • 0x0: Facing south
  • 0x1: Facing west
  • 0x2: Facing north
  • 0x3: Facing east

[edit] Tripwire

  • 0x4: This bit means the tripwire as a whole has been activated.
  • 0x1: This bit means some object is on this particular piece of tripwire.

So, unactivated tripwire has a value of 0x0.

Connection is determined by the neighboring tripwire, similar to redstone wiring.

[edit] Cobblestone Walls

Icon Value Description
BlockCSS.png 0 Cobblestone
BlockCSS.png 1 Moss Stone

[edit] Flower Pots

Icon Value Description
ItemCSS.png 0 empty
BlockCSS.png 1 Rose
BlockCSS.png 2 Dandelion
BlockCSS.png 3 Oak Sapling
BlockCSS.png 4 Spruce Sapling
BlockCSS.png 5 Birch Sapling
BlockCSS.png 6 Jungle Tree Sapling
BlockCSS.png 7 Red Mushroom
BlockCSS.png 8 Brown Mushroom
BlockCSS.png 9 Cactus
BlockCSS.png 10 Dead Bush
BlockCSS.png 11 Fern

[edit] Heads

Note: Only part of the information for this block is in the data value, the rest in the associated Tile Entity. See Tile Entity Format for details.

Data values determine the block placement:

  • 0x1: On the floor (rotation is stored in the tile entity)
  • 0x2: On a wall, facing north
  • 0x3: On a wall, facing south
  • 0x4: On a wall, facing east
  • 0x5: On a wall, facing west

The skull types (for the Item and for the Tile Entity) are:

Icon Value Description
BlockCSS.png 0 Skeleton
BlockCSS.png 1 Wither Skeleton
BlockCSS.png 2 Zombie
BlockCSS.png 3 Human
BlockCSS.png 4 Creeper

[edit] Block of Quartz

Icon Value Description
BlockCSS.png 0 Block of Quartz
BlockCSS.png 1 Chiseled Quartz Block
BlockCSS.png 2 Pillar Quartz Block (vertical)
BlockCSS.png 3 Pillar Quartz Block (north-south)
BlockCSS.png 4 Pillar Quartz Block (east-west)

[edit] Coal

Icon Value Description
ItemCSS.png 0 Coal
ItemCSS.png 1 Charcoal

[edit] Dyes

Icon Dec Hex Description
ItemCSS.png 0 0 Ink Sac
ItemCSS.png 1 1 Rose Red
ItemCSS.png 2 2 Cactus Green
ItemCSS.png 3 3 Cocoa Beans
ItemCSS.png 4 4 Lapis Lazuli
ItemCSS.png 5 5 Purple Dye
ItemCSS.png 6 6 Cyan Dye
ItemCSS.png 7 7 Light Gray Dye
Icon Dec Hex Description
ItemCSS.png 8 8 Gray Dye
ItemCSS.png 9 9 Pink Dye
ItemCSS.png 10 A Lime Dye
ItemCSS.png 11 B Dandelion Yellow
ItemCSS.png 12 C Light Blue Dye
ItemCSS.png 13 D Magenta Dye
ItemCSS.png 14 E Orange Dye
ItemCSS.png 15 F Bone Meal


[edit] Anvil

0x1 is the bit that determines whether the anvil is orientated in a north-south (0) or a west-east (1) direction. 0x4 and 0x8 are bits which determine whether the anvil is a regular (0x4 & 0x8 = 0), a slightly damaged (0x4 = 1) or a very damaged (0x8 = 1) one.

[edit] 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 0080 (ignored)
8 256 0100
9 512 0200
10 1024 0400
11 2048 0800
12 4096 1000
13 8192 2000 Can become splash potion
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 version of "Charming Potion" has damage value 16423 (= 39 + 0 + 16384)

[edit] "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 Potion of Night Vision
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 Potion of Invisibility
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 Potion of Night Vision
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 Potion of Invisibility
31 1f Debonair Potion
Dec Hex Potion
32 20 Thick Potion
33 21 Potion of Regeneration
34 22 Potion of Swiftness
35 23 Potion of Fire Resistance
36 24 Potion of Poison
37 25 Potion of Healing
38 26 Potion of Night Vision
39 27 Charming Potion
40 28 Potion of Weakness
41 29 Potion of Strength
42 2a Potion of Slowness
43 2b Refined Potion
44 2c Potion of Harming
45 2d Cordial Potion
46 2e Potion of Invisibility
47 2f Sparkling Potion
Dec Hex Potion
48 30 Potent Potion
49 31 Potion of Regeneration
50 32 Potion of Swiftness
51 33 Potion of Fire Resistance
52 34 Potion of Poison
53 35 Potion of Healing
54 36 Potion of Night Vision
55 37 Rank Potion
56 38 Potion of Weakness
57 39 Potion of Strength
58 3a Potion of Slowness
59 3b Acrid Potion
60 3c Potion of Harming
61 3d Gross Potion
62 3e Potion of Invisibility
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 an effect and splash potion bit set have additional "Splash " prefix.

