Nbt tags
Содержание:
Output[]
Command | Edition | Situation | Success Count | ||
---|---|---|---|---|---|
any | Java Edition | On fail | |||
On success | 1 | 1 | 1 | ||
a numeric tag is got | 1 | 1 | the obtained value after rounding down | ||
a list or array tag is got | 1 | 1 | The number of elements in this list or array | ||
a string tag is got | 1 | 1 | The length of the string | ||
a compound tag is got | 1 | 1 | The number of tags that are direct children of that compound | ||
On success | 1 | 1 | the obtained value multiplied by , then rounded down | ||
On success | 1 | 1 | 1 | ||
On success | 1 | 1 | 1 | ||
On success | 1 | 1 | the number of lists or arrays to which new elements are added | ||
On success | 1 | 1 | the number of target tags that was successfully modified | ||
On success | 1 | 1 | the number of target compound tags that was successfully modified |
List of NBT Tags
Here is a list of the NBT tags that you can use for in Minecraft Java Edition (PC/Mac) 1.16:
NBT Tag | Value (Description) | Works With |
---|---|---|
IsBaby |
0 (The zombie will be a full grown adult zombie) Example |
/summon/data |
CanPickUpLoot |
0 (The zombie can not pick up loot off the ground) Example |
/summon/data |
CanBreakDoors |
0 (The zombie can not break down wooden doors or iron doors) Example |
/summon/data |
LeftHanded |
0 (The zombie is right-handed) Example |
/summon/data |
CustomName |
name (The name to assign to the zombie) Example |
/summon/data |
Health |
number (The number of health points the zombie has) Example |
/summon/data |
AbsorptionAmount |
number (The number of absorption health points the zombie has) Example |
/summon/data |
Invulnerable |
0 (The zombie will take damage like normal) Example |
/summon/data |
PersistenceRequired |
0 (The zombie will despawn naturally) Example |
/summon/data |
NoAI |
0 (The zombie will have artificial intelligence and will move/behave like normal) Example |
/summon/data |
Silent |
0 (The zombie will make its usual noises in the game) Example |
/summon/data |
Fire |
ticks (The number of game ticks until the zombie is no longer on fire — there are 20 ticks in a second) Example |
/summon/data |
PortalCooldown |
ticks (The number of game ticks until the zombie can go through a portal again — there are 20 ticks in a second) Example |
/summon/data |
Air |
ticks (The number of game ticks the zombie has air left for) Example |
/summon/data |
HandItems |
Items that the zombie is holding in its hands, listed in this order: right hand, left hand Syntax Example |
/summon/data |
HandDropChances |
The drop chances for each of the 2 items listed in HandItems. A value of 1.0f means 100% chance of the item being dropped when the zombie is killed, 0.5f means 50%, 0.2f means 20%, and so on. Example |
/summon/data |
ArmorItems |
Items of armor that the zombie is wearing, listed in this order: boots, leggings, chestplate, helmet Syntax Example |
/summon/data |
ArmorDropChances |
The drop chances for each of the 4 items listed in ArmorItems. A value of 1.0f means 100% chance of the item being dropped when the zombie is killed, 0.5f means 50%, 0.2f means 20%, and so on. Example |
/summon/data |
id |
zombie (The entity value used to represent a zombie in the EntityTag or Passengers tag) Example |
/summon/give |
Passengers |
The mob that is riding on the zombie. Use the entity value for the passenger mob Example of skeleton as passenger |
/summon/data |
NBT Tag Examples
To summon a zombie that is named Braineater:
/summon zombie ~ ~ ~ {CustomName:"\"Braineater\""}
To summon a baby zombie:
/summon zombie ~ ~ ~ {IsBaby:1}
To summon a zombie that is named «The Killer» who is wearing a set of full netherite armor:
/summon zombie ~ ~1 ~ {CustomName:"\"The Killer\"", ArmorItems:, ArmorDropChances:}
List of NBT Tags
Here is a list of the NBT tags that you can use for in Minecraft Java Edition (PC/Mac) 1.16:
NBT Tag | Value (Description) | Works With |
---|---|---|
Owner |
name (The player that owns the wolf. When you set this tag, the Owner tag will automatically be populated with the appropriate UUID value for the player.) Example |
/summon/data |
CollarColor |
0 (The collar is white) 8 (The collar is light gray) Example |
