Data values

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Revision as of 16:51, 14 October 2011 by Admin (talk | contribs) (1 revision)
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This article is about data values found in the latest unmodified PC version of Minecraft. For data values added by mods, see Mods/Data values. For data values found in Classic, see Data values (Classic). For data values found in Pocket Edition, see Data values (Pocket Edition).

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. In a Beta world, Block data further defines blocks placed, describing for example the height of water or the direction a torch points.

Beta picture reference in 3D
Beta picture reference in 2D

Block IDs (Minecraft Beta)

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.
Blue Only available in Creative mode.
Green Only available by having Enchanted tools or in Creative mode.
Icon Dec Hex Block type
00 00 Air
Stone.png 01 01 Stone
Grass.png 02 02 Grass
Dirt.png 03 03 Dirt
Cobblestone.png 04 04 Cobblestone
Wooden Plank.png 05 05 Wooden Plank
Sapling.png 06 06 Sapling D B
Bedrock.png 07 07 Bedrock
Water.png 08 08 Water D
Water.png 09 09 Stationary water D
Lava.png 10 0A Lava D
Lava.png 11 0B Stationary lava D
Sand.png 12 0C Sand
Gravel.png 13 0D Gravel
Gold (Ore).png 14 0E Gold Ore
Iron (Ore).png 15 0F 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
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
Grid 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 Brick Block
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).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 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 Hidden Silverfish 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 StairsD
Stone Brick Stairs.png 109 6D Stone Brick StairsD
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 StairsD
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
White Stone.png 121 79 White Stone

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 Gold Sword
ItemCSS.png
284 11C Gold Shovel
ItemCSS.png
285 11D Gold Pickaxe
ItemCSS.png
286 11E Gold 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 Gold Helmet
ItemCSS.png
315 13B Gold Chestplate
ItemCSS.png
316 13C Gold Leggings
ItemCSS.png
317 13D Gold 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
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 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
2256 8D0 13 Disc
Icon Dec Hex Item
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

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 0-2 0-2 Wood Texture
Fire 0-15 0-F Age in some fraction of a second
Leaves 0-2 0-2 Leaves Texture
Jukebox 0-2 0-2 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
Ladders 0-3 0-3 Ladder orientation
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
Wall Signs 2-5 2-5 Sign orientation
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/Delayer 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-? 0-? Potion Type
Brewing Stand 0-7 0-7 Slots used (plus more?)
Cauldron 0-3 0-3 Amount of water
Air Portal Frame 0-1 0-1 Broken or Fixed

Wood

Icon Value Description
BlockCSS.png
0 Is the usual trunk texture
BlockCSS.png
1 Is the spruce like texture
BlockCSS.png
2 Is a birch texture

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 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 Is the usual tree's leaves texture
BlockCSS.png
1 Is the spruce tree's leaves texture
BlockCSS.png
2 Is a birch tree's leaves texture
BlockCSS.png
3 Is the usual tree's leaves texture but with the spruce tree's leaves color

Coal

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

Jukebox

Icon Value Description
0 Nothing
ItemCSS.png
1 Gold Music Disc
ItemCSS.png
2 Green Music Disc

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 Usual Sapling
BlockCSS.png
1 Spruce Sapling
BlockCSS.png
2 Birch Sapling
3 n/a - defaults to "usual"

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

Cactus

0x0 is a freshly planted cactus. The data value is incremented at random intervals. When it becomes 15, a new cactus block is created on top as long as the total height does not exceed 3.

Sugar Canes

0x0 is a freshly planted cane. The data value is incremented at random intervals. When it becomes 15, a new sugar cane block is created on top as long as the total height does not exceed 3.

Water and Lava

0x0 is a full block. Water goes up to 0x7, Lava goes up to 0x6 (using the steps 0x0, 0x2, 0x4 and 0x6). If bit 0x8 is set, this liquid is "falling" and only spreads downward.

Farmland

0x0 is dry land, 0x1-0x8 are increasing levels of wetness. The wetness value depends on how far the block is away from water.

Crops

Crops grow from 0x0 to 0x7 (Pictured below).

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

Crop states.png

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):

  • Small: 0
  • Medium: 1-2
  • Large: 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

Note: Only the default wool block - block ID #35 - can be spawned using the /give method. The materials for dying wool must be spawned or collected in order to get colored 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 0x0 Ink Sac
ItemCSS.png
1 0x1 Rose Red
ItemCSS.png
2 0x2 Cactus Green
ItemCSS.png
3 0x3 Cocoa Beans
ItemCSS.png
4 0x4 Lapis Lazuli
ItemCSS.png
5 0x5 Purple Dye
ItemCSS.png
6 0x6 Cyan Dye
ItemCSS.png
7 0x7 Light Gray Dye
ItemCSS.png
8 0x8 Gray Dye
ItemCSS.png
9 0x9 Pink Dye
ItemCSS.png
10 0xA Lime Dye
ItemCSS.png
11 0xB Dandelion Yellow
ItemCSS.png
12 0xC Light Blue Dye
ItemCSS.png
13 0xD Magenta Dye
ItemCSS.png
14 0xE Orange Dye
ItemCSS.png
15 0xF 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: WestNorth corner (connecting East and South)
  • 0x7: EastNorth corner (connecting West and South)
  • 0x8: EastSouth corner (connecting West and North)
  • 0x9: WestSouth corner (connecting East and North)

Ladders

  • 0x2: Attached to the North side of a block
  • 0x3: South side of a block
  • 0x4: West side
  • 0x5: East side

Stairs

  • 0x0: Ascending East
  • 0x1: Ascending West
  • 0x2: Ascending South
  • 0x3: Ascending North

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

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.

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

Wall Signs

  • 0x2: Facing North
  • 0x3: Facing South
  • 0x4: Facing West
  • 0x5: Facing East

Furnaces, Dispensers and Chests

  • 0x2: Facing North
  • 0x3: Facing South
  • 0x4: Facing West
  • 0x5: Facing East

Pumpkins and Jack-O-Lanterns

  • 0x0: Facing North
  • 0x1: Facing East
  • 0x2: Facing South
  • 0x3: Facing West

Pressure Plates

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

Slab and Double Slab material

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 Stone Slab

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.

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

Stone Brick

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. Code snippet has been moved to the Talk page, if anyone feels like puzzling it out there.

  • 0: Mundane Potion (No Effects)
  • ...

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

Air Portal Frame

In Beta 1.9pre4

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.

In Beta 1.9pre3

  • 0: denotes a full, "fixed" block
  • 1: denotes a "broken" block

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