MC Toolkit

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.

2026-07-13Commands & Data

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.

2026-07-12Commands & Data

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.

2026-07-02Commands & Data

/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.

2026-07-01Commands & Data

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.

2026-06-30Commands & Data

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.

2026-06-29Commands & Data

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.

2026-06-27Commands & Data

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.

2026-06-23Commands & Data

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.

2026-06-21Commands & Data

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.

2026-06-19Commands & Data