Chunk format
Chunks store the terrain and entities within a 16×256×16 area. They also store precomputed lighting, heightmap data for Minecraft's performance, and other meta information.
Contents
NBT structure[edit]
- See also: Information from the Anvil format page
Chunks are stored in NBT format, with this structure (see Block Format below for the ordering of the blocks within each array):
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The root tag.-
DataVersion: Version of the chunk NBT structure. -
Level: Chunk data.-
xPos: X position of the chunk. -
zPos: Z position of the chunk. -
LastUpdate: Tick when the chunk was last saved. -
LightPopulated: 1 or 0 (true/false) - If true, the server/client has already calculated lighting values for this chunk after generation. -
TerrainPopulated: 1 or not present (true/false) indicate whether the terrain in this chunk was populated with special things. (Ores, special blocks, trees, dungeons, flowers, waterfalls, etc.) If set to zero then Minecraft will regenerate these features in the blocks that already exist. -
V: Currently always saved as 1 and not actually loaded by the game. Likely a chunk version tag. -
InhabitedTime: The cumulative number of ticks players have been in this chunk. Note that this value increases faster when more players are in the chunk. Used for regional difficulty: increases the chances of mobs spawning with equipment, the chances of that equipment having enchantments, the chances of spiders having potion effects, the chances of mobs having the ability to pick up dropped items, and the chances of zombies having the ability to spawn other zombies when attacked. Note that at values 3600000 and above, regional difficulty is effectively maxed for this chunk. At values 0 and below, the difficulty is capped to a minimum (thus, if this is set to a negative number, it will behave identically to being set to 0, apart from taking time to build back up to the positives). See Regional Difficulty for more specifics. -
Biomes: May not exist. 256 bytes of biome data, one byte for each vertical column in the chunk. See Data Values for biome IDs. If this tag does not exist it will be created and filled by Minecraft when the chunk is loaded and saved. If any values in this array are -1, Minecraft will also set them to the correct biome. -
HeightMap: 1024 bytes(256 TAG_Int) of heightmap data. 16 × 16. Each byte records the lowest level in each column where the light from the sky is at full strength. Speeds computing of the SkyLight. -
Sections: List of Compound tags, each tag is a sub-chunk of sorts.-
An individual Section.-
Y: The Y index (not coordinate) of this section. Range 0 to 15 (bottom to top), with no duplicates but some sections may be missing if empty. -
Blocks: 4096 bytes of block IDs defining the terrain. 8 bits per block, plus the bits from the below Add tag. -
Add: May not exist. 2048 bytes of additional block ID data. The value to add to (combine with) the above block ID to form the true block ID in the range 0 to 4095. 4 bits per block. Combining is done by shifting this value to the left 8 bits and then adding it to the block ID from above. -
Data: 2048 bytes of block data additionally defining parts of the terrain. 4 bits per block. -
BlockLight: 2048 bytes recording the amount of block-emitted light in each block. Makes load times faster compared to recomputing at load time. 4 bits per block. -
SkyLight: 2048 bytes recording the amount of sunlight or moonlight hitting each block. 4 bits per block.
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-
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Entities: Each TAG_Compound in this list defines an entity in the chunk. See Entity Format below. If this list is empty it will be a list of End tags (before 1.10, list of Byte tags). -
TileEntities: Each TAG_Compound in this list defines a block entity in the chunk. See Block Entity Format below. If this list is empty it will be a list of End tags (before 1.10, list of Byte tags). -
TileTicks: May not exist. Each TAG_Compound in this list is an "active" block in this chunk waiting to be updated. These are used to save the state of redstone machines, falling sand or water, and other activity. See Tile Tick Format below. This tag may not exist.
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Block format[edit]
In the Anvil format, block positions are ordered YZX for compression purposes.
The coordinate system is as follows:
- X increases East, decreases West
- Y increases upwards, decreases downwards
- Z increases South, decreases North
This also happens to yield the most natural scan direction, because all indices in the least significant dimension (i.e. X in this case) appear for each index in the next most significant dimension; so one reads an array ordered YZX as one would a book lying with its top northward, all letters (or X-indices) on a single line (or Z-index) at a time, and all lines on a single page (or Y-index) at a time. For the 2D arrays (i.e. "Biomes" and "HeightMap") the inapplicable Y dimension is simply omitted, as though the book is only one page thick.
Each section in a chunk is a 16x16x16-block area, with up to 16 sections in a chunk. Section 0 is the bottom section of the chunk, and section 15 is the top section of the chunk. To save space, completely empty sections are not saved. Within each section is a byte tag "Y" for the Y index of the section, 0 to 15, and then byte arrays for the blocks. The "Block" byte array has 4096 partial block IDs at 8 bits per block. Another byte array "Add" is used for block with IDs over 255, and is 2048 bytes of the other part of the 4096 block IDs at 4 bits per block. When both the "Block" and "Add" byte arrays exist, the partial ID from the "Add" array is shifted left 8 bits and added to the partial ID from the "Blocks" array to form the true Block ID. The "Data" byte array is also 2048 bytes for 4096 block data values at 4 bits per block. The "BlockLight" and "SkyLight" byte arrays are the same as the "Data" byte array but they are used for block light levels and sky light levels respectively. The "SkyLight" values represent how much sunlight or moonlight can potentially reach the block, independent of the current light level of the sky.
The endianness of the 2048-byte arrays (i.e. "Add," "Data," "BlockLight," & "SkyLight"), which give only 4 bits per block, seems to stand as the one anomalous exception to the otherwise consistent, format-wide standard of big-endian data storage. It also runs counter to the presumably natural human-readable printing direction. If the blocks begin at 0, they are grouped with even numbers preceding odd numbers (i.e. 0 & 1 share a byte, 2 & 3 share the next, etc.); under these designations Minecraft stores even-numbered blocks in the least significant half-byte, and odd-numbered blocks in the most significant half-byte. Thus block[0] is byte[0] at 0x0F, block[1] is byte[0] at 0xF0, block[2] is byte[1] at 0x0F, block[3] is byte[1] at 0xF0, etc. ...
The pseudo-code below shows how to access individual block information from a single section. Hover over text to see additional information or comments.
byte Nibble4(byte[] arr, int index){ return index%2 == 0 ? arr[index/2]&0x0F : (arr[index/2]>>4)&0x0F; } int BlockPos = y*16*16 + z*16 + x; byte BlockID_a = Blocks[BlockPos]; byte BlockID_b = Nibble4(Add, BlockPos); short BlockID = BlockID_a + (BlockID_b << 8); byte BlockData = Nibble4(Data, BlockPos); byte Blocklight = Nibble4(BlockLight, BlockPos); byte Skylight = Nibble4(SkyLight, BlockPos);
Entity format[edit]
Every entity is an unnamed
TAG_Compound contained in the Entities list of a chunk file. The sole exception is the Player entity, stored in level.dat, or in <player>.dat files on servers.
All entities share this base:
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Entity data
-
id: Entity ID. This tag does not exist for the Player entity. -
Pos: 3 TAG_Doubles describing the current X,Y,Z position of the entity. -
Motion: 3 TAG_Doubles describing the current dX,dY,dZ velocity of the entity in meters per tick. -
Rotation: Two TAG_Floats representing rotation in degrees.-
The entity's rotation clockwise around the Y axis (called yaw). Due south is 0. Does not exceed 360 degrees. -
The entity's declination from the horizon (called pitch). Horizontal is 0. Positive values look downward. Does not exceed positive or negative 90 degrees.
-
-
FallDistance: Distance the entity has fallen. Larger values cause more damage when the entity lands. -
Fire: Number of ticks until the fire is put out. Negative values reflect how long the entity can stand in fire before burning. Default -20 when not on fire. -
Air: How much air the entity has, in ticks. Fills to a maximum of 300 in air, giving 15 seconds submerged before the entity starts to drown, and a total of up to 35 seconds before the entity dies (if it has 20 health). Decreases while underwater. If 0 while underwater, the entity loses 1 health per second. -
OnGround: 1 or 0 (true/false) - true if the entity is touching the ground. -
NoGravity: 1 or 0 (true/false) - if true, the entity will not fall if in the air. -
Dimension: Only known to be used in <player>.dat to store the players last known location along with Pos. All other entities are only saved in the region files for the dimension they are in. -1 for The Nether, 0 for The Overworld, and 1 for The End. -
Invulnerable: 1 or 0 (true/false) - true if the entity should not take damage. This applies to living and nonliving entities alike: mobs will not take damage from any source (including potion effects), and cannot be moved by fishing rods, attacks, explosions, or projectiles, and objects such as vehicles and item frames cannot be destroyed unless their supports are removed. Note that these entities can be damaged by players in Creative mode. -
PortalCooldown: The number of ticks before which the entity may be teleported back through a nether portal. Initially starts at 300 ticks (15 seconds) after teleportation and counts down to 0. -
UUIDMost: The most significant bits of this entity's Universally Unique IDentifier. This is joined with UUIDLeast to form this entity's unique ID. -
UUIDLeast: The least significant bits of this entity's Universally Unique IDentifier. -
UUID(removed in 1.9): The Universally Unique IDentifier of this entity. Converts a hexadecimal UUID (for example:069a79f4-44e9-4726-a5be-fca90e38aaf5
) into the UUIDLeast and UUIDMost tags. Will not apply new UUIDLeast and UUIDMost tags if both of these tags are already present. The "UUID" tag is removed once the entity is loaded. -
CustomName: The custom name of this entity. Appears in player death messages and villager trading interfaces, as well as above the entity when your cursor is over it. May not exist, or may exist and be empty. -
CustomNameVisible: 1 or 0 (true/false) - if true, and this entity has a custom name, it will always appear above them, whether or not the cursor is pointing at it. If the entity hasn't a custom name, a default name will be shown. May not exist. -
Silent: 1 or 0 (true/false) - if true, this entity will not make sound. May not exist. -
Riding: (deprecated in 1.9) The data of the entity being ridden. Note that if an entity is being ridden, the topmost entity in the stack has the Pos tag, and the coordinates specify the location of the bottommost entity. Also note that the bottommost entity controls movement, while the topmost entity determines spawning conditions when created by a mob spawner.- See this format (recursive).
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Passengers: The data of the entity riding. Note that both entities control movement and the topmost entity controls spawning conditions when created by a mob spawner.- See this format (recursive).
