Chunk format
Reason: missing information about 1.18 formats, this page is W.I.P. and sections that are updated for 1.18 mention it. Bedrock Edition information missing.
Chunks store the terrain and entities within a 16×384×16 area in The Overworld, and 16×256×16 in The Nether and The End by default. They also store precomputed lighting, heightmap data for Minecraft's performance, and other meta information.
NBT structure
Chunks are stored as tags in regional Minecraft Anvil files, which are named in the form r.x.z.mca. They are stored in NBT format, with the following structure (updated for 1.18):
- [NBT Compound / JSON Object] The root tag.
- [Int] DataVersion: Version of the chunk NBT structure.
- [Int] xPos: X position of the chunk (in absolute chunks from world
x,zorigin, not relative to the region). - [Int] zPos: Z position of the chunk (in absolute chunks from world
x,zorigin, not relative to the region). - [Int] yPos: Lowest Y section position in the chunk (e.g.
-4in 1.18). - [String] Status: Defines the world generation status of this chunk. It is always one of the following:
minecraft:empty,minecraft:structure_starts,minecraft:structure_references,minecraft:biomes,minecraft:noise,minecraft:surface,minecraft:carvers/minecraft:liquid_carvers,minecraft:features,minecraft:light/minecraft:initialize_light,minecraft:spawn, orminecraft:full. All status exceptminecraft:fullare used for chunks called proto-chunks, in other words, for chunks with incomplete generation. - [Long] LastUpdate: Tick when the chunk was last saved.
- [NBT List / JSON Array] sections: List of [NBT Compound / JSON Object] Compounds, each tag is a section (also known as sub-chunk). All sections in the world's height are present in this list, even those who are empty (filled with air).
- [NBT Compound / JSON Object] An individual section.
- [Byte] Y: The Y position of this section. (Can also be an INT in 1.18+)
- [NBT Compound / JSON Object] block_states
- [NBT List / JSON Array] palette: Set of different block states used in this particular section.
- [NBT Compound / JSON Object] A block
- [String] Name: Block resource location
- [NBT Compound / JSON Object] Properties: List of block state properties, with
namebeing the name of the block state property- [String] Name: The block state's name and its value.
- [NBT Compound / JSON Object] A block
- [Long Array] data: A packed array of 4096 indices pointing to the palette, stored in an array of 64-bit integers ([Long] Longs).
- If only one block state is present in the palette, this field is not required and the block fills the whole section.
- All indices are the same length. This length is set to the minimum amount of bits required to represent the largest index in the palette, and then set to a minimum size of 4 bits. Since 1.16, the indices are not packed across multiple elements of the array, meaning that if there is no more space in a given 64-bit integer for the whole next index, it starts instead at the first (lowest) bit of the next 64-bit integer. Different sections of a chunk can have different lengths for the indices.
- [NBT List / JSON Array] palette: Set of different block states used in this particular section.
- [NBT Compound / JSON Object] biomes
- [NBT List / JSON Array] palette: Set of different biomes used in this particular section.
- [String] Name: Biome resource location
- [Long Array] data: A packed array of 64 indices pointing to the palette, stored in an array of 64-bit integers ([Long] Longs).
- Biomes in a world are stored in cells of 4×4×4 blocks, and only store 64 individual entries. Biomes at the block level are smoothed based on the cells.
- If only one biome is present in the palette, this field is not required and the biome fills the whole section.
- All indices are the same length: the minimum amount of bits required to represent the largest index in the palette. These indices do not have a minimum size. Different chunks can have different lengths for the indices.
- [NBT List / JSON Array] palette: Set of different biomes used in this particular section.
- [Byte Array] BlockLight: 2048 [Byte] Bytes stores the amount of block-emitted light in each block. Makes load times faster compared to recomputing at load time. Omitted if no light reaches this section of the chunk. Light level is stored as 4 bits per block, 2 blocks sharing a byte: starting at 0, even blocks take the first nibble, and odd blocks the second one.
