NBT format
The Named Binary Tag (NBT) is a tree data structure used by Minecraft in many save files to store arbitrary data. The format is comprised of a handful of tags. Tags have a numeric type ID, a name, and a payload. A user-accessible version in the form of strings is the stringified Named Binary Tag (SNBT) format.
SNBT format[edit | edit source]
Note: Some sections might have to be written differently.
SNBT, also known as a data tag, is often used in commands in Java Edition. It can be described starting with key-value pairs enclosed in curly braces. An example of SNBT is specifying complex data for entities with commands.
A data tag consists of zero or more attribute-value pairs delimited by commas and enclosed in curly braces. Each attribute-value pair consists of a tag name and the tag's value, separated by a colon. Some values, however, may be a compound tag and themselves contain attribute-value pairs, allowing a data tag to describe a hierarchical data structure.
- Example:
{name1:123,name2:"sometext1",name3:{subname1:456,subname2:"sometext2"}}
Tag's name can be enclosed with double quotes if necessary.
Data types[edit | edit source]
Type | Description | SNBT Format | SNBT Example |
---|---|---|---|
[Byte] Byte | A signed 8-bit integer, ranging from -128 to 127 (inclusive). | <number>b or <number>B
|
34B , -20b
|
[Boolean] Boolean | NBT has no boolean data type, but byte value 0 and 1 can be represented as true , false . When a byte field is used as a boolean value, [Boolean] icon is shown.
|
true , false
|
true
|
[Short] Short | A signed 16-bit integer, ranging from -32,768 to 32,767 (inclusive). | <number>s or <number>S
|
31415s , -27183s
|
[Int] Int | A signed 32-bit integer, ranging from -2,147,483,648 and 2,147,483,647 (inclusive). | <integer_number> , <number>i or <number>I
|
31415926
|
[Long] Long | A signed 64-bit integer, ranging from -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807 (inclusive). | <number>l or <number>L
|
31415926l
|
[Float] Float | A 32-bit, single-precision floating-point number, ranging from -3.4E+38 to +3.4E+38.
See IEEE floating point for details. |
<number>f or <number>F
|
3.1415926f
|
[Double] Double | A 64-bit, double-precision floating-point, ranging from -1.7E+308 to +1.7E+308.
See IEEE floating point for details. |
<decimal_number> , <number>d or <number>D
|
3.1415926
|
[String] String | A sequence of characters | A string of characters, enclosed in double quotes " or single quotes ' .
Quote enclosure is optional if the string contains only Nested quotes of the same type used for enclosure can be included within the string by escaping the character with a backslash ( Strings enclosed in quotes also accept a number of other escape sequences for representing characters such as
|
|
[NBT List / JSON Array] List | An ordered list of tags of the same type*. | Unnamed tags enclosed in square brackets and delimited by commas.
In SNBT, heterogenous lists (a list containing more than one type of tag) may be written and are handled as expected at runtime; but when saved to NBT, any non-compound entries are saved as a compound with a single empty key paired with that value. For example,
|
[3.2,64.5,129.5]
|
[NBT Compound / JSON Object] Compound | An unordered list of attribute-value pairs.
Each tag can be of any type. |
Named tags enclosed in curly braces and delimited by commas.
The key (tag name) can be unquoted if it contains only
|
{X:3,Y:64,Z:129}
|
[Byte Array] Byte Array | An ordered list of 8-bit integers. Note that [B;1b,2b,3b] and [1b,2b,3b] are considered different types: the second one is a [NBT List / JSON Array] list.
|
B; followed by an ordered list of byte tags, delimited by commas. Tag is enclosed in square brackets.
|
[B;1b,2b,3b]
|
[Int Array] Int Array | An ordered list of 32-bit integers. Note that [I;1,2,3] and [1,2,3] are considered different types: the second one is a [NBT List / JSON Array] list.
|
I; followed by an ordered list of int tags, delimited by commas. Byte and short tags may also be used. Tag is enclosed in square brackets.
|
[I;1,2,3]
|
[Long Array] Long Array | An ordered list of 64-bit integers. Note that [L;1l,2l,3l] and [1l,2l,3l] are considered different types: the second one is a [NBT List / JSON Array] list.
|
L; followed by an ordered list of long tags, delimited by commas. Byte, short, and int tags may also be used. Tag is enclosed in square brackets.
|
[L;1l,2l,3l]
|
Number format[edit | edit source]
There are many other ways to represent a number:
- Either whole or fraction parts of a float number can be omitted (e.g.
