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Entity components

Health, movement, attacks and more: set them for your mob in the GodCraft app.Get GodCraft

Entity components go in the components object (or a component group) of an entity file in the behavior pack: they decide how a mob looks to the game, moves and behaves. This list has all 406 of them in Minecraft 1.26.50.4.

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Component
minecraft:absorptionGives the entity extra absorption health: bonus hearts that soak up damage before its normal health goes down.minecraft:addriderSpawns other entities already riding this one when it appears, like a chicken jockey.minecraft:admire_itemLets the mob stop and stare at an item it likes for a while, ignoring targets it could attack.minecraft:ageableGives a baby entity a growth timer so it turns into an adult later.minecraft:air_drag_modifierChanges how much the air slows the entity down while it moves.minecraft:ambient_sound_intervalControls how often the entity plays its idle sound, like a cow mooing now and then.minecraft:anger_levelKeeps a separate anger score for each thing that bothers the entity.minecraft:angryPuts the entity in an angry mood for a set time, and can spread that anger to nearby mobs of the same kind, like zombified piglins.minecraft:annotation.break_doorTells the pathfinder that this mob can break through doors.minecraft:annotation.open_doorTells the pathfinder that this mob can open doors, so it plans paths through them.minecraft:apply_knockback_rulesSets how this entity pushes back the things it hits.minecraft:area_attackHurts any entity that comes close enough, like a pufferfish puffed up.minecraft:attackSets how much damage the entity's melee hit does, and can add a potion effect to the target.minecraft:attack_cooldownAdds a pause after the mob attacks before it can look for a new target again.minecraft:attack_damageSets the base melee damage of the entity.minecraft:balloonMakes the entity act as a balloon that can be tied to other entities and float upward.minecraft:balloonableLets a balloon be tied to this entity so it can be lifted into the air.minecraft:barterLets the mob hand out a random item in exchange for one it is given, like piglins trading for gold.minecraft:behavior.admire_itemAI goal that makes the mob hold up and look at an item it likes.minecraft:behavior.aquatic_charge_attackAI goal for water mobs that rush at their target and knock it back on hit, then rest before the next rush.minecraft:behavior.avoid_blockAI goal that makes the mob move away from certain blocks, like hoglins avoiding warped fungus.minecraft:behavior.avoid_mob_typeAI goal that makes the mob run from certain other entities, like creepers fleeing cats.minecraft:behavior.barterAI goal that lets the mob take a bartering item and give something back.minecraft:behavior.begAI goal that makes the mob stare at and follow a player holding food it likes, like a wolf tilting its head.minecraft:behavior.break_doorAI goal that lets the mob smash doors in its way, like zombies on hard difficulty.minecraft:behavior.breedAI goal that makes the mob walk to a partner and breed once it is in love mode.minecraft:behavior.celebrateAI goal that makes the mob cheer and jump around for a while, like raiders after winning a raid.minecraft:behavior.celebrate_surviveAI goal that makes the mob celebrate with fireworks, like villagers after a raid is defeated.minecraft:behavior.charge_attackAI goal that makes the mob dash at its target to hurt it, like a vex.minecraft:behavior.charge_held_itemAI goal that lets the mob draw back and load its held item, like a pillager loading a crossbow.minecraft:behavior.circle_around_anchorAI goal that makes the mob fly in circles around a point near its spot or its target, like a phantom.minecraft:behavior.controlled_by_playerAI goal that lets a rider steer the mob while holding the right item, like a carrot on a stick for pigs.minecraft:behavior.croakAI goal that makes the mob croak now and then, like frogs.minecraft:behavior.defend_trusted_targetAI goal that makes the mob attack whoever hurts an entity it trusts, like a fox protecting a player.minecraft:behavior.defend_village_targetAI goal that makes the mob attack enemies of its village, like iron golems.minecraft:behavior.delayed_attackMelee AI goal where the damage lands partway through the attack animation instead of right away, like a ravager's bite.minecraft:behavior.digAI goal that makes the mob burrow into the ground and vanish, like the Warden when it calms down.minecraft:behavior.door_interactAI goal that lets the mob open and close doors as it walks through them.minecraft:behavior.dragonchargeplayerEnder Dragon only: makes the dragon rush at the player picked while scanning.minecraft:behavior.dragondeathEnder Dragon only: plays the dragon's death sequence.minecraft:behavior.dragonflamingEnder Dragon only: makes the perched dragon roar and then breathe fire.minecraft:behavior.dragonholdingpatternEnder Dragon only: makes the dragon fly in circles around the center fountain of the End.minecraft:behavior.dragonlandingEnder Dragon only: makes the dragon fly down and land on the fountain to perch.minecraft:behavior.dragonscanningEnder Dragon only: while perched, the dragon looks around for a player to go after.minecraft:behavior.dragonstrafeplayerEnder Dragon only: makes the dragon fly around a player and shoot fireballs at them.minecraft:behavior.dragontakeoffEnder Dragon only: makes the perched dragon lift off and go back to flying.minecraft:behavior.drink_milkAI