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Glowing: 1 or 0 (true/false) - true if the entity has a glowing outline. -
Tags: List of custom string data. -
CommandStats: Information identifying scoreboard parameters to modify relative to the last command run-
SuccessCountObjective: Objective's name about the number of successes of the last command (will be an int) -
SuccessCountName: Fake player name about the number of successes of the last command -
AffectedBlocksObjective: Objective's name about how many blocks were modified in the last command (will be an int) -
AffectedBlocksName: Fake player name about how many blocks were modified in the last command -
AffectedEntitiesObjective: Objective's name about how many entities were altered in the last command (will be an int) -
AffectedEntitiesName: Fake player name about how many entities were altered in the last command -
AffectedItemsObjective: Objective's name about how many items were altered in the last command (will be an int) -
AffectedItemsName: Fake player name about how many items were altered in the last command -
QueryResultObjective: Objective's name about the query result of the last command -
QueryResultName: Fake player name about the query result of the last command
-
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Mobs[edit]
Mob Entities | |
---|---|
Entity ID | Name |
bat | Bat |
blaze | Blaze |
cave_spider | Cave Spider |
chicken | Chicken |
cow | Cow |
creeper | Creeper |
dolphin | Dolphin |
donkey | Donkey |
drowned | Drowned |
elder_guardian | Elder Guardian |
ender_dragon | Ender Dragon |
enderman | Enderman |
endermite | Endermite |
evocation_illager | Evoker |
ghast | Ghast |
giant | Giant |
guardian | Guardian |
horse | Horse |
husk | Husk |
illusion_illager | Illusioner |
llama | Llama |
magma_cube | Magma Cube |
mooshroom | Mooshroom |
mule | Mule |
ocelot | Ocelot |
parrot | Parrot |
pig | Pig |
phantom | Phantom |
polar_bear | Polar Bear |
rabbit | Rabbit |
sheep | Sheep |
shulker | Shulker |
silverfish | Silverfish |
skeleton | Skeleton |
skeleton_horse | Skeleton Horse |
slime | Slime |
snowman | Snow Golem |
spider | Spider |
squid | Squid |
stray | Stray |
turtle | Turtle |
vex | Vex |
villager | Villager |
villager_golem | Iron Golem |
vindication_illager | Vindicator |
witch | Witch |
wither | Wither |
wither_skeleton | Wither Skeleton |
wolf | Wolf |
zombie | Zombie |
zombie_horse | Zombie Horse |
zombie_pigman | Zombie Pigman |
zombie_villager | Zombie Villager |
Mobs are a subclass of Entity with additional tags to store their health, attacking/damaged state, potion effects, and more depending on the mob. Players are a subclass of Mob.
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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BatFlags: 1 when hanging upside-down from a block, 0 when flying.
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
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IsChickenJockey: 1 or 0 (true/false) - Whether or not the chicken is a jockey for a baby zombie. If true, the chicken can naturally despawn and drops 10 experience upon death instead of 1-3. Baby zombies can still control a ridden chicken even if this is set false. -
EggLayTime: Number of ticks until the chicken lays its egg. Laying occurs at 0 and this timer gets reset to a new random value between 6000 and 12000.
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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powered: 1 or 0 (true/false) - May not exist. True if the creeper is charged from being struck by lightning. -
ExplosionRadius: The radius of the explosion itself, default 3. -
Fuse: States the initial value of the creeper's internal fuse timer (does not affect creepers that fall and explode upon impacting their victim). The internal fuse timer will return to this value if the creeper is no longer within attack range. Default 30. -
ignited: 1 or 0 (true/false) - Whether the creeper has been ignited by a Flint and Steel.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
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Bred: 1 or 0 (true/false) - Unknown. Remains 0 after breeding. If true, causes it to stay near other horses with this flag set. -
EatingHaystack: 1 or 0 (true/false) - true if the horse is grazing. -
Tame: 1 or 0 (true/false) - true if the horse is tamed. (Non players mobs will not be able to ride a tamed horse if it has no saddle) -
Temper: Ranges from 0 to 100; increases with feeding. Higher values make a horse easier to tame. -
OwnerUUID: Contains the UUID of the player that tamed the horse. Has no effect on behavior. -
ArmorItem: The armor item worn by this horse. May not exist.- Tags common to all items see Template:Nbt inherit/item/template
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SaddleItem: The saddle item worn by this horse. May not exist.- Tags common to all items see Template:Nbt inherit/item/template
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ChestedHorse: 1 or 0 (true/false) - true if the horse has chests. A chested horse that is not a donkey or a mule will crash the game. -
Items: List of items. Only exists if ChestedHorse is true.-
An item, including the Slot tag. Slots are numbered 2 to 16 for donkeys and mules, and none exist for all other horses.- Tags common to all items see Template:Nbt inherit/item/template
-
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent. -
CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0). -
DrownedConversionTime:[upcoming 1.13] For a non-drowned zombie, the number of ticks until it converts to a drowned. (default value is -1, when no conversion is under way).
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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DragonPhase: A number indicating the dragon's current state. Valid values are: 0=circling, 1=strafing (preparing to shoot a fireball), 2=flying to the portal to land (part of transition to landed state), 3=landing on the portal (part of transition to landed state), 4=taking off from the portal (part of transition out of landed state), 5=landed, performing breath attack, 6=landed, looking for a player for breath attack, 7=landed, roar before beginning breath attack, 8=charging player, 9=flying to portal to die, 10=hovering with no AI (default when using the/summon
command).
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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[until 1.13] ID of the block carried by the enderman. When not carrying anything, 0. When loading, may also be a string block name.
carried: -
[until 1.13] Additional data about the block carried by the enderman. 0 when not carrying anything.
carriedData: -
carriedBlockState:[upcoming 1.13] Optional. The block carried by the enderman.-
Name: The name ID of the block. -
Properties: Optional. The block states of the block, listed as key-value pairs under this tag.
-
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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Lifetime: How long the endermite has existed in ticks. Disappears when this reaches around 2400. -
PlayerSpawned: Endermen will attack the endermite if this value is 1.
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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SpellTicks: Number of ticks until a spell can be cast. Set to a positive value when a spell is cast, and decreases by 1 per tick.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
ExplosionPower: The radius of the explosion created by the fireballs this ghast fires. Default value of 1.
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
-
Bred: 1 or 0 (true/false) - Unknown. Remains 0 after breeding. If true, causes it to stay near other horses with this flag set. -
EatingHaystack: 1 or 0 (true/false) - true if the horse is grazing. -
Tame: 1 or 0 (true/false) - true if the horse is tamed. (Non players mobs will not be able to ride a tamed horse if it has no saddle) -
Temper: Ranges from 0 to 100; increases with feeding. Higher values make a horse easier to tame. -
OwnerUUID: Contains the UUID of the player that tamed the horse. Has no effect on behavior. -
ArmorItem: The armor item worn by this horse. May not exist.- Tags common to all items see Template:Nbt inherit/item/template
-
SaddleItem: The saddle item worn by this horse. May not exist.- Tags common to all items see Template:Nbt inherit/item/template
-
Variant: The variant of the horse. Determines colors. Stored asbaseColor | markings << 8
. Unused values lead to invisible horses.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent. -
CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0). -
DrownedConversionTime:[upcoming 1.13] For a non-drowned zombie, the number of ticks until it converts to a drowned. (default value is -1, when no conversion is under way).
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
SpellTicks: Number of ticks until a spell can be cast. Set to a positive value when a spell is cast, and decreases by 1 per tick.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
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Bred: 1 or 0 (true/false) - Unknown. Remains 0 after breeding. If true, causes it to stay near other llamas with this flag set. -
ChestedHorse: 1 or 0 (true/false) - true if the llama has chests. -
EatingHaystack: 1 or 0 (true/false) - true if grazing. -
Tame: 1 or 0 (true/false) - true if the llama is tamed. (Non players mobs will not be able to ride a tamed llama if it has no saddle) -
Temper: Ranges from 0 to 100; increases with feeding. Higher values make a llama easier to tame. -
Variant: The variant of the llama. 0 = Creamy, 1 = White, 2 = Brown, 3 = Gray. -
Strength: Ranges from 1 to 5, defaults to 3. Determines the number of items the llama can carry (items = 3 × strength). Also increases the tendency of wolves to run away when attacked by llama spit. Strengths 4 and 5 will cause a wolf to always run away. -
DecorItem: The item the llama is wearing, without the Slot tag. Typically a carpet.- Tags common to all items see Template:Nbt inherit/item/template
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OwnerUUID: Contains the UUID of the player that tamed the llama. Has no effect on behavior. -
Items: List of items. Only exists if ChestedHorse is true.-
An item, including the Slot tag.- Tags common to all items see Template:Nbt inherit/item/template
-
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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Size: The size of the slime. Note that this value is zero-based, so 0 is the smallest slime, 1 is the next larger, etc. The sizes that spawn naturally are 0, 1, and 3. -
wasOnGround: 1 or 0 (true/false) - true if slime is touching the ground.
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
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Bred: 1 or 0 (true/false) - Unknown. Remains 0 after breeding. If true, causes it to stay near other horses with this flag set. -
EatingHaystack: 1 or 0 (true/false) - true if the horse is grazing. -
Tame: 1 or 0 (true/false) - true if the horse is tamed. (Non players mobs will not be able to ride a tamed horse if it has no saddle) -
Temper: Ranges from 0 to 100; increases with feeding. Higher values make a horse easier to tame. -
OwnerUUID: Contains the UUID of the player that tamed the horse. Has no effect on behavior. -
ArmorItem: The armor item worn by this horse. May not exist.- Tags common to all items see Template:Nbt inherit/item/template
-
SaddleItem: The saddle item worn by this horse. May not exist.- Tags common to all items see Template:Nbt inherit/item/template
-
ChestedHorse: 1 or 0 (true/false) - true if the horse has chests. A chested horse that is not a donkey or a mule will crash the game. -
Items: List of items. Only exists if ChestedHorse is true.-
An item, including the Slot tag. Slots are numbered 2 to 16 for donkeys and mules, and none exist for all other horses.- Tags common to all items see Template:Nbt inherit/item/template
-
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
- Additional fields for mobs that can be tamed by players see Template:Nbt inherit/tameable/template
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CatType: The ID of the skin the ocelot has. 0 = wild ocelot, 1 = tuxedo, 2 = tabby, 3 = siamese. Does not determine an ocelot's behavior: it will be wild unless its Owner string is not empty, meaning wild ocelots can look like cats and vice versa.
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can be tamed by players see Template:Nbt inherit/tameable/template
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Variant: Specifies which color variant the parrot is. 0 = red, 1 = blue, 2 = green, 3 = cyan, 4 = silver.
