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This feature is exclusive to Java Edition. 
This page describes content that exists only in outdated versions of Minecraft. 
Most numeric IDs only exist in outdated versions of Minecraft. The change happened in 17w47a

These data values refer to the different types of blocks and items on Java Edition. They are used in 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. There are also Entity IDs for entities such as mobs and projectiles. Block data further defines blocks placed, describing for example the height of water or the direction a torch points.

DataValuesBeta

The list of Blocks and Items in Java Edition 1.12.2.

IDs[]

Key
I Has a different ID as an inventory item.
D Use the item's Damage field to define its durability.
S Requires additional data from the saved game's Data array to fully define the block.
B Requires additional data in the item's Damage field to fully define the inventory item.
N Requires additional data in the item's NBT data to fully define the inventory item.
E Requires a block 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 as an item. (Can only be placed using block-placement commands such as /setblock or /fill.)
Blue Available in the Creative mode inventory by item list.
Purple Available in Creative mode by block picking.
Teal Can be obtained by trading with villagers or in the Creative mode inventory.
Green Only available by having Enchanted tools or in the Creative mode inventory.
Lime Green Only available by having Enchanted tools or via use of /give or inventory editors, but unobtainable in the Creative mode inventory.
Gray Unused data.


Horse Variants[]

Horse entities have variant fields that determine the markings on the horse. Below is a list of Variant values that determine the variant of horses.

White Creamy Chestnut Brown Black Gray Dark Brown
None 0 1 2 3 4 5 6
White 256 257 258 259 260 261 262
White Field 512 513 514 515 516 517 518
White Dots 768 769 770 771 772 773 774
Black Dots 1024 1025 1026 1027 1028 1029 1030

Variant names taken from the names of the texture file they correspond to.

Summoning a horse entity without specifying the Variant value, or using a Variant value that is not a true ID (all true IDs are displayed on the chart above), will result in a white horse.


Biome IDs[]

See also: Biome/ID

Each type of biome has its own biome id, shown in the following table. Main biomes have a numeric ID from 0 to 127, while biome variations normally have a numeric ID of 128 + <original biome number>. Extreme Hills Edge and Frozen Ocean biomes did not generate anymore.

Icon Dec Hex Resource location Biome Color
0 0 minecraft:ocean Ocean 000070
1 1 minecraft:plains Plains 8DB360
2 2 minecraft:desert Desert FA9418
3 3 minecraft:extreme_hills Extreme Hills 606060
4 4 minecraft:forest Forest 056621
5 5 minecraft:taiga Taiga 0B6659
6 6 minecraft:swampland Swampland 07F9B2
7 7 minecraft:river River 0000FF
8 8 minecraft:hell Hell FF0000
9 9 minecraft:sky The End 8080FF
10 A minecraft:frozen_ocean FrozenOcean 9090A0
11 B minecraft:frozen_river FrozenRiver A0A0FF
12 C minecraft:ice_flats Ice Plains FFFFFF
13 D minecraft:ice_mountains Ice Mountains A0A0A0
14 E minecraft:mushroom_island MushroomIsland FF00FF
15 F minecraft:mushroom_island_shore MushroomIslandShore A000FF
16 10 minecraft:beaches Beach FADE55
17 11 minecraft:desert_hills DesertHills D25F12
18 12 minecraft:forest_hills ForestHills 22551C
19 13 minecraft:taiga_hills TaigaHills 163933
20 14 minecraft:smaller_extreme_hills Extreme Hills Edge 72789A
21 15 minecraft:jungle Jungle 537B09
22 16 minecraft:jungle_hills JungleHills 2C4205
23 17 minecraft:jungle_edge JungleEdge 628B17
24 18 minecraft:deep_ocean Deep Ocean 000030
25 19 minecraft:stone_beach Stone Beach A2A284
26 1A minecraft:cold_beach Cold Beach FAF0C0
27 1B minecraft:birch_forest Birch Forest 307444
28 1C minecraft:birch_forest_hills Birch Forest Hills 1F5F32
29 1D minecraft:roofed_forest Roofed Forest 40511A
30 1E minecraft:taiga_cold Cold Taiga 31554A
31 1F minecraft:taiga_cold_hills Cold Taiga Hills 243F36
32 20 minecraft:redwood_taiga Mega Taiga 596651
33 21 minecraft:redwood_taiga_hills Mega Taiga Hills 545F3E
34 22 minecraft:extreme_hills_with_trees Extreme Hills+ 507050
35 23 minecraft:savanna Savanna BDB25F
36 24 minecraft:savanna_rock Savanna Plateau A79D64
37 25 minecraft:mesa Mesa D94515
38 26 minecraft:mesa_rock Mesa Plateau F B09765
39 27 minecraft:mesa_clear_rock Mesa Plateau CA8C65
127 7F minecraft:void The Void
129 81 minecraft:mutated_plains Sunflower Plains B5DB88
130 82 minecraft:mutated_desert Desert M FFBC40
131 83 minecraft:mutated_extreme_hills Extreme Hills M 888888
132 84 minecraft:mutated_forest Flower Forest 2d8e48
133 85 minecraft:mutated_taiga Taiga M 596651
134 86 minecraft:mutated_swampland Swampland M 2FFFDA
140 8C minecraft:mutated_ice_flats Ice Plains Spikes B4DCDC
149 95 minecraft:mutated_jungle Jungle M 7BA331
151 97 minecraft:mutated_jungle_edge JungleEdge M 8AB33F
155 9B minecraft:mutated_birch_forest Birch Forest M 589C6C
156 9C minecraft:mutated_birch_forest_hills Birch Forest Hills M 47875A
157 9D minecraft:mutated_roofed_forest Roofed Forest M 687942
158 9E minecraft:mutated_taiga_cold Cold Taiga M 597D72
160 A0 minecraft:mutated_redwood_taiga Mega Spruce Taiga 818e79
161 A1 minecraft:mutated_redwood_taiga_hills Redwood Taiga Hills M 6d7766
162 A2 minecraft:mutated_extreme_hills_with_trees Extreme Hills+ M 789878
163 A3 minecraft:mutated_savanna Savanna M E5DA87
164 A4 minecraft:mutated_savanna_rock Savanna Plateau M CFC58C
165 A5 minecraft:mutated_mesa Mesa (Bryce) FF6D3D
166 A6 minecraft:mutated_mesa_rock Mesa Plateau F M D8BF8D
167 A7 minecraft:mutated_mesa_clear_rock Mesa Plateau M F2B48D

