Nbt Tags For Stray Wiki Guide

This Minecraft tutorial explains the NBT tags (formerly called data tags) that you can use for a stray in Minecraft Java Edition (PC/Mac) 1.16, 1.17, 1.18, 1.19 and 1.20.

TIP: If you are not running Minecraft Java Edition (PC/Mac) 1.16/1.17/1.18/1.19/1.20, find NBT tags for stray in another version of Minecraft:

  • Java Edition (PC/Mac) 1.14/1.15

NBT Tags for Stray - Wiki Guide 1

Background

In Minecraft Java Edition 1.16, 1.17, 1.18, 1.19 and 1.20, the entity value for a stray is stray. The stray entity has a unique set of NBT tags that can be used in Minecraft commands such as: /summon and /data.

NBT Tags for Stray - Wiki Guide 2

What are NBT tags (formerly called Data Tags)?

NBT tags allow you to set certain properties of an entity (such as stray). The NBT tag is always surrounded in {} such as {NoAI:1}. If there is more than one NBT tag used in a game command, the NBT tags are separated by a comma such as {NoAI:1,CustomName:”\”George\””}.

List of NBT Tags

Here is a list of the NBT tags that you can use for stray in Minecraft Java Edition (PC/Mac) 1.16, 1.17, 1.18, 1.19 and 1.20:

NBT Tag Value (Description)
CanPickUpLoot 0 (The stray can not pick up loot off the ground)
1 (The stray can pick up loot off the ground)

Example
{CanPickUpLoot:0}

LeftHanded  

0 (The stray is right-handed)
1 (The stray is left-handed

Example
{LeftHanded:1}

CustomName  

name (The name to assign to the stray)

Example
{CustomName:”\”George\””}

Health  

number (The number of health points the stray has)

Example
{Health:10.0f}

AbsorptionAmount  

number (The number of absorption health points the stray has)

Example
{AbsorptionAmount:2.0f}

Invulnerable  

0 (The stray will take damage like normal)
1 (The stray will not take any damage from attacks or physical surroundings)

Example
{Invulnerable:1}

PersistenceRequired  

0 (The stray will despawn naturally)
1 (The stray won’t despawn)

Example
{PersistenceRequired:1}

NoAI  

0 (The stray will have artificial intelligence and will move/behave like normal)
1 (The stray will have no artificial intelligence and will appear motionless)

Example
{NoAI:1}

Silent  

0 (The stray will make its usual noises in the game)
1 (The stray will not make any noise in the game)

Example
{Silent:1}

Fire  

ticks (The number of game ticks until the stray is no longer on fire – there are 20 ticks in a second)

Example
{Fire:60}

PortalCooldown  

ticks (The number of game ticks until the stray can go through a portal again – there are 20 ticks in a second)

Example
{PortalCooldown:120}

Air  

ticks (The number of game ticks the stray has air left for)

Example
{Air:120}

HandItems  

Items that the stray is holding in its hands, listed in this order: right hand, left hand

Syntax
HandItems:[{Count:1,id:item}, {Count:1,id:item}]

Example
{HandItems:[{Count:1,id:crossbow}, {Count:1,id:shield}]}

ArmorItems  

Items of armor that the stray is wearing, listed in this order: boots, leggings, chestplate, helmet

Syntax
ArmorItems:[{Count:1,id:item}, {Count:1,id:item}, {Count:1,id:item}, {Count:1,id:item}]

Example
{ArmorItems:[{Count:1,id:diamond_boots}, {Count:1,id:diamond_leggings}, {Count:1,id:diamond_chestplate}, {Count:1,id:diamond_helmet}]}

ArmorDropChances  

The drop chances for each of the 4 items listed in ArmorItems. A value of 1.0f means 100% chance of the item being dropped when the stray is killed, 0.5f means 50%, 0.2f means 20%, and so on.

Example
{ArmorDropChances:[1.0f,1.0f,1.0f,1.0f]}

HandDropChances  

The drop chances for each of the 2 items listed in HandItems. A value of 1.0f means 100% chance of the item being dropped when the stray is killed, 0.5f means 50%, 0.2f means 20%, and so on.

Example
{HandDropChances:[1.0f,1.0f,1.0f,1.0f]}

id  

stray (The entity value used to represent a stray in the Passengers tag)

Example
{id:stray}

Passengers  

The mob that is riding on the stray. Use the entity value for the passenger mob

Example of skeleton as passenger
Passengers:[{id:skeleton}]

NBT Tag Examples

To summon a stray that is named George:

/summon stray ~ ~ ~ {CustomName:"\"George\""}

To summon a stray that is holding a crossbow and a shield:

/summon stray ~ ~ ~ {HandItems:[{Count:1,id:crossbow}, {Count:1,id:shield}]}

Target Selectors

Before we finish discussing data tags, let’s quickly explore how to use the @e target selector. The @e target selector allows you to target entities in your commands. If you use the type=stray value, you can target strays:

@e[type=stray]

Target Selector Examples

To change the name of the nearest stray to George:

/data merge entity @e[type=stray,limit=1,sort=nearest] {CustomName:"\"George\""}

To kill all strays:

/kill @e[type=stray]

Next, learn how to use the game commands in Minecraft.

Command Examples

Here are some game command examples for a stray in Minecraft:

NBT Tags for Stray - Wiki Guide 3 How to Summon a Stray

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