Entity NBT Format
Legend
root label

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Where the NBT tree starts |
identifier

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

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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"
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UniqueID

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

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

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Shows the X position of the entity.
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Y

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Shows the Y position of the entity.
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Z

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Shows the Z position of the entity.
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Rotation

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Defines the orientation angle of the entity.
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Yaw

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

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

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Defines the momentum assigned to a given entity.
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dX

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Defines momentum along the X axis.
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dY

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Defines momentum along the Y axis.
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dZ

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Defines momentum along the Z axis.
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CustomNameVisible

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

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

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Distance the entity has fallen. |
Fire

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

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

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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

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

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

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

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

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

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

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

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

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Effect json object
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Ambient

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

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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

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Number of ticks before the effect wears off. |
DurationEasy

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

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

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

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Unknown usage
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change_timestamp

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Unknown
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factor_current
 |
Unknown
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factor_previous
 |
Unknown |
factor_start

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Unknown |
factor_target

|
Unknown |
had_applied

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Unknown |
had_last_tick

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

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

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

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

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

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

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

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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)
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Effect (Not A Real Namespace)

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Effect json object
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Ambient

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

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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

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Number of ticks before the effect wears off. |
DurationEasy

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

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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.
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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)
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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.
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SpawnBlockPositionZ
 |
Defines the Z location for the players respawn block like a bed or respawn anchor.
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SpawnDimension
 |
Defines what dimension the player's spawn point is located in.
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SpawnX
 |
Defines the X location for the players respawn point.
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SpawnY
 |
Defines the Y location for the players respawn point.
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SpawnZ
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Defines the Z location for the players respawn point.
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EnchantmentSeed
 |
RNG seed for enchantment tables to deterministically give you the same enchantments.
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RideID
 |
Unique numerical ID of an entity that the player is riding.
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LeftShoulderRiderID
 |
Unique numerical ID of an entity that the player has on its left shoulder.
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RightShoulderRiderID
 |
Unique numerical ID of an entity that the player has on its right shoulder.
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PlayerGameMode
 |
Numerical ID of the gamemode the player is in currently.
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PlayerLevel
 |
How many experience levels the player has.
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PlayerLevelProgress
 |
How much experience progress a player has to the next level.
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Not all NBT tags are used in a standard entity, this just includes all known NBT labels and their known purpose.
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