Difference between revisions of "Pre-release protocol"

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(→‎Packets: update packets table for Entity Look And Relative Move, Entity Look and Entity Teleport changes)
(moar stuff)
 
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This page documents the changes from the [[Protocol|last stable Minecraft release]] (currently [[Protocol version numbers|1.8.9, protocol 47]]) to the current pre-release (currently [[Protocol version numbers|1.9-pre4, protocol 106]]). Note that this page contains bleeding-edge information that may not be completely or correctly documented.
+
This page documents the changes from release 1.21.1 (protocol 767) to the current release (1.21.3, protocol 768). The stable protocol documentation is currently lagging behind, and the changes documented here will be merged soon, once they are complete. The current pre-release (snapshot 24w44a) is not yet documented.
  
 
One who wishes to commandeer the merging of this into [[Protocol]] when an update is made must be sure to respect any changes that may have occurred to the respective packets there.
 
One who wishes to commandeer the merging of this into [[Protocol]] when an update is made must be sure to respect any changes that may have occurred to the respective packets there.
Line 8: Line 8:
  
 
=== Data types ===
 
=== Data types ===
 
* [[#Chunk Section|Chunk Section]]
 
* [[#Entity Metadata|Entity Metadata]]
 
 
=== Packets ===
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! ID
 
! Packet name
 
! colspan=2 | Documentation
 
 
  |-
 
  |-
  ! colspan=4 | Handshaking serverbound
+
  ! Name
{{PacketList|0x00|Handshake}}
+
  ! Size (bytes)
  |-
+
  ! Encodes
  ! colspan=4 | Play clientbound
+
  ! Notes
{{PacketList|{{Change|0x0E|0x00}}|Spawn Object}}
+
  |- {{added}}
{{PacketList|{{Change|0x11|0x01}}|Spawn Experience Orb}}
+
  ! id=Type:Teleport_Flags | {{Type|Teleport Flags}}
{{PacketList|{{Change|0x2C|0x02}}|Spawn Global Entity}}
+
  | 4
{{PacketList|{{Change|0x0F|0x03}}|Spawn Mob}}
+
  | Bit field specifying how a teleportation is to be applied on each axis.
{{PacketList|{{Change|0x10|0x04}}|Spawn Painting|pre=unchanged}}
+
  | See [[#Teleport Flags]]
{{PacketList|{{Change|0x0C|0x05}}|Spawn Player}}
 
{{PacketList|{{Change|0x0B|0x06}}|Animation|pre=unchanged}}
 
{{PacketList|{{Change|0x37|0x07}}|Statistics|pre=unchanged}}
 
{{PacketList|{{Change|0x25|0x08}}|Block Break Animation|pre=unchanged}}
 
{{PacketList|{{Change|0x35|0x09}}|Update Block Entity|pre=unchanged}}
 
{{PacketList|{{Change|0x24|0x0A}}|Block Action|pre=unchanged}}
 
{{PacketList|{{Change|0x23|0x0B}}|Block Change|pre=unchanged}}
 
{{PacketList|0x0C|Boss Bar|rel=added}}
 
{{PacketList|{{Change|0x41|0x0D}}|Server Difficulty|pre=unchanged}}
 
{{PacketList|{{Change|0x3A|0x0E}}|Tab-Complete|pre=unchanged}}
 
{{PacketList|{{Change|0x02|0x0F}}|Chat Message|pre=unchanged}}
 
{{PacketList|{{Change|0x22|0x10}}|Multi Block Change|pre=unchanged}}
 
{{PacketList|{{Change|0x32|0x11}}|Confirm Transaction|pre=unchanged}}
 
{{PacketList|{{Change|0x2E|0x12}}|Close Window|pre=unchanged}}
 
{{PacketList|{{Change|0x2D|0x13}}|Open Window|pre=unchanged}}
 
{{PacketList|{{Change|0x30|0x14}}|Window Items|pre=unchanged}}
 
{{PacketList|{{Change|0x31|0x15}}|Window Property|pre=unchanged}}
 
{{PacketList|{{Change|0x2F|0x16}}|Set Slot|pre=unchanged}}
 
{{PacketList|0x17|Set Cooldown|rel=added}}
 
{{PacketList|{{Change|0x3F|0x18}}|Plugin Message|pre=unchanged}}
 
{{PacketList|{{Change|0x2F|0x19}}|Named Sound Effect|rel=Sound Effect}}
 
{{PacketList|{{Change|0x40|0x1A}}|Disconnect|pre=unchanged}}
 
{{PacketList|{{Change|0x1A|0x1B}}|Entity Status}}
 
{{PacketList|{{Change|0x27|0x1C}}|Explosion|pre=unchanged}}
 
{{PacketList|0x1D|Unload Chunk|rel=added}}
 
{{PacketList|{{Change|0x2B|0x1E}}|Change Game State|pre=unchanged}}
 
{{PacketList|{{Change|0x00|0x1F}}|Keep Alive|pre=unchanged}}
 
{{PacketList|{{Change|0x21|0x20}}|Chunk Data}}
 
{{PacketList|{{Change|0x28|0x21}}|Effect|pre=unchanged}}
 
{{PacketList|{{Change|0x2A|0x22}}|Particle|pre=unchanged}}
 
{{PacketList|{{Change|0x01|0x23}}|Join Game|pre=unchanged}}
 
{{PacketList|{{Change|0x34|0x24}}|Map}}
 
{{PacketList|{{Change|0x15|0x25}}|Entity Relative Move|pre=unchanged}}
 
{{PacketList|{{Change|0x17|0x26}}|Entity Look And Relative Move}}
 
{{PacketList|{{Change|0x16|0x27}}|Entity Look}}
 
{{PacketList|{{Change|0x14|0x28}}|Entity|pre=unchanged}}
 
{{PacketList|0x29|Vehicle Move|rel=added}}
 
{{PacketList|{{Change|0x36|0x2A}}|Open Sign Editor|pre=unchanged}}
 
{{PacketList|{{Change|0x39|0x2B}}|Player Abilities|pre=unchanged}}
 
{{PacketList|{{Change|0x42|0x2C}}|Combat Event}}
 
{{PacketList|{{Change|0x38|0x2D}}|Player List Item|pre=unchanged}}
 
{{PacketList|{{Change|0x08|0x2E}}|Player Position And Look}}
 
{{PacketList|{{Change|0x0A|0x2F}}|Use Bed|pre=unchanged}}
 
{{PacketList|{{Change|0x13|0x30}}|Destroy Entities|pre=unchanged}}
 
{{PacketList|{{Change|0x1E|0x31}}|Remove Entity Effect|pre=unchanged}}
 
{{PacketList|{{Change|0x48|0x32}}|Resource Pack Send|pre=unchanged}}
 
{{PacketList|{{Change|0x07|0x33}}|Respawn|pre=unchanged}}
 
{{PacketList|{{Change|0x19|0x34}}|Entity Head Look|pre=unchanged}}
 
{{PacketList|{{Change|0x44|0x35}}|World Border|pre=unchanged}}
 
{{PacketList|{{Change|0x43|0x36}}|Camera|pre=unchanged}}
 
{{PacketList|{{Change|0x09|0x37}}|Held Item Change|pre=unchanged}}
 
{{PacketList|{{Change|0x3D|0x38}}|Display Scoreboard|pre=unchanged}}
 
{{PacketList|{{Change|0x1C|0x39}}|Entity Metadata|pre=unchanged}}
 
{{PacketList|{{Change|0x1B|0x3A}}|Attach Entity|pre=unchanged}}
 
{{PacketList|{{Change|0x12|0x3B}}|Entity Velocity|pre=unchanged}}
 
{{PacketList|{{Change|0x04|0x3C}}|Entity Equipment}}
 
{{PacketList|{{Change|0x1F|0x3D}}|Set Experience|pre=unchanged}}
 
{{PacketList|{{Change|0x06|0x3E}}|Update Health|pre=unchanged}}
 
{{PacketList|{{Change|0x3B|0x3F}}|Scoreboard Objective|pre=unchanged}}
 
{{PacketList|0x40|Set Passengers|rel=added}}
 
{{PacketList|{{Change|0x3E|0x41}}|Teams}}
 
{{PacketList|{{Change|0x3C|0x42}}|Update Score|pre=unchanged}}
 
{{PacketList|{{Change|0x05|0x43}}|Spawn Position|pre=unchanged}}
 
{{PacketList|{{Change|0x03|0x44}}|Time Update|pre=unchanged}}
 
{{PacketList|{{Change|0x45|0x45}}|Title|pre=unchanged}}
 
{{PacketList|{{Change|0x33|0x46}}|Update Sign|pre=unchanged}}
 
{{PacketList|0x47|Sound Effect|rel=added}}
 
{{PacketList|{{Change|0x47|0x48}}|Player List Header And Footer|pre=unchanged}}
 
{{PacketList|{{Change|0x0D|0x49}}|Collect Item|pre=unchanged}}
 
{{PacketList|{{Change|0x18|0x4A}}|Entity Teleport}}
 
{{PacketList|{{Change|0x20|0x4B}}|Entity Properties}}
 
{{PacketList|{{Change|0x1D|0x4C}}|Entity Effect|pre=unchanged}}
 
{{PacketList|0x26|Map Chunk Bulk|pre=removed}}
 
{{PacketList|0x46|Set Compression|pre=removed}}
 
{{PacketList|0x49|Update Entity NBT|pre=removed}}
 
  |-
 
  ! colspan=4 | Play serverbound
 
{{PacketList|0x00|Teleport Confirm|rel=added}}
 
{{PacketList|{{Change|0x14|0x01}}|Tab-Complete|rel=Tab-Complete 2}}
 
{{PacketList|{{Change|0x01|0x02}}|Chat Message|rel=Chat Message 2|pre=unchanged}}
 
{{PacketList|{{Change|0x16|0x03}}|Client Status}}
 
{{PacketList|{{Change|0x15|0x04}}|Client Settings}}
 
{{PacketList|{{Change|0x0F|0x05}}|Confirm Transaction|rel=Confirm Transaction 2|pre=unchanged}}
 
{{PacketList|{{Change|0x11|0x06}}|Enchant Item|pre=unchanged}}
 
{{PacketList|{{Change|0x0E|0x07}}|Click Window|pre=unchanged}}
 
{{PacketList|{{Change|0x0D|0x08}}|Close Window|rel=Close Window 2|pre=unchanged}}
 
{{PacketList|{{Change|0x17|0x09}}|Plugin Message|rel=Plugin Message 2|pre=unchanged}}
 
{{PacketList|{{Change|0x02|0x0A}}|Use Entity}}
 
{{PacketList|{{Change|0x00|0x0B}}|Keep Alive|rel=Keep Alive 2|pre=unchanged}}
 
{{PacketList|{{Change|0x04|0x0C}}|Player Position|pre=unchanged}}
 
{{PacketList|{{Change|0x06|0x0D}}|Player Position And Look|rel=Player Position And Look 2|pre=unchanged}}
 
{{PacketList|{{Change|0x05|0x0E}}|Player Look|pre=unchanged}}
 
{{PacketList|{{Change|0x03|0x0F}}|Player|pre=unchanged}}
 
{{PacketList|0x10|Vehicle Move (serverbound)|rel=added}}
 
{{PacketList|0x11|Steer Boat|rel=added}}
 
{{PacketList|{{Change|0x13|0x12}}|Player Abilities|rel=Player Abilities 2|pre=unchanged}}
 
{{PacketList|{{Change|0x07|0x13}}|Player Digging}}
 
{{PacketList|{{Change|0x0B|0x14}}|Entity Action}}
 
{{PacketList|{{Change|0x0C|0x15}}|Steer Vehicle|pre=unchanged}}
 
{{PacketList|{{Change|0x19|0x16}}|Resource Pack Status|pre=unchanged}}
 
{{PacketList|{{Change|0x09|0x17}}|Held Item Change|rel=Held Item Change 2|pre=unchanged}}
 
{{PacketList|{{Change|0x10|0x18}}|Creative Inventory Action|pre=unchanged}}
 
{{PacketList|{{Change|0x12|0x19}}|Update Sign|rel=Update Sign 2}}
 
{{PacketList|{{Change|0x0A|0x1A}}|Animation|rel=Animation 2}}
 
{{PacketList|{{Change|0x18|0x1B}}|Spectate|pre=unchanged}}
 
{{PacketList|{{Change|0x08|0x1C}}|Player Block Placement}}
 
{{PacketList|0x1D|Use Item|rel=added}}
 
|-
 
  ! colspan=4 | Status clientbound
 
{{PacketList|0x00|Response|pre=unchanged}}
 
{{PacketList|0x01|Pong|pre=unchanged}}
 
  |-
 
! colspan=4 | Status serverbound
 
{{PacketList|0x00|Request|pre=unchanged}}
 
{{PacketList|0x01|Ping|pre=unchanged}}
 
  |-
 
  ! colspan=4 | Login clientbound
 
{{PacketList|0x00|Disconnect|rel=Disconnect 2|pre=unchanged}}
 
{{PacketList|0x01|Encryption Request|pre=unchanged}}
 
{{PacketList|0x02|Login Success|pre=unchanged}}
 
{{PacketList|0x03|Set Compression|rel=Set Compression 2|pre=unchanged}}
 
|-
 
! colspan=4 | Login serverbound
 
{{PacketList|0x00|Login Start|pre=unchanged}}
 
{{PacketList|0x01|Encryption Response|pre=unchanged}}
 
 
  |}
 
  |}
  
== New/modified data types ==
+
==== Teleport Flags ====
  
=== Chunk Section ===
+
A bit field represented as an {{Type|Int}}, specifying how a teleportation is to be applied on each axis.
  
Format is now:
+
In the lower 8 bits of the bit field, a set bit means the teleportation on the corresponding axis is relative, and an unset bit that it is absolute.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
  |-
 
  |-
  ! Field Name
+
  ! Hex Mask
  ! Field Type
+
  ! Field
! Notes
 
 
  |-
 
  |-
  | Bits Per Block
+
  | 0x0001
  | Unsigned Byte
+
  | Relative X
| How many bits per block in Data Array. If 0, the Palette Length and Palette fields are omitted and the global palette (with 13 bits per block) is used.
 
 
  |-
 
  |-
  | Palette Length
+
  | 0x0002
  | Optional VarInt
+
  | Relative Y
| Length of the following array
 
 
  |-
 
  |-
  | Palette
+
  | 0x0004
  | Optional Array of VarInt
+
  | Relative Z
| Mapping of block state IDs in the global palette to indices of this array
 
 
  |-
 
  |-
  | Data Array Length
+
  | 0x0008
  | VarInt
+
  | Relative Yaw
| Number of bytes in the following array, divided by 8 (given as such because Notchian implements Data Array as an Array of Long)
 
 
  |-
 
  |-
  | Data Array
+
  | 0x0010
  | Byte Array
+
  | Relative Pitch
  | List of 4096 indices pointing to state IDs in the Palette, followed by padding to round the length up to the next multiple of 8 bytes
+
  |- {{added}}
 +
| 0x0020
 +
| Relative Velocity X
 +
|- {{added}}
 +
| 0x0040
 +
| Relative Velocity Y
 +
|- {{added}}
 +
| 0x0080
 +
| Relative Velocity Z
 +
|- {{added}}
 +
| 0x0100
 +
| Rotate velocity according to the change in rotation, ''before'' applying the velocity change in this packet. Combining this with absolute rotation works as expected—the difference in rotation is still used.
 +
|}
 +
 
 +
=== Packets ===
 +
 
 +
{| class="wikitable"
 +
! ID
 +
! Packet name
 +
!colspan="2"| Documentation
 
  |-
 
  |-
  | Block Light
+
  !colspan="4"| Play clientbound
  | Byte Array
+
  {{PacketList|0x12|Close Container}}
  | Half byte per block
+
{{PacketList|0x13|Set Container Content}}
 +
{{PacketList|0x14|Set Container Property}}
 +
{{PacketList|0x15|Set Container Slot}}
 +
{{PacketList|0x17|Set Cooldown}}
 +
{{PacketList|{{change|0x70|0x20}}|Teleport Entity}}
 +
{{PacketList|{{change|0x20|0x21}}|Explosion}}
 +
{{PacketList|{{change|0x23|0x24}}|Open Horse Screen}}
 +
{{PacketList|{{change|0x2B|0x2C}}|Login (play)}}
 +
{{PacketList|0x31|Move Minecart Along Track|rel=added}}
 +
{{PacketList|{{change|0x37|0x39}}|Place Ghost Recipe}}
 +
{{PacketList|{{change|0x3E|0x40}}|Player Info Update}}
 +
{{PacketList|{{change|0x40|0x42}}|Synchronize Player Position}}
 +
{{PacketList|0x41|Update Recipe Book|pre=removed}}
 +
{{PacketList|0x43|Player Rotation|rel=added}}
 +
{{PacketList|0x44|Recipe Book Add|rel=added}}
 +
{{PacketList|0x45|Recipe Book Remove|rel=added}}
 +
{{PacketList|0x46|Recipe Book Settings|rel=added}}
 +
{{PacketList|{{change|0x47|0x4C}}|Respawn}}
 +
{{PacketList|0x5a|Set Cursor Item|rel=added}}
 +
{{PacketList|{{change|0x53|0x63}}|Set Held Item|pre=unchanged}}
 +
{{PacketList|0x66|Set Player Inventory Slot|rel=added}}
 +
  {{PacketList|{{change|0x64|0x6b}}|Update Time}}
 +
{{PacketList|0x77|Synchronize Vehicle Position|rel=added}}
 
  |-
 
  |-
  | Sky Light
+
  !colspan="4"| Play serverbound
  | Optional Byte Array
+
  {{PacketList|0x02|Bundle Item Selected|rel=added}}
  | Only if in the Overworld; half byte per block
+
{{PacketList|0x0b|Client Tick End|rel=added}}
 +
{{PacketList|{{change|0x0E|0x10}}|Click Container}}
 +
{{PacketList|{{change|0x0F|0x11}}|Close Container}}
 +
{{PacketList|{{change|0x14|0x16}}|Edit Book}}
 +
{{PacketList|{{change|0x1A|0x1C}}|Set Player Position}}
 +
{{PacketList|{{change|0x1B|0x1D}}|Set Player Position and Rotation}}
 +
{{PacketList|{{change|0x1C|0x1E}}|Set Player Rotation}}
 +
  {{PacketList|0x1D|Set Player On Ground|pre=removed}}
 +
{{PacketList|0x1F|Set Player Movement Flags|rel=added}}
 +
{{PacketList|{{change|0x22|0x24}}|Place Recipe}}
 +
{{PacketList|{{change|0x26|0x28}}|Player Input}}
 +
{{PacketList|{{change|0x29|0x2B}}|Set Seen Recipe}}
 +
{{PacketList|{{change|0x38|0x3A}}|Use Item On}}
 
  |}
 
  |}
  
Data Array, Block Light, and Sky Light are given for each block with increasing x coordinates, within rows of increasing z coordinates, within layers of increasing y coordinates.
+
== Entity Metadata ==
  
The global palette encodes a block as 13 bits. It uses the {{Minecraft Wiki|Data values#Block IDs|block ID}} for the first 9 bits, and the block damage value for the last 4 bits. For example, diorite (block ID <code>1</code> for <code>minecraft:stone</code> with damage <code>3</code>) would be encoded as <code>000000001 0011</code>.
+
=== Entity Metadata Format ===
  
=== Entity Metadata ===
+
==== Painting Variant ====
  
Format is now an array of entries, each of which looks like the following:
+
{{See also|Registry Data#Painting Variant}}
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 209: Line 124:
 
  ! Meaning
 
  ! Meaning
 
  |-
 
  |-
  | Index
+
  | Width
  | Unsigned Byte
+
  | {{Type|Int}}
  | Unique index key determining the meaning of the following value, see the table below. If this is <code>0xff</code> then the it is the end of the Entity Metadata array and no more is read.
+
  | The width of the painting, in blocks.  
 
  |-
 
  |-
  | Type
+
  | Height
  | Optional Byte Enum
+
  | {{Type|Int}}
  | Only if Index is not <code>0xff</code>; the type of the index, see the table below
+
  | The height of the painting, in blocks.
 
  |-
 
  |-
  | Value
+
  | Asset ID
  | Optional ''value of Type''
+
  | {{Type|Identifier}}
  | Only if Index is not <code>0xff</code>: the value of the metadata field
+
  | The texture for the painting.
 +
The Notchian client uses the corresponding asset located at
 +
<code>textures/painting</code>.
 +
|- {{added}}
 +
| Has title
 +
| {{Type|Boolean}}
 +
|
 +
|- {{added}}
 +
| Title
 +
| {{Type|Optional}} {{Type|Text Component}}
 +
| The displayed title of the painting. Only present if Has title is true.
 +
|- {{added}}
 +
| Has author
 +
| {{Type|Boolean}}
 +
|
 +
|- {{added}}
 +
| Author
 +
| {{Type|Optional}} {{Type|Text Component}}
 +
| The displayed author of the painting. Only present if Has author is true.
 
  |}
 
  |}
 +
 +
== Registry Data ==
 +
 +
=== Painting Variant ===
 +
 +
The <code>minecraft:painting_variant</code> registry. It defines the textures and dimensions for the game's paintings.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Value of Type field
+
  ! Name
  ! Type of Value field
+
! Type
  ! Notes
+
  ! Meaning
 +
  ! Values
 
  |-
 
  |-
  | 0
+
  | asset_id
  | Byte
+
  | [[NBT#Specification:string_tag|String Tag]]
  |  
+
| The texture for the painting.
 +
The Notchian client uses the corresponding asset located at
 +
<code>textures/painting</code>.
 +
  | Example: "minecraft:backyard".
 
  |-
 
  |-
  | 1
+
  | height
| VarInt
+
  | [[NBT#Specification:int_tag|Int Tag]]
|
+
  | The height of the painting, in blocks.
|-
+
  | Example: <code>2</code>
| 2
 
| Float
 
|
 
|-
 
| 3
 
| String
 
|
 
|-
 
| 4
 
  | [[Chat]]
 
  |  
 
  |-
 
| 5
 
| [[Slot]]
 
|
 
 
  |-
 
  |-
 +
| width
 +
| [[NBT#Specification:int_tag|Int Tag]]
 +
| The width of the painting, in blocks.
 +
|
 +
|- {{added}}
 +
| title
 +
| [[NBT#Specification:compound_tag|Compound Tag]] or [[NBT#Specification:string_tag|String Tag]]
 +
| The displayed title of the painting. See [[Text formatting]].
 +
| Example: <code>{"color": "gray", "translate": "painting.minecraft.skeleton.title"}</code>
 +
|- {{added}}
 +
| author
 +
| [[NBT#Specification:compound_tag|Compound Tag]] or [[NBT#Specification:string_tag|String Tag]]
 +
| The displayed author of the painting. See [[Text formatting]].
 +
| Example: <code>{"color": "gray", "translate": "painting.minecraft.skeleton.author"}</code>
 +
|}
 +
 +
== Slot Data ==
 +
 +
=== Structured components ===
 +
 +
{| class="wikitable"
 +
! Type
 +
! Name
 +
! Description
 +
! style="width: 50%" | Data
 +
|- {{added}}
 
  | 6
 
  | 6
  | Boolean
+
  | <code>minecraft:item_model</code>
  |  
+
  | Item's model.
 +
| As follows:
 +
  {| class="wikitable" {{added}}
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Model
 +
    | {{Type|Identifier}}
 +
    |
 +
    |}
 
  |-
 
  |-
  | 7
+
  | {{change|20|21}}
  | Vector3F (Array of Float)
+
| <code>minecraft:food</code>
  | 3 elements
+
| Makes the item {{change|consumable|restore the player's hunger bar when consumed}}.
|-  
+
  | As follows:
| 8
+
  {| class="wikitable"
| [[Data Types#Position|Position]]
+
    ! colspan="2"| Name
  |  
+
    ! colspan="2"| Type
 +
    ! Description
 +
    |-
 +
    | colspan="2"| Nutrition
 +
    | colspan="2"| {{Type|VarInt}}
 +
    | Non-negative
 +
    |-
 +
    | colspan="2"| Saturation Modifier
 +
    | colspan="2"| {{Type|Float}}
 +
    | How much saturation will be given after consuming the item.
 +
    |-
 +
    | colspan="2"| Can Always Eat
 +
    | colspan="2"| {{Type|Boolean}}
 +
    | Whether the item can always be eaten, even at full hunger.
 +
    |- {{removed}}
 +
    | colspan="2"| Seconds To Eat
 +
    | colspan="2"| {{Type|Float}}
 +
    | How long it takes to consume the item.
 +
    |- {{removed}}
 +
    | colspan="2"| Using converts to
 +
    | colspan="2"| {{Type|Slot Data}}
 +
    | This specifies the item produced after consuming the current item. In the Notchian server, this is used for stews, which turn into bowls. Set this to Air if the item should be consumed normally without leaving any other item after.
 +
    |- {{removed}}
 +
    | colspan="2"| Number of effects
 +
    | colspan="2"| {{Type|VarInt}}
 +
    | Number of elements in the following array.
 +
    |- {{removed}}
 +
    | rowspan="2"| Effect
 +
    | Type ID
 +
    | rowspan="2"| {{Type|Array}}
 +
    | [[#Potion_Effect|Potion Effect]]
 +
    | The potion effect. See [[#Potion_Effect|Potion Effect]].
 +
    |- {{removed}}
 +
    | Probability
 +
    | {{Type|Float}}
 +
    | The probability for this effect to be chosen.
 +
    |}
 +
|- {{added}}
 +
  | 22
 +
| <code>minecraft:consumable</code>
 +
| Makes the item consumable.
 +
| As follows:
 +
  {| class="wikitable" {{added}}
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Consume seconds
 +
    | {{Type|Float}}
 +
    | How long it takes to consume the item.
 +
    |-
 +
    | Animation
 +
    | {{Type|VarInt}} {{Type|Enum}}
 +
    | 0: none, 1: eat, 2: drink, 3: block, 4: bow, 5: spear, 6: crossbow, 7: spyglass, 8: toot_horn, 9: brush
 +
    |-
 +
    | Sound
 +
    | {{Type|ID or}} {{Type|Sound Event}}
 +
    | ID in the <code>minecraft:sound_event</code> registry, or an inline definition.
 +
    |-
 +
    | Has consume particles
 +
    | {{Type|Boolean}}
 +
    |
 +
    |-
 +
    | Number of effects
 +
    | {{Type|VarInt}}
 +
    | Number of elements in the following array.
 +
    |-
 +
    | Effects
 +
    | {{Type|Array}} of [[#Consume Effect|Consume Effect]]
 +
    | Effects to apply on consumption. See [[#Consume Effect|Consume Effect]].
 +
    |}
 +
|- {{added}}
 +
| 23
 +
| <code>minecraft:use_remainder</code>
 +
  | This specifies the item produced after using the current item. In the Notchian server, this is used for stews, which turn into bowls.
 +
| As follows:
 +
  {| class="wikitable" {{added}}
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Remainder
 +
    | {{Type|Slot}}
 +
    |
 +
    |}
 +
|- {{added}}
 +
| 24
 +
| <code>minecraft:use_cooldown</code>
 +
| Cooldown to apply on use of the item.
 +
| As follows:
 +
  {| class="wikitable" {{added}}
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Seconds
 +
    | {{Type|Float}}
 +
    |
 +
    |-
 +
    | Cooldown group
 +
    | {{Type|Optional}} {{Type|Identifier}}
 +
    | Group of items to apply the cooldown to. Only present if Has cooldown group is true; otherwise defaults to the item's identifier.
 +
    |}
 
  |-
 
  |-
  | 9
+
  | {{change|21|25}}
  | OptPosition (Boolean + Optional Position)
+
| <code>minecraft:{{change|fire|damage}}_resistant</code>
| Position is present if the Boolean is set to true
+
| Marks this item as {{change|fire|damage}} resistant.<br>The client won't render the item as being on-fire if this component is present.
 +
| {{change|None.|As follows:}}
 +
  {| class="wikitable" {{added}}
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Types
 +
    | {{Type|Identifier}}
 +
    | Tag specifying damage types the item is immune to. Not prefixed by '#'!.
 +
    |}
 +
|- {{added}}
 +
| 27
 +
| <code>minecraft:enchantable</code>
 +
| Allows the item to be enchanted by an enchanting table.
 +
| As follows:
 +
  {| class="wikitable" {{added}}
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Value
 +
    | {{Type|VarInt}}
 +
    | Opaque internal value controlling how expensive enchantments may be offered.
 +
    |}
 +
|- {{added}}
 +
| 28
 +
| <code>minecraft:equippable</code>
 +
| Allows the item to be equipped by the player.
 +
  | As follows:
 +
  {| class="wikitable" {{added}}
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Slot
 +
    | {{Type|VarInt}} {{Type|Enum}}
 +
    | 0: mainhand, 1: feet, 2: legs, 3: chest, 4: head, 5: offhand, 6: body
 +
    |-
 +
    | Equip sound
 +
    | {{Type|ID or}} {{Type|Sound Event}}
 +
    | ID in the <code>minecraft:sound_event</code> registry, or an inline definition.
 +
    |-
 +
    | Has model
 +
    | {{Type|Boolean}}
 +
    |
 +
    |-
 +
    | Model
 +
    | {{Type|Optional}} {{Type|Identifier}}
 +
    | Only present if Has model is true.
 +
    |-
 +
    | Has camera overlay
 +
    | {{Type|Boolean}}
 +
    |
 +
    |-
 +
    | Camera overlay
 +
    | {{Type|Optional}} {{Type|Identifier}}
 +
    | Only present if Has camera overlay is true.
 +
    |-
 +
    | Has allowed entities
 +
    | {{Type|Boolean}}
 +
    |-
 +
    | Allowed entities
 +
    | {{Type|Optional}} {{Type|ID Set}}
 +
    | IDs in the <code>minecraft:entity_type</code> registry. Only present if Has allowed entities is true.
 +
    |-
 +
    | Dispensable
 +
    | {{Type|Boolean}}
 +
    |
 +
    |-
 +
    | Swappable
 +
    | {{Type|Boolean}}
 +
    |
 +
    |-
 +
    | Damage on hurt
 +
    | {{Type|Boolean}}
 +
    |
 +
    |}
 +
|- {{added}}
 +
| 29
 +
| <code>minecraft:repairable</code>
 +
| Items that can be combined with this item in an anvil to repair it.
 +
| As follows:
 +
  {| class="wikitable" {{added}}
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Items
 +
    | {{Type|ID Set}}
 +
    | IDs in the <code>minecraft:item</code> registry.
 +
    |}
 +
|- {{added}}
 +
| 30
 +
| <code>minecraft:glider</code>
 +
| Makes the item function like elytra.
 +
| None.
 +
|- {{added}}
 +
| 31
 +
| <code>minecraft:tooltip_style</code>
 +
| Custom textures for the item tooltip.
 +
| As follows:
 +
  {| class="wikitable" {{added}}
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Style
 +
    | {{Type|Identifier}}
 +
    |
 +
    |}
 +
|- {{added}}
 +
| 32
 +
| <code>minecraft:death_protection</code>
 +
| Makes the item function like a totem of undying.
 +
| As follows:
 +
  {| class="wikitable" {{added}}
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Number of effects
 +
    | {{Type|VarInt}}
 +
    | Number of elements in the following array.
 +
    |-
 +
    | Effects
 +
    | {{Type|Array}} of [[#Consume Effect|Consume Effect]]
 +
    | Effects to apply on consumption. See [[#Consume Effect|Consume Effect]].
 +
    |}
 
  |-
 
  |-
  | 10
+
  | {{change|31|41}}
  | Direction (VarInt)
+
  | <code>minecraft:potion_contents</code>
  | ???
+
  | Visual and effects of a potion item.
  |-
+
  | As follows:
| 11
+
  {| class="wikitable"
| OptUUID (Boolean + Optional UUID)
+
    ! Name
| UUID is present if the Boolean is set to true
+
    ! Type
|-
+
    ! Description
| 12
+
    |-
| BlockID (VarInt)
+
    | Has Potion ID
| <code><nowiki>id &lt;&lt; 4 | data</nowiki></code>
+
    | {{Type|Boolean}}
 +
    | Whether this potion has an ID in the potion registry. If true, it has the default effects associated with the potion type.
 +
    |-
 +
    | Potion ID
 +
    | {{Type|Optional}} {{Type|VarInt}}
 +
    | The ID of the potion type in the potion registry. Only present if Has Potion ID is true.
 +
    |-
 +
    | Has Custom Color
 +
    | {{Type|Boolean}}
 +
    | Whether this potion has a custom color. If false, it uses the default color associated with the potion type.
 +
    |-
 +
    | Custom Color
 +
    | {{Type|Optional}} {{Type|Int}}
 +
    | The RGB components of the color, encoded as an integer. Only present if Has Custom Color is true.
 +
    |-
 +
    | Number Of Custom Effects
 +
    | {{Type|VarInt}}
 +
    | The number of elements in the following array.
 +
    |-
 +
    | Custom Effects
 +
    | {{Type|Array}} of [[#Potion_Effect|Potion Effect]]
 +
    | Any custom effects the potion might have. See [[#Potion_Effect|Potion Effect]].
 +
    |- {{added}}
 +
    | Custom Name
 +
    | {{Type|String}}
 +
    |
 +
    |}
 
  |}
 
  |}
 +
 +
=== Other types ===
 +
 +
==== Consume Effect ====
 +
 +
WIP
 +
 +
==== Instrument ====
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Entity class
+
  ! Name
! Index
 
 
  ! Type
 
  ! Type
  ! Meaning
+
  ! Description
 
  |-
 
  |-
  |rowspan="5"| Entity
+
  | Sound Event
  | 0
+
  | {{Type|Id or}} {{Type|Sound Event}}
| Byte
+
  | The sound to be played.
  | Status bit mask, added 0x40 - glowing effect.
 
 
  |-
 
  |-
  | 1
+
  | Use duration
  | VarInt
+
  | {{change|{{Type|VarInt}}|{{Type|Float}}}}
  | Air
+
  | The maximum range of the sound.
 
  |-
 
  |-
  | 2
+
  | Range
  | String
+
  | {{Type|Float}}
  | Custom Name
+
| The range of the instrument.
 +
|- {{added}}
 +
| Description
 +
| {{Type|Text Component}}
 +
  | Description shown in the item tooltip.
 +
|}
 +
 
 +
== Particles ==
 +
 
 +
{| class="wikitable"
 
  |-
 
  |-
  | 3
+
  ! Particle Name
  | Boolean
+
  ! Particle ID
  | Is Custom Name Visible
+
  ! Data
 
  |-
 
  |-
  | 4
+
  | <code>minecraft:dust</code>
  | Boolean
+
| 13
  | Is Silent
+
  |
 +
  {| class="wikitable"
 +
  ! Field Name
 +
  ! Field Type
 +
  ! Meaning
 +
  |- {{removed}}
 +
  | Red
 +
  | {{Type|Float}}
 +
  | The red RGB value, between 0 and 1. Divide actual RGB value by 255.
 +
  |- {{removed}}
 +
  | Green
 +
  | {{Type|Float}}
 +
  | The green RGB value, between 0 and 1. Divide actual RGB value by 255.
 +
  |- {{removed}}
 +
  | Blue
 +
  | {{Type|Float}}
 +
  | The blue RGB value, between 0 and 1. Divide actual RGB value by 255.
 +
  |- {{added}}
 +
  | Color
 +
  | {{Type|Int}}
 +
  | The color, encoded as 0xRRGGBB; top bits are ignored.
 +
  |-
 +
  | Scale
 +
  | {{Type|Float}}
 +
  | The scale, will be clamped between 0.01 and 4.
 +
  |}
 
  |-
 
  |-
  |rowspan="4"| AreaEffectCloud <sup>extends Entity</sup>
+
  | <code>minecraft:dust_color_transition</code>
  | 5
+
  | 14
  | Float
+
|
  | Radius
+
  {| class="wikitable"
 +
  ! Field Name
 +
  ! Field Type
 +
  ! Meaning
 +
  |- {{removed}}
 +
  | From Red
 +
  | {{Type|Float}}
 +
  | The start red RGB value, between 0 and 1. Divide actual RGB value by 255.
 +
  |- {{removed}}
 +
  | From Green
 +
  | {{Type|Float}}
 +
  | The start green RGB value, between 0 and 1. Divide actual RGB value by 255.
 +
  |- {{removed}}
 +
  | From Blue
 +
  | {{Type|Float}}
 +
  | The start blue RGB value, between 0 and 1. Divide actual RGB value by 255.
 +
  |- {{added}}
 +
  | From Color
 +
  | {{Type|Int}}
 +
  | The start color, encoded as 0xRRGGBB; top bits are ignored.
 +
  |- {{removed}}
 +
  | To Red
 +
  | {{Type|Float}}
 +
  | The end red RGB value, between 0 and 1. Divide actual RGB value by 255.
 +
  |- {{removed}}
 +
  | To Green
 +
  | {{Type|Float}}
 +
  | The end green RGB value, between 0 and 1. Divide actual RGB value by 255.
 +
  |- {{removed}}
 +
  | To Blue
 +
  | {{Type|Float}}
 +
  | The end blue RGB value, between 0 and 1. Divide actual RGB value by 255.
 +
  |- {{added}}
 +
  | To Color
 +
  | {{Type|Int}}
 +
  | The end color, encoded as 0xRRGGBB; top bits are ignored.
 +
  |-
 +
  | Scale
 +
  | {{Type|Float}}
 +
  | The scale, will be clamped between 0.01 and 4.
 +
  |}
 +
  |}
 +
 
 +
== Handshake ==
 +
 
 +
No changes so far.
 +
 
 +
== Status ==
 +
 
 +
No changes so far.
 +
 
 +
== Login ==
 +
 
 +
No changes so far.
 +
 
 +
== Configuration ==
 +
 
 +
No changes so far.
 +
 
 +
== Play ==
 +
 
 +
=== Clientbound ===
 +
 
 +
==== Close Container ====
 +
 
 +
This packet is sent from the server to the client when a window is forcibly closed, such as when a chest is destroyed while it's open. The notchian client disregards the provided window ID and closes any active window.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 6
+
  | ''protocol:''<br/><code>0x12</code><br/><br/>''resource:''<br/><code>container_close</code>
  | VarInt
+
  | Play
  | Color (only for mob spell particle)
+
| Client
 +
| Window ID
 +
| {{change|{{Type|Unsigned Byte}}|{{Type|VarInt}}}}
 +
| This is the ID of the window that was closed. 0 for inventory.
 +
  |}
 +
 
 +
==== Set Container Content ====
 +
[[File:Inventory-slots.png|thumb|The inventory slots]]
 +
 
 +
Replaces the contents of a container window. Sent by the server upon initialization of a container window or the player's inventory, and in response to state ID mismatches (see [[#Click Container]]).
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 7
+
  | rowspan="5"| ''protocol:''<br/><code>0x13</code><br/><br/>''resource:''<br/><code>container_set_content</code>
  | Boolean
+
| rowspan="5"| Play
  | ''Unknown'' (seems that true value ignore radius and show effect as single point, not area)
+
  | rowspan="5"| Client
 +
  | Window ID
 +
| {{change|{{Type|Unsigned Byte}}|{{Type|VarInt}}}}
 +
| The ID of window which items are being sent for. 0 for player inventory. The client ignores any packets targeting a Window ID other than the current one. However, an exception is made for the player inventory, which may be targeted at any time. (The Notchian server does not appear to utilize this special case.)
 
  |-
 
  |-
  | 8
+
  | State ID
  | VarInt
+
  | {{Type|VarInt}}
  | Particle ID
+
  | A server-managed sequence number used to avoid desynchronization; see [[#Click Container]].
 
  |-
 
  |-
  | Arrow <sup>extends Entity</sup>
+
  | Count
  | 5
+
  | {{Type|VarInt}}
| Byte
+
  | Number of elements in the following array.
  | Is Critical
 
 
  |-
 
  |-
  | TippedArrow <sup>extends Arrow</sup>
+
  | Slot Data
  | 6
+
  | {{Type|Array}} of [[Slot Data|Slot]]
| VarInt
 
| Color
 
 
  |-
 
  |-
  |rowspan="4"| Boat <sup>extends Entity</sup>
+
  | Carried Item
  | 5
+
| {{Type|Slot}}
  | VarInt
+
| Item being dragged with the mouse.
  | Time Since Last Hit
+
|}
 +
 
 +
See [[Inventory#Windows|inventory windows]] for further information about how slots are indexed.
 +
Use [[#Open Screen|Open Screen]] to open the container on the client.
 +
 
 +
==== Set Container Property ====
 +
 
 +
This packet is used to inform the client that part of a GUI window should be updated.
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | 6
+
  | rowspan="3"| ''protocol:''<br/><code>0x14</code><br/><br/>''resource:''<br/><code>container_set_data</code>
  | VarInt
+
| rowspan="3"| Play
  | Forward Direction
+
| rowspan="3"| Client
 +
| Window ID
 +
  | {{change|{{Type|Unsigned Byte}}|{{Type|VarInt}}}}
 +
  |
 
  |-
 
  |-
  | 7
+
  | Property
  | Float
+
  | {{Type|Short}}
  | Damage Taken
+
  | The property to be updated, see below.
 
  |-
 
  |-
  | 8
+
  | Value
  | VarInt
+
  | {{Type|Short}}
  | Type
+
| The new value for the property, see below.
 +
  |}
 +
 
 +
The meaning of the Property field depends on the type of the window. The following table shows the known combinations of window type and property, and how the value is to be interpreted.
 +
 
 +
{| class="wikitable"
 
  |-
 
  |-
  |rowspan="2"| EnderCrystal <sup>extends Entity</sup>
+
  ! Window type
  | 5
+
  ! Property
  | OptPosition
+
  ! Value
| Beam Target
 
 
  |-
 
  |-
  | 6
+
  | rowspan="4"| Furnace
  | Boolean
+
  | 0: Fire icon (fuel left)
  | Show Bottom
+
  | counting from fuel burn time down to 0 (in-game ticks)
 
  |-
 
  |-
  | Fireball <sup>extends Entity</sup>
+
  | 1: Maximum fuel burn time
  |colspan="3"| ''no additional metadata''
+
  | fuel burn time or 0 (in-game ticks)
 
  |-
 
  |-
  | WitherSkull <sup>extends Fireball</sup>
+
  | 2: Progress arrow
  | 5
+
  | counting from 0 to maximum progress (in-game ticks)
| Boolean
 
| Invulnerable
 
 
  |-
 
  |-
  | Fireworks <sup>extends Entity</sup>
+
  | 3: Maximum progress
  | 5
+
  | always 200 on the notchian server
| [[Slot]]
 
| Firework Info
 
 
  |-
 
  |-
  | Hanging <sup>extends Entity</sup>
+
  | rowspan="10"| Enchantment Table
  |colspan="3"| ''no additional metadata''
+
| 0: Level requirement for top enchantment slot
 +
  | rowspan="3"| The enchantment's xp level requirement
 
  |-
 
  |-
  |rowspan="2"| ItemFrame <sup>extends Hanging</sup>
+
  | 1: Level requirement for middle enchantment slot
| 5
 
| [[Slot]]
 
| Item
 
 
  |-
 
  |-
  | 6
+
  | 2: Level requirement for bottom enchantment slot
| VarInt
 
| Rotation
 
 
  |-
 
  |-
  | Item <sup>extends Entity</sup>
+
  | 3: The enchantment seed
| 5
+
  | Used for drawing the enchantment names (in [[Wikipedia:Standard Galactic Alphabet|SGA]]) clientside. The same seed ''is'' used to calculate enchantments, but some of the data isn't sent to the client to prevent easily guessing the entire list (the seed value here is the regular seed bitwise and <code>0xFFFFFFF0</code>).
  | [[Slot]]
 
  | Item
 
 
  |-
 
  |-
  |rowspan="5"| Living <sup>extends Entity</sup>
+
| 4: Enchantment ID shown on mouse hover over top enchantment slot
| 5
+
  | rowspan="3"| The enchantment id (set to -1 to hide it), see below for values
| Byte
 
| ''Unknown (probably indicates which hand is currently used)''
 
 
  |-
 
  |-
  | 6
+
  | 5: Enchantment ID shown on mouse hover over middle enchantment slot
| Float
 
| Health
 
 
  |-
 
  |-
  | 7
+
  | 6: Enchantment ID shown on mouse hover over bottom enchantment slot
| VarInt
 
| Potion Effect Color
 
 
  |-
 
  |-
  | 8
+
  | 7: Enchantment level shown on mouse hover over the top slot
  | Boolean
+
  | rowspan="3"| The enchantment level (1 = I, 2 = II, 6 = VI, etc.), or -1 if no enchant
| Is Potion Effect Ambient
 
 
  |-
 
  |-
  | 9
+
  | 8: Enchantment level shown on mouse hover over the middle slot
| VarInt
 
| Number of Arrows in Entity
 
 
  |-
 
  |-
  |rowspan="8"| ArmorStand <sup>extends Living</sup>
+
  | 9: Enchantment level shown on mouse hover over the bottom slot
 
  |-
 
  |-
  | 10
+
  | rowspan="3"| Beacon
  | Byte
+
  | 0: Power level
  | Status bit mask
+
  | 0-4, controls what effect buttons are enabled
 
  |-
 
  |-
  | 11
+
  | 1: First potion effect
  | Vector3F
+
  | {{Minecraft Wiki|Data values#Status effects|Potion effect ID}} for the first effect, or -1 if no effect
| Head rotation
 
 
  |-
 
  |-
  | 12
+
  | 2: Second potion effect
  | Vector3F
+
  | {{Minecraft Wiki|Data values#Status effects|Potion effect ID}} for the second effect, or -1 if no effect
| Body rotation
 
 
  |-
 
  |-
  | 13
+
  | Anvil
  | Vector3F
+
  | 0: Repair cost
  | Left arm rotation
+
  | The repair's cost in xp levels
 
  |-
 
  |-
  | 14
+
  | rowspan="2"| Brewing Stand
  | Vector3F
+
  | 0: Brew time
  | Right arm rotation
+
  | 0 – 400, with 400 making the arrow empty, and 0 making the arrow full
 
  |-
 
  |-
  | 15
+
  | 1: Fuel time
  | Vector3F
+
  | 0 - 20, with 0 making the arrow empty, and 20 making the arrow full
| Left leg rotation
 
 
  |-
 
  |-
  | 16
+
  | Stonecutter
  | Vector3F
+
  | 0: Selected recipe
  | Right leg rotation
+
  | The index of the selected recipe. -1 means none is selected.
 
  |-
 
  |-
  | Insentient <sup>extends Living</sup>
+
  | Loom
  | 10
+
  | 0: Selected pattern
  | Byte
+
  | The index of the selected pattern. 0 means none is selected, 0 is also the internal id of the "base" pattern.
| Status bit mask (NoAI, Left handed)
 
 
  |-
 
  |-
  | Ambient <sup>extends Insentient</sup>
+
  | Lectern
  |colspan="3"| ''no additional metadata''
+
  | 0: Page number
 +
| The current page number, starting from 0.
 +
|}
 +
 
 +
For an enchanting table, the following numerical IDs are used:
 +
 
 +
{| class="wikitable"
 +
! Numerical ID
 +
! Enchantment ID
 +
! Enchantment Name
 
  |-
 
  |-
  | Bat <sup>extends Ambient</sup>
+
  | 0
  | 11
+
  | minecraft:protection
  | Byte
+
  | Protection
| Is Hanging
 
 
  |-
 
  |-
  | Creature <sup>extends Insentient</sup>
+
  | 1
  |colspan="3"| ''no additional metadata''
+
  | minecraft:fire_protection
 +
| Fire Protection
 
  |-
 
  |-
  | Ageable <sup>extends Creature</sup>
+
  | 2
  | 11
+
  | minecraft:feather_falling
  | Boolean
+
  | Feather Falling
| Is Baby
 
 
  |-
 
  |-
  | Animal <sup>extends Ageable</sup>
+
  | 3
  |colspan="3"| ''no additional metadata''
+
  | minecraft:blast_protection
 +
| Blast Protection
 
  |-
 
  |-
  |rowspan="5"| Horse <sup>extends Animal</sup>
+
  | 4
| 12
+
  | minecraft:projectile_protection
  | Byte
+
  | Projectile Protection
  | Status bit mask
 
 
  |-
 
  |-
  | 13
+
  | 5
  | VarInt
+
  | minecraft:respiration
  | Type
+
  | Respiration
 
  |-
 
  |-
  | 14
+
  | 6
  | VarInt
+
  | minecraft:aqua_affinity
  | Variant
+
  | Aqua Affinity
 
  |-
 
  |-
  | 15
+
  | 7
  | OptUUID
+
  | minecraft:thorns
  | Owner's UUID
+
  | Thorns
 
  |-
 
  |-
  | 16
+
  | 8
  | VarInt
+
  | minecraft:depth_strider
  | Armor
+
  | Depth Strider
 
  |-
 
  |-
  | Pig <sup>extends Animal</sup>
+
  | 9
  | 12
+
  | minecraft:frost_walker
  | Boolean
+
  | Frost Walker
| Has Saddle
 
 
  |-
 
  |-
  | Rabbit <sup>extends Animal</sup>
+
  | 10
  | 12
+
  | minecraft:binding_curse
  | VarInt
+
  | Curse of Binding
| Type
 
 
  |-
 
  |-
  | Sheep <sup>extends Animal</sup>
+
  | 11
  | 12
+
  | minecraft:soul_speed
  | Byte
+
  | Soul Speed
| Status bit mask
 
 
  |-
 
  |-
|rowspan="2"| TameableAnimal <sup>extends Animal</sup>
 
 
  | 12
 
  | 12
  | Byte
+
  | minecraft:swift_sneak
  | Status bit mask (sitting, tamed)
+
  | Swift Sneak
 
  |-
 
  |-
 
  | 13
 
  | 13
  | OptUUID
+
  | minecraft:sharpness
  | Owner's UUID
+
  | Sharpness
 
  |-
 
  |-
| Ocelot <sup>extends TameableAnimal</sup>
 
 
  | 14
 
  | 14
  | VarInt
+
  | minecraft:smite
  | Type
+
  | Smite
|-
 
|rowspan="3"| Wolf <sup>extends TameableAnimal</sup>
 
| 14
 
| Float
 
| Damage Taken (used for tail rotation)
 
 
  |-
 
  |-
 
  | 15
 
  | 15
  | Boolean
+
  | minecraft:bane_of_arthropods
  | Is Begging
+
  | Bane of Arthropods
 
  |-
 
  |-
 
  | 16
 
  | 16
  | VarInt
+
  | minecraft:knockback
  | Collar Color
+
  | Knockback
 
  |-
 
  |-
  | Villager <sup>extends Ageable</sup>
+
  | 17
  | 12
+
  | minecraft:fire_aspect
  | VarInt
+
  | Fire Aspect
| ''Unknown''
 
 
  |-
 
  |-
  | Golem <sup>extends Creature</sup>
+
  | 18
  |colspan="3"| ''no additional metadata''
+
  | minecraft:looting
 +
| Looting
 
  |-
 
  |-
  | IronGolem <sup>extends Golem</sup>
+
  | 19
  | 11
+
  | minecraft:sweeping_edge
  | Byte
+
  | Sweeping Edge
| Is Player Created
 
 
  |-
 
  |-
  |rowspan="3"| Shulker <sup>extends Golem</sup>
+
  | 20
| 11
+
  | minecraft:efficiency
  | Direction
+
  | Efficiency
  | Facing Direction
 
 
  |-
 
  |-
  | 12
+
  | 21
  | OptPosition
+
  | minecraft:silk_touch
  | Attachment Position
+
  | Silk Touch
 
  |-
 
  |-
  | 13
+
  | 22
  | Byte
+
  | minecraft:unbreaking
  | Shield Height
+
  | Unbreaking
 
  |-
 
  |-
  | Monster <sup>extends Creature</sup>
+
  | 23
  |colspan="3"| ''no additional metadata''
+
  | minecraft:fortune
 +
| Fortune
 
  |-
 
  |-
  | Blaze <sup>extends Monster</sup>
+
  | 24
  | 11
+
  | minecraft:power
  | Byte
+
  | Power
| Is On Fire
 
 
  |-
 
  |-
  |rowspan="3"| Creeper <sup>extends Monster</sup>
+
  | 25
| 11
+
  | minecraft:punch
  | VarInt
+
  | Punch
  | State (-1 = Idle, 1 = Fuse)
 
 
  |-
 
  |-
  | 12
+
  | 26
  | Boolean
+
  | minecraft:flame
  | Is Powered
+
  | Flame
 
  |-
 
  |-
  | 13
+
  | 27
  | Boolean
+
  | minecraft:infinity
  | Is Ignited
+
  | Infinity
 
  |-
 
  |-
  |rowspan="2"| Guardian <sup>extends Monster</sup>
+
  | 28
| 11
+
  | minecraft:luck_of_the_sea
  | Byte
+
  | Luck of the Sea
  | Status bit mask (elderly, retracting spikes)
 
 
  |-
 
  |-
  | 12
+
  | 29
  | VarInt
+
  | minecraft:lure
  | Target EID
+
  | Lure
 
  |-
 
  |-
  |rowspan="2"| Skeleton <sup>extends Monster</sup>
+
  | 30
| 11
+
  | minecraft:loyalty
  | VarInt
+
  | Loyalty
  | Type
 
 
  |-
 
  |-
  | 12
+
  | 31
  | Boolean
+
  | minecraft:impaling
  | ''Unknown (something hand related)''
+
  | Impaling
 
  |-
 
  |-
  | Spider <sup>extends Monster</sup>
+
  | 32
  | 11
+
  | minecraft:riptide
  | Byte
+
  | Riptide
| Is Climbing
 
 
  |-
 
  |-
  | Witch <sup>extends Monster</sup>
+
  | 33
  | 11
+
  | minecraft:channeling
  | Boolean
+
  | Channeling
| Is Aggresive
 
 
  |-
 
  |-
  |rowspan="4"| Wither <sup>extends Monster</sup>
+
  | 34
| 11
+
  | minecraft:multishot
  | VarInt
+
  | Multishot
  | First Head's Target
 
 
  |-
 
  |-
  | 12
+
  | 35
  | VarInt
+
  | minecraft:quick_charge
  | Second Head's Target
+
  | Quick Charge
 
  |-
 
  |-
  | 13
+
  | 36
  | VarInt
+
  | minecraft:piercing
  | Third Head's Target
+
  | Piercing
 
  |-
 
  |-
  | 14
+
  | 37
  | VarInt
+
  | minecraft:density
  | Invulnerable Time
+
  | Density
 
  |-
 
  |-
  |rowspan="4"| Zombie <sup>extends Monster</sup>
+
  | 38
| 11
+
  | minecraft:breach
  | Boolean
+
  | Breach
  | Is Baby
 
 
  |-
 
  |-
  | 12
+
  | 39
  | VarInt
+
  | minecraft:wind_burst
  | Is Villager (profession)
+
  | Wind Burst
 
  |-
 
  |-
  | 13
+
  | 40
  | Boolean
+
  | minecraft:mending
  | Is Converting
+
  | Mending
 
  |-
 
  |-
  | 14
+
  | 41
  | Boolean
+
  | minecraft:vanishing_curse
  | Are Hands Rised Up
+
  | Curse of Vanishing
 +
|}
 +
 
 +
==== Set Container Slot ====
 +
 
 +
Sent by the server when an item in a slot (in a window) is added/removed.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  |rowspan="2"| Enderman <sup>extends Monster</sup>
+
  | rowspan="4"| ''protocol:''<br/><code>0x15</code><br/><br/>''resource:''<br/><code>container_set_slot</code>
  | 11
+
| rowspan="4"| Play
  | Block ID
+
  | rowspan="4"| Client
  | Carried Block
+
  | Window ID
 +
  | {{change|{{Type|Unsigned Byte}}|{{Type|VarInt}}}}
 +
| The window which is being updated. 0 for player inventory. The client ignores any packets targeting a Window ID other than the current one{{change|; see below for exceptions|, unless it is 0 (see below)}}.
 
  |-
 
  |-
  | 12
+
  | State ID
  | Boolean
+
  | {{Type|VarInt}}
  | Is Screaming
+
  | A server-managed sequence number used to avoid desynchronization; see [[#Click Container]].
 
  |-
 
  |-
  | EnderDragon <sup>extends Insentient</sup>
+
  | Slot
  | 11
+
  | {{Type|Short}}
| VarInt
+
  | The slot that should be updated.
  | Dragon Phase
 
 
  |-
 
  |-
  | Flying <sup>extends Insentient</sup>
+
  | Slot Data
  |colspan="3"| ''no additional metadata''
+
  | {{Type|Slot}}
  |-
+
  |
| Ghast <sup>extends Flying</sup>
 
| 11
 
| Boolean
 
| Is Attacking
 
|-
 
| Slime <sup>extends Insentient</sup>
 
| 11
 
| VarInt
 
| Size
 
|-
 
|rowspan="6"| Minecart <sup>extends Entity</sup>
 
| 5
 
| VarInt
 
| Shaking Power
 
|-
 
| 6
 
| VarInt
 
| Shaking Direction
 
|-
 
| 7
 
| Float
 
| Shaking Multiplier
 
|-
 
| 8
 
| VarInt
 
| Block ID and Meta
 
|-
 
| 9
 
| VarInt
 
| Block Y Position
 
|-
 
| 10
 
| Boolean
 
| Show Block
 
|-
 
|rowspan="2"| MinecartCommandBlock <sup>extends Minecart</sup>
 
| 11
 
| String
 
| Command
 
|-
 
| 12
 
| [[Chat]]
 
| Last Output
 
|-
 
| MinecartFurnace <sup>extends Minecart</sup>
 
| 11
 
| Boolean
 
| Is Powered
 
|-
 
| TNTPrimed <sup>extends Entity</sup>
 
| 5
 
| VarInt
 
| Fuse Time
 
 
  |}
 
  |}
  
Entity classes also recursively use fields from classes they extend.
+
If Window ID is 0, the hotbar and offhand slots (slots 36 through 45) may be updated even when a different container window is open. (The Notchian server does not appear to utilize this special case.) Updates are also restricted to those slots when the player is looking at a creative inventory tab other than the survival inventory. (The Notchian server does ''not'' handle this restriction in any way, leading to [https://bugs.mojang.com/browse/MC-242392 MC-242392].)
  
== Handshaking ==
+
{{change|If Window ID is -1, the item being dragged with the mouse is set. In this case, State ID and Slot are ignored.|}}
  
=== Clientbound ===
+
{{change|If Window ID is -2, any slot in the player's inventory can be updated irrespective of the current container window. In this case, State ID is ignored, and the Notchian server uses a bogus value of 0. Used by the Notchian server to implement the [[#Pick Item]] functionality.|}}
 
 
No changes so far.
 
  
=== Serverbound ===
+
When a container window is open, the server never sends updates targeting Window ID 0&mdash;all of the [[Inventory|window types]] include slots for the player inventory. The client must automatically apply changes targeting the inventory portion of a container window to the main inventory; the server does not resend them for ID 0 when the window is closed. However, since the armor and offhand slots are only present on ID 0, updates to those slots occurring while a window is open must be deferred by the server until the window's closure.
  
==== Handshake ====
+
==== Set Cooldown ====
  
This causes the server to switch into the target state.
+
Applies a cooldown period to all items with the given type.  Used by the Notchian server with enderpearls.  This packet should be sent when the cooldown starts and also when the cooldown ends (to compensate for lag), although the client will end the cooldown automatically. Can be applied to any item, note that interactions still get sent to the server with the item but the client does not play the animation nor attempt to predict results (i.e block placing).
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 730: Line 1,027:
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
|-
 
|rowspan="4"| 0x00
 
|rowspan="4"| Handshaking
 
|rowspan="4"| Server
 
| Protocol Version
 
| VarInt
 
| See [[protocol version numbers]] (currently {{Change|47|106}})
 
|-
 
| Server Address
 
| String
 
| hostname or IP, e.g. localhost or 127.0.0.1 (does this support IPv6?)
 
 
  |-  
 
  |-  
  | Server Port
+
  | rowspan="2"| ''protocol:''<br/><code>0x17</code><br/><br/>''resource:''<br/><code>cooldown</code>
  | Unsigned Short
+
| rowspan="2"| Play
  | default is 25565
+
| rowspan="2"| Client
 +
| {{change|Item ID|Cooldown Group}}
 +
  | {{change|{{Type|VarInt}}|{{Type|Identifier}}}}
 +
  | {{change|Numeric ID of the item|Group of items}} to apply a cooldown to.
 
  |-
 
  |-
  | Next State
+
  | Cooldown Ticks
  | VarInt Enum
+
  | {{Type|VarInt}}
  | 1 for [[#Status|status]], 2 for [[#Login|login]]
+
  | Number of ticks to apply a cooldown for, or 0 to clear the cooldown.
 
  |}
 
  |}
  
== Play ==
+
==== Teleport Entity ====
 
 
=== Clientbound ===
 
  
==== Spawn Object ====
+
{{Warning2|{{change||The Mojang-specified name of this packet was changed in 1.21.2 from <code>teleport_entity</code> to <code>entity_position_sync</code>. There is a new <code>teleport_entity</code>, which this document more appropriately calls [[#Synchronize Vehicle Position|Synchronize Vehicle Position]]. That packet has a different function and will lead to confusing results if used in place of this one.}}}}
  
Sent by the server when a vehicle or other object is created.
+
This packet is sent by the server when an entity moves more than 8 blocks.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 767: Line 1,054:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="12"| {{Change|0x0E|0x00}}
+
  | rowspan="10"| ''protocol:''<br/><code>{{change|0x70|0x20}}</code><br/><br/>''resource:''<br/><code>{{change|teleport_entity|entity_position_sync}}</code>
  |rowspan="12"| Play
+
  | rowspan="10"| Play
  |rowspan="12"| Client
+
  | rowspan="10"| Client
  | Entity ID  
+
  | Entity ID
  | VarInt
+
  | {{Type|VarInt}}
| EID of the object
+
  |
|- style="background-color: #d9ead3;"
 
| Object UUID
 
| UUID
 
|
 
|-
 
| Type
 
| Byte
 
  | The type of object (see [[Entities#Objects]])
 
 
  |-
 
  |-
 
  | X
 
  | X
  | {{Change|Int|Double}}
+
  | {{Type|Double}}
 
  |  
 
  |  
 
  |-
 
  |-
 
  | Y
 
  | Y
  | {{Change|Int|Double}}
+
  | {{Type|Double}}
  |  
+
  |
 
  |-
 
  |-
 
  | Z
 
  | Z
  | {{Change|Int|Double}}
+
  | {{Type|Double}}
  |  
+
|
  |-
+
|- {{added}}
  | Pitch
+
| Velocity X
  | Angle
+
| {{Type|Double}}
  |  
+
  |
 +
  |- {{added}}
 +
  | Velocity Y
 +
  | {{Type|Double}}
 +
|
 +
|- {{added}}
 +
| Velocity Z
 +
| {{Type|Double}}
 +
  |
 
  |-
 
  |-
 
  | Yaw
 
  | Yaw
  | Angle
+
  | {{change|{{Type|Angle}}|{{Type|Float}}}}
  |  
+
  | Rotation on the X axis, in degrees.
 
  |-
 
  |-
  | Data
+
  | Pitch
  | Int
+
  | {{change|{{Type|Angle}}|{{Type|Float}}}}
  | Meaning dependent on the value of the Type field, see [[Object Data]] for details.
+
  | Rotation on the Y axis, in degrees.
 
  |-
 
  |-
  | Velocity X
+
  | On Ground
  | {{Change|Optional Short|Short}}
+
  | {{Type|Boolean}}
| {{Change|Only sent if the Data field is nonzero.}} Same units as [[#Entity Velocity|Entity Velocity]].
+
  |
|-
+
|}
| Velocity Y
+
 
| {{Change|Optional Short|Short}}
+
==== Explosion ====
| {{Change|Only sent if the Data field is nonzero.}} Same units as [[#Entity Velocity|Entity Velocity]].
 
|-
 
  | Velocity Z
 
| {{Change|Optional Short|Short}}
 
| {{Change|Only sent if the Data field is nonzero.}} Same units as [[#Entity Velocity|Entity Velocity]].
 
|}
 
  
==== Spawn Experience Orb ====
+
Sent when an explosion occurs (creepers, TNT, and ghast fireballs).
  
Spawns one or more experience orbs.
+
{{change|Each block in Records is set to air. Coordinates for each axis in record is int(X) + record.x|}}
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 827: Line 1,108:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  ! colspan="2" | Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| {{Change|0x11|0x01}}
+
  | rowspan="16"| ''protocol:''<br/><code>{{change|0x20|0x21}}</code><br/><br/>''resource:''<br/><code>explode</code>
  |rowspan="5"| Play
+
  | rowspan="16"| Play
  |rowspan="5"| Client
+
  | rowspan="16"| Client
| Entity ID
 
| VarInt
 
| Entity's ID
 
|-
 
 
  | X
 
  | X
  | {{Change|Int|Double}}
+
  | {{Type|Double}}
 
  |
 
  |
 
  |-
 
  |-
 
  | Y
 
  | Y
  | {{Change|Int|Double}}
+
  | {{Type|Double}}
 
  |
 
  |
 
  |-
 
  |-
 
  | Z
 
  | Z
  | {{Change|Int|Double}}
+
  | {{Type|Double}}
 +
|
 +
|- {{removed}}
 +
| Strength
 +
| {{Type|Float}}
 +
| If the strength is greater or equal to 2.0, or the block interaction is not 0 (keep), large explosion particles are used. Otherwise, small explosion particles are used.
 +
|- {{removed}}
 +
| Record Count
 +
| {{Type|VarInt}}
 +
| Number of elements in the following array.
 +
|- {{removed}}
 +
| Records
 +
| {{Type|Array}} of ({{Type|Byte}}, {{Type|Byte}}, {{Type|Byte}})
 +
| Each record is 3 signed bytes long; the 3 bytes are the XYZ (respectively) signed offsets of affected blocks.
 +
|- {{added}}
 +
| Has Player Motion
 +
| {{Type|Boolean}}
 
  |
 
  |
 
  |-
 
  |-
  | Count
+
  | Player Motion X
  | Short
+
  | {{change|{{Type|Float}}|{{Type|Optional}} {{Type|Double}}}}
  | The amount of experience this orb will reward once collected
+
| X velocity of the player being pushed by the explosion.{{change|| Only present if Has Player Motion is true.}}
 +
|-
 +
| Player Motion Y
 +
| {{change|{{Type|Float}}|{{Type|Optional}} {{Type|Double}}}}
 +
| Y velocity of the player being pushed by the explosion.{{change|| Only present if Has Player Motion is true.}}
 +
|-
 +
| Player Motion Z
 +
| {{change|{{Type|Float}}|{{Type|Optional}} {{Type|Double}}}}
 +
| Z velocity of the player being pushed by the explosion.{{change|| Only present if Has Player Motion is true.}}
 +
|- {{removed}}
 +
| Block Interaction
 +
| {{Type|VarInt}} {{Type|Enum}}
 +
| 0 = keep, 1 = destroy, 2 = destroy_with_decay, 3 = trigger_block.
 +
|-
 +
| {{change|Small |}}Explosion Particle ID
 +
| {{Type|VarInt}}
 +
| The particle ID listed in [[Particles]].
 +
|-
 +
| {{change|Small |}}Explosion Particle Data
 +
| Varies
 +
| Particle data as specified in [[Particles]].
 +
|- {{removed}}
 +
| Large Explosion Particle ID
 +
| {{Type|VarInt}}
 +
  | The particle ID listed in [[Particles]].
 +
|- {{removed}}
 +
| Large Explosion Particle Data
 +
| Varies
 +
| Particle data as specified in [[Particles]].
 +
|-
 +
| Explosion Sound
 +
| {{Type|ID or}} {{Type|Sound Event}}
 +
| ID in the <code>minecraft:sound_event</code> registry, or an inline definition.
 
  |}
 
  |}
  
==== Spawn Global Entity ====
+
==== Open Horse Screen ====
  
With this packet, the server notifies the client of thunderbolts striking within a 512 block radius around the player. The coordinates specify where exactly the thunderbolt strikes.
+
This packet is used exclusively for opening the horse GUI. [[#Open Screen|Open Screen]] is used for all other GUIs.  The client will not open the inventory if the Entity ID does not point to an horse-like animal.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 867: Line 1,192:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| {{Change|0x2C|0x02}}
+
  | rowspan="3"| ''protocol:''<br/><code>0x23</code><br/><br/>''resource:''<br/><code>horse_screen_open</code>
  |rowspan="5"| Play
+
  | rowspan="3"| Play
  |rowspan="5"| Client
+
  | rowspan="3"| Client
  | Entity ID
+
  | Window ID
  | VarInt
+
  | {{change|{{Type|Unsigned Byte}}|{{Type|VarInt}}}}
  | The EID of the thunderbolt
+
  |
 
  |-
 
  |-
  | Type
+
  | Slot count
  | Byte
+
  | {{Type|VarInt}}
  | The global entity type, currently always 1 for thunderbolt
+
  |
 
  |-
 
  |-
  | X
+
  | Entity ID
  | {{Change|Int|Double}}
+
  | {{Type|Int}}
|
+
  |
|-
 
| Y
 
| {{Change|Int|Double}}
 
|
 
|-
 
| Z
 
| {{Change|Int|Double}}
 
  |  
 
 
  |}
 
  |}
  
 +
==== Login (play) ====
  
==== Spawn Mob ====
+
{{Need Info|Although the number of portal cooldown ticks is included in this packet, the whole portal usage process is still dictated entirely by the server. What kind of effect does this value have on the client, if any?}}
  
Sent by the server when a mob entity is spawned.
+
See [[Protocol Encryption]] for information on logging in.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 904: Line 1,222:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="13"| {{Change|0x0F|0x03}}
+
  | rowspan="23"| ''protocol:''<br/><code>{{change|0x2B|0x2C}}</code><br/><br/>''resource:''<br/><code>login</code>
  |rowspan="13"| Play
+
  | rowspan="23"| Play
  |rowspan="13"| Client
+
  | rowspan="23"| Client
 
  | Entity ID
 
  | Entity ID
  | VarInt
+
  | {{Type|Int}}
  |  
+
| The player's Entity ID (EID).
  |- style="background-color: #d9ead3;"
+
|-
  | Entity UUID
+
| Is hardcore
  | UUID
+
| {{Type|Boolean}}
  |  
+
|
 +
|-
 +
| Dimension Count
 +
| {{Type|VarInt}}
 +
| Size of the following array.
 +
|-
 +
| Dimension Names
 +
| {{Type|Array}} of {{Type|Identifier}}
 +
  | Identifiers for all dimensions on the server.
 +
  |-
 +
| Max Players
 +
| {{Type|VarInt}}
 +
| Was once used by the client to draw the player list, but now is ignored.
 +
|-
 +
| View Distance
 +
| {{Type|VarInt}}
 +
| Render distance (2-32).
 +
|-
 +
| Simulation Distance
 +
| {{Type|VarInt}}
 +
| The distance that the client will process specific things, such as entities.
 +
|-
 +
| Reduced Debug Info
 +
| {{Type|Boolean}}
 +
| If true, a Notchian client shows reduced information on the {{Minecraft Wiki|debug screen}}.  For servers in development, this should almost always be false.
 +
|-
 +
| Enable respawn screen
 +
| {{Type|Boolean}}
 +
| Set to false when the doImmediateRespawn gamerule is true.
 +
|-
 +
| Do limited crafting
 +
| {{Type|Boolean}}
 +
| Whether players can only craft recipes they have already unlocked. Currently unused by the client.
 +
|-
 +
  | Dimension Type
 +
  | {{Type|VarInt}}
 +
  | The ID of the type of dimension in the <code>minecraft:dimension_type</code> registry, defined by the Registry Data packet.
 
  |-
 
  |-
  | Type
+
  | Dimension Name
  | Unsigned Byte
+
  | {{Type|Identifier}}
  | The type of mob. See [[Entities#Mobs]]
+
  | Name of the dimension being spawned into.
 
  |-
 
  |-
  | X
+
  | Hashed seed
  | {{Change|Int|Double}}
+
  | {{Type|Long}}
  |  
+
  | First 8 bytes of the SHA-256 hash of the world's seed. Used client side for biome noise
 
  |-
 
  |-
  | Y
+
  | Game mode
  | {{Change|Int|Double}}
+
  | {{Type|Unsigned Byte}}
  |  
+
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
 
  |-
 
  |-
  | Z
+
  | Previous Game mode
  | {{Change|Int|Double}}
+
  | {{Type|Byte}}
  |  
+
  | -1: Undefined (null), 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. The previous game mode. Vanilla client uses this for the debug (F3 + N & F3 + F4) game mode switch. (More information needed)
 
  |-
 
  |-
  | Yaw
+
  | Is Debug
  | Angle
+
  | {{Type|Boolean}}
  |  
+
  | True if the world is a {{Minecraft Wiki|debug mode}} world; debug mode worlds cannot be modified and have predefined blocks.
 
  |-
 
  |-
  | Pitch
+
  | Is Flat
  | Angle
+
  | {{Type|Boolean}}
  |  
+
  | True if the world is a {{Minecraft Wiki|superflat}} world; flat worlds have different void fog and a horizon at y=0 instead of y=63.
 
  |-
 
  |-
  | Head Pitch
+
  | Has death location
  | Angle
+
  | {{Type|Boolean}}
  |  
+
  | If true, then the next two fields are present.
 
  |-
 
  |-
  | Velocity X
+
  | Death dimension name
  | Short
+
  | {{Type|Optional}} {{Type|Identifier}}
  | Same units as [[Protocol#Entity Velocity|Entity Velocity]]
+
  | Name of the dimension the player died in.
 
  |-
 
  |-
  | Velocity Y
+
  | Death location
  | Short
+
  | {{Type|Optional}} {{Type|Position}}
  | Same units as [[Protocol#Entity Velocity|Entity Velocity]]
+
  | The location that the player died at.
 
  |-
 
  |-
  | Velocity Z
+
  | Portal cooldown
  | Short
+
  | {{Type|VarInt}}
  | Same units as [[Protocol#Entity Velocity|Entity Velocity]]
+
| The number of ticks until the player can use the portal again.
 +
  |- {{added}}
 +
| Sea level
 +
| {{Type|VarInt}}
 +
|
 
  |-
 
  |-
  | Metadata
+
  | Enforces Secure Chat
  | [[#Entity Metadata|Entity Metadata]]
+
  | {{Type|Boolean}}
  |  
+
  |
 
  |}
 
  |}
  
==== Spawn Player ====
+
==== Move Minecart Along Track ====
 
 
This packet is sent by the server when a player comes into visible range, ''not'' when a player joins.
 
 
 
This packet must be sent after the [[Protocol#Player List Item|Player List Item]] ([[#Play|Play]], 0x38, clientbound) packet that adds the player data for the client to use when spawning a player. If the Player List Item for the player spawned by this packet is not present when this packet arrives, Notchian clients will not spawn the player entity. The Player List Item packet includes skin/cape data.
 
