Chunk format

Chunks store the terrain and entities within a 16x16x256 area (16x16x128 before 1.2). They also store precomputed lighting, heightmap data for Minecraft's performance and other meta information.

Chunks were first introduced in Minecraft Infdev. Before the addition of the region file format in Beta 1.3, chunks were stored as individual chunk files where the file names contained the chunk's position encoded in Base36 and the extension ".dat".

The Data, SkyLight, and BlockLight are arrays of 4-bit values. The low bits of the first byte of one of these corresponds to the first block in the Blocks array.

NBT Structure
See also: information from the Anvil format page
 * TAG_Compound("Level"): Chunk data.
 * TAG_Int("xPos"): X position of the chunk.
 * TAG_Int("zPos"): Z position of the chunk.
 * TAG_Long("LastUpdate"): Tick when the chunk was last saved.
 * TAG_Byte("TerrainPopulated"): 1 or not present (true/false) indicate whether the terrain in this chunk was populated with special things. (Ores, special blocks, trees, dungeons, flowers, waterfalls, etc.) If set to zero then minecraft will regenerate these features in the blocks that already exist.
 * TAG_Byte_Array("Biomes"): May not exist. 256 bytes of biome data, one byte for each vertical column in the chunk. See Data Values for biome IDs. If this tag does not exist it will be created and filled by Minecraft when the chunk is loaded and saved. If any values in this array are -1, Minecraft will also set them to the correct biome.
 * TAG_Int_Array("HeightMap"): 1024 bytes(256 TAG_Int) of heightmap data. 16 x 16. Each byte records the lowest level in each column where the light from the sky is at full strength. Speeds computing of the SkyLight. Note: This array's indexes are ordered Z,X whereas the other array indexes are ordered X,Z,Y.
 * TAG_List("Sections"): List of Compound tags, each tag is a sub-chunk of sorts.
 * TAG_Byte("Y"): The Y index (not coordinate) of this section. Range 0 to 15 (bottom to top), with no duplicates but some sections may be missing if empty.
 * TAG_Byte_Array("Blocks"): 4096 bytes of block IDs defining the terrain. See Block Format below for byte ordering.
 * TAG_Byte_Array("Add"): May not exist. Same as the below Data array. The value to add to (combine with) the above block ID to form the true block ID in the range 0 to 4095. Combining is done by shifting this value to the left 8 bits and then adding it to the block ID from above.
 * TAG_Byte_Array("Data"): 2048 bytes of block data additionally defining parts of the terrain.
 * TAG_Byte_Array("BlockLight"): 2048 bytes recording the amount of block-emitted light in each block. Makes load times faster compared to recomputing at load time.
 * TAG_Byte_Array("SkyLight"): 2048 bytes recording the amount of sun or moonlight hitting each block. Makes day/night transitions smoother compared to recomputing per level change.
 * TAG_List("Entities"): Each TAG_Compound in this list defines an entity in the chunk. See Entity Format below.
 * TAG_List("TileEntities"): Each TAG_Compound in this list defines a tile entity in the chunk. See Tile Entity Format below.
 * TAG_List("TileTicks"): May not exist. Each TAG_Compound in this list is an "active" block in this chunk waiting to be updated. These are used to save the state of redstone machines, falling sand or water, and other activity. See Tile Tick Format below. This tag may not exist.

Block Format
The information in this section may be outdated, up-to-date information is a WIP.

Blocks are laid out in sets of vertical columns, with the rows going east-west through chunk, and columns going north-south. Blocks in each chunk are accessed via the following method:

unsigned char BlockID = Blocks[ y + z * ChunkSizeY(=256) + x * ChunkSizeY(=256) * ChunkSizeZ(=16) ];

The coordinate system is as follows:
 * X increases East, decreases West
 * Y increases upwards, decreases downwards
 * Z increases South, decreases North

The Data, BlockLight, and SkyLight arrays have four bits (a nibble) for each byte of the Blocks array. Note that these arrays use a kind of 'little endian' nibble order: e.g. the least significant four bits of the first byte of the Data, BlockLight, or SkyLight arrays correspond to the first byte of the Blocks array, and the most significant four bits correspond to the second byte, etc.

Tile Tick Format
(added in version RC2)


 * TAG_Compound: Tile Tick data
 * TAG_Int("i"): Block ID
 * TAG_Int("t"): Number of ticks until processing. May be negative when processing is overdue.
 * TAG_Int("x"): Position
 * TAG_Int("y"): Position
 * TAG_Int("z"): Position

Entity Format
Every entity is an unnamed TAG_Compound contained in the Entities list of a chunk file. The sole exception is the Player entity, stored in level.dat, or in .dat files on servers.