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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AX: [more information needed] -
AY: -
AZ:
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
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Saddle: 1 or 0 (true/false) - true if there is a saddle on the pig.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
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Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
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RabbitType: Determines the skin of the rabbit. Also determines if rabbit should be hostile. 0 = Brown, 1 = White, 2 = Black, 3 = Black & White, 4 = Gold, 5 = Salt & Pepper, 99 = Killer Bunny. -
MoreCarrotTicks: Set to 40 when a carrot crop is eaten, decreases by 0–2 every tick until it reaches 0. Has no effect in game.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
-
Sheared: 1 or 0 (true/false) - true if the sheep has been shorn. -
Color: 0 to 15 - see wool data values for a mapping to colors.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Peek: Height of the head of the shulker. -
AttachFace: Direction of the block the shulker is attached to. -
Color: Data value of the color of the shulker. Default is 0 (white). Shulkers spawned by eggs or as part of End cities have value 10 (purple). -
APX: Approximate X coordinate. -
APY: Approximate Y coordinate. -
APZ: Approximate Z coordinate.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
-
Bred: 1 or 0 (true/false) - Unknown. Remains 0 after breeding. If true, causes it to stay near other horses with this flag set. -
EatingHaystack: 1 or 0 (true/false) - true if the horse is grazing. -
Tame: 1 or 0 (true/false) - true if the horse is tamed. (Non players mobs will not be able to ride a tamed horse if it has no saddle) -
Temper: Ranges from 0 to 100; increases with feeding. Higher values make a horse easier to tame. -
OwnerUUID: Contains the UUID of the player that tamed the horse. Has no effect on behavior. -
ArmorItem: The armor item worn by this horse. May not exist.- Tags common to all items see Template:Nbt inherit/item/template
-
SaddleItem: The saddle item worn by this horse. May not exist.- Tags common to all items see Template:Nbt inherit/item/template
-
SkeletonTrap: 1 or 0 (true/false) - true if the horse is a trapped skeleton horse. Does not affect horse type. -
SkeletonTrapTime: Incremented each tick when SkeletonTrap is set to 1. The horse automatically despawns when it reaches 18000 (15 minutes).
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Size: The size of the slime. Note that this value is zero-based, so 0 is the smallest slime, 1 is the next larger, etc. The sizes that spawn naturally are 0, 1, and 3. -
wasOnGround: 1 or 0 (true/false) - true if slime is touching the ground.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Pumpkin : 1 or 0 (true/false) - whether it has a pumpkin on its head or not.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
-
HomePosX: [more information needed] -
HomePosY: -
HomePosZ: -
TravelPosX: [more information needed] -
TravelPosY: -
TravelPosZ:
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
BoundX: When a vex is idle, it wanders, selecting air blocks from within a 15×11×15 cuboid range centered at X,Y,Z =BoundX
,BoundY
,BoundZ
. This central spot is the location of the evoker when it summoned the vex, or if an evoker was not involved, it is the location the vex first attempted to idly wander. -
BoundY: SeeBoundX
-
BoundZ: SeeBoundX
-
LifeTicks: Ticks of life remaining, decreasing by 1 per tick. When it reaches zero, the vex will take damage andLifeTicks
is set to 20.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
-
Profession: The ID of the texture used for this villager. This also influences trading options. -
Riches: Currently unused. Increases by the number of emeralds traded to a villager any time they are traded. -
Career: The ID of this villager's career. This also influences trading options and the villager's name in the GUI (if it does not have a CustomName). If 0, the next time offers are refreshed, the game will assign a new Career and reset CareerLevel to 1. -
CareerLevel: The current level of this villager's trading options. Influences the trading options generated by the villager; if it is greater than their career's maximum level, no new offers are generated. Increments when a trade causes offers to be refreshed. If 0, the next trade to do this will assign a new Career and set CareerLevel to 1. Set to a high enough level and there will be no new trades to release (Career must be set to 1 or above). -
Willing: 1 or 0 (true/false) - true if the villager is willing to mate. Becomes true after certain trades (those which would cause offers to be refreshed), and false after mating. -
Inventory: Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together will automatically be condensed into one slot. If there are more than 8 slots, the last slot will be removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot will be present after the two other slots are combined.-
An item in the inventory, excluding the Slot tag.- Tags common to all items see Template:Nbt inherit/itemnoslot/template
-
-
Offers: Is generated when the trading menu is opened for the first time.-
Recipes: List of trade options.-
A trade option.-
rewardExp: 1 or 0 (true/false) - true if this trade will provide XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs. -
maxUses: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed. -
uses: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses. -
buy: The first 'cost' item, without the Slot tag.- Tags common to all items see Template:Nbt inherit/itemnoslot/template
-
buyB: May not exist. The second 'cost' item, without the Slot tag.- Tags common to all items see Template:Nbt inherit/itemnoslot/template
-
sell: The item being sold for each set of cost items, without the Slot tag.- Tags common to all items see Template:Nbt inherit/itemnoslot/template
-
-
-
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
PlayerCreated: 1 or 0 (true/false) - true if this golem was created by a player. If true, the golem will never attack the player.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Johnny: Optional. 1 or 0 (true/false) - Setting to true will cause the vindicator to exhibit Johnny behavior. Setting to false will prevent the vindicator exhibiting Johnny behavior, even if named Johnny.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Invul: The number of ticks of invulnerability left after being initially created. 0 once invulnerability has expired.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
- Additional fields for mobs that can be tamed by players see Template:Nbt inherit/tameable/template
-
Angry: 1 or 0 (true/false) - true if the wolf is angry. -
CollarColor: The dye color of this wolf's collar. Present even for wild wolves (but does not render); default value is 14.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent. -
CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0). -
DrownedConversionTime:[upcoming 1.13] For a non-drowned zombie, the number of ticks until it converts to a drowned. (default value is -1, when no conversion is under way).
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
- Additional fields for mobs that can breed see Template:Nbt inherit/breedable/template
-
Bred: 1 or 0 (true/false) - Unknown. Remains 0 after breeding. If true, causes it to stay near other horses with this flag set. -
EatingHaystack: 1 or 0 (true/false) - true if the horse is grazing. -
Tame: 1 or 0 (true/false) - true if the horse is tamed. (Non players mobs will not be able to ride a tamed horse if it has no saddle) -
Temper: Ranges from 0 to 100; increases with feeding. Higher values make a horse easier to tame. -
OwnerUUID: Contains the UUID of the player that tamed the horse. Has no effect on behavior. -
ArmorItem: The armor item worn by this horse. May not exist.- Tags common to all items see Template:Nbt inherit/item/template
-
SaddleItem: The saddle item worn by this horse. May not exist.- Tags common to all items see Template:Nbt inherit/item/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent. -
CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0). -
DrownedConversionTime:[upcoming 1.13] For a non-drowned zombie, the number of ticks until it converts to a drowned. (default value is -1, when no conversion is under way). -
Anger: Ticks until the zombie pigman becomes neutral. -32,768 to 0 for neutral zombie pigmen; 1 to 32,767 for angry zombie pigmen. Value depletes by one every tick if value is greater than 0. When the value turns from 1 to 0, the zombie pigman does not stop tracking the player until the player has exited the zombie pigman's detection radius. When hit by a player or when another zombie pigman within 32 blocks is hit by a player, the value is set to a random number between 400 and 800. -
HurtBy: The UUID of the last player that attacked the zombie pigman.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all mobs see Template:Nbt inherit/mob/template
-
IsBaby: 1 or 0 (true/false) - true if this zombie is a baby. May be absent. -
CanBreakDoors: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0). -
DrownedConversionTime:[upcoming 1.13] For a non-drowned zombie, the number of ticks until it converts to a drowned. (default value is -1, when no conversion is under way). -
Profession: 0: farmer, 1: librarian, 2: priest, 3: blacksmith, 4: butcher, 5: nitwit (default value is 0). -
ConversionTime: -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect will parallel this. -
ConversionPlayerLeast: Least significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined withConversionPlayerMost
to form a unique ID. -
ConversionPlayerMost: Most significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined withConversionPlayerLeast
to form a unique ID.
Projectiles[edit]
Projectile Entities | |
---|---|
Entity ID | Name |
arrow | Arrow |
dragon_fireball | Ender Dragon Fireball |
egg | Egg |
ender_pearl | Ender Pearl |
fireball | Ghast Fireball |
llama_spit | Llama spit |
potion | Splash Potion |
small_fireball | Blaze Fireball/Fire Charge |
shulker_bullet | Shulker Bullet |
snowball | Snowball |
spectral_arrow | Spectral Arrow |
trident | Trident |
wither_skull | Wither Skull |
xp_bottle | Bottle o' Enchanting |
Projectiles are a subclass of Entity and have very obscure tags such as X,Y,Z coordinate tags despite Entity Pos tag, inTile despite inGround, and shake despite most projectiles not being arrows. While all projectiles share tags, they are all independently implemented through Throwable
and ArrowBase
.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all projectiles see Template:Nbt inherit/projectile/template
-
shake: The "shake" when arrows hit a block. -
:[until 1.13] Metadata of tile arrow is in.
inData -
pickup: 0 = cannot be picked up by players. 1 = can be picked up by players in survival or creative. 2 = can only be picked up by players in creative. -
player: 1 or 0 (true/false) - If pickup is not used, and this is true, the arrow can be picked up by players. -
life: Increments each tick when an arrow is not moving; resets to 0 if it moves. When it ticks to 1200, the arrow despawns. -
damage: Damage dealt by the arrow, in half-hearts. May not be a whole number. 2.0 for normal arrows, and increased 0.5 per level of Power enchantment on the firing bow. If the Power enchantment is present, an additional 0.5 is added on (so Power I gives a bonus of 1.0, while Power II gives 1.5). -
inGround: 1 or 0 (true/false) - If the Projectile is in the ground or hit the ground already (For arrow pickup; you cannot pickup arrows in the air) -
crit: 1 or 0 (true/false) - Whether the arrow will deal critical damage.
An Arrow
entity is a tipped arrow if it has either the Potion
or CustomPotionEffects
tag. The tipped_arrow
item uses these tags, but the arrow
item does not.
-
Entity/item data-
Color (since 16w50a): Used by the arrow entity, for displaying the custom potion color of a fired arrow item that had aCustomPotionColor
tag. The numeric color code are calculated from the Red, Green and Blue components using this formula: Red<<16 + Green<<8 + Blue. For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white. -
CustomPotionEffects: The custom potion effects (status effects) this potion or tipped arrow has. A potion getting its effects from this tag will be named "Water Bottle". A tipped arrow will be named "Arrow of Splashing".-
One of these for each effect.-
Id: The numeric ID of the effect. -
Amplifier: The amplifier of the effect, with level I having value 0. Negative levels are discussed here. Optional, and defaults to level I. -
Duration: The duration of the effect in ticks. Values 0 or lower are treated as 1. Optional, and defaults to 1 tick. -
Ambient: 1 or 0 (true/false) - whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen. Optional, and defaults to false. Due to a bug, it has no effect on splash potions. -
ShowParticles: 1 or 0 (true/false) - whether or not this effect produces particles. Optional, and defaults to true. Due to a bug, it has no effect on splash potions.