 
 
Servers can, however, safely spawn player entities for players not in visible range. The client appears to handle it correctly.
 
 
 
When in online-mode the UUIDs must be valid and have valid skin blobs, in offline-mode UUID v3 is used.
 
 
 
For NPCs UUID v2 should be used. Note:
 
 
 
<+Grum> i will never confirm this as a feature you know that :)
 
 
 
In an example UUID, <code>xxxxxxxx-xxxx-Yxxx-xxxx-xxxxxxxxxxxx</code>, the UUID version is specified by <code>Y</code>. So, for UUID v3, <code>Y</code> will always be <code>3</code>, and for UUID v2, <code>Y</code> will always be <code>2</code>.
 
  
{| class="wikitable"
+
{| class="wikitable" {{added}}
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  ! colspan="2"| Field Name
  ! Field Type
+
  ! colspan="2"| Field Type
  ! Notes
+
  ! colspan="2"| Notes
 
  |-
 
  |-
  |rowspan="9"| {{Change|0x0C|0x05}}
+
  | rowspan="11"| ''protocol:''<br/><code>0x31</code><br/><br/>''resource:''<br/><code>move_minecart_along_track</code>
  |rowspan="9"| Play
+
  | rowspan="11"| Play
  |rowspan="9"| Client
+
  | rowspan="11"| Client
  | Entity ID
+
  | colspan="2"| Entity ID
  | VarInt
+
  | colspan="2"| {{Type|VarInt}}
  | Player's EID
+
  |
 
  |-
 
  |-
  | Player UUID
+
  | colspan="2"| Step Count
  | UUID
+
  | colspan="2"| {{Type|VarInt}}
  |  
+
  | Number of elements in the following array.
 
  |-
 
  |-
 +
| rowspan="9"| Steps
 
  | X
 
  | X
  | {{Change|Int|Double}}
+
  | rowspan="9"| {{Type|Array}}
 +
| {{Type|Double}}
 
  |  
 
  |  
 
  |-
 
  |-
 
  | Y
 
  | Y
  | {{Change|Int|Double}}
+
  | {{Type|Double}}
 
  |  
 
  |  
 
  |-
 
  |-
 
  | Z
 
  | Z
  | {{Change|Int|Double}}
+
  | {{Type|Double}}
 
  |  
 
  |  
 +
|-
 +
| Velocity X
 +
| {{Type|Double}}
 +
|
 +
|-
 +
| Velocity Y
 +
| {{Type|Double}}
 +
|
 +
|-
 +
| Velocity Z
 +
| {{Type|Double}}
 +
|
 
  |-
 
  |-
 
  | Yaw
 
  | Yaw
  | Angle
+
  | {{Type|Angle}}
  |  
+
  |
 
  |-
 
  |-
 
  | Pitch
 
  | Pitch
  | Angle
+
  | {{Type|Angle}}
  |  
+
  |
|- style="background-color: #f4cccc; text-decoration: line-through;"
 
| Current Item
 
| Short
 
| The item the player is currently holding. Note that this should be 0 for “no item”, unlike -1 used in other packets.
 
 
  |-
 
  |-
  | Metadata
+
  | Weight
  | [[#Entity Metadata|Entity Metadata]]
+
  | {{Type|Float}}
|
+
|}
|}
 
  
==== {{Change||Boss Bar}} ====  
+
==== Player Info Update ====
  
 +
Sent by the server to update the user list (<tab> in the client).
 
{| class="wikitable"
 
{| class="wikitable"
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! colspan="2"| Field Name
  ! Field Type
+
  ! colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="15"| {{Change|0x49|0x0C}}
+
  | rowspan="4"| ''protocol:''<br/><code>{{change|0x3E|0x40}}</code><br/><br/>''resource:''<br/><code>player_info_update</code>
  |rowspan="15"| Play
+
  | rowspan="4"| Play
  |rowspan="15"| Client
+
  | rowspan="4"| Client
  |colspan="2"| UUID
+
  | colspan="2"| Actions
 +
| colspan="2"| {{Type|Byte}}
 +
| Determines what actions are present.
 +
|-
 +
| colspan="2"| Number Of Players
 +
| colspan="2"| {{Type|VarInt}}
 +
| Number of elements in the following array.
 +
|-
 +
| rowspan="2" | Players
 
  | UUID
 
  | UUID
  | Unique ID for this bar
+
  | rowspan="2" | {{Type|Array}}
|-
+
  | {{Type|UUID}}
|colspan="2"| Action
+
  | The player UUID
  | VarInt Enum
 
  | Determines the layout of the remaining packet
 
 
  |-
 
  |-
 +
| Player Actions
 +
| {{Type|Array}} of [[#player-info:player-actions|Player&nbsp;Actions]]
 +
| The length of this array is determined by the number of [[#player-info:player-actions|Player Actions]] that give a non-zero value when applying its mask to the actions flag. For example given the decimal number 5, binary 00000101. The masks 0x01 and 0x04 would return a non-zero value, meaning the Player Actions array would include two actions: Add Player and Update Game Mode.
 +
|}
 +
 +
{| class="wikitable"
 +
|+ id="player-info:player-actions" | Player Actions
 
  ! Action
 
  ! Action
  ! Field Name
+
  ! Mask
  !  
+
! colspan="2" | Field Name
  !  
+
  ! colspan="2" | Type
 +
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0: add
+
  | rowspan="6" | Add Player
  | Title
+
  | rowspan="6" | 0x01
  | [[Chat]]
+
  | colspan="2" | Name
  |  
+
  | colspan="2" | {{Type|String}} (16)
 
  |-
 
  |-
  | Health
+
  | colspan="2" | Number Of Properties
  | Float
+
  | colspan="2" | {{Type|VarInt}}
  | From 0 to 1. Values greater than 1 do not crash the client, and start [https://i.johni0702.de/nA.png rendering part of a second health bar] at around 1.5.
+
  | Number of elements in the following array.
 
  |-
 
  |-
  | Color
+
  | rowspan="4" | Property
  | VarInt Enum
+
  | Name
  | Color ID (see below)
+
| rowspan="4"| {{Type|Array}}
 +
  | {{Type|String}} (32767)
 +
|
 
  |-
 
  |-
  | Division
+
  | Value
  | VarInt Enum
+
  | {{Type|String}} (32767)
  | Type of division (see below)
+
  |
 
  |-
 
  |-
  | Flags
+
  | Is Signed
  | Unsigned Byte
+
  | {{Type|Boolean}}
  | Bit mask: 0x1 should darken sky, 0x2: is dragon bar (used to play end music)
+
  |
 
  |-
 
  |-
  | 1: remove
+
  | Signature
  | ''no fields''
+
  | {{Type|Optional}} {{Type|String}} (32767)
| ''no fields''
+
  | Only if Is Signed is true.
  | Removes this boss bar
 
 
  |-
 
  |-
  | 2: update health
+
  | rowspan="7" | Initialize Chat
| Health
+
  | rowspan="7" | 0x02
  | Float
+
  | colspan="2" | Has Signature Data
| as above
+
  | colspan="2" | {{Type|Boolean}}
  |-
 
| 3: update title
 
  | Title
 
| [[Chat]]
 
|  
 
 
  |-
 
  |-
  |rowspan="2"| 4: update style
+
  | colspan="2" | Chat session ID
  | Color
+
  | colspan="2" | {{Type|UUID}}
| VarInt Enum
+
  | Only sent if Has Signature Data is true.
  | Color ID (see below)
 
 
  |-
 
  |-
  | Dividers
+
  | colspan="2" | Public key expiry time
  | VarInt Enum
+
  | colspan="2" | {{Type|Long}}
  | as above
+
  | Key expiry time, as a UNIX timestamp in milliseconds. Only sent if Has Signature Data is true.
 
  |-
 
  |-
  | 5: update flags
+
  | colspan="2" | Encoded public key size
  | Flags
+
  | colspan="2" | {{Type|VarInt}}
| Unsigned Byte
+
  | Size of the following array. Only sent if Has Signature Data is true. Maximum length is 512 bytes.
  | as above
 
 
  |-
 
  |-
  |}
+
  | colspan="2" | Encoded public key
 
+
| colspan="2" | {{Type|Byte Array}} (512)
{| class="wikitable"
+
  | The player's public key, in bytes. Only sent if Has Signature Data is true.
  ! ID
 
! Color
 
 
  |-
 
  |-
  | 0
+
  | colspan="2" | Public key signature size
  | Pink
+
| colspan="2" | {{Type|VarInt}}
 +
  | Size of the following array. Only sent if Has Signature Data is true. Maximum length is 4096 bytes.
 
  |-
 
  |-
  | 1
+
  | colspan="2" | Public key signature
  | Blue
+
| colspan="2" | {{Type|Byte Array}} (4096)
 +
  | The public key's digital signature. Only sent if Has Signature Data is true.
 
  |-
 
  |-
  | 2
+
  | Update Game Mode
  | Red
+
| 0x04
 +
| colspan="2" | Game Mode
 +
  | colspan="2" | {{Type|VarInt}}
 
  |-
 
  |-
  | 3
+
  | Update Listed
  | Green
+
  | 0x08
 +
| colspan="2" | Listed
 +
| colspan="2" | {{Type|Boolean}}
 +
| Whether the player should be listed on the player list.
 
  |-
 
  |-
  | 4
+
  | Update Latency
  | Yellow
+
  | 0x10
 +
| colspan="2" | Ping
 +
| colspan="2" | {{Type|VarInt}}
 +
| Measured in milliseconds.
 
  |-
 
  |-
  | 5
+
  | rowspan="2" | Update Display Name
  | Purple
+
| rowspan="2" | 0x20
 +
  | colspan="2" | Has Display Name
 +
| colspan="2" | {{Type|Boolean}}
 
  |-
 
  |-
  | 6
+
  | colspan="2" | Display Name
  | White
+
| colspan="2" | {{Type|Optional}} {{Type|Text Component}}
 +
| Only sent if Has Display Name is true.
 +
|- {{added}}
 +
| Update List Priority
 +
| 0x40
 +
| colspan="2" | Priority
 +
| colspan="2" | {{Type|VarInt}}
 +
  | See below.
 
  |}
 
  |}
  
{| class="wikitable"
+
The properties included in this packet are the same as in [[#Login Success|Login Success]], for the current player.
! ID
+
 
! Type of division
+
Ping values correspond with icons in the following way:
|-
+
* A ping that negative (i.e. not known to the server yet) will result in the no connection icon.
| 0
+
* A ping under 150 milliseconds will result in 5 bars
| No division
+
* A ping under 300 milliseconds will result in 4 bars
|-
+
* A ping under 600 milliseconds will result in 3 bars
| 1
+
* A ping under 1000 milliseconds (1 second) will result in 2 bars
| 6 notches
+
* A ping greater than or equal to 1 second will result in 1 bar.
|-
+
 
| 2
+
The order of players in the player list is determined as follows:
| 10 notches
+
* {{change||Players with higher priorities are sorted before those with lower priorities.}}
|-
+
* {{change||Among players of equal priorities, }}spectators are sorted after non-spectators.
| 3
+
* Within each of those groups, players are sorted into teams. The teams are ordered case-sensitively by team name in ascending order. Players with no team are listed first.
| 12 notches
+
* The players of each team (and non-team) are sorted case-insensitively by name in ascending order.
|-
+
 
| 4
+
==== Synchronize Player Position ====
| 20 notches
+
 
|}
+
Teleports the client, e.g. during login, when using an ender pearl, in response to invalid move packets, etc.
 +
 
 +
Due to latency, the server may receive outdated movement packets sent before the client was aware of the teleport. To account for this, the server ignores all movement packets from the client until a [[#Confirm Teleportation|Confirm Teleportation]] packet with an ID matching the one sent in the teleport packet is received.
  
==== {{Change||Set Cooldown}} ====
+
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0, -1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360 (see [https://bugs.mojang.com/browse/MC-90097 MC-90097]).
  
Applies a cooldown period to an item type.
+
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,160: Line 1,541:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x17
+
  | rowspan="11"| ''protocol:''<br/><code>{{change|0x40|0x42}}</code><br/><br/>''resource:''<br/><code>player_position</code>
  |rowspan="2"| Play
+
  | rowspan="11"| Play
  |rowspan="2"| Client
+
  | rowspan="11"| Client
  | Item ID
+
  | {{added}} | Teleport ID
  | VarInt
+
  | {{added}} | {{Type|VarInt}}
  | ID of the item to apply a cooldown to.
+
  | {{added}} | Client should confirm this packet with [[#Confirm Teleportation|Confirm Teleportation]] containing the same Teleport ID.
 +
|-
 +
| X
 +
| {{Type|Double}}
 +
| Absolute or relative position, depending on Flags.
 +
|-
 +
| Y
 +
| {{Type|Double}}
 +
| Absolute or relative position, depending on Flags.
 +
|-
 +
| Z
 +
| {{Type|Double}}
 +
| Absolute or relative position, depending on Flags.
 +
|- {{added}}
 +
| Velocity X
 +
| {{Type|Double}}
 +
|
 +
|- {{added}}
 +
| Velocity Y
 +
| {{Type|Double}}
 +
|
 +
|- {{added}}
 +
| Velocity Z
 +
| {{Type|Double}}
 +
|
 +
|-
 +
| Yaw
 +
| {{Type|Float}}
 +
| Absolute or relative rotation on the X axis, in degrees.
 +
|-
 +
| Pitch
 +
| {{Type|Float}}
 +
| Absolute or relative rotation on the Y axis, in degrees.
 
  |-
 
  |-
  | Cooldown Ticks
+
  | Flags
  | VarInt
+
  | {{change|{{Type|Byte}}|{{Type|Teleport Flags}}}}
  | Number of ticks to apply a cooldown for.
+
| {{change|Reference the Flags table below. When the value of the this byte masked is zero the field is absolute, otherwise relative.|}}
 +
|- {{removed}}
 +
| Teleport ID
 +
| {{Type|VarInt}}
 +
  | Client should confirm this packet with [[#Confirm Teleportation|Confirm Teleportation]] containing the same Teleport ID.
 
  |}
 
  |}
  
==== Named Sound Effect ====
+
==== Player Rotation ====
  
{| class="wikitable"
+
{| class="wikitable" {{added}}
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 1,182: Line 1,599:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| {{Change|0x2F|0x19}}
+
  | rowspan="2"| ''protocol:''<br/><code>0x43</code><br/><br/>''resource:''<br/><code>player_rotation</code>
  |rowspan="7"| Play
+
  | rowspan="2"| Play
  |rowspan="7"| Client
+
  | rowspan="2"| Client
  | Sound Name
+
  | Yaw
  | String
+
  | {{Type|Float}}
| All known sound effect names can be seen [https://github.com/SirCmpwn/Craft.Net/blob/master/source/Craft.Net.Common/SoundEffect.cs here]
+
  | Rotation on the X axis, in degrees.
  |- style="background-color: #d9ead3;"
 
| Sound Category
 
| VarInt Enum
 
| The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories])
 
|-
 
| Effect Position X
 
| Int
 
| Effect X multiplied by 8
 
|-
 
| Effect Position Y
 
| Int
 
| Effect Y multiplied by 8
 
|-
 
| Effect Position Z
 
| Int
 
| Effect Z multiplied by 8
 
|-
 
| Volume
 
| Float
 
| 1 is 100%, can be more
 
 
  |-
 
  |-
 
  | Pitch
 
  | Pitch
  | Unsigned Byte
+
  | {{Type|Float}}
  | 63 is 100%, can be more
+
  | Rotation on the Y axis, in degrees.
 
  |}
 
  |}
  
==== Entity Status ====
+
==== Place Ghost Recipe ====
 +
 
 +
Response to the serverbound packet ([[#Place Recipe|Place Recipe]]), with the same recipe ID. Appears to be used to notify the UI.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,224: Line 1,623:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| {{Change|0x1A|0x1B}}
+
  | rowspan="4"| ''protocol:''<br/><code>{{change|0x37|0x39}}</code><br/><br/>''resource:''<br/><code>place_ghost_recipe</code>
  |rowspan="2"| Play
+
  | rowspan="4"| Play
  |rowspan="2"| Client
+
  | rowspan="4"| Client
  | Entity ID
+
  | Window ID
  | Int
+
  | {{change|{{Type|Byte}}|{{Type|VarInt}}}}
  |  
+
  |
  |-
+
  |- {{removed}}
  | Entity Status
+
  | Recipe
  | Byte Enum
+
  | {{Type|Identifier}}
  | See below
+
| A recipe ID.
 +
|- {{added}}
 +
| Recipe Display ID
 +
| {{Type|VarInt}}
 +
| ID in the <code>minecraft:recipe_display</code> registry.
 +
|- {{added}}
 +
| Recipe Data
 +
| Varies
 +
  | Depends on Recipe Type; see below.
 
  |}
 
  |}
  
{| class="wikitable"
+
''below''
 +
 
 +
==== Recipe Book Add ====
 +
 
 +
{| class="wikitable" {{added}}
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! colspan="2"| Field Name
 +
! colspan="2"| Field Type
 +
! colspan="2"| Notes
 
  |-
 
  |-
  ! Entity Status
+
  | rowspan="10"| ''protocol:''<br/><code>0x44</code><br/><br/>''resource:''<br/><code>recipe_book_add</code>
  ! Meaning
+
  | rowspan="10"| Play
 +
| rowspan="10"| Client
 +
| colspan="2"| Recipe Count
 +
| colspan="2"| {{Type|VarInt}}
 +
| Number of elements in the following array.
 
  |-
 
  |-
  | 1
+
  | rowspan="8"| Recipes
  | Sent when resetting a mob spawn minecart's timer — appears to be unused by the client
+
| Recipe ID
 +
| rowspan="8"| {{Type|Array}}
 +
  | {{Type|VarInt}}
 +
| ID to assign to the recipe.
 
  |-
 
  |-
  | 2
+
  | Display ID
  | Living Entity hurt
+
  | {{Type|VarInt}}
 +
| ID in the <code>minecraft:recipe_display</code> registry.
 
  |-
 
  |-
  | 3
+
  | Group ID
  | Living Entity dead
+
| {{Type|VarInt}}
 +
  |
 
  |-
 
  |-
  | 4
+
  | Category ID
  | Iron Golem throwing up arms
+
  | {{Type|VarInt}}
 +
| ID in the <code>minecraft:recipe_book_category</code> registry.
 
  |-
 
  |-
  | 6
+
  | Has Ingredients
  | Wolf/Ocelot/Horse taming — Spawn “heart” particles
+
| {{Type|Boolean}}
 +
  |
 
  |-
 
  |-
  | 7
+
  | Ingredient Count
  | Wolf/Ocelot/Horse tamed — Spawn “smoke” particles
+
  | {{Type|Optional}} {{Type|VarInt}}
 +
| Number of elements in the following array. Only present if Has Ingredients is true.
 
  |-
 
  |-
  | 8
+
  | Ingredients
  | Wolf shaking water — Trigger the shaking animation
+
  | {{Type|Optional}} {{Type|Array}} of {{Type|ID Set}}
 +
| IDs in the <code>minecraft:item</code> registry, or an inline definition. Only present if Has Ingredients is true.
 
  |-
 
  |-
  | 9
+
  | Flags
  | (of self) Eating accepted by server
+
  | {{Type|Byte}}
 +
| 0x01: show notification; 0x02: highlight as new
 
  |-
 
  |-
  | 10
+
  | colspan="2"| Replace
| Sheep eating grass
+
  | colspan="2"| {{Type|Boolean}}
  |-
+
  | Replace or Add to known recipes
| 10
 
| Play TNT ignite sound
 
|-
 
| 11
 
| Iron Golem handing over a rose
 
|-
 
| 12
 
| Villager mating — Spawn “heart” particles
 
|-
 
| 13
 
| Spawn particles indicating that a villager is angry and seeking revenge
 
|-
 
| 14
 
| Spawn happy particles near a villager
 
|-
 
| 15
 
| Witch animation — Spawn “magic” particles
 
|-
 
| 16
 
| Play zombie converting into a villager sound
 
|-
 
| 17
 
| Firework exploding
 
|-
 
| 18
 
| Animal in love (ready to mate) — Spawn “heart” particles
 
|-
 
| 19
 
| Reset squid rotation
 
|-
 
| 20
 
| Spawn explosion particle — works for some living entities
 
|-
 
| 21
 
| Play guardian sound — works for every entity
 
|-
 
| 22
 
| Enables reduced {{Minecraft Wiki|Debug screen|debug}} for players
 
  |-
 
| 23
 
| Disables reduced {{Minecraft Wiki|Debug screen|debug}} for players
 
|- style="background-color: #d9ead3;"
 
| 24–28
 
| Sets {{Minecraft Wiki|Server.properties#op-permission-level|op permission level}} 0–4 for players
 
 
  |}
 
  |}
  
==== {{Change||Unload Chunk}} ====
+
==== Recipe Book Remove ====
 
 
Tells the client to unload a chunk.
 
  
{| class="wikitable"
+
{| class="wikitable" {{added}}
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 1,326: Line 1,711:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x1D
+
  | rowspan="2"| ''protocol:''<br/><code>0x45</code><br/><br/>''resource:''<br/><code>recipe_book_remove</code>
  |rowspan="2"| Play
+
  | rowspan="2"| Play
  |rowspan="2"| Client
+
  | rowspan="2"| Client
  | Chunk X
+
  | Recipe Count
  | Int
+
  | {{Type|VarInt}}
  | Chunk X coordinate
+
  | Number of elements in the following array.
 
  |-
 
  |-
  | Chunk Z
+
  | Recipes
  | Int
+
  | {{Type|Array}} of {{Type|VarInt}}
  | Chunk Z coordinate
+
  | IDs of recipes to remove.
 
  |}
 
  |}
  
==== Chunk Data ====
+
==== Recipe Book Settings ====
  
Chunk pillars are not unloaded by the client automatically. To unload chunk pillars, {{Change|send this packet with Ground-Up Continuous{{=}}true and no 16^3 chunks (eg. Primary Bit Mask{{=}}0)|send an [[#Unload Chunk|Unload Chunk]] packet with the chunk's X and Z coordinates}}. The server only sends skylight information for chunk pillars in the Overworld, it's up to the client to know in which dimenison the player is currently located. You can also infer this information from the primary bitmask and the amount of uncompressed bytes sent.
+
{| class="wikitable" {{added}}
 
 
{| class="wikitable"
 
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 1,350: Line 1,733:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| {{Change|0x21|0x20}}
+
  | rowspan="8"| ''protocol:''<br/><code>0x46</code><br/><br/>''resource:''<br/><code>recipe_book_settings</code>
  |rowspan="7"| Play
+
  | rowspan="8"| Play
  |rowspan="7"| Client
+
  | rowspan="8"| Client
  | Chunk X
+
  | Crafting Recipe Book Open
  | Int
+
| {{Type|Boolean}}
  | Chunk X coordinate
+
| If true, then the crafting recipe book will be open when the player opens its inventory.
 +
|-
 +
| Crafting Recipe Book Filter Active
 +
  | {{Type|Boolean}}
 +
  | If true, then the filtering option is active when the players opens its inventory.
 
  |-
 
  |-
  | Chunk Z
+
  | Smelting Recipe Book Open
  | Int
+
  | {{Type|Boolean}}
  | Chunk Z coordinate
+
  | If true, then the smelting recipe book will be open when the player opens its inventory.
 
  |-
 
  |-
  | Ground-Up Continuous
+
  | Smelting Recipe Book Filter Active
  | Boolean
+
  | {{Type|Boolean}}
  | This is true if the packet represents all chunk sections in this vertical chunk column, where the Primary Bit Mask specifies exactly which chunk sections are included, and which are air.
+
  | If true, then the filtering option is active when the players opens its inventory.
 
  |-
 
  |-
  | Primary Bit Mask
+
  | Blast Furnace Recipe Book Open
  | {{Change|Unsigned Short|VarInt}}
+
  | {{Type|Boolean}}
  | Bitmask with bits set to 1 for every 16×16×16 chunk section whose data follows in the compressed data. The least significant bit represents the chunk section at the bottom of the chunk column (from y=0 to y=15).
+
  | If true, then the blast furnace recipe book will be open when the player opens its inventory.
  |-  
+
  |-
  | Size
+
  | Blast Furnace Recipe Book Filter Active
  | VarInt
+
  | {{Type|Boolean}}
  | Size of Data in bytes, plus size of Biomes in bytes if present
+
  | If true, then the filtering option is active when the players opens its inventory.
 
  |-
 
  |-
  | Data
+
  | Smoker Recipe Book Open
  | Array of [[#Chunk Section|Chunk Section]]
+
  | {{Type|Boolean}}
  | The length of the array is equal to the number of bits set in Primary Bit Mask.
+
  | If true, then the smoker recipe book will be open when the player opens its inventory.
 
  |-
 
  |-
  | Biomes
+
  | Smoker Recipe Book Filter Active
  | Optional Byte Array
+
  | {{Type|Boolean}}
  | Only if Ground-Up Continuous: biome array, byte per XZ coordinate, 256 bytes total.
+
  | If true, then the filtering option is active when the players opens its inventory.
 
