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A small NBT library to allow the modification of NBT tags across different versions

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MiniNBT

A small NBT library to allow the modification of NBT tags across different Minecraft versions.
Currently supported are 1.8.8 up to 1.14.4, but very likely also future and maybe lower versions.

About

This is a small standalone library providing an easy way to interact with NBT (Notch's Binary Format). It is currently capable of reading and modifying Item, Entity and TileEntity NBT.

Utilities

Item NBT

You can modify item NBT with the ItemNBTUtil.
Supported are:

  • Setting a tag
  • Getting a tag

Custom NBT on items is preserved, so you can store whatever you want.

Entity NBT

You can edit entity NBT (NoGravity and whatever other tag you like). Many of those settings are now exposed through Bukkit methods though.
Custom tags are never read by Minecraft and therefore impossible.

Tile entity NBT

TileEntities are blocks with some special data, like furnaces, chests, and so on. It can be used to change the name of a furnace/chest or similar after it was placed, or do some other trickery.

Custom tags are never read by Minecraft and therefore impossible.

NBT parser

This allows you to parse a String to a NBTTagCompound. It uses the MojangsonParser internally, but you will need to use the NbtParser class.

Usage

This utility follows the exact same structure as the Minecraft tags do, so you can just change your imports and things might work. If not, it shouldn't be hard to figure out the small differences.
The NBTTagCompound can serve as a good starting point.

Examples

Mark an item

ItemStack item = player.getInventory().getItemInMainHand();

NBTTagCompound compound = ItemNBTUtil.getTag(item); // fetch the data
String dataKey = "My custom data"; // the key to store it under
if(compound.hasKey(dataKey)){
    player.sendMessage(ChatColor.GOLD + "Got: "  + ChatColor.GREEN + compound.getString(dataKey));
} else {
    compound.setString(dataKey, String.join(" ", args)); // set it to command arguments
    item = ItemNBTUtil.setNBTTag(compound, item);  // setNBTTag returns a new item and does not modify it
    player.getInventory().setItemInMainHand(item); // overwrite the item to apply the tag
}

When pigs can fly

Entity pig = player.getNearbyEntities(5, 5, 5).stream()
        .filter(it -> it instanceof Pig)
        .findFirst().get();
NBTTagCompound compound = EntityNBTUtil.getNbtTag(pig);
System.out.println(compound); // prints all data
compound.setBoolean("NoGravity", !compound.getBoolean("NoGravity"));
EntityNBTUtil.setNbtTag(pig, compound); // overwrites the entity's data

Locking chests

Block block = player.getLocation().getBlock();
if(block.getType() == Material.AIR){
    block = block.getRelative(BlockFace.DOWN);
}
NBTTagCompound compound = TileEntityNBTUtil.getNbtTag(block.getState());
System.out.println(compound); // prints all data
compound.setString("Lock", "Test"); // locks it to "Test"
TileEntityNBTUtil.setNbtTag(block.getState(), compound); // applies the changes

Changelog

Breaking changes in 1.0.2

It should be ABI/API compatible except for the changes outlined below.

All utils

  • ReflectionException will now be thrown if initialization or any other operation fails.

ItemNBTUtil

  • getTag now throws an exception if the tag was no compound or is unknown instead of returning an empty tag. This will probably not impact you at all, but it still is a change in behaviour.

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A small NBT library to allow the modification of NBT tags across different versions

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