Enchantment IDs[]

Used in commands such as /enchant, /give and /replaceitem.

Enchantment Resource location ID
Protection protection 0
Fire Protection fire_protection 1
Feather Falling feather_falling 2
Blast Protection blast_protection 3
Projectile Protection projectile_protection 4
Respiration respiration 5
Aqua Affinity aqua_affinity 6
Thorns thorns 7
Depth Strider depth_strider 8
Frost Walker frost_walker 9
Curse of Binding binding_curse 10
Sharpness sharpness 16
Smite smite 17
Bane of Arthropods bane_of_arthropods 18
Knockback knockback 19
Fire Aspect fire_aspect 20
Looting looting 21
Sweeping Edge sweeping 22
Efficiency efficiency 32
Silk Touch silk_touch 33
Unbreaking unbreaking 34
Fortune fortune 35
Power power 48
Punch punch 49
Flame flame 50
Infinity infinity 51
Luck of the Sea luck_of_the_sea 61
Lure lure 62
Mending mending 70
Curse of Vanishing vanishing_curse 71

Status effects[]

Used in /effect command.

Icon Value Resource location Effect type Translation key Particle color
1 speed Speed effect.moveSpeed #7CAFC6
2 slowness Slowness effect.moveSlowdown #5A6C81
3 haste Haste effect.digSpeed #D9C043
4 mining_fatigue Mining Fatigue effect.digSlowDown #4A4217
5 strength Strength effect.damageBoost #932423
6 instant_health Instant Health effect.heal #F82423
7 instant_damage Instant Damage effect.harm #430A09
8 jump_boost Jump Boost effect.jump #786297
9 nausea Nausea effect.confusion #551D4A
10 regeneration Regeneration effect.regeneration #CD5CAB
11 resistance Resistance effect.resistance #99453A
12 fire_resistance Fire Resistance effect.fireResistance #E49A3A
13 water_breathing Water Breathing effect.waterBreathing #2E5299
14 invisibility Invisibility effect.invisibility #7F8392
15 blindness Blindness effect.blindness #1F1F23
16 night_vision Night vision effect.nightVision #1F1FA1
17 hunger Hunger effect.hunger #587653
18 weakness Weakness effect.weakness #484D48
19 poison Poison effect.poison #4E9331
20 wither Wither effect.wither #352A27
21 health_boost Health Boost effect.healthBoost #F87D23
22 absorption Absorption effect.absorption #2552A5
23 saturation Saturation effect.saturation #F82423
24 glowing Glowing effect.glowing #94A061
25 levitation Levitation effect.levitation #CEFFFF
26 luck Luck effect.luck #339900
27 unluck Bad Luck effect.unluck #C0A44D

Data[]

Up to 4 bits of special data are used for certain block and item types. Blocks that need more than 4 bits of data beyond the block ID use a block entity or are split into two blocks. Storage differs according to level format.

Block dec hex Use
Wood 0-15 0-F Wood Texture/Rotation
Fire 0-15 0-F Age in ticks (1/20th of a second)
Leaves 0-15 0-F Leaves texture, decay counter
Jukebox 0-1 0-1 Disc in jukebox or not
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
Sand 0-1 0-1 Color of sand
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, Stained Clay, Stained Glass and Carpet 0-15 0-F Color
Dyes 0-15 0-F Dye Color
Fish 0-3 0-3 Type of fish
Command block 0-1 0-1 Commands
Torches and Redstone Torches 0-5 0-5 Torch orientation
Rails (reg, powered, detect) 0-9 0-9 Rail slope, orientation, power
Stairs 0-7 0-7 Stair orientation
Levers 0-15 0-F Lever orientation and thrown state
Door 0-15 0-F Hinge corner position and swing state
Buttons 0-15 0-F Button orientation, whether it's pressed
Sign Posts 0-15 0-F Sign orientation
Ladders, Wall Signs, Furnaces, Chests 2-5 2-5 Orientation
Dispensers, Droppers, and Hoppers 0-15 0-F 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 0-15 0-F Type of slab
Snow 0-7 0-7 Block height
Cake 0-5 0-5 Pieces eaten
Bed 0-15 0-F Orientation, whether it's occupied
Redstone Comparator 0-15 0-F Orientation, mode and power
Redstone Repeater 0-15 0-F Orientation and delay
Redstone Wire 0-15 0-F Power level
Daylight sensor 0-15 0-F Power level
Grass 0-2 0-2 Appearance (grass, fern, shrub)
Flowers 0-8 0-8 Type of flower
Large Flowers 0-5, 8-13 0-5, 8-D Type of flower
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
Nether Portal 1-2 1-2 Orientation
End Portal Frame 0-7 0-7 Orientation, broken/fixed state
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 0-5 0-5 Wood Planks texture
Block of Quartz 0-4 0-4 Block of Quartz texture/rotation

