Список nbt тегов майнкрафт

Обновлено: 05.07.2024

NBT tags are used to specify information for items and entities created with the " /give ", " /summon ", " /tellraw " (for the JSON message), " /fill ", " /blockdata ", " /setblock ", and " /clear " commands.

Each Tag has the format <tagname>:<value> . Tag names are case-sensitive. The payloads of List Tags are enclosed in square brackets [. ] , with each additional unnamed Tag separated by a comma. The payloads of Compound Tags are enclosed in braces <. >, with each additional Named Tag separated by a comma - Note that the entire entity data tag is itself an unnamed Compound Tag.

You can find a lot of tag names, especially in entities and block entities by using the " /data get entity" or /data get block command.

Contents

How To Get Them?

Tag Basics

Structure of a Tag

First off, each tag has three parts:

tagType (byte, 0-12) name (TAG_String) [its payload]

When using commands, the tagType is figured out based on the given name , and the payload is what follows the colon - basically its value. The payload ought to fit the expected syntax. So a tag expecting an integer will not accept a string.

Number types can be denoted with a letter at the end of the value (such as 0b for a byte). Without a letter, the code assumes an integer, which works fine for most numbers but behaves differently. Using a literal integer like this to exceed a type's expected range simply wraps the number back to 0 at the limit.

Tag Types

00 TAG_End Unnamed, no payload, unusable in commands. Used in data storage to mark the end of TAG_Compound. 01 TAG_Byte Payload: A single signed byte (8 bits) Ranges from -128 to 127 . Used for many booleans. In Commands: . b or . B 02 TAG_Short Payload: A single signed short integer (2 bytes, big endian) Ranges from -2 15 to 2 15 -1 In Commands: . s or . S 03 TAG_Int Payload: A single signed integer (4 bytes, big endian) Ranges from -2 31 to 2 31 -1 In Commands: A literal number without a decimal 04 TAG_Long Payload: A single signed long integer (8 bytes, big endian) Ranges from -2 63 to 2 63 -1 In Commands: . l or . L 05 TAG_Float Payload: A floating-point number (4 bytes, big endian, IEEE 754-2008, single precision) Maxes around 10 38.23 , or 1.698x10 38 In Commands: . f or . F , decimal or no decimal 06 TAG_Double Payload: A floating-point number (8 bytes, big endian, IEEE 754-2008, double precision) Maxes around 10 307.95 , or 8.913x10 307 In Commands: . d , . D , or a decimal number 07 TAG_Byte_Array Payload: Unnamed TAG_Int (length), then an array of bytes of unspecified format. The length of this array is <length> bytes. In Commands: [B; <byte>, <byte>, . ] ( <length> is determined by the length of the given array) 08 TAG_String Payload: Unnamed TAG_Short (length), then an array of bytes of length <length>. defining a string in UTF-8 format. In Commands: "<text>" ( <length> is determined by the length of the given text) Note that as is usual with most strings, if quotes are to be included within the string, escape codes ( \" ) must be used for the inner quotes in commands. 09 TAG_List Payload: Unnamed TAG_Byte (tagId), unnamed TAG_Int (length), then a sequential list of unnamed Tags of type <tagId> . The length of this array is <length> Tags. In Commands: [<value>, <value>, . ] ( <length> is determined by the length of the given list) 10 TAG_Compound Payload: A sequential list of unique Named Tags. This array is terminated by a TAG_End. Nested Compound Tags are terminated by their own internal End Tags. In Commands: (The terminating TAG_End is irrelevant to command usage) 11 TAG_Int_Array Payload: Unnamed TAG_Int (size), then an array of unnamed TAG_Ints. The length of this array is <size> Tags. An array of integers. In Commands: [I; <integer>, <integer>, . ] ( <size> is determined by the size of the given array) 12 TAG_Long_Array Payload: Unnamed TAG_Int (size), then an array of unnamed TAG_Longs. The length of this array is <size> Tags. In Commands: Used as [L; <long>, <long>, . ] ( <size> is determined by the size of the given array)

Tag Payloads

The payload is the data a Tag carries. It might be a number or, in the case of Compound Tags and List Tags, other Tags. In using commands, one simply needs to avoid mismatching expected data types, keep values within expected ranges, and close all brackets [. ] and braces <. >that are opened.

For a deeper understanding of payloads, it might help to look at what an example Compound Tag would look like in data.

This is understood in the following way. Recall that all named tags have a tagId (1 byte), a name (Unnamed TAG_String), and a payload.

