Bedrock Edition level format/Entity format

This page lists the entity NBT structures $$.

Entity

 * 1 or 0 (true/false) - true if this entity is chested. Used by donkey, llama, and mule.
 * The main color value of the entity. Used by sheep, llama, shulker, tropical fish, etc. Defaults to 0.
 * The entity's second color value. Used by tropical fish. Defaults to 0.
 * (May not exist) The custom name of this entity.
 * 1 or 0 (true/false) - (may not exist) if true, and this entity has a custom name, the name always appears above the entity, regardless of where the cursor points. If the entity does not have a custom name, a default name is shown.
 * (May not exist) The namespaced ID of this entity and its current and previous component groups.
 * : Unknown
 * Distance the entity has fallen. Larger values cause more damage when the entity lands.
 * Number of ticks until the fire is put out. Default 0 when not on fire.
 * The namespaced ID of this entity.
 * Unknown.
 * Unknown.
 * Unknown.
 * 1 or 0 (true/false) - true if the entity should not take damage. This applies to living and nonliving entities alike: mobs should not take damage from any source (including potion effects), and cannot be moved by fishing rods, attacks, explosions, or projectiles, and objects such as vehicles cannot be destroyed. Invulnerable player entities are also ignored by any hostile mobs. Note that these entities can be damaged by players in Creative mode.
 * 1 or 0 (true/false) - true if this entity is angry. Used by wolf and bee.
 * 1 or 0 (true/false) - true if this entity is an autonomous entity.
 * 1 or 0 (true/false) - true if this entity is a baby.
 * 1 or 0 (true/false) - true if this entity is eating.
 * 1 or 0 (true/false) - true if this entity is gliding.
 * 1 or 0 (true/false) - true if this entity is a global entity (e.g. lightning bolt, ender dragon, arrow).
 * 1 or 0 (true/false) - true if the entity is an illager captain. Used by pillager and vindicator.
 * 1 or 0 (true/false) - true if this entity is not spawn from its parents. Used by all the mobs that can breed.
 * 1 or 0 (true/false) - true if the entity is out of control. Used by boat.
 * 1 or 0 (true/false) - true if this entity is roaring. Used by ravager.
 * 1 or 0 (true/false) - true if this entity is scared.
 * 1 or 0 (true/false) - true if this entity is stunned. Used by ravager.
 * 1 or 0 (true/false) - true if this entity is swimming.
 * 1 or 0 (true/false) - true if this entity is tamed.
 * 1 or 0 (true/false) - true if this entity is trusting a player. Used by fox and ocelot.
 * (May not exist) Unknown.
 * (May not exist) Unknown
 * The Unique ID of an entity.
 * Unknown.
 * 1 or 0 (true/false) - true if this entity can drop loots when died.
 * The ID of the mark variant. Used by villager, horse, bee etc. Defaults to 0.
 * (May not exist) Three TAG_Floats describing the current dX, dY and dZ velocity of the entity in meters per tick.
 * : dX
 * : dY
 * : dZ
 * 1 or 0 (true/false) - true if the entity is touching the ground.
 * Unknown. Defaults to -1.
 * 1 or 0 (true/false) - true if an entity should be persistent in the world.
 * The number of ticks before which the entity may be teleported back through a nether portal. Initially starts at 300 ticks (15 seconds) after teleportation and counts down to 0.
 * Three TAG_Floats describing the current X, Y and Z position of the entity.
 * : X
 * : Y
 * : Z
 * Two TAG_Floats representing rotation in degrees.
 * : The entity's rotation clockwise around the Y axis (called yaw). Due south is 0. Does not exceed 360 degrees.
 * : The entity's declination from the horizon (called pitch). Horizontal is 0. Positive values look downward. Does not exceed positive or negative 90 degrees.
 * 1 or 0 (true/false) - true if this entity is saddled.
 * 1 or 0 (true/false) - true if this entity is sheared. Used by sheep and snow golem.
 * 1 or 0 (true/false) - true if the End Crystal shows the bedrock slate underneath.
 * 1 or 0 (true/false) - true if this entity is sitting.
 * The entity's Skin ID value. Used by villager and zombified villager. Defaults to 0.
 * Determines the number of items the entity can carry (items = 3 × strength). Used by llama. Defaults to 0.
 * Determines the maximum number of items the entity can carry (items = 3 × strength). Defaults to 0.
 * (May not exist) List of scoreboard tags of this entity.
 * A tag.
 * The Unique ID of this entity.
 * The ID of the variant. Used by cat, villager, horse, etc. Defaults to 0.