Wood Planks[]

DV Description
0 Oak Wood Planks
1 Spruce Wood Planks
2 Birch Wood Planks
3 Jungle Wood Planks
4 Acacia Wood Planks
5 Dark Oak Wood Planks


Stone[]

DV Description
0 Stone
1 Granite
2 Polished Granite
3 Diorite
4 Polished Diorite
5 Andesite
6 Polished Andesite


Dirt[]

DV Description
0 Dirt
1 Coarse Dirt
2 Podzol


Saplings[]

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

Bits Values
0x1
0x2
0x4
A three-bit field storing a value of 0 to 5 specifying the type of sapling:
  • 0: Oak Sapling
  • 1: Spruce Sapling
  • 2: Birch Sapling
  • 3: Jungle Sapling
  • 4: Acacia Sapling
  • 5: Dark Oak Sapling
0x8 Set if sapling is ready to grow into a tree.

The 0x8 bit functions as the counter. The counter is cleared when a sapling is dropped as an item.

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 one in the nether and two everywhere else.

The stationary versions of each fluid are "stable" and currently not being checked by the engine for further level changes. Oddly the in-code names for stationary water and lava are "water" and "lava" and the regular versions are "flowing_water" and "flowing_lava".

Sand[]

DV Description
0 Sand
1 Red sand


Wood[]

Block 17

Bits Values
0x1
0x2
A two-bit field storing a value of 0 to 3 specifying the type of wood:
  • 0: Oak Wood
  • 1: Spruce Wood
  • 2: Birch Wood
  • 3: Jungle Wood
0x4
0x8
A two-bit field storing a value of 0 to 3 specifying the orientation of the wood:
  • 0: Facing Up/Down
  • 1: Facing East/West
  • 2: Facing North/South
  • 3: Only bark

Block 162

Bits Values
0x1
0x2
A two-bit field storing a value of 0 to 1 specifying the type of wood:
  • 0: Acacia Wood
  • 1: Dark Oak Wood
0x4
0x8
A two-bit field storing a value of 0 to 3 specifying the orientation of the wood:
  • 0: Facing Up/Down
  • 1: Facing East/West
  • 2: Facing North/South
  • 3: Only bark

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.

Block 18

DV Description
0 Oak Leaves
1 Spruce Leaves
2 Birch Leaves
3 Jungle Leaves
4 Oak Leaves (no decay)
5 Spruce Leaves (no decay)
6 Birch Leaves (no decay)
7 Jungle Leaves (no decay)
8 Oak Leaves (check decay)
9 Spruce Leaves (check decay)
10 Birch Leaves (check decay)
11 Jungle Leaves (check decay)
12 Oak Leaves (no decay and check decay)
13 Spruce Leaves (no decay and check decay)
14 Birch Leaves (no decay and check decay)
15 Jungle Leaves (no decay and check decay)


Block 161

DV Description
0 Acacia Leaves
1 Dark Oak Leaves
4 Acacia Leaves (no decay)
5 Dark Oak Leaves (no decay)
8 Acacia Leaves (check decay)
9 Dark Oak Leaves (check decay)
12 Acacia Leaves (no decay and check decay)
13 Dark Oak Leaves (no decay and check decay)


Wool, terracotta, stained Glass and carpet[]

These values specify the color of the wool, stained terracotta, stained glass and carpet. This data is stored in block metadata for placed wool, stained clay, stained glass or carpet, and as the "damage" for the item in the inventory.