- [Byte Array] SkyLight: 2048 [Byte] Bytes stores the maximum sky light that reaches each block, regardless of current time. If the sky light data for a section is omitted you should look at the light data of the section directly above it. Take the 16x16 layer at the bottom of that section and repeat that light data 16 times to recompute the data for the omitted section. If there is no section above the current one, you are at the top section of the chunk. The light data for this top section should be set as completely bright (
0xFfor each block). The format of how these levels is stored is the same as for BlockLight.
- [NBT Compound / JSON Object] An individual section.
- [NBT List / JSON Array] block_entities: Each [NBT Compound / JSON Object] Compound in this list defines a block entity in the chunk.
- See Block entity format.
- If this list is empty, it becomes a list of
Endtags.
- [NBT Compound / JSON Object] CarvingMasks: Only for proto-chunks (not confirmed for 1.18 format).
- [Byte Array] AIR: A series of bits indicating whether a cave has been dug at a specific position, stored in a byte array.
- [Byte Array] LIQUID: A series of bits indicating whether an underwater cave has been dug at a specific position, stored in a byte array.
- [NBT Compound / JSON Object] Heightmaps: Several different heightmaps corresponding to 256 values compacted at 9 bits per value (lowest being 0, highest being 384, both values inclusive). The 9-bit values are stored in an array of 37 [Long] Longs, each containing 7 values ([Long] A Long = 64 bits, 7×9 = 63; the last bit is unused). In versions prior to 1.16 the heightmaps were stored in 36 [Long] Long values, where the bits were arranged in an uninterrupted "stream" across all values, resulting in all 2304 bits being used. The 9-bit values are unsigned, and indicate the amount of blocks above the bottom of the world. This means that converting a world to 1.18 adds 64 to every value.
- [Long Array] MOTION_BLOCKING
- [Long Array] MOTION_BLOCKING_NO_LEAVES
- [Long Array] OCEAN_FLOOR
- [Long Array] OCEAN_FLOOR_WG
- [Long Array] WORLD_SURFACE
- [Long Array] WORLD_SURFACE_WG
- [NBT List / JSON Array] Lights: A List of 16 lists that store positions of light sources per chunk section as shorts, only for proto-chunks (not confirmed for 1.18 format).
- [NBT List / JSON Array] Entities: A list of entities in the proto-chunks, used when generating. As of 1.17, this list is not present for fully generated chunks and entities are moved to a separated region files once the chunk is generated, see Entity format for more details (not confirmed for 1.18 format).
- [NBT Compound / JSON Object]: An entity.
- [NBT List / JSON Array] fluid_ticks: A list of [NBT Compound / JSON Object] Compounds
- Each [NBT Compound / JSON Object] Compound in this list is an "active" liquid in this chunk waiting to be updated. See Tile Tick Format below.
- [NBT List / JSON Array] block_ticks: A list of [NBT Compound / JSON Object] Compounds
- Each [NBT Compound / JSON Object] 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 or falling sand, and other activity. See Tile Tick Format below.
- [Long] 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.
- [NBT Compound / JSON Object] blending_data: This appears to be biome blending data, although more testing is needed to confirm.
- [Int] min_section: This appears to be the lowest chunk section the chunk has.
- [Int] max_section: This appears to be the highest chunk section the chunk has.
- [NBT List / JSON Array] PostProcessing: A List of 24 [NBT List / JSON Array] Lists that store the positions of blocks that need to receive an update when a proto-chunk turns into a full chunk, packed in [Short] Shorts. Each list corresponds to specific section in the height of the chunk.
- See ToBeTicked format below for a description of the coordinate packing format. A common use case for this to is make liquids flow after generating a source block, such as springs in caves.
- [NBT Compound / JSON Object] structures: Structure data in this chunk.
- [NBT Compound / JSON Object] References: Coordinates of chunks that contain Starts.
