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

  • Java Edition (PC/Mac) 1.14/1.15
  • Java Edition (PC/Mac) 1.11/1.12

(If you are running Minecraft Java Edition (PC/Mac) 1.10 or older, use the EntityHorse data tags for a donkey)

Background

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

What are NBT tags (formerly called Data Tags)?

NBT tags allow you to set certain properties of an entity (such as donkey). The NBT tag is always surrounded in {} such as {Tame:1}. If there is more than one NBT tag used in a game command, the NBT tags are separated by a comma such as {Tame:1, ChestedHorse:1}.

List of NBT Tags

Here is a list of the NBT tags that you can use for donkey in Minecraft Java Edition (PC/Mac) 1.16, 1.17, 1.18, 1.19 and 1.20:

NBT Tag Value (Description)
Tame 0 (The donkey is wild)
1 (The donkey is tame)

Example
{Tame:1}

SaddleItem  

If the donkey is wearing a saddle, it is used to specify the Minecraft id for the saddle and number of saddles worn by the donkey

Example
{SaddleItem:{id:saddle, Count:1}}

ChestedHorse  

0 (The donkey is not carrying a chest)
1 (The donkey is carrying a chest)

Example
{ChestedHorse:1}

Items  

Items stored in the chest. It uses the Slot data tag to determine the location in the chest to add each item. The first Slot in the chest is Slot 2, second is Slot 3, third is Slot 4, and so on.

Example
{Items: [{id:diamond_sword,Slot:2,Count:1},
{id:light_blue_wool,Slot:3,Count:64}]}

The example above would add 1 diamond sword in the first slot and 64 light blue wool in the second slot of the chest. See list of Minecraft ids.

Temper  

number (The temper of the donkey which is a number from 0 to 100. The higher the number, the easier it is to tame the donkey.)

Example
{Temper:100}

InLove  

ticks (The number of game ticks that the donkey is in love mode and will try to breed with another donkey)

Example
{InLove:400}

Bred  

0 (The donkey has not bred)
1 (The donkey has bred)

Example
{Bred:1}

Age  

ticks (The age of the donkey in game ticks. Use 0 or higher for an adult. Use a negative number such as -25000 for a baby.)

Example
{Age:0} example for adult
{Age:-25000} example for baby

ForcedAge  

ticks (When a baby donkey matures, the Age data tag will be set to ForcedAged. However, there have been bugs with this data tag so it may not work properly.)

Example
{ForcedAge:0}

EatingHaystack  

0 (The donkey is standing normally)
1 (The donkey has its head down like it is eating hay)

Example
{EatingHaystack:0}

Leash  

Indicates the coordinates of the fence that the donkey is leashed to.

Example
{Leash:{X:92,Y:72,Z:-206}}

CustomName  

name (The name to assign to the donkey)

Example
{CustomName:”\”Chestnut\””}

Health  

number (The number of health points the donkey has)

Example
{Health:25.0f}

AbsorptionAmount  

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

Example
{AbsorptionAmount:2.0f}

Invulnerable  

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

Example
{Invulnerable:1}

PersistenceRequired  

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

Example
{PersistenceRequired:1}

NoAI  

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

Example
{NoAI:1}

Silent  

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

Example
{Silent:1}

Fire  

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

Example
{Fire:60}

PortalCooldown  

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

Example
{PortalCooldown:120}

Air  

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

Example
{Air:120}

id  

donkey (The entity value used to represent a donkey in the EntityTag or Passengers tag)

Example
{id:donkey}

Passengers  

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

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

NBT Tag Examples

To summon a baby donkey:

/summon donkey ~ ~ ~ {Age:-25000}

To summon a tame donkey wearing a saddle:

/summon donkey ~ ~ ~ {Tame:1, SaddleItem:{id:saddle,Count: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=donkey value, you can target donkeys:

@e[type=donkey]

Target Selector Examples

To change the nearest donkey to a baby donkey:

/data merge entity @e[type=donkey,limit=1,sort=nearest] {Age:-25000}

To kill all donkeys:

/kill @e[type=donkey]

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

Command Examples

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

How to Summon a Donkey

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