/summon/data |
Sitting |
0 (The wolf is standing) Example |
/summon/data |
InLove |
ticks (The number of game ticks that the wolf is in love mode and will try to breed with another wolf) Example |
/summon/data |
Age |
ticks (The age of the wolf in game ticks. Use 0 or higher for an adult. Use a negative number such as -25000 for a baby.) Example |
/summon/data |
ForcedAge |
ticks (When a baby wolf matures, the Age data tag will be set to ForcedAged. However, there have been bugs with this data tag so it may not work properly.) Example |
/summon/data |
Leash |
Indicates the coordinates of the fence that the wolf is leashed to. Example |
/summon/data |
CustomName |
name (The name to assign to the wolf) Example |
/summon/data |
Health |
number (The number of health points the wolf has) Example |
/summon/data |
AbsorptionAmount |
number (The number of absorption health points the wolf has) Example |
/summon/data |
Invulnerable |
0 (The wolf will take damage like normal) Example |
/summon/data |
PersistenceRequired |
0 (The wolf will despawn naturally) Example |
/summon/data |
NoAI |
0 (The wolf will have artificial intelligence and will move/behave like normal) Example |
/summon/data |
Silent |
0 (The wolf will make its usual noises in the game) Example |
/summon/data |
Fire |
ticks (The number of game ticks until the wolf is no longer on fire — there are 20 ticks in a second) Example |
/summon/data |
PortalCooldown |
ticks (The number of game ticks until the wolf can go through a portal again — there are 20 ticks in a second) Example |
/summon/data |
Air |
ticks (The number of game ticks the wolf has air left for) Example |
/summon/data |
id |
wolf (The entity value used to represent a wolf in the EntityTag or Passengers tag) Example |
/summon/give |
Passengers |
The mob that is riding on the wolf. Use the entity value for the passenger mob Example of skeleton as passenger |
/summon/data |
NBT Tag Examples
To summon a wolf that is tamed, owned by DigMinecraft and has a blue collar:
/summon wolf ~ ~ ~ {Owner:DigMinecraft, CollarColor:11}
To summon a baby wolf named Buddy:
/summon wolf ~ ~ ~ {CustomName:"\"Buddy\"", Age:-25000}
Uso
Minecraft às vezes usa o formato NBT de maneira inconsistente; em alguns casos, listas vazias pode ser representadas como uma lista de tags Byte ao invés de uma lista do tipo correto, ou como uma lista de tags End em versões mais recentes do Minecraft, o que pode quebrar algumas ferramentas para manipulação de NBT mais antigas. Além disso, quase todas as tags raízes têm uma string de nome vazia, e encapsula uma única tag Compound com os verdadeiros dados e um nome. Por exemplo:
-
AlgumNome:A única tag contida dentro da tag raiz — ela tem um nome e contém todos os dados reais.
A tag raíz para a maioria das estruturas NBT do Minecraft.
Adicionalmente, embora a especificação original por Notch permite espaços em nomes de tags, e até mesmo o exemplo dado nessa especificação usa espaços nos nomes das tags, Minecraft não tem arquivos conhecidos, onde uma tag sequer possui espaços em seu nome. Há também o uso inconsistente de letras maiúsculas e minúsculas, na maioria das vezes ou CamelCase ou PascalCase, mas em alguns casos, até tudo em minúsculo.
Usos
- level.dat é armazenado em formato NBT compactado.
- <player>.dat é armazenado em formato NBT compactado.
- idcounts.dat é armazenado em formato NBT compactado.
- villages.dat é armazenado em formato NBT compactado.
- map_<#>.dat é armazenado em formato NBT compactado.
- servers.dat, que é usado para salvar a lista de servidores multiplayers em formato NBT descompactado.
- Chunks são armazenadas em formato NBT comprimido dentro de arquivos Region.
- scoreboard.dat é armazenado em formato NBT compactado.
- Estruturas geradas são armazenadas em formato NBT compactado.
Tag Payloads
The payload is the data a Tag carries. It might be a number or, in the case of Compound Tags and List Tags, other Tags. In using commands, one simply needs to avoid mismatching expected data types, keep values within expected ranges, and close all brackets and braces that are opened.
For a deeper understanding of payloads, it might help to look at what an example Compound Tag would look like in data.
ON DISK: 00001010 00000000 00000011 01101000 01100001 01101101 00001000 00000000 00000111 01110000 01101001 01100111 01001110 01100001 01101101 01100101 00000000 00000110 01001000 01100001 01101101 01110000 01110101 01110011 00000011 00000000 00000101 01110110 01100001 01101100 01110101 01100101 00000000 00000000 00000000 01111000 00000000 DEC: 10 0 3 h a m 8 0 7 p i g N a m e 0 6 H a m p u s 3 0 5 v a l u e 0 0 0 120 0 __ ___ _____ _ ___ _____________ ___ ___________ _ ___ _________ _________ _ BYTES: 10 0 3 h a m 8 0 7 p i g N a m e 0 6 H a m p u s 3 0 5 v a l u e 0 0 0 120 0 |8: TAG_String | payload |3: TAG_Int | payload | TAG_End | 10:TAG_Compound| payload |
This is understood in the following way. Recall that all named tags have a (1 byte), a (Unnamed TAG_String), and a payload.
- The first byte of data read is the . Above is , so this represents a TAG_Compound. The next two bytes read are the length of its name. (Two bytes because it expects a short — see above.) The given length is . Those next 3 bytes read . So far it’s been revealed that the first Tag is a Compound Tag named «ham». Its payload is everything that follows, until TAG_End.
- The next byte is , so this is a TAG_String. The upcoming unnamed TAG_String tells us it has the 7-byte name of «pigName». Its payload follows.
- The next byte is , so next is a TAG_Int. It has the 5-byte name of «value». Its payload follows in the next 4 bytes: . The next completed Tag is
- The next byte is , so next is a TAG_End.
The completed Compound Tag is as follows:
TAG_Compound("ham"): TAG_String("pigname"): 6 Hampus, TAG_Int("value"): 120, TAG_End
Using a command to summon a pig with this example tag would look like this:
/summon minecraft:pig ~ ~ ~ {ham:{pigname:"Hampus",value:120}}
To Be Removed
The rest of this page is likely to be removed.
Blocks («» or «»)
Containers
Items: []The ID and other info of an item.
|_ id: {}The ID of the item.
|_ Slot: {}The slot number. Note that this starts at 0, not 1.
|_ tag: {}Other info of the item.
Items ()
All Items
Enchantments: Enchantments on the item.
|_ An enchantement. (List)
|_ id: The name of the enchantment. Cannot be a number.
|_ lvl: The level of the enchant. Range is -32768 to 32767.
display: Display properties.
|_ Name: The Custom Name of the item. Range of characters that can be used seems to be infinite.
|_ Name: ["{\"text\":\"enter custom name here\"}"]
|_ color: The Custom Color of Leather Armor.
|_ Lore: The description of an item. Separate lines of text with a comma after the bracket, prior to the last quotation mark
|_ Lore: ["{\"text\":\"a line of text\"}"]
Potions
CustomPotionEffects: Custom effects that a potion will have.
|_ A potion effect.
|_ Id: The ID of the effect.
|_ Duration: The duration of the potion effect.
|_ Amplifier: The potency (+1) of the effect. Kept at 0 to keep a level 1 effect.
|_ Ambient: (0/1) 0 is false, 1 is true. True if the effect is provided by a beacon and thus should be less intrusive on screen.
Written Book
author: The author of the book.
title: The title of the book.
pages: The pages in the book.
|_ A page. Separate pages with a comma.
Tools
Unbreakable: (0b/1b) 0b is false, 1b is true. If value is 1b, the tool will never lose durability.
CanDestroy: What blocks this tool can destroy when in adventure mode.
|_ A block ID.
CanPlaceOn: What blocks can be placed on in adventure mode.
|_ A block ID.
Title and Tellraw
: (PlayerName) {text:»PutTextHere»,color:»PutColorHere»},(Optional){text:»MoreTextHere»,color»PutColorHere»} (Add [] to enclose if doing multiple text tags)
Поведение
Гаст бесцельно летает по Нижнему миру с закрытыми глазами и ртом и периодически издаёт звуки, похожие на стон, или плач, открывает глаза и рот, заметив игрока. Он издаёт громкий визг при атаке игрока, и громко кричит, когда получает урон. Звуки, издаваемые гастом, имеют минимальную интенсивность независимо от расстояния, это означает, что гаст может быть ближе, чем кажется. Он имеет размер 4×4×4 блока, а также 9 щупалец размером чуть длиннее, но тоньше игрока. Щупальца не являются частью хитбокса гаста.
Гасты обладают диапазоном видения в 100 блоков, обладает взрывающей атакой и высокой мобильностью. В отличие от большинства других агрессивных мобов, у гаста нет режима преследования — он не пытается приблизиться к игроку на большом расстоянии. Гасты могут заставить других мобов атаковать его, однако сам он никогда не атакует их; он нацелен только на игрока.[только для Java Edition] Когда игрок подходит к гасту на расстояние 16 блоков, он начинает атаковать, периодически обстреливая свою цель, и пытается набрать высоту. Гаст улетает, если его атаковать в режиме Творчества.
Гасту нужно прямо видеть игрока для начала атаки. Любые твёрдые блоки, включая прозрачные блоки, могут помешать гасту увидеть его.
Если игрок может летать внутри атакующего гаста, он может умереть, так как тот начнёт стрелять огненными шарами в самого себя. Также гаст небрежно относится к собственной безопасности: он может ранить самого себя от собственных взрывов.
Tag Payloads[edit | edit source]
The payload is the data a Tag carries. It might be a number or, in the case of Compound Tags and List Tags, other Tags. In using commands, one simply needs to avoid mismatching expected data types, keep values within expected ranges, and close all brackets and braces that are opened.
For a deeper understanding of payloads, it might help to look at what an example Compound Tag would look like in data.
ON DISK: 00001010 00000000 00000011 01101000 01100001 01101101 00001000 00000000 00000111 01110000 01101001 01100111 01001110 01100001 01101101 01100101 00000000 00000110 01001000 01100001 01101101 01110000 01110101 01110011 00000011 00000000 00000101 01110110 01100001 01101100 01110101 01100101 00000000 00000000 00000000 01111000 00000000 DEC: 10 0 3 h a m 8 0 7 p i g N a m e 0 6 H a m p u s 3 0 5 v a l u e 0 0 0 120 0 __ ___ _____ _ ___ _____________ ___ ___________ _ ___ _________ _________ _ BYTES: 10 0 3 h a m 8 0 7 p i g N a m e 0 6 H a m p u s 3 0 5 v a l u e 0 0 0 120 0 |8: TAG_String | payload |3: TAG_Int | payload | TAG_End | 10:TAG_Compound| payload |
This is understood in the following way. Recall that all named tags have a (1 byte), a (Unnamed TAG_String), and a payload.
- The first byte of data read is the . Above is , so this represents a TAG_Compound. The next two bytes read are the length of its name. (Two bytes because it expects a short — see above.) The given length is . Those next 3 bytes read . So far it’s been revealed that the first Tag is a Compound Tag named «ham». Its payload is everything that follows, until TAG_End.
- The next byte is , so this is a TAG_String. The upcoming unnamed TAG_String tells us it has the 7-byte name of «pigName». Its payload follows.
- The next byte is , so next is a TAG_Int. It has the 5-byte name of «value». Its payload follows in the next 4 bytes: . The next completed Tag is
- The next byte is , so next is a TAG_End.
The completed Compound Tag is as follows:
TAG_Compound("ham"): TAG_String("pigname"): 6 Hampus, TAG_Int("value"): 120, TAG_End
Using a command to summon a pig with this example tag would look like this:
/summon minecraft:pig ~ ~ ~ {ham:{pigname:"Hampus",value:120}}
Определение тега
Тег — отдельный элемент дерева данных. Первый байт в теге — это тип тега (также называемый идентификатором или ID), затем 2 байта хранят длину названия, затем название в виде строки в формате UTF-8 (следует отметить, что TAG_End не имеет названия и не включает дополнительные 2 байта; предполагается, что название пустое). Названия тегов могут содержать пробелы, хотя сам Minecraft не имеет таких тегов. Наконец, следующие байты — содержимое тега, зависящее от типа тега. Таблица ниже описывает 12 известных тегов в версии NBT 19133:
ID | Иконка | Тип тега | Содержимое | Описание | Ёмкость |
---|---|---|---|---|---|
TAG_End | Нет. | Используется для обозначения конца составных тегов. У этого тега нет названия, поэтому он всегда представлен одним байтом, равным 0. Также этот тип используется в пустых тегах списков. | — | ||
1 | TAG_Byte | 1 байт / 8 битов, со знаком | Целочисленный тип со знаком. Иногда используется для логических переменных. | Весь промежуток от -(27) до (27 — 1)(от -128 до 127) | |
2 | TAG_Short | 2 байта / 16 битов, со знаком, обратный порядок байтов | Целочисленный тип со знаком. | Весь промежуток от -(215) до (215 — 1)(от -32 768 до 32 767) | |
3 | TAG_Int | 4 байта / 32 бита, со знаком, обратный порядок байтов | Целочисленный тип со знаком. | Весь промежуток от -(231) до (231 — 1)(от -2 147 483 648 до 2 147 483 647) | |
4 | TAG_Long | 8 байт / 64 бита, со знаком, обратный порядок байтов. | Целочисленный тип со знаком. | Весь промежуток от -(263) до (263 — 1)(от -9 223 372 036 854 775 808 до 9 223 372 036 854 775 807) | |
5 | TAG_Float | 4 байта / 32 бита, со знаком, обратный порядок байтов, IEEE 754-2008, binary32 | Тип чисел с плавающей точкой со знаком. | Точность меняется на протяжении числовой прямой;см. . | |
6 | TAG_Double | 8 байт / 64 бита, со знаком, обратный порядок байтов, IEEE 754-2008, binary64 | Тип чисел с плавающей точкой со знаком. | Точность меняется на протяжении числовой прямой;см. . | |
7 | TAG_Byte_Array | Один TAG_Int, обозначающий размер, затем размер тегов TAG_Byte. | Массив байтовых переменных. | Максимальное число элементов изменяется от (231 — 9) до (231 — 1) (от 2 147 483 639 до 2 147 483 647) и зависит от текущей JVM. | |
8 | TAG_String | Один TAG_Short, обозначающий длину, затем строка в формате UTF-8 с размером длина. | Строка в формате UTF-8. Она имеет размер, а не завершается нулём. | 32 767 точек кода UTF-8 (см. ; наиболее распространённые символы состоят из одной точки кода. | |
9 | TAG_List | Один TAG_Byte, обозначающий тип, затем TAG_Int, обозначающий размер, затем размер тегов типа тип. | Последовательный список тегов без ID и без названий. | В связи с ограничениями JVM и реализацией ArrayList, максимальный размер списка — (231 — 9) или 2 147 483 639. Также следует отметить, что максимальная глубина размещения списков и составных тегов равна 512. | |
10 | TAG_Compound | Полные теги, затем один тег TAG_End. | Список полных тегов, включающий их типы, названия и содержимые. Все теги должны иметь различные имена. | В отличие от списков, ограничения на количество тегов в составном теге нет (хотя имеется неявное ограничение в виде размера виртуальной памяти). Также следует отметить, что максимальная глубина размещения списков и составных тегов равна 512. | |
11 | TAG_Int_Array | Один TAG_Int, обозначающий размер, затем размер тегов TAG_Int. | Массив тегов TAG_Int. | Максимальное число элементов изменяется от (231 — 9) до (231 — 1) (от 2 147 483 639 до 2 147 483 647) и зависит от текущей JVM. | |
12 | TAG_Long_Array | Одно значение TAG_Int (без заголовка), обозначающий размер, затем набор тегов TAG_Long. | Массив тегов TAG_Long. | Максимальное число элементов изменяется от (231 — 9) до (231 — 1) (от 2 147 483 639 до 2 147 483 647) и зависит от текущей JVM. |
Списки и составные теги могут быть вложены. Следует отметить, что в списке списков подсписки могут иметь разные типы элементов.
Result[]
Command | Trigger | Java Edition |
---|---|---|
any | the arguments are not specified correctly | Unparseable |
is unloaded or out of the world | Failed | |
the block at is not a block entity | ||
(in mode) fails to resolve to an entity (named player must be online) | ||
more than one tag is got | ||
does not exist | ||
the obtained tag is not a numeric tag | ||
nothing is changed | ||
try to edit player’s data | ||
is the root compound tag | ||
is unloaded or out of the world | ||
the block at is not a block entity | ||
fails to resolve to an entity (named player must be online) | ||
does not exist | ||
the target tag isn’t a list or array | ||
source data isn’t of an item type appropriate for the list | ||
the index is invalid | ||
the target path does not specify a compound tag | ||
the source data is not a compound tag | ||
any | On success | Get, merge, modify, and remove NBT data. |
Other NBT Tags
Here are some of the other NBT tags (formerly called data tags) in Minecraft:
NBT Tags
NBT Tags for Player
NBT Tags for Armor Stand
NBT Tags for Bat
NBT Tags for Bee
NBT Tags for Blaze
NBT Tags for Boat
NBT Tags for Cat
NBT Tags for Cave Spider
NBT Tags for Chicken
NBT Tags for Cod
NBT Tags for Cow
NBT Tags for Creeper
NBT Tags for Dolphin
NBT Tags for Donkey
NBT Tags for Drowned
NBT Tags for Elder Guardian
NBT Tags for Ender Crystal
NBT Tags for Ender Dragon
NBT Tags for Enderman
NBT Tags for Endermite
NBT Tags for Evoker
NBT Tags for Fireball
NBT Tags for Firework Rocket
NBT Tags for Fox
NBT Tags for Ghast
NBT Tags for Giant
NBT Tags for Guardian
NBT Tags for Hoglin
NBT Tags for Horse
NBT Tags for Husk
NBT Tags for Illusioner
NBT Tags for Iron Golem
NBT Tags for Llama
NBT Tags for Magma Cube
NBT Tags for Mooshroom
NBT Tags for Mule
NBT Tags for Ocelot
NBT Tags for Panda
NBT Tags for Parrot
NBT Tags for Phantom
NBT Tags for Pig
NBT Tags for Piglin
NBT Tags for Pillager
NBT Tags for Polar Bear
NBT Tags for Pufferfish
NBT Tags for Rabbit
NBT Tags for Ravager
NBT Tags for Salmon
NBT Tags for Sheep
NBT Tags for Shulker
NBT Tags for Shulker Bullet
NBT Tags for Silverfish
NBT Tags for Skeleton
NBT Tags for Skeleton Horse
NBT Tags for Slime
NBT Tags for Snow Man
NBT Tags for Spider
NBT Tags for Squid
NBT Tags for Stray
NBT Tags for Strider
NBT Tags for Trader Llama
NBT Tags for Tropical Fish
NBT Tags for Turtle
NBT Tags for Vex
NBT Tags for Villager
NBT Tags for Vindicator
NBT Tags for Wandering Trader
NBT Tags for Witch
NBT Tags for Wither Boss
NBT Tags for Wither Skeleton
NBT Tags for Zoglin
NBT Tags for Zombie
NBT Tags for Zombie Horse
NBT Tags for Zombie Villager
NBT Tags for Zombified Piglin
Programas oficiais
Veja também: Tutorials/Running the Data Generator
A Mojang providenciou amostras de classes NBT Java para os desenvolvedores usarem e referenciarem como parte do código fonte do conversor de [./http://minecraft.gamepedia.com/MCRegion MCRegion] para [./http://minecraft.gamepedia.com/Anvil_file_format Anvil file format]. Desde a [./http://minecraft.gamepedia.com/Java_Edition_1.13 Versão 1.13 da Edição Java], Minecraft inclui um conversor embutido entre o formato SNBT e o formato NBT comprimido, que vem tanto com o [./http://minecraft.gamepedia.com/Client.jar cliente] quanto com o servidor oficial.
O gerador de dados do Minecraft é capaz de converter arquivos SNBT descomprimidos com a extensão.snbt em uma pasta de entrada para arquivos no formato NBT comprimido com GZip, com extensão .nbt em uma pasta de saída, e vice-versa.
O gerador de dados vanilla consegue converter o formato NBT comprimido com GZip para o formato SNBT. A extensão de um arquivo pode simplesmente ser trocada, como em level.dat para level.nbt, e o arquivo colocado na pasta de entrada, que o gerador irá decodificar os dados NBT comprimidos com GZip.
Unbreakable items
- Click on the compound to select it. (it turns blue)
- Click on the Byte Tag button on the top bar to add a new tag.
- Enter in the first field and in the second. Then press Enter to submit, and save.
- In game, your item will be unbreakable! Just note that it won’t display anything, but the tag still takes effect.
Here is an example of a finished product:
(I did forget to include a multi-line name but you can guess what that looks like)
What Else?
When it comes to modifying things you can easily just change the value! This can be done with most of the properties, try changing the count or damage value.
How to replicate items
- You can have a command block the chest, so that way you have infinite amounts. You can use a clever trick to be able to give them to players.
- If you are more experienced with NBT editors, you can have villagers trade them!
SNBT format[]
This feature is exclusive to Java Edition.
SNBT, also known as data tag, is often used in command in Java Edition. It can be described starting with attribute-value pairs enclosed in curly braces. One common usage of data tags in Java Edition is in commands, used to specify complex data for any entity.