goal that makes the mob drink milk when its conditions are met, like a wandering trader at sunrise.minecraft:behavior.drink_potionAI goal that makes the mob drink potions when its conditions are met, like a witch healing itself.minecraft:behavior.drop_item_forAI goal that makes the mob walk up to a target and drop an item near it, like a cat leaving a gift for a sleeping player.minecraft:behavior.eat_blockAI goal that makes the mob eat a block and turn it into another one, then run an event, like a sheep eating grass to regrow wool.minecraft:behavior.eat_carried_itemAI goal that makes the mob eat the food it is holding and get its effects, like a fox eating berries.minecraft:behavior.eat_mobAI goal that lets the mob go up to another mob and eat it, like a frog eating a slime.minecraft:behavior.emergeAI goal that makes the mob rise up out of the ground, like the Warden when it spawns.minecraft:behavior.enderman_leave_blockAI goal that lets an enderman put down the block it is carrying.minecraft:behavior.enderman_take_blockAI goal that lets an enderman pick up a block and carry it around.minecraft:behavior.equip_itemAI goal that makes the mob put on or hold items it picks up, when they are better than what it has.minecraft:behavior.explore_outskirtsAI goal that sends the mob to the edge of its village and lets it wander a little there.minecraft:behavior.fertilize_farm_blockAI goal that makes the mob use bone meal from its inventory on nearby crops, like farmer villagers.minecraft:behavior.find_coverAI goal that makes the mob look for a shaded spot to stand in.minecraft:behavior.find_mountAI goal that makes the mob look for another mob to climb on and ride, like a baby zombie hunting for a chicken.minecraft:behavior.find_underwater_treasureAI goal that makes the mob swim toward the nearest ocean ruin or shipwreck, like a dolphin leading players to treasure.minecraft:behavior.fire_at_targetAI goal that makes the mob shoot a projectile at its target after a short wind-up, like a breeze.minecraft:behavior.flee_sunAI goal that makes the mob run out of direct sunlight into shade, like skeletons and zombies.minecraft:behavior.floatAI goal that keeps the mob bobbing at the surface while in water.minecraft:behavior.float_temptAI goal that makes a floating mob follow a player holding an item it likes, moving straight through the air.minecraft:behavior.float_wanderAI goal that makes the mob drift around in the air to random spots, like a ghast.minecraft:behavior.follow_caravanAI goal that lets the mob join a line of mobs and follow the one in front, like llamas on leads.minecraft:behavior.follow_mobAI goal that makes the mob tag along behind other nearby mobs.minecraft:behavior.follow_ownerAI goal that makes a tamed mob follow the player who owns it, like a dog.minecraft:behavior.follow_parentAI goal that makes a baby mob stay close to its parent.minecraft:behavior.follow_target_leaderAI goal that makes the mob move toward a leader mob and stay near it.minecraft:behavior.go_and_give_items_to_noteblockAI goal that makes the mob run to a note block that was just played and toss its items next to it, like an allay.minecraft:behavior.go_and_give_items_to_ownerAI goal that makes the mob bring the items it carries back to its owner and toss them over, like an allay.minecraft:behavior.go_homeAI goal that makes the mob walk back to its home spot, which by default is where it spawned.minecraft:behavior.guardian_attackGuardian and elder guardian only: aims a laser beam at the target and hurts it once the beam is charged.minecraft:behavior.harvest_farm_blockAI goal that makes the mob harvest grown crops and plant seeds from its inventory on empty farmland, like farmer villagers.minecraft:behavior.hideAI goal that makes the mob run to its claimed spot, or one nearby, and stay there, like villagers going to their beds when the raid bell ri…minecraft:behavior.hold_groundAI goal that makes the mob stand still and stare at its target, and it can alert others of its kind.minecraft:behavior.hoverAI goal that makes a flying mob stay in place in the air.minecraft:behavior.hurt_by_targetAI goal that makes the mob fight back against whatever hurt it.minecraft:behavior.inspect_bookshelfAI goal that makes the mob walk up to bookshelves and look at them, like librarian villagers.minecraft:behavior.investigate_suspicious_locationAI goal that makes the mob walk to a spot it found suspicious, using what minecraft:suspect_tracking noticed.minecraft:behavior.jump_around_targetAI goal that makes the mob leap over or around its target to land behind it, like a breeze.minecraft:behavior.jump_to_blockAI goal that makes the mob hop to a random nearby block, like a frog jumping onto lily pads.minecraft:behavior.knockback_roarAI goal that makes the mob roar and blast nearby entities away while hurting them, like a ravager after being stunned.minecraft:behavior.lay_downAI goal that makes the mob lie down now and then, like a panda.minecraft:behavior.lay_eggAI goal that makes a pregnant mob place an egg block on a fitting block, like a turtle laying eggs on sand.minecraft:behavior.leap_at_targetAI goal that makes the mob jump at its target, like a spider pouncing.minecraft:behavior.look_at_entityAI goal that makes the mob turn its head toward nearby entities that match its filter.minecraft:behavior.look_at_playerAI goal that makes the mob glance at players who come close.minecraft:behavior.look_at_targetAI goal that makes the mob look at the entity it is currently targeting.minecraft:behavior.look_at_trading_playerAI