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Tag (Java Edition)

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This article is about the registry tags in Java Edition. For other uses, see Tag.

Tags (also called registry tags) in data packs allow players to group different game elements together.

Tags act as references to groups of registry entries, letting Minecraft treat multiple items, blocks, or entities as a single category. For example, the tag #minecraft:logs represents all log blocks, so commands or recipes using that tag automatically apply to oak logs, birch logs, and any other block included in it. Tags are one of the most powerful data pack features for organizing and modifying game behavior without editing core files.

While some tags are only used in certain data pack files, others are used in hardcoded properties of a specifics features, where modifying such tags is the only way to include or exclude a certain property from a given features without mods.

Usage

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Tags are part of the data pack directory structure, highlighted below:

Minecraft defines many tags in the vanilla data pack in the minecraft namespace. These tags are often referenced by the code or other vanilla data pack files. Modifying those tags through a data pack therefore has a direct effect. For example, vanilla block tags are used for various block behaviors, vanilla item tags are used for various item behaviors, vanilla advancement files and vanilla recipe files, and vanilla entity type tags are used for various mob behaviors. See Β§ List of tag types section for their usages.

Resource location

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The resource location of a tag is also in the format of <namespace>:<path>, where namespace is the name of the folder that the tags folder is in, and path is the JSON file's path under the respective tag folder.

For example, JSON file 'data/wiki/tags/block/foo/example.json' defines a block tag with the resource location of wiki:foo/example.

To distinguish normal contents from tags, a # is usually required before tag's resource location.

JSON format

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  • [NBT Compound / JSON Object] The root object.
    • [Boolean] replace: Optional. Whether or not the contents of this tag should completely replace tag contents from different lower priority data packs with the same resource location. When false the tag's content is appended to the contents of the higher priority data packs, instead. Defaults to false.
    • [NBT List / JSON Array] values: A list of mix and match of object names and tag names. For tags, recursive reference is possible, but a circular reference causes a loading failure.
      • [String]: An object's resource location.
      • [String]: ID of another tag of the same type, prefixed with a #.
      • [NBT Compound / JSON Object]: An entry with additional options.
        • [String] id: A string in one of the string formats above.
        • [Boolean] required: Whether or not loading this tag should fail if this entry is not found, true by default (also for the string entries). A tag that fails to load can still be referenced in any data pack and be (re)defined in other data packs. In other words, only the entries in this JSON file are ignored if this entry cannot be found.

Examples

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Basic block tag

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{
 "replace": false,
 "values": [
 "minecraft:oak_log",
 "minecraft:birch_log",
 "minecraft:spruce_log"
 ]
}

This tag could be saved at data/example/tags/block/my_logs.json and used in commands or loot tables as #example:my_logs.

Referencing another tag

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{
 "replace": false,
 "values": [
 "#minecraft:logs",
 "minecraft:cherry_log"
 ]
}

This adds cherry_log to the vanilla logs tag without overwriting its contents.

Using the replace field

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{
 "replace": true,
 "values": [
 "minecraft:diamond_block"
 ]
}

Setting replace to true completely overrides any lower-priority tags with the same name, replacing their contents entirely.

Optional entries

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{
 "values": [
 { "id": "example:custom_item", "required": false }
 ]
}

Optional entries prevent load errors when a referenced object is missing (for example, in a different modded setup).

List of tag types

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This section lists the tag types that are used by the game to affect its behavior in various ways, as well as those that are populated by default, even if the game does not use them to control some behavior.

It is possible to define tags for any registry and also functions. The list below show only the ones used by the game.

Behavior and priority

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When multiple data packs define the same tag:

  • The highest-priority pack (top of the list in the data packs screen) takes precedence.
  • If its replace value is false, the tag’s contents are appended to lower-priority versions.
  • If replace is true, the tag fully replaces all lower versions.

Because tags merge across data packs, they are commonly used by mods and servers to extend vanilla behavior without overwriting files. Many vanilla tags, such as #minecraft:planks or #minecraft:mineable/pickaxe, are referenced by block properties and determine what tools or interactions are valid.

When tags are merged across data packs, their values are appended at the end of the resulting in-memory tag, in the order that the data packs load.

When reading a tag, Minecraft follows the order of the values as written in the file, proceeding recursively for each sub-tag encountered. Since the vast majority of tags are used for simple boolean checks (whether a value is or is not in a tag), the order within a tag usually doesn't matter.

However, order does matter for:

History

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Java Edition
1.1317w49aAdded tags type for blocks and items.
17w49bFunctions can now be tagged.
17w50aCan now include other tags (of the same type), for example #foo:bar.
When overriding a tag, the player can now choose to replace instead of append by "replace": true.
18w19aAdded fluids tag type.
1.1418w43aAdded entitys tag type.
1.16.220w30aEntries in a tag can now be optional with the required property.
1.16.520w49aAdded game events tag type.
1.18.222w06aTags can now be defined for any type in the registry, rather than only blocks, items, fluids, entity types, game events and functions previously.
1.18.222w07aAdded biome tags.
pre1Added configured structure feature tags.
1.1922w11aAdded world preset and flat level generator preset tags.
Configured structure feature tags are now called structure tags.
22w14aAdded cat variant and point of interest tags.
22w16aAdded painting variant tags.
22w18aAdded banner pattern and instrument tags.
1.19.423w06aAdded damage type tags.
1.20.5pre1Added enchantment tags.
1.2124w19aRenamed several directories:
  • items -> item
  • blocks -> block
  • entity_types -> entity_type
  • fluids -> fluid
  • game_events -> game_event
24w21aRenamed directory functions to function.
1.21.625w20aAdded dialog tags.
1.21.1125w45aAdded timeline tags.
26.1snap1Added potion tags.
Added villager trade tags.
pre1Added configured feature tags.
Upcoming Java Edition
26.3snap1Renamed directory configured_feature to feature.

Issues

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Issues relating to "Tag" are maintained on the bug tracker. Issues should be reported and viewed there.

Related pages

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  • Predicate – often references tags to match grouped items or blocks
  • Loot table – uses tag conditions for item drops
  • Data pack – framework where tags are defined

See also

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Navigation

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