  |}
 
  |}
  
==== Map ====
+
==== Respawn ====
  
Updates a rectangular area on a {{Minecraft Wiki|map}} item.
+
{{Need Info|Although the number of portal cooldown ticks is included in this packet, the whole portal usage process is still dictated entirely by the server. What kind of effect does this value have on the client, if any?}}
 +
 
 +
To change the player's dimension (overworld/nether/end), send them a respawn packet with the appropriate dimension, followed by prechunks/chunks for the new dimension, and finally a position and look packet. You do not need to unload chunks, the client will do it automatically.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,390: Line 1,779:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="13"| {{Change|0x34|0x24}}
+
  | rowspan="13"| ''protocol:''<br/><code>{{change|0x47|0x4C}}</code><br/><br/>''resource:''<br/><code>respawn</code>
  |rowspan="13"| Play
+
  | rowspan="13"| Play
  |rowspan="13"| Client
+
  | rowspan="13"| Client
  |colspan="2"| Item Damage
+
  | Dimension Type
  |colspan="2"| VarInt
+
  | {{Type|VarInt}}
  | The damage value (map ID) of the map being modified
+
  | The ID of type of dimension in the <code>minecraft:dimension_type</code> registry, defined by the [[Protocol#Registry_Data|Registry Data]] packet.
 +
|-
 +
| Dimension Name
 +
| {{Type|Identifier}}
 +
| Name of the dimension being spawned into.
 +
|-
 +
| Hashed seed
 +
| {{Type|Long}}
 +
| First 8 bytes of the SHA-256 hash of the world's seed. Used client side for biome noise
 
  |-
 
  |-
  |colspan="2"| Scale
+
  | Game mode
  |colspan="2"| Byte
+
  | {{Type|Unsigned Byte}}
  | From 0 for a fully zoomed-in map (1 block per pixel) to 4 for a fully zoomed-out map (16 blocks per pixel)
+
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
|- style="background-color: #d9ead3;"
 
|colspan="2" | Tracking Position
 
|colspan="2" | Boolean
 
| Specifies whether the icons are shown
 
|-
 
|colspan="2"| Icon Count
 
|colspan="2"| VarInt
 
| Number of elements in the following array
 
 
  |-
 
  |-
  |rowspan="3"| Icon
+
  | Previous Game mode
  | Direction And Type
+
  | {{Type|Byte}}
|rowspan="3"| Array
+
  | -1: Undefined (null), 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. The previous game mode. Vanilla client uses this for the debug (F3 + N & F3 + F4) game mode switch. (More information needed)
| Byte
 
  | 0xF0 = Direction, 0x0F = Type
 
 
  |-
 
  |-
  | X
+
  | Is Debug
  | Byte
+
  | {{Type|Boolean}}
  |  
+
  | True if the world is a {{Minecraft Wiki|debug mode}} world; debug mode worlds cannot be modified and have predefined blocks.
 
  |-
 
  |-
  | Z
+
  | Is Flat
  | Byte
+
  | {{Type|Boolean}}
|  
+
  | True if the world is a {{Minecraft Wiki|superflat}} world; flat worlds have different void fog and a horizon at y=0 instead of y=63.
  |-
 
|colspan="2"| Columns
 
|colspan="2"| Byte
 
| Number of columns updated
 
 
  |-
 
  |-
  |colspan="2"| Rows
+
  | Has death location
  |colspan="2"| Optional Byte
+
  | {{Type|Boolean}}
  | Only if Columns is more than 0; number of rows updated
+
  | If true, then the next two fields are present.
 
  |-
 
  |-
  |colspan="2"| X
+
  | Death dimension Name
  |colspan="2"| Optional Byte
+
  | {{Type|Optional}} {{Type|Identifier}}
  | Only if Columns is more than 0; x offset of the westernmost column
+
  | Name of the dimension the player died in.
 
  |-
 
  |-
  |colspan="2"| Z
+
  | Death location
  |colspan="2"| Optional Byte
+
  | {{Type|Optional}} {{Type|Position}}
  | Only if Columns is more than 0; z offset of the northernmost row
+
  | The location that the player died at.
 
  |-
 
  |-
  |colspan="2"| Length
+
  | Portal cooldown
  |colspan="2"| Optional VarInt
+
  | {{Type|VarInt}}
  | Only if Columns is more than 0; length of the following array
+
  | The number of ticks until the player can use the portal again.
 +
|- {{added}}
 +
| Sea level
 +
| {{Type|VarInt}}
 +
|
 
  |-
 
  |-
  |colspan="2"| Data
+
  | Data kept
  |colspan="2"| Optional Array of Byte Enum
+
  | {{Type|Byte}}
  | Only if Columns is more than 0; see {{Minecraft Wiki|Map item format}}
+
  | Bit mask. 0x01: Keep attributes, 0x02: Keep metadata. Tells which data should be kept on the client side once the player has respawned.
 +
In the Notchian implementation, this is context dependent:
 +
* normal respawns (after death) keep no data;
 +
* exiting the end poem/credits keeps the attributes;
 +
* other dimension changes (portals or teleports) keep all data.
 
  |}
 
  |}
  
==== Entity Relative Move ====
+
{{Warning2|Avoid changing player's dimension to same dimension they were already in unless they are dead. If you change the dimension to one they are already in, weird bugs can occur, such as the player being unable to attack other players in new world (until they die and respawn).
  
This packet is sent by the server when an entity moves less then 4 blocks; if an entity moves more than 4 blocks [[#Entity Teleport|Entity Teleport]] should be sent instead.
+
Before 1.16, if you must respawn a player in the same dimension without killing them, send two respawn packets, one to a different world and then another to the world you want. You do not need to complete the first respawn; it only matters that you send two packets.}}
  
This packet allows at most four blocks movement in any direction, because byte range is from -128 to 127.
+
==== Set Cursor Item ====
  
{| class="wikitable"
+
{| class="wikitable" {{added}}
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 1,466: Line 1,857:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| {{Change|0x15|0x25}}
+
  | 0x5A
  |rowspan="5"| Play
+
  | Play
  |rowspan="5"| Client
+
  | Client
  | Entity ID
+
  | Slot Data
| VarInt
+
  | {{Type|Slot}}
|
+
  |
|-
 
| Delta X
 
| {{Change|Byte|Short}}
 
| Change in X position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
|-
 
| Delta Y
 
  | {{Change|Byte|Short}}
 
| Change in Y position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
|-
 
| Delta Z
 
| {{Change|Byte|Short}}
 
| Change in Z position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
|-
 
| On Ground
 
| Boolean
 
  |  
 
 
  |}
 
  |}
  
==== Entity Look And Relative Move ====
+
==== Update Time ====
 
 
This packet is sent by the server when an entity rotates and moves. Since a byte range is limited from -128 to 127, and movement is offset of fixed-point numbers, this packet allows at most four blocks movement in any direction. (-128/32 == -4)
 
  
{| class="wikitable"
+
Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="7"| {{Change|0x17|0x26}}
 
|rowspan="7"| Play
 
|rowspan="7"| Client
 
| Entity ID
 
| VarInt
 
|
 
|-
 
| Delta X
 
| {{Change|Byte|Short}}
 
| Change in X position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
|-
 
| Delta Y
 
| {{Change|Byte|Short}}
 
| Change in Y position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
|-
 
| Delta Z
 
| {{Change|Byte|Short}}
 
| Change in Z position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
|-
 
| Yaw
 
| Angle
 
| New angle, not a delta
 
|-
 
| Pitch
 
| Angle
 
| New angle, not a delta
 
|-
 
| On Ground
 
| Boolean
 
|
 
|}
 
  
==== {{Change||Vehicle Move}} ====
+
The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.
  
Note that all fields use absolute positioning and do not allow for relative positioning.
+
The default SMP server increments the time by <code>20</code> every second.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,546: Line 1,881:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x29
+
  | rowspan="3"| ''protocol:''<br/><code>{{change|0x64|0x6B}}</code><br/><br/>''resource:''<br/><code>set_time</code>
  |rowspan="7"| Play
+
  | rowspan="3"| Play
  |rowspan="7"| Client
+
  | rowspan="3"| Client
  | X
+
  | World Age
| Double
+
  | {{Type|Long}}
  | Absolute position (X coordinate)
+
  | In ticks; not changed by server commands.
|-
 
| Y
 
| Double
 
| Absolute position (Y coordinate)
 
|-
 
| Z
 
| Double
 
| Absolute position (Z coordinate)
 
|-
 
| Yaw
 
| Float
 
  | Absolute rotation on the vertical Axis, in degrees
 
 
  |-
 
  |-
  | Pitch
+
  | Time of day
  | Float
+
  | {{Type|Long}}
  | Absolute rotation on the horizontal Axis, in degrees
+
  | The world (or region) time, in ticks. {{change|If negative the sun will stop moving at the Math.abs of the time.|}}
 +
|- {{added}}
 +
| Time of day increasing
 +
| {{Type|Boolean}}
 +
| If true, the client should automatically advance the time of day according to its ticking rate.
 
  |}
 
  |}
  
==== Combat Event ====
+
==== Set Player Inventory Slot ====
  
{| class="wikitable"
+
{| class="wikitable" {{added}}
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| {{Change|0x42|0x2C}}
+
  | rowspan="2"| ''protocol:''<br/><code>0x66</code><br/><br/>''resource:''<br/><code>set_player_inventory</code>
  |rowspan="8"| Play
+
  | rowspan="2"| Play
  |rowspan="8"| Client
+
  | rowspan="2"| Client
  |colspan="2"| Event
+
  | Slot
  | VarInt Enum
+
  | {{Type|VarInt}}
  | Determines the layout of the remaining packet
+
  |
 
  |-
 
  |-
! Event
+
  | Slot Data
! Field Name
+
  | {{Type|Slot}}
!
+
  |
!
 
|-
 
| 0: enter combat
 
| ''no fields''
 
| ''no fields''
 
|
 
|-
 
  |rowspan="2"| 1: end combat
 
| Duration
 
| VarInt
 
|
 
|-
 
| Entity ID
 
| Int
 
|
 
|-
 
|rowspan="3"| 2: entity dead
 
| Player ID
 
| VarInt
 
|
 
|-
 
| Entity ID
 
| Int
 
|
 
|-
 
| Message
 
  | {{Change|String|[[Chat]]}}
 
  |  
 
 
  |}
 
  |}
  
==== Player Position And Look ====  
+
==== Synchronize Vehicle Position ====
 
 
Updates the player's position on the server.
 
 
 
If the distance between the last known position of the player on the server and the new position set by this packet is greater than 100 meters, the client will be kicked for “You moved too quickly :( (Hacking?)”.
 
 
 
Also if the fixed-point number of X or Z is set greater than <code>3.2E7D</code> the client will be kicked for “Illegal position”.
 
 
 
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0, -1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
 
 
 
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
 
 
 
The yaw in degrees of a player standing at point (x0, z0) and looking towards point (x, z) can be calculated with:
 
 
 
l = x-x0
 
w = z-z0
 
c = sqrt( l*l + w*w )
 
alpha1 = -arcsin(l/c)/PI*180
 
alpha2 =  arccos(w/c)/PI*180
 
if alpha2 > 90 then
 
    yaw = 180 - alpha1
 
else
 
    yaw = alpha1
 
 
 
You can get a unit vector from a given yaw/pitch via:
 
  
x = -cos(pitch) * sin(yaw)
+
Teleports the entity on the client without changing the reference point of movement deltas in future [[#Update Entity Position|Update Entity Position]] packets. Seems to be used to make relative adjustments to vehicle positions; more information needed.
y = -sin(pitch)
 
z =  cos(pitch) * cos(yaw)
 
  
{| class="wikitable"
+
{| class="wikitable" {{added}}
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 1,658: Line 1,931:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| {{Change|0x08|0x2E}}
+
  | rowspan="11"| ''protocol:''<br/><code>0x77</code><br/><br/>''resource:''<br/><code>teleport_entity</code>
  |rowspan="7"| Play
+
  | rowspan="11"| Play
  |rowspan="7"| Client
+
  | rowspan="11"| Client
 +
| Entity ID
 +
| {{Type|VarInt}}
 +
|
 +
|-
 
  | X
 
  | X
  | Double
+
  | {{Type|Double}}
  | Absolute or relative position, depending on Flags
+
  |
 
  |-
 
  |-
 
  | Y
 
  | Y
  | Double
+
  | {{Type|Double}}
  | Absolute or relative position, depending on Flags
+
  |
 
  |-
 
  |-
 
  | Z
 
  | Z
  | Double
+
  | {{Type|Double}}
  | Absolute or relative position, depending on Flags
+
|
 +
|-
 +
| Velocity X
 +
| {{Type|Double}}
 +
|
 +
|-
 +
| Velocity Y
 +
| {{Type|Double}}
 +
|
 +
|-
 +
| Velocity Z
 +
| {{Type|Double}}
 +
  |
 
  |-
 
  |-
 
  | Yaw
 
  | Yaw
  | Float
+
  | {{Type|Float}}
  | Absolute or relative rotation on the X Axis, in degrees
+
  | Rotation on the Y axis, in degrees.
 
  |-
 
  |-
 
  | Pitch
 
  | Pitch
  | Float
+
  | {{Type|Float}}
  | Absolute or relative rotation on the Y Axis, in degrees
+
  | Rotation on the Y axis, in degrees.
 +
|- {{added}}
 +
| Flags
 +
| {{Type|Teleport Flags}}
 +
|
 
  |-
 
  |-
  | Flags
+
  | On Ground
  | Byte
+
  | {{Type|Boolean}}
| Bit field, see below
+
  |
|- style="background-color: #d9ead3;"
 
| Teleport ID
 
| VarInt
 
  | Client should confirm this packet with [[#Teleport Confirm|Teleport Confirm]] containing the same Teleport ID
 
 
  |}
 
  |}
  
About the Flags field:
+
=== Serverbound ===
 
 
<Dinnerbone> It's a bitfield, X/Y/Z/Y_ROT/X_ROT. If X is set, the x value is relative and not absolute.
 
 
 
{| class="wikitable"
 
|-
 
! Field
 
! Bit
 
|-
 
| X
 
| 0x01
 
|-
 
| Y
 
| 0x02
 
|-
 
| Z
 
| 0x04
 
|-
 
| Y_ROT
 
| 0x08
 
|-
 
| X_ROT
 
| 0x10
 
|}
 
  
==== Entity Equipment ====
+
==== Bundle Item Selected ====
  
{| class="wikitable"
+
{| class="wikitable" {{added}}
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 1,725: Line 1,991:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| {{Change|0x04|0x3C}}
+
  | rowspan="2"| ''protocol:''<br/><code>0x02</code><br/><br/>''resource:''<br/><code>bundle_item_selected</code>
  |rowspan="3"| Play
+
  | rowspan="2"| Play
  |rowspan="3"| Client
+
  | rowspan="2"| Server
  | Entity ID
+
  | Slot of Bundle
  | VarInt
+
  | {{Type|VarInt}}
  | Entity's EID
+
  |
 
  |-
 
  |-
  | Slot
+
  | Slot in Bundle
  | {{Change|Short|VarInt}} Enum
+
  | {{Type|VarInt}}
| Equipment slot. 0: main hand, {{Change||1: off hand}}, {{Change|1–4|2–5}}: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet)
+
  |
|-
 
| Item
 
| [[Slot Data|Slot]]
 
  |  
 
 
  |}
 
  |}
  
==== {{Change||Set Passengers}} ====
+
==== Client Tick End ====
  
{| class="wikitable"
+
{| class="wikitable" {{added}}
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 1,751: Line 2,013:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x40
+
  | ''protocol:''<br/><code>0x0B</code><br/><br/>''resource:''<br/><code>client_tick_end</code>
  |rowspan="2"| Play
+
| Play
  |rowspan="2"| Client
+
  | Server
| Entity ID
+
  | colspan="3"| ''no fields''
| VarInt
 
| Vehicle's EID
 
|-
 
| Passengers
 
| Array of VarInt
 
| EIDs of entity's passengers
 
 
  |}
 
  |}
  
==== Teams ====
+
==== Click Container ====
  
Creates and updates teams.
+
This packet is sent by the client when the player clicks on a slot in a window.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,771: Line 2,027:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  ! colspan="2"| Field Name
  ! Field Type
+
  ! colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="11"| {{Change|0x3E|0x41}}
+
  | rowspan="9"| ''protocol:''<br/><code>{{change|0x0E|0x10}}</code><br/><br/>''resource:''<br/><code>container_click</code>
  |rowspan="11"| Play
+
  | rowspan="9"| Play
  |rowspan="11"| Client
+
  | rowspan="9"| Server
  | Team Name
+
  | colspan="2"| Window ID
  | String
+
  | colspan="2"| {{change|{{Type|Unsigned Byte}}|{{Type|VarInt}}}}
  | A unique name for the team. (Shared with scoreboard).
+
  | colspan="2"| The ID of the window which was clicked. 0 for player inventory. The server ignores any packets targeting a Window ID other than the current one, including ignoring 0 when any other window is open.
 
  |-
 
  |-
  | Mode
+
  | colspan="2"| State ID
  | Byte Enum
+
  | colspan="2"| {{Type|VarInt}}
  | 0: create team, 1: remove team, 2: update team info; 3: add players to team; 4: remove players from team
+
  | colspan="2"| The last received State ID from either a [[#Set Container Slot|Set Container Slot]] or a [[#Set Container Content|Set Container Content]] packet.
 
  |-
 
  |-
  | Team Display Name
+
  | colspan="2"| Slot
  | Optional String
+
  | colspan="2"| {{Type|Short}}
  | Only if Mode is 0 or 2.
+
  | colspan="2"| The clicked slot number, see below.
 
  |-
 
  |-
  | Team Prefix
+
  | colspan="2"| Button
  | Optional String
+
  | colspan="2"| {{Type|Byte}}
  | Only if Mode is 0 or 2. Displayed before the players' name that are part of this team.
+
  | colspan="2"| The button used in the click, see below.
 
  |-
 
  |-
  | Team Suffix
+
  | colspan="2"| Mode
  | Optional String
+
  | colspan="2"| {{Type|VarInt}} {{Type|Enum}}
  | Only if Mode is 0 or 2. Displayed after the players' name that are part of this team.
+
  | colspan="2"| Inventory operation mode, see below.
 
  |-
 
  |-
  | Friendly Fire
+
  | colspan="2"| Length of the array
  | Optional Byte
+
  | colspan="2"| {{Type|VarInt}}
  | Only if Mode is 0 or 2. 0 for off, 1 for on, 3 for seeing friendly invisibles.
+
  | colspan="2"| Maximum value for Notchian server is 128 slots.
 
  |-
 
  |-
  | Name Tag Visibility
+
  | rowspan="2"| Array of changed slots
| Optional String
+
  | Slot number
  | Only if Mode is 0 or 2. <code>always</code>, <code>hideForOtherTeams</code>, <code>hideForOwnTeam</code>, <code>never</code>.
+
  | rowspan="2"| {{Type|Array}} (128)
  |- style="background-color: #d9ead3;"
+
  | {{Type|Short}}
| Collision Rule
+
  |
| Optional String
 
| Only if Mode is 0 or 2. <code>always</code>, <code>hideForOtherTeams</code> ''(sic)'', <code>hideForOwnTeam</code> ''(sic)'', <code>never</code>
 
|-
 
  | Color
 
| Optional Byte
 
  | Only if Mode is 0 or 2. Same as [[Chat]] colors.
 
 
  |-
 
  |-
  | Player Count
+
  | Slot data
  | Optional VarInt
+
  | {{Type|Slot}}
  | Only if Mode is 0 or 3 or 4. Number of players in the array.
+
  | New data for this slot, in the client's opinion; see below.
 
  |-
 
  |-
  | Players
+
  | colspan="2"| Carried item
  | Optional Array of String
+
  | colspan="2"| [[Slot Data|Slot]]
  | Only if Mode is 0 or 3 or 4. Players to be added/remove from the team. Max 40 characters so may be uuid's later.
+
  | colspan="2"| Item carried by the cursor. Has to be empty (item ID = -1) for drop mode, otherwise nothing will happen.
 
  |}
 
  |}
  
==== {{Change||Sound Effect}} ====
+
See [[Inventory]] for further information about how slots are indexed.
  
{| class="wikitable"
+
After performing the action, the server compares the results to the slot change information included in the packet, as applied on top of the server's view of the container's state prior to the action. For any slots that do not match, it sends [[#Set Container Slot|Set Container Slot]] packets containing the correct results. If State ID does not match the last ID sent by the server, it will instead send a full [[#Set Container Content|Set Container Content]] to resynchronize the client.
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="7"| 0x47
 
|rowspan="7"| Play
 
|rowspan="7"| Client
 
| Sound ID
 
| VarInt
 
| ID of hardcoded sound event ([https://gist.github.com/Cybermaxke/7c21d9c818079bacd42b events])
 
|-
 
| Sound Category
 
| VarInt Enum
 
| The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories])
 
|-
 
| Effect Position X
 
| Int
 
| Effect X multiplied by 8
 
|-
 
| Effect Position Y
 
| Int
 
| Effect Y multiplied by 8
 
|-
 
| Effect Position Z
 
| Int
 
| Effect Z multiplied by 8
 
|-
 
| Volume
 
| Float
 
| 1.0 is 100%, capped between 0.0 and 1.0 by vanilla client
 
|-
 
| Pitch
 
| Unsigned Byte
 
| Float multiplied by 63.5, capped between 0.5 and 2.0 by vanilla client
 
|}
 
  
==== Entity Teleport ====
+
When right-clicking on a stack of items, half the stack will be picked up and half left in the slot. If the stack is an odd number, the half left in the slot will be smaller of the amounts.
  
This packet is sent by the server when an entity moves more than 4 blocks.
+
The distinct type of click performed by the client is determined by the combination of the Mode and Button fields.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  ! Mode
  ! State
+
  ! Button
  ! Bound To
+
  ! Slot
  ! Field Name
+
  ! Trigger
  ! Field Type
+
|-
  ! Notes
+
  ! rowspan="4"| 0
 +
| 0
 +
| Normal
 +
| Left mouse click
 +
  |-
 +
| 1
 +
| Normal
 +
| Right mouse click
 
  |-
 
  |-
  |rowspan="7"| {{Change|0x18|0x4A}}
+
  | 0
|rowspan="7"| Play
+
  | -999
|rowspan="7"| Client
+
  | Left click outside inventory (drop cursor stack)
| Entity ID
 
  | VarInt
 
  |  
 
 
  |-
 
  |-
  | X
+
  | 1
  | {{Change|Int|Double}}
+
  | -999
  |  
+
  | Right click outside inventory (drop cursor single item)
 
  |-
 
  |-
  | Y
+
  ! rowspan="2"| 1
  | {{Change|Int|Double}}
+
  | 0
  |  
+
| Normal
 +
  | Shift + left mouse click
 
  |-
 
  |-
  | Z
+
  | 1
  | {{Change|Int|Double}}
+
  | Normal
  |  
+
  | Shift + right mouse click ''(identical behavior)''
 
  |-
 
  |-
  | Yaw
+
  ! rowspan="7"| 2
  | Angle
+
  | 0
  | New angle, not a delta
+
  | Normal
 +
| Number key 1
 
  |-
 
  |-
  | Pitch
+
  | 1
  | Angle
+
  | Normal
  | New angle, not a delta
+
  | Number key 2
 
  |-
 
  |-
  | On Ground
+
  | 2
| Boolean
+
  | Normal
  |  
+
  | Number key 3
  |}
 
 
 
==== Entity Properties ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
!colspan="2"| Field Name
 
!colspan="2"| Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="6"| {{Change|0x20|0x4B}}
+
  |
|rowspan="6"| Play
+
  |
|rowspan="6"| Client
+
  |
|colspan="2"| Entity ID
 
  |colspan="2"| VarInt
 
  |  
 
 
  |-
 
  |-
  |colspan="2"| Number Of Properties
+
  | 8
  |colspan="2"| Int
+
  | Normal
  | Number of elements in the following array
+
  | Number key 9
 
  |-
 
  |-
  |rowspan="4"| Property
+
  |
| Key
+
  |
|rowspan="4"| Array
+
  | Button is used as the slot index (impossible in vanilla clients)
  | String
 
  | See below
 
 
  |-
 
  |-
  | Value
+
  | 40
  | Double
+
  | Normal
  | See below
+
  | Offhand swap key F
 
  |-
 
  |-
  | Number Of Modifiers
+
! 3
  | VarInt
+
  | 2
  | Number of elements in the following array
+
  | Normal
 +
  | Middle click, only defined for creative players in non-player inventories.
 
  |-
 
  |-
  | Modifiers
+
  ! rowspan="2"| 4
  | Array of Modifier Data
+
  | 0
  | See {{Minecraft Wiki|Attribute#Modifiers}}. Modifier Data defined below.
+
  | Normal*
  |}
+
  | Drop key (Q) (* Clicked item is always empty)
 
 
Known Key values (see also {{Minecraft Wiki|Attribute#Modifiers}}):
 
 
 
{| class="wikitable"
 
 
  |-
 
  |-
  ! Key
+
  | 1
  ! Default
+
  | Normal*
  ! Min
+
  | Control + Drop key (Q) (* Clicked item is always empty)
! Max
 
! Label
 
 
  |-
 
  |-
  | generic.maxHealth
+
  ! rowspan="9"| 5
  | 20.0
+
  | 0
  | 0.0
+
  | -999
| {{Change|Double.MaxValue|1024.0}}
+
  | Starting left mouse drag
  | Max Health
 
 
  |-
 
  |-
  | generic.followRange
+
  | 4
  | 32.0
+
  | -999
  | 0.0
+
  | Starting right mouse drag
| 2048.0
 
| Follow Range
 
 
  |-
 
  |-
  | generic.knockbackResistance
+
  | 8
  | 0.0
+
  | -999
  | 0.0
+
  | Starting middle mouse drag, only defined for creative players in non-player inventories.
| 1.0
 
| Knockback Resistance
 
 
  |-
 
  |-
  | generic.movementSpeed
+
  | 1
  | 0.699999988079071
+
  | Normal
  | 0.0
+
  | Add slot for left-mouse drag
| {{Change|Double.MaxValue|1024.0}}
 
| Movement Speed
 
 
  |-
 
  |-
  | generic.attackDamage
+
  | 5
  | 2.0
+
  | Normal
| 0.0
+
  | Add slot for right-mouse drag
| {{Change|Double.MaxValue|2048.0}}
 
| {{Change||Attack Damage}}
 
  |- style="background-color: #d9ead3;"
 
| generic.attackSpeed
 
| 4.0
 
| 0.0
 
| 1024.0
 
| Attack Speed
 
 
  |-
 
  |-
  | horse.jumpStrength
+
  | 9
  | 0.7
+
  | Normal
  | 0.0
+
  | Add slot for middle-mouse drag, only defined for creative players in non-player inventories.
| 2.0
 
| Jump Strength
 
 
  |-
 
  |-
  | zombie.spawnReinforcements
+
  | 2
  | 0.0
+
  | -999
  | 0.0
+
  | Ending left mouse drag
| 1.0
 
| Spawn Reinforcements Chance
 
|}
 
 
 
''Modifier Data'' structure:
 
 
 
{| class="wikitable"
 
 
  |-
 
  |-
  ! Field Name
+
  | 6
  ! Field Type
+
  | -999
  ! Notes
+
  | Ending right mouse drag
 
  |-
 
  |-
  | UUID
+
  | 10
  | UUID
+
  | -999
  |  
+
  | Ending middle mouse drag, only defined for creative players in non-player inventories.
 
  |-
 
  |-
  | Amount
+
  ! rowspan="2"| 6
  | Double
+
  | 0
  |  
+
| Normal
 +
  | Double click
 
  |-
 
  |-
  | Operation
+
  | 1
  | Byte
+
  | Normal
  |  
+
  | Pickup all but check items in reverse order (impossible in vanilla clients)
 
  |}
 
  |}
  
==== {{Change|Map Chunk Bulk|}} ====
+
Starting from version 1.5, “painting mode” is available for use in inventory windows. It is done by picking up stack of something (more than 1 item), then holding mouse button (left, right or middle) and dragging held stack over empty (or same type in case of right button) slots. In that case client sends the following to server after mouse button release (omitting first pickup packet which is sent as usual):
 
 
Replaced by multiple [[#Chunk Data|Chunk Data]] packets.
 
  
==== {{Change|Update Entity NBT|}} ====
+
# packet with mode 5, slot -999, button (0 for left | 4 for right);
 +
# packet for every slot painted on, mode is still 5, button (1 | 5);
 +
# packet with mode 5, slot -999, button (2 | 6);
  
Wasn't used for anything.
+
If any of the painting packets other than the “progress” ones are sent out of order (for example, a start, some slots, then another start; or a left-click in the middle) the painting status will be reset.
  
=== Serverbound ===
+
==== Close Container ====
  
==== {{Change||Teleport Confirm}} ====
+
This packet is sent by the client when closing a window.
  
Sent by client as confirmation of [[#Player Position And Look|Player Position And Look]] packet.
+
Notchian clients send a Close Window packet with Window ID 0 to close their inventory even though there is never an [[#Open Screen|Open Screen]] packet for the inventory.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,051: Line 2,225:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x00
+
  | ''protocol:''<br/><code>{{change|0x0F|0x11}}</code><br/><br/>''resource:''<br/><code>container_close</code>
  |rowspan="1"| Play
+
  | Play
  |rowspan="1"| Server
+
  | Server
  | Teleport ID
+
  | Window ID
  | VarInt
+
  | {{change|{{Type|Unsigned Byte}}|{{Type|VarInt}}}}
  |  
+
  | This is the ID of the window that was closed. 0 for player inventory.
 
  |}
 
  |}
  
==== Tab-Complete ====
+
==== Edit Book ====
 
 
Sent when the user presses ''tab'' while writing text.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,071: Line 2,243:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| {{Change|0x14|0x01}}
+
  | rowspan="5"| ''protocol:''<br/><code>{{change|0x14|0x16}}</code><br/><br/>''resource:''<br/><code>edit_book</code>
  |rowspan="4"| Play
+
  | rowspan="5"| Play
  |rowspan="4"| Server
+
  | rowspan="5"| Server
  | Text
+
  | Slot
  | String
+
  | {{Type|VarInt}}
  | All text behind the cursor (e.g. to the left of the cursor in left-to-right languages like English)
+
  | The hotbar slot where the written book is located
  |- style="background-color: #d9ead3;"
+
  |-
  | Assume Command
+
  | Count
  | Boolean
+
  | {{Type|VarInt}}
  | If true, the server will parse Text as a command even if it doesn't start with a <code>/</code>. Used in the command block GUI.
+
  | Number of elements in the following array. Maximum array size is {{change|200|100}}.
 
  |-
 
  |-
  | Has Position
+
  | Entries
  | Boolean
+
  | {{Type|Array}} ({{change|200|100}}) of {{Type|String}} ({{change|8192|1024}})
  |  
+
  | Text from each page. Maximum string length is {{change|8192|1024}} chars.
 
  |-
 
  |-
  | Looked At Block
+
  | Has title
  | Optional Position
+
  | {{Type|Boolean}}
  | The position of the block being looked at. Only sent if Has Position is true.
+
  | If true, the next field is present. true if book is being signed, false if book is being edited.
|}
 
 
 
==== Client Status ====
 
 
 
Sent when the client is ready to complete login and when the client is ready to respawn after death.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="1"| {{Change|0x16|0x03}}
+
  | Title
|rowspan="1"| Play
+
| {{Type|Optional}} {{Type|String}} ({{change|128|32}})
|rowspan="1"| Server
+
  | Title of book.
| Action ID
 
| VarInt Enum
 
  | See below
 
 
  |}
 
  |}
  
''Action ID'' values:
+
==== Set Player Position ====
  
{| class="wikitable"
+
Updates the player's XYZ position on the server.
|-
 
! Action ID
 
! Action
 
|-
 
| 0
 
| Perform respawn
 
|-
 
| 1
 
| Request stats
 
|-
 
| 2
 
| {{Change|''Taking Inventory'' achievement|Open Inventory}}
 
|}
 
  
==== Client Settings ====
+
If the player is in a vehicle, the position is ignored (but in case of [[#Set Player Position and Rotation|Set Player Position and Rotation]], the rotation is still used as normal). No validation steps other than value range clamping are performed in this case.
  
Sent when the player connects, or when settings are changed.
+
If the player is sleeping, the position (or rotation) is not changed, and a [[#Synchronize Player Position|Synchronize Player Position]] is sent if the received position deviated from the server's view by more than a meter.
  
{| class="wikitable"
+
The Notchian server silently clamps the x and z coordinates between -30,000,000 and 30,000,000, and the y coordinate between -20,000,000 and 20,000,000. A similar condition has historically caused a kick for "Illegal position"; this is no longer the case. However, infinite or NaN coordinates (or angles) still result in a kick for <code>multiplayer.disconnect.invalid_player_movement</code>.
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="6"| {{Change|0x15|0x04}}
 
|rowspan="6"| Play
 
|rowspan="6"| Server
 
| Locale
 
| String
 
| e.g. en_GB
 
|-
 
| View Distance
 
| Byte
 
| Client-side render distance, in chunks
 
|-
 
| Chat Mode
 
| {{Change|Byte|VarInt}} Enum
 
| 0: enabled, 1: commands only, 2: hidden
 
|-
 
| Chat Colors
 
| Boolean
 
| “Colors” multiplayer setting
 
|-
 
| Displayed Skin Parts
 
| Unsigned Byte
 
| Skin parts, see note below
 
|- style="background-color: #d9ead3;"
 
| Main Hand
 
| VarInt Enum
 
| 0: Left, 1: Right
 
|}
 
  
''Displayed Skin Parts'' flags:
+
As of 1.20.6, checking for moving too fast is achieved like this (sic):
  
* Bit 0 (0x01): Cape enabled
+
* Each server tick, the player's current position is stored.
* Bit 1 (0x02): Jacket enabled
+
* When the player moves, the offset from the stored position to the requested position is computed (&Delta;x, &Delta;y, &Delta;z).
* Bit 2 (0x04): Left Sleeve enabled
+
* The requested movement distance squared is computed as &Delta;x&sup2; + &Delta;y&sup2; + &Delta;z&sup2;.
* Bit 3 (0x08): Right Sleeve enabled
+
* The baseline expected movement distance squared is computed based on  the player's server-side velocity as Vx&sup2; + Vy&sup2; + Vz&sup2;. The player's server-side velocity is a somewhat ill-defined quantity that includes among other things gravity, jump velocity and knockback, but ''not'' regular horizontal movement. A proper description would bring much of Minecraft's physics engine with it. It is accessible as the <code>Motion</code> NBT tag on the player entity.
* Bit 4 (0x10): Left Pants Leg enabled
+
* The maximum permitted movement distance squared is computed as 100 (300 if the player is using an elytra), multiplied by the number of movement packets received since the last tick, including this one, unless that value is greater than 5, in which case no multiplier is applied.
* Bit 5 (0x20): Right Pants Leg enabled
+
* If the requested movement distance squared minus the baseline distance squared is more than the maximum squared, the player is moving too fast.
* Bit 6 (0x40): Hat enabled
 
  
The most significant bit (bit 7, 0x80) appears to be unused.
+
If the player is moving too fast, it is logged that "<player> moved too quickly! " followed by the change in x, y, and z, and the player is teleported back to their current (before this packet) server-side position.
  
==== Use Entity ====
+
Checking for block collisions is achieved like this:
  
This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).
+
* A temporary collision-checked move of the player is attempted from its current position to the requested one.
 +
* The offset from the resulting position to the requested position is computed. If the absolute value of the offset on the y axis is less than 0.5, it (only the y component) is rounded down to 0.
 +
* If the magnitude of the offset is greater than 0.25 and the player isn't in creative or spectator mode, it is logged that "<player> moved wrongly!", and the player is teleported back to their current (before this packet) server-side position.
 +
* In addition, if the player's hitbox stationary at the requested position would intersect with a block, and they aren't in spectator mode, they are teleported back without a log message.
  
A Notchian server only accepts this packet if the entity being attacked/used is visible without obstruction and within a 4-unit radius of the player's position.
+
Checking for illegal flight is achieved like this:
  
Note that middle-click in creative mode is interpreted by the client and sent as a [[#Creative Inventory Action|Creative Inventory Action]] packet instead.
+
* When a movement packet is received, a flag indicating whether or not the player is floating mid-air is updated. The flag is set if the move test described above detected no collision below the player ''and'' the y component of the offset from the player's current position to the requested one is greater than -0.5, unless any of various conditions permitting flight (creative mode, elytra, levitation effect, etc., but not jumping) are met.
 +
* Each server tick, it is checked if the flag has been set for more than 80 consecutive ticks. If so, and the player isn't currently sleeping, dead or riding a vehicle, they are kicked for <code>multiplayer.disconnect.flying</code>.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,196: Line 2,308:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="6"| {{Change|0x02|0x0A}}
+
  | rowspan="5"| ''protocol:''<br/><code>{{change|0x1A|0x1C}}</code><br/><br/>''resource:''<br/><code>move_player_pos</code>
  |rowspan="6"| Play
+
  | rowspan="5"| Play
  |rowspan="6"| Server
+
  | rowspan="5"| Server
  | Target
+
  | X
  | VarInt
+
  | {{Type|Double}}
  |  
+
  | Absolute position.
 
  |-
 
  |-
  | Type
+
  | Feet Y
  | VarInt Enum
+
  | {{Type|Double}}
  | 0: interact, 1: attack, 2: interact at
+
  | Absolute feet position, normally Head Y - 1.62.
 
  |-
 
  |-
  | Target X
+
  | Z
  | Optional Float
+
  | {{Type|Double}}
  | Only if Type is interact at
+
  | Absolute position.
  |-
+
  |- {{removed}}
  | Target Y
+
  | On Ground
  | Optional Float
+
  | {{Type|Boolean}}
  | Only if Type is interact at
+
  | True if the client is on the ground, false otherwise.
  |-
+
  |- {{added}}
  | Target Z
+
  | Flags
  | Optional Float
+
  | {{Type|Byte}}
| Only if Type is interact at
+
  | Bit field: 0x01: on ground, 0x02: pushing against wall.
  |- style="background-color: #d9ead3;"
 
| Hand
 
| Optional VarInt Enum
 
| Only if Type is interact or interact at; 0: main hand, 1: off hand
 
 
  |}
 
  |}
  
==== {{Change||Vehicle Move (serverbound)}} ====
+
==== Set Player Position and Rotation ====
  
Sent when a player moves in a vehicle. Fields are the same as in [[#Player Position And Look|Player Position And Look]]. Note that all fields use absolute positioning and do not allow for relative positioning.
+
A combination of [[#Set Player Rotation|Move Player Rotation]] and [[#Set Player Position|Move Player Position]].
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,236: Line 2,344:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x10
+
  | rowspan="7"| ''protocol:''<br/><code>{{change|0x1B|0x1D}}</code><br/><br/>''resource:''<br/><code>move_player_pos_rot</code>
  |rowspan="7"| Play
+
  | rowspan="7"| Play
  |rowspan="7"| Server
+
  | rowspan="7"| Server
 
  | X
 
  | X
  | Double
+
  | {{Type|Double}}
  | Absolute position (X coordinate)
+
  | Absolute position.
 
  |-
 
  |-
  | Y
+
  | Feet Y
  | Double
+
  | {{Type|Double}}
  | Absolute position (Y coordinate)
+
  | Absolute feet position, normally Head Y - 1.62.
 
  |-
 
  |-
 
  | Z
 
  | Z
  | Double
+
  | {{Type|Double}}
  | Absolute position (Z coordinate)
+
  | Absolute position.
 
  |-
 
  |-
 
  | Yaw
 
  | Yaw
  | Float
+
  | {{Type|Float}}
  | Absolute rotation on the vertical Axis, in degrees
+
  | Absolute rotation on the X Axis, in degrees.
 
  |-
 
  |-
 
  | Pitch
 
  | Pitch
  | Float
+
  | {{Type|Float}}
  | Absolute rotation on the horizontal Axis, in degrees
+
  | Absolute rotation on the Y Axis, in degrees.
 +
|- {{removed}}
 +
| On Ground
 +
| {{Type|Boolean}}
 +
| True if the client is on the ground, false otherwise.
 +
|- {{added}}
 +
| Flags
 +
| {{Type|Byte}}
 +
| Bit field: 0x01: on ground, 0x02: pushing against wall.
 
  |}
 
  |}
  
==== {{Change||Steer Boat}} ====
+
==== Set Player Rotation ====
 +
[[File:Minecraft-trig-yaw.png|thumb|The unit circle for yaw]]
 +
[[File:Yaw.png|thumb|The unit circle of yaw, redrawn]]
 +
 
 +
Updates the direction the player is looking in.
 +
 
 +
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0,-1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
 +
 
 +
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
 +
 
 +
The yaw and pitch of player (in degrees), standing at point (x0, y0, z0) and looking towards point (x, y, z) can be calculated with:
 +
 
 +
dx = x-x0
 +
dy = y-y0
 +
dz = z-z0
 +
r = sqrt( dx*dx + dy*dy + dz*dz )
 +
yaw = -atan2(dx,dz)/PI*180
 +
if yaw < 0 then
 +
    yaw = 360 + yaw
 +
pitch = -arcsin(dy/r)/PI*180
  
 +
You can get a unit vector from a given yaw/pitch via:
  
 +
x = -cos(pitch) * sin(yaw)
 +
y = -sin(pitch)
 +
z =  cos(pitch) * cos(yaw)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,272: Line 2,411:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x11
+
  | rowspan="4"| ''protocol:''<br/><code>{{change|0x1C|0x1E}}</code><br/><br/>''resource:''<br/><code>move_player_rot</code>
  |rowspan="2"| Play
+
  | rowspan="4"| Play
  |rowspan="2"| Server
+
  | rowspan="4"| Server
  | Boolean
+
  | Yaw
  | Unknown
+
  | {{Type|Float}}
  |
+
  | Absolute rotation on the X Axis, in degrees.
 
  |-
 
  |-
  | Boolean
+
  | Pitch
  | Unknown 2
+
| {{Type|Float}}
  |
+
| Absolute rotation on the Y Axis, in degrees.
 +
|- {{removed}}
 +
| On Ground
 +
| {{Type|Boolean}}
 +
  | True if the client is on the ground, false otherwise.
 +
|- {{added}}
 +
| Flags
 +
| {{Type|Byte}}
 +
  | Bit field: 0x01: on ground, 0x02: pushing against wall.
 
  |}
 
  |}
 +
{{Anchor|Set Player Movement Flags}}
 +
==== Set Player {{change|On Ground|Movement Flags}} ====
  
==== Player Digging ====
+
This packet as well as [[#Set Player Position|Set Player Position]], [[#Set Player Rotation|Set Player Rotation]], and [[#Set Player Position and Rotation|Set Player Position and Rotation]] are called the “serverbound movement packets”. Vanilla clients will send Move Player Position once every 20 ticks even for a stationary player.
  
Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius of the player's position.
+
This packet is used to indicate whether the player is on ground (walking/swimming), or airborne (jumping/falling).
 +
 
 +
When dropping from sufficient height, fall damage is applied when this state goes from false to true. The amount of damage applied is based on the point where it last changed from true to false. Note that there are several movement related packets containing this state.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,296: Line 2,447:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| {{Change|0x07|0x13}}
+
  | rowspan="2"| ''protocol:''<br/><code>{{change|0x1D|0x1F}}</code><br/><br/>''resource:''<br/><code>move_player_status_only</code>
  |rowspan="3"| Play
+
  | rowspan="2"| Play
  |rowspan="3"| Server
+
  | rowspan="2"| Server
  | Status
+
  | {{removed}} | On Ground
  | Byte Enum
+
  | {{removed}} | {{Type|Boolean}}
  | The action the player is taking against the block (see below)
+
  | {{removed}} | True if the client is on the ground, false otherwise.
  |-
+
  |- {{added}}
  | Location
+
  | Flags
  | Position
+
  | {{Type|Byte}}
| Block position
+
  | Bit field: 0x01: on ground, 0x02: pushing against wall.
|-
 
| Face
 
| Byte Enum
 
  | The face being hit (see below)
 
 
  |}
 
  |}
  
Status can be one of seven values:
+
==== Place Recipe ====
 +
 
 +
This packet is sent when a player clicks a recipe in the crafting book that is craftable (white border).
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Value
+
  ! Packet ID
  ! Meaning
+
  ! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0
+
  | rowspan="3"| ''protocol:''<br/><code>{{change|0x22|0x24}}</code><br/><br/>''resource:''<br/><code>place_recipe</code>
| Started digging
+
  | rowspan="3"| Play
|
+
  | rowspan="3"| Server
|-
+
  | Window ID
| 1
+
  | {{Type|Byte}}
| Cancelled digging
+
  |
| Sent when the player lets go of the Mine Block key (default: left click)
 
|-
 
| 2
 
| Finished digging
 
| Sent when the client thinks it is finished
 
|-
 
| 3
 
| Drop item stack
 
| Triggered by using the Drop Item key (default: Q) with the modifier to drop the entire selected stack (default: depends on OS). Location is always set to 0/0/0, Face is always set to -Y.
 
|-
 
| 4
 
| Drop item
 
| Triggered by using the Drop Item key (default: Q). Location is always set to 0/0/0, Face is always set to -Y.
 
|-
 
| 5
 
| Shoot arrow / finish eating
 
| Location is always set to 0/0/0, Face is always set to Special.
 
  |- style="background-color: #d9ead3;"
 
| 6
 
| Swap item in hand
 
| Used to swap or assign an item to the second hand. Location is always set to 0/0/0, Face is always set to -Y.
 
  |}
 
 
 
The Face field can be one of the following values, representing the face being hit (or the Special value used for “shoot arrow / finish eating”):
 
 
 
{| class="wikitable"
 
|-
 
! Value
 
! Offset
 
! Face
 
  |-
 
  | 0
 
| -Y
 
| Bottom
 
|-
 
| 1
 
| +Y
 
| Top
 
|-
 
| 2
 
| -Z
 
  | North
 
 
  |-
 
  |-
  | 3
+
  | Recipe{{change|| ID}}
  | +Z
+
  | {{change|{{Type|Identifier}}|{{Type|VarInt}}}}
  | South
+
  | {{change|A recipe ID.|ID of recipe previously defined in [[#Recipe Book Add|Recipe Book Add]].}}
 
  |-
 
  |-
  | 4
+
  | Make all
  | -X
+
  | {{Type|Boolean}}
| West
+
  | Affects the amount of items processed; true if shift is down when clicked.
|-
 
| 5
 
| +X
 
| East
 
|-
 
| 255
 
|
 
  | Special
 
 
  |}
 
  |}
  
==== Entity Action ====
+
==== Player Input ====
 
 
Sent at least when crouching, leaving a bed, or sprinting. To send action animation to client use 0x28. The client will send this with Action ID = 3 when “Leave Bed” is clicked.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,397: Line 2,497:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| {{Change|0x0B|0x14}}
+
  | rowspan="3"| ''protocol:''<br/><code>{{change|0x26|0x28}}</code><br/><br/>''resource:''<br/><code>player_input</code>
  |rowspan="3"| Play
+
  | rowspan="3"| Play
  |rowspan="3"| Server
+
  | rowspan="3"| Server
  | Entity ID
+
  | {{removed}} | Sideways
  | VarInt
+
  | {{removed}} | {{Type|Float}}
  | Player ID
+
| {{removed}} | Positive to the left of the player.
 +
|- {{removed}}
 +
| Forward
 +
| {{Type|Float}}
 +
  | Positive forward.
 
  |-
 
  |-
  | Action ID
+
  | Flags
  | VarInt Enum
+
  | {{Type|Unsigned Byte}}
| The ID of the action, see below
+
  | Bit mask{{change|. 0x1: jump, 0x2: unmount.|; see below.}}
  |-
 
| Jump Boost
 
| VarInt
 
| Horse jump boost. Ranged from 0 to 100.
 
 
  |}
 
  |}
  
Action ID can be one of the following values:
+
The flags are as follows:
  
{| class="wikitable"
+
{| class="wikitable" {{added}}
! ID
 
! Action
 
 
  |-
 
  |-
  | 0
+
  ! Hex Mask
  | Crouch
+
  ! Field
 
  |-
 
  |-
  | 1
+
  | 0x01
  | Uncrouch
+
  | Forward
 
  |-
 
  |-
  | 2
+
  | 0x02
  | Leave bed
+
  | Backward
 
  |-
 
  |-
  | 3
+
  | 0x04
  | Start sprinting
+
  | Left
 
  |-
 
  |-
  | 4
+
  | 0x08
  | Stop sprinting
+
  | Right
 
  |-
 
  |-
  | 5
+
  | 0x10
  | Start Jump with horse
+
  | Jump
|-
 
| 6
 
| Stop Jump with horse
 
 
  |-
 
  |-
  | 7
+
  | 0x20
  | Open ridden horse inventory
+
  | Sneak
 
  |-
 
  |-
  | 8
+
  | 0x40
  | Start Elytra Flying
+
  | Sprint
 
  |}
 
  |}
  
“Open inventory” is now sent via the [[#Client Status|Client Status]] packet.
+
==== Set Seen Recipe ====
 