-
-
-
Potion (since 15w31a): The name of the default potion effect. This name differs from the status effect name. For example, the value for an "Instant Health II" potion is "minecraft:strong_healing". A potion or tipped arrow getting its effects from this tag will be named with the proper effect. -
CustomPotionColor: The item uses this custom color, and area-of-effect clouds, arrows, and splash and lingering potions use it for their particle effects. This color does not extend, however, to the particles given off by entities who ultimately receive the effect. The numeric color code are calculated from the Red, Green and Blue components using this formula: Red<<16 + Green<<8 + Blue. For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.
-
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
direction: List of 3 doubles. Should be identical to Motion. -
life: Increments each tick when the projectile is not moving; resets to 0 if it moves. Has no effect, though is still saved/read -
power: List of 3 doubles that acts likedirection
but without resistance
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all projectiles see Template:Nbt inherit/projectile/template
-
shake: The "shake" when arrows hit a block. -
owner: The name of the player this projectile was thrown by.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all projectiles see Template:Nbt inherit/projectile/template
-
shake: The "shake" when arrows hit a block. -
owner: The name of the player this projectile was thrown by.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
direction: List of 3 doubles. Should be identical to Motion. -
life: Increments each tick when the projectile is not moving; resets to 0 if it moves. Has no effect, though is still saved/read -
power: List of 3 doubles that acts likedirection
but without resistance -
ExplosionPower: The power and size of the explosion created by the fireball upon impact. Default value 1.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Owner: Contains information about the entity who owns the spit.-
OwnerUUIDMost: Identifying the owner of this spit, these are the most significant bits of that entity's Universally Unique IDentifier. This is joined withOwnerUUIDLeast
to form that entity's unique ID. -
OwnerUUIDLeast: Identifying the owner of this spit, these are the least significant bits of that entity's Universally Unique IDentifier. This is joined withOwnerUUIDMost
to form that entity's unique ID.
-
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all projectiles see Template:Nbt inherit/projectile/template
-
shake: The "shake" when arrows hit a block. -
owner: The name of the player this projectile was thrown by. -
Potion: The item that was thrown. The ThrownPotion entity will render as this stored item, no matter the item.- Tags common to all potion items see Template:Nbt inherit/itempotion/template
-
potionValue(deprecated): If the Potion tag does not exist, this value is used as the damage value of the thrown potion.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Owner: The owner of this ShulkerBullet.-
L: Least significant bits of the Universally Unique IDentifier of the bullet's owner, to be joined withM
to form the owner's unique ID. -
M: Most significant bits of the Universally Unique IDentifier of the bullet's owner, to be joined withL
to form the owner's unique ID. -
X: X block coordinate of the owner. -
Y: Y block coordinate of the owner. -
Z: Z block coordinate of the owner.
-
-
Steps: How many "steps" it takes to attack to the target. The higher it is, the further out of the way the bullet travels to get to the target. If set to 0, it makes no attempt to attack the target and will instead use TXD/TYD/TZD in a straight line (similar to fireballs). -
Target: The target of this ShulkerBullet.-
L: Least significant bits of the Universally Unique IDentifier of the bullet's target, to be joined withM
to form the target's unique ID. -
M: Most significant bits of the Universally Unique IDentifier of the bullet's target, to be joined withL
to form the target's unique ID. -
X: X block coordinate of the target. -
Y: Y block coordinate of the target. -
Z: Z block coordinate of the target.
-
-
TXD: The offset in the X direction to travel in accordance with its target. -
TYD: The offset in the Y direction to travel in accordance with its target. -
TZD: The offset in the Z direction to travel in accordance with its target.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
direction: List of 3 doubles. Should be identical to Motion. -
life: Increments each tick when the projectile is not moving; resets to 0 if it moves. Has no effect, though is still saved/read -
power: List of 3 doubles that acts likedirection
but without resistance
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all projectiles see Template:Nbt inherit/projectile/template
-
shake: The "shake" when arrows hit a block. -
owner: The name of the player this projectile was thrown by.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all projectiles see Template:Nbt inherit/projectile/template
-
shake: The "shake" when arrows hit a block. -
:[until 1.13] Metadata of tile arrow is in.
inData -
pickup: 0 = cannot be picked up by players. 1 = can be picked up by players in survival or creative. 2 = can only be picked up by players in creative. -
player: 1 or 0 (true/false) - If pickup is not used, and this is true, the arrow can be picked up by players. -
life: Increments each tick when an arrow is not moving; resets to 0 if it moves. When it ticks to 1200, the arrow despawns. -
damage: Damage dealt by the arrow, in half-hearts. May not be a whole number. 2.0 for normal arrows, and increased 0.5 per level of Power enchantment on the firing bow. If the Power enchantment is present, an additional 0.5 is added on (so Power I gives a bonus of 1.0, while Power II gives 1.5). -
inGround: 1 or 0 (true/false) - If the Projectile is in the ground or hit the ground already (For arrow pickup; you cannot pickup arrows in the air) -
crit: 1 or 0 (true/false) - Whether the arrow will deal critical damage. -
Duration: The time in ticks that the Glowing effect will last.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all projectiles see Template:Nbt inherit/projectile/template
-
shake: The "shake" when arrows hit a block. -
:[until 1.13] Metadata of tile arrow is in.
inData -
pickup: 0 = cannot be picked up by players. 1 = can be picked up by players in survival or creative. 2 = can only be picked up by players in creative. -
player: 1 or 0 (true/false) - If pickup is not used, and this is true, the arrow can be picked up by players. -
life: Increments each tick when an arrow is not moving; resets to 0 if it moves. When it ticks to 1200, the arrow despawns. -
damage: Damage dealt by the arrow, in half-hearts. May not be a whole number. 2.0 for normal arrows, and increased 0.5 per level of Power enchantment on the firing bow. If the Power enchantment is present, an additional 0.5 is added on (so Power I gives a bonus of 1.0, while Power II gives 1.5). -
inGround: 1 or 0 (true/false) - If the Projectile is in the ground or hit the ground already (For arrow pickup; you cannot pickup arrows in the air) -
crit: 1 or 0 (true/false) - Whether the arrow will deal critical damage. -
Trident: the tag representing the item that will be given when the entity is picked up.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
direction: List of 3 doubles. Should be identical to Motion. -
life: Increments each tick when the projectile is not moving; resets to 0 if it moves. Has no effect, though is still saved/read -
power: List of 3 doubles that acts likedirection
but without resistance
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all projectiles see Template:Nbt inherit/projectile/template
-
shake: The "shake" when arrows hit a block. -
owner: The name of the player this projectile was thrown by.
Items and XPOrbs[edit]
Item Entities | |
---|---|
Entity ID | Name |
item | Dropped Item |
xp_orb | Experience Orb |
Items and XPOrbs are a subclass of Entity.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Age: The number of ticks the item has been "untouched". After 6000 ticks (5 minutes) the item is destroyed. If set to -32768, the Age will not increase, thus the item will not automatically despawn. -
Health: The health of the item, which starts at 5. Items take damage from fire, lava, falling anvils,[Java Edition only] and explosions. The item is destroyed when its health reaches 0. -
PickupDelay: The number of ticks the item cannot be picked up. Decreases by 1 per tick. If set to 32767, the PickupDelay will not decrease, thus the item can never be picked up. -
Owner: If not an empty string, only the named player will be able to pick up this item, until it is within 10 seconds of despawning. Used by the give command (and can be set in a summon command) to prevent the wrong player from picking up the spawned item entity. -
Thrower: Set to the name of the player who dropped the item, if dropped by a player. -
Item: The inventory item, without the Slot tag.- Tags common to all items see Template:Nbt inherit/item/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Age: The number of ticks the XP orb has been "untouched". After 6000 ticks (5 minutes) the orb is destroyed. If set to -32768, the Age will not increase, thus the XP orb will not automatically despawn. -
Health: The health of XP orbs. XP orbs take damage from fire, lava, falling anvils, and explosions. The orb is destroyed when its health reaches 0. However, this value is stored as a byte in saved data, and read as a short but clipped to the range of a byte. As a result, its range is 0-255, always positive, and values exceeding 255 will overflow. -
Value: The amount of experience the orb gives when picked up.
Vehicles[edit]
Vehicle Entities | |
---|---|
Entity ID | Name |
boat | Boat |
|
Minecart Minecart with Chest Minecart with Furnace |
minecart | Minecart |
chest_minecart | Minecart with Chest |
commandblock_minecart | Minecart with Command Block |
furnace_minecart | Minecart with Furnace |
hopper_minecart | Minecart with Hopper |
spawner_minecart | Minecart with Spawner |
tnt_minecart | Minecart with TNT |
Vehicles are subclasses of Entity.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Type: The wood type of the boat. Valid types areoak
,spruce
,birch
,jungle
,acacia
,dark_oak
.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all minecarts see Template:Nbt inherit/vehicle/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all minecarts see Template:Nbt inherit/vehicle/template
-
Items: List of items.-
An item, including the Slot tag. Slots are numbered 0 to 26.- Tags common to all items see Template:Nbt inherit/item/template
-
-
LootTable: Optional. Loot table to be used to fill the chest when it is next opened, or the items are otherwise interacted with.[note 1] -
LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted will use a random seed.[note 1]
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all minecarts see Template:Nbt inherit/vehicle/template
-
Command: The command entered into the minecart. -
SuccessCount: Represents the strength of the analog signal output by redstone comparators attached to this minecart. Only updated when the minecart is activated with an activator rail. -
LastOutput: The last line of output generated by the minecart. Still stored even if the gamerule commandBlockOutput is false. Appears in the GUI of the minecart when right-clicked, and includes a timestamp of when the output was produced. -
TrackOutput: 1 or 0 (true/false) - Determines whether or not the LastOutput will be stored. Can be toggled in the GUI by clicking a button near the "Previous Output" textbox. Caption on the button indicates current state: "O" if true,"X" if false.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all minecarts see Template:Nbt inherit/vehicle/template
-
PushX: Force along X axis, used for smooth acceleration/deceleration. -
PushZ: Force along Z axis, used for smooth acceleration/deceleration. -
Fuel: The number of ticks until the minecart runs out of fuel.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all minecarts see Template:Nbt inherit/vehicle/template
-
Items: List of items.-
An item, including the Slot tag. Slots are numbered 0 to 4.- Tags common to all items see Template:Nbt inherit/item/template
-
-
TransferCooldown: Time until the next transfer in game ticks, between 1 and 8, or 0 if there is no transfer. -
Enabled: Determines whether or not the minecart hopper will pick up items into its inventory. -
LootTable: Optional. Loot table to be used to fill the hopper when it is next opened, or the items are otherwise interacted with.[note 1] -
LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted will use a random seed.[note 1]
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all minecarts see Template:Nbt inherit/vehicle/template
-
SpawnPotentials: Optional. List of possible entities to spawn. If this tag does not exist, but SpawnData exists, Minecraft will generate it the next time the spawner tries to spawn an entity. The generated list will contain a single entry derived from the EntityId and SpawnData tags.-
: A potential future spawn. After the spawner makes an attempt at spawning, it will choose one of these entries at random and use it to prepare for the next spawn.-
Entity: An entity. Overwrites SpawnData when preparing the next spawn, including the entity id. - Tags common to all entities see Template:Nbt inherit/entity/template
-
Weight: The chance that this spawn will be picked as compared to other spawn weights. Must be non-negative and at least 1.
