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Tags Reference

ABKQPO edited this page Apr 25, 2026 · 1 revision

Tags Reference

This page lists the built-in runtime tags registered by DefaultExtensions.

Usage Rules

  • Tags can appear either in block context or inline context depending on the compiler.
  • Invalid tags or invalid attributes render guide errors inline instead of silently failing.
  • Large feature tags such as recipes and 3D scenes are documented in their own pages:

Inline And Flow Tags

Tag Purpose Key attributes
<a> internal/external link and optional anchor name href, title, name
<br> line break clear="none|left|right|all"
<Color> colored inline text id or color
<Tooltip> rich hover tooltip with markdown/tag children label
<PlayerName> inserts current player username none
<KeyBind> inserts keybinding display name id
<ItemImage> inline item icon id, scale, noTooltip, yOffset
<ItemLink> item tooltip + optional navigation link id
<CommandLink> clickable chat command link command, title, close

Block Tags

Tag Purpose Key attributes
<div> pass-through block wrapper none
<Row> horizontal flex layout gap, alignItems, fullWidth
<Column> vertical flex layout gap, alignItems, fullWidth
<ItemGrid> compact grid of item icons children must be <ItemIcon id="..."/>
<BlockImage> block item-form icon id, scale
<FloatingImage> floated image block src, align, title, width, height
<SubPages> navigation child listing id, alphabetical
<CategoryIndex> list pages from a category category
<Structure> 2.5D isometric block layout view width, height
<Recipe>, <RecipeFor>, <RecipesFor> recipe renderers see Recipes
<GameScene>, <Scene> 3D guide scene see GameScene

Tag Details

<a>

Acts like an HTML-style anchor tag:

<a href="subpage.md" title="Go to subpage">Open Subpage</a>
<a href="https://example.com">External Link</a>
<a name="details" />
  • href can be relative, rooted, explicit modid:path, or HTTP/HTTPS
  • title becomes the tooltip
  • name inserts a page anchor target

<br>

GuideNH also supports an MDX break tag with float clearing:

Text before.<br clear="all" />Text after.

Accepted clear values:

  • none
  • left
  • right
  • all

<Color>

Use either a symbolic color id or an explicit hex value:

<Color id="RED">Symbolic red</Color>
<Color color="#FF00D2FC">ARGB or RGB color</Color>

Rules:

  • id and color are mutually exclusive in practice; provide one
  • color accepts #RRGGBB, #AARRGGBB, or transparent

<Tooltip>

Creates underlined text that opens a rich content tooltip on hover.

<Tooltip label="Hover me">
  **Bold text**
  <ItemImage id="minecraft:diamond" />
</Tooltip>

If label is omitted, the trigger text defaults to tooltip.

<PlayerName>

Inserts the current Minecraft session username:

Welcome, <PlayerName />!

<KeyBind>

Looks up a keybinding by either:

  • category.description
  • or just description

Example:

Press <KeyBind id="key.jump" /> to jump.

<ItemImage>

Shows an inline item icon.

Attribute Meaning
id required item reference
scale float, default 1
noTooltip truthy string or empty attribute suppresses tooltip
yOffset integer pixel offset override at scale 1

Example:

<ItemImage id="minecraft:diamond" scale="2" />
<ItemImage id="minecraft:diamond_sword" noTooltip="true" />

<ItemLink>

Creates a text link using the item's display name and item tooltip. If item_ids points to a guide page, clicking navigates to it.

<ItemLink id="minecraft:compass" />

<CommandLink>

Sends a chat command when clicked.

Attribute Meaning
command required, must start with /
title optional tooltip heading
close parsed boolean attribute; currently parsed but not used to close the guide

Example:

<CommandLink command="/tp @s 0 90 0" title="Teleport">Teleport!</CommandLink>

<Row> And <Column>

Flex-style containers for block content.

Attribute Meaning
gap integer gap between children, default 5
alignItems start, center, end
fullWidth boolean expression, default false

Example:

<Row gap="8" alignItems="center">
  <ItemImage id="minecraft:iron_ingot" />
  <ItemImage id="minecraft:gold_ingot" />
</Row>

<ItemGrid>

Renders a compact item grid. Children must be raw <ItemIcon> elements, which are parsed directly by the grid compiler.

<ItemGrid>
  <ItemIcon id="minecraft:iron_ingot" />
  <ItemIcon id="minecraft:gold_ingot" />
  <ItemIcon id="minecraft:redstone" />
</ItemGrid>

<BlockImage>

Renders the item form of a block:

<BlockImage id="minecraft:crafting_table" scale="3" />

<FloatingImage>

See Images And Assets for the full behavior.

<SubPages> And <CategoryIndex>

See Navigation for full navigation behavior.

<Structure>

See Examples and GameScene when deciding whether to use a static structure preview or a full 3D scene.

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