Carpet
DV Description
0 White Carpet
1 Orange Carpet
2 Magenta Carpet
3 Light Blue Carpet
4 Yellow Carpet
5 Lime Carpet
6 Pink Carpet
7 Gray Carpet
8 Light Gray Carpet
9 Cyan Carpet
10 Purple Carpet
11 Blue Carpet
12 Brown Carpet
13 Green Carpet
14 Red Carpet
15 Black Carpet
Wool
Data value Description Color Code[note 1]
Dec Hex old new
0 0x0 White wool #DDDDDD #E9ECEC
1 0x1 Orange wool #DB7D3E #F07613
2 0x2 Magenta wool #B350BC #BD44B3
3 0x3 Light blue wool #6B8AC9 #3AAFD9
4 0x4 Yellow wool #B1A627 #F8C627
5 0x5 Lime wool #41AE38 #70B919
6 0x6 Pink wool #D08499 #ED8DAC
7 0x7 Gray wool #404040 #3E4447
8 0x8 Light gray wool #9AA1A1 #8E8E86
9 0x9 Cyan wool #2E6E89 #158991
10 0xA Purple wool #7E3DB5 #792AAC
11 0xB Blue wool #2E388D #35399D
12 0xC Brown wool #4F321F #724728
13 0xD Green wool #35461B #546D1B
14 0xE Red wool #963430 #A12722
15 0xF Black wool #191616 #141519
  1. Wool has a mottled pattern. These are the average RGB color values for the default texture.
Terracotta
DV Description
0 White terracotta
1 Orange terracotta
2 Magenta terracotta
3 Light blue terracotta
4 Yellow terracotta
5 Lime terracotta
6 Pink terracotta
7 Gray terracotta
8 Light gray terracotta
9 Cyan terracotta
10 Purple terracotta
11 Blue terracotta
12 Brown terracotta
13 Green terracotta
14 Red terracotta
15 Black terracotta
Stained glass
DV Description
0 White Stained Glass
1 Orange Stained Glass
2 Magenta Stained Glass
3 Light Blue Stained Glass
4 Yellow Stained Glass
5 Lime Stained Glass
6 Pink Stained Glass
7 Gray Stained Glass
8 Light Gray Stained Glass
9 Cyan Stained Glass
10 Purple Stained Glass
11 Blue Stained Glass
12 Brown Stained Glass
13 Green Stained Glass
14 Red Stained Glass
15 Black Stained Glass


Torches and Redstone Torches[]

DV Description
0 (unused)
1 Facing east (attached to a block to its west)
2 Facing west (attached to a block to its east)
3 Facing south (attached to a block to its north)
4 Facing north (attached to a block to its south)
5 Facing up (attached to a block beneath it)


Slabs[]

This section is missing information about stone_slab2 and purpur_slab, and their double variants. 
Please expand the section to include this information. Further details may exist on the talk page.

Single 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.

The wooden slab in the stone slabs has the properties of stone, and the texture of oak wood planks. They are unavailable in game and can only be obtained through commands.

Double Stone Slabs[]

Block 43
DV Description
0 Double Stone Slab
1 Double Sandstone Slab
2 Double (Stone) Wooden Slab
3 Double Cobblestone Slab
4 Double Bricks Slab
5 Double Stone Brick Slab
6 Double Nether Brick Slab
7 Double Quartz Slab

The full stone, quartz, sandstone, and red sandstone Slabs have a top texture on all sides.

Stone Slabs[]

Block 44
DV Description
0 Stone Slab
1 Sandstone Slab
2 (Stone) Wooden Slab
3 Cobblestone Slab
4 Bricks Slab
5 Stone Brick Slab
6 Nether Brick Slab
7 Quartz Slab
8 Upper Stone Slab
9 Upper Sandstone Slab
10 Upper (Stone) Wooden Slab
11 Upper Cobblestone Slab
12 Upper Bricks Slab
13 Upper Stone Brick Slab
14 Upper Nether Brick Slab
15 Upper Quartz Slab
Block 182
DV Description
0 Red Sandstone Slab
8 Upper Red Sandstone Slab

Double Wooden Slabs[]

Block 125
DV Description
0 Double Oak Slab
1 Double Spruce Slab
2 Double Birch Slab
3 Double Jungle Slab
4 Double Acacia Slab
5 Double Dark Oak Slab

Wooden Slabs[]

Block 126
DV Description
0 Oak Wood Slab
1 Spruce Wood Slab
2 Birch Wood Slab
3 Jungle Wood Slab
4 Acacia Wood Slab
5 Dark Oak Wood Slab
8 Upper Oak Wood Slab
9 Upper Spruce Wood Slab
10 Upper Birch Wood Slab
11 Upper Jungle Wood Slab
12 Upper Acacia Wood Slab
13 Upper Dark Oak Wood Slab

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.

Sandstone[]

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

DV Description
0 Sandstone
1 Chiseled sandstone
2 Smooth sandstone

Red Sandstone[]

DV Description
0 Red Sandstone
1 Chiseled Red Sandstone
2 Smooth Red Sandstone

Beds[]

Lowest two bits value Facing
0 Head facing South
1 Head facing West
2 Head facing North
3 Head facing East
Bit flag Meaning
0x4 When 0, the bed is empty
When 1, the bed is occupied
0x8 When 0, the foot of the bed
When 1, the head of the bed

Grass[]

DV Description
0 Tall Grass
1 Fern

Flowers[]

DV Description
0 Poppy
1 Blue Orchid
2 Allium
3 Azure Bluet
4 Red Tulip
5 Orange Tulip
6 White Tulip
7 Pink Tulip
8 Oxeye Daisy

Large Flowers[]

DV Description
0 Sunflower
1 Lilac
2 Double Tallgrass
3 Large Fern
4 Rose Bush
5 Peony
8 Top Half of any Large Plant; low three bits 0x7 are derived from the block below.

