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Appendix D — Vanilla Tag Reference

Scope: current Java Edition (26.2).

A tag (also called a registry tag) groups many game elements (blocks, items, entity types, damage types, and more) under one name so commands, recipes, predicates, and loot tables can treat the whole group as a single category. You write a tag with a leading #, for example #minecraft:logs, which stands for every log block at once. Many of these tags are built into vanilla Minecraft: the game itself reads them to decide things like which blocks an axe mines faster or which mobs burn in daylight. Adding entries to those vanilla tags from your own data pack changes that behavior without touching the game’s code.

This appendix is a hand-picked reference of the most common and useful vanilla tags, grouped by registry. It is not the complete list (vanilla ships hundreds of tags), but it covers the ones you will reach for most often. Each entry shows the tag id (always in the minecraft namespace, so #minecraft:logs is the full id for logs) and a one-line description of what it groups or controls.

How to read these. A tag id like logs means the full reference #minecraft:logs. Some tags use a slash, like mineable/pickaxe (full id #minecraft:mineable/pickaxe). When a description says “special behavior,” the game is hardcoded to react to that tag, so editing it changes how Minecraft plays.


D.1 Block tags

Block tags group blocks. They are used in world generation, advancements, and #-prefixed block arguments in commands, and many of them drive special block behavior.

TagWhat it groups / does
logsAll log and stem blocks (used by tree growth, parrot AI, the punch-tree tutorial).
logs_that_burnLogs that are flammable (excludes crimson/warped stems).
planksAll plank blocks.
leavesAll leaf blocks; broken faster by swords/shears, lets features generate through.
saplingsAll sapling blocks.
flowersAll flowers (saplings near these can grow a bee nest).
small_flowersThe one-block flowers; bees attempt to pollinate them.
woolAll wool blocks; sheared faster, makes a note block play guitar.
wool_carpetsAll carpet blocks.
cropsAll crop blocks.
dirtThe dirt-family blocks.
sandSand blocks; cacti/sugar-cane support, turtle-egg hatching.
iceAll ice blocks.
snowSnow blocks; turn snowy-variant blocks below them snowy.
stairsAll stairs.
slabsAll slabs.
wallsAll walls; affects fence-gate in_wall state and pathfinding.
fencesAll fences; mobs pathfind around them, leads can attach.
fence_gatesAll fence gates.
doorsAll doors; mobs pathfind through them, replaced with air in zombie villages.
wooden_doorsWooden doors that mobs (villagers) can open.
trapdoorsAll trapdoors; mobs pathfind around them.
buttonsAll buttons.
pressure_platesAll pressure plates.
railsAll rails; minecarts can be placed/dispensed onto them.
bedsAll beds; villagers/cats sleep on them.
signsAll signs; not destroyed by flowing liquids.
bannersAll banners; using a filled map on one toggles a map marker.
candlesAll candles; can be lit with flint and steel.
campfiresAll campfires; can be lit/extinguished.
flower_potsAll flower pots.
climbableBlocks the player and mobs can climb (ladders, vines, scaffolding).
portalsPortal blocks; entities are not placed inside them when dismounting.
dragon_immuneBlocks the Ender Dragon cannot destroy.
wither_immuneBlocks the wither cannot destroy by moving into them.
infiniburn_overworldBlocks that burn forever in the Overworld.
infiniburn_netherBlocks that burn forever in the Nether.
infiniburn_endBlocks that burn forever in the End.
fireFire blocks; affect portal detection, mob pathfinding, douseable by potions.
beacon_base_blocksValid blocks for a beacon’s pyramid base.
enderman_holdableBlocks an enderman can pick up.
replaceableBlocks another block can be placed into (replacing it).
dampens_vibrationsBlocks that block sculk-sensor vibrations when placed between source and sensor.
guarded_by_piglinsBlocks that anger piglins when a player destroys them.
mineable/axeBlocks mined faster with an axe.
mineable/hoeBlocks mined faster with a hoe.
mineable/pickaxeBlocks mined faster with a pickaxe (and required to drop them with one).
mineable/shovelBlocks mined faster with a shovel.
needs_stone_toolBlocks that need at least a stone tool to drop.
needs_iron_toolBlocks that need at least an iron tool to drop.
needs_diamond_toolBlocks that need at least a diamond tool to drop.
sword_efficientBlocks that break faster with a sword.
smelts_to_glassBlocks that give glass when smelted.

