Nbt Tags For Husk Wiki Guide

This Minecraft tutorial explains the NBT tags (formerly called data tags) that you can use for a husk 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 husk in another version of Minecraft:

  • Java Edition (PC/Mac) 1.14/1.15

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Background

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

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What are NBT tags (formerly called Data Tags)?

NBT tags allow you to set certain properties of an entity (such as husk). 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 husk in Minecraft Java Edition (PC/Mac) 1.16, 1.17, 1.18, 1.19 and 1.20:

NBT Tag Value (Description)
IsBaby 0 (The husk will be a full grown adult husk)
1 (The husk will be a baby husk)

Example
{IsBaby:1}

CanPickUpLoot  

0 (The husk can not pick up loot off the ground)
1 (The husk can pick up loot off the ground)

Example
{CanPickUpLoot:0}

CanBreakDoors  

0 (The husk can not break down wooden doors or iron doors)
1 (The husk can break down wooden doors but still can not break down iron doors)

Example
{CanBreakDoors:0}

LeftHanded  

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

Example
{LeftHanded:1}

DrownedConversionTime  

ticks (The number of game ticks until the husk drowns and turns into a zombie.)

Example
{DrownedConversionTime:-1}

InWaterTime  

ticks (The number of game ticks that the husk has been in the water before starting the conversion to a zombie)

Example
{InWaterTime:60}

CustomName  

name (The name to assign to the husk)

Example
{CustomName:”\”George\””}

Health  

number (The number of health points the husk has)

Example
{Health:10.0f}

AbsorptionAmount  

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

Example
{AbsorptionAmount:2.0f}

Invulnerable  

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

Example
{Invulnerable:1}

PersistenceRequired  

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

Example
{PersistenceRequired:1}

NoAI  

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

Example
{NoAI:1}

Silent  

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

Example
{Silent:1}

Fire  

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

Example
{Fire:60}

PortalCooldown  

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

Example
{PortalCooldown:120}

Air  

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

Example
{Air:120}

HandItems  

Items that the husk 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 husk 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 husk 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 husk is killed, 0.5f means 50%, 0.2f means 20%, and so on.

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

id  

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

Example
{id:husk}

Passengers  

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

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

NBT Tag Examples

To summon a baby husk:

/summon husk ~ ~ ~ {IsBaby:1}

To summon a husk that is named George and has no artificial intelligence:

/summon husk ~ ~ ~ {CustomName:"\"George\"", NoAI:1}

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=husk value, you can target husks:

@e[type=husk]

Target Selector Examples

To change the nearest husk to a baby husk:

/data merge entity @e[type=husk,limit=1,sort=nearest] {IsBaby:1}

To kill all husks:

/kill @e[type=husk]

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

Command Examples

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

img-responsive How to Summon a Husk

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