How To Change Animals Age Tags In Minecraft
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Delight update this page to reverberate recent updates or newly available information.
NBT tags can exist specified for items and entities created with the /requite
and /summon
commands. Each tag has the format <tagname>:<value>; where <tagname> describes what information technology does and <value> is how much it applies. Multiple tags are separated by commas. (e.yard.: {Enchantments:[{}],display:{}}
). The contents of List tags are enclosed in square brackets []
, while the contents of Compound tags are enclosed in curly brackets {}
– note that the entire data tag is itself a Compound tag (All inside a set of {}
). Tag names are case-sensitive, and white space is ignored. additionally, some tags are either true or simulated (Example: {NoAI:1}
)
The histrion can chop-chop find data tags (NBT) without the use of external editors past using /information
to effigy out the data for each entity or block entity. Run into more about this in the article Commands/data.
Meet Entity format for the various NBT Tags that are saved for each entity. This page also contains basic information for each NBT Tag.
When None is used in a tag name that means that this tag tin can be put directly into the first of the dataTag.
Contents
- 1 Items
- ane.ane Blocks
- ii Entities
- ii.ane Villager
- 2.ii Detail Frame
- 2.3 Potion
- 2.iv Armor Stand
- 2.5 Turtle
- 3 Blocks
- three.1 Generic
- 3.two Beacon
- 3.3 Spawner
- three.4 Light Block
- 3.5 Lightning Rod
- 4 See also
- 5 References
Items [ ]
These can be used in /give
and /item
commands too every bit /clear
. For commands such as /summon
and /setblock
, identify them inside of a tag.
Example:
{id:"stone",Count:three ... tag:{Proper noun:"your name" ...}}
These tags can be used on whatever item.
NBT Tag | Description | Allowed amount of same NBT Tags | Required tagnames | Syntax |
---|---|---|---|---|
Item | Used for whatsoever instance of item(s), information technology includes the resource location of the detail(s), the number of items in the stack and the NBT data of the detail(s). Any item with a Count of less than i or more than than 127 becomes Air. | 1 | id, Count | {Item:{id:"",Count:#,tag:{Impairment:#,Item NBT data here}}} |
Enchantments | Used for the addition of enchantments to items, it includes the id of the enchantment and the level of the enchantment. Tin specify ane enchantment or multiple enchantments. Information technology is possible specify no enchantment, which still applies the enchantment glint over the particular. | Any | All | {Enchantments:[{id:"",lvl:#},{id:"",lvl:#}]} |
EntityTag | Used to add nbt arguments to spawn eggs or other items that summon entities such as armor stands or particular frames. | 1 | None | {EntityTag:{Entity NBT data here}} |
display | Used for the addition of custom names, colors (leather armor), and lore to items. Lore may take multiple lines. Color is a hexadecimal colour value, except in decimal. An RGB to hexadecimal converter can be found here and a hexadecimal to decimal converter tin be establish here. Names and lore must be passed every bit raw JSON text. | Whatsoever | At least one | {brandish:{Name:"{\"text\":\"Name here\",...}", color:#, Lore:["{\"text\":\"Text for lore line\"}",...]}} {display:{Proper noun:'{"text":"Name here","colour":"Colour Proper noun Here",...}',Lore:['{"text":"Text for lore line",...}','{"text":"Another text for the lore line",...}']}} |
AttributeModifiers | Tin be used to add attributes to mobs or items. For more information, see Attribute. | ? | All | {AttributeModifiers:[0:{AttributeName,Name,Amount,Operation}, 1:{AttributeName,Name,Corporeality,Operation,UUID}]} a copyable example: {AttributeModifiers:[{AttributeName:generic.max_health,Amount:8,Slot:mainhand,Operation:0,UUID:[I;13243,1439,1767,44564]}]} |
Unbreakable | Used to make items with durability that never degrades. | 1 | All | {Unbreakable:1b/0b} (1b = true, 0b = false) |
SkullOwner | Used for getting player heads. | 1 | All | {SkullOwner:"player name"} |
HideFlags | Used to hide flags (the info in the tool tip) such as enchantments, CanDestroy, CanPlaceOn, etc. To hide multiple tags, you need to add together the value of the tags you want to hibernate. For example, if you want to hibernate the "Enchantments" and the "Attributes modifiers" tags, the value you need to put is 3 (i+2). | Any | All | {HideFlags:VALUE} VALUE ranges from 1 to 127, representing 127 combinations. When calculation to create a unique VALUE:[one] Adding i hides "Enchantments" Adding 2 hides "AttributeModifiers" Adding 4 hides "Unbreakable" Calculation 8 hides "CanDestroy" Adding 16 hides "CanPlaceOn" Adding 32 hides other information, including potion effects, shield pattern info, "StoredEnchantments", written book "generation" and "writer", "Explosion", "Fireworks", and map tooltips Adding 64 hides "Dyed" on leather armors In binary course: [+64] [+32] [+sixteen] [+eight] [+4] [+2] [+1]. |
CanDestroy | This tag is used when making adventure maps to allow a specific tool/detail to intermission a block. Utilise the tag to any item/tool. If the value is not a valid cake or item it displays as "missingno ". | 1 | At to the lowest degree one | {CanDestroy:["minecraft:stone","#minecraft:logs"]} |
PickupDelay | The number of ticks earlier an item entity tin can be picked up. | 1 | All | {PickupDelay:#} |
Historic period | The duration before an item disappears. | Any number. Set to -32768 for items that don't disappear. If Age counts upwardly to 6000 (5 minutes if Historic period started at default value 0), the item disappears. Allowed 1 corporeality of aforementioned NBT Tags. | All | {Historic period:#} |
generation (Minecraft Coffee Edition 1.eight) | Defines whether a written volume is labeled as an "Original", a "Re-create of Original", a "Copy of a copy" or "Tattered". | "Original", "Copy of Original", "Copy of a re-create", "Tattered" Unknown corporeality of immune same NBT Tags. | At least one | {generation:""} |
Fireworks | Used when giving yourself firework rockets, this value defines what the rocket will do when launched: color, flight duration, shape, etc. | Whatsoever | At least one | {Fireworks:{Explosions:[{Colors:"",FadeColors:"",Flicker:"",Trail:"",Blazon:""}],Flight:""}} |
The post-obit table describes more details on Enchantments sub-tag.
Tagname | Clarification | Value Blazon | Immune Values | Example |
---|---|---|---|---|
id | Refers to the id of an enchantment. Run into Enchanting for details on which id correlates to which enchantment. | String | Enchantment ID | "minecraft:efficiency" |
lvl | Determines the level of an enchantment. A level between one and x displays properly on an particular as a roman numeral, however, any value higher up that displays every bit enchantment.level.lvl. | Numerical | -2147483648 to 2147483647 | 4 |
Example command: /give @p minecraft:carved_pumpkin{Enchantments:[{id:"minecraft:efficiency",lvl:v}]} ane
The post-obit table describes more details on display sub-tag.
Tagname | Clarification | Value Type | Allowed Values | Example |
---|---|---|---|---|
Name | The proper noun of an item displayed in game. For blocks such as Chests and Dispensers the proper noun replaces the default 'Chest' or 'Dispenser' in the upper left hand corner of the GUI. When used on command blocks the name is displayed when executing commands. This can be seen by using the /say command. | String | Text with JSON object with primal "text". It'due south value can be whatever grapheme that is available within the Minecraft language files (About characters on your keyboard) | { "text" : "Sample name" } |
Lore | The text under the name of the item. | List of strings | Text with JSON array containing JSON objects with key "text". Their values tin be any character that is available within the Minecraft language files (Most characters on your keyboard) | [ { "text" : "First line" }, { "text" : "Second line" } ] |
Instance control: /give @p minecraft:carved_pumpkin{brandish:{Name:"{\"text\":\"Name here\"}",Lore:["{\"text\":\"Text for lore line\"}"]}} 1
The following table describes more than details on the Fireworks sub-tag.
Tagname | Description | Value Type | Allowed Values | Example |
---|---|---|---|---|
Flying | Defines the flight duration of the firework, the flying duration is how long the firework will wait until it explodes. | Byte | -128 to 127 | 73 |
Explosions | Defines what the firework rocket will exercise when its flying duration runs out, this is what the firework star is used for. More than one issue tin can be added as more than than one firework star can be added to a rocket Colors is the initial color of the explosion written in decimal format. FadeColors is the colour that the explosion will fade to written in decimal format. Flicker is whether the whether the explosion flickers while it fades. This is the effect applied when you add glowstone to the firework star. Trail is whether the particles leave trails as they travel. This effect is applied when you add a diamond to the firework star. Blazon is the shape of the firework: 0 is modest brawl, 1 is large ball, 2 is star-shaped, three is creeper-shaped, 4 is burst | Assortment | Colors, FadeColors, Flicker, Trail, Type | Explosions:[{Colors:[I;11743532],FadeColors:[I;15790320],Flicker:1b,Trail:0b,Type:4b}] |
Blocks [ ]
These tags are put on blocks every bit items.
Tagname | Description | Value Type | Syntax |
---|---|---|---|
CanPlaceOn | This tag is used when making chance maps to make up one's mind which block(s) the player can identify a cake on. Besides used on hoes to make them till dirt and on spawn eggs to identify them. If the value is non a valid block or particular information technology displays every bit "missingno ". | An array of strings, each one saying the id of a block. Uses # for block tags (groups). | {CanPlaceOn:["minecraft:stone","#minecraft:logs"]} |
BlockEntityTag | This is used for tile entities, and stores their data for when they are placed down | Differs based on the block, come across Tutorials/Command NBT tags § Blocks 2 for details. Example: get a white shield by using a command: /give @p shield{BlockEntityTag:{Base of operations:0}} | {BlockEntityTag:{TagName:"tagdata"}} |
BlockStateTag | This tag is used for blocks, and stores the block state when they are placed down. | A compound where each key is a block country key, and the value is the cake country value to forcefulness identify for this block. Differs based on the cake, see Cake states for details. | {BlockStateTag:{facing:"west",one-half:"top",shape:"direct"}} |
Entities [ ]
These tags are used when using the /summon
command to spawn entities or when using the /data
to edit the data of entities.
NBT Tag | Description | Allowed tagnames | Required tagnames | Syntax |
---|---|---|---|---|
TileEntityData | Used to store all information kept within a block. Mainly used within blocks that can store items or contain various information values, due east.g., Command blocks, Chests, Jukeboxes, Dispenser, Beacon, etc. | CustomName, Items, Control, Levels, Principal, Secondary, Delay, MaxNearbyEntities, MaxSpawnDelay, MinSpawnDelay, RequiredPlayerRange, SpawnCount, SpawnRange, EntityID | None | TileEntityData:{} |
Motion | Determines the initial velocity of nearly entities (all other than Dragon Fireballs, Fireballs, Small-scale Fireballs and Wither Skulls) upon existence summoned. Must be entered as double precision floating point values (decimals). Example: {Motion:[0.0,1.0,0.0]} summons with an initial upward velocity of 1.0. The values could be merely -x to 10, because information technology could accept been to be moved very fast. It normally could lead to a wall prune. | X, Y, Z | All | Motion:[X,Y,Z] |
direction | Like to Motion, determines the initial velocity of Dragon Fireballs, Fireballs, Modest Fireballs, and Wither Skulls upon existence summoned. This tag is required to summon said entities, otherwise the command fails. Instance: {management:[0.0,ane.0,0.0]} summons with an initial upward velocity of one.0. This tag determines only the entity'southward velocity, non the direction that it'southward facing. | X, Y, Z | All | management:[X,Y,Z] |
ability | Similar to direction, simply determines constant acceleration. Example: {ability:[0.0,1.0,0.0]} gives the summoned entity a abiding upward acceleration of 1.0. Entities are still affected by drag when power is nonzero and somewhen reaches a terminal velocity. Affects only Dragon Fireballs, Fireballs, Small Fireballs, and Wither Skulls. | X, Y, Z | All | power:[X,Y,Z] |
ActiveEffects | Sets the effects that apply to a mob after it is summoned. Type 999999 to utilise its countdown to infinity. Information technology should hide its numbers to *. | Id, Duration, Amplifier, Ambient, ShowParticles | All | ActiveEffects:[{Id:,Duration:,Amplifier:,Ambient:,ShowParticles:,ShowIcon:},{Id:,Duration:,Amplifier:,Ambient:,ShowParticles:,ShowIcon:}] |
rewardExp | Controls villagers giving xp for trading, prepare to truthful or false. Normally, villagers can reward you experience orbs. | True/False | {rewardExp:true/simulated} | |
Passengers | Sets which entities are riding on summit of the base entity. Allows multiple entities to ride one base entity. Riding entities are nevertheless able to do all stuff they accept coded. Similar enemies shooting on each other etc. Practice not utilize a recent mob (if it doesn't exist in your old version Minecraft). | all (not checked) | id | Passengers:[{id:},{id:},etc.] |
ArmorItems | Defines what items are beingness worn by the mob. Items go in slots Anxiety, Legs, Chest, Head, in that club. | Item | None | ArmorItems:[{Count:#,id:""},{Count:#,id:""},{Count:#,id:""},{Count:#,id:""}] |
HandItems | Defines what item is within the mainhand and offhand. Kickoff item is the mainhand, second is offhand. | Item | None | HandItems:[{Count:#,id:""},{Count:,id:#}] |
HandDropChances | Determines how probable it is for an entity to drop held Items. The tag Count in the equipment tag must exist 1 or greater for this to work. | 2 separate float values, i for the main paw and one for the off-manus slot. 0.0-1.0 determines likelihood of dropping, but applies a random durability if it does. Anything greater than 1.0 makes information technology always drop with full durability. | Since it is a float value, it must be phrased as "10.Y", with X and Y being values of your selection. | {HandDropChances:[0.1f,2.0f]} |
ArmorDropChances | Determines how probable it is for an entity to drop worn Items. The tag Count in the equipment tag must be one or greater for this to work. | iv separate float values, ane for each slot. 0.0-ane.0 determines likelihood of dropping, but applies a random durability if it does. Anything greater than i.0 makes it ever drop with full durability. | Since information technology is a float value, it must be phrased as "X.Y", with 10 and Y being values of your selection. | {ArmorDropChances:[0.1f,2.0f,one.0f,0.0f]} |
NoAI | Makes mobs accept no AI, resulting in mobs non moving on their own. Even so, they nevertheless react to other changes in the surround. For example, the Zombie can even so burn in the dominicus. | {NoAI:0b} or {NoAI:1b} | ||
NoGravity | Makes mobs unaffected by gravity. Mobs do not fall. Mobs cannot walk in the air. | {NoGravity:0b} or {NoGravity:1b} | ||
Silent | Makes mobs silent. Does non work for certain sounds, see MC-64242. | {Silent:0b} or {Silent:1b} | ||
Fire | Determines how many ticks a mob is on burn down. When Fire reaches one, the burn down stops, and the mob no longer takes damage. When a mob is not on fire, this value is one. | {Burn:1} to {Fire:32767} | ||
Invulnerable | Makes mobs invulnerable to everything except the Void and players in Creative Mode. Mobs practise not attack or run away from invulnerable mobs. | {Invulnerable:ane} | ||
Attributes | Customizes the attributes of the entity. See Attribute for more than details | Name: see Aspect for a list. Base: the amount to utilise. Modifiers: how much and how information technology should vary. Contains values Name, Amount, Operation, UUID. | Name and Base of operations | {Attributes:[{Proper noun:"generic.max_health",Base:twoscore,Modifiers:[{Proper noun:generic.max_health, Amount:7,Operation:0,UUID:8000}]. |
Health | Number of hearts (for hearts above the default maximum you must change the base value of the 'generic.max_health' attribute). | All Mobs | Number in one-half hearts | {Health:#} |
Anger | A pigman becomes aggressive toward any actor nearby (as if you striking it). | Summoning Zombie Pigmans and Endermans | Number in ticks | {Anger:#} |
CustomName | Summons a mob with a proper name that appears to a higher place their head. | All Mobs | A JSON Text component | {CustomName:"\"Custom Name\""} or you lot tin use {CustomName:'{"text":"text","colour":"colorname",...}'} |
CustomNameVisible | Alters the visibility of a custom name. 0b Ways that the name is but visible when looking at the mob (default), and 1b means the name is always visible. Must utilize CustomName JSON code get-go to perform information technology. | All Mobs | Byte, 0b or 1b | {CustomNameVisible:#} |
PersistenceRequired | Mobs are undisappearable on time. Tamed animals without commands can also evolve this action. | All Mobs | True/Faux | {PersistenceRequired:one} or {PersistenceRequired:0} |
The following table provides information on each tagname that can exist added in an NBT Tag. These tagnames are specific to the /summon
command.
NBT Tag | Description | Used In | Value Blazon | Immune Values |
---|---|---|---|---|
Type | Used to change the blazon of mobs, like horses. Setting a horse'south type to 4 makes information technology a skeleton horse. | Summon | Integer | 1 - JavaOverflowLimit |
Saddle | Used to spawn horses or pigs that have saddles on. | Summon | Boolean Binary | true / false or 1 / 0 |
Tame | Used to spawn tamed horses. | Summon | Boolean Binary | true / faux or ane / 0 |
Variant | Changes the horse or axolotl variant. Setting no variant or putting an wrong variant spawns a normal white horse or pink axolotl. See Horse Variants for the list of horse variants. | Summoning Horses | Integer | 1 - 1030 |
Size | Changes the size of a slime, magma cube or phantom summoned into the game. Anything college than 255 summons size 255. Annihilation lower than 0 summons size 0. More than than 32 tends to cause extreme lag.(The loftier size of slime or magma cube may gotta lead to a crash. Things on your world won't be saved if you restart the game.) | Summoning Slimes | Integer | 0 - 255 |
BlockState | Determines which block is being summoned when using /summon Falling_block. Apply Data values to find out the ID of each cake. Yous can also use F3+H in-game to show the ID's of items in-game. | Summoning Falling_block (AKA Fallingsand) | Block ID {BlockState:{Proper name:"minecraft:redstone_block"}} | All Strings |
Time | Whether or not the block despawns before hitting the ground. If set to 1 the cake falls normally, if set to less than 1 it is set to 0. If gear up to 0 the block despawns immediately. Recommended to keep this value as 1. | Summoning Falling_block | Integer (Include Negatives) | -one - 127 |
DropItem | Whether or not the block drops its particular form if the cake is unable to be placed. If prepare to 0 the block does non drop its respective item, if prepare to one the block drops its corresponding item. | Summoning Falling_block | Boolean Binary | 0 or 1 |
id | Determines the entity the other entity is riding on. | Summon | Resource location {id:"minecraft:creeper"} | Any resource location respective to an Entity |
Fuse | Determines how long it takes for PrimedTnt or a Creeper to explode. | Summon | Curt | 0 - 32767 |
ExplosionPower | Used when summoning fireballs, Withers, and Ghasts to set the ability of the explosion | Summon | Integer | 0-127; Beyond 127 no explosion; |
ExplosionRadius | Used when summoning Creepers to ready the radius of the explosion | Summon | Byte | 0-127 |
powered | Determines whether a Creeper is charged or not | Summon | Boolean Binary | 0 or i |
PersistenceRequired | Mobs are undisappearable on time. Tamed animals without commands tin likewise evolve this activeness. | Summon | True/Fake | {PersistenceRequired:1} or {PersistenceRequired:0} |
AttachFace | Determines what face the bottom of the shulker lies on. | Summoning Shulkers | Byte | 0b - 5b |
Peek | Determines how far the Shulkers upper half opens. Positive values brand the upper half open up with a spin, Negative values appear to brand the upper half open without a spin. | Summoning Shulkers | Byte | -127b - 127b |
APX | More information is required on this entry. Appears to be approximated X position. | Summoning Shulkers | Integer | Any whole number |
APY | More than information is required on this entry. Appears to be approximated Y position. | Summoning Shulkers | Integer | Whatsoever whole number |
APZ | More information is required on this entry. Appears to be approximated Z position. | Summoning Shulkers | Integer | Any whole number |
Villager [ ]
These tags are used when summoning villagers. (Offers NBT can't be done in 1.14+)
Tagname | Description | Value type | Syntax |
---|---|---|---|
Profession | Determines the profession of the villager | Numerical, 0 - 5 | {Profession:#} |
Offers | Determines what the villager sells | A string | {Offers:{Recipes:[{purchase:{id:"stone",Count:1},maxUses:9999999, sell:{id:"stone",Count:1}}]}} |
Item Frame [ ]
These tags are used when summoning itemframes.