 
==== Update Sign ====
 
  
This message is sent from the client to the server when the “Done” button is pushed after placing a sign.
+
Sent when recipe is first seen in recipe book. Replaces Recipe Book Data, type 0.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,461: Line 2,554:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| {{Change|0x12|0x19}}
+
  | ''protocol:''<br/><code>{{change|0x29|0x2B}}</code><br/><br/>''resource:''<br/><code>recipe_book_seen_recipe</code>
  |rowspan="5"| Play
+
  | Play
  |rowspan="5"| Server
+
  | Server
  | Location
+
  | Recipe ID
  | Position
+
  | {{change|{{Type|Identifier}}|{{Type|VarInt}}}}
| Block Coordinates
+
  | ID of recipe previously defined in [[#Recipe Book Add|Recipe Book Add]].
|-
 
| Line 1
 
| {{Change|[[Chat]]|String}}
 
| First line of text in the sign
 
|-
 
| Line 2
 
| {{Change|[[Chat]]|String}}
 
| Second line of text in the sign
 
|-
 
| Line 3
 
| {{Change|[[Chat]]|String}}
 
  | Third line of text in the sign
 
|-
 
| Line 4
 
| {{Change|[[Chat]]|String}}
 
| Fourth line of text in the sign
 
 
  |}
 
  |}
  
==== Animation ====
+
==== Use Item On ====
 
 
Sent when the player's arm swings.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 2,497: Line 2,573:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| {{Change|0x0A|0x1A}}
+
  | rowspan="9"| ''protocol:''<br/><code>{{change|0x38|0x3A}}</code><br/><br/>''resource:''<br/><code>use_item_on</code>
  |rowspan="1"| Play
+
  | rowspan="9"| Play
  |rowspan="1"| Server
+
  | rowspan="9"| Server
  |style="background-color: #d9ead3;"| Hand
+
  | Hand
  |style="background-color: #d9ead3;"| VarInt Enum
+
  | {{Type|VarInt}} {{Type|Enum}}
  |style="background-color: #d9ead3;"| Hand used for the animation
+
  | The hand from which the block is placed; 0: main hand, 1: off hand.
|}
 
 
 
==== Player Block Placement ====
 
 
 
{| class="wikitable"
 
 
  |-
 
  |-
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="7"| {{Change|0x08|0x1C}}
 
|rowspan="7"| Play
 
|rowspan="7"| Server
 
 
  | Location
 
  | Location
  | Position
+
  | {{Type|Position}}
  | Block position
+
  | Block position.
 
  |-
 
  |-
 
  | Face
 
  | Face
  | {{Change|Byte|VarInt}} Enum
+
  | {{Type|VarInt}} {{Type|Enum}}
  | The face on which the block is placed (as documented at [[#Player Digging|Player Digging]])
+
  | The face on which the block is placed (as documented at [[#Player Action|Player Action]]).
|- style="background-color: #f4cccc; text-decoration: line-through;"
 
| Held Item
 
| [[Slot Data|Slot]]
 
|
 
|- style="background-color: #d9ead3;"
 
| Hand
 
| VarInt Enum
 
| The hand from which the block is placed; 0: main hand, 1: off hand
 
 
  |-
 
  |-
 
  | Cursor Position X
 
  | Cursor Position X
  | Unsigned Byte
+
  | {{Type|Float}}
  | The position of the crosshair on the block, from 0 to 15 increasing from west to east
+
  | The position of the crosshair on the block, from 0 to 1 increasing from west to east.
 
  |-
 
  |-
  | Cursor Position Y  
+
  | Cursor Position Y
  | Unsigned Byte
+
  | {{Type|Float}}
  | The position of the crosshair on the block, from 0 to 15 increasing from bottom to top
+
  | The position of the crosshair on the block, from 0 to 1 increasing from bottom to top.
 
  |-
 
  |-
 
  | Cursor Position Z
 
  | Cursor Position Z
  | Unsigned Byte
+
  | {{Type|Float}}
  | The position of the crosshair on the block, from 0 to 15 increasing from north to south
+
  | The position of the crosshair on the block, from 0 to 1 increasing from north to south.
  |}
+
  |-
 
+
| Inside block
In normal operation (i.e. placing a block), this packet is sent once, with the values set normally.
+
| {{Type|Boolean}}
 
+
| True when the player's head is inside of a block.
The Cursor Position X/Y/Z fields (also known as in-block coordinates) are calculated using raytracing. The unit corresponds to one pixel in the default resource pack. For example, let's say a slab is being placed against the south face of a full block. The Cursor Position X will be higher if the player was pointing near the right (east) edge of the face, lower if pointing near the left. The Cursor Position Y will be used to determine whether it will appear as a bottom slab (values 0–7) or as a top slab (values 8–15). The Cursor Position Z should be 15 since the player was looking at the southernmost part of the block.
+
|- {{added}}
 
+
| World border hit
This packet has a special case where X, Y, Z, and Direction are all -1. (Note that Y is unsigned so set to 255.) This special packet indicates that the currently held item for the player should have its state updated such as eating food, pulling back bows, using buckets, etc.
+
| {{Type|Boolean}}
 
+
| Seems to always be false, even when interacting with blocks around or outside the world border, or while the player is outside the border.
Special note on using buckets: When using buckets, the Notchian client might send two packets: first a normal and then a special case. The first normal packet is sent when you're looking at a block (e.g. the water you want to scoop up). This normal packet does not appear to do anything with a Notchian server. The second, special case packet appears to perform the action — based on current position/orientation and with a distance check — it appears that buckets can only be used within a radius of 6 units.
 
 
 
==== {{Change||Use Item}} ====
 
 
 
Sent when pressing the Use Item key (default: right click) with an item in hand.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="1"| 0x1D
+
  | Sequence
|rowspan="1"| Play
+
  | {{Type|VarInt}}
  |rowspan="1"| Server
+
  | Block change sequence number (see [[#Acknowledge Block Change]]).
| Hand
 
| VarInt Enum
 
  | Hand used for the animation
 
 
  |}
 
  |}
  
== Status ==
+
Upon placing a block, this packet is sent once.
 
 
=== Clientbound ===
 
 
 
No changes so far.
 
 
 
=== Serverbound ===
 
  
No changes so far.
+
The Cursor Position X/Y/Z fields (also known as in-block coordinates) are calculated using raytracing. The unit corresponds to sixteen pixels in the default resource pack. For example, let's say a slab is being placed against the south face of a full block. The Cursor Position X will be higher if the player was pointing near the right (east) edge of the face, lower if pointing near the left. The Cursor Position Y will be used to determine whether it will appear as a bottom slab (values 0.0–0.5) or as a top slab (values 0.5-1.0). The Cursor Position Z should be 1.0 since the player was looking at the southernmost part of the block.
  
== Login ==
+
Inside block is true when a player's head (specifically eyes) are inside of a block's collision. In 1.13 and later versions, collision is rather complicated and individual blocks can have multiple collision boxes. For instance, a ring of vines has a non-colliding hole in the middle. This value is only true when the player is directly in the box. In practice, though, this value is only used by scaffolding to place in front of the player when sneaking inside of it (other blocks will place behind when you intersect with them -- try with glass for instance).
  
=== Clientbound ===
+
[[Category:Minecraft Modern]]
 
 
No changes so far.
 
 
 
=== Serverbound ===
 
 
 
No changes so far.
 

Latest revision as of 11:58, 21 November 2024

This page documents the changes from release 1.21.1 (protocol 767) to the current release (1.21.3, protocol 768). The stable protocol documentation is currently lagging behind, and the changes documented here will be merged soon, once they are complete. The current pre-release (snapshot 24w44a) is not yet documented.

One who wishes to commandeer the merging of this into Protocol when an update is made must be sure to respect any changes that may have occurred to the respective packets there.

Contents

Data types

Name Size (bytes) Encodes Notes
Teleport Flags 4 Bit field specifying how a teleportation is to be applied on each axis. See #Teleport Flags

Teleport Flags

A bit field represented as an Int, specifying how a teleportation is to be applied on each axis.

In the lower 8 bits of the bit field, a set bit means the teleportation on the corresponding axis is relative, and an unset bit that it is absolute.

Hex Mask Field
0x0001 Relative X
0x0002 Relative Y
0x0004 Relative Z
0x0008 Relative Yaw
0x0010 Relative Pitch
0x0020 Relative Velocity X
0x0040 Relative Velocity Y
0x0080 Relative Velocity Z
0x0100 Rotate velocity according to the change in rotation, before applying the velocity change in this packet. Combining this with absolute rotation works as expected—the difference in rotation is still used.

Packets

ID Packet name Documentation
Play clientbound
0x12 Close Container Current Pre
0x13 Set Container Content Current Pre
0x14 Set Container Property Current Pre
0x15 Set Container Slot Current Pre
0x17 Set Cooldown Current Pre
0x70 0x20 Teleport Entity Current Pre
0x20 0x21 Explosion Current Pre
0x23 0x24 Open Horse Screen Current Pre
0x2B 0x2C Login (play) Current Pre
0x31 Move Minecart Along Track Pre
0x37 0x39 Place Ghost Recipe Current Pre
0x3E 0x40 Player Info Update Current Pre
0x40 0x42 Synchronize Player Position Current Pre
0x41 Update Recipe Book Current
0x43 Player Rotation Pre
0x44 Recipe Book Add Pre
0x45 Recipe Book Remove Pre
0x46 Recipe Book Settings Pre
0x47 0x4C Respawn Current Pre
0x5a Set Cursor Item Pre
0x53 0x63 Set Held Item Current (unchanged)
0x66 Set Player Inventory Slot Pre
0x64 0x6b Update Time Current Pre
0x77 Synchronize Vehicle Position Pre
Play serverbound
0x02 Bundle Item Selected Pre
0x0b Client Tick End Pre
0x0E 0x10 Click Container Current Pre
0x0F 0x11 Close Container Current Pre
0x14 0x16 Edit Book Current Pre
0x1A 0x1C Set Player Position Current Pre
0x1B 0x1D Set Player Position and Rotation Current Pre
0x1C 0x1E Set Player Rotation Current Pre
0x1D Set Player On Ground Current
0x1F Set Player Movement Flags Pre
0x22 0x24 Place Recipe Current Pre
0x26 0x28 Player Input Current Pre
0x29 0x2B Set Seen Recipe Current Pre
0x38 0x3A Use Item On Current Pre

Entity Metadata

Entity Metadata Format

Painting Variant

See also: Registry Data#Painting Variant
Name Type Meaning
Width Int The width of the painting, in blocks.
Height Int The height of the painting, in blocks.
Asset ID Identifier The texture for the painting.

The Notchian client uses the corresponding asset located at textures/painting.

Has title Boolean
Title Optional Text Component The displayed title of the painting. Only present if Has title is true.
Has author Boolean
Author Optional Text Component The displayed author of the painting. Only present if Has author is true.

Registry Data

Painting Variant

The minecraft:painting_variant registry. It defines the textures and dimensions for the game's paintings.

Name Type Meaning Values
asset_id String Tag The texture for the painting.

The Notchian client uses the corresponding asset located at textures/painting.

Example: "minecraft:backyard".
height Int Tag The height of the painting, in blocks. Example: 2
width Int Tag The width of the painting, in blocks.
title Compound Tag or String Tag The displayed title of the painting. See Text formatting. Example: {"color": "gray", "translate": "painting.minecraft.skeleton.title"}
author Compound Tag or String Tag The displayed author of the painting. See Text formatting. Example: {"color": "gray", "translate": "painting.minecraft.skeleton.author"}

Slot Data

Structured components

Type Name Description Data
6 minecraft:item_model Item's model. As follows:
Name Type Description
Model Identifier
20 21 minecraft:food Makes the item consumable restore the player's hunger bar when consumed. As follows:
Name Type Description
Nutrition VarInt Non-negative
Saturation Modifier Float How much saturation will be given after consuming the item.
Can Always Eat Boolean Whether the item can always be eaten, even at full hunger.
Seconds To Eat Float How long it takes to consume the item.
Using converts to Slot Data This specifies the item produced after consuming the current item. In the Notchian server, this is used for stews, which turn into bowls. Set this to Air if the item should be consumed normally without leaving any other item after.
Number of effects VarInt Number of elements in the following array.
Effect Type ID Array Potion Effect The potion effect. See Potion Effect.
Probability Float The probability for this effect to be chosen.
22 minecraft:consumable Makes the item consumable. As follows:
Name Type Description
Consume seconds Float How long it takes to consume the item.
Animation VarInt Enum 0: none, 1: eat, 2: drink, 3: block, 4: bow, 5: spear, 6: crossbow, 7: spyglass, 8: toot_horn, 9: brush
Sound ID or Sound Event ID in the minecraft:sound_event registry, or an inline definition.
Has consume particles Boolean
Number of effects VarInt Number of elements in the following array.
Effects Array of Consume Effect Effects to apply on consumption. See Consume Effect.
23 minecraft:use_remainder This specifies the item produced after using the current item. In the Notchian server, this is used for stews, which turn into bowls. As follows:
Name Type Description
Remainder Slot
24 minecraft:use_cooldown Cooldown to apply on use of the item. As follows:
Name Type Description
Seconds Float
Cooldown group Optional Identifier Group of items to apply the cooldown to. Only present if Has cooldown group is true; otherwise defaults to the item's identifier.
21 25 minecraft:fire damage_resistant Marks this item as fire damage resistant.
The client won't render the item as being on-fire if this component is present.
None. As follows:
Name Type Description
Types Identifier Tag specifying damage types the item is immune to. Not prefixed by '#'!.
27 minecraft:enchantable Allows the item to be enchanted by an enchanting table. As follows:
Name Type Description
Value VarInt Opaque internal value controlling how expensive enchantments may be offered.
28 minecraft:equippable Allows the item to be equipped by the player. As follows:
Name Type Description
Slot VarInt Enum 0: mainhand, 1: feet, 2: legs, 3: chest, 4: head, 5: offhand, 6: body
Equip sound ID or Sound Event ID in the minecraft:sound_event registry, or an inline definition.
Has model Boolean
Model Optional Identifier Only present if Has model is true.
Has camera overlay Boolean
Camera overlay Optional Identifier Only present if Has camera overlay is true.
Has allowed entities Boolean
Allowed entities Optional ID Set IDs in the minecraft:entity_type registry. Only present if Has allowed entities is true.
Dispensable Boolean
Swappable Boolean
Damage on hurt Boolean
29 minecraft:repairable Items that can be combined with this item in an anvil to repair it. As follows:
Name Type Description
Items ID Set IDs in the minecraft:item registry.
30 minecraft:glider Makes the item function like elytra. None.
31 minecraft:tooltip_style Custom textures for the item tooltip. As follows:
Name Type Description
Style Identifier
32 minecraft:death_protection Makes the item function like a totem of undying. As follows:
Name Type Description
Number of effects VarInt Number of elements in the following array.
Effects Array of Consume Effect Effects to apply on consumption. See Consume Effect.
31 41 minecraft:potion_contents Visual and effects of a potion item. As follows:
Name Type Description
Has Potion ID Boolean Whether this potion has an ID in the potion registry. If true, it has the default effects associated with the potion type.
Potion ID Optional VarInt The ID of the potion type in the potion registry. Only present if Has Potion ID is true.
Has Custom Color Boolean Whether this potion has a custom color. If false, it uses the default color associated with the potion type.
Custom Color Optional Int The RGB components of the color, encoded as an integer. Only present if Has Custom Color is true.
Number Of Custom Effects VarInt The number of elements in the following array.
Custom Effects Array of Potion Effect Any custom effects the potion might have. See Potion Effect.
Custom Name String

Other types

Consume Effect

WIP

Instrument

Name Type Description
Sound Event Id or Sound Event The sound to be played.
Use duration VarInt Float The maximum range of the sound.
Range Float The range of the instrument.
Description Text Component Description shown in the item tooltip.

Particles

Particle Name Particle ID Data
minecraft:dust 13
Field Name Field Type Meaning
Red Float The red RGB value, between 0 and 1. Divide actual RGB value by 255.
Green Float The green RGB value, between 0 and 1. Divide actual RGB value by 255.
Blue Float The blue RGB value, between 0 and 1. Divide actual RGB value by 255.
Color Int The color, encoded as 0xRRGGBB; top bits are ignored.
Scale Float The scale, will be clamped between 0.01 and 4.
minecraft:dust_color_transition 14
Field Name Field Type Meaning
From Red Float The start red RGB value, between 0 and 1. Divide actual RGB value by 255.
From Green Float The start green RGB value, between 0 and 1. Divide actual RGB value by 255.
From Blue Float The start blue RGB value, between 0 and 1. Divide actual RGB value by 255.
From Color Int The start color, encoded as 0xRRGGBB; top bits are ignored.
To Red Float The end red RGB value, between 0 and 1. Divide actual RGB value by 255.
To Green Float The end green RGB value, between 0 and 1. Divide actual RGB value by 255.
To Blue Float The end blue RGB value, between 0 and 1. Divide actual RGB value by 255.
To Color Int The end color, encoded as 0xRRGGBB; top bits are ignored.
Scale Float The scale, will be clamped between 0.01 and 4.

Handshake

No changes so far.

Status

No changes so far.

Login

No changes so far.

Configuration

No changes so far.

Play

Clientbound

Close Container

This packet is sent from the server to the client when a window is forcibly closed, such as when a chest is destroyed while it's open. The notchian client disregards the provided window ID and closes any active window.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x12

resource:
container_close
Play Client Window ID Unsigned Byte VarInt This is the ID of the window that was closed. 0 for inventory.

Set Container Content

The inventory slots

Replaces the contents of a container window. Sent by the server upon initialization of a container window or the player's inventory, and in response to state ID mismatches (see #Click Container).

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x13

resource:
container_set_content
Play Client Window ID Unsigned Byte VarInt The ID of window which items are being sent for. 0 for player inventory. The client ignores any packets targeting a Window ID other than the current one. However, an exception is made for the player inventory, which may be targeted at any time. (The Notchian server does not appear to utilize this special case.)
State ID VarInt A server-managed sequence number used to avoid desynchronization; see #Click Container.
Count VarInt Number of elements in the following array.
Slot Data Array of Slot
Carried Item Slot Item being dragged with the mouse.

See inventory windows for further information about how slots are indexed. Use Open Screen to open the container on the client.

Set Container Property

This packet is used to inform the client that part of a GUI window should be updated.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x14

resource:
container_set_data
Play Client Window ID Unsigned Byte VarInt
Property Short The property to be updated, see below.
Value Short The new value for the property, see below.

The meaning of the Property field depends on the type of the window. The following table shows the known combinations of window type and property, and how the value is to be interpreted.

Window type Property Value
Furnace 0: Fire icon (fuel left) counting from fuel burn time down to 0 (in-game ticks)
1: Maximum fuel burn time fuel burn time or 0 (in-game ticks)
2: Progress arrow counting from 0 to maximum progress (in-game ticks)
3: Maximum progress always 200 on the notchian server
Enchantment Table 0: Level requirement for top enchantment slot The enchantment's xp level requirement
1: Level requirement for middle enchantment slot
2: Level requirement for bottom enchantment slot
3: The enchantment seed Used for drawing the enchantment names (in SGA) clientside. The same seed is used to calculate enchantments, but some of the data isn't sent to the client to prevent easily guessing the entire list (the seed value here is the regular seed bitwise and 0xFFFFFFF0).
4: Enchantment ID shown on mouse hover over top enchantment slot The enchantment id (set to -1 to hide it), see below for values
5: Enchantment ID shown on mouse hover over middle enchantment slot
6: Enchantment ID shown on mouse hover over bottom enchantment slot
7: Enchantment level shown on mouse hover over the top slot The enchantment level (1 = I, 2 = II, 6 = VI, etc.), or -1 if no enchant
8: Enchantment level shown on mouse hover over the middle slot
9: Enchantment level shown on mouse hover over the bottom slot
Beacon 0: Power level 0-4, controls what effect buttons are enabled
1: First potion effect Potion effect ID for the first effect, or -1 if no effect
2: Second potion effect Potion effect ID for the second effect, or -1 if no effect
Anvil 0: Repair cost The repair's cost in xp levels
Brewing Stand 0: Brew time 0 – 400, with 400 making the arrow empty, and 0 making the arrow full
1: Fuel time 0 - 20, with 0 making the arrow empty, and 20 making the arrow full
Stonecutter 0: Selected recipe The index of the selected recipe. -1 means none is selected.
Loom 0: Selected pattern The index of the selected pattern. 0 means none is selected, 0 is also the internal id of the "base" pattern.
Lectern 0: Page number The current page number, starting from 0.

For an enchanting table, the following numerical IDs are used:

Numerical ID Enchantment ID Enchantment Name
0 minecraft:protection Protection
1 minecraft:fire_protection Fire Protection
2 minecraft:feather_falling Feather Falling
3 minecraft:blast_protection Blast Protection
4 minecraft:projectile_protection Projectile Protection
5 minecraft:respiration Respiration
6 minecraft:aqua_affinity Aqua Affinity
7 minecraft:thorns Thorns
8 minecraft:depth_strider Depth Strider
9 minecraft:frost_walker Frost Walker
10 minecraft:binding_curse Curse of Binding
11 minecraft:soul_speed Soul Speed
12 minecraft:swift_sneak Swift Sneak
13 minecraft:sharpness Sharpness
14 minecraft:smite Smite
15 minecraft:bane_of_arthropods Bane of Arthropods
16 minecraft:knockback Knockback
17 minecraft:fire_aspect Fire Aspect
18 minecraft:looting Looting
19 minecraft:sweeping_edge Sweeping Edge
20 minecraft:efficiency Efficiency
21 minecraft:silk_touch Silk Touch
22 minecraft:unbreaking Unbreaking
23 minecraft:fortune Fortune
24 minecraft:power Power
25 minecraft:punch Punch
26 minecraft:flame Flame
27 minecraft:infinity Infinity
28 minecraft:luck_of_the_sea Luck of the Sea
29 minecraft:lure Lure
30 minecraft:loyalty Loyalty
31 minecraft:impaling Impaling
32 minecraft:riptide Riptide
33 minecraft:channeling Channeling
34 minecraft:multishot Multishot
35 minecraft:quick_charge Quick Charge
36 minecraft:piercing Piercing
37 minecraft:density Density
38 minecraft:breach Breach
39 minecraft:wind_burst Wind Burst
40 minecraft:mending Mending
41 minecraft:vanishing_curse Curse of Vanishing

Set Container Slot

Sent by the server when an item in a slot (in a window) is added/removed.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x15

resource:
container_set_slot
Play Client Window ID Unsigned Byte VarInt The window which is being updated. 0 for player inventory. The client ignores any packets targeting a Window ID other than the current one; see below for exceptions , unless it is 0 (see below).
State ID VarInt A server-managed sequence number used to avoid desynchronization; see #Click Container.
Slot Short The slot that should be updated.
Slot Data Slot

If Window ID is 0, the hotbar and offhand slots (slots 36 through 45) may be updated even when a different container window is open. (The Notchian server does not appear to utilize this special case.) Updates are also restricted to those slots when the player is looking at a creative inventory tab other than the survival inventory. (The Notchian server does not handle this restriction in any way, leading to MC-242392.)

If Window ID is -1, the item being dragged with the mouse is set. In this case, State ID and Slot are ignored.

If Window ID is -2, any slot in the player's inventory can be updated irrespective of the current container window. In this case, State ID is ignored, and the Notchian server uses a bogus value of 0. Used by the Notchian server to implement the #Pick Item functionality.

When a container window is open, the server never sends updates targeting Window ID 0—all of the window types include slots for the player inventory. The client must automatically apply changes targeting the inventory portion of a container window to the main inventory; the server does not resend them for ID 0 when the window is closed. However, since the armor and offhand slots are only present on ID 0, updates to those slots occurring while a window is open must be deferred by the server until the window's closure.

Set Cooldown

Applies a cooldown period to all items with the given type. Used by the Notchian server with enderpearls. This packet should be sent when the cooldown starts and also when the cooldown ends (to compensate for lag), although the client will end the cooldown automatically. Can be applied to any item, note that interactions still get sent to the server with the item but the client does not play the animation nor attempt to predict results (i.e block placing).

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x17

resource:
cooldown
Play Client Item ID Cooldown Group VarInt Identifier Numeric ID of the item Group of items to apply a cooldown to.
Cooldown Ticks VarInt Number of ticks to apply a cooldown for, or 0 to clear the cooldown.

Teleport Entity

Warning.png The Mojang-specified name of this packet was changed in 1.21.2 from teleport_entity to entity_position_sync. There is a new teleport_entity, which this document more appropriately calls Synchronize Vehicle Position. That packet has a different function and will lead to confusing results if used in place of this one.

This packet is sent by the server when an entity moves more than 8 blocks.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x70 0x20

resource:
teleport_entity entity_position_sync
Play Client Entity ID VarInt
X Double
Y Double
Z Double
Velocity X Double
Velocity Y Double
Velocity Z Double
Yaw Angle Float Rotation on the X axis, in degrees.
Pitch Angle Float Rotation on the Y axis, in degrees.
On Ground Boolean

Explosion

Sent when an explosion occurs (creepers, TNT, and ghast fireballs).

Each block in Records is set to air. Coordinates for each axis in record is int(X) + record.x

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x20 0x21

resource:
explode
Play Client X Double
Y Double
Z Double
Strength Float If the strength is greater or equal to 2.0, or the block interaction is not 0 (keep), large explosion particles are used. Otherwise, small explosion particles are used.
Record Count VarInt Number of elements in the following array.
Records Array of (Byte, Byte, Byte) Each record is 3 signed bytes long; the 3 bytes are the XYZ (respectively) signed offsets of affected blocks.
Has Player Motion Boolean
Player Motion X Float Optional Double X velocity of the player being pushed by the explosion. Only present if Has Player Motion is true.
Player Motion Y Float Optional Double Y velocity of the player being pushed by the explosion. Only present if Has Player Motion is true.
Player Motion Z Float Optional Double Z velocity of the player being pushed by the explosion. Only present if Has Player Motion is true.
Block Interaction VarInt Enum 0 = keep, 1 = destroy, 2 = destroy_with_decay, 3 = trigger_block.
Small Explosion Particle ID VarInt The particle ID listed in Particles.
Small Explosion Particle Data Varies Particle data as specified in Particles.
Large Explosion Particle ID VarInt The particle ID listed in Particles.
Large Explosion Particle Data Varies Particle data as specified in Particles.
Explosion Sound ID or Sound Event ID in the minecraft:sound_event registry, or an inline definition.