-
-
-
EntityIddeprecated in 1.9: The Entity ID of the next entity(s) to spawn. Both mob entity IDs and other entity IDs will work. Warning: If SpawnPotentials exists, this tag will get overwritten after the next spawning attempt: see above for more details. Use the "id" tag inside SpawnData (see below). -
SpawnData: Contains tags to copy to the next spawned entity(s) after spawning. Any of the entity or mob tags may be used. Note that if a spawner specifies any of these tags, almost all variable data such as mob equipment, villager profession, sheep wool color, etc., will not be automatically generated, and must also be manually specified (note that this does not apply to position data, which will be randomized as normal unless Pos is specified. Similarly, unless Size and Health are specified for a Slime or Magma Cube, these will still be randomized). This, together with EntityId, also determines the appearance of the miniature entity spinning in the spawner cage. Note: this tag is optional: if it does not exist, the next spawned entity will use the default vanilla spawning properties for this mob, including potentially randomized armor (this is true even if SpawnPotentials does exist). Warning: If SpawnPotentials exists, this tag will get overwritten after the next spawning attempt: see above for more details. -
SpawnCount: How many mobs to attempt to spawn each time. Note: Requires the MinSpawnDelay property to also be set. -
SpawnRange: The radius around which the spawner attempts to place mobs randomly. The spawn area is square, includes the block the spawner is in, and is centered around the spawner's x,z coordinates - not the spawner itself. It is 2 blocks high, centered around the spawner's y coordinate (its bottom), allowing mobs to spawn as high as its top surface and as low as 1 block below its bottom surface. Vertical spawn coordinates are integers, while horizontal coordinates are floating point and weighted towards values near the spawner itself. Default value is 4. -
Delay: Ticks until next spawn. If 0, it will spawn immediately when a player enters its range. If set to -1 (this state never occurs in a natural spawner; it seems to be a feature accessed only via NBT editing), the spawner will reset its Delay, and (if SpawnPotentials exist) EntityID and SpawnData as though it had just completed a successful spawn cycle, immediately when a player enters its range. Note that setting Delay to -1 can be useful if you want the game to properly randomize the spawner's Delay, EntityID, and SpawnData, rather than starting with pre-defined values. -
MinSpawnDelay: The minimum random delay for the next spawn delay. May be equal to MaxSpawnDelay. -
MaxSpawnDelay: The maximum random delay for the next spawn delay. Warning: Setting this value to 0 crashes Minecraft. Set to at least 1. Note: Requires the MinSpawnDelay property to also be set. -
MaxNearbyEntities: Overrides the maximum number of nearby (within a box of spawnrange*2+1 x spawnrange*2+1 x 8 centered around the spawner block) entities whose IDs match this spawner's entity ID. Note that this is relative to a mob's hitbox, not their physical position. Also note that all entities within all chunk sections (16x16x16 cubes) overlapped by this box are tested for their ID and hitbox overlap, rather than just entities which are within the box, meaning a large amount of entities outside the box (or within it, of course) can cause substantial lag. -
RequiredPlayerRange: Overrides the block radius of the sphere of activation by players for this spawner. Note that for every gametick, a spawner will check all players in the current world to test whether a player is within this sphere. Note: Requires the MaxNearbyEntities property to also be set.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all minecarts see Template:Nbt inherit/vehicle/template
-
TNTFuse: Time until explosion or -1 if deactivated.
Dynamic tiles[edit]
Dynamic Block Entities | |
---|---|
Entity ID | Name |
falling_block | Dynamic Tile |
tnt | TNT |
Dynamic tiles are a subclass of Entity and are used to simulate realistically moving blocks.
Dynamic block entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Tile(deprecated): The Block ID. Not limited to only sand, gravel, concrete powder, dragon eggs, or anvils. Although deprecated, this value is always present. -
TileID: The Block ID, as above, but now supporting the 1-4095 range. Only prior to 1.8. -
Block: The Block ID using the alphabetical ID format: minecraft:stone. Only in and after 1.8. -
TileEntityData: Optional. The tags of the block entity for this block. -
Data: The data value for the block. -
Time: The number of ticks the entity has existed. If set to 0, the moment it ticks to 1, it will vanish if the block at its location has a different ID than the entity's TileID. If the block at its location has the same ID as its TileID when Time ticks from 0 to 1, the block will instead be deleted, and the entity will continue to fall, having overwritten it. When Time goes above 600, or above 100 while the block is below Y=0, the entity is deleted. -
DropItem: 1 or 0 (true/false) - true if the block should drop as an item when it breaks. Any block that doesn't have an item form with the same ID as the block won't drop even if this is set. -
HurtEntities: 1 or 0 (true/false) - true if the block should hurt entities it falls on. -
FallHurtMax: The maximum number of hitpoints of damage to inflict on entities that intersect this falling_block. For vanilla falling_block, always 40 (× 20).
-
FallHurtAmount: Multiplied by the FallDistance to calculate the amount of damage to inflict. For vanilla falling_block, always 2.
Dynamic block entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Fuse: Ticks until explosion. Default is 0. If activated from a TNT block, fuse value will be 80 (4 seconds).
Other[edit]
Other Entities | |
---|---|
Entity ID | Name |
area_effect_cloud | Area Effect Cloud |
armor_stand | Armor Stand |
ender_crystal | End Crystal |
evocation_fangs | Evocation Fangs |
eye_of_ender_signal | Eye of Ender |
fireworks_rocket | Firework Rocket |
item_frame | Item Frame |
leash_knot | Lead Knot |
painting | Painting |
Fishing Rod Bobber |
Other entity types that are a subclass of Entity but do not fit into any of the above categories.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Age: Age of the field. Increases by 1 every tick. When this is bigger thanDuration
+WaitTime
the area effect cloud will dissipate. -
Color: The color of the displayed particle. Uses the same format as the color tag from Display Properties. -
Duration: The maximum age of the field afterWaitTime
. -
ReapplicationDelay: The number of ticks before reapplying the effect. -
WaitTime: The time before deploying the field. TheRadius
is ignored, meaning that any specified effects will not be applied and specified particles will only show at the center of the field, untilAge
hits this number. -
OwnerUUIDLeast: Least significant bits of the Universally Unique IDentifier of the cloud's owner, to be joined withOwnerUUIDMost
to form a unique ID. -
OwnerUUIDMost: Most significant bits of the Universally Unique IDentifier of the cloud's owner, to be joined withOwnerUUIDLeast
to form a unique ID. -
DurationOnUse: The amount the duration of the field changes upon applying the effect. -
Radius: The field's radius. -
RadiusOnUse: The amount the radius changes upon applying the effect. Normally negative. -
RadiusPerTick: The amount the radius changes per tick. Normally negative. -
Particle: The particle displayed by the field. -
ParticleParam1: Forblockdust
,blockcrack
andfallingdust
particles, specifies a numeric block id and a data value, using a single number: id+(data×4096). Foriconcrack
, specifies a numeric block ID or item ID. -
ParticleParam2: Foriconcrack
, specifies a data value. -
Potion: The name of the default potion effect. See potion data values for valid IDs. -
Effects: A list of the applied effects.-
An individual effect.-
Ambient: 1 or 0 (true/false) - whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen. Optional, and defaults to 0. -
Amplifier: The amplifier of the effect, with level I having value 0. Negative levels are discussed here. Optional, and defaults to level I. -
Id: The numeric ID of the effect. -
ShowParticles: 1 or 0 (true/false) - whether or not this effect produces particles. Optional, and defaults to 1. -
Duration: The duration of the effect in ticks. Values 0 or lower are treated as 1. Optional, and defaults to 1 tick.
-
-
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
DisabledSlots: Bit field allowing disable place/replace/remove of armor elements. 1 << slot = disables all interaction, 1 << (slot + 8) = disables removing and 1 << (slot + 16) = disables placing. -
Equipment(deprecated since 1.9): The list of compound tags of the equipment the stand has. Each compound tag in the list is an Item without the slot tag. All 5 entries will always exist but may be empty compound tags to indicate no item.-
0: The item being held in the entity's hand. -
1: Armor (feet) -
2: Armor (legs) -
3: Armor (chest) -
4: Armor (head)
-
-
HandItems: The list of items the stand is holding in its hands. Each compound tag in the list is an Item without the slot tag. Both entries will always exist but may be empty compound tags to indicate no item.-
0: The item in the stand's main hand. -
1: The item in the stand's off hand.
-
-
ArmorItems: The list of items the stand is wearing as armor. Each compound tag in the list is an Item without the slot tag. All 4 entries will always exist but may be empty compound tags to indicate no item.-
0: Boots slot -
1: Legs slot -
2: Chest slot -
3: Head slot
-
-
Marker: 1 or 0 (true/false) - if true, ArmorStand's size will be set to 0, have a tiny hitbox and disable interactions with it. May not exist. -
Invisible: 1 or 0 (true/false) - if true, ArmorStand will be invisible, although items on it will display. -
NoBasePlate: 1 or 0 (true/false) - if true, ArmorStand will not display the base beneath it. -
FallFlying: When set to 1 for non-player entities, will cause the entity to glide as long as they are wearing elytra in the chest slot. Can be used to detect when the player is gliding without using scoreboard statistics. -
Pose: Rotation values for the ArmorStand's pose.-
Body: Body-specific rotations.-
: x-rotation. -
: y-rotation. -
: z-rotation.
-
-
LeftArm: Left Arm-specific rotations.-
: x-rotation. -
: y-rotation. -
: z-rotation.
-
-
RightArm: Right Arm-specific rotations.-
: x-rotation. -
: y-rotation. -
: z-rotation.
-
-
LeftLeg: Left Leg-specific rotations.-
: x-rotation. -
: y-rotation. -
: z-rotation.
-
-
RightLeg: Right Leg-specific rotations.-
: x-rotation. -
: y-rotation. -
: z-rotation.
-
-
Head: Head-specific rotations.-
: x-rotation. -
: y-rotation. -
: z-rotation.
