Minecraft structure download .nbt






















Defines the flight duration of the firework, the flight duration is how long the firework will wait until it explodes. Defines what the firework rocket will do when its flight duration runs out, this is what the firework star is used for. More than one effect can be added as more than one firework star can be added to a rocket 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. Type is the shape of the firework: 0 is small ball, 1 is large ball, 2 is star-shaped, 3 is creeper-shaped, 4 is burst.

This tag is used when making adventure maps to determine which block s the player can place a block on. Also used on hoes to make them till dirt and on spawn eggs to place them.

An array of strings, each one saying the id of a block. Uses for block tags groups. A compound where each key is a block state key, and the value is the block state value to force place for this block. Differs based on the block, see Block states for details. Used to store all data kept within a block. Mainly used within blocks that can store items or contain various data values, e.

Determines the initial velocity of most entities all other than Dragon Fireballs, Fireballs, Small Fireballs and Wither Skulls upon being summoned. Must be entered as double precision floating point values decimals. The values could be only to 10, because it could have been to be moved very fast. It normally could lead to a wall clip. This tag is required to summon said entities, otherwise the command fails.

This tag determines only the entity's velocity, not the direction that it's facing. Similar to direction, but determines constant acceleration. Entities are still affected by drag when power is nonzero and eventually reaches a terminal velocity. Sets the effects that apply to a mob after it is summoned.

Type to apply its countdown to infinity. Controls villagers giving xp for trading, set to true or false. Normally, villagers can reward you experience orbs. Sets which entities are riding on top of the base entity. Allows multiple entities to ride one base entity. Riding entities are still able to do all stuff they have coded. Like enemies shooting on each other etc.

Do not use a recent mob if it doesn't exist in your old version Minecraft. Defines what items are being worn by the mob. Items go in slots Feet, Legs, Chest, Head, in that order. Defines what item is within the mainhand and offhand.

First item is the mainhand, second is offhand. Determines how likely it is for an entity to drop held Items. The tag Count in the equipment tag must be 1 or greater for this to work. Anything greater than 1. Since it is a float value, it must be phrased as "X. Y", with X and Y being values of your choice. Determines how likely it is for an entity to drop worn Items. Makes mobs have no AI, resulting in mobs not moving on their own. However, they still react to other changes in the environment.

For example, the Zombie can still burn in the sun. Makes mobs silent. Does not work for certain sounds, see MC Determines how many ticks a mob is on fire. When Fire reaches one, the fire stops, and the mob no longer takes damage. When a mob is not on fire, this value is 1. Makes mobs invulnerable to everything except the Void and players in Creative Mode. Mobs do not attack or run away from invulnerable mobs. Customizes the attributes of the entity. See Attribute for more details.

Name: see Attribute for a list. Base: the amount to apply. Modifiers: how much and how it should vary. Number of hearts for hearts above the default maximum you must change the base value of the 'generic. Alters the visibility of a custom name. JavaScript is required for this form.

No, thanks. Linux Mac Windows. Summary Files Reviews. Project Activity. Categories Metadata editors , Sandbox Games. License MIT License. Mit einem Experten sprechen. User Ratings 5. User Reviews Filter Reviews: All. Perfect for editing your Minecraft world files! Additional Project Details The tag structure is as follows:. Size of the structure in the X direction. Size of the structure in the Y direction. Size of the structure in the Z direction.

These contain the blocks in the structure. Each block is stored as an integer index into the palette see below. Proceeds in ZYX order from the lowest corner to the highest one. For example, if the structure size is [2,3,4] , then the 24 product of the dimensions values in each layer list represent the blocks located at [ 0,0,0 , 0,0,1 , 0,0,2 , 0,0,3 , 0,1,0 , 0,1,1 , 0,1,2 , 0,1,3 , 0,2,0 , 0,2,1 , 0,2,2 , 0,2,3 , 1,0,0 , 1,0,1 , 1,0,2 , 1,0,3 , 1,1,0 , 1,1,1 , 1,1,2 , 1,1,3 , 1,2,0 , 1,2,1 , 1,2,2 , 1,2,3 ] relative to the origin.

Index values equal to -1 indicate no block, causing any existing block to remain upon loading. This occurs when structure voids are saved, and is the case for most blocks in the second layer. Both layers share the same palette. This layer is usually empty, except for water when the block here is waterlogged.



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