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

Stairs[]

Bits Description
0x1
0x2
A two-bit field containing a value from 0 to 3 specifying the direction of the stairs' full-block side:
  • 0: East
  • 1: West
  • 2: South
  • 3: North
0x4 Set if stairs are upside-down
0x8 (unused)

Redstone Wire[]

Bits Values
0x1
0x2
0x4
0x8
A four-bit field storing a value from 0 to 15 specifying the redstone dust's current redstone power level.

Daylight Sensor[]

Bits Values
0x1
0x2
0x4
0x8
Four bits storing a value from 0 to 15 representing the daylight sensor's current redstone power level.

Crops[]

Crops grow from values 0 to 7. Carrots, beetroot and potatoes appear to have 4 stages, but actually grow identically to wheat, merely using the same texture for multiple stages.

Wheat
Icon Value
0
1
2
3
4
5
6
7
Carrot
Icon Value
0, 1
2, 3
4, 5, 6
7
Potato
Icon Value
0, 1
2, 3
4, 5, 6
7
Beetroot
Icon Value
0
1
2
3

Farmland[]

Value Meaning
0 Dry land
1 to 7 Increasing levels of wetness.
The wetness value counts down to 0 while the farmland
does not have access to water. The wet texture is only used on level 7.

[]

Standing[]

Bits Description
0x1
0x2
0x4
0x8
A four-bit field storing a value from 0 to 15 specifying the block's orientation:
  • 0: south
  • 1: south-southwest
  • 2: southwest
  • 3: west-southwest
  • 4: west
  • 5: west-northwest
  • 6: northwest
  • 7: north-northwest
  • 8: north
  • 9: north-northeast
  • 10: northeast
  • 11: east-northeast
  • 12: east
  • 13: east-southeast
  • 14: southeast
  • 15: south-southeast


Wall[]

Bits Description
0x1
0x2
0x4
A three-bit field storing a value from 2 to 5 specifying the block's orientation:
  • 2: north
  • 3: south
  • 4: west
  • 5: east
0x8 (unused)

Door[]

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: north-west corner
  • 0x1: north-east corner
  • 0x2: south-west corner
  • 0x3: south-east 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 south-west 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)[]

12w06a-doors-idx

Graphic of possible door data values in 12w06a

The total data needed to accurately describe a single door tile is now contained in both door tiles, so both data values have to be inspected.

Common to both door tiles, the top bit (0x8) is as follows:

  • 0: The bottom half of the door
  • 1: The top half of the door

Top Sections

The least-significant bit (0x1) is as follows, assuming you're facing the same direction the door faces while closed:
  • 0: Hinge is on the right (this is the default for single doors)
  • 1: Hinge is on the left (this will be used for the other half of a double-door combo)
The other two bits (0x2 and 0x4) are always zero.
The only valid values for a top section, therefore, are 8 (binary 1000) and 9 (binary 1001).

Bottom Sections

The second bit (0x4) determines the door's state:
  • 0: Closed
  • 1: Open
The bottom two bits determine which direction the door faces (these directions given for which direction the door faces while closed)
  • 0: Facing east
  • 1: Facing south
  • 2: Facing west
  • 3: Facing north

Starting at Minecraft ??[]

The second bit for the top half of the door (0x2) determines whether the door is Powered or Unpowered.
  • 0: Door is Unpowered
  • 1: Door is Powered
Which means the top section, now uses values 8, 9, 10, and 11.

Rails[]

Value Description
0 Straight rail connecting to the north and south.
1 Straight rail connecting to the east and west.
2 Sloped rail ascending to the east.
3 Sloped rail ascending to the west.
4 Sloped rail ascending to the north.
5 Sloped rail ascending to the south.
6 Curved rail connecting to the south and east.
7 Curved rail connecting to the south and west.
8 Curved rail connecting to the north and west.
9 Curved rail connecting to the north and east.

Activator Rails, Detector Rails, and Powered Rails[]

Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 0 to 5:

  • 0: flat track going north-south
  • 1: flat track going west-east
  • 2: sloped track ascending to the east
  • 3: sloped track ascending to the west
  • 4: sloped track ascending to the north
  • 5: sloped track ascending to the south
0x8 Set if rail is active.

Ladders, Furnaces, Chests, Trapped Chests[]

Ladder
Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 2 to 5:

  • 2: Ladder facing north
  • 3: Ladder facing south
  • 4: Ladder facing west
  • 5: Ladder facing east

Invalid values default to 2.

0x8 Unused.
Furnace
Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 2 to 5:

  • 2: Furnace facing north
  • 3: Furnace facing south
  • 4: Furnace facing west
  • 5: Furnace facing east

Invalid values default to 2.

0x8 Unused.
Chest
Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 2 to 5:

  • 2: Chest facing north
  • 3: Chest facing south
  • 4: Chest facing west
  • 5: Chest facing east

Invalid values default to 2.

0x8 Unused.
Trapped Chest
Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 2 to 5:

  • 2: Trapped chest facing north
  • 3: Trapped chest facing south
  • 4: Trapped chest facing west
  • 5: Trapped chest facing east

Invalid values default to 2.

0x8 Unused.

