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Minecraft:Java Edition pre-flattening data values

From SAS Gaming Wiki
Revision as of 11:14, 5 August 2026 by SyncBot (talk | contribs) (Sync: new page from Minecraft)
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Template:Exclusive Template:Outdated These data values refer to the different types of blocks and items on Template:El before the flattening in Minecraft:Java Edition 1.13. 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.

File:DataValuesBeta.png
The list of blocks and items in Java Edition 1.12.2.

IDs

Template:Data table/key

Template:LoadPage

Template:LoadPage

Template:LoadPage

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

Biome/IDs before 1.13

Enchantment IDs

Template:Cleanup Used in commands such as Template:Cmd, Template:Cmd and Template:Cmd.

Enchantment Minecraft: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 Template:Cmd command.

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

Key codes

Template:Cleanup

Keyboard

Value Name Description
0 NONE <ref name="nonekey">LWJGL returns key code 0 when a key is pressed but it doesn't know what key.</ref>
1 ESCAPE Escape
2 1
3 2
4 3
5 4
6 5
7 6
8 7
9 8
10 9
11 0
12 MINUS -
13 EQUALS =
14 BACK Backspace
15 TAB Tab
16 Q
17 W
18 E
19 R
20 T
21 Y
22 U
23 I
24 O
25 P
26 LBRACKET [
27 RBRACKET ]
28 RETURN Enter
29 LCONTROL Left Control
30 A
31 S
32 D
33 F
34 G
35 H
36 J
37 K
38 L
39 SEMICOLON ;
40 APOSTROPHE '
41 GRAVE `
42 LSHIFT Left Shift
43 BACKSLASH \
44 Z
45 X
46 C
47 V
48 B
49 N
50 M
51 COMMA ,
52 PERIOD .
53 SLASH /
54 RSHIFT Right Shift
55 MULTIPLY
56 LMENU <ref name="menualt"> LWJGL maps the menu key and the alt key to the same value. </ref> Left Menu/Alt
57 SPACE
58 CAPITAL Caps Lock
59 F1
60 F2
61 F3
62 F4
Value Name Description
63 F5
64 F6
65 F7
66 F8
67 F9
68 F10
69 NUMLOCK Number Lock
70 SCROLL Scroll Lock
71 NUMPAD7
72 NUMPAD8
73 NUMPAD9
74 SUBTRACT
75 NUMPAD4
76 NUMPAD5
77 NUMPAD6
78 ADD
79 NUMPAD1
80 NUMPAD2
81 NUMPAD3
82 NUMPAD0
83 DECIMAL
87 F11
88 F12
100 F13
101 F14
102 F15
112 KANA
121 CONVERT
123 NOCONVERT
125 YEN ¥
141 NUMPADEQUALS
144 CIRCUMFLEX ^
145 AT @
146 COLON :
147 UNDERLINE _
148 KANJI
149 STOP
150 AX
151 UNLABLED
156 NUMPADENTER
157 RCONTROL Right Control
179 NUMPADCOMMA
181 DIVIDE
183 SYSRQ
184 RMENU <ref name="menualt"/> Right Menu/Alt
197 PAUSE
199 HOME
200 UP Up Arrow
201 PRIOR Page Up
203 LEFT Left Arrow
205 RIGHT Right Arrow
207 END
208 DOWN Down Arrow
209 NEXT Page Down
210 INSERT
211 DELETE
219 LMETA Left Meta/Super
LWIN <ref name="winkeys">The use of the names "LWIN" and "RWIN" are officially deprecated and the names "LMETA" and "RMETA" should be used instead.</ref>
220 RMETA Right Meta/Super
RWIN <ref name="winkeys" />
221 APPS
222 POWER
223 SLEEP

Mouse

LWJGL supports a maximum of 16 mouse buttons.Template:VerifyTemplate:Until The Minecraft game settings screen translates button 0 to "Button 1", button 1 to "Button 2", et cetera.

Value LWJGL
Name
Description
LWJGL Minecraft
0 -100 BUTTON0 Left Click
1 -99 BUTTON1 Right Click
2 -98 BUTTON2 Middle Click
3 -97 BUTTON3
4 -96 BUTTON4
5 -95 BUTTON5
6 -94 BUTTON6
7 -93 BUTTON7
Value LWJGL
Name
Description
LWJGL Minecraft
8 -92 BUTTON8
9 -91 BUTTON9
10 -90 BUTTON10
11 -89 BUTTON11
12 -88 BUTTON12
13 -87 BUTTON13
14 -86 BUTTON14
15 -85 BUTTON15

Data

Template:Section needing info

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 Minecraft: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)
Minecraft:Tools and Minecraft: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
Double Plants 0-5, 8-13 0-5, 8-D Type of plant
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

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Minecraft:Stone

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Minecraft:Dirt

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Minecraft: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:
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.

Minecraft:Water and Minecraft: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".

Minecraft:Sand

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Wood

<section end="metadata"/> Block 17 <section begin="metadata"/>

Bits Values
0x1
0x2
A two-bit field storing a value of 0 to 3 specifying the type of wood:
0x4
0x8
A two-bit field storing a value of 0 to 3 specifying the orientation of the wood:

<section end="metadata"/> Block 162 <section begin="metadata"/>

Bits Values
0x1
0x2
A two-bit field storing a value of 0 to 1 specifying the type of wood:
0x4
0x8
A two-bit field storing a value of 0 to 3 specifying the orientation of the wood:

Minecraft: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. <section end="metadata"/> Block 18 <section begin="metadata"/> Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt <section end="metadata"/> Block 161 <section begin="metadata"/> Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt <section end="metadata"/>

Minecraft:Wool, Minecraft:terracotta, Minecraft:stained glass and Minecraft: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.

