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 this block entity.
 * : The savegame ID of this block entity.
 * : 1 or 0 (true/false) - true if this block entity is movable with a piston.
 * : The X position of the block entity.
 * : The Y position of the block entity.
 * : The Z position 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.
 * : The X position of the piston base.
 * : The Y position of the piston base.
 * : The Z position of the piston base.
 * : The X position of the piston base.
 * : The Y position of the piston base.
 * : The Z position 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 position.
 * : A block's Y position.
 * : A block's Z position.
 * : Another block's X position.
 * : Another block's Y position.
 * : Another block's Z position.
 * : etc.
 * : The list of positions of blocks it should break.
 * : A block's X position.
 * : A block's Y position.
 * : A block's Z position.
 * : Another block's X position.
 * : Another block's Y position.
 * : Another block's Z position.
 * : 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 Sensor and Calibrated Sculk Sensor

 * : The vibration event listener of the sculk sensor and calibrated sculk sensor.
 * : 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.
 * : 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.
 * : The text on it.
 * : Unknown.
 * : A compound which discribes front text. The same structure as.
 * : 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