Root tag must be a named compound tag что делать майнкрафт

Root tag must be a named compound tag что делать майнкрафт

The Minecraft Wiki is no longer considered as official by Microsoft and therefore several changes are required to be made, including to the wiki’s logo. Please read this announcement for more information.

Examples [ ]

Commands/data

The /data command allows the user to get, merge, modify, and remove NBT data of a block entity, entity, or Command NBT storage.

Syntax [ ]

Removes NBT data at

from the targeted block position or entity. Player NBT data cannot be removed.

Syntax displayed in various ways

Contents

Не загружается карта


    [*]1) Когда закрываю майн через диспетчер задач при безконечной генерации лагдшафта.
    [*]2) Когда майн вылетает через shutting down internal server.
    [/list]

Time: 09.09.15 1:19
Description: Loading screen debug info

This is just a prompt for computer specs to be printed. THIS IS NOT A ERROR

Storage [ ]

The command storage of NBT data is an efficient way for commands to access or save NBT data without an overhead for block entities or entities reading from or writing to the NBT data.

Each command storage is a general purpose, key-value storage, identified by a resource location to prevent unintentional conflicts.

Output [ ]

crashes on loading world

Description

I tried multiple times to start minecraft simply by clicking the green start up button that displays the version of Minecraft 19w09a latest snapshot. It takes me to the menu where I can select single user, then I go to where I select my world, then the loading graphics showing a square loading up from 0 to 100 percent does it’s thing, then the world I selected starts to load up showing some mediate detail that is closest to «me» but before the rest of the landscape can load, everything freezes,sounds stop, screen turns to black then the start minecraft box reloads with the message in the middle of it » game has crashed sorry for the inconvenience». I dont even have a chance to do anything other than watch this happen. I have a a copy of the detailed report but there is no place here to put it. I will try to paste all the stuff that comes up in red on the report in the comments section below this.

Contents

These are all seven types of nodes available.

The tags collection start with only one element (i.e. the root tag) and changes along the nodes on the path. NBT path consumers operate on the final collection of the tags.

Custom Modpack server help

You can post now and register later. If you have an account, sign in now to post with your account.

Similar Content

I’m at a loss. I’ve been playing my modpack for a month now and after updating to 1.16.5, it fails to launch as it loads Minecraft assets. I managed to get it to launch once, but it was vanilla Minecraft.

RAM: 8gb
MC Version: 1.16.5
Forge: forge-1.16.5-36.1.0-installer

Pastebin won’t work (404 error) so here’s the error log:

TLDR; It is defaulting to a fresh install of forge with no mods even though I have done the exact same thing I did in the past.

Minecraft Wiki

The Minecraft Wiki is no longer considered as official by Microsoft and therefore several changes are required to be made, including to the wiki’s logo. Please read this announcement for more information.

Examples [ ]

Mixed path [ ]

Example 1 [ ]

/data get entity @p foo.bar[0].»A [crazy name]!».baz

These names have been arbitrarily picked, for demonstrative purposes.

The tree structure

Example 2 [ ]

A player has written a book and placed it inside a chest at their feet, and are going to work up to the above command in stages. Observe the following imaginary chat log:

Result [ ]

NBT path format

Name escaping [ ]

Arguments [ ]

Specifies a storage to be operated on. Must be a resource location.

Specifies the NBT to retrieve or remove. Must be an NBT path.

Scalar for the command’s return value. Must be a Double-precision floating-point format number.

Specifies a compound tag to be merged into somewhere. Must be a compound NBT in SNBT format.

Specifies target NBT to modify. Must be an NBT path.

Specifies an item’s index within a list. Must be a 32-bit integer number.

Value used in modifying the target NBT. Should match its data type. Must be an NBT tag of any type in SNBT format.

Источник

Minecraft Wiki

The Minecraft Wiki is no longer considered as official by Microsoft and therefore several changes are required to be made, including to the wiki’s logo. Please read this announcement for more information.

NBT format

The Named Binary Tag (NBT) format is used by Minecraft for the various files in which it saves data. The format is designed to store data in a tree structure made up of various tags. All tags have an ID and a name.

Another more user-friendly format of NBT is in plain string, as used in commands. This format is referred to as SNBT, short for stringified NBT.

Contents

SNBT format [ ]

SNBT, also known as data tag, is often used in command in Java Edition. It can be described starting with attribute-value pairs enclosed in curly braces. One common usage of data tags in Java Edition is in commands, used to specify complex data for any entity.

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 an 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.

Tag’s name can be enclosed with double quotes if necessary.

It is different from the JSON format; hence, any JSON used in NBT, such as raw JSON text, must be enclosed within a string tag.

Format of each type [ ]

The defined data structures also expect the values to be of the correct type.

» ( » within needs to be escaped to \» ), or ‘

‘ ( ‘ within needs to be escaped to \’ )

Each tag can be of any type.

NBT object [ ]

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 [ ]

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 will be converted to a string value.

These NBT objects will also be 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):

Data Structure Specification Links

ObjectsExamples
Block entitieschests, furnaces, command blocks, mob spawners, signs, etc.
Itemsitems in inventories (includes specifications for enchantments, lore, custom names, etc.)
Item entitiesitems on the ground
Mobscreepers, cows, villagers, etc.
Projectilesarrows, fireballs, thrown potions, etc.
Vehiclesboats, minecarts, etc.
Dynamic tilesprimed TNT, falling sand/gravel/concrete powder/anvils
Other entitiesfirework rockets, paintings, and item frames

Conversion to SNBT [ ]

A programmatic NBT object would be converted to a SNBT when trying to get it with /data get etc.

And a string is always enclosed by double or single quotes.

Other data types are expressed as the #Format of each type table above.

Conversion from SNBT [ ]

An SNBT will be 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 square-bracketed literal is assumed to be a list unless an identifier is used: [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 [ ]

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 tag, the string will be converted to a resource location.

If a property needs a value of JSON text and gets a string tag, the string will be parsed into JSON text object.

If a property needs a numeric value of certain type and gets a numeric tag of wrong type, the number will get some rounding operation and converts to the required type.

If a property needs a numeric value and gets a non-numeric tag, the number will become 0.

If a property needs a string value and gets a non-string tag, the string will become an empty string.

If a property needs a list or array of certain type and gets a wrong-type tag, a empty list/array will be got.

If a property needs a compount tag and gets a non-compount tag, a empty compount tag will be got.

Testing NBT tags [ ]

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 an list a list is 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 can be targeted by @e[nbt=] or even just @e[nbt=] even though the former represents a totally different position and the latter is not a valid position at all. Note that @e[nbt=] can’t match it, because an empty list can only match empty list.

However, the order and number of elements in an byte/long/int array is acknowledged.

NBT file [ ]

An NBT file is a zipped Compound tag, with the name and tag ID included. The file in the zip must contain the Compound tag that it is as the first bytes. 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 [ ]

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 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:

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 [ ]

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. Additionally, almost every root tag has an empty name string and encapsulates only one Compound tag with the actual data and a name. For instance:

Additionally, there is also inconsistent use of letter case, mostly either camelCase or PascalCase, but sometimes even in all lowercase.

Источник

Minecraft Wiki

The Minecraft Wiki is no longer considered as official by Microsoft and therefore several changes are required to be made, including to the wiki’s logo. Please read this announcement for more information.

Commands/data

The /data command allows the user to get, merge, modify, and remove NBT data of a block entity, entity, or Command NBT storage.

Contents

Syntax [ ]

Removes NBT data at

from the targeted block position or entity. Player NBT data cannot be removed.

Syntax displayed in various ways

Maximised:
data get block [

] [ ] data merge block data merge entity data merge storage data modify block append from block data modify block append from entity data modify block append from storage data modify block append value data modify block insert index> from block data modify block insert from entity data modify block insert from storage data modify block insert value data modify block merge from block data modify block merge from entity data modify block merge from storage data modify block merge value data modify block prepend from block data modify block prepend from entity data modify block prepend from storage data modify block prepend value data modify block set from block data modify block set from entity data modify block set from storage data modify block set value data modify entity append from block data modify entity append from entity data modify entity append from storage data modify entity append value data modify entity insert from block data modify entity insert from entity data modify entity insert from storage data modify entity insert value data modify entity merge from block data modify entity merge from entity data modify entity merge from storage data modify entity merge value data modify entity prepend from block data modify entity prepend from entity data modify entity prepend from storage data modify entity prepend value data modify entity set from block data modify entity set from entity data modify entity set from storage data modify entity set value data modify storage append from block data modify storage append from entity data modify storage append from storage data modify storage append value data modify storage insert from block data modify storage insert from entity data modify storage insert from storage data modify storage insert value data modify storage merge from block data modify storage merge from entity data modify storage merge from storage data modify storage merge value data modify storage prepend from block data modify storage prepend from entity data modify storage prepend from storage data modify storage prepend value data modify storage set from block data modify storage set from entity data modify storage set from storage data modify storage set value data remove block

data remove entity

data remove storage

Arguments [ ]

Specifies an entity whose NBT is to be operated on. Must be a player name, a target selector or a UUID. And the target selector must be of single type.

Specifies a storage to be operated on. Must be a resource location.

Specifies the NBT to retrieve or remove. Must be an NBT path.

Scalar for the command’s return value. Must be a Double-precision floating-point format number.

Specifies a compound tag to be merged into somewhere. Must be a compound NBT in SNBT format.

Specifies target NBT to modify. Must be an NBT path.

Specifies an item’s index within a list. Must be a 32-bit integer number.

Value used in modifying the target NBT. Should match its data type. Must be an NBT tag of any type in SNBT format.

Result [ ]

Output [ ]

Examples [ ]

Storage [ ]

The command storage of NBT data is an efficient way for commands to access or save NBT data without an overhead for block entities or entities reading from or writing to the NBT data.

Each command storage is a general purpose, key-value storage, identified by a resource location to prevent unintentional conflicts.

The command storage is accessible with JSON text as well.

Источник

Minecraft Wiki

The Minecraft Wiki is no longer considered as official by Microsoft and therefore several changes are required to be made, including to the wiki’s logo. Please read this announcement for more information.

Tutorials/Command NBT tags

Root tag must be a named compound tag что делать майнкрафт. Clock JE3 BE3. Root tag must be a named compound tag что делать майнкрафт фото. Root tag must be a named compound tag что делать майнкрафт-Clock JE3 BE3. картинка Root tag must be a named compound tag что делать майнкрафт. картинка Clock JE3 BE3

The player can quickly find data tags (NBT) without the use of external editors by using /data to figure out the data for each entity or block entity. See more about this in the article Commands/data.

See Entity format for the various NBT Tags that are saved for each entity. This page also contains basic information for each NBT Tag.

When None is used in a tag name that means that this tag can be put directly into the start of the dataTag.

Contents

Items [ ]

These tags can be used on any item.

NBT TagDescriptionAllowed amount of same NBT TagsRequired tagnamesSyntax
ItemUsed for any instance of item(s), it includes the resource location of the item(s), the number of items in the stack and the NBT data of the item(s). Any item with a Count of less than 1 or more than 127 becomes Air.1id, CountItem NBT data here>>>
EnchantmentsUsed for the addition of enchantments to items, it includes the id of the enchantment and the level of the enchantment. Can specify one enchantment or multiple enchantments. It is possible specify no enchantment, which still applies the enchantment glint over the item.AnyAll,]>
displayUsed for the addition of custom names, colors (leather armor), and lore to items. Lore may have multiple lines.

Color is a hexadecimal color value, except in decimal. An RGB to hexadecimal converter can be found here and a hexadecimal to decimal converter can be found here. Names and lore must be passed as raw JSON text.

AnyAt least one«, color:#, Lore:[«<\"text\":\"Text for lore line\">«. ]>>

The following syntax can also be used, and eliminates the need for backslashes:

AttributeModifiersCan be used to add attributes to mobs or items. For more information, see Attribute.?All, 1:]> a copyable example: ]>
UnbreakableUsed to make items with durability that never degrades.1All (1b = true, 0b = false)
SkullOwnerUsed for getting player heads.1All
HideFlagsUsed to hide flags (the info in the tool tip) such as enchantments, CanDestroy, CanPlaceOn, etc.

To hide multiple tags, you need to add the value of the tags you want to hide. For example, if you want to hide the «Enchantments» and the «Attributes modifiers» tags, the value you need to put is 3 (1+2).

VALUE ranges from 1 to 127, representing 127 combinations.

When adding to create a unique VALUE: [1]

Adding 1 hides «Enchantments»

Adding 2 hides «AttributeModifiers»

Adding 4 hides «Unbreakable»

Adding 8 hides «CanDestroy»

Adding 16 hides «CanPlaceOn»

Adding 32 hides other information, including potion effects, shield pattern info, «StoredEnchantments», written book «generation» and «author», «Explosion», «Fireworks», and map tooltips

Adding 64 hides «Dyed» on leather armors

Allowed 1 amount of same NBT Tags.

All
generation (Minecraft Java Edition 1.8)Defines whether a written book is labeled as an «Original», a «Copy of Original», a «Copy of a copy» or «Tattered».«Original», «Copy of Original», «Copy of a copy», «Tattered»

Unknown amount of allowed same NBT Tags.

At least one
FireworksUsed when giving yourself firework rockets, this value defines what the rocket will do when launched: color, flight duration, shape, etc.AnyAt least one],Flight:””>>

The following table describes more details on Enchantments sub-tag.

TagnameDescriptionValue TypeAllowed ValuesExample
idRefers to the id of an enchantment. See Enchanting for details on which id correlates to which enchantment.StringEnchantment ID«minecraft:efficiency»
lvlDetermines the level of an enchantment. A level between one and ten displays properly on an item as a roman numeral, however, any value above that displays as enchantment.level.lvl.Numerical-2147483648 to 21474836474

The following table describes more details on display sub-tag.

TagnameDescriptionValue TypeAllowed ValuesExample
NameThe name of an item displayed in game. For blocks such as Chests and Dispensers the name replaces the default ‘Chest’ or ‘Dispenser’ in the upper left hand corner of the GUI. When used on command blocks the name is displayed when executing commands. This can be seen by using the /say command.StringText with JSON object with key «text». It’s value can be any character that is available within the Minecraft language files (Most characters on your keyboard)
LoreThe text under the name of the item.List of stringsText with JSON array containing JSON objects with key «text». Their values can be any character that is available within the Minecraft language files (Most characters on your keyboard)

The following table describes more details on the Fireworks sub-tag.

TagnameDescriptionValue TypeAllowed ValuesExample
FlightDefines the flight duration of the firework, the flight duration is how long the firework will wait until it explodes.Byte-128 to 12773
ExplosionsDefines 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.

Flicker is whether the whether the explosion flickers while it fades. This is the effect applied when you add glowstone to the firework star.

Trail is whether the particles leave trails as they travel. This effect is applied when you add a diamond to the firework star.

Type is the shape of the firework:

3 is creeper-shaped,

ArrayColors, FadeColors, Flicker, Trail, TypeExplosions:[]

Blocks [ ]

These tags are put on blocks as items.

TagnameDescriptionValue TypeSyntax
CanPlaceOnThis 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. If the value is not a valid block or item it displays as » missingno «.An array of strings, each one saying the id of a block. Uses # for block tags (groups).
BlockEntityTagThis is used for tile entities, and stores their data for when they are placed downDiffers based on the block, see Tutorials/Command NBT tags § Blocks 2 for details. Example: get a white shield by using a command: /give @p shield>>
BlockStateTagThis tag is used for blocks, and stores the block state when they are placed down.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.>

Entities [ ]

These tags are used when using the /summon command to spawn entities or when using the /data to edit the data of entities.

This tag determines only the entity’s velocity, not the direction that it’s facing.

The following table provides information on each tagname that can be added in an NBT Tag. These tagnames are specific to the /summon command.

Villager [ ]

These tags are used when summoning villagers. (Offers NBT can’t be done in 1.14+)

Item Frame [ ]

These tags are used when summoning itemframes.

Potion [ ]

These tags are used to customize potions

TagnameDescriptionValue typeSyntax
PotionDetermines which type of potion be receive in / giveminecraft:(potion effect)
CustomPotionEffectsCustomize the effect of potionsNumerical]>
CustomPotionColorDetermines the Color of Potion Bottle (1.11+)Decimal color code

Armor Stand [ ]

These tags are used when summoning armor stands.

NBT TagDescriptionValue typeSyntax
NoGravityToggles gravity0b or 1b (0b for false, 1b for true)
ShowArmsDetermines whether you can see the armor stand’s arms or not.Byte, 0b or 1b (0b for false, 1b for true)
NoBasePlateDetermines whether the armor stand has a base plate or not.Byte, 0b or 1b
SmallDetermines whether the armor stand is small or not.Byte, 0b or 1b
RotationChanges the rotation of the armor standByte, 0b or 1b
MarkerSmall Hit boxByte, 0b or 1b
PoseChanges the pose of the armor stand’s body parts. Any subtag can be ommitedByte, 0b or 1b>
InvisibleDetermines whether the armor stand is invisible or not.Byte, 0b or 1b

Note: The Equipment tag also works for armor stands.

Turtle [ ]

These tags are used when summoning turtles.

TagnameDescriptionValue typeSyntax
HomePosXDetermines the X coordinate of a turtle’s home beach.Numerical
HomePosYDetermines the Y coordinate of a turtle’s home beach.Numerical
HomePosZDetermines the Z coordinate of a turtle’s home beach.Numerical
TravelPosXDetermines the distance a turtle can lay eggs from its home coordinates, on the X axis.Numerical
TravelPosYDetermines the distance a turtle can lay eggs from its home coordinates, on the Y axis.Numerical
TravelPosZDetermines the distance a turtle can lay eggs from its home coordinates, on the Z axis.Numerical
HasEggDetermines if the turtle has an egg to lay0 – 0b – false
1 – 1b – true

Blocks [ ]

TagnameDescriptionValue TypeSyntax
CommandUsed with command blocks. Places command block with command.A string

Generic [ ]

These tags can be used on most tile entitied blocks

TagnameDescriptionValue TypeSyntax
CustomNameDisplayed in the top left corner of the inventory, instead of the regular name. Works only where such a regular name exists.A JSON text component
LockSays a name needed on a held item to open the inventory.A string

Beacon [ ]

TagnameDescriptionValue TypeSyntax
PrimaryThis determines the first status effect that the beacon creates. It defaults to level 1 of the effect.An ID of a status effect.
SecondaryThis determines the second status effect. If its the same as Primary, then it increases the status effect to level 2. Otherwise it is level 1.Also an ID of a status effect.
LevelsThis number determines how many layers of valid blocks are below the beacon. This value updates automatically, and overrides /data inputs immediately.Integer

Spawner [ ]

These tags are used when using /setblock or /summon (spawner minecarts) to create spawners. Add only those data tags you want to avoid a potential error.

TagnameDescriptionValue TypeSyntax
EntityIdSpecifies what entity the spawner spawns.A ID of a Mob>
SpawnDataUsed for spawners that spawn entities with data tags.An entity NBT tag>
SpawnCountHow many entities the spawner can spawn at one time.Integer
SpawnRangeThe range of which the entities can spawn.Integer
RequiredPlayerRangeThe range of which a player must be in for the spawner to start spawning entities.Integer
DelayThe number of ticks before entities spawn when a player is first detected.Integer
MinSpawnDelayAfter the first spawn, this is the minimum amount of ticks before more entities can spawn.Integer
MaxSpawnDelaySimilar to MinSpawnDelay. After the first spawn, this is the maximum amount of ticks before more entities can spawn.Integer
MaxNearbyEntitiesChecks the number of entities within the spawn range (‘SpawnRange’ tag). If the number of entities it detects is over the set MaxNearbyEntities number, it does not spawn more entities unless the amount of entities within the spawn range is decreased.Integer
SpawnPotentialsUsed when creating spawners that spawn multiple types of entities. A weighted list of entities to be spawned, including NBT tags.A List>]>
WeightUsed if spawning multiple entities using SpawnPotentials. If the same as another SpawnPotentials entity, both have an even chance of spawning.A number

Sub-tags used in the SpawnPotentials data tag.

Источник

Добавить комментарий

Ваш адрес email не будет опубликован. Обязательные поля помечены *