Bedrock Edition level format/Block entity format

This page lists NBT structures of block entities $$.

A block entity is used by Minecraft to store information about a block that can't be stored in the block's block states.

Block Entity

 * : (May not exist) The custom name of the block entity.
 * : The savegame ID of the block entity.
 * : 1 or 0 (true/false) - true if the block entity is movable with a piston.
 * : X coordinate of the block entity.
 * : Y coordinate of the block entity.
 * : Z coordinate of the block entity.

Banner

 * : The base color of the banner. See Banner.
 * : (May not exist) List of all patterns applied to the banner.
 * : An individual pattern.
 * : The base color of the pattern. See Banner.
 * : The pattern ID code. See Banner.
 * : The type of the block entity. 0 is normal banner. 1 is ominous banner.

Beacon

 * : The primary effect selected, see Potion effects for IDs. Set to 0 when no effect is selected.
 * : The secondary effect selected, see Potion effects for IDs. Set to 0 when no effect is selected. When set without a primary effect, does nothing. When set to the same as the primary, the effect is given at level 2 (the normally available behavior for 5 effects). When set to a different value than the primary (normally only Regeneration), gives the effect at level 1.

Bed

 * : The data value that determines the color of the half-bed block. When a bed is broken, the color of the block entity at the bed's head becomes the color of the bed item when it drops. See Bed.

Beehive and Bee Nest

 * : (May not exist) Entities currently in the hive.
 * : An entity in the hive.
 * : The entity in the hive. Always  in vanilla game.
 * : The NBT data of the entity in the hive.
 * Tags unique to this entity type.
 * : The time in ticks until the entity leave the beehive.
 * : 1 or 0 (true/false) - true if new bees will be spawned.
 * : 1 or 0 (true/false) - true if new bees will be spawned.

Bell

 * : The direction data of this bell.
 * : 1 or 0 (true/false) - true if it is ringing.
 * : Unknown.

Brewing Stand

 * : The number of ticks until the potions are finished.
 * : Remaining fuel for the brewing stand.
 * : The max fuel numder for the fuel bar.
 * : List of items in brewing stand.
 * : An item in the brewing stand, including the slot tag.
 * : The slot the item is in.

Campfire and Soul Campfire

 * : (May not exist) An items currently cooking.  is 1, 2, 3, and 4.
 * : How long each item has been cooking.  is 1, 2, 3, and 4.
 * : How long each item has been cooking.  is 1, 2, 3, and 4.

Cauldron

 * : (May not exist) This tag exists only if the cauldron stores dyed water; stores a 32-bit ARGB encoded color.
 * : List of items in this container.
 * : An item, including the slot tag.
 * : The inventory slot the item is in.
 * : If the cauldron contains a potion, this tag stores the ID of that potion. If there is no potion stored, then this tag is set to -1.
 * : If the cauldron contains a potion, this tag stores the type of that potion. 0 is normal, 1 is splash, 2 is lingering. If there is no potion stored, then this tag is set to -1.
 * : If the cauldron contains a potion, this tag stores the type of that potion. 0 is normal, 1 is splash, 2 is lingering. If there is no potion stored, then this tag is set to -1.

Chalkboard

 * : The X position of its base.
 * : The Y position of its base.
 * : The Z position of its base.
 * : 1 or 0 (true/false) - true if it is on locked.
 * : 1 or 0 (true/false) - true if it is on ground.
 * : The Unique ID of its owner.
 * : The size of this chalkboard.
 * : The text on the chalkboard.

Chemistry Tables

 * : (Only for Lab Table) Unknown.
 * : (Only for Lab Table) Unknown.
 * : (Only for Lab Table) Unknown.

Chests

 * : Unknown.
 * : 1 or 0 (true/false) - (may not exist) true if this chest is unpair with chest next to it.
 * : List of items in this container.
 * : An item, including the slot tag.
 * : The inventory slot the item is in.
 * : (May not exist) Loot table to be used to fill the chest when it is next opened, or the items are otherwise interacted with.
 * : (May not exist) Seed for generating the loot table. 0 or omitted use a random seed.
 * : (May not exist) Unknown.
 * : (May not exist) The X position of the chest paired with.
 * : (May not exist) The Z position of the chest paired with.
 * : (May not exist) The Z position of the chest paired with.

Chiseled Bookshelf

 * : List of books in the bookshelf.
 * : An item in the chiseled bookshelf.
 * : Last interacted slot (1-6), or 0 if no slot has been interacted with yet.
 * : Last interacted slot (1-6), or 0 if no slot has been interacted with yet.

