Bedrock Edition level format/Block entity format

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This article is reproduced from Bedrock Edition level format/Block entity format on the Minecraft Wiki. Mirrored from revision 3673857. It is licensed CC BY-NC-SA 3.0 by the Minecraft Wiki contributors — not under the Codex’s CC BY-SA 4.0, and it may not be used commercially. Edits belong upstream, not here.

This feature is exclusive to Bedrock Edition.
 

This page lists NBT structures of block entities in Bedrock Edition.

A block entity is used by Minecraft to store information about a block that can't be stored in the block's block states.

Block Entity

All block entities share this base:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] BlockEntityVersion: Block entity version
    • [String] CustomName: (May not exist) The custom name of the block entity.
    • [String] id: The savegame ID of the block entity.
    • [Int] x: X coordinate of the block entity.
    • [Int] y: Y coordinate of the block entity.
    • [Int] z: Z coordinate of the block entity.

Additional fields for block entity types

Additional fields for banner:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] Base: The base color of the banner. See Banner#Block_data.
    • [NBT List / JSON Array] Patterns: (May not exist) List of all patterns applied to the banner.
      • [NBT Compound / JSON Object]: An individual pattern.
    • [Int] Type: The type of the block entity. 0 is normal banner. 1 is ominous banner.

Beacon

Additional fields for beacon:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] primary: The primary effect selected, see Potion effects for IDs. Set to 0 when no effect is selected.
    • [Int] secondary: The secondary effect selected, see Potion effects for IDs. Set to 0 when no effect is selected. 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.[needs testing]

Bed

Additional fields for bed:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Byte] color: The data value that determines the color of the half-bed block. When a bed is broken, the color of the block entity at the bed's head becomes the color of the bed item when it drops. See Bed#Metadata.

Beehive and Bee Nest

Additional fields for beehive and bee nest:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT List / JSON Array] Occupants: (May not exist) Entities currently in the hive.
      • [NBT Compound / JSON Object]: An entity in the hive.
        • [String] ActorIdentifier: The entity in the hive. Always minecraft:bee<> in vanilla game. ​[more information needed]
        • [NBT Compound / JSON Object] SaveData: The NBT data of the entity in the hive.
          • entity see Entity
          • Tags unique to this entity type.
        • [Int] TicksLeftToStay: The time in ticks until the entity leave the beehive.
    • [Byte] ShouldSpawnBees: 1 or 0 (true/false) - true if new bees will be spawned.

Bell

Additional fields for bell:

  • [NBT Compound / JSON Object]: The block entity's root tag.

Brewing Stand

Additional fields for brewing stand:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Short] CookTime: The number of ticks until the potions are finished.
    • [Short] FuelAmount: Remaining fuel for the brewing stand.
    • [Short] FuelTotal: The max fuel numder for the fuel bar.
    • [NBT List / JSON Array] Items: List of items in brewing stand.
      • [NBT Compound / JSON Object]: An item in the brewing stand, including the slot tag.
        • [Byte] Slot: The slot the item is in.
        • item see Item Stack

Campfire and Soul Campfire

Additional fields for campfire and soul campfire:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] Item<num>: (May not exist) An items currently cooking. <num> is 1, 2, 3, and 4.
    • [Int] ItemTime<num>: How long each item has been cooking. <num> is 1, 2, 3, and 4.

Cauldron

Additional fields for cauldron:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] CustomColor: (May not exist) This tag exists only if the cauldron stores dyed water; stores a 32-bit ARGB encoded color.
    • [NBT List / JSON Array] Items: List of items in this container.
      • [NBT Compound / JSON Object]: An item, including the slot tag.
        • [Byte] Slot: The inventory slot the item is in.
        • item see Item Stack
    • [Short] PotionId: If the cauldron contains a potion, this tag stores the ID of that potion. If there is no potion stored, then this tag is set to -1.
    • [Short] PotionType: If the cauldron contains a potion, this tag stores the type of that potion. 0 is normal, 1 is splash, 2 is lingering. If there is no potion stored, then this tag is set to -1.

Chalkboard

Additional fields for chalkboard:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] BaseX: The X position of its base.
    • [Int] BaseY: The Y position of its base.
    • [Int] BaseZ: The Z position of its base.
    • [Byte] Locked: 1 or 0 (true/false) - true if it is on locked.
    • [Byte] OnGround: 1 or 0 (true/false) - true if it is on ground.
    • [Long] Owner: The Unique ID of its owner.
    • [Int] Size: The size of this chalkboard.
    • [String] Text: The text on the chalkboard.

Chemistry Tables

Additional fields for chemistry tables (compound creator, element constructor, lab table, material reducer):

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Short] itemAux: (Only for Lab Table) The Aux value of the item to be spawned.
    • [Int] itemId: (Only for Lab Table) The numeral ID value of the item to be spawned.
    • [Byte] itemStack: (Only for Lab Table) The item stack amount of the item to be spawned.

Chests

Additional fields for chest, trapped chest, barrel, and ender chest:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Byte] Findable: Unknown.
    • [Byte] forceunpair: 1 or 0 (true/false) - (may not exist) true if this chest is unpair with chest next to it.
    • [NBT List / JSON Array] Items: List of items in this container.
      • [NBT Compound / JSON Object]: An item, including the slot tag.
        • [Byte] Slot: The inventory slot the item is in.
        • item see Item Stack
    • [String] LootTable: (May not exist) Loot table to be used to fill the chest when it is next opened, or the items are otherwise interacted with.
    • [Int] LootTableSeed: (May not exist) Seed for generating the loot table. 0 or omitted use a random seed.
    • [Byte] pairlead: (May not exist) Unknown.
    • [Int] pairx: (May not exist) The X position of the chest paired with.
    • [Int] pairz: (May not exist) The Z position of the chest paired with.

Chiseled Bookshelf

Additional fields for chiseled bookshelf:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT List / JSON Array] Items: List of books in the bookshelf.
      • [NBT Compound / JSON Object]: An item in the chiseled bookshelf.
    • [Int] LastInteractedSlot: Last interacted slot (1-6), or 0 if no slot has been interacted with yet.

Command Blocks

Additional fields for command block:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • {{{2}}} see Command Block
    • [Byte] auto: 1 or 0 (true/false) - Allows to activate the command without the requirement of a redstone signal.
    • [Byte] conditionalMode: (May not exist) Unknown.
    • [Byte] conditionMet: 1 or 0 (true/false) - if a conditional command block had its condition met when last activated. True if not a conditional command block.
    • [Byte] LPCondionalMode: Unknown.
    • [Byte] LPRedstoneMode: Unknown.
    • [Byte] LPCommandMode: Unknown.
    • [Byte] powered: 1 or 0 (true/false) - true if the command block is powered by redstone.

Comparator

Additional fields for comparator:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] OutputSignal: Represents the strength of the analog signal output of this redstone comparator.

Conduit

Additional fields for conduit:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Byte] Active: 1 or 0 (true/false) - true if it is active.
    • [Long] Target: The Unique ID of the hostile mob the conduit is currently attacking. If there's no target, defaults to -1.

Copper Golem Statues

Additional fields for copper golem statue:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] Actor: Data for the entity associated with the statue.
      • [String] ActorIdentifier: The entity's identifier. Always minecraft:copper_golem<>.
      • [NBT Compound / JSON Object] SaveData: The NBT data of the entity (the copper golem) while it is in the statue state.
    • [Int] Pose: The current visual pose of the statue from 0 to 3, 0 for standing pose, 1 for sitting pose, 2 for running pose and 3 for star pose.

Crafter

Additional fields for crafter:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Short] disabled_slots: Indexes of slots that are disabled.
    • [NBT List / JSON Array] Items: List of items in the crafter.
      • [NBT Compound / JSON Object]: An item in the crafter, including the slot tag. Crafter slots are numbered 0-8. 0 starts in the top left corner.
        • [Byte] Slot: The inventory slot the item is in.
        • item see Item Stack

Creaking Heart

Additional fields for creaking heart:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] Cooldown: ​[more information needed]
    • [Long] SpawnedCreakingID: The unique identifier of the creaking associated with this creaking heart. If there is no linked creaking, this field is absent.

Data Driven

Additional fields for custom block-entities:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] BlockEntityDynamicProperties: Stores all the dynamic properties of the block.
      • [NBT Compound / JSON Object] xxxxxxxx-xxxx: It's the add-on's UUID to avoid conflicts.
        • [Byte][Double][String]: All dynamic properties created in the add-on, the name and format vary depending on what was done.

Decorated Pot

Additional fields for decorated pot:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [String] LootTable: (May not exist) Loot table to be used to fill the decorated pot when it is next opened, or the items are otherwise interacted with.
    • [Int] LootTableSeed: (May not exist) Seed for generating the loot table. 0 or omitted use a random seed.
    • [Byte] animation: (May not exist) Unknown.
    • [NBT Compound / JSON Object] item: The item in the decorated pot.
    • [NBT List / JSON Array] sherds: List of sherds on this decorated pot.
      • [String]: Item ID of this face. Defaults to minecraft:brick.

Dispenser and Dropper

Additional fields for dispenser and dropper:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT List / JSON Array] Items: List of items in this container.
      • [NBT Compound / JSON Object]: An item, including the slot tag.
        • [Byte] Slot: The inventory slot the item is in.
        • item see Item Stack
    • [String] LootTable: (May not exist) Loot table to be used to fill the chest when it is next opened, or the items are otherwise interacted with.
    • [Int] LootTableSeed: (May not exist) Seed for generating the loot table. 0 or omitted use a random seed.

Enchanting Table

Additional fields for Enchanting table:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [String] CustomName: (May not exist) The name of this enchanting table.
    • [Float] rott: The clockwise rotation of the book in radians. Top of the book points West when 0.

End Gateway

Additional fields for end gateway:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] Age: Age of the portal, in ticks. This is used to determine when the beam is rendered.
    • [NBT List / JSON Array] ExitPortal: Location entities are teleported to when entering the portal.
      • [Int]: X coordinate of target location.
      • [Int]: Y coordinate of target location.
      • [Int]: Z coordinate of target location.

Flower Pot

Additional fields for flower pot:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] PlantBlock: (May not exist) The block in the pot.

Furnace

Additional fields for furnace, smoker, and blast furnace:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Short] BurnDuration: The total time that in ticks that the currently used fuel can burn.
    • [Short] BurnTime: Number of ticks left before the current fuel runs out.
    • [Short] 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.[needs testing]
    • [NBT List / JSON Array] Items: List of items in this container.
      • [NBT Compound / JSON Object]: An item in the furnace, including the slot tag.
        • [Byte] Slot: The inventory slot the item is in.
        • item see Item Stack
    • [Int] StoredXPInt: The number of experiences it stores.

Hopper

Additional fields for hopper:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT List / JSON Array] Items: List of items in this container.
      • [NBT Compound / JSON Object]: An item, including the slot tag.
        • [Byte] Slot: The inventory slot the item is in.
        • item see Item Stack
    • [Int] TransferCooldown: Time until the next transfer in game ticks, naturally between 1 and 8 or 0 if there is no transfer.

Item Frame

Additional fields for item frame:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] Item: The items in this item frame.
    • [Float] ItemDropChance: (May not exist) The chance of item dropping when the item frame is broken.
    • [Float] ItemRotation: (May not exist) The rotation of the item in the item frame.

Jigsaw Block

Additional fields for jigsaw block:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [String] final_state: The block that this jigsaw block becomes.
    • [String] joint: The joint option value, either "rollable" or "aligned".
    • [String] 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.
    • [String] 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.
    • [String] target_pool: The jigsaw block's target pool to select a structure from.

Jukebox

Additional fields for jukebox:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] RecordItem: (May not exist) The record item in it.

Lectern

Additional fields for lectern:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] book: (May not exist) The book item currently on the lectern.
    • [Byte] hasBook: 1 or 0 (true/false) - (may not exist) true if it has a book.
    • [Int] page: (May not exist) The page the book is currently on, starting from 0.
    • [Int] totalPages: (May not exist) The total pages the book has.

Lodestone

Additional fields for lodestone:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] trackingHandle: (May not exist) The id of lodestone.

Monster Spawner

Additional fields for monster spawner:

  • [NBT Compound / JSON Object]: The block entity's root tag.

Moving Block

Additional fields for moving block:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] movingBlock: The main layer of moving block represented by this block entity.
    • [NBT Compound / JSON Object] movingBlockExtra: The extra moving block layer represented by this block entity.
    • [NBT Compound / JSON Object] movingEntity: (May not exist) The block entity stored in this moving block.
    • [Int] pistonPosX: X coordinate of the piston base.
    • [Int] pistonPosY: Y coordinate of the piston base.
    • [Int] pistonPosZ: Z coordinate of the piston base.

Note Block

Additional fields for note block:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Byte] note: The pitch of the note block.

Nether Reactor Core

Additional fields for nether reactor core:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Byte] HasFinished: 1 or 0 (true/false) - true if the reactor has completed its activation phase, and has gone dark.
    • [Byte] IsInitialized: 1 or 0 (true/false) - true if the reactor has been activated, and has turned red.
    • [Short] Progress: Number of ticks the reactor has been active for. It finishes after 900 game ticks (45 seconds).

Piston

Additional fields for piston:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT List / JSON Array] AttachedBlocks: The list of positions of blocks it should move.
      • [Int]: A block's X coordinate.
      • [Int]: A block's Y coordinate.
      • [Int]: A block's Z coordinate.
      • [Int]: Another block's X coordinate.
      • [Int]: Another block's Y coordinate.
      • [Int]: Another block's Z coordinate.
      • [Int]: etc.
    • [NBT List / JSON Array] BreakBlocks: The list of positions of blocks it should break.
      • [Int]: A block's X coordinate.
      • [Int]: A block's Y coordinate.
      • [Int]: A block's Z coordinate.
      • [Int]: Another block's X coordinate.
      • [Int]: Another block's Y coordinate.
      • [Int]: Another block's Z coordinate.
      • [Int]: etc.
    • [Float] LastProgress: Progress in last tick.
    • [Byte] NewState: Next state. Can be 0 (unextended), 1 (pushing), 2 (extended), or 3 (pulling).
    • [Float] Progress: How far the block has been moved. Can be 0.0, 0.5, and 1.0.
    • [Byte] State: Current state.
    • [Byte] Sticky: 1 or 0 (true/false) - true if this piston is sticky.

Sculk Catalyst

Additional fields for sculk catalyst:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT List / JSON Array] cursors: List of charges associated with the sculk catalyst.
      • [NBT Compound / JSON Object]: A charge.
        • [Short] charge: How much power is in the charge.
        • [Short] decay: Be 1 if the charge was spread from a sculk or sculk vein, 0 otherwise. The charge can spread to any block if this tag is 1. If it is 0, all the powers in the charge disappear when it spreads to a block not in sculk family.[needs testing]
        • [Short] facing: ​[more information needed]
        • [Short] update: Delay in ticks until the charge begins to travel after being created.[needs testing]
        • [Int] x: X coordinate of the charge.
        • [Int] y: Y coordinate of the charge.
        • [Int] z: Z coordinate of the charge.

Sculk Shrieker, Sculk Sensor, and Calibrated Sculk Sensor

Additional fields for sculk shrieker, sculk sensor, and calibrated sculk sensor:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] VibrationListener: The vibration event listener of the sculk shrieker, sculk sensor, and calibrated sculk sensor.
      • [Int] event: Unknown.
      • [NBT Compound / JSON Object] pending: Unknown.
        • [Float] distance: Unknown.
        • [Long] source: Unknown.
        • [Int] vibration: Unknown.
        • [Int] x: Unknown.
        • [Int] y: Unknown.
        • [Int] z: Unknown.
      • [NBT Compound / JSON Object] selector: Unknown.
      • [Int] ticks: Unknown.

Shelf

Additional fields for shelf:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT List / JSON Array] Items: List of items in the shelf. Unlike other containers, the order in the list determines the visual position.
      • [NBT Compound / JSON Object]: An item in the shelf.

Shulker Box

Additional fields for shulker box:

Sign and Hanging Sign

Additional fields for sign and hanging sign:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] BackText: A compound which discribes back text. The same structure as [NBT Compound / JSON Object] FrontText.
    • [NBT Compound / JSON Object] FrontText: A compound which discribes front text.
      • [Byte] HideGlowOutline: 1 or 0 (true/false) - true if the outer glow of a sign with glowing text does not show.
      • [Byte] IgnoreLighting: 1 or 0 (true/false) - true if the sign has been dyed with a glow ink sac.
      • [Byte] PersistFormatting: Unknown. Defaults to 1.
      • [Int] SignTextColor: The color that has been used to dye the sign. Is a 32-bit encoded color, defaults to -16777216 (black). One of -986896 for "White", -425955 for "Orange", -3715395 for "Magenta", -12930086 for "Light Blue", -75715 for "Yellow", -8337633 for "Lime", -816214 for "Pink", -12103854 for "Gray", -6447721 for "Light Gray", -15295332 for "Cyan", -7785800 for "Purple", -12827478 for "Blue", -8170446 for "Brown", -10585066 for "Green", -5231066 for "Red", and -16777216 for "Black".
      • [String] Text: The text on it.
      • [String] TextOwner: Unknown.
    • [Byte] IsWaxed: 1 or 0 (true/false) - true if the text is locked with honeycomb.

Skull

Additional fields for skull:

  • [NBT Compound / JSON Object]: The block entity's root tag.

Structure Block

Additional fields for structure block:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Byte] animationMode: The mode of animation.​[more information needed]
    • [Float] animationSeconds: The duration of the animation.​[more information needed]
    • [Int] data: The mode of the structure block, values for data are the same as the data values for the item. Ex. 0 = Data, 1 = Save, 2 = Load, 3 = Corner, 4 = Inventory, 5 = Export.
    • [String] dataField: Unknown.
    • [Byte] ignoreEntities: 1 or 0 (true/false) - true if the entities should be ignored in the structure.
    • [Float] integrity: How complete the structure is that gets placed.
    • [Byte] isPowered: 1 or 0 (true/false) - true if this structure block is being powered by redstone.
    • [Byte] mirror: How the structure is mirrored.​[more information needed]
    • [Int] redstoneSaveMode: The current redstone mode of this structure block.​[more information needed]
    • [Byte] removeBlocks: 1 or 0 (true/false) - true if the blocks should be removed in the structure.
    • [Byte] rotation: Rotation of the structure.​[more information needed]
    • [Long] seed: The seed to use for the structure integrity, 0 means random.[needs testing]
    • [Byte] showBoundingBox: 1 or 0 (true/false) - true if show the structure's bounding box to players in Creative mode.
    • [String] structureName: Name of the structure.
    • [Int] xStructureOffset: X-offset of the structure.
    • [Int] yStructureOffset: Y-offset of the structure.
    • [Int] zStructureOffset: Z-offset of the structure.
    • [Int] xStructureSize: X-size of the structure.
    • [Int] yStructureSize: Y-size of the structure.
    • [Int] zStructureSize: Z-size of the structure.

Suspicious Block

Additional fields for suspicious sand and suspicious gravel:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] brush_count: The number of times the suspicious block is being brushed by the player, from 1 to 10 (the item will be extracted when it reaches 10). If the player stops brushing, it will progressively return to 0. And if it hasn't been brushed yet, defaults to 0.
    • [Byte] brush_direction: The direction of the suspicious block that was brushed. 0 = Down, 1 = Up, 2 = North, 3 = South, 4 = West, 5 = East, or 6 if it has not been brushed yet.
    • [NBT Compound / JSON Object] item: (May not exist) The item in the suspicious block.
    • [String] LootTable: (May not exist) Loot table to be used to generate the hidden item when brushed.
    • [Int] LootTableSeed: (May not exist) Seed for generating the loot table. 0 or omitted use a random seed.
    • [String] type: The type of suspicious block. Valid types are minecraft:suspicious_sand and minecraft:suspicious_gravel.

Trial Spawner

Additional fields for trial spawner and ominous trial spawner:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [Int] required_player_range: Between 1 and 128. Defaults to 14. — Maximum distance in blocks for players to join the battle.
    • [NBT Compound / JSON Object] normal_config: Optional, see configuration for defaults. — The configuration to use when not ominous.
      • [Int] spawn_range: Between 1 and 128. Defaults to 4. — Maximum distance in blocks that mobs can spawn.
      • [Float] total_mobs: Defaults to 6. — Total amount of mobs spawned before cooldown for a single player.
      • [Float] simultaneous_mobs: Defaults to 2. — The amount of spawned mobs from this spawner that are allowed to exist simultaneously.
      • [Float] total_mobs_added_per_player: Defaults to 2. — Amount of total mobs added for each additional player.
      • [Float] simultaneous_mobs_added_per_player: Defaults to 1. — Amount of simultaneous mobs added for each additional player.
      • [Int] ticks_between_spawn: Defaults to 20. — Time in ticks between spawn attempts.
      • [Int] target_cooldown_length: Defaults to 36000. — Time in ticks of the cooldown period. Includes the time spend dispensing the reward.
      • [NBT List / JSON Array] spawn_potentials: List of possible entities to spawn.
        • [NBT Compound / JSON Object]: A potential future spawn. After the spawner makes an attempt at spawning, it chooses one of these entries at random and uses it to prepare for the next spawn.
          • [Int] weight: The chance that this spawn gets picked in comparison to other spawn weights. Must be positive and at least 1.
          • [NBT Compound / JSON Object] data:
            • [NBT Compound / JSON Object] entity:
              • [String] id: An entity ID.
            • [NBT Compound / JSON Object] equipment: Optional. Determines the equipment the entity will wear.
              • [String] loot_table: A path to a loot table.
              • [NBT Compound / JSON Object] slot_drop_chances: Optional. Chances for the equipment to drop upon death.
                • [Float] head: Chance (0.0–1.0) for the head slot item to drop.
                • [Float] chest: Chance (0.0–1.0) for the chest slot item to drop.
                • [Float] legs: Chance (0.0–1.0) for the legs slot item to drop.
                • [Float] feet: Chance (0.0–1.0) for the feet slot item to drop.
                • [Float] mainhand: Chance (0.0–1.0) for the main hand item to drop.
                • [Float] offhand: Chance (0.0–1.0) for the off hand item to drop.
      • [NBT List / JSON Array] loot_tables_to_eject: List of possible loot tables to give as reward.
        • [NBT Compound / JSON Object]: A potential loot table.
          • [Int] weight: The chance that this loot table gets picked in comparison to other loot table weights. Must be positive and at least 1.
          • [String] data: A path to a loot table.
      • [String] items_to_drop_when_ominous: Defaults to loot_tables/spawners/trial_chamber/items_to_drop_when_ominous.json — A path to a loot table. Determines the items used by ominous item spawners spawned during the active phase when ominous. Ignored in normal mode.
    • [NBT Compound / JSON Object] ominous_config: Optional, defaults to [NBT Compound / JSON Object] normal_config. When individual entries are omitted, they also default to their setting in [NBT Compound / JSON Object] normal_config. — The configuration to use when ominous.
    • [NBT List / JSON Array] registered_players: A set of player UUIDs. — All the players that have joined the battle.
      • [NBT Compound / JSON Object]: A player UUID.
        • [Long] uuid: The UUID.
    • [NBT List / JSON Array] current_mobs: A set of mob UUIDs. — The mobs that were spawned by this spawner and are still alive.
      • [NBT Compound / JSON Object]: An entity UUID.
        • [Long] uuid: The UUID.
    • [Long] cooldown_end_at: Gametime in ticks when the cooldown ends. 0 if not currently in cooldown.
    • [Long] next_mob_spawns_at: Gametime in ticks when the next spawn attempt happens. 0 if not currently active.
    • [NBT Compound / JSON Object] spawn_data: The next mob to attempt to spawn. Selected from [NBT List / JSON Array] spawn_potentials after the last attempt. Determines the mob displayed in the spawner.
      • [String] TypeId: An entity ID.
      • [Int] Weight: Selection weight for the current active spawn.
      • [NBT Compound / JSON Object] equipment: Optional. Same structure as the equipment found in [NBT List / JSON Array] spawn_potentials.
    • [String] selected_loot_table: A path to the loot table that is given as reward. Unset if not currently giving rewards. Selected from [NBT List / JSON Array] loot_tables_to_eject after all mobs are defeated.

Vault

Additional fields for vault and ominous vault:

  • [NBT Compound / JSON Object]: The block entity's root tag.
    • [NBT Compound / JSON Object] config: Configuration data that does not automatically change. All fields are optional.
      • [Float] activation_range: The range in blocks when the vault should activate. Defaults to 4.
      • [Float] deactivation_range: The range in blocks when the vault should deactivate. Defaults to 4.5.
      • [String] loot_table: A path to the loot table that is ejected when unlocking the vault. Defaults to loot_tables/chests/trial_chambers/reward.json for normal vaults and loot_tables/chests/trial_chambers/reward_ominous.json for ominous vaults.
      • [String] override_loot_table_to_display: A path to the loot table that is used to display items in the vault. If not present, the game will use the [String] loot_table field.
      • [NBT Compound / JSON Object] key_item: The key item that is used to check for valid keys. Defaults to minecraft:trial_key for normal vaults and minecraft:ominous_trial_key for ominous vaults.
    • [NBT Compound / JSON Object] data: Data that is used to keep track of the current state of the vault.
      • [NBT Compound / JSON Object] display_item: The item that is currently being displayed.
      • [NBT List / JSON Array] items_to_eject: List of item stacks that have been rolled by the loot table and are waiting to be ejected.
        • [NBT Compound / JSON Object]: An item stack.
      • [NBT List / JSON Array] rewarded_players: A set of player UUIDs that have already received their rewards from this vault.
        • [Long]: A UUID.
      • [Long] state_updating_resumes_at: The game time when the vault will process block state changes, such as changing from unlocking to ejecting after a delay.
      • [Long] total_ejections_needed: The total amount of item stacks that need to be ejected.

History

Bedrock Edition
26.30Preview 26.30.27The [Byte] isMovable field has been removed from all block entities.
Preview 26.30.28The field [Int] BlockEntityVersion has been added to all block entities.
Added the DataDriven block-entity that controls all custom block entities.

Sources