Minecraft Wiki
Registreer
Advertisement
Vertalen
Deze pagina heeft vertaling nodig
Deze pagina bevat te veel woorden uit een andere taal.

Segmenten kwamen als eerste in Minecraft Infdev. Voor de introductie van MCRegion formaat in Bèta 1.3, waren segmenten apart opgeslagen als ".dat" waarin de naam de positie van de segment aangaf, gecodeerd in Base36 - de Alpha level format. MCRegion veranderde dit door segmenten in groepen van 32×32 als ".mcr" bestand opslaan,met de positie in Base10, met als doel ge gebruik van de computergeheugen te verkleinen doordat Minecraft minder bestanden tegelijk gebruikte. Anvil, momentele formaat, veranderde alleen de formaat van de segmenten. De regiobestand techniek wordt nog steeds gebruikt, al heet het bestand nu wel ".mca".

De belanrijkste verschil tussen MCRegion en Anvil was het verdelen van segmenten in secties; elk segment heeft 16 16×16×16 blok secties zodat de lege plekken niet worden opgeslagen. ook is de mogelijkheid toegevoegd om ID's van 0 tot 4095 te gebruiken, terwijl 255 vroeger het maximum was. Hoewel, Vele ID's worden al door voorwerpen gebruikt.

De "Blocks", "Data", "BlockLight", en "SkyLight" reeksen staan nu in secties. De "Data", "SkyLight", en "BlockLight" zijn reeksen van 4-bit per blok, en maken "BlockLight" en "SkyLight" reeksen niet meer deel uit van de blok ID. De "Blocks" reeks is 8 bits per blok, en de 4096-blokken support bestaat in de form van een optionele "Add" byte reeks van 4-bits per blok voor extra blok ID informatie. Met de Anvil formaat, de NBT Format was veranderd van Notch's originele beschrijving tot het toevoeging van een getallenreeks die net als een byte-reeks werkt. Het is momenteel alleen gebruikt bij "HeightMap" informatie in segmenten.

NBT Structuur[]

Segmenten zijn opgeslagen in een NBT formaat, met deze structuur (zie § Blok Formaat voor hoe blokken zijn opgeslagen):


  • : De begintag.

    •  Level:: Segmentdata.

      •  xPos:: X positie van de segment.

      •  zPos:: Z positie van de segment.

      •  LastUpdate:: Tik waneer de segment voor het laatst was opgeslagen.

      •  LightPopulated:: 1 of 0 (Waar/Fout) - Onbekend.

      •  TerrainPopulated:: 1 of mist (Waar/Fout) wijst aan of de segment al ertsen, bloemen, kerkers, watervallen, enz. heeft. Als het op 0 staat, zal Minecraft ze (opnieuw) genereren.

      •  V:: Staat momenteel altijd op 1 en wordt niet gebruikt. Waarschijnlijk staat het voor de versie van de segment.

      •  InhabitedTime:: De tijd hoelang er spelers in de segment waren. Wanner er meerdere spelers zijn, groet het getal sneller. Wordt gebruikt voor lokale moeilijkheidsgraad: vergroot kansen van mobs met harnassen, de kansen dat de harnas betovert is, kansen op spinnen met drank effecten, kansen op dat mobs drop kunnen oppakken, en de kansen dat zombies zombies spawnen als ze dood gaan. Na 3600000, is de moeilijkheidsgraad op maximum. Bij 0 en kleiner, is de minimum geraakt en zal het zich gedragen als 0, voor eeuwig.

      •  Biomes:: Kan niet bestaan. 256 bytes van klimaat data, 1 byte voor elke verticale rij in de segment. Als het niet bestaat, zal het worden genegeerd wanneer de segment wordt opgeslagen. Bij -1, zal Minecraft naar de juiste klimaat zetten.

      •  HeightMap:: 1024 bytes(256
        :), voor 16 × 16 blokken. Elke byte staat voor de laagste blok waar het zonlicht maximaal is. Dat is om "SkyLight" sneller laten worden berekend.

      •  Sections:: Lijst van samengestelde tags, elke tag is soort van een sub-segment, sectie.

        • : Een aparte sectie.

          •  Y:: De plaats van de sectie, varieert van 0 tot 15, waar 0 onderaan betekent en 15 voor helemaal boven. Er zijn er geen duplicaties, maar sommige kunnen missen, wat betekent dat het sectie met lucht gevuld is.

          •  Blocks:: 4096 bytes van blok IDs De blokken in de sectie. 8 bits per blok, plus 4 bits van "Add" beneden.

          •  Add:: Kan missen. 2048 bytes van extra blok data. Deze waarde wordt met "Blocks" gecombineerd om de echte ID van 0 tot 4095 te verkrijgen. 4 bits per blok. Het wordt gecombineerd door de bits links aan de bits van "Blocks" te plakken. Bijvoorbeeld: Blocks: 00000000, Add: 1111, dus is het echte ID: 111100000000.

          •  Data:: 2048 bytes van blok data voor extra informatie per blok. 4 bits per blok.

          •  BlockLight:: 2048 bytes van door blok uitgezonden licht per blok. In vergelijking met het herberekenen tijdens het laden, wordt de wereld sneller geladen met deze methode. 4 bits per blok.

          •  SkyLight:: 2048 bytes van door zon uitgezonden licht per blok. 4 bits per blok.

      •  Entities:: Elke samengestelde tag staat voor een apart entiteit. Zie § Entiteitsformaat onderaan. In geval dat het leeg is, zal het zich gedragen als een lijst van byte tags.

      •  TileEntities:: Elke samengestelde tag staat voor een Blokentiteit. Zie § Blokentiteit formaat onderaan. Als deze lijst leeg is, zal het zich gedragen als een lijst van byte tags.

      •  TileTicks:: Kan missen. Elke samengestelde tag in dit lijst is een "actieve" blok in de segment, die wacht om te worden vernieuwd. Dit word gebruikt om correcte werking van redstone machines, groei van planten, stroming van water, enzovoort op te slaan. Zie § Tikkend blok-formaat onderaan.

Blok Formaat[]

In de Anvil format, zijn de posities van blokken opgeslagen in een volgorde van YZX. Dit kan verbeeld worden met een boek, waar je in een volgorde van letter-strook-pagina leest, dus eerst de letter links, dan de de strook onderaan en later de volgende pagina. Daarbij stelt Y de letter, Z de strook en X de pagina voor.

De coördinaten werken als volgt:

  • X is hoger voor oost, lager voor west
  • Y is hoger voor boven, lager voor onder
  • Z is hoger voor zuid, lager voor noord

The endianness of the 2048-byte arrays (i.e. "Add," "Data," "BlockLight," & "SkyLight"), which give only 4 bits per block, seems to stand as the one anomalous exception to the otherwise consistent, format-wide standard of big-endian data storage. It also runs counter to the presumably natural human-readable printing direction. If the blocks begin at 0, they are grouped with even numbers preceding odd numbers (i.e. 0 & 1 share a block, 2 & 3 share the next, etc.); under these designations Minecraft stores even-numbered blocks in the least significant half-byte, and odd-numbered blocks in the most significant half-byte. Thus block[0] is byte[0] at 0x0F, block[1] is byte[0] at 0xF0, block[2] is byte[1] at 0x0F, block[3] is byte[1] at 0xF0, etc. ...

The pseudo-code below shows how to access individual block information from a single section. Hover over text to see additional information or comments.

byte Nibble4(byte[] arr, int index){ return index%2 == 0 ? arr[index/2]&0x0F : (arr[index/2]>>4)&0x0F; }
int BlockPos = y*16*16 + z*16 + x;
byte BlockID_a = Blocks[BlockPos];
byte BlockID_b = Nibble4(Add, BlockPos);
short BlockID = BlockID_a + (BlockID_b << 8);
byte BlockData = Nibble4(Data, BlockPos);
byte Blocklight = Nibble4(BlockLight, BlockPos);
byte Skylight = Nibble4(SkyLight, BlockPos);

Entiteitsformaat[]

Elke entiteit is een naamloze samengestelde tag in de "Entities"-lijst van een sectie. De enige uitzondering is de speler, opgeslagen in level.dat, of in <player>.dat-bestanden op servers. Alle entiteiten hebben deze basis:


  • : Het entiteits data.

    •  id:: Het ID van de entiteit. De speler heeft deze tag niet.

    •  Pos:: 3 double zwevend getal-tags die de coordinaten van de entiteit weergeven.

      • :: De X-coördinaat.

      • :: De Y-coördinaat.

      • :: De Z-coördinaat.

    •  Motion:: 3 double zwevend getal-tags die de beweging van het voorwerp voorstellen als hoeveel meters het elke tik aflegt.

      • :: De dX-coördinaat.

      • :: De dY-coördinaat.

      • :: De dZ-coördinaat.

    •  Rotation:: twee zwevend getal-tags van de rotatie in graden.

      • : The entity's rotation clockwise around the Y axis (called yaw). Due west 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.

    •  FallDistance:: Distance the entity has fallen. Larger values cause more damage when the entity lands.

    •  Fire:: Number of ticks until the fire is put out. Negative values reflect how long the entity can stand in fire before burning. Default -1 when not on fire.

    •  Air:: How much air the entity has, in ticks. Fills to a maximum of 300 in air, giving 15 seconds submerged before the entity starts to drown, and a total of up to 35 seconds before the entity dies (if it has 20 health). Decreases while underwater. If 0 while underwater, the entity loses 1 health per second.

    •  OnGround:: 1 or 0 (true/false) - true if the entity is touching the ground.

    •  Dimension:: Unknown usage; entities are only saved in the region files for the dimension they are in. -1 for The Nether, 0 for The Overworld, and 1 for The End.

    •  Invulnerable:: 1 or 0 (true/false) - true if the entity should not take damage. This applies to living and nonliving entities alike: mobs will 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 and item frames cannot be destroyed unless their supports are removed. Note that these entities can be damaged by players in Creative mode.

    •  PortalCooldown:: The number of ticks before which the entity may be teleported back through a portal of any kind. Initially starts at 900 ticks (45 seconds) after teleportation and counts down to 0.

    •  UUIDMost:: The most significant bits of this entity's Universally Unique IDentifier. This is joined with UUIDLeast to form this entity's unique ID.

    •  UUIDLeast:: The least significant bits of this entity's Universally Unique IDentifier.

    •  UUID:: The Universally Unique IDentifier of this entity. Converts a hexadecimal UUID (for example: 069a79f4-44e9-4726-a5be-fca90e38aaf5) into the UUIDLeast and UUIDMost tags. Will not apply new UUIDLeast and UUIDMost tags if both of these tags are already present. The "UUID" tag is removed once the entity is loaded.

    •  Riding:: The data of the entity being ridden. Note that if an entity is being ridden, the topmost entity in the stack has the Pos tag, and the coordinates specify the location of the bottommost entity. Also note that the bottommost entity controls movement, while the topmost entity determines spawning conditions when created by a mob spawner.
      • See this format (recursive).

Mobs[]

Mobs are a subclass of Entity with additional tags to store their health, attacking/damaged state, potion effects, and more depending on the mob. Players are a subclass of Mob.

Mob Entities
Entity ID Name
Bat Bat
Blaze Blaze
CaveSpider Cave Spider
Chicken[note 1] Chicken
Cow[note 1] Cow
Creeper Creeper
EnderDragon Ender Dragon
Enderman Enderman
Endermite Endermite
Ghast Ghast
Giant Giant
EntityHorse[note 1] Horse
LavaSlime Magma Cube
MushroomCow[note 1] Mooshroom
Ozelot[note 1][note 2] Ocelot
Pig[note 1] Pig
PigZombie Zombie Pigman
Sheep[note 1] Sheep
Silverfish Silverfish
Skeleton Skeleton
Wither Skeleton
Slime Slime
SnowMan Snow Golem
Spider Spider
Squid Squid
Villager[note 1] Villager
VillagerGolem Iron Golem
Witch Witch
WitherBoss Wither
Wolf[note 1][note 2] Wolf
Zombie Zombie
Zombie Villager
  1. a b c d e f g h i Can breed
  2. a b Can be tamed

  • Mobs have these additional fields:

    •  HealF:: Amount of health the entity has, in floating point format. A value of 1 is half a heart. Used when more precise health values are needed, such as the health of entities being damaged by a player with the Weakness effect (if the player isn't holding an item that increases their attack damage, they deal 1/2 a health point, 1/4 a heart). If this tag exists, Health will be ignored.

    •  Health:: Amount of health the entity has. Used when whole-number health values are needed, such as displaying a player's health on their HUD. If the HealF tag exists, this tag will be ignored.

    •  AbsorptionAmount:: Amount of extra health added by Absorption effect.

    •  AttackTime:: Number of ticks the mob's "invincibility shield" lasts after the mob was last struck. 0 when not recently hit.

    •  HurtTime:: Number of ticks the mob turns red for after being hit. 0 when not recently hit.

    •  DeathTime:: Number of ticks the mob has been dead for. Controls death animations. 0 when alive.

    •  Attributes:: A list of Attributes for this mob. These are used for many purposes in internal calculations, and can be considered a mob's "statistics". Valid Attributes for a given mob are listed in the main article.

      • : An individual Attribute.

        •  Name:: The name of this Attribute.

        •  Base:: The base value of this Attribute.

        •  Modifiers:: A list of Modifiers acting on this Attribute. Modifiers alter the Base value in internal calculations, without changing the original copy. Note that a Modifier will never modify Base to be higher than its maximum or lower than its minimum for a given Attribute.

          • : An individual Modifier.

            •  Name:: The Modifier's name.

            •  Amount:: The amount by which this Modifier modifies the Base value in calculations.

            •  Operation:: 0, 1, or 2. Defines the operation this Modifier executes on the Attribute's Base value. 0: Increment X by Amount, 1: Increment Y by X * Amount, 2: Y = Y * (1 + Amount) (equivalent to Increment Y by Y * Amount). The game first sets X = Base, then executes all Operation 0 modifiers, then sets Y = X, then executes all Operation 1 modifiers, and finally executes all Operation 2 modifiers.

            •  UUIDMost:: The most significant bits of this Modifier's Universally Unique IDentifier. Used to reference modifiers in memory and ensure duplicates are not applied.

            •  UUIDLeast:: The least significant bits of this Modifier's Universally Unique IDentifier.

    •  ActiveEffects:: The list of potion effects on this mob. May not exist.

      • : A potion effect

        •  Id:: The effect ID.

        •  Amplifier:: The potion effect level. 0 is level 1.

        •  Duration:: The number of ticks before the effect wears off.

        •  Ambient:: 1 or 0 (true/false) - true if this effect is provided by a Beacon and therefore should be less intrusive on screen.

        •  ShowParticles:: 1 or 0 (true/false) - true if particles are shown (affected by "Ambient"). false if no particles are shown.

    •  Equipment:: The list of compound tags of the equipment the mob has. Each compound tag in the list is an Item without the slot tag. All 5 entries will always exist (even for players) but may be empty compound tags to indicate no item.

      • :0: The item being held in the mob's hand.

      • :1: Armor (Feet)

      • :2: Armor (Legs)

      • :3: Armor (Chest)

      • :4: Armor (Head)

    •  DropChances:: List of float values from 0 to 1 representing the chance for a carried item to drop. By default these are all 0.085, but they get set to 2 if the mob picks up an item. Items with durability held by a mob that have an associated DropChances greater than 1.0 will retain the defined durability of the item. If the DropChances is 1.0 or lower, the durability is randomized. If the "Unbreakable" tag exists on the item, the durability will be assigned as defined, regardless of the DropChances value.

      • :0: Chance to drop the item being carried.

      • :1: Chance for the armor. (Feet)

      • :2: Chance for the armor. (Legs)

      • :3: Chance for the armor. (Chest)

      • :4: Chance for the armor. (Head)

    •  CanPickUpLoot:: 1 or 0 (true/false) - true if the mob can pick up loot (wear armor it picks up, use weapons it picks up).

    •  PersistenceRequired:: 1 or 0 (true/false) - true if the mob must not despawn naturally.

    •  CustomName:: The custom name of this entity. Appears in player death messages and villager trading interfaces, as well as above the mob's head when your cursor is over it. May not exist, or may exist and be empty.

    •  CustomNameVisible:: 1 or 0 (true/false) - if true, and this mob has a custom name, it will always appear above their head, whether or not the cursor is pointing at it. May not exist.

    •  Leashed:: 1 or 0 (true/false) - whether the mob is leashed.

    •  Leash:: Either contains a UUID long pair, if this leash connects to another entity, or an X, Y, Z int trio if this leash connects to a fencepost.

      •  UUIDMost:: The most significant bits of the Universally Unique IDentifier of the entity this leash connects to.

      •  UUIDLeast:: The least significant bits of the Universally Unique IDentifier of the entity this leash connects to.

      •  X:: The X coordinate of the fencepost this leash connects to.

      •  Y:: The Y coordinate of the fencepost this leash connects to.

      •  Z:: The Z coordinate of the fencepost this leash connects to.

    •  GoldenAppleOverflow: (removed): Unknown value.


  • Bestand:HeartParticle.png Additional fields for mobs that can breed:

    •  InLove:: Number of ticks until the mob loses its breeding hearts and stops searching for a mate. 0 when not searching for a mate.

    •  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.

    •  ForcedAge:: A value of age which will be assigned to this mob when it grows up. Incremented when a baby mob is fed.

  • Additional fields for mobs that can be tamed by players:

    •  Owner:: Name of the player that owns this mob for pre-1.8. Empty string if no owner.

    •  OwnerUUID:: UUID of the player that owns this mob for 1.8. Empty string if no owner.

    •  Sitting:: 1 or 0 (true/false) - true if the mob is sitting.



  • Bat has these additional fields:

    •  BatFlags:: 1 when hanging upside-down from a block, 0 when flying.

  • Chicken has these additional fields:

    •  IsChickenJockey: 1 or 0 (true/false) - Whether or not the chicken is a jockey for a baby zombie. True if the chicken can naturally despawn. Other effects are unknown. Baby zombies can still control a ridden chicken even if this is set false.

  • Creeper has these additional fields:

    •  powered:: 1 or 0 (true/false) - May not exist. True if the creeper is charged from being struck by lightning.

    •  ExplosionRadius:: The radius of the explosion itself, default 3.

    •  Fuse:: The number of ticks before the creeper will explode (does not affect creepers that fall and explode upon impacting their victim). Default 30.

    •  ignited: 1 or 0 (true/false) - Whether the creeper has been ignited by a Flint and Steel.

  • Enderman has these additional fields:

    •  carried:: ID of the block carried by the Enderman. When not carrying anything, 0.

    •  carriedData:: Additional data about the block carried by the Enderman. 0 when not carrying anything.

    •  EndermiteCount:: Number of Endermites that have spawned from teleportation by the Enderman (defaults to 0). Chance of spawn from next teleportation is (15 - EndermiteCount)% – i.e., 15% when 0, and 0% when 15.

  • Endermite has these additional fields:

    •  Lifetime:: How long the Endermite has existed in ticks. Disappears when this reaches around 2400.

  • EntityHorse has these additional fields:

    •  Bred:: 1 or 0 (true/false) - Unknown. Remains 0 after breeding. Causes horse to become persistent.

    •  ChestedHorse:: 1 or 0 (true/false) - true if the horse has chests. As of 13w39b, a chested horse that is not a donkey or a mule will crash the game.

    •  EatingHaystack:: 1 or 0 (true/false) - true if the horse is grazing.

    •  HasReproduced:: 1 or 0 (true/false) - currently unused. Always 0.

    •  Tame:: 1 or 0 (true/false) - true if the horse is tamed. (Non players mobs will not be able to ride a tamed horse if it has no saddle)

    •  Temper:: Ranges from 0 to 100; increases with feeding. Higher values make a horse easier to tame.

    •  Type:: The type of the horse. 0 = Horse, 1= Donkey, 2= Mule, 3 = Zombie, 4 = Skeleton.

    •  Variant:: The variant of the horse. Determines colors. Stored as baseColor | markings << 8.

    •  OwnerName: (deprecated): Contains the name of the player that tamed the horse. Has no effect on behaviour.

    •  OwnerUUID:: Contains the UUID of the player that tamed the horse. Has no effect on behavior.

    •  Items:: List of items. Only exists if ChestedHorse is true.

      • : An item, including the Slot tag. Slots are numbered 2 to 16 for donkeys and mules, and none exist for all other horses.
        • See Item Format

    •  ArmorItem:: The armor item worn by this horse. May not exist.
      • See Item Format

    •  SaddleItem:: The saddle item worn by this horse. May not exist.
      • See Item Format

    •  ArmorType:: (removed as of 13w21a) Armor type. 0 = none, 1 = iron, 2= gold, 3= diamond. Other values lead to loading of random textures.

    •  Saddle:: (removed as of 13w21a snapshot and added again at 1.6.1 release) 1 or 0 (true/false) - true if there is a saddle on the horse.

  • Ghast has these additional fields:

    •  ExplosionPower:: The radius of the explosion created by the fireballs this ghast fires. Default value of 1.

  • Ozelot has these additional fields:

    •  CatType:: The ID of the skin the ocelot has. 0 is wild ocelot, 1 is tuxuedo, 2 is tabby and 3 is siamese. Does not determine an ocelot's behavior: it will be wild unless its Owner string is not empty, meaning wild ocelots can look like cats and vice versa.

  • Pig has these additional fields:

    •  Saddle:: 1 or 0 (true/false) - true if there is a saddle on the pig.

  • Sheep has these additional fields:

    •  Sheared:: 1 or 0 (true/false) - true if the sheep has been shorn.

    •  Color:: 0 to 15 - see wool data values for a mapping to colors.


  • Skeleton has these additional fields:

    •  SkeletonType:: 0 for normal skeleton, 1 for wither skeleton.


  • Slime and LavaSlime have these additional fields:

    •  Size:: The size of the slime. Note that this value is zero-based, so 0 is the smallest slime, 1 is the next larger, etc. The sizes that spawn naturally are 0, 1, and 3.

  • WitherBoss has these additional fields:

    •  Invul:: The number of ticks of invulnerability left after being initially created. 0 once invulnerability has expired.

  • Wolf has these additional fields:

    •  Angry:: 1 or 0 (true/false) - true if the wolf is angry.

    •  CollarColor:: The dye color of this wolf's collar. Present even for wild wolves (but does not render); default value is 14.
  • Villagerhead Villager has these additional fields:

    •  Profession:: The ID of the texture used for this villager. This also influences trading options.

    •  Riches:: Currently unused. Increases by the number of emeralds traded to a villager any time they are traded.

    •  Career:: The ID of this villager's career. This also influences trading options and the villager's name in the GUI (if it does not have a CustomName). If 0, the next time offers are refreshed, the game will assign a new Career and reset CareerLevel to 1.

    •  CareerLevel:: The current level of this villager's trading options. Influences the trading options generated by the villager; if it is greater than their career's maximum level, no new offers are generated. Increments when a trade causes offers to be refreshed. If 0, the next trade to do this will assign a new Career and set CareerLevel to 1.

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

    •  Inventory:: Each compound tag in this list is an item in the villagers inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together will automatically be condensed into one slot. If there are more than 8 slots, the last slot will be removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot will be present after the two other slots are combined.

      • : An item in the inventory, excluding the Slot tag.
        • See Item structure.

    •  Offers:: Is generated when the trading menu is opened for the first time.

      •  Recipes:: List of trade options.

        • : A trade option.

          •  rewardExp:: 1 or 0 (true/false) - true if this trade will provide XP orb drops.

          •  maxUses:: The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.

          •  uses:: The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.

          •  buy:: The first 'cost' item, without the Slot tag.
            • See Item structure.

          •  buyB:: May not exist. The second 'cost' item, without the Slot tag.
            • See Item structure.

          •  sell:: The item being sold for each set of cost items, without the Slot tag.
            • See Item structure.

  • VillagerGolem has these additional fields:

    •  PlayerCreated:: 1 or 0 (true/false) - true if this golem was created by a player.


  • Zombie has these additional fields:

    •  IsVillager:: 1 or 0 (true/false) - true if this zombie is an infected villager. May be absent.

    •  IsBaby:: 1 or 0 (true/false) - true if this zombie is a baby. May be absent.

    •  ConversionTime:: -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect will parallel this.

    •  CanBreakDoors:: 1 or 0 (true/false) - true if the zombie can break doors (default value is 0). If the difficulty is set to Hard, all zombies will have this tag set to 1. In any other difficulty, it is always set to 0.

  • PigZombie has these additional fields:
    • All fields from Zombie

    •  Anger:: Anger level. Determines the aggressivity of the creature towards players. 0 for neutral Zombie Pigmen.

Projectiles[]

Projectiles are a subclass of Entity and have very obscure tags such as X,Y,Z coordinate tags despite Entity Pos tag, inTile despite inGround, and shake despite most projectiles not being arrows.

Projectile Entities
Entity ID Name
Arrow Arrow
Snowball Snowball
Egg (Removed - bug?) Egg
Fireball Ghast Fireball
SmallFireball Blaze Fireball/Fire Charge
ThrownEnderpearl Ender Pearl
ThrownExpBottle Bottle o' Enchanting
ThrownPotion Splash Potion
WitherSkull Wither Skull









  • Projectiles have these additional fields:

    •  xTile:: X coordinate of the item's position in the chunk.

    •  yTile:: Y coordinate of the item's position in the chunk.

    •  zTile:: Z coordinate of the item's position in the chunk.

    •  inTile:: ID of tile projectile is in.

    •  inGround:: 1 or 0 (true/false) - If the Projectile is in the ground or hit the ground already (For arrow pickup; you cannot pickup arrows in the air)






  • Projectiles except Fireball, SmallFireball, and WitherSkull have these additional fields:

    •  shake:: The "shake" when arrows hit a block.

  • Arrow has these additional fields:

    •  inData:: Metadata of tile arrow is in.

    •  pickup:: 0 = cannot be picked up by players. 1 = can be picked up by players in survival or creative. 2 = can only be picked up by players in creative.

    •  player:: 1 or 0 (true/false) - If pickup is not used, and this is true, the arrow can be picked up by players.

    •  life:: Increments each tick when an arrow is not moving; resets to 0 if it moves. When it ticks to 1200, the arrow despawns.

    •  damage:: Unknown how this affects actual damage inflicted by the arrow. May not be a whole number. 2.0 for normal arrows, and increased 0.5 per level of Power enchantment on the firing bow. If the Power enchantment is present, an additional 0.5 is added on (so Power I gives a bonus of 1.0, while Power II gives 1.5).



  • Fireball, SmallFireball, and WitherSkull have this additional field:

    •  direction:: List of 3 doubles. Should be identical to Motion.

  • Fireball has this additional field:

    •  ExplosionPower:: The power and size of the explosion created by the fireball upon impact. Default value 1.




  • ThrownEnderpearl, ThrownExpBottle, ThrownPotion, and Snowball have this additional field:

    •  ownerName:: The name of the player this projectile was thrown by.

  • ThrownPotion has these additional fields:

    •  Potion:: The item that was thrown, without the slot tag.
      • See Item format and Potion Effects tag tag.

    •  potionValue:: If the Potion tag does not exist, this value is used as the damagevalue of the thrown potion.

Items[]

Items are a subclass of Entity.

Item Entities
Entity ID Name
Item Dropped Item
XPOrb XP Orb

  • Items have these additional fields:

    •  Age:: The number of ticks the item has been "untouched". After 6000 ticks (5 minutes [1]) the item is destroyed. If set to -32768, the Age will not decrease, thus the item will not automatically despawn.

  • Item has these additional fields:

    •  Health:: The health of the item, which starts at 5. Items take damage from fire, lava, falling anvils, and explosions. The item is destroyed when its health reaches 0.

    •  PickupDelay:: The number of ticks the item cannot be picked up. Decreases by 1 per tick. If set to 32767, the PickupDelay will not decrease, thus the item can never be picked up.

    •  Owner:: If not an empty string, only the named player will be able to pick up this item, until it is within 10 seconds of despawning. Used by the give command (and can be set in a summon command) to prevent the wrong player from picking up the spawned item entity.

    •  Thrower:: Set to the name of the player who dropped the item, if dropped by a player. Used by the "Diamonds to you!" achievement.

    •  Item:: The inventory item, without the Slot tag.
      • See Item Format.

  • XPOrb has these additional fields:

    •  Health:: Same properties as Health in Item. However, this value is stored as a byte in saved data, and read as a short but clipped to the range of a byte. As a result, its range is 0-255, always positive, and values exceeding 255 will overflow.

    •  Value:: The amount of experience the orb gives when picked up.

Vehicles[]

Vehicles are subclasses of Entity.

Vehicle Entities
Entity ID Name
Boat Boat
Minecart (deprecated) Minecart
Storage Minecart
Furnace Minecart
MinecartRideable Minecart
MinecartChest Storage Minecart
MinecartFurnace Furnace Minecart
MinecartSpawner Spawner Minecart
MinecartTNT TNT Minecart
MinecartHopper Minecart with Hopper
MinecartCommandBlock Minecart with Command Block







  • All types of Minecarts may have these additional optional fields:

    •  CustomDisplayTile:: Optional. 1 or 0 (true/false) - whether to display the custom tile in this minecart.

    •  DisplayTile:: Optional. The ID of the custom block in the minecart.

    •  DisplayData:: Optional. The Data value of the custom block in the minecart.

    •  DisplayOffset:: Optional. The offset of the block displayed in the Minecart. Positive values move the block upwards, while negative values move it downwards. A value of 16 will move the block up by exactly one multiple of its height.

    •  CustomName:: Optional. The custom name of this minecart. ("@" by default for command block minecarts)

  • Minecart (deprecated since 13w02a) had these additional fields:

    •  Type:: Type of the cart: 0 - empty, 1 - with a chest, 2 - with a furnace.
    • All fields from MinecartRideable, MinecartChest or MinecartFurnace depending on Type.


  • MinecartChest and MinecartHopper have these additional fields:

    •  Items:: List of items.

      • : An item, including the Slot tag. Slots are numbered 0 to 26 for chests, and 0 to 4 for hoppers.
        • See Item Format

  • MinecartFurnace have these additional fields:

    •  PushX:: Force along X axis, used for smooth acceleration/deceleration.

    •  PushZ:: Force along Z axis, used for smooth acceleration/deceleration.

    •  Fuel:: The number of ticks until the minecart runs out of fuel.

  • MinecartHopper has these additional fields:

    •  TransferCooldown:: Time until the next transfer, between 1 and 8, or 0 if there is no transfer.

  • MinecartTNT has these additional fields:

    •  TNTFuse:: Time until explosion or -1 if deactivated.

  • MinecartSpawner has these additional fields:
    • All fields from the MobSpawner Blokentiteit, excluding the base Blokentiteit fields.

  • MinecartCommandBlock has these additional fields:

    •  Command:: The command entered into the minecart.

    •  SuccessCount:: Represents the strength of the analog signal output by redstone comparators attached to this minecart. Only updated when the minecart is activated with an activator rail.

    •  LastOutput:: The last line of output generated by the minecart. Still stored even if the gamerule commandBlockOutput is false. Appears in the GUI of the minecart when right-clicked, and includes a timestamp of when the output was produced.

    •  TrackOutput:: 1 or 0 (true/false) - Unknown.

Dynamische blokenteiten[]

Dynamische blokenteiten are a subclass of Entity and are used to simulate realistically moving blocks.

Dynamische blokentiteiten
Entity ID Name
PrimedTnt TNT
FallingSand Dynamisch blokenteit

  • PrimedTnt has these additional fields:

    •  Fuse:: Ticks until explosion. Default is 80 (4 seconds).




  • FallingSand has these additional fields:

    •  Tile: (deprecated): The Block ID. Not limited to only sand, gravel, dragon eggs, or anvils. Although deprecated, this value is always present.

    •  TileID:: The Block ID, as above, but now supporting the 1-4095 range. Only prior to 1.8 and its snapshots.

    •  Block:: The Block ID using the alphabetical ID format: minecraft:stone. Only in and after 1.8 and its snapshots.

    •  TileEntityData:: Optional. The tags of the blokentiteit for this block (zie § Blokentiteit formaat).

    •  Data:: The data value for the block.

    •  Time:: The number of ticks the entity has existed. If set to 0, the moment it ticks to 1, it will vanish if the block at its location has a different ID than the entity's TileID. If the block at its location has the same ID as its TileID when Time ticks from 0 to 1, the block will instead be deleted, and the entity will continue to fall, having overwritten it. (This was the result of Mojang's failed attempt to "fix" infinite sand/gravel/dragon egg/anvil/etc. generators by trying to have the falling sand entity delete the duplicated block the next tick) When Time goes above 600, or above 100 while the block is below Y=0, the entity is deleted.

    •  DropItem:: 1 or 0 (true/false) - true if the block should drop an item that can be picked up when it breaks.

    •  HurtEntities:: 1 or 0 (true/false) - true if the block should hurt entities it falls on.

    •  FallHurtMax:: The maximum number of hitpoints of damage to inflict on entities that intersect this FallingSand. For vanilla FallingSand, always 40 (20 hearts).

    •  FallHurtAmount:: Multiplied by the FallDistance to calculate the amount of damage to inflict. For vanilla FallingSand, always 2.

Other[]

Other entity types that are a subclass of Entity but do not fit into any of the above categories.

Other Entities
Entity ID Name
EnderCrystal Ender Crystal
EyeOfEnderSignal Eye of Ender
FireworksRocketEntity Firework Rocket
ItemFrame Item Frame
LeashKnot Leash Knot
Painting Painting

  • FireworksRocketEntity has these additional fields:

    •  Life:: The number of ticks this fireworks rocket has been flying for.

    •  LifeTime:: The number of ticks before this fireworks rocket explodes. This value is randomized when the firework is launched: ((Flight + 1) * 10 + random(0 to 5) + random(0 to 6))

    •  FireworksItem:: The crafted Firework Rocket item.
      • See Item format and Fireworks tag tag.


  • Paintings and Item Frames share these additional fields:

    •  TileX:: The X coordinate of the block the painting/item frame is placed on.

    •  TileY:: The Y coordinate of the block the painting/item frame is placed on.

    •  TileZ:: The Z coordinate of the block the painting/item frame is placed on.

    •  Facing:: In 1.8 and later, the direction the painting/item frame faces: 0 is south, 1 is west, 2 is north, and 3 is east.

    •  Direction:: Prior to 1.8, the direction the painting/item frame faces: 0 is south, 1 is west, 2 is north, and 3 is east.

    •  Dir:: Same as Direction, except the meaning of values 2 and 0 are swapped. Ignored if Direction is present.

  • ItemFrame has these additional fields:

    •  Item:: The item, without the slot tag. If the item frame is empty, this tag does not exist.
      • See Item Structure.

    •  ItemDropChance:: The chance the item will drop when the item frame breaks. 1.0 by default.

    •  ItemRotation:: The number of times the item has been rotated 45 degrees clockwise.

  • Painting has these additional fields:

    •  Motive:: The name of this Painting's art.

Blokentiteit formaat[]

Blokentiteiten (not related to Entities) are used by Minecraft to store information about blocks that can't be stored in the 4-bits of block data the block has. They have also recently been referred to as Block Entities, though "Tile Entity" is still a more common name for them.

Blokentiteiten
Tile Entity ID Associated Block
Airportal End Portal
Beacon Beacon Block
Cauldron Brewing Stand
Chest Chest
Trapped Chest
Comparator Comparator
Control Command Block
DLDetector Daylight Sensor
Dropper Dropper
EnchantTable Enchantment Table
EnderChest Ender Chest
FlowerPot Flower Pot
Furnace Furnace
Hopper Hopper
MobSpawner Monster Spawner
Music Note Block
Piston Piston Moving
RecordPlayer Jukebox
Sign Sign
Skull Head
Trap Dispenser

All blokentiteiten share this base:


  • : Blokentiteit data

    •  id:: Blokentiteit ID

    •  x:: X coordinate of the blokentiteit.

    •  y:: Y coordinate of the blokentiteit.

    •  z:: Z coordinate of the blokentiteit.










  • Various containers may have these additional fields:

    •  CustomName:: Optional. The name of this container, which will display in its GUI where the default name ordinarily is. For Command Blocks, the name will replace the usual '@' when using commands such as "say" and "tell".








    •  Lock:: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.

  • Beacon has these additional fields:

    •  Levels:: The number of levels available from the pyramid.

    •  Primary:: The primary power selected, see Potion effects for IDs. 0 means none.

    •  Secondary:: The secondary power selected, see Potion effects for IDs. 0 means none.

  • Cauldron has these additional fields:

    •  Items:: List of items in the brewing stand.

      • :: An item, including the slot tag. Slots are numbered 0 to 3.
        • See Item Format.

    •  BrewTime:: The number of ticks the potions have been brewing for.

  • Chest has these additional fields:

    •  Items:: List of items in the chest.[note 1]

      • :: An item, including the slot tag. Chest slots are numbered 0-26 with 0 in the top left corner.
        • See Item Format.
  1. Double chests are simply two Chest blokentiteiten next to each other; see Chest for which blokentiteit is which half of the chest.

  • Comparator has these additional fields:

    •  OutputSignal:: Represents the strength of the analog signal output by this redstone comparator. Likely used because the block itself uses its four bits of metadata to determine its rotation, powered state, and subtraction mode state, and comparators can hold a specific amount of power even in circuits without redstone wire.

  • Control has these additional fields:

    •  Command:: The command to issue to the server.

    •  SuccessCount:: Represents the strength of the analog signal output by redstone comparators attached to this command block. Only updated when the command block is activated with a redstone signal.

    •  LastOutput:: The last line of output generated by the command block. Still stored even if the gamerule commandBlockOutput is false. Appears in the GUI of the block when right-clicked, and includes a timestamp of when the output was produced.

    •  TrackOutput:: 1 or 0 (true/false) - Unknown.

  • FlowerPot has these additional fields:

    •  Item:: The Block ID of the plant in the pot. Known valid blocks are minecraft:sapling (6), minecraft:tallgrass (31), minecraft:deadbush (32), minecraft:yellow_flower (37), minecraft:red_flower (38), minecraft:brown_mushroom (39), minecraft:red_mushroom (40), minecraft:cactus (81). Other block and item IDs may be used, but not all will render. Together with Data, this determines the item dropped by the pot when destroyed.

    •  Data:: The data value to use in conjunction with the above Block ID. For example if Item is 6 (a sapling block), the Data is used to indicate the type of sapling. See Data Values for details.

  • Furnace has these additional fields:

    •  BurnTime:: Number of ticks left before the current fuel runs out.

    •  CookTime:: 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.

    •  CookTimeTotal:: Number of ticks It takes for the item to be smelted.

    •  Items:: List of items in the furnace slots.

      • :: An item in the furnace, including the slot tag:
        Slot 0: The item(s) being smelted.
        Slot 1: The item(s) to use as the next fuel source.
        Slot 2: The item(s) in the result slot.
        • See Item Format.

  • Hopper has these additional fields:

    •  Items:: List of items in the hopper slots.

      • :: An item in the hopper, including the slot tag.
        • See Item Format.

    •  TransferCooldown:: Time until the next transfer, naturally between 1 and 8 or 0 if there is no transfer.


  • MobSpawner has these additional fields:

    •  SpawnPotentials:: Optional. List of possible entities to spawn.[2][3] If this tag does not exist, but SpawnData exists, Minecraft will generate it the next time the spawner tries to spawn an entity. The generated list will contain a single entry derived from the EntityId and SpawnData tags.

      • :: A potential future spawn. After the spawner makes an attempt at spawning, it will choose one of these entries at random and use it to prepare for the next spawn.

        •  Type:: Overwrites EntityId when preparing the next spawn.

        •  Weight:: The chance that this spawn will be picked as compared to other spawn weights. Must be non-negative and at least 1.

        •  Properties:: Overwrites the contents of SpawnData when preparing the next spawn. Not optional; an empty one will be created if it does not exist.

    •  EntityId:: The Entity ID of the next entity(s) to spawn. Both Mob Entity IDs and other Entity IDs will work. Warning: If SpawnPotentials exists, this tag will get overwritten after the next spawning attempt: see above for more details.

    •  SpawnData:: Contains tags to copy to the next spawned entity(s) after spawning. Any of the Entity or Mob tags may be used. Note that if a spawner specifies any of these tags, almost all variable data such as mob equipment, villager profession, sheep wool color, etc., will no longer be automatically generated, and must also be manually specified [4] (note that this does not apply to position data, which will be randomized as normal unless Pos is specified. Similarly, unless Size and Health are specified for a Slime or Magma Cube, these will still be randomized). This, together with EntityId, also determines the appearance of the miniature entity spinning in the spawner cage. Note: this tag is optional: if it does not exist, the next spawned entity will use the default vanilla spawning properties for this mob, including potentially randomized armor (this is true even if SpawnPotentials does exist). Warning: If SpawnPotentials exists, this tag will get overwritten after the next spawning attempt: see above for more details.

    •  SpawnCount:: How many mobs to attempt to spawn each time.

    •  SpawnRange:: The radius around which the spawner attempts to place mobs randomly. The spawn area is square, includes the block the spawner is in, and is centered around the spawner's x,z coordinates - not the spawner itself. It is 2 blocks high, centered around the spawner's y coordinate (its bottom), allowing mobs to spawn as high as its top surface and as low as 1 block below its bottom surface. Vertical spawn coordinates are integers, while horizontal coordinates are floating point and weighted towards values near the spawner itself. Default value is 4.

    •  Delay:: Ticks until next spawn. If 0, it will spawn immediately when a player enters its range. If set to -1 (this state never occurs in a natural spawner; it seems to be a feature accessed only via NBT editing), the spawner will reset its Delay, and (if SpawnPotentials exist) EntityID and SpawnData as though it had just completed a successful spawn cycle, immediately when a player enters its range. Note that setting Delay to -1 can be useful if you want the game to properly randomize the spawner's Delay, EntityID, and SpawnData, rather than starting with pre-defined values.

    •  MinSpawnDelay:: The minimum random delay for the next spawn delay. May be equal to MaxSpawnDelay.

    •  MaxSpawnDelay:: The maximum random delay for the next spawn delay. Warning: Setting this value to 0 crashes Minecraft. Set to at least 1.

    •  MaxNearbyEntities:: Overrides the maximum number of nearby (within a box of spawnrange*2+1 x spawnrange*2+1 x 8 centered around the spawner block) entities whose IDs match this spawner's entity ID. Note that this is relative to a mob's hitbox, not their physical position. Also note that all entities within all chunk sections (16x16x16 cubes) overlapped by this box are tested for their ID and hitbox overlap, rather than just entities which are within the box, meaning a large amount of entities outside the box (or within it, of course) can cause substantial lag.

    •  RequiredPlayerRange:: Overrides the block radius of the sphere of activation by players for this spawner. Note that for every gametick, a spawner will check all players in the current world to test whether a player is within this sphere.

    •  MaxExperience: (removed): Unknown.

    •  RemainingExperience: (removed): Unknown.

    •  ExperienceRegenTick: (removed): Unknown.

    •  ExperienceRegenRate: (removed): Unknown.

    •  ExperienceRegenAmount: (removed): Unknown.



  • Music has these additional fields:

    •  note:: Pitch (number of right-clicks).

  • Piston has these additional fields:

    •  blockId:: Block_IDs of the block being moved.

    •  blockData:: Data value of the block being moved.

    •  facing:: Direction in which the block will be pushed.

    •  progress:: How far the block has been moved.

    •  extending:: 1 or 0 (true/false) - true if the block is being pushed.

  • RecordPlayer has these additional fields:

    •  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. This is always overridden by the ID in RecordItem.

    •  RecordItem:: The item, without the Slot tag.
      • See Item Format.

  • Sign has these additional fields:

    •  Text1:: First row of text.

    •  Text2:: Second row of text.

    •  Text3:: Third row of text.

    •  Text4:: Fourth row of text.

Only the first 16 characters of each line are read, the rest are discarded.


  • Skull has these additional fields:

    •  SkullType:: The type of the skull, similar to the Item IDs. (See Data values#Heads)

    •  ExtraType:: Name of the player this is a skull of for pre-1.8.[5]

    •  Rot:: The orientation, similar to signs. (See Data values#Sign Posts)

    •  Owner:: 1.8's definition for the skull's owner.

      •  Id:: UUID of owner.

      •  Name:: Username of owner.

      •  Properties:

        •  textures:

          • :: An individual texture.

            •  Signature:

            •  Value:


  • Trap and Dropper have these additional fields:

    •  Items:: List of items in the dispenser/dropper

      • :: An item, including the slot tag. Slots are numbered 0-8.
        • See Item Format.

Tikkend blok-formaat[]

Tile Ticks represent block updates that need to happen because they could not happen before the chunk was saved. Examples reasons for tile ticks include redstone circuits needing to continue updating, water and lava that should continue flowing, recently placed sand or gravel that should fall, etc. Tile ticks are not used for purposes such as leaf decay, where the decay information is stored in the leaf block data values and handled by Minecraft when the chunk loads. For map makers, tile ticks can be used to update blocks after a period of time has passed with the chunk loaded into memory.


  • : A Tile Tick

    • :
       i:: The ID of the block as an integer prior to 1.8 snapshots and a string after 1.8 snapshots; used to activate the correct block update procedure.

    •  t:: The number of ticks until processing should occur. May be negative when processing is overdue.

    •  p:: If multiple tile ticks are scheduled for the same tick, tile ticks with lower p will be processed first. If they also have the same p, the order is unknown.

    •  x:: X position

    •  y:: Y position

    •  z:: Z position

References[]

Advertisement