Block states

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Block states (also known as block properties)[note 1] are extra pieces of data that further define a block, such as how it appears or behaves.

In Bedrock Edition, there are also aux values (also known as Metadata) to define a block. Aux values are in the format of binary flags, which basically match the block states one-to-one, and they are accessible in decimal number in commands. However, aux values are intended to be deprecated, and newly added blocks or block states no longer support aux values.

In Java Edition, there are also fluid states, that further define a fluid as to how it behaves.

List of block states

This section is missing information about: merge Bedrock Edition block states into here
 
Please expand the section to include this information. Further details may exist on the talk page.

age

Tracks the age of plants to handle growth and of fire to handle spread.

State value Blocks
Integer (0 to 1)
Integer (0 to 2) Cocoa
Integer (0 to 3)
Integer (0 to 4)
Integer (0 to 5) Chorus Flower
Integer (0 to 7)
Integer (0 to 15)
Integer (0 to 25)

attached

Whether the tripwire hook is connected to a valid tripwire circuit or not. For hanging signs, whether the sign is hanging from a single point or not.

State value Blocks
Boolean (true or false)

attachment

How this block is attached to the block it is on.

State value Blocks
  • floor
  • ceiling
  • single_wall
  • double_wall
Bell

axis

What axis the block is oriented to.

State value Blocks
  • x
  • y
  • z
  • x
  • z
Nether Portal

berries

Whether this block contains any berries.

State value Blocks
Boolean (true or false)

bites

The number of bites taken from the cake.

State value Blocks
Integer (0 to 6) Cake

bloom

Whether a sculk catalyst is currently blooming.

State value Blocks
Boolean (true or false) Sculk Catalyst

bottom

Whether this scaffolding is floating, or whether a pale moss carpet is only showing the upper vines.

On a piece of scaffolding, if bottom is set to true, the model changes to show an otherwise-unseen bottom face.

On an instance of pale moss carpet, if bottom is set to true, the model changes to show only the "vines" creeping up adjacent blocks.

State value Blocks
Boolean (true or false)

can_summon

Whether this shrieker can summon a warden if triggered. Shriekers placed by the player are set to false, whereas shriekers generated naturally are set to true.

State value Blocks
Boolean (true or false) Sculk Shrieker

candles

How many candles are contained within this block.

State value Blocks
Integer (1 to 4) Candle (any)

charges

Tracks the remaining uses of respawn anchors.

State value Blocks
Integer (0 to 4) Respawn Anchor

conditional

Whether or not the command block is conditional.

State value Blocks
Boolean (true or false) Command Block (any variant)

copper_golem_pose

The pose of a copper golem statue.

State value Blocks
  • standing
  • sitting
  • running
  • star
Copper Golem Statue (including all oxidation levels, as well as waxed and unwaxed variants)

cracked

Whether or not a decorated pot produces shattering sound when broken.

State value Blocks
Boolean (true or false) Decorated Pot

crafting

Whether a crafter is currently crafting.

State value Blocks
Boolean (true or false) Crafter

creaking_heart_state

The current state of a creaking heart. uprooted means the creaking heart is not in the configuration necessary to spawn a Creaking, dormant means it is in the correct configuration, but it is currently not nighttime, and awake means it is in the correct configuration, and it is nighttime.

Only an awake creaking heart may spawn a Creaking.

State value Blocks
  • uprooted
  • dormant
  • awake
Creaking Heart

delay

The amount of time between receiving a signal and responding.

State value Blocks
Integer (1 to 4) Redstone Repeater

disarmed

Whether the tripwire is broken using shears or not.

State value Blocks
Boolean (true or false) Tripwire

distance

The distance from a base block.

State value Blocks
Integer (0 to 7) Scaffolding
Integer (1 to 7) Leaves (any)

down

Determines whether something is below the block.

State value Blocks
Boolean (true or false)

drag

Determines whether the bubble column is a whirlpool or upwards.

State value Blocks
Boolean (true or false) Bubble Column

dusted

The dusting progress of a suspicious block.

State value Blocks
Integer (0 to 3)

east

Determines whether something is on the east side of the block.

State value Blocks
Boolean (true or false)
  • none
  • side
  • up
Redstone Dust
  • low
  • none
  • tall

eggs

The amount of eggs in this block.

State value Blocks
Integer (1 to 4) Turtle Egg

enabled

Whether or not the hopper can collect and transfer items.

State value Blocks
Boolean (true or false) Hopper

extended

Whether or not the piston is extended.

State value Blocks
Boolean (true or false)

eye

Whether the frame contains an eye of ender.

State value Blocks
Boolean (true or false) End Portal Frame

face

What side of a block the attached block is on.

State value Blocks
  • floor
  • wall
  • ceiling

facing

For most blocks, what direction the block faces.

For wall-attached bells as well as cocoa, the opposite is true.[1]

State value Blocks
  • north
  • east
  • south
  • west
  • up
  • down
  • north
  • east
  • south
  • west
  • down
  • north
  • south
  • east
  • west
Hopper

falling

Whether a fluid is falling.

State value Blocks
Boolean (true or false)

flower_amount

The amount of flowers in a group of pink petals or wildflowers.

State value Blocks
Integer (1 to 4)

half

For tall plants and doors, which half of the door or plant occupies the block space. For trapdoors and stairs, what part of the block space they are in.

State value Blocks
  • upper
  • lower
  • top
  • bottom

hanging

Whether or not the lantern or mangrove propagule hangs on the ceiling.

State value Blocks
Boolean (true or false)

has_book

Whether or not this lectern holds a book.

State value Blocks
Boolean (true or false) Lectern

has_bottle_0

Whether or not a bottle is in slot 1 of the brewing stand.

State value Blocks
Boolean (true or false) Brewing Stand

has_bottle_1

Whether or not a bottle is in slot 2 of the brewing stand.

State value Blocks
Boolean (true or false) Brewing Stand

has_bottle_2

Whether or not a bottle is in slot 3 of the brewing stand.

State value Blocks
Boolean (true or false) Brewing Stand

has_record

True when the jukebox contains a music disc.

State value Blocks
Boolean (true or false) Jukebox

hatch

Determines how close an egg is to hatching; starts at 0 and is randomly incremented.

State value Blocks
Integer (0 to 2)

hinge

Identifies the side the hinge is on (when facing the same direction as the door's inside).

State value Blocks
  • left
  • right
Door (any)

honey_level

The level of honey inside the beehive and bee nest.

State value Blocks
Integer (0 to 5)

in_wall

If true, the gate is lowered by three pixels, to accommodate attaching more cleanly with walls.

State value Blocks
Boolean (true or false) Fence Gate (any)

instrument

The instrument sound the note block makes when it gets powered or used.

State value Blocks
  • harp
  • basedrum
  • snare
  • hat
  • bass
  • flute
  • bell
  • guitar
  • chime
  • xylophone
  • iron_xylophone
  • cow_bell
  • didgeridoo
  • bit
  • banjo
  • pling
  • trumpet
  • trumpet_exposed
  • trumpet_oxidized
  • trumpet_weathered
  • zombie
  • skeleton
  • creeper
  • dragon
  • wither_skeleton
  • piglin
  • custom_head
Note Block

inverted

Whether the daylight detector detects light (false) or darkness (true).

State value Blocks
Boolean (true or false) Daylight Detector

layers

How many layers of snow are on top of each other.

State value Blocks
Integer (1 to 8) Snow

leaves

How big the leaves are on this bamboo.

State value Blocks
  • none
  • small
  • large
Bamboo

level

For cauldrons, composters, and fluids, describes how full the block is. For lights, describes the light level produced.

State value Blocks
Integer (0 to 3) Cauldron (water and powder snow)
Integer (0 to 8) Composter
Integer (0 to 15)

lit

Whether the block is turned on or off.

State value Blocks
Boolean (true or false)

locked

Whether the repeater can change it is powered state (false) or not (true).

State value Blocks
Boolean (true or false) Redstone Repeater

mode

The mode the comparator or structure block is in.

State value Blocks
  • compare
  • subtract
Redstone Comparator
  • save
  • load
  • corner
  • data
Structure Block
  • start
  • log
  • fail
  • accept
Test Block

moisture

How wet the farmland is.

State value Blocks
Integer (0 to 7) Farmland

natural

If a creaking heart is naturally generated, instead of placed by a player.

State value Blocks
Boolean (true or false) Creaking Heart

north

Determines whether something is on the north side of the block.

State value Blocks
Boolean (true or false)
  • up
  • side
  • none
Redstone Dust
  • low
  • none
  • tall

note

The note the note block plays when it gets powered.

State value Blocks
Integer (0 to 24) Note Block

occupied

If there's already a player in this bed.

State value Blocks
Boolean (true or false) Bed (any)

ominous

Whether a trial spawner or vault is ominous.

State value Blocks
Boolean (true or false)

open

Whether the door is open or closed.

State value Blocks
Boolean (true or false)

orientation

Direction the arrows point, followed by the position of the line face.

State value Blocks
  • down_east
  • down_north
  • down_south
  • down_west
  • east_up
  • north_up
  • south_up
  • up_east
  • up_north
  • up_south
  • up_west
  • west_up

part

Whether this is the foot or head end of the bed.

State value Blocks
  • head
  • foot
Bed (any)

persistent

Whether leaves decay (false) or not (true)

State value Blocks
Boolean (true or false) Leaves (any)

pickles

The amount of pickles in this block.

State value Blocks
Integer (1 to 4) Sea Pickle

potent_sulfur_state

The current state of the potent sulfur block.

State Value Blocks
  • dry
  • wet
  • dormant
  • erupting
  • continuous
Potent Sulfur

power

The power level of Redstone emission.

State value Blocks
Integer (0 to 15)

powered

Whether the block is powered.

State value Blocks
Boolean (true or false)

rotation

The rotation of standing heads, signs and banners.

State value Blocks
Integer (0 to 15)

sculk_sensor_phase

Describes this sculk sensor's phase (whether it's active).

State value Blocks
  • inactive
  • active
  • cooldown

segment_amount

The amount of leaves in a group of leaf litter.

State value Blocks
Integer (1 to 4) Leaf Litter

shape

The way this block connects to its neighbors.

State value Blocks
  • north_south
  • east_west
  • ascending_east
  • ascending_west
  • ascending_north
  • ascending_south
  • straight
  • inner_left
  • inner_right
  • outer_left
  • outer_right
Stairs (any)
  • north_south
  • east_west
  • ascending_east
  • ascending_west
  • ascending_north
  • ascending_south
  • south_east
  • south_west
  • north_west
  • north_east
Rail

short

Whether this piston head's arm is 4/16th of a block shorter.

State value Blocks
Boolean (true or false) Piston Head

shrieking

Whether this sculk shrieker is shrieking.

State value Blocks
Boolean (true or false) Sculk Shrieker

side_chain

The current connection of a shelf.

State value Blocks
  • unconnected
  • right
  • center
  • left
Shelf (any)

signal_fire

Whether this campfire has higher smoke or not.

State value Blocks
Boolean (true or false)

slot_0_occupied

Whether slot 0 is occupied by a book.

State value Blocks
Boolean (true or false) Chiseled Bookshelf

slot_1_occupied

Whether slot 1 is occupied by a book.

State value Blocks
Boolean (true or false) Chiseled Bookshelf

slot_2_occupied

Whether slot 2 is occupied by a book.

State value Blocks
Boolean (true or false) Chiseled Bookshelf

slot_3_occupied

Whether slot 3 is occupied by a book.

State value Blocks
Boolean (true or false) Chiseled Bookshelf

slot_4_occupied

Whether slot 4 is occupied by a book.

State value Blocks
Boolean (true or false) Chiseled Bookshelf

slot_5_occupied

Whether slot 5 is occupied by a book.

State value Blocks
Boolean (true or false) Chiseled Bookshelf

snowy

Whether this block uses the snowy side texture.

State value Blocks
Boolean (true or false)

south

Determines whether something is on the south side of the block.

State value Blocks
Boolean (true or false)
  • none
  • side
  • up
Redstone Dust
  • low
  • none
  • tall

stage

Whether this sapling is ready to grow.

State value Blocks
Integer (0 to 1)

thickness

The thickness of pointed dripstone or sulfur spikes.

State value Blocks
  • tip_merge
  • tip
  • frustum
  • middle
  • base

tilt

The tilt stage of a big dripleaf.

State value Blocks
  • none
  • unstable
  • partial
  • full
Big Dripleaf

tip

Whether pale hanging moss is at the bottom.

State value Blocks
Boolean (true or false) Pale Hanging Moss

trial_spawner_state

The current state of a trial spawner.

State value Blocks
  • inactive
  • waiting_for_players
  • active
  • waiting_for_reward_ejection
  • ejecting_reward
  • cooldown
Trial Spawner

triggered

Whether this block has been activated.

State value Blocks
Boolean (true or false)

type

Determines the variant of this block.

State value Blocks
  • normal
  • sticky
  • single
  • left
  • right
  • top
  • bottom
  • double
Slab (any)

unstable

Whether the TNT ignites when punched or not.

State value Blocks
Boolean (true or false) TNT

up

Determines whether something is above the block.

State value Blocks
Boolean (true or false)

vault_state

The current state of a vault.

State value Blocks
  • inactive
  • active
  • unlocking
  • ejecting
Vault

vertical_direction

The vertical direction of pointed dripstone or sulfur spikes.

State value Blocks
  • up
  • down

waterlogged

Whether the block has water in it.

State value Blocks
Boolean (true or false)

west

Determines whether something is on the west side of the block.

State value Blocks
Boolean (true or false)
  • none
  • side
  • up
Redstone Dust
  • none
  • low
  • tall
Wall (any)

List of fluid states

falling

Whether a fluid is falling.

State value Fluids
Boolean (true or false)

level

Determines the height of the fluid, 8 when the fluid is falling.

State value Fluids
Integer (1 to 8)

History

This section is missing information about: the history in Bedrock Edition
 
Please expand the section to include this information. Further details may exist on the talk page.
Java Edition
1.814w11aAdded block states. Only used in the game engine, not saved in world files or used in commands yet.
14w26aSwitched to mostly using block states in the code.
1.1116w32aEnabled the use of block states in commands.
1.1317w47aMany block states got added, changed and removed due to the Flattening.
Added the debug stick, which is an item used to edit the block states of blocks.
Fluids are now semi-independent from blocks, so they now have their own fluid states.
1.20.223w35aAdded powered block state for heads.
26.1snap11The rotation property in default block state of banners and signs has been changed from 0 to 8.
Upcoming Java Edition
26.3snap7The following block state fields have been renamed: Name is now id, Properties is now properties
The default block state of a block can now be referred to in a compact form directly by the block ID.

Notes

  1. ↑ Sometimes they're different: A block state may refer to a state of the block type, also known as a block permutation in Bedrock Edition, e.g. a south facing pressed button. While a block property refers to a specific property used to define a block state, e.g. facing property of button block.

References

  1. ↑ MC-193943

Sources