Minecart

 * 1 or 0 (true/false) - (may not exist) if is displayed the custom tile in this minecart.
 * (May not exist) The custom block in the minecart.
 * (May not exist) The offset of the block displayed in the Minecart in pixels. Positive values move the block upwards, while negative values move it downwards. A value of 16 moves the block up by exactly one multiple of its height.
 * (May not exist) The offset of the block displayed in the Minecart in pixels. Positive values move the block upwards, while negative values move it downwards. A value of 16 moves the block up by exactly one multiple of its height.

Villagers

 * 1 or 0 (true/false) - true if the villager is willing to mate. Becomes true after certain trades (those that would cause offers to be refreshed), and false after mating.

Monster

 * 1 or 0 (true/false) - true if is spawned by night.

Humanoid Monster

 * (May not exist) The items in the entity's hand.

Mob

 * (May not exist) The list of potion effects on this mob.
 * An effect.
 * How much air the living entity has, in ticks.
 * The list of items the mob is wearing as armor.
 * The item on the head.
 * The item on the chest.
 * The item on the legs.
 * The item on the feets.
 * Number of ticks the mob attacks for. 0 when not attacking.
 * A list of Attributes for this mob. These are used for many purposes in internal calculations. Valid Attributes for a given mob are listed in the main article.
 * An Attribute.
 * (May not exist) Unknown.
 * X of the bound origin.
 * Y of the bound origin.
 * Z of the bound origin.
 * 1 or 0 (true/false) - true if this entity can pick up items.
 * 1 or 0 (true/false) - true if dead.
 * Number of ticks the mob has been dead for. Controls death animations. 0 when alive.
 * 1 or 0 (true/false) - if this mob has bound origin. Only effects Vex. When a vex is idle, it wanders, selecting air blocks from within a 15×11×15 cuboid range centered at BoundX, BoundY, BoundZ. when it summoned the vex, this value is set to true, and the central spot is the location of the evoker. Or if an evoker was not involved, this value is false.
 * 1 or 0 (true/false) - true if  has been set by the game.
 * Number of ticks the mob turns red for after being hit. 0 when not recently hit.
 * The Unique ID of an entity that is leashing it with a lead. Set to -1 if there's no leasher.
 * The left time in ticks until this entity disapears. Only effects Evoker Fangs. For other entities, it is set to 0.
 * The item being held in the mob's main hand.
 * The item.
 * 1 or 0 (true/false) - true if it is naturally spawned.
 * The item being held in the mob's off hand.
 * The item.
 * (May not exist) Unknown.
 * (May not exist) Unknown.
 * 1 or 0 (true/false) - true if it is naturally spawned on the surface.
 * (May not exist) The Unique ID of a captain to follow. Used by pillager and vindicator.
 * The Unique ID of an entity that this entity is angry at.
 * (May not exist) Trade experiences of this trader entity.
 * (May not exist) Trade tier of this trader entity.
 * (May not exist) unknown.
 * (May not exist) Unknown.
 * (May not exist) Unknown.
 * 1 or 0 (true/false) - true if it is naturally spawned on the surface.
 * (May not exist) The Unique ID of a captain to follow. Used by pillager and vindicator.
 * The Unique ID of an entity that this entity is angry at.
 * (May not exist) Trade experiences of this trader entity.
 * (May not exist) Trade tier of this trader entity.
 * (May not exist) unknown.

Abstract Arrow

 * 1 or 0 (true/false) - true if its owner is a player in Creative mode.
 * The Unique ID of the entity this projectile was thrown by. Set to -1 if it has no owner.
 * 1 or 0 (true/false) - true if its owner is a player.

Throwable

 * Unknown.
 * The Unique ID of the entity this projectile was thrown by.
 * Unknown.