- [Long Array] Structure Name: Each 64-bit number of this array represents a chunk coordinate (i.e. block coordinate / 16), with its X packed into the low (least significant) 32 bits and Z packed into the high (most significant) 32 bits.
- [NBT Compound / JSON Object] starts: Structures that are yet to be generated, stored by general type. Some parts of the structures may have already been generated. Completely generated structures are removed by setting their id to "
INVALID" and removing all other tags.- [NBT Compound / JSON Object] Structure Name: Only the structures that can spawn in this dimension are stored, for example, EndCity is stored only in the end chunks.
- [Int Array] BB: Bounding box of the entire structure (remaining Children). Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates. Absent if id is
INVALID. - [String] biome: The biome id this structure is in. Absent if id is
INVALID. - [NBT List / JSON Array] Children: List of structure pieces making up this structure, that were not generated yet. Absent if id is
INVALID.- [NBT Compound / JSON Object] Structure piece data.
- [Int Array] BB: Bounding box of the structure piece. (Does not include the part of a village roof that can overhang the road.) Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates.
- [String] BiomeType: The ocean temperature this ocean ruins is in. Valid values are WARM and COLD.
- [Byte] C: (Village "ViSmH") Hut roof type.
- [NBT Compound / JSON Object] CA: (Village "ViF" and "ViDF") Crop in the farm plot.
- [String] Name: Block resource location
- [NBT Compound / JSON Object] Properties: List of block state properties, with [name] being the name of the block state property
- [String] Name: The block state name and its value.
- [NBT Compound / JSON Object] CB: (Village "ViF" and "ViDF")
- separate object with the same format as [NBT Compound / JSON Object] CA
- [NBT Compound / JSON Object] CC: (Village "ViDF")
- separate object with the same format as [NBT Compound / JSON Object] CA
- [NBT Compound / JSON Object] CD: (Village "ViDF")
- separate object with the same format as [NBT Compound / JSON Object] CA
- [Byte] Chest: 1 or 0 (
true/false) - (Fortress "NeSCLT" and "NeSCRT") Whether this fortress piece should contain a chest but hasn't had one generated yet. (Stronghold "SHCC") Whether this chest in this stronghold piece was placed. (Village "ViS") Whether the blacksmith chest has been generated. - [Int] D: (Mineshaft "MSCrossing") Indicates the "incoming" direction for the crossing.
- [Int] Depth: (Temples and huts) Depth of the structure (X/Z).
- [NBT List / JSON Array] Entrances: (Mineshaft "MSRoom") List of exits from the room.
- [Int Array]: Bounding box of the exit.
- [String] EntryDoor: (Stronghold) The type of door at the entry to this piece.
- [Int] GD: Appears to be some sort of measure of how far this piece is from the start.
- [Byte] hasPlacedChest0: 1 or 0 (
true/false) - (Desert temple) Whether 1st chest was placed. - [Byte] hasPlacedChest1: 1 or 0 (
true/false) - (Desert temple) Whether 2nd chest was placed. - [Byte] hasPlacedChest2: 1 or 0 (
true/false) - (Desert temple) Whether 3rd chest was placed. - [Byte] hasPlacedChest3: 1 or 0 (
true/false) - (Desert temple) Whether 4th chest was placed. - [Int] Height: (Temples and huts) Height of the structure (Y).
- [Int] HPos: (Temples, huts and villages) Y level the structure was moved to in order to place it on the surface, or -1 if it hasn't been moved yet.
- [Byte] hps: 1 or 0 (
true/false) - (Mineshaft "MSCorridor") Whether the corridor has a cave spider monster spawner. - [Byte] hr: 1 or 0 (
true/false) - (Mineshaft "MSCorridor") Whether the corridor has rails. - [String] id: Identifier for the structure piece. Typically a heavily abbreviated code rather than something human-readable.
- [Float] integrity: The integrity of this structure (only used by ocean ruins).
- [Byte] isLarge: 1 or 0 (
true/false) - If this ocean ruin is big. - [NBT List / JSON Array] junctions: (Village) List of junction points.