Sign[]

Standing[]

Bits Description
0x1
0x2
0x4
0x8
A four-bit field storing a value from 0 to 15 specifying the block's orientation:
  • 0: south
  • 1: south-southwest
  • 2: southwest
  • 3: west-southwest
  • 4: west
  • 5: west-northwest
  • 6: northwest
  • 7: north-northwest
  • 8: north
  • 9: north-northeast
  • 10: northeast
  • 11: east-northeast
  • 12: east
  • 13: east-southeast
  • 14: southeast
  • 15: south-southeast


Wall[]

Bits Description
0x1
0x2
0x4
A three-bit field storing a value from 2 to 5 specifying the block's orientation:
  • 2: north
  • 3: south
  • 4: west
  • 5: east
0x8 (unused)

Dispenser and Dropper[]

Dropper
Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 0 to 5 specifying which direction the dropper is facing:

  • 0: Dropper facing down
  • 1: Dropper facing up
  • 2: Dropper facing north
  • 3: Dropper facing south
  • 4: Dropper facing west
  • 5: Dropper facing east
0x8 Set if dropper is activated.
Dispenser
Bits Values
0x1
0x2
0x4

Three bits storing a value from 0 to 5:

  • 0: Dispenser facing down
  • 1: Dispenser facing up
  • 2: Dispenser facing north
  • 3: Dispenser facing south
  • 4: Dispenser facing west
  • 5: Dispenser facing east
0x8 If set, the dispenser is activated.

Hopper[]

Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 0 to 5:

  • 0: Output facing down
  • 1: (unused)
  • 2: Output facing north
  • 3: Output facing south
  • 4: Output facing west
  • 5: Output facing east
0x8 Set if activated/disabled.

Levers[]

Bits Values
0x1
0x2
0x4

A three-bit field storing a value from 0 to 7:

  • 0: Lever on block bottom points east when off.
  • 1: Lever on block side facing east
  • 2: Lever on block side facing west
  • 3: Lever on block side facing south
  • 4: Lever on block side facing north
  • 5: Lever on block top points south when off.
  • 6: Lever on block top points east when off.
  • 7: Lever on block bottom points south when off.
0x8 If this bit is set, the lever is active.

Pressure Plates[]

Stone or wooden pressure plate
Bits Values
0x1 If this bit is set, the pressure plate is active.
0x2
0x4
0x8
Unused.
Weighted pressure plate
Bits Values
0x1
0x2
0x4
0x8
A four-bit field storing a value from 0 to 15 representing the weighted pressure plate's current redstone power level.

Buttons[]

Bits Values
0x1
0x2
0x4

Three bits storing a value from 0 to 5:

  • 0: Button on block bottom facing down
  • 1: Button on block side facing east
  • 2: Button on block side facing west
  • 3: Button on block side facing south
  • 4: Button on block side facing north
  • 5: Button on block top facing up
0x8 If this bit is set, the button is currently active.

Snow[]

Snow heights

Heights of snow from 0-7, going from left to right

DV Description
0 One layer, 2 pixels thick
1 Two layers, 4 pixels thick
2 Three layers, 6 pixels thick
3 Four layers, 8 pixels thick
4 Five layers, 10 pixels thick
5 Six layers, 12 pixels thick
6 Seven layers, 14 pixels thick
7 Eight layers, 16 pixels thick


Cacti and Sugar Canes[]

Cactus
Value Meaning
0 Freshly planted cactus.
1 to 15 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
Value Meaning
0 Freshly planted sugar cane.
1 to 15 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.

Jukebox[]

DV Description
0 No disc inserted
1 Contains a disc

The associated block entity is used to identify which record has been inserted.


Pumpkins and Jack o'Lanterns[]

Pumpkin
Lowest two bits value Facing
0 Pumpkin facing south
1 Pumpkin facing west
2 Pumpkin facing north
3 Pumpkin facing east
Jack o'Lantern
Lowest two bits value Facing
0 Jack o'lantern facing south
1 Jack o'lantern facing west
2 Jack o'lantern facing north
3 Jack o'lantern facing east

Cake[]

Value Stage
0 Whole intact cake
1 1 piece eaten
2 2 pieces eaten
3 3 pieces eaten
4 4 pieces eaten
5 5 pieces eaten
6 6 pieces eaten

Redstone Repeater[]

Bits Values
0x1
0x2
A two-bit field storing a value from 0 to 3 specifying the direction the redstone repeater is facing:
  • 0: Facing north.
  • 1: Facing east.
  • 2: Facing south.
  • 3: Facing west.
0x4
0x8
A two-bit field storing a value from 0 to 3 specifying the redstone repeater's delay:
  • 0: Delay of 1 redstone tick.
  • 1: Delay of 2 redstone tick.
  • 2: Delay of 3 redstone tick.
  • 3: Delay of 4 redstone tick.

Effectively, add the repeater's facing value (0 to 3) to 4×(delay-1). For example, a repeater facing west with a delay of 3 redstone ticks would have a block data value of 3 + 4×(3-1) = 11.

Redstone Comparator[]

A redstone comparator's block data specifies its orientation, mode, and powered status.

Bits Values
0x1
0x2
A two-bit field storing a value from 0 to 3 specifying the redstone comparator's orientation:
  • 0: Facing north.
  • 1: Facing east.
  • 2: Facing south.
  • 3: Facing west.
0x4 Set if in subtraction mode (front torch up and powered).
0x8 Set if powered (at any power level).

Trapdoors[]

Bits Values
0x1
0x2

A two-bit field storing a value from 0 to 3:

  • 0: Trapdoor on the south side of a block
  • 1: Trapdoor on the north side of a block
  • 2: Trapdoor on the east side of a block
  • 3: Trapdoor on the west side of a block
0x4 If this bit is set, the trapdoor is open.
0x8 If this bit is set, the trapdoor is on the top half of a block. Otherwise, it is on the bottom half.

Monster Egg[]

DV Description
0 Stone Monster Egg
1 Cobblestone Monster Egg
2 Stone Brick Monster Egg
3 Mossy Stone Brick Monster Egg
4 Cracked Stone Brick Monster Egg
5 Chiseled Stone Brick Monster Egg


Stone Bricks[]

DV Description
0 Stone brick
1 Mossy stone brick
2 Cracked stone brick
3 Chiseled stone brick


Prismarine[]

DV Description
0 Prismarine
1 Prismarine Bricks
2 Dark Prismarine


Sponge[]

DV Description
0 Sponge
1 Wet Sponge

Brown and red mushroom blocks[]

Mushroom blocks 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. Although data values 11-13 are unused they have the same texture as data value 0 as placeholders (to keep people from destroying their maps).

DV Description
0 Pores on all sides
1 Cap texture on top, west and north
2 Cap texture on top and north
3 Cap texture on top, north and east
4 Cap texture on top and west
5 Cap texture on top
6 Cap texture on top and east
7 Cap texture on top, south and west
8 Cap texture on top and south
9 Cap texture on top, east and south
10 Stem texture on all four sides, pores on top and bottom
14 Cap texture on all six sides
15 Stem texture on all six sides

Pumpkin stem and Melon stem[]

Value Stage
0 Freshly planted stem
1 First stage of growth
2 Second stage of growth
3 Third stage of growth
4 Fourth stage of growth
5 Fifth stage of growth
6 Sixth stage of growth
7 Seventh stage of growth
In this stage a stem can generate a melon or pumpkin next to
it on an empty dirt, grass or farmland block

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[]

Fence gate orientation bits

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

Bits Description
0x1
0x2
Two bits storing a value from 0 to 3 specifying the direction the gate is facing:
  • 0: Facing south
  • 1: Facing west
  • 2: Facing north
  • 3: Facing east
0x4 0 if the gate is closed, 1 if open.

Nether Wart[]

Like Crops, the data value is related to the size of the Nether Wart. There are three distinct visual stages to Nether Wart's growth (the associated data values are given):

Icon Value
0
1-2
3

Brewing Stand[]

The bottom three bits are bit flags for which bottle slots actually contain bottles.

Bits Values
0x1 The slot pointing east
0x2 The slot pointing northwest
0x4 The slot pointing southwest

Cauldron[]

The data value stores the amount of water kept in the cauldron, in units of glass bottles that can be filled.

DV Description
0 Empty
1 ⅓ filled
2 ⅔ filled
3 Fully filled

Nether Portal[]

Nether portals created in version 1.6.4 and earlier automatically determined their orientation based on neighboring blocks. When version 13w37a added the ability to create larger portals, they started using data values to keep track of their orientation, and old portals with a data value of 0 would randomly close when upgrading to 1.7.

DV Orientation
0 Automatic, 1.6.4 and earlier
1 Facing North/South (obsidian to east and west)
2 Facing East/West (obsidian to north and south)

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 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.

Cocoa[]

Bits Values
0x1
0x2
A two-bit field storing a value from 0 to 4 specifying the direction the pod is attached to:
  • 0: Attached to the north
  • 1: Attached to the east
  • 2: Attached to the south
  • 3: Attached to the west
0x4
0x8
A two-bit field storing a value from 0 to 3 specifying the stage of growth of the plant:
  • 0: First stage
  • 1: Second stage
  • 2: Final stage

Tripwire Hook[]

Bits Values
0x1
0x2

A two-bit field storing a value from 0 to 3:

  • 0: Tripwire hook on block side facing south
  • 1: Tripwire hook on block side facing west
  • 2: Tripwire hook on block side facing north
  • 3: Tripwire hook on block side facing east
0x4 If set, the tripwire hook is connected and ready to trip ("middle" position).
0x8 If set, the tripwire hook is currently activated ("down" position)

Tripwire[]

Bits Description
0x1 Set if tripwire is activated (an entity is intersecting its collision mask).
0x2 Unused
0x4 Set if tripwire is attached to a valid tripwire circuit.
0x8 Set if tripwire is disarmed.

Cobblestone Walls[]

DV Description
0 Cobblestone Wall
1 Mossy Cobblestone Wall

Flower Pots[]

For Flower Pot blocks placed from Minecraft version 1.7 on, the plant contained in the pot is stored in the associated Tile Entity. See Tile Entity Format for details. The absence of a tile entity indicates either an empty Flower Pot, or one whose block was placed prior to version 1.7.

