Chunk format/Entity

    • [Short] Air: How much air the entity has, in game ticks. Decreases when unable to breathe (except suffocating in a block). Increases when it can breathe. [Short] Air being <= -20 game ticks (while still unable to breathe) on a given game tick causes the entity to immediately lose 1 health to drowning damage. This resets [Short] Air to 0 game ticks. Most mobs can have a maximum of 300 game ticks (15 seconds) of [Short] Air, while dolphins can reach up to 4800 game ticks (240 seconds), and axolotls have 6000 game ticks (300 seconds).
    • [NBT Compound / JSON Object][NBT List / JSON Array][String] CustomName: The custom name text component of this entity. Appears in player death messages and villager trading interfaces, as well as above the entity when the player's cursor is over it. May be empty or not exist.
    • [Boolean] CustomNameVisible: 1 or 0 (true/false) - if true, and this entity has a custom name, the name always appears above the entity, regardless of where the cursor points. If the entity does not have a custom name, a default name is shown. May not exist.
    • [NBT Compound / JSON Object] data: Any custom data. Used to store data the custom_data entity component which can be checked by predicates.
    • [Double] fall_distance: Distance the entity has fallen. Larger values cause more damage when the entity lands.
    • [Short] Fire: Number of game ticks until the fire is put out. Negative values reflect how long the entity can stand in fire before burning. Default to -20 when not on fire.
    • [Boolean] Glowing: 1 or 0 (true/false) - if true, the entity has a glowing outline.
    • [Boolean] HasVisualFire: 1 or 0 (true/false) - if true, the entity visually appears on fire, even if it is not actually on fire.
    • [String] id: String representation of the entity's ID. Does not exist for the Player entity.
    • [Boolean] Invulnerable: 1 or 0 (true/false) - if true, the entity should not take damage. This applies to living and nonliving entities alike: mobs should 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. Invulnerable player entities are also ignored by any hostile mobs. Note that these entities can be damaged by players in Creative mode.
    • [NBT List / JSON Array] Motion: List of 3 [Double] doubles describing the current dX, dY, and dZ velocity of the entity in meters per game tick. Only allows between 10.0 and -10.0 (inclusive), else resets to 0.
    • [Boolean] NoGravity: 1 or 0 (true/false) - if true, the entity does not fall down naturally. Set to true by striders in lava.
    • [Boolean] OnGround: 1 or 0 (true/false) - if true, the entity is touching the ground.
    • [NBT List / JSON Array] Passengers: The data of the entities that are riding this entity.
      • [NBT Compound / JSON Object]: The same as this format (recursive). Note that each passenger entity, and the ridden entity (the vehicle) have equal control of the movement of the ridden entity. The topmost entity controls spawning conditions when the vehicle entity is created by a mob spawner.
        • Tags common to all entities see Template:Nbt inherit/entity/template
        • Tags unique to this passenger entity.
    • [Int] PortalCooldown: The number of game ticks before which the entity may be teleported back through a nether portal. Initially starts at 300 game ticks (15 seconds) after teleportation and counts down to 0.
    • [NBT List / JSON Array] Pos: List of 3 [Double] doubles describing the current X, Y, and Z position (coordinates) of the entity.
    • [NBT List / JSON Array] Rotation: List of 2 floats representing the rotation of the entity's facing direction, in degrees. Facing direction can also be described as a looking direction, for most entity's that have heads.
      • [Float] 0: The yaw of the entity's orientation. Yaw is the rotation around the Y axis (called yaw). Values vary from -180 degrees to +180 degrees, rather than from 0 to 360. As the entity turns to the right, this value goes up, and as the entity turns left, this value does down. See table of specific values here: /Rotation (yaw).
      • [Float] 1: The pitch of the entity's orientation. Pitch is the offset from the horizon. Pitch = 0 means the direction is horizontal. A positive pitch (pitch > 0) means the entity is facing downward to some degree, or that the facing direction is facing below the horizon (toward the ground). A negative pitch (pitch > 0) means the entity is facing above the horizon (toward higher ground of the sky). Pitch is always between -90 and +90 degrees, where pitch = -90 means facing directly down, and pitch = +90 means facing directly up.
    • [Boolean] Silent: 1 or 0 (true/false) - if true, this entity is silenced. May not exist.
    • [NBT List / JSON Array] Tags: List of scoreboard tags of this entity. It is not preserved if it is removed.
    • [Int] TicksFrozen: Optional. How many game ticks the entity has been freezing. Although this tag is defined for all entities, it is actually only used by mobs that are not in the freeze_immune_entity_types entity type tag. Increases while in powder snow, even partially, up to a maximum of 300 game ticks (15 seconds), and decreases at double speed while not in powder snow.
    • [Int Array] UUID: This entity's Universally Unique IDentifier. The 128-bit UUID is stored as four 32-bit integers ([Int] Ints), ordered from most to least significant.