Open Horse Screen

This packet is used exclusively for opening the horse GUI. Open Screen is used for all other GUIs. The client will not open the inventory if the Entity ID does not point to an horse-like animal.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x23

resource:
horse_screen_open
Play Client Window ID Unsigned Byte VarInt
Slot count VarInt
Entity ID Int

Login (play)

Huh.png The following information needs to be added to this page:
Although the number of portal cooldown ticks is included in this packet, the whole portal usage process is still dictated entirely by the server. What kind of effect does this value have on the client, if any?

See Protocol Encryption for information on logging in.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2B 0x2C

resource:
login
Play Client Entity ID Int The player's Entity ID (EID).
Is hardcore Boolean
Dimension Count VarInt Size of the following array.
Dimension Names Array of Identifier Identifiers for all dimensions on the server.
Max Players VarInt Was once used by the client to draw the player list, but now is ignored.
View Distance VarInt Render distance (2-32).
Simulation Distance VarInt The distance that the client will process specific things, such as entities.
Reduced Debug Info Boolean If true, a Notchian client shows reduced information on the debug screen. For servers in development, this should almost always be false.
Enable respawn screen Boolean Set to false when the doImmediateRespawn gamerule is true.
Do limited crafting Boolean Whether players can only craft recipes they have already unlocked. Currently unused by the client.
Dimension Type VarInt The ID of the type of dimension in the minecraft:dimension_type registry, defined by the Registry Data packet.
Dimension Name Identifier Name of the dimension being spawned into.
Hashed seed Long First 8 bytes of the SHA-256 hash of the world's seed. Used client side for biome noise
Game mode Unsigned Byte 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
Previous Game mode Byte -1: Undefined (null), 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. The previous game mode. Vanilla client uses this for the debug (F3 + N & F3 + F4) game mode switch. (More information needed)
Is Debug Boolean True if the world is a debug mode world; debug mode worlds cannot be modified and have predefined blocks.
Is Flat Boolean True if the world is a superflat world; flat worlds have different void fog and a horizon at y=0 instead of y=63.
Has death location Boolean If true, then the next two fields are present.
Death dimension name Optional Identifier Name of the dimension the player died in.
Death location Optional Position The location that the player died at.
Portal cooldown VarInt The number of ticks until the player can use the portal again.
Sea level VarInt
Enforces Secure Chat Boolean

Move Minecart Along Track

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x31

resource:
move_minecart_along_track
Play Client Entity ID VarInt
Step Count VarInt Number of elements in the following array.
Steps X Array Double
Y Double
Z Double
Velocity X Double
Velocity Y Double
Velocity Z Double
Yaw Angle
Pitch Angle
Weight Float

Player Info Update

Sent by the server to update the user list (<tab> in the client).

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x3E 0x40

resource:
player_info_update
Play Client Actions Byte Determines what actions are present.
Number Of Players VarInt Number of elements in the following array.
Players UUID Array UUID The player UUID
Player Actions Array of Player Actions The length of this array is determined by the number of Player Actions that give a non-zero value when applying its mask to the actions flag. For example given the decimal number 5, binary 00000101. The masks 0x01 and 0x04 would return a non-zero value, meaning the Player Actions array would include two actions: Add Player and Update Game Mode.
Player Actions
Action Mask Field Name Type Notes
Add Player 0x01 Name String (16)
Number Of Properties VarInt Number of elements in the following array.
Property Name Array String (32767)
Value String (32767)
Is Signed Boolean
Signature Optional String (32767) Only if Is Signed is true.
Initialize Chat 0x02 Has Signature Data Boolean
Chat session ID UUID Only sent if Has Signature Data is true.
Public key expiry time Long Key expiry time, as a UNIX timestamp in milliseconds. Only sent if Has Signature Data is true.
Encoded public key size VarInt Size of the following array. Only sent if Has Signature Data is true. Maximum length is 512 bytes.
Encoded public key Byte Array (512) The player's public key, in bytes. Only sent if Has Signature Data is true.
Public key signature size VarInt Size of the following array. Only sent if Has Signature Data is true. Maximum length is 4096 bytes.
Public key signature Byte Array (4096) The public key's digital signature. Only sent if Has Signature Data is true.
Update Game Mode 0x04 Game Mode VarInt
Update Listed 0x08 Listed Boolean Whether the player should be listed on the player list.
Update Latency 0x10 Ping VarInt Measured in milliseconds.
Update Display Name 0x20 Has Display Name Boolean
Display Name Optional Text Component Only sent if Has Display Name is true.
Update List Priority 0x40 Priority VarInt See below.

The properties included in this packet are the same as in Login Success, for the current player.

Ping values correspond with icons in the following way:

  • A ping that negative (i.e. not known to the server yet) will result in the no connection icon.
  • A ping under 150 milliseconds will result in 5 bars
  • A ping under 300 milliseconds will result in 4 bars
  • A ping under 600 milliseconds will result in 3 bars
  • A ping under 1000 milliseconds (1 second) will result in 2 bars
  • A ping greater than or equal to 1 second will result in 1 bar.

The order of players in the player list is determined as follows:

  • Players with higher priorities are sorted before those with lower priorities.
  • Among players of equal priorities, spectators are sorted after non-spectators.
  • Within each of those groups, players are sorted into teams. The teams are ordered case-sensitively by team name in ascending order. Players with no team are listed first.
  • The players of each team (and non-team) are sorted case-insensitively by name in ascending order.

Synchronize Player Position

Teleports the client, e.g. during login, when using an ender pearl, in response to invalid move packets, etc.

Due to latency, the server may receive outdated movement packets sent before the client was aware of the teleport. To account for this, the server ignores all movement packets from the client until a Confirm Teleportation packet with an ID matching the one sent in the teleport packet is received.

Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0, -1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360 (see MC-90097).

Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x40 0x42

resource:
player_position
Play Client Teleport ID VarInt Client should confirm this packet with Confirm Teleportation containing the same Teleport ID.
X Double Absolute or relative position, depending on Flags.
Y Double Absolute or relative position, depending on Flags.
Z Double Absolute or relative position, depending on Flags.
Velocity X Double
Velocity Y Double
Velocity Z Double
Yaw Float Absolute or relative rotation on the X axis, in degrees.
Pitch Float Absolute or relative rotation on the Y axis, in degrees.
Flags Byte Teleport Flags Reference the Flags table below. When the value of the this byte masked is zero the field is absolute, otherwise relative.
Teleport ID VarInt Client should confirm this packet with Confirm Teleportation containing the same Teleport ID.

Player Rotation

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x43

resource:
player_rotation
Play Client Yaw Float Rotation on the X axis, in degrees.
Pitch Float Rotation on the Y axis, in degrees.

Place Ghost Recipe

Response to the serverbound packet (Place Recipe), with the same recipe ID. Appears to be used to notify the UI.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x37 0x39

resource:
place_ghost_recipe
Play Client Window ID Byte VarInt
Recipe Identifier A recipe ID.
Recipe Display ID VarInt ID in the minecraft:recipe_display registry.
Recipe Data Varies Depends on Recipe Type; see below.

below

Recipe Book Add

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x44

resource:
recipe_book_add
Play Client Recipe Count VarInt Number of elements in the following array.
Recipes Recipe ID Array VarInt ID to assign to the recipe.
Display ID VarInt ID in the minecraft:recipe_display registry.
Group ID VarInt
Category ID VarInt ID in the minecraft:recipe_book_category registry.
Has Ingredients Boolean
Ingredient Count Optional VarInt Number of elements in the following array. Only present if Has Ingredients is true.
Ingredients Optional Array of ID Set IDs in the minecraft:item registry, or an inline definition. Only present if Has Ingredients is true.
Flags Byte 0x01: show notification; 0x02: highlight as new
Replace Boolean Replace or Add to known recipes

Recipe Book Remove

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x45

resource:
recipe_book_remove
Play Client Recipe Count VarInt Number of elements in the following array.
Recipes Array of VarInt IDs of recipes to remove.

Recipe Book Settings

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x46

resource:
recipe_book_settings
Play Client Crafting Recipe Book Open Boolean If true, then the crafting recipe book will be open when the player opens its inventory.
Crafting Recipe Book Filter Active Boolean If true, then the filtering option is active when the players opens its inventory.
Smelting Recipe Book Open Boolean If true, then the smelting recipe book will be open when the player opens its inventory.
Smelting Recipe Book Filter Active Boolean If true, then the filtering option is active when the players opens its inventory.
Blast Furnace Recipe Book Open Boolean If true, then the blast furnace recipe book will be open when the player opens its inventory.
Blast Furnace Recipe Book Filter Active Boolean If true, then the filtering option is active when the players opens its inventory.
Smoker Recipe Book Open Boolean If true, then the smoker recipe book will be open when the player opens its inventory.
Smoker Recipe Book Filter Active Boolean If true, then the filtering option is active when the players opens its inventory.

Respawn

Huh.png The following information needs to be added to this page:
Although the number of portal cooldown ticks is included in this packet, the whole portal usage process is still dictated entirely by the server. What kind of effect does this value have on the client, if any?

To change the player's dimension (overworld/nether/end), send them a respawn packet with the appropriate dimension, followed by prechunks/chunks for the new dimension, and finally a position and look packet. You do not need to unload chunks, the client will do it automatically.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x47 0x4C

resource:
respawn
Play Client Dimension Type VarInt The ID of type of dimension in the minecraft:dimension_type registry, defined by the Registry Data packet.
Dimension Name Identifier Name of the dimension being spawned into.
Hashed seed Long First 8 bytes of the SHA-256 hash of the world's seed. Used client side for biome noise
Game mode Unsigned Byte 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
Previous Game mode Byte -1: Undefined (null), 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. The previous game mode. Vanilla client uses this for the debug (F3 + N & F3 + F4) game mode switch. (More information needed)
Is Debug Boolean True if the world is a debug mode world; debug mode worlds cannot be modified and have predefined blocks.
Is Flat Boolean True if the world is a superflat world; flat worlds have different void fog and a horizon at y=0 instead of y=63.
Has death location Boolean If true, then the next two fields are present.
Death dimension Name Optional Identifier Name of the dimension the player died in.
Death location Optional Position The location that the player died at.
Portal cooldown VarInt The number of ticks until the player can use the portal again.
Sea level VarInt
Data kept Byte Bit mask. 0x01: Keep attributes, 0x02: Keep metadata. Tells which data should be kept on the client side once the player has respawned.

In the Notchian implementation, this is context dependent:

  • normal respawns (after death) keep no data;
  • exiting the end poem/credits keeps the attributes;
  • other dimension changes (portals or teleports) keep all data.

Warning.png Avoid changing player's dimension to same dimension they were already in unless they are dead. If you change the dimension to one they are already in, weird bugs can occur, such as the player being unable to attack other players in new world (until they die and respawn).

Before 1.16, if you must respawn a player in the same dimension without killing them, send two respawn packets, one to a different world and then another to the world you want. You do not need to complete the first respawn; it only matters that you send two packets.

Set Cursor Item

Packet ID State Bound To Field Name Field Type Notes
0x5A Play Client Slot Data Slot

Update Time

Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.

The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.

The default SMP server increments the time by 20 every second.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x64 0x6B

resource:
set_time
Play Client World Age Long In ticks; not changed by server commands.
Time of day Long The world (or region) time, in ticks. If negative the sun will stop moving at the Math.abs of the time.
Time of day increasing Boolean If true, the client should automatically advance the time of day according to its ticking rate.

Set Player Inventory Slot

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x66

resource:
set_player_inventory
Play Client Slot VarInt
Slot Data Slot

Synchronize Vehicle Position

Teleports the entity on the client without changing the reference point of movement deltas in future Update Entity Position packets. Seems to be used to make relative adjustments to vehicle positions; more information needed.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x77

resource:
teleport_entity
Play Client Entity ID VarInt
X Double
Y Double
Z Double
Velocity X Double
Velocity Y Double
Velocity Z Double
Yaw Float Rotation on the Y axis, in degrees.
Pitch Float Rotation on the Y axis, in degrees.
Flags Teleport Flags
On Ground Boolean

Serverbound

Bundle Item Selected

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x02

resource:
bundle_item_selected
Play Server Slot of Bundle VarInt
Slot in Bundle VarInt

Client Tick End

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0B

resource:
client_tick_end
Play Server no fields

Click Container

This packet is sent by the client when the player clicks on a slot in a window.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0E 0x10

resource:
container_click
Play Server Window ID Unsigned Byte VarInt The ID of the window which was clicked. 0 for player inventory. The server ignores any packets targeting a Window ID other than the current one, including ignoring 0 when any other window is open.
State ID VarInt The last received State ID from either a Set Container Slot or a Set Container Content packet.
Slot Short The clicked slot number, see below.
Button Byte The button used in the click, see below.
Mode VarInt Enum Inventory operation mode, see below.
Length of the array VarInt Maximum value for Notchian server is 128 slots.
Array of changed slots Slot number Array (128) Short
Slot data Slot New data for this slot, in the client's opinion; see below.
Carried item Slot Item carried by the cursor. Has to be empty (item ID = -1) for drop mode, otherwise nothing will happen.

See Inventory for further information about how slots are indexed.

After performing the action, the server compares the results to the slot change information included in the packet, as applied on top of the server's view of the container's state prior to the action. For any slots that do not match, it sends Set Container Slot packets containing the correct results. If State ID does not match the last ID sent by the server, it will instead send a full Set Container Content to resynchronize the client.

When right-clicking on a stack of items, half the stack will be picked up and half left in the slot. If the stack is an odd number, the half left in the slot will be smaller of the amounts.

The distinct type of click performed by the client is determined by the combination of the Mode and Button fields.

Mode Button Slot Trigger
0 0 Normal Left mouse click
1 Normal Right mouse click
0 -999 Left click outside inventory (drop cursor stack)
1 -999 Right click outside inventory (drop cursor single item)
1 0 Normal Shift + left mouse click
1 Normal Shift + right mouse click (identical behavior)
2 0 Normal Number key 1
1 Normal Number key 2
2 Normal Number key 3
8 Normal Number key 9
Button is used as the slot index (impossible in vanilla clients)
40 Normal Offhand swap key F
3 2 Normal Middle click, only defined for creative players in non-player inventories.
4 0 Normal* Drop key (Q) (* Clicked item is always empty)
1 Normal* Control + Drop key (Q) (* Clicked item is always empty)
5 0 -999 Starting left mouse drag
4 -999 Starting right mouse drag
8 -999 Starting middle mouse drag, only defined for creative players in non-player inventories.
1 Normal Add slot for left-mouse drag
5 Normal Add slot for right-mouse drag
9 Normal Add slot for middle-mouse drag, only defined for creative players in non-player inventories.
2 -999 Ending left mouse drag
6 -999 Ending right mouse drag
10 -999 Ending middle mouse drag, only defined for creative players in non-player inventories.
6 0 Normal Double click
1 Normal Pickup all but check items in reverse order (impossible in vanilla clients)

Starting from version 1.5, “painting mode” is available for use in inventory windows. It is done by picking up stack of something (more than 1 item), then holding mouse button (left, right or middle) and dragging held stack over empty (or same type in case of right button) slots. In that case client sends the following to server after mouse button release (omitting first pickup packet which is sent as usual):

  1. packet with mode 5, slot -999, button (0 for left | 4 for right);
  2. packet for every slot painted on, mode is still 5, button (1 | 5);
  3. packet with mode 5, slot -999, button (2 | 6);

If any of the painting packets other than the “progress” ones are sent out of order (for example, a start, some slots, then another start; or a left-click in the middle) the painting status will be reset.

Close Container

This packet is sent by the client when closing a window.

Notchian clients send a Close Window packet with Window ID 0 to close their inventory even though there is never an Open Screen packet for the inventory.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0F 0x11

resource:
container_close
Play Server Window ID Unsigned Byte VarInt This is the ID of the window that was closed. 0 for player inventory.

Edit Book

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x14 0x16

resource:
edit_book
Play Server Slot VarInt The hotbar slot where the written book is located
Count VarInt Number of elements in the following array. Maximum array size is 200 100.
Entries Array (200 100) of String (8192 1024) Text from each page. Maximum string length is 8192 1024 chars.
Has title Boolean If true, the next field is present. true if book is being signed, false if book is being edited.
Title Optional String (128 32) Title of book.

Set Player Position

Updates the player's XYZ position on the server.

If the player is in a vehicle, the position is ignored (but in case of Set Player Position and Rotation, the rotation is still used as normal). No validation steps other than value range clamping are performed in this case.

If the player is sleeping, the position (or rotation) is not changed, and a Synchronize Player Position is sent if the received position deviated from the server's view by more than a meter.

The Notchian server silently clamps the x and z coordinates between -30,000,000 and 30,000,000, and the y coordinate between -20,000,000 and 20,000,000. A similar condition has historically caused a kick for "Illegal position"; this is no longer the case. However, infinite or NaN coordinates (or angles) still result in a kick for multiplayer.disconnect.invalid_player_movement.

As of 1.20.6, checking for moving too fast is achieved like this (sic):

  • Each server tick, the player's current position is stored.
  • When the player moves, the offset from the stored position to the requested position is computed (Δx, Δy, Δz).
  • The requested movement distance squared is computed as Δx² + Δy² + Δz².
  • The baseline expected movement distance squared is computed based on the player's server-side velocity as Vx² + Vy² + Vz². The player's server-side velocity is a somewhat ill-defined quantity that includes among other things gravity, jump velocity and knockback, but not regular horizontal movement. A proper description would bring much of Minecraft's physics engine with it. It is accessible as the Motion NBT tag on the player entity.
  • The maximum permitted movement distance squared is computed as 100 (300 if the player is using an elytra), multiplied by the number of movement packets received since the last tick, including this one, unless that value is greater than 5, in which case no multiplier is applied.
  • If the requested movement distance squared minus the baseline distance squared is more than the maximum squared, the player is moving too fast.

If the player is moving too fast, it is logged that "<player> moved too quickly! " followed by the change in x, y, and z, and the player is teleported back to their current (before this packet) server-side position.

Checking for block collisions is achieved like this:

  • A temporary collision-checked move of the player is attempted from its current position to the requested one.
  • The offset from the resulting position to the requested position is computed. If the absolute value of the offset on the y axis is less than 0.5, it (only the y component) is rounded down to 0.
  • If the magnitude of the offset is greater than 0.25 and the player isn't in creative or spectator mode, it is logged that "<player> moved wrongly!", and the player is teleported back to their current (before this packet) server-side position.
  • In addition, if the player's hitbox stationary at the requested position would intersect with a block, and they aren't in spectator mode, they are teleported back without a log message.

Checking for illegal flight is achieved like this:

  • When a movement packet is received, a flag indicating whether or not the player is floating mid-air is updated. The flag is set if the move test described above detected no collision below the player and the y component of the offset from the player's current position to the requested one is greater than -0.5, unless any of various conditions permitting flight (creative mode, elytra, levitation effect, etc., but not jumping) are met.
  • Each server tick, it is checked if the flag has been set for more than 80 consecutive ticks. If so, and the player isn't currently sleeping, dead or riding a vehicle, they are kicked for multiplayer.disconnect.flying.
Packet ID State Bound To Field Name Field Type Notes
protocol:
0x1A 0x1C

resource:
move_player_pos
Play Server X Double Absolute position.
Feet Y Double Absolute feet position, normally Head Y - 1.62.
Z Double Absolute position.
On Ground Boolean True if the client is on the ground, false otherwise.
Flags Byte Bit field: 0x01: on ground, 0x02: pushing against wall.

Set Player Position and Rotation

A combination of Move Player Rotation and Move Player Position.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x1B 0x1D

resource:
move_player_pos_rot
Play Server X Double Absolute position.
Feet Y Double Absolute feet position, normally Head Y - 1.62.
Z Double Absolute position.
Yaw Float Absolute rotation on the X Axis, in degrees.
Pitch Float Absolute rotation on the Y Axis, in degrees.
On Ground Boolean True if the client is on the ground, false otherwise.
Flags Byte Bit field: 0x01: on ground, 0x02: pushing against wall.

Set Player Rotation

The unit circle for yaw
The unit circle of yaw, redrawn

Updates the direction the player is looking in.

Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0,-1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.

Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.

The yaw and pitch of player (in degrees), standing at point (x0, y0, z0) and looking towards point (x, y, z) can be calculated with:

dx = x-x0
dy = y-y0
dz = z-z0
r = sqrt( dx*dx + dy*dy + dz*dz )
yaw = -atan2(dx,dz)/PI*180
if yaw < 0 then
    yaw = 360 + yaw
pitch = -arcsin(dy/r)/PI*180

You can get a unit vector from a given yaw/pitch via:

x = -cos(pitch) * sin(yaw)
y = -sin(pitch)
z =  cos(pitch) * cos(yaw)
Packet ID State Bound To Field Name Field Type Notes
protocol:
0x1C 0x1E

resource:
move_player_rot
Play Server Yaw Float Absolute rotation on the X Axis, in degrees.
Pitch Float Absolute rotation on the Y Axis, in degrees.
On Ground Boolean True if the client is on the ground, false otherwise.
Flags Byte Bit field: 0x01: on ground, 0x02: pushing against wall.

Set Player On Ground Movement Flags

This packet as well as Set Player Position, Set Player Rotation, and Set Player Position and Rotation are called the “serverbound movement packets”. Vanilla clients will send Move Player Position once every 20 ticks even for a stationary player.

This packet is used to indicate whether the player is on ground (walking/swimming), or airborne (jumping/falling).

When dropping from sufficient height, fall damage is applied when this state goes from false to true. The amount of damage applied is based on the point where it last changed from true to false. Note that there are several movement related packets containing this state.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x1D 0x1F

resource:
move_player_status_only
Play Server On Ground Boolean True if the client is on the ground, false otherwise.
Flags Byte Bit field: 0x01: on ground, 0x02: pushing against wall.

Place Recipe

This packet is sent when a player clicks a recipe in the crafting book that is craftable (white border).

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x22 0x24

resource:
place_recipe
Play Server Window ID Byte
Recipe ID Identifier VarInt A recipe ID. ID of recipe previously defined in Recipe Book Add.
Make all Boolean Affects the amount of items processed; true if shift is down when clicked.

Player Input

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x26 0x28

resource:
player_input
Play Server Sideways Float Positive to the left of the player.
Forward Float Positive forward.
Flags Unsigned Byte Bit mask. 0x1: jump, 0x2: unmount. ; see below.

The flags are as follows:

Hex Mask Field
0x01 Forward
0x02 Backward
0x04 Left
0x08 Right
0x10 Jump
0x20 Sneak
0x40 Sprint

Set Seen Recipe

Sent when recipe is first seen in recipe book. Replaces Recipe Book Data, type 0.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x29 0x2B

resource:
recipe_book_seen_recipe
Play Server Recipe ID Identifier VarInt ID of recipe previously defined in Recipe Book Add.

Use Item On

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x38 0x3A

resource:
use_item_on
Play Server Hand VarInt Enum The hand from which the block is placed; 0: main hand, 1: off hand.
Location Position Block position.
Face VarInt Enum The face on which the block is placed (as documented at Player Action).
Cursor Position X Float The position of the crosshair on the block, from 0 to 1 increasing from west to east.
Cursor Position Y Float The position of the crosshair on the block, from 0 to 1 increasing from bottom to top.
Cursor Position Z Float The position of the crosshair on the block, from 0 to 1 increasing from north to south.
Inside block Boolean True when the player's head is inside of a block.
World border hit Boolean Seems to always be false, even when interacting with blocks around or outside the world border, or while the player is outside the border.
Sequence VarInt Block change sequence number (see #Acknowledge Block Change).

Upon placing a block, this packet is sent once.

The Cursor Position X/Y/Z fields (also known as in-block coordinates) are calculated using raytracing. The unit corresponds to sixteen pixels in the default resource pack. For example, let's say a slab is being placed against the south face of a full block. The Cursor Position X will be higher if the player was pointing near the right (east) edge of the face, lower if pointing near the left. The Cursor Position Y will be used to determine whether it will appear as a bottom slab (values 0.0–0.5) or as a top slab (values 0.5-1.0). The Cursor Position Z should be 1.0 since the player was looking at the southernmost part of the block.

Inside block is true when a player's head (specifically eyes) are inside of a block's collision. In 1.13 and later versions, collision is rather complicated and individual blocks can have multiple collision boxes. For instance, a ring of vines has a non-colliding hole in the middle. This value is only true when the player is directly in the box. In practice, though, this value is only used by scaffolding to place in front of the player when sneaking inside of it (other blocks will place behind when you intersect with them -- try with glass for instance).