  • The first byte of data read is the tagId . Above is 10 , so this represents a TAG_Compound. The next two bytes read are the length of its name. (Two bytes because it expects a short - see Structure of a Tag above.) The given length is 3 . Those next 3 bytes read ham . So far it's been revealed that the first Tag is a Compound Tag named "ham". Its payload is everything that follows, until TAG_End.
    • The next byte is 8 , so this is a TAG_String. The upcoming unnamed TAG_String tells us it has the 7-byte name of "pigName". Its payload follows.
      • The next short is 6 , so the "pigName" has a value that's 6 bytes long. Those bytes read Hampus . The completed first Tag is TAG_String("name"):6 Hampus

      The completed Compound Tag is as follows:

      Using a command to summon a pig with this example tag would look like this:

      List of Entity Data Tags

      Minecraft code spawns entities with set Tags and values. Entities are themselves saved as tags within the world's chunk data. Every detail about an entity is stored in its data tag. All tags are referenced by the game's code to control entity behaviour.

      The Minecraft Wiki is no longer considered as official by Microsoft and therefore several changes are required to be made, including to the wiki's logo. Please read this announcement for more information.

      Please update this page to reflect recent updates or newly available information.

      NBT tags can be specified for items and entities created with the /give and /summon commands. Each tag has the format <tagname>:<value>; where <tagname> describes what it does and <value> is how much it applies. Multiple tags are separated by commas. (e.g.: ],display:<>> ). The contents of List tags are enclosed in square brackets [] , while the contents of Compound tags are enclosed in curly brackets <> – note that the entire data tag is itself a Compound tag (All within a set of <> ). Tag names are case-sensitive, and white space is ignored. additionally, some tags are either true or false (Example: )

      The player can quickly find data tags (NBT) without the use of external editors by using /data to figure out the data for each entity or block entity. See more about this in the article Commands/data.

      See Entity format for the various NBT Tags that are saved for each entity. This page also contains basic information for each NBT Tag.

      When None is used in a tag name that means that this tag can be put directly into the start of the dataTag.

      Contents

      Items [ ]

      These can be used in /give and /replaceitem commands as well as /clear . For commands such as /summon and /setblock , place them inside of a tag.

      These tags can be used on any item.

      Color is a hexadecimal color value, except in decimal. An RGB to hexadecimal converter can be found here and a hexadecimal to decimal converter can be found here. Names and lore must be passed as raw JSON text.


      The following syntax can also be used, and eliminates the need for backslashes:

      To hide multiple tags, you need to add the value of the tags you want to hide. For example, if you want to hide the "Enchantments" and the "Attributes modifiers" tags, the value you need to put is 3 (1+2).

      VALUE ranges from 1 to 127, representing 127 combinations.

      Adding 1 hides "Enchantments"

      Adding 2 hides "AttributeModifiers"

      Adding 4 hides "Unbreakable"

      Adding 8 hides "CanDestroy"

      Adding 16 hides "CanPlaceOn"

      Adding 32 hides other information, including potion effects, shield pattern info, "StoredEnchantments", written book "generation" and "author", "Explosion", "Fireworks", and map tooltips

      Adding 64 hides "Dyed" on leather armors

      Allowed 1 amount of same NBT Tags.

      Unknown amount of allowed same NBT Tags.

      The following table describes more details on Enchantments sub-tag.

      Tagname Description Value Type Allowed Values Example
      id Refers to the id of an enchantment. See Enchanting for details on which id correlates to which enchantment. String Enchantment ID "minecraft:efficiency"
      lvl Determines the level of an enchantment. A level between one and ten displays properly on an item as a roman numeral, however, any value above that displays as enchantment.level.lvl. Numerical -2147483648 to 2147483647 4

      The following table describes more details on display sub-tag.

      The following table describes more details on the Fireworks sub-tag.

      Colors is the initial color of the explosion written in decimal format.

      FadeColors is the color that the explosion will fade to written in decimal format.

      Flicker is whether the whether the explosion flickers while it fades. This is the effect applied when you add glowstone to the firework star.

      Trail is whether the particles leave trails as they travel. This effect is applied when you add a diamond to the firework star.

      Type is the shape of the firework:

      0 is small ball,

      1 is large ball,

      2 is star-shaped,

      3 is creeper-shaped,

      Blocks [ ]

      These tags are put on blocks as items.

      Entities [ ]

      These tags are used when using the /summon command to spawn entities or when using the /data to edit the data of entities.

      This tag determines only the entity's velocity, not the direction that it's facing.

      The following table provides information on each tagname that can be added in an NBT Tag. These tagnames are specific to the /summon command.

      Villager [ ]

      These tags are used when summoning villagers. (Offers NBT can't be done in 1.14+)

      Item Frame [ ]

      These tags are used when summoning itemframes.

