Commands & Data guides — page 4
Guides to Minecraft commands and the data behind them: /give components, scoreboards, loot tables, damage types, /fill limits and anvil costs.
/attribute: base value versus modifiers, and why yours keeps resetting
Setting a base value is permanent and setting a modifier is not — unless you pick the wrong operation. The three operations, the stacking order, and the slot trap.
Loot tables: pools, rolls and the difference between entries and functions
A loot table that drops nothing usually has its weights or its conditions in the wrong layer. Here is what each nesting level controls, and the functions worth knowing.
Custom enchantments without mods: the data-driven enchantment format
Enchantments became datapack JSON, so a custom one needs no mod. Here is the file shape, the effect components that actually do something, and how to make it obtainable.
/particle: what delta and speed really mean, and the count=0 trick
The four numbers after the position are not a direction. Here is what delta and speed do, why count=0 behaves completely differently, and how to aim a particle.
Player heads by username: how the profile component works and why heads go blank
A head stores a skin snapshot, not a live link. Here is the profile component, why an old head shows the wrong skin, and how UUID lookup fits in.
Custom recipes: shaped, shapeless, and using tags instead of listing every wood
A shaped recipe that will not craft usually has its key wrong. Here is the JSON, what the game trims from a pattern for you, the tag trick that collapses thirteen recipes into one, and how to test.
Scoreboards: the criteria that track things automatically, and display slots
Most scoreboard tutorials only use dummy. The built-in criteria track deaths, blocks mined and custom stats with no commands at all — here is the full shape.
Block, item and entity ids: namespaces, block states, and the ones that differ
An id is not always what the item is called, and a block id is not the same as its item id. The naming rules, the renames that break old commands, and where states fit.
Colour and formatting codes: § codes, hex, and where each one still works
Section-sign codes still work in some places and are ignored in others. Here is the full table, the hex syntax that replaced them, and which contexts accept what.
Bossbars and titles: persistent state, timings, and the value/max split
A bossbar survives restarts and a title does not. Here is the create-then-modify pattern, the fade timings people set backwards, and how to drive a progress bar.