Command Block

 * : 1 or 0 (true/false) - Allows to activate the command without the requirement of a redstone signal.
 * : (May not exist) Unknown.
 * : 1 or 0 (true/false) - if a conditional command block had its condition met when last activated. True if not a conditional command block.
 * : Unknown.
 * : Unknown.
 * : Unknown.
 * : 1 or 0 (true/false) - true if the command block is powered by redstone.
 * : 1 or 0 (true/false) - true if the command block is powered by redstone.

Comparator

 * : Represents the strength of the analog signal output of this redstone comparator.

Conduit

 * : 1 or 0 (true/false) - true if it is active.
 * : The Unique ID of the hostile mob the conduit is currently attacking. If there's no target, defaults to -1.

Decorated Pot

 * : List of shards on this decorated pot.
 * : Item ID of this face. Defaults to.

Dispenser and Dropper

 * : List of items in this container.
 * : An item, including the slot tag.
 * : The inventory slot the item is in.
 * : (May not exist) Loot table to be used to fill the chest when it is next opened, or the items are otherwise interacted with.
 * : (May not exist) Seed for generating the loot table. 0 or omitted use a random seed.
 * : (May not exist) Seed for generating the loot table. 0 or omitted use a random seed.

Enchanting Table

 * : (May not exist) The name of this enchanting table.
 * : The rotation of the book.

End Gateway

 * : Age of the portal, in ticks. This is used to determine when the beam is rendered.
 * : Location entities are teleported to when entering the portal.
 * : X coordinate of target location.
 * : Y coordinate of target location.
 * : Z coordinate of target location.

Flower Pot

 * : (May not exist) The block in the pot.

Furnace

 * : The total time that in ticks that the currently used fuel can burn.
 * : Number of ticks left before the current fuel runs out.
 * : Number of ticks the item has been smelting for. The item finishes smelting when this value reaches 200 (10 seconds). Is reset to 0 if BurnTime reaches 0.
 * : List of items in this container.
 * : An item in the furnace, including the slot tag.
 * : The inventory slot the item is in.
 * : The number of experiences it stores.
 * : The number of experiences it stores.

Hopper

 * : List of items in this container.
 * : An item, including the slot tag.
 * : The inventory slot the item is in.
 * : Time until the next transfer in game ticks, naturally between 1 and 8 or 0 if there is no transfer.
 * : Time until the next transfer in game ticks, naturally between 1 and 8 or 0 if there is no transfer.

Item Frame

 * : The items in this item frame.
 * : (May not exist) The chance of item dropping when the item frame is broken.
 * : (May not exist) The rotation of the item in the item frame.
 * : (May not exist) The rotation of the item in the item frame.

Jigsaw

 * : The block that this jigsaw block becomes.
 * : The joint option value, either "rollable" or "aligned".
 * : The jigsaw block's name. This jigsaw block will be aligned with another structure's jigsaw block which has this value in the target tag.
 * : The jigsaw block's target name. This jigsaw block will be aligned with another structure's jigsaw block which has this value in the name tag.
 * : The jigsaw block's target pool to select a structure from.

Jukebox

 * : (May not exist) The record item in it.

Lectern

 * : (May not exist) The book item currently on the lectern.
 * : 1 or 0 (true/false) - (may not exist) true if it has a book.
 * : (May not exist) The page the book is currently on, starting from 0.
 * : (May not exist) The total pages the book has.
 * : (May not exist) The total pages the book has.

Lodestone

 * : (May not exist) The id of lodestone.

Moving Block

 * : The main layer of moving block represented by this block entity.
 * : The extra moving block layer represented by this block entity.
 * : (May not exist) The block entity stored in this moving block.
 * : X coordinate of the piston base.
 * : Y coordinate of the piston base.
 * : Z coordinate of the piston base.
 * : X coordinate of the piston base.
 * : Y coordinate of the piston base.
 * : Z coordinate of the piston base.

Note Block

 * : The pitch of the note block.

Nether Reactor

 * : 1 or 0 (true/false) - true if the reactor has completed its activation phase, and has gone dark.
 * : 1 or 0 (true/false) - true if the reactor has been activated, and has turned red.
 * : Number of ticks the reactor has been active for. It finishes after 900 game ticks (45 seconds).

