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 in 3D.
Picture reference in 2D.

Contents


IDs

Block IDs (Minecraft Official Release)

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 ever.
Blue Only available 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
00 0 Air
Stone.png 01 1 Stone
Grass.png 02 2 Grass Block
Dirt.png 03 3 Dirt
Cobblestone.png 04 4 Cobblestone
Wooden Plank.png 05 5 Wooden Planks D
Sapling.png 06 6 Saplings D B
Bedrock.png 07 7 Bedrock
Water.png 08 8 Water D
Water.png 09 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
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 Tall 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
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 Wooden 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 Seeds 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 Rails 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 ("off" state) D
Redstone (Torch, Active).png 76 4C Redstone Torch ("on" state) D
Stone Button.png 77 4D Stone Button D
Snow.png 78 4E Snow D
Ice.png 79 4F Ice
Snow (Block).png 80 50 Snow Block
Cactus.png 81 51 Cactus D
Clay (Block).png 82 52 Clay Block
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 Block
Portal.png 90 5A 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 ("off" state) D I
Redstone (Repeater, Active).png 94 5E Redstone Repeater ("on" state) 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
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 Frame 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
25px 126 7E Wooden Slab D B
Cocoa Plant.png 127 7F Cocoa Plant
Icon Dec Hex Block type
25px 128 80 Sandstone Stairs D
Emerald Ore.png 129 81 Emerald Ore
Ender Chest.png 130 81 Ender Chest

Item IDs

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

Icon Dec Hex Item
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 Red 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 Soup
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
Icon Dec Hex Item
ItemCSS.png
288 120 Feather
ItemCSS.png
289 121 Gunpowder
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
Icon Dec Hex Item
ItemCSS.png
320 140 Cooked Porkchop
ItemCSS.png
321 141 Paintings
ItemCSS.png
322 142 Golden Apple
ItemCSS.png
323 143 Sign
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 Dust
ItemCSS.png
332 14C Snowball
ItemCSS.png
333 14D Boat
ItemCSS.png
334 14E Leather
ItemCSS.png
335 14F Milk
ItemCSS.png
336 150 Clay Brick
ItemCSS.png
337 151 Clay
ItemCSS.png
338 152 Sugar Cane
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 Chicken 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
Icon Dec Hex Item
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
ItemCSS.png
358 166 Map
ItemCSS.png
359 167 Shears
ItemCSS.png
360 168 Melon Slice
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
Icon Dec Hex Item
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
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

Entity IDs

Id Hex Icon Egg Entity
Drops
1 1
EnvCSS.png
- Dropped item
2 2
EntityCSS.png
- Experience Orb
Immobile
9 9 - - Painting
Projectiles
10 A
EntityCSS.png
- Shot arrow
11 B
EntityCSS.png
- Thrown snowball
12 C
EntityCSS.png
- Ghast fireball
13 D
EntityCSS.png
- Blaze fireball
14 E
EntityCSS.png
- Thrown Ender Pearl
15 F
EntityCSS.png
- Thrown Eye of Ender
16 10
ItemCSS.png
- Thrown Splash Potion
17 11
ItemCSS.png
- Thrown Bottle o' Enchanting
Blocks
20 14
EntityCSS.png
- Primed TNT
21 15
EntityCSS.png
- Falling block (gravel, sand)
Vehicles
40 28
EntityCSS.png
- Minecart
41 29
EntityCSS.png
- Boat
Generic
48 30 - - Mob
49 31 - - Monster
Id Hex Icon Egg Entity
Hostile mobs
50 32
EntityCSS.png
Grid Spawn Creeper.png Creeper
51 33
EntityCSS.png
Grid Spawn Skeleton.png Skeleton
52 34
EntityCSS.png
Grid Spawn Spider.png Spider
53 35
EntityCSS.png
- Giant
54 36
EntityCSS.png
Grid Spawn Zombie.png Zombie
55 37
EntityCSS.png
Grid Spawn Slime.png Slime
56 38
EntityCSS.png
Grid Spawn Ghast.png Ghast
57 39
EntityCSS.png
Grid Spawn Pig Zombie.png Zombie Pigman
58 3A
EntityCSS.png
Grid Spawn Enderman.png Enderman
59 3B
EntityCSS.png
Grid Spawn Cave Spider.png Cave Spider
60 3C
EntityCSS.png
Grid Spawn Silverfish.png Silverfish
61 3D
EntityCSS.png
Grid Spawn Blaze.png Blaze
62 3E
EntityCSS.png
Grid Spawn Magma Cube.png Magma Cube
63 3F
EntityCSS.png
- Ender Dragon
Id Hex Icon Egg Entity
Passive mobs
90 5A
EntityCSS.png
Grid Spawn Pig.png Pig
91 5B
EntityCSS.png
Grid Spawn Sheep.png Sheep
92 5C
EntityCSS.png
Grid Spawn Cow.png Cow
93 5D
EntityCSS.png
Grid Spawn Chicken.png Chicken
94 5E
EntityCSS.png
Grid Spawn Squid.png Squid
95 5F
EntityCSS.png
Grid Spawn Wolf.png Wolf
96 60
EntityCSS.png
Grid Spawn Mooshroom.png Mooshroom
97 61
EntityCSS.png
- Snow Golem
98 62
EntityCSS.png
Grid Spawn Ocelot.png Ocelot
99 63
EntityCSS.png
- Iron Golem
NPCs
120 78
EntityCSS.png
Grid Spawn Villager.png Villager
Other
200 C8
EntityCSS.png
- Ender Crystal

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

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
9 Sky
10 Frozen Ocean
11 Frozen River
12 Ice Plains
13 Ice Mountains
14 Mushroom Island
15 Mushroom Island Shore
16 Beach
17 Desert Hills
18 Forest Hills
19 Taiga Hills
20 Extreme Hills Edge
21 Jungle
22 Jungle Hills
255 (Uncalculated)

Inventory Slot Number

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

Data

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

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

Wood

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

Wooden Planks

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

Fire

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

Leaves

If bit 0x4 is set, the leaves are permanent and will never decay. This bit is set on player-placed leaf blocks and overrides the meaning of bit 0x8.

