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Tutorials/Command NBT Tags

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This page will be updated as soon as the formatting is complete and more progress has been made into the NBT Tags that can be attached to commands in 13w36a. For now see this Minecraft Forum Topic regarding the NBT Tags that can be added to the commands /give and /summon: [1]

As of snapshot 13w36a, NBT tags can be specified for items and entities created with the /give and /summon commands. Each tag has the format <tagname>:<value> ; multiple tags are separated by commas. The contents of List tags are enclosed in square brackets [], while the contents of Compound tags are enclosed in curly braces {} – note that the entire data tag is itself a Compound tag. Tag names are case-sensitive, and white space is ignored.

See Entity Format for the various NBT Tags that are saved for each Entity. This page also contains basic information for each NBT Tag.

When None is used in a Tagname that means that this tag can be put directly into the start of the dataTag

Contents

[edit] Items

These can be used in /give commands as well as /clear. for such commands as /summon and /setblock, place them inside of a tag tag, like so: {id:"stone",Count:3 ... tag:{Name:"your name" ...}} These tags can be used on any item

NBT Tag Description Allowed tagnames Required tagnames Syntax
ench Allows the addition of enchantments to items. Contains information on the id of the echantment and the level of the enchantment. Can specify one enchantment or multiple enchantments. id, lvl All {ench:[{id:"",lvl:""},{id:"",lvl:""}]}
display Used to add custom names, colors (leather armor), and lore to items. Lore may have multiple lines.

Color is a hexadecimal color value, except in decimal. A converter can be found here: http://www.statman.info/conversions/hexadecimal.html

Name, color, Lore At least one {display:{Name:"",color:,Lore:["", ""]}}
AttributeModifiers Can be used to add attributes to mobs or items. AttributeName, Name (Attribute), Amount, Operation, UUIDLeast, UUIDMost All AttributeModifiers:[0:{AttributeName,Name,Amount,Operation}, 1:{AttributeName,Name,Amount,Operation,UUIDLeast,UUIDMost}]
Unbreakable Used to make items with durability never degrade. Unbreakable All Unbreakable:1/0 (1 = true, 0 = false)
HideFlags (snapshot) Used to hide flags(the player cannot view them)such as enchantements HideFlags All HideFlags:1-32(1=hides enchantements, 2=atribute modifiers, 4=unbreakable, 8=can destroy 16=can place on(for blocks) 32=others, such as potion effects)[1]
CanDestroy Similar to CanPlaceOn this tag is used when making adventure maps to allow a specific tool/item to break a block. Apply the tag to any item/tool. An array of Strings, each one saying the id of a block at least one CanDestroy:["minecraft:stone","minecraft:stonebrick"]

The following table provides more details on previous sub-tags.

Tagname Description Used In Value Type Allowed Values
id Refers to the id of an enchantment. See Enchanting for details on which id correlates to which enchantment. ench Numerical 0 - 62
lvl Determines the level of an enchantment. A level between one and ten will display properly on an item, however, any value above that will display enchantment.level.lvl. ench Numerical 0 - 32767
Name Is the name of an item that will be displayed in game. For blocks such as Chests and Dispensers the name will replace the default 'Chest' or 'Dispenser' in the upper left hand corner of the GUI. When used on command blocks the name will be displayed when executing commands. This can be seen by using the /say command. display String Any character that is available within the Minecraft language files (Most characters on your keyboard)

[edit] Blocks

These tags are put on blocks as items.

Tagname Description Value Type Syntax
CanPlaceOn This tag is used when making adventure maps to determine which block(s) the player can place an item on An array of Strings, each one saying the id of a block CanPlaceOn:["minecraft:stone","minecraft:stonebrick"]
BlockEntityTag This is used for tile entities, and stores their data for when they are placed down Differs based on the block, see Blocks for details BlockEntityTag:{TagName:"tagdata"}