[edit] "Potion effect" bits

Dec Hex Effect Potion suffix Duration Bottles Icon Effect color
0 0 - - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -
1 1 Regeneration Regeneration 0:45 Grid Potion of Regeneration.pngGrid Splash Potion of Regeneration.png EffectsCSS.png EffectsCSS.png Pink
2 2 Speed Swiftness 3:00 Grid Potion of Swiftness.pngGrid Splash Potion of Swiftness.png EffectsCSS.png EffectsCSS.png Sky blue
3 3 Fire Resistance Fire Resistance 3:00 Grid Potion of Fire Resistance.pngGrid Splash Potion of Fire Resistance.png EffectsCSS.png EffectsCSS.png Orange
4 4 Poison Poison 0:45 Grid Potion of Poison.pngGrid Splash Potion of Poison.png EffectsCSS.png EffectsCSS.png Green
5 5 Instant Health Healing instant Grid Potion of Healing.pngGrid Splash Potion of Healing.png - -
6 6 Night Vision Night Vision 3:00 Grid Potion of Night Vision.pngGrid Splash Potion of Night Vision.png EffectsCSS.png EffectsCSS.png Navy blue
7 7 - - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -
8 8 Weakness Weakness 1:30 Grid Potion of Weakness.pngGrid Splash Potion of Weakness.png EffectsCSS.png EffectsCSS.png Gray
9 9 Strength Strength 3:00 Grid Potion of Strength.pngGrid Splash Potion of Strength.png EffectsCSS.png EffectsCSS.png Dark red
10 a Slowness Slowness 1:30 Grid Potion of Slowness.pngGrid Splash Potion of Slowness.png EffectsCSS.png EffectsCSS.png Blue-gray
11 b - - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -
12 c Instant Damage Harming instant Grid Potion of Harming.pngGrid Splash Potion of Harming.png - -
13 d - - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -
14 e Invisibility Invisibility 3:00 Grid Potion of Invisibility.pngGrid Splash Potion of Invisibility.png EffectsCSS.png EffectsCSS.png Light gray
15 f - - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -

[edit] "Tier" bit

Dec 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.

[edit] "Extended duration" bit

Dec Hex Meaning
0 0000 Base duration.
64 0040 Multiply duration by 8/3.

[edit] "Splash potion" bit

Dec Hex Meaning
0 0000 Drinkable potion.
16384 4000 Splash potion. Multiply duration by 3/4.

[edit] Spawn Eggs

Damage values on Spawn Eggs will cause it to spawn the entity of that id. For example, a damage value of 50 would cause the spawn egg to create Creepers.

[edit] Golden Apple

Icon Value Description
ItemCSS.png 0 Golden Apple
ItemCSS.png 1 Enchanted Golden Apple

[edit] Trivia

  • When generating a custom superflat world using biome ID -1, the game will crash.
  • Using /give command or inventory editors, an item can be spawned with its data value out of normal bounds. This can cause a normal looking item to appear, but will be unusable and unstackable with an identical item that has a different data value. In the case of Wool colors, data values "rotate" when out of bounds. Examples are provided:
    • Example 1 - Stacking: If the player were to type /give <PLAYERNAME> 351 1 1, an Ink Sac would be given to the player like normal. However, if the player were to type /give <PLAYERNAME> 351 1 -4 afterward, another Ink Sac would be given, but it won't stack with the first Ink Sac, because the two Ink Sacs have different data values, despite the fact that both items appear to be the same thing.
    • Example 2 - Value Defaults: Using the /give command to spawn an item with data values that are out of valid bounds will "default" to the lowest or highest valid data value closest to it. Typing /give <PLAYERNAME> 351 1 -23 will spawn an Ink Sac, due to -23 being closest to 0, the lowest possible valid data value for dye, being the Ink Sac. Typing /give <PLAYERNAME> 351 1 43 will spawn Bone Meal, because 43 is closest to the dye's highest valid data value, being 15, which is what Bone Meal is.
    • Example 3 - Non-usable: Note that the valid data values for dye are between the numbers 0 and 15. Any type of dye that's spawned with an data value lower than 0 or higher than 15 cannot be used. So if one is using the /give command to spawn a dye with an data value of 32, which would spawn Bone Meal, the said Bone Meal can not be used to mix with other dyes or be used as a quick plant growing agent.
    • Example 4 - Rotation: data value rotation has been confirmed for Wool, but only the colors seem to rotate. Using a Wool data value of 16 (when the highest is 15) (fun fact: the wool data value of 16 is shown as nether warts, but when placed by the player it becomes white wool) will "circle back" to white wool, which is 0. Using an data value of 18 will circle back to Magenta Wool, because 18 is 3 integers higher than the max of 15, it will circle back to 0, but the extra 3 bumps it to the data value of 2. Despite this, the unstacking data value issue still remains.

[edit] JSON Data Values

  • Web/Plugin/App Developers looking for a JSON representation of the minecraft data values and PNG images can use the free api at: http://api.mineverse.com (Free registration required to prevent abuse). This list is maintained by a volunteer and has an "update" value that lets you know the latest update. It may not reflect the latest changes here.

[edit] References


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