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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- A item stack.
- id: The id of this entity. In this case
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.
- A item stack.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case
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.
- id: The id of this entity. In this case