[edit] Entities

NBT Tag Description Allowed tagnames Required tagnames Syntax
TileEntityData Used to store all data kept within a block. Mainly used within blocks that can store items or contain various data values, e.g., Command blocks, Chests, Jukeboxes, Dispenser, Beacon, etc. CustomName, Items, Command, Levels, Primary, Secondary, Delay, MaxNearbyEntities, MaxSpawnDelay, MinSpawnDelay, RequiredPlayerRange, SpawnCount, SpawnRange, EntityID None TileEntityData:{}
direction Similar to motion, determines the direction that an entity will be moving upon being summoned. Must be entered as double precision floating point values (it has a decimal) Example: {direction:[0.0,1.0,0.0]} summons with an upwards velocity of 1.0. X, Y, Z All direction:[X,Y,Z]
Motion Similar to direction, determines the direction that an FallingSand entity will be moving upon being summoned. Must be entered as double precision floating point values (it has a decimal) Example: {Motion:[0.0,1.0,0.0]} summons with an upwards velocity of 1.0. X, Y, Z All Motion:[X,Y,Z]
ActiveEffects Sets the effects that will apply to a mob after it's summoned. Id, Duration, Amplifier, Ambient All ActiveEffects:[{Id:,Duration:,Amplifier:,Ambient:},{Id:,Duration:,Amplifier:,Ambient:}]
Riding Shows the information of the Entity that is stacked below another Entity. id, Riding, CustomName, ActiveEffects id Riding:{id:}
Equipment Adds armor & weapons to the Skeleton or Zombie.

This tag is a JavaScript Array, with the consecutive values being: Held Item, Helmet, Chestplate, Pants, Boots. Any slot can be blank to indicate no item. The helmet can contain a block, which will display on the entities head.

Item Item Equipment:[{id:"",Count:,tag:{}...},{id:,Count:...},{id:...},{id:},{id:}]
DropChances Determines how likely it is for an entity to drop held or worn Items. The tag Count in the equipment tag must be 1 or greater for this to work. 5 separate float values(1 for each slot). 0.0f-1.0f determines likelihood of dropping, but will apply a random durability if it does. Anything greater than 1.0f will make it always drop with full durability. Since it is a float value, it must be phrased as "X.Yf", with X and Y being values of your choice. {DropChances:[0.1f,2.0f,1.0f,1.1f,0.0f]
Attributes Customizes the attributes of the entity. See Attribute for more details Name: see Attribute for a list. Base: the amount to apply. Modifiers: how much and how it should vary. Contains values Name, Amount, Operation, UUIDMost, UUIDLeast. Name and Base {Attributes:[{Name:"generic.maxHealth",Base:40,Modifiers:[{Name:generic.maxHealth, Amount:7,Operation:0,UUIDMost:4000,UUIDLeast:8000}]

The following table provides information on each tagname that can be added in an NBT Tag. These tagnames are specific to the /summon command.

Tagname Description Used In Value Type Allowed Values
Type Used to change the type of mobs, like horses. Setting a horse's type to 4 will make it a skeleton horse. None Summon 1 - Infinity
Saddle Used to spawn horses or pigs that have saddles on. None Summon 1 - Infinity
Tame Used to spawn tamed horses. None Summon 1 - Infinity
Variant Changes the horse variant. Setting no variant or putting an incorrect variant spawns a normal white horse. See Horse Variants for the list of Variants. None Summon 1 - 1030
TileID Determines which block is being summoned when using /summon FallingSand. Use Data Values to find out the ID of each block. You can also use F3+H in-game to show the ID's of items in-game. None Block ID 1 - 173
Time Whether or not the block despawns before hitting the ground. If set to 1 the block will fall normally, if set to less than 1 will be set to 0. If set to 0 the block will despawn immediately. Recommended to keep this value as 1. None Numerical 0 - 127
DropItem Whether or not the block will drop its item form if the block is unable to be placed. If set to 0 the block will not drop its respective item, if set to 1 the block will drop its respective item. None Numerical 0 or 1
id Determines the entity the other entity will be riding on. None Savegame ID Any Savegame ID of an Entity
Fuse Determines how long it takes for PrimedTnt to explode. None Numerical 0 - 383

[edit] Blocks

Tags used in setblock and /fill

[edit] Generic

These tags can be used on most tile entitied blocks

Tagname Description Value Type Syntax
DisplayName Displayed in the top corner of the inventory, instead of the regular name. Only works where such a regular name exists. A string. {DisplayName:"Your Name"}
Lock Says a name needed on a held item to open the inventory. A string {Lock:"text goes here"}

[edit] Beacon

Tagname Description Value Type Syntax
Primary This determines the first status effect that the beacon will create. It defaults to level 1 of the effect. An id of a status effect. {Primary:num}
Secondary This determines the second status effect. If its the same as Primary, then it will increase the status effect to level 2. Otherwise it will be level 1. Also an Id of a status effect. {Secondary:num}
  1. There can be more or even wrong values, make sure you test them first! This tag may need major editing!