Difference between revisions of "Registry Data"

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Registries are repositories of data that contain entries pertaining to certain aspects of the game, such as the world, the player, among others.
 
Registries are repositories of data that contain entries pertaining to certain aspects of the game, such as the world, the player, among others.
 +
 +
The ability for the server to send customized registries to the client was introduced in 1.16.3, which allows for a great deal of customization over certain features of the game.
 +
 +
= Overview =
  
 
The server sends these registries to the client via [[Protocol#Registry_Data|Registry Data]] packet during the configuration phase.
 
The server sends these registries to the client via [[Protocol#Registry_Data|Registry Data]] packet during the configuration phase.
 
== Format ==
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 9: Line 11:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  ! colspan="2"| Field Name
  ! Field Type
+
  ! colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | rowspan="1"| 0x05
+
  | rowspan="6"| [[Protocol#Registry_Data|Varies]]
  | rowspan="1"| Configuration
+
  | rowspan="6"| Configuration
  | rowspan="1"| Client
+
  | rowspan="6"| Client
  | Registry Data
+
  |-
  | [[NBT|NBT Tag Compound]]
+
| colspan="2"| Registry ID
  | Information included below.
+
| colspan="2"| {{Type|Identifier}}
 +
|
 +
|-
 +
| colspan="2"| Entry Count
 +
| colspan="2"| {{Type|VarInt}}
 +
| Number of entries in the following array.
 +
|-
 +
| rowspan="3"| Entries
 +
| Entry ID
 +
| rowspan="3"| {{Type|Array}}
 +
| {{Type|Identifier}}
 +
|
 +
|-
 +
| Has Data
 +
  | {{Type|Boolean}}
 +
| Whether the entry has any data following.
 +
|-
 +
| Data
 +
| {{Type|NBT}}
 +
  | Entry data. Only present if Has Data is true.
 
  |}
 
  |}
  
The '''Registry Data''' field represents a list of all available registries in the form of a [[NBT#Specification:compound_tag|Compound Tag]]. Elements in this compound are defined by the [[#Registry|registry information]], associated with the registry's name, as shown in the example below:
+
The structure of the entries' data depends on the registry specified in the packet. The structure for each [[#Available_Registries|available registry]] is defined below.
 +
 
 +
Throughout the configuration phase, the server will send multiple [[Protocol#Registry_Data|Registry Data]] packets, each one pertaining to a different registry.
 +
 
 +
== Client/Server Exchange ==
 +
 
 +
In order to save bandwidth, the server omits the data for entries pertaining to a data pack that is mutually supported by both the client and server. The exchange is as follows:
 +
 
 +
# '''S'''→'''C''': [[Protocol#Clientbound_Known_Packs|Clientbound Known Packs]]
 +
# '''C'''→'''S''': [[Protocol#Serverbound_Known_Packs|Serverbound Known Packs]]
 +
# ''Server computes the mutually supported data packs''
 +
# '''S'''→'''C''': Multiple [[Protocol#Registry_Data|Registry Data]] (excluding mutually supported data)
 +
 
 +
 
 +
{{Warning2|The ordering in which the entries of a registry are sent defines the numeric ID that they will be assigned to. It is essential to maintain consistency between server and client, since many parts of the protocol reference these entries by their ID. The client will disconnect upon receiving a reference to a non-existing entry.}}
  
<syntaxhighlight lang="java">
+
= Available Registries =
{
 
    "minecraft:dimension_type": { /* Registry */ },
 
    "minecraft:worldgen/biome": { /* Registry */ },
 
    "minecraft:chat_type": { /* Registry */ },
 
    ...
 
}
 
</syntaxhighlight>
 
  
=== Registry ===
+
The current release specification allows for eight different registries to be sent to the client. A brief explanation of each of them is presented below, along with the format of their entries' element field.
  
The Registry [[NBT#Specification:compound_tag|Compound Tag]] specifies the type of the registry, and a list of [[#Registry_Entry|registry entries]].
+
'''Fields marked in <span style="border: solid 1px black; background: #d4ecfc; color: #d4ecfc;">__</span> blue represent data for server-side exclusive operations, and thus have no visible impact on the client.'''
  
{{warning|The name of the registry in the Registry Data is always the same to the registry type in the Notchian implementation.}}
+
== Armor Trim Material ==
 +
 
 +
The <code>minecraft:trim_material</code> registry. It defines various visual properties of trim materials in armors.  
  
 
{| class="wikitable"
 
{| class="wikitable"
  !Name
+
  ! colspan="3"|Name
  !Type
+
  ! colspan="2"|Type
  !style="width: 250px;" colspan="2"| Notes
+
  !style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 +
|-
 +
| colspan="3"| asset_name
 +
| colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 +
| colspan="2"| The trim color model to be rendered on top of the armor.
 +
The Notchian client uses the corresponding asset located at <code>trims/color_palettes</code>.
 +
| colspan="2"| Example: "minecraft:amethyst".
 +
|-
 +
| colspan="3"| ingredient
 +
| colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 +
| colspan="2"| The ingredient used.
 +
This has the visual effect of showing the trimmed armor model on the Smithing Table when the correct item is placed.
 +
| colspan="2"| Example: "minecraft:copper_ingot".
 +
|-
 +
| colspan="3"| item_model_index
 +
| colspan="2"| [[NBT#Specification:float_tag|Float Tag]]
 +
| colspan="2"| Color index of the trim on the armor item when in the inventory.
 +
| colspan="2"| Default values vary between 0.1 and 1.0.
 
  |-
 
  |-
  | type
+
  | colspan="3"| override_armor_materials
  | TAG_String
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
  | The type of the registry.
+
  | colspan="2"| Asset for different types of armor materials, which overrides the value specified in the asset_name field.
 +
The Notchian client uses this to give a darker color shade when a trim material is applied to armor of the same material, such as iron applied to iron armor.
 +
| colspan="2"| The key can be either:
 +
* <code>leather</code>
 +
* <code>chainmail</code>
 +
* <code>iron</code>
 +
* <code>gold</code>
 +
* <code>diamond</code>
 +
* <code>turtle</code>
 +
* <code>netherite</code>
 +
The value accepts the same values as asset_name.
 
  |-
 
  |-
  | value
+
  | colspan="3"| description
  | TAG_List of TAG_Compound
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]] or [[NBT#Specification:string_tag|String Tag]]
  | List of [[#Registry_Entry|registry entries]].
+
| colspan="2"| The name of the trim material to be displayed on the armor tool-tip.
 +
Any styling used in this component is also applied to the trim pattern description.
 +
  | colspan="2"| See [[Text formatting]].
 
  |}
 
  |}
  
=== Registry Entry ===
+
== Armor Trim Pattern ==
  
The Registry Entry [[NBT#Specification:compound_tag|Compound Tag]] specifies a single entry of a [[#Registry|Registry]].
+
The <code>minecraft:trim_pattern</code> registry. It defines various visual properties of trim patterns in armors.
 +
 
 +
{{Need Info|The <code>decal</code> field seems to exist to prevent overlapping between the armor model and the trim model. What exact effect does it have?}}
  
 
{| class="wikitable"
 
{| class="wikitable"
  !Name
+
  ! colspan="3"|Name
  !Type
+
  ! colspan="2"|Type
  !style="width: 250px;" colspan="2"| Notes
+
  !style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 
  |-
 
  |-
  | name
+
  | colspan="3"| asset_id
  | TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
  | The name of the entry.
+
  | colspan="2"| The trim pattern model to be rendered on top of the armor.
 +
The Notchian client uses the corresponding asset located at <code>trims/models/armor</code>.
 +
| colspan="2"| Example: "minecraft:coast".
 
  |-
 
  |-
  | id
+
  | colspan="3"| template_item
  | TAG_Int
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
  | The protocol ID of the entry.
+
  | colspan="2"| The template item used for this trim.
 +
This has the visual effect of showing the trimmed armor model on the Smithing Table when the correct item is placed.
 +
| colspan="2"| Example: "minecraft:coast_armor_trim_smithing_template".
 
  |-
 
  |-
  | element
+
  | colspan="3"| description
  | TAG_Compound
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]] or [[NBT#Specification:string_tag|String Tag]]
  | The actual data of the entry.
+
  | colspan="2"| The name of the trim pattern to be displayed on the armor tool-tip.
{{warning|This field is context-dependent and is based on the '''type''' field of its [[#Registry|Registry]].}}
+
| colspan="2"| See [[Text formatting]].
 +
|-
 +
| colspan="3"| decal
 +
| colspan="2"| [[NBT#Specification:byte_tag|Byte Tag]]
 +
| colspan="2"| Whether this trim is a decal.
 +
| colspan="2"| 1: true, 0: false.
 
  |}
 
  |}
  
== Required Registries ==
+
== Banner Pattern ==
  
The current release specification allows for six different registries to be sent to the client, six of which are required. A brief explanation of each of them is presented below, along with the format of their entries' element field.
+
The <code>minecraft:banner_pattern</code> registry. It defines the textures for different banner patterns.  
  
=== Armor Trim Material ===
+
{| class="wikitable"
 +
! Name
 +
! Type
 +
! Meaning
 +
! Values
 +
|-
 +
| asset_id
 +
| [[NBT#Specification:string_tag|String Tag]]
 +
| The texture of the pattern.
 +
The Notchian client uses the corresponding asset located at <code>textures/entity/banner</code> or <code>textures/entity/shield</code>, depending on the case.
 +
| Example: "minecraft:diagonal_left".
 +
|-
 +
| translation_key
 +
| [[NBT#Specification:string_tag|String Tag]]
 +
| The translation key representing the banner pattern, shown in the item's tooltip.
 +
It is appended to the banner color when used, resulting in <code><translation_key>.<color></code>.
 +
| Example: "block.minecraft.banner.diagonal_left.blue", which translates to "Blue Per Bend Sinister".
 +
|}
  
The <code>minecraft:trim_material</code> registry.
+
== Biome ==
 
 
=== Armor Trim Pattern ===
 
 
 
The <code>minecraft:trim_pattern</code> registry.
 
 
 
=== Biome ===
 
  
 
The <code>minecraft:worldgen/biome</code> registry. It defines several aesthetic characteristics of the biomes present in the game.
 
The <code>minecraft:worldgen/biome</code> registry. It defines several aesthetic characteristics of the biomes present in the game.
  
{{warning|A registry entry for each biome implemented in the client must exist in the Biome registry, otherwise the client will crash with an exception due to the missing biome.}}
+
Biome entries are referenced in the [[Protocol#Chunk_Biomes|Chunk Biomes]] and [[Protocol#Chunk_Data_and_Update_Light|Chunk Data and Update Light]] packets.
 
 
Biome properties:
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 101: Line 182:
 
  ! colspan="2"|Values
 
  ! colspan="2"|Values
 
  |-
 
  |-
  | colspan="3"|has_precipitation
+
  | colspan="3"| has_precipitation
  | colspan="2"|TAG_Byte
+
  | colspan="2"| [[NBT#Specification:byte_tag|Byte Tag]]
 
  | colspan="2"| Determines whether or not the biome has precipitation.
 
  | colspan="2"| Determines whether or not the biome has precipitation.
 
  | colspan="2"| 1: true, 0: false.  
 
  | colspan="2"| 1: true, 0: false.  
|-
 
| colspan="3"| depth
 
| colspan="2"| Optional TAG_Float
 
| colspan="2"| The depth factor of the biome.
 
| colspan="2"| The default values vary between 1.5 and -1.8.
 
 
  |-
 
  |-
 
  | colspan="3"| temperature
 
  | colspan="3"| temperature
  | colspan="2"| TAG_Float
+
  | colspan="2"| [[NBT#Specification:float_tag|Float Tag]]
 
  | colspan="2"| The temperature factor of the biome.
 
  | colspan="2"| The temperature factor of the biome.
  | colspan="2"| The default values vary between 2.0 and -0.5.
+
Affects foliage and grass color if they are not explicitly set.
 +
  | colspan="2"| The default values vary between -0.5 and 2.0.
 
  |-
 
  |-
  | colspan="3"| scale
+
  | colspan="3"| temperature_modifier
  | colspan="2"| Optional TAG_Float
+
  | colspan="2"| Optional [[NBT#Specification:string_tag|String Tag]]
  | colspan="2"| ?
+
  | colspan="2"| Modifier that affects the resulting temperature.
  | colspan="2"| The default values vary between 1.225 and 0.0.
+
  | colspan="2"| Can be either:
 +
* <code>none</code>, for a static temperature throughout the biome (aside from variations depending on the height).
 +
* <code>frozen</code>, for pockets of warm temperature (0.2) to be randomly distributed throughout the biome. This is used on frozen ocean variants in the Notchian client to simulate spots of unfrozen water, where it always rains instead of snowing.
 
  |-
 
  |-
 
  | colspan="3"| downfall
 
  | colspan="3"| downfall
  | colspan="2"| TAG_Float
+
  | colspan="2"| [[NBT#Specification:float_tag|Float Tag]]
  | colspan="2"| ?
+
  | colspan="2"| The downfall factor of the biome.
  | colspan="2"| The default values vary between 1.0 and 0.0.
+
Affects foliage and grass color if they are not explicitly set.
 +
  | colspan="2"| The default values vary between 0.0 and 1.0.
 
  |-
 
  |-
  | colspan="3"| category
+
  | colspan="3"| effects
  | colspan="2"| Optional TAG_String
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]]
  | colspan="2"| The category of the biome.
+
  | colspan="2"| Biome special effects.
  | colspan="2"| Known values are "ocean", "plains", "desert", "forest", "extreme_hills", "taiga", "swamp", "river", "nether", "the_end", "icy", "mushroom", "beach", "jungle", "mesa", "savanna", and "none".
+
  | colspan="2"| See [[#Effects|Effects]].
 +
|}
 +
 
 +
=== Effects ===
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 
  |-
 
  |-
  | colspan="3"| temperature_modifier
+
  | colspan="3"| fog_color
  | colspan="2"| Optional TAG_String
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
  | colspan="2"| ?
+
  | colspan="2"| The color of the fog effect when looking past the view distance.
  | colspan="2"| The only known value is "frozen".
+
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | rowspan="13"| effects
+
  | colspan="3"| water_color
  | colspan="2"| sky_color
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
| rowspan="11"| TAG_Compound
+
  | colspan="2"| The tint color of the water blocks.
| TAG_Int
+
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
  | colspan="2"| The color of the sky.
 
  | Example: 8364543, which is #7FA1FF in RGB.
 
 
  |-
 
  |-
  | colspan="2"| water_fog_color
+
  | colspan="3"| water_fog_color
  | TAG_Int
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
  | colspan="2"| Possibly the tint color when swimming.
+
  | colspan="2"| The color of the fog effect when looking past the view distance when underwater.
  | Example: 8364543, which is #7FA1FF in RGB.
+
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | colspan="2"| fog_color
+
  | colspan="3"| sky_color
  | TAG_Int
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
  | colspan="2"| Possibly the color of the fog effect when looking past the view distance.
+
  | colspan="2"| The color of the sky.
  | Example: 8364543, which is #7FA1FF in RGB.
+
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | colspan="2"| water_color
+
  | colspan="3"| foliage_color
  | TAG_Int
+
  | colspan="2"| Optional [[NBT#Specification:int_tag|Int Tag]]
  | colspan="2"| The tint color of the water blocks.
+
  | colspan="2"| The tint color of leaves.
  | Example: 8364543, which is #7FA1FF in RGB.
+
If not specified, the foliage color is calculated based on biome <code>temperature</code> and <code>downfall</code>.
 +
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | colspan="2"| foliage_color
+
  | colspan="3"| grass_color
  | Optional TAG_Int
+
  | colspan="2"| Optional [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| The tint color of the grass.
 
  | colspan="2"| The tint color of the grass.
  | Example: 8364543, which is #7FA1FF in RGB.
+
If not specified, the grass color is calculated based on biome <code>temperature</code> and <code>downfall</code>.
 +
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | colspan="2"| grass_color
+
  | colspan="3"| grass_color_modifier
  | Optional TAG_Int
+
  | colspan="2"| Optional [[NBT#Specification:string_tag|String Tag]]
  | colspan="2"| ?
+
  | colspan="2"| Modifier that affects the resulting grass color.
  | Example: 8364543, which is #7FA1FF in RGB.
+
  | colspan="2"| Can be either:
 +
* <code>none</code>, for a static grass color throughout the biome.
 +
* <code>dark_forest</code>, for a darker, and less saturated shade of the color.
 +
* <code>swamp</code>, for overriding it with two fixed colors (#4C763C and #6A7039), randomly distributed throughout the biome.
 
  |-
 
  |-
  | colspan="2"| grass_color_modifier
+
  | colspan="3"| particle
  | Optional TAG_String
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
  | colspan="2"| Unknown, likely affects foliage color.
+
  | colspan="2"| Ambient visual particles.
  | If set, known values are "swamp" and "dark_forest".
+
  | colspan="2"| See [[#Particle|Particle]].
 
  |-
 
  |-
  | colspan="2"| music
+
  | colspan="3"| ambient_sound
  | Optional TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:string_tag|String Tag]] or [[NBT#Specification:compound_tag|Compound Tag]]
  | colspan="2"| Music properties for the biome.
+
  | colspan="2"| Ambient soundtrack that starts playing when entering the biome, and fades out when exiting it.
  | If present, contains the fields: replace_current_music (TAG_Byte), sound (TAG_String), max_delay (TAG_Int), min_delay (TAG_Int).
+
  | colspan="2"| Can be either:
 +
* as a [[NBT#Specification:string_tag|String Tag]]: the ID of a soundtrack, such as "minecraft:ambient.basalt_deltas.loop".
 +
* as a [[NBT#Specification:compound_tag|Compound Tag]]: see [[#Ambient sound|Ambient sound]].
 
  |-
 
  |-
  | colspan="2"| ambient_sound
+
  | colspan="3"| mood_sound
  | Optional TAG_String
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
  | colspan="2"| Ambient soundtrack.
+
  | colspan="2"| Additional ambient sound that plays in moody situations. Moodiness increases when blocks around the player are at both sky and block light level zero, and decreases otherwise.
| If present, the ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.loop".
+
The moodiness calculation happens once per tick, and after reaching a certain value, the ambient mood sound is played.
 +
| colspan="2"| See [[#Mood sound|Mood sound]].
 
  |-
 
  |-
  | colspan="2"| additions_sound
+
  | colspan="3"| additions_sound
  | Optional TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
  | colspan="2"| Additional ambient sound that plays randomly.
+
  | colspan="2"| Additional ambient sound that has a chance of playing randomly every tick.
  | If present, contains the fields: sound (TAG_String), tick_chance (TAG_Double).
+
  | colspan="2"| See [[#Additions sound|Additions sound]].
 
  |-
 
  |-
  | colspan="2"| mood_sound
+
| colspan="3"| music
  | Optional TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
  | colspan="2"| Additional ambient sound that plays at an interval.
+
  | colspan="2"| Music properties for the biome.
  | If present, contains the fields: sound (TAG_String), tick_delay (TAG_Int), offset (TAG_Double), block_search_extent (TAG_Int).
+
  | colspan="2"| See [[#Music|Music]].
 +
  |}
 +
 
 +
=== Particle ===
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 
  |-
 
  |-
  | rowspan="2"| particle
+
  | colspan="3"| options
| probability
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]]
  | rowspan="2"| Optional TAG_Compound
+
  | colspan="2"| Particle type and related options.
| TAG_FLOAT
+
  | colspan="2"| See [[#Particle options|Particle options]].
  | rowspan="2"| Particles that appear randomly in the biome.
 
  | Possibly the probability of spawning the particle.
 
| ?
 
 
  |-
 
  |-
  | options
+
  | colspan="3"| probability
  | TAG_COMPOUND
+
  | colspan="2"| [[NBT#Specification:float_tag|Float Tag]]
  | The properties of the particle to spawn.
+
  | colspan="2"| The chance for the particle to be spawned. Ambient particles are attempted to be spawned multiple times every tick.
  | Contains the field "type" (TAG_String), which identifies the particle type.
+
  | colspan="2"| The default values vary between 0.0 and 1.0.
 
  |}
 
  |}
  
=== Chat Type ===
+
=== Particle options ===
  
The <code>minecraft:chat_type</code> registry. <add some explanation here>
+
{{Need Info|The extra data specified in the [[Protocol#Particle|Particle]] definitions is missing information to allow the particle to be successfully serialized as NBT.<br>Is it here the best place to define them, or somewhere else?}}
  
Chat type "chat" and "narration":
+
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 +
|-
 +
| colspan="3"| type
 +
| colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 +
| colspan="2"| The name of the particle.
 +
| colspan="2"| See [[Protocol#Particle|protocol particle data]].
 +
|-
 +
| colspan="3"| value
 +
| colspan="2"| Optional Varies
 +
| colspan="2"| Any necessary extra data to fully define the particle.
 +
| colspan="2"| See [[Protocol#Particle|protocol particle data]].
 +
|}
 +
 
 +
=== Ambient sound ===
  
 
{| class="wikitable"
 
{| class="wikitable"
  !Name
+
  ! colspan="3"|Name
  !Type
+
  ! colspan="2"|Type
  !style="width: 250px;" colspan="2"| Notes
+
  !style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 
  |-
 
  |-
  | translation_key
+
  | colspan="3"| sound_id
  | TAG_String
+
| colspan="2"| [[NBT#Specification:string_tag|String Tag]]
  |  
+
  | colspan="2"| The ID of a soundtrack
 +
  | colspan="2"| Example: "minecraft:ambient.basalt_deltas.loop"
 
  |-
 
  |-
  | style
+
  | colspan="3"| range
| TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:float_tag|Float Tag]]
  | Similar to Chat JSON (only present in "chat" TAG_Compound)
+
  | colspan="2"| The range of the sound. If not specified, the volume is used to calculate the effective range.
|-
+
  | colspan="2"|
  | parameters
 
| TAG_List of TAG_String
 
  | Values can be "sender", "target" and "content"
 
 
  |}
 
  |}
  
=== Damage Type ===
+
=== Mood sound ===
  
The <code>minecraft:damage_type</code> registry.
+
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 +
|-
 +
| colspan="3"| sound
 +
| colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 +
| colspan="2"| The ID of a soundtrack.
 +
| colspan="2"| Example: "minecraft:ambient.basalt_deltas.mood"
 +
|-
 +
| colspan="3"| tick_delay
 +
| colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
 +
| colspan="2"| Defines the rate at which the moodiness increase, and also the minimum time between plays.
 +
| colspan="2"| The default value is always 6000.
 +
|-
 +
| colspan="3"| block_search_extent
 +
| colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
 +
| colspan="2"| The radius used for the block search around the player during moodiness calculation.
 +
| colspan="2"| The default value is always 8.
 +
|-
 +
| colspan="3"| offset
 +
| colspan="2"| [[NBT#Specification:double_tag|Double Tag]]
 +
| colspan="2"| The distance offset from the player when playing the sound.
 +
The sound plays in the direction of the selected block during moodiness calculation, and is magnified by the offset.
 +
| colspan="2"| The default value is always 2.0.
 +
|}
  
=== Dimension Type ===
+
=== Additions sound ===
  
The <code>minecraft:dimension_type</code> registry. It defines the types of dimension that can be attributed to a world, along with all their characteristics.
+
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 +
|-
 +
| colspan="3"| sound
 +
| colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 +
| colspan="2"| The ID of a soundtrack.
 +
| colspan="2"| Example: "minecraft:ambient.basalt_deltas.additions"
 +
|-
 +
| colspan="3"| tick_chance
 +
| colspan="2"| [[NBT#Specification:double_tag|Double Tag]]
 +
| colspan="2"| The chance of the sound playing during the tick.
 +
| colspan="2"| The default value is always 0.0111.
 +
|}
  
Dimension type:
+
=== Music ===
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Name
+
  ! colspan="3"|Name
  ! Type
+
  ! colspan="2"|Type
 
  !style="width: 250px;" colspan="2"| Meaning
 
  !style="width: 250px;" colspan="2"| Meaning
  ! Values
+
  ! colspan="2"|Values
 +
|-
 +
| colspan="3"| sound
 +
| colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 +
| colspan="2"| The ID of a soundtrack.
 +
| colspan="2"| Example: "minecraft:music.nether.basalt_deltas"
 
  |-
 
  |-
  | piglin_safe
+
  | colspan="3"| min_delay
  | TAG_Byte
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
  | colspan="2"| Whether piglins shake and transform to zombified piglins.
+
  | colspan="2"| The minimum time in ticks since the last music finished for this music to be able to play.
  | 1: true, 0: false.
+
  | colspan="2"| The default value is always 12000.
 
  |-
 
  |-
  | has_raids
+
  | colspan="3"| max_delay
  | TAG_Byte
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
  | colspan="2"| Whether players with the Bad Omen effect can cause a raid.
+
  | colspan="2"| The maximum time in ticks since the last music finished for this music to be able to play.
  | 1: true, 0: false.
+
  | colspan="2"| The default value is always 24000.
 
  |-
 
  |-
  | monster_spawn_light_level
+
  | colspan="3"| replace_current_music
  | TAG_Int or TAG_Compound
+
  | colspan="2"| [[NBT#Specification:byte_tag|Byte Tag]]
  | Possibly the light level(s) at which monsters can spawn.
+
  | colspan="2"| Whether this music can replace the current one.
  | colspan="2"| When TAG_Int, 0 - 15. When TAG_Compound, contains the fields: type (TAG_String), appears to be always "minecraft:uniform", and value (TAG_Compound), which contains the fields: max_inclusive (TAG_Int), min_inclusive (TAG_Int).
+
  | colspan="2"| 1: true, 0: false.
 +
|}
 +
 
 +
== Chat Type ==
 +
 
 +
The <code>minecraft:chat_type</code> registry. It defines the different types of in-game chat and how they're formatted.
 +
 
 +
Chat type entries are referenced in the [[Protocol#Disguised_Chat_Message|Disguised Chat Message]] and [[Protocol#Player_Chat_Message|Player Chat Message]] packets.
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 
  |-
 
  |-
  | monster_spawn_block_light_limit
+
  | colspan="3"| chat
  | TAG_Int
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]]
  | colspan="2"|
+
  | colspan="2"| The chat decoration.
  |
+
  | colspan="2"| See [[#Decoration|Decoration]].
 
  |-
 
  |-
  | natural
+
  | colspan="3"| narration
  | TAG_Byte
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]]
  | colspan="2"| When false, compasses spin randomly. When true, nether portals can spawn zombified piglins.
+
  | colspan="2"| The narration decoration.
  | 1: true, 0: false.
+
| colspan="2"| See [[#Decoration|Decoration]].
 +
  |}
 +
 
 +
=== Decoration ===
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|Name
 +
! colspan="2"|Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! colspan="2"|Values
 
  |-
 
  |-
  | ambient_light
+
  | colspan="3"| translation_key
  | TAG_Float
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
  | colspan="2"| How much light the dimension has.
+
  | colspan="2"| The translation key representing the chat format. It can also be a formatting string directly.
  | 0.0 to 1.0.
+
  | colspan="2"| Example: "chat.type.text", which translates to "<%s> %s".
 
  |-
 
  |-
  | fixed_time
+
  | colspan="3"| style
  | Optional TAG_Long
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
  | colspan="2"| If set, the time of the day is the specified value.
+
  | colspan="2"| Optional styling to be applied on the final message.
  | If set, 0 to 24000.
+
Not present in the narration decoration.
 +
  | colspan="2"| See [[Text formatting#Styling fields]].
 
  |-
 
  |-
  | infiniburn
+
  | colspan="3"| parameters
  | TAG_String
+
| colspan="2"| [[NBT#Specification:list_tag|List Tag]] of [[NBT#Specification:string_tag|String Tag]]
  | colspan="2"| A resource location defining what block tag to use for infiniburn.
+
  | colspan="2"| Placeholders used when formatting the string given by the translation_key field.
  | "#" or minecraft resource "#minecraft:...".
+
  | colspan="2"| Can be either:
 +
* <code>sender</code>, for the name of the player sending the message.
 +
* <code>target</code>, for the name of the player receiving the message, which may be empty.
 +
* <code>content</code>, for the actual message.
 +
|}
 +
 
 +
== Damage Type ==
 +
 
 +
The <code>minecraft:damage_type</code> registry. It defines the different types of damage an entity can sustain.
 +
 
 +
Damage type entries are referenced in the [[Protocol#Damage_Event|Damage Event]] packet.
 +
 
 +
{| class="wikitable"
 +
! Name
 +
! Type
 +
!style="width: 40%;" | Meaning
 +
! Values
 +
|- style="background: #d4ecfc;"
 +
| message_id
 +
| [[NBT#Specification:string_tag|String Tag]]
 +
| Id of the death message. The full message is displayed as <code>death.attack.<message_id></code>.
 +
  | Example: "onFire".
 +
|- style="background: #d4ecfc;"
 +
| scaling
 +
| [[NBT#Specification:string_tag|String Tag]]
 +
| Whether the damage taken scales with the difficulty.
 +
| Can be either:
 +
* <code>never</code>
 +
* <code>when_caused_by_living_non_player</code>
 +
* <code>always</code>
 +
|- style="background: #d4ecfc;"
 +
| exhaustion
 +
| [[NBT#Specification:float_tag|Float Tag]]
 +
| The amount of exhaustion caused when suffering this type of damage.
 +
| Default values are either 0.0 or 0.1.
 
  |-
 
  |-
  | respawn_anchor_works
+
  | effects
  | TAG_Byte
+
  | Optional [[NBT#Specification:string_tag|String Tag]]
  | colspan="2"| Whether players can charge and use respawn anchors.
+
| Effect played when the player suffers this damage, including the sound that is played.
  | 1: true, 0: false.
+
| Can be either:
 +
* <code>hurt</code>
 +
* <code>thorns</code>
 +
* <code>drowning</code>
 +
* <code>burning</code>
 +
* <code>poking</code>
 +
* <code>freezing</code>
 +
  |- style="background: #d4ecfc;"
 +
| death_message_type
 +
| Optional [[NBT#Specification:string_tag|String Tag]]
 +
| Defines how the death message is constructed.
 +
| Can be either:
 +
* <code>default</code>, for the message to be built normally.
 +
* <code>fall_variants</code>, for the most significant fall damage to be considered.
 +
* <code>intentional_game_design</code>, for [https://bugs.mojang.com/browse/MCPE-28723 MCPE-28723] to be considered as an argument when translating the message.
 +
|}
 +
 
 +
== Dimension Type ==
 +
 
 +
The <code>minecraft:dimension_type</code> registry. It defines the types of dimension that can be attributed to a world, along with all their characteristics.
 +
 
 +
Dimension type entries are referenced in the [[Protocol#Login_(play)|Login (play)]] and [[Protocol#Respawn|Respawn]] packets.
 +
 
 +
{| class="wikitable"
 +
  ! Name
 +
! Type
 +
!style="width: 40%;" | Meaning
 +
! Values
 +
|- style="background: #d4ecfc;"
 +
| fixed_time
 +
| Optional [[NBT#Specification:long_tag|Long Tag]]
 +
| If set, the time of the day fixed to the specified value.
 +
| Allowed values vary between 0 and 24000.
 
  |-
 
  |-
 
  | has_skylight
 
  | has_skylight
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
  | colspan="2"| Whether the dimension has skylight access or not.
+
  | Whether the dimension has skylight access or not.
 +
| 1: true, 0: false.
 +
|- style="background: #d4ecfc;"
 +
| has_ceiling
 +
| [[NBT#Specification:byte_tag|Byte Tag]]
 +
| Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster.
 +
| 1: true, 0: false.
 +
|- style="background: #d4ecfc;"
 +
| ultrawarm
 +
| [[NBT#Specification:byte_tag|Byte Tag]]
 +
| Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
 
  |-
 
  |-
 +
| natural
 +
| [[NBT#Specification:byte_tag|Byte Tag]]
 +
| When false, compasses spin randomly. When true, nether portals can spawn zombified piglins.
 +
| 1: true, 0: false.
 +
|- style="background: #d4ecfc;"
 +
| coordinate_scale
 +
| [[NBT#Specification:double_tag|Double Tag]]
 +
| The multiplier applied to coordinates when traveling to the dimension.
 +
| Allowed values vary between 1e-5 (0.00001) and 3e7 (30000000).
 +
|- style="background: #d4ecfc;"
 
  | bed_works
 
  | bed_works
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
  | colspan="2"| Whether players can use a bed to sleep.
+
| Whether players can use a bed to sleep.
 +
| 1: true, 0: false.
 +
  |- style="background: #d4ecfc;"
 +
| respawn_anchor_works
 +
| [[NBT#Specification:byte_tag|Byte Tag]]
 +
| Whether players can charge and use respawn anchors.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
|-
 
| effects
 
| TAG_String
 
| colspan="2"| ?
 
| "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end" or something else.
 
 
  |-
 
  |-
 
  | min_y
 
  | min_y
  | TAG_Int
+
  | [[NBT#Specification:int_tag|Int Tag]]
  | colspan="2"| The minimum Y level.
+
  | The minimum Y level.
  | A multiple of 16. Example: -64
+
  | Allowed values vary between -2032 and 2031, and must also be a multiple of 16.
 +
{{warning|min_y + height cannot exceed 2032.}}
 
  |-
 
  |-
 
  | height
 
  | height
  | TAG_Int
+
  | [[NBT#Specification:int_tag|Int Tag]]
  | colspan="2"| The maximum height.
+
| The maximum height.
  | A multiple of 16. Example: 256
+
  | Allowed values vary between 16 and 4064, and must also be a multiple of 16.
 +
{{warning|min_y + height cannot exceed 2032.}}
 +
|- style="background: #d4ecfc;"
 +
| logical_height
 +
| [[NBT#Specification:int_tag|Int Tag]]
 +
| The maximum height to which chorus fruits and nether portals can bring players within this dimension. (Must be lower than height)
 +
  | Allowed values vary between 0 and 4064, and must also be a multiple of 16.
 +
{{warning|logical_height cannot exceed the height.}}
 +
|- style="background: #d4ecfc;"
 +
| infiniburn
 +
| [[NBT#Specification:string_tag|String Tag]]
 +
| A resource location defining what block tag to use for infiniburn.
 +
| "#" or minecraft resource "#minecraft:...".
 
  |-
 
  |-
  | logical_height
+
  | effects
  | TAG_Int
+
  | [[NBT#Specification:string_tag|String Tag]]
  | colspan="2"| The maximum height to which chorus fruits and nether portals can bring players within this dimension. (Must be lower than height)
+
  | Defines special dimensional effects, which includes:
  | 0-384.
+
* Cloud level: Height at which clouds appear, if at all.
 +
* Sky type: Whether it's the normal sky with sun and moon; the low-visibility, foggy sky of the nether; or the static sky of the end.
 +
* Forced light map: Whether a bright light map is forced, siimilar to the night vision effect.
 +
* Constant ambient light: Whether blocks have shade on their faces.
 +
  | Can be either:
 +
* <code>minecraft:overworld</code>, for clouds at 192, normal sky type, normal light map and normal ambient light.
 +
* <code>minecraft:the_nether</code>, for '''no clouds''', nether sky type, normal light map and '''constant''' ambient light.
 +
* <code>minecraft:the_end</code>, for '''no clouds''', end sky type, '''forced''' light map and normal ambient light.
 
  |-
 
  |-
  | coordinate_scale
+
  | ambient_light
  | TAG_Double
+
  | [[NBT#Specification:float_tag|Float Tag]]
  | colspan="2"| The multiplier applied to coordinates when traveling to the dimension.
+
  | How much light the dimension has. Used as interpolation factor when calculating the brightness generated from sky light.
  | 0.00001 - 30000000.0
+
  | The default values are 0.0 and 0.1, 0.1 for the nether and 0.0 for the other dimensions.
 
  |-
 
  |-
  | ultrawarm
+
  | piglin_safe
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
  | colspan="2"| Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner.
+
  | Whether piglins shake and transform to zombified piglins.
 +
| 1: true, 0: false.
 +
|- style="background: #d4ecfc;"
 +
| has_raids
 +
| [[NBT#Specification:byte_tag|Byte Tag]]
 +
| Whether players with the Bad Omen effect can cause a raid.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
 +
|- style="background: #d4ecfc;"
 +
| monster_spawn_light_level
 +
| [[NBT#Specification:int_tag|Int Tag]] or [[NBT#Specification:compound_tag|Compound Tag]]
 +
| During a monster spawn attempt, this is the maximum allowed light level for it to succeed. It can be either a fixed value, or one of several types of distributions.
 +
| Can be either:
 +
* as a [[NBT#Specification:int_tag|Int Tag]]: Allowed values vary between 0 and 15.
 +
* as a [[NBT#Specification:compound_tag|Compound Tag]]: See [https://minecraft.wiki/w/Dimension_type here].
 +
|- style="background: #d4ecfc;"
 +
| monster_spawn_block_light_limit
 +
| [[NBT#Specification:int_tag|Int Tag]]
 +
| Maximum allowed block light level monster spawn attempts to happen.
 +
| Allowed values vary between 0 and 15.
 +
The default values are 0 and 15, 15 for the nether (where monsters can spawn anywhere) and 0 for other dimensions (where monsters can only spawn naturally in complete darkness).
 +
|}
 +
 +
== Wolf Variant ==
 +
 +
The <code>minecraft:wolf_variant</code> registry. It defines the textures for different wolf variants.
 +
 +
{| class="wikitable"
 +
! Name
 +
! Type
 +
! Meaning
 +
! Values
 +
|-
 +
| wild_texture
 +
| [[NBT#Specification:string_tag|String Tag]]
 +
| The texture for the wild version of this wolf.
 +
The Notchian client uses the corresponding asset located at <code>textures</code>.
 +
| Example: "minecraft:entity/wolf/wolf_ashen".
 +
|-
 +
| tame_texture
 +
| [[NBT#Specification:string_tag|String Tag]]
 +
| The texture for the tamed version of this wolf.
 +
The Notchian client uses the corresponding asset located at <code>textures</code>.
 +
| Example: "minecraft:entity/wolf/wolf_ashen_tame".
 
  |-
 
  |-
  | has_ceiling
+
  | angry_texture
  | TAG_Byte
+
  | [[NBT#Specification:string_tag|String Tag]]
  | colspan="2"| Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster.
+
| The texture for the angry version of this wolf.
  | 1: true, 0: false.
+
The Notchian client uses the corresponding asset located at <code>textures</code>.
 +
  | Example: "minecraft:entity/wolf/wolf_ashen_angry".
 +
|- style="background: #d4ecfc;"
 +
| biomes
 +
| [[NBT#Specification:string_tag|String Tag]] or [[NBT#Specification:compound_tag|Compound Tag]]
 +
| Biomes in which this wolf can spawn in.
 +
  | See [https://minecraft.wiki/w/Wolf#Wolf_variants here].
 
  |}
 
  |}
  
== Default Registries ==
+
= Default Registries =
  
The default registries in the JSON format is available for the following versions:
+
The default content of the registries is available in the JSON format for the following versions:
* [https://pastebin.com/guryvw56 1.20.1]
+
* [https://gist.github.com/WinX64/ab8c7a8df797c273b32d3a3b66522906 1.20.6]
 +
* [https://gist.github.com/WinX64/3675ffee90360e9fc1e45074e49f6ede 1.20.2]
 +
* [https://gist.github.com/WinX64/2d257d3df3c7ab9c4b02dc90be881ab2 1.20.1]
 
* [https://gist.github.com/nikes/aff59b758a807858da131a1881525b14 1.19.2]
 
* [https://gist.github.com/nikes/aff59b758a807858da131a1881525b14 1.19.2]
 
* [https://gist.github.com/rj00a/f2970a8ce4d09477ec8f16003b9dce86 1.19]
 
* [https://gist.github.com/rj00a/f2970a8ce4d09477ec8f16003b9dce86 1.19]
 +
 +
[[Category:Protocol Details]]
 +
[[Category:Minecraft Modern]]

Latest revision as of 20:17, 14 June 2024

Registries are repositories of data that contain entries pertaining to certain aspects of the game, such as the world, the player, among others.

The ability for the server to send customized registries to the client was introduced in 1.16.3, which allows for a great deal of customization over certain features of the game.

Overview

The server sends these registries to the client via Registry Data packet during the configuration phase.

Packet ID State Bound To Field Name Field Type Notes
Varies Configuration Client
Registry ID Identifier
Entry Count VarInt Number of entries in the following array.
Entries Entry ID Array Identifier
Has Data Boolean Whether the entry has any data following.
Data NBT Entry data. Only present if Has Data is true.

The structure of the entries' data depends on the registry specified in the packet. The structure for each available registry is defined below.

Throughout the configuration phase, the server will send multiple Registry Data packets, each one pertaining to a different registry.

Client/Server Exchange

In order to save bandwidth, the server omits the data for entries pertaining to a data pack that is mutually supported by both the client and server. The exchange is as follows:

  1. SC: Clientbound Known Packs
  2. CS: Serverbound Known Packs
  3. Server computes the mutually supported data packs
  4. SC: Multiple Registry Data (excluding mutually supported data)


Warning.png The ordering in which the entries of a registry are sent defines the numeric ID that they will be assigned to. It is essential to maintain consistency between server and client, since many parts of the protocol reference these entries by their ID. The client will disconnect upon receiving a reference to a non-existing entry.

Available Registries

The current release specification allows for eight different registries to be sent to the client. A brief explanation of each of them is presented below, along with the format of their entries' element field.

Fields marked in __ blue represent data for server-side exclusive operations, and thus have no visible impact on the client.

Armor Trim Material

The minecraft:trim_material registry. It defines various visual properties of trim materials in armors.

Name Type Meaning Values
asset_name String Tag The trim color model to be rendered on top of the armor.

The Notchian client uses the corresponding asset located at trims/color_palettes.

Example: "minecraft:amethyst".
ingredient String Tag The ingredient used.

This has the visual effect of showing the trimmed armor model on the Smithing Table when the correct item is placed.

Example: "minecraft:copper_ingot".
item_model_index Float Tag Color index of the trim on the armor item when in the inventory. Default values vary between 0.1 and 1.0.
override_armor_materials Optional Compound Tag Asset for different types of armor materials, which overrides the value specified in the asset_name field.

The Notchian client uses this to give a darker color shade when a trim material is applied to armor of the same material, such as iron applied to iron armor.

The key can be either:
  • leather
  • chainmail
  • iron
  • gold
  • diamond
  • turtle
  • netherite

The value accepts the same values as asset_name.

description Compound Tag or String Tag The name of the trim material to be displayed on the armor tool-tip.

Any styling used in this component is also applied to the trim pattern description.

See Text formatting.

Armor Trim Pattern

The minecraft:trim_pattern registry. It defines various visual properties of trim patterns in armors.

Huh.png The following information needs to be added to this page:
The decal field seems to exist to prevent overlapping between the armor model and the trim model. What exact effect does it have?
Name Type Meaning Values
asset_id String Tag The trim pattern model to be rendered on top of the armor.

The Notchian client uses the corresponding asset located at trims/models/armor.

Example: "minecraft:coast".
template_item String Tag The template item used for this trim.

This has the visual effect of showing the trimmed armor model on the Smithing Table when the correct item is placed.

Example: "minecraft:coast_armor_trim_smithing_template".
description Compound Tag or String Tag The name of the trim pattern to be displayed on the armor tool-tip. See Text formatting.
decal Byte Tag Whether this trim is a decal. 1: true, 0: false.

The minecraft:banner_pattern registry. It defines the textures for different banner patterns.

Name Type Meaning Values
asset_id String Tag The texture of the pattern.

The Notchian client uses the corresponding asset located at textures/entity/banner or textures/entity/shield, depending on the case.

Example: "minecraft:diagonal_left".
translation_key String Tag The translation key representing the banner pattern, shown in the item's tooltip.

It is appended to the banner color when used, resulting in <translation_key>.<color>.

Example: "block.minecraft.banner.diagonal_left.blue", which translates to "Blue Per Bend Sinister".

Biome

The minecraft:worldgen/biome registry. It defines several aesthetic characteristics of the biomes present in the game.

Biome entries are referenced in the Chunk Biomes and Chunk Data and Update Light packets.

Name Type Meaning Values
has_precipitation Byte Tag Determines whether or not the biome has precipitation. 1: true, 0: false.
temperature Float Tag The temperature factor of the biome.

Affects foliage and grass color if they are not explicitly set.

The default values vary between -0.5 and 2.0.
temperature_modifier Optional String Tag Modifier that affects the resulting temperature. Can be either:
  • none, for a static temperature throughout the biome (aside from variations depending on the height).
  • frozen, for pockets of warm temperature (0.2) to be randomly distributed throughout the biome. This is used on frozen ocean variants in the Notchian client to simulate spots of unfrozen water, where it always rains instead of snowing.
downfall Float Tag The downfall factor of the biome.

Affects foliage and grass color if they are not explicitly set.

The default values vary between 0.0 and 1.0.
effects Compound Tag Biome special effects. See Effects.

Effects

Name Type Meaning Values
fog_color Int Tag The color of the fog effect when looking past the view distance. Example: 8364543, which is #7FA1FF in RGB.
water_color Int Tag The tint color of the water blocks. Example: 8364543, which is #7FA1FF in RGB.
water_fog_color Int Tag The color of the fog effect when looking past the view distance when underwater. Example: 8364543, which is #7FA1FF in RGB.
sky_color Int Tag The color of the sky. Example: 8364543, which is #7FA1FF in RGB.
foliage_color Optional Int Tag The tint color of leaves.

If not specified, the foliage color is calculated based on biome temperature and downfall.

Example: 8364543, which is #7FA1FF in RGB.
grass_color Optional Int Tag The tint color of the grass.

If not specified, the grass color is calculated based on biome temperature and downfall.

Example: 8364543, which is #7FA1FF in RGB.
grass_color_modifier Optional String Tag Modifier that affects the resulting grass color. Can be either:
  • none, for a static grass color throughout the biome.
  • dark_forest, for a darker, and less saturated shade of the color.
  • swamp, for overriding it with two fixed colors (#4C763C and #6A7039), randomly distributed throughout the biome.
particle Optional Compound Tag Ambient visual particles. See Particle.
ambient_sound Optional String Tag or Compound Tag Ambient soundtrack that starts playing when entering the biome, and fades out when exiting it. Can be either:
mood_sound Optional Compound Tag Additional ambient sound that plays in moody situations. Moodiness increases when blocks around the player are at both sky and block light level zero, and decreases otherwise.

The moodiness calculation happens once per tick, and after reaching a certain value, the ambient mood sound is played.

See Mood sound.
additions_sound Optional Compound Tag Additional ambient sound that has a chance of playing randomly every tick. See Additions sound.
music Optional Compound Tag Music properties for the biome. See Music.

Particle

Name Type Meaning Values
options Compound Tag Particle type and related options. See Particle options.
probability Float Tag The chance for the particle to be spawned. Ambient particles are attempted to be spawned multiple times every tick. The default values vary between 0.0 and 1.0.

Particle options

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Name Type Meaning Values
type String Tag The name of the particle. See protocol particle data.
value Optional Varies Any necessary extra data to fully define the particle. See protocol particle data.

Ambient sound

Name Type Meaning Values
sound_id String Tag The ID of a soundtrack Example: "minecraft:ambient.basalt_deltas.loop"
range Optional Float Tag The range of the sound. If not specified, the volume is used to calculate the effective range.

Mood sound

Name Type Meaning Values
sound String Tag The ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.mood"
tick_delay Int Tag Defines the rate at which the moodiness increase, and also the minimum time between plays. The default value is always 6000.
block_search_extent Int Tag The radius used for the block search around the player during moodiness calculation. The default value is always 8.
offset Double Tag The distance offset from the player when playing the sound.

The sound plays in the direction of the selected block during moodiness calculation, and is magnified by the offset.

The default value is always 2.0.

Additions sound

Name Type Meaning Values
sound String Tag The ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.additions"
tick_chance Double Tag The chance of the sound playing during the tick. The default value is always 0.0111.

Music

Name Type Meaning Values
sound String Tag The ID of a soundtrack. Example: "minecraft:music.nether.basalt_deltas"
min_delay Int Tag The minimum time in ticks since the last music finished for this music to be able to play. The default value is always 12000.
max_delay Int Tag The maximum time in ticks since the last music finished for this music to be able to play. The default value is always 24000.
replace_current_music Byte Tag Whether this music can replace the current one. 1: true, 0: false.

Chat Type

The minecraft:chat_type registry. It defines the different types of in-game chat and how they're formatted.

Chat type entries are referenced in the Disguised Chat Message and Player Chat Message packets.

Name Type Meaning Values
chat Compound Tag The chat decoration. See Decoration.
narration Compound Tag The narration decoration. See Decoration.

Decoration

Name Type Meaning Values
translation_key String Tag The translation key representing the chat format. It can also be a formatting string directly. Example: "chat.type.text", which translates to "<%s> %s".
style Optional Compound Tag Optional styling to be applied on the final message.

Not present in the narration decoration.

See Text formatting#Styling fields.
parameters List Tag of String Tag Placeholders used when formatting the string given by the translation_key field. Can be either:
  • sender, for the name of the player sending the message.
  • target, for the name of the player receiving the message, which may be empty.
  • content, for the actual message.

Damage Type

The minecraft:damage_type registry. It defines the different types of damage an entity can sustain.

Damage type entries are referenced in the Damage Event packet.

Name Type Meaning Values
message_id String Tag Id of the death message. The full message is displayed as death.attack.<message_id>. Example: "onFire".
scaling String Tag Whether the damage taken scales with the difficulty. Can be either:
  • never
  • when_caused_by_living_non_player
  • always
exhaustion Float Tag The amount of exhaustion caused when suffering this type of damage. Default values are either 0.0 or 0.1.
effects Optional String Tag Effect played when the player suffers this damage, including the sound that is played. Can be either:
  • hurt
  • thorns
  • drowning
  • burning
  • poking
  • freezing
death_message_type Optional String Tag Defines how the death message is constructed. Can be either:
  • default, for the message to be built normally.
  • fall_variants, for the most significant fall damage to be considered.
  • intentional_game_design, for MCPE-28723 to be considered as an argument when translating the message.

Dimension Type

The minecraft:dimension_type registry. It defines the types of dimension that can be attributed to a world, along with all their characteristics.

Dimension type entries are referenced in the Login (play) and Respawn packets.

Name Type Meaning Values
fixed_time Optional Long Tag If set, the time of the day fixed to the specified value. Allowed values vary between 0 and 24000.
has_skylight Byte Tag Whether the dimension has skylight access or not. 1: true, 0: false.
has_ceiling Byte Tag Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster. 1: true, 0: false.
ultrawarm Byte Tag Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner. 1: true, 0: false.
natural Byte Tag When false, compasses spin randomly. When true, nether portals can spawn zombified piglins. 1: true, 0: false.
coordinate_scale Double Tag The multiplier applied to coordinates when traveling to the dimension. Allowed values vary between 1e-5 (0.00001) and 3e7 (30000000).
bed_works Byte Tag Whether players can use a bed to sleep. 1: true, 0: false.
respawn_anchor_works Byte Tag Whether players can charge and use respawn anchors. 1: true, 0: false.
min_y Int Tag The minimum Y level. Allowed values vary between -2032 and 2031, and must also be a multiple of 16.

Warning.png min_y + height cannot exceed 2032.

height Int Tag The maximum height. Allowed values vary between 16 and 4064, and must also be a multiple of 16.

Warning.png min_y + height cannot exceed 2032.

logical_height Int Tag The maximum height to which chorus fruits and nether portals can bring players within this dimension. (Must be lower than height) Allowed values vary between 0 and 4064, and must also be a multiple of 16.

Warning.png logical_height cannot exceed the height.

infiniburn String Tag A resource location defining what block tag to use for infiniburn. "#" or minecraft resource "#minecraft:...".
effects String Tag Defines special dimensional effects, which includes:
  • Cloud level: Height at which clouds appear, if at all.
  • Sky type: Whether it's the normal sky with sun and moon; the low-visibility, foggy sky of the nether; or the static sky of the end.
  • Forced light map: Whether a bright light map is forced, siimilar to the night vision effect.
  • Constant ambient light: Whether blocks have shade on their faces.
Can be either:
  • minecraft:overworld, for clouds at 192, normal sky type, normal light map and normal ambient light.
  • minecraft:the_nether, for no clouds, nether sky type, normal light map and constant ambient light.
  • minecraft:the_end, for no clouds, end sky type, forced light map and normal ambient light.
ambient_light Float Tag How much light the dimension has. Used as interpolation factor when calculating the brightness generated from sky light. The default values are 0.0 and 0.1, 0.1 for the nether and 0.0 for the other dimensions.
piglin_safe Byte Tag Whether piglins shake and transform to zombified piglins. 1: true, 0: false.
has_raids Byte Tag Whether players with the Bad Omen effect can cause a raid. 1: true, 0: false.
monster_spawn_light_level Int Tag or Compound Tag During a monster spawn attempt, this is the maximum allowed light level for it to succeed. It can be either a fixed value, or one of several types of distributions. Can be either:
monster_spawn_block_light_limit Int Tag Maximum allowed block light level monster spawn attempts to happen. Allowed values vary between 0 and 15.

The default values are 0 and 15, 15 for the nether (where monsters can spawn anywhere) and 0 for other dimensions (where monsters can only spawn naturally in complete darkness).

Wolf Variant

The minecraft:wolf_variant registry. It defines the textures for different wolf variants.

Name Type Meaning Values
wild_texture String Tag The texture for the wild version of this wolf.

The Notchian client uses the corresponding asset located at textures.

Example: "minecraft:entity/wolf/wolf_ashen".
tame_texture String Tag The texture for the tamed version of this wolf.

The Notchian client uses the corresponding asset located at textures.

Example: "minecraft:entity/wolf/wolf_ashen_tame".
angry_texture String Tag The texture for the angry version of this wolf.

The Notchian client uses the corresponding asset located at textures.

Example: "minecraft:entity/wolf/wolf_ashen_angry".
biomes String Tag or Compound Tag Biomes in which this wolf can spawn in. See here.

Default Registries

The default content of the registries is available in the JSON format for the following versions: