Difference between revisions of "Registry Data"

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Registries are repositories of data that contain entries pertaining to certain aspects of the game, such as the world, the player, among others.
 
Registries are repositories of data that contain entries pertaining to certain aspects of the game, such as the world, the player, among others.
  
The server sends these registries to the client via [[Protocol#Registry_Data|Registry Data]] packet during the configuration phase.
+
The ability for the server to send customized registries to the client was introduced in 1.16.3, which allows for a great deal of customization over certain features of the game.
  
 
== Format ==
 
== Format ==
 +
 +
The server sends these registries to the client via [[Protocol#Registry_Data|Registry Data]] packet during the configuration phase.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 130: Line 132:
 
  | colspan="2"| <tba>
 
  | colspan="2"| <tba>
 
  |}
 
  |}
 +
 +
----
  
 
=== Armor Trim Pattern ===
 
=== Armor Trim Pattern ===
Line 161: Line 165:
 
  | colspan="2"| <tba>
 
  | colspan="2"| <tba>
 
  |}
 
  |}
 +
 +
----
  
 
=== Biome ===
 
=== Biome ===
Line 178: Line 184:
 
  | colspan="2"| Determines whether or not the biome has precipitation.
 
  | colspan="2"| Determines whether or not the biome has precipitation.
 
  | colspan="2"| 1: true, 0: false.  
 
  | colspan="2"| 1: true, 0: false.  
|-
 
| colspan="3"| depth
 
| colspan="2"| Optional TAG_Float
 
| colspan="2"| The depth factor of the biome.
 
| colspan="2"| The default values vary between 1.5 and -1.8.
 
 
  |-
 
  |-
 
  | colspan="3"| temperature
 
  | colspan="3"| temperature
 
  | colspan="2"| TAG_Float
 
  | colspan="2"| TAG_Float
 
  | colspan="2"| The temperature factor of the biome.
 
  | colspan="2"| The temperature factor of the biome.
  | colspan="2"| The default values vary between 2.0 and -0.5.
+
Affects foliage and grass color if they are not explicitly set.
 +
  | colspan="2"| The default values vary between -0.5 and 2.0.
 
  |-
 
  |-
  | colspan="3"| scale
+
  | colspan="3"| temperature_modifier
  | colspan="2"| Optional TAG_Float
+
  | colspan="2"| Optional TAG_String
  | colspan="2"| ?
+
  | colspan="2"| Modifier that affects the resulting temperature.
  | colspan="2"| The default values vary between 1.225 and 0.0.
+
  | colspan="2"| Can be either:
 +
* <code>none</code>, for a static temperature throughout the biome (aside from variations depending on the height).
 +
* <code>frozen</code>, for pockets of warm temperature (0.2) to be randomly distributed throughout the biome. This is used on frozen ocean variants in the Notchian client to simulate spots of unfrozen water, where it always rains instead of snowing.
 
  |-
 
  |-
 
  | colspan="3"| downfall
 
  | colspan="3"| downfall
 
  | colspan="2"| TAG_Float
 
  | colspan="2"| TAG_Float
  | colspan="2"| ?
+
  | colspan="2"| The downfall factor of the biome.
  | colspan="2"| The default values vary between 1.0 and 0.0.
+
Affects foliage and grass color if they are not explicitly set.
 +
  | colspan="2"| The default values vary between 0.0 and 1.0.
 
  |-
 
  |-
  | colspan="3"| category
+
  | colspan="3"| effects
  | colspan="2"| Optional TAG_String
+
  | colspan="2"| TAG_Compound
  | colspan="2"| The category of the biome.
+
  | colspan="2"| Biome special effects.
  | colspan="2"| Known values are "ocean", "plains", "desert", "forest", "extreme_hills", "taiga", "swamp", "river", "nether", "the_end", "icy", "mushroom", "beach", "jungle", "mesa", "savanna", and "none".
+
  | colspan="2"| See [[#Effects|Effects]].
 +
|}
 +
 
 +
==== Effects ====
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 +
|-
 +
| colspan="3"| fog_color
 +
| colspan="2"| TAG_Int
 +
| colspan="2"| The color of the fog effect when looking past the view distance.
 +
| colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 +
|-
 +
| colspan="3"| water_color
 +
| colspan="2"| TAG_Int
 +
| colspan="2"| The tint color of the water blocks.
 +
| colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | colspan="3"| temperature_modifier
+
  | colspan="3"| water_fog_color
  | colspan="2"| Optional TAG_String
+
  | colspan="2"| TAG_Int
  | colspan="2"| ?
+
  | colspan="2"| The color of the fog effect when looking past the view distance when underwater.
  | colspan="2"| The only known value is "frozen".
+
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | rowspan="13"| effects
+
  | colspan="3"| sky_color
  | colspan="2"| sky_color
+
  | colspan="2"| TAG_Int
| rowspan="11"| TAG_Compound
 
| TAG_Int
 
 
  | colspan="2"| The color of the sky.
 
  | colspan="2"| The color of the sky.
  | Example: 8364543, which is #7FA1FF in RGB.
+
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | colspan="2"| water_fog_color
+
| colspan="3"| foliage_color
  | TAG_Int
+
| colspan="2"| Optional TAG_Int
  | colspan="2"| Possibly the tint color when swimming.
+
| colspan="2"| The tint color of leaves.
  | Example: 8364543, which is #7FA1FF in RGB.
+
If not specified, the foliage color is calculated based on biome <code>temperature</code> and <code>downfall</code>.
 +
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 +
|-
 +
| colspan="3"| grass_color
 +
  | colspan="2"| Optional TAG_Int
 +
  | colspan="2"| The tint color of the grass.
 +
If not specified, the grass color is calculated based on biome <code>temperature</code> and <code>downfall</code>.
 +
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | colspan="2"| fog_color
+
  | colspan="3"| grass_color_modifier
  | TAG_Int
+
  | colspan="2"| Optional TAG_String
  | colspan="2"| Possibly the color of the fog effect when looking past the view distance.
+
  | colspan="2"| Modifier that affects the resulting grass color.  
  | Example: 8364543, which is #7FA1FF in RGB.
+
  | colspan="2"| Can be either:
 +
* <code>none</code>, for a static grass color throughout the biome.
 +
* <code>dark_forest</code>, for a darker, and less saturated shade of the color.
 +
* <code>swamp</code>, for overriding it with two fixed colors (#4C763C and #6A7039), randomly distributed throughout the biome.
 
  |-
 
  |-
  | colspan="2"| water_color
+
  | colspan="3"| particle
  | TAG_Int
+
  | colspan="2"| Optional TAG_Compound
  | colspan="2"| The tint color of the water blocks.
+
  | colspan="2"| Ambient visual particles.
  | Example: 8364543, which is #7FA1FF in RGB.
+
  | colspan="2"| See [[#Particle|Particle]].
 
  |-
 
  |-
  | colspan="2"| foliage_color
+
  | colspan="3"| ambient_sound
  | Optional TAG_Int
+
  | colspan="2"| Optional TAG_String or TAG_Compound
  | colspan="2"| The tint color of the grass.
+
  | colspan="2"| Ambient soundtrack that starts playing when entering the biome, and fades out when exiting it.
  | Example: 8364543, which is #7FA1FF in RGB.
+
  | colspan="2"| Can be either:
 +
* as a TAG_String: the ID of a soundtrack, such as "minecraft:ambient.basalt_deltas.loop".
 +
* as a TAG_Compound: see [[#Ambient sound|Ambient sound]].
 
  |-
 
  |-
  | colspan="2"| grass_color
+
  | colspan="3"| mood_sound
  | Optional TAG_Int
+
  | colspan="2"| Optional TAG_Compound
  | colspan="2"| ?
+
  | colspan="2"| Additional ambient sound that plays in moody situations. Moodiness increases when blocks around the player are at both sky and block light level zero, and decreases otherwise.
  | Example: 8364543, which is #7FA1FF in RGB.
+
The moodiness calculation happens once per tick, and after reaching a certain value, the ambient mood sound is played.
 +
  | colspan="2"| See [[#Mood sound|Mood sound]].
 
  |-
 
  |-
  | colspan="2"| grass_color_modifier
+
  | colspan="3"| additions_sound
  | Optional TAG_String
+
  | colspan="2"| Optional TAG_Compound
  | colspan="2"| Unknown, likely affects foliage color.
+
  | colspan="2"| Additional ambient sound that has a chance of playing randomly every tick.
  | If set, known values are "swamp" and "dark_forest".
+
  | colspan="2"| See [[#Additions sound|Additions sound]].
 
  |-
 
  |-
  | colspan="2"| music
+
  | colspan="3"| music
  | Optional TAG_Compound
+
  | colspan="2"| Optional TAG_Compound
 
  | colspan="2"| Music properties for the biome.
 