-
-
-
ShowArms: 1 or 0 (true/false) - if true, ArmorStand will display full wooden arms. If false, also place and replace interactions with the hand item slot are disabled. -
Small: 1 or 0 (true/false) - if true, ArmorStand will be much smaller, similar to the size of a baby zombie.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
ShowBottom: 1 or 0 (true/false) – if true, EnderCrystal will show the bedrock slate underneath. Defaults to false when placing by hand and true using/summon
. -
BeamTarget: The block location its beam will point to.-
X: X-coordinate. -
Y: Y-coordinate. -
Z: Z-coordinate.
-
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Warmup: Time in ticks until the fangs appear. The fangs appear and begin to close as soon as this value becomes zero or less; negative values simply result in no delay. The value continues ticking down while the closing animation is playing, and will reach -20 on naturally spawned fangs. -
Owner: Contains information about the entity who owns the evocation fangs.-
OwnerUUIDLeast: Least significant bits of the Universally Unique IDentifier of the fangs' owner, to be joined withOwnerUUIDMost
to form a unique ID. -
OwnerUUIDMost: Most significant bits of the Universally Unique IDentifier of the fangs' owner, to be joined withOwnerUUIDLeast
to form a unique ID.
-
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Life: The number of ticks this fireworks rocket has been flying for. -
LifeTime: The number of ticks before this fireworks rocket explodes. This value is randomized when the firework is launched: ((Flight + 1) * 10 + random(0 to 5) + random(0 to 6)) -
FireworksItem: The crafted Firework Rocket item.-
tag: The tag tag.-
Explosion: One of these may appear on a firework star.-
Flicker: 1 or 0 (true/false) - true if this explosion will have the Twinkle effect (glowstone dust). May be absent. -
Trail: 1 or 0 (true/false) - true if this explosion will have the Trail effect (diamond). May be absent. -
Type: The shape of this firework's explosion. 0 = Small Ball, 1 = Large Ball, 2 = Star-shaped, 3 = Creeper-shaped, 4 = Burst. Other values will be named "Unknown Shape" and render as Small Ball. -
Colors: Array of integer values corresponding to the primary colors of this firework's explosion. If custom color codes are used, the game will render it as "Custom" in the tooltip, but the proper color will be used in the explosion. Custom colors are integers in the same format as the color tag from Display Properties. -
FadeColors: Array of integer values corresponding to the fading colors of this firework's explosion. Same handling of custom colors as Colors. May be absent.
-
-
Fireworks: One of these may appear on a firework rocket.-
Flight: Indicates the flight duration of the firework (equals the amount of gunpowder used in crafting the rocket). While this value can be anything from -128 to 127, values of -2 and under almost never detonate at all. -
Explosions: List of compounds representing each explosion this firework will cause.-
Same format as 'Explosion' compound on a firework star, as described above.
-
-
-
-
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
TileX: The X coordinate of the block the painting/item frame is in. -
TileY: The Y coordinate of the block the painting/item frame is in. -
TileZ: The Z coordinate of the block the painting/item frame is in. -
Facing: The direction the painting/item frame faces: 0 is south, 1 is west, 2 is north, and 3 is east. -
Direction(deprecated in 1.8): Prior to 1.8, the direction the painting/item frame faces: 0 is south, 1 is west, 2 is north, and 3 is east. In 1.8 and later, this tag is removed on loading of the entity. -
Dir(deprecated in 1.8): Same as Direction, except the meaning of values 2 and 0 are swapped. Pre-1.8, it is ignored if Direction is present. In 1.8 and later, this tag is removed on loading of the entity. -
Item: The item, without the slot tag. If the item frame is empty, this tag does not exist.- Tags common to all items see Template:Nbt inherit/item/template
-
ItemDropChance: The chance the item will drop when the item frame breaks. 1.0 by default. -
ItemRotation: The number of times the item has been rotated 45 degrees clockwise.
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
-
TileX: The X coordinate of the block the painting/item frame is in. -
TileY: The Y coordinate of the block the painting/item frame is in. -
TileZ: The Z coordinate of the block the painting/item frame is in. -
Facing: The direction the painting/item frame faces: 0 is south, 1 is west, 2 is north, and 3 is east. -
Direction(deprecated in 1.8): Prior to 1.8, the direction the painting/item frame faces: 0 is south, 1 is west, 2 is north, and 3 is east. In 1.8 and later, this tag is removed on loading of the entity. -
Dir(deprecated in 1.8): Same as Direction, except the meaning of values 2 and 0 are swapped. Pre-1.8, it is ignored if Direction is present. In 1.8 and later, this tag is removed on loading of the entity. -
Motive: The name of the painting's artwork.
Block entity format[edit]
Block Entities | |
---|---|
Block Entity ID | Associated Block |
banner | Banner |
beacon | Beacon |
bed | Bed |
brewing_stand | Brewing Stand |
cauldron (PE) | Cauldron |
chest | Chest Trapped Chest |
comparator | Redstone Comparator |
command_block | Command Block |
daylight_detector | Daylight Sensor |
dispenser | Dispenser |
dropper | Dropper |
enchanting_table | Enchantment Table |
ender_chest | Ender Chest |
end_gateway | End Gateway (block) |
end_portal | End Portal (block) |
flower_pot | Flower Pot |
furnace | Furnace |
hopper | Hopper |
jukebox | Jukebox |
mob_spawner | Monster Spawner |
noteblock | Note Block |
piston | Piston Moving |
sign | Sign |
skull | Mob head |
structure_block | Structure Block |
A block entity (not related to entity) is used by Minecraft to store information about a block that can't be stored in the four bits of block data the block has. Block entities were called "tile entities" until the 1.8 snapshots and that term is still used in some command usage.
-
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
CustomName: Optional. A custom name which will be stored and re-used when the banner is dropped as an item. -
Base: Determines background color of the banner. -
Patterns: List of all patterns applied to the banner.-
: An individual pattern.-
Color: Color of the section. -
Pattern: Section of the banner the color is applied to (see Banner/Patterns).
-
-
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string. -
Levels: The number of levels available from the pyramid. -
Primary: The primary power selected, see Potion effects for IDs. 0 means none. -
Secondary: The secondary power selected, see Potion effects for IDs. 0 means none.
-
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
color: 0–15: The data value that determines the color of the half-bed block. When a bed is broken, the color of the block entity of the bed's head becomes the color of the bed item when it drops.
Data value | Description | ||
---|---|---|---|
Dec | Hex | ||
|
0 | 0x0 | White bed |
|
1 | 0x1 | Orange bed |
|
2 | 0x2 | Magenta bed |
|
3 | 0x3 | Light blue bed |
|
4 | 0x4 | Yellow bed |
|
5 | 0x5 | Lime bed |
|
6 | 0x6 | Pink bed |
|
7 | 0x7 | Gray bed |
|
8 | 0x8 | Light gray bed |
|
9 | 0x9 | Cyan bed |
|
10 | 0xA | Purple bed |
|
11 | 0xB | Blue bed |
|
12 | 0xC | Brown bed |
|
13 | 0xD | Green bed |
|
14 | 0xE | Red bed |
|
15 | 0xF | Black bed |
-
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
CustomColor: This tag only exists if the cauldron stores dyed water (i.e. PotionId is -1 and the block data value is greater than 0); stores a 32-bit ARGB encoded color. -
Items: List of items in the container.-
: An item, including the slot tag. Unsure of what this is used for.- Tags common to all items see Template:Nbt inherit/item/template
-
-
PotionId: If the cauldron contains a potion, this tag will store the ID of that potion. If there is no potion stored, then this tag is set to -1. -
SplashPotion: Whether or not the cauldron stores a splash potion; stores either 0 (false) or 1 (true). -
isMovable: Whether or not the cauldron can be pushed by pistons; stores either 0 (false) or 1 (true). The default is 1 (true).
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
CustomName: Optional. The name of this container, which will display in its GUI where the default name ordinarily is. -
Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string. -
Items: List of items in the container.-
: An item in the brewing stand, including the slot tag:
Slot 0: Left.
Slot 1: Middle.
Slot 2: Right.
Slot 3: Where potion ingredient goes.
Slot 4: Fuel (Blaze Powder).- Tags common to all items see Template:Nbt inherit/item/template
-
-
BrewTime: The number of ticks the potions have to brew. -
Fuel: Remaining fuel for the brewing stand.
-
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
CustomName: Optional. The name of this container, which will display in its GUI where the default name ordinarily is. -
Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string. -
Items: List of items in the container.-
: An item, including the slot tag. Chest slots are numbered 0-26, 0 starts in the top left corner.- Tags common to all items see Template:Nbt inherit/item/template
-
-
LootTable: Optional. Loot table to be used to fill the chest when it is next opened, or the items are otherwise interacted with.[note 1] -
LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted will use a random seed.[note 1]
-
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
OutputSignal: Represents the strength of the analog signal output of this redstone comparator.
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
CustomName: Optional. The name will replace the usual '@' when using commands such as/say
and/tell
. -
CommandStats: Information identifying scoreboard parameters to modify relative to the last command run.-
SuccessCountName: Player name to store success of the last command. Can be a player selector but may only have one resulting target. -
SuccessCountObjective: Objective's name to store the success of the last command. -
AffectedBlocksName: Player name to store how many blocks were modified in the last command. Can be a player selector but may only have one resulting target. -
AffectedBlocksObjective: Objective's name to store how many blocks were modified in the last command. -
AffectedEntitiesName: Player name to store how many entities were altered in the last command. Can be a player selector but may only have one resulting target. -
AffectedEntitiesObjective: Objective's name to store how many entities were altered in the last command. -
AffectedItemsName: Player name to store how many items were altered in the last command. Can be a player selector but may only have one resulting target. -
AffectedItemsObjective: Objective's name to store how many items were altered in the last command. -
QueryResultName: Player name to store the query result of the last command. Can be a player selector but may only have one resulting target. -
QueryResultObjective: Objective's name to store the query result of the last command.
-
-
Command: The command to issue to the server. -
SuccessCount: Represents the strength of the analog signal output by redstone comparators attached to this command block. Only updated when the command block is activated with a redstone signal. -
LastOutput: The last line of output generated by the command block. Still stored even if the gamerule commandBlockOutput is false. Appears in the GUI of the block when right-clicked, and includes a timestamp of when the output was produced. -
TrackOutput: 1 or 0 (true/false) - Determines whether or not the LastOutput will be stored. Can be toggled in the GUI by clicking a button near the "Previous Output" textbox. Caption on the button indicates current state: "O" if true, "X" if false. -
powered: 1 or 0 (true/false) - States whether or not the command block is powered by redstone or not. -
auto: 1 or 0 (true/false) - Allows to activate the command without the requirement of a redstone signal. -
conditionMet: 1 or 0 (true/false) - Indicates whether a conditional command block had its condition met when last activated. True if not a conditional command block. -
UpdateLastExecution: 1 or 0 (true/false) - Defaults to true. If set to false, loops can be created where the same command block can run multiple times in one tick. -
LastExecution: stores the tick a chain command block was last executed in.