Tag name | Clarification | Value blazon | Syntax |
---|---|---|---|
Facing | Determines the direction of the item frame | Numerical, 0 - five (0 up; one down; ii south; three north; four east; five west) | {Facing:#} |
ItemRotation | Determines the rotation of the item in the item frame | Numerical, 0 - 7 (Clockwise) | {ItemRotation:#} |
Item | Determines the item in the particular frame | A cord | {Detail:{id:"minecraft:<item>",Count:<count>}} |
Invisible | Determines if the item frame is invisible | 0b or 1b | {Invisible:#} |
Fixed | Determines if the item frame is stock-still | 0b or 1b | {Stock-still:#} |
Potion [ ]
These tags are used to customize potions
Tagname | Description | Value blazon | Syntax |
---|---|---|---|
Potion | Determines which type of potion be receive in / give | minecraft:(potion issue) | {Potion:"minecraft:#"} |
CustomPotionEffects | Customize the effect of potions | Numerical | {CustomPotionEffects:[{Id:#,Amplifier:#,Duration:#}]} |
CustomPotionColor | Determines the Color of Potion Canteen (one.11+) | Decimal color code | {CustomPotionColor:#} |
Armor Stand [ ]
These tags are used when summoning armor stands.
NBT Tag | Clarification | Value type | Syntax |
---|---|---|---|
NoGravity | Toggles gravity | 0b or 1b (0b for imitation, 1b for true) | {NoGravity:#} |
ShowArms | Determines whether yous can see the armor stand's artillery or not. | Byte, 0b or 1b (0b for false, 1b for true) | {ShowArms:#} |
NoBasePlate | Determines whether the armor stand has a base plate or not. | Byte, 0b or 1b | {NoBasePlate:#} |
Pocket-sized | Determines whether the armor stand up is small or non. | Byte, 0b or 1b | {Small:#} |
Rotation | Changes the rotation of the armor stand | Byte, 0b or 1b | {Rotation:[#f,#f]} |
Mark | Small Hit box | Byte, 0b or 1b | {Marking:#} |
Pose | Changes the pose of the armor stand's body parts. Any subtag can exist ommited | Byte, 0b or 1b | {Pose:{Caput:[#f,#f,#f],Body:[#f,#f,#f],LeftArm:[#f,#f,#f],RightArm:[#f,#f,#f],LeftLeg:[#f,#f,#f],RightLeg:[#f,#f,#f]}} |
Invisible | Determines whether the armor stand up is invisible or not. | Byte, 0b or 1b | {Invisible:#} |
Notation: The Equipment tag likewise works for armor stands.
Turtle [ ]
These tags are used when summoning turtles.
Tagname | Clarification | Value type | Syntax |
---|---|---|---|
HomePosX | Determines the Ten coordinate of a turtle's home beach. | Numerical | {HomePosX:#} |
HomePosY | Determines the Y coordinate of a turtle's home beach. | Numerical | {HomePosY:#} |
HomePosZ | Determines the Z coordinate of a turtle's home beach. | Numerical | {HomePosZ:#} |
TravelPosX | Determines the altitude a turtle can lay eggs from its home coordinates, on the X axis. | Numerical | {TravelPosX:#} |
TravelPosY | Determines the distance a turtle can lay eggs from its habitation coordinates, on the Y axis. | Numerical | {TravelPosY:#} |
TravelPosZ | Determines the distance a turtle tin can lay eggs from its habitation coordinates, on the Z centrality. | Numerical | {TravelPosZ:#} |
HasEgg | Determines if the turtle has an egg to lay | 0 – 0b – false 1 – 1b – true | {HasEgg:#} |
Blocks [ ]
Tags used in /setblock
and /fill
:
Tagname | Description | Value Type | Syntax |
---|---|---|---|
Command | Used with command blocks. Places command block with command. | A cord | {Command:"desired command"} |
auto | Used with command blocks. Places command cake with "E'er Active" rather than "Needs Redstone". | 0 - 0b - false 1 - 1b - true | {automobile:#} |
Note: This is also used for Control Block Minecarts
Generic [ ]
These tags can be used on most tile entitied blocks
Tagname | Clarification | Value Type | Syntax |
---|---|---|---|
CustomName | Displayed in the elevation left corner of the inventory, instead of the regular proper name. Works only where such a regular name exists. | A JSON text component | {CustomName:"\"Custom Proper name\""} |
Lock | Says a proper noun needed on a held detail to open up the inventory. | A string | {Lock:"Key's Name"} |
Beacon [ ]
Tagname | Description | Value Type | Syntax |
---|---|---|---|
Chief | This determines the first status event that the beacon creates. Information technology defaults to level i of the effect. | An ID of a condition effect. | {Primary:#} |
Secondary | This determines the 2d status event. If its the same every bit Primary, then it increases the status effect to level 2. Otherwise it is level 1. | Also an ID of a status effect. | {Secondary:#} |
Levels | This number determines how many layers of valid blocks are below the buoy. This value updates automatically, and overrides /information inputs immediately. | Integer | {Levels:#} |
Spawner [ ]
These tags are used when using /setblock
or /summon
(spawner minecarts) to create spawners. Add only those data tags yous want to avoid a potential error.
Tagname | Description | Value Type | Syntax |
---|---|---|---|
EntityId | Specifies what entity the spawner spawns. | A ID of a Mob | {SpawnData:{entity: {id: "minecraft:EntityName"}} |
SpawnData | Used for spawners that spawn entities with data tags. | An entity NBT tag | {SpawnData:{NBT tag}} |
SpawnCount | How many entities the spawner tin spawn at one time. | Integer | {SpawnCount:#} |
SpawnRange | The range of which the entities tin can spawn. | Integer | {SpawnRange:#} |
RequiredPlayerRange | The range of which a role player must exist in for the spawner to kickoff spawning entities. | Integer | {RequiredPlayerRange:#} |
Delay | The number of ticks before entities spawn when a histrion is first detected. | Integer | {Delay:#} |
MinSpawnDelay | After the first spawn, this is the minimum amount of ticks before more entities tin spawn. | Integer | {MinSpawnDelay:#} |
MaxSpawnDelay | Like to MinSpawnDelay. Afterwards the first spawn, this is the maximum amount of ticks before more entities tin can spawn. | Integer | {MaxSpawnDelay:#} |
MaxNearbyEntities | Checks the number of entities within the spawn range ('SpawnRange' tag). If the number of entities information technology detects is over the set MaxNearbyEntities number, it does non spawn more than entities unless the corporeality of entities within the spawn range is decreased. | Integer | {MaxNearbyEntities:#} |
SpawnPotentials | Used when creating spawners that spawn multiple types of entities. A weighted list of entities to be spawned, including NBT tags. | A List | SpawnPotentials:[{data: {entity: {id: "minecraft:EntityName"} }, weight:#}] |
Weight | Used if spawning multiple entities using SpawnPotentials. If the same every bit another SpawnPotentials entity, both take an even gamble of spawning. | A number | {Weight:#} |
Sub-tags used in the SpawnPotentials data tag.
Tagname | Description | Value Type | Syntax |
---|---|---|---|
Blazon | Determines the other entity that spawns with the entity specified in the EntityId data tag. MUST be used with SpawnPotentials. | A string | {SpawnPotentials:[{Blazon:"EntityName"}]} |
Weight | Determines the adventure of spawning the entity specified in the 'Type' sub-tag. If set to the same every bit some other other entity's weight, they have the same run a risk of spawning. | A number | {SpawnPotentials:[{Weight:#}]} |
Properties | Determines the entity information tag(s) that the entity (specified in the 'Type' sub-tag) is spawned with. | An entity NBT tag | {SpawnPotentials:[{Properties:{NBT tag}}]} |
Light Cake [ ]
Afterward 1.17 Light block has this tags:
Tagname | Description | Value Type | Syntax |
---|---|---|---|
Level | Indicates the number of units of light that the block emits. | A number | [level:#] |
Waterlogged | Shows is block waterlogged or non. | A boolean (True or False) | [waterlogged:(True or False)] |
Lightning Rod [ ]
After 1.17 Lightning rod has this tags:
Tagname | Description | Value Blazon | Syntax |
---|---|---|---|
Powered | Shows is cake powered by lightning or not. | A boolean (Truthful or Imitation) | [powered:(True or Imitation)] |
Waterlogged | Shows is cake waterlogged or not. | A boolean (True or False) | [waterlogged:(Truthful or False)] |
Facing | This tag is used for blocks, and stores the block country when they are placed down. | A compound where each key is a block state key, and the value is the cake state value to force place for this cake. Differs based on the cake, see Block states for details. | [facing:"due west"] |
See also [ ]
- Tutorials/Command blocks and functions
References [ ]
- ↑ At that place can be more or even wrong values, brand sure yous test them first! This tag may demand major editing!
Source: https://minecraft.fandom.com/wiki/Tutorials/Command_NBT_tags
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