If bit 0x8 is set, the leaves will be checked for decay. The bit will be cleared after the check if the leaves do not decay. The bit will be set again whenever a block adjacent to the leaves is changed.

Icon Value Description
BlockCSS.png
0 Oak leaves
BlockCSS.png
1 Pine/Spruce leaves
BlockCSS.png
2 Birch leaves
BlockCSS.png
3 Jungle leaves

Coal

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

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)

Saplings

Prior to Beta 1.5

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

Beta 1.5 and after

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

Icon Value Description
BlockCSS.png
0 Oak Sapling
BlockCSS.png
1 Spruce Sapling
BlockCSS.png
2 Birch Sapling
BlockCSS.png
3 Jungle Tree Sapling
BlockCSS.png
4+ Same as 3, but never dropped

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

Some time between Beta 1.5 and 1.2.5, the data was changed to use 3 bits of type and a 1 bit counter.

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
BlockCSS.png
0
BlockCSS.png
1
BlockCSS.png
2
BlockCSS.png
3
BlockCSS.png
4
BlockCSS.png
5
BlockCSS.png
6
BlockCSS.png
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
BlockCSS.png
0
BlockCSS.png
1-2
BlockCSS.png
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
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

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

Torches and Redstone Torches

  • 0x1: Pointing east
  • 0x2: Pointing west
  • 0x3: Pointing south
  • 0x4: Pointing north
  • 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 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)

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

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)

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: 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.

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

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

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

Ladders, Wall Signs, Furnaces, Dispensers 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

Pumpkins and Jack-O-Lanterns

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

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:

Stone Slabs

Icon Value Description
BlockCSS.png
0x0 Stone Slab
BlockCSS.png
0x1 Sandstone Slab
BlockCSS.png
0x2 Wooden Stone Slab
BlockCSS.png
0x3 Cobblestone Slab
BlockCSS.png
0x4 Brick Slab
BlockCSS.png
0x5 Stone Brick Slab

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

Half-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 wooden stone slab has metadata value 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.

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.

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 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.

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

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
BlockCSS.png
0x0 Dead shrub (identical in appearance to block Dead Bush when placed, but acts like Tall Grass)
BlockCSS.png
0x1 Tall grass
BlockCSS.png
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 south wall
  • 0x1: Attached to the north wall
  • 0x2: Attached to the east wall
  • 0x3: Attached to the west 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: north
  • 3: south
  • 4: west
  • 5: east

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

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

Stone Brick

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

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

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

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

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 - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png -
1 1 Regeneration 0:45 Grid Potion of Regeneration.pngGrid Splash Potion of Regeneration.png
EffectsCSS.png
EffectsCSS.png
Pink
2 2 Speed 3:00 Grid Potion of Swiftness.pngGrid Splash Potion of Swiftness.png
EffectsCSS.png
EffectsCSS.png
Sky blue
3 3 Fire Resistance 3:00 Grid Potion of Fire Resistance.pngGrid Splash Potion of Fire Resistance.png
EffectsCSS.png
EffectsCSS.png
Orange
4 4 Poison 0:45 Grid Potion of Poison.pngGrid Splash Potion of Poison.png
EffectsCSS.png
EffectsCSS.png
Green
5 5 Instant Health instant Grid Potion of Healing.pngGrid Splash Potion of Healing.png - -
6 6 - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -
7 7 - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -
8 8 Weakness 1:30 Grid Potion of Weakness.pngGrid Splash Potion of Weakness.png
EffectsCSS.png
EffectsCSS.png
Grey
9 9 Strength 3:00 Grid Potion of Strength.pngGrid Splash Potion of Strength.png
EffectsCSS.png
EffectsCSS.png
Dark red
10 a Slowness 1:30 Grid Potion of Slowness.pngGrid Splash Potion of Slowness.png
EffectsCSS.png
EffectsCSS.png
Blue-Grey
11 b - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -
12 c Instant Damage instant Grid Potion of Harming.pngGrid Splash Potion of Harming.png - -
13 d - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -
14 e - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -
15 f - - Grid Mundane Potion.pngGrid Splash Mundane Potion.png - -

"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.

"Extended duration" bit

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

"Splash potion" bit

Dec 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 east
  • 0x2: The slot pointing southwest
  • 0x4: The slot pointing northwest

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. To make the frame activate, each of the portal frame blocks in the pattern must "face" toward the middle. Since the image is symmetrical, no visual appearance indicates 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 Ender Pearl 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.

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.

Trivia

  • Using /give command or inventory editors, an item can be spawned with its entity ID 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 entity ID. In the case of Wool colors, entity IDs "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 entity IDs, 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 entity IDs that are out of valid bounds will "default" to the lowest or highest valid entity ID 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 entity ID 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 entity ID, being 15, which is what Bone Meal is.
    • Example 3 - Non-usable: Note that the valid entity IDs for dye are between the numbers 0 and 15. Any type of dye that's spawned with an entity ID lower than 0 or higher than 15 cannot be used. So if one is using the /give command to spawn a dye with an entity ID 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: Entity ID rotation has been confirmed for Wool, but only the colors seem to rotate. Using a Wool entity ID of 16 (when the highest is 15) will "circle back" to white wool, which is 0. Using an entity ID 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 entity ID of 2. Despite this, the unstacking entity ID issue still remains.
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