.1
and1.
). - Float numbers can use E notation (e.g.
1.2e3
,87E48
, and0.1e-1
). - Integer numbers can be prefixed with
0x
or0b
to represent a hexadecimal number or a binary number, respectively (e.g.0xbad
,0xCAFE
, and0b101
)[note 1]. - Numbers can contain
_
character between sequences of digits, but not at the start or the end of sequence (e.g.0b10_01
,0xAB_CD
,1_2.3_4__5f
, and1_2e3_4
).
Signedness suffixes[edit | edit source]
Besides the data type suffixes (i.e. b
for byte, L
for long, etc), there is also signedness suffixes (u
and U
for unsigned integers, s
and S
for signed integers). These suffixes cannot be used on decimal numbers; only integers. The method used for representing signed integers is Two's complement.
If these suffixes are used, there must always be a data type suffix after the signedness suffix. If not used, defaults to signed.
If two suffixes are present on an integer, from left to right, the first suffix represents the signedness of the value and the second suffix represents the data type. If only one suffix is present, the suffix represents the data type.
Examples:
-16b
,-16sb
, and240uB
all represent byte value-16
.15s
,15sS
, and15Us
all represent short value15
.82u
,-87uI
,30bu
, and253sb
are all incorrect and give errors.
Escape sequences[edit | edit source]
Minecraft supports 13 escape sequences. Here is a list of all of them:
Escape sequence | Hex value in ASCII | Character represented |
---|---|---|
\b[note 2] | 08 | Backspace |
\f[note 2] | 0C | Formfeed |
\n | 0A | Newline (Line Feed) |
\r[note 2] | 0D | Carriage Return |
\s | 20 | Space ( )
|
\t[note 2] | 09 | Horizontal Tab |
\\ | 5C | Backslash (\ )
|
\' | 27 | Apostrophe or single quotation mark (' )
|
\" | 22 | Double quotation mark (" )
|
\xhh | hh | Unicode code point below 100 hexadecimal (e.g. \x42 for U+0042)
|
\uhhhh | non-ASCII | Unicode code point below 10,000 hexadecimal (e.g. \u2604 for U+2604)
|
\Uhhhhhhhh | non-ASCII | Unicode code point below 100,000,000 hexadecimal (e.g. \U00051020 for U+51020)
|
\N{<name>} | non-ASCII | The character with the specified name (e.g. \N{Snowman} )
|
Operations[edit | edit source]
SNBT currently only supports 2 operations as of Java Edition 1.21.5:
bool(arg)
- Converts argument to boolean. Argument can only be a number or a boolean.- If argument is a boolean value, returns value directly.
- If argument is a number value, returns false if it's 0, otherwise returns true.
- Examples:
bool(true)
->true
bool(5)
->true
bool(0)
->false
bool("foo")
-> error
uuid(str)
- Converts string representation of UUID to integer array.- Example:
uuid(f81d4fae-7dec-11d0-a765-00a0c91e6bf6)
->[I; -132296786, 2112623056, -1486552928, -920753162]
- Example:
NBT object[edit | edit source]
When the game is running, entities and block entities in loading chunks are stored in the memory. They are not stored with NBT, instead, they are just programmatic objects.
When processing NBT operations, the game needs to generate programmatic NBT object from entities/block entities, parse SNBT into NBT object, modify entities/blocks based on provided NBT object, or convert NBT object into SNBT.
Generating NBT object[edit | edit source]
When generating NBT from an entity/block, the entity/block's properties are added into programmatic NBT object.
Note that not all properties are added. For example, the value of whether a player is opening a chest won't be added into NBT object.
A value is added with certain data type. For example, a resource location is converted to a string value.
These NBT objects are also stored into game's save files as NBT files when the game quits or automatically saves. So the data structures that NBT tags describe and the data type for each tag are basically the same ones used in game's save files. These data structures are described in other articles and commands expect data tags to use the same attribute names (which are case-sensitive):
Objects | Examples |
---|---|
Block entities | chests, furnaces, command blocks, mob spawners, signs, etc. |
Items | items in inventories (includes specifications for enchantments, lore, custom names, etc.) |
Item entities | items on the ground |
Mobs | creepers, cows, villagers, etc. |
Projectiles | arrows, fireballs, thrown potions, etc. |
Vehicles | boats, minecarts, etc. |
Dynamic tiles | primed TNT, falling sand/gravel/concrete powder/anvils |
Other entities | firework rockets, paintings, and item frames |
Conversion to SNBT[edit | edit source]
A programmatic NBT object would be converted to a SNBT when trying to get it with /data get
etc.
After converted, a number is always followed by a letter (lowercase for b, s, f, d, and uppercase for L) except [Int] Integer. For example, 3s
for a short, 3.2f
for a float, etc.
And a string is always enclosed by double or single quotes. If the string does not contain any quote marks, double quotes are used. If the string contains a double quote then single quotes are used, and vice versa. If the string contains both then the opposite of the first instance of either in the string is used (e.g. if a "
appears before a '
then the string will be enclosed in single quotes)
Other data types are expressed as the #Data types table above.
Conversion from SNBT[edit | edit source]
An SNBT is converted to a programmatic NBT object when parsed by the game.
A number that followed by a letter (B, S, L, F, D, or their lowercase) is resolved to corresponding data type. For example, 3s
for a short, 3.2f
for a float, etc. The letter can be uppercase or lowercase. When no letter is used, it assumes double if there's a decimal point, int if there's no decimal point and the size fits within 32 bits, or string if neither is true.
A heterogenous list (i.e. ones where elements are not of the same type) is converted to a non-heterogenous list. [more information needed]
A square-bracketed literal is assumed to be a list unless an identifier is used: [B;1B,2B,3B]
for a byte array, [I;1,2,3]
for an int array and [L;1L,2L,3L]
for a long array.
true
and false
are converted as 1b
and 0b
respectively.
Modifying entity/block based on NBT object[edit | edit source]
Modifying entity/block based on a programmatic NBT object is not a simple progress. All certain tags need to be resolved before changing properties of a block/entity. Note that only certain properties can be changed. For example, when using /data
command to modify a block entity, its coordinates cannot be changed.
If a property needs a value of resource location and gets a [String] string tag, the string is converted to a resource location.
If a property needs a value of JSON text and gets a [String] string tag, the string is parsed into JSON text object.
If a property needs a boolean value and gets a numeric tag, true if the number is not 0 after some rounding operation and conversion to byte.
If a property needs a boolean value and gets a non-numeric tag, the property becomes false.
If a property needs a numeric value of certain type and gets a numeric tag of wrong type, the value gets some rounding operation and converts to the required type.
If a property needs a numeric value and gets a non-numeric tag, the number becomes 0.
If a property needs a string value and gets a non-string tag, the string becomes an empty string.
If a property needs a list or array of certain type and gets a wrong-type tag, an empty list/array is got.
If a property needs a compound tag and gets a non-compound tag, an empty compound tag is got.
Testing NBT tags[edit | edit source]
When commands such as /clear
, /execute if data
are used to match data tags, or nbt argument in target selector tries to target entity, the game converts SNBT into programmatic NBT object and gets programmatic NBT object from block/entity/storage, then compares the two NBT objects.
They check only for the presence of the provided tags in the target entity/block/storage. This means that the entity/block/storage can have additional tags and still match. This is true even for lists: the order and number of elements in a list are not considered, and as long as every requested element is in the list, it matches even if there are additional elements. For example, an entity with data {Pos:[1d,2d,3d],Tags:["a","b"]}
can be targeted by @e[nbt={Pos:[3d,2d,1d]}]
or even just @e[nbt={Pos:[2d]}]
even though the former represents a totally different position and the latter is not a valid position at all. Note that @e[nbt={Tags:[]}]
can't match it, because an empty list can match only an empty list.
However, the order and number of elements in a byte/long/int array is acknowledged.