  | colspan="2"| Music properties for the biome.
  | If present, contains the fields: replace_current_music (TAG_Byte), sound (TAG_String), max_delay (TAG_Int), min_delay (TAG_Int).
+
  | colspan="2"| See [[#Music|Music]].
 +
|}
 +
 
 +
==== Particle ====
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 
  |-
 
  |-
  | colspan="2"| ambient_sound
+
| colspan="3"| options
  | Optional TAG_String
+
| colspan="2"| TAG_Compound
  | colspan="2"| Ambient soundtrack.
+
| colspan="2"| Particle type and related options.
  | If present, the ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.loop".
+
| colspan="2"| See [[#Particle options|Particle options]].
 +
|-
 +
| colspan="3"| probability
 +
| colspan="2"| TAG_Float
 +
  | colspan="2"| The chance for the particle to be spawned. Ambient particles are attempted to be spawned multiple times every tick.
 +
  | colspan="2"| The default values vary between 0.0 and 1.0.
 +
|}
 +
 
 +
==== Particle options ====
 +
 
 +
{{Need Info|The extra data specified in the [[Protocol#Particle|Particle]] definitions is missing information to allow the particle to be successfully serialized as NBT.<br>Is it here the best place to define them, or somewhere else?}}
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 +
|-
 +
| colspan="3"| type
 +
| colspan="2"| TAG_String
 +
| colspan="2"| The name of the particle.
 +
| colspan="2"| See [[Protocol#Particle|protocol particle data]].
 +
|-
 +
| colspan="3"| value
 +
| colspan="2"| Optional Varies
 +
| colspan="2"| Any necessary extra data to fully define the particle.
 +
| colspan="2"| See [[Protocol#Particle|protocol particle data]].
 +
|}
 +
 
 +
==== Ambient sound ====
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 +
|-
 +
| colspan="3"| sound_id
 +
| colspan="2"| TAG_String
 +
  | colspan="2"| The ID of a soundtrack
 +
| colspan="2"| Example: "minecraft:ambient.basalt_deltas.loop"
 +
|-
 +
| colspan="3"| range
 +
  | colspan="2"| Optional TAG_Float
 +
| colspan="2"| The range of the sound. If not specified, the volume is used to calculate the effective range.
 +
| colspan="2"|
 +
|}
 +
 
 +
==== Mood sound ====
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 +
|-
 +
| colspan="3"| sound
 +
| colspan="2"| TAG_String
 +
| colspan="2"| The ID of a soundtrack.
 +
| colspan="2"| Example: "minecraft:ambient.basalt_deltas.mood"
 +
|-
 +
| colspan="3"| tick_delay
 +
| colspan="2"| TAG_Int
 +
| colspan="2"| Defines the rate at which the moodiness increase, and also the minimum time between plays.
 +
| colspan="2"| The default value is always 6000.
 +
|-
 +
| colspan="3"| block_search_extent
 +
| colspan="2"| TAG_Int
 +
| colspan="2"| The radius used for the block search around the player during moodiness calculation.
 +
| colspan="2"| The default value is always 8.
 +
|-
 +
| colspan="3"| offset
 +
| colspan="2"| TAG_Double
 +
| colspan="2"| The distance offset from the player when playing the sound.
 +
The sound plays in the direction of the selected block during moodiness calculation, and is magnified by the offset.
 +
| colspan="2"| The default value is always 2.0.
 +
|}
 +
 
 +
==== Additions sound ====
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 +
|-
 +
| colspan="3"| sound
 +
| colspan="2"| TAG_String
 +
| colspan="2"| The ID of a soundtrack.
 +
| colspan="2"| Example: "minecraft:ambient.basalt_deltas.additions"
 +
|-
 +
| colspan="3"| tick_chance
 +
| colspan="2"| TAG_Double
 +
| colspan="2"| The chance of the sound playing during the tick.
 +
| colspan="2"| The default value is always 0.0111.
 +
|}
 +
 
 +
==== Music ====
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 
  |-
 
  |-
  | colspan="2"| additions_sound
+
  | colspan="3"| sound
  | Optional TAG_Compound
+
  | colspan="2"| TAG_String
  | colspan="2"| Additional ambient sound that plays randomly.
+
  | colspan="2"| The ID of a soundtrack.
  | If present, contains the fields: sound (TAG_String), tick_chance (TAG_Double).
+
  | colspan="2"| Example: "minecraft:music.nether.basalt_deltas"
 
  |-
 
  |-
  | colspan="2"| mood_sound
+
  | colspan="3"| min_delay
  | Optional TAG_Compound
+
  | colspan="2"| TAG_Int
  | colspan="2"| Additional ambient sound that plays at an interval.
+
  | colspan="2"| The minimum time in ticks since the last music finished for this music to be able to play.
  | If present, contains the fields: sound (TAG_String), tick_delay (TAG_Int), offset (TAG_Double), block_search_extent (TAG_Int).
+
  | colspan="2"| The default value is always 12000.
 