- [NBT Compound / JSON Object]: The junctions coordinates:
- [Int] source_x: X.
- [Int] source_ground_y: Y.
- [Int] source_z: Z.
- [Int] delta_y: Change Y.
- [String] dest_proj: One of
terrain_matchingorrigid.
- [NBT Compound / JSON Object]: The junctions coordinates:
- [Byte] Left: 1 or 0 (
true/false) - (Stronghold "SHS") Whether the corridor has an opening on the left. - [Byte] leftHigh: 1 or 0 (
true/false) - (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the upward staircase. - [Byte] leftLow: 1 or 0 (
true/false) - (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the upward staircase. - [Int] Length: (Village "ViSR") Length of the road piece.
- [Byte] Mob: 1 or 0 (
true/false) - (Fortress "NeMT") Whether this fortress piece should contain a blaze monster spawner but hasn't had one generated yet. (Stronghold "SHPR") Whether the silverfish monster spawner has been placed in this piece. - [Int] Num: (Mineshaft "MSCorridor") Corridor length.
- [Int] O: Likely orientation of the structure piece.
- [Byte] placedHiddenChest: 1 or 0 (
true/false) - (Jungle temple) Whether the hidden chest was placed. - [Byte] placedMainChest: 1 or 0 (
true/false) - (Jungle temple) Whether the main chest was placed. - [Byte] placedTrap1: 1 or 0 (
true/false) - (Jungle temple) Whether the hallway arrow trap dispenser was placed. - [Byte] placedTrap2: 1 or 0 (
true/false) - (Jungle temple) Whether the chest arrow trap dispenser was placed. - [Int] PosX: The X coordinate origin of this village part.
- [Int] PosY: The Y coordinate origin of this village part.
- [Int] PosZ: The Z coordinate origin of this village part.
- [Byte] Right: 1 or 0 (
true/false) - (Stronghold "SHS") Whether the corridor has an opening on the right. - [Byte] rightHigh: 1 or 0 (
true/false) - (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the downward staircase. - [Byte] rightLow: 1 or 0 (
true/false) - (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the downward staircase. - [String] Rot: Rotation of ocean ruins and shipwrecks. Valid values are COUNTERCLOCKWISE_90, NONE, CLOCKWISE_90, and CLOCKWISE_180.
- [Byte] sc: 1 or 0 (
true/false) - (Mineshaft "MSCorridor") Whether the corridor has cobwebs. - [Int] Seed: (Fortress "NeBEF") Random seed for the broken-bridge fortress piece.
- [Byte] Source: 1 or 0 (
true/false) - (Stronghold "SHSD") Whether the spiral staircase is the source of the Stronghold or was randomly generated. - [Int] Steps: (Stronghold "SHFC") Length of the corridor
- [Int] T: (Village "ViSmH") Table: 0 is no table, 1 and 2 place it on either side of the hut.
- [Byte] Tall: 1 or 0 (
true/false) - (Stronghold "SHLi") Whether the library has an upper level. - [String] Template: The template of the ocean ruin or shipwreck that was used.
- [Byte] Terrace: 1 or 0 (
true/false) - (Village "ViSH") Whether the house has a ladder to the roof and fencing. - [Byte] tf: 1 or 0 (
true/false) - (Mineshaft "MSCrossing") Whether the crossing is two floors tall. - [Int] TPX: The X coordinate origin of this ocean ruin or shipwreck.
- [Int] TPY: The Y coordinate origin of this ocean ruin or shipwreck.
- [Int] TPZ: The Z coordinate origin of this ocean ruin or shipwreck.
- [Byte] Type: (Village) Village type: 0=plains, 1=desert, 2=savanna, 3=taiga.
- [Int] Type: (Stronghold "SHRC") Indicates whether the room contains a pillar with torches, a fountain, an upper level with a chest, or is just empty room.
- [Int] VCount: (Village) Count of villagers spawned along with this piece.
- [Int] Width: (Temples and huts) Width of the structure (X/Z).
- [Byte] Witch: 1 or 0 (
true/false) - (Witch hut) Whether the initial witch has been spawned for the hut. - [Byte] Zombie: 1 or 0 (
true/false) - (Village) Whether this village generated as a zombie village.
- [NBT Compound / JSON Object] Structure piece data.
- [Int] ChunkX: Chunk X coordinate of the start of the structure. Absent if id is
INVALID. - [Int] ChunkZ: Chunk Z coordinate of the start of the structure. Absent if id is
INVALID. - [String] id: If there's no structure of this kind in this chunk, this value is "
INVALID", else it's the structure name. - [NBT List / JSON Array] Processed: (Monument only) List of chunks that have had their piece of the structure created. Absent if id is
INVALID.- [NBT Compound / JSON Object]: A chunk.
- [Int] X: The chunk's X position (chunk coordinates, not block coordinates).
- [Int] Z: The chunk's Z position.
- [NBT Compound / JSON Object]: A chunk.
- [Byte] Valid: 1 or 0 (
true/false) - (Village only) Whether the village generated at least 3 non-roads. Absent if id isINVALID.
- [Int Array] BB: Bounding box of the entire structure (remaining Children). Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates. Absent if id is
- [NBT Compound / JSON Object] Structure Name: Only the structures that can spawn in this dimension are stored, for example, EndCity is stored only in the end chunks.
- [NBT Compound / JSON Object] References: Coordinates of chunks that contain Starts.
Block format
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 upward, decreases downward
- Z increases South, decreases North
This means indices are ordered like in a book, with its top to the North, read from beneath and with words written backward: each letter is a different X-index, each line a Z-index, and each page a Y-index. In case of a flat 2D array, the Y-index is omitted, and the array reads like a single page.
Each section is a 16×16×16-block area, with up to 16 sections in a chunk : from 0 at the bottom, to 15 on top. Empty sections are not saved. Each section has a "Y" byte for its Y-index (0 to 15), a "Palette" list linking IDs to block states, and a "BlockStates" long array storing the IDs per block location, compressed by fitting multiple IDs inside each entry (see NBT_structure above for details on the compression). There might be an additional section at the top and or bottom of the world used to store light, so that light travels properly over and under the world limits.
The pseudo-code below shows how to access individual block information from a single section.
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;
compound Block = Palette[change_array_element_size(BlockStates,Log2(length(Palette)))[BlockPos]];
string BlockName = Block.Name;
compound BlockState = Block.Properties;
byte Blocklight = Nibble4(BlockLight, BlockPos);
byte Skylight = Nibble4(SkyLight, BlockPos);
Tile tick format
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.
- [NBT Compound / JSON Object] A Tile Tick
- [String] i: The ID of the block; used to activate the correct block update procedure.
- [Int] p: If multiple tile ticks are scheduled for the same tick, tile ticks with lower p are processed first. If they also have the same p, the order is unknown.
- [Int] t: The number of ticks until processing should occur. May be negative when processing is overdue.
- [Int] x: X position
- [Int] y: Y position
- [Int] z: Z position
ToBeTicked format
This [NBT List / JSON Array] List is always present, and contains 16 [NBT List / JSON Array] Sublists, each representing one of the "sections" of the chunk. Those inside lists may contain [Short] Shorts, each representing a packed coordinate relative to the section : The 4 most significant bits are always 0, then each group of 4 bits (or nibble) represents a section-relative coordinate, from 0 to 15. The order of sections in the list appear to be ordered from bottom to top, and the packing order of the coordinates is 0ZYX, where 0 refers to the chunk section. When converting proto-chunks to full chunks, only coordinates that are stored in PostProcessing appear to receive a tick update, tick updates stored in block_ticks, and fluid_ticks are ignored.
History
Reason: This history section is missing a significant number of changes, including most of the 1.13 changes, mainly the region file format.
| Java Edition Beta | |||||||
|---|---|---|---|---|---|---|---|
| 1.2 | Originally, chunks were stored as individual chunk files ".dat" where the file names contained the chunk's position encoded in Base36. | ||||||
| The format used was Java Edition Alpha level format. | |||||||
| 1.3 | The Region format is introduced. | ||||||
| Chunks are now stored in groups of 32×32 chunks in individual ".mcr" files with the coordinates in decimal. | |||||||
| The goal was to reduce disk usage by cutting down on the number of file handles Minecraft had open at once.. | |||||||
| Java Edition | |||||||
| 1.2.1 | 12w07a | The Anvil file format is introduced. | |||||
| Chunks are now divided into 16 individual 16×16×16 block sections. | |||||||
| Blocks, Data, BlockLight, and SkyLight arrays are now housed in individual chunk Sections. | |||||||
| The NBT Format now includes an integer array tag similar to the existing byte array tag. | |||||||
| 1.3.1 | 12w21a | MaxExperience, RemainingExperience, ExperienceRegenTick, ExperienceRegenRate and ExperienceRegenAmount from MobSpawner have been removed. | |||||
| 1.4.2 | 12w34a | Added entity WitherBoss. | |||||
| 1.5 | 13w02a | Added entity MinecartTNT.
| |||||
Minecart is now deprecated. | |||||||
| 13w03a | Added entity MinecartHopper. | ||||||
| 13w06a | Added entity MinecartSpawner. | ||||||
| 1.6.1 | 13w16a | Added entity EntityHorse. | |||||
| 13w21a | ArmorType has been removed from EntityHorse.
| ||||||
Saddle has been removed from EntityHorse. | |||||||
| release | Saddle to EntityHorse has been re-added. | ||||||
| 1.7.2 | 13w39a | Added entity MinecartCommandBlock. | |||||
| 13w42a | Added CanBreakDoors to Zombie. | ||||||
| 1.8 | 14w02a | Added Lock to containers.
| |||||
| 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.
| ||||||
Added PickupDelay to item entities.
| |||||||
Setting Age to -32768 makes items, which never expire.
| |||||||
AttackTime has been removed from mobs. | |||||||
| 14w10a | Added rewardExp to Villager.
| ||||||
Added OwnerUUID for mobs that can breed.
| |||||||
Added Owner to Skull.
| |||||||
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. Direction and Dir are now deprecated. | |||||||
| 14w11a | Added entity Endermite.
| ||||||
Added EndermiteCount to Enderman. | |||||||
| 14w21a | CustomName and CustomNameVisible now work for all entities. | ||||||
| 14w25a | Added entity Guardian.
| ||||||
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 | EndermiteCount has been removed from Enderman. | ||||||
| 14w30a | Added Silent for all entities. | ||||||
| 14w32a | Added NoAI for all mobs.
| ||||||
Added entity ArmorStand. | |||||||
| 14w32c | Added NoBasePlate to ArmorStand. | ||||||
| 1.9 | 15w31a | Added tags HandItems, ArmorItems, HandDropChances, and ArmorDropChances to Living, which now replace the DropChances and Equipment tags.
| |||||
Added HandItems and ArmorItems to ArmorStand.
| |||||||
Added Glowing to Entity.
| |||||||
Added Team to LivingBase.
| |||||||
Added DragonPhase to EnderDragon
| |||||||
Added entity Shulker, child of Entity.
| |||||||
Added entity ShulkerBullet, child of Entity.
| |||||||
Added entity DragonFireball, which extends FireballBase and has no unique tags.
| |||||||
Added entities TippedArrow and SpectralArrow, children of Arrow.
| |||||||
Added block EndGateway, child of TileEntity.
| |||||||
Added block Structure, child of TileEntity.
| |||||||
Added item tag Potion, child of tag. | |||||||
| 15w32a | Tags and DataVersion tag can now be applied on entities.
| ||||||
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 now 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.
| ||||||
Added ExactTeleport and renamed Life to Age for EndGateway.
| |||||||
Added Linger to ThrownPotion.
| |||||||
DataVersion from Entity has been removed. It is now applied to Player only, child of LivingBase.
| |||||||
UUID from Entity has been removed.
| |||||||
HealF under LivingBase has now become deprecated.
| |||||||
Health under LivingBase has now changed from type "Short" to "Float".
| |||||||
Equipment has been removed from ArmorStand and Living entity, its usage is now 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.
| ||||||
Added life and power to FireballBase.
| |||||||
Added id inside SpawnData to MobSpawner.
| |||||||
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 | Riding has been replaced with Passengers for all entities.
| ||||||
Added RootVehicle for all passengers.
| |||||||
Added Type to Boat. | |||||||
| 15w42a | Added Fuel to Cauldron (brewing stands). | ||||||
| 15w43a | Added LootTable and LootTableSeed to Chest, Minecart and MinecartHopper.
| ||||||
Added DeathLootTable and DeathLootTableSeed to all mobs.
| |||||||
Added life and power to all fireballs (FireballBase). | |||||||
| 15w44a | Added ShowBottom to EnderCrystal. | ||||||
| 15w44b | Added Potion and CustomPotionEffects to Arrow.
| ||||||
Added Potion to AreaEffectCloud. | |||||||
| 15w45a | Linger has been removed from ThrownPotion. Instead, the potion lingers if the stored item has an ID of minecraft:lingering_potion.
| ||||||
ThrownPotion now renders 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 | PaymentItem has been removed from Beacon.
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| 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 been 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. | |||||||
| pre1 | Added ParticleParam1 and ParticleParam2 to AreaEffectCloud. | ||||||
| 1.11 | 16w32a | Horses have been 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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Skeletons have been split into entity IDs skeleton, stray and wither_skeleton. SkeletonType tag is removed from all skeleton types.
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Zombies have been 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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Guardians have been split into entity IDs guardian and elder_guardian. Elder tag has been removed from guardian.
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Unused savegame IDs Mob and Monster have been removed.
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Pumpkin byte tag has been 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 | xTile, yTile, zTile, inTile, inGround have been removed from the fishing bobber entity. | ||||||
| pre1 | ench has been changed 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 | NBT parsing in commands has been improved. | ||||||
| 17w17a | Added toBeDisplayed to recipeBook, UpdateLastExecution and LastExecution. | ||||||
| 17w17b | Added LoveCauseLeast and LoveCauseMost to breedable entities. | ||||||
| 1.13 | 17w47a | The damage tag from items removed, tools and armor now use Damage and maps use map, both in tag.
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Endermen's carried and carriedData merged into carriedBlockState.
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Arrows' inTile and inData merged into inBlockState.
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Minecarts' DisplayTile and DisplayData merged into DisplayState.
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Falling blocks' Block and Data merged into BlockState.
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Moving pistons' BlockId and BlockData merged into blockState.
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| Removed note block and flower pot block entities. | |||||||
Trapped chests now have their own block entity trapped_chest.
| |||||||
Removed Base from banners.
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Removed Rot from heads. | |||||||
| 17w47a | Removed Record from jukeboxes. | ||||||
| 17w47b | Trapped chests no longer have their own block entity, and again use chest. | ||||||
| 18w01a | Thrower and Owner has been changed from strings to compounds with two longs named L and M. | ||||||
| 18w02a | Bobbers created by fishing rods now have the entity ID fishing_bobber.
| ||||||
| Painting motives are now lowercased and namespaced. | |||||||
| 18w07a | Added turtle, trident, and phantom entities.
| ||||||
Added HomePosX, HomePosY, HomePosZ, TravelPosX, TravelPosY, TravelPosZ, and HasEgg to turtle.
