Reason: missing information about 1.18 formats, this page is W.I.P. and sections that are updated for 1.18 mention it.
Chunks store the terrain and entities within a 16×384×16 area. They also store precomputed lighting, heightmap data for Minecraft's performance, and other meta information.
NBT structure[]
Chunks are stored as tags in regional Minecraft Anvil files, which are named in the form r.x.z.mca
. They are stored in NBT format, with the following structure (updated for 1.18):
- The root tag.
- DataVersion: Version of the chunk NBT structure.
- xPos: X position of the chunk (in chunks, from the origin, not relative to region).
- zPos: Z position of the chunk (in chunks, from the origin, not relative to region).
- yPos: Lowest Y section position in the chunk (e.g. -4 in 1.18).
- Status: Defines the world generation status of this chunk. It is always one of the following:
empty
,structure_starts
,structure_references
,biomes
,noise
,surface
,carvers
,liquid_carvers
,features
,light
,spawn
,heightmaps
orminecraft:full
. All status exceptminecraft:full
are used for chunks called proto-chunks, in other words, for chunks with incomplete generation. - LastUpdate: Tick when the chunk was last saved.
- sections: List of compound tags, each tag is a section (also known as sub-chunk). All sections in the world's height are present in this list, even those who are empty (filled with air).
- An individual section.
- Y: The Y position of this section.
- block_states
- palette: Set of different block states used in this particular section.
- A block
- Name: Block resource location
- Properties: List of block state properties, with [name] being the name of the block state property
- Name: The block state name and its value.
- A block
- data: A packed array of 4096 indices pointing to the palette, stored in an array of 64-bit integers. If only one block state is present in the palette, this field is not required and the block fills the whole section. All indices are the same length: the minimum amount of bits required to represent the largest index in the palette. These indices have a minimum size of 4 bits. Since 1.16, the indices are not packed across multiple elements of the array, meaning that if there is no more space in a given 64-bit integer for the next index, it starts instead at the first (lowest) bit of the next 64-bit element.
- palette: Set of different block states used in this particular section.
- biomes
- palette: Set of different biomes used in this particular section.
- Name: Biome resource location
- data: A packed array of 64 indices pointing to the palette, stored in an array of 64-bit integers. If only one biome is present in the palette, this field is not required and the biome fills the whole section. All indices are the same length: the minimum amount of bits required to represent the largest index in the palette. These indices do not have a minimum size.
- palette: Set of different biomes used in this particular section.
- BlockLight: 2048 bytes recording the amount of block-emitted light in each block. Makes load times faster compared to recomputing at load time. 4 bits per block.
- SkyLight: 2048 bytes recording the amount of sunlight or moonlight hitting each block. 4 bits per block.
- An individual section.
- block_entities: Each TAG_Compound in this list defines a block entity in the chunk. See Block Entity Format below. If this list is empty, it becomes a list of End tags.
- CarvingMasks: Only for proto-chunks (not confirmed for 1.18 format).
- AIR: A series of bits indicating whether a cave has been dug at a specific position, stored in a byte array.
- LIQUID: A series of bits indicating whether an underwater cave has been dug at a specific position, stored in a byte array.
- Heightmaps: Several different heightmaps corresponding to 256 values compacted at 9 bits per value (lowest being 0, highest being 384, both values inclusive). The 9 bit values are stored in an array of 37 longs, each containing 7 values (long = 64 bits, 7 * 9 = 63; the last bit is unused). In versions prior to 1.16 the heightmaps were stored in 36 long values, where the bits were arranged in an uninterrupted "stream" across all values, resulting in all 2304 bits being used. The 9 bit values are unsigned, and indicate the amount of blocks above the bottom of the world. This means that converting a world to 1.18 adds 64 to every value. Note the stored value is the "number of blocks above the bottom of the world", this is not the same thing as the block Y value, to compute the block Y value use highestBlockY = (chunk.yPos * 16) - 1 + heightmap_entry_value. A highestBlockY of -1 (or -65 if 1.18 overworld) then indicates there are no blocks at that location (e.g. the void). Note the number of longs is not actually fixed, it simply appears to be fixed for vanilla worlds. A more complete description of this data structure is that it it contains 256 packed values, packing uses a minimum of 9 bits per value, but may use as many bits per value as necessary to encompass the entire Y build height of the world (which can be modified via datapacks for example to +/-2048).
- MOTION_BLOCKING
- MOTION_BLOCKING_NO_LEAVES
- OCEAN_FLOOR
- OCEAN_FLOOR_WG
- WORLD_SURFACE
- WORLD_SURFACE_WG
- Lights: A List of 16 lists that store positions of light sources per chunk section as shorts, only for proto-chunks (not confirmed for 1.18 format).
- Entities: A list of entities in the proto-chunks, used when generating. As of 1.17, this list is not present for fully generated chunks and entities are moved to a separated region files once the chunk is generated, see Entity format for more details (not confirmed for 1.18 format).
- : An entity.
- fluid_ticks: Each TAG_Compound in this list is an "active" liquid in this chunk waiting to be updated. See Tile Tick Format below.
- block_ticks: 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 or falling sand, and other activity. See Tile Tick Format below.
- InhabitedTime: The cumulative number of ticks players have been in this chunk. Note that this value increases faster when more players are in the chunk. Used for regional difficulty: increases the chances of mobs spawning with equipment, the chances of that equipment having enchantments, the chances of spiders having potion effects, the chances of mobs having the ability to pick up dropped items, and the chances of zombies having the ability to spawn other zombies when attacked. Note that at values 3600000 and above, regional difficulty is effectively maxed for this chunk. At values 0 and below, the difficulty is capped to a minimum (thus, if this is set to a negative number, it behaves identically to being set to 0, apart from taking time to build back up to the positives). See Regional Difficulty for more specifics.
- PostProcessing: A List of 24 (number of sections in the height) TAG_Lists that store positions of blocks that need to receive an update when a proto-chunk turns into a full chunk, packed in TAG_Shorts. See ToBeTicked format below for a description of the coordinate packing format. A common use case for this to is make liquids flow after generating a source block, such as springs in caves.
- structures: Structure data in this chunk.
- References: Coordinates of chunks that contain Starts.
- Structure Name: Each 64-bit number of this array represents a chunk coordinate (i.e. block coordinate / 16), with its X packed into the low (least significant) 32 bits and Z packed into the high (most significant) 32 bits.
- starts: Structures that are yet to be generated, stored by general type. Some parts of the structures may have already been generated. Completely generated structures are removed by setting their id to "INVALID" and removing all other tags.
- Structure Name: Only the structures that can spawn in this dimension are stored, for example, EndCity is stored only in the end chunks.
- BB: Bounding box of the entire structure (remaining Children). Value is 6 ints: the minimum X, Y, and Z coordinates followed by the maximum X, Y, and Z coordinates. Absent if id is INVALID.
- biome: The biome id this structure is in. Absent if id is INVALID.
- Children: List of structure pieces making up this structure, that were not generated yet. Absent if id is INVALID.
- Structure piece data. [more information needed]
- 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. Both min and max are inclusive.
- BiomeType: The ocean temperature this ocean ruins is in. Valid values are WARM and COLD.
- C: (Village "ViSmH") Hut roof type.[verify]
- CA: (Village "ViF" and "ViDF") Crop in the farm plot.[verify]
- Name: Block resource location
- Properties: List of block state properties, with [name] being the name of the block state property
- Name: The block state name and its value.
- CB: (Village "ViF" and "ViDF") Crop in the farm plot.[verify]
- Name: Block resource location
- Properties: List of block state properties, with [name] being the name of the block state property
- Name: The block state name and its value.
- CC: (Village "ViDF") Crop in the farm plot.[verify]
- Name: Block resource location
- Properties: List of block state properties, with [name] being the name of the block state property
- Name: The block state name and its value.
- CD: (Village "ViDF") Crop in the farm plot.[verify]
- Name: Block resource location
- Properties: List of block state properties, with [name] being the name of the block state property
- Name: The block state name and its value.
- Chest: 1 or 0 (true/false) - (Fortress "NeSCLT" and "NeSCRT") Whether this fortress piece should contain a chest but hasn't had one generated yet. (Stronghold "SHCC") Whether this chest in this stronghold piece was placed. (Village "ViS") Whether the blacksmith chest has been generated.
- D: (Mineshaft "MSCrossing") Indicates the "incoming" direction for the crossing.
- Depth: (Temples and huts) Depth of the structure (X/Z).
- Entrances: (Mineshaft "MSRoom") List of exits from the room.
- : Bounding box of the exit. Both min and max are inclusive.
- EntryDoor: (Stronghold) The type of door at the entry to this piece.
- GD: Appears to be some sort of measure of how far this piece is from the start.
- hasPlacedChest0: 1 or 0 (true/false) - (Desert temple) Whether chest was placed.
- hasPlacedChest1: 1 or 0 (true/false) - (Desert temple) Whether chest was placed.
- hasPlacedChest2: 1 or 0 (true/false) - (Desert temple) Whether chest was placed.
- hasPlacedChest3: 1 or 0 (true/false) - (Desert temple) Whether chest was placed.
- Height: (Temples and huts) Height of the structure (Y).
- HPos: (Temples, huts and villages) Y level the structure was moved to in order to place it on the surface, or -1 if it hasn't been moved yet.[verify]
- hps: 1 or 0 (true/false) - (Mineshaft "MSCorridor") Whether the corridor has a cave spider monster spawner.
- hr: 1 or 0 (true/false) - (Mineshaft "MSCorridor") Whether the corridor has rails.
- id: Identifier for the structure piece. Typically a heavily abbreviated code rather than something human-readable.
- integrity: The integrity of this structure (only used by ocean ruins).
- isLarge: 1 or 0 (true/false) - If this ocean ruin is big.
- junctions: (Village) List of junction points. [more information needed][verify]
-
- source_x: Block coordinate.
- source_ground_y: Block coordinate.
- source_z: Block coordinate.
- delta_y:
- dest_proj: One of
terrain_matching
orrigid
.
-
- Left: 1 or 0 (true/false) - (Stronghold "SHS") Whether the corridor has an opening on the left.
- leftHigh: 1 or 0 (true/false) - (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the upward staircase.
- leftLow: 1 or 0 (true/false) - (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the upward staircase.
- Length: (Village "ViSR") Length of the road piece.[verify]
- Mob: 1 or 0 (true/false) - (Fortress "NeMT") Whether this fortress piece should contain a blaze monster spawner but hasn't had one generated yet. (Stronghold "SHPR") Whether the silverfish monster spawner has been placed in this piece.
- Num: (Mineshaft "MSCorridor") Corridor length.
- O: Likely orientation of the structure piece.
- placedHiddenChest: 1 or 0 (true/false) - (Jungle temple) Whether the hidden chest was placed.
- placedMainChest: 1 or 0 (true/false) - (Jungle temple) Whether the main chest was placed.
- placedTrap1: 1 or 0 (true/false) - (Jungle temple) Whether the hallway arrow trap dispenser was placed.
- placedTrap2: 1 or 0 (true/false) - (Jungle temple) Whether the chest arrow trap dispenser was placed.
- PosX: The X coordinate origin of this village part.[verify]
- PosY: The Y coordinate origin of this village part.[verify]
- PosZ: The Z coordinate origin of this village part.[verify]
- Right: 1 or 0 (true/false) - (Stronghold "SHS") Whether the corridor has an opening on the right.
- rightHigh: 1 or 0 (true/false) - (Stronghold "SH5C") Whether the 5-way crossing has an exit on the upper level on the side with the downward staircase.
- rightLow: 1 or 0 (true/false) - (Stronghold "SH5C") Whether the 5-way crossing has an exit on the lower level on the side with the downward staircase.
- Rot: Rotation of ocean ruins and shipwrecks. Valid values are COUNTERCLOCKWISE_90, NONE, CLOCKWISE_90, and CLOCKWISE_180.