      Tag name Description Value type Syntax
      Facing Determines the direction of the item frame Numerical, 0 - 5 (0 up; 1 down; 2 south; 3 north; 4 east; 5 west)
      ItemRotation Determines the rotation of the item in the item frame Numerical, 0 - 7 (Clockwise)
      Item Determines the item in the item frame A string >
      Invisible Determines if the item frame is invisible 0b or 1b
      Fixed Determines if the item frame is fixed 0b or 1b

      Potion [ ]

      These tags are used to customize potions

      Armor Stand [ ]

      These tags are used when summoning armor stands.

      NBT Tag Description Value type Syntax
      NoGravity Toggles gravity 0b or 1b (0b for false, 1b for true)
      ShowArms Determines whether you can see the armor stand's arms or not. Byte, 0b or 1b (0b for false, 1b for true)
      NoBasePlate Determines whether the armor stand has a base plate or not. Byte, 0b or 1b
      Small Determines whether the armor stand is small or not. Byte, 0b or 1b
      Rotation Changes the rotation of the armor stand Byte, 0b or 1b
      Marker Small Hit box Byte, 0b or 1b
      Pose Changes the pose of the armor stand's body parts. Any subtag can be ommited Byte, 0b or 1b >
      Invisible Determines whether the armor stand is invisible or not. Byte, 0b or 1b

      Note: The Equipment tag also works for armor stands.

      Turtle [ ]

      These tags are used when summoning turtles.

      Tagname Description Value type Syntax
      HomePosX Determines the X coordinate of a turtle's home beach. Numerical
      HomePosY Determines the Y coordinate of a turtle's home beach. Numerical
      HomePosZ Determines the Z coordinate of a turtle's home beach. Numerical
      TravelPosX Determines the distance a turtle can lay eggs from its home coordinates, on the X axis. Numerical
      TravelPosY Determines the distance a turtle can lay eggs from its home coordinates, on the Y axis. Numerical
      TravelPosZ Determines the distance a turtle can lay eggs from its home coordinates, on the Z axis. Numerical
      HasEgg Determines if the turtle has an egg to lay 0 – 0b – false
      1 – 1b – true

      Blocks [ ]

      Tagname Description Value Type Syntax
      Command Used with command blocks. Places command block with command. A string

      Note: This is also used for Command Block Minecarts

      Generic [ ]

      These tags can be used on most tile entitied blocks

      Tagname Description Value Type Syntax
      CustomName Displayed in the top left corner of the inventory, instead of the regular name. Works only where such a regular name exists. A JSON text component
      Lock Says a name needed on a held item to open the inventory. A string

      Beacon [ ]

      Tagname Description Value Type Syntax
      Primary This determines the first status effect that the beacon creates. It defaults to level 1 of the effect. An ID of a status effect.
      Secondary This determines the second status effect. If its the same as Primary, then it increases the status effect to level 2. Otherwise it is level 1. Also an ID of a status effect.
      Levels This number determines how many layers of valid blocks are below the beacon. This value updates automatically, and overrides /data inputs immediately. Integer

      Spawner [ ]

      These tags are used when using /setblock or /summon (spawner minecarts) to create spawners. Add only those data tags you want to avoid a potential error.

      [Гайд] Разбираем NBT теги: Все мобы

      Итак, теги будут описаны в таком-же формате, как и на англоязычной WIKI.

      [Гайд] Разбираем NBT теги: Все мобы


      Все мобы:
      HealF: Количество здоровья моба. Измеряется в половинках сердец. Если установлен, то Health игнорируется.
      Health: Количество здоровья моба.
      AbsorptionAmount: Дополнительное здоровье моба.
      AttackTime: Сложный перевод. Описать его словами очень трудно (Number of ticks the mob's "invincibility shield" lasts after the mob was last struck. 0 when not recently hit).
      HurtTime: Сложный перевод. Описать его словами очень трудно (Number of ticks the mob turns red for after being hit. 0 when not recently hit.).
      DeathTime: Значение "0" показывает, что моб уже мёртв.
      Attributes (Массив): Атрибуты моба.
      -Name: Имя атрибута.
      -Base:: Базовое значение атрибута.
      -Modifiers (Массив): Будет описано отдельно.
      ActiveEffects (Массив): Эффекты, наложенные на моба
      -Id: ID эффекта.
      -Amplifier: Уровень эффекта.
      -Duration: Длительность эффекта.
      -Ambient: 1 - если эффект обеспечивается маяком. Если нет - 0.
      -ShowParticles: 1 - если частицы показаны. Если нет - 0.
      Equipment (Массив): То, что надето на игрока.
      -0: Предмет, который находится в руке.
      -1: Ноги
      -2: Поножи
      -3: Нагрудник
      -4: Голова
      DropChances (Массив): Выпадающие с моба вещи.
      -0: Предмет, который находится в руке.
      -1: Ноги
      -2: Поножи
      -3: Нагрудник
      -4: Голова
      CanPickUpLoot: 1 - если моб может поднимать вещи. Если нет - 0.
      PersistenceRequired: 1 - если моб не может естественно исчезнуть. Если может - 0.
      CustomName: Имя моба.
      CustomNameVisible: 1 - если пользовательское имя видно. Если нет - 0.
      Leashed: 1 - если моб на поводке. Если нет - 0.
      Leash (Массив): Значение данного массива и его параметры нужны только для профессионалов. Если они Вам интересны - посмотрите на WIKi.
      GoldenAppleOverflow: Удалено.