(The block-tag set is far larger: there are spawn-surface tags such as animals_spawnable_on, per-wood log tags such as oak_logs/birch_logs, ore tags, and many world-gen replaceable tags. Browse the full vanilla data pack (see D.5) for the complete list.)


D.2 Item tags

Item tags group items. They let a recipe accept several different inputs, control creative-search by #, and drive many gameplay features (feeding mobs, fuel, repair materials).

TagWhat it groups / does
planksAll plank items; used by many wooden-item recipes; furnace fuel (300 ticks).
logsAll log items; fuel for furnace; used in campfire/smoker recipes.
logs_that_burnFlammable logs; used in the charcoal recipe.
leavesAll leaf items.
saplingsAll sapling items; furnace fuel (100 ticks).
woolAll wool items; fuel (100 ticks); used in the painting recipe.
wool_carpetsAll carpet items; fuel (67 ticks).
coalsCoal and charcoal; used in the campfire recipe.
swordsAll swords.
axesAll axes.
pickaxesAll pickaxes.
shovelsAll shovels.
hoesAll hoes.
arrowsItems that can be shot by bows and crossbows.
boatsAll boats; furnace fuel (1200 ticks).
chest_boatsAll boats with chests.
signsAll sign items; furnace fuel (200 ticks).
hanging_signsAll hanging-sign items; furnace fuel (200 ticks).
bedsAll bed items.
bannersAll banner items; furnace fuel (300 ticks).
candlesAll candle items; used to decide if a candle can be placed on a cake.
dyesAll dyes.
wooden_tool_materialsItems that repair wooden tools/shields in an anvil.
stone_tool_materialsItems used to craft and repair stone tools.
iron_tool_materialsItems that repair iron tools in an anvil.
gold_tool_materialsItems that repair golden tools in an anvil.
diamond_tool_materialsItems that repair diamond tools in an anvil.
netherite_tool_materialsItems that repair netherite tools in an anvil.
trimmable_armorArmor that can receive a smithing trim.
trim_materialsMaterials usable as a trim addition.
beacon_payment_itemsItems accepted in the beacon GUI to choose an effect.
piglin_lovedItems piglins seek out and treat as “loved” (gold).
piglin_safe_armorArmor that stops piglins attacking the wearer.
meatAll raw/cooked meat items.
fishesAll fish items; used by dolphins and the fishing stat.
eggsAll egg items; used in cake/pumpkin-pie recipes.
cow_foodItems that tempt and feed cows and mooshrooms.
wolf_foodItems that feed tamed wolves.
cat_foodItems that tame and feed cats.
non_flammable_woodWood items that cannot be used as furnace fuel.
dampens_vibrationsItems that don’t trigger vibrations when thrown.
enchantable/durabilityItems that can take durability enchantments.
enchantable/weaponItems enchantable as weapons.
enchantable/armorItems enchantable as armor.
enchantable/miningItems enchantable for mining.
enchantable/vanishingItems that can receive Curse of Vanishing.

(Item tags are numerous: there is a <mob>_food tag for nearly every breedable mob, a repairs_<material>_armor tag for each armor material, the full enchantable/* family, and per-wood tags. Browse the full vanilla data pack (see D.5) for the complete list.)


D.3 Entity type tags

Entity type tags group entity types. They work in the type= target selector argument and in loot-table conditions (with #), and they control many mob behaviors.