-
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
CustomName: Optional. The name of this container, which will display in its GUI where the default name ordinarily is. -
Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string. -
Items: List of items in the container.-
: An item, including the slot tag. Dispenser slots are numbered 0-8 with 0 in the top left corner.- Tags common to all items see Template:Nbt inherit/item/template
-
-
LootTable: Optional. Loot table to be used to fill the dispenser when it is next opened, or the items are otherwise interacted with.[note 1] -
LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted will use a random seed.[note 1]
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
CustomName: Optional. The name of this container, which will display in its GUI where the default name ordinarily is. -
Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string. -
Items: List of items in the container.-
: An item, including the slot tag. Dropper slots are numbered 0-8 with 0 in the top left corner.- Tags common to all items see Template:Nbt inherit/item/template
-
-
LootTable: Optional. Loot table to be used to fill the dropper when it is next opened, or the items are otherwise interacted with.[note 1] -
LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted will use a random seed.[note 1]
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
CustomName: Optional. The name of this container, which will display in its GUI where the default name ordinarily is.
-
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
Age: Age of the portal, in ticks. When lower than 200, will emit a purple beam -
ExactTeleport: 1 or 0 (true/false) - Teleports entities directly to the ExitPortal coordinates instead of near them. -
ExitPortal: Location entities are teleported to when entering the portal.-
X: X coordinate of target location. -
Y: Y coordinate of target location. -
Z: Z coordinate of target location.
-
-
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
-
Item: The Block ID of the plant in the pot. Known valid blocks are minecraft:sapling (6), minecraft:tallgrass (31), minecraft:deadbush (32), minecraft:yellow_flower (37), minecraft:red_flower (38), minecraft:brown_mushroom (39), minecraft:red_mushroom (40), minecraft:cactus (81). Other block and item IDs may be used, but not all will render. Together with Data, this determines the item dropped by the pot when destroyed. -
Data: The data value to use in conjunction with the above Block ID. For example if Item is 6 (a sapling block), the Data is used to indicate the type of sapling.
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
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CustomName: Optional. The name of this container, which will display in its GUI where the default name ordinarily is. -
Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string. -
Items: List of items in the container.-
: An item in the furnace, including the slot tag:
Slot 0: The item(s) being smelted.
Slot 1: The item(s) to use as the next fuel source.
Slot 2: The item(s) in the result slot.- Tags common to all items see Template:Nbt inherit/item/template
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-
BurnTime: Number of ticks left before the current fuel runs out. -
CookTime: Number of ticks the item has been smelting for. The item finishes smelting when this value reaches 200 (10 seconds). Is reset to 0 if BurnTime reaches 0. -
CookTimeTotal: Number of ticks It takes for the item to be smelted.
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Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
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CustomName: Optional. The name of this container, which will display in its GUI where the default name ordinarily is. -
Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string. -
Items: List of items in the container.-
: An item, including the slot tag.- Tags common to all items see Template:Nbt inherit/item/template
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-
TransferCooldown: Time until the next transfer in game ticks, naturally between 1 and 8 or 0 if there is no transfer. -
LootTable: Optional. Loot table to be used to fill the hopper when it is next opened, or the items are otherwise interacted with.[note 1] -
LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted will use a random seed.[note 1]
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
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Record: Record currently playing. 0 is no record. Otherwise, it is the item ID of the record (e.g. 2261 for the "mall" record). Other IDs can be used to make other items or blocks pop out with a data value of 0. This is always overridden by the ID in RecordItem. -
RecordItem: The item, without the Slot tag.- Tags common to all items see Template:Nbt inherit/itemnoslot/template
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
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SpawnPotentials: Optional. List of possible entities to spawn. If this tag does not exist, but SpawnData exists, Minecraft will generate it the next time the spawner tries to spawn an entity. The generated list will contain a single entry derived from the EntityId and SpawnData tags.-
: A potential future spawn. After the spawner makes an attempt at spawning, it will choose one of these entries at random and use it to prepare for the next spawn.-
Entity: An entity. Overwrites SpawnData when preparing the next spawn, including the entity id. - Tags common to all entities see Template:Nbt inherit/entity/template
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Weight: The chance that this spawn will be picked as compared to other spawn weights. Must be non-negative and at least 1.
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-
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EntityIddeprecated in 1.9: The Entity ID of the next entity(s) to spawn. Both mob entity IDs and other entity IDs will work. Warning: If SpawnPotentials exists, this tag will get overwritten after the next spawning attempt: see above for more details. Use the "id" tag inside SpawnData (see below). -
SpawnData: Contains tags to copy to the next spawned entity(s) after spawning. Any of the entity or mob tags may be used. Note that if a spawner specifies any of these tags, almost all variable data such as mob equipment, villager profession, sheep wool color, etc., will not be automatically generated, and must also be manually specified (note that this does not apply to position data, which will be randomized as normal unless Pos is specified. Similarly, unless Size and Health are specified for a Slime or Magma Cube, these will still be randomized). This, together with EntityId, also determines the appearance of the miniature entity spinning in the spawner cage. Note: this tag is optional: if it does not exist, the next spawned entity will use the default vanilla spawning properties for this mob, including potentially randomized armor (this is true even if SpawnPotentials does exist). Warning: If SpawnPotentials exists, this tag will get overwritten after the next spawning attempt: see above for more details. -
SpawnCount: How many mobs to attempt to spawn each time. Note: Requires the MinSpawnDelay property to also be set. -
SpawnRange: The radius around which the spawner attempts to place mobs randomly. The spawn area is square, includes the block the spawner is in, and is centered around the spawner's x,z coordinates - not the spawner itself. It is 2 blocks high, centered around the spawner's y coordinate (its bottom), allowing mobs to spawn as high as its top surface and as low as 1 block below its bottom surface. Vertical spawn coordinates are integers, while horizontal coordinates are floating point and weighted towards values near the spawner itself. Default value is 4. -
Delay: Ticks until next spawn. If 0, it will spawn immediately when a player enters its range. If set to -1 (this state never occurs in a natural spawner; it seems to be a feature accessed only via NBT editing), the spawner will reset its Delay, and (if SpawnPotentials exist) EntityID and SpawnData as though it had just completed a successful spawn cycle, immediately when a player enters its range. Note that setting Delay to -1 can be useful if you want the game to properly randomize the spawner's Delay, EntityID, and SpawnData, rather than starting with pre-defined values. -
MinSpawnDelay: The minimum random delay for the next spawn delay. May be equal to MaxSpawnDelay. -
MaxSpawnDelay: The maximum random delay for the next spawn delay. Warning: Setting this value to 0 crashes Minecraft. Set to at least 1. Note: Requires the MinSpawnDelay property to also be set. -
MaxNearbyEntities: Overrides the maximum number of nearby (within a box of spawnrange*2+1 x spawnrange*2+1 x 8 centered around the spawner block) entities whose IDs match this spawner's entity ID. Note that this is relative to a mob's hitbox, not their physical position. Also note that all entities within all chunk sections (16x16x16 cubes) overlapped by this box are tested for their ID and hitbox overlap, rather than just entities which are within the box, meaning a large amount of entities outside the box (or within it, of course) can cause substantial lag. -
RequiredPlayerRange: Overrides the block radius of the sphere of activation by players for this spawner. Note that for every gametick, a spawner will check all players in the current world to test whether a player is within this sphere. Note: Requires the MaxNearbyEntities property to also be set.
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Block entity data[until 1.13]- Tags common to all block entities see Template:Nbt inherit/blockentity/template
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note: Pitch (number of uses). -
powered: 1 or 0 (true/false) - if true, the noteblock is being provided a redstone signal.
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
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[until 1.13] Block IDs of the block being moved.
blockId: -
[until 1.13] Data value of the block being moved.
blockData: -
blockState:[upcoming 1.13] The moving block represented by this block entity.-
Name: The name ID of the block. -
Properties: Optional. The block states of the block, listed as key-value pairs under this tag.
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facing: Direction in which the block will be pushed. (0=down, 1=up, 2=north, 3=south, 4=west, 5=east) -
progress: How far the block has been moved. -
extending: 1 or 0 (true/false) - true if the block is being pushed. -
source: 1 or 0 (true/false) - true if the block represents the piston head itself, false if it represents a block being pushed.
Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
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CommandStats: Information identifying scoreboard parameters to modify relative to the last command run.-
SuccessCountName: Player name to store success of the last command. Can be a player selector but may only have one resulting target. -
SuccessCountObjective: Objective's name to store the success of the last command. -
AffectedBlocksName: Player name to store how many blocks were modified in the last command. Can be a player selector but may only have one resulting target. -
AffectedBlocksObjective: Objective's name to store how many blocks were modified in the last command. -
AffectedEntitiesName: Player name to store how many entities were altered in the last command. Can be a player selector but may only have one resulting target. -
AffectedEntitiesObjective: Objective's name to store how many entities were altered in the last command. -
AffectedItemsName: Player name to store how many items were altered in the last command. Can be a player selector but may only have one resulting target. -
AffectedItemsObjective: Objective's name to store how many items were altered in the last command. -
QueryResultName: Player name to store the query result of the last command. Can be a player selector but may only have one resulting target. -
QueryResultObjective: Objective's name to store the query result of the last command.
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Text1: First row of text. -
Text2: Second row of text. -
Text3: Third row of text. -
Text4: Fourth row of text.
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Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
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: (deprecated 1.8) Name of the player that is the skull's owner.
ExtraType -
SkullType: The type of the skull. This is the same as the data value of the corresponding skull item. (See Data values#Heads) -
Rot: The rotational orientation of the skull (0–15) to be displayed if thefacing
block state isup
, similar to signs. (See standing sign data values) -
Owner: (1.8 and up) The definition of the skull's owner. WhenSkullType
tag is 3, shows this player's skin; if missing, shows the head of the default Steve skin.-
Id: UUID of owner. -
Name: Username of owner. -
Properties-
textures-
: An individual texture.-
Signature -
Value
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Block entity data- Tags common to all block entities see Template:Nbt inherit/blockentity/template
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name: Name of the structure. -
author: Author of the structure; only set to "?" for normal structures -
metadata: Custom data for the structure -
posX: X-position of the structure -
posY: Y-position of the structure -
posZ: Z-position of the structure -
sizeX: X-size of the structure, its length -
sizeY: Y-size of the structure, its height -
sizeZ: Z-size of the structure, its depth -
rotation: Rotation of the structure, one of "NONE", "CLOCKWISE_90", "CLOCKWISE_180", or "COUNTERCLOCKWISE_90" -
mirror: How the structure is mirrored, one of "NONE", "LEFT_RIGHT", or "FRONT_BACK" -
mode: The current mode of this structure block, one of "SAVE", "LOAD", "CORNER", or "DATA" -
ignoreEntities: 1 or 0 (true/false): Whether entities should be ignored in the structure
Tile tick format[edit]
Tile Ticks represent block updates that need to happen because they could not happen before the chunk was saved. Examples reasons for tile ticks include redstone circuits needing to continue updating, water and lava that should continue flowing, recently placed sand or gravel that should fall, etc. Tile ticks are not used for purposes such as leaf decay, where the decay information is stored in the leaf block data values and handled by Minecraft when the chunk loads. For map makers, tile ticks can be used to update blocks after a period of time has passed with the chunk loaded into memory.
