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StructureBlockEntity

{}StructureBlockEntity:compound extends IBlockEntity

StructureBlock (Structure Block) with ID = 32.

Tid:string= "StructureBlock"
Idata:int

Mode of structure block; 0 means load, 1 data (consumed by pools), 2 save.

TdataField:string

Metadata to be passed when is set to data mode.

BignoreEntities:byte

Load or save NBT data of entities contained in bounds, existing data will be omitted.

BincludePlayers:byte

Load or save NBT data of players contained in bounds.

Iintegrity:int

Lower values destructs more random selected blocks.

BisPowered:byte

Powered by redstone signal?

Imirror:int

0 means no mirroring, 1 mirror above x, 2 mirror above y, 3 mirror above z

IredstoneSaveMode:int

0 means save signal power (lit lamps, redstone itself, etc.), 1 forget (unlit sources will be updated when structure is placed).

BremoveBlocks:byte

Blocks will be merged (with structure air as real air) or pasted as-is.

Irotation:int

0 means no rotation, 1 90 degress, 2 180 degress, 3 270 degress.

Iseed:int

Seed to be passed when configuring

BshowBoundingBox:byte

Display bounds of structure in-world, includes vertex frame above.

TstructureName:string

Vanilla or behavior pack namespaced (first directory determines namespace, subfolders joined with .) relative path to structure, try something like "minecraft:endcity.ship".

IxStructureOffset:int
IyStructureOffset:int
IzStructureOffset:int
IxStructureSize:int
IyStructureSize:int
IzStructureSize:int
BisMovable:byteIBlockEntity

Block Entity will be saved without instantiating new one when transporting (via pistons, commands, etc.).