      [Гайд] Разбираем NBT теги: Мирные мобы

      Размножаемые мобы:
      InLove: Количество тиков до того момента, после которого моб перестанет искать партнёра. При значении "0" моб не ищет партнёра изначально.
      Age: Возраст моба. Если число отрицательное - моб ребёнок, если число положительное - моб взрослый. Также, любые значения выше нуля обозначает количество тиков до того момента, после которого моб сможет размножаться вновь.
      ForcedAge: Значение возраста моба, который будет у него после того, как он вырастет. Увеличивается при подкармливании.

      Приручаемые мобы:
      Owner: Ник владельца моба.
      OwnerUUID: UUID игрока, которому принадлежит этот моб.
      Sitting: 1 - если моб сидит. Если нет - 0.

      Летучая мышь:
      BatFlags: 1 - если мышь висит на стене. Если нет - 0.

      Курица:
      IsChickenJockey: 1 - если курица погибает естественно. Если маленькие зомби могут садиться на кур - 0.

      Лошадь:
      Bred: Неизвестно.
      ChestedHorse: 1 - если на лошади есть сундук. Если нет - 0.
      EatingHaystack: 1 - если лошадь в данный момент пасётся. Если нет - 0.
      HasReproduced: Не используется. Всегда выставлено значение "0".
      Tame: 1 - если лошадь приручена. Если нет - 0.
      Temper: Может принимать значения от одного до ста. Увеличивается с процессом кормления. Чем больше значение - тем легче приручить лошадь.
      Type: Тип лошади. 0 - Лошадь, 1 - Осёл, 2 - Мул, 3 - Зомби-Лошадь, 4 - Лошадь-Скелет.
      Variant: Цвет лошади.
      OwnerName: Ник игрока, приручившего лошадь. Не влияет на поведение самой лошади.
      Items (Массив): Работает только если на лошади есть сундук. О том, как работать со слотами будет описано в одной из следующих статей.
      ArmorItem (Массив): Броня лошади. О том, как работать со слотами будет описано в одной из следующих статей.
      SaddleItem (Массив): Седло, надетое на лошадь. О том, как работать со слотами будет описано в одной из следующих статей.
      ArmorType: Тип брони лошади. Удалено в версии 13w21a.
      Saddle: 1 - если на лошади есть седло. Если нет - 0.

      Оцелот:
      CatType: Вид оцелота. Потребуется приручить, не смотр на то, что он будет выглядеть как прирученный кот. 0 - Дикий оцелот, 1 - Не переводится, 2 - Табби, 3 - Сиамский кот.

      Свинья:
      Saddle: 1 - если на свинье есть седло. Если нет - 0.

      Овца:
      Sheared: 1 - если овца подстрижена. Если нет - 0.
      Color: Цвет овцы. Может быть от нуля до пятнадцати.

      Волк:
      Angry: 1 - если волк злится на игроков. Если нет - 0.
      CollarColor: Цвет ошейника волка.

      Житель:
      Profession: ID профессии жителя.
      Riches: Не используется.
      Career: ID профессии жителя, который будет использован при составлении торгов.
      CareerLevel: Уровень торгов жителя. Если превышает определённое значение, новые торги открываться не будут.
      Willing: 1 - если житель готов к размножению. Если нет - 0.
      Inventory (Массив): Инвентарь жителя. О том, как работать со слотами будет описано в одной из следующих статей.
      Offers (Массив): Торги жителя.
      -Recipes (Массив): Список возможных торгов.
      --rewardExp: 1 - если игрок будет получать опыт за данный торг. Если нет - 0.
      --maxUses: Максимальное количество сделок, которые можно совершить до их закрытия.
      --uses: Количество уже проведённых сделок.
      --buy (Массив): Первый покупаемый предмет. О том, как работать с предметами будет описано в одной из следующих статей.
      --buyB (Массив): Второй покупаемый предмет. О том, как работать с предметами будет описано в одной из следующих статей.
      --sell (Массив): Получаемый в результате торга предмет. О том, как работать с предметами будет описано в одной из следующих статей.

      Железный голем:
      PlayerCreated: 1 - если голем был создан игроком. Если нет - 0.

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