User:Sjx233/level.dat format


 * The root tag.
 * This tag contains all the level data.
 * 1 or 0 (true/false) - If cheats are enabled.
 * Center of the world border on the X coordinate. Defaults to 0.
 * Center of the world border on the Z coordinate. Defaults to 0.
 * Defaults to 0.2.
 * Defaults to 5.
 * Width and length of the border of the border. Defaults to 60000000.
 * Defaults to 60000000.
 * Defaults to 0.
 * Defaults to 5.
 * Defaults to 15.
 * The number of ticks until "clear weather" has ended.
 * A collection of boss bars.
 * The ID of a boss bar.
 * ID of the color of the boss bar. Also sets the color of the display text of the boss bar, provided that the display text does not explicitly define a color for itself. See color codes for accepted values.
 * 1 or 0 (true/false) - If the boss bar should create fog.
 * 1 or 0 (true/false) - If the boss bar should darken the sky.
 * The maximum health of the boss bar.
 * The display name of the boss bar as a JSON text component.
 * The ID of the overlay to be shown over the health bar. Accepted values are:,  ,  ,  , and.
 * 1 or 0 (true/false) - If the boss bar should initiate boss music.
 * List of players that may see this boss bar.
 * The UUID of a single player.
 * The current health of the boss bar.
 * 1 or 0 (true/false) - If the boss bar should be visible to the listed players.
 * Options for data packs.
 * List of disabled data packs.
 * A single data pack.
 * List of enabled data packs. By default, this is populated with a single string "vanilla".
 * A single data pack.
 * An integer displaying the data version.
 * The time of day. 0 is sunrise, 6000 is mid day, 12000 is sunset, 18000 is mid night, 24000 is the next day's 0. This value keeps counting past 24000 and does not reset to 0.
 * The current difficulty setting. 0 is Peaceful, 1 is Easy, 2 is Normal, and 3 is Hard. Defaults to 2.
 * 1 or 0 (true/false) - If the difficulty has been locked. Defaults to 0.
 * Data for the ender dragon fight.
 * The UUID of the current ender dragon.
 * 1 or 0 (true/false) - If the dragon is currently alive.
 * Location of the End's exit portal that the ender dragon flies to upon its death
 * The X coordinate of the portal.
 * The Y coordinate of the portal.
 * The Z coordinate of the portal.
 * List of locations of the end gateways that haven't been spawned.
 * The angle of a future gateway, from 0 to 19. 0 is east of the exit portal, and numbers increase clockwise.
 * 1 or 0 (true/false) - If the ender dragon has ever been defeated. Used to determine EXP given by dragon.
 * The game rules used in the world.
 * The value for the given rule. This is always an NBT string, which is either  or   for the majority of rules (with it being a number for some other rules, and any arbitrary string for a user-defined rule)
 * The default game mode for the singleplayer player when they initially spawn. 0 is Survival, 1 is Creative, 2 is Adventure, 3 is Spectator. Note: Singleplayer worlds do not use this field to save which game mode the player is currently in.
 * 1 or 0 (true/false) - If the player will respawn in Spectator on death in singleplayer. Affects all three game modes.
 * 1 or 0 (true/false) - Normally true after a world has been initialized properly after creation. If the initial simulation was canceled somehow, this can be false and the world will be re-initialized on next load.
 * The Unix time in milliseconds when the level was last loaded.
 * The name of the level.
 * The state of the singleplayer player. This overrides the .dat file with the same name as the singleplayer player. This is only saved by Servers if it already exists, otherwise it is not saved for server worlds. See player.dat format.
 * 1 or 0 (true/false) - If the level is currently experiencing rain, snow, and cloud cover.
 * The number of ticks before "raining" is toggled and this value gets set to another random value.
 * List of events scheduled to occur.
 * A single event.
 * The function or the function tag to be executed during the event.
 * The ID of the function or the function tag.
 * or.
 * The name of the event.
 * The time at which the event will be triggered.
 * The yaw angle to spawn with at the world spawn.
 * The X coordinate of the world spawn.
 * The Y coordinate of the world spawn.
 * The Z coordinate of the world spawn.
 * 1 or 0 (true/false) - If the rain/snow/cloud cover is a lightning storm and dark enough for mobs to spawn under the sky.
 * The number of ticks before "thundering" is toggled and this value gets set to another random value.
 * The number of ticks since the start of the level.
 * Information about the Minecraft version the world was saved in.
 * An integer displaying the data version.
 * The version name as a string, e.g. "15w32b".
 * 1 or 0 (true/false) – Whether the version is a snapshot or not.
 * The NBT version of the level, currently 19133.
 * The UUID of the current wandering trader in the world.
 * The current chance of the wandering trader spawning next attempt; this value is the percentage and will be divided by 10 when loaded by the game, for example a value of 50 means 5.0% chance.
 * The amount of ticks until another wandering trader is attempted to spawn.
 * 1 or 0 (true/false).
 * The generation settings for each dimension.
 * 1 or 0 (true/false) - Used to determine if the bonus chest should appear near the spawn point when a world is first entered. Only available in singleplayer.
 * Contains all the dimensions.
 * The root for generator settings.
 * 1 or 0 (true/false) - Whether structures should be generated or not.
 * the numerical seed of the world.
 * 1 or 0 (true/false) - Whether structures should be generated or not.
 * the numerical seed of the world.