Main article: Banner/Patterns
[edit]Block entity format
Not to be confused with Entity format.
This feature is exclusive to Java Edition.
A block entity is used to store information about a block that can't be stored in the block's block states. It is stored inside the chunk data and structure files.
| Block Entities | |
|---|---|
| Block Entity ID | Associated Block |
| banner | Banner |
| barrel | Barrel |
| beacon | Beacon |
| bed | Bed |
| beehive | Bee nest/beehive |
| bell | Bell |
| blast_furnace | Blast Furnace |
| brewing_stand | Brewing Stand |
| brushable_block | Suspicious Block |
| calibrated_sculk_sensor | Calibrated Sculk Sensor |
| campfire | Campfire |
| chest | Chest |
| chiseled_bookshelf | Chiseled Bookshelf |
| comparator | Redstone Comparator |
| command_block | Command Block |
| conduit | Conduit |
| crafter | Crafter |
| creaking_heart | Creaking Heart |
| daylight_detector | Daylight Detector |
| decorated_pot | Decorated Pot |
| dispenser | Dispenser |
| dropper | Dropper |
| enchanting_table | Enchanting Table |
| ender_chest | Ender Chest |
| end_gateway | End Gateway |
| end_portal | End Portal |
| furnace | Furnace |
| hanging_sign | Hanging Sign |
| hopper | Hopper |
| jigsaw | Jigsaw Block |
| jukebox | Jukebox |
| lectern | Lectern |
| mob_spawner | Monster Spawner |
| piston | Moving Piston |
| shulker_box | Shulker Box |
| sign | Sign |
| skull | Mob head |
| sculk_catalyst | Sculk Catalyst |
| sculk_sensor | Sculk Sensor |
| sculk_shrieker | Sculk Shrieker |
| smoker | Smoker |
| soul_campfire | Soul Campfire |
| structure_block | Structure Block |
| trapped_chest | Trapped Chest |
| trial_spawner | Trial Spawner |
| vault | Vault |
NBT format
Block entities are stored using NBT, using the following format:
- [NBT Compound / JSON Object]: A block entity
- [String] id: Block entity ID
- [Boolean] keepPacked: 1 or 0 (
true/false) - Iftrue, this is an invalid block entity, and this block is not immediately placed when a loaded chunk is loaded. Iffalse, this is a normal block entity that can be immediately placed. - [Int] x: X coordinate of the block entity.
- [Int] y: Y coordinate of the block entity.
- [Int] z: Z coordinate of the block entity.
- [NBT Compound / JSON Object] components: Optional map of components.
- Additional fields depending on the block entity type ([String] id), see Block entity format § Types
Types
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [String] CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears. Is not preserved when removed.
- [NBT List / JSON Array] patterns: List of all patterns applied to the banner.
- [NBT Compound / JSON Object]: An individual pattern.
- [String] color: Color of the section.
- [String][NBT Compound / JSON Object] pattern: One Banner pattern (an [String] ID, or a new [NBT Compound / JSON Object] Banner pattern definition) — The banner pattern the color is applied to.
- A banner pattern see Template:Nbt inherit/banner pattern/template
- [NBT Compound / JSON Object]: An individual pattern.
| Color | ID (JE) | Data value (BE) | Hex color |
|---|---|---|---|
White |
white
|
0
|
#F9FFFE
|
Orange |
orange
|
1
|
#F9801D
|
Magenta |
magenta
|
2
|
#C74EBD
|
Light blue |
light_blue
|
3
|
#3AB3DA
|
Yellow |
yellow
|
4
|
#FED83D
|
Lime |
lime
|
5
|
#80C71F
|
Pink |
pink
|
6
|
#F38BAA
|
Gray |
gray
|
7
|
#474F52
|
Light gray |
light_gray
|
8
|
#9D9D97
|
Cyan |
cyan
|
9
|
#169C9C
|
Purple |
purple
|
10
|
#8932B8
|
Blue |
blue
|
11
|
#3C44AA
|
Brown |
brown
|
12
|
#835432
|
Green |
green
|
13
|
#5E7C16
|
Red |
red
|
14
|
#B02E26
|
Black |
black
|
15
|
#1D1D21
|
Pattern
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [String] CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears. Is not preserved when removed.
- [NBT List / JSON Array] Items: List of items in the container.
- [NBT Compound / JSON Object]: An item, including the slot tag. Barrel slots are numbered 0-26, 0 starts in the top left corner.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item, including the slot tag. Barrel slots are numbered 0-26, 0 starts in the top left corner.
- [NBT Compound / JSON Object] lock: Optional. An item predicate representing the "key" to open this container.
- item predicate see Template:Nbt inherit/conditions/item/template
- [String] LootTable: Optional. Name of the loot table to use. If this is used in a chest-like container, the loot table generates its content when it is opened. Generating the items in the container removes both loot table tags ([String] LootTable and [Long] LootTableSeed). Is not preserved when removed.
- [Long] LootTableSeed: Optional. Seed for generating the loot table. The default value works similarly to the seeds for worlds, where value of
0or an omitted value causes the game to use a random seed.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [String] CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears. Is not preserved when removed.
- [NBT Compound / JSON Object] lock: Optional. An item predicate representing the "key" to open this container.
- item predicate see Template:Nbt inherit/conditions/item/template
- [String] primary_effect: Optional. The primary effect selected, see Potion effects for resource locations. Cannot be set to an effect that beacons do not normally use. Although Regeneration cannot normally be chosen as the primary effect, setting this value to
minecraft:regenerationworks and even allows Regeneration II to be chosen as the secondary via the normal beacon GUI. - [String] secondary_effect: Optional. The secondary effect selected, see Potion effects for resource locations. Cannot be set to an effect that beacons do not normally use. When set without a primary effect, does nothing. When set to the same as the primary, the effect is given at level 2 (the normally available behavior for 5 effects). When set to a different value than the primary (normally only Regeneration), gives the effect at level 1.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT List / JSON Array] bees: Entities currently in the hive.
- [NBT Compound / JSON Object] An entity in the hive.
- [NBT Compound / JSON Object] entity_data: The NBT data of the entity in the hive.
- See entity format.
- [Int] min_ticks_in_hive: The minimum amount of time in ticks for this entity to stay in the hive.
- [Int] ticks_in_hive: The amount of ticks the entity has stayed in the hive.
- [NBT Compound / JSON Object] entity_data: The NBT data of the entity in the hive.
- [NBT Compound / JSON Object] An entity in the hive.
- [Int Array] flower_pos: Stores the flower block location, as 3 integers, so other bees can go to it.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Short] lit_time_remaining: Number of ticks left before the current fuel runs out.
- [Short] cooking_time_spent: 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 lit_time_remaining reaches 0.
- [Short] cooking_total_time: Number of ticks it takes for the item to be smelted.
- [Short] lit_total_time: Represent the total time the furnace should be lit.
- Tags common to all objects that can be renamed see Template:Nbt inherit/nameable/template
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: An item in the blast 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.- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item in the blast furnace, including the slot tag:
- Tags common to all containers that can be locked see Template:Nbt inherit/lockable/template
- [NBT Compound / JSON Object] RecipesUsed: Recipes that have been used since the last time a recipe result item was manually removed from the GUI. Used to calculate experience given to the player when taking out the resulting item. Is not preserved when removed.
- [Int] recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
/recipecommand.
- [Int] recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Short] BrewTime: The number of ticks the potions have to brew.
- [String] CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears. Is not preserved when removed.
- [Byte] Fuel: Remaining fuel for the brewing stand. 20 when full, and counts down by 1 each time a potion is brewed.
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: An item in the brewing stand, including the slot tag:
Slot 0: Left potion slot.
Slot 1: Middle potion slot.
Slot 2: Right potion slot.
Slot 3: Where the potion ingredient goes.
Slot 4: Fuel (Blaze Powder).- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item in the brewing stand, including the slot tag:
- [NBT Compound / JSON Object] lock: Optional. An item predicate representing the "key" to open this container.
- item predicate see Template:Nbt inherit/conditions/item/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [String] LootTable: Optional. Name of the loot table to use. If this is used in a chest-like container, the loot table generates its content when it is opened. Generating the items in the container removes both loot table tags ([String] LootTable and [Long] LootTableSeed). Is not preserved when removed.
- [Long] LootTableSeed: Optional. Seed for generating the loot table. The default value works similarly to the seeds for worlds, where value of
0or an omitted value causes the game to use a random seed.
- [NBT Compound / JSON Object] item: The item in the block. May not exist.
- See item format.
- [NBT Compound / JSON Object] item: The item in the block. May not exist.
- [NBT Compound / JSON Object]: Block entity data.
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Int] last_vibration_frequency: The frequency of the last vibration.
- [NBT Compound / JSON Object] listener: The vibration event listener for this sculk shrieker, sculk sensor, or calibrated sculk sensor.
- [NBT Compound / JSON Object] event: Exists only if there is an incoming vibration.
- [Float] distance: The distance between this vibration's source and the block.
- [String] game_event: The resource location of the vibration event that caused the current incoming vibration.
- [NBT List / JSON Array] pos: The coordinates of the source of this vibration.
- [Double]: X coordinate.