  |-
 
  |-
  | rowspan="2"| particle
+
  | colspan="3"| max_delay
  | probability
+
  | colspan="2"| TAG_Int
| rowspan="2"| Optional TAG_Compound
+
  | colspan="2"| The maximum time in ticks since the last music finished for this music to be able to play.
  | TAG_FLOAT
+
  | colspan="2"| The default value is always 24000.
| rowspan="2"| Particles that appear randomly in the biome.
 
  | Possibly the probability of spawning the particle.
 
| ?
 
 
  |-
 
  |-
  | options
+
  | colspan="3"| replace_current_music
  | TAG_COMPOUND
+
  | colspan="2"| TAG_Byte
  | The properties of the particle to spawn.
+
  | colspan="2"| Whether this music can replace the current one.
  | Contains the field "type" (TAG_String), which identifies the particle type.
+
  | colspan="2"| 1: true, 0: false.  
 
  |}
 
  |}
 +
 +
----
  
 
=== Chat Type ===
 
=== Chat Type ===
Line 292: Line 438:
 
  | colspan="3"| chat
 
  | colspan="3"| chat
 
  | colspan="2"| TAG_Compound
 
  | colspan="2"| TAG_Compound
  | colspan="2"| The chat decoration
+
  | colspan="2"| The chat decoration.
  | colspan="2"| See below.
+
  | colspan="2"| See [[#Decoration|Decoration]].
 
  |-
 
  |-
 
  | colspan="3"| narration
 
  | colspan="3"| narration
 
  | colspan="2"| TAG_Compound
 
  | colspan="2"| TAG_Compound
  | colspan="2"| The narration decoration
+
  | colspan="2"| The narration decoration.
  | colspan="2"| See below.
+
  | colspan="2"| See [[#Decoration|Decoration]].
 
  |}
 
  |}
  
Decoration [[NBT#Specification:compound_tag|Compound Tag]]:
+
==== Decoration ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 324: Line 470:
 
  | colspan="2"| Values can be "sender", "target" and "content"
 
  | colspan="2"| Values can be "sender", "target" and "content"
 
  |}
 
  |}
 +
 +
----
  
 
=== Damage Type ===
 
=== Damage Type ===
Line 360: Line 508:
 
  | <tba>
 
  | <tba>
 
  |}
 
  |}
 +
 +
----
  
 
=== Dimension Type ===
 
=== Dimension Type ===

Revision as of 05:18, 27 October 2023

Registries are repositories of data that contain entries pertaining to certain aspects of the game, such as the world, the player, among others.

The ability for the server to send customized registries to the client was introduced in 1.16.3, which allows for a great deal of customization over certain features of the game.

Format

The server sends these registries to the client via Registry Data packet during the configuration phase.

Packet ID State Bound To Field Name Field Type Notes
0x05 Configuration Client Registry Data NBT Tag Compound Information included below.

The Registry Data field represents a list of all available registries in the form of a Compound Tag. Elements in this compound are defined by the registry information, associated with the registry's name, as shown in the example below:

{
    "minecraft:worldgen/biome": {
        "type": "minecraft:worldgen/biome",
        "value": [
            {
                "name": "minecraft:ocean",
                "id": 0,
                "element": { /* Element */ }
            },
            {
                "name": "minecraft:plains",
                "id": 1,
                "element": { /* Element */ }
            },
            { /* Registry Entry */ }
            ...
        ]
    },
    "minecraft:dimension_type": { /* Registry */ },
    "minecraft:chat_type": { /* Registry */ },
    ...
}

Registry

The Registry Compound Tag specifies the type of the registry, and a list of registry entries.

Warning.png The name of the registry in the Registry Data is always the same to the registry type in the Notchian implementation.

Name Type Notes
type TAG_String The type of the registry.
value TAG_List of TAG_Compound List of registry entries. The format of the entries is defined by the value of the previous field.

Registry Entry

The Registry Entry Compound Tag specifies a single entry of a Registry.

Name Type Notes
name TAG_String The name of the entry.
id TAG_Int The protocol ID of the entry.
element TAG_Compound The actual data of the entry.

Warning.png This field is context-dependent and is based on the type field of its Registry.

Available Registries

The current release specification allows for six different registries to be sent to the client, six of which are required. A brief explanation of each of them is presented below, along with the format of their entries' element field.

Armor Trim Material

The minecraft:trim_material registry.

Name Type Meaning Values
asset_name TAG_String <tba> <tba>
ingredient TAG_String <tba> <tba>
item_model_index TAG_Float <tba> <tba>
override_armor_materials Optional TAG_Compound <tba> <tba>
description TAG_Compound or TAG_String <tba> <tba>

Armor Trim Pattern

The minecraft:trim_pattern registry.

Name Type Meaning Values
asset_id TAG_String <tba> <tba>
template_item TAG_String <tba> <tba>
description TAG_Compound or TAG_String <tba> <tba>
decal TAG_Byte <tba> <tba>

Biome

The minecraft:worldgen/biome registry. It defines several aesthetic characteristics of the biomes present in the game.

Warning.png A registry entry for each biome implemented in the client must exist in the Biome registry, otherwise the client will crash with an exception due to the missing biome.

Name Type Meaning Values
has_precipitation TAG_Byte Determines whether or not the biome has precipitation. 1: true, 0: false.
temperature TAG_Float The temperature factor of the biome.

Affects foliage and grass color if they are not explicitly set.

The default values vary between -0.5 and 2.0.
temperature_modifier Optional TAG_String Modifier that affects the resulting temperature. Can be either:
  • none, for a static temperature throughout the biome (aside from variations depending on the height).
  • frozen, for pockets of warm temperature (0.2) to be randomly distributed throughout the biome. This is used on frozen ocean variants in the Notchian client to simulate spots of unfrozen water, where it always rains instead of snowing.
downfall TAG_Float The downfall factor of the biome.

Affects foliage and grass color if they are not explicitly set.

The default values vary between 0.0 and 1.0.
effects TAG_Compound Biome special effects. See Effects.

Effects

Name Type Meaning Values
fog_color TAG_Int The color of the fog effect when looking past the view distance. Example: 8364543, which is #7FA1FF in RGB.
water_color TAG_Int The tint color of the water blocks. Example: 8364543, which is #7FA1FF in RGB.
water_fog_color TAG_Int The color of the fog effect when looking past the view distance when underwater. Example: 8364543, which is #7FA1FF in RGB.
sky_color TAG_Int The color of the sky. Example: 8364543, which is #7FA1FF in RGB.
foliage_color Optional TAG_Int The tint color of leaves.

If not specified, the foliage color is calculated based on biome temperature and downfall.

Example: 8364543, which is #7FA1FF in RGB.
grass_color Optional TAG_Int The tint color of the grass.

If not specified, the grass color is calculated based on biome temperature and downfall.

Example: 8364543, which is #7FA1FF in RGB.
grass_color_modifier Optional TAG_String Modifier that affects the resulting grass color. Can be either:
  • none, for a static grass color throughout the biome.
  • dark_forest, for a darker, and less saturated shade of the color.
  • swamp, for overriding it with two fixed colors (#4C763C and #6A7039), randomly distributed throughout the biome.
particle Optional TAG_Compound Ambient visual particles. See Particle.
ambient_sound Optional TAG_String or TAG_Compound Ambient soundtrack that starts playing when entering the biome, and fades out when exiting it. Can be either:
  • as a TAG_String: the ID of a soundtrack, such as "minecraft:ambient.basalt_deltas.loop".
  • as a TAG_Compound: see Ambient sound.
mood_sound Optional TAG_Compound Additional ambient sound that plays in moody situations. Moodiness increases when blocks around the player are at both sky and block light level zero, and decreases otherwise.

The moodiness calculation happens once per tick, and after reaching a certain value, the ambient mood sound is played.

See Mood sound.
additions_sound Optional TAG_Compound Additional ambient sound that has a chance of playing randomly every tick. See Additions sound.
music Optional TAG_Compound Music properties for the biome. See Music.

Particle

Name Type Meaning Values
options TAG_Compound Particle type and related options. See Particle options.
probability TAG_Float The chance for the particle to be spawned. Ambient particles are attempted to be spawned multiple times every tick. The default values vary between 0.0 and 1.0.