Allay

 * The allay's duplication cooldown in ticks. This is set to 6000 ticks (5 minutes) when the allay duplicates.
 * The vibration event listener of this allay.
 * Unknown.
 * Unknown.
 * Unknown.

Area Effect Cloud

 * The maximum age of the field.
 * The amount the duration of the field changes upon applying the effect.
 * The field's initial radius.
 * A list of the applied effects.
 * The Unique ID of the entity who created the cloud. If it has no owner, defaults to -1.
 * The color of the particles.
 * The particles displayed by the field.
 * How many dragon's breath can be picked up.
 * The name of the default potion effect. See potion data values for valid IDs.
 * The field's current radius.
 * The amount the radius changes when picked up by a glass bottle.
 * The amount the radius changes upon applying the effect. Normally negative.
 * The amount the radius changes per tick. Normally negative.
 * The number of ticks before reapplying the effect.
 * The time when it was spawned.
 * The time when it was spawned.

Armor Stand

 * The ArmorStand's pose.
 * The redstone signal level it recieved.
 * The index of current pose.

Arrow

 * The metadata of this arrow. See Arrow.
 * The level of Flame enchantment on the bow that shot this arrow, where 1 is level 1. 0 if no Flame enchantment.
 * The level of Infinity enchantment on the bow that shot this arrow, where 1 is level 1. 0 if no Infinity enchantment.
 * Effects on a tipped arrow.
 * An effect.
 * The level of Power enchantment on the bow that shot this arrow, where 1 is level 1. 0 if no Power enchantment.
 * The level of Punch enchantment on the bow that shot this arrow, where 1 is level 1. 0 if no Punch enchantment.
 * The level of Power enchantment on the bow that shot this arrow, where 1 is level 1. 0 if no Power enchantment.
 * The level of Punch enchantment on the bow that shot this arrow, where 1 is level 1. 0 if no Punch enchantment.

Axolotl

 * (May not exist) Applies a defined amount of damage to the axolotl at specified intervals.
 * Number of ticks until the axolotl dies when it is on the surface. Initially starts at 6000 ticks (5 minutes) and counts down to 0.
 * (May not exist) Applies a defined amount of damage to the axolotl at specified intervals.
 * Number of ticks until the axolotl dies when it is on the surface. Initially starts at 6000 ticks (5 minutes) and counts down to 0.
 * Number of ticks until the axolotl dies when it is on the surface. Initially starts at 6000 ticks (5 minutes) and counts down to 0.

Bat

 * 1 when hanging upside down and 0 when flying.
 * 1 when hanging upside down and 0 when flying.

Bee

 * The bee.
 * 1 or 0 (true/false) - true if the bee is carrying pollen.
 * The bee.
 * 1 or 0 (true/false) - true if the bee is carrying pollen.
 * The bee.
 * 1 or 0 (true/false) - true if the bee is carrying pollen.

Chicken

 * An entry.
 * Unknown.
 * Unknown.
 * An entry.
 * Unknown.
 * Unknown.

Dolphin

 * Unknown.
 * (May not exist) Applies a defined amount of damage to the dolphin at specified intervals.
 * Number of ticks until the dolphin dies when it is on the surface. Initially starts at 2400 ticks (2 minutes) and counts down to 0.
 * (May not exist) Applies a defined amount of damage to the dolphin at specified intervals.
 * Number of ticks until the dolphin dies when it is on the surface. Initially starts at 2400 ticks (2 minutes) and counts down to 0.

Donkey

 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the donkey easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the donkey easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the donkey easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the donkey easier to tame.

Ender Crystal

 * (May not exist) The block location its beam points to.
 * (May not exist) See above.
 * (May not exist) See above.
 * (May not exist) See above.

Enderman

 * The block carried by the enderman.

Endermite

 * How long the endermite has existed in ticks. Disappears when this reaches around 2400.

Experience Orb

 * The number of ticks the XP orb has been "untouched". After 6000 ticks (5 minutes) the orb is destroyed.
 * The amount of experience the orb gives when picked up.

Falling Block

 * The number of ticks the entity has existed. If set to 0, the moment it ticks to 1, it vanishes if the block at its location has a different ID than the entity's . If the block at its location has the same ID as its   when   ticks from 0 to 1, the block is deleted, and the entity continues to fall, having overwritten it. When Time goes above 600, or above 100 while the block is below Y=1 or is outside building height, the entity is deleted.
 * The number of ticks the entity has existed. If set to 0, the moment it ticks to 1, it vanishes if the block at its location has a different ID than the entity's . If the block at its location has the same ID as its   when   ticks from 0 to 1, the block is deleted, and the entity continues to fall, having overwritten it. When Time goes above 600, or above 100 while the block is below Y=1 or is outside building height, the entity is deleted.
 * The number of ticks the entity has existed. If set to 0, the moment it ticks to 1, it vanishes if the block at its location has a different ID than the entity's . If the block at its location has the same ID as its   when   ticks from 0 to 1, the block is deleted, and the entity continues to fall, having overwritten it. When Time goes above 600, or above 100 while the block is below Y=1 or is outside building height, the entity is deleted.

Fireball

 * List of 3 doubles. Should be identical to Motion.
 * X
 * Y
 * Z
 * Unknown.
 * List of 3 floats that adds to  every tick. Act as the acceleration.
 * X
 * Y
 * Z
 * Y
 * Z

Fireworks Rocket

 * The number of ticks this fireworks rocket has been flying for.
 * The number of ticks before this fireworks rocket explodes. This value is randomized when the firework is launched.

Fox

 * The number of players who are trusted by the fox.
 * A player's Unique ID. Note that  counts from 0.
 * The number of players who are trusted by the fox.
 * A player's Unique ID. Note that  counts from 0.

Goat

 * Unknown.
 * Unknown.
 * Unknown.
 * Unknown.

Guardian and Elder Guardian

 * 1 or 0 (true/false) - true if it is an elder guardian.
 * 1 or 0 (true/false) - true if it is an elder guardian.
 * 1 or 0 (true/false) - true if it is an elder guardian.

Horse

 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the horse easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the horse easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the horse easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the horse easier to tame.

Item Entity

 * The number of ticks the item has been "untouched". After 6000 ticks (5 minutes) the item is destroyed.
 * The health of the item, which starts at 5. Items take damage from fire, lava, and explosions. The item is destroyed when its health reaches 0.
 * The item of this stack.
 * If present, only the player with this Unique ID can pick up the item.
 * If present, only the player with this Unique ID can pick up the item.

Llama

 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the llama easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the llama easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the llama easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the llama easier to tame.

Minecart with Command Block

 * Number of ticks until it executes the command again.
 * Unknown.
 * Unknown.

Mule

 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the mule easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the mule easier to tame.
 * Random number that ranges from 0 to 100; increases with feeding or trying to tame it. Higher values make the mule easier to tame.

NPC

 * (May not exist) The actions.
 * (May not exist) The interactive text.
 * (May not exist) Unknown
 * A key-value pair.
 * A player's Unique ID.
 * Unknown
 * (May not exist) The name.

Painting

 * The direction the painting faces: 0 is south, 1 is west, 2 is north, 3 is east.
 * Unknown.
 * (May not exist) The ID of the painting's artwork.