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A Tile Tick-
i: The ID of the block; used to activate the correct block update procedure. -
t: The number of ticks until processing should occur. May be negative when processing is overdue. -
p: If multiple tile ticks are scheduled for the same tick, tile ticks with lower p will be processed first. If they also have the same p, the order is unknown. -
x: X position -
y: Y position -
z: Z position
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History[edit]
Chunks were first introduced in Minecraft Infdev. Before the addition of the MCRegion format in Beta 1.3, chunks were stored as individual chunk files ".dat" where the file names contained the chunk's position encoded in Base36 - this is known as the Alpha level format. MCRegion changed this by storing groups of 32×32 chunks in individual ".mcr" files with the coordinates in Base10, with the goal being to reduce disk usage by cutting down on the number of file handles Minecraft had open at once. MCRegion's successor is the current format, Anvil, which only made changes to the chunk format. The region file technique is still used, but the region file extensions are ".mca" instead.
The major change from MCRegion to Anvil was the division of Chunks into Sections; each chunk has up to 16 individual 16×16×16 block Sections so that completely empty sections will not be saved at all. Preparation has also been made to support blocks with IDs in the range 0 to 4095, as compared to the previous 0 to 255 limitation. However, Minecraft is not fully prepared for such blocks to exist as items; many item IDs are already taken in the range 256 to 4095.
The Blocks, Data, BlockLight, and SkyLight arrays are now housed in individual chunk Sections. The Data, SkyLight, and BlockLight are arrays of 4-bit values, and the BlockLight and SkyLight arrays no longer house part of the block ID. The Blocks array is 8 bits per block, and the 4096-blocks support exists in the form of an optional Add byte array of 4-bits per block for additional block ID information. With the Anvil format, the NBT Format was changed from Notch's original specification to include an integer array tag similar to the existing byte array tag. It is currently only used for HeightMap information in chunks.
Official release | |||||
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? | Removed MaxExperience , RemainingExperience , ExperienceRegenTick , ExperienceRegenRate and ExperienceRegenAmount from MobSpawner . | ||||
1.4.2 | 12w34a | Added entity WitherBoss . | |||
1.5 | 13w02a | Added entity MinecartTNT .
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Minecart is now deprecated. | |||||
13w03a | Added entity MinecartHopper . | ||||
13w06a | Added entity MinecartSpawner . | ||||
1.6.1 | 13w16a | Added entity EntityHorse . | |||
13w21a | Removed ArmorType from EntityHorse .
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Removed Saddle from EntityHorse . | |||||
1.6.1-pre | Readded Saddle to EntityHorse . | ||||
1.7.2 | 13w39a | Added entity MinecartCommandBlock . | |||
1.8 | 14w02a | Added Lock to containers.
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Item IDs are no longer used when specifying NBT data. | |||||
Added Block to FallingSand , using the alphabetical ID format. | |||||
14w06a | Added ShowParticles to all mobs.
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Added PickupDelay to item entities.
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Setting Age to -32768 makes items which never expire.
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Removed AttackTime from mobs. | |||||
14w10a | Added rewardExp to Villager .
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Added OwnerUUID for mobs that can breed.
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Added Owner to Skull .
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Changes to item frames and paintings: added Facing , TileX , TileY and TileZ now represent the co-ordinates of the block the item is in rather than what it is placed on, deprecated Direction and Dir . | |||||
14w11a | Added entity Endermite .
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Added EndermiteCount to Enderman . | |||||
14w21a | CustomName and CustomNameVisible now work for all entities. | ||||
14w25a | Added entity Guardian .
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Added Text1 , Text2 , Text3 and Text4 to signs. The limit no longer depends on the amount of characters (16), it now depends on the width of the characters. | |||||
14w27a | Added entity Rabbit .
Added CommandStats to command blocks and signs. | ||||
14w28a | Removed EndermiteCount from Enderman . | ||||
14w30a | Added Silent for all entities. | ||||
14w32a | Added NoAI for all mobs.
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Added entity ArmorStand . | |||||
14w32c | Added NoBasePlate to ArmorStand . | ||||
1.9 | 15w31a | Added tags HandItems , ArmorItems , HandDropChances , and ArmorDropChances to Living , which replace the DropChances and Equipment tags.
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Added HandItems and ArmorItems to ArmorStand .
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Added Glowing to Entity .
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Added Team to LivingBase .
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Added DragonPhase to EnderDragon
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Added entity Shulker , child of Entity .
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Added entity ShulkerBullet , child of Entity .
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Added entity DragonFireball , which extends FireballBase and has no unique tags.
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Added entities TippedArrow and SpectralArrow , children of Arrow .
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Added block EndGateway , child of TileEntity .
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15w32a | Tags and DataVersion tag can now be applied on entities.
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Changed the Fuse tag's type for the PrimedTnt entity from "Byte" to "Short". | |||||
15w32c | Introduced a limit on the amount of tags an entity can have (1024 tags). When surpassed it displays an error saying: "Cannot add more than 1024 tags to an entity." | ||||
15w33a | Added entity AreaEffectCloud , child of Entity .
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Added ExactTeleport and renamed Life to Age for EndGateway .
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Added Linger to ThrownPotion .
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Removed DataVersion from Entity . It is now only applied to Player only, child of LivingBase .
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Removed UUID from Entity .
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HealF under LivingBase has become deprecated.
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Health under LivingBase has changed from type "Short" to "Float".
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Equipment removed from ArmorStand and Living entity, its usage replaced by HandItems and ArmorItems which were added earlier. | |||||
15w33c | Added BeamTarget to EnderCrystal . | ||||
15w34a | Added powered and conditional byte tags to Control tile entity for command blocks.
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Added life and power to FireballBase .
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Added id inside SpawnData to MobSpawner .
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Added powered to the Music tile entity for note blocks. | |||||
15w35a | Added VillagerProfession to Zombie . | ||||
15w37a | Added Enabled to MinecartHopper . | ||||
15w38a | Added SkeletonTrap and SkeletonTrapTime to EntityHorse . | ||||
15w41a | Replaced Riding with Passengers for all entities.
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Added RootVehicle for all passengers.
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Added Type to Boat . | |||||
15w42a | Added Fuel to Cauldron (brewing stands). | ||||
15w43a | Added LootTable and LootTableSeed to Chest , Minecart and MinecartHopper .
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Added DeathLootTable and DeathLootTableSeed to all mobs.
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Added life and power to all fireballs (FireballBase ). | |||||
15w44a | Added ShowBottom to EnderCrystal . | ||||
15w44b | Added Potion and CustomPotionEffects to Arrow .
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Added Potion to AreaEffectCloud . | |||||
15w45a | Removed Linger from ThrownPotion . Instead, the potion will linger if the stored item has an ID of minecraft:lingering_potion .
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ThrownPotion will now render as its stored item even if the item is not a potion. | |||||
15w46a | MoreCarrotTicks from Rabbit is now set to 40 when rabbits eat a carrot crop, but is not used anyway. | ||||
15w47a | Added PaymentItem to Beacon . | ||||
15w49a | Removed PaymentItem from Beacon .
| ||||
In order for a sign to accept text, all 4 tags ("Text1", "Text2", "Text3", and "Text4") must exist. | |||||
15w51b | The original values of DisabledSlots in ArmorStand have changed in nature. | ||||
1.10 | 16w20a | Added entity PolarBear .
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Added ZombieType to Zombie , replacing VillagerProfession and IsVillager . Value of 6 indicates the "husk" zombie.
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A value of 2 on SkeletonType indicates the "stray" skeleton.
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NoGravity extended to all entities.
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Added powered , showboundingbox and showair to Structure . | |||||
16w21a | Added FallFlying to mobs and armor stands.
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Added integrity and seed to Structure . | |||||
1.10-pre1 | Added ParticleParam1 and ParticleParam2 to AreaEffectCloud . | ||||
1.11 | 16w32a | Horse was split into entity IDs horse , donkey , mule , skeleton_horse and zombie_horse for their respective types. Type and HasReproduced removed from horse , ChestedHorse and Items tags now apply only to mule and donkey , and SkeletonTrap and SkeletonTrapTime tags now apply only to skeleton_horse .
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Skeleton was split into entity IDs skeleton , stray and wither_skeleton . SkeletonType tag is removed from all skeleton types.
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Zombie was split into entity IDs zombie , zombie_villager and husk . ZombieType tag is removed from all zombie types, ConversionTime and Profession tags now apply only to zombie_villager .
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Guardian was split into entity IDs guardian and elder_guardian . Elder tag is removed from guardian .
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Unused savegame IDs Mob and Monster were removed.
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Pumpkin byte tag is added to snowman . | |||||
16w35a | Added CustomName to banner . | ||||
16w39a | Added llama , llama_spit , vindication_illager , vex , evocation_fangs and evocation_illager .
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Added Color to shulker .
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Added LocName , CustomPotionColor and ColorMap to items. | |||||
16w40a | Added Johnny to vindication_illager .
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Removed xTile , yTile , zTile , inTile , inGround from the FireballBase class (in large fireballs, small fireballs, dragon fireballs, and wither skulls). | |||||
16w41a | llama_spit is now available as a save game entity. | ||||
16w42a | Added crit to arrow . | ||||
16w43a | Added OwnerUUIDLeast and OwnerUUIDMost to evocation_fangs . | ||||
16w44a | Removed xTile , yTile , zTile , inTile , inGround from the fishing bobber entity. | ||||
1.11-pre1 | Changed ench to require at least one compound. | ||||
1.12 | 17w13a | Added entity Parrot , ShoulderEntityLeft /ShoulderEntityRight , seenCredits , recipeBook and Recipes . | |||
17w14a | Added isFilteringCraftable , isGuiOpen and recipes to recipeBook which is now a compound tag.
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Added ConversionPlayerLeast and ConversionPlayerMost to entity Zombie . | |||||
17w16a | Improved NBT parsing in commands. | ||||
17w17a | Added toBeDisplayed to recipeBook , UpdateLastExecution and LastExecution . | ||||
17w17b | Added LoveCauseLeast and LoveCauseMost to breedable entities. |
Help | |||||||||||||
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Game customization | |||||||||||||
Editions |
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Official Merchandise | |||||||||||||
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