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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)
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)
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)
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)
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)
minecraft:lock Component example is broken, so I found how to fix it. But it won't write correctly.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)
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 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:
group="note" attribute to <ref> tags<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)And the problem would be fixed! What do you guys think? (Sul4ur) 07:03, 1 February 2025 (UTC)
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)
consumable component).
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}]
Example 2: /give @s minecraft:sponge[consumable={consume_seconds:2.4},food={nutrition:5,saturation:5,can_always_eat:true}]
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.20.5 | 24w12a | Added food component. Format
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| Pre-Release 1 | Renamed [Float] saturation_modifier field to [Float] saturation. | ||||||
| 1.21 | 24w19a | Added the following fields:
| |||||
| 1.21.2 | 24w34a | The food component has been changed to become a data container which only holds the food stats applied when the item is consumed. The component no longer gives the item the ability to be consumed. Removed the [Float] eat_seconds, [NBT Compound / JSON Object] using_converts_to and [NBT List / JSON Array] effects fields from food component. These changes were done in favor of the new consumable component.
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What do you think? (If you want to make your own proposals, do it in your own sandbox.)
👁 Image
Sul4ur 16:32, 16 April 2025 (UTC)
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)
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
it looks different from what is in game in 1.21.11 ~2026-NetheriteNautilusChicken5551 (talk) 23:21, 11 March 2026 (UTC)
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!
"minecraft:entity.item.break"0"minecraft:clear_all_effects"1b900"minecraft:regeneration"true1b100"minecraft:absorption"true800"minecraft:fire_resistance"true"minecraft:apply_effects""minecraft:totem_of_undying""item.minecraft.totem_of_undying"1"uncommon"/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)The saved format for additional components is mentioned, but I don't see mention of how removed components are saved.