Player

 * The Unique ID of the player's agent.
 * The ID of the dimension the player is in.
 * The seed used for the next enchantment in enchantment tables.
 * Each compound tag in this list is an item in the player's 27-slot ender chest inventory.
 * : An item in the inventory.
 * : The slot the item is in.
 * Unknown.
 * Unknown.
 * The format version of this NBT.
 * 1 or 0 (true/false) - true if the player has traveled to the Overworld via an End portal.
 * Each compound tag in this list is an item in the player's inventory.
 * : An item in the inventory, including the slot tag.
 * : The slot the item is in.
 * The Unique ID of the entity that is on the player's left shoulder.
 * Unknown.
 * The game mode of the player.
 * The level shown on the XP bar.
 * The progress/percent across the XP bar to the next level.
 * Unknown
 * : An item in the UI, including the slot tag.
 * : The slot the item is in.
 * Contains information about the recipes that the player has unlocked.
 * A list of all recipes the player has unlocked.
 * The name of a recipe, for instance  or.
 * Unknown. Defaults to 2.
 * The Unique ID of the entity that the player is riding.
 * The Unique ID of the entity that is on the player's right shoulder.
 * The ID of the selected container.
 * The selected inventory slot of the player.
 * 1 or 0 (true/false) - true if the player is sleeping.
 * The number of ticks the player had been in bed. 0 when the player is not sleeping. In bed, increases up to 100, then stops. Skips the night after all players in bed have reached 100. When getting out of bed, instantly changes to 100 and then increases for another 9 ticks (up to 109) before returning to 0.
 * 1 or 0 (true/false) - true if the player is sneaking.
 * The X coordinate of the player's spawn block.
 * The Y coordinate of the player's spawn block.
 * The Z coordinate of the player's spawn block.
 * The dimension of the player's spawn point.
 * The X coordinate of the player's spawn point.
 * The Y coordinate of the player's spawn point.
 * The Z coordinate of the player's spawn point.
 * The time in ticks since last rest.
 * The number of ticks since the player was threatened for warden spawning. Increases by 1 every tick. After 12000 ticks (10 minutes) it will be set back to 0, and the  will be decreased by 1.
 * A threat level between 0 and 4 (inclusive). The warden will spawn at level 4.
 * The number of ticks before the  can be increased again. Decreases by 1 every tick. It is set 200 ticks (10 seconds) every time the threat level is is increased.
 * The Z coordinate of the player's spawn point.
 * The time in ticks since last rest.
 * The number of ticks since the player was threatened for warden spawning. Increases by 1 every tick. After 12000 ticks (10 minutes) it will be set back to 0, and the  will be decreased by 1.
 * A threat level between 0 and 4 (inclusive). The warden will spawn at level 4.
 * The number of ticks before the  can be increased again. Decreases by 1 every tick. It is set 200 ticks (10 seconds) every time the threat level is is increased.

Rabbit

 * Unknown.
 * Set to 40 when a carrot crop is eaten, decreases by 0–2 every tick until it reaches 0.
 * Unknown.
 * Set to 40 when a carrot crop is eaten, decreases by 0–2 every tick until it reaches 0.

Skeleton

 * The item in its hand. Defaults to a bow.
 * The item in its hand. Defaults to a bow.

Slime

 * The size of the slime. Note that this value is zero-based, so 0 is the smallest slime, 1 is the next larger, etc.

Thrown Potion

 * The ID of the potion effect.
 * The ID of the potion effect.

Thrown Trident

 * The slot id when it is thrown out.This means thrown trifent with Loyalty prefers to return to this slot when this slot is empty. Set to -1 when without Loyalty enchantment.
 * The the item that is given when the entity is picked up.
 * The the item that is given when the entity is picked up.

Turtle

 * 1 or 0 (true/false) - true if the turtle has eggs.
 * 1 or 0 (true/false) - true if the turtle has eggs.
 * 1 or 0 (true/false) - true if the turtle has eggs.
 * 1 or 0 (true/false) - true if the turtle has eggs.

Vex

 * The item in its hand. Defaults to an iron sword.

Villager (V2)

 * 1 or 0 (true/false) - true if the villager's trade has been resupplied.
 * Unknown.
 * Unknown.
 * 1 or 0 (true/false) - true if the villager's trade has been resupplied.
 * Unknown.
 * Unknown.
 * Unknown.
 * Unknown.

Wandering Trader

 * An entry.
 * Unknown.
 * Unknown.
 * An entry.
 * Unknown.
 * Unknown.

Warden

 * List of nuisances that have angered the warden.
 * A nuisance.
 * The Unique ID of the entity that is associated with the anger.
 * The level of anger. It has a maximum value of 150 and decreases by 1 every second.
 * 1 or 0 (true/false) - true if the nuisance is priority.
 * The vibration event listener of the warden.
 * Unknown.
 * Unknown.

Wither

 * Unknown.
 * Unknown.
 * Unknown.
 * The number of ticks of invulnerability left after being initially created. 0 once invulnerability has expired.
 * Unknown.
 * Unknown.
 * Unknown.
 * Unknown.
 * Unknown.
 * Unknown.
 * Unknown.
 * Unknown.

Zombie Villager

 * 1 or 0 (true/false) - true if spawned from village.

Zombified Piglin

 * Unknown.

基岩版世界格式/实体格式