All entities share this base:


 * TAG_Compound: Entity data
 * TAG_String("id"): Entity ID. This tag does not exist for the Player entity.
 * TAG_List("Pos"): 3 TAG_Doubles describing the current X,Y,Z position of the entity.
 * TAG_List("Motion"): 3 TAG_Doubles describing the current dX,dY,dZ velocity of the entity in meters per tick.
 * TAG_List("Rotation"): Two TAG_Floats representing rotation in degrees.
 * TAG_Float[0]: The entity's rotation clockwise around the Y axis (called yaw). Due west is 0. Can have large values because it accumulates all of the entity's lateral rotation throughout the game.
 * TAG_Float[1]: The entity's declination from the horizon (called pitch). Horizontal is 0. Positive values look downward. Does not exceed positive or negative 90 degrees.
 * TAG_Float("FallDistance"): Distance the entity has fallen. Larger values cause more damage when the entity lands.
 * TAG_Short("Fire"): Number of ticks until the fire is put out. Negative values reflect how long the entity can stand in fire before burning.
 * TAG_Short("Air"): How much air the entity has, in ticks. Fills to a maximum of 200 in air, giving 10 seconds submerged before the entity starts to drown, and a total of up to 20 seconds before the entity dies. Decreases while underwater. If 0 while underwater, the entity loses 1 health per second.
 * TAG_Byte("OnGround"): 1 or 0 (true/false) - true if the entity is touching the ground.

SkeletonFace.png Mobs
Known Mob Entity ids: Blaze, CaveSpider, Chicken, Cow, Creeper, EnderDragon, Enderman, Ghast, Giant, LavaSlime, MushroomCow, Ozelot, Pig, PigZombie, Sheep, Silverfish, Skeleton, Slime, SnowMan, Spider, Squid, Villager, VillagerGolem, Wolf, and Zombie

Additional fields for mobs:


 * TAG_Short("AttackTime"): Number of ticks the entity's "invincibility shield" is lasting after the entity was last struck.
 * TAG_Short("DeathTime"): Number of ticks the entity has been dead for. Controls death animations.
 * TAG_Short("Health"): Amount of health the entity has. Players and enemies normally have up to 20 health. Livestock has up to 10 health.
 * TAG_Short("HurtTime"): how long the mob turns red for after being hit
 * TAG_List("ActiveEffects"): The list of potion effects on this mob. May not exist.
 * TAG_Compound: A potion effect
 * TAG_Byte("Id"): The effect ID.
 * TAG_Byte("Amplifier"): The potion effect level. 0 is level 1.
 * TAG_Int("Duration"): The number of ticks before the effect wears off.

Additional fields for mobs that can breed (MushroomCow, Wolf, Ozelot, Cow, Sheep, Chicken, Pig, Villager):
 * TAG_Int("InLove"): Number of ticks until the mob loses its breeding hearts and stops searching for a mate.
 * TAG_Int("Age"): Represents the age of the mob in ticks; when negative, the mob is a baby. When 0 or above, the mob is an adult. When above 0, represents the number of ticks before this mob can breed again.

Additional fields for mobs that can be tamed by players (Wolf, Ozelot):
 * TAG_String("Owner"): Name of the player that owns this mob. Empty string if no owner.
 * TAG_Byte("Sitting"): 1 or 0 (true/false) - true if the mob is sitting.

Pig has one additional field:
 * TAG_Byte("Saddle"): 1 or 0 (true/false) - true if there is a saddle on the pig.

Sheep has two additional fields:
 * TAG_Byte("Sheared"): 1 or 0 (true/false) - true if the sheep has been shorn.
 * TAG_Byte("Color"): 0 to 15 - see wool data values for a mapping to colors.

Creeper has one additional/optional field:
 * TAG_Byte("powered"): 1 or 0 (true/false) - true if the creeper was struck by lightning (doubles the explosive power). This tag is only written if value is 1 (true).

Slime and LavaSlime have one additional field:
 * TAG_Int("Size"): The size of the slime.

Wolf has one additional field:
 * TAG_Byte("Angry"): 1 or 0 (true/false) - true if the wolf is angry.

Ozelot has one additional field:
 * TAG_Int("CatType"): The ID of the skin the tamed ocelot has.

PigZombie has one additional field:
 * TAG_Short("Anger"): Anger level. Determines the aggressivity of the creature towards players.

Enderman has two additional fields:
 * TAG_Short("carried"): Id of the block carried by the Enderman.
 * TAG_Short("carriedData"): Additional data about the block carried by the Enderman.

Villager has 3 additional fields:
 * TAG_Int("Profession"): The ID of the texture used for this villager. This also influences trading options.
 * TAG_Int("Riches"): Unknown, but starts at 0 and increases with trading.
 * TAG_Compound("Offers"): May not actually exist (such as with Villages spawned from Spawn Eggs)
 * TAG_List("Recipes"): List of TAG_Compound of trade options.
 * TAG_Compound: A trade option.
 * TAG_Int("uses"): The number of times this trade has been used.
 * TAG_Compound("buy"): The first 'cost' item.
 * Same as an Item's structure, but without the Slot tag.
 * TAG_Compound("buyB"): The second 'cost' item, may not actually exist.
 * Same as an Item's structure, but without the Slot tag.
 * TAG_Compound("sell"): The item being sold for each set of cost items.
 * Same as an Item's structure, but without the Slot tag.

Arrow.png Projectiles
Known Projectile Entity ids: Arrow, Snowball, Egg, Fireball, SmallFireball, ThrownEnderpearl, EyeOfEnderSignal

Additional fields for Arrow, Snowball, Egg, Fireball (from Ghasts), SmallFireball (from Blazes and Fire Charges), and ThrownEnderpearl:


 * TAG_Short("xTile"): X coordinate of the item's position in the chunk.
 * TAG_Short("yTile"): Y coordinate of the item's position in the chunk.
 * TAG_Short("zTile"): Z coordinate of the item's position in the chunk.
 * TAG_Byte("inTile"): For arrows being stuck into blocks.
 * TAG_Byte("shake"): The "shake" when arrows hit a block.
 * TAG_Byte("inGround"): 1 or 0 (true/false) - Unknown

Note: EyeOfEnderSignal does not have the above tags.

Additional fields for Arrow:
 * TAG_Byte("inData"): Unknown.
 * TAG_Byte("pickup"): Unknown, not a boolean value. Affects whether the arrow can be picked up (e.g. fired in survival, fired in creative, fired from infinity bow, fired from skeleton, etc...)
 * TAG_Double("damage"): Unknown how this affects actual damage inflicted by the arrow. May not be a whole number.

Stone.png Items
Known Item Entity ids: Item, Painting, XPOrb, EnderCrystal

Additional fields for Item:

Additional fields for Painting:
 * TAG_Short("Health"): Starts at 5, and currently only decreases as the item takes fire damage. When health reaches 0, the item is destroyed.
 * TAG_Short("Age"): The amount of time an item has been "untouched" on the ground. After 6000 'ticks' (5 minutes ) the item is destroyed.
 * TAG_Compound("Item"): Item data
 * TAG_Short("id"): Item or Block ID.
 * TAG_Short("Damage"): The data value for this item. The name "Damage" comes from when only tools used this value, now many other items use this value for other purposes.
 * TAG_Byte("Count"): Number of items stacked in this inventory slot. Any item can be stacked, including tools, armor, and vehicles. Range is -128 to 127. Values below 2 are not displayed in-game.
 * TAG_Compound("tag")
 * TAG_List("ench"): Contains enchantments for this item.
 * TAG_Compound: One of these for each enchantment.
 * TAG_Short("id"): Id of the Enchantment.
 * TAG_Short("lvl"): Level of the Enchantment
 * TAG_String("title"): For Written Book, the title of the book.
 * TAG_String("author"): For Written Book, the author of the book.
 * TAG_List("pages"): For Book and Quill and Written Book, the list of pages in the book.
 * TAG_String: A single page in the book.


 * TAG_Byte("Dir"): Direction the painting faces: 0 is east, 1 is north, 2 is west, and 3 is south.
 * TAG_String("Motive"): The name of this Painting's art.
 * TAG_Int("TileX"): X coordinate of the block the painting is hanging on.
 * TAG_Int("TileY"): Y coordinate of the block the painting is hanging on.
 * TAG_Int("TileZ"): Z coordinate of the block the painting is hanging on.

Additional fields for XPOrb:


 * TAG_Short("Health"): Starts at 5, and currently only decreases as the item takes fire damage. When health reaches 0, the item is destroyed.
 * TAG_Short("Age"): The amount of time an orb has been "untouched" on the ground. After a certain amount of ticks, the orb is destroyed.
 * TAG_Short("Value"): The amount of experience the orb gives when picked up.

Note: EnderCrystal only has the basic Entity tags.

Boat.png Vehicles
Known Vehicle Entity ids: Minecart, Boat

Additional fields for Minecart:


 * TAG_Int("Type"): The type of the cart: 0 - empty, 1 - with a chest, 2 - with a furnace.

For a minecart with a furnace there are three additional fields:


 * TAG_Double("PushX"): Unknown
 * TAG_Double("PushZ"): Unknown
 * TAG_Short("Fuel"): Unknown, but probably number of ticks until fuel runs out.[ assumption ]

For a minecart with a chest there is one additional field:


 * TAG_List("Items"): List of items in the slots, same as for a chest.

Dynamic Tiles
Known Dynamic Tile Entity ids: PrimedTnt, FallingSand

Additional fields for PrimedTnt


 * TAG_Byte("Fuse"): Ticks until explosion.

Additional fields for FallingSand:


 * TAG_Byte("Tile"): Block ID.

Tile Entity Format
Known TileEntity ids: Furnace, Sign, MobSpawner, Chest, Music, Trap, RecordPlayer, Piston, Cauldron, EnchantTable, and Airportal

All tile entities share this base:
 * TAG_Compound: Tile entity data
 * TAG_String("id"): Tile entity ID
 * TAG_Int("x"):
 * TAG_Int("y"):
 * TAG_Int("z"): Coordinates of the TileEntity.

A tile entity has additional fields depending on its id:

Furnace.png Furnace
Note that the total burning time for the currently consumed fuel isn't stored, so if you save a world with a half-flame in the furnace, it will be restored into a full flame (but it will be consumed twice as fast).
 * TAG_Short("BurnTime"): Fuel time = Number of ticks left for the current fuel. Decremented each game tick.
 * TAG_Short("CookTime"): Cooking time = Number of ticks that the item has been smelted. When it reaches 200, the item gets smelted and another burn operation starts. Incremented each game tick if the furnace is burning.
 * TAG_List("Items"): List of items in the furnace slots. Each item is a TAG_Compound identical to the ones in the Inventory list. The first entry corresponds to the burning item, the second one is for the fuel and the last one for the result. The list may be empty.

Sign.png Sign

 * TAG_String("Text1"): First row of text
 * TAG_String("Text2"): Second row of text
 * TAG_String("Text3"): Third row of text
 * TAG_String("Text4"): Fourth row of text

Monster Spawner.png MobSpawner

 * TAG_String("EntityId"): The id of the mob.
 * TAG_Short("MinSpawnDelay"): The minimum random delay for the next spawn delay.
 * TAG_Short("MaxSpawnDelay"): The maximum random delay for the next spawn delay.
 * TAG_Short("Delay"): Ticks until next spawn.
 * TAG_Short("SpawnCount"): How many mobs to spawn each time.
 * TAG_Compound("SpawnData"): Allows the addition of any entity NBT tags.

Chest.png Chest

 * TAG_List("Items"): List of items in the chest. Each item is a TAG_Compound identical to the ones in the Inventory list. Chest slots are numbered 0-26 with 0 in the top left corner.

Note Block.png Music

 * TAG_Byte("note"): Pitch (number of right-clicks)

Dispenser.png Trap

 * TAG_List("Items"): List of items in the dispenser, numbered 0-8.

Jukebox.png RecordPlayer

 * TAG_Int("Record"): Record currently playing. 0 is no record. Otherwise, it is the item ID of the record (e.g. 2261 for the "mall" record). Other IDs can be used to make other items or blocks pop out with a data value of 0.

Piston.png Piston
This tile entity is that of Block 36, not any part of the piston itself.


 * TAG_Int("blockId"): ID of the block being moved
 * TAG_Int("blockData"): Additional data about the block being moved
 * TAG_Int("facing"): Direction in which the block is being pushed
 * TAG_Float("progress"): How far the block as been pushed
 * TAG_Byte("extending"): Boolean value indicating if the piston is extending (1) or contracting (0).

Brewing Stand.png Cauldron
Note that despite being called "Cauldron", this Tile Entity only appears on Brewing Stands as of 1.9pre3.


 * TAG_List("Items"): List of items in the brewing stand. Each item is a TAG_Compound identical to the ones in the Inventory list. The slots are numbered from 0-3.
 * TAG_Int("BrewTime"): Time brewing in ticks.

Enchantment Table.png EnchantTable
The enchantment table has no extra tags besides the base ones. It is used for the rotation and opening/closing of the floating book.

End Portal.png Airportal
This is the tile entity associated with the enterable End Portal (not the End Portal Frame). It has no extra tags.