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Talk:Data component format

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Latest comment: 27 April by FeedbackBot in topic Feedback (Mon, 27 Apr 2026 18:52:42 UTC)
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Exemples

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Latest comment: 2 May 20241 comment1 person in discussion

Adding quick exemple would be great, such as the ones in the official https://www.minecraft.net/en-us/article/minecraft-snapshot-24w09a ; e.g. enchantments={levels:{'minecraft:protection':2},show_in_tooltip:false} GodRage (talk) 19:39, 2 May 2024 (UTC)

How do you enable the creative_slot_lock?

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Latest comment: 20 July 20244 comments2 people in discussion

I know it's not normally allowed, but how can I allow it in the files? I would like to try it. 202.169.97.112 03:37, 14 July 2024 (UTC)

As explained on the page, creative_slot_lock is a component that is never saved to NBT, it cannot be used by commands or data packs. It is only used by the game internally. — Misode (talk) 11:54, 14 July 2024 (UTC)
OK But how can I save it. 202.169.97.112 07:53, 16 July 2024 (UTC)
You can't. — Misode (talk) 11:06, 20 July 2024 (UTC)

Should we move all the upcoming data components to a new section?

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Latest comment: 5 September 20242 comments2 people in discussion

I mean, there are so many upcoming data components that they would be messy if we just insert them into the normal section, so why not create a new section for it? --- Sul4ur (talk) 02:59, 5 September 2024 (UTC)

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 Support -~- Nerdyguy2000   Talk   Edits  03:02, 5 September 2024 (UTC)

The [minecraft:enchantable] area that required a test has been tested by me.

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Latest comment: 12 September 20241 comment1 person in discussion

I'm just letting everyone know that I just ran a test on the command example given for [minecraft:enchantable] (/give @s elytra[enchantable={value:15}]) and it works as intended. I'm removing the "needs testing" note attached to it. --Regfunkid2 (talk) 05:29, 12 September 2024 (UTC)

The minecraft:lock Component example is broken, so I found how to fix it. But it won't write correctly.

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Latest comment: 9 October 20241 comment1 person in discussion

The example we have for the lock component is incorrect, and doesn't work in-game. I found out that this is an example of how the command works:

/give @s chest[minecraft:lock={components: {"minecraft:item_model": "minecraft:diamond"}}] will give the player a Chest that will only open if they are holding an item with the same model as a Diamond. It seems like you can pick any Component to check for, which is helpful to know, but when I tried to write it under the section for Data Components, it wouldn't post right. I'm not sure how else to describe it.

For now, I replaced the typical way of writing the "example" area with a <\code> section. It seems to work the same as the other examples, so hopefully that's ok? Regfunkid2 (talk) 06:51, 9 October 2024 (UTC)

Move all entity variant components into its own new section?

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Latest comment: 29 January 20252 comments2 people in discussion

What do you think about moving entity variant components into a single section? It's just way too messy to have it in the main section. (Sul4ur) 14:38, 29 January 2025 (UTC)

I 👁 Image
 Support this. AndrewGaming587 (talk) 15:48, 29 January 2025 (UTC)

Change references to notes?

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Latest comment: 1 February 20252 comments2 people in discussion

I noticed that most notes that are supposed to be notes are actually references instead. This doesn't make sense and maybe messes things up. 3/4 of all references are literally notes.

This can be fixed by doing the following:

  • Adding the group="note" attribute to <ref> tags
  • Adding a notes section to each component subpage in <noinclude> ... </noinclude> tags (so that it doesn't display an error there)(the noincludes are there to prevent the notes section from appearing everywhere and only in the subpage)
  • Adding a notes section to this page (so that it doesn't display an error here)

And the problem would be fixed! What do you guys think? (Sul4ur) 07:03, 1 February 2025 (UTC)

Support.--Arina (she/her) 08:10, 1 February 2025 (UTC)

Add a history footer to each component?

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Latest comment: 16 April 20251 comment1 person in discussion

The history section is incomplete and in some cases it's not possible to know what a component was like in a particular version.

I propose we make it something like this: (Note the history collapse thingy)

  • [NBT Compound / JSON Object] components: Parent tag.
    • [NBT Compound / JSON Object] minecraft:food: The food stats for this consumable item. Has no effect unless the item can be consumed (i.e. the item has the consumable component).
      • [Int] nutrition: The number of food points restored by this item when eaten. Must be a non-negative integer.
      • [Float] saturation: The amount of saturation restored by this item when eaten.
      • [Boolean] can_always_eat: If true, this item can be eaten even if the player is not hungry. Defaults to false.

Example 1: /give @s melon_slice[food={nutrition:3,saturation:1,can_always_eat:true}]

  • Gives a melon slice which can be eaten at any time and restores 3 food points and 1 saturation.

Example 2: /give @s minecraft:sponge[consumable={consume_seconds:2.4},food={nutrition:5,saturation:5,can_always_eat:true}]

  • Gives a sponge which can be eaten at any time, takes 2.4 seconds to consume, and restores 5 food points and 5 saturation.

What do you think? (If you want to make your own proposals, do it in your own sandbox.)

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Sul4ur
16:32, 16 April 2025 (UTC)

Are items displayed in tooltip exclusive/hardcoded to Bundles?

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Latest comment: 1 August 20251 comment1 person in discussion

Was wondering if someone knows this: Is the items being displayed in another item's tooltip hardcoded to only work in the bundle itself, or is it something one can enable/insert themself?

From my initial testing does it seem to be exclusive to bundle (i.e. the "bundle_contents" component only enables storing of items in the Item, but not their display in the tooltip). Thanks if you have any info. Andre601 (talk) 11:12, 1 August 2025 (UTC)

Feedback (Sun, 17 Aug 2025 22:49:48 UTC)

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Latest comment: 18 August 20252 comments2 people in discussion
Resolved

minecraft:fletching has a "processs_time" key. Is this a typo, or a silly April Fools moment? If it is not a typo, add sic

--FeedbackBot 22:49, 17 August 2025 (UTC)
Added the "sic" template, since it's not a typo. ManosSef (talk) 10:29, 18 August 2025 (UTC)

is minecraft:lore on old command format

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Latest comment: 11 March1 comment1 person in discussion

it looks different from what is in game in 1.21.11 ~2026-NetheriteNautilusChicken5551 (talk) 23:21, 11 March 2026 (UTC)

Feedback (Sat, 28 Mar 2026 22:08:56 UTC)

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Latest comment: 28 March3 comments2 people in discussion
Unresolved

for the death protection example, can you please make it one using "apply_effects" instead of "clear_all_effects"? how to use "apply_effects" is unclear, and an example using it would be greatly appreciated!

--FeedbackBot 22:08, 28 March 2026 (UTC)
See the default data component of the toten:
  • [NBT Compound / JSON Object] components:
    • Basic components:
      • [NBT List / JSON Array] attribute_modifiers:
      • [String] break_sound: "minecraft:entity.item.break"
      • [NBT Compound / JSON Object] enchantments:
      • [NBT List / JSON Array] lore:
      • [Int] repair_cost: 0
      • [NBT Compound / JSON Object] swing_animation:
      • [NBT Compound / JSON Object] tooltip_display:
      • [NBT Compound / JSON Object] use_effects:
    • [NBT Compound / JSON Object] death_protection:
      • [NBT List / JSON Array] death_effects:
        • [NBT Compound / JSON Object]:
          • [String] type: "minecraft:clear_all_effects"
        • [NBT Compound / JSON Object]:
          • [NBT List / JSON Array] effects:
            • [NBT Compound / JSON Object]:
              • [Byte] amplifier: 1b
              • [Int] duration: 900
              • [String] id: "minecraft:regeneration"
              • [Boolean] show_icon: true
            • [NBT Compound / JSON Object]:
              • [Byte] amplifier: 1b
              • [Int] duration: 100
              • [String] id: "minecraft:absorption"
              • [Boolean] show_icon: true
            • [NBT Compound / JSON Object]:
              • [Int] duration: 800
              • [String] id: "minecraft:fire_resistance"
              • [Boolean] show_icon: true
          • [String] type: "minecraft:apply_effects"
    • [String] item_model: "minecraft:totem_of_undying"
    • [NBT Compound / JSON Object] item_name:
      • [String] translate: "item.minecraft.totem_of_undying"
    • [Int] max_stack_size: 1
    • [String] rarity: "uncommon"
(Apparently the template doesn't work well in talk page) Aloi4 (talk) 23:17, 28 March 2026 (UTC)
As command: /give @p gold_ingot[death_protection={death_effects:[{type:"minecraft:clear_all_effects"},{effects:[{amplifier:1,duration:900,id: "minecraft:regeneration",show_icon: true},{amplifier:1,duration:100,id: "minecraft:absorption",show_icon: true},{duration:800,id: "minecraft:fire_resistance",show_icon: true}],type:"minecraft:apply_effects"}]}] Aloi4 (talk) 23:36, 28 March 2026 (UTC)

Feedback (Mon, 27 Apr 2026 18:52:42 UTC)

[edit source]
Latest comment: 27 April1 comment1 person in discussion
Unresolved

The saved format for additional components is mentioned, but I don't see mention of how removed components are saved.

--FeedbackBot 18:52, 27 April 2026 (UTC)
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