Piston

 * : The list of positions of blocks it should move.
 * : A block's X coordinate.
 * : A block's Y coordinate.
 * : A block's Z coordinate.
 * : Another block's X coordinate.
 * : Another block's Y coordinate.
 * : Another block's Z coordinate.
 * : etc.
 * : The list of positions of blocks it should break.
 * : A block's X coordinate.
 * : A block's Y coordinate.
 * : A block's Z coordinate.
 * : Another block's X coordinate.
 * : Another block's Y coordinate.
 * : Another block's Z coordinate.
 * : etc.
 * : Unknown.
 * : Unknown.
 * : How far the block has been moved. Can be 0.0, 0.5, and 1.0.
 * : Unknown.
 * : 1 or 0 (true/false) - true if this piston is sticky.

Sculk Catalyst

 * : List of charges associated with the sculk catalyst.
 * : A charge.
 * : How much power is in the charge.
 * : Be 1 if the charge was spread from a sculk or sculk vein, 0 otherwise. The charge can spread to any block if this tag is 1. If it is 0, all the powers in the charge disappear when it spreads to a block not in sculk family.
 * : Delay in ticks until the charge begins to travel after being created.
 * : X coordinate of the charge.
 * : Y coordinate of the charge.
 * : Z coordinate of the charge.
 * : Z coordinate of the charge.

Sculk Shrieker, Sculk Sensor, and Calibrated Sculk Sensor

 * : The vibration event listener of the sculk shrieker, sculk sensor, and calibrated sculk sensor.
 * : Unknown.
 * : Unknown.
 * : Unknown.
 * : Unknown.
 * : Unknown.
 * : Unknown.
 * : Unknown.
 * : Unknown.
 * : Unknown.
 * : Unknown.

Shulker Box

 * : The facing of this shulker box.
 * : The facing of this shulker box.

Sign and Hanging Sign

 * : A compound which discribes back text. The same structure as.
 * : A compound which discribes front text.
 * : 1 or 0 (true/false) - true if the outer glow of a sign with glowing text does not show.
 * : 1 or 0 (true/false) - true if the sign has been dyed with a glow ink sac.
 * : Unknown. Defaults to 1.
 * : The color that has been used to dye the sign. Is a 32-bit encoded color, defaults to  (black). One of   for "White",   for "Orange",   for "Magenta",   for "Light Blue",   for "Yellow",   for "Lime",   for "Pink",   for "Gray",   for "Light Gray",   for "Cyan",   for "Purple",   for "Blue",   for "Brown",   for "Green",   for "Red", and   for "Black".
 * : The text on it.
 * : Unknown.
 * : 1 or 0 (true/false) - true if the text is locked with honeycomb.

Skull

 * : 1 or 0 (true/false) - true if this dragon head's mouth is moving.
 * : The animation frame of the dragon head's mouth movement.
 * : The rotation of this skull.
 * : The type of this skull. 0 = Skeleton, 1 = Wither Skeleton, 2 = Zombie, 3 = Player, 4 = Creeper, 5 = Ender Dragon, 6 = Piglin.

Structure Block

 * : The mode of animation.
 * : The duration of the animation.
 * : The mode of the structure block, values for data are the same as the data values for the item. Ex. 0 = Data, 1 = Save, 2 = Load, 3 = Corner, 4 = Inventory, 5 = Export.
 * : Unknown.
 * : 1 or 0 (true/false) - true if the entities should be ignored in the structure.
 * : How complete the structure is that gets placed.
 * : 1 or 0 (true/false) - true if this structure block is being powered by redstone.
 * : How the structure is mirrored.
 * : The current redstone mode of this structure block.
 * : 1 or 0 (true/false) - true if the blocks should be removed in the structure.
 * : Rotation of the structure.
 * : The seed to use for the structure integrity, 0 means random.
 * : 1 or 0 (true/false) - true if show the structure's bounding box to players in Creative mode.
 * : Name of the structure.
 * : X-offset of the structure.
 * : Y-offset of the structure.
 * : Z-offset of the structure.
 * : X-size of the structure.
 * : Y-size of the structure.
 * : Z-size of the structure.

Suspicious Block

 * : The number of times the suspicious block is being brushed by the player, from 1 to 10 (the item will be extracted when it reaches 10). If the player stops brushing, it will progressively return to 0. And if it hasn't been brushed yet, defaults to 0.
 * : The direction of the suspicious block that was brushed. 0 = Down, 1 = Up, 2 = North, 3 = South, 4 = West, 5 = East, or 6 if it has not been brushed yet.
 * : (May not exist) The item in the suspicious block.
 * : (May not exist) Loot table to be used to generate the hidden item when brushed.
 * : (May not exist) Seed for generating the loot table. 0 or omitted use a random seed.
 * : The type of suspicious block. Valid types are  and.
 * : The type of suspicious block. Valid types are  and.

基岩版世界格式/方块实体格式