goal that makes the mob look at the player it is trading with.minecraft:behavior.make_loveVillager only: lets a villager find a partner and make a baby villager when there are free beds.minecraft:behavior.melee_attackAI goal that makes the mob chase its target and hit it up close.minecraft:behavior.melee_box_attackMelee AI goal where the hit range is a box around the mob's hitbox, so big mobs reach as far as they look.minecraft:behavior.mingleAI goal that makes the mob walk to the village bell and chat with others there, like villagers at their gathering time.minecraft:behavior.mount_pathingAI goal that lets a mob carrying a rider keep moving on its own toward a target to attack, like the spider in a spider jockey.minecraft:behavior.move_around_targetAI goal that keeps the mob at a good distance from its target: it backs off when too close and moves to a random spot nearer when too far.minecraft:behavior.move_indoorsAI goal that makes the mob go inside a building, like villagers at night or in the rain.minecraft:behavior.move_outdoorsAI goal that makes the mob go outside, like villagers in the morning.minecraft:behavior.move_through_villageVillager only: makes the villager walk along paths through its village.minecraft:behavior.move_to_blockAI goal that makes the mob walk to a chosen kind of block and can run events when it gets there or stays a while.minecraft:behavior.move_to_landMakes a mob that is in water look for dry land and swim back to it.minecraft:behavior.move_to_lavaMakes a mob that is on land head back into lava.minecraft:behavior.move_to_liquidMakes a mob on land walk to the nearest water, lava or any liquid.minecraft:behavior.move_to_poiMakes the mob walk to a point of interest, such as a bed or a job site block it has claimed.minecraft:behavior.move_to_random_blockMakes the mob pick a random block nearby and walk to it.minecraft:behavior.move_to_villageMakes the mob travel to a random spot inside a village.minecraft:behavior.move_to_waterMakes a mob that is on land look for water and go back into it.minecraft:behavior.move_towards_dwelling_restrictionSends a mob with minecraft:dweller back toward its village area when it wanders too far.minecraft:behavior.move_towards_home_restrictionSends a mob with minecraft:home back toward its home position.minecraft:behavior.move_towards_targetMakes the mob walk toward whatever it is currently targeting.minecraft:behavior.napLets a mob lie down for a nap now and then, like a fox sleeping in the day.minecraft:behavior.nearest_attackable_targetPicks the closest valid target from the entity types you list and makes the mob go after it.minecraft:behavior.nearest_prioritized_attackable_targetLike nearest_attackable_target, but each entity type can have its own priority, so the mob prefers some targets over others.minecraft:behavior.ocelot_sit_on_blockLets a tamed cat or ocelot walk to a block like a bed, chest or furnace and sit on it.minecraft:behavior.ocelotattackThe sneak-and-pounce attack used by ocelots and cats.minecraft:behavior.offer_flowerLets the mob hold out a flower to a nearby mob that has the take_flower goal, like an iron golem offering a poppy to a villager child.minecraft:behavior.open_doorLets the mob open doors as it walks.minecraft:behavior.owner_hurt_by_targetMakes a tamed mob attack whatever hurts its owner.minecraft:behavior.owner_hurt_targetMakes a tamed mob join in and attack whatever its owner hits.minecraft:behavior.panicMakes the mob run around in a hurry, away from whatever hurt it.minecraft:behavior.pet_sleep_with_ownerLets a tamed pet jump onto the bed and sleep with its owner, like cats do.minecraft:behavior.pickup_itemsLets the mob walk to items lying on the ground and pick them up.minecraft:behavior.place_blockLets the entity place blocks in the world, either the block it carries or a random one from a weighted list.minecraft:behavior.playLets a mob, usually a villager child, find a friend and play chase with it, running around in random spots nearby.minecraft:behavior.play_deadMakes the mob flop over and pretend to be dead after getting hurt, so attackers lose interest.minecraft:behavior.player_ride_tamedLets a player ride the mob once it is tamed.minecraft:behavior.raid_gardenLets the mob go to farmland and eat crops until it is full, like rabbits eating carrots.minecraft:behavior.ram_attackLets the mob charge at its target with its head and knock it back, like a goat ramming.minecraft:behavior.random_breachMakes a swimming mob jump up out of the water now and then, like a dolphin leaping.minecraft:behavior.random_flyMakes a flying mob fly around to random spots, like a parrot.minecraft:behavior.random_hoverMakes a mob float around to random spots while staying a set height above the ground, like a bee drifting about.minecraft:behavior.random_look_aroundMakes the mob turn its head and look in random directions when it has nothing else to do.minecraft:behavior.random_look_around_and_sitMakes the mob sit down and glance around for a while.minecraft:behavior.random_search_and_digMakes the mob pick a reachable block, walk to it and dig up an item from a loot table, like a sniffer finding seeds.minecraft:behavior.random_sittingMakes the mob sit down at random for a while, then stand back up.minecraft:behavior.random_strollMakes the mob walk to random spots nearby when it has nothing else to do.minecraft:behavior.random_swimMakes a water mob swim to random spots in the water.minecraft:behavior.ranged_attackLets the mob attack from a distance by shooting projectiles, like a skeleton or