Mobs
Mob Spawning
Hostile Mobs
Hostile Mobs
Creeper farming
Hostile Mobs
Wither (Boss)
(WORK IN PROGRESS)
The Wither Boss or more commonly known as the wither, is a player constructed flying mob with immense destructive capabilities. It can be constructed with 4 soul sand in a T shape and 3 wither skulls overlaying the top. (Note: This can be reconfigured in many ways as long as it remains a T and the skulls line what would be the top relative for that position.)
The wither has different HP for different difficulties:
Easy: 300
Normal: 450
Hard: 600
The wither has two distinct stages:
- Stage 1: The wither flies when it sees a target or is trying to pathfind somewhere and will shoot out 1 dangerous wither skull passively every ~15 seconds. If it finds a target it will lock onto that target and rarely redirect unless the target is unable to be reached or shot at. It will begin its firing cycle when it locked onto a given target. When the wither is hurt in this phase it will break a 4x6x4 shape out of the blocks around itself dropping their items 20 ticks after the attack and fire out a single dangerous wither skull. The wither will be in the northwest corner of the center 4 blocks when this happens.

- Stage 2: This stage is indicated by the glowing "Shield" around itself and the summoning of 3 wither skeletons on its position this stage happens when the wither reaches half health. The wither will then begin its charge attack where it will charge at a given target breaking a 6x8x6 cuboid around itself every tick until the charge as stopped which lasts around 1 second (20 ticks) the wither will again be in the northwest corner of the center 4 blocks. The wither will also no longer use its break attack when hurt only during the charge. Another thing to note is the wither cannot be harmed with projectiles in this phase.

The wither shoots out two types of flying projectiles:
This skull can penetrate through limited blocks. It has a low blast power akin to the ghast fireball explosion. It is fired out of the host wither quite fast and cannot be redirected with a hit.
This skull can penetrate through almost any block minus a few exceptions: bedrock, reinforced deepslate, command blocks, barriers, water logged blocks, moving blocks, end frame, light blocks, end portal tile, structure blocks, and end gateways. It can be redirected with a hit and is fired out of the wither at a slower pace than its counterpart.

The projectiles can be fired out either passively, when the wither is harmed, or in its firing cycle. The firing cycle consists of firing 3 wither skulls and 1 wither skull dangerous at the end. The time in between these skulls is dependent on how much damage the wither has sustained and if done right through healing the wither and then attacking again its firing rate can get up to 1 skull per tick. Each firing cycle has a 7 second intermediate period where the wither does not start firing until the cycle starts again.
Passive Mobs
Passive Mobs
Squid farming
Mob Pathfinding
A section describing how Mobs find goals and targets to attempt to move towards.
Entity NBT
About how entity NBTs and the different types there are.
Entity NBT
NBT
What is NBT
NBT or Named Binary Tag, is a tree-like structure that Minecraft uses to store entity data. This data can include attributes, definitions, and identifier information. This information can control things what the entity looks like, how it interacts with the world, and its behavior. Knowing how NBT works can give you insight on certain things you may encounter or want to achieve. NBT however is not the entity itself but instead a snapshot of its runtime components that we can load to make a copy of the entity. In bedrock all NBT is encoded in little-endian which is important if you want to extract it into a stringified format like the one below.
Entity NBT
Entity NBT Format
Legend
root label

|
Where the NBT tree starts |
identifier

|
Defines entity type ID.
Example: "minecraft:pig". |
definitions

|
Adds or removes components from the from the baseline entity components. These are entity mostly specific. + adds a component not on the base entity and - removes a component on the base entity.
Example: "+minecraft:can_ride_default"
|
UniqueID

|
Unique numerical ID of the entity used to identify it from others of it type.
Example: "-4294967289".
|
Pos

|
Shows numerical values as to the position of the entity in 3D space.
|
X

|
Shows the X position of the entity.
|
Y

|
Shows the Y position of the entity.
|
Z

|
Shows the Z position of the entity.
|
Rotation

|
Defines the orientation angle of the entity.
|
Yaw

|
The orientation of the entity rotating clockwise around the X axis. (No more than 360°)
|
Pitch

|
The orientation of the entity rotating up and down along the Y axis. (No more than ±90°)
|
Motion

|
Defines the momentum assigned to a given entity.
|
dX

|
Defines momentum along the X axis.
|
dY

|
Defines momentum along the Y axis.
|
dZ

|
Defines momentum along the Z axis.
|
CustomNameVisible

|
Shows a custom name given to an entity regardless if you are looking directly at them or not. |
LastDimensionId

|
Last dimension visited by the entity. (Seemingly deprecated) |
FallDistance

|
Distance the entity has fallen. |
Fire

|
Number of ticks till the fire on the entity is extinguished. |
OnGround

|
Defines if an entity is in the state of being on the ground. (Not falling) |
Invulnerable

|
Makes the target entity unable to be harmed by any natural source. Entities with this tag cannot be moved by fishing rods. Creative players can deal damage regardless of the tag being applied to the target entity. |
PortalCooldown

|
Number of ticks before a given entity can use a nether portal again. |
IsGlobal
IsAutonomous

|
Exact use is unknown. |
LinksTag
 |
Defines a connection between a ride and a rider. |
entityID

|
Unique numerical ID of the rider entity the ride entity has linked to.
Example: "-3410204032983".
|
linkID

|
Numerical value used to determine which rider is which on the ride entity. (Starts at 0 and increments by 1 for each passenger) |
LootDropped
 |
Defines if an entity can or cannot drop loot. This is applied after the entity has received the Dead tag to ensure it doesn't drop loot more than once. |
Color
 |
Defines an entities color type. For example the difference between a black cat and a siamese cat is this value. |
Color2
 |
Defines an entities secondary color. Only tropical fish use this. |
Strength
 |
Defines how much a llama can carry. ( 3 * number = Items carriable ) |
StrengthMax
 |
Does the same thing as "Strength" seemingly. |
Sheared
 |
Defines whether a sheep is sheared. |
IsIllagerCaptain
 |
Defines whether an entity is an Illager Captain. |
OwnerNew
 |
Shows new owner ID. This is often for projectiles.
Example: "-4294967295"
|
OwnerID
 |
Shows current owner ID. This is often for projectiles.
Example: "-4294967295"
|
Sitting
 |
Defines whether an entity is sitting.
|
IsBaby
 |
Defines whether an entity is in its baby variant.
|
IsTamed
 |
Defines whether an entity is tame.
|
IsTrusting
 |
Defines whether an entity is trusting of the player.
|
IsOrphaned
 |
Defines whether an entity is spawned without parents.
|
IsAngry
 |
Defines whether an entity is hostile when it is normally neutral.
|
IsOutOfControl
 |
Is set to true when a player is controlling it and it is a ship.
|
Variant
 |
Defines entity variant type.
|
MarkVariant
 |
Defines the mark variant of an entity.
|
Saddled
 |
Is set to true when a player has mounted it and it is a living entity.
|
IsChested
 |
Defines if a working animal such as a horse carries a chest on its back.
|
ShowBottom
 |
Defines whether an end crystal shows the bedrock slab below it. (Used in the end dimension's crystals)
|
IsGliding
 |
Defines whether an entity is in the gliding state with an elytra.
|
IsSwiming
 |
Defines whether an entity is in the swimming state.
|
IsEating
 |
Defines whether an entity is eating something.
|
IsScared
 |
Defines whether an entity is in the scared state.
|
IsStunned
 |
Defines whether ravager is stunned.
|
IsRoaring
 |
Defines whether ravager is roaring.
|
SkinID
 |
Defines a villager/zombie villagers skin texture.
|
Persistent
 |
Defines if an entity can or cannot despawn when out of the player's mob spawning radius.
|
Tags
 |
Holds player applied tags that an entity has. (these are applied via /tag)
|
tag (not a real namespace)
 |
Tag identifier
Example: "CanopyAdmin"
|
CustomDisplayTile
 |
Set to true when a minecart is displaying a custom block.
|
DisplayBlock
 |
Set to true when a minecart is displaying a custom block.
|
block (not a real namespace)
 |
Block ID of a block to be displayed within the minecart.
Example: "minecraft:dirt"
|
DisplayOffset
 |
Number of pixels the display block of a minecart is offset along the Y axis.
|
Willing
 |
Defines if a villager is willing to breed or not. This value is set to false for a period of time after breeding.
|
SpawnedByNight
 |
Defines if a mob was spawned naturally by the night cycle or not.
|
ItemInHand
 |
Defines what item an entity holding.
|
Count
 |
Count of items in the hand.
|
Name
 |
Defines the item type in the hand.
Example: "minecraft:crossbow"
|
WasPickedUp
 |
Defines if the entity got the item by picking it up.
|
Damage
 |
This may say damage but it does not store the damage for the item.
|
CanPlaceOn
 |
Defines what the item be placed on when the user is in Adventure mode.
|
block (not real namespace)
 |
Block ID it can be placed on.
Example: "minecraft:stone"
|
CanDestroy
 |
Defines what the item can break when the user is in Adventure mode.
|
block (Not real namespace)
 |
Block ID it can destroy.
Example: "minecraft:stone"
|
tag
 |
Defines additional properties.
|
Mainhand
 |
Defines what item is in the entities mainhand.
|
item (not a real namespace)
 |
Item object.
|
Count
 |
Count of items.
|
Name
 |
Defines the item type.
Example: "minecraft:crossbow"
|
WasPickedUp
 |
Defines if the entity got the item by picking it up.
|
Damage
 |
This may say damage but it does not store the damage for the item.
|
CanPlaceOn
 |
Defines what the item be placed on when the user is in Adventure mode.
|
block (not real namespace)
 |
Block ID it can be placed on.
Example: "minecraft:stone"
|
CanDestroy
 |
Defines what the item can break when the user is in Adventure mode.
|
block (Not real namespace)
 |
Block ID it can destroy.
Example: "minecraft:stone"
|
tag
 |
Defines additional properties.
|
Offhand
 |
Defines what item is in the entities offhand.
|
item (not a real namespace)
 |
Item object.
|
Count
 |
Count of items.
|
Name
 |
Defines the item type.
Example: "minecraft:crossbow"
|
WasPickedUp
 |
Defines if the entity got the item by picking it up.
|
Damage
 |
This may say damage but it does not store the damage for the item.
|
CanPlaceOn
 |
Defines what the item be placed on when the user is in Adventure mode.
|
block (not real namespace)
 |
Block ID it can be placed on.
Example: "minecraft:stone"
|
CanDestroy
 |
Defines what the item can break when the user is in Adventure mode.
|
block (Not real namespace)
 |
Block ID it can destroy.
Example: "minecraft:stone"
|
tag
 |
Defines additional properties.
|
limitedLife
 |
Sets a number of ticks before an entity is deleted.
|
TradeTier
 |
Defines a villagers trading level.
|
TradeExperience
 |
Defines a villagers experience progress to next level.
|
canPickupItems
 |
Defines if an entity can pick up items.
|
hasSetCanPickupItems
 |
Set to true if the canPickupItems component has been set by the game.
|
HurtTime
 |
Duration an entity has the invulnerable tag set to true after taking damage. This also controls the duration in which the entity is red after taking damage.
|
DeathTime
 |
Duration an entity executes its death animation to the player before deletion.
|
Dead
 |
Defines if the entity has died.
|
AttackTime
 |
Ticks before attack cooldown is complete.
|
Surface
 |
True if the entity has spawned naturally on the surface. (IE, surface cap)
|
portal_transition
 |
Internally used entity NBT for transitioning entities between dimensions. This is used because when an entity enters the portal it's reference is destroyed, so it needs some way to know the conditions in which it entered the portal.
|
axis
 |
Saves the the axis in which the portal the entity entered is facing. (1 = z, 2 = x)
|
dimension
 |
Defines which dimension the entity is coming from (0 = overworld, 1 = nether, 2 = end)
|
X

|
Shows the X position the entity entered a portal at.
|
Y

|
Shows the Y position the entity entered a portal at.
|
Z

|
Shows the Z position the entity entered a portal at.
|
NaturalSpawn
 |
True if the entity has spawned naturally via cave or surface cap.
|
TargetID
 |
Unique numerical ID of an entity that this entity is targeting for some purpose.
|
ActiveEffects

|
Lists the entities potion effects it has on it.
|
Effect (Not A Real Namespace)

|
Effect json object
|
Ambient

|
True if the effect was applied by a beacon. This is to make the particles less invasive on the screen.
|
Amplifier
 |
The potion effect level. 0 is level 1.
|
DisplayOnScreenTextureAnimation

|
Displays a screen animation when an effect is applied. This is used in bad omen, totems, and the hero of the village to display the floating icon once you get the effect. |
Duration

|
Number of ticks before the effect wears off. |
DurationEasy

|
Number of ticks before the effect wears off for Easy mode. |
DurationNormal

|
Number of ticks before the effect wears off for Normal mode. |
DurationNormal

|
Number of ticks before the effect wears off for Hard mode. |
Id
 |
Numerical potion Id.
example: 28
|
ShowParticles
 |
Defines if particles are shown or not.
|
FactorCalculationData

|
Unknown usage
|
change_timestamp

|
Unknown
|
factor_current
 |
Unknown
|
factor_previous
 |
Unknown |
factor_start

|
Unknown |
factor_target

|
Unknown |
had_applied

|
Unknown |
had_last_tick

|
Unknown |
padding_duration
 |
Unknown
|
IsInRaid
 |
Boolean only present in villagers that defines if the villager is currently in a raid.
|
ReactToBell
 |
Defines if a villager will react to a bell ringing and go to its home or not.
|
TargetCaptainID

|
Unique numerical ID of the Illager captain of a patrol. Used by pillagers in patrols.
Example: "-4294967289".
|
isCreative

|
Defines if a given projectile was fired from a player in creative mode. (Only projectiles have this)
|
enchantPower

|
Defines the power level given to an arrow by the power enchantment on the shooters bow.
|
enchantPunch

|
Defines the punch level given to an arrow by the power enchantment on the shooters bow.
|
enchantFlame

|
Defines the flame level given to an arrow by the power enchantment on the shooters bow.
|
enchantInfinity

|
Defines the infinity level given to an arrow by the power enchantment on the shooters bow.
|
MobEffects

|
List of effects that a given entity can pass onto others. This does not apply to itself. (Used in area effect clouds and tipped arrows)
|
Effect (Not A Real Namespace)

|
Effect json object
|
Ambient

|
True if the effect was applied by a beacon. This is to make the particles less invasive on the screen.
|
Amplifier
 |
The potion effect level. 0 is level 1.
|
DisplayOnScreenTextureAnimation

|
Displays a screen animation when an effect is applied. This is used in bad omen, totems, and the hero of the village to display the floating icon once you get the effect. |
Duration

|
Number of ticks before the effect wears off. |
DurationEasy

|
Number of ticks before the effect wears off for Easy mode. |
DurationNormal

|
Number of ticks before the effect wears off for Normal mode. |
DurationNormal

|
Number of ticks before the effect wears off for Hard mode. |
Id
 |
Numerical potion Id.
example: 28
|
ShowParticles
 |
Defines if particles are shown or not.
|
FactorCalculationData

|
Unknown usage
|
change_timestamp

|
Unknown
|
factor_current
 |
Unknown
|
factor_previous
 |
Unknown |
factor_start

|
Unknown |
factor_target

|
Unknown |
had_applied

|
Unknown |
had_last_tick

|
Unknown |
padding_duration
 |
Unknown
|
auxValue

|
Defines a numerical ID for what arrow type it is, whether it is tipped and with what potion.
example: 23 (Healing II)
|
SelectedInventorySlot
 |
Numerical ID of a slot selected in a players inventory. |
SelectedContainerId
 |
Numerical ID of a container selected by the player. |
Sleeping
 |
Defines if the player is sleeping or not. |
SleepTimer
 |
Defines for how long the player has been sleeping in a bed. |
SpawnBlockPositionX
 |
Defines the X location for the players respawn block like a bed or respawn anchor.
|
SpawnBlockPositionY
 |
Defines the Y location for the players respawn block like a bed or respawn anchor.
|
SpawnBlockPositionZ
 |
Defines the Z location for the players respawn block like a bed or respawn anchor.
|
SpawnDimension
 |
Defines what dimension the player's spawn point is located in.
|
SpawnX
 |
Defines the X location for the players respawn point.
|
SpawnY
 |
Defines the Y location for the players respawn point.
|
SpawnZ
 |
Defines the Z location for the players respawn point.
|
EnchantmentSeed
 |
RNG seed for enchantment tables to deterministically give you the same enchantments.
|
RideID
 |
Unique numerical ID of an entity that the player is riding.
|
LeftShoulderRiderID
 |
Unique numerical ID of an entity that the player has on its left shoulder.
|
RightShoulderRiderID
 |
Unique numerical ID of an entity that the player has on its right shoulder.
|
PlayerGameMode
 |
Numerical ID of the gamemode the player is in currently.
|
PlayerLevel
 |
How many experience levels the player has.
|
PlayerLevelProgress
 |
How much experience progress a player has to the next level.
|
Not all NBT tags are used in a standard entity, this just includes all known NBT labels and their known purpose.
Entity NBT
NBT definitions