Chunk format/Mob


 * Amount of health the entity has.
 * : Amount of extra health added by Absorption effect.
 * : Number of ticks the mob turns red for after being hit. 0 when not recently hit.
 * : The last time the mob was damaged, measured in the number of ticks since the mob's creation. Updates to a new value whenever the mob is damaged, then updates again 101 ticks later for reasons unknown. Can be changed with commands, but the specified value does not affect natural updates in any way, and is overwritten if the mob receives damage.
 * : Number of ticks the mob has been dead for. Controls death animations. 0 when alive.
 * : Setting to 1 for non-player entities causes the entity to glide as long as they are wearing elytra in the chest slot. Can be used to detect when the player is gliding without using scoreboard statistics.
 * The X coordinate of where the entity is sleeping, absent if not sleeping.
 * The Y coordinate of where the entity is sleeping, absent if not sleeping.
 * The Z coordinate of where the entity is sleeping, absent if not sleeping.
 * : Optional. How many ticks the mob has been freezing. Ticks up by 1 every tick while in powder snow, up to a maximum of 300 (15 seconds), and ticks down by 2 while out of it.
 * : Everything this entity has to keep in mind.
 * Empty for all but villagers and piglins.
 * Where this villager's meeting point is.
 * : The value of this memory.
 * : The X Y and Z values of the meeting point.
 * : The dimension ID of the meeting point.
 * : Where this villager's bed is or where the piglin brute's patrol point is.
 * The value of this memory.
 * : The X Y and Z values of the bed.
 * : The dimension ID of the bed.
 * : Where this villager's job site block is.
 * : The value of this memory.
 * : The X Y and Z values of the job site block.
 * : The dimension ID of the job site block.
 * : The tick that the villager last slept in a bed.
 * : The value of this memory.
 * : The tick that the villager last woke up from a bed.
 * : The value of this memory.
 * : The tick that the villager last worked at their job site.
 * : The value of this memory.
 * : The target of this piglin or this piglin brute.
 * Universally Unique IDentifier of the entity that the piglin targets, stored as four ints.
 * : The amount of ticks before this memory is removed.
 * : If the piglin is admiring an item.
 * : 1 or 0 (true/false) - true if admiring an item.
 * : The amount of ticks before this memory is removed, the piglin throws back another item when this reaches 0, if it held a gold ingot.
 * : If the piglin can admire an item at this moment, set when being converting, when hurt or after just admiring an item.
 * : 1 or 0 (true/false) - true if admiring is disabled.
 * : The amount of ticks before this memory is removed.
 * : If the piglin just hunted, and as such, won't for a while. Set after hunting or spawning in a bastion remnant.
 * : 1 or 0 (true/false) - true if the piglin just hunted and cannot hunt.
 * : The amount of ticks before this memory is removed.
 * : A list of Attributes for this mob. These are used for many purposes in internal calculations, and can be considered a mob's "statistics". Valid Attributes for a given mob are listed in the main article.
 * An individual Attribute.
 * : The name of this Attribute.
 * : The base value of this Attribute.
 * : A list of Modifiers acting on this Attribute. Modifiers alter the Base value in internal calculations, without changing the original copy. Note that a Modifier never modifies Base to be higher than its maximum or lower than its minimum for a given Attribute.
 * An individual Modifier.
 * : The Modifier's name.
 * : The amount by which this Modifier modifies the Base value in calculations.
 * : 0, 1, or 2. Defines the operation this Modifier executes on the Attribute's Base value. 0: Increment X by Amount, 1: Increment Y by X * Amount, 2: Y = Y * (1 + Amount) (equivalent to Increment Y by Y * Amount). The game first sets X = Base, then executes all Operation 0 modifiers, then sets Y = X, then executes all Operation 1 modifiers, and finally executes all Operation 2 modifiers.
 * : This modifier's Universally Unique IDentifier, stored as four ints. Used to identify the modifier so that the correct modifier can be added or removed.
 * : The list of potion effects on this mob. May not exist.
 * A potion effect
 * : The numerical effect ID.
 * : The potion effect level. 0 is level 1.
 * : The number of ticks before the effect wears off.
 * : 1 or 0 (true/false) - true if this effect is provided by a Beacon and therefore should be less intrusive on screen.
 * : 1 or 0 (true/false) - true if particles are shown (affected by "Ambient"). false if no particles are shown.
 * : 1 or 0 (true/false) - true if effect icon is shown. false if no icon is shown.
 * : Lower amplifier effect of the same type, this replaces the above effect when it expires. (The duration of the effect still decreases in here too)
 * : The same as the above compound, recursively.
 * : The potion effect level. 0 is level 1.
 * : The number of ticks before the effect wears off.
 * : 1 or 0 (true/false) - true if this effect is provided by a Beacon and therefore should be less intrusive on screen.
 * : 1 or 0 (true/false) - true if particles are shown (affected by "Ambient"). false if no particles are shown.
 * : 1 or 0 (true/false) - true if effect icon is shown. false if no icon is shown.
 * : The list of items the mob is holding, in the following order: Main hand, Off hand.
 * : The item being held in the mob's main hand.
 * : The item being held in the mob's off hand.
 * : The list of items the mob is wearing as armor, in the following order: feet, legs, chest, head.
 * : The item in the feet armor slot.
 * : The item in the legs armor slot.
 * : The item in the chest armor slot.
 * : The item in the head armor slot.
 * : List of float values representing the chance for a handheld item to drop.
 * : Chance to drop the item being carried in the main hand.
 * : Chance to drop the item being carried in the off hand.
 * : List of float values representing the chance for a worn armor item to drop.
 * : Chance to drop the item being worn in the feet slot.
 * : Chance to drop the item being worn in the legs slot.
 * : Chance to drop the item being worn in the chest slot.
 * : Chance to drop the item being worn in the head slot.
 * : Optional. Loot table to be used for the items that drop when the entity is killed.
 * : Optional. Seed for generating the loot table. If 0 or omitted, a random seed is used.
 * : 1 or 0 (true/false) - true if the mob can pick up loot (wear armor it picks up, use weapons it picks up).
 * : 1 or 0 (true/false) - Setting to true disables the mob's AI. The mob does not and cannot move, to the extent of not falling when normally able.
 * : 1 or 0 (true/false) - true if the mob must not despawn naturally.
 * : 1 or 0 (true/false) - true if the mob renders the main hand as being left.
 * : This tag is actually not part of the NBT data of a mob, but instead used when spawning it, so it cannot be tested for. It makes the mob instantly join the scoreboard team with that name.
 * : Either contains a UUID int array, if this leash connects to another entity, or an X, Y, Z int trio if this leash connects to a fencepost. Does not exist if the entity is not leashed.
 * : The Universally Unique IDentifier of the entity this leash connects to, stored as four ints.
 * : The X coordinate of the fence this leash connects to.
 * : The Y coordinate of the fence this leash connects to.
 * : The Z coordinate of the fence this leash connects to.
 * : This tag is actually not part of the NBT data of a mob, but instead used when spawning it, so it cannot be tested for. It makes the mob instantly join the scoreboard team with that name.
 * : Either contains a UUID int array, if this leash connects to another entity, or an X, Y, Z int trio if this leash connects to a fencepost. Does not exist if the entity is not leashed.
 * : The Universally Unique IDentifier of the entity this leash connects to, stored as four ints.
 * : The X coordinate of the fence this leash connects to.
 * : The Y coordinate of the fence this leash connects to.
 * : The Z coordinate of the fence this leash connects to.