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

Template:Notelist

Template:Text anchor

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Template:Text anchor

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Minecraft:Torches and Minecraft:Redstone Torches

Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt <section end="metadata"/>

Minecraft:Slabs

Template:Info needed section 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

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

Stone Slabs

Block 44

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Block 182

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Double Wooden Slabs

Block 125

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Wooden Slabs

Block 126

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Minecraft: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.

Minecraft:Sandstone

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

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Minecraft:Red Sandstone

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Minecraft: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

Minecraft:Grass

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Minecraft:Flowers

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Double Plants

Double plants take up two vertical blocks. The bottom block defines the type, while the top defines the direction it faces (unused). When the most significant bit (0x8) is set, the plant is the top.

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Minecraft: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

Minecraft: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)

Minecraft: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.

Minecraft: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
Template:BlockSprite 0
Template:BlockSprite 1
Template:BlockSprite 2
Template:BlockSprite 3
Template:BlockSprite 4
Template:BlockSprite 5
Template:BlockSprite 6
Template:BlockSprite 7
Carrot
Icon Value
Template:BlockSprite 0, 1
Template:BlockSprite 2, 3
Template:BlockSprite 4, 5, 6
Template:BlockSprite 7
Potato
Icon Value
Template:BlockSprite 0, 1
Template:BlockSprite 2, 3
Template:BlockSprite 4, 5, 6
Template:BlockSprite 7
Beetroot
Icon Value
Template:BlockSprite 0
Template:BlockSprite 1
Template:BlockSprite 2
Template:BlockSprite 3

Minecraft: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.

Minecraft:Banner

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)

<section end="metadata"/>

Minecraft: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)

File:12w06a-doors-idx.png
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 14w04a

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.

<section begin="metadata"/>

Minecraft: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.

Minecraft:Activator Rails, Minecraft:Detector Rails, and Minecraft: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.

Minecraft:Ladders, Minecraft:Furnaces, Minecraft:Chests, Minecraft: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.

Minecraft: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)

Minecraft:Dispenser and Minecraft: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.

Minecraft: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.

Minecraft: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.

Minecraft: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.

Minecraft: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.

Minecraft:Snow

File:Snow heights.png
Heights of snow from 0-7, going from left to right

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Cacti and Minecraft: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.

Minecraft:Jukebox

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

Pumpkins and Minecraft: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

Minecraft: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

Minecraft: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.

Minecraft: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).

Minecraft: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

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Minecraft:Stone Bricks

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Minecraft:Prismarine

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Minecraft:Sponge

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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).

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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

Minecraft: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

Minecraft:Fence Gates

File:Fence gate orientation bits.png
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.

Minecraft: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
Template:BlockSprite 0
Template:BlockSprite 1-2
Template:BlockSprite 3

Minecraft: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

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Minecraft: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

Minecraft: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)

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Minecraft: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 Minecraft:Eye of Ender inserted.

Template:AnchorMinecraft: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

Minecraft: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)

Minecraft: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.

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Minecraft:Cobblestone Walls

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Minecraft: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 Minecraft:Block 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: Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt <section begin="metadata"/>

Minecraft:Heads

For the block, data values determine the block placement: Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt Template:Dvt

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

Minecraft:Block of Quartz

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Minecraft:Coal

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Minecraft:Dyes

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

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Minecraft:Fish

Both raw and cooked fish use the same data values. Note that clownfish and pufferfish cannot be cooked, though if cooked versions are spawned in with commands, they will use the appropriate item name.

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Minecraft:Anvil

Anvil data values differ between the item and block.

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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. <section begin="metadata"/>

Minecraft: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.

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Minecraft:Potions

A Minecraft: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 - - - Template:InvSpriteTemplate:InvSprite - - -
1 1 Regeneration Regeneration 0:45 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Pink Template:Tc
2 2 Speed Swiftness 3:00 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Sky blue Template:Tc
3 3 Fire Resistance Fire Resistance 3:00 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Orange Template:Tc
4 4 Poison Poison 0:45 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Green Template:Tc
5 5 Instant Health Healing instant Template:InvSpriteTemplate:InvSprite - - Template:Tc
6 6 Night Vision Night Vision 3:00 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Navy blue Template:Tc
7 7 - - - Template:InvSpriteTemplate:InvSprite - - -
8 8 Weakness Weakness 1:30 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Gray Template:Tc
9 9 Strength Strength 3:00 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Dark red Template:Tc
10 a Slowness Slowness 1:30 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Blue-gray Template:Tc
11 b Jump Boost Leaping 3:00 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Bright green Template:Tc
12 c Instant Damage Harming instant Template:InvSpriteTemplate:InvSprite - - Template:Tc
13 d Water Breathing Water Breathing 3:00 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Blue Template:Tc
14 e Invisibility Invisibility 3:00 Template:InvSpriteTemplate:InvSprite Template:EffectSprite Template:EffectSprite Light gray Template:Tc
15 f - - - Template:InvSpriteTemplate:InvSprite - - -

"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.

Minecraft: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 Minecraft:written books or Minecraft: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. <section begin="metadata"/>

Minecraft:Golden Apple

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Minecraft:Structure Block

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Minecraft:Chorus Flower

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

Minecraft:End Rod

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Minecraft: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.

<section end="metadata"/>

Navigation

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