Savefile Layout - HecknTarnation/Minecraft-Dungeons-Savefile GitHub Wiki

This page will talk about how the savefile is laid out, and what each tag does.

The savefile starts with an { and ends with an }.

Format : tag (parameters: [] array, {} object, int integer, str string, bool boolean, key JSON key)

bonus_prerequisites [str]: An array of strings that tell which hidden missions are unlocked.
Possible values (incomplete, please help out if you can):

  • "creepycrypt",
  • "soggycave",
  • "mooshroomisland",
  • "bamboobluff",
  • "lowertemple",
  • "underhalls",
  • "lostsettlement"

clone bool: Tells if the file is a copy of another.

cosmetics [{}]: An array of objects {id (str), type (str)} that tell what cosmetics the player has on.
Possible ID and Types (incomplete):

  • {ArcticFox, Pet},
  • {SinisterCape, Cape}

cosmeticsEverEquipped [str]: An array of strings that tell what cosmetics the player has equipped at least once (just uses the ID, not the type).

creationDate str: Presumably the date the file was created. Must have been added after release, since mine is blank.

currency [{}]: An array of all the currencies, currently 3. {count (int), type (str)}. Currently, the only types are Emerald, Gold, and EyeOfEnder.

customized bool: Unsure about this one.

difficulties {key (3)}: There are 3 keys for this object: announced, selected, and unlocked. The announced is referring to the in-game pop-up when you unlock a new difficulty.

endGameContentProgress {key (1)}: I'm unsure about this one, but the one key announcedUnlockedContent takes a [str].
Possible values (incomplete?):

  • EndlessStruggle,
  • HyperMission,
  • EmergentDifficulty

finishedObjectiveTags [key]: Not sure on this one either, might have been for some scrapped achievements? There are three keys, Objective_RescuedVillager, LovikaDecorActor, and cannot-attach-projectiles. All of these take an int for values.

items [{}]: An array of objects, this is the player's inventory. The first three are your equipped gear and the next 3 are your artifacts. The format of items is detailed in another article.

itemsFound [str]: Pretty self-explanatory. An array of item names that tell what items the player has picked up at least once.

legendaryStatus (int): Not sure about this one, but my value is 0.

lobbychest_progress {key (9)}: Each key denotes a lobby chest, each key also takes an object as its value. The objects' only key is unlockedTimes which takes an int for a value.

mapUIState {}: This object give details about the current state of the level selection map including: the positon of the camera, selected difficulty, last selected mission, selected realm, and the selected threat level.