A data tag consists of zero or more attribute-value pairs delimited by commas and enclosed in curly braces. Each attribute-value pair consists of an tag name and the tag’s value, separated by a colon. Some values, however, may be a compound tag and themselves contain attribute-value pairs, allowing a data tag to describe a hierarchical data structure.
- Example:
Tag’s name can be enclosed with double quotes if necessary.
It is different from the JSON format; hence, any JSON used in NBT, such as , must be enclosed within a string tag.
Format of each type
The defined data structures also expect the values to be of the correct type.
Type | Description | Format | Example |
---|---|---|---|
Byte | A signed 8-bit integer, ranging from -128 to 127 (inclusive). | or | , |
Short | A signed 16-bit integer, ranging from -32,768 to 32,767 (inclusive). | or | , |
Int | A signed 32-bit integer, ranging from -2,147,483,648 and 2,147,483,647 (inclusive). | ||
Long | A signed 64-bit integer, ranging from -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807 (inclusive). | or | |
Float | A 32-bit, single-precision floating-point number, ranging from -3.4E+38 to +3.4E+38.
See IEEE floating point for details. |
or | |
Double | A 64-bit, double-precision floating-point, ranging from -1.7E+308 to +1.7E+308.
See IEEE floating point for details. |
, or | |
String | A sequence of characters, enclosed in quotes. For strings without commas, brackets, braces or spaces, quote enclosure is optional. Quotes can be either single quote or double . Nested quotes can be included within a string by escaping the character with a escape. | , ( within needs to be escaped to ), or ( within needs to be escaped to ) | |
List | An ordered list of tags, enclosed in square brackets and delimited by commas. The tags must be of the same type, determined by the first tag in the list. | ||
Compound | An ordered list of attribute-value pairs, enclosed in curly braces and delimited by commas.
Each tag can be of any type. |
||
Byte Array | followed by an ordered list of 8-bit integers, delimited by commas. Tag is enclosed in square brackets. | ||
Int Array | followed by an ordered list of 32-bit integers, delimited by commas. Tag is enclosed in square brackets. | ||
Long Array | followed by an ordered list of 64-bit integers, delimited by commas. Tag is enclosed in square brackets. | ||
Boolean | A value, expressed as , . It is resolved by the game into a Byte tag as 0b (for false) and 1b (for true). | , or , |
To Be Removed[edit | edit source]
The rest of this page is likely to be removed.
Blocks («» or «»)edit | edit source
Containersedit | edit source
Items: []The ID and other info of an item.
|_ id: {}The ID of the item.
|_ Slot: {}The slot number. Note that this starts at 0, not 1.
|_ tag: {}Other info of the item.
Items ()edit | edit source
All Itemsedit | edit source
Enchantments: Enchantments on the item.
|_ An enchantement. (List)
|_ id: The name of the enchantment. Cannot be a number.
|_ lvl: The level of the enchant. Range is -32768 to 32767.
display: Display properties.
|_ Name: The Custom Name of the item. Range of characters that can be used seems to be infinite.
|_ Name: ["{\"text\":\"enter custom name here\"}"]
|_ color: The Custom Color of Leather Armor.
|_ Lore: The description of an item. Separate lines of text with a comma after the bracket, prior to the last quotation mark
|_ Lore: ["{\"text\":\"a line of text\"}"]
Potionsedit | edit source
CustomPotionEffects: Custom effects that a potion will have.
|_ A potion effect.
|_ Id: The ID of the effect.
|_ Duration: The duration of the potion effect.
|_ Amplifier: The potency (+1) of the effect. Kept at 0 to keep a level 1 effect.
|_ Ambient: (0/1) 0 is false, 1 is true. True if the effect is provided by a beacon and thus should be less intrusive on screen.
Written Bookedit | edit source
author: The author of the book.
title: The title of the book.
pages: The pages in the book.
|_ A page. Separate pages with a comma.
Toolsedit | edit source
Unbreakable: (0b/1b) 0b is false, 1b is true. If value is 1b, the tool will never lose durability.
CanDestroy: What blocks this tool can destroy when in adventure mode.
|_ A block ID.
CanPlaceOn: What blocks can be placed on in adventure mode.
|_ A block ID.
Title and Tellrawedit | edit source
: (PlayerName) {text:»PutTextHere»,color:»PutColorHere»},(Optional){text:»MoreTextHere»,color»PutColorHere»} (Add [] to enclose if doing multiple text tags)