- sc: 1 or 0 (true/false) - (Mineshaft "MSCorridor") Whether the corridor has cobwebs.
- Seed: (Fortress "NeBEF") Random seed for the broken-bridge fortress piece.
- Source: 1 or 0 (true/false) - (Stronghold "SHSD") Whether the spiral staircase is the source of the Stronghold or was randomly generated.
- Steps: (Stronghold "SHFC") Length of the corridor
- T: (Village "ViSmH") Table: 0 is no table, 1 and 2 place it on either side of the hut.[verify]
- Tall: 1 or 0 (true/false) - (Stronghold "SHLi") Whether the library has an upper level.
- Template: The template of the ocean ruin or shipwreck that was used.
- Terrace: 1 or 0 (true/false) - (Village "ViSH") Whether the house has a ladder to the roof and fencing.[verify]
- tf: 1 or 0 (true/false) - (Mineshaft "MSCrossing") Whether the crossing is two floors tall.
- TPX: The X coordinate origin of this ocean ruin or shipwreck.
- TPY: The Y coordinate origin of this ocean ruin or shipwreck.
- TPZ: The Z coordinate origin of this ocean ruin or shipwreck.
- Type: (Village) Village type: 0=plains, 1=desert, 2=savanna, 3=taiga.[verify]
- 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.
- VCount: (Village) Count of villagers spawned along with this piece.[verify]
- Width: (Temples and huts) Width of the structure (X/Z).
- Witch: 1 or 0 (true/false) - (Witch hut) Whether the initial witch has been spawned for the hut.
- Zombie: 1 or 0 (true/false) - (Village) Whether this village generated as a zombie village.[verify]
- Structure piece data. [more information needed]
- ChunkX: Chunk X coordinate of the start of the structure. Absent if id is INVALID.
- ChunkZ: Chunk Z coordinate of the start of the structure. Absent if id is INVALID.
- id: If there's no structure of this kind in this chunk, this value is "INVALID", else it's the structure name.
- Processed: (Monument only) List of chunks that have had their piece of the structure created. Absent if id is INVALID.
- : A chunk.
- X: The chunk's X position (chunk coordinates, not block coordinates).
- Z: The chunk's Z position.
- : A chunk.
- Valid: 1 or 0 (true/false) - (Village only) Whether the village generated at least 3 non-roads. Absent if id is INVALID.
- Structure Name: Only the structures that can spawn in this dimension are stored, for example, EndCity is stored only in the end chunks.
- References: Coordinates of chunks that contain Starts.
Block format[]
In the Anvil format, block positions are ordered YZX for compression purposes.
The coordinate system is as follows:
- X increases East, decreases West
- Y increases upward, decreases downward
- Z increases South, decreases North
This means indices are ordered like in a book, with its top to the North, read from beneath and with words written backward: each letter is a different X-index, each line a Z-index, and each page a Y-index. In case of a flat 2D array, the Y-index is omitted, and the array reads like a single page.
Each section is a 16×16×16-block area, with up to 16 sections in a chunk : from 0 at the bottom, to 15 on top. Empty sections are not saved. Each section has a "Y" byte for its Y-index (0 to 15), a "Palette" list linking IDs to block states, and a "BlockStates" long array storing the IDs per block location, compressed by fitting multiple IDs inside each entry (see NBT_structure above for details on the compression). There is an additional section at the top and bottom of the world used to store light, so that light travels properly over and under the world limits.
The "BlockLight" byte array is for block light levels. The "SkyLight" byte array stores the maximum sky light that reaches each block, regardless of current time. Each of them are 2048 bytes long, and both are omitted if no light reaches this section of the chunk. Light level is stored as 4 bits per block, 2 blocks sharing a byte : starting at 0, even blocks take the first nibble, and odd blocks the second one. This is the only known instance of small-endian data storage in Java Edition.
The pseudo-code below shows how to access individual block information from a single section.
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; compound Block = Palette[change_array_element_size(BlockStates,Log2(length(Palette)))[BlockPos]]; string BlockName = Block.Name; compound BlockState = Block.Properties; byte Blocklight = Nibble4(BlockLight, BlockPos); byte Skylight = Nibble4(SkyLight, BlockPos);
Block entity format[]
Block Entities | |
---|---|
Block Entity ID | Associated Block |
banner | Banner |
barrel | Barrel |
beacon | Beacon |
bed | Bed |
beehive | Bee nest/beehive |
bell | Bell |
blast_furnace | Blast Furnace |
brewing_stand | Brewing Stand |
campfire | Campfire |
chest | Chest |
chiseled_bookshelf | Chiseled Bookshelf |
comparator | Redstone Comparator |
command_block | Command Block |
conduit | Conduit |
daylight_detector | Daylight Detector |
dispenser | Dispenser |
dropper | Dropper |
enchanting_table | Enchanting Table |
ender_chest | Ender Chest |
end_gateway | End Gateway |
end_portal | End Portal |
furnace | Furnace |
hopper | Hopper |
jigsaw | Jigsaw Block |
jukebox | Jukebox |
lectern | Lectern |
mob_spawner | Monster Spawner |
piston | Moving Piston |
shulker_box | Shulker Box |
sign | Sign |
skull | Mob head |
smoker | Smoker |
soul_campfire | Soul Campfire |
structure_block | Structure Block |
trapped_chest | Trapped Chest |
A block entity (not related to entity) is used by Minecraft to store information about a block that can't be stored in the block's block states. Block entities were called "tile entities" until the 1.18 snapshots and that term is still used in some command usage.
- Block entity data
- Tags common to all block entities
- CustomName: Optional. The name of this beacon in JSON text component, which appears when attempting to open it, while it is locked.
- Patterns: List of all patterns applied to the banner.
- : An individual pattern.
- Color: Color of the section.
- Pattern: The banner pattern code the color is applied to.
- : An individual pattern.
Pattern
- Block entity data
- Tags common to all block entities
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Items: List of items in the container.
- : An item, including the slot tag. Barrel slots are numbered 0-26, 0 starts in the top left corner.