Particle options

Huh.png The following information needs to be added to this page:
The extra data specified in the Particle definitions is missing information to allow the particle to be successfully serialized as NBT.
Is it here the best place to define them, or somewhere else?
Name Type Meaning Values
type TAG_String The name of the particle. See protocol particle data.
value Optional Varies Any necessary extra data to fully define the particle. See protocol particle data.

Ambient sound

Name Type Meaning Values
sound_id TAG_String The ID of a soundtrack Example: "minecraft:ambient.basalt_deltas.loop"
range Optional TAG_Float The range of the sound. If not specified, the volume is used to calculate the effective range.

Mood sound

Name Type Meaning Values
sound TAG_String The ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.mood"
tick_delay TAG_Int Defines the rate at which the moodiness increase, and also the minimum time between plays. The default value is always 6000.
block_search_extent TAG_Int The radius used for the block search around the player during moodiness calculation. The default value is always 8.
offset TAG_Double The distance offset from the player when playing the sound.

The sound plays in the direction of the selected block during moodiness calculation, and is magnified by the offset.

The default value is always 2.0.

Additions sound

Name Type Meaning Values
sound TAG_String The ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.additions"
tick_chance TAG_Double The chance of the sound playing during the tick. The default value is always 0.0111.

Music

Name Type Meaning Values
sound TAG_String The ID of a soundtrack. Example: "minecraft:music.nether.basalt_deltas"
min_delay TAG_Int The minimum time in ticks since the last music finished for this music to be able to play. The default value is always 12000.
max_delay TAG_Int The maximum time in ticks since the last music finished for this music to be able to play. The default value is always 24000.
replace_current_music TAG_Byte Whether this music can replace the current one. 1: true, 0: false.

Chat Type

The minecraft:chat_type registry.

Name Type Meaning Values
chat TAG_Compound The chat decoration. See Decoration.
narration TAG_Compound The narration decoration. See Decoration.

Decoration

Name Type Meaning Values
translation_key TAG_String <tba> <tba>
style Optional TAG_Compound <tba> Similar to Chat JSON (only present in "chat" TAG_Compound)
parameters TAG_List of TAG_String <tba> Values can be "sender", "target" and "content"

Damage Type

The minecraft:damage_type registry.

Name Type Meaning Values
message_id TAG_String <tba> <tba>
scaling TAG_String <tba> <tba>
exhaustion TAG_Float <tba> <tba>
effects Optional TAG_String <tba> <tba>
death_message_type Optional TAG_String <tba> <tba>

Dimension Type

The minecraft:dimension_type registry. It defines the types of dimension that can be attributed to a world, along with all their characteristics.

Name Type Meaning Values
piglin_safe TAG_Byte Whether piglins shake and transform to zombified piglins. 1: true, 0: false.
has_raids TAG_Byte Whether players with the Bad Omen effect can cause a raid. 1: true, 0: false.
monster_spawn_light_level TAG_Int or TAG_Compound Possibly the light level(s) at which monsters can spawn. When TAG_Int, 0 - 15. When TAG_Compound, contains the fields: type (TAG_String), appears to be always "minecraft:uniform", and value (TAG_Compound), which contains the fields: max_inclusive (TAG_Int), min_inclusive (TAG_Int).
monster_spawn_block_light_limit TAG_Int
natural TAG_Byte When false, compasses spin randomly. When true, nether portals can spawn zombified piglins. 1: true, 0: false.
ambient_light TAG_Float How much light the dimension has. 0.0 to 1.0.
fixed_time Optional TAG_Long If set, the time of the day is the specified value. If set, 0 to 24000.
infiniburn TAG_String A resource location defining what block tag to use for infiniburn. "#" or minecraft resource "#minecraft:...".
respawn_anchor_works TAG_Byte Whether players can charge and use respawn anchors. 1: true, 0: false.
has_skylight TAG_Byte Whether the dimension has skylight access or not. 1: true, 0: false.
bed_works TAG_Byte Whether players can use a bed to sleep. 1: true, 0: false.
effects TAG_String ? "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end" or something else.
min_y TAG_Int The minimum Y level. A multiple of 16. Example: -64
height TAG_Int The maximum height. A multiple of 16. Example: 256
logical_height TAG_Int The maximum height to which chorus fruits and nether portals can bring players within this dimension. (Must be lower than height) 0-384.
coordinate_scale TAG_Double The multiplier applied to coordinates when traveling to the dimension. 0.00001 - 30000000.0
ultrawarm TAG_Byte Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner. 1: true, 0: false.
has_ceiling TAG_Byte Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster. 1: true, 0: false.

Default Registries

The default registries in the JSON format is available for the following versions: