Note that many of the tags listed for the structure pieces apply only to specific piece types.
: The root tag.
data
Features: List of features.
[X,Z]: A structure. Tag name contains the chunk coordinates of the structure's starting point.
id: Identifier for the structure type. Typically matches the file name.
ChunkX: Chunk X coordinate of the start of the structure.
ChunkZ: Chunk Z coordinate of the start of the structure.
BB: Bounding box of the entire structure. Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates.
Valid: (Village only) Whether the village generated at least 3 non-roads. If 0, the village isn't actually generated.
Processed: (Monument only) List of chunks that have had their piece of the structure created.
X: Chunk X coordinate
Z: Chunk Z coordinate
Children: List of structure pieces making up this structure.
: Structure piece data.
id: Identifier for the structure piece. Typically a heavily abbreviated code rather than something human-readable.
GD: Appears to be some sort of measure of how far this piece is from the start.
O: Likely orientation of the structure piece.
BB: Bounding box of the structure piece. (Does not include the part of a village roof that can overhang the road.) Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates.
Width: (Temples and huts) Width of the structure (X/Z).
Height: (Temples and huts) Height of the structure (Y).
Depth: (Temples and huts) Depth of the structure (X/Z).
HPos: (Temples and huts) Y level the structure was moved to in order to place it on the surface, or -1 if it hasn't been moved yet.
placedTrap1: (Jungle temple) Whether the hallway arrow trap dispenser was placed.
placedTrap2: (Jungle temple) Whether the chest arrow trap dispenser was placed.
placedMainChest: (Jungle temple) Whether the main chest was placed.
placedHiddenChest: (Jungle temple) Whether the hidden chest was placed.
hasPlacedChest0: (Desert temple) Whether chest was placed.
hasPlacedChest1: (Desert temple) Whether chest was placed.
hasPlacedChest2: (Desert temple) Whether chest was placed.
hasPlacedChest3: (Desert temple) Whether chest was placed.
Witch: (Witch hut) Whether the initial witch has been spawned for the hut.
hr: (Mineshaft "MSCorridor") Whether the corridor has rails.
sc: (Mineshaft "MSCorridor") Whether the corridor has cobwebs.
hps: (Mineshaft "MSCorridor") Whether the corridor has a cave spider spawner.
Num: (Mineshaft "MSCorridor") Corridor length.
tf: (Mineshaft "MSCrossing") Whether the crossing is two floors tall.
D: (Mineshaft "MSCrossing") Indicates the "incoming" direction for the crossing.
Entrances: (Mineshaft "MSRoom") List of exits from the room.
: Bounding box of the exit.
Chest: (Fortress "NeSCLT" and "NeSCRT") Whether this fortress piece should contain a chest but hasn't had one generated yet.
Mob: (Fortress "NeMT") Whether this fortress piece should contain a Blaze spawner but hasn't had one generated yet.
Seed: (Fortress "NeBEF") Random seed for the broken-bridge fortress piece.
EntryDoor: (Stronghold) The type of door at the entry to this piece.
Chest: (Stronghold "SHCC") Whether this chest in this stronghold piece was placed.
Steps: (Stronghold "SHFC") Length of the corridor
leftLow: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the upward staircase.
rightLow: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the downward staircase.
leftHigh: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the upward staircase.
rightHigh: (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the downward staircase.
Tall: (Stronghold "SHLi") Whether the library has an upper level.
Mob: (Stronghold "SHPR") Whether the Silverfish spawner has been placed in this piece.
Type: (Stronghold "SHRC") Indicates whether the room contains a pillar with torches, a fountain, an upper level with a chest, or is just empty room.
Source: (Stronghold "SHSD") Whether the spiral staircase is the source of the Stronghold or was randomly generated.
Left: (Stronghold "SHS") Whether the corridor has an opening on the left.
Right: (Stronghold "SHS") Whether the corridor has an opening on the right.
Type: (Village) Village type: 0=plains, 1=desert, 2=savanna, 3=taiga.
Zombie: (Village) Whether this village generated as a zombie village.
VCount: (Village) Count of villagers spawned along with this piece.
HPos: (Village) Y level the piece was moved to in order to place it on the surface, or -1 if it hasn't been moved yet.
Chest: (Village "ViS") Whether the blacksmith chest has been generated.