For Flower Pot blocks placed before version 1.7 the plant contained in the pot is indicated by the data value, according to the following table:

DV Description
0 Empty Flower Pot
1 Poppy Flower Pot
2 Dandelion Flower Pot
3 Oak sapling Flower Pot
4 Spruce sapling Flower Pot
5 Birch sapling Flower Pot
6 Jungle sapling Flower Pot
7 Red mushroom Flower Pot
8 Brown mushroom Flower Pot
9 Cactus Flower Pot
10 Dead bush Flower Pot
11 Fern Flower Pot
12 Acacia sapling Flower Pot
13 Dark oak sapling Flower Pot


Heads[]

For the block, data values determine the block placement:

DV Description
0 (unused)
1 On the floor (rotation is stored in the tile entity)
2 On a wall, facing north
3 On a wall, facing south
4 On a wall, facing west
5 On a wall, facing east

For the item and for the tile entity, data values determine the skull type:

DV Description
0 Skeleton Skull
1 Wither Skeleton Skull
2 Zombie Head
3 Head
4 Creeper Head
5 Dragon Head

Block of Quartz[]

DV Description
0 Block of Quartz
1 Chiseled Quartz Block
2 Pillar Quartz Block (vertical)
3 Pillar Quartz Block (east-west)
4 Pillar Quartz Block (north-south)


Coal[]

DV Description
0 Coal
1 Charcoal

Dyes[]

DV Description
0 Ink Sac
1 Rose Red
2 Cactus Green
3 Cocoa Beans
4 Lapis Lazuli
5 Purple Dye
6 Cyan Dye
7 Light Gray Dye
8 Gray Dye
9 Pink Dye
10 Lime Dye
11 Dandelion Yellow
12 Light Blue Dye
13 Magenta Dye
14 Orange Dye
15 Bone Meal

Fish[]

Both raw and cooked fish use the same data values. Note that clownfish and pufferfish cannot be cooked.

DV Description
0 Raw Fish
1 Raw Salmon
2 Clownfish
3 Pufferfish
DV Description
0 Cooked Fish
1 Cooked Salmon

Anvil[]

Anvil data values differ between the item and block.

Item

DV Description
0 Anvil
1 Slightly Damaged Anvil
2 Very Damaged Anvil

Block

DV Description
0 Anvil (North/South)
1 Anvil (East/West)
2 Anvil (South/North)
3 Anvil (West/East)
4 Slightly Damaged Anvil (North/South)
5 Slightly Damaged Anvil (East/West)
6 Slightly Damaged Anvil (West/East)
7 Slightly Damaged Anvil (South/North)
8 Very Damaged Anvil (North/South)
9 Very Damaged Anvil (East/West)
10 Very Damaged Anvil (West/East)
11 Very Damaged Anvil (South/North)


For an anvil in the world, 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. For an anvil in the inventory, the data value is a counter of how damaged it is.


Observer[]

Bits Values
0x1
0x2
0x4

Three bits storing a value from 0 to 5:

  • 0: Observer facing down
  • 1: Observer facing up
  • 2: Observer facing north
  • 3: Observer facing south
  • 4: Observer facing west
  • 5: Observer facing east
0x8 If set, the observer is powered.


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)

"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 Potion of Leaping
12 0c Potion of Harming
13 0d Potion of Water Breathing
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 Potion of Leaping
28 1c Potion of Harming
29 1d Potion of Water Breathing
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 Potion of Leaping
44 2c Potion of Harming
45 2d Potion of Water Breathing
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 Potion of Leaping
60 3c Potion of Harming
61 3d Potion of Water Breathing
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.

"Potion effect" bits[]

Dec Hex Effect Potion suffix Duration Bottles Icon Effect color Tier II?
0 0 - - - - - -
1 1 Regeneration Regeneration 0:45 Pink Yes
2 2 Speed Swiftness 3:00 Sky blue Yes
3 3 Fire Resistance Fire Resistance 3:00 Orange No
4 4 Poison Poison 0:45 Green Yes
5 5 Instant Health Healing instant - - Yes
6 6 Night Vision Night Vision 3:00 Navy blue No
7 7 - - - - - -
8 8 Weakness Weakness 1:30 Gray No
9 9 Strength Strength 3:00 Dark red Yes
10 a Slowness Slowness 1:30 Blue-gray No
11 b Jump Boost Leaping 3:00 Bright green Yes
12 c Instant Damage Harming instant - - Yes
13 d Water Breathing Water Breathing 3:00 Blue No
14 e Invisibility Invisibility 3:00 Light gray No
15 f - - - - - -

"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.

Maps[]

Each map item's damage value corresponds to the map ID saved in each world's NBT data. The map's parameters, such as the scale of the map, its location in the world and what areas are explored are saved in separate .dat files, unlike written books or fireworks which store their additional data directly into the item itself. If a map is cloned they will both share the same damage value and newly explored areas will appear on both instances.

Golden Apple[]

DV Description
0 Golden Apple
1 Enchanted Golden Apple

Structure Block[]

DV Description
0 Data
1 Save
2 Load
3 Corner

Chorus Flower[]

The data value denotes its age, it will not grow anymore when data value is 0x5.

End Rod[]

DV Description
0 Facing down
1 Facing up
2 Facing north
3 Facing south
4 Facing west
5 Facing east


Glazed Terracotta[]

Bits Values
0x1
0x2
A 2-bit field storing a value from 0 to 3:
  • 0: south (the player was facing north when this block was placed)
  • 1: west
  • 2: north
  • 3: east
0x4
0x8
Unused.
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