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Added AX, AY, AZ, and Size to phantom. | |||||||
| 18w15a | Added dolphin entity. | ||||||
| 18w19a | Renamed puffer_fish to pufferfish. | ||||||
| 18w20a | Renamed cod_mob to cod.
| ||||||
Renamed salmon_mob to salmon. | |||||||
| 18w21a | Added TreasurePosX, TreasurePosY, TreasurePosZ, GotFish, and CanFindTreasure to dolphin.
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ench has been renamed to Enchantments.
| |||||||
Enchantments no longer accepts numeric IDs, and instead requires name IDs. | |||||||
| pre5 | Renamed xp_orb to experience_orb.
| ||||||
Renamed xp_bottle to experience_bottle.
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Renamed eye_of_ender_signal to eye_of_ender.
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Renamed ender_crystal to end_crystal.
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Renamed fireworks_rocket to firework_rocket.
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Renamed commandblock_minecart to command_block_minecart.
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Renamed villager_golem to iron_golem.
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Renamed evocation_fangs to evoker_fangs.
| |||||||
Renamed evocation_illager to evoker.
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Renamed vindication_illager to vindicator.
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Renamed illusion_illager to illusioner. | |||||||
| 1.14 | 18w43a | Added illager_beast, panda, and pillager entities. | |||||
| 18w45a | The LIGHT_BLOCKING heightmap has been removed. | ||||||
| 1.15 | 19w36a | The [Int Array] Biomes array in the [NBT Compound / JSON Object] Level tag for each chunk now contains 1024 integers instead of 256, allowing biomes to differ based on altitude. | |||||
| 1.17 | 20w45a | Entities have been extracted from main (terrain) chunks and are now stored in separate entities directory (similar to POI storage). Those new files are still region files with NBT. | |||||
| 20w51a | Added axolotl. | ||||||
| 21w03a | Added glow_squid. | ||||||
| 21w13a | Added goat. | ||||||
| 1.18 | 21w39a | Paths for the block and biome data have changed:
| |||||
Chunk’s Level.CarvingMasks[] is now long[] instead of byte[]. | |||||||
| 21w43a | Removed chunk’s Level and moved everything it contained up.
| ||||||
Added yPos the minimum section y position in the chunk.
| |||||||
Added below_zero_retrogen containing data to support below zero generation.
| |||||||
Added blending_data containing data to support blending new world generation with existing chunks. | |||||||
| 1.20.2 | 23w32a | Game no longer uses numeric values when storing mob effects to world. For example, 4 becomes minecraft:mining_fatigue. | |||||
Changed following fields in mob effect instances:
| |||||||
In NBT format for block entity type beacon:
| |||||||
| 1.21 | 24w21a | Renamed Attributes field in mob data to attributes
| |||||
Changed following fields in mob attributes:
| |||||||
Changed following fields in mob attribute modifiers:
| |||||||
| 1.21.2 | 24w39a | Renamed Lock field in containers to lock and now it has become a compound that represents an item predicate. | |||||
| 1.21.5 | 25w07a | The CustomName field will no longer be preserved when removed. | |||||
The LootTable field will no longer be preserved when removed. | |||||||
end_gateway: The exit_portal field will no longer be preserved when removed. | |||||||
furnace, smoker, blast_furnace: The RecipesUsed field will no longer be preserved when removed. | |||||||
skull: The note_block_sound field will no longer be preserved when removed. | |||||||
| 25w09a | campfire: The CookingTimes and CookingTotalTimes fields will no longer be preserved when removed. | ||||||
chiseled_bookshelf: The last_interacted_slot field now defaults to -1 if not specified. | |||||||
hopper: The TransferCooldown field now default to -1 if not specified. | |||||||
jigsaw: The name, target, and pool fields now default to minecraft:empty if not specified, the final_state field now defaults to minecraft:air if not specified. | |||||||
sculk_shrieker: The warning_level field now defaults to 0 if not specified. | |||||||
structure_block: The ignoreEntities and showboundingbox fields now default to true if not specified, the posY field now defaults to 1 if not specified. | |||||||
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