- [Double]: Y coordinate.
- [Double]: Z coordinate.
- [Int Array] projectile_owner: If the vibration was caused by a projectile, this is the UUID of the entity that launched the projectile. Does not exist if vibration was not caused by a projectile.
- [Int Array] source: The UUID of the entity that caused the vibration. Does not exist if vibration was not caused by an entity.
- [Int] event_delay: How many ticks remain until triggered by the vibration. Set to 0 if there is no incoming vibration
- [NBT Compound / JSON Object] selector: The data of the vibration selector.
- [Long] tick: The game time when the vibration occurs, or -1 if there is no vibration to choose from.
- [NBT Compound / JSON Object] event: Candidate game event, with the same structure as the [NBT Compound / JSON Object] event tag above.
- [NBT Compound / JSON Object] event: Exists only if there is an incoming vibration.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Int Array] CookingTimes: How long each item has been cooking, first index is slot 0, etc.
- [Int Array] CookingTotalTimes: How long each item has to cook, first index is slot 0, etc.
- [NBT List / JSON Array] Items: List of up to 4 items currently cooking.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT List / JSON Array] Items: List of books in the bookshelf.
- [NBT Compound / JSON Object]: An item, including the slot tag. The valid slot numbers are 0-5.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item, including the slot tag. The valid slot numbers are 0-5.
- [Int] last_interacted_slot: Last interacted slot (0–5), or -1 if no slot has been interacted with yet.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- Tags common to all objects that can be renamed see Template:Nbt inherit/nameable/template
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: An item, including the slot tag. Chest slots are numbered 0-26, 0 starts in the top left corner.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item, including the slot tag. Chest slots are numbered 0-26, 0 starts in the top left corner.
- Tags common to all containers that can be locked see Template:Nbt inherit/lockable/template
- Tags common to all objects that use loot tables to produce items see Template:Nbt inherit/lootable/template
- [Byte] gold: Exists only in the april fools snapshot 23w13a_or_b. Optional. When set to anything but 0, turns the chest into a golden chest.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Int] OutputSignal: Represents the strength of the analog signal output of this redstone comparator.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Byte] auto: 1 or 0 (true/false) - Allows to activate the command without the requirement of a redstone signal.
- [String] Command: The command to issue to the server.
- [Byte] 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.
- [String] CustomName: Optional. The name JSON text component of this command block, replacing the usual '@' when using commands such as
/sayand/tell. - [Long] LastExecution: stores the tick a chain command block was last executed in.
- [String] LastOutput: The last line of output generated by the command block. Still stored even if the game rule
commandBlockOutputisfalse. Appears in the GUI of the block when right-clicked, and includes a timestamp of when the output was produced. - [Byte] powered: 1 or 0 (true/false) - States whether or not the command block is powered by redstone or not.
- [Int] SuccessCount: Represents the strength of the analog signal output by redstone comparators attached to this command block.
- [Byte] TrackOutput: 1 or 0 (true/false) - Determines whether the LastOutput is 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.
- [Byte] 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.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Int Array] Target: The UUID of the hostile mob the conduit is currently attacking, stored as four ints. May not be present.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Int] crafting_ticks_remaining: Set to 6 when the crafter crafts something.
- [Boolean] triggered: Set to 1 when it is powered. It is otherwise 0.
- [Int Array] disabled_slots: Indexes of slots that are disabled.
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: An item in the crafter, including the slot tag. Crafter slots are numbered 0-8. 0 starts in the top left corner.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item in the crafter, including the slot tag. Crafter slots are numbered 0-8. 0 starts in the top left corner.
- [NBT Compound / JSON Object] lock: Optional. An item predicate representing the "key" to open this container.
- item predicate see Template:Nbt inherit/conditions/item/template
- [String] LootTable: Optional. Name of the loot table to use. If this is used in a chest-like container, the loot table generates its content when it is opened. Generating the items in the container removes both loot table tags ([String] LootTable and [Long] LootTableSeed). Is not preserved when removed.
- [Long] LootTableSeed: Optional. Seed for generating the loot table. The default value works similarly to the seeds for worlds, where value of
0or an omitted value causes the game to use a random seed.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT List / JSON Array] sherds: List of sherds on this decorated pot.
- [NBT Compound / JSON Object] item: The item stored within the pot. A decorated pot does not use [Byte] Slot to describe its contents, even though it functionally has 1 item slot.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- Tags common to all objects that use loot tables to produce items see Template:Nbt inherit/lootable/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- Tags common to all objects that can be renamed see Template:Nbt inherit/nameable/template
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: An item, including the slot tag. Dispenser slots are numbered 0-8 with 0 in the top left corner.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item, including the slot tag. Dispenser slots are numbered 0-8 with 0 in the top left corner.
