The tables shows all blocks and items with their associated metadata or damage values respectively in the current Bedrock Edition version.
Contents
1 Planks
2 Stone
3 Dirt
4 Saplings
5 Water and Lava
6 Sand
7 Wood
8 Leaves
9 Torches and Redstone Torches
10 Fire
11 Sandstone
12 Red Sandstone
13 Beds
14 Grass
15 Flowers
16 Large Flowers
17 Piston
18 Piston Extension
19 Stairs
20 Redstone Wire
21 Daylight Sensor
22 Crops
23 Farmland
24 Banner
25 Rails
26 Ladders, Furnaces, Chests, Trapped Chests
27 Sign
28 Dispenser and Dropper
29 Hopper
30 Levers
31 Pressure Plates
32 Buttons
33 Snow
34 Cacti and Sugar Canes
35 Jukebox
36 Pumpkins and Jack o'Lanterns
37 Cake
38 Redstone Repeater
39 Redstone Comparator
40 Trapdoors
41 Monster Egg
42 Stone Bricks
43 Prismarine
44 Sponge
45 Brown and red mushroom blocks
46 Pumpkin stem and Melon stem
47 Vines
48 Fence Gates
49 Nether Wart
50 Brewing Stand
51 End Portal Frame
52 Cocoa
53 Tripwire Hook
54 Tripwire
55 Heads
56 Block of Quartz
57 Coal
58 Dyes
59 Fish
60 Observer
61 Golden Apple
62 Structure Block
63 Chorus Flower
64 End Rod
65 Glazed Terracotta
66 Anvil
67 Bamboo
68 Basalt
69 Barrel
70 Bubble Column
71 Coral
72 Coral Block
73 Coral Fan
74 Flower Pot
75 Frosted Ice
76 Loom
77 Grindstone
78 Item Frame
79 Lectern
80 Scaffolding
81 Seagrass
82 Sea Pickle
83 Lantern
84 Campfire
85 Turtle Egg
86 Respawn Anchor
87 Smoker
88 Stonecutter
89 Twisting Vines
90 Weeping Vines
91 Bell
92 Blast Furnace
93 Bone Block
94 Chain
95 Colored Torch
96 Composter
97 Wool, Stained Terracotta, Stained Glass, Concrete, Concrete Powder, Shulker Box, Hardened Stained Glass, Hardened Stained Glass Pane, Glow Stick and Carpet
98 Wood and Stripped Wood
99 Compound Creator
100 Compound
101 Banner Pattern
102 Slab
103 Nether Reactor Core
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
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.
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".
DV
Description
0
Sand
1
Red sand
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
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
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.
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)
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)
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)
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.
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
DV
Description
0
Red Sandstone
1
Chiseled Red Sandstone
2
Smooth Red Sandstone
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
DV
Description
0
Shrub
1
Tall Grass
2
Fern
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 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 flower is the top.
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
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
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)
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.
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 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
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)
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.
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.
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.
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)
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.
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.
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.
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.
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.
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
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.
DV
Description
0
No disc inserted
1
Contains a disc
The associated block entity is used to identify which record has been inserted.
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
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
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.
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).
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.
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
DV
Description
0
Stone brick
1
Mossy stone brick
2
Cracked stone brick
3
Chiseled stone brick
DV
Description
0
Prismarine
1
Prismarine Bricks
2
Dark Prismarine
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
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
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
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.
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):
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
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.
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
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)
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.
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
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)
DV
Description
0
Coal
1
Charcoal
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.
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.
DV
Description
0
Golden Apple
1
Enchanted Golden Apple
DV
Description
0
Data
1
Save
2
Load
3
Corner
The data value denotes its age, it will not grow anymore when data value is 0x5.
DV
Description
0
Facing down
1
Facing up
2
Facing north
3
Facing south
4
Facing west
5
Facing east
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.
DV
Description
0
Anvil, facing West
1
Anvil, facing North
2
Anvil, facing East
3
Anvil, facing South
4
Slightly Damaged Anvil, facing West
5
Slightly Damaged Anvil, facing North
6
Slightly Damaged Anvil, facing East
7
Slightly Damaged Anvil, facing South
8
Very Damaged Anvil, facing West
9
Very Damaged Anvil, facing North
10
Very Damaged Anvil, facing East
11
Very Damaged Anvil, facing South
12
Broken Anvil, facing West
13
Broken Anvil, facing North
14
Broken Anvil, facing East
15
Broken Anvil, facing South
Bamboo shoot:
DV
Description
0
Newly planted bamboo shoot
1
Bamboo shoot that may grow into bamboo
Bamboo:
DV
Description
0
Thin leafless bamboo
1
Thick leafless bamboo
2
Thin small-leaved bamboo
3
Thick small-leaved bamboo
4
Thin big-leaved bamboo
5
Thick big-leaved bamboo
DV
Description
0
Basalt is oriented vertically
1
Basalt is oriented north-south
2
Basalt is oriented east-west
DV
Description
0
Down facing barrel
1
Up facing barrel
2
East facing barrel
3
West facing barrel
4
South facing barrel
5
North facing barrel
DV
Description
0
The bubble column is a whirlpool.
1
The bubble column is upwards.
DV
Description
0
Tube Coral
1
Brain Coral
2
Bubble Coral
3
Fire Coral
4
Horn Coral
8
Dead Tube Coral
9
Dead Brain Coral
10
Dead Bubble Coral
11
Dead Fire Coral
12
Dead Horn Coral
DV
Description
0
Tube Coral Block
1
Brain Coral Block
2
Bubble Coral Block
3
Fire Coral Block
4
Horn Coral Block
8
Dead Tube Coral Block
9
Dead Brain Coral Block
10
Dead Bubble Coral Block
11
Dead Fire Coral Block
12
Dead Horn Coral Block
Coral fan:
DV
Description
0
Tube Coral Fan facing east-west
1
Brain Coral Fan facing east-west
2
Bubble Coral Fan facing east-west
3
Fire Coral Fan facing east-west
4
Horn Coral Fan facing east-west
8
Tube Coral Fan facing north-south
9
Brain Coral Fan facing north-south
10
Bubble Coral Fan facing north-south
11
Fire Coral Fan facing north-south
12
Horn Coral Fan facing north-south
Dead coral fan:
DV
Description
0
Dead Tube Coral Fan facing east-west
1
Dead Brain Coral Fan facing east-west
2
Dead Bubble Coral Fan facing east-west
3
Dead Fire Coral Fan facing east-west
4
Dead Horn Coral Fan facing east-west
8
Dead Tube Coral Fan facing north-south
9
Dead Brain Coral Fan facing north-south
10
Dead Bubble Coral Fan facing north-south
11
Dead Fire Coral Fan facing north-south
12
Dead Horn Coral Fan facing north-south
Coral fan (hang):
DV
Description
0
Tube Coral Wall Fan facing west
1
Brain Coral Wall Fan facing west
2
Dead Tube Coral Wall Fan facing west
3
Dead Brain Coral Wall Fan facing west
4
Tube Coral Wall Fan facing east
5
Brain Coral Wall Fan facing east
6
Dead Tube Coral Wall Fan facing east
7
Dead Brain Coral Wall Fan facing east
8
Tube Coral Wall Fan facing north
9
Brain Coral Wall Fan facing north
10
Dead Tube Coral Wall Fan facing north
11
Dead Brain Coral Wall Fan facing north
12
Tube Coral Wall Fan facing south
13
Brain Coral Wall Fan facing south
14
Dead Tube Coral Wall Fan facing south
15
Dead Brain Coral Wall Fan facing south
Coral fan (hang 2):
DV
Description
0
Bubble Coral Wall Fan facing west
1
Fire Coral Wall Fan facing west
2
Dead Bubble Coral Wall Fan facing west
3
Dead Fire Coral Wall Fan facing west
4
Bubble Coral Wall Fan facing east
5
Fire Coral Wall Fan facing east
6
Dead Bubble Coral Wall Fan facing east
7
Dead Fire Coral Wall Fan facing east
8
Bubble Coral Wall Fan facing north
9
Fire Coral Wall Fan facing north
10
Dead Bubble Coral Wall Fan facing north
11
Dead Fire Coral Wall Fan facing north
12
Bubble Coral Wall Fan facing south
13
Fire Coral Wall Fan facing south
14
Dead Bubble Coral Wall Fan facing south
15
Dead Fire Coral Wall Fan facing south
Coral fan (hang 3):
DV
Description
0
Horn Coral Wall Fan facing west
2
Dead Horn Coral Wall Fan facing west
4
Horn Coral Wall Fan facing east
6
Dead Horn Coral Wall Fan facing east
8
Horn Coral Wall Fan facing north
10
Dead Horn Coral Wall Fan facing north
12
Horn Coral Wall Fan facing south
14
Dead Horn Coral Wall Fan facing south
DV
Description
0
Empty flower pot.
1
Flower pot with contents.
DV
Description
0
New frosted ice
1
Slightly cracked frosted ice
2
Cracked frosted ice
3
Very cracked frosted ice
DV
Description
0
South facing loom
1
West facing loom
2
North facing loom
3
East facing loom
DV
Description
0
East facing standing grindstone
1
West facing standing grindstone
2
South facing standing grindstone
3
North facing standing grindstone
4
East facing hanging grindstone
5
West facing hanging grindstone
6
South facing hanging grindstone
7
North facing hanging grindstone
8
East facing side grindstone
9
West facing side grindstone
10
South facing side grindstone
11
North facing side grindstone
12
East facing "multiple" grindstone (looks identical to data value 0)
13
West facing "multiple" grindstone (looks identical to data value 1)
14
South facing "multiple" grindstone (looks identical to data value 2)
15
North facing "multiple" grindstone (looks identical to data value 3)
DV
Description
0
East facing item frame
1
West facing item frame
2
South facing item frame
3
North facing item frame
4
East facing item frame with map
5
West facing item frame with map
6
South facing item frame with map
7
North facing item frame with map
8
Down facing item frame
DV
Description
0
South facing lectern
1
West facing lectern
2
North facing lectern
3
East facing lectern
4
South facing lectern that emits power
5
West facing lectern that emits power
6
North facing lectern that emits power
7
East facing lectern that emits power
DV
Description
0
Unknown
1
Unknown
2
Unknown
3
Unknown
4
Unknown
5
Unknown
6
Unknown
7
Scaffolding at distance 0
8
Scaffolding at distance 1
9
Scaffolding at distance 2
10
Scaffolding at distance 3
11
Scaffolding at distance 4
12
Scaffolding at distance 5
13
Scaffolding at distance 6
14
Scaffolding at distance 7
DV
Description
0
Seagrass
1
Tall Seagrass top
2
Tall Seagrass bottom
DV
Description
0
One Sea Pickle in water
1
Two Sea Pickles in water
2
Three Sea Pickles in water
3
Four Sea Pickles in water
4
One Sea Pickle out of water
5
Two Sea Pickles out of water
6
Three Sea Pickles out of water
7
Four Sea Pickles out of water
DV
Description
0
Standing lantern
1
Hanging lantern
DV
Description
0
East facing lit campfire
1
West facing lit campfire
2
South facing lit campfire
3
North facing lit campfire
4
East facing unlit campfire
5
West facing unlit campfire
6
South facing unlit campfire
7
North facing unlit campfire
DV
Description
0
One uncracked egg.
1
Two uncracked eggs.
2
Three uncracked eggs.
3
Four uncracked eggs.
4
One slightly cracked egg.
5
Two slightly cracked eggs.
6
Three slightly cracked eggs.
7
Four slightly cracked eggs.
8
One cracked egg.
9
Two cracked eggs.
10
Three cracked eggs.
11
Four cracked eggs.
12
One uncracked egg.
13
Two uncracked eggs.
14
Three uncracked eggs.
15
Four uncracked eggs.
DV
Description
0
Uncharged respawn anchor
1
Respawn anchor with one charges
2
Respawn anchor with two charges
3
Respawn anchor with three charges
4
Respawn anchor with four charges
Bits
Values
0x1 0x2 0x4
A three-bit field storing a value from 2 to 5:
2: Smoker facing north
3: Smoker facing south
4: Smoker facing west
5: Smoker facing east
Invalid values default to 2.
0x8
Unused.
DV
Description
0
Unused
1
Unused
2
East facing stonecutter
3
West facing stonecutter
4
South facing stonecutter
5
North facing stonecutter
DV
Description
0
Twisting vines with age 0
1
Twisting vines with age 1
2
Twisting vines with age 2
3
Twisting vines with age 3
4
Twisting vines with age 4
5
Twisting vines with age 5
6
Twisting vines with age 6
7
Twisting vines with age 7
8
Twisting vines with age 8
9
Twisting vines with age 9
10
Twisting vines with age 10
11
Twisting vines with age 11
12
Twisting vines with age 12
13
Twisting vines with age 13
14
Twisting vines with age 14
15
Twisting vines with age 15
16
Twisting vines with age 16
17
Twisting vines with age 17
18
Twisting vines with age 18
19
Twisting vines with age 19
20
Twisting vines with age 20
21
Twisting vines with age 21
22
Twisting vines with age 22
23
Twisting vines with age 23
24
Twisting vines with age 24
25
Twisting vines with age 25
DV
Description
0
Weeping vines with age 0
1
Weeping vines with age 1
2
Weeping vines with age 2
3
Weeping vines with age 3
4
Weeping vines with age 4
5
Weeping vines with age 5
6
Weeping vines with age 6
7
Weeping vines with age 7
8
Weeping vines with age 8
9
Weeping vines with age 9
10
Weeping vines with age 10
11
Weeping vines with age 11
12
Weeping vines with age 12
13
Weeping vines with age 13
14
Weeping vines with age 14
15
Weeping vines with age 15
16
Weeping vines with age 16
17
Weeping vines with age 17
18
Weeping vines with age 18
19
Weeping vines with age 19
20
Weeping vines with age 20
21
Weeping vines with age 21
22
Weeping vines with age 22
23
Weeping vines with age 23
24
Weeping vines with age 24
25
Weeping vines with age 25
DV
Description
0
East facing standing bell
1
West facing standing bell
2
South facing standing bell
3
North facing standing bell
4
East facing hanging bell
5
West facing hanging bell
6
South facing hanging bell
7
North facing hanging bell
8
East facing side bell (attached to 1 wall)
9
West facing side bell (attached to 1 wall)
10
South facing side bell (attached to 1 wall)
11
North facing side bell (attached to 1 wall)
12
East facing "multiple" bell (between 2 walls)
13
West facing "multiple" bell (between 2 walls)
14
South facing "multiple" bell (between 2 walls)
15
North facing "multiple" bell (between 2 walls)
0x16
Each time the bell is rung, this value toggles between 0 and 1.
Bits
Values
0x1 0x2 0x4
A three-bit field storing a value from 2 to 5:
2: Blast furnace facing north
3: Blast furnace facing south
4: Blast furnace facing west
5: Blast furnace facing east
Invalid values default to 2.
0x8
Unused.
DV
Description
0
Bone block facing up/down
1
Unused
2
Unused
3
Unused
4
Bone block facing east/west
5
Unused
6
Unused
7
Unused
8
Bone block facing north/south
DV
Description
0
Chain is oriented vertically
1
Chain is oriented north-south
2
Chain is oriented east-west
Colored torch (red/green)
DV
Description
0
Red Torch
1
Green Torch
Colored torch (blue/purple)
DV
Description
0
Blue Torch
1
Purple Torch
DV
Description
0
Empty composter
1
Composter with 1 successful compost
2
Composter with 2 successful composts
3
Composter with 3 successful composts
4
Composter with 4 successful composts
5
Composter with 5 successful composts
6
Composter with 6 successful composts
7
Composter with 7 successful composts
8
Composter ready to provide bone meal
DV
Description
0
White
1
Orange
2
Magenta
3
Light Blue
4
Yellow
5
Lime
6
Pink
7
Gray
8
Light Gray
9
Cyan
10
Purple
11
Blue
12
Brown
13
Green
14
Red
15
Black
DV
Description
0
Oak Wood
1
Spruce Wood
2
Birch Wood
3
Jungle Wood
4
Acacia Wood
5
Dark Oak Wood
8
Stripped Oak Wood
9
Stripped Spruce Wood
10
Stripped Birch Wood
11
Stripped Jungle Wood
12
Stripped Acacia Wood
13
Stripped Dark Oak Wood
DV
Description
0
Salt
1
Sodium oxide
2
Sodium hydroxide
3
Magnesium nitrate
4
Iron sulfide
5
Lithium hydride
6
Sodium hydride
7
Calcium bromide
8
Magnesium oxide
9
Sodium acetate
10
Luminol
11
Charcoal (unused)
12
item.compound.sugar.name (unused)
13
Aluminum oxide
14
Boron trioxide
15
Soap
16
Polyethylene
17
Garbage
18
Magnesium Salts
34
item.compound.ink.name (unused)
38
item.compound..name (unused)
39
item.compound..name (unused)
40
item.compound..name (unused)
41+
item.compound..name (unused)
DV
Description
0
Creeper Charge
1
Skull Charge
2
Flower Charge
3
Thing
4
Field Masoned
5
Bordure Indented
6
Snout
7
Globe
DV
Description
0
Double Stone Slab
1
Double Sandstone Slab
2
Double Wooden Slab
3
Double Cobblestone Slab
4
Double Bricks Slab
5
Double Stone Bricks Slab
6
Double Quartz Slab
7
Double Nether Brick Slab
8
Double Upper Stone Slab
9
Double Upper Sandstone Slab
10
Double Upper Wooden Slab
11
Double Upper Cobblestone Slab
12
Double Upper Bricks Slab
13
Double Upper Stone Bricks Slab
14
Double Upper Quartz Slab
15
Double Upper Nether Brick Slab
DV
Description
0
Smooth Stone Slab
1
Sandstone Slab
2
Wooden Slab
3
Cobblestone Slab
4
Bricks Slab
5
Stone Bricks Slab
6
Quartz Slab
7
Nether Brick Slab
8
Upper Smooth Stone Slab
9
Upper Sandstone Slab
10
Upper Wooden Slab
11
Upper Cobblestone Slab
12
Upper Bricks Slab
13
Upper Stone Bricks Slab
14
Upper Quartz Slab
15
Upper Nether Brick Slab
DV
Description
0
Double Oak Wood Slab
1
Double Spruce Wood Slab
2
Double Birch Wood Slab
3
Double Jungle Wood Slab
4
Double Acacia Wood Slab
5
Double Dark Oak Wood Slab
8
Double Upper Oak Wood Slab
9
Double Upper Spruce Wood Slab
10
Double Upper Birch Wood Slab
11
Double Upper Jungle Wood Slab
12
Double Upper Acacia Wood Slab
13
Double Upper Dark Oak Wood Slab
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
DV
Description
0
Double Red Sandstone Slab
1
Double Purpur Slab
2
Double Prismarine Slab
3
Double Prismarine Bricks Slab
4
Double Dark Prismarine Slab
5
Double Mossy cobblestone Slab
6
Double Smooth Sandstone Slab
7
Double Red Nether Brick Slab
8
Double Upper Red Sandstone Slab
9
Double Upper Purpur Slab
10
Double Upper Prismarine Slab
11
Double Upper Prismarine Bricks Slab
12
Double Upper Dark Prismarine Slab
13
Double Upper Mossy cobblestone Slab
14
Double Upper Smooth Sandstone Slab
15
Double Upper Red Nether Brick Slab
DV
Description
0
Red Sandstone Slab
1
Purpur Slab
2
Prismarine Slab
3
Dark Prismarine Slab
4
Prismarine Bricks Slab
5
Mossy cobblestone Slab
6
Smooth Sandstone Slab
7
Red Nether Brick Slab
8
Upper Red Sandstone Slab
9
Upper Purpur Slab
10
Upper Prismarine Slab
11
Upper Dark Prismarine Slab
12
Upper Prismarine Bricks Slab
13
Upper Mossy cobblestone Slab
14
Upper Smooth Sandstone Slab
15
Upper Red Nether Brick Slab
DV
Description
0
Double End Stone Brick Slab
1
Double Smooth Red Sandstone Slab
2
Double Polished Andesite Slab
3
Double Andesite Slab
4
Double Diorite Slab
5
Double Polished Diorite Slab
6
Double Granite Slab
7
Double Polished Granite Slab
8
Double Upper End Stone Brick Slab
9
Double Upper Smooth Red Sandstone Slab
10
Double Upper Polished Andesite Slab
11
Double Upper Andesite Slab
12
Double Upper Diorite Slab
13
Double Upper Polished Diorite Slab
14
Double Upper Granite Slab
15
Double Upper Polished Granite Slab
DV
Description
0
End Stone Brick Slab
1
Smooth Red Sandstone Slab
2
Polished Andesite Slab
3
Andesite Slab
4
Diorite Slab
5
Polished Diorite Slab
6
Granite Slab
7
Polished Granite Slab
8
Upper End Stone Brick Slab
9
Upper Smooth Red Sandstone Slab
10
Upper Polished Andesite Slab
11
Upper Andesite Slab
12
Upper Diorite Slab
13
Upper Polished Diorite Slab
14
Upper Granite Slab
15
Upper Polished Granite Slab
DV
Description
0
Double Mossy Stone Brick Slab
1
Double Smooth Quartz Slab
2
Double Stone Slab
3
Double Cut Sandstone Slab
4
Double Cut Red Sandstone Slab
8
Double Upper Mossy Stone Brick Slab
9
Double Upper Smooth Quartz Slab
10
Double Upper Stone Slab
11
Double Upper Cut Sandstone Slab
12
Double Upper Cut Red Sandstone Slab
DV
Description
0
Mossy Stone Brick Slab
1
Smooth Quartz Slab
2
Stone Slab
3
Cut Sandstone Slab
4
Cut Red Sandstone Slab
8
Upper Mossy Stone Brick Slab
9
Upper Smooth Quartz Slab
10
Upper Stone Slab
11
Upper Cut Sandstone Slab
12
Upper Cut Red Sandstone Slab
DV
Description
0
Bottom slab
1
Top slab
DV
Description
0
Nether Reactor Core
1
Initialized Nether Reactor Core
2
Finished Nether Reactor Core