Skip to content

Entity Format

Arrow

  • An entity.
    • id: The id of this entity. In this case Arrow
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • inGround: 1 or 0 (true/false) - if true, the arrow is stuck in the ground.
    • inTile: The id of the block the arrow is stuck in.
    • shake: Ticks until the arrow can be picked up by players. This is set to 7 when the arrow initially hits a block.
    • xTile: X coordinate of the arrows position in the chunk.
    • yTile: Y coordinate of the arrows position in the chunk.
    • zTile: Z coordinate of the arrows position in the chunk.

Boat

Added in Alpha 1.0.6

  • An entity.
    • id: The id of this entity. In this case Boat
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Chicken

Added in Alpha 1.0.14

  • An entity.
    • id: The id of this entity. In this case Chicken
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Cow

Added in Alpha 1.0.8

  • An entity.
    • id: The id of this entity. In this case Cow
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Creeper

  • An entity.
    • id: The id of this entity. In this case Creeper
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Falling Sand

Added in Infdev 20100618

  • An entity.
    • id: The id of this entity. In this case FallingSand
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • Tile: The id of the block this falling sand represents.

Ghast

Added in Alpha 1.2.0

  • An entity.
    • id: The id of this entity. In this case Ghast
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Giant

  • An entity.
    • id: The id of this entity. In this case Giant
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Item

  • An entity.
    • id: The id of this entity. In this case Item
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • Age: The number of ticks the item has been "untouched". After 6000 ticks (5 minutes) the item is destroyed.
    • Item: The inventory item, without the Slot tag.
      • id: The item ID.
      • Damage: The item's data value, or damage value for tools.
      • Count: The number of this item in the stack. Range -128 - 127. Values less then 2 are not displayed in-game.

Minecart

Added in Infdev 20100618

  • An entity.
    • id: The id of this entity. In this case Minecart
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • Type: Determines the minecart type. 0 is for the normal minecart. Added in Alpha 1.0.14.
    • Items: List of CompoundTags, one for each item stack in the minecart. Removed in Alpha 1.0.14.
      • A item stack.
        • Slot: The slot the item is in.
        • id: The item ID.
        • Damage: The item's data value, or damage value for tools.
        • Count: The number of this item in the stack. Range -128 - 127. Values less then 2 are not displayed in-game.

Minecart with Chest

Added in Alpha 1.0.14

  • An entity.
    • id: The id of this entity. In this case Minecart
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • Type: Determines the minecart type. 1 is for the Minecart with Chest.
    • Items: List of CompoundTags, one for each item stack in the minecart.
      • A item stack.
        • Slot: The slot the item is in.
        • id: The item ID.
        • Damage: The item's data value, or damage value for tools.
        • Count: The number of this item in the stack. Range -128 - 127. Values less then 2 are not displayed in-game.

Minecart with Furnace

Added in Alpha 1.0.14

  • An entity.
    • id: The id of this entity. In this case Minecart
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • Type: Determines the minecart type. 2 is for the Minecart with Furnace.
    • Fuel: The number of ticks until the minecart runs out of fuel.
    • PushX: Force along X axis, used for smooth acceleration/deceleration.
    • PushZ: Force along Z axis, used for smooth acceleration/deceleration.

Mob

Removed in Beta 1.2

  • An entity.
    • id: The id of this entity. In this case Mob
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Monster

  • An entity.
    • id: The id of this entity. In this case Monster
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Pig

  • An entity.
    • id: The id of this entity. In this case Pig
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Sheep

  • An entity.
    • id: The id of this entity. In this case Sheep
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • Sheared: 1 or 0 (true/false) - true if the sheep has been shorn.
    • Color: The color of the sheep, values are 0 to 15 - 0 is white, 1 is orange, 2 is magenta, 3 is light blue, 4 is yellow, 5 is lime, 6 is pink, 7 is gray, 8 is light gray, 9 is cyan, 10 is purple, 11 is blue, 12 is brown, 13 is green, 14 is red, and 15 is black. Added in Beta 1.2.

Skeleton

  • An entity.
    • id: The id of this entity. In this case Skeleton
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Slime

Added in Alpha 1.0.11

  • An entity.
    • id: The id of this entity. In this case Slime
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • Size: The size of the slime. Note that this 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.

Spider

  • An entity.
    • id: The id of this entity. In this case Spider
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Squid

Added in Beta 1.2

  • An entity.
    • id: The id of this entity. In this case Squid
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Painting

  • An entity.
    • id: The id of this entity. In this case Painting
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • Dir: The direction the painting is facing. 3 is south, 4 is west, 2 is north, 5 is east
    • Motive: The id of the painting variant.
    • TileX: The X coordinate of the block the painting is in.
    • TileY: The Y coordinate of the block the painting is in.
    • TileZ: The Z coordinate of the block the painting is in.

Primed TNT

  • An entity.
    • id: The id of this entity. In this case PrimedTnt
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • Fuse: Number of ticks until explosion.

Zombie

  • An entity.
    • id: The id of this entity. In this case Zombie
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.

Zombie Pigman

Added in Alpha 1.2.0

  • An entity.
    • id: The id of this entity. In this case PigZombie
    • Pos: List of 3 DoubleTags for the X, Y, and Z position of this entity.
    • Rotation: List of 2 FloatTags for the yaw and pitch of this entity's view.
    • Motion: List of 3 DoubleTags for the X, Y, and Z motion in meters per tick.
    • OnGround: 1 or 0 (true/false) - true if this entity is on the ground.
    • FallDistance: How far this entity has fallen.
    • Health: The number of hit points this entity has. 20 is 10 hearts.
    • AttackTime: Number of ticks this entity is immune to attacks.
    • HurtTime: Number of ticks this entity is red from being attacked.
    • DeathTime: Number of ticks this entity has been dead for - used for controlling the death animation.
    • Air: The number of ticks before this entity starts to drown. Starts at 300.
    • Fire: When negative, the number of ticks before this entity can catch on fire. When positive, the number of ticks before the fire is extinguished.
    • Angry: 1 or 0 (true/false) - true if the Zombie Pigman is aggressive towards players.

Contributors

The avatar of contributor named as BJTMastermind BJTMastermind

Changelog

Contributors



Documentation page was setup by DexrnZacAttack.


Documentation is licensed under Creative Commons CC-BY 4.0 unless otherwise noted. For more info, check the NOTICE file.