- Tags common to all items
- : An item, including the slot tag. Barrel slots are numbered 0-26, 0 starts in the top left corner.
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- LootTable: Optional. Loot table to be used to fill the barrel when it is next opened, or the items are otherwise interacted with.[note 1]
- LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted uses a random seed.[note 1]
- Block entity data
- Tags common to all block entities
- CustomName: Optional. The name of this beacon in JSON text component, which appears when attempting to open it, while it is locked.
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- Levels: The number of levels available from the pyramid. Immediately changes to the correct value if modified using commands. Note that this is also always 0 if the beam is blocked.
- Primary: The primary effect selected, see Potion effects for IDs. Set to -1 when no effect is selected. Cannot be set to an effect which beacons do not normally use, otherwise immediately changes back to -1. Although Regeneration cannot normally be chosen as the primary effect, setting this value to 10 works and even allows Regeneration II to be chosen as the secondary via the normal beacon GUI.
- Secondary: The secondary effect selected, see Potion effects for IDs. Set to -1 when no effect is selected. Cannot be set to an effect which beacons do not normally use, otherwise immediately changes back to -1. 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.
- Block entity data
- Tags common to all block entities
- Block entity data
- Tags common to all block entities
- Bees: Entities currently in the hive.
- An entity in the hive.
- EntityData: The NBT data of the entity in the hive.
- See entity format.
- MinOccupationTicks: The minimum amount of time in ticks for this entity to stay in the hive.
- TicksInHive: The amount of ticks the entity has stayed in the hive.
- EntityData: The NBT data of the entity in the hive.
- An entity in the hive.
- FlowerPos: Stores the location of a flower, so other bees can go to it.
- X: X coordinate of the flower.
- Y: Y coordinate of the flower.
- Z: Z coordinate of the flower.
- Block entity data
- Tags common to all block entities
- Block entity data
- Tags common to all block entities
- 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.
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Items: List of items in this container.
- : An item in the blast 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.- Tags common to all items
- : An item in the blast furnace, including the slot tag:
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- RecipesUsed: Recipes that have been used since the last time a recipe result item was manually removed from the GUI. Used to calculate experience given to the player when taking out the resulting item.
- recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
/recipe
command.
- recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
- Block entity data
- Tags common to all block entities
- BrewTime: The number of ticks the potions have to brew.
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Fuel: Remaining fuel for the brewing stand. 20 when full, and counts down by 1 each time a potion is brewed.
- Items: List of items in this container.
- : An item in the brewing stand, including the slot tag:
Slot 0: Left potion slot.
Slot 1: Middle potion slot.
Slot 2: Right potion slot.
Slot 3: Where the potion ingredient goes.
Slot 4: Fuel (Blaze Powder).- Tags common to all items
- : An item in the brewing stand, including the slot tag:
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- Block entity data
- Tags common to all block entities
- CookingTimes: How long each item has been cooking, first index is slot 0, etc.
- CookingTotalTimes: How long each item has to cook, first index is slot 0, etc.
- Items: List of up to 4 items currently cooking.
- Tags common to all items
- Block entity data
- Tags common to all block entities
- Items: List of books in the bookshelf.
- : An item, including the slot tag. The valid slot numbers are 0-5.
- Tags common to all items
- : An item, including the slot tag. The valid slot numbers are 0-5.
- last_interacted_slot: Last interacted slot (0–5), or -1 if no slot has been interacted with yet.
- Block entity data
- Tags common to all block entities
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Items: List of items in this container.
- : An item, including the slot tag. Chest slots are numbered 0-26, 0 starts in the top left corner.
- Tags common to all items
- : An item, including the slot tag. Chest slots are numbered 0-26, 0 starts in the top left corner.
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- LootTable: Optional. Loot table to be used to fill the chest when it is next opened, or the items are otherwise interacted with.[note 1]
- LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted use a random seed.[note 1]
- gold: Exists only in the april fools snapshot 23w13a_or_b. Optional. When set to anything but 0, turns the chest into a golden chest.
- Block entity data
- Tags common to all block entities
- OutputSignal: Represents the strength of the analog signal output of this redstone comparator.
- Block entity data
- Tags common to all block entities
- auto: 1 or 0 (true/false) - Allows to activate the command without the requirement of a redstone signal.
- Command: The command to issue to the server.
- conditionMet: 1 or 0 (true/false) - Indicates whether a conditional command block had its condition met when last activated. True if not a conditional command block.
- CustomName: Optional. The name JSON text component of this command block, replacing the usual '@' when using commands such as
/say
and/tell
. - LastExecution: stores the tick a chain command block was last executed in.
- LastOutput: The last line of output generated by the command block. Still stored even if the game rule
commandBlockOutput
isfalse
. Appears in the GUI of the block when right-clicked, and includes a timestamp of when the output was produced. - powered: 1 or 0 (true/false) - States whether or not the command block is powered by redstone or not.
- SuccessCount: Represents the strength of the analog signal output by redstone comparators attached to this command block.
- TrackOutput: 1 or 0 (true/false) - Determines whether the LastOutput is stored. Can be toggled in the GUI by clicking a button near the "Previous Output" textbox. Caption on the button indicates current state: "O" if true, "X" if false.
- UpdateLastExecution: 1 or 0 (true/false) - Defaults to true. If set to false, loops can be created where the same command block can run multiple times in one tick.
- Block entity data
- Tags common to all block entities
- Target: The UUID of the hostile mob the conduit is currently attacking, stored as four ints. May not be present.
- Block entity data
- Tags common to all block entities
- Block entity data
- Tags common to all block entities
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Items: List of items in this container.
- : An item, including the slot tag. Dispenser slots are numbered 0-8 with 0 in the top left corner.
- Tags common to all items
- : An item, including the slot tag. Dispenser slots are numbered 0-8 with 0 in the top left corner.
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- LootTable: Optional. Loot table to be used to fill the dispenser when it is next opened, or the items are otherwise interacted with.[note 1]
- LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted causes a random seed to be used.[note 1]
- Block entity data
- Tags common to all block entities
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Items: List of items in this container.
- : An item, including the slot tag. Dropper slots are numbered 0-8 with 0 in the top left corner.
- Tags common to all items
- : An item, including the slot tag. Dropper slots are numbered 0-8 with 0 in the top left corner.
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- LootTable: Optional. Loot table to be used to fill the dropper when it is next opened, or the items are otherwise interacted with.[note 1]
- LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted uses a random seed.[note 1]
- Lunar: Exists only in the april fools snapshot 23w13a_or_b. Optional. When set to any full number from -128 to 127, turns it to a lunar base dropper, and placing light or heavy pressure plate on top of it will create the lunar base structure.
- Block entity data
- Tags common to all block entities
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Block entity data
- Tags common to all block entities
- Block entity data
- Tags common to all block entities
- Age: Age of the portal, in ticks. This is used to determine when the beam is rendered.
- ExactTeleport: 1 or 0 (true/false) - Teleports entities directly to the ExitPortal coordinates instead of near them.
- ExitPortal: Location entities are teleported to when entering the portal.
- X: X coordinate of target location.
- Y: Y coordinate of target location.
- Z: Z coordinate of target location.
- Block entity data
- Tags common to all block entities
- Block entity data
- Tags common to all block entities
- 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.
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Items: List of items in this container.
- : 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.- Tags common to all items
- : An item in the furnace, including the slot tag:
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- RecipesUsed: Which recipes have been used since the last time a recipe result item was manually removed from the GUI. Used to calculate experience given to the player when taking out the resulting item.
- recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
/recipe
command.
- recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
- Block entity data
- Tags common to all block entities
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Items: List of items in this container.
- : An item, including the slot tag.
- Tags common to all items
- : An item, including the slot tag.
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- LootTable: Optional. Loot table to be used to fill the hopper when it is next opened, or the items are otherwise interacted with. Note that the loot table is used when the hopper tries to push items, when it's enabled.[note 1]
- LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted uses a random seed.[note 1]
- TransferCooldown: Time until the next transfer in game ticks, naturally between 1 and 8 or 0 if there is no transfer.
- Block entity data
- Tags common to all block entities
- final_state: The block that this jigsaw block becomes.
- joint: The joint option value, either "rollable" or "aligned".
- name: 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.
- pool: The jigsaw block's target pool to select a structure from.
- target: 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.
- Block entity data
- Tags common to all block entities
- IsPlaying: Whether the record is currently playing.
- RecordItem: The item, without the Slot tag.
- Tags common to all items
- RecordStartTick: Value of TickCount when the record started playing.
- TickCount: Count of the number of record-playing ticks this jukebox has processed. Increments only while a record is loaded, whether playing or not.
- Block entity data
- Tags common to all block entities
- Book: The book item, without the slot tag, currently on the lectern, may not exist.
- Tags common to all items
- Page: The page the book is currently on, starting from 0, does not exist if there's no book. If higher than the total amount of pages in the book, gets set to -1.
- Block entity data
- Tags common to all block entities
- Tags common to all spawners
- Block entity data
- Tags common to all block entities
- blockState: The moving block represented by this block entity.
- Block state
- extending: 1 or 0 (true/false) – true if the piston is extending instead of withdrawing.
- facing: Direction that the piston pushes (0=down, 1=up, 2=north, 3=south, 4=west, 5=east).
- progress: How far the block has been moved. Starts at 0.0, and increments by 0.5 each tick. If the value is 1.0 or higher at the start of a tick (before incrementing), then the block transforms into the stored blockState. Negative values can be used to increase the time until transformation.
- source: 1 or 0 (true/false) – true if the block represents the piston head itself, false if it represents a block being pushed.
- Block entity data
- Tags common to all block entities
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Items: List of items in this container.
- : An item, including the slot tag. Shulker box slots are numbered 0–26, 0 starts in the top left corner.
- Tags common to all items
- : An item, including the slot tag. Shulker box slots are numbered 0–26, 0 starts in the top left corner.
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- LootTable: Optional. Loot table to be used to fill the shulker box when it is next opened, or the items are otherwise interacted with.[note 1]
- LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted uses a random seed.[note 1]
- Block entity data
- Tags common to all block entities
- GlowingText: 1 or 0 (true/false) - true if the sign has been dyed with a glow ink sac.
- Color: The color that has been used to dye the sign. The default value is "black". One of "white", "orange", "magenta", "light_blue", "yellow", "lime", "pink", "gray", "light_gray", "cyan", "purple", "blue", "brown", "green", "red", or "black".
- Text1: First row of text.
- Text2: Second row of text.
- Text3: Third row of text.
- Text4: Fourth row of text.
- The sign and Hanging Sign share the same structure.
- Block entity data
- Tags common to all block entities
- is_waxed: 1 or 0 (true/false) - true if the text is locked with honeycomb.
- front_text: A compound which discribes front text.
- has_glowing_text: 1 or 0 (true/false) - true if the sign has been dyed with a glow ink sac.
- color: The color that has been used to dye the sign. The default value is
black
One ofwhite
,orange
,magenta
,light_blue
,yellow
,lime
,pink
,gray
,light_gray
,cyan
,purple
,blue
,brown
,green
,red
, andblack
. - messages: A list of text for each line.
- : Text for each line. Must be Raw JSON text format.
- back_text: A compound which discribes back text. The same structure as front_text.
The character limit for the Text tags depends on the width of the characters. Although the Text tags are string objects, they should contain JSON text which are evaluated as compound objects.
- Block entity data
- Tags common to all block entities
- note_block_sound: Optional. The sound event this skull plays when played with a note block.
- ExtraType: Name of the player this is a skull of. This tag is converted to SkullOwner below upon loading the NBT. When loaded sets the name to the value and the UUID to null.
- SkullOwner: The definition of the skull's owner. When this is a
player_head
orplayer_wall_head
, shows this player's skin; if missing, shows the head of the default Steve skin.- Id: UUID of owner, stored as four ints. Optional. Used to update the other tags when the chunk loads or the holder logs in, in case the owner's name has changed.
- Name: Username of owner. If missing or empty, the head appears as a Steve head. Otherwise, used to store or retrieve the downloaded skin in the cache. Need not be a valid player name, but must not be all spaces.
- Properties
- textures
- : An individual texture.
- Value: A Base64-encoded JSON object.
- isPublic: Optional.
- signatureRequired
- profileId: Optional: The hexadecimal text form of the player's UUID, without hyphens.
- profileName: Optional: Player name.
- textures
- CAPE: Optional.
- url: URL of a player cape (64x32 PNG).
- SKIN
- url: URL of a player skin on textures.minecraft.net.
- metadata
- model: The model of the player skin. Can be "classic" or "slim".
- CAPE: Optional.
- timestamp: Optional: Unix time in milliseconds.
- Signature: Optional.
- Value: A Base64-encoded JSON object.
- : An individual texture.
- textures
- Block entity data
- Tags common to all block entities
- 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.
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Items: List of items in this container.
- : An item in the smoker, 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.- Tags common to all items
- : An item in the smoker, including the slot tag:
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- RecipesUsed: Which recipes have been used since the last time a recipe result item was manually removed from the GUI. Used to calculate experience given to the player when taking out the resulting item.
- recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
/recipe
command.
- recipe ID: How many times this specific recipe has been used. The recipe ID is the identifier of the smelting recipe, as a resource location, as used in the
- Block entity data
- Tags common to all block entities
- CookingTimes: How long each item has been cooking, first index is slot 0, etc.
- CookingTotalTimes: How long each item has to cook, first index is slot 0, etc.
- Items: List of up to 4 items currently cooking.
- Tags common to all items
- Block entity data
- Tags common to all block entities
- author: Author of the structure; only set to "?" for most vanilla structures.
- ignoreEntities: 1 or 0 (true/false): Whether entities should be ignored in the structure.
- integrity: How complete the structure is that gets placed.
- metadata: Value of the data structure block field.
- mirror: How the structure is mirrored, one of "NONE", "LEFT_RIGHT" (mirrored over X axis when not rotated), or "FRONT_BACK" (mirrored over Z axis when not rotated).
- mode: The current mode of this structure block, one of "SAVE", "LOAD", "CORNER", or "DATA".
- name: Name of the structure.
- posX: X-position of the structure.
- posY: Y-position of the structure.
- posZ: Z-position of the structure.
- powered: 1 or 0 (true/false): Whether this structure block is being powered by redstone.
- rotation: Rotation of the structure, one of "NONE", "CLOCKWISE_90", "CLOCKWISE_180", or "COUNTERCLOCKWISE_90".
- seed: The seed to use for the structure integrity, 0 means random.
- showboundingbox: 1 or 0 (true/false): Whether to show the structure's bounding box to players in Creative mode.
- sizeX: X-size of the structure, its length.
- sizeY: Y-size of the structure, its height.
- sizeZ: Z-size of the structure, its depth.
- Block entity data
- Tags common to all block entities
- CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears.
- Items: List of items in this container.
- : An item, including the slot tag. Chest slots are numbered 0-26, 0 starts in the top left corner.
- Tags common to all items
- : An item, including the slot tag. Chest slots are numbered 0-26, 0 starts in the top left corner.
- Lock: Optional. When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string.
- LootTable: Optional. Loot table to be used to fill the chest when it is next opened, or the items are otherwise interacted with.[note 1]
- LootTableSeed: Optional. Seed for generating the loot table. 0 or omitted use a random seed.[note 1]
- gold: Exists only in the april fools snapshot 23w13a_or_b. Optional. When set to anything but 0, turns the chest into a golden chest.
Tile tick format[]
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; used to activate the correct block update procedure.
- p: If multiple tile ticks are scheduled for the same tick, tile ticks with lower p are processed first. If they also have the same p, the order is unknown.
- t: The number of ticks until processing should occur. May be negative when processing is overdue.
- x: X position
- y: Y position
- z: Z position
ToBeTicked format[]
This TAG_List is always present, and contains 16 TAG_lists, each representing one of the "sections" of the chunk. Those inside lists may contain TAG_Shorts, each representing a packed coordinate relative to the section : The 4 most significant bits are always 0, then each group of 4 bits (or nibble) represents a section-relative coordinate, from 0 to 15. The order of sections in the list appear to be ordered from bottom to top, and the packing order of the coordinates is 0ZYX. When converting proto-chunks to full chunks, only coordinates that are stored in PostProcessing appear to receive a tick update, tick updates stored in block_ticks and fluid_ticks are ignored. [verify]
History[]
Reason: This history section is missing a significant number of changes, including most of the 1.13 changes, mainly the region file format.
Java Edition Beta | |||||
---|---|---|---|---|---|
1.2 | Originally, chunks were stored as individual chunk files ".dat" where the file names contained the chunk's position encoded in Base36 | ||||
The format used was Java Edition Alpha level format | |||||
1.3 | The MCRegion format is introduced | ||||
Chunks are now stored in groups of 32×32 chunks in individual ".mcr" files with the coordinates in Base10 | |||||
The goal was to reduce disk usage by cutting down on the number of file handles Minecraft had open at once. | |||||
Java Edition | |||||
1.2.1 | ? | The Anvil file format is introduced | |||
Chunks are now divided into 16 individual 16×16×16 block sections | |||||
Blocks, Data, BlockLight, and SkyLight arrays are now housed in individual chunk Sections | |||||
The NBT Format now includes an integer array tag similar to the existing byte array tag | |||||
1.3.1 | 12w21a | MaxExperience , RemainingExperience , ExperienceRegenTick , ExperienceRegenRate and ExperienceRegenAmount from MobSpawner have been removed. | |||
1.4.2 | 12w34a | Added entity WitherBoss . | |||
1.5 | 13w02a | Added entity MinecartTNT .
| |||
Minecart is now deprecated. | |||||
13w03a | Added entity MinecartHopper . | ||||
13w06a | Added entity MinecartSpawner . | ||||
1.6.1 | 13w16a | Added entity EntityHorse . | |||
13w21a | ArmorType has been removed from EntityHorse .
| ||||
Saddle has been removed from EntityHorse . | |||||
release | Saddle to EntityHorse has been re-added. | ||||
1.7.2 | 13w39a | Added entity MinecartCommandBlock . | |||
13w42a | Added CanBreakDoors to Zombie . | ||||
1.8 | 14w02a | Added Lock to containers.
| |||
Item IDs are no longer used when specifying NBT data. | |||||
Added Block to FallingBlock , using the alphabetical ID format. | |||||
14w06a | Added ShowParticles to all mobs.
| ||||
Added PickupDelay to item entities. | |||||
Setting Age to -32768 makes items, which never expire. | |||||
AttackTime has been removed from mobs. | |||||
14w10a | Added rewardExp to Villager .
| ||||
Added OwnerUUID for mobs that can breed. | |||||
Added Owner to Skull . | |||||
Changes to item frames and paintings: added Facing , TileX , TileY and TileZ now represent the co-ordinates of the block the item is in rather than what it is placed on. Direction and Dir are now deprecated. | |||||
14w11a | Added entity Endermite .
| ||||
Added EndermiteCount to Enderman . | |||||
14w21a | CustomName and CustomNameVisible now work for all entities. | ||||
14w25a | Added entity Guardian .
| ||||
Added Text1 , Text2 , Text3 and Text4 to signs. The limit no longer depends on the amount of characters (16), it now depends on the width of the characters. | |||||
14w27a | Added entity Rabbit .
Added CommandStats to command blocks and signs. | ||||
14w28a | EndermiteCount has been removed from Enderman . | ||||
14w30a | Added Silent for all entities. | ||||
14w32a | Added NoAI for all mobs.
| ||||
Added entity ArmorStand . | |||||
14w32c | Added NoBasePlate to ArmorStand . | ||||
1.9 | 15w31a | Added tags HandItems , ArmorItems , HandDropChances , and ArmorDropChances to Living , which now replace the DropChances and Equipment tags.
| |||
Added HandItems and ArmorItems to ArmorStand . | |||||
Added Glowing to Entity . | |||||
Added Team to LivingBase . | |||||
Added DragonPhase to EnderDragon | |||||
Added entity Shulker , child of Entity . | |||||
Added entity ShulkerBullet , child of Entity . | |||||
Added entity DragonFireball , which extends FireballBase and has no unique tags. | |||||
Added entities TippedArrow and SpectralArrow , children of Arrow . | |||||
Added block EndGateway , child of TileEntity . | |||||
Added block Structure , child of TileEntity . | |||||
Added item tag Potion , child of tag . | |||||
15w32a | Tags and DataVersion tag can now be applied on entities.
| ||||
Changed the Fuse tag's type for the PrimedTnt entity from "Byte" to "Short". | |||||
15w32c | Introduced a limit on the amount of tags an entity can now have (1024 tags). When surpassed it displays an error saying: "Cannot add more than 1024 tags to an entity." | ||||
15w33a | Added entity AreaEffectCloud , child of Entity .
| ||||
Added ExactTeleport and renamed Life to Age for EndGateway . | |||||
Added Linger to ThrownPotion . | |||||
DataVersion from Entity has been removed. It is now applied to Player only, child of LivingBase . | |||||
UUID from Entity has been removed. | |||||
HealF under LivingBase has now become deprecated. | |||||
Health under LivingBase has now changed from type "Short" to "Float". | |||||
Equipment has been removed from ArmorStand and Living entity, its usage is now replaced by HandItems and ArmorItems , which were added earlier. | |||||
15w33c | Added BeamTarget to EnderCrystal . | ||||
15w34a | Added powered and conditional byte tags to Control tile entity for command blocks.
| ||||
Added life and power to FireballBase . | |||||
Added id inside SpawnData to MobSpawner . | |||||
Added powered to the Music tile entity for note blocks. | |||||
15w35a | Added VillagerProfession to Zombie . | ||||
15w37a | Added Enabled to MinecartHopper . | ||||
15w38a | Added SkeletonTrap and SkeletonTrapTime to EntityHorse . | ||||
15w41a | Riding has been replaced with Passengers for all entities.
| ||||
Added RootVehicle for all passengers. | |||||
Added Type to Boat . | |||||
15w42a | Added Fuel to Cauldron (brewing stands). | ||||
15w43a | Added LootTable and LootTableSeed to Chest , Minecart and MinecartHopper .
| ||||
Added DeathLootTable and DeathLootTableSeed to all mobs. | |||||
Added life and power to all fireballs (FireballBase ). | |||||
15w44a | Added ShowBottom to EnderCrystal . | ||||
15w44b | Added Potion and CustomPotionEffects to Arrow .
| ||||
Added Potion to AreaEffectCloud . | |||||
15w45a | Linger has been removed from ThrownPotion . Instead, the potion lingers if the stored item has an ID of minecraft:lingering_potion .
| ||||
ThrownPotion now renders as its stored item, even if the item is not a potion. | |||||
15w46a | MoreCarrotTicks from Rabbit is now set to 40 when rabbits eat a carrot crop, but is not used anyway. | ||||
15w47a | Added PaymentItem to Beacon . | ||||
15w49a | PaymentItem has been removed from Beacon .
| ||||
In order for a sign to accept text, all 4 tags ("Text1", "Text2", "Text3", and "Text4") must exist. | |||||
15w51b | The original values of DisabledSlots in ArmorStand have been changed in nature. | ||||
1.10 | 16w20a | Added entity PolarBear .
| |||
Added ZombieType to Zombie , replacing VillagerProfession and IsVillager . Value of 6 indicates the "husk" zombie. | |||||
A value of 2 on SkeletonType indicates the "stray" skeleton. | |||||
NoGravity extended to all entities. | |||||
Added powered , showboundingbox and showair to Structure . | |||||
16w21a | Added FallFlying to mobs and armor stands.
| ||||
Added integrity and seed to Structure . | |||||
pre1 | Added ParticleParam1 and ParticleParam2 to AreaEffectCloud . | ||||
1.11 | 16w32a | Horses have been split into entity IDs horse , donkey , mule , skeleton_horse and zombie_horse for their respective types. Type and HasReproduced removed from horse , ChestedHorse and Items tags now apply only to mule and donkey , and SkeletonTrap and SkeletonTrapTime tags now apply only to skeleton_horse .
| |||
Skeletons have been split into entity IDs skeleton , stray and wither_skeleton . SkeletonType tag is removed from all skeleton types. | |||||
Zombies have been split into entity IDs zombie , zombie_villager and husk . ZombieType tag is removed from all zombie types, ConversionTime and Profession tags now apply only to zombie_villager . | |||||
Guardians have been split into entity IDs guardian and elder_guardian . Elder tag has been removed from guardian . | |||||
Unused savegame IDs Mob and Monster have been removed. | |||||
Pumpkin byte tag has been added to snowman . | |||||
16w35a | Added CustomName to banner . | ||||
16w39a | Added llama , llama_spit , vindication_illager , vex , evocation_fangs and evocation_illager .
| ||||
Added Color to shulker . | |||||
Added LocName , CustomPotionColor and ColorMap to items. | |||||
16w40a | Added Johnny to vindication_illager .
| ||||
Removed xTile , yTile , zTile , inTile , inGround from the FireballBase class (in large fireballs, small fireballs, dragon fireballs, and wither skulls). | |||||
16w41a | llama_spit is now available as a save game entity. | ||||
16w42a | Added crit to arrow . | ||||
16w43a | Added OwnerUUIDLeast and OwnerUUIDMost to evocation_fangs . | ||||
16w44a | xTile , yTile , zTile , inTile , inGround have been removed from the fishing bobber entity. | ||||
pre1 | ench has been changed to require at least one compound. | ||||
1.12 | 17w13a | Added entity Parrot , ShoulderEntityLeft /ShoulderEntityRight , seenCredits , recipeBook and Recipes . | |||
17w14a | Added isFilteringCraftable , isGuiOpen and recipes to recipeBook , which is now a compound tag.
| ||||
Added ConversionPlayerLeast and ConversionPlayerMost to entity Zombie . | |||||
17w16a | NBT parsing in commands has been improved. | ||||
17w17a | Added toBeDisplayed to recipeBook , UpdateLastExecution and LastExecution . | ||||
17w17b | Added LoveCauseLeast and LoveCauseMost to breedable entities. | ||||
1.13 | 17w47a | The damage tag from items removed, tools and armor now use Damage and maps use map , both in tag .
| |||
Endermen's carried and carriedData merged into carriedBlockState . | |||||
Arrows' inTile and inData merged into inBlockState . | |||||
Minecarts' DisplayTile and DisplayData merged into DisplayState . | |||||
Falling blocks' Block and Data merged into BlockState . | |||||
Moving pistons' BlockId and BlockData merged into blockState . | |||||
Removed note block and flower pot block entities. | |||||
Trapped chests now have their own block entity trapped_chest . | |||||
Removed Base from banners. | |||||
Removed Rot from heads. | |||||
17w47a | Removed Record from jukeboxes. | ||||
17w47b | Trapped chests no longer have their own block entity, and again use chest . | ||||
18w01a | Thrower and Owner has been changed from strings to compounds with two longs named L and M . | ||||
18w02a | Bobbers created by fishing rods now have the entity ID fishing_bobber .
| ||||
Painting motives are now lowercased and namespaced. | |||||
18w07a | Added turtle , trident , and phantom entities.
| ||||
Added HomePosX , HomePosY , HomePosZ , TravelPosX , TravelPosY , TravelPosZ , and HasEgg to turtle . | |||||
Added AX , AY , AZ , and Size to phantom . | |||||
18w15a | Added dolphin entity. | ||||
18w19a | Renamed puffer_fish to pufferfish . | ||||
18w20a | Renamed cod_mob to cod .
| ||||
Renamed salmon_mob to salmon . | |||||
18w21a | Added TreasurePosX , TreasurePosY , TreasurePosZ , GotFish , and CanFindTreasure to dolphin .
| ||||
ench has been renamed to Enchantments . | |||||
Enchantments no longer accepts numeric IDs, and instead requires name IDs. | |||||
pre5 | Renamed xp_orb to experience_orb .
| ||||
Renamed xp_bottle to experience_bottle . | |||||
Renamed eye_of_ender_signal to eye_of_ender . | |||||
Renamed ender_crystal to end_crystal . | |||||
Renamed fireworks_rocket to firework_rocket . | |||||
Renamed commandblock_minecart to command_block_minecart . | |||||
Renamed villager_golem to iron_golem . | |||||
Renamed evocation_fangs to evoker_fangs . | |||||
Renamed evocation_illager to evoker . | |||||
Renamed vindication_illager to vindicator . | |||||
Renamed illusion_illager to illusioner . | |||||
1.14 | 18w43a | Added illager_beast , panda , and pillager entities. | |||
18w45a | The LIGHT_BLOCKING heightmap has been removed. | ||||
1.15 | 19w36a | The Biomes array in the Level tag for each chunk now contains 1024 integers instead of 256, allowing biomes to differ based on altitude. | |||
1.17 | 20w45a | Entities have been extracted from main (terrain) chunks and are now stored in separate entities directory (similar to POI storage). Those new files are still region files with NBT. | |||
20w51a | Added axolotl . | ||||
21w03a | Added glow_squid . | ||||
21w13a | Added goat . | ||||
Upcoming Java Edition | |||||
1.20.2 | 23w32a | Game no longer uses numeric values when storing mob effects to world. For example, 4 becomes minecraft:mining_fatigue . | |||
Changed following fields in mob effect instances:
| |||||
In NBT format for block entity type beacon :
Primary (integer) -> primary_effect (string, resource identifier)Secondary (integer) -> secondary_effect (string, resource identifier) |
References[]