blaze.minecraft:behavior.receive_loveMakes a villager stand still so another villager can breed with it.minecraft:behavior.restrict_open_doorKeeps the mob inside buildings at night by stopping it from walking out through doors.minecraft:behavior.restrict_sunMakes the mob avoid sunlight on clear days by not walking into sunny spots.minecraft:behavior.rise_to_liquid_levelKeeps the mob floating at a set depth in a liquid, rising when too low and sinking when too high.minecraft:behavior.roarMakes the mob roar at another entity once its anger (from minecraft:anger_level) gets high enough.minecraft:behavior.rollMakes the mob roll forward now and then, like a playful panda.minecraft:behavior.run_around_like_crazyMakes the mob run around wildly with no aim.minecraft:behavior.scaredMakes the mob get scared during thunderstorms, like a panda covering its eyes.minecraft:behavior.send_eventLets the mob cast a spell that fires events on another mob, one after another.minecraft:behavior.share_itemsLets the mob toss items it carries to other mobs, like villagers sharing food with each other.minecraft:behavior.silverfish_merge_with_stoneLets the mob hide inside a stone block, turning it into an infested block.minecraft:behavior.silverfish_wake_up_friendsMakes hidden silverfish in nearby infested blocks come out to help.minecraft:behavior.skeleton_horse_trapTurns the horse into a skeleton trap: when a player comes close, lightning strikes and skeleton riders on horses appear.minecraft:behavior.sleepLets a mob that owns a bed in a village walk to it and sleep there at night.minecraft:behavior.slime_attackThe jumping attack used by slimes and magma cubes.minecraft:behavior.slime_floatLets slimes and magma cubes float and bob in water or lava.minecraft:behavior.slime_keep_on_jumpingMakes the mob keep hopping around nonstop, the way slimes move.minecraft:behavior.slime_random_directionMakes the mob turn to face a new random direction every so often, the way slimes wander.minecraft:behavior.snackingLets the mob stop and eat food items it is holding or finds nearby, like a panda munching bamboo.minecraft:behavior.sneezeMakes the mob sneeze now and then, which can drop an item and make nearby mobs jump.minecraft:behavior.sniffMakes the mob sniff the air to find the nearest player and grow more suspicious of players close by.minecraft:behavior.sonic_boomLets the mob charge up and fire a sonic boom blast at its target, which goes through walls and armor.minecraft:behavior.squid_diveMakes the squid dive downward in the water.minecraft:behavior.squid_fleeMakes the squid swim away quickly, for example after being hurt.minecraft:behavior.squid_idleMakes the squid float in place, gently moving around.minecraft:behavior.squid_move_away_from_groundMakes the squid swim away from the bottom and back into open water.minecraft:behavior.squid_out_of_waterKeeps the squid flopping on the ground when it is out of water.minecraft:behavior.stalk_and_pounce_on_targetMakes the mob sneak up on its target and then leap onto it, dealing the damage from minecraft:attack.minecraft:behavior.stay_near_noteblockMakes the mob stay near a note block that was played recently and toss its held items toward it.minecraft:behavior.stay_while_sittingKeeps a sitting mob in place so it doesn't wander off.minecraft:behavior.stomp_attackA melee attack that stomps the ground and hurts everything in an area around the target, not just one mob.minecraft:behavior.stomp_turtle_eggMakes the mob seek out turtle eggs and trample them.minecraft:behavior.stroll_towards_villageMakes the mob wander toward a random spot inside a nearby village now and then.minecraft:behavior.summon_entityLets the mob attack by casting spells that summon other entities, like the evoker calling vexes and fangs.minecraft:behavior.swellMakes a creeper puff up and get ready to explode when its target is close.minecraft:behavior.swim_idleLets a swimming mob stop and float in place for a short time.minecraft:behavior.swim_up_for_breathMakes a mob swim up to find air when it is about to run out of breath.minecraft:behavior.swim_wanderMakes a swimming mob wander around in the water when it is not heading anywhere in particular.minecraft:behavior.swim_with_entityMakes the mob swim along with another entity, catching up when it falls behind and matching its direction.minecraft:behavior.swoop_attackAn attack where a flying mob dives down at its target, like a phantom.minecraft:behavior.take_blockLets the entity pick up a block from the world and carry it around, like an enderman.minecraft:behavior.take_flowerLets the mob take a flower from a mob that is offering one with offer_flower.minecraft:behavior.target_when_pushedMakes the mob turn on another mob that pushes it.minecraft:behavior.teleport_to_ownerLets a tamed mob teleport next to its owner when it falls too far behind.minecraft:behavior.temptMakes the mob follow a player who holds an item it likes, such as wheat for cows.minecraft:behavior.timer_flag_1A general-purpose timer goal: it fires an event when it starts, runs for a while, then fires another event when it ends or gets interrupted.minecraft:behavior.timer_flag_2A general-purpose timer goal: it fires an event when it starts, runs for a while, then fires another event when it ends or gets interrupted.minecraft:behavior.timer_flag_3A general-purpose timer goal: it fires an event when it starts, runs for a while, then fires another event when it ends or gets interrupted.minecraft:behavior.trade_interestMakes a trader look at a player who holds an item it wants and show what it would give in return.minecraft:behavior.trade_with_playerLets players open the trade screen with this mob.minecraft:behavior.transport_itemsMakes the mob carry items from one kind of container to another, like the copper golem moving items out of copper chests into other chests.minecraft:behavior.use_kinetic_weaponLets a mob fight with a charging weapon like a spear: it rushes at its target, then backs off and charges again.minecraft:behavior.vex_copy_owner_targetMakes the mob attack whatever its owner is attacking.minecraft:behavior.vex_random_moveMakes the mob fly to random spots nearby, passing through blocks, the way a vex drifts around.minecraft:behavior.wither_random_attack_pos_goalLets the wither fire attacks at random spots around it.minecraft:behavior.wither_target_highest_damageMakes the wither go after whichever mob has hurt it the most.minecraft:behavior.workMakes a villager walk to its job site block and work there for a while during the day.minecraft:behavior.work_composterMakes a farmer villager use a composter: it adds spare seeds and other compostable items and collects the bone meal.minecraft:block_climberLets the entity climb up and down scaffolding blocks.minecraft:block_movement_slowdown_immunityMakes the entity ignore the slowdown from the blocks you list, such as cobwebs or sweet berry bushes.minecraft:block_sensorFires an event when one of the listed blocks is broken near the entity.minecraft:body_rotation_always_follows_headMakes the entity's body always turn to face where its head is looking.minecraft:body_rotation_blockedStops the entity's body from turning to match the way it faces.minecraft:boostableLets a rider speed up a mount by using an item, like a carrot on a stick for pigs.minecraft:bossTurns the mob into a boss with a health bar at the top of the screen, like the Wither or Ender Dragon.minecraft:bouncinessControls how much the entity bounces back after hitting the ground or a wall.minecraft:break_blocksLets the entity smash certain blocks just by walking into them.minecraft:breathableDecides where the entity can breathe and how long it can hold its breath before it starts taking damage.minecraft:breedableLets two entities fall in love and make a baby when fed the right items.minecraft:bribeableLets players give the entity an item as a bribe, which puts it in a bribed state.minecraft:bucketableLets players scoop the entity up with a bucket, like fish and axolotls.minecraft:buoyantMakes the entity float on top of liquids such as water, the way boats do.minecraft:burns_in_daylightSets the entity on fire when it stands in direct sunlight, like zombies and skeletons.minecraft:can_climbLets the entity climb ladders, vines and other climbable blocks.minecraft:can_flyMarks the entity as a flyer, so its pathfinding does not need solid ground below.minecraft:can_join_raidLets the entity join a raid that is already happening nearby.minecraft:can_power_jumpLets a rider charge up a big jump by holding the jump button, like on a horse.minecraft:can_stand_on_powder_snowLets the entity walk on powder snow without sinking into it.minecraft:cannot_be_attackedStops other entities from attacking this one.minecraft:celebrate_huntMakes the mob celebrate after it kills a target, like piglins dancing after a hunt.minecraft:collision_boxSets the size of the box the entity uses to bump into blocks and other entities.minecraft:colorStores a color number for the entity.minecraft:color2Stores a second color number, used by entities with two color layers such as tropical fish.minecraft:combat_regenerationWhen this mob's target is killed, the killer gets Regeneration I and loses Mining Fatigue.minecraft:conditional_bandwidth_optimizationControls how often the server sends this entity's position to players, to save network traffic.minecraft:custom_hit_testDefines one or more boxes that count when the entity is hit by melee or projectiles.minecraft:damage_over_timeHurts the entity by a set amount again and again on a timer.minecraft:damage_sensorReacts when the entity takes damage: you can run events, ignore certain damage or change how much it hurts.minecraft:dash_actionLets a rider make the entity dash forward in a quick burst, like a camel.minecraft:default_look_angleSets the head angle the entity uses when it is not looking at anything in particular.minecraft:despawnRemoves the entity from the world when the normal despawn rules or your own filters say so.minecraft:dimension_boundStops the entity from going through portals to other dimensions.minecraft:drying_out_timerCounts down while the entity is out of water and fires an event when it is fully dried out.minecraft:dwellerLets the entity belong to a village, like villagers and iron golems, so it can find homes and work spots there.minecraft:economy_trade_tableLets players trade with the entity using a trade table where prices change with demand, like villager trades.minecraft:entity_armor_equipment_slot_mappingChooses which armor slot gets the item placed in the second slot of minecraft:equippable.minecraft:entity_sensorWatches for other entities nearby and fires events when they match your conditions.minecraft:environment_sensorFires events when conditions around the entity become true, like being in water or the time of day.minecraft:equip_itemLets the entity pick up items and wear or hold them.minecraft:equipmentGives the entity starting gear from an equipment table file, and sets how likely each item is to drop on death.minecraft:equippableLets players put items like saddles or armor onto the entity in specific slots, like a horse wearing a saddle and horse armor.minecraft:exhaustion_valuesSets how much each player action drains the hunger bar.minecraft:experience_rewardSets how many experience points the entity drops when it dies or is bred.minecraft:explodeMakes the entity blow up, either right away or after a fuse, like a creeper or TNT.minecraft:fire_immuneMakes the entity take no damage from fire or lava.minecraft:floats_in_liquidMakes the entity float up in water and lava instead of sinking.minecraft:flockingMakes the entity move in a group with others of its kind, like a school of fish.minecraft:flying_speedSets how fast the entity moves while flying.minecraft:follow_rangeSets how far away, in blocks, the entity can notice and track a target it wants to follow or attack.minecraft:free_camera_controlledLets a rider steer the entity in all three directions with movement keys and the camera, good for flying mounts.minecraft:freezing_immuneStops the entity from freezing in powder snow.minecraft:freezing_vulnerableMakes the entity take extra damage from freezing.minecraft:friction_modifierChanges how much the ground slows the entity down.minecraft:game_event_movement_trackingLets the entity's movement send vibration game events that sculk sensors and wardens can detect.minecraft:geneticsGives the entity genes that babies inherit from both parents, like panda personalities or goat horns.minecraft:giveableLets players hand certain items to the entity, which takes the item into its inventory and fires an event.minecraft:ground_offsetMoves the entity up or down relative to the ground it stands on.minecraft:group_sizeCounts how many matching entities are around this one, so you can react to crowds in filters.minecraft:grows_cropGives the entity a chance to help crops grow as it moves over them, like bees with pollen.minecraft:healableLets players feed or use items on the entity to restore its health, like giving a wolf meat.minecraft:healthSets how much health the entity has.minecraft:heartbeatPlays a heartbeat sound on a repeating timer, like the warden.minecraft:hideLets the entity run to a hiding spot it owns, or the closest one, and stay there.minecraft:homeRemembers where the entity spawned as its home and can keep it from wandering too far away.minecraft:horse.jump_strengthSets how high a horse-like mount can jump when the rider charges a jump.minecraft:hurt_on_conditionDamages the entity when certain conditions are true, like standing in lava or touching water.minecraft:ignore_cannot_be_attackedLets this entity attack entities that have minecraft:cannot_be_attacked.minecraft:input_ground_controlledLets a rider steer the entity on the ground with the movement keys.minecraft:inside_block_notifierFires events when the entity enters or leaves any of the listed blocks.minecraft:insomniaTracks how long since the entity last slept, so phantoms can start spawning for it.minecraft:instant_despawnRemoves the entity from the world as soon as the component is added.minecraft:interactDefines what happens when a player uses an item or clicks on the entity, like shearing a sheep.minecraft:inventoryGives the entity an inventory that can hold items, like a chest on a donkey or a minecart.minecraft:is_babyMarks the entity as a baby.minecraft:is_chargedMarks the entity as charged, like a creeper hit by lightning.minecraft:is_chestedMarks the entity as carrying a chest, like a donkey or llama with one attached.minecraft:is_collidableMakes other mobs bump into this mob instead of passing through it, so they can even stand on it.minecraft:is_dyeableLets players use dye on the entity to change its color, like a wolf collar.minecraft:is_hidden_when_invisibleLets the entity go unnoticed by hostile mobs while it has the Invisibility effect.minecraft:is_ignitedMarks the entity as ignited, like a creeper with its fuse lit.minecraft:is_illager_captainMarks the entity as an illager captain, the raid leader that carries a banner.minecraft:is_pregnantMarks the entity as pregnant, used by breeding with "causes_pregnancy".minecraft:is_saddledMarks the entity as wearing a saddle.minecraft:is_shakingMarks the entity as shaking, like a wet wolf drying off.minecraft:is_shearedMarks the entity as sheared, like a sheep without wool.minecraft:is_stackableMakes copies of this entity bump into each other so they can stack on top, like boats.minecraft:is_stunnedMarks the entity as stunned, like a ravager after its attack is blocked.minecraft:is_tamedMarks the entity as tamed.minecraft:item_controllableLets a rider steer the entity while holding a certain item, like a carrot on a stick for a pig.minecraft:item_hopperMakes the entity work like a hopper, sucking up items into its inventory.minecraft:jump.dynamicChanges the entity's hop based on how fast it is moving, like a rabbit.minecraft:jump.staticLets the entity jump with a fixed strength.minecraft:knockback_resistanceReduces how far the entity gets pushed back when hit.minecraft:lava_movementSets how fast the entity moves while in lava, like a strider.minecraft:leashableLets players tie the entity to a lead, and fires events when it is leashed or freed.minecraft:leashable_toLets players tie leashed entities to this entity, take them back, or cut them free with shears.minecraft:looked_atFires events when another entity, usually a player, looks straight at this one.minecraft:lootSets the loot table that decides what items the entity drops when it dies.minecraft:luckSets the entity's luck value, which can change results from loot tables that use luck.minecraft:managed_wandering_traderHandles part of the wandering trader's built-in behavior.minecraft:mark_variantStores an extra variant number to tell versions of an entity apart, on top of minecraft:variant.minecraft:memory_behavior.flee_threatAn AI behavior that uses the entity's memory to run away from a remembered threat.minecraft:memory_behavior.follow_targetAn AI behavior that uses the entity's memory to follow a remembered target.minecraft:memory_sensor.game_eventA sensor that lets the entity remember game events, like vibrations, happening near it.minecraft:memory_sensor.in_range_of_entityA sensor that lets the entity remember when other entities come within range.minecraft:mob_effectGives a potion effect to nearby entities, like a pufferfish poisoning anything that gets close.minecraft:mob_effect_immunityMakes the entity immune to the listed status effects, so they are never applied to it.minecraft:movementSets the base walking speed of the entity.minecraft:movement_sound_distance_offsetChanges how far the entity must travel between step sounds.minecraft:movement.amphibiousA move style for mobs that swim in water and also walk on land, like turtles.minecraft:movement.basicThe standard move style for mobs that simply walk on the ground.minecraft:movement.dolphinA swimming move style made for dolphins, with quick, smooth motion through water.minecraft:movement.flyA move style for mobs that fly through the air.minecraft:movement.genericA flexible move style that lets the mob walk, fly, swim or climb depending on where it is.minecraft:movement.glideA gliding flight move style, used by the phantom, where the mob swoops forward instead of hovering in place.minecraft:movement.hoverA move style for mobs that float and hover in the air, like bees.minecraft:movement.jumpA move style where the mob gets around by hopping, waiting a moment between jumps like a slime.minecraft:movement.skipA move style where the mob hops along as it moves, like a rabbit.minecraft:movement.swayA move style that wiggles the mob from side to side so it looks like it is swimming, as fish do.minecraft:nameableLets players give the entity a custom name, for example with a name tag.minecraft:navigation.climbLets the mob plan paths that go straight up walls, like a spider.minecraft:navigation.floatLets the mob plan paths by floating through open air, like a ghast.minecraft:navigation.flyLets the mob plan paths through the air, like a parrot.minecraft:navigation.genericLets the mob plan paths that mix walking, swimming, flying and climbing, plus jumping up and down blocks.minecraft:navigation.hoverLets the mob plan paths through the air while staying aloft, like a bee, so it does not drop out of the sky.minecraft:navigation.swimLets the mob plan paths through water.minecraft:navigation.walkLets the mob plan normal walking paths over the ground, stepping up and down single blocks.minecraft:not_pickable_from_insideStops players who are inside this entity's hitbox from targeting or hitting it by looking at it.minecraft:npcTurns the entity into an NPC that creators can give dialogue and buttons in-game, like the vanilla NPC used in adventure maps.minecraft:offspringControls the baby that is made when two of these entities breed: which entity it is and what it inherits from its parents.minecraft:on_deathRuns an event at the moment this entity dies.minecraft:on_equipment_changedRuns events when something is put into or taken out of one of the entity's equipment slots, like armor or the main hand.minecraft:on_friendly_angerRuns an event when a nearby entity of the same type becomes angry.minecraft:on_hurtRuns an event every time this entity takes damage.minecraft:on_hurt_by_playerRuns an event when a player attacks this entity.minecraft:on_igniteRuns an event when this entity catches fire.minecraft:on_start_landingRuns an event when the entity begins to land.minecraft:on_start_takeoffRuns an event when the entity begins to fly.minecraft:on_target_acquiredRuns an event when this entity picks a new target, for example to switch to an angry look.minecraft:on_target_escapeRuns an event when this entity loses track of its current target.minecraft:on_wake_with_ownerRuns an event when the owner of this pet wakes up after sleeping with it nearby, like a cat bringing a morning gift.minecraft:out_of_controlA flag that marks the entity as out of control.minecraft:peekLets the entity peek open and closed, like a shulker opening its shell, and runs events at each step.minecraft:persistentKeeps the entity from despawning when players are far away.minecraft:physicsTurns basic physics on or off for the entity: falling and bumping into things.minecraft:player.exhaustionTracks how tired the player is from actions like sprinting and jumping; when it fills up, saturation or hunger drops.minecraft:player.experienceStores the player's experience progress toward the next level.minecraft:player.hungerStores the player's hunger bar.minecraft:player.levelStores the player's experience level.minecraft:player.saturationStores the player's hidden saturation, which is used up before the hunger bar starts to drop.minecraft:preferred_pathGives the mob a list of blocks it likes to walk on and how much it dislikes others, so it sticks to roads and paths.minecraft:projectileMakes the entity behave like a thrown or fired object, such as an arrow or snowball: it flies in an arc and does something when it hits.minecraft:push_throughSets how far into blocks the entity can push through.minecraft:pushable_by_blockLets moving blocks such as pistons push this entity.minecraft:pushable_by_entityLets other entities shove this entity when they bump into it.minecraft:raid_triggerTries to start a raid at the entity's position, as happens when a player with Bad Omen enters a village.minecraft:rail_movementLocks the entity to rails so it can only move along them, like a minecart.minecraft:rail_sensorReacts when the entity rolls over an activator rail, turning things on or off or throwing out riders.minecraft:ravager_blockedDecides what a ravager does when a shield blocks its melee attack.minecraft:reflect_projectilesLets the entity bounce incoming projectiles away instead of being hit by them.minecraft:renders_when_invisibleKeeps the entity drawn even while it is invisible, so the resource pack can decide how it should look in that state.minecraft:rideableLets other entities ride this one and sets up the seats.minecraft:rotation_axis_alignedSnaps the entity to face the closest of the four main directions.minecraft:rotation_locked_to_vehicleMakes the entity always face the same way as the vehicle it is riding.minecraft:scaleChanges how big the entity looks.minecraft:scale_by_ageGrows the entity smoothly from a small size to a bigger one as a baby ages.minecraft:schedulerRuns events at set times of day, like villagers going to work in the morning and to bed at night.minecraft:shareablesLists items the mob likes to pick up and share with others of its kind, like villagers passing food to each other.minecraft:shooterSets which projectile the entity fires with its ranged attack.minecraft:sittableLets the entity sit and stand, like a tamed wolf or cat, and runs events when it changes.minecraft:skin_idStores a skin number so the resource pack can pick a different look, for example villager base skins.minecraft:sound_volumeSets how loud the entity's sounds are by default.minecraft:spawn_egg_interactionLets players use this mob's own spawn egg on it to spawn a baby.minecraft:spawn_entityMakes the entity drop an item or spawn another entity every so often, like a chicken laying eggs.minecraft:spawn_on_deathSpawns new entities when this one dies, for example a slime splitting into smaller slimes.minecraft:spell_effectsGives or removes status effects on the entity at the moment this component is added.minecraft:strengthSets how strong the entity is, which decides how many items it can carry, like a llama's chest size.minecraft:suspect_trackingLets the entity remember where it last noticed something suspicious, like the warden tracking a sound.minecraft:tameableLets players tame the mob by giving it certain items.minecraft:tamemountLets players tame a mount by riding it until it calms down, the way horses are tamed.minecraft:target_nearby_sensorWatches for targets at two distances and runs events when one comes close, moves away, or goes out of sight.minecraft:teleportLets the entity teleport around randomly or toward its target, like an enderman.minecraft:tick_worldKeeps the chunks around the entity loaded and running, even with no player close by.minecraft:timerStarts a countdown and runs an event when it reaches zero.minecraft:trade_resupplyLets the entity refill its trades so used-up offers become available again.minecraft:trade_tableLets players trade with the entity using a trade list file.minecraft:trailLeaves blocks behind the entity as it moves, like the snow trail of a snow golem.minecraft:transformationTurns the entity into a different entity, like a villager changing into a zombie villager.minecraft:transientStops the entity from being saved, so it disappears when the world is closed or the chunk unloads.minecraft:trustLets the entity remember several players it trusts, like a fox that trusts the players who bred it.minecraft:trustingLets players earn the mob's trust by giving it certain items, like feeding fish to an ocelot.minecraft:type_familyGives the entity one or more family names that filters and other components use to recognize it.minecraft:underwater_mount_breathingLets riders of this entity breathe underwater while they stay mounted, as with the nautilus.minecraft:underwater_movementSets how fast the entity moves when it is underwater.minecraft:uses_legacy_ambient_soundsPicks the idle sound automatically: ambient.in.air while off the ground, ambient.in.water with its head underwater, ambient.baby for babies…minecraft:uses_legacy_frictionUses the old, incorrect math for friction_modifier.minecraft:uses_uniform_air_dragChanges how air slows the entity down so the same drag applies to its movement in every direction.minecraft:variable_max_auto_stepLets the entity step up blocks automatically by different heights depending on the ground it is on and whether a player is riding it.minecraft:variantStores a variant number that filters and the resource pack can read to tell versions of a mob apart, like the colors of a cat.minecraft:vertical_movement_actionMakes a rideable entity rise or sink when the rider presses jump, useful for flying or swimming mounts.minecraft:vibration_damperMakes the vibrations this entity causes go unnoticed by sculk sensors and wardens.minecraft:vibration_listenerLets the entity sense vibrations, the way sculk sensors and wardens do.minecraft:walk_animation_speedSpeeds up or slows down how fast the walking animation plays.minecraft:wants_jockeyMarks the entity as wanting to ride another mob as a jockey, like a baby zombie on a chicken.minecraft:water_movementControls how much water slows the entity down.minecraft:wither_target_highest_damageMakes the Wither focus its attacks on the mob that has hurt it the most.

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