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How To Change Animals Age Tags In Minecraft

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This commodity 's factual accurateness may be compromised due to out-of-engagement information.

Delight update this page to reverberate recent updates or newly available information.

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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\"}",...]}}


The following syntax tin can also be used, and eliminates the need for backslashes:

{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 [ ]

  1. 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

Posted by: nelsonbehateror.blogspot.com

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