Java Edition data values/Pre-flattening

These data values refer to the different types of blocks and items on . 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.
__TOC__
== IDs ==
==== 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
Category:Data value pages
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 ===
=== Enchantment IDs ===
Used in commands such as , and .
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 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 	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 ===
=== Stone ===
=== Dirt ===
=== 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
0x10x20x4	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 ===
=== Wood ===
Block 17
Bits 	Values
0x10x2	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
0x40x8	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
0x10x2	A two-bit field storing a value of 0 to 1 specifying the type of wood:
*0: Acacia Wood
*1: Dark Oak Wood
0x40x8	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
Block 161
=== 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.
;
;
	Data value	Data value	Description 	Color CodeWool has a mottled pattern. These are the average RGB color values for the default texture.	Color CodeWool has a mottled pattern. These are the average RGB color values for the default texture.
	Dec 	Hex 	Description 	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
;
;
=== Torches and Redstone Torches ===
=== Slabs ===
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
The full stone, quartz, sandstone, and red sandstone Slabs have a top texture on all sides.
==== Stone Slabs ====
;Block 44
;Block 182
==== Double Wooden Slabs ====
;Block 125
==== Wooden Slabs ====
;Block 126
=== 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.
=== 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 emptyWhen 1, the bed is occupied
0x8 	When 0, the foot of the bedWhen 1, the head of the bed
=== Grass ===
=== Flowers ===
=== Large Flowers ===
=== 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
0x10x2	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
0x10x20x40x8	A four-bit field storing a value from 0 to 15 specifying the redstone dust's current redstone power level.
=== Daylight Sensor ===
Bits 	Values
0x10x20x40x8	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 farmlanddoes not have access to water. The wet texture is only used on level 7.
=== Banner ===
==== Standing ====
Bits 	Description
0x10x20x40x8	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
Category:Data value pages
==== Wall ====
Bits 	Description
0x10x20x4	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) ====
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
0x10x20x4	
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
0x10x20x4	
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
0x10x20x4	
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
0x10x20x4	
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
0x10x20x4	
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
0x10x20x40x8	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
Category:Data value pages
==== Wall ====
Bits 	Description
0x10x20x4	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
0x10x20x4	
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
0x10x20x4	
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
0x10x20x4	
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
0x10x20x4	
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.
0x20x40x8	Unused.
; Weighted pressure plate
Bits 	Values
0x10x20x40x8	A four-bit field storing a value from 0 to 15 representing the weighted pressure plate's current redstone power level.
=== Buttons ===
Bits 	Values
0x10x20x4	
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 ===
=== 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 ===
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
0x10x2	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.
0x40x8	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
0x10x2	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
0x10x2	
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 ===
=== Stone Bricks ===
=== Prismarine ===
=== 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).
=== 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 growthIn this stage a stem can generate a melon or pumpkin next toit 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 ===
Bits 	Description
0x10x2	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
0x10x2	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
0x40x8	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
0x10x2	
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 ===
=== 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:
=== Heads ===
For the block, data values determine the block placement:
For the item and for the tile entity, data values determine the skull type:
=== Block of Quartz ===
=== Coal ===
=== 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.
=== Anvil ===
Anvil data values differ between the item and block.
Item
Block
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
0x10x20x4	
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 	Meaning
0 	1 	0001	Potion effect 	Potion name
1 	2 	0002	Potion effect 	Potion name
2 	4 	0004	Potion effect 	Potion name
3 	8 	0008	Potion effect 	Potion name
4 	16 	0010	 	Potion name
5 	32 	0020	Tier 	Potion name
6 	64 	0040	Extended duration 	Extended duration
7 	128 	0080	(ignored) 	(ignored)
8 	256 	0100	(ignored) 	(ignored)
9 	512 	0200	(ignored) 	(ignored)
10 	1024 	0400	(ignored) 	(ignored)
11 	2048 	0800	(ignored) 	(ignored)
12 	4096 	1000	(ignored) 	(ignored)
13 	8192 	2000	Can become splash potion	Can become splash potion
14 	16384	4000	Splash potion 	Splash potion
15 	32768	8000	(ignored) 	(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 	
2 	2 	Speed 	Swiftness 	3:00 	 	 	Sky blue 	
3 	3 	Fire Resistance	Fire Resistance	3:00 	 	 	Orange 	
4 	4 	Poison 	Poison 	0:45 	 	 	Green 	
5 	5 	Instant Health 	Healing 	instant 	 	- 	- 	
6 	6 	Night Vision 	Night Vision 	3:00 	 	 	Navy blue 	
7 	7 	- 	- 	- 	 	- 	- 	-
8 	8 	Weakness 	Weakness 	1:30 	 	 	Gray 	
9 	9 	Strength 	Strength 	3:00 	 	 	Dark red 	
10 	a 	Slowness 	Slowness 	1:30 	 	 	Blue-gray 	
11 	b 	Jump Boost 	Leaping 	3:00 	 	 	Bright green	
12 	c 	Instant Damage 	Harming 	instant 	 	- 	- 	
13 	d 	Water Breathing	Water Breathing	3:00 	 	 	Blue 	
14 	e 	Invisibility 	Invisibility 	3:00 	 	 	Light gray 	
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 ===
=== Structure Block ===
=== Chorus Flower ===
The data value denotes its age, it will not grow anymore when data value is 0x5. 
=== End Rod ===
=== Glazed Terracotta ===
Bits 	Values
0x10x2	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
0x40x8	Unused.
Category:Development
de:Datenwert
es:Valores de datos
fr:Valeurs
hu:Adatértékek
ja:データ値/Java Edition/平坦化前
ko:데이터 값
nl:Datawaardes
pl:ID
pt:Valores de dados da Edição Java/Pré-achatamento
ru:Нумерация данных
tr:Data değerleri
zh:Java版数据值/扁平化前