- Tags common to all containers that can be locked see Template:Nbt inherit/lockable/template
- Tags common to all objects that use loot tables to produce items see Template:Nbt inherit/lootable/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- Tags common to all objects that can be renamed see Template:Nbt inherit/nameable/template
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: An item, including the slot tag. Dropper slots are numbered 0-8 with 0 in the top left corner.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item, including the slot tag. Dropper slots are numbered 0-8 with 0 in the top left corner.
- Tags common to all containers that can be locked see Template:Nbt inherit/lockable/template
- Tags common to all objects that use loot tables to produce items see Template:Nbt inherit/lootable/template
- [Byte] Lunar: Exists only in the april fools snapshot 23w13a_or_b. Optional. When set to any full number from -128 to 127, turns it to a lunar base dropper, and placing light or heavy pressure plate on top of it creates the lunar base structure.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [String] CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears. Is not preserved when removed.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Long] Age: Age of the portal, in ticks. This is used to determine when the beam is rendered.
- [Byte] ExactTeleport: 1 or 0 (true/false) - Teleports entities directly to the exit_portal coordinates instead of near them.
- [Int Array] exit_portal: Location entities are teleported to when entering the portal. Stored as 3 ints. Is not preserved when removed.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Short] lit_time_remaining: Number of ticks left before the current fuel runs out.
- [Short] cooking_time_spent: 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 lit_time_remaining reaches 0.
- [Short] cooking_total_time: Number of ticks it takes for the item to be smelted.
- [Short] lit_total_time: Represent the total time the furnace should be lit.
- Tags common to all objects that can be renamed see Template:Nbt inherit/nameable/template
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: 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.- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item in the furnace, including the slot tag:
- Tags common to all containers that can be locked see Template:Nbt inherit/lockable/template
- [NBT Compound / JSON Object] RecipesUsed: Which recipes have been used since the last time a recipe result item was manually removed from the GUI. Used to calculate experience given to the player when taking out the resulting item. Is not preserved when removed.
- [Int] recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
/recipecommand.
- [Int] recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Byte] is_waxed: 1 or 0 (true/false) - true if the text is locked with honeycomb.
- [NBT Compound / JSON Object] front_text: A compound that discribes front text.
- [Byte] has_glowing_text: 1 or 0 (true/false) - true if the sign has been dyed with a glow ink sac.
- [String] color: The color that has been used to dye the sign. The default value is
blackOne ofwhite,orange,magenta,light_blue,yellow,lime,pink,gray,light_gray,cyan,purple,blue,brown,green,red, andblack. - [NBT List / JSON Array] filtered_messages: Only in Realms. The lines of text shown to players with the profanity filter turned on instead of the regular lines. This tag is automatically set to
""for lines containing blocked words and to the line's normal contents for the other lines when a player with the profanity filter turned off edits the sign, so players with the filter on cannot see the blocked words. If a player with the filter on tries to use blocked words in one or more lines, the line(s) in [NBT List / JSON Array] messages containing blocked words are set to"", which makes them render completely blank, and this tag is also given the same contents. If multiple lines have been edited before the sign editing GUI is closed, only the lines containing blocked words are blanked. - [NBT List / JSON Array] messages: A list of text for each line.
- [String]: Text for each line. Must be Raw JSON text format.
- [NBT Compound / JSON Object] back_text: A compound that discribes back text. The same structure as [NBT Compound / JSON Object] front_text.
The character limit for the Text tags depends on the width of the characters. Although the Text tags are string objects, they should contain JSON text, which are evaluated as compound objects.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- Tags common to all objects that can be renamed see Template:Nbt inherit/nameable/template
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: An item, including the slot tag.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item, including the slot tag.
- Tags common to all containers that can be locked see Template:Nbt inherit/lockable/template
- Tags common to all objects that use loot tables to produce items see Template:Nbt inherit/lootable/template
- [Int] TransferCooldown: Time until the next transfer in game ticks, naturally between 1 and 8 or 0 if there is no transfer.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [String] final_state: The block that this jigsaw block becomes.
- [String] joint: The joint option value, either "rollable" or "aligned".
- [String] name: The jigsaw block's name. This jigsaw block gets aligned with another structure's jigsaw block that has this value in the target tag.
- [String] pool: The jigsaw block's target pool to select a structure from.
- [String] target: The jigsaw block's target name. This jigsaw block gets aligned with another structure's jigsaw block that has this value in the name tag.
- [Int] selection_priority: Priority of this jigsaw block being selected for generation. Jigsaw blocks with higher selection priority get selected first.