TagWhat it groups / does
skeletonsSkeleton-type mobs; used in the creeper loot table for the music-disc drop.
zombiesAll zombie mobs.
raidersRaid mobs; glow when a bell rings; used by the “Voluntary Exile” advancement.
illagerAll illager mobs.
undeadUndead mobs; armadillos roll up near them.
arrowsArrow projectiles; affected by Power and Punch.
arthropodAll arthropod mobs.
aquaticAll aquatic mobs.
sensitive_to_smiteMobs affected by the Smite enchantment.
sensitive_to_bane_of_arthropodsMobs affected by Bane of Arthropods.
sensitive_to_impalingMobs affected by the Impaling enchantment.
impact_projectilesProjectiles that break chorus flowers and decorated pots on hit.
redirectable_projectileProjectiles reflected by left-clicking them.
deflects_projectilesEntities that bounce projectiles off (e.g. breezes).
burn_in_daylightMobs that burn in direct sunlight.
can_breathe_under_waterEntities that cannot drown.
freeze_immune_entity_typesEntities that cannot be frozen.
freeze_hurts_extra_typesEntities that take 5× freezing damage.
fall_damage_immuneEntities that take no fall damage.
inverted_healing_and_harmEntities healed by Instant Damage and harmed by Instant Health.
frog_foodEntities frogs will eat.
powder_snow_walkable_mobsMobs that walk on powder snow without sinking.
wither_friendsEntities the wither will not target or hurt.
can_equip_saddleEntities that can wear a saddle.
dismounts_underwaterMounts that throw their rider when submerged.

(There are also many *_spawnable_on-style and AI-targeting tags. Browse the full vanilla data pack (see D.5) for the complete list.)


D.4 Damage type tags

Damage type tags group damage types. They are used in #-prefixed damage-type arguments and determine how various protections, game rules, and effects respond to a source of damage. These are the tags you edit when you want a custom damage source to behave like fire, fall, or explosion damage.

TagWhat it groups / does
bypasses_armorDamage that ignores armor reduction.
bypasses_shieldDamage that shields cannot block.
bypasses_invulnerabilityDamage that hurts even creative-mode invulnerability.
bypasses_effectsDamage that ignores all damage reduction (Resistance, enchantments).
bypasses_resistanceDamage that ignores the Resistance effect.
bypasses_enchantmentsDamage that ignores enchantment-based reduction.
bypasses_cooldownDamage that ignores the post-hit invincibility window.
bypasses_wolf_armorDamage not absorbed by wolf armor.
is_fireFire damage; ignored if fireDamage is off or with Fire Resistance; reduced by Fire Protection.
is_fallFall damage; ignored if fallDamage is off or with Slow Falling; reduced by Feather Falling.
is_drowningDrowning damage; ignored if drowningDamage is off or with Water Breathing.
is_freezingFreeze damage; ignored if freezeDamage is off or wearing leather.
is_explosionExplosion damage; reduced by Blast Protection.
is_projectileProjectile damage; reduced by Projectile Protection; used in many advancements.
is_lightningLightning damage; makes turtles drop bowls when killed by it.
is_player_attackPlayer-attack damage (not directly referenced by the game).
no_knockbackDamage that produces no knockback.
no_angerDamage that does not make a mob remember/anger at its attacker.
witch_resistant_toDamage reduced by 85% against witches.
wither_immune_toDamage the wither cannot take.
damages_helmetDamage that wears down the helmet.
always_kills_armor_standsDamage that destroys an armor stand in one hit.
mace_smashMace-smash damage; counts for the “Over-Overkill” advancement.

D.5 Getting the full vanilla data pack

This appendix lists the common vanilla tags, not all of them. To browse every tag the game ships with (and see exactly which blocks, items, or entities each one contains), you want the complete built-in (vanilla) data pack. One genuinely exists: Minecraft defines its many vanilla tags in the minecraft namespace inside a built-in data pack, and the game’s own features are built using that same data pack.

Getting your hands on it. The built-in data pack ships inside the game itself, not as a separate download. The most reliable way to read every vanilla tag is to run the game’s built-in data-and-asset generator (the “data generator” / reports), which writes the complete set of tag files to a folder you can open. The wiki’s Tag and Data pack pages are the place to look up the exact command for your version. Once generated, each tag lives at the same path you’d use in your own pack, so you can read it, copy it, or use it as a template.


Tags are grouped here by registry; the leading #minecraft: is implied for every id shown.