The requested data tags in the target entity/block/storage must match exactly for the provided tags to pass, including the data type (e.g. 1
, an int, does not match 1d
, a double). Namespaces also can't be omitted because in NBT object it is just a plain string that won't be resolved into a resource location (e.g. @e[nbt={Item:{id:"stone"}}]
does not match a stone item entity, it must be @e[nbt={Item:{id:"minecraft:stone"}}]
).
Binary format[edit | edit source]
An NBT file is a zipped Compound tag. Some of the files utilized by Minecraft may be uncompressed, but in most cases, the files follow Notch's original specification and are compressed with GZip.
TAG definition[edit | edit source]
A tag is an individual part of the data tree. The first byte in a tag is the tag type (ID), followed by a two byte big-endian unsigned integer (ushort) for the length of the name, then the name as a string in UTF-8 format (Note TAG_End is not named and does not contain the extra 2 bytes; the name is assumed to be empty). Finally, depending on the type of the tag, the bytes that follow are part of that tag's payload. This table describes each of the 13 known tags in version 19133 of the NBT format:
ID | Icon | Tag Type | Payload | Description | Storage Capacity |
---|---|---|---|---|---|
0 | TAG_End | - | Used to mark the end of compound tags. This tag does not have a name, so it is always a single byte 0. It may also be the type of empty List tags. | N/A | |
1 | [Byte] | TAG_Byte | 1 byte / 8 bits, signed | A signed integral type. Sometimes used for booleans. | Full range of -(27) to (27 - 1) (-128 to 127) |
2 | [Short] | TAG_Short | 2 bytes / 16 bits, signed, big endian | A signed integral type. | Full range of -(215) to (215 - 1) (-32,768 to 32,767) |
3 | [Int] | TAG_Int | 4 bytes / 32 bits, signed, big endian | A signed integral type. | Full range of -(231) to (231 - 1) (-2,147,483,648 to 2,147,483,647) |
4 | [Long] | TAG_Long | 8 bytes / 64 bits, signed, big endian | A signed integral type. | Full range of -(263) to (263 - 1) (-9,223,372,036,854,775,808 to 9,223,372,036,854,775,807) |
5 | [Float] | TAG_Float | 4 bytes / 32 bits, signed, big endian, IEEE 754-2008, binary32 | A signed floating point type. | Precision varies throughout number line; See Single-precision floating-point format. Maximum value about 3.4×1038 |
6 | [Double] | TAG_Double | 8 bytes / 64 bits, signed, big endian, IEEE 754-2008, binary64 | A signed floating point type. | Precision varies throughout number line; See Double-precision floating-point format. Maximum value about 1.8×10308 |
7 | [Byte Array] | TAG_Byte_Array | A signed integer (4 bytes) size, then the bytes comprising an array of length size. | An array of bytes. | Maximum number of elements ranges between (231 - 9) and (231 - 1) (2,147,483,639 and 2,147,483,647), depending on the specific JVM. |
8 |
[String] |
TAG_String | An unsigned short (2 bytes)[1] payload length, then a UTF-8 string resembled by length bytes. | A UTF-8 string. It has a size, rather than being null terminated. | 65,535 bytes interpretable as UTF-8 (see modified UTF-8 format; most commonly-used characters are a single byte). |
9 | [NBT List / JSON Array] | TAG_List | A byte denoting the tag ID of the list's contents, followed by the list's length as a signed integer (4 bytes), then length number of payloads that correspond to the given tag ID. | A list of tag payloads, without tag IDs or names, apart from the one before the length. | Due to JVM limitations and the implementation of ArrayList, the maximum number of list elements is (231 - 9), or 2,147,483,639. Also note that List and Compound tags may not be nested beyond a depth of 512. |
10 | [NBT Compound / JSON Object] | TAG_Compound | Fully formed tags, followed by a TAG_End. | A list of fully formed tags, including their IDs, names, and payloads. No two tags may have the same name. | Unlike lists, there is no hard limit to the number of tags within a Compound (of course, there is always the implicit limit of virtual memory). Note, however, that Compound and List tags may not be nested beyond a depth of 512. |
11 | [Int Array] | TAG_Int_Array | A signed integer size, then size number of TAG_Int's payloads. | An array of TAG_Int's payloads. | Maximum number of elements ranges between (231 - 9) and (231 - 1) (2,147,483,639 and 2,147,483,647), depending on the specific JVM. |
12 | [Long Array] | TAG_Long_Array | A signed integer size, then size number of TAG_Long's payloads. | An array of TAG_Long's payloads. | Maximum number of elements ranges between (231 - 9) and (231 - 1) (2,147,483,639 and 2,147,483,647), depending on the specific JVM. |
The List and Compound tags can be and often are recursively nested. It should also be noted that, in a list of lists, each of the sub-lists can list a different kind of tag.
Usage[edit | edit source]
Minecraft sometimes uses the NBT format inconsistently; in some instances, empty lists may be represented as a list of Byte tags rather than a list of the correct type, or as a list of End tags in newer versions of Minecraft, which can break some older NBT tools.
In most cases, the files follow Notch's original specification and are compressed with GZip. But some of the files utilized by Minecraft may be uncompressed, or with zlib (aka DEFLATE with a few bytes extra).
All NBT files created by Minecraft have either a [NBT Compound / JSON Object] compound or sometimes a [NBT List / JSON Array] list[Bedrock Edition only] as the root tag, this tag has a name but is often the empty string.
In Bedrock Edition, all numbers are encoded in little-endian. This includes the size prefix before tag names, [String] string values and [NBT List / JSON Array] list or [Byte Array][Int Array][Long Array] array values, as well as values in all numeric tags.
In Bedrock Edition, the level.dat is uncompressed NBT file with an 8-byte header, consisting of a little-endian 4-byte integer indicating the version of the tool used to save the file. It is followed by another integer containing the length of the file, minus the header.
Uses[edit | edit source]
- level.dat is stored in compressed NBT format.
- <player>.dat files are stored in compressed NBT format.
- idcounts.dat is stored in compressed NBT format.
- villages.dat is stored in compressed NBT format.
- raids.dat is stored in compressed NBT format.
- map_<#>.dat files are stored in compressed NBT format.
- servers.dat, which is used to store the list of saved multiplayer servers as uncompressed NBT.
- hotbar.nbt, which is used to save hotbars as uncompressed NBT format.
- Chunks are stored in compressed NBT format within Region files.
- scoreboard.dat is stored in compressed NBT format.
- Generated structures are stored in compressed NBT format.
- Saved structures are stored in compressed NBT format.
JSON and NBT[edit | edit source]
JSON as a format is very different from NBT. NBT is a data structure which can be represented as a binary stream or as text, while JSON is a text-only format designed for data-interchange. There are only six data types in JSON: JsonString, JsonNumber, JsonBoolean, JsonNull, JsonObject, and JsonArray. In NBT, there are multiple numeric types, and there are no null and boolean data types. Arrays in NBT must be homogeneous; they cannot contain elements of different types. However, in JSON, the elements of a JsonArray may be of any type. The keys of tags in SNBT are allowed to be unquoted, while the keys of name-value pairs in JSON must be double-quoted.
Due to the differences between the two formats, conversion from NBT to JSON may result in a loss of information and precision. However, this conversion is still used in Java Edition on occasion, currently only for the ambient particles of custom biomes and the rule
processor type of processor lists.
Conversion from JSON[edit | edit source]
Data type in JSON | [show]Converts to |
---|---|
JsonString | [String] string |
JsonBoolean | [Byte] byte |
JsonNumber |
|
JsonNull | Cannot be converted. |
JsonArray | The conversion from JsonArray to NBT is a little buggy.
First converts all the elements in the array to NBT, if their data types are different, this array cannot be converted into NBT. That means arrays like [0,1,true] and [5e-1,0.25] can be converted to NBT successfully, while [0,1,128], [0.5, 0.6], and [0.0, 0.1] cannot be converted to NBT. And when it can be converted to NBT:
For example, [true, 127] is converted to [B; 1B, 127B]. |
JsonObject | [NBT Compound / JSON Object] compound |
Conversion to JSON[edit | edit source]
Data type in NBT | [show]Converts to |
---|---|
[String] string | JsonString |
[Byte] byte [Short] short [Int] int [Long] long [Float] float [Double] double |
JsonNumber |
[Byte Array] byte array [Int Array] int array [Long Array] long array [NBT List / JSON Array] list |
JsonArray |
[NBT Compound / JSON Object] compound | JsonObject |
Official software[edit | edit source]
Mojang has provided sample Java NBT classes for developers to use and reference as part of the source code for the MCRegion to Anvil file format converter.[2] Since Java Edition 1.13, Minecraft includes a built-in converter between the SNBT format and compressed NBT format, which comes with both the client and official server.[3]
The data generator from Minecraft is able to convert uncompressed Stringified NBT files with .snbt extension in an input folder to GZip compressed NBT format files with .nbt extension in an output folder, and vice versa.
The vanilla data generator can convert any GZip compressed NBT format to SNBT format. The file extension of a file can simply be changed, such as level.dat to level.nbt and put in the input folder, and the generator then decodes the GZip compressed NBT data.
History[edit | edit source]
The NBT file format was described by Notch in a brief specification.[4]
The original known version was 19132 as introduced in Beta 1.3, and since then has been updated to 19133 with the Anvil file format, which adds the Int Array
tag. The NBT format dates all the way back to Indev with tags 0 to 10 in use.
[hide]Java Edition | |||||||
---|---|---|---|---|---|---|---|
1.0.0 | September 28, 2011 | Notch works on "saving arbitrary data with item instances." | |||||
1.8 | 14w03a | NBT data in commands now supports using string IDs (names of blocks/items) rather than numerical IDs. | |||||
1.12 | 17w18a | Added [Long Array] long array tags. | |||||
1.13 | 18w01a | Added a data generator to both the Minecraft client and the default multiplayer software. | |||||
1.14 | 19w08a | [String] String tags and names of tags in compound in SNBT can now be within single quotes ' in addition to double quotes " .[5] | |||||
1.16 | 20w21a | Added conversion function between NBT and JSON. | |||||
1.20.5 | 24w09a | When heterogenous (differently-typed) lists are written to the custom_data component using a JSON file (such as a loot table), any entries in the list that are not compounds are saved as compounds with empty keys containing the value. | |||||
1.21.5 | 25w04a | SNBT (textual representation of NBT-like data) has been expanded to accept heterogenous lists, i.e. ones where elements are not of the same type. | |||||
25w09a | SNBT now supports freeform numeric literals. This means that .1 , 2e3 , 123_456 are now all valid number literals. | ||||||
SNBT now supports writing numbers in hexadecial (e.g. 0xABCD ) and binary (e.g. 0b1001 ). | |||||||
SNBT now supports 's' and 'u' suffixes (for signed and unsigned representation, respectively) (e.g., 240ub is equal to -16sb ). | |||||||
SNBT now supports string escape sequences (such as \n for newline, etc.), as well as Unicode escape sequences such as \x42 , \u0048 , and \N{Snowman} . | |||||||
SNBT now allows trailing commas.[verify] | |||||||
All NBT components now supports heterogenous (differently-typed) lists (e.g., [1, "abc"] ). Any entries in the list that are not compounds are saved to NBT as compounds with a single empty key containing that value. | |||||||
Empty keys in NBT paths are no longer valid | |||||||
25w10a | SNBT now supports bool(arg) to convert an argument to a boolean value and uuid(string) to convert a string UUID into its array representation. |
Notes[edit | edit source]
References[edit | edit source]
- ↑ https://docs.oracle.com/javase/8/docs/api/java/io/DataOutput.html#writeUTF-java.lang.String-
- ↑ https://web.archive.org/web/0/https://www.mojang.com/2012/02/new-minecraft-map-format-anvil/
- ↑ MCW:Projects/wiki.vg merge/Data Generators § NBT converters
- ↑ http://web.archive.org/web/20110723210920/http://www.minecraft.net/docs/NBT.txt specification
- ↑ "Allow single quote in strings by boq · Pull Request #52" – Mojang/brigadier – GitHub.
External links[edit | edit source]
- nbt, Java library for working with the NBT format.
- NBT on wiki.vg
- NBTExplorer, a tool for viewing and editing NBT files.
- NBT Studio, successor to NBTExplorer that includes additional features like Bedrock support and SNBT.
- webNBT, an online tool for viewing and editing NBT files.
- XNBTEdit, GUI/CLI XML NBT editor and converter (not tested on MC 1.21).
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