- [Int] placement_priority: Priority of the piece generated by this jigsaw block to place its children. Pieces with higher placement priority generate their children first.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT Compound / JSON Object] RecordItem: The item, without the Slot tag.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [Long] ticks_since_song_started: The number of ticks since the song started playing. Automatically stops the sound event of the song once it reaches the song's length in ticks, and controls when particles are created. Does not exist when there is no song playing or no item.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT Compound / JSON Object] Book: The book item, without the slot tag, currently on the lectern, may not exist.
- A single item stack see Template:Nbt inherit/itemnoslot/template
- [Int] Page: The page the book is currently on, starting from 0, does not exist if there's no book. Value is clamped between 0 and the last page - 1.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Short] Delay: Ticks until next spawn. If 0, it spawns 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 resets this and
SpawnDataas though it had just completed a successful spawn cycle, immediately when a player enters its range. Setting this to -1 can be useful if the player wants the game to properly randomize the spawner'sDelayandSpawnData, rather than starting with pre-defined values. - [Short] MaxNearbyEntities: Overrides the maximum number of nearby (within a box of
SpawnRange*2+1 ×SpawnRange*2+1 × 8 centered around the spawner block) entities whose IDs match this spawner's entity ID. This is relative to a mob's hitbox, not its physical position. Also, all entities within all chunk sections (16×16×16 cubes) overlapped by this box are tested for their ID and hitbox overlap, rather than just entities within the box, meaning that a large amount of entities outside the box (or within it, of course) can cause substantial lag. - [Short] MaxSpawnDelay: The maximum random delay for the next spawn delay. Requires the
MinSpawnDelayandSpawnCountproperties to also be set. - [Short] MinSpawnDelay: The minimum random delay for the next spawn delay. May be equal to
MaxSpawnDelay. Requires theSpawnCountproperty to also be set, otherwise it defaults to 0. - [Short] RequiredPlayerRange: Overrides the block radius of the sphere of activation by players for this spawner. For every gametick, a spawner checks all players in the current world to test whether a player is within this sphere. Requires the
MaxNearbyEntitiesproperty to also be set. - [Short] SpawnCount: How many mobs to attempt to spawn each time. Requires the
MinSpawnDelayproperty to also be set. - [NBT Compound / JSON Object] SpawnData: Contains tags to copy to the next spawned entity(s) after spawning. Any of the entity or mob tags may be used. If a spawner specifies any of these tags, almost all variable data such as mob equipment, villager profession, sheep wool color, etc., are not automatically generated, and must also be manually specified (that this does not apply to position data, which are randomized as normal unless Pos is specified. Similarly, unless Size and Health are specified for a Slime or Magma Cube, these are still randomized). This also determines the appearance of the miniature entity spinning in the spawner cage. Warning: If
SpawnPotentialsexists, this tag gets overwritten after the next spawning attempt: see above for more details. - [NBT List / JSON Array] SpawnPotentials: Optional. List of possible entities to spawn. If this tag does not exist, but
SpawnDataexists, Minecraft generates it the next time the spawner tries to spawn an entity. The generated list contains a single entry derived from theSpawnDatatag.- [NBT Compound / JSON Object]: A potential future spawn. After the spawner makes an attempt at spawning, it chooses one of these entries at random and uses it to prepare for the next spawn, overwriting
SpawnData.- [Int] weight: The chance that this spawn gets picked in comparison to other spawn weights. Must be positive and at least 1.
- [NBT Compound / JSON Object] data
- Spawn Data see Template:Nbt inherit/spawn data/template
- [NBT Compound / JSON Object]: A potential future spawn. After the spawner makes an attempt at spawning, it chooses one of these entries at random and uses it to prepare for the next spawn, overwriting
- [Short] 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 toward values near the spawner itself. Default value is 4.
- [Short] Delay: Ticks until next spawn. If 0, it spawns 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 resets this and
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT Compound / JSON Object] blockState: The moving block represented by this block entity.
- Block state see Template:Nbt inherit/block state/template
- [Byte] extending: 1 or 0 (true/false) – true if the piston is extending instead of withdrawing.
- [Int] facing: Direction that the piston pushes (0=down, 1=up, 2=north, 3=south, 4=west, 5=east).
- [Float] progress: How far the block has been moved. Starts at 0.0, and increments by 0.5 each tick. If the value is 1.0 or higher at the start of a tick (before incrementing), then the block transforms into the stored blockState. Negative values can be used to increase the time until transformation.
- [Byte] source: 1 or 0 (true/false) – true if the block represents the piston head itself, false if it represents a block being pushed.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT List / JSON Array] cursors: List of sculk charge clusters associated with the sculk catalyst.
- [NBT Compound / JSON Object]: A sculk charge cluster. Each cluster is stored within a single sculk block.
- [Int] charge: How many sculk charges are being carried in the cluster.
- [NBT List / JSON Array] pos: List of three integers representing the coordinates of the cluster.
- [Int] decay_delay:
1or0(true/false) - Not to be confused withupdate_delay. This controls the decay of the cluster. If this istrue, then the cluster was spread from a sculk block or sculk vein, and this cluster can only spread to sculk, sculk veins, and blocks with the [Boolean] sculk_replaceable tag set totrue. If this isfalse, then all the sculk charges disappear when the cluster discharges to a block that is not in the sculk family. - [Int] update_delay: Delay in game ticks until the cluster begins to discharge (or travel) after being created. Usually starts at 1 game tick when a cluster discharges to a new block.
- [NBT List / JSON Array] facings: If the block to replace is an air or water block, the block is replaced with sculk veins, and the faces where the sculk veins are placed are also stored in their block state. The sculk veins never grow directly on the faces of a sculk block. The same thing is done to any air or water blocks that are adjacent to blocks that are adjacent to this sculk block, if sculk veins can't grow in the blocks adjacent to this sculk block without growing directly on the faces of sculk blocks.
- [NBT Compound / JSON Object]: A sculk charge cluster. Each cluster is stored within a single sculk block.
- [NBT Compound / JSON Object]: Block entity data.
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Int] last_vibration_frequency: The frequency of the last vibration.
- [NBT Compound / JSON Object] listener: The vibration event listener for this sculk shrieker, sculk sensor, or calibrated sculk sensor.
- [NBT Compound / JSON Object] event: Exists only if there is an incoming vibration.
- [Float] distance: The distance between this vibration's source and the block.
- [String] game_event: The resource location of the vibration event that caused the current incoming vibration.
- [NBT List / JSON Array] pos: The coordinates of the source of this vibration.
- [Double]: X coordinate.
- [Double]: Y coordinate.
- [Double]: Z coordinate.
- [Int Array] projectile_owner: If the vibration was caused by a projectile, this is the UUID of the entity that launched the projectile. Does not exist if vibration was not caused by a projectile.
- [Int Array] source: The UUID of the entity that caused the vibration. Does not exist if vibration was not caused by an entity.
- [Int] event_delay: How many ticks remain until triggered by the vibration. Set to 0 if there is no incoming vibration
- [NBT Compound / JSON Object] selector: The data of the vibration selector.
- [Long] tick: The game time when the vibration occurs, or -1 if there is no vibration to choose from.
- [NBT Compound / JSON Object] event: Candidate game event, with the same structure as the [NBT Compound / JSON Object] event tag above.
- [NBT Compound / JSON Object] event: Exists only if there is an incoming vibration.
- [NBT Compound / JSON Object]: The block entity's root tag.
- [NBT Compound / JSON Object] VibrationListener: The vibration event listener of the sculk shrieker, sculk sensor, and calibrated sculk sensor.
- [Int] event: Unknown.
- [NBT Compound / JSON Object] pending: Unknown.
- [Float] distance: Unknown.
- [Long] source: Unknown.
- [Int] vibration: Unknown.
- [Int] x: Unknown.
- [Int] y: Unknown.
- [Int] z: Unknown.
- [NBT Compound / JSON Object] selector: Unknown.
- [Int] ticks: Unknown.
- [NBT Compound / JSON Object] VibrationListener: The vibration event listener of the sculk shrieker, sculk sensor, and calibrated sculk sensor.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- Tags common to all objects that can be renamed see Template:Nbt inherit/nameable/template
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: An item, including the slot tag. Shulker box slots are numbered 0–26, 0 starts in the top left corner.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item, including the slot tag. Shulker box slots are numbered 0–26, 0 starts in the top left corner.
- Tags common to all containers that can be locked see Template:Nbt inherit/lockable/template
- Tags common to all objects that use loot tables to produce items see Template:Nbt inherit/lootable/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Byte] is_waxed: 1 or 0 (true/false) - true if the text is locked with honeycomb.
- [NBT Compound / JSON Object] front_text: A compound that describes front text.
- [Byte] has_glowing_text: 1 or 0 (true/false) - true if the sign has been dyed with a glow ink sac.
- [String] color: The color that has been used to dye the sign. The default value is
blackOne ofwhite,orange,magenta,light_blue,yellow,lime,pink,gray,light_gray,cyan,purple,blue,brown,green,red, andblack. - [NBT List / JSON Array] filtered_messages: Only in Realms. The lines of text shown to players with the profanity filter turned on instead of the regular lines. This tag is automatically set to
""for lines containing blocked words and to the line's normal contents for the other lines when a player with the profanity filter turned off edits the sign, so players with the filter on cannot see the blocked words. If a player with the filter on tries to use blocked words in one or more lines, the line(s) in [NBT List / JSON Array] messages containing blocked words are set to"", which makes them render completely blank, and this tag is also given the same contents. If multiple lines have been edited before the sign editing GUI is closed, only the lines containing blocked words are blanked. - [NBT List / JSON Array] messages: A list of text for each line.
- [String][NBT List / JSON Array][NBT Compound / JSON Object]: Text for each line. Must be a text component. The character limit for the Text tags depends on the width of the characters.
- [NBT Compound / JSON Object] back_text: A compound that describes back text.
- The same structure as [NBT Compound / JSON Object] front_text.
Before 1.20:
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Byte] GlowingText: 1 or 0 (true/false) - true if the sign has been dyed with a glow ink sac.
- [String] Color: The color that has been used to dye the sign. The default value is "black". One of "white", "orange", "magenta", "light_blue", "yellow", "lime", "pink", "gray", "light_gray", "cyan", "purple", "blue", "brown", "green", "red", or "black".
- [String] Text1: First row of text.
- [String] Text2: Second row of text.
- [String] Text3: Third row of text.
- [String] Text4: Fourth row of text.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [String] custom_name: Optional. The custom name of the skull.
- [String] note_block_sound: Optional. The sound event this skull plays when played with a note block. Is not preserved when removed.
- [String][NBT Compound / JSON Object] profile: Information about the owner of this player head. If defined as a string, corresponds to [String] name.
- [String] name: The name of a player profile, i.e. its username. If this is the only tag provided, it resolves into the other ones below. Optional.
- [Int Array] id: The UUID of the owner. Used to update the other tags when the chunk loads or the holder logs in, in case the owner's name has changed. Optional.
- [NBT List / JSON Array] properties: A list of properties. Optional.
- [NBT Compound / JSON Object]: A single property.
- [String] name: The name of the property. Can be
textures. - [String] value: The texture data json, encoded in base64.
- [String] signature: Optional. Mojang's signature of the value, encoded in base64.
- [String] name: The name of the property. Can be
- [NBT Compound / JSON Object]: A single property.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Short] lit_time_remaining: Number of ticks left before the current fuel runs out.
- [Short] cooking_time_spent: 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 lit_time_remaining reaches 0.
- [Short] cooking_total_time: Number of ticks it takes for the item to be smelted.
- [Short] lit_total_time: Represent the total time the furnace should be lit.
- Tags common to all objects that can be renamed see Template:Nbt inherit/nameable/template
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: 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.- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item in the furnace, including the slot tag:
- Tags common to all containers that can be locked see Template:Nbt inherit/lockable/template
- [NBT Compound / JSON Object] RecipesUsed: Which recipes have been used since the last time a recipe result item was manually removed from the GUI. Used to calculate experience given to the player when taking out the resulting item. Is not preserved when removed.
- [Int] recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
/recipecommand.
- [Int] recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Int Array] CookingTimes: How long each item has been cooking, first index is slot 0, etc.
- [Int Array] CookingTotalTimes: How long each item has to cook, first index is slot 0, etc.
- [NBT List / JSON Array] Items: List of up to 4 items currently cooking.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [String] author: Author of the structure; only set to "?" for most vanilla structures.
- [Byte] ignoreEntities: 1 or 0 (true/false): Whether entities should be ignored in the structure.
- [Float] integrity: How complete the structure is that gets placed.
- [String] metadata: Value of the data structure block field.
- [String] mirror: How the structure is mirrored, one of "NONE", "LEFT_RIGHT" (mirrored over X axis when not rotated), or "FRONT_BACK" (mirrored over Z axis when not rotated).
- [String] mode: The current mode of this structure block, one of "SAVE", "LOAD", "CORNER", or "DATA".
- [String] name: Name of the structure.
- [Int] posX: X-position of the structure.
- [Int] posY: Y-position of the structure.
- [Int] posZ: Z-position of the structure.
- [Byte] powered: 1 or 0 (true/false): Whether this structure block is being powered by redstone.
- [String] rotation: Rotation of the structure, one of "NONE", "CLOCKWISE_90", "CLOCKWISE_180", or "COUNTERCLOCKWISE_90".
- [Long] seed: The seed to use for the structure integrity, 0 means random.
- [Byte] showboundingbox: 1 or 0 (true/false): Whether to show the structure's bounding box to players in Creative mode.
- [Int] sizeX: X-size of the structure, its length.
- [Int] sizeY: Y-size of the structure, its height.
- [Int] sizeZ: Z-size of the structure, its depth.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- Tags common to all objects that can be renamed see Template:Nbt inherit/nameable/template
- [NBT List / JSON Array] Items: List of items in this container.
- [NBT Compound / JSON Object]: An item, including the slot tag. Chest slots are numbered 0-26, 0 starts in the top left corner.
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item, including the slot tag. Chest slots are numbered 0-26, 0 starts in the top left corner.
- Tags common to all containers that can be locked see Template:Nbt inherit/lockable/template
- Tags common to all objects that use loot tables to produce items see Template:Nbt inherit/lootable/template
- [Byte] gold: Exists only in the april fools snapshot 23w13a_or_b. Optional. When set to anything but 0, turns the chest into a golden chest.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [Int] required_player_range: Between 1 and 128. Defaults to 14. — Maximum distance in blocks for players to join the battle.
- [Int] target_cooldown_length: Defaults to 36000. — Time in ticks of the cooldown period. Includes the time spend dispensing the reward.
- [String][NBT Compound / JSON Object] normal_config: (optional) One trial spawner configuration (an [String] ID, or a new [NBT Compound / JSON Object] trial spawner configuration definition) — The configuration to use when not ominous.
- Trial Spawner Configuration see Template:Nbt inherit/trial_spawner_config/template
- [String][NBT Compound / JSON Object] ominous_config: (optional) One trial spawner configuration (an [String] ID, or a new [NBT Compound / JSON Object] trial spawner configuration definition) — — The configuration to use when ominous.
- Trial Spawner Configuration see Template:Nbt inherit/trial_spawner_config/template
- The following fields are used to keep track of the current state of the trial spawner.
- [NBT List / JSON Array] registered_players: A set of player UUIDs. — All the players that have joined the battle. The length of this array determines the amount of mobs and amount of reward.
- [Int Array]: A UUID.
- [NBT List / JSON Array] current_mobs: A set of mob UUIDs. — The mobs that were spawned by this spawner and are still alive.
- [Int Array]: A UUID.
- [Long] cooldown_ends_at: Gametime in ticks when the cooldown ends. 0 if not currently in cooldown.
- [Long] next_mob_spawns_at: Gametime in ticks when the next spawn attempt happens. 0 if not currently active.
- [Int] total_mobs_spawned: The total amount of mobs that have already been spawned in this cycle. 0 if not currently active.
- [NBT Compound / JSON Object] spawn_data: The next mob to attempt to spawn. Selected from [NBT List / JSON Array] spawn_potentials after the last attempt. Determines the mob displayed in the spawner.
- Spawn Data see Template:Nbt inherit/spawn data/template
- [String] ejecting_loot_table: A resource location to the loot table that is given as reward. Unset if not currently giving rewards. Selected from [NBT List / JSON Array] loot_tables_to_eject after all mobs are defeated.
- [NBT Compound / JSON Object] Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- [NBT Compound / JSON Object] config: Configuration data that does not automatically change. All fields are optional.
- [String] loot_table: A resource location to the loot table that is ejected when unlocking the vault. Defaults to
"minecraft:chests/trial_chambers/reward". - [String] override_loot_table_to_display: A resource location to the loot table that is used to display items in the vault. If not present, the game uses the
loot_tablefield. - [Double] activation_range: The range in blocks when the vault should activate. Defaults to 4.
- [Double] deactivation_range: The range in blocks when the vault should deactivate. Defaults to 4.5.
- [NBT Compound / JSON Object] key_item: The key item that is used to check for valid keys. Defaults to
"minecraft:trial_key".- An item see Template:Nbt inherit/item/template
- [String] loot_table: A resource location to the loot table that is ejected when unlocking the vault. Defaults to
- [NBT Compound / JSON Object] server_data: Data that is only stored on the server.
- [NBT List / JSON Array] rewarded_players: A set of player UUIDs that have already received their rewards from this vault.
- [Long] state_updating_resumes_at: The game time when the vault processes block state changes, such as changing from
unlockingtoejectingafter a delay. - [NBT List / JSON Array] items_to_eject: List of item stacks that have been rolled by the loot table and are waiting to be ejected.
- [NBT Compound / JSON Object]: An item stack
- An item see Template:Nbt inherit/item/template
- [NBT Compound / JSON Object]: An item stack
- [Int] total_ejections_needed: The total amount of item stacks that need to be ejected.
- [NBT Compound / JSON Object] shared_data: Data that is synced between the server and client.
- [NBT Compound / JSON Object] display_item: The item that is currently being displayed.
- [NBT List / JSON Array] connected_players: A set of player UUIDs that are within range of the vault.
- [Double] connected_particles_range: The range in blocks when the vault emits particles.
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