Difference between revisions of "Protocol"

From wiki.vg
Jump to navigation Jump to search
m (Packet IDs for Update Jigsaw Block and Creative Inventory Action were swapped)
(Undo revision 17657 by Xlash123 (talk))
Tag: Undo
Line 3: Line 3:
 
   |BACKGROUND = #99CCFF
 
   |BACKGROUND = #99CCFF
 
   |WIDTH = 100%
 
   |WIDTH = 100%
   |ICON =  
+
   |ICON =
 
   |HEADING = Heads up!
 
   |HEADING = Heads up!
   |CONTENT = This article is about the protocol for the latest '''stable''' release of Minecraft '''Java Edition''' ([[Protocol version numbers|1.16.3, protocol 753]]). For the Java Edition pre-releases, see [[Pre-release protocol]]. For the incomplete Bedrock Edition docs, see [[Bedrock Protocol]]. For the old Pocket Edition, see [[Pocket Edition Protocol Documentation]].
+
   |CONTENT = This article is about the protocol for the latest '''stable''' release of Minecraft '''Java Edition''' ([[Protocol version numbers|1.19, protocol 759]]). For the Java Edition pre-releases, see [[Pre-release protocol]]. For the incomplete Bedrock Edition docs, see [[Bedrock Protocol]]. For the old Pocket Edition, see [[Pocket Edition Protocol Documentation]].
 
}}
 
}}
  
 
This page presents a dissection of the current '''[https://minecraft.net/ Minecraft] protocol'''.
 
This page presents a dissection of the current '''[https://minecraft.net/ Minecraft] protocol'''.
  
If you're having trouble, check out the [[Protocol FAQ|FAQ]] or ask for help in the IRC channel [ircs://chat.freenode.net:6697/mcdevs #mcdevs on chat.freenode.net] ([http://wiki.vg/MCDevs More Information]).
+
If you're having trouble, check out the [[Protocol FAQ|FAQ]] or ask for help in the IRC channel [ircs://irc.libera.chat:6697 #mcdevs on irc.libera.chat] ([https://wiki.vg/MCDevs More Information]).
  
'''Note:''' While you may use the contents of this page without restriction to create servers, clients, bots, etc… you still need to provide attribution to #mcdevs if you copy any of the contents of this page for publication elsewhere.
+
'''Note:''' While you may use the contents of this page without restriction to create servers, clients, bots, etc; substantial reproductions of this page must be attributed IAW [https://creativecommons.org/licenses/by-sa/4.0/ CC BY-SA 4.0].
  
 
The changes between versions may be viewed at [[Protocol History]].
 
The changes between versions may be viewed at [[Protocol History]].
Line 47: Line 47:
 
  |-
 
  |-
 
  | Global palette
 
  | Global palette
  | A table/dictionary/palette mapping nonnegative integers to block states. Block state IDs are created in a linear fashion based off of order of assignment.  One block state ID allocated for each unique block state for a block; if a block has multiple properties then the number of allocated states is the product of the number of values for each property.  A current list of properties and state ID ranges is found on [https://pokechu22.github.io/Burger/1.16.3.html burger].
+
  | A table/dictionary/palette mapping nonnegative integers to block states. Block state IDs are created in a linear fashion based off of order of assignment.  One block state ID allocated for each unique block state for a block; if a block has multiple properties then the number of allocated states is the product of the number of values for each property.  A current list of properties and state ID ranges is found on [https://pokechu22.github.io/Burger/1.19.html burger].
  
 
Alternatively, the vanilla server now includes an option to export the current block state ID mapping, by running <code>java -cp minecraft_server.jar net.minecraft.data.Main --reports</code>.  See [[Data Generators]] for more information.
 
Alternatively, the vanilla server now includes an option to export the current block state ID mapping, by running <code>java -cp minecraft_server.jar net.minecraft.data.Main --reports</code>.  See [[Data Generators]] for more information.
Line 53: Line 53:
 
  | Notchian
 
  | Notchian
 
  | The official implementation of vanilla Minecraft as developed and released by Mojang.
 
  | The official implementation of vanilla Minecraft as developed and released by Mojang.
 +
|-
 +
| Sequence
 +
| The action number counter for local block changes, incremented by one when clicking a block with a hand, right clicking an item, or starting or finishing digging a block. Counter handles latency to avoid applying outdated block changes to the local world.  Also is used to revert ghost blocks created when placing blocks, using buckets, or breaking blocks.
 
  |}
 
  |}
  
 
== Packet format ==
 
== Packet format ==
  
Packets cannot be larger than 2097151 bytes (the maximum that can be sent in a 3-byte VarInt).  For compressed packets, this applies to both the compressed length and uncompressed lengths.
+
Packets cannot be larger than 2<sup>21</sup> &minus; 1 or 2097151 bytes (the maximum that can be sent in a 3-byte VarInt).  For compressed packets, this applies to both the compressed length and uncompressed lengths.
  
 
=== Without compression ===
 
=== Without compression ===
Line 72: Line 75:
 
  | Packet ID
 
  | Packet ID
 
  | VarInt
 
  | VarInt
  |  
+
  |
 
  |-
 
  |-
 
  | Data
 
  | Data
Line 109: Line 112:
 
  |}
 
  |}
  
The length given by the Packet Length field is the number of bytes that remain in that packet, including the Data Length field.
+
If the size of the buffer containing the packet data and ID (as a VarInt) is smaller than the threshold specified in the packet [[#Set Compression|Set Compression]]. It will be sent as uncompressed. This is done by setting the data length as 0. (Comparable to sending a non-compressed format with an extra 0 between the length, and packet data).
 
 
If Data Length is set to zero, then the packet is uncompressed; otherwise it is the size of the uncompressed packet.
 
  
If compressed, the uncompressed length of (Packet ID + Data) must be equal to or over the threshold set in the packet [[#Set Compression|Set Compression]], otherwise the receiving party will disconnect.
+
If it's larger than the threshold, then it follows the regular compressed protocol format.
  
 
Compression can be disabled by sending the packet [[#Set Compression|Set Compression]] with a negative Threshold, or not sending the Set Compression packet at all.
 
Compression can be disabled by sending the packet [[#Set Compression|Set Compression]] with a negative Threshold, or not sending the Set Compression packet at all.
Line 142: Line 143:
 
  | Protocol Version
 
  | Protocol Version
 
  | VarInt
 
  | VarInt
  | See [[protocol version numbers]] (currently 753 in Minecraft 1.16.3)
+
  | See [[protocol version numbers]] (currently 759 in Minecraft 1.19).
 
  |-
 
  |-
 
  | Server Address
 
  | Server Address
 
  | String (255)
 
  | String (255)
  | Hostname or IP, e.g. localhost or 127.0.0.1, that was used to connect. The Notchian server does not use this information. Note that SRV records are a complete redirect, e.g. if _minecraft._tcp.example.com points to mc.example.org, users connecting to example.com will provide mc.example.org as server address in addition to connecting to it.
+
  | Hostname or IP, e.g. localhost or 127.0.0.1, that was used to connect. The Notchian server does not use this information. Note that SRV records are a simple redirect, e.g. if _minecraft._tcp.example.com points to mc.example.org, users connecting to example.com will provide example.org as server address in addition to connecting to it.
  |-  
+
  |-
 
  | Server Port
 
  | Server Port
 
  | Unsigned Short
 
  | Unsigned Short
  | Default is 25565. The Notchian server does not use this information.
+
  | Default is 25565. The Notchian server does not use this information.
 
  |-
 
  |-
 
  | Next State
 
  | Next State
 
  | VarInt Enum
 
  | VarInt Enum
  | 1 for [[#Status|status]], 2 for [[#Login|login]]
+
  | 1 for [[#Status|Status]], 2 for [[#Login|Login]].
 
  |}
 
  |}
  
Line 161: Line 162:
 
{{Warning|This packet uses a nonstandard format. It is never length-prefixed, and the packet ID is an Unsigned Byte instead of a VarInt.}}
 
{{Warning|This packet uses a nonstandard format. It is never length-prefixed, and the packet ID is an Unsigned Byte instead of a VarInt.}}
  
While not technically part of the current protocol, legacy clients may send this packet to initiate [[Server List Ping]], and modern servers should handle it correctly.
+
While not technically part of the current protocol, legacy clients may send this packet to initiate [[Server List Ping]], and modern servers should handle it correctly
 +
The format of this packet is a remnant of the pre-Netty age, before the switch to Netty in 1.7 brought the standard format that is recognized now. This packet merely exists to inform legacy clients that they can't join our modern server.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 176: Line 178:
 
  | Payload
 
  | Payload
 
  | Unsigned Byte
 
  | Unsigned Byte
  | always 1 (<code>0x01</code>)
+
  | always 1 (<code>0x01</code>).
 
  |}
 
  |}
  
Line 186: Line 188:
 
=== Clientbound ===
 
=== Clientbound ===
  
==== Response ====
+
==== Status Response ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 202: Line 204:
 
  | JSON Response
 
  | JSON Response
 
  | String (32767)
 
  | String (32767)
  | See [[Server List Ping#Response]]; as with all strings this is prefixed by its length as a VarInt
+
  | See [[Server List Ping#Response]]; as with all strings this is prefixed by its length as a VarInt.
 
  |}
 
  |}
  
==== Pong ====
+
==== Ping Response ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 220: Line 222:
 
  | Payload
 
  | Payload
 
  | Long
 
  | Long
  | Should be the same as sent by the client
+
  | Should be the same as sent by the client.
 
  |}
 
  |}
  
 
=== Serverbound ===
 
=== Serverbound ===
  
==== Request ====
+
==== Status Request ====
 +
 
 +
The status can only be requested once immediately after the handshake, before any ping. The server won't respond otherwise.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 241: Line 245:
 
  |}
 
  |}
  
==== Ping ====
+
==== Ping Request ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 272: Line 276:
 
# S→C: [[#Login Success|Login Success]]
 
# S→C: [[#Login Success|Login Success]]
  
Set Compression, if present, must be sent before Login Success. Note that anything sent after Set Compression must use the [[#With_compression|Post Compression packet format]].
+
Set Compression, if present, must be sent before Login Success. Note that anything sent after Set Compression must use the [[#With compression|Post Compression packet format]].
  
For unauthenticated ("cracked"/offline-mode) and localhost connections (either of the two conditions is enough for an unencrypted connection) there is no encryption. In that case [[#Login Start|Login Start]] is directly followed by [[#Login Success|Login Success]].
+
For unauthenticated ("cracked"/offline-mode) and integrated servers (either of the two conditions is enough for an unencrypted connection) there is no encryption. In that case [[#Login Start|Login Start]] is directly followed by [[#Login Success|Login Success]]. The Notchian server uses UUID v3 for offline player UUIDs, with the namespace “OfflinePlayer” and the value as the player’s username. For example, Notch’s offline UUID would be derived from the string “OfflinePlayer:Notch”. This is not a requirement however, the UUID may be anything.
  
 
See [[Protocol Encryption]] for details.
 
See [[Protocol Encryption]] for details.
Line 295: Line 299:
 
  | Reason
 
  | Reason
 
  | [[Chat]]
 
  | [[Chat]]
  |  
+
  | The reason why the player was disconnected.
 
  |}
 
  |}
  
Line 313: Line 317:
 
  | Server ID
 
  | Server ID
 
  | String (20)
 
  | String (20)
  | Appears to be empty
+
  | Appears to be empty.
 
  |-
 
  |-
 
  | Public Key Length
 
  | Public Key Length
Line 321: Line 325:
 
  | Public Key
 
  | Public Key
 
  | Byte Array
 
  | Byte Array
  |  
+
  | The server's public key, in bytes.
 
  |-
 
  |-
 
  | Verify Token Length
 
  | Verify Token Length
Line 329: Line 333:
 
  | Verify Token
 
  | Verify Token
 
  | Byte Array
 
  | Byte Array
  | A sequence of random bytes generated by the server
+
  | A sequence of random bytes generated by the server.
 
  |}
 
  |}
  
Line 340: Line 344:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
  ! Field Type
+
  !colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x02
+
  |rowspan="7"| 0x02
  |rowspan="2"| Login
+
  |rowspan="7"| Login
  |rowspan="2"| Client
+
  |rowspan="7"| Client
  | UUID
+
  |colspan="2"| UUID
  | UUID
+
  |colspan="2"| UUID
  |  
+
  |colspan="2"|
 +
|-
 +
|colspan="2"| Username
 +
|colspan="2"| String (16)
 +
|colspan="2"|
 +
|-
 +
|colspan="2"| Number Of Properties
 +
|colspan="2"| VarInt
 +
| Number of elements in the following array.
 +
|-
 +
|rowspan="4"| Property
 +
| Name
 +
|rowspan="4"| Array
 +
| String (32767)
 +
|colspan="2"|
 +
|-
 +
| Value
 +
| String (32767)
 +
|colspan="1"|
 +
|-
 +
| Is Signed
 +
| Boolean
 +
|colspan="2"|
 
  |-
 
  |-
  | Username
+
  | Signature
  | String (16)
+
  | Optional String (32767)
  |  
+
  | Only if Is Signed is true.
 
  |}
 
  |}
  
 
This packet switches the connection state to [[#Play|play]].
 
This packet switches the connection state to [[#Play|play]].
  
{{Warning2|The (notchian) server might take a bit to fully transition to the Play state, so it's recommended to wait before sendings Play packets, either by setting a timeout, or waiting for Play packets from the server (usually [[#Player Info|Player Info]]).
+
{{Warning2|The (notchian) server might take a bit to fully transition to the Play state, so it's recommended to wait before sending Play packets, either by setting a timeout, or waiting for Play packets from the server (usually [[#Login (play)|Login (play)]]).
  
The notchian client doesn't send any (non-[[#Keep Alive|keep alive]]) packets until the next tick/[[#Time Update|time update]] packet.
+
The notchian client doesn't send any (non-[[#Keep Alive|keep alive]]) packets until the next tick/[[#Set Time|Set Time]] packet.
 
}}
 
}}
  
Line 380: Line 406:
 
  | Threshold
 
  | Threshold
 
  | VarInt
 
  | VarInt
  | Maximum size of a packet before it is compressed
+
  | Maximum size of a packet before it is compressed.
 
  |}
 
  |}
  
 
==== Login Plugin Request ====
 
==== Login Plugin Request ====
  
Used to implement a custom handshaking flow together with [[#Login_Plugin_Response | Login Plugin Response]].
+
Used to implement a custom handshaking flow together with [[#Login Plugin Response|Login Plugin Response]].
  
 
Unlike plugin messages in "play" mode, these messages follow a lock-step request/response scheme, where the client is expected to respond to a request indicating whether it understood. The notchian client always responds that it hasn't understood, and sends an empty payload.
 
Unlike plugin messages in "play" mode, these messages follow a lock-step request/response scheme, where the client is expected to respond to a request indicating whether it understood. The notchian client always responds that it hasn't understood, and sends an empty payload.
Line 406: Line 432:
 
  | Channel
 
  | Channel
 
  | Identifier
 
  | Identifier
  | Name of the [[plugin channel]] used to send the data
+
  | Name of the [[plugin channel]] used to send the data.
 
  |-
 
  |-
 
  | Data
 
  | Data
Line 425: Line 451:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x00
+
  |rowspan="7"| 0x00
  | Login
+
  |rowspan="7"| Login
  | Server
+
  |rowspan="7"| Server
 
  | Name
 
  | Name
 
  | String (16)
 
  | String (16)
  | Player's Username
+
  | Player's Username.
 +
|-
 +
| Has Sig Data
 +
| Boolean
 +
| Whether or not the next 5 fields should be sent.
 +
|-
 +
| Timestamp
 +
| Long
 +
| When the key data will expire. Optional. Only sent if Has Sig Data is true.
 +
|-
 +
| Public Key Length
 +
| VarInt
 +
| Length of Public Key. Optional. Only sent if Has Sig Data is true.
 +
|-
 +
| Public Key
 +
| Byte Array
 +
| The encoded bytes of the public key the client received from Mojang. Optional. Only sent if Has Sig Data is true.
 +
|-
 +
| Signature Length
 +
| VarInt
 +
| Length of Signature. Optional. Only sent if Has Sig Data is true.
 +
|-
 +
| Signature
 +
| Byte Array
 +
| The bytes of the public key signature the client received from Mojang. Optional. Only sent if Has Sig Data is true.
 
  |}
 
  |}
  
Line 443: Line 493:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x01
+
  |rowspan="8"| 0x01
  |rowspan="4"| Login
+
  |rowspan="8"| Login
  |rowspan="4"| Server
+
  |rowspan="8"| Server
 
  | Shared Secret Length
 
  | Shared Secret Length
 
  | VarInt
 
  | VarInt
  | Length of Shared Secret
+
  | Length of Shared Secret.
 
  |-
 
  |-
 
  | Shared Secret
 
  | Shared Secret
 
  | Byte Array
 
  | Byte Array
  |  
+
  | Shared Secret value, encrypted with the server's public key.
 +
|-
 +
| Has Verify Token
 +
| Boolean
 +
| Whether or not the Verify Token should be sent. If not, then the salt and signature will be sent.
 +
|-
 +
| Optional Verify Token Length
 +
| VarInt
 +
| Length of Verify Token. Optional and only sent if Has Verify Token is true.
 +
|-
 +
| Optional Verify Token
 +
| Byte Array
 +
| Verify Token value, encrypted with the same public key as the shared secret. Optional and only sent if Has Verify Token is true.
 +
|-
 +
| Optional Salt
 +
| Long
 +
| Cryptography, used for validating the message signature. Optional and only sent if Has Verify Token is false.
 
  |-
 
  |-
  | Verify Token Length
+
  | Optional Message Signature Length
 
  | VarInt
 
  | VarInt
  | Length of Verify Token
+
  | Array Length. Optional and only sent if Has Verify Token is false.
 
  |-
 
  |-
  | Verify Token
+
  | Optional Message Signature
 
  | Byte Array
 
  | Byte Array
  |  
+
  | The bytes of the public key signature the client received from Mojang. Optional and only sent if Has Verify Token is false.
 
  |}
 
  |}
  
See [[Protocol Encryption]] for details.
+
See [[Protocol Encryption]] for details. See [[Mojang_API#Player_Certificates]] for an API to get the message signature.
  
 
==== Login Plugin Response ====
 
==== Login Plugin Response ====
Line 484: Line 550:
 
  | Successful
 
  | Successful
 
  | Boolean
 
  | Boolean
  | <code>true</code> if the client understands the request, <code>false</code> otherwise. When <code>false</code>, no payload follows.
+
  | <code>true</code> if the client understood the request, <code>false</code> otherwise. When <code>false</code>, no payload follows.
 
  |-
 
  |-
 
  | Data
 
  | Data
Line 507: Line 573:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="12"| 0x00
+
  |rowspan="13"| 0x00
  |rowspan="12"| Play
+
  |rowspan="13"| Play
  |rowspan="12"| Client
+
  |rowspan="13"| Client
 
  | Entity ID
 
  | Entity ID
 
  | VarInt
 
  | VarInt
  | EID of the entity
+
  | A unique integer ID mostly used in the protocol to identify the entity.
 
  |-
 
  |-
  | Object UUID
+
  | Entity UUID
 
  | UUID
 
  | UUID
  |  
+
  | A unique identifier that is mostly used in persistence and places where the uniqueness matters more.
 
  |-
 
  |-
 
  | Type
 
  | Type
 
  | VarInt
 
  | VarInt
  | The type of entity (same as in [[#Spawn Living Entity|Spawn Living Entity]])
+
  | The type of the entity (see "type" field of the list of [[Entity_Metadata#Mobs|Mob types]]).
 
  |-
 
  |-
 
  | X
 
  | X
 
  | Double
 
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Y
 
  | Y
 
  | Double
 
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Z
 
  | Z
 
  | Double
 
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Pitch
 
  | Pitch
 
  | Angle
 
  | Angle
  |  
+
  | To get the real pitch, you must divide this by (256.0F / 360.0F)
 
  |-
 
  |-
 
  | Yaw
 
  | Yaw
 
  | Angle
 
  | Angle
  |  
+
  | To get the real yaw, you must divide this by (256.0F / 360.0F)
 
  |-
 
  |-
 +
| Head Yaw
 +
| Angle
 +
|- Only used by living entities, where the head of the entity may differ from the general body rotation.
 
  | Data
 
  | Data
  | Int
+
  | VarInt
 
  | Meaning dependent on the value of the Type field, see [[Object Data]] for details.
 
  | Meaning dependent on the value of the Type field, see [[Object Data]] for details.
 
  |-
 
  |-
 
  | Velocity X
 
  | Velocity X
 
  | Short
 
  | Short
  |rowspan="3"| Same units as [[#Entity Velocity|Entity Velocity]].  Always sent, but only used when Data is greater than 0 (except for some entities which always ignore it; see [[Object Data]] for details).
+
  |rowspan="3"| Same units as [[#Set Entity Motion|Set Entity Motion]].
 
  |-
 
  |-
 
  | Velocity Y
 
  | Velocity Y
Line 574: Line 643:
 
  | Entity ID
 
  | Entity ID
 
  | VarInt
 
  | VarInt
  |  
+
  |
 
  |-
 
  |-
 
  | X
 
  | X
 
  | Double
 
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Y
 
  | Y
 
  | Double
 
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Z
 
  | Z
 
  | Double
 
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Count
 
  | Count
 
  | Short
 
  | Short
  | The amount of experience this orb will reward once collected
+
  | The amount of experience this orb will reward once collected.
 
  |}
 
  |}
  
==== Spawn Living Entity ====
+
==== Spawn Player ====
  
Sent by the server when a living entity is spawned.
+
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 [[#Player Info|Player Info]] packet that adds the player data for the client to use when spawning a player. If the Player Info for the player spawned by this packet is not present when this packet arrives, Notchian clients will not spawn the player entity. The Player Info 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.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 605: Line 678:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="12"| 0x02
+
  |rowspan="7"| 0x02
  |rowspan="12"| Play
+
  |rowspan="7"| Play
  |rowspan="12"| Client
+
  |rowspan="7"| Client
 
  | Entity ID
 
  | Entity ID
 
  | VarInt
 
  | VarInt
  |  
+
  | A unique integer ID mostly used in the protocol to identify the player.
 
  |-
 
  |-
  | Entity UUID
+
  | Player UUID
 
  | UUID
 
  | UUID
  |  
+
  | See below for notes on {{Minecraft Wiki|Server.properties#online-mode|offline mode}} and NPCs.
|-
 
| Type
 
| VarInt
 
| The type of mob. See [[Entities#Mobs]]
 
 
  |-
 
  |-
 
  | X
 
  | X
 
  | Double
 
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Y
 
  | Y
 
  | Double
 
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Z
 
  | Z
 
  | Double
 
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Yaw
 
  | Yaw
 
  | Angle
 
  | Angle
  |  
+
  |
 
  |-
 
  |-
 
  | Pitch
 
  | Pitch
 
  | Angle
 
  | Angle
  |  
+
  |
  |-
+
  |}
| Head Pitch
+
 
| Angle
+
When in {{Minecraft Wiki|Server.properties#online-mode|online mode}}, the UUIDs must be valid and have valid skin blobs.
|
+
 
|-
+
In offline mode, [[Wikipedia:Universally unique identifier#Versions 3 and 5 (namespace name-based)|UUID v3]] is used with the String <code>OfflinePlayer:&lt;player name&gt;</code>, encoded in UTF-8 (and case-sensitive). The Notchain server uses <code>UUID.nameUUIDFromBytes</code>, implemented by OpenJDK [https://github.com/AdoptOpenJDK/openjdk-jdk8u/blob/9a91972c76ddda5c1ce28b50ca38cbd8a30b7a72/jdk/src/share/classes/java/util/UUID.java#L153-L175 here].
| Velocity X
+
 
| Short
+
For NPCs UUID v2 should be used. Note:
| Same units as [[#Entity Velocity|Entity Velocity]]
+
 
|-
+
  <+Grum> i will never confirm this as a feature you know that :)
| Velocity Y
+
 
| Short
+
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>.
  | Same units as [[#Entity Velocity|Entity Velocity]]
 
|-
 
| Velocity Z
 
| Short
 
  | Same units as [[#Entity Velocity|Entity Velocity]]
 
|}
 
  
==== Spawn Painting ====
+
==== Entity Animation (clientbound) ====
  
This packet shows location, name, and type of painting.
+
Sent whenever an entity should change animation.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 669: Line 732:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x03
+
  |rowspan="2"| 0x03
  |rowspan="5"| Play
+
  |rowspan="2"| Play
  |rowspan="5"| Client
+
  |rowspan="2"| Client
 
  | Entity ID
 
  | Entity ID
 
  | VarInt
 
  | VarInt
  |  
+
  | Player ID.
 
  |-
 
  |-
  | Entity UUID
+
  | Animation
| UUID
+
  | Unsigned Byte
  |  
+
  | Animation ID (see below).
  |-
 
| Motive
 
| VarInt
 
| Panting's ID, see below
 
|-
 
| Location
 
| Position
 
| Center coordinates (see below)
 
|-
 
| Direction
 
| Byte Enum
 
| Direction the painting faces (North = 2, South = 0, West = 1, East = 3)
 
 
  |}
 
  |}
  
Calculating the center of an image: given a (width × height) grid of cells, with <code>(0, 0)</code> being the top left corner, the center is <code>(max(0, width / 2 - 1), height / 2)</code>. E.g. <code>(1, 0)</code> for a 2×1 painting, or <code>(1, 2)</code> for a 4×4 painting.
+
Animation can be one of the following values:
 
 
List of paintings by coordinates in <code>paintings_kristoffer_zetterstrand.png</code> (where x and y are in pixels from the top left and width and height are in pixels or 16ths of a block):
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! Name
 
 
  ! ID
 
  ! ID
  ! x
+
  ! Animation
! y
 
! width
 
! height
 
 
  |-
 
  |-
| <code>minecraft:kebab</code>
 
 
  | 0
 
  | 0
  | 0
+
  | Swing main arm
| 0
 
| 16
 
| 16
 
 
  |-
 
  |-
| <code>minecraft:aztec</code>
 
 
  | 1
 
  | 1
  | 16
+
  | Take damage
| 0
 
| 16
 
| 16
 
 
  |-
 
  |-
| <code>minecraft:alban</code>
 
 
  | 2
 
  | 2
  | 32
+
  | Leave bed
| 0
 
| 16
 
| 16
 
 
  |-
 
  |-
| <code>minecraft:aztec2</code>
 
 
  | 3
 
  | 3
  | 48
+
  | Swing offhand
| 0
 
| 16
 
| 16
 
 
  |-
 
  |-
| <code>minecraft:bomb</code>
 
 
  | 4
 
  | 4
  | 64
+
  | Critical effect
| 0
 
| 16
 
| 16
 
 
  |-
 
  |-
| <code>minecraft:plant</code>
 
 
  | 5
 
  | 5
  | 80
+
  | Magic critical effect
  | 0
+
  |}
  | 16
+
 
  | 16
+
==== Award Statistics ====
 +
 
 +
Sent as a response to [[#Client Command|Client Command]] (id 1). Will only send the changed values if previously requested.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
  !colspan="2"| Field Name
 +
  !colspan="2"| Field Type
 +
! Notes
 
  |-
 
  |-
  | <code>minecraft:wasteland</code>
+
  |rowspan="4"| 0x04
  | 6
+
  |rowspan="4"| Play
  | 96
+
  |rowspan="4"| Client
  | 0
+
  |colspan="2"| Count
  | 16
+
  |colspan="2"| VarInt
  | 16
+
  | Number of elements in the following array.
 
  |-
 
  |-
  | <code>minecraft:pool</code>
+
  |rowspan="3"| Statistic
  | 7
+
  | Category ID
  | 0
+
  |rowspan="3"| Array
| 32
+
  | VarInt
  | 32
+
  | See below.
  | 16
 
 
  |-
 
  |-
  | <code>minecraft:courbet</code>
+
  | Statistic ID
  | 8
+
  | VarInt
  | 32
+
  | See below.
| 32
 
| 32
 
| 16
 
 
  |-
 
  |-
  | <code>minecraft:sea</code>
+
  | Value
| 9
+
| VarInt
| 64
+
| The amount to set it to.
  | 32
+
|}
  | 32
+
 
  | 16
+
Categories (these are namespaced, but with <code>:</code> replaced with <code>.</code>):
 +
 
 +
{| class="wikitable"
 +
  ! Name
 +
  ! ID
 +
  ! Registry
 
  |-
 
  |-
  | <code>minecraft:sunset</code>
+
  | <code>minecraft.mined</code>
  | 10
+
  | 0
  | 96
+
  | Blocks
| 32
 
| 32
 
| 16
 
 
  |-
 
  |-
  | <code>minecraft:creebet</code>
+
  | <code>minecraft.crafted</code>
  | 11
+
  | 1
  | 128
+
  | Items
| 32
 
| 32
 
| 16
 
 
  |-
 
  |-
  | <code>minecraft:wanderer</code>
+
  | <code>minecraft.used</code>
  | 12
+
  | 2
  | 0
+
  | Items
| 64
 
| 16
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:graham</code>
+
  | <code>minecraft.broken</code>
  | 13
+
  | 3
  | 16
+
  | Items
| 64
 
| 16
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:match</code>
+
  | <code>minecraft.picked_up</code>
  | 14
+
  | 4
  | 0
+
  | Items
| 128
 
| 32
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:bust</code>
+
  | <code>minecraft.dropped</code>
  | 15
+
  | 5
  | 32
+
  | Items
| 128
 
| 32
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:stage</code>
+
  | <code>minecraft.killed</code>
  | 16
+
  | 6
  | 64
+
  | Entities
| 128
 
| 32
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:void</code>
+
  | <code>minecraft.killed_by</code>
  | 17
+
  | 7
  | 96
+
  | Entities
| 128
 
| 32
 
| 32
 
 
  |-
 
  |-
  | <code>skull_and_roses</code>
+
  | <code>minecraft.custom</code>
  | 18
+
  | 8
  | 128
+
  | Custom
  | 128
+
  |}
  | 32
+
 
  | 32
+
Blocks, Items, and Entities use block (not block state), item, and entity ids.
 +
 
 +
Custom has the following (unit only matters for clients):
 +
 
 +
{| class="wikitable"
 +
  ! Name
 +
! ID
 +
  ! Unit
 
  |-
 
  |-
  | <code>minecraft:wither</code>
+
  | <code>minecraft.leave_game</code>
| 19
 
| 160
 
| 128
 
| 32
 
| 32
 
|-
 
| <code>minecraft:fighters</code>
 
| 20
 
 
  | 0
 
  | 0
  | 96
+
  | None
| 64
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:pointer</code>
+
  | <code>minecraft.play_one_minute</code>
  | 21
+
  | 1
  | 0
+
  | Time
| 192
 
| 64
 
| 64
 
 
  |-
 
  |-
  | <code>minecraft:pigscene</code>
+
  | <code>minecraft.time_since_death</code>
  | 22
+
  | 2
  | 64
+
  | Time
| 192
 
| 64
 
| 64
 
 
  |-
 
  |-
  | <code>minecraft:burning_skull</code>
+
  | <code>minecraft.time_since_rest</code>
  | 23
+
  | 3
  | 128
+
  | Time
| 192
 
| 64
 
| 64
 
 
  |-
 
  |-
  | <code>minecraft:skeleton</code>
+
  | <code>minecraft.sneak_time</code>
  | 24
+
  | 4
  | 192
+
  | Time
| 64
 
| 64
 
| 48
 
 
  |-
 
  |-
  | <code>minecraft:donkey_kong</code>
+
  | <code>minecraft.walk_one_cm</code>
  | 25
+
  | 5
| 192
+
  | Distance
  | 112
 
| 64
 
| 48
 
|}
 
 
 
The {{Minecraft Wiki|Painting#Canvases|Minecraft Wiki article on paintings}} also provides a list of painting names to the actual images.
 
 
 
==== Spawn Player ====
 
 
 
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 [[#Player Info|Player Info]] packet that adds the player data for the client to use when spawning a player. If the Player Info for the player spawned by this packet is not present when this packet arrives, Notchian clients will not spawn the player entity. The Player Info 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.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="7"| 0x04
+
  | <code>minecraft.crouch_one_cm</code>
|rowspan="7"| Play
+
  | 6
|rowspan="7"| Client
+
  | Distance
| Entity ID
 
  | VarInt
 
  | Player's EID
 
 
  |-
 
  |-
  | Player UUID
+
  | <code>minecraft.sprint_one_cm</code>
  | UUID
+
  | 7
  | See below for notes on {{Minecraft Wiki|Server.properties#online-mode|offline mode}} and NPCs
+
  | Distance
 
  |-
 
  |-
  | X
+
  | <code>minecraft.walk_on_water_one_cm</code>
  | Double
+
  | 8
  |  
+
  | Distance
 
  |-
 
  |-
  | Y
+
  | <code>minecraft.fall_one_cm</code>
  | Double
+
  | 9
  |  
+
  | Distance
 
  |-
 
  |-
  | Z
+
  | <code>minecraft.climb_one_cm</code>
  | Double
+
  | 10
  |  
+
  | Distance
 
  |-
 
  |-
  | Yaw
+
  | <code>minecraft.fly_one_cm</code>
  | Angle
+
  | 11
  |  
+
  | Distance
 
  |-
 
  |-
  | Pitch
+
  | <code>minecraft.walk_under_water_one_cm</code>
| Angle
+
  | 12
|
+
  | Distance
|}
 
 
 
When in {{Minecraft Wiki|Server.properties#online-mode|online mode}}, the UUIDs must be valid and have valid skin blobs.
 
 
 
In offline mode, [[Wikipedia:Universally unique identifier#Versions 3 and 5 (namespace name-based)|UUID v3]] is used with the String <code>OfflinePlayer:&lt;player name&gt;</code>, encoded in UTF-8 (and case-sensitive).
 
 
 
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>.
 
 
 
==== Entity Animation (clientbound) ====
 
 
 
Sent whenever an entity should change animation.
 
 
 
{| class="wikitable"
 
  ! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x05
+
  | <code>minecraft.minecart_one_cm</code>
|rowspan="2"| Play
+
  | 13
|rowspan="2"| Client
+
  | Distance
| Entity ID
 
  | VarInt
 
  | Player ID
 
 
  |-
 
  |-
  | Animation
+
  | <code>minecraft.boat_one_cm</code>
  | Unsigned Byte
+
  | 14
  | Animation ID (see below)
+
  | Distance
|}
 
 
 
Animation can be one of the following values:
 
 
 
{| class="wikitable"
 
! ID
 
! Animation
 
 
  |-
 
  |-
  | 0
+
  | <code>minecraft.pig_one_cm</code>
  | Swing main arm
+
  | 15
 +
| Distance
 
  |-
 
  |-
  | 1
+
  | <code>minecraft.horse_one_cm</code>
  | Take damage
+
  | 16
 +
| Distance
 
  |-
 
  |-
  | 2
+
  | <code>minecraft.aviate_one_cm</code>
  | Leave bed
+
  | 17
 +
| Distance
 
  |-
 
  |-
  | 3
+
  | <code>minecraft.swim_one_cm</code>
  | Swing offhand
+
  | 18
 +
| Distance
 
  |-
 
  |-
  | 4
+
  | <code>minecraft.strider_one_cm</code>
  | Critical effect
+
  | 19
 +
| Distance
 
  |-
 
  |-
  | 5
+
  | <code>minecraft.jump</code>
| Magic critical effect
+
  | 20
|}
+
  | None
 
 
==== Statistics ====
 
 
 
Sent as a response to [[#Client_Status|Client Status 0x04]] (id 1). Will only send the changed values if previously requested.
 
 
 
{| class="wikitable"
 
! Packet ID
 
  ! State
 
! Bound To
 
!colspan="2"| Field Name
 
  !colspan="2"| Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="4"| 0x06
+
  | <code>minecraft.drop</code>
|rowspan="4"| Play
+
  | 21
|rowspan="4"| Client
+
  | None
  |colspan="2"| Count
 
|colspan="2"| VarInt
 
  | Number of elements in the following array
 
 
  |-
 
  |-
  |rowspan="3"| Statistic
+
  | <code>minecraft.damage_dealt</code>
| Category ID
+
  | 22
|rowspan="3"| Array
+
  | Damage
  | VarInt
 
  | See below
 
 
  |-
 
  |-
  | Statistic ID
+
  | <code>minecraft.damage_dealt_absorbed</code>
  | VarInt
+
  | 23
  | See below
+
  | Damage
 
  |-
 
  |-
  | Value
+
  | <code>minecraft.damage_dealt_resisted</code>
| VarInt
+
| 24
| The amount to set it to
+
  | Damage
|}
 
 
 
Categories (these are namespaced, but with <code>:</code> replaced with <code>.</code>):
 
 
 
{| class="wikitable"
 
  ! Name
 
! ID
 
! Registry
 
 
  |-
 
  |-
  | <code>minecraft.mined</code>
+
  | <code>minecraft.damage_taken</code>
  | 0
+
  | 25
  | Blocks
+
  | Damage
 
  |-
 
  |-
  | <code>minecraft.crafted</code>
+
  | <code>minecraft.damage_blocked_by_shield</code>
  | 1
+
  | 26
  | Items
+
  | Damage
 
  |-
 
  |-
  | <code>minecraft.used</code>
+
  | <code>minecraft.damage_absorbed</code>
  | 2
+
  | 27
  | Items
+
  | Damage
 
  |-
 
  |-
  | <code>minecraft.broken</code>
+
  | <code>minecraft.damage_resisted</code>
  | 3
+
  | 28
  | Items
+
  | Damage
 
  |-
 
  |-
  | <code>minecraft.picked_up</code>
+
  | <code>minecraft.deaths</code>
  | 4
+
  | 29
  | Items
+
  | None
 
  |-
 
  |-
  | <code>minecraft.dropped</code>
+
  | <code>minecraft.mob_kills</code>
  | 5
+
  | 30
  | Items
+
  | None
 
  |-
 
  |-
  | <code>minecraft.killed</code>
+
  | <code>minecraft.animals_bred</code>
  | 6
+
  | 31
  | Entities
+
  | None
 
  |-
 
  |-
  | <code>minecraft.killed_by</code>
+
  | <code>minecraft.player_kills</code>
  | 7
+
  | 32
  | Entities
+
  | None
 
  |-
 
  |-
  | <code>minecraft.custom</code>
+
  | <code>minecraft.fish_caught</code>
  | 8
+
  | 33
  | Custom
+
  | None
|}
 
 
 
Blocks, Items, and Entities use block (not block state), item, and entity ids.
 
 
 
Custom has the following (unit only matters for clients):
 
 
 
{| class="wikitable"
 
! Name
 
! ID
 
! Unit
 
 
  |-
 
  |-
  | <code>minecraft.leave_game</code>
+
  | <code>minecraft.talked_to_villager</code>
  | 0
+
  | 34
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.play_one_minute</code>
+
  | <code>minecraft.traded_with_villager</code>
  | 1
+
  | 35
  | Time
+
  | None
 
  |-
 
  |-
  | <code>minecraft.time_since_death</code>
+
  | <code>minecraft.eat_cake_slice</code>
  | 2
+
  | 36
  | Time
+
  | None
 
  |-
 
  |-
  | <code>minecraft.sneak_Time</code>
+
  | <code>minecraft.fill_cauldron</code>
  | 3
+
  | 37
  | Time
+
  | None
 
  |-
 
  |-
  | <code>minecraft.walk_one_cm</code>
+
  | <code>minecraft.use_cauldron</code>
  | 4
+
  | 38
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.crouch_one_cm</code>
+
  | <code>minecraft.clean_armor</code>
  | 5
+
  | 39
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.sprint_one_cm</code>
+
  | <code>minecraft.clean_banner</code>
  | 6
+
  | 40
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.swim_one_cm</code>
+
  | <code>minecraft.clean_shulker_box</code>
  | 7
+
  | 41
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.fall_one_cm</code>
+
  | <code>minecraft.interact_with_brewingstand</code>
  | 8
+
  | 42
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.climb_one_cm</code>
+
  | <code>minecraft.interact_with_beacon</code>
  | 9
+
  | 43
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.fly_one_cm</code>
+
  | <code>minecraft.inspect_dropper</code>
  | 10
+
  | 44
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.dive_one_cm</code>
+
  | <code>minecraft.inspect_hopper</code>
  | 11
+
  | 45
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.minecart_one_cm</code>
+
  | <code>minecraft.inspect_dispenser</code>
  | 12
+
  | 46
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.boat_one_cm</code>
+
  | <code>minecraft.play_noteblock</code>
  | 13
+
  | 47
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.pig_one_cm</code>
+
  | <code>minecraft.tune_noteblock</code>
  | 14
+
  | 48
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.horse_one_cm</code>
+
  | <code>minecraft.pot_flower</code>
  | 15
+
  | 49
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.aviate_one_cm</code>
+
  | <code>minecraft.trigger_trapped_chest</code>
  | 16
+
  | 50
  | Distance
+
  | None
 
  |-
 
  |-
  | <code>minecraft.jump</code>
+
  | <code>minecraft.open_enderchest</code>
  | 17
+
  | 51
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.drop</code>
+
  | <code>minecraft.enchant_item</code>
  | 18
+
  | 52
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.damage_dealt</code>
+
  | <code>minecraft.play_record</code>
  | 19
+
  | 53
  | Damage
+
  | None
 
  |-
 
  |-
  | <code>minecraft.damage_taken</code>
+
  | <code>minecraft.interact_with_furnace</code>
  | 20
+
  | 54
| Damage
 
|-
 
| <code>minecraft.deaths</code>
 
| 21
 
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.mob_kills</code>
+
  | <code>minecraft.interact_with_crafting_table</code>
  | 22
+
  | 55
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.animals_bred</code>
+
  | <code>minecraft.open_chest</code>
  | 23
+
  | 56
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.player_kills</code>
+
  | <code>minecraft.sleep_in_bed</code>
  | 24
+
  | 57
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.fish_caught</code>
+
  | <code>minecraft.open_shulker_box</code>
  | 25
+
  | 58
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.talked_to_villager</code>
+
  | <code>minecraft.open_barrel</code>
  | 26
+
  | 59
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.traded_with_villager</code>
+
  | <code>minecraft.interact_with_blast_furnace</code>
  | 27
+
  | 60
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.eat_cake_slice</code>
+
  | <code>minecraft.interact_with_smoker</code>
  | 28
+
  | 61
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.fill_cauldron</code>
+
  | <code>minecraft.interact_with_lectern</code>
  | 29
+
  | 62
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.use_cauldron</code>
+
  | <code>minecraft.interact_with_campfire</code>
  | 30
+
  | 63
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.clean_armor</code>
+
  | <code>minecraft.interact_with_cartography_table</code>
  | 31
+
  | 64
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.clean_banner</code>
+
  | <code>minecraft.interact_with_loom</code>
  | 32
+
  | 65
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.interact_with_brewingstand</code>
+
  | <code>minecraft.interact_with_stonecutter</code>
  | 33
+
  | 66
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.interact_with_beacon</code>
+
  | <code>minecraft.bell_ring</code>
  | 34
+
  | 67
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.inspect_dropper</code>
+
  | <code>minecraft.raid_trigger</code>
  | 35
+
  | 68
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.inspect_hopper</code>
+
  | <code>minecraft.raid_win</code>
  | 36
+
  | 69
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.inspect_dispenser</code>
+
  | <code>minecraft.interact_with_anvil</code>
  | 37
+
  | 70
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.play_noteblock</code>
+
  | <code>minecraft.interact_with_grindstone</code>
  | 38
+
  | 71
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.tune_noteblock</code>
+
  | <code>minecraft.target_hit</code>
  | 39
+
  | 72
 
  | None
 
  | None
 
  |-
 
  |-
  | <code>minecraft.pot_flower</code>
+
  | <code>minecraft.interact_with_smithing_table</code>
  | 40
+
  | 73
 
  | None
 
  | None
 +
|}
 +
 +
Units:
 +
 +
* None: just a normal number (formatted with 0 decimal places)
 +
* Damage: value is 10 times the normal amount
 +
* Distance: a distance in centimeters (hundredths of blocks)
 +
* Time: a time span in ticks
 +
 +
==== Acknowledge Block Change ====
 +
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | <code>minecraft.trigger_trapped_chest</code>
+
  |rowspan="4"| 0x05
  | 41
+
  |rowspan="4"| Play
  | None
+
  |rowspan="4"| Client
|-
+
  | Sequence ID
  | <code>minecraft.open_enderchest</code>
+
  | VarInt
  | 42
+
  | Represents the sequence to acknowledge, this is used for properly syncing block changes to the client after interactions.
  | None
 
 
  |-
 
  |-
| <code>minecraft.enchant_item</code>
 
| 43
 
| None
 
|-
 
| <code>minecraft.play_record</code>
 
| 44
 
| None
 
|-
 
| <code>minecraft.interact_with_furnace</code>
 
| 45
 
| None
 
|-
 
| <code>minecraft.interact_with_crafting_table</code>
 
| 46
 
| None
 
|-
 
| <code>minecraft.open_chest</code>
 
| 47
 
| None
 
|-
 
| <code>minecraft.sleep_in_bed</code>
 
| 48
 
| None
 
|-
 
| <code>minecraft.open_shulker_box</code>
 
| 49
 
| None
 
 
  |}
 
  |}
  
Units:
 
  
* None: just a normal number (formatted with 0 decimal places)
+
==== Set Block Destroy Stage ====
* Damage: value is 10 times the normal amount
+
 
* Distance: a distance in centimeters (hundredths of blocks)
+
0–9 are the displayable destroy stages and each other number means that there is no animation on this coordinate.
* Time: a time span in ticks
+
 
 +
Block break animations can still be applied on air; the animation will remain visible although there is no block being broken.  However, if this is applied to a transparent block, odd graphical effects may happen, including water losing its transparency.  (An effect similar to this can be seen in normal gameplay when breaking ice blocks)
  
==== Acknowledge Player Digging ====
+
If you need to display several break animations at the same time you have to give each of them a unique Entity ID. The entity ID does not need to correspond to an actual entity on the client. It is valid to use a randomly generated number.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,302: Line 1,196:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x07
+
  |rowspan="3"| 0x06
  |rowspan="4"| Play
+
  |rowspan="3"| Play
  |rowspan="4"| Client
+
  |rowspan="3"| Client
 +
| Entity ID
 +
| VarInt
 +
| The ID of the entity breaking the block.
 +
|-
 
  | Location
 
  | Location
 
  | Position
 
  | Position
  | Position where the digging was happening
+
  | Block Position.
 
  |-
 
  |-
| Block
+
  | Destroy Stage
| VarInt
 
| Block state ID of the block that should be at that position now.
 
|-
 
| Status
 
| VarInt enum
 
| Same as Player Digging.  Only Started digging (0), Cancelled digging (1), and Finished digging (2) are used.
 
|-
 
| Successful
 
| Boolean
 
| True if the digging succeeded; false if the client should undo any changes it made locally.  (How does this work?)
 
|}
 
 
 
==== Block Break Animation ====
 
 
 
0–9 are the displayable destroy stages and each other number means that there is no animation on this coordinate.
 
 
 
Block break animations can still be applied on air; the animation will remain visible although there is no block being broken.  However, if this is applied to a transparent block, odd graphical effects may happen, including water losing its transparency.  (An effect similar to this can be seen in normal gameplay when breaking ice blocks)
 
 
 
If you need to display several break animations at the same time you have to give each of them a unique Entity ID. The entity ID does not need to correspond to an actual entity on the client. It is valid to use a randomly generated number.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x08
 
|rowspan="3"| Play
 
|rowspan="3"| Client
 
| Entity ID
 
| VarInt
 
| Entity ID of the entity breaking the block
 
|-
 
| Location
 
| Position
 
| Block Position
 
|-
 
  | Destroy Stage
 
 
  | Byte
 
  | Byte
  | 0–9 to set it, any other value to remove it
+
  | 0–9 to set it, any other value to remove it.
 
  |}
 
  |}
  
Line 1,366: Line 1,224:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x09
+
  |rowspan="3"| 0x07
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
 
  | Location
 
  | Location
 
  | Position
 
  | Position
  |  
+
  |
 
  |-
 
  |-
  | Action
+
  | Type
  | Unsigned Byte
+
  | VarInt
  | The type of update to perform, see below
+
  | The type of the block entity
 
  |-
 
  |-
 
  | NBT Data
 
  | NBT Data
 
  | [[NBT|NBT Tag]]
 
  | [[NBT|NBT Tag]]
  | Data to set.  May be a TAG_END (0), in which case the block entity at the given location is removed (though this is not required since the client will remove the block entity automatically on chunk unload or block removal)
+
  | Data to set.  May be a TAG_END (0), in which case the block entity at the given location is removed (though this is not required since the client will remove the block entity automatically on chunk unload or block removal).
 
  |}
 
  |}
 
''Action'' field:
 
 
* '''1''': Set data of a mob spawner (everything except for SpawnPotentials: current delay, min/max delay, mob to be spawned, spawn count, spawn range, etc.)
 
* '''2''': Set command block text (command and last execution status)
 
* '''3''': Set the level, primary, and secondary powers of a beacon
 
* '''4''': Set rotation and skin of mob head
 
* '''5''': Declare a conduit
 
* '''6''': Set base color and patterns on a banner
 
* '''7''': Set the data for a Structure tile entity
 
* '''8''': Set the destination for a end gateway
 
* '''9''': Set the text on a sign
 
* '''10''': Unused
 
* '''11''': Declare a bed
 
* '''12''': Set data of a jigsaw block
 
* '''13''': Set items in a campfire
 
* '''14''': Behive information
 
  
 
==== Block Action ====
 
==== Block Action ====
  
This packet is used for a number of actions and animations performed by blocks, usually non-persistent.
+
This packet is used for a number of actions and animations performed by blocks, usually non-persistent.  The client ignores the provided block type and instead uses the block state in their world.
  
 
See [[Block Actions]] for a list of values.
 
See [[Block Actions]] for a list of values.
  
{{Warning2|This packet uses a block ID, not a block state.  Unfortunately, block IDs are not directly included in the output from [[Data Generators]], but can manually be calculated.}}
+
{{Warning2|This packet uses a block ID, not a block state.}}
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,415: Line 1,256:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x0A
+
  |rowspan="4"| 0x08
 
  |rowspan="4"| Play
 
  |rowspan="4"| Play
 
  |rowspan="4"| Client
 
  |rowspan="4"| Client
 
  | Location
 
  | Location
 
  | Position
 
  | Position
  | Block coordinates
+
  | Block coordinates.
 
  |-
 
  |-
 
  | Action ID (Byte 1)
 
  | Action ID (Byte 1)
 
  | Unsigned Byte
 
  | Unsigned Byte
  | Varies depending on block — see [[Block Actions]]
+
  | Varies depending on block — see [[Block Actions]].
 
  |-
 
  |-
  | Action Param (Byte 2)
+
  | Action Parameter (Byte 2)
 
  | Unsigned Byte
 
  | Unsigned Byte
  | Varies depending on block — see [[Block Actions]]
+
  | Varies depending on block — see [[Block Actions]].
 
  |-
 
  |-
 
  | Block Type
 
  | Block Type
Line 1,435: Line 1,276:
 
  |}
 
  |}
  
==== Block Change ====
+
 
 +
==== Block Update ====
  
 
Fired whenever a block is changed within the render distance.
 
Fired whenever a block is changed within the render distance.
Line 1,449: Line 1,291:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x0B
+
  |rowspan="2"| 0x09
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
 
  | Location
 
  | Location
 
  | Position
 
  | Position
  | Block Coordinates
+
  | Block Coordinates.
 
  |-
 
  |-
 
  | Block ID
 
  | Block ID
Line 1,461: Line 1,303:
 
  |}
 
  |}
  
==== Boss Bar ====  
+
==== Boss Bar ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,471: Line 1,313:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="14"| 0x0C
+
  |rowspan="14"| 0x0A
 
  |rowspan="14"| Play
 
  |rowspan="14"| Play
 
  |rowspan="14"| Client
 
  |rowspan="14"| Client
 
  |colspan="2"| UUID
 
  |colspan="2"| UUID
 
  | UUID
 
  | UUID
  | Unique ID for this bar
+
  | Unique ID for this bar.
 
  |-
 
  |-
 
  |colspan="2"| Action
 
  |colspan="2"| Action
 
  | VarInt Enum
 
  | VarInt Enum
  | Determines the layout of the remaining packet
+
  | Determines the layout of the remaining packet.
 
  |-
 
  |-
 
  ! Action
 
  ! Action
 
  ! Field Name
 
  ! Field Name
  !  
+
  !
  !  
+
  !
 
  |-
 
  |-
 
  |rowspan="5"| 0: add
 
  |rowspan="5"| 0: add
 
  | Title
 
  | Title
 
  | [[Chat]]
 
  | [[Chat]]
  |  
+
  |
 
  |-
 
  |-
 
  | Health
 
  | Health
Line 1,498: Line 1,340:
 
  | Color
 
  | Color
 
  | VarInt Enum
 
  | VarInt Enum
  | Color ID (see below)
+
  | Color ID (see below).
 
  |-
 
  |-
 
  | Division
 
  | Division
 
  | VarInt Enum
 
  | VarInt Enum
  | Type of division (see below)
+
  | Type of division (see below).
 
  |-
 
  |-
 
  | Flags
 
  | Flags
 
  | Unsigned Byte
 
  | Unsigned Byte
  | Bit mask. 0x1: should darken sky, 0x2: is dragon bar (used to play end music), 0x04: create fog (previously was also controlled by 0x02)
+
  | Bit mask. 0x1: should darken sky, 0x2: is dragon bar (used to play end music), 0x04: create fog (previously was also controlled by 0x02).
 
  |-
 
  |-
 
  | 1: remove
 
  | 1: remove
 
  | ''no fields''
 
  | ''no fields''
 
  | ''no fields''
 
  | ''no fields''
  | Removes this boss bar
+
  | Removes this boss bar.
 
  |-
 
  |-
 
  | 2: update health
 
  | 2: update health
 
  | Health
 
  | Health
 
  | Float
 
  | Float
  | as above
+
  | ''as above''
 
  |-
 
  |-
 
  | 3: update title
 
  | 3: update title
 
  | Title
 
  | Title
 
  | [[Chat]]
 
  | [[Chat]]
  |  
+
  |
 
  |-
 
  |-
 
  |rowspan="2"| 4: update style
 
  |rowspan="2"| 4: update style
 
  | Color
 
  | Color
 
  | VarInt Enum
 
  | VarInt Enum
  | Color ID (see below)
+
  | Color ID (see below).
 
  |-
 
  |-
 
  | Dividers
 
  | Dividers
 
  | VarInt Enum
 
  | VarInt Enum
  | as above
+
  | ''as above''
 
  |-
 
  |-
 
  | 5: update flags
 
  | 5: update flags
 
  | Flags
 
  | Flags
 
  | Unsigned Byte
 
  | Unsigned Byte
  | as above
+
  | ''as above''
 
  |-
 
  |-
 
  |}
 
  |}
Line 1,585: Line 1,427:
 
  |}
 
  |}
  
==== Server Difficulty ====
+
==== Change Difficulty ====
  
 
Changes the difficulty setting in the client's option menu
 
Changes the difficulty setting in the client's option menu
Line 1,597: Line 1,439:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x0D
+
  |rowspan="2"| 0x0B
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
 
  | Difficulty
 
  | Difficulty
 
  | Unsigned Byte
 
  | Unsigned Byte
  | 0: peaceful, 1: easy, 2: normal, 3: hard
+
  | 0: peaceful, 1: easy, 2: normal, 3: hard.
 
  |-
 
  |-
 
  | Difficulty locked?
 
  | Difficulty locked?
Line 1,609: Line 1,451:
 
  |}
 
  |}
  
==== Chat Message (clientbound) ====  
+
==== Chat Preview (clientbound) ====
  
Identifying the difference between Chat/System Message is important as it helps respect the user's chat visibility options. See [[Chat#Processing chat|processing chat]] for more info about these positions.
+
Sets the message to preview on the client.
 
 
{{warning2|Game info accepts json formatting but does not display it, although the deprecated §-based formatting works.  This is not an issue when using the [[#Title|Title]] packet, so prefer that packet for displaying information in that slot.  See [https://bugs.mojang.com/browse/MC-119145 MC-119145] for more information.}}
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,623: Line 1,463:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x0E
+
  |rowspan="3"| 0x0C
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
  | JSON Data
+
  | Query ID
  | [[Chat]]
+
  | Integer
  | Limited to 32767 bytes
+
  |
 
  |-
 
  |-
  | Position
+
  | Component is Present
  | Byte
+
  | Boolean
  | 0: chat (chat box), 1: system message (chat box), 2: game info (above hotbar).
+
  |
 +
|-
 +
| Message to Preview
 +
| Component
 +
|
 +
|}
 +
 
 +
==== Clear Titles ====
 +
 
 +
Clear the client's current title information, with the option to also reset it.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | Sender
+
  |rowspan="1"| 0x0D
  | UUID
+
|rowspan="1"| Play
  | Used by the Notchian client for the disableChat launch option. Setting both longs to 0 will always display the message regardless of the setting.
+
|rowspan="1"| Client
 +
| Reset
 +
  | Boolean
 +
  |
 
  |}
 
  |}
  
==== Tab-Complete (clientbound) ====
+
==== Command Suggestions Response ====
  
 
The server responds with a list of auto-completions of the last word sent to it. In the case of regular chat, this is a player username. Command names and parameters are also supported. The client sorts these alphabetically before listing them.
 
The server responds with a list of auto-completions of the last word sent to it. In the case of regular chat, this is a player username. Command names and parameters are also supported. The client sorts these alphabetically before listing them.
Line 1,651: Line 1,511:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| 0xF
+
  |rowspan="8"| 0x0E
 
  |rowspan="8"| Play
 
  |rowspan="8"| Play
 
  |rowspan="8"| Client
 
  |rowspan="8"| Client
Line 1,657: Line 1,517:
 
  |colspan="2"| ID
 
  |colspan="2"| ID
 
  |colspan="2"| VarInt
 
  |colspan="2"| VarInt
  | Transaction ID
+
  | Transaction ID.
 
  |-
 
  |-
 
  |colspan="2"| Start
 
  |colspan="2"| Start
 
  |colspan="2"| VarInt
 
  |colspan="2"| VarInt
  | Start of the text to replace
+
  | Start of the text to replace.
 
  |-
 
  |-
 
  |colspan="2"| Length
 
  |colspan="2"| Length
 
  |colspan="2"| VarInt
 
  |colspan="2"| VarInt
  | Length of the text to replace
+
  | Length of the text to replace.
 
  |-
 
  |-
 
  |colspan="2"| Count
 
  |colspan="2"| Count
 
  |colspan="2"| VarInt
 
  |colspan="2"| VarInt
  | Number of elements in the following array
+
  | Number of elements in the following array.
 
  |-
 
  |-
 
  |rowspan="3"| Matches
 
  |rowspan="3"| Matches
Line 1,679: Line 1,539:
 
  | Has tooltip
 
  | Has tooltip
 
  | Boolean
 
  | Boolean
  | True if the following is present
+
  | True if the following is present.
 
  |-
 
  |-
 
  | Tooltip
 
  | Tooltip
 
  | Optional [[Chat]]
 
  | Optional [[Chat]]
  | Tooltip to display; only present if previous boolean is true
+
  | Tooltip to display; only present if previous boolean is true.
 
  |}
 
  |}
  
==== Declare Commands ====
+
==== Commands ====
  
 
Lists all of the commands on the server, and how they are parsed.
 
Lists all of the commands on the server, and how they are parsed.
Line 1,700: Line 1,560:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x10
+
  |rowspan="3"| 0x0F
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
 
  | Count
 
  | Count
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array
+
  | Number of elements in the following array.
 
  |-
 
  |-
 
  | Nodes
 
  | Nodes
 
  | Array of [[Command Data|Node]]
 
  | Array of [[Command Data|Node]]
  | An array of nodes
+
  | An array of nodes.
 
  |-
 
  |-
 
  | Root index
 
  | Root index
 
  | VarInt
 
  | VarInt
  | Index of the <code>root</code> node in the previous array
+
  | Index of the <code>root</code> node in the previous array.
 
  |}
 
  |}
  
 
For more information on this packet, see the [[Command Data]] article.
 
For more information on this packet, see the [[Command Data]] article.
  
==== Window Confirmation (clientbound) ====
+
==== Close Container (clientbound) ====
  
A packet from the server indicating whether a request from the client was accepted, or whether there was a conflict (due to lag). If the packet was not accepted, the client must respond with a [[#Window Confirmation (serverbound)|serverbound window confirmation]] packet.
+
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"
 
{| class="wikitable"
Line 1,730: Line 1,590:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x11
+
  | 0x10
|rowspan="3"| Play
 
|rowspan="3"| Client
 
| Window ID
 
| Byte
 
| The ID of the window that the action occurred in
 
|-
 
| Action Number
 
| Short
 
| Every action that is to be accepted has a unique number. This number is an incrementing integer (starting at 0) with separate counts for each window ID.
 
|-
 
| Accepted
 
| Boolean
 
| Whether the action was accepted
 
|}
 
 
 
==== Close Window (clientbound) ====
 
 
 
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.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x12
 
 
  | Play
 
  | Play
 
  | Client
 
  | Client
Line 1,766: Line 1,598:
 
  |}
 
  |}
  
==== Window Items ====
+
==== Set Container Content ====
 
[[File:Inventory-slots.png|thumb|The inventory slots]]
 
[[File:Inventory-slots.png|thumb|The inventory slots]]
  
Sent by the server when items in multiple slots (in a window) are added/removed. This includes the main inventory, equipped armour and crafting slots.
+
Sent by the server when items in multiple slots (in a window) are added/removed. This includes the main inventory, equipped armour and crafting slots. This packet with Window ID set to "0" is sent during the player joining sequence to initialise the player's inventory.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,779: Line 1,611:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x13
+
  |rowspan="5"| 0x11
  |rowspan="3"| Play
+
  |rowspan="5"| Play
  |rowspan="3"| Client
+
  |rowspan="5"| Client
 
  | Window ID
 
  | Window ID
 
  | Unsigned Byte
 
  | Unsigned Byte
 
  | The ID of window which items are being sent for. 0 for player inventory.
 
  | The ID of window which items are being sent for. 0 for player inventory.
 +
|-
 +
| State ID
 +
| VarInt
 +
| See [[#Click Container|State ID]]
 
  |-
 
  |-
 
  | Count
 
  | Count
  | Short
+
  | VarInt
  | Number of elements in the following array
+
  | Number of elements in the following array.
 
  |-
 
  |-
 
  | Slot Data
 
  | Slot Data
 
  | Array of [[Slot Data|Slot]]
 
  | Array of [[Slot Data|Slot]]
  |  
+
  |-
 +
| Carried Item
 +
| [[Slot Data|Slot]]
 +
| Item held by player.
 
  |}
 
  |}
  
 
See [[Inventory#Windows|inventory windows]] for further information about how slots are indexed.
 
See [[Inventory#Windows|inventory windows]] for further information about how slots are indexed.
  
==== Window Property ====
+
==== Set Container Property ====
  
 
This packet is used to inform the client that part of a GUI window should be updated.
 
This packet is used to inform the client that part of a GUI window should be updated.
Line 1,809: Line 1,648:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x14
+
  |rowspan="3"| 0x12
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
 
  | Window ID
 
  | Window ID
 
  | Unsigned Byte
 
  | Unsigned Byte
  |  
+
  |
 
  |-
 
  |-
 
  | Property
 
  | Property
 
  | Short
 
  | Short
  | The property to be updated, see below
+
  | The property to be updated, see below.
 
  |-
 
  |-
 
  | Value
 
  | Value
 
  | Short
 
  | Short
  | The new value for the property, see below
+
  | The new value for the property, see below.
 
  |}
 
  |}
  
Line 1,899: Line 1,738:
 
  | 0: Selected pattern
 
  | 0: Selected pattern
 
  | The index of the selected pattern. 0 means none is selected, 0 is also the internal id of the "base" 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.
 
  |}
 
  |}
  
Line 1,953: Line 1,796:
 
  |-
 
  |-
 
  | 11
 
  | 11
 +
| minecraft:soul_speed
 +
| Soul Speed
 +
|-
 +
| 12
 
  | minecraft:sharpness
 
  | minecraft:sharpness
 
  | Sharpness
 
  | Sharpness
 
  |-
 
  |-
  | 12
+
  | 13
 
  | minecraft:smite
 
  | minecraft:smite
 
  | Smite
 
  | Smite
 
  |-
 
  |-
  | 13
+
  | 14
 
  | minecraft:bane_of_arthropods
 
  | minecraft:bane_of_arthropods
 
  | Bane of Arthropods
 
  | Bane of Arthropods
 
  |-
 
  |-
  | 14
+
  | 15
 
  | minecraft:knockback
 
  | minecraft:knockback
 
  | Knockback
 
  | Knockback
 
  |-
 
  |-
  | 15
+
  | 16
 
  | minecraft:fire_aspect
 
  | minecraft:fire_aspect
 
  | Fire Aspect
 
  | Fire Aspect
 
  |-
 
  |-
  | 16
+
  | 17
 
  | minecraft:looting
 
  | minecraft:looting
 
  | Looting
 
  | Looting
 
  |-
 
  |-
  | 17
+
  | 18
 
  | minecraft:sweeping
 
  | minecraft:sweeping
 
  | Sweeping Edge
 
  | Sweeping Edge
 
  |-
 
  |-
  | 18
+
  | 19
 
  | minecraft:efficiency
 
  | minecraft:efficiency
 
  | Efficiency
 
  | Efficiency
 
  |-
 
  |-
  | 19
+
  | 20
 
  | minecraft:silk_touch
 
  | minecraft:silk_touch
 
  | Silk Touch
 
  | Silk Touch
 
  |-
 
  |-
  | 20
+
  | 21
 
  | minecraft:unbreaking
 
  | minecraft:unbreaking
 
  | Unbreaking
 
  | Unbreaking
 
  |-
 
  |-
  | 21
+
  | 22
 
  | minecraft:fortune
 
  | minecraft:fortune
 
  | Fortune
 
  | Fortune
 
  |-
 
  |-
  | 22
+
  | 23
 
  | minecraft:power
 
  | minecraft:power
 
  | Power
 
  | Power
 
  |-
 
  |-
  | 23
+
  | 24
 
  | minecraft:punch
 
  | minecraft:punch
 
  | Punch
 
  | Punch
 
  |-
 
  |-
  | 24
+
  | 25
 
  | minecraft:flame
 
  | minecraft:flame
 
  | Flame
 
  | Flame
 
  |-
 
  |-
  | 25
+
  | 26
 
  | minecraft:infinity
 
  | minecraft:infinity
 
  | Infinity
 
  | Infinity
 
  |-
 
  |-
  | 26
+
  | 27
 
  | minecraft:luck_of_the_sea
 
  | minecraft:luck_of_the_sea
 
  | Luck of the Sea
 
  | Luck of the Sea
 
  |-
 
  |-
  | 27
+
  | 28
 
  | minecraft:lure
 
  | minecraft:lure
 
  | Lure
 
  | Lure
 
  |-
 
  |-
  | 28
+
  | 29
 
  | minecraft:loyalty
 
  | minecraft:loyalty
 
  | Loyalty
 
  | Loyalty
 
  |-
 
  |-
  | 29
+
  | 30
 
  | minecraft:impaling
 
  | minecraft:impaling
 
  | Impaling
 
  | Impaling
 
  |-
 
  |-
  | 30
+
  | 31
 
  | minecraft:riptide
 
  | minecraft:riptide
 
  | Riptide
 
  | Riptide
 
  |-
 
  |-
  | 31
+
  | 32
 
  | minecraft:channeling
 
  | minecraft:channeling
 
  | Channeling
 
  | Channeling
 
  |-
 
  |-
  | 32
+
  | 33
 +
| minecraft:multishot
 +
| Multishot
 +
|-
 +
| 34
 +
| minecraft:quick_charge
 +
| Quick Charge
 +
|-
 +
| 35
 +
| minecraft:piercing
 +
| Piercing
 +
|-
 +
| 36
 
  | minecraft:mending
 
  | minecraft:mending
 
  | Mending
 
  | Mending
 
  |-
 
  |-
  | 33
+
  | 37
 
  | minecraft:vanishing_curse
 
  | minecraft:vanishing_curse
 
  | Curse of Vanishing
 
  | Curse of Vanishing
 
  |}
 
  |}
  
==== Set Slot ====
+
==== Set Container Slot ====
  
 
Sent by the server when an item in a slot (in a window) is added/removed.
 
Sent by the server when an item in a slot (in a window) is added/removed.
Line 2,057: Line 1,916:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x15
+
  |rowspan="4"| 0x13
  |rowspan="3"| Play
+
  |rowspan="4"| Play
  |rowspan="3"| Client
+
  |rowspan="4"| Client
 
  | Window ID
 
  | Window ID
 
  | Byte
 
  | Byte
 
  | The window which is being updated. 0 for player inventory. Note that all known window types include the player inventory. This packet will only be sent for the currently opened window while the player is performing actions, even if it affects the player inventory. After the window is closed, a number of these packets are sent to update the player's inventory window (0).
 
  | The window which is being updated. 0 for player inventory. Note that all known window types include the player inventory. This packet will only be sent for the currently opened window while the player is performing actions, even if it affects the player inventory. After the window is closed, a number of these packets are sent to update the player's inventory window (0).
 +
|-
 +
| State ID
 +
| VarInt
 +
| See [[#Click Container|State ID]]
 
  |-
 
  |-
 
  | Slot
 
  | Slot
 
  | Short
 
  | Short
  | The slot that should be updated
+
  | The slot that should be updated.
 
  |-
 
  |-
 
  | Slot Data
 
  | Slot Data
 
  | [[Slot Data|Slot]]
 
  | [[Slot Data|Slot]]
  |  
+
  |
 
  |}
 
  |}
  
 
To set the cursor (the item currently dragged with the mouse), use -1 as Window ID and as Slot.
 
To set the cursor (the item currently dragged with the mouse), use -1 as Window ID and as Slot.
  
This packet can only be used to edit the hotbar of the player's inventory if window ID is set to 0 (slots 36 through 44).  If the window ID is set to -2, then any slot in the inventory can be used but no add item animation will be played.
+
This packet can only be used to edit the hotbar of the player's inventory if window ID is set to 0 (slots 36 through 45) if the player is in creative, with their inventory open, and not in their survival inventory tab.  Otherwise, when window ID is 0, it can edit any slot in the player's inventory.  If the window ID is set to -2, then any slot in the inventory can be used but no add item animation will be played.
  
 
==== Set Cooldown ====
 
==== Set Cooldown ====
Line 2,089: Line 1,952:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x16
+
  |rowspan="2"| 0x14
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
Line 2,107: Line 1,970:
 
Mods and plugins can use this to send their data. Minecraft itself uses several [[plugin channel]]s. These internal channels are in the <code>minecraft</code> namespace.
 
Mods and plugins can use this to send their data. Minecraft itself uses several [[plugin channel]]s. These internal channels are in the <code>minecraft</code> namespace.
  
More documentation on this: [http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/ http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/]
+
More documentation on this: [https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/ https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/]
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,117: Line 1,980:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x17
+
  |rowspan="2"| 0x15
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
 
  | Channel
 
  | Channel
 
  | Identifier
 
  | Identifier
  | Name of the [[plugin channel]] used to send the data
+
  | Name of the [[plugin channel]] used to send the data.
 
  |-
 
  |-
 
  | Data
 
  | Data
Line 2,129: Line 1,992:
 
  |}
 
  |}
  
==== Named Sound Effect ====
+
==== Custom Sound Effect ====
{{See also|#Sound Effect}}
+
{{See also|#Sound}}
  
 
Used to play a sound effect on the client. Custom sounds may be added by resource packs.
 
Used to play a sound effect on the client. Custom sounds may be added by resource packs.
Line 2,142: Line 2,005:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x18
+
  |rowspan="8"| 0x16
  |rowspan="7"| Play
+
  |rowspan="8"| Play
  |rowspan="7"| Client
+
  |rowspan="8"| Client
 
  | Sound Name
 
  | Sound Name
 
  | Identifier
 
  | Identifier
  | All sound effect names as of 1.16.3 can be seen [https://pokechu22.github.io/Burger/1.16.3.html#sounds here].
+
  | All sound effect names can be seen [https://pokechu22.github.io/Burger/1.19.html#sounds here].
 
  |-
 
  |-
 
  | Sound Category
 
  | Sound Category
 
  | VarInt Enum
 
  | VarInt Enum
  | The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories])
+
  | The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories]).
 
  |-
 
  |-
 
  | Effect Position X
 
  | Effect Position X
 
  | Int
 
  | Int
  | Effect X multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
+
  | Effect X multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
 
  |-
 
  |-
 
  | Effect Position Y
 
  | Effect Position Y
 
  | Int
 
  | Int
  | Effect Y multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
+
  | Effect Y multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
 
  |-
 
  |-
 
  | Effect Position Z
 
  | Effect Position Z
 
  | Int
 
  | Int
  | Effect Z multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
+
  | Effect Z multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
 
  |-
 
  |-
 
  | Volume
 
  | Volume
 
  | Float
 
  | Float
  | 1 is 100%, can be more
+
  | 1 is 100%, can be more.
 
  |-
 
  |-
 
  | Pitch
 
  | Pitch
 
  | Float
 
  | Float
  | Float between 0.5 and 2.0 by Notchian clients
+
  | Float between 0.5 and 2.0 by Notchian clients.
 +
|-
 +
| Seed
 +
| long
 +
| Seed used to pick sound variant.
 
  |}
 
  |}
  
Line 2,186: Line 2,053:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x19
+
  | 0x17
 
  | Play
 
  | Play
 
  | Client
 
  | Client
Line 2,194: Line 2,061:
 
  |}
 
  |}
  
==== Entity Status ====
+
==== Entity Event ====
  
 
Entity statuses generally trigger an animation for an entity.  The available statuses vary by the entity's type (and are available to subclasses of that type as well).
 
Entity statuses generally trigger an animation for an entity.  The available statuses vary by the entity's type (and are available to subclasses of that type as well).
Line 2,206: Line 2,073:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x1A
+
  |rowspan="2"| 0x18
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
 
  | Entity ID
 
  | Entity ID
 
  | Int
 
  | Int
  |  
+
  |
 
  |-
 
  |-
 
  | Entity Status
 
  | Entity Status
 
  | Byte Enum
 
  | Byte Enum
  | See below
+
  | See [[Entity statuses]] for a list of which statuses are valid for each type of entity.
 
  |}
 
  |}
 
See [[Entity statuses]] for a list of which statuses are valid for each type of entity.
 
  
 
==== Explosion ====
 
==== Explosion ====
Line 2,234: Line 2,099:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="9"| 0x1B
+
  |rowspan="9"| 0x19
 
  |rowspan="9"| Play
 
  |rowspan="9"| Play
 
  |rowspan="9"| Client
 
  |rowspan="9"| Client
 
  | X
 
  | X
  | Float
+
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Y
 
  | Y
  | Float
+
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Z
 
  | Z
  | Float
+
  | Double
  |  
+
  |
 
  |-
 
  |-
 
  | Strength
 
  | Strength
Line 2,254: Line 2,119:
 
  |-
 
  |-
 
  | Record Count
 
  | Record Count
  | Int
+
  | VarInt
  | Number of elements in the following array
+
  | Number of elements in the following array.
 
  |-
 
  |-
 
  | Records
 
  | Records
Line 2,263: Line 2,128:
 
  | Player Motion X
 
  | Player Motion X
 
  | Float
 
  | Float
  | X velocity of the player being pushed by the explosion
+
  | X velocity of the player being pushed by the explosion.
 
  |-
 
  |-
 
  | Player Motion Y
 
  | Player Motion Y
 
  | Float
 
  | Float
  | Y velocity of the player being pushed by the explosion
+
  | Y velocity of the player being pushed by the explosion.
 
  |-
 
  |-
 
  | Player Motion Z
 
  | Player Motion Z
 
  | Float
 
  | Float
  | Z velocity of the player being pushed by the explosion
+
  | Z velocity of the player being pushed by the explosion.
 
  |}
 
  |}
  
Line 2,286: Line 2,151:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x1C
+
  |rowspan="2"| 0x1A
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
 
  | Chunk X
 
  | Chunk X
 
  | Int
 
  | Int
  | Block coordinate divided by 16, rounded down
+
  | Block coordinate divided by 16, rounded down.
 
  |-
 
  |-
 
  | Chunk Z
 
  | Chunk Z
 
  | Int
 
  | Int
  | Block coordinate divided by 16, rounded down
+
  | Block coordinate divided by 16, rounded down.
 
  |}
 
  |}
  
 
It is legal to send this packet even if the given chunk is not currently loaded.
 
It is legal to send this packet even if the given chunk is not currently loaded.
  
==== Change Game State ====
+
==== Game Event ====
  
Used for a wide variety of game state things, from whether to bed use to gamemode to demo messages.
+
Used for a wide variety of game events, from weather to bed use to gamemode to demo messages.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,312: Line 2,177:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x1D
+
  |rowspan="2"| 0x1B
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Reason
+
  | Event
 
  | Unsigned Byte
 
  | Unsigned Byte
  | See below
+
  | See below.
 
  |-
 
  |-
 
  | Value
 
  | Value
 
  | Float
 
  | Float
  | Depends on Reason
+
  | Depends on Reason.
 
  |}
 
  |}
  
''Reason codes'':
+
''Events'':
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Reason
+
  ! Event
 
  ! Effect
 
  ! Effect
 
  ! Value
 
  ! Value
Line 2,337: Line 2,202:
 
  | 1
 
  | 1
 
  | End raining
 
  | End raining
  |  
+
  |
 
  |-
 
  |-
 
  | 2
 
  | 2
 
  | Begin raining
 
  | Begin raining
  |  
+
  |
 
  |-
 
  |-
 
  | 3
 
  | 3
 
  | Change gamemode
 
  | Change gamemode
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator
+
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
 
  |-
 
  |-
 
  | 4
 
  | 4
Line 2,353: Line 2,218:
 
  | 5
 
  | 5
 
  | Demo event
 
  | Demo event
  | 0: Show welcome to demo screen<br> 101: Tell movement controls<br> 102: Tell jump control<br> 103: Tell inventory control<br> 104: Tell that the demo is over and print a message about how to take a screenshot
+
  | 0: Show welcome to demo screen<br> 101: Tell movement controls<br> 102: Tell jump control<br> 103: Tell inventory control<br> 104: Tell that the demo is over and print a message about how to take a screenshot.
  |-  
+
  |-
 
  | 6
 
  | 6
 
  | Arrow hit player
 
  | Arrow hit player
  | Note: Sent when any player is struck by an arrow.  
+
  | Note: Sent when any player is struck by an arrow.
 
  |-
 
  |-
 
  | 7
 
  | 7
 
  | Rain level change
 
  | Rain level change
  | Note: Seems to change both skycolor and lightning. <strong>[https://imgur.com/a/K6wSrkW You can see some level images here]</strong><br>This can cause [https://imgur.com/gallery/ZQX0Wd5 <strong>HUD color change in client</strong>], when level is higher than 20. It goes away only when game is restarted or client receives same packet (from any server) but with value of 0. Is this a bug?<br><br>Rain level starting from 0.
+
  | Note: Seems to change both skycolor and lightning.<br>Rain level starting from 0 to 1.
 
  |-
 
  |-
 
  | 8
 
  | 8
 
  | Thunder level change
 
  | Thunder level change
  | Note: Seems to change both skycolor and lightning (same as Rain level change, but doesn't start rain). It also requires rain to render by notchian client. ()<br>This can cause [https://imgur.com/gallery/ZQX0Wd5 <strong>HUD color change in client</strong>], when level is higher than 20. It goes away only when game is restarted or client receives same packet (from any server) but with value of 0. Is this a bug?<br><br>Thunder level starting from 0.
+
  | Note: Seems to change both skycolor and lightning (same as Rain level change, but doesn't start rain). It also requires rain to render by notchian client.<br>Thunder level starting from 0 to 1.
 
  |-
 
  |-
 
  | 9
 
  | 9
  | Play pufferfish sting sound
+
  | Play pufferfish sting sound.
 
  |-
 
  |-
 
  | 10
 
  | 10
  | Play elder guardian mob appearance (effect and sound)
+
  | Play elder guardian mob appearance (effect and sound).
  |  
+
  |
 
  |-
 
  |-
 
  | 11
 
  | 11
 
  | Enable respawn screen
 
  | Enable respawn screen
  |  0: Enable respawn screen, 1: Immediately respawn (sent when the doImmediateRespawn gamerule changes)  
+
  |  0: Enable respawn screen, 1: Immediately respawn (sent when the doImmediateRespawn gamerule changes).
 
  |}
 
  |}
  
==== Open Horse Window ====
+
==== Open Horse Screen ====
  
This packet is used exclusively for opening the horse GUI. [[#Open Window|Open Window]] is used for all other GUIs.
+
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 2,391: Line 2,256:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x1E
+
  |rowspan="3"| 0x1C
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
  | Window ID?
+
  | Window ID
  | Byte
+
  | Unsigned Byte
 
  |
 
  |
 
  |-
 
  |-
  | Number of slots?
+
  | Slot count
 
  | VarInt
 
  | VarInt
 
  |
 
  |
 
  |-
 
  |-
  | Entity ID?
+
  | Entity ID
 
  | Integer
 
  | Integer
 
  |
 
  |
 
  |}
 
  |}
  
==== Keep Alive (clientbound) ====
+
==== Initialize World Border ====
 
 
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet. If the client does not respond to them for over 30 seconds, the server kicks the client. Vice versa, if the server does not send any keep-alives for 20 seconds, the client will disconnect and yields a "Timed out" exception.
 
 
 
The Notchian server uses a system-dependent time in milliseconds to generate the keep alive ID value.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,421: Line 2,282:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x1F
+
  |rowspan="8"| 0x1D
  | Play
+
  |rowspan="8"| Play
  | Client
+
  |rowspan="8"| Client
  | Keep Alive ID
+
  | X
  | Long
+
  | Double
  |  
+
  |
  |}
+
  |-
 
+
| Z
==== Chunk Data ====
+
| Double
{{Main|Chunk Format}}
+
  |
{{See also|#Unload Chunk}}
 
 
 
{{Need Info|How do biomes work now?  The biome change happened at the same time as the seed change, but it's not clear how/if biomes could be computed given that it's not the actual seed...  ([https://www.reddit.com/r/Mojira/comments/e5at6i/a_discussion_for_the_changes_to_how_biomes_are/ /r/mojira discussion] which notes that it seems to be some kind of interpolation, and 3D biomes are only used in the nether)}}
 
 
 
The server only sends skylight information for chunk pillars in the {{Minecraft Wiki|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. This packet also sends all block entities in the chunk (though sending them is not required; it is still legal to send them with [[#Update Block Entity|Update Block Entity]] later).
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="11"| 0x20
+
  | Old Diameter
|rowspan="11"| Play
+
  | Double
|rowspan="11"| Client
+
  | Current length of a single side of the world border, in meters.
| Chunk X
 
  | Int
 
  | Chunk coordinate (block coordinate divided by 16, rounded down)
 
 
  |-
 
  |-
  | Chunk Z
+
  | New Diameter
  | Int
+
  | Double
  | Chunk coordinate (block coordinate divided by 16, rounded down)
+
  | Target length of a single side of the world border, in meters.
 
  |-
 
  |-
  | Full chunk
+
  | Speed
  | Boolean
+
  | VarLong
  | See [[Chunk Format#Full chunk|Chunk Format]]
+
  | Number of real-time ''milli''seconds until New Diameter is reached. It appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0.
 
  |-
 
  |-
  | Primary Bit Mask
+
  | Portal Teleport Boundary
 
  | VarInt
 
  | VarInt
  | Bitmask with bits set to 1 for every 16×16×16 chunk section whose data is included in Data. The least significant bit represents the chunk section at the bottom of the chunk column (from y=0 to y=15).
+
  | Resulting coordinates from a portal teleport are limited to ±value. Usually 29999984.
 
  |-
 
  |-
  | Heightmaps
+
  | Warning Blocks
| [[NBT]]
 
| Compound containing one long array named <code>MOTION_BLOCKING</code>, which is a heightmap for the highest solid block at each position in the chunk (as a compacted long array with 256 entries at 9 bits per entry totaling 36 longs). The Notchian server also adds a <code>WORLD_SURFACE</code> long array, the purpose of which is unknown, but it's not required for the chunk to be accepted.
 
|-
 
| Biomes length
 
| Optional VarInt
 
| Size of the following array.  Not present if full chunk is false.
 
|-
 
| Biomes
 
| Optional array of VarInt
 
| <s>1024 biome IDs, ordered by x then z then y, in 4&times;4&times;4 blocks.</s>Possibly something else.  Not present if full chunk is false.
 
|-
 
| Size
 
 
  | VarInt
 
  | VarInt
  | Size of Data in bytes
+
  | In meters.
 
  |-
 
  |-
  | Data
+
  | Warning Time
| Byte array
 
| See [[Chunk Format#Data structure|data structure]] in Chunk Format
 
|-
 
| Number of block entities
 
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array
+
  | In seconds as set by <code>/worldborder warning time</code>.
 
  |-
 
  |-
| Block entities
 
| Array of [[NBT|NBT Tag]]
 
| All block entities in the chunk.  Use the x, y, and z tags in the NBT to determine their positions.
 
 
  |}
 
  |}
  
Note that the Notchian client requires an [[#Update View Position|Update View Position]] packet when it crosses a chunk border, otherwise it'll only display render distance + 2 chunks around the chunk it spawned in.
+
The Notchian client determines how solid to display the warning by comparing to whichever is higher, the warning distance or whichever is lower, the distance from the current diameter to the target diameter or the place the border will be after warningTime seconds. In pseudocode:
  
The compacted array format has been adjusted so that individual entries no longer span across multiple longs, affecting the main data array and heightmaps.
+
<syntaxhighlight lang="java">
 +
distance = max(min(resizeSpeed * 1000 * warningTime, abs(targetDiameter - currentDiameter)), warningDistance);
 +
if (playerDistance < distance) {
 +
    warning = 1.0 - playerDistance / distance;
 +
} else {
 +
    warning = 0.0;
 +
}
 +
</syntaxhighlight>
  
New format, 5 bits per block, containing the following references to blocks in a palette (not shown): <span style="border: solid 2px hsl(0, 90%, 60%)">1</span><span style="border: solid 2px hsl(30, 90%, 60%)">2</span><span style="border: solid 2px hsl(60, 90%, 60%)">2</span><span style="border: solid 2px hsl(90, 90%, 60%)">3</span><span style="border: solid 2px hsl(120, 90%, 60%)">4</span><span style="border: solid 2px hsl(150, 90%, 60%)">4</span><span style="border: solid 2px hsl(180, 90%, 60%)">5</span><span style="border: solid 2px hsl(210, 90%, 60%)">6</span><span style="border: solid 2px hsl(240, 90%, 60%)">6</span><span style="border: solid 2px hsl(270, 90%, 60%)">4</span><span style="border: solid 2px hsl(300, 90%, 60%)">8</span><span style="border: solid 2px hsl(330, 90%, 60%)">0</span><span style="border: solid 2px hsl(0, 90%, 30%)">7</span><span style="border: solid 2px hsl(30, 90%, 30%)">4</span><span style="border: solid 2px hsl(60, 90%, 30%)">3</span><span style="border: solid 2px hsl(90, 90%, 30%)">13</span><span style="border: solid 2px hsl(120, 90%, 30%)">15</span><span style="border: solid 2px hsl(150, 90%, 30%)">16</span><span style="border: solid 2px hsl(180, 90%, 30%)">9</span><span style="border: solid 2px hsl(210, 90%, 30%)">14</span><span style="border: solid 2px hsl(240, 90%, 30%)">10</span><span style="border: solid 2px hsl(270, 90%, 30%)">12</span><span style="border: solid 2px hsl(300, 90%, 30%)">0</span><span style="border: solid 2px hsl(330, 90%, 30%)">2</span>
+
==== Keep Alive (clientbound) ====
  
<code>0020863148418841</code> <code><span style="outline: dashed 2px black">0000</span><span style="outline: solid 2px hsl(330, 90%, 60%)">00000</span><span style="outline: solid 2px hsl(300, 90%, 60%)">01000</span><span style="outline: solid 2px hsl(270, 90%, 60%)">00100</span><span style="outline: solid 2px hsl(240, 90%, 60%)">00110</span><span style="outline: solid 2px hsl(210, 90%, 60%)">00110</span><span style="outline: solid 2px hsl(180, 90%, 60%)">00101</span><span style="outline: solid 2px hsl(150, 90%, 60%)">00100</span><span style="outline: solid 2px hsl(120, 90%, 60%)">00100</span><span style="outline: solid 2px hsl(90, 90%, 60%)">00011</span><span style="outline: solid 2px hsl(60, 90%, 60%)">00010</span><span style="outline: solid 2px hsl(30, 90%, 60%)">00010</span><span style="outline: solid 2px hsl(0, 90%, 60%)">00001</span></code><br>
+
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same payload (see [[#Keep Alive (serverbound)|serverbound Keep Alive]]). If the client does not respond to them for over 30 seconds, the server kicks the client. Vice versa, if the server does not send any keep-alives for 20 seconds, the client will disconnect and yields a "Timed out" exception.
<code>01018A7260F68C87</code> <code><span style="outline: dashed 2px black">0000</span><span style="outline: solid 2px hsl(330, 90%, 30%)">00010</span><span style="outline: solid 2px hsl(300, 90%, 30%)">00000</span><span style="outline: solid 2px hsl(270, 90%, 30%)">01100</span><span style="outline: solid 2px hsl(240, 90%, 30%)">01010</span><span style="outline: solid 2px hsl(210, 90%, 30%)">01110</span><span style="outline: solid 2px hsl(180, 90%, 30%)">01001</span><span style="outline: solid 2px hsl(150, 90%, 30%)">10000</span><span style="outline: solid 2px hsl(120, 90%, 30%)">01111</span><span style="outline: solid 2px hsl(90, 90%, 30%)">01101</span><span style="outline: solid 2px hsl(60, 90%, 30%)">00011</span><span style="outline: solid 2px hsl(30, 90%, 30%)">00100</span><span style="outline: solid 2px hsl(0, 90%, 30%)">00111</span></code>
 
==== Effect ====
 
Sent when a client is to play a sound or particle effect.
 
  
By default, the Minecraft client adjusts the volume of sound effects based on distance. The final boolean field is used to disable this, and instead the effect is played from 2 blocks away in the correct direction. Currently this is only used for effect 1023 (wither spawn), effect 1028 (enderdragon death), and effect 1038 (end portal opening); it is ignored on other effects.
+
The Notchian server uses a system-dependent time in milliseconds to generate the keep alive ID value.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,514: Line 2,344:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x21
+
  | 0x1E
  |rowspan="4"| Play
+
  | Play
  |rowspan="4"| Client
+
  | Client
  | Effect ID
+
  | Keep Alive ID
| Int
+
  | Long
| The ID of the effect, see below
+
  |
|-
 
| Location
 
| Position
 
| The location of the effect
 
|-
 
| Data
 
| Int
 
| Extra data for certain effects, see below
 
|-
 
| Disable Relative Volume
 
  | Boolean
 
  | See above
 
 
  |}
 
  |}
  
Effect IDs:
+
==== Chunk Data and Update Light ====
 +
{{Main|Chunk Format}}
 +
{{See also|#Unload Chunk}}
 +
 
 +
{{Need Info|How do biomes work now?  The biome change happened at the same time as the seed change, but it's not clear how/if biomes could be computed given that it's not the actual seed...  ([https://www.reddit.com/r/Mojira/comments/e5at6i/a_discussion_for_the_changes_to_how_biomes_are/ /r/mojira discussion] which notes that it seems to be some kind of interpolation, and 3D biomes are only used in the nether)}}
 +
 
 +
The server only sends skylight information for chunk pillars in the {{Minecraft Wiki|Overworld}}, it's up to the client to know in which dimension the player is currently located. You can also infer this information from the primary bitmask and the amount of uncompressed bytes sent.  This packet also sends all block entities in the chunk (though sending them is not required; it is still legal to send them with [[#Block Entity Data|Block Entity Data]] later).
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! ID
+
  ! Packet ID
  ! Name
+
  ! State
  ! Data
+
! Bound To
 +
!colspan="2"| Field Name
 +
  !colspan="2"| Field Type
 +
! Notes
 
  |-
 
  |-
  !colspan="3"| Sound
+
  |rowspan="25"| 0x1F
 +
|rowspan="25"| Play
 +
|rowspan="25"| Client
 +
|colspan="2"| Chunk X
 +
|colspan="2"| Int
 +
| Chunk coordinate (block coordinate divided by 16, rounded down)
 
  |-
 
  |-
  | 1000
+
  |colspan="2"| Chunk Z
  | Dispenser dispenses
+
  |colspan="2"| Int
  |  
+
  | Chunk coordinate (block coordinate divided by 16, rounded down)
 
  |-
 
  |-
  | 1001
+
  |colspan="2"| Heightmaps
  | Dispenser fails to dispense
+
  |colspan="2"| [[NBT]]
  |  
+
  | Compound containing one long array named <code>MOTION_BLOCKING</code>, which is a heightmap for the highest solid block at each position in the chunk (as a compacted long array with 256 entries, with the number of bits per entry varying depending on the world's height, defined by the formula <code>ceil(log2(height + 1))</code>). The Notchian server also adds a <code>WORLD_SURFACE</code> long array, the purpose of which is unknown, but it's not required for the chunk to be accepted.
 
  |-
 
  |-
  | 1002
+
  |colspan="2"| Size
  | Dispenser shoots
+
  |colspan="2"| VarInt
  |  
+
  | Size of Data in bytes
 
  |-
 
  |-
  | 1003
+
  |colspan="2"| Data
  | Ender eye launched
+
  |colspan="2"| Byte array
  |  
+
  | See [[Chunk Format#Data structure|data structure]] in Chunk Format
 
  |-
 
  |-
  | 1004
+
  |colspan="2"| Number of block entities
  | Firework shot
+
  |colspan="2"| VarInt
  |  
+
  | Number of elements in the following array
 
  |-
 
  |-
  | 1005
+
  |rowspan="4" | Block Entity
  | Iron door opened
+
  | Packed XZ
  |  
+
  |rowspan="4" | Array
 +
| Byte
 +
| The packed section coordinates, calculated from <code><nowiki>((blockX & 15) << 4) | (blockZ & 15)</nowiki></code>
 
  |-
 
  |-
  | 1006
+
  | Y
  | Wooden door opened
+
  | Short
  |  
+
  | The height relative to the world
 
  |-
 
  |-
  | 1007
+
  | Type
  | Wooden trapdoor opened
+
  | VarInt
  |  
+
  | The type of block entity
 
  |-
 
  |-
  | 1008
+
  | Data
  | Fence gate opened
+
  | [[NBT]]
  |  
+
  | The block entity's data, without the X, Y, and Z values
 
  |-
 
  |-
  | 1009
+
  |colspan="2"| Trust Edges
  | Fire extinguished
+
  |colspan="2"| Boolean
  |  
+
  | If edges should be trusted for light updates.
 
  |-
 
  |-
  | 1010
+
  |colspan="2"| Sky Light Mask
  | Play record
+
  |colspan="2"| BitSet
  | Special case, see below for more info
+
  | BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Sky Light array below.  The least significant bit is for blocks 16 blocks to 1 block below the min world height (one section below the world), while the most significant bit covers blocks 1 to 16 blocks above the max world height (one section above the world).
 
  |-
 
  |-
  | 1011
+
  |colspan="2"| Block Light Mask
  | Iron door closed
+
  |colspan="2"| BitSet
  |  
+
  | BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Block Light array below.  The order of bits is the same as in Sky Light Mask.
 
  |-
 
  |-
  | 1012
+
  |colspan="2"| Empty Sky Light Mask
  | Wooden door closed
+
  |colspan="2"| BitSet
  |  
+
  | BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Sky Light data.  The order of bits is the same as in Sky Light Mask.
 
  |-
 
  |-
  | 1013
+
  |colspan="2"| Empty Block Light Mask
  | Wooden trapdoor closed
+
  |colspan="2"| BitSet
  |  
+
  | BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Block Light data.  The order of bits is the same as in Sky Light Mask.
 
  |-
 
  |-
  | 1014
+
  |colspan="2"| Sky Light array count
  | Fence gate closed
+
  |colspan="2"| VarInt
  |  
+
  | Number of entries in the following array; should match the number of bits set in Sky Light Mask
 
  |-
 
  |-
  | 1015
+
  |rowspan="2"| Sky Light arrays
  | Ghast warns
+
| Length
  |  
+
|rowspan="2"| Array
 +
  | VarInt
 +
  | Length of the following array in bytes (always 2048)
 
  |-
 
  |-
  | 1016
+
  | Sky Light array
  | Ghast shoots
+
  | Array of 2048 bytes
  |  
+
  | There is 1 array for each bit set to true in the sky light mask, starting with the lowest value.  Half a byte per light value. Indexed <code><nowiki>((y<<8) | (z<<4) | x) / 2 </nowiki></code> If there's a remainder, masked 0xF0 else 0x0F.
 
  |-
 
  |-
  | 1017
+
  |colspan="2"| Block Light array count
  | Enderdragon shoots
+
  |colspan="2"| VarInt
  |  
+
  | Number of entries in the following array; should match the number of bits set in Block Light Mask
 
  |-
 
  |-
  | 1018
+
  |rowspan="2"| Block Light arrays
  | Blaze shoots
+
| Length
  |  
+
|rowspan="2"| Array
 +
  | VarInt
 +
  | Length of the following array in bytes (always 2048)
 
  |-
 
  |-
  | 1019
+
  | Block Light array
  | Zombie attacks wood door
+
  | Array of 2048 bytes
  |  
+
  | There is 1 array for each bit set to true in the block light mask, starting with the lowest value.  Half a byte per light value. Indexed <code><nowiki>((y<<8) | (z<<4) | x) / 2 </nowiki></code> If there's a remainder, masked 0xF0 else 0x0F.
  |-
+
|}
  | 1020
+
 
  | Zombie attacks iron door
+
Note that the Notchian client requires an [[#Set Center Chunk|Set Center Chunk]] packet when it crosses a chunk border, otherwise it'll only display render distance + 2 chunks around the chunk it spawned in.
  |  
+
 
  |-
+
The compacted array format has been adjusted so that individual entries no longer span across multiple longs, affecting the main data array and heightmaps.
  | 1021
+
 
  | Zombie breaks wood door
+
New format, 5 bits per block, containing the following references to blocks in a palette (not shown): <span style="border: solid 2px hsl(0, 90%, 60%)">1</span><span style="border: solid 2px hsl(30, 90%, 60%)">2</span><span style="border: solid 2px hsl(60, 90%, 60%)">2</span><span style="border: solid 2px hsl(90, 90%, 60%)">3</span><span style="border: solid 2px hsl(120, 90%, 60%)">4</span><span style="border: solid 2px hsl(150, 90%, 60%)">4</span><span style="border: solid 2px hsl(180, 90%, 60%)">5</span><span style="border: solid 2px hsl(210, 90%, 60%)">6</span><span style="border: solid 2px hsl(240, 90%, 60%)">6</span><span style="border: solid 2px hsl(270, 90%, 60%)">4</span><span style="border: solid 2px hsl(300, 90%, 60%)">8</span><span style="border: solid 2px hsl(330, 90%, 60%)">0</span><span style="border: solid 2px hsl(0, 90%, 30%)">7</span><span style="border: solid 2px hsl(30, 90%, 30%)">4</span><span style="border: solid 2px hsl(60, 90%, 30%)">3</span><span style="border: solid 2px hsl(90, 90%, 30%)">13</span><span style="border: solid 2px hsl(120, 90%, 30%)">15</span><span style="border: solid 2px hsl(150, 90%, 30%)">16</span><span style="border: solid 2px hsl(180, 90%, 30%)">9</span><span style="border: solid 2px hsl(210, 90%, 30%)">14</span><span style="border: solid 2px hsl(240, 90%, 30%)">10</span><span style="border: solid 2px hsl(270, 90%, 30%)">12</span><span style="border: solid 2px hsl(300, 90%, 30%)">0</span><span style="border: solid 2px hsl(330, 90%, 30%)">2</span>
  |
+
 
  |-
+
<code>0020863148418841</code> <code><span style="outline: dashed 2px black">0000</span><span style="outline: solid 2px hsl(330, 90%, 60%)">00000</span><span style="outline: solid 2px hsl(300, 90%, 60%)">01000</span><span style="outline: solid 2px hsl(270, 90%, 60%)">00100</span><span style="outline: solid 2px hsl(240, 90%, 60%)">00110</span><span style="outline: solid 2px hsl(210, 90%, 60%)">00110</span><span style="outline: solid 2px hsl(180, 90%, 60%)">00101</span><span style="outline: solid 2px hsl(150, 90%, 60%)">00100</span><span style="outline: solid 2px hsl(120, 90%, 60%)">00100</span><span style="outline: solid 2px hsl(90, 90%, 60%)">00011</span><span style="outline: solid 2px hsl(60, 90%, 60%)">00010</span><span style="outline: solid 2px hsl(30, 90%, 60%)">00010</span><span style="outline: solid 2px hsl(0, 90%, 60%)">00001</span></code><br>
  | 1022
+
<code>01018A7260F68C87</code> <code><span style="outline: dashed 2px black">0000</span><span style="outline: solid 2px hsl(330, 90%, 30%)">00010</span><span style="outline: solid 2px hsl(300, 90%, 30%)">00000</span><span style="outline: solid 2px hsl(270, 90%, 30%)">01100</span><span style="outline: solid 2px hsl(240, 90%, 30%)">01010</span><span style="outline: solid 2px hsl(210, 90%, 30%)">01110</span><span style="outline: solid 2px hsl(180, 90%, 30%)">01001</span><span style="outline: solid 2px hsl(150, 90%, 30%)">10000</span><span style="outline: solid 2px hsl(120, 90%, 30%)">01111</span><span style="outline: solid 2px hsl(90, 90%, 30%)">01101</span><span style="outline: solid 2px hsl(60, 90%, 30%)">00011</span><span style="outline: solid 2px hsl(30, 90%, 30%)">00100</span><span style="outline: solid 2px hsl(0, 90%, 30%)">00111</span></code>
  | Wither breaks block
+
 
  |
+
==== World Event ====
 +
Sent when a client is to play a sound or particle effect.
 +
 
 +
By default, the Minecraft client adjusts the volume of sound effects based on distance. The final boolean field is used to disable this, and instead the effect is played from 2 blocks away in the correct direction. Currently this is only used for effect 1023 (wither spawn), effect 1028 (enderdragon death), and effect 1038 (end portal opening); it is ignored on other effects.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
  |-
 +
  |rowspan="4"| 0x20
 +
  |rowspan="4"| Play
 +
|rowspan="4"| Client
 +
| Event
 +
| Int
 +
  | The event, see below.
 +
  |-
 +
  | Location
 +
  | Position
 +
  | The location of the event.
 +
  |-
 +
  | Data
 +
  | Int
 +
  | Extra data for certain events, see below.
 
  |-
 
  |-
  | 1023
+
  | Disable Relative Volume
  | Wither spawned
+
  | Boolean
  |  
+
  | See above.
 +
|}
 +
 
 +
Events:
 +
 
 +
{| class="wikitable"
 +
! ID
 +
! Name
 +
! Data
 
  |-
 
  |-
  | 1024
+
  !colspan="3"| Sound
| Wither shoots
 
|
 
 
  |-
 
  |-
  | 1025
+
  | 1000
  | Bat takes off
+
  | Dispenser dispenses
 
  |
 
  |
 
  |-
 
  |-
  | 1026
+
  | 1001
  | Zombie infects
+
  | Dispenser fails to dispense
 
  |
 
  |
 
  |-
 
  |-
  | 1027
+
  | 1002
  | Zombie villager converted
+
  | Dispenser shoots
 
  |
 
  |
 
  |-
 
  |-
  | 1028
+
  | 1003
  | Ender dragon death
+
  | Ender eye launched
 
  |
 
  |
 
  |-
 
  |-
  | 1029
+
  | 1004
  | Anvil destroyed
+
  | Firework shot
  |  
+
  |
 
  |-
 
  |-
  | 1030
+
  | 1005
  | Anvil used
+
  | Iron door opened
  |  
+
  |
 
  |-
 
  |-
  | 1031
+
  | 1006
  | Anvil landed
+
  | Wooden door opened
 
  |
 
  |
 
  |-
 
  |-
  | 1032
+
  | 1007
  | Portal travel
+
  | Wooden trapdoor opened
  |  
+
  |
 
  |-
 
  |-
  | 1033
+
  | 1008
  | Chorus flower grown
+
  | Fence gate opened
 
  |
 
  |
 
  |-
 
  |-
  | 1034
+
  | 1009
  | Chorus flower died
+
  | Fire extinguished
|
 
|-
 
| 1035
 
| Brewing stand brewed
 
 
  |
 
  |
 
  |-
 
  |-
  | 1036
+
  | 1010
  | Iron trapdoor opened
+
  | Play record
  |  
+
  | Special case, see below for more info.
 
  |-
 
  |-
  | 1037
+
  | 1011
  | Iron trapdoor closed
+
  | Iron door closed
 
  |
 
  |
 
  |-
 
  |-
  | 1038
+
  | 1012
  | End portal created in overworld
+
  | Wooden door closed
 
  |
 
  |
 
  |-
 
  |-
  | 1039
+
  | 1013
  | Phantom bites
+
  | Wooden trapdoor closed
 
  |
 
  |
 
  |-
 
  |-
  | 1040
+
  | 1014
  | Zombie converts to drowned
+
  | Fence gate closed
 
  |
 
  |
 
  |-
 
  |-
  | 1041
+
  | 1015
  | Husk converts to zombie by drowning
+
  | Ghast warns
 
  |
 
  |
 
  |-
 
  |-
  | 1042
+
  | 1016
  | Grindstone used
+
  | Ghast shoots
 
  |
 
  |
 
  |-
 
  |-
  | 1043
+
  | 1017
  | Book page turned
+
  | Enderdragon shoots
 
  |
 
  |
 
  |-
 
  |-
 +
| 1018
 +
| Blaze shoots
 +
|
 
  |-
 
  |-
  !colspan="3"| Particle
+
  | 1019
 +
| Zombie attacks wood door
 +
|
 
  |-
 
  |-
  | 1500
+
  | 1020
  | Composter composts
+
  | Zombie attacks iron door
 
  |
 
  |
 
  |-
 
  |-
  | 1501
+
  | 1021
  | Lava converts block (either water to stone, or removes existing blocks such as torches)
+
  | Zombie breaks wood door
 
  |
 
  |
 
  |-
 
  |-
  | 1502
+
  | 1022
  | Redstone torch burns out
+
  | Wither breaks block
 
  |
 
  |
  |-  
+
  |-
  | 1503
+
  | 1023
  | Ender eye placed
+
  | Wither spawned
 
  |
 
  |
 
  |-
 
  |-
  | 2000
+
  | 1024
  | Spawns 10 smoke particles, e.g. from a fire
+
  | Wither shoots
  | Direction, see below
+
  |
 
  |-
 
  |-
  | 2001
+
  | 1025
  | Block break + block break sound
+
  | Bat takes off
  | Block state, as an index into the global palette
+
  |
 
  |-
 
  |-
  | 2002
+
  | 1026
  | Splash potion. Particle effect + glass break sound.
+
  | Zombie infects
  | [http://minecraft.gamepedia.com/Data_values#Potions Potion ID]
+
  |
 
  |-
 
  |-
  | 2003
+
  | 1027
  | Eye of Ender entity break animation — particles and sound
+
  | Zombie villager converted
  |  
+
  |
 
  |-
 
  |-
  | 2004
+
  | 1028
  | Mob spawn particle effect: smoke + flames
+
  | Ender dragon death
  |  
+
  |
 
  |-
 
  |-
  | 2005
+
  | 1029
  | Bonemeal particles
+
  | Anvil destroyed
  | How many particles to spawn (if set to 0, 15 are spawned)
+
  |
 
  |-
 
  |-
  | 2006
+
  | 1030
  | Dragon breath
+
  | Anvil used
 
  |
 
  |
 
  |-
 
  |-
  | 2007
+
  | 1031
  | Instant splash potion
+
  | Anvil landed
  | [http://minecraft.gamepedia.com/Data_values#Potions Potion ID]
+
  |
 
  |-
 
  |-
  | 2008
+
  | 1032
  | Ender dragon destroys block
+
  | Portal travel
 
  |
 
  |
 
  |-
 
  |-
  | 2009
+
  | 1033
  | Wet sponge vaporizes in nether
+
  | Chorus flower grown
 
  |
 
  |
 
  |-
 
  |-
  | 3000
+
  | 1034
  | End gateway spawn
+
  | Chorus flower died
  |  
+
  |
 
  |-
 
  |-
  | 3001
+
  | 1035
  | Enderdragon growl
+
  | Brewing stand brewed
 
  |
 
  |
|}
 
 
Smoke directions:
 
 
{| class="wikitable"
 
! ID
 
! Direction
 
 
  |-
 
  |-
  | 0
+
  | 1036
  | South-East
+
| Iron trapdoor opened
 +
  |
 
  |-
 
  |-
  | 1
+
  | 1037
  | South
+
| Iron trapdoor closed
 +
  |
 
  |-
 
  |-
  | 2
+
  | 1038
  | South-West
+
| End portal created in overworld
 +
  |
 
  |-
 
  |-
  | 3
+
  | 1039
  | East
+
| Phantom bites
 +
  |
 
  |-
 
  |-
  | 4
+
  | 1040
  | (Up or middle ?)
+
| Zombie converts to drowned
 +
  |
 
  |-
 
  |-
  | 5
+
  | 1041
  | West
+
| Husk converts to zombie by drowning
 +
  |
 
  |-
 
  |-
  | 6
+
  | 1042
  | North-East
+
| Grindstone used
 +
  |
 
  |-
 
  |-
  | 7
+
  | 1043
  | North
+
| Book page turned
 +
  |
 
  |-
 
  |-
| 8
 
| North-West
 
|}
 
 
Play record: This is actually a special case within this packet. You can start/stop a record at a specific location. Use a valid {{Minecraft Wiki|Music Discs|Record ID}} to start a record (or overwrite a currently playing one), any other value will stop the record.  See [[Data Generators]] for information on item IDs.
 
 
==== Particle ====
 
 
Displays the named particle
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="11"| 0x22
+
  !colspan="3"| Particle
|rowspan="11"| Play
 
|rowspan="11"| Client
 
| Particle ID
 
| Int
 
| The particle ID listed in [[#Particle|the particle data type]].
 
 
  |-
 
  |-
  | Long Distance
+
  | 1500
  | Boolean
+
  | Composter composts
  | If true, particle distance increases from 256 to 65536
+
  |
 +
|-
 +
| 1501
 +
| Lava converts block (either water to stone, or removes existing blocks such as torches)
 +
|
 +
|-
 +
| 1502
 +
| Redstone torch burns out
 +
|
 
  |-
 
  |-
  | X
+
  | 1503
  | Double
+
  | Ender eye placed
  | X position of the particle
+
  |
 
  |-
 
  |-
  | Y
+
  | 2000
  | Double
+
  | Spawns 10 smoke particles, e.g. from a fire
  | Y position of the particle
+
  | Direction, see below.
 
  |-
 
  |-
  | Z
+
  | 2001
  | Double
+
  | Block break + block break sound
  | Z position of the particle
+
  | Block state, as an index into the global palette.
 
  |-
 
  |-
  | Offset X
+
  | 2002
  | Float
+
  | Splash potion. Particle effect + glass break sound.
  | This is added to the X position after being multiplied by random.nextGaussian()
+
  | RGB color as an integer (e.g. 8364543 for #7FA1FF).
 
  |-
 
  |-
  | Offset Y
+
  | 2003
  | Float
+
  | Eye of Ender entity break animation — particles and sound
  | This is added to the Y position after being multiplied by random.nextGaussian()
+
  |
 
  |-
 
  |-
  | Offset Z
+
  | 2004
  | Float
+
  | Mob spawn particle effect: smoke + flames
  | This is added to the Z position after being multiplied by random.nextGaussian()
+
  |
 
  |-
 
  |-
  | Particle Data
+
  | 2005
  | Float
+
  | Bonemeal particles
  | The data of each particle
+
  | How many particles to spawn (if set to 0, 15 are spawned).
 
  |-
 
  |-
  | Particle Count
+
  | 2006
  | Int
+
  | Dragon breath
  | The number of particles to create
+
  |
 
  |-
 
  |-
  | Data
+
  | 2007
  | Varies
+
  | Instant splash potion. Particle effect + glass break sound.
| The variable data listed in [[#Particle|the particle data type]].
+
  | RGB color as an integer (e.g. 8364543 for #7FA1FF).
  |}
 
 
 
==== Update Light ====
 
 
 
Updates light levels for a chunk.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
!colspan="2"| Field Name
 
!colspan="2"| Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="11"| 0x23
+
  | 2008
  |rowspan="11"| Play
+
  | Ender dragon destroys block
|rowspan="11"| Client
+
  |
|colspan="2"| Chunk X
 
|colspan="2"| VarInt
 
  | Chunk coordinate (block coordinate divided by 16, rounded down)
 
 
  |-
 
  |-
  |colspan="2"| Chunk Z
+
  | 2009
  |colspan="2"| VarInt
+
  | Wet sponge vaporizes in nether
  | Chunk coordinate (block coordinate divided by 16, rounded down)
+
  |
 
  |-
 
  |-
  |colspan="2"| Trust Edges
+
  | 3000
  |colspan="2"| Boolean
+
  | End gateway spawn
  | If edges should be trusted for light updates.
+
  |
 
  |-
 
  |-
  |colspan="2"| Sky Light Mask
+
  | 3001
  |colspan="2"| VarInt
+
  | Enderdragon growl
  | Mask containing 18 bits, with the lowest bit corresponding to chunk section -1 (in the void, y=-16 to y=-1) and the highest bit for chunk section 16 (above the world, y=256 to y=271)
+
  |
 
  |-
 
  |-
  |colspan="2"| Block Light Mask
+
  | 3002
  |colspan="2"| VarInt
+
  | Electric spark
  | Mask containing 18 bits, with the same order as sky light
+
  |
 
  |-
 
  |-
  |colspan="2"| Empty Sky Light Mask
+
  | 3003
  |colspan="2"| VarInt
+
  | Copper apply wax
  | Mask containing 18 bits, which indicates sections that have 0 for all their sky light values.  If a section is set in both this mask and the main sky light mask, it is ignored for this mask and it is included in the sky light arrays (the notchian server does not create such masks).  If it is only set in this mask, it is not included in the sky light arrays.
+
  |
 
  |-
 
  |-
  |colspan="2"| Empty Block Light Mask
+
  | 3004
  |colspan="2"| VarInt
+
  | Copper remove wax
  | Mask containing 18 bits, which indicates sections that have 0 for all their block light values.  If a section is set in both this mask and the main block light mask, it is ignored for this mask and it is included in the block light arrays (the notchian server does not create such masks).  If it is only set in this mask, it is not included in the block light arrays.
+
  |
 
  |-
 
  |-
  |rowspan="2"| Sky Light arrays
+
  | 3005
  | Length
+
| Copper scrape oxidation
  |rowspan="2"| Array
+
|
  | VarInt
+
|}
  | Length of the following array in bytes (always 2048)
+
 
  |-
+
Smoke directions:
  | Sky Light array
+
 
  | Array of 2048 bytes
+
{| class="wikitable"
  | There is 1 array for each bit set to true in the sky light mask, starting with the lowest value. Half a byte per light value.
+
! ID
 +
! Direction
 +
|-
 +
  | 0
 +
  | Down
 +
|-
 +
  | 1
 +
  | Up
 +
  |-
 +
  | 2
 +
  | North
 +
  |-
 +
| 3
 +
  | South
 
  |-
 
  |-
  |rowspan="2"| Block Light arrays
+
  | 4
| Length
+
  | West
|rowspan="2"| Array
 
| VarInt
 
  | Length of the following array in bytes (always 2048)
 
 
  |-
 
  |-
  | Block Light array
+
  | 5
  | Array of 2048 bytes
+
  | East
| There is 1 array for each bit set to true in the block light mask, starting with the lowest value.  Half a byte per light value.
 
 
  |}
 
  |}
  
Individual block or sky light arrays are is given for each block with increasing x coordinates, within rows of increasing z coordinates, within layers of increasing y coordinates. Even-indexed items (those with an even x coordinate, starting at 0) are packed into the low bits, odd-indexed into the high bits.
+
Play record: This is actually a special case within this packet. You can start/stop a record at a specific location. Use a valid {{Minecraft Wiki|Music Discs|Record ID}} to start a record (or overwrite a currently playing one), any other value will stop the record.  See [[Data Generators]] for information on item IDs.
  
For the arrays: there are 18 of each, 18 block light arrays and 18 sky light arrays. Each array is in the format described, 2048 as a VarInt, followed by 2048 bytes which describe 4096 items. The update masks use their 18 least significant bits to indicate whether or not the packet will include an array at that index. For example: if all bits except for the least significant bit are set to 1, and the least significant bit is set to 0, then all arrays except for array #0 are included (for a total of 17 arrays or 17 * 2048 bytes).
+
==== Particle ====
  
==== Join Game ====
+
Displays the named particle
 
 
See [[Protocol Encryption]] for information on logging in.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,963: Line 2,812:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="16"| 0x24
+
  |rowspan="12"| 0x21
  |rowspan="16"| Play
+
  |rowspan="12"| Play
  |rowspan="16"| Client
+
  |rowspan="12"| Client
  | Entity ID
+
  | Particle ID
  | Int
+
  | VarInt
  | The player's Entity ID (EID)
+
  | The particle ID listed in [[#Particle|the particle data type]].
 
  |-
 
  |-
  | Is hardcore
+
  | Long Distance
 
  | Boolean
 
  | Boolean
  |
+
  | If true, particle distance increases from 256 to 65536.
 
  |-
 
  |-
  | Gamemode
+
  | X
  | Unsigned Byte
+
  | Double
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
+
  | X position of the particle.
 
  |-
 
  |-
  | Previous Gamemode
+
  | Y
  | Byte
+
  | Double
  | 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included. The previous gamemode. Defaults to -1 if there is no previous gamemode. (More information needed)
+
  | Y position of the particle.
 
  |-
 
  |-
  | World Count
+
  | Z
  | VarInt
+
  | Double
  | Size of the following array
+
  | Z position of the particle.
 
  |-
 
  |-
  | World Names
+
  | Offset X
  | Array of Identifier
+
  | Float
  | Identifiers for all worlds on the server
+
  | This is added to the X position after being multiplied by <code>random.nextGaussian()</code>.
 
  |-
 
  |-
  | Dimension Codec
+
  | Offset Y
  | [[NBT|NBT Tag Compound]]
+
  | Float
  | The full extent of these is still unknown, but the tag represents a dimension and biome registry. See below for the vanilla default.
+
  | This is added to the Y position after being multiplied by <code>random.nextGaussian()</code>.
 
  |-
 
  |-
  | Dimension
+
  | Offset Z
  | [[NBT|NBT Tag Compound]]
+
  | Float
| Valid dimensions are defined per dimension registry sent before this
+
  | This is added to the Z position after being multiplied by <code>random.nextGaussian()</code>.
|-
 
| World Name
 
| Identifier
 
  | Name of the world being spawned into
 
 
  |-
 
  |-
  | Hashed seed
+
  | Max Speed
  | Long
+
  | Float
  | First 8 bytes of the SHA-256 hash of the world's seed.
+
  |
 
  |-
 
  |-
  | Max Players
+
  | Particle Count
  | VarInt
+
  | Int
  | Was once used by the client to draw the player list, but now is ignored
+
  | The number of particles to create.
 
  |-
 
  |-
  | View Distance
+
  | Data
  | VarInt
+
  | Varies
  | Render distance (2-32)
+
  | The variable data listed in [[#Particle|the particle data type]].
|-
 
| Reduced Debug Info
 
| 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
 
| Boolean
 
| Set to false when the doImmediateRespawn gamerule is true
 
|-
 
| Is Debug
 
| Boolean
 
| True if the world is a {{Minecraft Wiki|debug mode}} world; debug mode worlds cannot be modified and have predefined blocks
 
|-
 
| Is Flat
 
| 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
 
 
  |}
 
  |}
  
{{Need Info|Lay out and explain the format}}
+
==== Update Light ====
 
 
'''[https://paste.gg/p/KennyTV/ad46ef552c6443cc808385f060564550 Default Vanilla Dimension/Biome Codec]'''
 
  
Known dimension attributes:
+
Updates light levels for a chunk.  See {{Minecraft Wiki|Light}} for information on how lighting works in Minecraft.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Name
+
  ! Packet ID
  ! Type
+
! State
  !style="width: 250px;" colspan="2"| Meaning
+
  ! Bound To
  ! Values
+
  !colspan="2"| Field Name
 +
!colspan="2"| Field Type
 +
  ! Notes
 
  |-
 
  |-
  | name
+
  |rowspan="13"| 0x22
  | String
+
  |rowspan="13"| Play
  |colspan="2"| Dimension's name
+
|rowspan="13"| Client
  | "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end" or something else
+
  |colspan="2"| Chunk X
 +
  |colspan="2"| VarInt
 +
| Chunk coordinate (block coordinate divided by 16, rounded down)
 
  |-
 
  |-
  | piglin_safe
+
  |colspan="2"| Chunk Z
| Byte
+
  |colspan="2"| VarInt
  |colspan="2"| Whether piglins shake and transform to zombified piglins.
+
  | Chunk coordinate (block coordinate divided by 16, rounded down)
  | 1: true, 0: false
 
 
  |-
 
  |-
  | natural
+
  |colspan="2"| Trust Edges
| Byte
+
  |colspan="2"| Boolean
  |colspan="2"| When false, compasses spin randomly. When true, nether portals can spawn zombified piglins.
+
  | If edges should be trusted for light updates.
  | 1: true, 0: false
 
 
  |-
 
  |-
  | ambient_light
+
  |colspan="2"| Sky Light Mask
| Float
+
  |colspan="2"| BitSet
  |colspan="2"| How much light the dimension has.
+
| BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Sky Light array belowThe least significant bit is for blocks 16 blocks to 1 block below the min world height (one section below the world), while the most significant bit covers blocks 1 to 16 blocks above the max world height (one section above the world).
  | 0.0 to 1.0
 
 
  |-
 
  |-
  | fixed_time
+
  |colspan="2"| Block Light Mask
| Long
+
  |colspan="2"| BitSet
  |colspan="2"| If this is set to a number, the time of the day is the specified value.
+
| BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Block Light array below.  The order of bits is the same as in Sky Light Mask.
| false, or 0 to 24000
 
 
  |-
 
  |-
  | infiniburn
+
  |colspan="2"| Empty Sky Light Mask
| String
+
  |colspan="2"| BitSet
  |colspan="2"| A resource location defining what block tag to use for infiniburn.
+
  | BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Sky Light data. The order of bits is the same as in Sky Light Mask.
  | "" or minecraft resource "minecraft:..."
 
 
  |-
 
  |-
  | respawn_anchor_works
+
  |colspan="2"| Empty Block Light Mask
| Byte
+
  |colspan="2"| BitSet
  |colspan="2"| Whether players can charge and use respawn anchors.
+
  | BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Block Light data.  The order of bits is the same as in Sky Light Mask.
  | 1: true, 0: false
 
 
  |-
 
  |-
  | has_skylight
+
  |colspan="2"| Sky Light array count
| Byte
+
  |colspan="2"| VarInt
  |colspan="2"| Whether the dimension has skylight access or not.
+
  | Number of entries in the following array; should match the number of bits set in Sky Light Mask
  | 1: true, 0: false
 
 
  |-
 
  |-
  | bed_works
+
  |rowspan="2"| Sky Light arrays
  | Byte
+
  | Length
  |colspan="2"| Whether players can use a bed to sleep.
+
  |rowspan="2"| Array
  | 1: true, 0: false
+
| VarInt
 +
  | Length of the following array in bytes (always 2048)
 
  |-
 
  |-
  | effects
+
  | Sky Light array
  | String
+
  | Array of 2048 bytes
  |colspan="2"| ?
+
  | There is 1 array for each bit set to true in the sky light mask, starting with the lowest value. Half a byte per light value.
  | "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end" or something else
 
 
  |-
 
  |-
  | has_raids
+
  |colspan="2"| Block Light array count
| Byte
+
  |colspan="2"| VarInt
  |colspan="2"| Whether players with the Bad Omen effect can cause a raid.
+
  | Number of entries in the following array; should match the number of bits set in Block Light Mask
  | 1: true, 0: false
 
 
  |-
 
  |-
  | logical_height
+
  |rowspan="2"| Block Light arrays
  | Int
+
  | Length
  |colspan="2"| The maximum height to which chorus fruits and nether portals can bring players within this dimension.
+
  |rowspan="2"| Array
  | 0-256
+
| VarInt
 +
  | Length of the following array in bytes (always 2048)
 
  |-
 
  |-
  | coordinate_scale
+
  | Block Light array
  | Float
+
  | Array of 2048 bytes
  |colspan="2"| The multiplier applied to coordinates when traveling to the dimension.
+
  | There is 1 array for each bit set to true in the block light mask, starting with the lowest valueHalf a byte per light value.
| 1: true, 0: false
 
|-
 
| ultrawarm
 
| Byte
 
|colspan="2"| Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner.
 
  | 1: true, 0: false
 
|-
 
| has_ceiling
 
| Byte
 
|colspan="2"| Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster.
 
| 1: true, 0: false
 
 
  |}
 
  |}
  
==== Map Data ====
+
A bit will never be set in both the block light mask and the empty block light mask, though it may be present in neither of them (if the block light does not need to be updated for the corresponding chunk section).  The same applies to the sky light mask and the empty sky light mask.
 +
 
 +
==== Login (play) ====
  
Updates a rectangular area on a {{Minecraft Wiki|map}} item.
+
See [[Protocol Encryption]] for information on logging in.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,127: Line 2,942:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="17"| 0x25
+
  |rowspan="20"| 0x23
  |rowspan="17"| Play
+
  |rowspan="20"| Play
  |rowspan="17"| Client
+
  |rowspan="20"| Client
  |colspan="2"| Map ID
+
  | Entity ID
  |colspan="2"| VarInt
+
  | Int
  | Map ID of the map being modified
+
  | The player's Entity ID (EID).
 
  |-
 
  |-
  |colspan="2"| Scale
+
  | Is hardcore
|colspan="2"| Byte
+
  | Boolean
| From 0 for a fully zoomed-in map (1 block per pixel) to 4 for a fully zoomed-out map (16 blocks per pixel)
+
  |
|-
 
|colspan="2"| Tracking Position
 
  |colspan="2"| Boolean
 
  | Specifies whether player and item frame icons are shown
 
 
  |-
 
  |-
  |colspan="2"| Locked
+
  | Gamemode
|colspan="2"| Boolean
+
  | Unsigned Byte
  | True if the map has been locked in a cartography table
+
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
  |-
 
|colspan="2"| Icon Count
 
|colspan="2"| VarInt
 
| Number of elements in the following array
 
 
  |-
 
  |-
  |rowspan="6"| Icon
+
  | Previous Gamemode
| Type
+
  | Byte
|rowspan="6"| Array
+
  | 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included. The previous gamemode. Defaults to -1 if there is no previous gamemode. (More information needed)
  | VarInt enum
 
  | See below
 
 
  |-
 
  |-
  | X
+
  | Dimension Count
  | Byte
+
  | VarInt
  | Map coordinates: -128 for furthest left, +127 for furthest right
+
  | Size of the following array.
 
  |-
 
  |-
  | Z
+
  | Dimension Names
  | Byte
+
  | Array of Identifier
  | Map coordinates: -128 for highest, +127 for lowest
+
  | Identifiers for all dimensions on the server.
 
  |-
 
  |-
  | Direction
+
  | Registry Codec
  | Byte
+
  | [[NBT|NBT Tag Compound]]
  | 0-15
+
  | Represents certain registries that are sent from the server and are applied on the client.
 
  |-
 
  |-
  | Has Display Name
+
  | Dimension Type
  | Boolean
+
  | Identifier
  |
+
  | Name of the dimension type being spawned into.
 
  |-
 
  |-
  | Display Name
+
  | Dimension Name
  | Optional [[Chat]]
+
  | Identifier
  | Only present if previous Boolean is true
+
  | Name of the dimension being spawned into.
|-
 
|colspan="2"| Columns
 
|colspan="2"| Unsigned Byte
 
| Number of columns updated
 
 
  |-
 
  |-
  |colspan="2"| Rows
+
  | Hashed seed
  |colspan="2"| Optional Byte
+
  | Long
  | Only if Columns is more than 0; number of rows updated
+
  | First 8 bytes of the SHA-256 hash of the world's seed. Used client side for biome noise
 
  |-
 
  |-
  |colspan="2"| X
+
  | Max Players
  |colspan="2"| Optional Byte
+
  | VarInt
  | Only if Columns is more than 0; x offset of the westernmost column
+
  | Was once used by the client to draw the player list, but now is ignored.
 
  |-
 
  |-
  |colspan="2"| Z
+
  | View Distance
  |colspan="2"| Optional Byte
+
  | VarInt
  | Only if Columns is more than 0; z offset of the northernmost row
+
  | Render distance (2-32).
 
  |-
 
  |-
  |colspan="2"| Length
+
  | Simulation Distance
  |colspan="2"| Optional VarInt
+
  | VarInt
  | Only if Columns is more than 0; length of the following array
+
  | The distance that the client will process specific things, such as entities.
 
  |-
 
  |-
  |colspan="2"| Data
+
  | Reduced Debug Info
  |colspan="2"| Optional Array of Unsigned Byte
+
| Boolean
  | Only if Columns is more than 0; see {{Minecraft Wiki|Map item format}}
+
| 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
 +
| Boolean
 +
| Set to false when the doImmediateRespawn gamerule is true.
 +
|-
 +
  | Is Debug
 +
| Boolean
 +
  | True if the world is a {{Minecraft Wiki|debug mode}} world; debug mode worlds cannot be modified and have predefined blocks.
 +
|-
 +
| Is Flat
 +
| 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.
 +
|-
 +
| Has death location
 +
| Boolean
 +
| If true, then the next two fields are present.
 +
|-
 +
| Death dimension name
 +
| Identifier
 +
| Name of the dimension the player died in.
 +
|-
 +
| Death location
 +
| Position
 +
| The location that the player died at.
 
  |}
 
  |}
  
For icons, a direction of 0 is a vertical icon and increments by 22.5&deg; (360/16).
 
  
Types are based off of rows and columns in <code>map_icons.png</code>:
+
The '''Registry Codec''' NBT Tag Compound ([https://gist.github.com/rj00a/f2970a8ce4d09477ec8f16003b9dce86 Default value in JSON as of 1.19]) includes three registries: "minecraft:dimension_type", "minecraft:worldgen/biome", and "minecraft:chat_type".
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
!Name
 +
!Type
 +
!style="width: 250px;" colspan="2"| Notes
 
  |-
 
  |-
  ! Icon type
+
  | minecraft:dimension_type
  ! Result
+
| TAG_Compound
 +
  | The dimension type registry (see below).
 
  |-
 
  |-
  | 0
+
  | minecraft:worldgen/biome
  | White arrow (players)
+
  | TAG_Compound
 +
| The biome registry (see below).
 
  |-
 
  |-
  | 1
+
  | minecraft:chat_type
  | Green arrow (item frames)
+
  | TAG_Compound
 +
| The chat type registry (see below).
 +
|}
 +
 
 +
Dimension type registry:
 +
 
 +
{| class="wikitable"
 +
!Name
 +
!Type
 +
!style="width: 250px;" colspan="2"| Notes
 
  |-
 
  |-
  | 2
+
  | type
  | Red arrow
+
  | TAG_String
 +
| The name of the registry. Always "minecraft:dimension_type".
 
  |-
 
  |-
  | 3
+
  | value
  | Blue arrow
+
  | TAG_List
 +
| List of dimension types registry entries (see below).
 +
|}
 +
 
 +
Dimension type registry entry:
 +
 
 +
{| class="wikitable"
 +
!Name
 +
!Type
 +
!style="width: 250px;" colspan="2"| Notes
 
  |-
 
  |-
  | 4
+
  | name
  | White cross
+
  | TAG_String
 +
| The name of the dimension type (for example, "minecraft:overworld").
 
  |-
 
  |-
  | 5
+
  | id
  | Red pointer
+
  | TAG_Int
 +
| The protocol ID of the dimension (matches the index of the element in the registry list).
 
  |-
 
  |-
  | 6
+
  | element
  | White circle (off-map players)
+
  | TAG_Compound
 +
| The dimension type (see below).
 +
|}
 +
 
 +
Dimension type:
 +
 
 +
{| class="wikitable"
 +
! Name
 +
! Type
 +
!style="width: 250px;" colspan="2"| Meaning
 +
! Values
 
  |-
 
  |-
  | 7
+
  | piglin_safe
  | Small white circle (far-off-map players)
+
  | TAG_Byte
 +
|colspan="2"| Whether piglins shake and transform to zombified piglins.
 +
| 1: true, 0: false.
 
  |-
 
  |-
  | 8
+
  | has_raids
  | Mansion
+
  | TAG_Byte
 +
|colspan="2"| Whether players with the Bad Omen effect can cause a raid.
 +
| 1: true, 0: false.
 
  |-
 
  |-
  | 9
+
  | monster_spawn_light_level
  | Temple
+
| TAG_Int
 +
|colspan="2"|
 +
  |
 
  |-
 
  |-
  | 10
+
  | monster_spawn_block_light_limit
  | White Banner
+
| TAG_Int
 +
|colspan="2"|
 +
  |
 
  |-
 
  |-
  | 11
+
  | natural
  | Orange Banner
+
  | TAG_Byte
 +
|colspan="2"| When false, compasses spin randomly. When true, nether portals can spawn zombified piglins.
 +
| 1: true, 0: false.
 
  |-
 
  |-
  | 12
+
  | ambient_light
  | Magenta Banner
+
  | TAG_Float
 +
|colspan="2"| How much light the dimension has.
 +
| 0.0 to 1.0.
 
  |-
 
  |-
  | 13
+
  | fixed_time
  | Light Blue Banner
+
  | Optional TAG_Long
 +
|colspan="2"| If set, the time of the day is the specified value.
 +
| If set, 0 to 24000.
 
  |-
 
  |-
  | 14
+
  | infiniburn
  | Yellow Banner
+
  | TAG_String
 +
|colspan="2"| A resource location defining what block tag to use for infiniburn.
 +
| "#" or minecraft resource "#minecraft:...".
 
  |-
 
  |-
  | 15
+
  | respawn_anchor_works
  | Lime Banner
+
  | TAG_Byte
 +
|colspan="2"| Whether players can charge and use respawn anchors.
 +
| 1: true, 0: false.
 
  |-
 
  |-
  | 16
+
  | has_skylight
  | Pink Banner
+
  | TAG_Byte
 +
|colspan="2"| Whether the dimension has skylight access or not.
 +
| 1: true, 0: false.
 
  |-
 
  |-
  | 17
+
  | bed_works
  | Gray Banner
+
  | TAG_Byte
 +
|colspan="2"| Whether players can use a bed to sleep.
 +
| 1: true, 0: false.
 
  |-
 
  |-
  | 18
+
  | effects
  | Light Gray Banner
+
  | TAG_String
 +
|colspan="2"| ?
 +
| "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end" or something else.
 
  |-
 
  |-
  | 19
+
  | min_y
  | Cyan Banner
+
  | TAG_Int
 +
|colspan="2"| The minimum Y level.
 +
| A multiple of 16. Example: -64
 
  |-
 
  |-
  | 20
+
  | height
  | Purple Banner
+
  | TAG_Int
 +
|colspan="2"| The maximum height.
 +
| A multiple of 16. Example: 256
 
  |-
 
  |-
  | 21
+
  | logical_height
  | Blue Banner
+
  | TAG_Int
 +
|colspan="2"| The maximum height to which chorus fruits and nether portals can bring players within this dimension.
 +
| 0-384.
 
  |-
 
  |-
  | 22
+
  | coordinate_scale
  | Brown Banner
+
  | TAG_Double
 +
|colspan="2"| The multiplier applied to coordinates when traveling to the dimension.
 +
| 0.00001 - 30000000.0
 
  |-
 
  |-
  | 23
+
  | ultrawarm
  | Green Banner
+
  | TAG_Byte
 +
|colspan="2"| Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner.
 +
| 1: true, 0: false.
 
  |-
 
  |-
  | 24
+
  | has_ceiling
  | Red Banner
+
  | TAG_Byte
 +
|colspan="2"| Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster.
 +
| 1: true, 0: false.
 +
|}
 +
 
 +
Biome registry:
 +
 
 +
{| class="wikitable"
 +
!Name
 +
!Type
 +
!style="width: 250px;" colspan="2"| Notes
 
  |-
 
  |-
  | 25
+
  | type
  | Black Banner
+
  | TAG_String
 +
| The name of the registry. Always "minecraft:worldgen/biome".
 
  |-
 
  |-
  | 26
+
  | value
  | Treasure marker
+
  | TAG_List
 +
| List of biome registry entries (see below).
 
  |}
 
  |}
  
==== Trade List ====
+
Biome registry entry:
  
The list of trades a villager NPC is offering.
+
{| class="wikitable"
 +
!Name
 +
!Type
 +
!style="width: 250px;" colspan="2"| Notes
 +
|-
 +
| name
 +
| TAG_String
 +
| The name of the biome (for example, "minecraft:ocean").
 +
|-
 +
| id
 +
| TAG_Int
 +
| The protocol ID of the biome (matches the index of the element in the registry list).
 +
|-
 +
| element
 +
| TAG_Compound
 +
| The biome properties (see below).
 +
|}
 +
 
 +
Biome properties:
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  !colspan="3"|Name
  ! State
+
  !colspan="2"|Type
! Bound To
+
  !style="width: 250px;" colspan="2"| Meaning
  !colspan="2"| Field Name
+
  !colspan="2"|Values
  !colspan="2"| Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="18"| 0x26
+
  |colspan="3"|precipitation
  |rowspan="18"| Play
+
  |colspan="2"|TAG_String
  |rowspan="18"| Client
+
  |colspan="2"| The type of precipitation in the biome.
 +
|colspan="2"|"rain", "snow", or "none".
 
  |-
 
  |-
  | colspan="2" | Window ID
+
  |colspan="3"| depth
  | colspan="2" | VarInt
+
  |colspan="2"| TAG_Float
  | The ID of the window that is open; this is an int rather than a byte.
+
  |colspan="2"| The depth factor of the biome.
 +
|colspan="2"| The default values vary between 1.5 and -1.8.
 
  |-
 
  |-
  | colspan="2" | Size
+
  |colspan="3"| temperature
  | colspan="2" | Byte
+
  |colspan="2"| TAG_Float
  | The number of trades in the following array
+
  |colspan="2"| The temperature factor of the biome.
 +
|colspan="2"| The default values vary between 2.0 and -0.5.
 
  |-
 
  |-
  | rowspan="11" | Trades
+
  |colspan="3"| scale
  | Input item 1
+
  |colspan="2"| TAG_Float
  | rowspan="11" | Array
+
  |colspan="2"| ?
  | [[Slot]]
+
  |colspan="2"| The default values vary between 1.225 and 0.0.
| The first item the villager is buying
 
 
  |-
 
  |-
  | Output item
+
  |colspan="3"| downfall
  | [[Slot]]
+
  |colspan="2"| TAG_Float
  | The item the villager is selling
+
  |colspan="2"| ?
 +
|colspan="2"| The default values vary between 1.0 and 0.0.
 
  |-
 
  |-
  | Has second item
+
  |colspan="3"| category
  | Boolean
+
  |colspan="2"| TAG_String
  | Whether there is a second item
+
  |colspan="2"| The category of the biome.
 +
|colspan="2"| Known values are "ocean", "plains", "desert", "forest", "extreme_hills", "taiga", "swamp", "river", "nether", "the_end", "icy", "mushroom", "beach", "jungle", "mesa", "savanna", and "none".
 
  |-
 
  |-
  | Input item 2
+
  |colspan="3"| temperature_modifier
  | Optional [[Slot]]
+
|colspan="2"| Optional TAG_String
  | The second item the villager is buying; only present if they have a second item.
+
|colspan="2"| ?
 +
|colspan="2"| The only known value is "frozen".
 +
|-
 +
|rowspan="13"| effects
 +
|colspan="2"| sky_color
 +
  |rowspan="11"| TAG_Compound
 +
| TAG_Int
 +
  |colspan="2"| The color of the sky.
 +
| Example: 8364543, which is #7FA1FF in RGB.
 +
|-
 +
|colspan="2"| water_fog_color
 +
| TAG_Int
 +
|colspan="2"| Possibly the tint color when swimming.
 +
| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | Trade disabled
+
  |colspan="2"| fog_color
  | Boolean
+
  | TAG_Int
  | True if the trade is disabled; false if the trade is enabled.
+
  |colspan="2"| Possibly the color of the fog effect when looking past the view distance.
 +
| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | Number of trade uses
+
  |colspan="2"| water_color
  | Integer
+
  | TAG_Int
  | Number of times the trade has been used so far
+
  |colspan="2"| The tint color of the water blocks.
 +
| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | Maximum number of trade uses
+
  |colspan="2"| foliage_color
  | Integer
+
  | Optional TAG_Int
  | Number of times this trade can be used
+
  |colspan="2"| The tint color of the grass.
 +
| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | XP
+
  |colspan="2"| grass_color
  | Integer
+
  | Optional TAG_Int
  |
+
| colspan="2"| ?
 +
  | Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
  | Special Price
+
  |colspan="2"| grass_color_modifier
  | Integer
+
  | Optional TAG_String
  |
+
|colspan="2"| Unknown, likely affects foliage color.
 +
  | If set, known values are "swamp" and "dark_forest".
 
  |-
 
  |-
  | Price Multiplier
+
  |colspan="2"| music
  | Float
+
  | Optional TAG_Compound
  |
+
|colspan="2"| Music properties for the biome.
 +
  | If present, contains the fields: replace_current_music (TAG_Byte), sound (TAG_String), max_delay (TAG_Int), min_delay (TAG_Int).
 
  |-
 
  |-
  | Demand
+
  |colspan="2"| ambient_sound
  | Integer
+
  | Optional TAG_String
  |
+
|colspan="2"| Ambient soundtrack.
 +
  | If present, the ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.loop".
 
  |-
 
  |-
  |colspan="2"| Villager level
+
  |colspan="2"| additions_sound
  |colspan="2"| VarInt
+
| Optional TAG_Compound
  | Appears on the trade GUI; meaning comes from the translation key <code>merchant.level.</code> + level.
+
  |colspan="2"| Additional ambient sound that plays randomly.
1: Novice, 2: Apprentice, 3: Journeyman, 4: Expert, 5: Master
+
  | If present, contains the fields: sound (TAG_String), tick_chance (TAG_Double).
 
  |-
 
  |-
  |colspan="2"| Experience
+
  |colspan="2"| mood_sound
  |colspan="2"| VarInt
+
| Optional TAG_Compound
  | Total experience for this villager (always 0 for the wandering trader)
+
  |colspan="2"| Additional ambient sound that plays at an interval.
 +
  | If present, contains the fields: sound (TAG_String), tick_delay (TAG_Int), offset (TAG_Double), block_search_extent (TAG_Int).
 
  |-
 
  |-
  |colspan="2"| Is regular villager
+
  |rowspan="2"| particle
  |colspan="2"| Boolean
+
  | probability
  | True if this is a regular villager; false for the wandering traderWhen false, hides the villager level and some other GUI elements.
+
|rowspan="2"| Optional TAG_Compound
 +
  | TAG_FLOAT
 +
|rowspan="2"| Particles that appear randomly in the biome.
 +
  | Possibly the probability of spawning the particle.
 +
| ?
 
  |-
 
  |-
  |colspan="2"| Can restock
+
  | options
  |colspan="2"| Boolean
+
  | TAG_COMPOUND
  | True for regular villagers and false for the wandering traderIf true, the "Villagers restock up to two times per day." message is displayed when hovering over disabled trades.
+
  | The properties of the particle to spawn.
 +
  | Contains the field "type" (TAG_String), which identifies the particle type.
 
  |}
 
  |}
  
[[File:1.14-merchant-slots.png|thumb|The merchant UI, for reference]]
+
Chat registry:
{{-}}
 
  
==== Entity Position ====
+
{| class="wikitable"
 +
!Name
 +
!Type
 +
!style="width: 250px;" colspan="2"| Notes
 +
|-
 +
| type
 +
| TAG_String
 +
| The name of the registry. Always "minecraft:chat_type".
 +
|-
 +
| value
 +
| TAG_List
 +
| List of chat registry entries (see below).
 +
|}
  
This packet is sent by the server when an entity moves less then 8 blocks; if an entity moves more than 8 blocks [[#Entity Teleport|Entity Teleport]] should be sent instead.
+
==== Map Data ====
  
This packet allows at most 8 blocks movement in any direction, because short range is from -32768 to 32767. And <code>32768 / (128 * 32)</code> = 8.
+
Updates a rectangular area on a {{Minecraft Wiki|map}} item.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,397: Line 3,360:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
  ! Field Type
+
  !colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x27
+
  |rowspan="17"| 0x24
  |rowspan="5"| Play
+
  |rowspan="17"| Play
  |rowspan="5"| Client
+
  |rowspan="17"| Client
  | Entity ID
+
  |colspan="2"| Map ID
  | VarInt
+
  |colspan="2"| VarInt
  |  
+
  | Map ID of the map being modified
 
  |-
 
  |-
  | Delta X
+
  |colspan="2"| Scale
  | Short
+
  |colspan="2"| Byte
  | Change in X position as <code>(currentX * 32 - prevX * 32) * 128</code>
+
  | From 0 for a fully zoomed-in map (1 block per pixel) to 4 for a fully zoomed-out map (16 blocks per pixel)
 
  |-
 
  |-
  | Delta Y
+
  |colspan="2"| Locked
  | Short
+
  |colspan="2"| Boolean
  | Change in Y position as <code>(currentY * 32 - prevY * 32) * 128</code>
+
  | True if the map has been locked in a cartography table
 
  |-
 
  |-
  | Delta Z
+
  |colspan="2"| Tracking Position
  | Short
+
  |colspan="2"| Boolean
  | Change in Z position as <code>(currentZ * 32 - prevZ * 32) * 128</code>
+
  | Specifies whether player and item frame icons are shown
 
  |-
 
  |-
  | On Ground
+
  |colspan="2"| Icon Count
  | Boolean
+
  |colspan="2"| VarInt
|  
+
  | Number of elements in the following array. Only present if "Tracking Position" is true.
  |}
 
 
 
==== Entity Position and Rotation ====
 
 
 
This packet is sent by the server when an entity rotates and moves. Since a short range is limited from -32768 to 32767, and movement is offset of fixed-point numbers, this packet allows at most 8 blocks movement in any direction. (<code>-32768 / (32 * 128) == -8</code>)
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="7"| 0x28
+
  |rowspan="6"| Icon
  |rowspan="7"| Play
+
  | Type
  |rowspan="7"| Client
+
  |rowspan="6"| Array
| Entity ID
+
  | VarInt enum
  | VarInt
+
  | See below
  |  
 
 
  |-
 
  |-
  | Delta X
+
  | X
  | Short
+
  | Byte
  | Change in X position as <code>(currentX * 32 - prevX * 32) * 128</code>
+
  | Map coordinates: -128 for furthest left, +127 for furthest right
 
  |-
 
  |-
  | Delta Y
+
  | Z
  | Short
+
  | Byte
  | Change in Y position as <code>(currentY * 32 - prevY * 32) * 128</code>
+
  | Map coordinates: -128 for highest, +127 for lowest
 
  |-
 
  |-
  | Delta Z
+
  | Direction
  | Short
+
  | Byte
  | Change in Z position as <code>(currentZ * 32 - prevZ * 32) * 128</code>
+
  | 0-15
 +
|-
 +
| Has Display Name
 +
| Boolean
 +
|
 +
|-
 +
| Display Name
 +
| Optional [[Chat]]
 +
| Only present if previous Boolean is true
 +
|-
 +
|colspan="2"| Columns
 +
|colspan="2"| Unsigned Byte
 +
| Number of columns updated
 +
|-
 +
|colspan="2"| Rows
 +
|colspan="2"| Optional Unsigned Byte
 +
| Only if Columns is more than 0; number of rows updated
 +
|-
 +
|colspan="2"| X
 +
|colspan="2"| Optional Byte
 +
| Only if Columns is more than 0; x offset of the westernmost column
 
  |-
 
  |-
  | Yaw
+
  |colspan="2"| Z
  | Angle
+
  |colspan="2"| Optional Byte
  | New angle, not a delta
+
  | Only if Columns is more than 0; z offset of the northernmost row
 
  |-
 
  |-
  | Pitch
+
  |colspan="2"| Length
  | Angle
+
  |colspan="2"| Optional VarInt
  | New angle, not a delta
+
  | Only if Columns is more than 0; length of the following array
 
  |-
 
  |-
  | On Ground
+
  |colspan="2"| Data
  | Boolean
+
  |colspan="2"| Optional Array of Unsigned Byte
  |  
+
  | Only if Columns is more than 0; see {{Minecraft Wiki|Map item format}}
 
  |}
 
  |}
  
==== Entity Rotation ====
+
For icons, a direction of 0 is a vertical icon and increments by 22.5&deg; (360/16).
  
This packet is sent by the server when an entity rotates.
+
Types are based off of rows and columns in <code>map_icons.png</code>:
  
 
{| class="wikitable"
 
{| class="wikitable"
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="4"| 0x29
+
  ! Icon type
  |rowspan="4"| Play
+
  ! Result
|rowspan="4"| Client
 
| Entity ID
 
| VarInt
 
|
 
 
  |-
 
  |-
  | Yaw
+
  | 0
  | Angle
+
  | White arrow (players)
| New angle, not a delta
 
 
  |-
 
  |-
  | Pitch
+
  | 1
  | Angle
+
  | Green arrow (item frames)
| New angle, not a delta
 
 
  |-
 
  |-
  | On Ground
+
  | 2
  | Boolean
+
  | Red arrow
|
 
|}
 
 
 
==== Entity Movement ====
 
 
 
This packet may be used to initialize an entity.
 
 
 
For player entities, either this packet or any move/look packet is sent every game tick. So the meaning of this packet is basically that the entity did not move/look since the last such packet.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  | 0x2A
+
  | 3
  | Play
+
  | Blue arrow
| Client
 
| Entity ID
 
| VarInt
 
|
 
|}
 
 
 
==== Vehicle Move (clientbound) ====
 
 
 
Note that all fields use absolute positioning and do not allow for relative positioning.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="5"| 0x2B
+
  | 4
|rowspan="5"| Play
+
  | White cross
|rowspan="5"| Client
 
| X
 
| Double
 
  | Absolute position (X coordinate)
 
 
  |-
 
  |-
  | Y
+
  | 5
  | Double
+
  | Red pointer
| Absolute position (Y coordinate)
 
 
  |-
 
  |-
  | Z
+
  | 6
  | Double
+
  | White circle (off-map players)
| Absolute position (Z coordinate)
 
 
  |-
 
  |-
  | Yaw
+
  | 7
  | Float
+
  | Small white circle (far-off-map players)
| Absolute rotation on the vertical axis, in degrees
 
 
  |-
 
  |-
  | Pitch
+
  | 8
  | Float
+
  | Mansion
| Absolute rotation on the horizontal axis, in degrees
 
|}
 
 
 
==== Open Book ====
 
 
 
Sent when a player right clicks with a signed book. This tells the client to open the book GUI.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  | 0x2C
+
  | 9
  | Play
+
  | Temple
| Client
 
| Hand
 
| VarInt enum
 
| 0: Main hand, 1: Off hand
 
|}
 
 
 
==== Open Window ====
 
 
 
This is sent to the client when it should open an inventory, such as a chest, workbench, or furnace. This message is not sent anywhere for clients opening their own inventory.  For horses, use [[#Open Horse Window|Open Horse Window]].
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="3"| 0x2D
+
  | 10
|rowspan="3"| Play
+
  | White Banner
|rowspan="3"| Client
 
| Window ID
 
| VarInt
 
  | A unique id number for the window to be displayed. Notchian server implementation is a counter, starting at 1.
 
 
  |-
 
  |-
  | Window Type
+
  | 11
  | VarInt
+
  | Orange Banner
  | The window type to use for display. Contained in the <code>minecraft:menu</code> regisry; see [[Inventory]] for the different values.
+
  |-
 +
| 12
 +
| Magenta Banner
 +
|-
 +
| 13
 +
| Light Blue Banner
 +
|-
 +
| 14
 +
| Yellow Banner
 +
|-
 +
| 15
 +
| Lime Banner
 +
|-
 +
| 16
 +
| Pink Banner
 +
|-
 +
| 17
 +
| Gray Banner
 +
|-
 +
| 18
 +
| Light Gray Banner
 +
|-
 +
| 19
 +
| Cyan Banner
 +
|-
 +
| 20
 +
| Purple Banner
 +
|-
 +
| 21
 +
| Blue Banner
 +
|-
 +
| 22
 +
| Brown Banner
 +
|-
 +
| 23
 +
| Green Banner
 +
|-
 +
| 24
 +
| Red Banner
 +
|-
 +
| 25
 +
| Black Banner
 
  |-
 
  |-
  | Window Title
+
  | 26
  | [[Chat]]
+
  | Treasure marker
| The title of the window
 
 
  |}
 
  |}
  
==== Open Sign Editor ====
+
==== Merchant Offers ====
  
Sent when the client has placed a sign and is allowed to send [[#Update Sign|Update Sign]].  There must already be a sign at the given location (which the client does not do automatically) - send a [[#Block Change|Block Change]] first.
+
The list of trades a villager NPC is offering.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,615: Line 3,537:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
  ! Field Type
+
  !colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x2E
+
  |rowspan="18"| 0x25
| Play
+
  |rowspan="18"| Play
  | Client
+
  |rowspan="18"| Client
| Location
 
| Position
 
|
 
|}
 
 
 
==== Craft Recipe Response ====
 
 
 
Response to the serverbound packet ([[#Craft Recipe Request|Craft Recipe Request]]), with the same recipe ID. Appears to be used to notify the UI.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x2F
+
  | colspan="2" | Window ID
  |rowspan="2"| Play
+
  | colspan="2" | VarInt
  |rowspan="2"| Client
+
  | The ID of the window that is open; this is an int rather than a byte.
| Window ID
 
| Byte
 
|
 
 
  |-
 
  |-
  | Recipe
+
  | colspan="2" | Size
  | Identifier
+
  | colspan="2" | Byte
| A recipe ID
+
  | The number of trades in the following array.
  |}
 
 
 
==== Player Abilities (clientbound) ====
 
 
 
The latter 2 floats are used to indicate the field of view and flying speed respectively, while the first byte is used to determine the value of 4 booleans.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="3"| 0x30
+
  | rowspan="11" | Trades
  |rowspan="3"| Play
+
  | Input item 1
  |rowspan="3"| Client
+
  | rowspan="11" | Array
  | Flags
+
  | [[Slot]]
  | Byte
+
  | The first item the player has to supply for this villager trade. The count of the item stack is the default "price" of this trade.
| Bit field, see below
 
 
  |-
 
  |-
  | Flying Speed
+
  | Output item
  | Float
+
  | [[Slot]]
  | 0.05 by default
+
  | The item the player will receive from this villager trade.
 +
|-
 +
| Has second item
 +
| Boolean
 +
| Whether there is a second item.
 +
|-
 +
| Input item 2
 +
| Optional [[Slot]]
 +
| The second item the player has to supply for this villager trade; only present if has a second item is true.
 +
|-
 +
| Trade disabled
 +
| Boolean
 +
| True if the trade is disabled; false if the trade is enabled.
 +
|-
 +
| Number of trade uses
 +
| Integer
 +
| Number of times the trade has been used so far. If equal to the maximum number of trades, the client will display a red X.
 +
|-
 +
| Maximum number of trade uses
 +
| Integer
 +
| Number of times this trade can be used before it's exhausted.
 +
|-
 +
| XP
 +
| Integer
 +
| Amount of XP the villager will earn each time the trade is used.
 +
|-
 +
| Special Price
 +
| Integer
 +
| Can be zero or negative. The number is added to the price when an item is discounted due to player reputation or other effects.
 
  |-
 
  |-
  | Field of View Modifier
+
  | Price Multiplier
 
  | Float
 
  | Float
  | Modifies the field of view, like a speed potion. A Notchian server will use the same value as the movement speed sent in the [[#Entity_Properties|Entity Properties]] packet, which defaults to 0.1 for players.
+
  | Can be low (0.05) or high (0.2). Determines how much demand, player reputation, and temporary effects will adjust the price.
|}
 
 
 
About the flags:
 
 
 
{| class="wikitable"
 
 
  |-
 
  |-
  ! Field
+
  | Demand
  ! Bit
+
  | Integer
 +
| If positive, causes the price to increase. Negative values seem to be treated the same as zero.
 
  |-
 
  |-
  | Invulnerable
+
  |colspan="2"| Villager level
  | 0x01
+
|colspan="2"| VarInt
 +
  | Appears on the trade GUI; meaning comes from the translation key <code>merchant.level.</code> + level.
 +
1: Novice, 2: Apprentice, 3: Journeyman, 4: Expert, 5: Master.
 
  |-
 
  |-
  | Flying
+
  |colspan="2"| Experience
  | 0x02
+
|colspan="2"| VarInt
 +
  | Total experience for this villager (always 0 for the wandering trader).
 
  |-
 
  |-
  | Allow Flying
+
  |colspan="2"| Is regular villager
  | 0x04
+
|colspan="2"| Boolean
 +
  | True if this is a regular villager; false for the wandering trader.  When false, hides the villager level and some other GUI elements.
 
  |-
 
  |-
  | Creative Mode (Instant Break)
+
  |colspan="2"| Can restock
  | 0x08
+
|colspan="2"| Boolean
 +
  | True for regular villagers and false for the wandering trader. If true, the "Villagers restock up to two times per day." message is displayed when hovering over disabled trades.
 
  |}
 
  |}
  
==== Combat Event ====
+
Modifiers can increase or decrease the number of items for the first input slot. The second input slot and the output slot never change the nubmer of items. The number of items may never be less than 1, and never more than the stack size. If special price and demand are both zero, only the default price is displayed. If either is non-zero, then the adjusted price is displayed next to the crossed-out default price. The adjusted prices is calculated as follows:
  
Originally used for metadata for twitch streaming circa 1.8. Now only used to display the game over screen (with enter combat and end combat completely ignored by the Notchain client)
+
Adjusted price = default price + floor(default price x multiplier x demand) + special price
 +
 
 +
[[File:1.14-merchant-slots.png|thumb|The merchant UI, for reference]]
 +
{{-}}
 +
 
 +
==== Update Entity Position ====
 +
 
 +
This packet is sent by the server when an entity moves less then 8 blocks; if an entity moves more than 8 blocks [[#Teleport Entity|Teleport Entity]] should be sent instead.
 +
 
 +
This packet allows at most 8 blocks movement in any direction, because short range is from -32768 to 32767. And <code>32768 / (128 * 32)</code> = 8.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,707: Line 3,634:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| 0x31
+
  |rowspan="5"| 0x26
  |rowspan="8"| Play
+
  |rowspan="5"| Play
  |rowspan="8"| Client
+
  |rowspan="5"| Client
  |colspan="2"| Event
+
  | Entity ID
| VarInt Enum
 
| Determines the layout of the remaining packet
 
|-
 
! Event
 
! Field Name
 
!
 
!
 
|-
 
| 0: enter combat
 
| ''no fields''
 
| ''no fields''
 
|
 
|-
 
|rowspan="2"| 1: end combat
 
| Duration
 
 
  | VarInt
 
  | VarInt
  | Length of the combat in ticks.
+
  |
 
  |-
 
  |-
  | Entity ID
+
  | Delta X
  | Int
+
  | Short
  | ID of the primary opponent of the ended combat, or -1 if there is no obvious primary opponent.
+
  | Change in X position as <code>(currentX * 32 - prevX * 32) * 128</code>.
 
  |-
 
  |-
  |rowspan="3"| 2: entity dead
+
  | Delta Y
| Player ID
+
  | Short
  | VarInt
+
  | Change in Y position as <code>(currentY * 32 - prevY * 32) * 128</code>.
  | Entity ID of the player that died (should match the client's entity ID).
 
 
  |-
 
  |-
  | Entity ID
+
  | Delta Z
  | Int
+
  | Short
  | The killing entity's ID, or -1 if there is no obvious killer.
+
  | Change in Z position as <code>(currentZ * 32 - prevZ * 32) * 128</code>.
 
  |-
 
  |-
  | Message
+
  | On Ground
  | [[Chat]]
+
  | Boolean
  | The death message
+
  |
 
  |}
 
  |}
  
==== Player Info ====
+
==== Update Entity Position and Rotation ====
  
Sent by the server to update the user list (<tab> in the client).
+
This packet is sent by the server when an entity rotates and moves. Since a short range is limited from -32768 to 32767, and movement is offset of fixed-point numbers, this packet allows at most 8 blocks movement in any direction. (<code>-32768 / (32 * 128) == -8</code>)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,759: Line 3,670:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="4"| Field Name
+
  ! Field Name
  !colspan="3"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="19"| 0x32
+
  |rowspan="7"| 0x27
  |rowspan="19"| Play
+
  |rowspan="7"| Play
  |rowspan="19"| Client
+
  |rowspan="7"| Client
  |colspan="4"| Action
+
  | Entity ID
  |colspan="3"| VarInt
+
  | VarInt
  | Determines the rest of the Player format after the UUID
+
  |
 
  |-
 
  |-
  |colspan="4"| Number Of Players
+
  | Delta X
  |colspan="3"| VarInt
+
  | Short
  | Number of elements in the following array
+
  | Change in X position as <code>(currentX * 32 - prevX * 32) * 128</code>.
 
  |-
 
  |-
  |rowspan="17"| Player
+
  | Delta Y
|colspan="3"| UUID
+
  | Short
  |rowspan="17"| Array
+
  | Change in Y position as <code>(currentY * 32 - prevY * 32) * 128</code>.
|colspan="2"| UUID
 
  |  
 
 
  |-
 
  |-
  ! Action
+
  | Delta Z
  !colspan="2"| Field Name
+
  | Short
  !colspan="2"|  
+
  | Change in Z position as <code>(currentZ * 32 - prevZ * 32) * 128</code>.
!
 
 
  |-
 
  |-
  |rowspan="10"| 0: add player
+
  | Yaw
|colspan="2"| Name
+
  | Angle
  |colspan="2"| String (16)
+
  | New angle, not a delta.
  |  
 
 
  |-
 
  |-
  |colspan="2"| Number Of Properties
+
  | Pitch
  |colspan="2"| VarInt
+
  | Angle
  | Number of elements in the following array
+
  | New angle, not a delta.
 
  |-
 
  |-
  |rowspan="4"| Property
+
  | On Ground
| Name
 
|rowspan="4"| Array
 
| String (32767)
 
|
 
|-
 
| Value
 
| String (32767)
 
|
 
|-
 
| Is Signed
 
 
  | Boolean
 
  | Boolean
  |  
+
  |
 +
|}
 +
 
 +
==== Update Entity Rotation ====
 +
 
 +
This packet is sent by the server when an entity rotates.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | Signature
+
  |rowspan="4"| 0x28
  | Optional String (32767)
+
|rowspan="4"| Play
  | Only if Is Signed is true
+
|rowspan="4"| Client
 +
| Entity ID
 +
  | VarInt
 +
  |
 
  |-
 
  |-
  |colspan="2"| Gamemode
+
  | Yaw
  |colspan="2"| VarInt
+
  | Angle
  |  
+
  | New angle, not a delta.
 
  |-
 
  |-
  |colspan="2"| Ping
+
  | Pitch
  |colspan="2"| VarInt
+
  | Angle
  | Measured in milliseconds
+
  | New angle, not a delta.
 
  |-
 
  |-
  |colspan="2"| Has Display Name
+
  | On Ground
|colspan="2"| Boolean
+
  | Boolean
|
+
  |
|-
 
|colspan="2"| Display Name
 
|colspan="2"| Optional [[Chat]]
 
| Only if Has Display Name is true
 
|-
 
| 1: update gamemode
 
|colspan="2"| Gamemode
 
|colspan="2"| VarInt
 
|
 
|-
 
| 2: update latency
 
|colspan="2"| Ping
 
|colspan="2"| VarInt
 
  | Measured in milliseconds
 
|-
 
|rowspan="2"| 3: update display name
 
|colspan="2"| Has Display Name
 
|colspan="2"| Boolean
 
|
 
|-
 
|colspan="2"| Display Name
 
|colspan="2"| Optional [[Chat]]
 
| Only send if Has Display Name is true
 
|-
 
| 4: remove player
 
|colspan="2"| ''no fields''
 
|colspan="2"| ''no fields''
 
  |  
 
 
  |}
 
  |}
  
The Property field looks as in the response of [[Mojang API#UUID -> Profile + Skin/Cape]], except of course using the protocol format instead of JSON. That is, each player will usually have one property with Name “textures” and Value being a base64-encoded JSON string as documented at [[Mojang API#UUID -> Profile + Skin/Cape]]. An empty properties array is also acceptable, and will cause clients to display the player with one of the two default skins depending on UUID.
+
==== Move Vehicle (clientbound) ====
  
Ping values correspond with icons in the following way:
+
Note that all fields use absolute positioning and do not allow for relative positioning.
* 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.
 
 
 
==== Face Player ====
 
 
 
Used to rotate the client player to face the given location or entity (for <code>/teleport [<targets>] <x> <y> <z> facing</code>).
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,875: Line 3,750:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| 0x33
+
  |rowspan="5"| 0x29
  |rowspan="8"| Play
+
  |rowspan="5"| Play
  |rowspan="8"| Client
+
  |rowspan="5"| Client
  |-
+
  | X
| Feet/eyes
 
| VarInt enum
 
| Values are feet=0, eyes=1.  If set to eyes, aims using the head position; otherwise aims using the feet position.
 
|-
 
| Target x
 
 
  | Double
 
  | Double
  | x coordinate of the point to face towards
+
  | Absolute position (X coordinate).
 
  |-
 
  |-
  | Target y
+
  | Y
 
  | Double
 
  | Double
  | y coordinate of the point to face towards
+
  | Absolute position (Y coordinate).
 
  |-
 
  |-
  | Target z
+
  | Z
 
  | Double
 
  | Double
  | z coordinate of the point to face towards
+
  | Absolute position (Z coordinate).
 
  |-
 
  |-
  | Is entity
+
  | Yaw
  | Boolean
+
  | Float
  | If true, additional information about an entity is provided.
+
  | Absolute rotation on the vertical axis, in degrees.
 
  |-
 
  |-
  | Entity ID
+
  | Pitch
  | Optional VarInt
+
  | Float
  | Only if is entity is true &mdash; the entity to face towards
+
  | Absolute rotation on the horizontal axis, in degrees.
|-
 
| Entity feet/eyes
 
| Optional VarInt enum
 
| Whether to look at the entity's eyes or feet.  Same values and meanings as before, just for the entity's head/feet.
 
 
  |}
 
  |}
  
If the entity given by entity ID cannot be found, this packet should be treated as if is entity was false.
+
==== Open Book ====
  
==== Player Position And Look (clientbound) ====
+
Sent when a player right clicks with a signed book. This tells the client to open the book GUI.
  
Updates the player's position on the server. This packet will also close the “Downloading Terrain” screen when joining/respawning.
+
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
| 0x2A
 +
| Play
 +
| Client
 +
| Hand
 +
| VarInt enum
 +
| 0: Main hand, 1: Off hand .
 +
|}
  
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?)”.
+
==== Open Screen ====
  
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”.
+
This is sent to the client when it should open an inventory, such as a chest, workbench, or furnace. This message is not sent anywhere for clients opening their own inventory. Resending this packet with already existing window id, will update the window title and window type without closing the window.
 
+
For horses, use [[#Open Horse Screen|Open Horse Screen]].
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.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,930: Line 3,807:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x34
+
  |rowspan="3"| 0x2B
  |rowspan="7"| Play
+
  |rowspan="3"| Play
  |rowspan="7"| Client
+
  |rowspan="3"| Client
  | X
+
  | Window ID
  | Double
+
  | VarInt
  | Absolute or relative position, depending on Flags
+
  | A unique id number for the window to be displayed. Notchian server implementation is a counter, starting at 1.
 
  |-
 
  |-
  | Y
+
  | Window Type
  | Double
+
  | VarInt
  | Absolute or relative position, depending on Flags
+
  | The window type to use for display. Contained in the <code>minecraft:menu</code> registry; see [[Inventory]] for the different values.
 
  |-
 
  |-
  | Z
+
  | Window Title
  | Double
+
  | [[Chat]]
| Absolute or relative position, depending on Flags
+
| The title of the window.
|-
 
| 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
 
| Bit field, see below
 
|-
 
| Teleport ID
 
| VarInt
 
| Client should confirm this packet with [[#Teleport Confirm|Teleport Confirm]] containing the same Teleport ID
 
 
  |}
 
  |}
  
About the Flags field:
+
==== Open Sign Editor ====
  
  <Dinnerbone> It's a bitfield, X/Y/Z/Y_ROT/X_ROT. If X is set, the x value is relative and not absolute.
+
Sent when the client has placed a sign and is allowed to send [[#Update Sign|Update Sign]]. There must already be a sign at the given location (which the client does not do automatically) - send a [[#Block Update|Block Update]] first.
 
 
{| class="wikitable"
 
|-
 
! Field
 
! Bit
 
|-
 
| X
 
| 0x01
 
|-
 
| Y
 
| 0x02
 
|-
 
| Z
 
| 0x04
 
|-
 
| Y_ROT
 
| 0x08
 
|-
 
| X_ROT
 
| 0x10
 
|}
 
 
 
==== Unlock Recipes ====
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,997: Line 3,835:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="14"| 0x35
+
  | 0x2C
  |rowspan="14"| Play
+
  | Play
  |rowspan="14"| Client
+
  | Client
  |-
+
  | Location
| Action
+
  | Position
| VarInt
 
| 0: init, 1: add, 2: remove
 
|-
 
| 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 Furance Recipe Book Open
 
| Boolean
 
| If true, then the blast furnace recipe book will be open when the player opens its inventory.
 
|-
 
| Blast Furance 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.
 
|-
 
| Array size 1
 
| VarInt
 
| Number of elements in the following array
 
|-
 
| Recipe IDs
 
| Array of Identifier
 
|
 
|-
 
| Array size 2
 
| Optional VarInt
 
| Number of elements in the following array, only present if mode is 0 (init)
 
|-
 
| Recipe IDs
 
  | Optional Array of Identifier, only present if mode is 0 (init)
 
 
  |
 
  |
 
  |}
 
  |}
Action:
 
* 0 (init) = All the recipes in the list 2 will added to the recipe book. All the recipes in list 1 will be tagged as displayed, recipes that aren't tagged will be shown in the notification.
 
* 1 (add) = All the recipes in the list are added and their icon will be shown in the notification.
 
* 2 (remove) = Remove all the recipes in the list. This allows them to re-displayed when they are readded.
 
  
==== Destroy Entities ====
+
==== Ping (play) ====
  
Sent by the server when a list of entities is to be destroyed on the client.
+
Packet is not used by the Notchian server. When sent to the client, client responds with a [[#Pong (play)|Pong]] packet with the same id.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,070: Line 3,855:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x36
+
  | 0x2D
  |rowspan="2"| Play
+
  | Play
  |rowspan="2"| Client
+
  | Client
  | Count
+
  | ID
| VarInt
+
  | Int
| Number of elements in the following array
+
  |
|-
 
| Entity IDs
 
  | Array of VarInt
 
  | The list of entities of destroy
 
 
  |}
 
  |}
  
==== Remove Entity Effect ====
+
==== 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 4,092: Line 3,875:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x37
+
  |rowspan="2"| 0x2E
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Entity ID
+
  | Window ID
  | VarInt
+
  | Byte
  |  
+
  |
 
  |-
 
  |-
  | Effect ID
+
  | Recipe
  | Byte
+
  | Identifier
  | See {{Minecraft Wiki|Status effect#List of effects|this table}}
+
  | A recipe ID.
 
  |}
 
  |}
  
==== Resource Pack Send ====  
+
==== Player Abilities (clientbound) ====
 +
 
 +
The latter 2 floats are used to indicate the field of view and flying speed respectively, while the first byte is used to determine the value of 4 booleans.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,114: Line 3,899:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x38
+
  |rowspan="3"| 0x2F
  |rowspan="2"| Play
+
  |rowspan="3"| Play
  |rowspan="2"| Client
+
  |rowspan="3"| Client
  | URL
+
  | Flags
  | String (32767)
+
  | Byte
  | The URL to the resource pack.
+
  | Bit field, see below.
 +
|-
 +
| Flying Speed
 +
| Float
 +
| 0.05 by default.
 
  |-
 
  |-
  | Hash
+
  | Field of View Modifier
  | String (40)
+
  | Float
  | A 40 character hexadecimal and lowercase [[wikipedia:SHA-1|SHA-1]] hash of the resource pack file. (must be lower case in order to work)<br />If it's not a 40 character hexadecimal string, the client will not use it for hash verification and likely waste bandwidth — but it will still treat it as a unique id
+
  | Modifies the field of view, like a speed potion. A Notchian server will use the same value as the movement speed sent in the [[#Update Attributes|Update Attributes]] packet, which defaults to 0.1 for players.
 
  |}
 
  |}
  
==== Respawn ====
+
About the flags:
 
 
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"
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="8"| 0x39
+
  ! Field
  |rowspan="8"| Play
+
  ! Bit
  |rowspan="8"| Client
+
  |-
  | Dimension
+
  | Invulnerable
  | [[NBT|NBT Tag Compound]]
+
  | 0x01
| |Valid dimensions are defined per dimension registry sent in [[#Join Game|Join Game]]
 
 
  |-
 
  |-
  | World Name
+
  | Flying
  | Identifier
+
  | 0x02
| Name of the world being spawned into
 
 
  |-
 
  |-
  | Hashed seed
+
  | Allow Flying
  | Long
+
  | 0x04
| First 8 bytes of the SHA-256 hash of the world's seed.
 
|-
 
| Gamemode
 
| Unsigned Byte
 
| 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included
 
|-
 
| Previous Gamemode
 
| Unsigned Byte
 
| 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included. The previous gamemode. (More information needed)
 
 
  |-
 
  |-
  | Is Debug
+
  | Creative Mode (Instant Break)
| Boolean
+
  | 0x08
| True if the world is a {{Minecraft Wiki|debug mode}} world; debug mode worlds cannot be modified and have predefined blocks
 
|-
 
| Is Flat
 
| 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
 
|-
 
| Copy metadata
 
| Boolean
 
| If false, metadata is reset on the respawned player entity.  Set to true for dimension changes (including the dimension change triggered by sending client status perform respawn to exit the end poem/credits), and false for normal respawns.
 
 
  |}
 
  |}
  
{{Need Info|Does the new World Name field resolve this same-dimension issue?}}
+
==== Player Chat Message ====
  
{{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).
+
Identifying the difference between Chat/System Message is important as it helps respect the user's chat visibility options.
 
 
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.}}
 
 
 
==== Entity Head Look ====
 
 
 
Changes the direction an entity's head is facing.
 
 
 
While sending the Entity Look packet changes the vertical rotation of the head, sending this packet appears to be necessary to rotate the head horizontally.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,194: Line 3,947:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x3A
+
  |rowspan="12"| 0x30
  |rowspan="2"| Play
+
  |rowspan="12"| Play
  |rowspan="2"| Client
+
  |rowspan="12"| Client
  | Entity ID
+
  | Signed Chat Content
 +
| [[Chat]]
 +
| Player message, this could either be the player typed message or the server previewed message if it was signed by the client. Not modifiable by the server without invalidating the sigature.
 +
|-
 +
| Has Unsigned Chat Content
 +
| Boolean
 +
|
 +
|-
 +
| Unsigned Chat Content
 +
| [[Chat]]
 +
| Server modifiable message.
 +
The client will prefer to choose this UNLESS show only secure chat is enabled on the client or has unsigned chat content is false. If these conditions are met, it will instead use the signed chat content.
 +
|-
 +
| Type
 
  | VarInt
 
  | VarInt
  |  
+
  | Registered on the server, sent to the client.
 +
Default: 0: chat (chat box), 1: system message (chat box), 2: game info (above hotbar), 3: say command, 4: msg command, 5: team msg command, 6: emote command, 7: tellraw command
 
  |-
 
  |-
  | Head Yaw
+
  | Sender UUID
  | Angle
+
  | UUID
  | New angle, not a delta
+
  | Used by the Notchian client for the disableChat launch option. Setting both longs to 0 will always display the message regardless of the setting.
|}
 
 
==== Multi Block Change ====
 
 
 
Fired whenever 2 or more blocks are changed within the same chunk on the same tick.
 
 
 
{{Warning|Changing blocks in chunks not loaded by the client is unsafe (see note on [[#Block Change|Block Change]]).}}
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="4"| 0x3B
+
  | Sender Display Name
|rowspan="4"| Play
+
  | [[Chat]]
|rowspan="4"| Client
+
  | This can be modified without disrupting the message signature.
| Chunk section position
 
  | Long
 
  | Chunk section coordinate (encoded chunk x and z with each 22 bits, and section y with 20 bits, from left to right)
 
 
  |-
 
  |-
  |  
+
  | Has Sender Team Name
 
  | Boolean
 
  | Boolean
| Always inverse the preceding Update Light packet's "Trust Edges" bool
 
 
  |
 
  |
 
  |-
 
  |-
  | Blocks array size
+
  | Sender Team Name
 +
| [[Chat]]
 +
| Used in the team_name decorator parameter.
 +
|-
 +
| Timestamp
 +
| Long
 +
| Represents the time the message was signed, used to check if the message was received within 2 minutes of it being sent.
 +
|-
 +
| Salt
 +
| Long
 +
| Cryptography, used for validating the message signature.
 +
|-
 +
| Signature Length
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array
+
  | Array Length
 
  |-
 
  |-
  | Blocks
+
  | Message Signature
  | Array of VarLong
+
  | Bytes
  | Each entry is composed of the block id, shifted right by 12, and the relative block position in the chunk section (4 bits for x, z, and y, from left to right).
+
  | Cryptography, the signature consists of the Sender UUID, Timestamp and Original Chat Content. Modifying any of these values in the packet will cause this signature to fail.
 
  |}
 
  |}
 +
[[File:MinecraftChat.drawio4.png|thumb|Player Chat Handling Logic]]
  
Chunk section position is encoded:
+
==== End Combat ====
<syntaxhighlight lang="java">
 
((sectionX & 0x3FFFFF) << 42) | (sectionY & 0xFFFFF) | ((sectionZ & 0x3FFFFF) << 20);
 
</syntaxhighlight>
 
and decoded:
 
<syntaxhighlight lang="java">
 
sectionX = long >> 42;
 
sectionY = long << 44 >> 44;
 
sectionZ = long << 22 >> 42;
 
</syntaxhighlight>
 
 
 
Blocks are encoded:
 
<syntaxhighlight lang="java">
 
blockRawId << 12 | (blockLocalX << 8 | blockLocalY << 4 | blockLocalZ)
 
//Uses the local position of the given block position relative to its respective chunk section
 
</syntaxhighlight>
 
  
==== Select Advancement Tab ====
+
Unused by the Notchain client. This data was once used for twitch.tv metadata circa 1.8.f
 
 
Sent by the server to indicate that the client should switch advancement tab. Sent either when the client switches tab in the GUI or when an advancement in another tab is made.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,270: Line 4,014:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x3C
+
  |rowspan="2"| 0x31
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Has id
+
  | Duration
  | Boolean
+
  | VarInt
  | Indicates if the next field is present
+
  | Length of the combat in ticks.
 
  |-
 
  |-
  | Optional Identifier
+
  | Entity ID
  | String (32767)
+
  | Int
  | See below
+
  | ID of the primary opponent of the ended combat, or -1 if there is no obvious primary opponent.
 
  |}
 
  |}
  
The Identifier can be one of the following:
+
==== Enter Combat ====
 +
 
 +
Unused by the Notchain client.  This data was once used for twitch.tv metadata circa 1.8.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Optional Identifier
+
  ! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | minecraft:story/root
+
  |rowspan="1"| 0x32
|-
+
  |rowspan="1"| Play
  | minecraft:nether/root
+
  |rowspan="1"| Client
|-
+
  |colspan="3"| ''no fields''
  | minecraft:end/root
 
|-
 
  | minecraft:adventure/root
 
|-
 
| minecraft:husbandry/root
 
 
  |}
 
  |}
  
If no or an invalid identifier is sent, the client will switch to the first tab in the GUI.
+
==== Combat Death ====
  
==== World Border ====
+
Used to send a respawn screen.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,306: Line 4,052:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="18"| 0x3D
+
  |rowspan="3"| 0x33
  |rowspan="18"| Play
+
  |rowspan="3"| Play
  |rowspan="18"| Client
+
  |rowspan="3"| Client
  |colspan="2"| Action
+
  | Player ID
  | VarInt Enum
+
  | VarInt
  | Determines the format of the rest of the packet
+
  | Entity ID of the player that died (should match the client's entity ID).
 
  |-
 
  |-
  ! Action
+
  | Entity ID
  ! Field Name
+
  | Int
  !
+
  | The killer entity's ID, or -1 if there is no obvious killer.
!
 
 
  |-
 
  |-
  | 0: set size
+
  | Message
  | Diameter
+
  | [[Chat]]
  | Double
+
  | The death message.
  | Length of a single side of the world border, in meters
+
  |}
|-
+
 
|rowspan="3"| 1: lerp size
+
==== Player Info ====
  | Old Diameter
+
 
  | Double
+
Sent by the server to update the user list (<tab> in the client).
  | Current length of a single side of the world border, in meters
+
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
! State
 +
! Bound To
 +
!colspan="4"| Field Name
 +
  !colspan="3"| Field Type
 +
  ! Notes
 
  |-
 
  |-
  | New Diameter
+
  |rowspan="25"| 0x34
  | Double
+
  |rowspan="25"| Play
  | Target length of a single side of the world border, in meters
+
  |rowspan="25"| Client
 +
|colspan="4"| Action
 +
|colspan="3"| VarInt
 +
| Determines the rest of the Player format after the UUID.
 
  |-
 
  |-
  | Speed
+
  |colspan="4"| Number Of Players
  | VarLong
+
  |colspan="3"| VarInt
  | Number of real-time ''milli''seconds until New Diameter is reached. It appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0.
+
  | Number of elements in the following array.
 
  |-
 
  |-
  |rowspan="2"| 2: set center
+
  |rowspan="23"| Player
  | X
+
  |colspan="3"| UUID
  | Double
+
  |rowspan="23"| Array
  |  
+
|colspan="2"| UUID
 +
  |
 
  |-
 
  |-
  | Z
+
  ! Action
  | Double
+
!colspan="2"| Field Name
  |
+
  !colspan="2"|
 +
  !
 
  |-
 
  |-
  |rowspan="8"| 3: initialize
+
  |rowspan="16"| 0: add player
  | X
+
  |colspan="2"| Name
  | Double
+
  |colspan="2"| String (16)
  |  
+
  |
 
  |-
 
  |-
  | Z
+
  |colspan="2"| Number Of Properties
  | Double
+
  |colspan="2"| VarInt
  |  
+
  | Number of elements in the following array.
 
  |-
 
  |-
  | Old Diameter
+
  |rowspan="4"| Property
  | Double
+
| Name
  | Current length of a single side of the world border, in meters
+
|rowspan="4"| Array
 +
  | String (32767)
 +
  |
 
  |-
 
  |-
  | New Diameter
+
  | Value
  | Double
+
  | String (32767)
  | Target length of a single side of the world border, in meters
+
  |
 
  |-
 
  |-
  | Speed
+
  | Is Signed
  | VarLong
+
  | Boolean
  | Number of real-time ''milli''seconds until New Diameter is reached. It appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0.
+
  |
 
  |-
 
  |-
  | Portal Teleport Boundary
+
  | Signature
  | VarInt
+
  | Optional String (32767)
  | Resulting coordinates from a portal teleport are limited to ±value. Usually 29999984.
+
  | Only if Is Signed is true.
 
  |-
 
  |-
  | Warning Time
+
  |colspan="2"| Gamemode
  | VarInt
+
  |colspan="2"| VarInt
  | In seconds as set by <code>/worldborder warning time</code>
+
  |
 
  |-
 
  |-
  | Warning Blocks
+
  |colspan="2"| Ping
  | VarInt
+
  |colspan="2"| VarInt
  | In meters
+
  | Measured in milliseconds.
 
  |-
 
  |-
  | 4: set warning time
+
  |colspan="2"| Has Display Name
  | Warning Time
+
  |colspan="2"| Boolean
| VarInt
+
  |
  | In seconds as set by <code>/worldborder warning time</code>
 
 
  |-
 
  |-
  | 5: set warning blocks
+
  |colspan="2"| Display Name
| Warning Blocks
+
  |colspan="2"| Optional [[Chat]]
| VarInt
+
  | Only if Has Display Name is true.
| In meters
 
  |}
 
 
 
The Notchian client determines how solid to display the warning by comparing to whichever is higher, the warning distance or whichever is lower, the distance from the current diameter to the target diameter or the place the border will be after warningTime seconds. In pseudocode:
 
 
 
<syntaxhighlight lang="java">
 
distance = max(min(resizeSpeed * 1000 * warningTime, abs(targetDiameter - currentDiameter)), warningDistance);
 
if (playerDistance < distance) {
 
    warning = 1.0 - playerDistance / distance;
 
} else {
 
    warning = 0.0;
 
}
 
</syntaxhighlight>
 
 
 
==== Camera ====
 
 
 
Sets the entity that the player renders from. This is normally used when the player left-clicks an entity while in spectator mode.
 
 
 
The player's camera will move with the entity and look where it is looking. The entity is often another player, but can be any type of entity. The player is unable to move this entity (move packets will act as if they are coming from the other entity).
 
 
 
If the given entity is not loaded by the player, this packet is ignored.  To return control to the player, send this packet with their entity ID.
 
 
 
The Notchian server resets this (sends it back to the default entity) whenever the spectated entity is killed or the player sneaks, but only if they were spectating an entity. It also sends this packet whenever the player switches out of spectator mode (even if they weren't spectating an entity).
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  | 0x3E
+
  |colspan="2"| Has Sig Data
  | Play
+
|colspan="2"| Boolean
  | Client
+
| Whether or not the next 5 fields should be sent.
  | Camera ID
+
|-
  | VarInt
+
|colspan="2"| Timestamp
  | ID of the entity to set the client's camera to
+
|colspan="2"| Long
 +
| When the key data will expire.
 +
|-
 +
|colspan="2"| Public Key Length
 +
|colspan="2"| VarInt
 +
| Length of Public Key. Optional.
 +
|-
 +
  |colspan="2"| Public Key
 +
  |colspan="2"| Byte Array
 +
  | The encoded bytes of the public key the client received from Mojang.
 +
  |-
 +
|colspan="2"| Signature Length
 +
|colspan="2"| VarInt
 +
  | Length of Signature.
 +
|-
 +
|colspan="2"| Signature
 +
|colspan="2"| Byte Array
 +
| The bytes of the public key signature the client received from Mojang.
 +
|-
 +
| 1: update gamemode
 +
|colspan="2"| Gamemode
 +
|colspan="2"| VarInt
 +
|
 +
|-
 +
| 2: update latency
 +
|colspan="2"| Ping
 +
|colspan="2"| VarInt
 +
| Measured in milliseconds.
 +
|-
 +
|rowspan="2"| 3: update display name
 +
|colspan="2"| Has Display Name
 +
|colspan="2"| Boolean
 +
|
 +
|-
 +
|colspan="2"| Display Name
 +
|colspan="2"| Optional [[Chat]]
 +
| Only send if Has Display Name is true.
 +
|-
 +
| 4: remove player
 +
|colspan="2"| ''no fields''
 +
|colspan="2"| ''no fields''
 +
|
 
  |}
 
  |}
  
The notchian also loads certain shaders for given entities:
+
The Property field looks as in the response of [[Mojang API#UUID -> Profile + Skin/Cape]], except of course using the protocol format instead of JSON. That is, each player will usually have one property with Name “textures” and Value being a base64-encoded JSON string as documented at [[Mojang API#UUID -> Profile + Skin/Cape]]. An empty properties array is also acceptable, and will cause clients to display the player with one of the two default skins depending on UUID.
  
* Creeper &rarr; <code>shaders/post/creeper.json</code>
+
Ping values correspond with icons in the following way:
* Spider (and cave spider) &rarr; <code>shaders/post/spider.json</code>
+
* A ping that negative (i.e. not known to the server yet) will result in the no connection icon.
* Enderman &rarr; <code>shaders/post/invert.json</code>
+
* A ping under 150 milliseconds will result in 5 bars
* Anything else &rarr; the current shader is unloaded
+
* 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.
  
==== Held Item Change (clientbound) ====
+
==== Look At ====
  
Sent to change the player's slot selection.
+
Used to rotate the client player to face the given location or entity (for <code>/teleport [<targets>] <x> <y> <z> facing</code>).
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,449: Line 4,220:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x3F
+
  |rowspan="8"| 0x35
  | Play
+
  |rowspan="8"| Play
  | Client
+
  |rowspan="8"| Client
  | Slot
+
  |-
  | Byte
+
| Feet/eyes
  | The slot which the player has selected (0–8)
+
| VarInt enum
 +
| Values are feet=0, eyes=1.  If set to eyes, aims using the head position; otherwise aims using the feet position.
 +
|-
 +
| Target x
 +
| Double
 +
| x coordinate of the point to face towards.
 +
|-
 +
| Target y
 +
| Double
 +
  | y coordinate of the point to face towards.
 +
  |-
 +
| Target z
 +
| Double
 +
| z coordinate of the point to face towards.
 +
|-
 +
| Is entity
 +
| Boolean
 +
| If true, additional information about an entity is provided.
 +
|-
 +
| Entity ID
 +
| Optional VarInt
 +
| Only if is entity is true &mdash; the entity to face towards.
 +
|-
 +
| Entity feet/eyes
 +
| Optional VarInt enum
 +
| Whether to look at the entity's eyes or feet.  Same values and meanings as before, just for the entity's head/feet.
 
  |}
 
  |}
  
==== Update View Position ====
+
If the entity given by entity ID cannot be found, this packet should be treated as if is entity was false.
  
{{Need Info|Why is this even needed?  Is there a better name for it?  My guess is that it's something to do with logical behavior with latency, but it still seems weird.}}
+
==== Synchronize Player Position ====
  
Updates the client's location. This is used to determine what chunks should remain loaded and if a chunk load should be ignored; chunks outside of the view distance may be unloaded.
+
Updates the player's position on the server. This packet will also close the “Downloading Terrain” screen when joining/respawning.
  
Sent whenever the player moves across a chunk border horizontally, and also (according to testing) for any integer change in the vertical axis, even if it doesn't go across a chunk section border.
+
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?).
  
{| class="wikitable"
+
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”.
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x40
 
|rowspan="2"| Play
 
|rowspan="2"| Client
 
| Chunk X
 
| VarInt
 
| Chunk X coordinate of the player's position
 
|-
 
| Chunk Z
 
| VarInt
 
| Chunk Z coordinate of the player's position
 
|}
 
  
==== Update View Distance ====
+
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.
  
Sent by the integrated singleplayer server when changing render distance.  Does not appear to be used by the dedicated server, as <code>view-distance</code> in server.properties cannot be changed at runtime.
+
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 4,497: Line 4,275:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x41
+
  |rowspan="8"| 0x36
  | Play
+
  |rowspan="8"| Play
  | Client
+
  |rowspan="8"| Client
  | View Distance
+
  | 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.
 +
|-
 +
| 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
 +
| Bit field, see below.
 +
|-
 +
| Teleport ID
 
  | VarInt
 
  | VarInt
  | Render distance (2-32)
+
  | Client should confirm this packet with [[#Accept Teleportation|Accept Teleportation]] containing the same Teleport ID.
 +
|-
 +
| Dismount Vehicle
 +
| Boolean
 +
| True if the player should dismount their vehicle.
 
  |}
 
  |}
 
==== Spawn Position ====
 
  
Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.
+
About the Flags field:
 +
 
 +
<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
 +
|}
 +
 
 +
==== Update Recipe Book ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,517: Line 4,346:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x42
+
  |rowspan="14"| 0x37
  | Play
+
  |rowspan="14"| Play
  | Client
+
  |rowspan="14"| Client
  | Location
+
  |-
  | Position
+
| Action
  | Spawn location
+
| VarInt
 +
| 0: init, 1: add, 2: remove.
 +
|-
 +
| 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.
 +
|-
 +
| Array size 1
 +
| VarInt
 +
| Number of elements in the following array.
 +
|-
 +
| Recipe IDs
 +
| Array of Identifier
 +
|
 +
|-
 +
| Array size 2
 +
| Optional VarInt
 +
| Number of elements in the following array, only present if mode is 0 (init).
 +
|-
 +
| Recipe IDs
 +
  | Optional Array of Identifier
 +
  | Only present if mode is 0 (init)
 
  |}
 
  |}
 +
Action:
 +
* 0 (init) = All the recipes in list 1 will be tagged as displayed, and all the recipes in list 2 will be added to the recipe book. Recipes that aren't tagged will be shown in the notification.
 +
* 1 (add) = All the recipes in the list are added to the recipe book and their icons will be shown in the notification.
 +
* 2 (remove) = Remove all the recipes in the list. This allows them to be re-displayed when they are re-added.
  
==== Display Scoreboard ====
+
==== Remove Entities ====
  
This is sent to the client when it should display a scoreboard.
+
Sent by the server when an entity is to be destroyed on the client.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,537: Line 4,419:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x43
+
  |rowspan="2"| 0x38
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Position
+
  | Count
  | Byte
+
  | VarInt
  | The position of the scoreboard. 0: list, 1: sidebar, 2: below name, 3 - 18: team specific sidebar, indexed as 3 + team color.
+
  | Number of elements in the following array.
 
  |-
 
  |-
  | Score Name
+
  | Entity IDs
  | String (16)
+
  | Array of VarInt
  | The unique name for the scoreboard to be displayed.
+
  | The list of entities to destroy.
 
  |}
 
  |}
  
==== Entity Metadata ====
+
==== Remove Entity Effect ====
 
 
Updates one or more [[Entities#Entity Metadata Format|metadata]] properties for an existing entity. Any properties not included in the Metadata field are left unchanged.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,561: Line 4,441:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x44
+
  |rowspan="2"| 0x39
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
 
  | Entity ID
 
  | Entity ID
 
  | VarInt
 
  | VarInt
  |  
+
  |
 
  |-
 
  |-
  | Metadata
+
  | Effect ID
  | [[Entities#Entity Metadata Format|Entity Metadata]]
+
  | VarInt
  |  
+
  | See {{Minecraft Wiki|Status effect#Effect IDs|this table}}.
 
  |}
 
  |}
  
==== Attach Entity ====
+
==== Resource Pack (clientbound) ====
 
 
This packet is sent when an entity has been {{Minecraft Wiki|Lead|leashed}} to another entity.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,585: Line 4,463:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x45
+
  |rowspan="5"| 0x3A
  |rowspan="2"| Play
+
  |rowspan="5"| Play
  |rowspan="2"| Client
+
  |rowspan="5"| Client
  | Attached Entity ID
+
  | URL
  | Int
+
  | String (32767)
  | Attached entity's EID
+
  | The URL to the resource pack.
 +
|-
 +
| Hash
 +
| String (40)
 +
| A 40 character hexadecimal and lowercase [[wikipedia:SHA-1|SHA-1]] hash of the resource pack file. (must be lower case in order to work)<br />If it's not a 40 character hexadecimal string, the client will not use it for hash verification and likely waste bandwidth — but it will still treat it as a unique id
 +
|-
 +
| Forced
 +
| Boolean
 +
| The notchian client will be forced to use the resource pack from the server. If they decline they will be kicked from the server.
 +
|-
 +
| Has Prompt Message
 +
| Boolean
 +
| <code>true</code> If the next field will be sent <code>false</code> otherwise. When <code>false</code>, this is the end of the packet
 
  |-
 
  |-
  | Holding Entity ID
+
  | Prompt Message
  | Int
+
  | Optional [[Chat]]
  | ID of the entity holding the lead. Set to -1 to detach.
+
  | This is shown in the prompt making the client accept or decline the resource pack.
 
  |}
 
  |}
  
==== Entity Velocity ====
+
==== Respawn ====
  
Velocity is believed to be in units of 1/8000 of a block per server tick (50ms); for example, -1343 would move (-1343 / 8000) = −0.167875 blocks per tick (or −3,3575 blocks per second).
+
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 4,609: Line 4,499:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x46
+
  |rowspan="11"| 0x3B
  |rowspan="4"| Play
+
  |rowspan="11"| Play
  |rowspan="4"| Client
+
  |rowspan="11"| Client
  | Entity ID
+
  | Dimension Type
  | VarInt
+
  | Identifier
  |  
+
  | Valid dimensions are defined per dimension registry sent in [[#Login (play)|Login (play)]]
 
  |-
 
  |-
  | Velocity X
+
  | Dimension Name
  | Short
+
  | Identifier
  | Velocity on the X axis
+
  | Name of the dimension being spawned into.
 
  |-
 
  |-
  | Velocity Y
+
  | Hashed seed
  | Short
+
  | Long
  | Velocity on the Y axis
+
  | First 8 bytes of the SHA-256 hash of the world's seed. Used client side for biome noise
 
  |-
 
  |-
  | Velocity Z
+
  | Gamemode
  | Short
+
  | Unsigned Byte
  | Velocity on the Z axis
+
  | 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included
  |}
+
|-
 
+
| Previous Gamemode
==== Entity Equipment ====
+
| Unsigned Byte
 
+
  | -1: null 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included. The previous gamemode. (More information needed)
{| class="wikitable"
+
|-
  ! Packet ID
+
| Is Debug
  ! State
+
| Boolean
  ! Bound To
+
| True if the world is a {{Minecraft Wiki|debug mode}} world; debug mode worlds cannot be modified and have predefined blocks.
  !colspan="2"| Field Name
+
  |-
  !colspan="2"| Field Type
+
  | Is Flat
  ! Notes
+
  | 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.
 +
|-
 +
| Copy metadata
 +
  | Boolean
 +
  | If false, metadata is reset on the respawned player entity.  Set to true for dimension changes (including the dimension change triggered by sending client status perform respawn to exit the end poem/credits), and false for normal respawns.
 
  |-
 
  |-
  |rowspan="3"| 0x47
+
  | Has death location
|rowspan="3"| Play
+
  | Boolean
|rowspan="3"| Client
+
  | If true, then the next two fields are present.
  |colspan="2"| Entity ID
 
|colspan="2"| VarInt
 
  | Entity's EID
 
 
  |-
 
  |-
  |rowspan="2"| Equipment
+
  | Death dimension Name
| Slot
+
  | Identifier
|rowspan="2"| Array
+
  | Name of the dimension the player died in.
  | Byte Enum
 
  | Equipment slot. 0: main hand, 1: off hand, 2–5: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet).  Also has the top bit set if another entry follows, and otherwise unset if this is the last item in the array.
 
 
  |-
 
  |-
  | Item
+
  | Death location
  | [[Slot Data|Slot]]
+
  | Position
  |
+
  | The location that the player died at.
 
  |}
 
  |}
  
==== Set Experience ====
+
{{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).
 +
 
 +
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 Head Rotation ====
 +
 
 +
Changes the direction an entity's head is facing.
  
Sent by the server when the client should change experience levels.
+
While sending the Entity Look packet changes the vertical rotation of the head, sending this packet appears to be necessary to rotate the head horizontally.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,669: Line 4,565:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x48
+
  |rowspan="2"| 0x3C
  |rowspan="3"| Play
+
  |rowspan="2"| Play
  |rowspan="3"| Client
+
  |rowspan="2"| Client
  | Experience bar
+
  | Entity ID
| Float
 
| Between 0 and 1
 
|-
 
| Level
 
 
  | VarInt
 
  | VarInt
  |  
+
  |
 
  |-
 
  |-
  | Total Experience
+
  | Head Yaw
  | VarInt
+
  | Angle
  | See {{Minecraft Wiki|Experience#Leveling up}} on the Minecraft Wiki for Total Experience to Level conversion
+
  | New angle, not a delta.
 
  |}
 
  |}
  
==== Update Health ====
+
==== Update Section Blocks ====
  
Sent by the server to update/set the health of the player it is sent to.
+
Fired whenever 2 or more blocks are changed within the same chunk on the same tick.
  
Food {{Minecraft Wiki|Food#Hunger vs. Saturation|saturation}} acts as a food “overcharge”. Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.
+
{{Warning|Changing blocks in chunks not loaded by the client is unsafe (see note on [[#Block Update|Block Update]]).}}
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,699: Line 4,591:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x49
+
  |rowspan="4"| 0x3D
  |rowspan="3"| Play
+
  |rowspan="4"| Play
  |rowspan="3"| Client
+
  |rowspan="4"| Client
  | Health
+
  | Chunk section position
  | Float
+
  | Long
  | 0 or less = dead, 20 = full HP
+
  | Chunk section coordinate (encoded chunk x and z with each 22 bits, and section y with 20 bits, from left to right).
 +
|-
 +
|
 +
| Boolean
 +
| Always inverse the preceding Update Light packet's "Trust Edges" bool
 
  |-
 
  |-
  | Food
+
  | Blocks array size
 
  | VarInt
 
  | VarInt
  | 0–20
+
  | Number of elements in the following array.
  |-  
+
  |-
  | Food Saturation
+
  | Blocks
  | Float
+
  | Array of VarLong
  | Seems to vary from 0.0 to 5.0 in integer increments
+
  | Each entry is composed of the block state id, shifted left by 12, and the relative block position in the chunk section (4 bits for x, z, and y, from left to right).
 
  |}
 
  |}
  
==== Scoreboard Objective ====
+
Chunk section position is encoded:
 +
<syntaxhighlight lang="java">
 +
((sectionX & 0x3FFFFF) << 42) | (sectionY & 0xFFFFF) | ((sectionZ & 0x3FFFFF) << 20);
 +
</syntaxhighlight>
 +
and decoded:
 +
<syntaxhighlight lang="java">
 +
sectionX = long >> 42;
 +
sectionY = long << 44 >> 44;
 +
sectionZ = long << 22 >> 42;
 +
</syntaxhighlight>
 +
 
 +
Blocks are encoded:
 +
<syntaxhighlight lang="java">
 +
blockStateId << 12 | (blockLocalX << 8 | blockLocalZ << 4 | blockLocalY)
 +
//Uses the local position of the given block position relative to its respective chunk section
 +
</syntaxhighlight>
  
This is sent to the client when it should create a new {{Minecraft Wiki|scoreboard}} objective or remove one.
+
==== Select Advancements Tab ====
 +
 
 +
Sent by the server to indicate that the client should switch advancement tab. Sent either when the client switches tab in the GUI or when an advancement in another tab is made.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,727: Line 4,640:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x4A
+
  |rowspan="2"| 0x3E
  |rowspan="4"| Play
+
  |rowspan="2"| Play
  |rowspan="4"| Client
+
  |rowspan="2"| Client
  | Objective Name
+
  | Has id
  | String (16)
+
  | Boolean
  | An unique name for the objective
+
  | Indicates if the next field is present.
 
  |-
 
  |-
| Mode
+
  | Optional Identifier
| Byte
+
  | String (32767)
| 0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.
+
  | See below.
|-
 
| Objective Value
 
  | Optional Chat
 
| Only if mode is 0 or 2. The text to be displayed for the score
 
|-
 
| Type
 
  | Optional VarInt enum
 
  | Only if mode is 0 or 2. 0 = "integer", 1 = "hearts".
 
 
  |}
 
  |}
  
==== Set Passengers ====
+
The Identifier can be one of the following:
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  ! Optional Identifier
  ! State
+
  |-
  ! Bound To
+
  | minecraft:story/root
  ! Field Name
+
  |-
  ! Field Type
+
  | minecraft:nether/root
! Notes
 
 
  |-
 
  |-
  |rowspan="3"| 0x4B
+
  | minecraft:end/root
|rowspan="3"| Play
 
|rowspan="3"| Client
 
| Entity ID
 
| VarInt
 
| Vehicle's EID
 
 
  |-
 
  |-
  | Passenger Count
+
  | minecraft:adventure/root
| VarInt
 
| Number of elements in the following array
 
 
  |-
 
  |-
  | Passengers
+
  | minecraft:husbandry/root
| Array of VarInt
 
| EIDs of entity's passengers
 
 
  |}
 
  |}
  
==== Teams ====
+
If no or an invalid identifier is sent, the client will switch to the first tab in the GUI.
  
Creates and updates teams.
+
==== Server Data ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,781: Line 4,676:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="23"| 0x4C
+
  |rowspan="5"| 0x3F
  |rowspan="23"| Play
+
  |rowspan="5"| Play
  |rowspan="23"| Client
+
  |rowspan="5"| Client
  |colspan="2"| Team Name
+
  | Has MOTD
  | String (16)
+
  | Boolean
  | A unique name for the team. (Shared with scoreboard).
+
  |
 
  |-
 
  |-
  |colspan="2"| Mode
+
  | MOTD
  | Byte
+
  | Component
  | Determines the layout of the remaining packet
+
  |
 
  |-
 
  |-
  |rowspan="9"| 0: create team
+
  | Has Icon
| Team Display Name
+
  | Boolean
  | Chat
+
  |
  |  
 
 
  |-
 
  |-
  | Friendly Flags
+
  | Icon
  | Byte
+
  | Icon base64 String
  | Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible players on same team
+
  |
 
  |-
 
  |-
  | Name Tag Visibility
+
  | Previews Chat
  | String Enum (32)
+
| Boolean
  | <code>always</code>, <code>hideForOtherTeams</code>, <code>hideForOwnTeam</code>, <code>never</code>
+
  |
 +
  |}
 +
 
 +
==== Set Action Bar Text ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | Collision Rule
+
  |rowspan="1"| 0x40
  | String Enum (32)
+
  |rowspan="1"| Play
  | <code>always</code>, <code>pushOtherTeams</code>, <code>pushOwnTeam</code>, <code>never</code>
+
|rowspan="1"| Client
 +
| Action bar text
 +
| [[Chat]]
 +
| Displays a message above the hotbar (the same as position 2 in [[#Player Chat Message|Player Chat Message]].
 +
  |}
 +
 
 +
==== Set Border Center ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | Team Color
+
  |rowspan="2"| 0x41
  | VarInt enum
+
|rowspan="2"| Play
  | Used to color the name of players on the team; see below
+
|rowspan="2"| Client
 +
| X
 +
  | Double
 +
  |
 
  |-
 
  |-
  | Team Prefix
+
  | Z
  | Chat
+
  | Double
  | Displayed before the names of players that are part of this team
+
  |
 +
|}
 +
 
 +
==== Set Border Lerp Size ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | Team Suffix
+
  |rowspan="3"| 0x42
  | Chat
+
|rowspan="3"| Play
  | Displayed after the names of players that are part of this team
+
|rowspan="3"| Client
 +
  | Old Diameter
 +
  | Double
 +
| Current length of a single side of the world border, in meters.
 
  |-
 
  |-
  | Entity Count
+
  | New Diameter
  | VarInt
+
  | Double
  | Number of elements in the following array
+
  | Target length of a single side of the world border, in meters.
 
  |-
 
  |-
  | Entities
+
  | Speed
  | Array of String (40)
+
  | VarLong
  | Identifiers for the entities in this team. For players, this is their username; for other entities, it is their UUID.
+
  | Number of real-time ''milli''seconds until New Diameter is reached. It appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0.
 +
|}
 +
 
 +
==== Set Border Size ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 1: remove team
+
  |rowspan="1"| 0x43
  | ''no fields''
+
|rowspan="1"| Play
  | ''no fields''
+
  |rowspan="1"| Client
  |  
+
  | Diameter
  |-
+
  | Double
  |rowspan="7"| 2: update team info
+
  | Length of a single side of the world border, in meters.
  | Team Display Name
+
  |}
  | Chat
+
 
  |
+
==== Set Border Warning Delay ====
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | Friendly Flags
+
  |rowspan="1"| 0x44
| Byte
+
  |rowspan="1"| Play
  | Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible entities on same team
+
  |rowspan="1"| Client
|-
+
  | Warning Time
| Name Tag Visibility
 
| String Enum (32)
 
| <code>always</code>, <code>hideForOtherTeams</code>, <code>hideForOwnTeam</code>, <code>never</code>
 
|-
 
| Collision Rule
 
| String Enum (32)
 
| <code>always</code>, <code>pushOtherTeams</code>, <code>pushOwnTeam</code>, <code>never</code>
 
|-
 
| Team Color
 
| VarInt enum
 
| Used to color the name of players on the team; see below
 
|-
 
| Team Prefix
 
| Chat
 
| Displayed before the names of players that are part of this team
 
|-
 
| Team Suffix
 
| Chat
 
| Displayed after the names of players that are part of this team
 
|-
 
  |rowspan="2"| 3: add players to team
 
  | Entity Count
 
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array
+
  | In seconds as set by <code>/worldborder warning time</code>.
|-
 
| Entities
 
| Array of String (40)
 
| Identifiers for the entities added.  For players, this is their username; for other entities, it is their UUID.
 
|-
 
|rowspan="2"| 4: remove players from team
 
| Entity Count
 
| VarInt
 
| Number of elements in the following array
 
|-
 
| Entities
 
| Array of String (40)
 
| Identifiers for the entities removed.  For players, this is their username; for other entities, it is their UUID.
 
 
  |}
 
  |}
  
Team Color: The color of a team defines how the names of the team members are visualized; any formatting code can be used. The following table lists all the possible values.
+
==== Set Border Warning Distance ====
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! ID
+
  ! Packet ID
  ! Formatting
+
  ! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 0-15
+
  |rowspan="1"| 0x45
| Color formatting, same values as [[Chat]] colors.
+
  |rowspan="1"| Play
  |-
+
  |rowspan="1"| Client
| 16
+
  | Warning Blocks
  | Obfuscated
+
  | VarInt
|-
+
  | In meters.
  | 17
+
  |}
  | Bold
+
 
  |-
+
==== Set Camera ====
  | 18
+
 
| Strikethrough
+
Sets the entity that the player renders from. This is normally used when the player left-clicks an entity while in spectator mode.
|-
 
| 19
 
| Underlined
 
|-
 
| 20
 
| Italic
 
|-
 
| 21
 
| Reset
 
|}
 
  
==== Update Score ====
+
The player's camera will move with the entity and look where it is looking. The entity is often another player, but can be any type of entity.  The player is unable to move this entity (move packets will act as if they are coming from the other entity).
  
This is sent to the client when it should update a scoreboard item.  
+
If the given entity is not loaded by the player, this packet is ignored.  To return control to the player, send this packet with their entity ID.
 +
 
 +
The Notchian server resets this (sends it back to the default entity) whenever the spectated entity is killed or the player sneaks, but only if they were spectating an entity. It also sends this packet whenever the player switches out of spectator mode (even if they weren't spectating an entity).
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,926: Line 4,842:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x4D
+
  | 0x46
  |rowspan="4"| Play
+
  | Play
  |rowspan="4"| Client
+
  | Client
  | Entity Name
+
  | Camera ID
  | String (40)
+
  | VarInt
  | The entity whose score this is.  For players, this is their username; for other entities, it is their UUID.
+
  | ID of the entity to set the client's camera to.
|-
 
| Action
 
| Byte
 
| 0 to create/update an item. 1 to remove an item.
 
|-
 
| Objective Name
 
| String (16)
 
| The name of the objective the score belongs to
 
|-
 
| Value
 
| Optional VarInt
 
| The score to be displayed next to the entry. Only sent when Action does not equal 1.
 
 
  |}
 
  |}
  
==== Time Update ====
+
The notchian client also loads certain shaders for given entities:
  
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.
+
* Creeper &rarr; <code>shaders/post/creeper.json</code>
 +
* Spider (and cave spider) &rarr; <code>shaders/post/spider.json</code>
 +
* Enderman &rarr; <code>shaders/post/invert.json</code>
 +
* Anything else &rarr; the current shader is unloaded
  
The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.
+
==== Set Held Item (clientbound) ====
 +
 
 +
Sent to change the player's slot selection.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
| 0x47
 +
| Play
 +
| Client
 +
| Slot
 +
| Byte
 +
| The slot which the player has selected (0–8).
 +
|}
 +
 
 +
==== Set Center Chunk ====
 +
 
 +
{{Need Info|Why is this even needed?  Is there a better name for it?  My guess is that it's something to do with logical behavior with latency, but it still seems weird.}}
 +
 
 +
Updates the client's location.  This is used to determine what chunks should remain loaded and if a chunk load should be ignored; chunks outside of the view distance may be unloaded.
  
The default SMP server increments the time by <code>20</code> every second.
+
Sent whenever the player moves across a chunk border horizontally, and also (according to testing) for any integer change in the vertical axis, even if it doesn't go across a chunk section border.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,962: Line 4,893:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x4E
+
  |rowspan="2"| 0x48
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | World Age
+
  | Chunk X
  | Long
+
  | VarInt
  | In ticks; not changed by server commands
+
  | Chunk X coordinate of the player's position.
 
  |-
 
  |-
  | Time of day
+
  | Chunk Z
  | Long
+
  | VarInt
  | The world (or region) time, in ticks. If negative the sun will stop moving at the Math.abs of the time
+
  | Chunk Z coordinate of the player's position.
 
  |}
 
  |}
  
==== Title ====
+
==== Set Render Distance ====
 +
 
 +
Sent by the integrated singleplayer server when changing render distance.  This packet is sent by the server when the client reappears in the overworld after leaving the end.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,980: Line 4,913:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="10"| 0x4F
+
  | 0x49
  |rowspan="10"| Play
+
  | Play
  |rowspan="10"| Client
+
  | Client
  |colspan="2"| Action
+
  | View Distance
  | VarInt Enum
+
  | VarInt
  |  
+
  | Render distance (2-32).
  |-
+
  |}
  ! Action
+
 
 +
==== Set Default Spawn Position ====
 +
 
 +
Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
  ! Bound To
 
  ! Field Name
 
  ! Field Name
  !  
+
  ! Field Type
  !  
+
  ! Notes
 
  |-
 
  |-
  | 0: set title
+
  |rowspan="2"| 0x4A
  | Title Text
+
|rowspan="2"| Play
  | [[Chat]]
+
|rowspan="2"| Client
  |  
+
  | Location
 +
  | Position
 +
  | Spawn location.
 
  |-
 
  |-
  | 1: set subtitle
+
  | Angle
  | Subtitle Text
+
  | Float
  | [[Chat]]
+
  | The angle at which to respawn at.
|
 
|-
 
| 2: set action bar
 
| Action bar text
 
| [[Chat]]
 
| Displays a message above the hotbar (the same as position 2 in [[#Chat Message (clientbound)|Chat Message (clientbound)]], except that it correctly renders formatted chat. See [https://bugs.mojang.com/browse/MC-119145 MC-119145] for more information.)
 
|-
 
|rowspan="3"| 3: set times and display
 
| Fade In
 
| Int
 
| Ticks to spend fading in
 
|-
 
| Stay
 
| Int
 
| Ticks to keep the title displayed
 
|-
 
| Fade Out
 
| Int
 
| Ticks to spend out, not when to start fading out
 
|-
 
| 4: hide
 
| ''no fields''
 
| ''no fields''
 
|
 
|-
 
| 5: reset
 
| ''no fields''
 
| ''no fields''
 
|
 
 
  |}
 
  |}
  
“Hide” makes the title disappear, but if you run times again the same title will appear. “Reset” erases the text.
+
==== Set Display Chat Preview  ====
 
 
The title is visible on screen for Fade In + Stay + Fade Out ticks.
 
  
==== Entity Sound Effect ====
+
Sets if chat preview is enabled or disabled on the server.
 
+
Not used by the server.
Plays a sound effect from an entity.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,051: Line 4,962:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x50
+
  |rowspan="1"| 0x4B
  |rowspan="5"| Play
+
  |rowspan="1"| Play
  |rowspan="5"| Client
+
  |rowspan="1"| Client
  | Sound ID
+
  | Chat Preview Setting
| VarInt
+
  | Boolean
| ID of hardcoded sound event ([https://pokechu22.github.io/Burger/1.16.3.html#sounds events] as of 1.16.3)
 
|-
 
| Sound Category
 
| VarInt Enum
 
| The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories])
 
|-
 
| Entity ID
 
  | VarInt
 
 
  |
 
  |
|-
 
| Volume
 
| Float
 
| 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients
 
|-
 
| Pitch
 
| Float
 
| Float between 0.5 and 2.0 by Notchian clients
 
 
  |}
 
  |}
  
==== Sound Effect ====
+
==== Display Objective ====
  
This packet is used to play a number of hardcoded sound events. For custom sounds, use [[#Named Sound Effect|Named Sound Effect]].
+
This is sent to the client when it should display a scoreboard.
  
{{Warning|Numeric sound effect IDs are liable to change between versions}}
+
{| class="wikitable"
 
 
{| class="wikitable"
 
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 5,089: Line 4,982:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x51
+
  |rowspan="2"| 0x4C
  |rowspan="7"| Play
+
  |rowspan="2"| Play
  |rowspan="7"| Client
+
  |rowspan="2"| Client
  | Sound ID
+
  | Position
  | VarInt
+
  | Byte
  | ID of hardcoded sound event ([https://pokechu22.github.io/Burger/1.16.3.html#sounds events] as of 1.16.3)
+
  | The position of the scoreboard. 0: list, 1: sidebar, 2: below name, 3 - 18: team specific sidebar, indexed as 3 + team color.
 
  |-
 
  |-
  | Sound Category
+
  | Score Name
  | VarInt Enum
+
  | String (16)
| The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories])
+
  | The unique name for the scoreboard to be displayed.
  |-
 
| Effect Position X
 
| Int
 
| Effect X multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
 
|-
 
| Effect Position Y
 
| Int
 
| Effect Y multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
 
|-
 
| Effect Position Z
 
| Int
 
| Effect Z multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
 
|-
 
| Volume
 
| Float
 
| 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients
 
|-
 
| Pitch
 
| Float
 
| Float between 0.5 and 2.0 by Notchian clients
 
 
  |}
 
  |}
  
==== Stop Sound ====
+
==== Set Entity Metadata ====
 +
 
 +
Updates one or more [[Entity_metadata#Entity Metadata Format|metadata]] properties for an existing entity. Any properties not included in the Metadata field are left unchanged.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,131: Line 5,006:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x52
+
  |rowspan="2"| 0x4D
  |rowspan="3"| Play
+
  |rowspan="2"| Play
  |rowspan="3"| Client
+
  |rowspan="2"| Client
  | Flags
+
  | Entity ID
  | Byte
+
  | VarInt
  | Controls which fields are present.
+
  |
 
  |-
 
  |-
  | Source
+
  | Metadata
  | Optional VarInt enum
+
  | [[Entity_metadata#Entity Metadata Format|Entity Metadata]]
| Only if flags is 3 or 1 (bit mask 0x1).  See below.  If not present, then sounds from all sources are cleared.
+
  |
|-
 
| Sound
 
| Optional Identifier
 
| Only if flags is 2 or 3 (bit mask 0x2).  A sound effect name, see [[#Named Sound Effect|Named Sound Effect]]. If not present, then all sounds are cleared.
 
 
  |}
 
  |}
  
Categories:
+
==== Link Entities ====
  
{| class="wikitable"
+
This packet is sent when an entity has been {{Minecraft Wiki|Lead|leashed}} to another entity.
! Name !! Value
 
|-
 
| master || 0
 
|-
 
| music || 1
 
|-
 
| record || 2
 
|-
 
| weather || 3
 
|-
 
| block || 4
 
|-
 
| hostile || 5
 
|-
 
| neutral || 6
 
|-
 
| player || 7
 
|-
 
| ambient || 8
 
|-
 
| voice || 9
 
|}
 
 
 
==== Player List Header And Footer ====
 
 
 
This packet may be used by custom servers to display additional information above/below the player list. It is never sent by the Notchian server.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,185: Line 5,030:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x53
+
  |rowspan="2"| 0x4E
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Header
+
  | Attached Entity ID
  | [[Chat]]
+
  | Int
  | To remove the header, send a empty text component: {"text":""}
+
  | Attached entity's EID.
 
  |-
 
  |-
  | Footer
+
  | Holding Entity ID
  | [[Chat]]
+
  | Int
  | To remove the footer, send a empty text component: {"text":""}
+
  | ID of the entity holding the lead. Set to -1 to detach.
 
  |}
 
  |}
  
==== NBT Query Response ====
+
==== Set Entity Velocity ====
  
Sent in response to [[#Query Block NBT|Query Block NBT]] or [[#Query Entity NBT|Query Entity NBT]].
+
Velocity is believed to be in units of 1/8000 of a block per server tick (50ms); for example, -1343 would move (-1343 / 8000) = −0.167875 blocks per tick (or −3,3575 blocks per second).
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,209: Line 5,054:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x54
+
  |rowspan="4"| 0x4F
  |rowspan="2"| Play
+
  |rowspan="4"| Play
  |rowspan="2"| Client
+
  |rowspan="4"| Client
  | Transaction ID
+
  | Entity ID
 
  | VarInt
 
  | VarInt
  | Can be compared to the one sent in the original query packet.
+
  |
 +
|-
 +
| Velocity X
 +
| Short
 +
| Velocity on the X axis.
 
  |-
 
  |-
  | NBT
+
  | Velocity Y
  | [[NBT|NBT Tag]]
+
  | Short
  | The NBT of the block or entityMay be a TAG_END (0) in which case no NBT is present.
+
  | Velocity on the Y axis.
 +
  |-
 +
| Velocity Z
 +
| Short
 +
| Velocity on the Z axis.
 
  |}
 
  |}
  
==== Collect Item ====
+
==== Set Equipment ====
  
Sent by the server when someone picks up an item lying on the ground — its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory, and it doesn't add it to your inventory. The server only checks for items to be picked up after each [[#Player Position|Player Position]] (and [[#Player Position And Look|Player Position And Look]]) packet sent by the client. The collector entity can be any entity; it does not have to be a player. The collected entity also can be any entity, but the Notchian server only uses this for items, experience orbs, and the different varieties of arrows.
+
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
!colspan="2"| Field Name
 +
!colspan="2"| Field Type
 +
! Notes
 +
|-
 +
|rowspan="3"| 0x50
 +
|rowspan="3"| Play
 +
|rowspan="3"| Client
 +
|colspan="2"| Entity ID
 +
|colspan="2"| VarInt
 +
| Entity's EID.
 +
|-
 +
|rowspan="2"| Equipment
 +
| Slot
 +
|rowspan="2"| Array
 +
| Byte Enum
 +
| Equipment slot. 0: main hand, 1: off hand, 2–5: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet).  Also has the top bit set if another entry follows, and otherwise unset if this is the last item in the array.
 +
|-
 +
| Item
 +
| [[Slot Data|Slot]]
 +
|
 +
|}
 +
 
 +
==== Set Experience ====
 +
 
 +
Sent by the server when the client should change experience levels.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,233: Line 5,114:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x55
+
  |rowspan="3"| 0x51
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
  | Collected Entity ID
+
  | Experience bar
 +
| Float
 +
| Between 0 and 1.
 +
|-
 +
| Level
 
  | VarInt
 
  | VarInt
  |  
+
  |
  |-  
+
  |-
  | Collector Entity ID
+
  | Total Experience
| VarInt
 
|
 
|-
 
| Pickup Item Count
 
 
  | VarInt
 
  | VarInt
  | Seems to be 1 for XP orbs, otherwise the number of items in the stack.
+
  | See {{Minecraft Wiki|Experience#Leveling up}} on the Minecraft Wiki for Total Experience to Level conversion.
 
  |}
 
  |}
  
==== Entity Teleport ====
+
==== Set Health ====
  
This packet is sent by the server when an entity moves more than 8 blocks.
+
Sent by the server to set the health of the player it is sent to.
 +
 
 +
Food {{Minecraft Wiki|Food#Hunger vs. Saturation|saturation}} acts as a food “overcharge”. Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,261: Line 5,144:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x56
+
  |rowspan="3"| 0x52
  |rowspan="7"| Play
+
  |rowspan="3"| Play
  |rowspan="7"| Client
+
  |rowspan="3"| Client
  | Entity ID
+
  | Health
 +
| Float
 +
| 0 or less = dead, 20 = full HP.
 +
|-
 +
| Food
 
  | VarInt
 
  | VarInt
  |  
+
  | 0–20.
 
  |-
 
  |-
  | X
+
  | Food Saturation
  | Double
+
  | Float
  |  
+
  | Seems to vary from 0.0 to 5.0 in integer increments.
 +
|}
 +
 
 +
==== Update Objectives ====
 +
 
 +
This is sent to the client when it should create a new {{Minecraft Wiki|scoreboard}} objective or remove one.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | Y
+
  |rowspan="4"| 0x53
  | Double
+
|rowspan="4"| Play
  |  
+
|rowspan="4"| Client
 +
| Objective Name
 +
  | String (16)
 +
  | A unique name for the objective.
 
  |-
 
  |-
  | Z
+
  | Mode
  | Double
+
  | Byte
  |  
+
  | 0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.
 
  |-
 
  |-
  | Yaw
+
  | Objective Value
  | Angle
+
  | Optional Chat
  | New angle, not a delta
+
  | Only if mode is 0 or 2. The text to be displayed for the score.
 
  |-
 
  |-
  | Pitch
+
  | Type
  | Angle
+
  | Optional VarInt enum
  | New angle, not a delta
+
  | Only if mode is 0 or 2. 0 = "integer", 1 = "hearts".
|-
 
| On Ground
 
| Boolean
 
|
 
 
  |}
 
  |}
  
==== Advancements ====
+
==== Set Passengers ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,299: Line 5,198:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="9"| 0x57
+
  |rowspan="3"| 0x54
  |rowspan="9"| Play
+
  |rowspan="3"| Play
  |rowspan="9"| Client
+
  |rowspan="3"| Client
  |colspan="2"| Reset/Clear
+
  | Entity ID
  |colspan="2"| Boolean
+
  | VarInt
  | Whether to reset/clear the current advancements
+
  | Vehicle's EID.
 
  |-
 
  |-
  |colspan="2"| Mapping size
+
  | Passenger Count
  |colspan="2"| VarInt
+
  | VarInt
  | Size of the following array
+
  | Number of elements in the following array.
 
  |-
 
  |-
  |rowspan="2"| Advancement mapping
+
  | Passengers
| Key
+
  | Array of VarInt
  |rowspan="2"| Array
+
  | EIDs of entity's passengers.
| Identifier
 
| The identifier of the advancement
 
|-
 
| Value
 
| Advancement
 
| See below
 
|-
 
|colspan="2"| List size
 
|colspan="2"| VarInt
 
  | Size of the following array
 
|-
 
|colspan="2"| Identifiers
 
|colspan="2"| Array of Identifier
 
| The identifiers of the advancements that should be removed
 
|-
 
|colspan="2"| Progress size
 
|colspan="2"| VarInt
 
| Size of the following array
 
|-
 
|rowspan="2"| Progress mapping
 
| Key
 
|rowspan="2"| Array
 
| Identifier
 
| The identifier of the advancement
 
|-
 
| Value
 
| Advancement progress
 
| See below
 
 
  |}
 
  |}
  
Advancement structure:
+
==== Update Teams ====
 +
 
 +
Creates and updates teams.
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 
  !colspan="2"| Field Name
 
  !colspan="2"| Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |colspan="2"| Has parent
+
  |rowspan="23"| 0x55
  |colspan="2"| Boolean
+
|rowspan="23"| Play
  | Indicates whether the next field exists.
+
|rowspan="23"| Client
 +
  |colspan="2"| Team Name
 +
| String (16)
 +
  | A unique name for the team. (Shared with scoreboard).
 
  |-
 
  |-
  |colspan="2"| Parent id
+
  |colspan="2"| Mode
  |colspan="2"| Optional Identifier
+
  | Byte
  | The identifier of the parent advancement.
+
| Determines the layout of the remaining packet.
 +
|-
 +
|rowspan="9"| 0: create team
 +
| Team Display Name
 +
| Chat
 +
  |
 
  |-
 
  |-
  |colspan="2"| Has display
+
  | Friendly Flags
  |colspan="2"| Boolean
+
  | Byte
  | Indicates whether the next field exists
+
  | Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible players on same team.
 
  |-
 
  |-
  |colspan="2"| Display data
+
  | Name Tag Visibility
  |colspan="2"| Optional advancement display
+
  | String Enum (32)
  | See below.
+
  | <code>always</code>, <code>hideForOtherTeams</code>, <code>hideForOwnTeam</code>, <code>never</code>.
 
  |-
 
  |-
  |colspan="2"| Number of criteria
+
  | Collision Rule
  |colspan="2"| VarInt
+
  | String Enum (32)
  | Size of the following array
+
  | <code>always</code>, <code>pushOtherTeams</code>, <code>pushOwnTeam</code>, <code>never</code>.
 
  |-
 
  |-
  |rowspan="2"| Criteria
+
  | Team Color
  | Key
+
  | VarInt enum
  |rowspan="2"| Array
+
  | Used to color the name of players on the team; see below.
| Identifier
 
| The identifier of the criterion
 
 
  |-
 
  |-
  | Value
+
  | Team Prefix
  | '''Void'''
+
  | Chat
  | There is ''no'' content written here. Perhaps this will be expanded in the future?
+
  | Displayed before the names of players that are part of this team.
 
  |-
 
  |-
  |colspan="2"| Array length
+
  | Team Suffix
  |colspan="2"| VarInt
+
  | Chat
  | Number of arrays in the following array
+
  | Displayed after the names of players that are part of this team.
 
  |-
 
  |-
  |rowspan="2"| Requirements
+
  | Entity Count
| Array length 2
 
|rowspan="2"| Array
 
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array
+
  | Number of elements in the following array.
 
  |-
 
  |-
  | Requirement
+
  | Entities
  | Array of String
+
  | Array of String (40)
  | Array of required criteria
+
  | Identifiers for the entities in this team. For players, this is their username; for other entities, it is their UUID.
|}
 
 
 
Advancement display:
 
 
 
{| class="wikitable"
 
! Field Name
 
! Field Type
 
  ! Notes
 
 
  |-
 
  |-
  | Title
+
  | 1: remove team
  | Chat
+
  | ''no fields''
 +
| ''no fields''
 
  |
 
  |
 
  |-
 
  |-
  | Description
+
  |rowspan="7"| 2: update team info
 +
| Team Display Name
 
  | Chat
 
  | Chat
 
  |
 
  |
 
  |-
 
  |-
  | Icon
+
  | Friendly Flags
  | [[Slot]]
+
  | Byte
  |
+
  | Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible entities on same team.
 +
|-
 +
| Name Tag Visibility
 +
| String Enum (32)
 +
| <code>always</code>, <code>hideForOtherTeams</code>, <code>hideForOwnTeam</code>, <code>never</code>
 +
|-
 +
| Collision Rule
 +
| String Enum (32)
 +
| <code>always</code>, <code>pushOtherTeams</code>, <code>pushOwnTeam</code>, <code>never</code>
 
  |-
 
  |-
  | Frame type
+
  | Team Color
 
  | VarInt enum
 
  | VarInt enum
  | 0 = <code>task</code>, 1 = <code>challenge</code>, 2 = <code>goal</code>
+
  | Used to color the name of players on the team; see below.
 
  |-
 
  |-
  | Flags
+
  | Team Prefix
  | Integer
+
  | Chat
  | 0x1: has background texture; 0x2: <code>show_toast</code>; 0x4: <code>hidden</code>
+
  | Displayed before the names of players that are part of this team.
 +
|-
 +
| Team Suffix
 +
| Chat
 +
| Displayed after the names of players that are part of this team.
 +
|-
 +
|rowspan="2"| 3: add entities to team
 +
| Entity Count
 +
| VarInt
 +
| Number of elements in the following array.
 
  |-
 
  |-
  | Background texture
+
  | Entities
  | Optional Identifier
+
  | Array of String (40)
  | Background texture locationOnly if flags indicates it.
+
  | Identifiers for the added entitiesFor players, this is their username; for other entities, it is their UUID.
 
  |-
 
  |-
  | X coord
+
  |rowspan="2"| 4: remove entities from team
  | Float
+
| Entity Count
  |  
+
  | VarInt
 +
  | Number of elements in the following array.
 
  |-
 
  |-
  | Y coord
+
  | Entities
  | Float
+
  | Array of String (40)
  |  
+
  | Identifiers for the removed entities.  For players, this is their username; for other entities, it is their UUID.
 
  |}
 
  |}
  
Advancement progress:
+
Team Color: The color of a team defines how the names of the team members are visualized; any formatting code can be used. The following table lists all the possible values.
  
 
{| class="wikitable"
 
{| class="wikitable"
  !colspan="2"| Field Name
+
  ! ID
  !colspan="2"| Field Type
+
  ! Formatting
! Notes
 
 
  |-
 
  |-
  |colspan="2"| Size
+
  | 0-15
  |colspan="2"| VarInt
+
| Color formatting, same values as [[Chat]] colors.
  | Size of the following array
+
|-
 +
| 16
 +
| Obfuscated
 +
|-
 +
  | 17
 +
| Bold
 +
|-
 +
| 18
 +
| Strikethrough
 +
|-
 +
| 19
 +
  | Underlined
 
  |-
 
  |-
  |rowspan="2"| Criteria
+
  | 20
| Criterion identifier
+
  | Italic
|rowspan="2"| Array
 
| Identifier
 
  | The identifier of the criterion.
 
 
  |-
 
  |-
  | Criterion progress
+
  | 21
| Criterion progress
+
  | Reset
  |
 
 
  |}
 
  |}
  
Criterion progress:
+
==== Update Score ====
 +
 
 +
This is sent to the client when it should update a scoreboard item.
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 
  ! Field Name
 
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | Achieved
+
  |rowspan="4"| 0x56
  | Boolean
+
|rowspan="4"| Play
  | If true, next field is present
+
|rowspan="4"| Client
 +
| Entity Name
 +
  | String (40)
 +
  | The entity whose score this is.  For players, this is their username; for other entities, it is their UUID.
 +
|-
 +
| Action
 +
| VarInt Enum
 +
| 0 to create/update an item. 1 to remove an item.
 +
|-
 +
| Objective Name
 +
| String (16)
 +
| The name of the objective the score belongs to.
 
  |-
 
  |-
  | Date of achieving
+
  | Value
  | Optional Long
+
  | Optional VarInt
  | As returned by [https://docs.oracle.com/javase/6/docs/api/java/util/Date.html#getTime() <code>Date.getTime</code>]
+
  | The score to be displayed next to the entry. Only sent when Action does not equal 1.
 
  |}
 
  |}
  
==== Entity Properties ====
+
==== Set Simulation Distance ====
 
 
Sets {{Minecraft Wiki|Attribute|attributes}} on the given entity.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,485: Line 5,397:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="6"| 0x58
+
  | 0x57
  |rowspan="6"| Play
+
  | Play
  |rowspan="6"| Client
+
  | Client
  |colspan="2"| Entity ID
+
  | Simulation Distance
|colspan="2"| VarInt
 
|
 
|-
 
|colspan="2"| Number Of Properties
 
|colspan="2"| Int
 
| Number of elements in the following array
 
|-
 
|rowspan="4"| Property
 
| Key
 
|rowspan="4"| Array
 
| Identifier
 
| See below
 
|-
 
| Value
 
| Double
 
| See below
 
|-
 
| Number Of Modifiers
 
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array
+
  | The distance that the client will process specific things, such as entities.
|-
 
| Modifiers
 
| Array of Modifier Data
 
| See {{Minecraft Wiki|Attribute#Modifiers}}. Modifier Data defined below.
 
 
  |}
 
  |}
  
Known Key values (see also {{Minecraft Wiki|Attribute#Modifiers}}):
+
==== Set Subtitle Text ====
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  ! Key
+
  |rowspan="1"| 0x58
  ! Default
+
  |rowspan="1"| Play
  ! Min
+
  |rowspan="1"| Client
  ! Max
+
  | Subtitle Text
  ! Label
+
  | [[Chat]]
  |-
+
  |
  | generic.max_health
+
  |}
| 20.0
+
 
  | 0.0
+
==== Update Time ====
  | 1024.0
+
 
  | Max Health
+
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 <code>20</code> every second.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
  ! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | generic.follow_range
+
  |rowspan="2"| 0x59
  | 32.0
+
|rowspan="2"| Play
  | 0.0
+
  |rowspan="2"| Client
  | 2048.0
+
  | World Age
  | Follow Range
+
  | Long
 +
  | In ticks; not changed by server commands.
 
  |-
 
  |-
  | generic.knockback_resistance
+
  | Time of day
  | 0.0
+
  | Long
  | 0.0
+
  | The world (or region) time, in ticks. If negative the sun will stop moving at the Math.abs of the time.
  | 1.0
+
  |}
  | Knockback Resistance
+
 
 +
==== Set Title Text ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | generic.movement_speed
+
  |rowspan="1"| 0x5A
  | 0.7
+
  |rowspan="1"| Play
  | 0.0
+
  |rowspan="1"| Client
  | 1024.0
+
  | Title Text
  | Movement Speed
+
  | [[Chat]]
  |-
+
  |
  | generic.attack_damage
+
  |}
  | 2.0
+
 
  | 0.0
+
==== Set Title Animation Times ====
  | 2048.0
+
 
  | Attack Damage
+
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
  ! Bound To
 +
  ! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | generic.attack_speed
+
  |rowspan="3"| 0x5B
  | 4.0
+
|rowspan="3"| Play
  | 0.0
+
  |rowspan="3"| Client
  | 1024.0
+
  | Fade In
  | Attack Speed
+
  | Int
 +
  | Ticks to spend fading in.
 
  |-
 
  |-
  | generic.flying_speed
+
  | Stay
  | 0.4
+
  | Int
  | 0.0
+
  | Ticks to keep the title displayed.
| 1024.0
 
| Flying Speed
 
 
  |-
 
  |-
  | generic.armor
+
  | Fade Out
  | 0.0
+
  | Int
  | 0.0
+
  | Ticks to spend out, not when to start fading out.
  | 30.0
+
  |}
  | Armor
+
 
 +
==== Entity Sound Effect ====
 +
 
 +
Plays a sound effect from an entity.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
  ! Field Type
 +
! Notes
 
  |-
 
  |-
  | generic.armor_toughness
+
  |rowspan="5"| 0x5C
  | 0.0
+
|rowspan="5"| Play
  | 0.0
+
  |rowspan="5"| Client
  | 20.0
+
  | Sound ID
  | Armor Toughness
+
  | VarInt
 +
  | ID of hardcoded sound event ([https://pokechu22.github.io/Burger/1.19.html#sounds events]).
 
  |-
 
  |-
  | generic.attack_knockback
+
  | Sound Category
  | 0.0
+
  | VarInt Enum
  | 0.0
+
  | The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories]).
| 5.0
 
| &mdash;
 
 
  |-
 
  |-
  | generic.luck
+
  | Entity ID
  | 0.0
+
  | VarInt
  | -1024.0
+
  |
| 1024.0
 
| Luck
 
 
  |-
 
  |-
  | horse.jump_strength
+
  | Volume
  | 0.7
+
  | Float
  | 0.0
+
  | 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients.
| 2.0
 
| Jump Strength
 
 
  |-
 
  |-
  | zombie.spawn_reinforcements
+
  | Pitch
  | 0.0
+
  | Float
  | 0.0
+
  | Float between 0.5 and 2.0 by Notchian clients.
| 1.0
 
| Spawn Reinforcements Chance
 
|-
 
| generic.reachDistance
 
| 5.0
 
| 0.0
 
| 1024.0
 
| Player Reach Distance (Forge only)
 
|-
 
| forge.swimSpeed
 
| 1.0
 
| 0.0
 
| 1024.0
 
| Swimming Speed (Forge only)
 
 
  |}
 
  |}
  
Unknown attributes will cause a game crash ([https://bugs.mojang.com/browse/MC-150405 MC-150405]) due to the default minimum being larger than the default value.
+
==== Sound Effect ====
 +
 
 +
This packet is used to play a number of hardcoded sound events. For custom sounds, use [[#Custom Sound Effect|Custom Sound Effect]].
  
''Modifier Data'' structure:
+
{{Warning|Numeric sound effect IDs are liable to change between versions}}
  
 
{| class="wikitable"
 
{| class="wikitable"
  |-
+
  ! Packet ID
 +
! State
 +
! Bound To
 
  ! Field Name
 
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | UUID
+
  |rowspan="8"| 0x5D
  | UUID
+
|rowspan="8"| Play
  |  
+
|rowspan="8"| Client
 +
| Sound ID
 +
  | VarInt
 +
  | ID of hardcoded sound event ([https://pokechu22.github.io/Burger/1.19.html#sounds events]).
 
  |-
 
  |-
  | Amount
+
  | Sound Category
  | Double
+
  | VarInt Enum
  | May be positive or negative
+
  | The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories]).
 
  |-
 
  |-
  | Operation
+
  | Effect Position X
  | Byte
+
  | Int
  | See below
+
  | Effect X multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
 +
|-
 +
| Effect Position Y
 +
| Int
 +
| Effect Y multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
 +
|-
 +
| Effect Position Z
 +
| Int
 +
| Effect Z multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
 +
|-
 +
| Volume
 +
| Float
 +
| 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients.
 +
|-
 +
| Pitch
 +
| Float
 +
| Float between 0.5 and 2.0 by Notchian clients.
 +
|-
 +
| Seed
 +
| long
 +
| Seed used to pick sound variant.
 
  |}
 
  |}
  
The operation controls how the base value of the modifier is changed.
+
==== Stop Sound ====
 
 
* 0: Add/subtract amount
 
* 1: Add/subtract amount percent of the current value
 
* 2: Multiply by amount percent
 
 
 
All of the 0's are applied first, and then the 1's, and then the 2's.
 
 
 
==== Entity Effect ====
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,661: Line 5,595:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x59
+
  |rowspan="3"| 0x5E
  |rowspan="5"| Play
+
  |rowspan="3"| Play
  |rowspan="5"| Client
+
  |rowspan="3"| Client
  | Entity ID
+
  | Flags
| VarInt
 
|
 
|-
 
| Effect ID
 
 
  | Byte
 
  | Byte
  | See {{Minecraft Wiki|Status effect#List of effects|this table}}
+
  | Controls which fields are present.
 
  |-
 
  |-
  | Amplifier
+
  | Source
  | Byte
+
  | Optional VarInt enum
  | Notchian client displays effect level as Amplifier + 1
+
  | Only if flags is 3 or 1 (bit mask 0x1). See below. If not present, then sounds from all sources are cleared.
 
  |-
 
  |-
  | Duration
+
  | Sound
  | VarInt
+
  | Optional Identifier
  | Duration in ticks.
+
  | Only if flags is 2 or 3 (bit mask 0x2)A sound effect name, see [[#Custom Sound Effect|Custom Sound Effect]]. If not present, then all sounds are cleared.
  |-
 
| Flags
 
| Byte
 
| Bit field, see below.
 
 
  |}
 
  |}
  
Within flags:
+
Categories:
  
* 0x01: Is ambient - was the effect spawned from a beacon? All beacon-generated effects are ambient. Ambient effects use a different icon in the HUD (blue border rather than gray). If all effects on an entity are ambient, the [[Entities#Living|"Is potion effect ambient" living metadata field]] should be set to true. Usually should not be enabled.
+
{| class="wikitable"
* 0x02: Show particles - should all particles from this effect be hidden? Effects with particles hidden are not included in the calculation of the effect color, and are not rendered on the HUD (but are still rendered within the inventory). Usually should be enabled.
+
! Name !! Value
* 0x04: Show icon - should the icon be displayed on the client? Usually should be enabled.
+
|-
 +
| master || 0
 +
|-
 +
| music || 1
 +
|-
 +
| record || 2
 +
  |-
 +
| weather || 3
 +
|-
 +
| block || 4
 +
|-
 +
  | hostile || 5
 +
  |-
 +
  | neutral || 6
 +
|-
 +
| player || 7
 +
  |-
 +
  | ambient || 8
 +
|-
 +
  | voice || 9
 +
|}
 +
 
 +
==== System Chat Message ====
  
==== Declare Recipes ====
+
Identifying the difference between Chat/System Message is important as it helps respect the user's chat visibility options.  See [[Chat#Processing chat|processing chat]] for more info about these positions.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,697: Line 5,645:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x5A
+
  |rowspan="2"| 0x5F
  |rowspan="4"| Play
+
  |rowspan="2"| Play
  |rowspan="4"| Client
+
  |rowspan="2"| Client
  |colspan="2"| Num Recipes
+
  | JSON Data
  |colspan="2"| VarInt
+
  | [[Chat]]
  | Number of elements in the following array
+
  | Limited to 262144 bytes.
 
  |-
 
  |-
|rowspan="3"| Recipe
 
 
  | Type
 
  | Type
  |rowspan="3"| Array
+
  | VarInt
  | Identifier
+
  | 0: chat (chat box), 1: system message (chat box), 2: game info (above hotbar), 3: say command, 4: msg command, 5: team msg command, 6: emote command, 7: tellraw command
| The recipe type, see below
 
|-
 
| Recipe ID
 
| String
 
|
 
|-
 
| Data
 
| Optional, varies
 
| Additional data for the recipe.  For some types, there will be no data.
 
 
  |}
 
  |}
  
Recipe types:
+
==== Set Tab List Header And Footer ====
 +
 
 +
This packet may be used by custom servers to display additional information above/below the player list. It is never sent by the Notchian server.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Type
+
  ! Packet ID
  ! Description
+
! State
  ! Data
+
! Bound To
 +
! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | <code>crafting_shapeless</code>
+
  |rowspan="2"| 0x60
| Shapeless crafting recipe.  All items in the ingredient list must be present, but in any order/slot.
+
  |rowspan="2"| Play
  | As follows:
+
|rowspan="2"| Client
  {| class="wikitable"
+
  | Header
    ! Name
+
| [[Chat]]
    ! Type
+
| To remove the header, send a empty text component: <code>{"text":""}</code>.
    ! Description
 
    |-
 
    | Group
 
    | String
 
    | Used to group similar recipes together in the recipe book. Tag is present in recipe JSON.
 
    |-
 
    | Ingredient count
 
    | VarInt
 
    | Number of elements in the following array
 
    |-
 
    | Ingredients
 
    | Array of Ingredient
 
    |
 
    |-
 
    | Result
 
    | [[Slot]]
 
    |
 
    |}
 
 
  |-
 
  |-
  | <code>crafting_shaped</code>
+
  | Footer
  | Shaped crafting recipe.  All items must be present in the same pattern (which may be flipped horizontally or translated)
+
| [[Chat]]
| As follows:
+
| To remove the footer, send a empty text component: <code>{"text":""}</code>.
  {| class="wikitable"
+
  |}
    ! Name
+
 
    ! Type
+
==== Tag Query Response ====
    ! Description
+
 
    |-
+
Sent in response to [[#Query Block Entity Tag|Query Block Entity Tag]] or [[#Query Entity Tag|Query Entity Tag]].
    | Width
+
 
    | VarInt
+
{| class="wikitable"
    |
+
! Packet ID
    |-
+
! State
    | Height
+
! Bound To
    | VarInt
+
! Field Name
    |
+
  ! Field Type
    |-
+
  ! Notes
    | Group
 
    | String
 
    | Used to group similar recipes together in the recipe book. Tag is present in recipe JSON.
 
    |-
 
    | Ingredients
 
    | Array of Ingredient
 
    | Length is width * height. Indexed by x + (y * width).
 
    |-
 
    | Result
 
    | [[Slot]]
 
    |
 
    |}
 
 
  |-
 
  |-
  | <code>crafting_special_armordye</code>
+
  |rowspan="2"| 0x61
  | Recipe for dying leather armor
+
  |rowspan="2"| Play
  |rowspan="13"| None
+
  |rowspan="2"| Client
 +
| Transaction ID
 +
| VarInt
 +
| Can be compared to the one sent in the original query packet.
 
  |-
 
  |-
  | <code>crafting_special_bookcloning</code>
+
  | NBT
  | Recipe for copying contents of written books
+
  | [[NBT|NBT Tag]]
 +
| The NBT of the block or entity.  May be a TAG_END (0) in which case no NBT is present.
 +
|}
 +
 
 +
==== Pickup Item ====
 +
 
 +
Sent by the server when someone picks up an item lying on the ground — its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory, and it doesn't add it to your inventory. The server only checks for items to be picked up after each [[#Set Player Position|Set Player Position]] (and [[#Set Player Position And Rotation|Set Player Position And Rotation]]) packet sent by the client. The collector entity can be any entity; it does not have to be a player. The collected entity also can be any entity, but the Notchian server only uses this for items, experience orbs, and the different varieties of arrows.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | <code>crafting_special_mapcloning</code>
+
  |rowspan="3"| 0x62
  | Recipe for copying maps
+
|rowspan="3"| Play
 +
|rowspan="3"| Client
 +
| Collected Entity ID
 +
| VarInt
 +
  |
 
  |-
 
  |-
  | <code>crafting_special_mapextending</code>
+
  | Collector Entity ID
  | Recipe for adding paper to maps
+
| VarInt
 +
  |
 
  |-
 
  |-
  | <code>crafting_special_firework_rocket</code>
+
  | Pickup Item Count
  | Recipe for making firework rockets
+
  | VarInt
 +
| Seems to be 1 for XP orbs, otherwise the number of items in the stack.
 +
|}
 +
 
 +
==== Teleport Entity ====
 +
 
 +
This packet is sent by the server when an entity moves more than 8 blocks.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | <code>crafting_special_firework_star</code>
+
  |rowspan="7"| 0x63
  | Recipe for making firework stars
+
|rowspan="7"| Play
 +
|rowspan="7"| Client
 +
| Entity ID
 +
| VarInt
 +
  |
 
  |-
 
  |-
  | <code>crafting_special_firework_star_fade</code>
+
  | X
  | Recipe for making firework stars fade between multiple colors
+
| Double
 +
  |
 
  |-
 
  |-
  | <code>crafting_special_repairitem</code>
+
  | Y
  | Recipe for repairing items via crafting
+
| Double
 +
  |
 
  |-
 
  |-
  | <code>crafting_special_tippedarrow</code>
+
  | Z
  | Recipe for crafting tipped arrows
+
| Double
 +
  |
 
  |-
 
  |-
  | <code>crafting_special_bannerduplicate</code>
+
  | Yaw
  | Recipe for copying banner patterns
+
  | Angle
 +
| (Y Rot)New angle, not a delta.
 
  |-
 
  |-
  | <code>crafting_special_banneraddpattern</code>
+
  | Pitch
  | Recipe for adding patterns to banners
+
  | Angle
 +
| (X Rot)New angle, not a delta.
 
  |-
 
  |-
  | <code>crafting_special_shielddecoration</code>
+
  | On Ground
  | Recipe for applying a banner's pattern to a shield
+
  | Boolean
 +
|
 +
|}
 +
 
 +
==== Update Advancements ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
!colspan="2"| Field Name
 +
!colspan="2"| Field Type
 +
! Notes
 
  |-
 
  |-
  | <code>crafting_special_shulkerboxcoloring</code>
+
  |rowspan="9"| 0x64
  | Recipe for recoloring a shulker box
+
|rowspan="9"| Play
 +
|rowspan="9"| Client
 +
|colspan="2"| Reset/Clear
 +
  |colspan="2"| Boolean
 +
| Whether to reset/clear the current advancements.
 
  |-
 
  |-
  | <code>smelting</code>
+
  |colspan="2"| Mapping size
| Smelting recipe
+
|colspan="2"| VarInt
|rowspan="4"| As follows:
+
| Size of the following array.
  {| class="wikitable"
 
    ! Name
 
    ! Type
 
    ! Description
 
    |-
 
    | Group
 
    | String
 
    | Used to group similar recipes together in the recipe book.
 
    |-
 
    | Ingredient
 
    | Ingredient
 
    |
 
    |-
 
    | Result
 
    | [[Slot]]
 
    |
 
    |-
 
    | Experience
 
    | Float
 
    |
 
    |-
 
    | Cooking time
 
    | VarInt
 
    |
 
    |}
 
 
  |-
 
  |-
  | <code>blasting</code>
+
  |rowspan="2"| Advancement mapping
  | Blast furnace recipe
+
| Key
 +
|rowspan="2"| Array
 +
| Identifier
 +
  | The identifier of the advancement.
 
  |-
 
  |-
  | <code>smoking</code>
+
  | Value
  | Smoker recipe
+
  | Advancement
 +
| See below
 +
|-
 +
|colspan="2"| List size
 +
|colspan="2"| VarInt
 +
| Size of the following array.
 +
|-
 +
|colspan="2"| Identifiers
 +
|colspan="2"| Array of Identifier
 +
| The identifiers of the advancements that should be removed.
 
  |-
 
  |-
  | <code>campfire_cooking</code>
+
  |colspan="2"| Progress size
  | Campfire recipe
+
|colspan="2"| VarInt
 +
  | Size of the following array.
 
  |-
 
  |-
  | <code>stonecutting</code>
+
  |rowspan="2"| Progress mapping
  | Stonecutter recipe
+
  | Key
  | As follows:
+
  |rowspan="2"| Array
  {| class="wikitable"
+
| Identifier
    ! Name
+
| The identifier of the advancement.
    ! Type
 
    ! Description
 
    |-
 
    | Group
 
    | String
 
    | Used to group similar recipes together in the recipe book.  Tag is present in recipe JSON.
 
    |-
 
    | Ingredient
 
    | Ingredient
 
    |
 
    |-
 
    | Result
 
    | [[Slot]]
 
    |
 
    |}
 
 
  |-
 
  |-
  | <code>smithing</code>
+
  | Value
  | Smithing table recipe
+
  | Advancement progress
  | As follows:
+
  | See below.
  {| class="wikitable"
 
    ! Name
 
    ! Type
 
    ! Description
 
    |-
 
    | Base
 
    | Ingredient
 
    | First item
 
    |-
 
    | Addition
 
    | Ingredient
 
    | Second item
 
    |-
 
    | Result
 
    | [[Slot]]
 
    |
 
    |}
 
 
  |}
 
  |}
  
Ingredient is defined as:
+
Advancement structure:
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Name
+
  !colspan="2"| Field Name
  ! Type
+
  !colspan="2"| Field Type
  ! Description
+
  ! Notes
 
  |-
 
  |-
  | Count
+
  |colspan="2"| Has parent
  | VarInt
+
  |colspan="2"| Boolean
  | Number of elements in the following array
+
  | Indicates whether the next field exists.
 
  |-
 
  |-
  | Items
+
  |colspan="2"| Parent id
  | Array of [[Slot]]
+
  |colspan="2"| Optional Identifier
  | Any item in this array may be used for the recipe.  The count of each item should be 1.
+
  | The identifier of the parent advancement.
|}
 
 
 
==== Tags ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="4"| 0x5B
+
  |colspan="2"| Has display
  |rowspan="4"| Play
+
  |colspan="2"| Boolean
  |rowspan="4"| Client
+
  | Indicates whether the next field exists.
| Block Tags
 
| (See below)
 
| IDs are block IDs
 
 
  |-
 
  |-
  | Item Tags
+
  |colspan="2"| Display data
  | (See below)
+
  |colspan="2"| Optional advancement display
  | IDs are item IDs
+
  | See below.
 
  |-
 
  |-
  | Fluid Tags
+
  |colspan="2"| Number of criteria
  | (See below)
+
  |colspan="2"| VarInt
  | IDs are fluid IDs
+
  | Size of the following array.
 
  |-
 
  |-
  | Entity Tags
+
  |rowspan="2"| Criteria
  | (See below)
+
  | Key
  | IDs are entity IDs
+
  |rowspan="2"| Array
  |}
+
  | Identifier
 
+
| The identifier of the criterion.
Tags look like:
+
|-
 
+
  | Value
{| class="wikitable"
+
  | '''Void'''
  !colspan="2"| Field Name
+
  | There is ''no'' content written here. Perhaps this will be expanded in the future?
  !colspan="2"| Field Type
 
  ! Notes
 
 
  |-
 
  |-
  |colspan="2"| Length
+
  |colspan="2"| Array length
 
  |colspan="2"| VarInt
 
  |colspan="2"| VarInt
  | Number of elements in the following array
+
  | Number of arrays in the following array.
 
  |-
 
  |-
  |rowspan="3"| Tags
+
  |rowspan="2"| Requirements
  | Tag name
+
  | Array length 2
  |rowspan="3"| Array
+
  |rowspan="2"| Array
| Identifier
 
|
 
|-
 
| Count
 
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array
+
  | Number of elements in the following array.
 
  |-
 
  |-
  | Entries
+
  | Requirement
  | Array of VarInt
+
  | Array of String
  | Numeric ID of the block/item.
+
  | Array of required criteria.
 
  |}
 
  |}
  
=== Serverbound ===
+
Advancement display:
 
 
==== Teleport Confirm ====
 
 
 
Sent by client as confirmation of [[#Player Position And Look (clientbound)|Player Position And Look]].
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! Packet ID
 
! State
 
! Bound To
 
 
  ! Field Name
 
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x00
+
  | Title
  | Play
+
  | Chat
  | Server
+
  |
  | Teleport ID
+
  |-
  | VarInt
+
  | Description
  | The ID given by the [[#Player Position And Look (clientbound)|Player Position And Look]] packet
+
| Chat
  |}
+
|
 
+
|-
==== Query Block NBT ====
+
| Icon
 +
  | [[Slot]]
 +
  |
 +
|-
 +
| Frame type
 +
| VarInt enum
 +
| 0 = <code>task</code>, 1 = <code>challenge</code>, 2 = <code>goal</code>.
 +
|-
 +
| Flags
 +
| Integer
 +
| 0x01: has background texture; 0x02: <code>show_toast</code>; 0x04: <code>hidden</code>.
 +
|-
 +
| Background texture
 +
| Optional Identifier
 +
| Background texture location.  Only if flags indicates it.
 +
|-
 +
| X coord
 +
| Float
 +
|
 +
|-
 +
| Y coord
 +
| Float
 +
|
 +
|}
  
Used when <kbd>Shift</kbd>+<kbd>F3</kbd>+<kbd>I</kbd> is pressed while looking at a block.
+
Advancement progress:
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  !colspan="2"| Field Name
! State
+
  !colspan="2"| Field Type
! Bound To
 
! Field Name
 
  ! Field Type
 
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x01
+
  |colspan="2"| Size
  |rowspan="2"| Play
+
  |colspan="2"| VarInt
  |rowspan="2"| Server
+
| Size of the following array.
  | Transaction ID
+
|-
  | VarInt
+
  |rowspan="2"| Criteria
  | An incremental ID so that the client can verify that the response matches.
+
  | Criterion identifier
 +
  |rowspan="2"| Array
 +
| Identifier
 +
  | The identifier of the criterion.
 
  |-
 
  |-
  | Location
+
  | Criterion progress
  | Position
+
  | Criterion progress
  | The location of the block to check.
+
  |
 
  |}
 
  |}
  
==== Query Entity NBT ====
+
Criterion progress:
 
 
Used when <kbd>Shift</kbd>+<kbd>F3</kbd>+<kbd>I</kbd> is pressed while looking at an entity.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! Packet ID
 
! State
 
! Bound To
 
 
  ! Field Name
 
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x0D
+
  | Achieved
|rowspan="2"| Play
+
  | Boolean
|rowspan="2"| Server
+
  | If true, next field is present.
| Transaction ID
 
  | VarInt
 
  | An incremental ID so that the client can verify that the response matches.
 
 
  |-
 
  |-
  | Entity ID
+
  | Date of achieving
  | VarInt
+
  | Optional Long
  | The ID of the entity to query.
+
  | As returned by [https://docs.oracle.com/javase/6/docs/api/java/util/Date.html#getTime() <code>Date.getTime</code>].
 
  |}
 
  |}
  
==== Set Difficulty ====
+
==== Update Attributes ====
  
Must have at least op level 2 to use.  Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.
+
Sets {{Minecraft Wiki|Attribute|attributes}} on the given entity.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,055: Line 5,973:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
  ! Field Type
+
  !colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x02
+
  |rowspan="6"| 0x65
  | Play
+
  |rowspan="6"| Play
  | Server
+
  |rowspan="6"| Client
  | New difficulty
+
|colspan="2"| Entity ID
  | Byte
+
|colspan="2"| VarInt
  | 0: peaceful, 1: easy, 2: normal, 3: hard
+
|
 +
  |-
 +
  |colspan="2"| Number Of Properties
 +
  |colspan="2"| VarInt
 +
| Number of elements in the following array.
 +
|-
 +
|rowspan="4"| Property
 +
| Key
 +
|rowspan="4"| Array
 +
| Identifier
 +
| See below.
 +
|-
 +
| Value
 +
| Double
 +
| See below.
 +
|-
 +
| Number Of Modifiers
 +
| VarInt
 +
| Number of elements in the following array.
 +
|-
 +
| Modifiers
 +
| Array of Modifier Data
 +
| See {{Minecraft Wiki|Attribute#Modifiers}}. Modifier Data defined below.
 
  |}
 
  |}
  
==== Chat Message (serverbound) ====
+
Known Key values (see also {{Minecraft Wiki|Attribute#Modifiers}}):
 
 
Used to send a chat message to the server.  The message may not be longer than 256 characters or else the server will kick the client.
 
 
 
If the message starts with a <code>/</code>, the server will attempt to interpret it as a command.  Otherwise, the server will broadcast the same chat message to all players on the server (including the player that sent the message), prepended with player's name.  Specifically, it will respond with a translate [[chat]] component, "<code>chat.type.text</code>" with the first parameter set to the display name of the player (including some chat component logic to support clicking the name to send a PM) and the second parameter set to the message.  See [[Chat#Processing chat|processing chat]] for more information.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
| 0x03
+
  ! Key
| Play
+
  ! Default
| Server
+
  ! Min
| Message
+
  ! Max
| String (256)
+
  ! Label
| The client sends the raw input, not a [[Chat]] component
 
|}
 
 
 
==== Client Status ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
  ! State
 
  ! Bound To
 
  ! Field Name
 
  ! Field Type
 
  ! Notes
 
 
  |-
 
  |-
  | 0x04
+
  | generic.max_health
  | Play
+
  | 20.0
  | Server
+
  | 0.0
  | Action ID
+
  | 1024.0
  | VarInt Enum
+
  | Max Health.
| See below
 
|}
 
 
 
''Action ID'' values:
 
 
 
{| class="wikitable"
 
 
  |-
 
  |-
  ! Action ID
+
  | generic.follow_range
  ! Action
+
  | 32.0
  ! Notes
+
  | 0.0
 +
| 2048.0
 +
| Follow Range.
 
  |-
 
  |-
  | 0
+
| generic.knockback_resistance
  | Perform respawn
+
| 0.0
  | Sent when the client is ready to complete login and when the client is ready to respawn after death.
+
  | 0.0
 +
  | 1.0
 +
  | Knockback Resistance.
 
  |-
 
  |-
  | 1
+
  | generic.movement_speed
  | Request stats
+
  | 0.7
  | Sent when the client opens the Statistics menu
+
  | 0.0
  |}
+
  | 1024.0
 
+
| Movement Speed.
==== Client Settings ====
 
 
 
Sent when the player connects, or when settings are changed.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="6"| 0x05
+
  | generic.attack_damage
  |rowspan="6"| Play
+
  | 2.0
  |rowspan="6"| Server
+
  | 0.0
  | Locale
+
  | 2048.0
  | String (16)
+
  | Attack Damage.
| e.g. en_GB
 
 
  |-
 
  |-
  | View Distance
+
  | generic.attack_speed
  | Byte
+
  | 4.0
  | Client-side render distance, in chunks
+
  | 0.0
 +
| 1024.0
 +
| Attack Speed.
 
  |-
 
  |-
  | Chat Mode
+
  | generic.flying_speed
  | VarInt Enum
+
  | 0.4
  | 0: enabled, 1: commands only, 2: hiddenSee [[Chat#Processing chat|processing chat]] for more information.
+
  | 0.0
 +
| 1024.0
 +
  | Flying Speed.
 
  |-
 
  |-
  | Chat Colors
+
  | generic.armor
  | Boolean
+
  | 0.0
  | “Colors” multiplayer setting
+
  | 0.0
 +
| 30.0
 +
| Armor.
 
  |-
 
  |-
  | Displayed Skin Parts
+
  | generic.armor_toughness
  | Unsigned Byte
+
  | 0.0
  | Bit mask, see below
+
  | 0.0
 +
| 20.0
 +
| Armor Toughness.
 +
|-
 +
| generic.attack_knockback
 +
| 0.0
 +
| 0.0
 +
| 5.0
 +
| &mdash;
 +
|-
 +
| generic.luck
 +
| 0.0
 +
| -1024.0
 +
| 1024.0
 +
| Luck.
 +
|-
 +
| horse.jump_strength
 +
| 0.7
 +
| 0.0
 +
| 2.0
 +
| Jump Strength.
 +
|-
 +
| zombie.spawn_reinforcements
 +
| 0.0
 +
| 0.0
 +
| 1.0
 +
| Spawn Reinforcements Chance.
 +
|-
 +
| generic.reachDistance
 +
| 5.0
 +
| 0.0
 +
| 1024.0
 +
| Player Reach Distance (Forge only).
 
  |-
 
  |-
  | Main Hand
+
  | forge.swimSpeed
  | VarInt Enum
+
  | 1.0
  | 0: Left, 1: Right
+
  | 0.0
 +
| 1024.0
 +
| Swimming Speed (Forge only).
 
  |}
 
  |}
  
''Displayed Skin Parts'' flags:
+
Unknown attributes will cause a game crash ([https://bugs.mojang.com/browse/MC-150405 MC-150405]) due to the default minimum being larger than the default value.
  
* Bit 0 (0x01): Cape enabled
+
''Modifier Data'' structure:
* Bit 1 (0x02): Jacket enabled
 
* Bit 2 (0x04): Left Sleeve enabled
 
* Bit 3 (0x08): Right Sleeve enabled
 
* Bit 4 (0x10): Left Pants Leg enabled
 
* Bit 5 (0x20): Right Pants Leg enabled
 
* Bit 6 (0x40): Hat enabled
 
 
 
The most significant bit (bit 7, 0x80) appears to be unused.
 
 
 
==== Tab-Complete (serverbound) ====
 
 
 
Sent when the client needs to tab-complete a <code>minecraft:ask_server</code> suggestion type.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  |-
! State
 
! Bound To
 
 
  ! Field Name
 
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x06
+
  | UUID
  |rowspan="2"| Play
+
| UUID
  |rowspan="2"| Server
+
  |
  | Transaction Id
+
  |-
  | VarInt
+
  | Amount
  | The id received in the tab completion request packet, must match or the client will ignore this packet.  Client generates this and increments it each time it sends another tab completion that doesn't get a response.
+
  | Double
 +
  | May be positive or negative.
 
  |-
 
  |-
  | Text
+
  | Operation
  | String (32500)
+
  | Byte
  | All text behind the cursor without the <code>/</code> (e.g. to the left of the cursor in left-to-right languages like English)
+
  | See below.
 
  |}
 
  |}
  
==== Window Confirmation (serverbound) ====
+
The operation controls how the base value of the modifier is changed.
  
If a confirmation sent by the client was not accepted, the server will reply with a [[#Window Confirmation (clientbound)|Window Confirmation (clientbound)]] packet with the Accepted field set to false. When this happens, the client must send this packet to apologize (as with movement), otherwise the server ignores any successive confirmations.
+
* 0: Add/subtract amount
 +
* 1: Add/subtract amount percent of the current value
 +
* 2: Multiply by amount percent
 +
 
 +
All of the 0's are applied first, and then the 1's, and then the 2's.
 +
 
 +
==== Entity Effect ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,212: Line 6,149:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x07
+
  |rowspan="7"| 0x66
  |rowspan="3"| Play
+
  |rowspan="7"| Play
  |rowspan="3"| Server
+
  |rowspan="7"| Client
  | Window ID
+
  | Entity ID
 +
| VarInt
 +
|
 +
|-
 +
| Effect ID
 +
| VarInt
 +
| See {{Minecraft Wiki|Status effect#Effect IDs|this table}}.
 +
|-
 +
| Amplifier
 +
| Byte
 +
| Notchian client displays effect level as Amplifier + 1.
 +
|-
 +
| Duration
 +
| VarInt
 +
| Duration in ticks.
 +
|-
 +
| Flags
 
  | Byte
 
  | Byte
  | The ID of the window that the action occurred in
+
  | Bit field, see below.
 
  |-
 
  |-
  | Action Number
+
  | Has Factor Data
  | Short
+
  | boolean
  | Every action that is to be accepted has a unique number. This number is an incrementing integer (starting at 1) with separate counts for each window ID.
+
  | Used in DARKNESS effect
 
  |-
 
  |-
  | Accepted
+
  | Factor Codec
  | Boolean
+
  | NBT Tag
  | Whether the action was accepted
+
  | See below
 
  |}
 
  |}
  
==== Click Window Button ====
+
Within flags:
  
Used when clicking on window buttonsUntil 1.14, this was only used by enchantment tables.
+
* 0x01: Is ambient - was the effect spawned from a beacon?  All beacon-generated effects are ambient.  Ambient effects use a different icon in the HUD (blue border rather than gray).  If all effects on an entity are ambient, the [[Entity_metadata#Living Entity|"Is potion effect ambient" living metadata field]] should be set to trueUsually should not be enabled.
 +
* 0x02: Show particles - should all particles from this effect be hidden?  Effects with particles hidden are not included in the calculation of the effect color, and are not rendered on the HUD (but are still rendered within the inventory).  Usually should be enabled.
 +
* 0x04: Show icon - should the icon be displayed on the client?  Usually should be enabled.
  
 +
Factor Data
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  !Name
! State
+
  !Type
! Bound To
+
  !style="width: 250px;" colspan="2"| Notes
! Field Name
 
  ! Field Type
 
  ! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x08
+
  | padding_duration
  |rowspan="2"| Play
+
  | TAG_INT
  |rowspan="2"| Server
+
  |
| Window ID
 
| Byte
 
| The ID of the window sent by [[#Open Window|Open Window]]
 
 
  |-
 
  |-
  | Button ID
+
  | factor_start
  | Byte
+
  | TAG_FLOAT
  | Meaning depends on window type; see below
+
  |
|}
 
 
 
{| class="wikitable"
 
! Window type
 
! ID
 
! Meaning
 
 
  |-
 
  |-
  |rowspan="3"| Enchantment Table
+
  | factor_target
  | 0 || Topmost enchantment
+
| TAG_FLOAT
 +
  |
 
  |-
 
  |-
  | 1 || Middle enchantment
+
  | factor_current
 +
| TAG_FLOAT
 +
|
 
  |-
 
  |-
  | 2 || Bottom enchantment
+
  | effect_changed_timestamp
 +
| TAG_INT
 
  |-
 
  |-
  |rowspan="4"| Lectern
+
  | factor_previous_frame
  | 1 || Previous page (which does give a redstone output)
+
  | TAG_FLOAT
 
  |-
 
  |-
  | 2 || Next page
+
  | had_effect_last_tick
|-
+
  | TAG_BOOLEAN
  | 3 || Take Book
 
|-
 
| 100+page || Opened page number - 100 + number
 
|-
 
| Stonecutter
 
|colspan="2"| Recipe button number - 4*row + col.  Depends on the item.
 
|-
 
| Loom
 
|colspan="2"| Recipe button number - 4*row + col.  Depends on the item.
 
 
  |}
 
  |}
  
==== Click Window ====
+
==== Update Recipes ====
 
 
This packet is sent by the player when it clicks on a slot in a window.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,288: Line 6,225:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
  ! Field Type
+
  !colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="6"| 0x09
+
  |rowspan="4"| 0x67
  |rowspan="6"| Play
+
  |rowspan="4"| Play
  |rowspan="6"| Server
+
  |rowspan="4"| Client
  | Window ID
+
  |colspan="2"| Num Recipes
  | Unsigned Byte
+
  |colspan="2"| VarInt
  | The ID of the window which was clicked. 0 for player inventory.
+
  | Number of elements in the following array.
 
  |-
 
  |-
  | Slot
+
  |rowspan="3"| Recipe
  | Short
+
| Type
  | The clicked slot number, see below
+
|rowspan="3"| Array
 +
  | Identifier
 +
  | The recipe type, see below.
 
  |-
 
  |-
  | Button
+
  | Recipe ID
  | Byte
+
  | Identifier
  | The button used in the click, see below
+
  |
 
  |-
 
  |-
  | Action Number
+
  | Data
  | Short
+
  | Optional, varies
  | A unique number for the action, implemented by Notchian as a counter, starting at 1 (different counter for every window ID). Used by the server to send back a [[#Confirm Transaction (clientbound)|Confirm Transaction (clientbound)]].
+
  | Additional data for the recipeFor some types, there will be no data.
  |-
 
| Mode
 
| VarInt Enum
 
| Inventory operation mode, see below
 
|-
 
| Clicked item
 
| [[Slot Data|Slot]]
 
| The clicked slot. Has to be empty (item ID = -1) for drop mode.
 
 
  |}
 
  |}
  
See [[Inventory]] for further information about how slots are indexed.
+
Recipe types:
 
 
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.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Mode
+
  ! Type
  ! Button
+
  ! Description
  ! Slot
+
  ! Data
! Trigger
 
 
  |-
 
  |-
  !rowspan="2"| 0
+
  | <code>crafting_shapeless</code>
| 0
+
| Shapeless crafting recipe. All items in the ingredient list must be present, but in any order/slot.
| Normal
+
| As follows:
| Left mouse click
+
  {| class="wikitable"
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Group
 +
    | String
 +
    | Used to group similar recipes together in the recipe book. Tag is present in recipe JSON.
 +
    |-
 +
    | Ingredient count
 +
    | VarInt
 +
    | Number of elements in the following array.
 +
    |-
 +
    | Ingredients
 +
    | Array of Ingredient.
 +
    |
 +
    |-
 +
    | Result
 +
    | [[Slot]]
 +
    |
 +
    |}
 
  |-
 
  |-
  | 1
+
  | <code>crafting_shaped</code>
  | Normal
+
  | Shaped crafting recipe. All items must be present in the same pattern (which may be flipped horizontally or translated).
  | Right mouse click
+
  | As follows:
 +
  {| class="wikitable"
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Width
 +
    | VarInt
 +
    |
 +
    |-
 +
    | Height
 +
    | VarInt
 +
    |
 +
    |-
 +
    | Group
 +
    | String
 +
    | Used to group similar recipes together in the recipe book. Tag is present in recipe JSON.
 +
    |-
 +
    | Ingredients
 +
    | Array of Ingredient
 +
    | Length is <code>width * height</code>. Indexed by <code>x + (y * width)</code>.
 +
    |-
 +
    | Result
 +
    | [[Slot]]
 +
    |
 +
    |}
 
  |-
 
  |-
  !rowspan="2"| 1
+
  | <code>crafting_special_armordye</code>
  | 0
+
  | Recipe for dying leather armor
  | Normal
+
  |rowspan="14"| None
| Shift + left mouse click
 
 
  |-
 
  |-
  | 1
+
  | <code>crafting_special_bookcloning</code>
  | Normal
+
  | Recipe for copying contents of written books
| Shift + right mouse click ''(identical behavior)''
 
 
  |-
 
  |-
  !rowspan="5"| 2
+
  | <code>crafting_special_mapcloning</code>
  | 0
+
  | Recipe for copying maps
| Normal
 
| Number key 1
 
 
  |-
 
  |-
  | 1
+
  | <code>crafting_special_mapextending</code>
  | Normal
+
  | Recipe for adding paper to maps
| Number key 2
 
 
  |-
 
  |-
  | 2
+
  | <code>crafting_special_firework_rocket</code>
  | Normal
+
  | Recipe for making firework rockets
| Number key 3
 
 
  |-
 
  |-
  |
+
  | <code>crafting_special_firework_star</code>
  |
+
  | Recipe for making firework stars
| ⋮
 
 
  |-
 
  |-
  | 8
+
  | <code>crafting_special_firework_star_fade</code>
  | Normal
+
  | Recipe for making firework stars fade between multiple colors
| Number key 9
 
 
  |-
 
  |-
! 3
+
  | <code>crafting_special_repairitem</code>
| 2
+
  | Recipe for repairing items via crafting
  | Normal
 
  | Middle click, only defined for creative players in non-player inventories.
 
 
  |-
 
  |-
  !rowspan="4"| 4
+
  | <code>crafting_special_tippedarrow</code>
  | 0
+
  | Recipe for crafting tipped arrows
| Normal*
 
| Drop key (Q) (* Clicked item is different, see above)
 
 
  |-
 
  |-
  | 1
+
  | <code>crafting_special_bannerduplicate</code>
  | Normal*
+
  | Recipe for copying banner patterns
| Ctrl + Drop key (Ctrl-Q) ''(drops full stack)''
 
 
  |-
 
  |-
  | 0
+
  | <code>crafting_special_banneraddpattern</code>
  | -999
+
  | Recipe for adding patterns to banners
| Left click outside inventory holding nothing ''(no-op)''
 
 
  |-
 
  |-
  | 1
+
  | <code>crafting_special_shielddecoration</code>
  | -999
+
  | Recipe for applying a banner's pattern to a shield
| Right click outside inventory holding nothing ''(no-op)''
 
 
  |-
 
  |-
  !rowspan="9"| 5
+
  | <code>crafting_special_shulkerboxcoloring</code>
  | 0
+
  | Recipe for recoloring a shulker box
| -999
 
| Starting left mouse drag
 
 
  |-
 
  |-
  | 4
+
  | <code>crafting_special_suspiciousstew</code>
  | -999
+
  |
| Starting right mouse drag
 
 
  |-
 
  |-
  | 8
+
  | <code>smelting</code>
  | -999
+
| Smelting recipe
| Starting middle mouse drag, only defined for creative players in non-player inventories. (Note: the vanilla client will still incorrectly send this for non-creative players - see [https://bugs.mojang.com/browse/MC-46584 MC-46584])
+
  |rowspan="4"| As follows:
|-
+
  {| class="wikitable"
| 1
+
    ! Name
| Normal
+
    ! Type
| Add slot for left-mouse drag
+
    ! Description
 +
    |-
 +
    | Group
 +
    | String
 +
    | Used to group similar recipes together in the recipe book.
 +
    |-
 +
    | Ingredient
 +
    | Ingredient
 +
    |
 +
    |-
 +
    | Result
 +
    | [[Slot]]
 +
    |
 +
    |-
 +
    | Experience
 +
    | Float
 +
    |
 +
    |-
 +
    | Cooking time
 +
    | VarInt
 +
    |
 +
    |}
 
  |-
 
  |-
  | 5
+
  | <code>blasting</code>
  | Normal
+
  | Blast furnace recipe
| Add slot for right-mouse drag
 
 
  |-
 
  |-
  | 9
+
  | <code>smoking</code>
  | Normal
+
  | Smoker recipe
| Add slot for middle-mouse drag, only defined for creative players in non-player inventories.  (Note: the vanilla client will still incorrectly send this for non-creative players - see [https://bugs.mojang.com/browse/MC-46584 MC-46584])
 
 
  |-
 
  |-
  | 2
+
  | <code>campfire_cooking</code>
  | -999
+
  | Campfire recipe
| Ending left mouse drag
 
 
  |-
 
  |-
  | 6
+
  | <code>stonecutting</code>
  | -999
+
  | Stonecutter recipe
  | Ending right mouse drag
+
  | As follows:
|-
+
  {| class="wikitable"
| 10
+
    ! Name
| -999
+
    ! Type
| Ending middle mouse drag, only defined for creative players in non-player inventories(Note: the vanilla client will still incorrectly send this for non-creative players - see [https://bugs.mojang.com/browse/MC-46584 MC-46584])
+
    ! Description
  |-
+
    |-
  ! 6
+
    | Group
  | 0
+
    | String
  | Normal
+
    | Used to group similar recipes together in the recipe bookTag is present in recipe JSON.
| Double click
+
    |-
 +
    | Ingredient
 +
    | Ingredient
 +
    |
 +
    |-
 +
    | Result
 +
    | [[Slot]]
 +
    |
 +
    |}
 +
  |-
 +
  | <code>smithing</code>
 +
  | Smithing table recipe
 +
  | As follows:
 +
  {| class="wikitable"
 +
    ! Name
 +
    ! Type
 +
    ! Description
 +
    |-
 +
    | Base
 +
    | Ingredient
 +
    | First item.
 +
    |-
 +
    | Addition
 +
    | Ingredient
 +
    | Second item.
 +
    |-
 +
    | Result
 +
    | [[Slot]]
 +
    |
 +
    |}
 
  |}
 
  |}
  
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):
+
Ingredient is defined as:
  
# packet with mode 5, slot -999, button (0 for left | 4 for right);
+
{| class="wikitable"
# packet for every slot painted on, mode is still 5, button (1 | 5);
+
! Name
# packet with mode 5, slot -999, button (2 | 6);
+
! Type
 +
! Description
 +
|-
 +
| Count
 +
| VarInt
 +
| Number of elements in the following array.
 +
|-
 +
| Items
 +
| Array of [[Slot]]
 +
| Any item in this array may be used for the recipe.  The count of each item should be 1.
 +
|}
  
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.
+
==== Update Tags ====
  
The server will send back a [[#Confirm Transaction (clientbound)|Confirm Transaction]] packet. If the click was not accepted, the client must send a matching [[#Confirm Transaction (serverbound)|serverbound confirm transaction]] packet before sending more [[#Click Window|Click Window]] packets, otherwise the server will reject them silently. The Notchian server also sends a [[#Window Items|Window Items]] packet for the open window and [[#Set Slot|Set Slot]] packets for the clicked and cursor slot, but only when the click was not accepted, probably to resynchronize client and server.
+
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
!colspan="2"| Field Name
 +
!colspan="2"| Field Type
 +
! Notes
 +
|-
 +
|rowspan="3"| 0x68
 +
|rowspan="3"| Play
 +
|rowspan="3"| Client
 +
| colspan="2"| Length of the array
 +
| colspan="2"| VarInt
 +
|
 +
|-
 +
|rowspan="2"| Array of tags
 +
| Tag type
 +
|rowspan="2"| Array
 +
| Identifier
 +
| Tag identifier (Vanilla required tags are <code>minecraft:block</code>, <code>minecraft:item</code>, <code>minecraft:fluid</code>, <code>minecraft:entity_type</code>, and <code>minecraft:game_event</code>)
 +
|-
 +
| Array of Tag
 +
| (See below)
 +
|
 +
|}
  
==== Close Window (serverbound) ====
+
Tags look like:
  
This packet is sent by the client when closing a window.
+
{| class="wikitable"
 +
!colspan="2"| Field Name
 +
!colspan="2"| Field Type
 +
! Notes
 +
|-
 +
|colspan="2"| Length
 +
|colspan="2"| VarInt
 +
| Number of elements in the following array
 +
|-
 +
|rowspan="3"| Tags
 +
| Tag name
 +
|rowspan="3"| Array
 +
| Identifier
 +
|
 +
|-
 +
| Count
 +
| VarInt
 +
| Number of elements in the following array
 +
|-
 +
| Entries
 +
| Array of VarInt
 +
| Numeric ID of the given type (block, item, etc.).
 +
|}
 +
 
 +
More information on tags is available at: https://minecraft.gamepedia.com/Tag
 +
 
 +
And a list of all tags is here: https://minecraft.gamepedia.com/Tag#List_of_tags
 +
 
 +
=== Serverbound ===
 +
 
 +
==== Confirm Teleportation ====
  
Notchian clients send a Close Window packet with Window ID 0 to close their inventory even though there is never an [[#Open Window|Open Window]] packet for the inventory.
+
Sent by client as confirmation of [[#Synchronize Player Position|Synchronize Player Position]].
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,460: Line 6,524:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x0A
+
  | 0x00
 
  | Play
 
  | Play
 
  | Server
 
  | Server
  | Window ID
+
  | Teleport ID
  | Unsigned Byte
+
  | VarInt
  | This is the ID of the window that was closed. 0 for player inventory.
+
  | The ID given by the [[#Synchronize Player Position|Synchronize Player Position]] packet.
 
  |}
 
  |}
  
==== Plugin Message (serverbound) ====
+
==== Query Block Entity Tag ====
  
{{Main|Plugin channels}}
+
Used when <kbd>Shift</kbd>+<kbd>F3</kbd>+<kbd>I</kbd> is pressed while looking at a block.
 
 
Mods and plugins can use this to send their data. Minecraft itself uses some [[plugin channel]]s. These internal channels are in the <code>minecraft</code> namespace.
 
 
 
More documentation on this: [http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/ http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/]
 
 
 
Note that the length of Data is known only from the packet length, since the packet has no length field of any kind.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,486: Line 6,544:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x0B
+
  |rowspan="2"| 0x01
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Server
 
  |rowspan="2"| Server
  | Channel
+
  | Transaction ID
  | Identifier
+
  | VarInt
  | Name of the [[plugin channel]] used to send the data
+
  | An incremental ID so that the client can verify that the response matches.
 
  |-
 
  |-
  | Data
+
  | Location
  | Byte Array
+
  | Position
  | Any data, depending on the channel. <code>minecraft:</code> channels are documented [[plugin channel|here]].  The length of this array must be inferred from the packet length.
+
  | The location of the block to check.
 
  |}
 
  |}
  
==== Edit Book ====
+
==== Change Difficulty ====
 +
 
 +
Must have at least op level 2 to use.  Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,508: Line 6,568:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x0C
+
  | 0x02
  |rowspan="3"| Play
+
  | Play
  |rowspan="3"| Server
+
  | Server
  | New book
+
  | New difficulty
  | [[Slot]]
+
  | Byte
|
+
  | 0: peaceful, 1: easy, 2: normal, 3: hard .
|-
 
| Is signing
 
| Boolean
 
| True if the player is signing the book; false if the player is saving a draft.
 
|-
 
| Hand
 
| VarInt enum
 
  | 0: Main hand, 1: Off hand
 
 
  |}
 
  |}
  
When editing a draft, the [[NBT]] section of the Slot contains this:
+
==== Chat Command ====
  
<pre>
+
{| class="wikitable"
TAG_Compound(<nowiki>''</nowiki>): 1 entry
+
! Packet ID
{
+
! State
  TAG_List('pages'): 2 entries
+
! Bound To
  {
+
!colspan="2"| Field Name
    TAG_String(0): 'Something on Page 1'
+
!colspan="2"| Field Type
    TAG_String(1): 'Something on Page 2'
+
! Notes
  }
+
|-
}
+
|rowspan="9"| 0x03
</pre>
+
|rowspan="9"| Play
 +
|rowspan="9"| Server
 +
|-
 +
|colspan="2"| Command
 +
|colspan="2"| String
 +
|colspan="2"| The command typed by the client.
 +
|-
 +
|colspan="2"| Timestamp
 +
|colspan="2"| Long
 +
|colspan="2"| The timestamp that the command was executed.
 +
|-
 +
|colspan="2"| Salt
 +
|colspan="2"| Long
 +
|colspan="2"| The salt for the following argument signatures.
 +
|-
 +
|colspan="2"| Array length
 +
|colspan="2"| VarInt
 +
|colspan="2"| The length of the following array
 +
|-
 +
|rowspan="3"| Array of argument signatures
 +
| Argument name
 +
|rowspan="3"| Array
 +
| String
 +
| The name of the argument that is signed by the following signature.
 +
|-
 +
| Signature length
 +
| VarInt
 +
| The length of the follow byte array
 +
|-
 +
| Signature
 +
| Byte Array
 +
| The signature that verifies the argument.
 +
|-
 +
|colspan="2"| Signed Preview
 +
|colspan="2"| Boolean
 +
|
 +
|}
  
When signing the book, it instead looks like this:
+
==== Chat Message ====
  
<pre>
+
Used to send a chat message to the server.  The message may not be longer than 256 characters or else the server will kick the client.
TAG_Compound(<nowiki>''</nowiki>): 3 entires
 
{
 
  TAG_String('author'): 'Steve'
 
  TAG_String('title'): 'A Wonderful Book'
 
  TAG_List('pages'): 2 entries
 
  {
 
    TAG_String(0): 'Something on Page 1'
 
    TAG_String(1): 'Something on Page 2'
 
  }
 
}
 
</pre>
 
 
 
==== Interact Entity ====
 
 
 
This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).
 
 
 
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.
 
  
Note that middle-click in creative mode is interpreted by the client and sent as a [[#Creative Inventory Action|Creative Inventory Action]] packet instead.
+
The server will broadcast the same chat message to all players on the server (including the player that sent the message), prepended with player's name.  Specifically, it will respond with a translate [[chat]] component, "<code>chat.type.text</code>" with the first parameter set to the display name of the player (including some chat component logic to support clicking the name to send a PM) and the second parameter set to the message.  See [[Chat#Processing chat|processing chat]] for more information.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,568: Line 6,639:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x0E
+
  |rowspan="6"| 0x04
  |rowspan="7"| Play
+
  |rowspan="6"| Play
  |rowspan="7"| Server
+
  |rowspan="6"| Server
  | Entity ID
+
  | Message
  | VarInt
+
  | String (256 chars)
  | The ID of the entity to interact
+
  |
 
  |-
 
  |-
  | Type
+
  | Timestamp
  | VarInt Enum
+
  | Instant
  | 0: interact, 1: attack, 2: interact at
+
  |
 
  |-
 
  |-
  | Target X
+
  | Salt
  | Optional Float
+
  | Long
  | Only if Type is interact at
+
  | The salt used to verify the signature hash.
 
  |-
 
  |-
  | Target Y
+
  | Signature Length
  | Optional Float
+
  | VarInt
  | Only if Type is interact at
+
  | The length of the following array.
 
  |-
 
  |-
  | Target Z
+
  | Signature
  | Optional Float
+
  | Byte Array
  | Only if Type is interact at
+
  | The signature used to verify the chat message's authentication.
 
  |-
 
  |-
  | Hand
+
  | Signed Preview
| Optional VarInt Enum
 
| Only if Type is interact or interact at; 0: main hand, 1: off hand
 
|-
 
| Sneaking
 
 
  | Boolean
 
  | Boolean
  | If the client is sneaking.
+
  |
 
  |}
 
  |}
 
==== Generate Structure ====
 
  
Sent when Generate is pressed on the {{Minecraft Wiki|Jigsaw Block}} interface.
+
==== Chat Preview (serverbound) ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,612: Line 6,677:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x0F
+
  |rowspan="2"| 0x05
  |rowspan="3"| Play
+
  |rowspan="2"| Play
  |rowspan="3"| Server
+
  |rowspan="2"| Server
  | Location
+
  | Query
  | Position
+
  | Integer
  | Block entity location
+
  |
 
  |-
 
  |-
  | Levels
+
  | Message
  | VarInt
+
  | String (256)
| Value of the levels slider/max depth to generate
 
|-
 
| Keep Jigsaws
 
| Boolean
 
 
  |
 
  |
 
  |}
 
  |}
  
==== Keep Alive (serverbound) ====
+
==== Client Command ====
 
 
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,640: Line 6,699:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x10
+
  | 0x06
 
  | Play
 
  | Play
 
  | Server
 
  | Server
  | Keep Alive ID
+
  | Action ID
  | Long
+
  | VarInt Enum
  |  
+
  | See below
 
  |}
 
  |}
  
==== Lock Difficulty ====
+
''Action ID'' values:
 
 
Must have at least op level 2 to use.  Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  |-
  ! State
+
  ! Action ID
! Bound To
+
  ! Action
! Field Name
 
  ! Field Type
 
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x11
+
  | 0
  | Play
+
  | Perform respawn
  | Server
+
  | Sent when the client is ready to complete login and when the client is ready to respawn after death.
  | Locked
+
  |-
  | Boolean
+
  | 1
  |
+
  | Request stats
 +
| Sent when the client opens the Statistics menu.
 
  |}
 
  |}
  
==== Player Position ====
+
==== Client Information ====
  
Updates the player's XYZ position on the server.
+
Sent when the player connects, or when settings are changed.
 
 
Checking for moving too fast is achieved like this:
 
 
 
* Each server tick, the player's current position is stored
 
* When a player moves, the changes in x, y, and z coordinates are compared with the positions from the previous tick (&Delta;x, &Delta;y, &Delta;z)
 
* Total movement distance squared is computed as &Delta;x&sup2; + &Delta;y&sup2; + &Delta;z&sup2;
 
* The expected movement distance squared is computed as velocityX&sup2; + veloctyY&sup2; + velocityZ&sup2;
 
* If the total movement distance squared value minus the expected movement distance squared value is more than 100 (300 if the player is using an elytra), they are moving too fast.
 
 
 
If the player is moving too fast, it will be logged that "<player> moved too quickly! " followed by the change in x, y, and z, and the player will be teleported back to their current (before this packet) serverside position.
 
 
 
Also, if the absolute value of X or the absolute value of Z is a value greater than 3.2×10<sup>7</sup>, or X, Y, or Z are not finite (either positive infinity, negative infinity, or NaN), the client will be kicked for “Invalid move player packet received”.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,692: Line 6,736:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x12
+
  |rowspan="8"| 0x07
  |rowspan="4"| Play
+
  |rowspan="8"| Play
  |rowspan="4"| Server
+
  |rowspan="8"| Server
  | X
+
  | Locale
  | Double
+
  | String (16)
  | Absolute position
+
  | e.g. <code>en_GB</code>.
 
  |-
 
  |-
  | Feet Y
+
  | View Distance
  | Double
+
  | Byte
  | Absolute feet position, normally Head Y - 1.62
+
  | Client-side render distance, in chunks.
 
  |-
 
  |-
  | Z
+
  | Chat Mode
  | Double
+
  | VarInt Enum
  | Absolute position
+
  | 0: enabled, 1: commands only, 2: hidden.  See [[Chat#Processing chat|processing chat]] for more information.
 
  |-
 
  |-
  | On Ground
+
  | Chat Colors
 
  | Boolean
 
  | Boolean
  | True if the client is on the ground, false otherwise
+
  | “Colors” multiplayer setting. Can the chat be colored?
  |}
+
|-
 
+
| Displayed Skin Parts
==== Player Position And Rotation (serverbound) ====
+
| Unsigned Byte
 
+
| Bit mask, see below.
A combination of [[#Player Rotation|Player Rotation]] and [[#Player Position|Player Position]].
+
|-
 +
| Main Hand
 +
| VarInt Enum
 +
| 0: Left, 1: Right.
 +
|-
 +
| Enable text filtering
 +
| Boolean
 +
| Enables filtering of text on signs and written book titles. Currently always false (i.e. the filtering is disabled)
 +
|-
 +
| Allow server listings
 +
| Boolean
 +
| Servers usually list online players, this option should let you not show up in that list.
 +
  |}
 +
 
 +
''Displayed Skin Parts'' flags:
 +
 
 +
* Bit 0 (0x01): Cape enabled
 +
* Bit 1 (0x02): Jacket enabled
 +
* Bit 2 (0x04): Left Sleeve enabled
 +
* Bit 3 (0x08): Right Sleeve enabled
 +
* Bit 4 (0x10): Left Pants Leg enabled
 +
* Bit 5 (0x20): Right Pants Leg enabled
 +
* Bit 6 (0x40): Hat enabled
 +
 
 +
The most significant bit (bit 7, 0x80) appears to be unused.
 +
 
 +
==== Command Suggestions Request ====
 +
 
 +
Sent when the client needs to tab-complete a <code>minecraft:ask_server</code> suggestion type.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,724: Line 6,796:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="6"| 0x13
+
  |rowspan="2"| 0x08
  |rowspan="6"| Play
+
  |rowspan="2"| Play
  |rowspan="6"| Server
+
  |rowspan="2"| Server
  | X
+
  | Transaction Id
  | Double
+
  | VarInt
  | Absolute position
+
  | The id of the transaction that the server will send back to the client in the response of this packet. Client generates this and increments it each time it sends another tab completion that doesn't get a response.
 
  |-
 
  |-
  | Feet Y
+
  | Text
  | Double
+
  | String (32500)
  | Absolute feet position, normally Head Y - 1.62
+
  | All text behind the cursor without the <code>/</code> (e.g. to the left of the cursor in left-to-right languages like English).
|-
 
| 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
 
 
  |}
 
  |}
  
==== Player Rotation ====
+
==== Click Container Button ====
[[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.
+
Used when clicking on window buttons.  Until 1.14, this was only used by enchantment tables.
  
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.
+
{| class="wikitable"
 
 
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"
 
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 6,787: Line 6,820:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x14
+
  |rowspan="2"| 0x09
  |rowspan="3"| Play
+
  |rowspan="2"| Play
  |rowspan="3"| Server
+
  |rowspan="2"| Server
  | Yaw
+
  | Window ID
  | Float
+
  | Byte
  | Absolute rotation on the X Axis, in degrees
+
  | The ID of the window sent by [[#Open Screen|Open Screen]].
 
  |-
 
  |-
  | Pitch
+
  | Button ID
  | Float
+
  | Byte
  | Absolute rotation on the Y Axis, in degrees
+
  | Meaning depends on window type; see below.
|-
 
| On Ground
 
| Boolean
 
| True if the client is on the ground, False otherwise
 
 
  |}
 
  |}
 
==== Player Movement ====
 
 
This packet as well as [[#Player Position|Player Position]], [[#Player Look|Player Look]], and [[#Player Position And Look 2|Player Position And Look]] are called the “serverbound movement packets”. Vanilla clients will send 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.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  ! Window type
  ! State
+
  ! ID
! Bound To
+
  ! Meaning
! Field Name
 
! Field Type
 
  ! Notes
 
 
  |-
 
  |-
  | 0x15
+
  |rowspan="3"| Enchantment Table
  | Play
+
| 0 || Topmost enchantment.
  | Server
+
|-
  | On Ground
+
| 1 || Middle enchantment.
  | Boolean
+
|-
  | True if the client is on the ground, false otherwise
+
| 2 || Bottom enchantment.
 +
|-
 +
|rowspan="4"| Lectern
 +
| 1 || Previous page (which does give a redstone output).
 +
  |-
 +
  | 2 || Next page.
 +
  |-
 +
  | 3 || Take Book.
 +
  |-
 +
| 100+page || Opened page number - 100 + number.
 +
|-
 +
| Stonecutter
 +
|colspan="2"| Recipe button number - 4*row + col.  Depends on the item.
 +
|-
 +
| Loom
 +
|colspan="2"| Recipe button number - 4*row + col.  Depends on the item.
 
  |}
 
  |}
  
==== Vehicle Move (serverbound) ====
+
==== Click Container ====
  
Sent when a player moves in a vehicle. Fields are the same as in [[#Player Position And Look (serverbound)|Player Position And Look]]. Note that all fields use absolute positioning and do not allow for relative positioning.
+
This packet is sent by the client when the player clicks on a slot in a window.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 6,835: Line 6,868:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2" | Field Name
  ! Field Type
+
  !colspan="2" | Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x16
+
  |rowspan="9"| 0x0A
  |rowspan="5"| Play
+
  |rowspan="9"| Play
  |rowspan="5"| Server
+
  |rowspan="9"| Server
  | X
+
  |colspan="2" | Window ID
  | Double
+
  |colspan="2" | Unsigned Byte
  | Absolute position (X coordinate)
+
  |colspan="2" | The ID of the window which was clicked. 0 for player inventory.
 
  |-
 
  |-
  | Y
+
  |colspan="2" | State ID
  | Double
+
  |colspan="2" | VarInt
  | Absolute position (Y coordinate)
+
  |colspan="2" | The last recieved State ID from either a [[#Set Container Slot|Set Container Slot]] or a [[#Set Container Content|Set Container Content]] packet
 
  |-
 
  |-
  | Z
+
  |colspan="2" | Slot
  | Double
+
  |colspan="2" | Short
  | Absolute position (Z coordinate)
+
  |colspan="2" | The clicked slot number, see below.
 
  |-
 
  |-
  | Yaw
+
  |colspan="2" | Button
  | Float
+
  |colspan="2" | Byte
  | Absolute rotation on the vertical axis, in degrees
+
  |colspan="2" | The button used in the click, see below.
 
  |-
 
  |-
  | Pitch
+
  |colspan="2" | Mode
| Float
+
  |colspan="2" | VarInt Enum
  | Absolute rotation on the horizontal axis, in degrees
+
  |colspan="2" | Inventory operation mode, see below.
|}
 
 
 
==== Steer Boat ====
 
 
 
Used to ''visually'' update whether boat paddles are turning. The server will update the [[Entities#Boat|Boat entity metadata]] to match the values here.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x17
+
  | colspan="2"| Length of the array
  |rowspan="2"| Play
+
  | colspan="2"| VarInt
|rowspan="2"| Server
 
| Left paddle turning
 
| Boolean
 
 
  |
 
  |
 
  |-
 
  |-
  | Right paddle turning
+
  |rowspan="2"| Array of slots
  | Boolean
+
| Slot number
 +
|rowspan="2"| Array
 +
  | Short
 
  |
 
  |
 +
|-
 +
| Slot data
 +
| Slot
 +
| New data for this slot
 +
|-
 +
|colspan="2" | Carried item
 +
|colspan="2" | [[Slot Data|Slot]]
 +
|colspan="2" | Item carried by the cursor. Has to be empty (item ID = -1) for drop mode, otherwise nothing will happen.
 
  |}
 
  |}
  
Right paddle turning is set to true when the left button or forward button is held; left paddle turning is set to true when the right button or forward button is set to true.
+
See [[Inventory]] for further information about how slots are indexed.
  
==== Pick Item ====
+
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.
 
 
Used to swap out an empty space on the hotbar with the item in the given inventory slot.  The Notchain client uses this for pick block functionality (middle click) to retrieve items from the inventory.
 
  
 +
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
 
 
  |-
 
  |-
  | 0x18
+
  !rowspan="4"| 0
| Play
+
  | 0
| Server
+
  | Normal
| Slot to use
+
  | Left mouse click
  | VarInt
 
  | See [[Inventory]]
 
  |}
 
 
 
The server will first search the player's hotbar for an empty slot, starting from the current slot and looping around to the slot before it.  If there are no empty slots, it will start a second search from the current slot and find the first slot that does not contain an enchanted item.  If there still are no slots that meet that criteria, then the server will use the currently selected slot.
 
 
 
After finding the appropriate slot, the server swaps the items and then send 3 packets:
 
 
 
* [[Protocol#Set slot|Set Slot]], with window ID set to -2 and slot set to the newly chosen slot and the item set to the item that is now in that slot (which was previously at the slot the client requested)
 
* Set Slot, with window ID set to -2 and slot set to the slot the player requested, with the item that is now in that slot and was previously on the hotbar slot
 
* [[Protocol#Held_Item_Change_.28clientbound.29|Held Item Change]], with the slot set to the newly chosen slot.
 
 
 
==== Craft Recipe Request ====
 
 
 
This packet is sent when a player clicks a recipe in the crafting book that is craftable (white border).
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="3"| 0x19
+
  | 1
|rowspan="3"| Play
+
  | Normal
|rowspan="3"| Server
+
  | Right mouse click
| Window ID
 
  | Byte
 
  |
 
 
  |-
 
  |-
  | Recipe
+
  | 0
  | Identifier
+
  | -999
  | A recipe ID
+
  | Left click outside inventory (drop cursor stack)
 
  |-
 
  |-
  | Make all
+
  | 1
  | Boolean
+
  | -999
  | Affects the amount of items processed; true if shift is down when clicked
+
  | Right click outside inventory (drop cursor single item)
|}
 
 
 
==== Player Abilities (serverbound) ====
 
 
 
The vanilla client sends this packet when the player starts/stops flying with the Flags parameter changed accordingly.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  | 0x1A
+
  !rowspan="2"| 1
| Play
+
  | 0
| Server
+
  | Normal
| Flags
+
  | Shift + left mouse click
  | Byte
 
  | Bit mask. 0x02: is flying
 
  |}
 
 
 
==== Player Digging ====
 
 
 
Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius between the center of the block and 1.5 units from the player's feet (''not'' their eyes).
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="3"| 0x1B
+
  | 1
|rowspan="3"| Play
+
  | Normal
|rowspan="3"| Server
+
  | Shift + right mouse click ''(identical behavior)''
| Status
 
  | VarInt Enum
 
  | The action the player is taking against the block (see below)
 
 
  |-
 
  |-
  | Location
+
  !rowspan="6"| 2
  | Position
+
  | 0
  | Block position
+
  | Normal
 +
| Number key 1
 
  |-
 
  |-
| Face
+
  | 1
| Byte Enum
+
  | Normal
| The face being hit (see below)
+
  | Number key 2
|}
 
 
 
Status can be one of seven values:
 
 
 
{| class="wikitable"
 
! Value
 
! Meaning
 
! Notes
 
|-
 
| 0
 
| Started digging
 
|
 
|-
 
  | 1
 
  | Cancelled digging
 
  | Sent when the player lets go of the Mine Block key (default: left click)
 
 
  |-
 
  |-
 
  | 2
 
  | 2
  | Finished digging
+
  | Normal
  | Sent when the client thinks it is finished
+
  | Number key 3
 
  |-
 
  |-
  | 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
+
  | 8
  | Drop item
+
  | Normal
  | Triggered by using the Drop Item key (default: Q). Location is always set to 0/0/0, Face is always set to -Y.
+
  | Number key 9
 
  |-
 
  |-
  | 5
+
  | 40
  | Shoot arrow / finish eating
+
  | Normal
  | Indicates that the currently held item should have its state updated such as eating food, pulling back bows, using buckets, etc. Location is always set to 0/0/0, Face is always set to -Y.
+
  | Offhand swap key F
 
  |-
 
  |-
  | 6
+
  ! 3
  | Swap item in hand
+
  | 2
  | 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.
+
  | Normal
  |}
+
  | Middle click, only defined for creative players in non-player inventories.
 
 
The Face field can be one of the following values, representing the face being hit:
 
 
 
{| class="wikitable"
 
|-
 
! Value
 
! Offset
 
! Face
 
 
  |-
 
  |-
 +
!rowspan="2"| 4
 
  | 0
 
  | 0
  | -Y
+
  | Normal*
  | Bottom
+
  | Drop key (Q) (* Clicked item is always empty)
 
  |-
 
  |-
 
  | 1
 
  | 1
  | +Y
+
  | Normal*
  | Top
+
| Control + Drop key (Q) (* Clicked item is always empty)
 +
|-
 +
!rowspan="9"| 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.  (Note: the vanilla client will still incorrectly send this for non-creative players - see [https://bugs.mojang.com/browse/MC-46584 MC-46584])
 +
|-
 +
| 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.  (Note: the vanilla client will still incorrectly send this for non-creative players - see [https://bugs.mojang.com/browse/MC-46584 MC-46584])
 
  |-
 
  |-
 
  | 2
 
  | 2
  | -Z
+
  | -999
  | North
+
  | Ending left mouse drag
 
  |-
 
  |-
  | 3
+
  | 6
  | +Z
+
  | -999
  | South
+
  | Ending right mouse drag
 
  |-
 
  |-
  | 4
+
  | 10
  | -X
+
  | -999
  | West
+
  | Ending middle mouse drag, only defined for creative players in non-player inventories.  (Note: the vanilla client will still incorrectly send this for non-creative players - see [https://bugs.mojang.com/browse/MC-46584 MC-46584])
 
  |-
 
  |-
  | 5
+
! 6
  | +X
+
  | 0
  | East
+
  | Normal
 +
  | Double click
 
  |}
 
  |}
  
==== Entity Action ====
+
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):
  
Sent by the client to indicate that it has performed certain actions: sneaking (crouching), sprinting, exiting a bed, jumping with a horse, and opening a horse's inventory while riding it.
+
# 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);
 +
 
 +
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 (serverbound) ====
 +
 
 +
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|Open Screen]] packet for the inventory.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,075: Line 7,056:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x1C
+
  | 0x0B
  |rowspan="3"| Play
+
  | Play
  |rowspan="3"| Server
+
  | Server
  | Entity ID
+
  | Window ID
  | VarInt
+
  | Unsigned Byte
  | Player ID
+
  | This is the ID of the window that was closed. 0 for player inventory.
|-
 
| Action ID
 
| VarInt Enum
 
| The ID of the action, see below
 
|-
 
| Jump Boost
 
| VarInt
 
| Only used by the “start jump with horse” action, in which case it ranges from 0 to 100. In all other cases it is 0.
 
 
  |}
 
  |}
  
Action ID can be one of the following values:
+
==== Plugin Message (serverbound) ====
 +
 
 +
{{Main|Plugin channels}}
 +
 
 +
Mods and plugins can use this to send their data. Minecraft itself uses some [[plugin channel]]s. These internal channels are in the <code>minecraft</code> namespace.
 +
 
 +
More documentation on this: [https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/ https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/]
 +
 
 +
Note that the length of Data is known only from the packet length, since the packet has no length field of any kind.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! ID
+
  ! Packet ID
  ! Action
+
  ! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 0
+
  |rowspan="2"| 0x0C
  | Start sneaking
+
|rowspan="2"| Play
 +
|rowspan="2"| Server
 +
| Channel
 +
| Identifier
 +
  | Name of the [[plugin channel]] used to send the data.
 
  |-
 
  |-
  | 1
+
  | Data
  | Stop sneaking
+
  | Byte Array
  |-
+
  | Any data, depending on the channel. <code>minecraft:</code> channels are documented [[plugin channel|here]]. The length of this array must be inferred from the packet length.
| 2
+
  |}
| Leave bed
 
|-
 
| 3
 
| Start sprinting
 
|-
 
| 4
 
| Stop sprinting
 
|-
 
| 5
 
| Start jump with horse
 
|-
 
| 6
 
| Stop jump with horse
 
|-
 
| 7
 
| Open horse inventory
 
|-
 
| 8
 
| Start flying with elytra
 
  |}
 
  
Leave bed is only sent when the “Leave Bed” button is clicked on the sleep GUI, not when waking up due today time.
+
==== Edit Book ====
 
 
Open horse inventory is only sent when pressing the inventory key (default: E) while on a horse — all other methods of opening a horse's inventory (involving right-clicking or shift-right-clicking it) do not use this packet.
 
 
 
==== Steer Vehicle ====
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,139: Line 7,104:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x1D
+
  |rowspan="5"| 0x0D
  |rowspan="3"| Play
+
  |rowspan="5"| Play
  |rowspan="3"| Server
+
  |rowspan="5"| Server
  | Sideways
+
  | Slot
  | Float
+
  | VarInt
  | Positive to the left of the player
+
  | The hotbar slot where the written book is located
 +
|-
 +
| Count
 +
| VarInt
 +
| Number of elements in the following array
 +
|-
 +
| Entries
 +
| Array of Strings
 +
| Text from each page.
 
  |-
 
  |-
  | Forward
+
  | Has title
  | Float
+
  | Boolean
  | Positive forward
+
  | If true, the next field is present.
 
  |-
 
  |-
  | Flags
+
  | Title
  | Unsigned Byte
+
  | String
  | Bit mask. 0x1: jump, 0x2: unmount
+
  | Title of book.
 
  |}
 
  |}
  
Also known as 'Input' packet.
+
When editing a draft, the [[NBT]] section of the Slot contains this:
  
==== Set Displayed Recipe ====
+
<pre>
 +
TAG_Compound(<nowiki>''</nowiki>): 1 entry
 +
{
 +
  TAG_List('pages'): 2 entries
 +
  {
 +
    TAG_String(0): 'Something on Page 1'
 +
    TAG_String(1): 'Something on Page 2'
 +
  }
 +
}
 +
</pre>
  
Replaces Recipe Book Data, type 0.
+
When signing the book, it instead looks like this:
 +
 
 +
<pre>
 +
TAG_Compound(<nowiki>''</nowiki>): 3 entires
 +
{
 +
  TAG_String('author'): 'Steve'
 +
  TAG_String('title'): 'A Wonderful Book'
 +
  TAG_List('pages'): 2 entries
 +
  {
 +
    TAG_String(0): 'Something on Page 1'
 +
    TAG_String(1): 'Something on Page 2'
 +
  }
 +
}
 +
</pre>
 +
 
 +
==== Query Entity Tag ====
 +
 
 +
Used when <kbd>Shift</kbd>+<kbd>F3</kbd>+<kbd>I</kbd> is pressed while looking at an entity.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,169: Line 7,168:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x1E
+
  |rowspan="2"| 0x0E
  | Play
+
  |rowspan="2"| Play
  | Server
+
  |rowspan="2"| Server
  | Recipe ID
+
  | Transaction ID
  | Identifier
+
| VarInt
  |
+
| An incremental ID so that the client can verify that the response matches.
 +
  |-
 +
  | Entity ID
 +
| VarInt
 +
| The ID of the entity to query.
 
  |}
 
  |}
  
==== Set Recipe Book State ====
+
==== Interact ====
  
Replaces Recipe Book Data, type 1.
+
This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).
 +
 
 +
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.
 +
 
 +
The target X, Y, and Z fields represent the difference between the vector location of the cursor at the time of the packet and the entity's position.
 +
 
 +
Note that middle-click in creative mode is interpreted by the client and sent as a [[#Set Creative Mode Slot|Set Creative Mode Slot]] packet instead.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,189: Line 7,198:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x1F
+
  |rowspan="7"| 0x0F
  |rowspan="3"| Play
+
|rowspan="7"| Play
  |rowspan="3"| Server
+
|rowspan="7"| Server
  | Book ID
+
| Entity ID
  | VarInt enum
+
| VarInt
  | 0: crafting, 1: furnace, 2: blast furnace, 3: smoker
+
| The ID of the entity to interact.
  |-
+
|-
  | Book Open
+
| Type
  | Boolean
+
| VarInt Enum
  |
+
| 0: interact, 1: attack, 2: interact at.
  |-
+
|-
  | Filter Active
+
| Target X
  | Boolean
+
| Optional Float
  |
+
| Only if Type is interact at.
  |}
+
|-
 
+
| Target Y
==== Name Item ====
+
| Optional Float
 
+
| Only if Type is interact at.
Sent as a player is renaming an item in an anvil (each keypress in the anvil UI sends a new Name Item packet). If the new name is empty, then the item loses its custom name (this is different from setting the custom name to the normal name of the item). The item name may be no longer than 35 characters long, and if it is longer than that, then the rename is silently ignored.
+
|-
 
+
| Target Z
{| class="wikitable"
+
| Optional Float
  ! Packet ID
+
| Only if Type is interact at.
  ! State
+
|-
  ! Bound To
+
| Hand
  ! Field Name
+
| Optional VarInt Enum
  ! Field Type
+
| Only if Type is interact or interact at; 0: main hand, 1: off hand.
  ! Notes
+
|-
  |-
+
| Sneaking
  | 0x20
+
| Boolean
  | Play
+
| If the client is sneaking.
  | Server
+
|}
  | Item name
+
 
  | String (32767)
+
==== Jigsaw Generate ====
  | The new name of the item
+
 
  |}
+
Sent when Generate is pressed on the {{Minecraft Wiki|Jigsaw Block}} interface.
 
+
 
==== Resource Pack Status ====
+
{| class="wikitable"
 
+
! Packet ID
{| class="wikitable"
+
! State
  ! Packet ID
+
! Bound To
  ! State
+
! Field Name
  ! Bound To
+
! Field Type
  ! Field Name
+
! Notes
  ! Field Type
+
|-
  ! Notes
+
|rowspan="3"| 0x10
  |-
+
|rowspan="3"| Play
  | 0x21
+
|rowspan="3"| Server
  | Play
+
| Location
  | Server
+
| Position
  | Result
+
| Block entity location.
  | VarInt Enum
+
|-
  | 0: successfully loaded, 1: declined, 2: failed download, 3: accepted
+
| Levels
  |}
+
| VarInt
 
+
| Value of the levels slider/max depth to generate.
==== Advancement Tab ====
+
|-
 
+
| Keep Jigsaws
{| class="wikitable"
+
| Boolean
  ! Packet ID
+
|
  ! State
+
|}
  ! Bound To
+
 
  ! Field Name
+
==== Keep Alive (serverbound) ====
  ! Field Type
+
 
  ! Notes
+
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet.
  |-
+
 
  |rowspan="2"| 0x22
+
{| class="wikitable"
  |rowspan="2"| Play
+
! Packet ID
  |rowspan="2"| Server
+
! State
  | Action
+
! Bound To
  | VarInt enum
+
! Field Name
  | 0: Opened tab, 1: Closed screen
+
! Field Type
  |-
+
! Notes
  | Tab ID
+
|-
  | Optional identifier
+
| 0x11
  | Only present if action is Opened tab
+
| Play
  |}
+
| Server
 
+
| Keep Alive ID
==== Select Trade ====
+
| Long
 
+
|
 +
|}
 +
 
 +
==== Lock Difficulty ====
 +
 
 +
Must have at least op level 2 to use.  Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
| 0x12
 +
| Play
 +
| Server
 +
| Locked
 +
| Boolean
 +
|
 +
|}
 +
 
 +
==== Set Player Position ====
 +
 
 +
Updates the player's XYZ position on the server.
 +
 
 +
Checking for moving too fast is achieved like this:
 +
 
 +
* Each server tick, the player's current position is stored
 +
* When a player moves, the changes in x, y, and z coordinates are compared with the positions from the previous tick (&Delta;x, &Delta;y, &Delta;z)
 +
* Total movement distance squared is computed as &Delta;x&sup2; + &Delta;y&sup2; + &Delta;z&sup2;
 +
* The expected movement distance squared is computed as velocityX&sup2; + velocityY&sup2; + velocityZ&sup2;
 +
* If the total movement distance squared value minus the expected movement distance squared value is more than 100 (300 if the player is using an elytra), they are moving too fast.
 +
 
 +
If the player is moving too fast, it will be logged that "<player> moved too quickly! " followed by the change in x, y, and z, and the player will be teleported back to their current (before this packet) serverside position.
 +
 
 +
Also, if the absolute value of X or the absolute value of Z is a value greater than 3.2×10<sup>7</sup>, or X, Y, or Z are not finite (either positive infinity, negative infinity, or NaN), the client will be kicked for “Invalid move player packet received”.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="4"| 0x13
 +
|rowspan="4"| Play
 +
|rowspan="4"| 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.
 +
|}
 +
 
 +
==== Set Player Position and Rotation ====
 +
 
 +
A combination of [[#Set Player Rotation|Move Player Rotation]] and [[#Set Player Position|Move Player Position]].
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="6"| 0x14
 +
|rowspan="6"| Play
 +
|rowspan="6"| 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.
 +
|}
 +
 
 +
==== 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"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="3"| 0x15
 +
|rowspan="3"| Play
 +
|rowspan="3"| 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.
 +
|}
 +
 
 +
==== Set Player On Ground ====
 +
 
 +
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.
 +
 
 +
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"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
| 0x16
 +
| Play
 +
| Server
 +
| On Ground
 +
| Boolean
 +
| True if the client is on the ground, false otherwise.
 +
|}
 +
 
 +
==== Move Vehicle (serverbound) ====
 +
 
 +
Sent when a player moves in a vehicle. Fields are the same as in [[#Set Player Position and Rotation|Set Player Position and Rotation]]. Note that all fields use absolute positioning and do not allow for relative positioning.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="5"| 0x17
 +
|rowspan="5"| Play
 +
|rowspan="5"| Server
 +
| X
 +
| Double
 +
| Absolute position (X coordinate).
 +
|-
 +
| Y
 +
| Double
 +
| Absolute position (Y coordinate).
 +
|-
 +
| Z
 +
| Double
 +
| Absolute position (Z coordinate).
 +
|-
 +
| Yaw
 +
| Float
 +
| Absolute rotation on the vertical axis, in degrees.
 +
|-
 +
| Pitch
 +
| Float
 +
| Absolute rotation on the horizontal axis, in degrees.
 +
|}
 +
 
 +
==== Paddle Boat ====
 +
 
 +
Used to ''visually'' update whether boat paddles are turning.  The server will update the [[Entity_metadata#Boat|Boat entity metadata]] to match the values here.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="2"| 0x18
 +
|rowspan="2"| Play
 +
|rowspan="2"| Server
 +
| Left paddle turning
 +
| Boolean
 +
|
 +
|-
 +
| Right paddle turning
 +
| Boolean
 +
|
 +
|}
 +
 
 +
Right paddle turning is set to true when the left button or forward button is held, left paddle turning is set to true when the right button or forward button is held.
 +
 
 +
==== Pick Item ====
 +
 
 +
Used to swap out an empty space on the hotbar with the item in the given inventory slot.  The Notchain client uses this for pick block functionality (middle click) to retrieve items from the inventory.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
| 0x19
 +
| Play
 +
| Server
 +
| Slot to use
 +
| VarInt
 +
| See [[Inventory]].
 +
|}
 +
 
 +
The server will first search the player's hotbar for an empty slot, starting from the current slot and looping around to the slot before it.  If there are no empty slots, it will start a second search from the current slot and find the first slot that does not contain an enchanted item.  If there still are no slots that meet that criteria, then the server will use the currently selected slot.
 +
 
 +
After finding the appropriate slot, the server swaps the items and then send 3 packets:
 +
 
 +
* [[#Set Container Slot|Set Container Slot]], with window ID set to -2 and slot set to the newly chosen slot and the item set to the item that is now in that slot (which was previously at the slot the client requested)
 +
* Set Slot, with window ID set to -2 and slot set to the slot the player requested, with the item that is now in that slot and was previously on the hotbar slot
 +
* [[#Set Held Item (clientbound)|Set Held Item]], with the slot set to the newly chosen slot.
 +
 
 +
==== Place Recipe ====
 +
 
 +
This packet is sent when a player clicks a recipe in the crafting book that is craftable (white border).
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="3"| 0x1A
 +
|rowspan="3"| Play
 +
|rowspan="3"| Server
 +
| Window ID
 +
| Byte
 +
|
 +
|-
 +
| Recipe
 +
| Identifier
 +
| A recipe ID.
 +
|-
 +
| Make all
 +
| Boolean
 +
| Affects the amount of items processed; true if shift is down when clicked.
 +
|}
 +
 
 +
==== Player Abilities (serverbound) ====
 +
 
 +
The vanilla client sends this packet when the player starts/stops flying with the Flags parameter changed accordingly.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
| 0x1B
 +
| Play
 +
| Server
 +
| Flags
 +
| Byte
 +
| Bit mask. 0x02: is flying.
 +
|}
 +
 
 +
==== Player Action ====
 +
 
 +
Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius between the center of the block and 1.5 units from the player's feet (''not'' their eyes).
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="5"| 0x1C
 +
|rowspan="5"| Play
 +
|rowspan="5"| Server
 +
| Status
 +
| VarInt Enum
 +
| The action the player is taking against the block (see below).
 +
|-
 +
| Location
 +
| Position
 +
| Block position.
 +
|-
 +
| Face
 +
| Byte Enum
 +
| The face being hit (see below).
 +
|-
 +
| Sequence
 +
| VarInt
 +
|}
 +
 
 +
Status can be one of seven values:
 +
 
 +
{| class="wikitable"
 +
! Value
 +
! Meaning
 +
! Notes
 +
|-
 +
| 0
 +
| Started digging
 +
|
 +
|-
 +
| 1
 +
| 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: Control or Command, depending 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
 +
| Indicates that the currently held item should have its state updated such as eating food, pulling back bows, using buckets, etc. Location is always set to 0/0/0, Face is always set to -Y.
 +
|-
 +
| 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:
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Value
 +
! Offset
 +
! Face
 +
|-
 +
| 0
 +
| -Y
 +
| Bottom
 +
|-
 +
| 1
 +
| +Y
 +
| Top
 +
|-
 +
| 2
 +
| -Z
 +
| North
 +
|-
 +
| 3
 +
| +Z
 +
| South
 +
|-
 +
| 4
 +
| -X
 +
| West
 +
|-
 +
| 5
 +
| +X
 +
| East
 +
|}
 +
 
 +
==== Player Command ====
 +
 
 +
Sent by the client to indicate that it has performed certain actions: sneaking (crouching), sprinting, exiting a bed, jumping with a horse, and opening a horse's inventory while riding it.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="3"| 0x1D
 +
|rowspan="3"| Play
 +
|rowspan="3"| Server
 +
| Entity ID
 +
| VarInt
 +
| Player ID
 +
|-
 +
| Action ID
 +
| VarInt Enum
 +
| The ID of the action, see below.
 +
|-
 +
| Jump Boost
 +
| VarInt
 +
| Only used by the “start jump with horse” action, in which case it ranges from 0 to 100. In all other cases it is 0.
 +
|}
 +
 
 +
Action ID can be one of the following values:
 +
 
 +
{| class="wikitable"
 +
! ID
 +
! Action
 +
|-
 +
| 0
 +
| Start sneaking
 +
|-
 +
| 1
 +
| Stop sneaking
 +
|-
 +
| 2
 +
| Leave bed
 +
|-
 +
| 3
 +
| Start sprinting
 +
|-
 +
| 4
 +
| Stop sprinting
 +
|-
 +
| 5
 +
| Start jump with horse
 +
|-
 +
| 6
 +
| Stop jump with horse
 +
|-
 +
| 7
 +
| Open horse inventory
 +
|-
 +
| 8
 +
| Start flying with elytra
 +
|}
 +
 
 +
Leave bed is only sent when the “Leave Bed” button is clicked on the sleep GUI, not when waking up due today time.
 +
 
 +
Open horse inventory is only sent when pressing the inventory key (default: E) while on a horse — all other methods of opening a horse's inventory (involving right-clicking or shift-right-clicking it) do not use this packet.
 +
 
 +
==== Player Input ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="3"| 0x1E
 +
|rowspan="3"| Play
 +
|rowspan="3"| Server
 +
| Sideways
 +
| Float
 +
| Positive to the left of the player.
 +
|-
 +
| Forward
 +
| Float
 +
| Positive forward.
 +
|-
 +
| Flags
 +
| Unsigned Byte
 +
| Bit mask. 0x1: jump, 0x2: unmount.
 +
|}
 +
 
 +
Also known as 'Input' packet.
 +
 
 +
==== Pong (play) ====
 +
 
 +
Response to the clientbound packet ([[#Ping (play)|Ping]]) with the same id.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
| 0x1F
 +
| Play
 +
| Server
 +
| ID
 +
| Int
 +
| id is the same as the ping packet
 +
|}
 +
 
 +
==== Change Recipe Book Settings ====
 +
 
 +
Replaces Recipe Book Data, type 1.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="3"| 0x20
 +
  |rowspan="3"| Play
 +
  |rowspan="3"| Server
 +
  | Book ID
 +
  | VarInt enum
 +
  | 0: crafting, 1: furnace, 2: blast furnace, 3: smoker.
 +
  |-
 +
  | Book Open
 +
  | Boolean
 +
  |
 +
  |-
 +
  | Filter Active
 +
  | Boolean
 +
  |
 +
  |}
 +
 
 +
==== Set Seen Recipe ====
 +
 
 +
Replaces Recipe Book Data, type 0.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
| 0x21
 +
| Play
 +
| Server
 +
| Recipe ID
 +
| Identifier
 +
|
 +
|}
 +
 
 +
==== Rename Item ====
 +
 
 +
Sent as a player is renaming an item in an anvil (each keypress in the anvil UI sends a new Rename Item packet). If the new name is empty, then the item loses its custom name (this is different from setting the custom name to the normal name of the item). The item name may be no longer than 50 characters long, and if it is longer than that, then the rename is silently ignored.
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
  ! State
 +
  ! Bound To
 +
  ! Field Name
 +
  ! Field Type
 +
  ! Notes
 +
  |-
 +
  | 0x22
 +
  | Play
 +
  | Server
 +
  | Item name
 +
  | String (32767)
 +
  | The new name of the item.
 +
  |}
 +
 
 +
==== Resource Pack (serverbound) ====
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
  ! State
 +
  ! Bound To
 +
  ! Field Name
 +
  ! Field Type
 +
  ! Notes
 +
  |-
 +
  | 0x23
 +
  | Play
 +
  | Server
 +
  | Result
 +
  | VarInt Enum
 +
  | 0: successfully loaded, 1: declined, 2: failed download, 3: accepted.
 +
  |}
 +
 
 +
==== Seen Advancements ====
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
  ! State
 +
  ! Bound To
 +
  ! Field Name
 +
  ! Field Type
 +
  ! Notes
 +
  |-
 +
  |rowspan="2"| 0x24
 +
  |rowspan="2"| Play
 +
  |rowspan="2"| Server
 +
  | Action
 +
  | VarInt enum
 +
  | 0: Opened tab, 1: Closed screen.
 +
  |-
 +
  | Tab ID
 +
  | Optional identifier
 +
  | Only present if action is Opened tab.
 +
  |}
 +
 
 +
==== Select Trade ====
 +
 
 
When a player selects a specific trade offered by a villager NPC.
 
When a player selects a specific trade offered by a villager NPC.
  
Line 7,277: Line 7,929:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x23
+
  | 0x25
 
  | Play
 
  | Play
 
  | Server
 
  | Server
 
  | Selected slot
 
  | Selected slot
 
  | VarInt
 
  | VarInt
  | The selected slot int the players current (trading) inventory. (Was a full Integer for the plugin message)
+
  | The selected slot in the players current (trading) inventory. (Was a full Integer for the plugin message).
 
  |}
 
  |}
  
Line 7,297: Line 7,949:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x24
+
  |rowspan="5"| 0x26
  |rowspan="2"| Play
+
  |rowspan="5"| Play
  |rowspan="2"| Server
+
  |rowspan="5"| Server
 +
|-
 +
| Primary Effect Present
 +
| Boolean
 +
|-
 
  | Primary Effect
 
  | Primary Effect
 
  | VarInt
 
  | VarInt
  | A [http://minecraft.gamepedia.com/Data_values#Potions Potion ID]. (Was a full Integer for the plugin message)
+
  | A [https://minecraft.gamepedia.com/Data_values#Potions Potion ID]. (Was a full Integer for the plugin message).
 +
|-
 +
| Secondary Effect Present
 +
| Boolean
 +
|
 
  |-
 
  |-
 
  | Secondary Effect
 
  | Secondary Effect
 
  | VarInt
 
  | VarInt
  | A [http://minecraft.gamepedia.com/Data_values#Potions Potion ID]. (Was a full Integer for the plugin message)
+
  | A [https://minecraft.gamepedia.com/Data_values#Potions Potion ID]. (Was a full Integer for the plugin message).
 
  |}
 
  |}
  
==== Held Item Change (serverbound) ====
+
==== Set Held Item (serverbound) ====
  
 
Sent when the player changes the slot selection
 
Sent when the player changes the slot selection
Line 7,321: Line 7,981:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x25
+
  | 0x27
 
  | Play
 
  | Play
 
  | Server
 
  | Server
 
  | Slot
 
  | Slot
 
  | Short
 
  | Short
  | The slot which the player has selected (0–8)
+
  | The slot which the player has selected (0–8).
 
  |}
 
  |}
  
==== Update Command Block ====
+
==== Program Command Block ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,339: Line 7,999:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x26
+
  |rowspan="5"| 0x28
 
  |rowspan="5"| Play
 
  |rowspan="5"| Play
 
  |rowspan="5"| Server
 
  |rowspan="5"| Server
Line 7,351: Line 8,011:
 
  |
 
  |
 
  |-
 
  |-
  | Mode || VarInt enum || One of SEQUENCE (0), AUTO (1), or REDSTONE (2)  
+
  | Mode || VarInt enum || One of SEQUENCE (0), AUTO (1), or REDSTONE (2).
 
  |-
 
  |-
 
  | Flags
 
  | Flags
 
  | Byte
 
  | Byte
  | 0x01: Track Output (if false, the output of the previous command will not be stored within the command block); 0x02: Is conditional; 0x04: Automatic
+
  | 0x01: Track Output (if false, the output of the previous command will not be stored within the command block); 0x02: Is conditional; 0x04: Automatic.
 
  |}
 
  |}
  
==== Update Command Block Minecart ====
+
==== Program Command Block Minecart ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,368: Line 8,028:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x27
+
  |rowspan="3"| 0x29
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Server
 
  |rowspan="3"| Server
Line 7,384: Line 8,044:
 
  |}
 
  |}
  
==== Creative Inventory Action ====
+
==== Set Creative Mode Slot ====
  
 
While the user is in the standard inventory (i.e., not a crafting bench) in Creative mode, the player will send this packet.
 
While the user is in the standard inventory (i.e., not a crafting bench) in Creative mode, the player will send this packet.
Line 7,400: Line 8,060:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x28
+
  |rowspan="2"| 0x2A
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Server
 
  |rowspan="2"| Server
 
  | Slot
 
  | Slot
 
  | Short
 
  | Short
  | Inventory slot
+
  | Inventory slot.
 
  |-
 
  |-
 
  | Clicked Item
 
  | Clicked Item
 
  | [[Slot Data|Slot]]
 
  | [[Slot Data|Slot]]
  |  
+
  |
 
  |}
 
  |}
  
==== Update Jigsaw Block ====
+
==== Program Jigsaw Block ====
  
 
Sent when Done is pressed on the {{Minecraft Wiki|Jigsaw Block}} interface.
 
Sent when Done is pressed on the {{Minecraft Wiki|Jigsaw Block}} interface.
Line 7,424: Line 8,084:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="6"| 0x29
+
  |rowspan="6"| 0x2B
 
  |rowspan="6"| Play
 
  |rowspan="6"| Play
 
  |rowspan="6"| Server
 
  |rowspan="6"| Server
Line 7,433: Line 8,093:
 
  | Name
 
  | Name
 
  | Identifier
 
  | Identifier
  |  
+
  |
 
  |-
 
  |-
 
  | Target
 
  | Target
 
  | Identifier
 
  | Identifier
  |  
+
  |
  |-  
+
  |-
 
  | Pool
 
  | Pool
 
  | Identifier
 
  | Identifier
  |  
+
  |
 
  |-
 
  |-
 
  | Final state
 
  | Final state
 
  | String
 
  | String
  | "Turns into" on the GUI, <code>final_state</code> in NBT
+
  | "Turns into" on the GUI, <code>final_state</code> in NBT.
 
  |-
 
  |-
 
  | Joint type
 
  | Joint type
 
  | String
 
  | String
  | <code>rollable</code> if the attached piece can be rotated, else <code>aligned</code>
+
  | <code>rollable</code> if the attached piece can be rotated, else <code>aligned</code>.
 
  |}
 
  |}
  
==== Update Structure Block ====
+
==== Program Structure Block ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,462: Line 8,122:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="17"| 0x2A
+
  |rowspan="17"| 0x2C
 
  |rowspan="17"| Play
 
  |rowspan="17"| Play
 
  |rowspan="17"| Server
 
  |rowspan="17"| Server
Line 7,468: Line 8,128:
 
  | Location
 
  | Location
 
  | Position
 
  | Position
  | Block entity location
+
  | Block entity location.
 
  |-
 
  |-
 
  | Action
 
  | Action
 
  | VarInt enum
 
  | VarInt enum
  | An additional action to perform beyond simply saving the given data; see below
+
  | An additional action to perform beyond simply saving the given data; see below.
 
  |-
 
  |-
 
  | Mode
 
  | Mode
Line 7,483: Line 8,143:
 
  |-
 
  |-
 
  | Offset X || Byte
 
  | Offset X || Byte
  | Between -32 and 32
+
  | Between -32 and 32.
 
  |-
 
  |-
 
  | Offset Y || Byte
 
  | Offset Y || Byte
  | Between -32 and 32
+
  | Between -32 and 32.
 
  |-
 
  |-
 
  | Offset Z || Byte
 
  | Offset Z || Byte
  | Between -32 and 32
+
  | Between -32 and 32.
 
  |-
 
  |-
 
  | Size X || Byte
 
  | Size X || Byte
  | Between 0 and 32
+
  | Between 0 and 32.
 
  |-
 
  |-
 
  | Size Y || Byte
 
  | Size Y || Byte
  | Between 0 and 32
+
  | Between 0 and 32.
 
  |-
 
  |-
 
  | Size Z || Byte
 
  | Size Z || Byte
  | Between 0 and 32
+
  | Between 0 and 32.
 
  |-
 
  |-
 
  | Mirror
 
  | Mirror
Line 7,510: Line 8,170:
 
  | Metadata
 
  | Metadata
 
  | String
 
  | String
  |  
+
  |
 
  |-
 
  |-
 
  | Integrity
 
  | Integrity
 
  | Float
 
  | Float
  | Between 0 and 1
+
  | Between 0 and 1.
 
  |-
 
  |-
 
  |Seed
 
  |Seed
Line 7,522: Line 8,182:
 
  | Flags
 
  | Flags
 
  | Byte
 
  | Byte
  | 0x01: Ignore entities; 0x02: Show air; 0x04: Show bounding box
+
  | 0x01: Ignore entities; 0x02: Show air; 0x04: Show bounding box.
 
  |}
 
  |}
  
Line 7,536: Line 8,196:
 
==== Update Sign ====
 
==== Update Sign ====
  
{{anchor|Update Sign (serverbound)}}This message is sent from the client to the server when the “Done” button is pushed after placing a sign.
+
This message is sent from the client to the server when the “Done” button is pushed after placing a sign.
  
 
The server only accepts this packet after [[#Open Sign Editor|Open Sign Editor]], otherwise this packet is silently ignored.
 
The server only accepts this packet after [[#Open Sign Editor|Open Sign Editor]], otherwise this packet is silently ignored.
Line 7,548: Line 8,208:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x2B
+
  |rowspan="5"| 0x2D
 
  |rowspan="5"| Play
 
  |rowspan="5"| Play
 
  |rowspan="5"| Server
 
  |rowspan="5"| Server
 
  | Location
 
  | Location
 
  | Position
 
  | Position
  | Block Coordinates
+
  | Block Coordinates.
 
  |-
 
  |-
 
  | Line 1
 
  | Line 1
 
  | String (384)
 
  | String (384)
  | First line of text in the sign
+
  | First line of text in the sign.
 
  |-
 
  |-
 
  | Line 2
 
  | Line 2
 
  | String (384)
 
  | String (384)
  | Second line of text in the sign
+
  | Second line of text in the sign.
 
  |-
 
  |-
 
  | Line 3
 
  | Line 3
 
  | String (384)
 
  | String (384)
  | Third line of text in the sign
+
  | Third line of text in the sign.
 
  |-
 
  |-
 
  | Line 4
 
  | Line 4
 
  | String (384)
 
  | String (384)
  | Fourth line of text in the sign
+
  | Fourth line of text in the sign.
 
  |}
 
  |}
  
==== Animation (serverbound) ====
+
==== Swing Arm ====
  
 
Sent when the player's arm swings.
 
Sent when the player's arm swings.
Line 7,584: Line 8,244:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x2C
+
  | 0x2E
 
  | Play
 
  | Play
 
  | Server
 
  | Server
Line 7,592: Line 8,252:
 
  |}
 
  |}
  
==== Spectate ====
+
==== Teleport To Entity ====
  
 
Teleports the player to the given entity.  The player must be in spectator mode.
 
Teleports the player to the given entity.  The player must be in spectator mode.
Line 7,606: Line 8,266:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x2D
+
  | 0x2F
 
  | Play
 
  | Play
 
  | Server
 
  | Server
 
  | Target Player
 
  | Target Player
 
  | UUID
 
  | UUID
  | UUID of the player to teleport to (can also be an entity UUID)
+
  | UUID of the player to teleport to (can also be an entity UUID).
 
  |}
 
  |}
  
==== Player Block Placement ====
+
==== Use Item On ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 7,625: Line 8,285:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x2E
+
  |rowspan="8"| 0x30
  |rowspan="7"| Play
+
  |rowspan="8"| Play
  |rowspan="7"| Server
+
  |rowspan="8"| Server
 
  | Hand
 
  | Hand
 
  | VarInt Enum
 
  | VarInt Enum
  | The hand from which the block is placed; 0: main hand, 1: off hand
+
  | The hand from which the block is placed; 0: main hand, 1: off hand.
 
  |-
 
  |-
 
  | Location
 
  | Location
 
  | Position
 
  | Position
  | Block position
+
  | Block position.
 
  |-
 
  |-
 
  | Face
 
  | Face
 
  | VarInt Enum
 
  | VarInt 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]]).
 
  |-
 
  |-
 
  | Cursor Position X
 
  | Cursor Position X
 
  | Float
 
  | Float
  | The position of the crosshair on the block, from 0 to 1 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
 
  | Float
 
  | Float
  | The position of the crosshair on the block, from 0 to 1 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
 
  | Float
 
  | Float
  | The position of the crosshair on the block, from 0 to 1 increasing from north to south
+
  | The position of the crosshair on the block, from 0 to 1 increasing from north to south.
 
  |-
 
  |-
 
  | Inside block
 
  | Inside block
 
  | Boolean
 
  | Boolean
 
  | True when the player's head is inside of a block.
 
  | True when the player's head is inside of a block.
 +
|-
 +
| Sequence
 +
| VarInt
 
  |}
 
  |}
  
Line 7,661: Line 8,324:
 
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.
 
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).  
+
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).
  
 
==== Use Item ====
 
==== Use Item ====
Line 7,675: Line 8,338:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x2F
+
  |rowspan="2"| 0x31
  | Play
+
  |rowspan="2"| Play
  | Server
+
  |rowspan="2"| Server
 
  | Hand
 
  | Hand
 
  | VarInt Enum
 
  | VarInt Enum
 
  | Hand used for the animation. 0: main hand, 1: off hand.
 
  | Hand used for the animation. 0: main hand, 1: off hand.
 +
|-
 +
| Sequence
 +
| VarInt
 
  |}
 
  |}
  
 
[[Category:Protocol Details]]
 
[[Category:Protocol Details]]
 
[[Category:Minecraft Modern]]
 
[[Category:Minecraft Modern]]

Revision as of 05:05, 20 July 2022

Heads up!

This article is about the protocol for the latest stable release of Minecraft Java Edition (1.19, protocol 759). For the Java Edition pre-releases, see Pre-release protocol. For the incomplete Bedrock Edition docs, see Bedrock Protocol. For the old Pocket Edition, see Pocket Edition Protocol Documentation.

This page presents a dissection of the current Minecraft protocol.

If you're having trouble, check out the FAQ or ask for help in the IRC channel #mcdevs on irc.libera.chat (More Information).

Note: While you may use the contents of this page without restriction to create servers, clients, bots, etc; substantial reproductions of this page must be attributed IAW CC BY-SA 4.0.

The changes between versions may be viewed at Protocol History.

Contents

Definitions

The Minecraft server accepts connections from TCP clients and communicates with them using packets. A packet is a sequence of bytes sent over the TCP connection. The meaning of a packet depends both on its packet ID and the current state of the connection. The initial state of each connection is Handshaking, and state is switched using the packets Handshake and Login Success.

Data types

All data sent over the network (except for VarInt and VarLong) is big-endian, that is the bytes are sent from most significant byte to least significant byte. The majority of everyday computers are little-endian, therefore it may be necessary to change the endianness before sending data over the network.


Name Size (bytes) Encodes Notes
Boolean 1 Either false or true True is encoded as 0x01, false as 0x00.
Byte 1 An integer between -128 and 127 Signed 8-bit integer, two's complement
Unsigned Byte 1 An integer between 0 and 255 Unsigned 8-bit integer
Short 2 An integer between -32768 and 32767 Signed 16-bit integer, two's complement
Unsigned Short 2 An integer between 0 and 65535 Unsigned 16-bit integer
Int 4 An integer between -2147483648 and 2147483647 Signed 32-bit integer, two's complement
Long 8 An integer between -9223372036854775808 and 9223372036854775807 Signed 64-bit integer, two's complement
Float 4 A single-precision 32-bit IEEE 754 floating point number
Double 8 A double-precision 64-bit IEEE 754 floating point number
String (n) ≥ 1
≤ (n×3) + 3
A sequence of Unicode scalar values UTF-8 string prefixed with its size in bytes as a VarInt. Maximum length of n characters, which varies by context. The encoding used on the wire is regular UTF-8, not Java's "slight modification". However, the length of the string for purposes of the length limit is its number of UTF-16 code units, that is, scalar values > U+FFFF are counted as two. Up to n × 3 bytes can be used to encode a UTF-8 string comprising n code units when converted to UTF-16, and both of those limits are checked. Maximum n value is 32767. The + 3 is due to the max size of a valid length VarInt.
Text Component Varies See Text formatting#Text components Encoded as a NBT Tag, with the type of tag used depending on the case:
  • As a String Tag: For components only containing text (no styling, no events etc.).
  • As a Compound Tag: Every other case.
JSON Text Component ≥ 1
≤ (262144×3) + 3
See Text formatting#Text components The maximum permitted length when decoding is 262144, but the Notchian server since 1.20.3 refuses to encode longer than 32767. This may be a bug.
Identifier ≥ 1
≤ (32767×3) + 3
See Identifier below Encoded as a String with max length of 32767.
VarInt ≥ 1
≤ 5
An integer between -2147483648 and 2147483647 Variable-length data encoding a two's complement signed 32-bit integer; more info in their section
VarLong ≥ 1
≤ 10
An integer between -9223372036854775808 and 9223372036854775807 Variable-length data encoding a two's complement signed 64-bit integer; more info in their section
Entity Metadata Varies Miscellaneous information about an entity See Entity_metadata#Entity Metadata Format
Slot Varies An item stack in an inventory or container See Slot Data
NBT Varies Depends on context See NBT
Position 8 An integer/block position: x (-33554432 to 33554431), z (-33554432 to 33554431), y (-2048 to 2047) x as a 26-bit integer, followed by z as a 26-bit integer, followed by y as a 12-bit integer (all signed, two's complement). See also the section below.
Angle 1 A rotation angle in steps of 1/256 of a full turn Whether or not this is signed does not matter, since the resulting angles are the same.
UUID 16 A UUID Encoded as an unsigned 128-bit integer (or two unsigned 64-bit integers: the most significant 64 bits and then the least significant 64 bits)
BitSet Varies See #BitSet below A length-prefixed bit set.
Fixed BitSet (n) ceil(n / 8) See #Fixed BitSet below A bit set with a fixed length of n bits.
Optional X 0 or size of X A field of type X, or nothing Whether or not the field is present must be known from the context.
Array of X count times size of X Zero or more fields of type X The count must be known from the context.
X Enum size of X A specific value from a given list The list of possible values and how each is encoded as an X must be known from the context. An invalid value sent by either side will usually result in the client being disconnected with an error or even crashing.
Byte Array Varies Depends on context This is just a sequence of zero or more bytes, its meaning should be explained somewhere else, e.g. in the packet description. The length must also be known from the context.
ID or X size of VarInt + (size of X or 0) See #ID or X below Either a registry ID or an inline data definition of type X.
ID Set Varies See #ID Set below Set of registry IDs specified either inline or as a reference to a tag.
Sound Event Varies See #Sound Event below Parameters for a sound event.

Identifier

Identifiers are a namespaced location, in the form of minecraft:thing. If the namespace is not provided, it defaults to minecraft (i.e. thing is minecraft:thing). Custom content should always be in its own namespace, not the default one. Both the namespace and value can use all lowercase alphanumeric characters (a-z and 0-9), dot (.), dash (-), and underscore (_). In addition, values can use slash (/). The naming convention is lower_case_with_underscores. More information. For ease of determining whether a namespace or value is valid, here are regular expressions for each:

  • Namespace: [a-z0-9.-_]
  • Value: [a-z0-9.-_/]

VarInt and VarLong

Variable-length format such that smaller numbers use fewer bytes. These are very similar to Protocol Buffer Varints: the 7 least significant bits are used to encode the value and the most significant bit indicates whether there's another byte after it for the next part of the number. The least significant group is written first, followed by each of the more significant groups; thus, VarInts are effectively little endian (however, groups are 7 bits, not 8).

VarInts are never longer than 5 bytes, and VarLongs are never longer than 10 bytes. Within these limits, unnecessarily long encodings (e.g. 81 00 to encode 1) are allowed.

Pseudocode to read and write VarInts and VarLongs:

private static final int SEGMENT_BITS = 0x7F;
private static final int CONTINUE_BIT = 0x80;
public int readVarInt() {
    int value = 0;
    int position = 0;
    byte currentByte;

    while (true) {
        currentByte = readByte();
        value |= (currentByte & SEGMENT_BITS) << position;

        if ((currentByte & CONTINUE_BIT) == 0) break;

        position += 7;

        if (position >= 32) throw new RuntimeException("VarInt is too big");
    }

    return value;
}
public long readVarLong() {
    long value = 0;
    int position = 0;
    byte currentByte;

    while (true) {
        currentByte = readByte();
        value |= (long) (currentByte & SEGMENT_BITS) << position;

        if ((currentByte & CONTINUE_BIT) == 0) break;

        position += 7;

        if (position >= 64) throw new RuntimeException("VarLong is too big");
    }

    return value;
}
public void writeVarInt(int value) {
    while (true) {
        if ((value & ~SEGMENT_BITS) == 0) {
            writeByte(value);
            return;
        }

        writeByte((value & SEGMENT_BITS) | CONTINUE_BIT);

        // Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone
        value >>>= 7;
    }
}
public void writeVarLong(long value) {
    while (true) {
        if ((value & ~((long) SEGMENT_BITS)) == 0) {
            writeByte(value);
            return;
        }

        writeByte((value & SEGMENT_BITS) | CONTINUE_BIT);

        // Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone
        value >>>= 7;
    }
}

Warning.png Note Minecraft's VarInts are identical to LEB128 with the slight change of throwing a exception if it goes over a set amount of bytes.

Warning.png Note that Minecraft's VarInts are not encoded using Protocol Buffers; it's just similar. If you try to use Protocol Buffers Varints with Minecraft's VarInts, you'll get incorrect results in some cases. The major differences:

  • Minecraft's VarInts are all signed, but do not use the ZigZag encoding. Protocol buffers have 3 types of Varints: uint32 (normal encoding, unsigned), sint32 (ZigZag encoding, signed), and int32 (normal encoding, signed). Minecraft's are the int32 variety. Because Minecraft uses the normal encoding instead of ZigZag encoding, negative values always use the maximum number of bytes.
  • Minecraft's VarInts are never longer than 5 bytes and its VarLongs will never be longer than 10 bytes, while Protocol Buffer Varints will always use 10 bytes when encoding negative numbers, even if it's an int32.

Sample VarInts:

Value Hex bytes Decimal bytes
0 0x00 0
1 0x01 1
2 0x02 2
127 0x7f 127
128 0x80 0x01 128 1
255 0xff 0x01 255 1
25565 0xdd 0xc7 0x01 221 199 1
2097151 0xff 0xff 0x7f 255 255 127
2147483647 0xff 0xff 0xff 0xff 0x07 255 255 255 255 7
-1 0xff 0xff 0xff 0xff 0x0f 255 255 255 255 15
-2147483648 0x80 0x80 0x80 0x80 0x08 128 128 128 128 8

Sample VarLongs:

Value Hex bytes Decimal bytes
0 0x00 0
1 0x01 1
2 0x02 2
127 0x7f 127
128 0x80 0x01 128 1
255 0xff 0x01 255 1
2147483647 0xff 0xff 0xff 0xff 0x07 255 255 255 255 7
9223372036854775807 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0x7f 255 255 255 255 255 255 255 255 127
-1 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0x01 255 255 255 255 255 255 255 255 255 1
-2147483648 0x80 0x80 0x80 0x80 0xf8 0xff 0xff 0xff 0xff 0x01 128 128 128 128 248 255 255 255 255 1
-9223372036854775808 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x01 128 128 128 128 128 128 128 128 128 1

Position

Note: What you are seeing here is the latest version of the Data types article, but the position type was different before 1.14.

64-bit value split into three signed integer parts:

  • x: 26 MSBs
  • z: 26 middle bits
  • y: 12 LSBs

For example, a 64-bit position can be broken down as follows:

Example value (big endian): 01000110000001110110001100 10110000010101101101001000 001100111111

  • The red value is the X coordinate, which is 18357644 in this example.
  • The blue value is the Z coordinate, which is -20882616 in this example.
  • The green value is the Y coordinate, which is 831 in this example.

Encoded as follows:

((x & 0x3FFFFFF) << 38) | ((z & 0x3FFFFFF) << 12) | (y & 0xFFF)

And decoded as:

val = read_long();
x = val >> 38;
y = val << 52 >> 52;
z = val << 26 >> 38;

Note: The above assumes that the right shift operator sign extends the value (this is called an arithmetic shift), so that the signedness of the coordinates is preserved. In many languages, this requires the integer type of val to be signed. In the absence of such an operator, the following may be useful:

if x >= 1 << 25 { x -= 1 << 26 }
if y >= 1 << 11 { y -= 1 << 12 }
if z >= 1 << 25 { z -= 1 << 26 }

Fixed-point numbers

Some fields may be stored as fixed-point numbers, where a certain number of bits represent the signed integer part (number to the left of the decimal point) and the rest represent the fractional part (to the right). Floating point numbers (float and double), in contrast, keep the number itself (mantissa) in one chunk, while the location of the decimal point (exponent) is stored beside it. Essentially, while fixed-point numbers have lower range than floating point numbers, their fractional precision is greater for higher values.

Prior to version 1.9 a fixed-point format with 5 fraction bits and 27 integer bits was used to send entity positions to the client. Some uses of fixed point remain in modern versions, but they differ from that format.

Most programming languages lack support for fractional integers directly, but you can represent them as integers. The following C or Java-like pseudocode converts a double to a fixed-point integer with n fraction bits:

 x_fixed = (int)(x_double * (1 << n));

And back again:

 x_double = (double)x_fixed / (1 << n);

Bit sets

The types BitSet and Fixed BitSet represent packed lists of bits. The Notchian implementation uses Java's BitSet class.

BitSet

Bit sets of type BitSet are prefixed by their length in longs.

Field Name Field Type Meaning
Length VarInt Number of longs in the following array. May be 0 (if no bits are set).
Data Array of Long A packed representation of the bit set as created by BitSet.toLongArray.

The ith bit is set when (Data[i / 64] & (1 << (i % 64))) != 0, where i starts at 0.

Fixed BitSet

Bit sets of type Fixed BitSet (n) have a fixed length of n bits, encoded as ceil(n / 8) bytes. Note that this is different from BitSet, which uses longs.

Field Name Field Type Meaning
Data Byte Array (n) A packed representation of the bit set as created by BitSet.toByteArray, padded with zeroes at the end to fit the specified length.

The ith bit is set when (Data[i / 8] & (1 << (i % 8))) != 0, where i starts at 0. This encoding is not equivalent to the long array in BitSet.

Registry references

ID or X

Represents a data record of type X, either inline, or by reference to a registry implied by context.

Field Name Field Type Meaning
ID VarInt 0 if value of type X is given inline; otherwise registry ID + 1.
Value Optional X Only present if ID is 0.

ID Set

Represents a set of IDs in a certain registry (implied by context), either directly (enumerated IDs) or indirectly (tag name).

Field Name Field Type Meaning
Type VarInt Value used to determine the data that follows. It can be either:
  • 0 - Represents a named set of IDs defined by a tag.
  • Anything else - Represents an ad-hoc set of IDs enumerated inline.
Tag Name Optional Identifier The registry tag defining the ID set. Only present if Type is 0.
IDs Optional Array of VarInt An array of registry IDs. Only present if Type is not 0.
The size of the array is equal to Type - 1.

Registry data

These types are commonly used in conjuction with ID or X to specify custom data inline.

Sound Event

Describes a sound that can be played.

Name Type Description
Sound Name Identifier
Has Fixed Range Boolean Whether this sound has a fixed range, as opposed to a variable volume based on distance.
Fixed Range Optional Float The maximum range of the sound. Only present if Has Fixed Range is true.


Other definitions

Term Definition
Player When used in the singular, Player always refers to the client connected to the server.
Entity Entity refers to any item, player, mob, minecart or boat etc. See the Minecraft Wiki article for a full list.
EID An EID — or Entity ID — is a 4-byte sequence used to identify a specific entity. An entity's EID is unique on the entire server.
XYZ In this document, the axis names are the same as those shown in the debug screen (F3). Y points upwards, X points east, and Z points south.
Meter The meter is Minecraft's base unit of length, equal to the length of a vertex of a solid block. The term “block” may be used to mean “meter” or “cubic meter”.
Global palette A table/dictionary/palette mapping nonnegative integers to block states. Block state IDs are created in a linear fashion based off of order of assignment. One block state ID allocated for each unique block state for a block; if a block has multiple properties then the number of allocated states is the product of the number of values for each property. A current list of properties and state ID ranges is found on burger.

Alternatively, the vanilla server now includes an option to export the current block state ID mapping, by running java -cp minecraft_server.jar net.minecraft.data.Main --reports. See Data Generators for more information.

Notchian The official implementation of vanilla Minecraft as developed and released by Mojang.
Sequence The action number counter for local block changes, incremented by one when clicking a block with a hand, right clicking an item, or starting or finishing digging a block. Counter handles latency to avoid applying outdated block changes to the local world. Also is used to revert ghost blocks created when placing blocks, using buckets, or breaking blocks.

Packet format

Packets cannot be larger than 221 − 1 or 2097151 bytes (the maximum that can be sent in a 3-byte VarInt). For compressed packets, this applies to both the compressed length and uncompressed lengths.

Without compression

Field Name Field Type Notes
Length VarInt Length of Packet ID + Data
Packet ID VarInt
Data Byte Array Depends on the connection state and packet ID, see the sections below

With compression

Once a Set Compression packet (with a non-negative threshold) is sent, zlib compression is enabled for all following packets. The format of a packet changes slightly to include the size of the uncompressed packet.

Compressed? Field Name Field Type Notes
No Packet Length VarInt Length of Data Length + compressed length of (Packet ID + Data)
No Data Length VarInt Length of uncompressed (Packet ID + Data) or 0
Yes Packet ID VarInt zlib compressed packet ID (see the sections below)
Data Byte Array zlib compressed packet data (see the sections below)

If the size of the buffer containing the packet data and ID (as a VarInt) is smaller than the threshold specified in the packet Set Compression. It will be sent as uncompressed. This is done by setting the data length as 0. (Comparable to sending a non-compressed format with an extra 0 between the length, and packet data).

If it's larger than the threshold, then it follows the regular compressed protocol format.

Compression can be disabled by sending the packet Set Compression with a negative Threshold, or not sending the Set Compression packet at all.

Handshaking

Clientbound

There are no clientbound packets in the Handshaking state, since the protocol immediately switches to a different state after the client sends the first packet.

Serverbound

Handshake

This causes the server to switch into the target state.

Packet ID State Bound To Field Name Field Type Notes
0x00 Handshaking Server Protocol Version VarInt See protocol version numbers (currently 759 in Minecraft 1.19).
Server Address String (255) Hostname or IP, e.g. localhost or 127.0.0.1, that was used to connect. The Notchian server does not use this information. Note that SRV records are a simple redirect, e.g. if _minecraft._tcp.example.com points to mc.example.org, users connecting to example.com will provide example.org as server address in addition to connecting to it.
Server Port Unsigned Short Default is 25565. The Notchian server does not use this information.
Next State VarInt Enum 1 for Status, 2 for Login.

Legacy Server List Ping

Warning.png This packet uses a nonstandard format. It is never length-prefixed, and the packet ID is an Unsigned Byte instead of a VarInt.

While not technically part of the current protocol, legacy clients may send this packet to initiate Server List Ping, and modern servers should handle it correctly. The format of this packet is a remnant of the pre-Netty age, before the switch to Netty in 1.7 brought the standard format that is recognized now. This packet merely exists to inform legacy clients that they can't join our modern server.

Packet ID State Bound To Field Name Field Type Notes
0xFE Handshaking Server Payload Unsigned Byte always 1 (0x01).

See Server List Ping#1.6 for the details of the protocol that follows this packet.

Status

Main article: Server List Ping

Clientbound

Status Response

Packet ID State Bound To Field Name Field Type Notes
0x00 Status Client
JSON Response String (32767) See Server List Ping#Response; as with all strings this is prefixed by its length as a VarInt.

Ping Response

Packet ID State Bound To Field Name Field Type Notes
0x01 Status Client Payload Long Should be the same as sent by the client.

Serverbound

Status Request

The status can only be requested once immediately after the handshake, before any ping. The server won't respond otherwise.

Packet ID State Bound To Field Name Field Type Notes
0x00 Status Server no fields

Ping Request

Packet ID State Bound To Field Name Field Type Notes
0x01 Status Server Payload Long May be any number. Notchian clients use a system-dependent time value which is counted in milliseconds.

Login

The login process is as follows:

  1. C→S: Handshake with Next State set to 2 (login)
  2. C→S: Login Start
  3. S→C: Encryption Request
  4. Client auth
  5. C→S: Encryption Response
  6. Server auth, both enable encryption
  7. S→C: Set Compression (optional)
  8. S→C: Login Success

Set Compression, if present, must be sent before Login Success. Note that anything sent after Set Compression must use the Post Compression packet format.

For unauthenticated ("cracked"/offline-mode) and integrated servers (either of the two conditions is enough for an unencrypted connection) there is no encryption. In that case Login Start is directly followed by Login Success. The Notchian server uses UUID v3 for offline player UUIDs, with the namespace “OfflinePlayer” and the value as the player’s username. For example, Notch’s offline UUID would be derived from the string “OfflinePlayer:Notch”. This is not a requirement however, the UUID may be anything.

See Protocol Encryption for details.

Clientbound

Disconnect (login)

Packet ID State Bound To Field Name Field Type Notes
0x00 Login Client Reason Chat The reason why the player was disconnected.

Encryption Request

Packet ID State Bound To Field Name Field Type Notes
0x01 Login Client Server ID String (20) Appears to be empty.
Public Key Length VarInt Length of Public Key
Public Key Byte Array The server's public key, in bytes.
Verify Token Length VarInt Length of Verify Token. Always 4 for Notchian servers.
Verify Token Byte Array A sequence of random bytes generated by the server.

See Protocol Encryption for details.

Login Success

Packet ID State Bound To Field Name Field Type Notes
0x02 Login Client UUID UUID
Username 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.

This packet switches the connection state to play.

Warning.png The (notchian) server might take a bit to fully transition to the Play state, so it's recommended to wait before sending Play packets, either by setting a timeout, or waiting for Play packets from the server (usually Login (play)).

The notchian client doesn't send any (non-keep alive) packets until the next tick/Set Time packet.

Set Compression

Enables compression. If compression is enabled, all following packets are encoded in the compressed packet format. Negative or zero values will disable compression, meaning the packet format should remain in the uncompressed packet format. However, this packet is entirely optional, and if not sent, compression will also not be enabled (the notchian server does not send the packet when compression is disabled).

Packet ID State Bound To Field Name Field Type Notes
0x03 Login Client Threshold VarInt Maximum size of a packet before it is compressed.

Login Plugin Request

Used to implement a custom handshaking flow together with Login Plugin Response.

Unlike plugin messages in "play" mode, these messages follow a lock-step request/response scheme, where the client is expected to respond to a request indicating whether it understood. The notchian client always responds that it hasn't understood, and sends an empty payload.

Packet ID State Bound To Field Name Field Type Notes
0x04 Login Client Message ID VarInt Generated by the server - should be unique to the connection.
Channel Identifier Name of the plugin channel used to send the data.
Data Byte Array Any data, depending on the channel. The length of this array must be inferred from the packet length.

Serverbound

Login Start

Packet ID State Bound To Field Name Field Type Notes
0x00 Login Server Name String (16) Player's Username.
Has Sig Data Boolean Whether or not the next 5 fields should be sent.
Timestamp Long When the key data will expire. Optional. Only sent if Has Sig Data is true.
Public Key Length VarInt Length of Public Key. Optional. Only sent if Has Sig Data is true.
Public Key Byte Array The encoded bytes of the public key the client received from Mojang. Optional. Only sent if Has Sig Data is true.
Signature Length VarInt Length of Signature. Optional. Only sent if Has Sig Data is true.
Signature Byte Array The bytes of the public key signature the client received from Mojang. Optional. Only sent if Has Sig Data is true.

Encryption Response

Packet ID State Bound To Field Name Field Type Notes
0x01 Login Server Shared Secret Length VarInt Length of Shared Secret.
Shared Secret Byte Array Shared Secret value, encrypted with the server's public key.
Has Verify Token Boolean Whether or not the Verify Token should be sent. If not, then the salt and signature will be sent.
Optional Verify Token Length VarInt Length of Verify Token. Optional and only sent if Has Verify Token is true.
Optional Verify Token Byte Array Verify Token value, encrypted with the same public key as the shared secret. Optional and only sent if Has Verify Token is true.
Optional Salt Long Cryptography, used for validating the message signature. Optional and only sent if Has Verify Token is false.
Optional Message Signature Length VarInt Array Length. Optional and only sent if Has Verify Token is false.
Optional Message Signature Byte Array The bytes of the public key signature the client received from Mojang. Optional and only sent if Has Verify Token is false.

See Protocol Encryption for details. See Mojang_API#Player_Certificates for an API to get the message signature.

Login Plugin Response

Packet ID State Bound To Field Name Field Type Notes
0x02 Login Server Message ID VarInt Should match ID from server.
Successful Boolean true if the client understood the request, false otherwise. When false, no payload follows.
Data Optional Byte Array Any data, depending on the channel. The length of this array must be inferred from the packet length.

Play

Clientbound

Spawn Entity

Sent by the server when a vehicle or other non-living entity is created.

Packet ID State Bound To Field Name Field Type Notes
0x00 Play Client Entity ID VarInt A unique integer ID mostly used in the protocol to identify the entity.
Entity UUID UUID A unique identifier that is mostly used in persistence and places where the uniqueness matters more.
Type VarInt The type of the entity (see "type" field of the list of Mob types).
X Double
Y Double
Z Double
Pitch Angle To get the real pitch, you must divide this by (256.0F / 360.0F)
Yaw Angle To get the real yaw, you must divide this by (256.0F / 360.0F)
Head Yaw Angle
Data VarInt Meaning dependent on the value of the Type field, see Object Data for details.
Velocity X Short Same units as Set Entity Motion.
Velocity Y Short
Velocity Z Short

Spawn Experience Orb

Spawns one or more experience orbs.

Packet ID State Bound To Field Name Field Type Notes
0x01 Play Client Entity ID VarInt
X Double
Y Double
Z Double
Count Short The amount of experience this orb will reward once collected.

Spawn Player

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 Player Info packet that adds the player data for the client to use when spawning a player. If the Player Info for the player spawned by this packet is not present when this packet arrives, Notchian clients will not spawn the player entity. The Player Info 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.

Packet ID State Bound To Field Name Field Type Notes
0x02 Play Client Entity ID VarInt A unique integer ID mostly used in the protocol to identify the player.
Player UUID UUID See below for notes on offline mode and NPCs.
X Double
Y Double
Z Double
Yaw Angle
Pitch Angle

When in online mode, the UUIDs must be valid and have valid skin blobs.

In offline mode, UUID v3 is used with the String OfflinePlayer:<player name>, encoded in UTF-8 (and case-sensitive). The Notchain server uses UUID.nameUUIDFromBytes, implemented by OpenJDK here.

For NPCs UUID v2 should be used. Note:

<+Grum> i will never confirm this as a feature you know that :)

In an example UUID, xxxxxxxx-xxxx-Yxxx-xxxx-xxxxxxxxxxxx, the UUID version is specified by Y. So, for UUID v3, Y will always be 3, and for UUID v2, Y will always be 2.

Entity Animation (clientbound)

Sent whenever an entity should change animation.

Packet ID State Bound To Field Name Field Type Notes
0x03 Play Client Entity ID VarInt Player ID.
Animation Unsigned Byte Animation ID (see below).

Animation can be one of the following values:

ID Animation
0 Swing main arm
1 Take damage
2 Leave bed
3 Swing offhand
4 Critical effect
5 Magic critical effect

Award Statistics

Sent as a response to Client Command (id 1). Will only send the changed values if previously requested.

Packet ID State Bound To Field Name Field Type Notes
0x04 Play Client Count VarInt Number of elements in the following array.
Statistic Category ID Array VarInt See below.
Statistic ID VarInt See below.
Value VarInt The amount to set it to.

Categories (these are namespaced, but with : replaced with .):

Name ID Registry
minecraft.mined 0 Blocks
minecraft.crafted 1 Items
minecraft.used 2 Items
minecraft.broken 3 Items
minecraft.picked_up 4 Items
minecraft.dropped 5 Items
minecraft.killed 6 Entities
minecraft.killed_by 7 Entities
minecraft.custom 8 Custom

Blocks, Items, and Entities use block (not block state), item, and entity ids.

Custom has the following (unit only matters for clients):

Name ID Unit
minecraft.leave_game 0 None
minecraft.play_one_minute 1 Time
minecraft.time_since_death 2 Time
minecraft.time_since_rest 3 Time
minecraft.sneak_time 4 Time
minecraft.walk_one_cm 5 Distance
minecraft.crouch_one_cm 6 Distance
minecraft.sprint_one_cm 7 Distance
minecraft.walk_on_water_one_cm 8 Distance
minecraft.fall_one_cm 9 Distance
minecraft.climb_one_cm 10 Distance
minecraft.fly_one_cm 11 Distance
minecraft.walk_under_water_one_cm 12 Distance
minecraft.minecart_one_cm 13 Distance
minecraft.boat_one_cm 14 Distance
minecraft.pig_one_cm 15 Distance
minecraft.horse_one_cm 16 Distance
minecraft.aviate_one_cm 17 Distance
minecraft.swim_one_cm 18 Distance
minecraft.strider_one_cm 19 Distance
minecraft.jump 20 None
minecraft.drop 21 None
minecraft.damage_dealt 22 Damage
minecraft.damage_dealt_absorbed 23 Damage
minecraft.damage_dealt_resisted 24 Damage
minecraft.damage_taken 25 Damage
minecraft.damage_blocked_by_shield 26 Damage
minecraft.damage_absorbed 27 Damage
minecraft.damage_resisted 28 Damage
minecraft.deaths 29 None
minecraft.mob_kills 30 None
minecraft.animals_bred 31 None
minecraft.player_kills 32 None
minecraft.fish_caught 33 None
minecraft.talked_to_villager 34 None
minecraft.traded_with_villager 35 None
minecraft.eat_cake_slice 36 None
minecraft.fill_cauldron 37 None
minecraft.use_cauldron 38 None
minecraft.clean_armor 39 None
minecraft.clean_banner 40 None
minecraft.clean_shulker_box 41 None
minecraft.interact_with_brewingstand 42 None
minecraft.interact_with_beacon 43 None
minecraft.inspect_dropper 44 None
minecraft.inspect_hopper 45 None
minecraft.inspect_dispenser 46 None
minecraft.play_noteblock 47 None
minecraft.tune_noteblock 48 None
minecraft.pot_flower 49 None
minecraft.trigger_trapped_chest 50 None
minecraft.open_enderchest 51 None
minecraft.enchant_item 52 None
minecraft.play_record 53 None
minecraft.interact_with_furnace 54 None
minecraft.interact_with_crafting_table 55 None
minecraft.open_chest 56 None
minecraft.sleep_in_bed 57 None
minecraft.open_shulker_box 58 None
minecraft.open_barrel 59 None
minecraft.interact_with_blast_furnace 60 None
minecraft.interact_with_smoker 61 None
minecraft.interact_with_lectern 62 None
minecraft.interact_with_campfire 63 None
minecraft.interact_with_cartography_table 64 None
minecraft.interact_with_loom 65 None
minecraft.interact_with_stonecutter 66 None
minecraft.bell_ring 67 None
minecraft.raid_trigger 68 None
minecraft.raid_win 69 None
minecraft.interact_with_anvil 70 None
minecraft.interact_with_grindstone 71 None
minecraft.target_hit 72 None
minecraft.interact_with_smithing_table 73 None

Units:

  • None: just a normal number (formatted with 0 decimal places)
  • Damage: value is 10 times the normal amount
  • Distance: a distance in centimeters (hundredths of blocks)
  • Time: a time span in ticks

Acknowledge Block Change

Packet ID State Bound To Field Name Field Type Notes
0x05 Play Client Sequence ID VarInt Represents the sequence to acknowledge, this is used for properly syncing block changes to the client after interactions.


Set Block Destroy Stage

0–9 are the displayable destroy stages and each other number means that there is no animation on this coordinate.

Block break animations can still be applied on air; the animation will remain visible although there is no block being broken. However, if this is applied to a transparent block, odd graphical effects may happen, including water losing its transparency. (An effect similar to this can be seen in normal gameplay when breaking ice blocks)

If you need to display several break animations at the same time you have to give each of them a unique Entity ID. The entity ID does not need to correspond to an actual entity on the client. It is valid to use a randomly generated number.

Packet ID State Bound To Field Name Field Type Notes
0x06 Play Client Entity ID VarInt The ID of the entity breaking the block.
Location Position Block Position.
Destroy Stage Byte 0–9 to set it, any other value to remove it.

Block Entity Data

Sets the block entity associated with the block at the given location.

Packet ID State Bound To Field Name Field Type Notes
0x07 Play Client Location Position
Type VarInt The type of the block entity
NBT Data NBT Tag Data to set. May be a TAG_END (0), in which case the block entity at the given location is removed (though this is not required since the client will remove the block entity automatically on chunk unload or block removal).

Block Action

This packet is used for a number of actions and animations performed by blocks, usually non-persistent. The client ignores the provided block type and instead uses the block state in their world.

See Block Actions for a list of values.

Warning.png This packet uses a block ID, not a block state.

Packet ID State Bound To Field Name Field Type Notes
0x08 Play Client Location Position Block coordinates.
Action ID (Byte 1) Unsigned Byte Varies depending on block — see Block Actions.
Action Parameter (Byte 2) Unsigned Byte Varies depending on block — see Block Actions.
Block Type VarInt The block type ID for the block. This must match the block at the given coordinates.


Block Update

Fired whenever a block is changed within the render distance.

Warning.png Changing a block in a chunk that is not loaded is not a stable action. The Notchian client currently uses a shared empty chunk which is modified for all block changes in unloaded chunks; while in 1.9 this chunk never renders in older versions the changed block will appear in all copies of the empty chunk. Servers should avoid sending block changes in unloaded chunks and clients should ignore such packets.

Packet ID State Bound To Field Name Field Type Notes
0x09 Play Client Location Position Block Coordinates.
Block ID VarInt The new block state ID for the block as given in the global palette. See that section for more information.

Boss Bar

Packet ID State Bound To Field Name Field Type Notes
0x0A Play Client UUID UUID Unique ID for this bar.
Action VarInt Enum Determines the layout of the remaining packet.
Action Field Name
0: add Title Chat
Health Float From 0 to 1. Values greater than 1 do not crash a Notchian client, and start rendering part of a second health bar at around 1.5.
Color VarInt Enum Color ID (see below).
Division VarInt Enum Type of division (see below).
Flags Unsigned Byte Bit mask. 0x1: should darken sky, 0x2: is dragon bar (used to play end music), 0x04: create fog (previously was also controlled by 0x02).
1: remove no fields no fields Removes this boss bar.
2: update health Health Float as above
3: update title Title Chat
4: update style Color VarInt Enum Color ID (see below).
Dividers VarInt Enum as above
5: update flags Flags Unsigned Byte as above
ID Color
0 Pink
1 Blue
2 Red
3 Green
4 Yellow
5 Purple
6 White
ID Type of division
0 No division
1 6 notches
2 10 notches
3 12 notches
4 20 notches

Change Difficulty

Changes the difficulty setting in the client's option menu

Packet ID State Bound To Field Name Field Type Notes
0x0B Play Client Difficulty Unsigned Byte 0: peaceful, 1: easy, 2: normal, 3: hard.
Difficulty locked? Boolean

Chat Preview (clientbound)

Sets the message to preview on the client.

Packet ID State Bound To Field Name Field Type Notes
0x0C Play Client Query ID Integer
Component is Present Boolean
Message to Preview Component

Clear Titles

Clear the client's current title information, with the option to also reset it.

Packet ID State Bound To Field Name Field Type Notes
0x0D Play Client Reset Boolean

Command Suggestions Response

The server responds with a list of auto-completions of the last word sent to it. In the case of regular chat, this is a player username. Command names and parameters are also supported. The client sorts these alphabetically before listing them.

Packet ID State Bound To Field Name Field Type Notes
0x0E Play Client
ID VarInt Transaction ID.
Start VarInt Start of the text to replace.
Length VarInt Length of the text to replace.
Count VarInt Number of elements in the following array.
Matches Match Array String (32767) One eligible value to insert, note that each command is sent separately instead of in a single string, hence the need for Count. Note that for instance this doesn't include a leading / on commands.
Has tooltip Boolean True if the following is present.
Tooltip Optional Chat Tooltip to display; only present if previous boolean is true.

Commands

Lists all of the commands on the server, and how they are parsed.

This is a directed graph, with one root node. Each redirect or child node must refer only to nodes that have already been declared.

Packet ID State Bound To Field Name Field Type Notes
0x0F Play Client Count VarInt Number of elements in the following array.
Nodes Array of Node An array of nodes.
Root index VarInt Index of the root node in the previous array.

For more information on this packet, see the Command Data article.

Close Container (clientbound)

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
0x10 Play Client Window ID Unsigned Byte This is the ID of the window that was closed. 0 for inventory.

Set Container Content

The inventory slots

Sent by the server when items in multiple slots (in a window) are added/removed. This includes the main inventory, equipped armour and crafting slots. This packet with Window ID set to "0" is sent during the player joining sequence to initialise the player's inventory.

Packet ID State Bound To Field Name Field Type Notes
0x11 Play Client Window ID Unsigned Byte The ID of window which items are being sent for. 0 for player inventory.
State ID VarInt See State ID
Count VarInt Number of elements in the following array.
Slot Data Array of Slot
Carried Item Slot Item held by player.

See inventory windows for further information about how slots are indexed.

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
0x12 Play Client Window ID Unsigned Byte
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:sharpness Sharpness
13 minecraft:smite Smite
14 minecraft:bane_of_arthropods Bane of Arthropods
15 minecraft:knockback Knockback
16 minecraft:fire_aspect Fire Aspect
17 minecraft:looting Looting
18 minecraft:sweeping Sweeping Edge
19 minecraft:efficiency Efficiency
20 minecraft:silk_touch Silk Touch
21 minecraft:unbreaking Unbreaking
22 minecraft:fortune Fortune
23 minecraft:power Power
24 minecraft:punch Punch
25 minecraft:flame Flame
26 minecraft:infinity Infinity
27 minecraft:luck_of_the_sea Luck of the Sea
28 minecraft:lure Lure
29 minecraft:loyalty Loyalty
30 minecraft:impaling Impaling
31 minecraft:riptide Riptide
32 minecraft:channeling Channeling
33 minecraft:multishot Multishot
34 minecraft:quick_charge Quick Charge
35 minecraft:piercing Piercing
36 minecraft:mending Mending
37 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
0x13 Play Client Window ID Byte The window which is being updated. 0 for player inventory. Note that all known window types include the player inventory. This packet will only be sent for the currently opened window while the player is performing actions, even if it affects the player inventory. After the window is closed, a number of these packets are sent to update the player's inventory window (0).
State ID VarInt See State ID
Slot Short The slot that should be updated.
Slot Data Slot

To set the cursor (the item currently dragged with the mouse), use -1 as Window ID and as Slot.

This packet can only be used to edit the hotbar of the player's inventory if window ID is set to 0 (slots 36 through 45) if the player is in creative, with their inventory open, and not in their survival inventory tab. Otherwise, when window ID is 0, it can edit any slot in the player's inventory. If the window ID is set to -2, then any slot in the inventory can be used but no add item animation will be played.

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
0x14 Play Client Item ID VarInt Numeric ID of the item to apply a cooldown to.
Cooldown Ticks VarInt Number of ticks to apply a cooldown for, or 0 to clear the cooldown.

Plugin Message (clientbound)

Main article: Plugin channels

Mods and plugins can use this to send their data. Minecraft itself uses several plugin channels. These internal channels are in the minecraft namespace.

More documentation on this: https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/

Packet ID State Bound To Field Name Field Type Notes
0x15 Play Client Channel Identifier Name of the plugin channel used to send the data.
Data Byte Array Any data, depending on the channel. minecraft: channels are documented here. The length of this array must be inferred from the packet length.

Custom Sound Effect

See also: #Sound

Used to play a sound effect on the client. Custom sounds may be added by resource packs.

Packet ID State Bound To Field Name Field Type Notes
0x16 Play Client Sound Name Identifier All sound effect names can be seen here.
Sound Category VarInt Enum The category that this sound will be played from (current categories).
Effect Position X Int Effect X multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part).
Effect Position Y Int Effect Y multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part).
Effect Position Z Int Effect Z multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part).
Volume Float 1 is 100%, can be more.
Pitch Float Float between 0.5 and 2.0 by Notchian clients.
Seed long Seed used to pick sound variant.

Disconnect (play)

Sent by the server before it disconnects a client. The client assumes that the server has already closed the connection by the time the packet arrives.

Packet ID State Bound To Field Name Field Type Notes
0x17 Play Client Reason Chat Displayed to the client when the connection terminates.

Entity Event

Entity statuses generally trigger an animation for an entity. The available statuses vary by the entity's type (and are available to subclasses of that type as well).

Packet ID State Bound To Field Name Field Type Notes
0x18 Play Client Entity ID Int
Entity Status Byte Enum See Entity statuses for a list of which statuses are valid for each type of entity.

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
0x19 Play Client X Double
Y Double
Z Double
Strength Float A strength greater than or equal to 2.0 spawns a minecraft:explosion_emitter particle, while a lesser strength spawns a minecraft:explosion particle.
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.
Player Motion X Float X velocity of the player being pushed by the explosion.
Player Motion Y Float Y velocity of the player being pushed by the explosion.
Player Motion Z Float Z velocity of the player being pushed by the explosion.

Unload Chunk

Tells the client to unload a chunk column.

Packet ID State Bound To Field Name Field Type Notes
0x1A Play Client Chunk X Int Block coordinate divided by 16, rounded down.
Chunk Z Int Block coordinate divided by 16, rounded down.

It is legal to send this packet even if the given chunk is not currently loaded.

Game Event

Used for a wide variety of game events, from weather to bed use to gamemode to demo messages.

Packet ID State Bound To Field Name Field Type Notes
0x1B Play Client Event Unsigned Byte See below.
Value Float Depends on Reason.

Events:

Event Effect Value
0 No respawn block available Note: Sends message 'block.minecraft.spawn.not_valid'(You have no home bed or charged respawn anchor, or it was obstructed) to the client.
1 End raining
2 Begin raining
3 Change gamemode 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
4 Win game 0: Just respawn player.
1: Roll the credits and respawn player.
Note that 1 is only sent by notchian server when player has not yet achieved advancement "The end?", else 0 is sent.
5 Demo event 0: Show welcome to demo screen
101: Tell movement controls
102: Tell jump control
103: Tell inventory control
104: Tell that the demo is over and print a message about how to take a screenshot.
6 Arrow hit player Note: Sent when any player is struck by an arrow.
7 Rain level change Note: Seems to change both skycolor and lightning.
Rain level starting from 0 to 1.
8 Thunder level change Note: Seems to change both skycolor and lightning (same as Rain level change, but doesn't start rain). It also requires rain to render by notchian client.
Thunder level starting from 0 to 1.
9 Play pufferfish sting sound.
10 Play elder guardian mob appearance (effect and sound).
11 Enable respawn screen 0: Enable respawn screen, 1: Immediately respawn (sent when the doImmediateRespawn gamerule changes).

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
0x1C Play Client Window ID Unsigned Byte
Slot count VarInt
Entity ID Integer

Initialize World Border

Packet ID State Bound To Field Name Field Type Notes
0x1D Play Client X Double
Z Double
Old Diameter Double Current length of a single side of the world border, in meters.
New Diameter Double Target length of a single side of the world border, in meters.
Speed VarLong Number of real-time milliseconds until New Diameter is reached. It appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0.
Portal Teleport Boundary VarInt Resulting coordinates from a portal teleport are limited to ±value. Usually 29999984.
Warning Blocks VarInt In meters.
Warning Time VarInt In seconds as set by /worldborder warning time.

The Notchian client determines how solid to display the warning by comparing to whichever is higher, the warning distance or whichever is lower, the distance from the current diameter to the target diameter or the place the border will be after warningTime seconds. In pseudocode:

distance = max(min(resizeSpeed * 1000 * warningTime, abs(targetDiameter - currentDiameter)), warningDistance);
if (playerDistance < distance) {
    warning = 1.0 - playerDistance / distance;
} else {
    warning = 0.0;
}

Keep Alive (clientbound)

The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same payload (see serverbound Keep Alive). If the client does not respond to them for over 30 seconds, the server kicks the client. Vice versa, if the server does not send any keep-alives for 20 seconds, the client will disconnect and yields a "Timed out" exception.

The Notchian server uses a system-dependent time in milliseconds to generate the keep alive ID value.

Packet ID State Bound To Field Name Field Type Notes
0x1E Play Client Keep Alive ID Long

Chunk Data and Update Light

Main article: Chunk Format
See also: #Unload Chunk
Huh.png The following information needs to be added to this page:
How do biomes work now? The biome change happened at the same time as the seed change, but it's not clear how/if biomes could be computed given that it's not the actual seed... (/r/mojira discussion which notes that it seems to be some kind of interpolation, and 3D biomes are only used in the nether)

The server only sends skylight information for chunk pillars in the Overworld, it's up to the client to know in which dimension the player is currently located. You can also infer this information from the primary bitmask and the amount of uncompressed bytes sent. This packet also sends all block entities in the chunk (though sending them is not required; it is still legal to send them with Block Entity Data later).

Packet ID State Bound To Field Name Field Type Notes
0x1F Play Client Chunk X Int Chunk coordinate (block coordinate divided by 16, rounded down)
Chunk Z Int Chunk coordinate (block coordinate divided by 16, rounded down)
Heightmaps NBT Compound containing one long array named MOTION_BLOCKING, which is a heightmap for the highest solid block at each position in the chunk (as a compacted long array with 256 entries, with the number of bits per entry varying depending on the world's height, defined by the formula ceil(log2(height + 1))). The Notchian server also adds a WORLD_SURFACE long array, the purpose of which is unknown, but it's not required for the chunk to be accepted.
Size VarInt Size of Data in bytes
Data Byte array See data structure in Chunk Format
Number of block entities VarInt Number of elements in the following array
Block Entity Packed XZ Array Byte The packed section coordinates, calculated from ((blockX & 15) << 4) | (blockZ & 15)
Y Short The height relative to the world
Type VarInt The type of block entity
Data NBT The block entity's data, without the X, Y, and Z values
Trust Edges Boolean If edges should be trusted for light updates.
Sky Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Sky Light array below. The least significant bit is for blocks 16 blocks to 1 block below the min world height (one section below the world), while the most significant bit covers blocks 1 to 16 blocks above the max world height (one section above the world).
Block Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Block Light array below. The order of bits is the same as in Sky Light Mask.
Empty Sky Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Sky Light data. The order of bits is the same as in Sky Light Mask.
Empty Block Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Block Light data. The order of bits is the same as in Sky Light Mask.
Sky Light array count VarInt Number of entries in the following array; should match the number of bits set in Sky Light Mask
Sky Light arrays Length Array VarInt Length of the following array in bytes (always 2048)
Sky Light array Array of 2048 bytes There is 1 array for each bit set to true in the sky light mask, starting with the lowest value. Half a byte per light value. Indexed ((y<<8) | (z<<4) | x) / 2 If there's a remainder, masked 0xF0 else 0x0F.
Block Light array count VarInt Number of entries in the following array; should match the number of bits set in Block Light Mask
Block Light arrays Length Array VarInt Length of the following array in bytes (always 2048)
Block Light array Array of 2048 bytes There is 1 array for each bit set to true in the block light mask, starting with the lowest value. Half a byte per light value. Indexed ((y<<8) | (z<<4) | x) / 2 If there's a remainder, masked 0xF0 else 0x0F.

Note that the Notchian client requires an Set Center Chunk packet when it crosses a chunk border, otherwise it'll only display render distance + 2 chunks around the chunk it spawned in.

The compacted array format has been adjusted so that individual entries no longer span across multiple longs, affecting the main data array and heightmaps.

New format, 5 bits per block, containing the following references to blocks in a palette (not shown): 122344566480743131516914101202

0020863148418841 0000000000100000100001100011000101001000010000011000100001000001
01018A7260F68C87 0000000100000001100010100111001001100000111101101000110010000111

World Event

Sent when a client is to play a sound or particle effect.

By default, the Minecraft client adjusts the volume of sound effects based on distance. The final boolean field is used to disable this, and instead the effect is played from 2 blocks away in the correct direction. Currently this is only used for effect 1023 (wither spawn), effect 1028 (enderdragon death), and effect 1038 (end portal opening); it is ignored on other effects.

Packet ID State Bound To Field Name Field Type Notes
0x20 Play Client Event Int The event, see below.
Location Position The location of the event.
Data Int Extra data for certain events, see below.
Disable Relative Volume Boolean See above.

Events:

ID Name Data
Sound
1000 Dispenser dispenses
1001 Dispenser fails to dispense
1002 Dispenser shoots
1003 Ender eye launched
1004 Firework shot
1005 Iron door opened
1006 Wooden door opened
1007 Wooden trapdoor opened
1008 Fence gate opened
1009 Fire extinguished
1010 Play record Special case, see below for more info.
1011 Iron door closed
1012 Wooden door closed
1013 Wooden trapdoor closed
1014 Fence gate closed
1015 Ghast warns
1016 Ghast shoots
1017 Enderdragon shoots
1018 Blaze shoots
1019 Zombie attacks wood door
1020 Zombie attacks iron door
1021 Zombie breaks wood door
1022 Wither breaks block
1023 Wither spawned
1024 Wither shoots
1025 Bat takes off
1026 Zombie infects
1027 Zombie villager converted
1028 Ender dragon death
1029 Anvil destroyed
1030 Anvil used
1031 Anvil landed
1032 Portal travel
1033 Chorus flower grown
1034 Chorus flower died
1035 Brewing stand brewed
1036 Iron trapdoor opened
1037 Iron trapdoor closed
1038 End portal created in overworld
1039 Phantom bites
1040 Zombie converts to drowned
1041 Husk converts to zombie by drowning
1042 Grindstone used
1043 Book page turned
Particle
1500 Composter composts
1501 Lava converts block (either water to stone, or removes existing blocks such as torches)
1502 Redstone torch burns out
1503 Ender eye placed
2000 Spawns 10 smoke particles, e.g. from a fire Direction, see below.
2001 Block break + block break sound Block state, as an index into the global palette.
2002 Splash potion. Particle effect + glass break sound. RGB color as an integer (e.g. 8364543 for #7FA1FF).
2003 Eye of Ender entity break animation — particles and sound
2004 Mob spawn particle effect: smoke + flames
2005 Bonemeal particles How many particles to spawn (if set to 0, 15 are spawned).
2006 Dragon breath
2007 Instant splash potion. Particle effect + glass break sound. RGB color as an integer (e.g. 8364543 for #7FA1FF).
2008 Ender dragon destroys block
2009 Wet sponge vaporizes in nether
3000 End gateway spawn
3001 Enderdragon growl
3002 Electric spark
3003 Copper apply wax
3004 Copper remove wax
3005 Copper scrape oxidation

Smoke directions:

ID Direction
0 Down
1 Up
2 North
3 South
4 West
5 East

Play record: This is actually a special case within this packet. You can start/stop a record at a specific location. Use a valid Record ID to start a record (or overwrite a currently playing one), any other value will stop the record. See Data Generators for information on item IDs.

Particle

Displays the named particle

Packet ID State Bound To Field Name Field Type Notes
0x21 Play Client Particle ID VarInt The particle ID listed in the particle data type.
Long Distance Boolean If true, particle distance increases from 256 to 65536.
X Double X position of the particle.
Y Double Y position of the particle.
Z Double Z position of the particle.
Offset X Float This is added to the X position after being multiplied by random.nextGaussian().
Offset Y Float This is added to the Y position after being multiplied by random.nextGaussian().
Offset Z Float This is added to the Z position after being multiplied by random.nextGaussian().
Max Speed Float
Particle Count Int The number of particles to create.
Data Varies The variable data listed in the particle data type.

Update Light

Updates light levels for a chunk. See Light for information on how lighting works in Minecraft.

Packet ID State Bound To Field Name Field Type Notes
0x22 Play Client Chunk X VarInt Chunk coordinate (block coordinate divided by 16, rounded down)
Chunk Z VarInt Chunk coordinate (block coordinate divided by 16, rounded down)
Trust Edges Boolean If edges should be trusted for light updates.
Sky Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Sky Light array below. The least significant bit is for blocks 16 blocks to 1 block below the min world height (one section below the world), while the most significant bit covers blocks 1 to 16 blocks above the max world height (one section above the world).
Block Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Block Light array below. The order of bits is the same as in Sky Light Mask.
Empty Sky Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Sky Light data. The order of bits is the same as in Sky Light Mask.
Empty Block Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Block Light data. The order of bits is the same as in Sky Light Mask.
Sky Light array count VarInt Number of entries in the following array; should match the number of bits set in Sky Light Mask
Sky Light arrays Length Array VarInt Length of the following array in bytes (always 2048)
Sky Light array Array of 2048 bytes There is 1 array for each bit set to true in the sky light mask, starting with the lowest value. Half a byte per light value.
Block Light array count VarInt Number of entries in the following array; should match the number of bits set in Block Light Mask
Block Light arrays Length Array VarInt Length of the following array in bytes (always 2048)
Block Light array Array of 2048 bytes There is 1 array for each bit set to true in the block light mask, starting with the lowest value. Half a byte per light value.

A bit will never be set in both the block light mask and the empty block light mask, though it may be present in neither of them (if the block light does not need to be updated for the corresponding chunk section). The same applies to the sky light mask and the empty sky light mask.

Login (play)

See Protocol Encryption for information on logging in.

Packet ID State Bound To Field Name Field Type Notes
0x23 Play Client Entity ID Int The player's Entity ID (EID).
Is hardcore Boolean
Gamemode Unsigned Byte 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
Previous Gamemode Byte 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included. The previous gamemode. Defaults to -1 if there is no previous gamemode. (More information needed)
Dimension Count VarInt Size of the following array.
Dimension Names Array of Identifier Identifiers for all dimensions on the server.
Registry Codec NBT Tag Compound Represents certain registries that are sent from the server and are applied on the client.
Dimension Type Identifier Name of the dimension type being spawned into.
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
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.
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 Identifier Name of the dimension the player died in.
Death location Position The location that the player died at.


The Registry Codec NBT Tag Compound (Default value in JSON as of 1.19) includes three registries: "minecraft:dimension_type", "minecraft:worldgen/biome", and "minecraft:chat_type".

Name Type Notes
minecraft:dimension_type TAG_Compound The dimension type registry (see below).
minecraft:worldgen/biome TAG_Compound The biome registry (see below).
minecraft:chat_type TAG_Compound The chat type registry (see below).

Dimension type registry:

Name Type Notes
type TAG_String The name of the registry. Always "minecraft:dimension_type".
value TAG_List List of dimension types registry entries (see below).

Dimension type registry entry:

Name Type Notes
name TAG_String The name of the dimension type (for example, "minecraft:overworld").
id TAG_Int The protocol ID of the dimension (matches the index of the element in the registry list).
element TAG_Compound The dimension type (see below).

Dimension type:

Name Type Meaning Values
piglin_safe TAG_Byte Whether piglins shake and transform to zombified piglins. 1: true, 0: false.
has_raids TAG_Byte Whether players with the Bad Omen effect can cause a raid. 1: true, 0: false.
monster_spawn_light_level TAG_Int
monster_spawn_block_light_limit TAG_Int
natural TAG_Byte When false, compasses spin randomly. When true, nether portals can spawn zombified piglins. 1: true, 0: false.
ambient_light TAG_Float How much light the dimension has. 0.0 to 1.0.
fixed_time Optional TAG_Long If set, the time of the day is the specified value. If set, 0 to 24000.
infiniburn TAG_String A resource location defining what block tag to use for infiniburn. "#" or minecraft resource "#minecraft:...".
respawn_anchor_works TAG_Byte Whether players can charge and use respawn anchors. 1: true, 0: false.
has_skylight TAG_Byte Whether the dimension has skylight access or not. 1: true, 0: false.
bed_works TAG_Byte Whether players can use a bed to sleep. 1: true, 0: false.
effects TAG_String ? "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end" or something else.
min_y TAG_Int The minimum Y level. A multiple of 16. Example: -64
height TAG_Int The maximum height. A multiple of 16. Example: 256
logical_height TAG_Int The maximum height to which chorus fruits and nether portals can bring players within this dimension. 0-384.
coordinate_scale TAG_Double The multiplier applied to coordinates when traveling to the dimension. 0.00001 - 30000000.0
ultrawarm TAG_Byte Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner. 1: true, 0: false.
has_ceiling TAG_Byte Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster. 1: true, 0: false.

Biome registry:

Name Type Notes
type TAG_String The name of the registry. Always "minecraft:worldgen/biome".
value TAG_List List of biome registry entries (see below).

Biome registry entry:

Name Type Notes
name TAG_String The name of the biome (for example, "minecraft:ocean").
id TAG_Int The protocol ID of the biome (matches the index of the element in the registry list).
element TAG_Compound The biome properties (see below).

Biome properties:

Name Type Meaning Values
precipitation TAG_String The type of precipitation in the biome. "rain", "snow", or "none".
depth TAG_Float The depth factor of the biome. The default values vary between 1.5 and -1.8.
temperature TAG_Float The temperature factor of the biome. The default values vary between 2.0 and -0.5.
scale TAG_Float ? The default values vary between 1.225 and 0.0.
downfall TAG_Float ? The default values vary between 1.0 and 0.0.
category TAG_String The category of the biome. Known values are "ocean", "plains", "desert", "forest", "extreme_hills", "taiga", "swamp", "river", "nether", "the_end", "icy", "mushroom", "beach", "jungle", "mesa", "savanna", and "none".
temperature_modifier Optional TAG_String ? The only known value is "frozen".
effects sky_color TAG_Compound TAG_Int The color of the sky. Example: 8364543, which is #7FA1FF in RGB.
water_fog_color TAG_Int Possibly the tint color when swimming. Example: 8364543, which is #7FA1FF in RGB.
fog_color TAG_Int Possibly the color of the fog effect when looking past the view distance. Example: 8364543, which is #7FA1FF in RGB.
water_color TAG_Int The tint color of the water blocks. Example: 8364543, which is #7FA1FF in RGB.
foliage_color Optional TAG_Int The tint color of the grass. Example: 8364543, which is #7FA1FF in RGB.
grass_color Optional TAG_Int ? Example: 8364543, which is #7FA1FF in RGB.
grass_color_modifier Optional TAG_String Unknown, likely affects foliage color. If set, known values are "swamp" and "dark_forest".
music Optional TAG_Compound Music properties for the biome. If present, contains the fields: replace_current_music (TAG_Byte), sound (TAG_String), max_delay (TAG_Int), min_delay (TAG_Int).
ambient_sound Optional TAG_String Ambient soundtrack. If present, the ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.loop".
additions_sound Optional TAG_Compound Additional ambient sound that plays randomly. If present, contains the fields: sound (TAG_String), tick_chance (TAG_Double).
mood_sound Optional TAG_Compound Additional ambient sound that plays at an interval. If present, contains the fields: sound (TAG_String), tick_delay (TAG_Int), offset (TAG_Double), block_search_extent (TAG_Int).
particle probability Optional TAG_Compound TAG_FLOAT Particles that appear randomly in the biome. Possibly the probability of spawning the particle. ?
options TAG_COMPOUND The properties of the particle to spawn. Contains the field "type" (TAG_String), which identifies the particle type.

Chat registry:

Name Type Notes
type TAG_String The name of the registry. Always "minecraft:chat_type".
value TAG_List List of chat registry entries (see below).

Map Data

Updates a rectangular area on a map item.

Packet ID State Bound To Field Name Field Type Notes
0x24 Play Client Map ID VarInt Map ID of the map being modified
Scale 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)
Locked Boolean True if the map has been locked in a cartography table
Tracking Position Boolean Specifies whether player and item frame icons are shown
Icon Count VarInt Number of elements in the following array. Only present if "Tracking Position" is true.
Icon Type Array VarInt enum See below
X Byte Map coordinates: -128 for furthest left, +127 for furthest right
Z Byte Map coordinates: -128 for highest, +127 for lowest
Direction Byte 0-15
Has Display Name Boolean
Display Name Optional Chat Only present if previous Boolean is true
Columns Unsigned Byte Number of columns updated
Rows Optional Unsigned Byte Only if Columns is more than 0; number of rows updated
X Optional Byte Only if Columns is more than 0; x offset of the westernmost column
Z Optional Byte Only if Columns is more than 0; z offset of the northernmost row
Length Optional VarInt Only if Columns is more than 0; length of the following array
Data Optional Array of Unsigned Byte Only if Columns is more than 0; see Map item format

For icons, a direction of 0 is a vertical icon and increments by 22.5° (360/16).

Types are based off of rows and columns in map_icons.png:

Icon type Result
0 White arrow (players)
1 Green arrow (item frames)
2 Red arrow
3 Blue arrow
4 White cross
5 Red pointer
6 White circle (off-map players)
7 Small white circle (far-off-map players)
8 Mansion
9 Temple
10 White Banner
11 Orange Banner
12 Magenta Banner
13 Light Blue Banner
14 Yellow Banner
15 Lime Banner
16 Pink Banner
17 Gray Banner
18 Light Gray Banner
19 Cyan Banner
20 Purple Banner
21 Blue Banner
22 Brown Banner
23 Green Banner
24 Red Banner
25 Black Banner
26 Treasure marker

Merchant Offers

The list of trades a villager NPC is offering.

Packet ID State Bound To Field Name Field Type Notes
0x25 Play Client
Window ID VarInt The ID of the window that is open; this is an int rather than a byte.
Size Byte The number of trades in the following array.
Trades Input item 1 Array Slot The first item the player has to supply for this villager trade. The count of the item stack is the default "price" of this trade.
Output item Slot The item the player will receive from this villager trade.
Has second item Boolean Whether there is a second item.
Input item 2 Optional Slot The second item the player has to supply for this villager trade; only present if has a second item is true.
Trade disabled Boolean True if the trade is disabled; false if the trade is enabled.
Number of trade uses Integer Number of times the trade has been used so far. If equal to the maximum number of trades, the client will display a red X.
Maximum number of trade uses Integer Number of times this trade can be used before it's exhausted.
XP Integer Amount of XP the villager will earn each time the trade is used.
Special Price Integer Can be zero or negative. The number is added to the price when an item is discounted due to player reputation or other effects.
Price Multiplier Float Can be low (0.05) or high (0.2). Determines how much demand, player reputation, and temporary effects will adjust the price.
Demand Integer If positive, causes the price to increase. Negative values seem to be treated the same as zero.
Villager level VarInt Appears on the trade GUI; meaning comes from the translation key merchant.level. + level.

1: Novice, 2: Apprentice, 3: Journeyman, 4: Expert, 5: Master.

Experience VarInt Total experience for this villager (always 0 for the wandering trader).
Is regular villager Boolean True if this is a regular villager; false for the wandering trader. When false, hides the villager level and some other GUI elements.
Can restock Boolean True for regular villagers and false for the wandering trader. If true, the "Villagers restock up to two times per day." message is displayed when hovering over disabled trades.

Modifiers can increase or decrease the number of items for the first input slot. The second input slot and the output slot never change the nubmer of items. The number of items may never be less than 1, and never more than the stack size. If special price and demand are both zero, only the default price is displayed. If either is non-zero, then the adjusted price is displayed next to the crossed-out default price. The adjusted prices is calculated as follows:

Adjusted price = default price + floor(default price x multiplier x demand) + special price

The merchant UI, for reference

Update Entity Position

This packet is sent by the server when an entity moves less then 8 blocks; if an entity moves more than 8 blocks Teleport Entity should be sent instead.

This packet allows at most 8 blocks movement in any direction, because short range is from -32768 to 32767. And 32768 / (128 * 32) = 8.

Packet ID State Bound To Field Name Field Type Notes
0x26 Play Client Entity ID VarInt
Delta X Short Change in X position as (currentX * 32 - prevX * 32) * 128.
Delta Y Short Change in Y position as (currentY * 32 - prevY * 32) * 128.
Delta Z Short Change in Z position as (currentZ * 32 - prevZ * 32) * 128.
On Ground Boolean

Update Entity Position and Rotation

This packet is sent by the server when an entity rotates and moves. Since a short range is limited from -32768 to 32767, and movement is offset of fixed-point numbers, this packet allows at most 8 blocks movement in any direction. (-32768 / (32 * 128) == -8)

Packet ID State Bound To Field Name Field Type Notes
0x27 Play Client Entity ID VarInt
Delta X Short Change in X position as (currentX * 32 - prevX * 32) * 128.
Delta Y Short Change in Y position as (currentY * 32 - prevY * 32) * 128.
Delta Z Short Change in Z position as (currentZ * 32 - prevZ * 32) * 128.
Yaw Angle New angle, not a delta.
Pitch Angle New angle, not a delta.
On Ground Boolean

Update Entity Rotation

This packet is sent by the server when an entity rotates.

Packet ID State Bound To Field Name Field Type Notes
0x28 Play Client Entity ID VarInt
Yaw Angle New angle, not a delta.
Pitch Angle New angle, not a delta.
On Ground Boolean

Move Vehicle (clientbound)

Note that all fields use absolute positioning and do not allow for relative positioning.

Packet ID State Bound To Field Name Field Type Notes
0x29 Play Client X Double Absolute position (X coordinate).
Y Double Absolute position (Y coordinate).
Z Double Absolute position (Z coordinate).
Yaw Float Absolute rotation on the vertical axis, in degrees.
Pitch Float Absolute rotation on the horizontal axis, in degrees.

Open Book

Sent when a player right clicks with a signed book. This tells the client to open the book GUI.

Packet ID State Bound To Field Name Field Type Notes
0x2A Play Client Hand VarInt enum 0: Main hand, 1: Off hand .

Open Screen

This is sent to the client when it should open an inventory, such as a chest, workbench, or furnace. This message is not sent anywhere for clients opening their own inventory. Resending this packet with already existing window id, will update the window title and window type without closing the window. For horses, use Open Horse Screen.

Packet ID State Bound To Field Name Field Type Notes
0x2B Play Client Window ID VarInt A unique id number for the window to be displayed. Notchian server implementation is a counter, starting at 1.
Window Type VarInt The window type to use for display. Contained in the minecraft:menu registry; see Inventory for the different values.
Window Title Chat The title of the window.

Open Sign Editor

Sent when the client has placed a sign and is allowed to send Update Sign. There must already be a sign at the given location (which the client does not do automatically) - send a Block Update first.

Packet ID State Bound To Field Name Field Type Notes
0x2C Play Client Location Position

Ping (play)

Packet is not used by the Notchian server. When sent to the client, client responds with a Pong packet with the same id.

Packet ID State Bound To Field Name Field Type Notes
0x2D Play Client ID Int

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
0x2E Play Client Window ID Byte
Recipe Identifier A recipe ID.

Player Abilities (clientbound)

The latter 2 floats are used to indicate the field of view and flying speed respectively, while the first byte is used to determine the value of 4 booleans.

Packet ID State Bound To Field Name Field Type Notes
0x2F Play Client Flags Byte Bit field, see below.
Flying Speed Float 0.05 by default.
Field of View Modifier Float Modifies the field of view, like a speed potion. A Notchian server will use the same value as the movement speed sent in the Update Attributes packet, which defaults to 0.1 for players.

About the flags:

Field Bit
Invulnerable 0x01
Flying 0x02
Allow Flying 0x04
Creative Mode (Instant Break) 0x08

Player Chat Message

Identifying the difference between Chat/System Message is important as it helps respect the user's chat visibility options.

Packet ID State Bound To Field Name Field Type Notes
0x30 Play Client Signed Chat Content Chat Player message, this could either be the player typed message or the server previewed message if it was signed by the client. Not modifiable by the server without invalidating the sigature.
Has Unsigned Chat Content Boolean
Unsigned Chat Content Chat Server modifiable message.

The client will prefer to choose this UNLESS show only secure chat is enabled on the client or has unsigned chat content is false. If these conditions are met, it will instead use the signed chat content.

Type VarInt Registered on the server, sent to the client.

Default: 0: chat (chat box), 1: system message (chat box), 2: game info (above hotbar), 3: say command, 4: msg command, 5: team msg command, 6: emote command, 7: tellraw command

Sender UUID UUID Used by the Notchian client for the disableChat launch option. Setting both longs to 0 will always display the message regardless of the setting.
Sender Display Name Chat This can be modified without disrupting the message signature.
Has Sender Team Name Boolean
Sender Team Name Chat Used in the team_name decorator parameter.
Timestamp Long Represents the time the message was signed, used to check if the message was received within 2 minutes of it being sent.
Salt Long Cryptography, used for validating the message signature.
Signature Length VarInt Array Length
Message Signature Bytes Cryptography, the signature consists of the Sender UUID, Timestamp and Original Chat Content. Modifying any of these values in the packet will cause this signature to fail.
Player Chat Handling Logic

End Combat

Unused by the Notchain client. This data was once used for twitch.tv metadata circa 1.8.f

Packet ID State Bound To Field Name Field Type Notes
0x31 Play Client Duration VarInt Length of the combat in ticks.
Entity ID Int ID of the primary opponent of the ended combat, or -1 if there is no obvious primary opponent.

Enter Combat

Unused by the Notchain client. This data was once used for twitch.tv metadata circa 1.8.

Packet ID State Bound To Field Name Field Type Notes
0x32 Play Client no fields

Combat Death

Used to send a respawn screen.

Packet ID State Bound To Field Name Field Type Notes
0x33 Play Client Player ID VarInt Entity ID of the player that died (should match the client's entity ID).
Entity ID Int The killer entity's ID, or -1 if there is no obvious killer.
Message Chat The death message.

Player Info

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

Packet ID State Bound To Field Name Field Type Notes
0x34 Play Client Action VarInt Determines the rest of the Player format after the UUID.
Number Of Players VarInt Number of elements in the following array.
Player UUID Array UUID
Action Field Name
0: add player 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.
Gamemode VarInt
Ping VarInt Measured in milliseconds.
Has Display Name Boolean
Display Name Optional Chat Only if Has Display Name is true.
Has Sig Data Boolean Whether or not the next 5 fields should be sent.
Timestamp Long When the key data will expire.
Public Key Length VarInt Length of Public Key. Optional.
Public Key Byte Array The encoded bytes of the public key the client received from Mojang.
Signature Length VarInt Length of Signature.
Signature Byte Array The bytes of the public key signature the client received from Mojang.
1: update gamemode Gamemode VarInt
2: update latency Ping VarInt Measured in milliseconds.
3: update display name Has Display Name Boolean
Display Name Optional Chat Only send if Has Display Name is true.
4: remove player no fields no fields

The Property field looks as in the response of Mojang API#UUID -> Profile + Skin/Cape, except of course using the protocol format instead of JSON. That is, each player will usually have one property with Name “textures” and Value being a base64-encoded JSON string as documented at Mojang API#UUID -> Profile + Skin/Cape. An empty properties array is also acceptable, and will cause clients to display the player with one of the two default skins depending on UUID.

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.

Look At

Used to rotate the client player to face the given location or entity (for /teleport [<targets>] <x> <y> <z> facing).

Packet ID State Bound To Field Name Field Type Notes
0x35 Play Client
Feet/eyes VarInt enum Values are feet=0, eyes=1. If set to eyes, aims using the head position; otherwise aims using the feet position.
Target x Double x coordinate of the point to face towards.
Target y Double y coordinate of the point to face towards.
Target z Double z coordinate of the point to face towards.
Is entity Boolean If true, additional information about an entity is provided.
Entity ID Optional VarInt Only if is entity is true — the entity to face towards.
Entity feet/eyes Optional VarInt enum Whether to look at the entity's eyes or feet. Same values and meanings as before, just for the entity's head/feet.

If the entity given by entity ID cannot be found, this packet should be treated as if is entity was false.

Synchronize Player Position

Updates the player's position on the server. This packet will also close the “Downloading Terrain” screen when joining/respawning.

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 3.2E7D 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.

Packet ID State Bound To Field Name Field Type Notes
0x36 Play Client 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.
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 Bit field, see below.
Teleport ID VarInt Client should confirm this packet with Accept Teleportation containing the same Teleport ID.
Dismount Vehicle Boolean True if the player should dismount their vehicle.

About the Flags field:

<Dinnerbone> It's a bitfield, X/Y/Z/Y_ROT/X_ROT. If X is set, the x value is relative and not absolute.
Field Bit
X 0x01
Y 0x02
Z 0x04
Y_ROT 0x08
X_ROT 0x10

Update Recipe Book

Packet ID State Bound To Field Name Field Type Notes
0x37 Play Client
Action VarInt 0: init, 1: add, 2: remove.
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.
Array size 1 VarInt Number of elements in the following array.
Recipe IDs Array of Identifier
Array size 2 Optional VarInt Number of elements in the following array, only present if mode is 0 (init).
Recipe IDs Optional Array of Identifier Only present if mode is 0 (init)

Action:

  • 0 (init) = All the recipes in list 1 will be tagged as displayed, and all the recipes in list 2 will be added to the recipe book. Recipes that aren't tagged will be shown in the notification.
  • 1 (add) = All the recipes in the list are added to the recipe book and their icons will be shown in the notification.
  • 2 (remove) = Remove all the recipes in the list. This allows them to be re-displayed when they are re-added.

Remove Entities

Sent by the server when an entity is to be destroyed on the client.

Packet ID State Bound To Field Name Field Type Notes
0x38 Play Client Count VarInt Number of elements in the following array.
Entity IDs Array of VarInt The list of entities to destroy.

Remove Entity Effect

Packet ID State Bound To Field Name Field Type Notes
0x39 Play Client Entity ID VarInt
Effect ID VarInt See this table.

Resource Pack (clientbound)

Packet ID State Bound To Field Name Field Type Notes
0x3A Play Client URL String (32767) The URL to the resource pack.
Hash String (40) A 40 character hexadecimal and lowercase SHA-1 hash of the resource pack file. (must be lower case in order to work)
If it's not a 40 character hexadecimal string, the client will not use it for hash verification and likely waste bandwidth — but it will still treat it as a unique id
Forced Boolean The notchian client will be forced to use the resource pack from the server. If they decline they will be kicked from the server.
Has Prompt Message Boolean true If the next field will be sent false otherwise. When false, this is the end of the packet
Prompt Message Optional Chat This is shown in the prompt making the client accept or decline the resource pack.

Respawn

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
0x3B Play Client Dimension Type Identifier Valid dimensions are defined per dimension registry sent in Login (play)
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
Gamemode Unsigned Byte 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included
Previous Gamemode Unsigned Byte -1: null 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included. The previous gamemode. (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.
Copy metadata Boolean If false, metadata is reset on the respawned player entity. Set to true for dimension changes (including the dimension change triggered by sending client status perform respawn to exit the end poem/credits), and false for normal respawns.
Has death location Boolean If true, then the next two fields are present.
Death dimension Name Identifier Name of the dimension the player died in.
Death location Position The location that the player died at.

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).

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 Head Rotation

Changes the direction an entity's head is facing.

While sending the Entity Look packet changes the vertical rotation of the head, sending this packet appears to be necessary to rotate the head horizontally.

Packet ID State Bound To Field Name Field Type Notes
0x3C Play Client Entity ID VarInt
Head Yaw Angle New angle, not a delta.

Update Section Blocks

Fired whenever 2 or more blocks are changed within the same chunk on the same tick.

Warning.png Changing blocks in chunks not loaded by the client is unsafe (see note on Block Update).

Packet ID State Bound To Field Name Field Type Notes
0x3D Play Client Chunk section position Long Chunk section coordinate (encoded chunk x and z with each 22 bits, and section y with 20 bits, from left to right).
Boolean Always inverse the preceding Update Light packet's "Trust Edges" bool
Blocks array size VarInt Number of elements in the following array.
Blocks Array of VarLong Each entry is composed of the block state id, shifted left by 12, and the relative block position in the chunk section (4 bits for x, z, and y, from left to right).

Chunk section position is encoded:

((sectionX & 0x3FFFFF) << 42) | (sectionY & 0xFFFFF) | ((sectionZ & 0x3FFFFF) << 20);

and decoded:

sectionX = long >> 42;
sectionY = long << 44 >> 44;
sectionZ = long << 22 >> 42;

Blocks are encoded:

blockStateId << 12 | (blockLocalX << 8 | blockLocalZ << 4 | blockLocalY)
//Uses the local position of the given block position relative to its respective chunk section

Select Advancements Tab

Sent by the server to indicate that the client should switch advancement tab. Sent either when the client switches tab in the GUI or when an advancement in another tab is made.

Packet ID State Bound To Field Name Field Type Notes
0x3E Play Client Has id Boolean Indicates if the next field is present.
Optional Identifier String (32767) See below.

The Identifier can be one of the following:

Optional Identifier
minecraft:story/root
minecraft:nether/root
minecraft:end/root
minecraft:adventure/root
minecraft:husbandry/root

If no or an invalid identifier is sent, the client will switch to the first tab in the GUI.

Server Data

Packet ID State Bound To Field Name Field Type Notes
0x3F Play Client Has MOTD Boolean
MOTD Component
Has Icon Boolean
Icon Icon base64 String
Previews Chat Boolean

Set Action Bar Text

Packet ID State Bound To Field Name Field Type Notes
0x40 Play Client Action bar text Chat Displays a message above the hotbar (the same as position 2 in Player Chat Message.

Set Border Center

Packet ID State Bound To Field Name Field Type Notes
0x41 Play Client X Double
Z Double

Set Border Lerp Size

Packet ID State Bound To Field Name Field Type Notes
0x42 Play Client Old Diameter Double Current length of a single side of the world border, in meters.
New Diameter Double Target length of a single side of the world border, in meters.
Speed VarLong Number of real-time milliseconds until New Diameter is reached. It appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0.

Set Border Size

Packet ID State Bound To Field Name Field Type Notes
0x43 Play Client Diameter Double Length of a single side of the world border, in meters.

Set Border Warning Delay

Packet ID State Bound To Field Name Field Type Notes
0x44 Play Client Warning Time VarInt In seconds as set by /worldborder warning time.

Set Border Warning Distance

Packet ID State Bound To Field Name Field Type Notes
0x45 Play Client Warning Blocks VarInt In meters.

Set Camera

Sets the entity that the player renders from. This is normally used when the player left-clicks an entity while in spectator mode.

The player's camera will move with the entity and look where it is looking. The entity is often another player, but can be any type of entity. The player is unable to move this entity (move packets will act as if they are coming from the other entity).

If the given entity is not loaded by the player, this packet is ignored. To return control to the player, send this packet with their entity ID.

The Notchian server resets this (sends it back to the default entity) whenever the spectated entity is killed or the player sneaks, but only if they were spectating an entity. It also sends this packet whenever the player switches out of spectator mode (even if they weren't spectating an entity).

Packet ID State Bound To Field Name Field Type Notes
0x46 Play Client Camera ID VarInt ID of the entity to set the client's camera to.

The notchian client also loads certain shaders for given entities:

  • Creeper → shaders/post/creeper.json
  • Spider (and cave spider) → shaders/post/spider.json
  • Enderman → shaders/post/invert.json
  • Anything else → the current shader is unloaded

Set Held Item (clientbound)

Sent to change the player's slot selection.

Packet ID State Bound To Field Name Field Type Notes
0x47 Play Client Slot Byte The slot which the player has selected (0–8).

Set Center Chunk

Huh.png The following information needs to be added to this page:
Why is this even needed? Is there a better name for it? My guess is that it's something to do with logical behavior with latency, but it still seems weird.

Updates the client's location. This is used to determine what chunks should remain loaded and if a chunk load should be ignored; chunks outside of the view distance may be unloaded.

Sent whenever the player moves across a chunk border horizontally, and also (according to testing) for any integer change in the vertical axis, even if it doesn't go across a chunk section border.

Packet ID State Bound To Field Name Field Type Notes
0x48 Play Client Chunk X VarInt Chunk X coordinate of the player's position.
Chunk Z VarInt Chunk Z coordinate of the player's position.

Set Render Distance

Sent by the integrated singleplayer server when changing render distance. This packet is sent by the server when the client reappears in the overworld after leaving the end.

Packet ID State Bound To Field Name Field Type Notes
0x49 Play Client View Distance VarInt Render distance (2-32).

Set Default Spawn Position

Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.

Packet ID State Bound To Field Name Field Type Notes
0x4A Play Client Location Position Spawn location.
Angle Float The angle at which to respawn at.

Set Display Chat Preview

Sets if chat preview is enabled or disabled on the server. Not used by the server.

Packet ID State Bound To Field Name Field Type Notes
0x4B Play Client Chat Preview Setting Boolean

Display Objective

This is sent to the client when it should display a scoreboard.

Packet ID State Bound To Field Name Field Type Notes
0x4C Play Client Position Byte The position of the scoreboard. 0: list, 1: sidebar, 2: below name, 3 - 18: team specific sidebar, indexed as 3 + team color.
Score Name String (16) The unique name for the scoreboard to be displayed.

Set Entity Metadata

Updates one or more metadata properties for an existing entity. Any properties not included in the Metadata field are left unchanged.

Packet ID State Bound To Field Name Field Type Notes
0x4D Play Client Entity ID VarInt
Metadata Entity Metadata

Link Entities

This packet is sent when an entity has been leashed to another entity.

Packet ID State Bound To Field Name Field Type Notes
0x4E Play Client Attached Entity ID Int Attached entity's EID.
Holding Entity ID Int ID of the entity holding the lead. Set to -1 to detach.

Set Entity Velocity

Velocity is believed to be in units of 1/8000 of a block per server tick (50ms); for example, -1343 would move (-1343 / 8000) = −0.167875 blocks per tick (or −3,3575 blocks per second).

Packet ID State Bound To Field Name Field Type Notes
0x4F Play Client Entity ID VarInt
Velocity X Short Velocity on the X axis.
Velocity Y Short Velocity on the Y axis.
Velocity Z Short Velocity on the Z axis.

Set Equipment

Packet ID State Bound To Field Name Field Type Notes
0x50 Play Client Entity ID VarInt Entity's EID.
Equipment Slot Array Byte Enum Equipment slot. 0: main hand, 1: off hand, 2–5: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet). Also has the top bit set if another entry follows, and otherwise unset if this is the last item in the array.
Item Slot

Set Experience

Sent by the server when the client should change experience levels.

Packet ID State Bound To Field Name Field Type Notes
0x51 Play Client Experience bar Float Between 0 and 1.
Level VarInt
Total Experience VarInt See Experience#Leveling up on the Minecraft Wiki for Total Experience to Level conversion.

Set Health

Sent by the server to set the health of the player it is sent to.

Food saturation acts as a food “overcharge”. Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.

Packet ID State Bound To Field Name Field Type Notes
0x52 Play Client Health Float 0 or less = dead, 20 = full HP.
Food VarInt 0–20.
Food Saturation Float Seems to vary from 0.0 to 5.0 in integer increments.

Update Objectives

This is sent to the client when it should create a new scoreboard objective or remove one.

Packet ID State Bound To Field Name Field Type Notes
0x53 Play Client Objective Name String (16) A unique name for the objective.
Mode Byte 0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.
Objective Value Optional Chat Only if mode is 0 or 2. The text to be displayed for the score.
Type Optional VarInt enum Only if mode is 0 or 2. 0 = "integer", 1 = "hearts".

Set Passengers

Packet ID State Bound To Field Name Field Type Notes
0x54 Play Client Entity ID VarInt Vehicle's EID.
Passenger Count VarInt Number of elements in the following array.
Passengers Array of VarInt EIDs of entity's passengers.

Update Teams

Creates and updates teams.

Packet ID State Bound To Field Name Field Type Notes
0x55 Play Client Team Name String (16) A unique name for the team. (Shared with scoreboard).
Mode Byte Determines the layout of the remaining packet.
0: create team Team Display Name Chat
Friendly Flags Byte Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible players on same team.
Name Tag Visibility String Enum (32) always, hideForOtherTeams, hideForOwnTeam, never.
Collision Rule String Enum (32) always, pushOtherTeams, pushOwnTeam, never.
Team Color VarInt enum Used to color the name of players on the team; see below.
Team Prefix Chat Displayed before the names of players that are part of this team.
Team Suffix Chat Displayed after the names of players that are part of this team.
Entity Count VarInt Number of elements in the following array.
Entities Array of String (40) Identifiers for the entities in this team. For players, this is their username; for other entities, it is their UUID.
1: remove team no fields no fields
2: update team info Team Display Name Chat
Friendly Flags Byte Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible entities on same team.
Name Tag Visibility String Enum (32) always, hideForOtherTeams, hideForOwnTeam, never
Collision Rule String Enum (32) always, pushOtherTeams, pushOwnTeam, never
Team Color VarInt enum Used to color the name of players on the team; see below.
Team Prefix Chat Displayed before the names of players that are part of this team.
Team Suffix Chat Displayed after the names of players that are part of this team.
3: add entities to team Entity Count VarInt Number of elements in the following array.
Entities Array of String (40) Identifiers for the added entities. For players, this is their username; for other entities, it is their UUID.
4: remove entities from team Entity Count VarInt Number of elements in the following array.
Entities Array of String (40) Identifiers for the removed entities. For players, this is their username; for other entities, it is their UUID.

Team Color: The color of a team defines how the names of the team members are visualized; any formatting code can be used. The following table lists all the possible values.

ID Formatting
0-15 Color formatting, same values as Chat colors.
16 Obfuscated
17 Bold
18 Strikethrough
19 Underlined
20 Italic
21 Reset

Update Score

This is sent to the client when it should update a scoreboard item.

Packet ID State Bound To Field Name Field Type Notes
0x56 Play Client Entity Name String (40) The entity whose score this is. For players, this is their username; for other entities, it is their UUID.
Action VarInt Enum 0 to create/update an item. 1 to remove an item.
Objective Name String (16) The name of the objective the score belongs to.
Value Optional VarInt The score to be displayed next to the entry. Only sent when Action does not equal 1.

Set Simulation Distance

Packet ID State Bound To Field Name Field Type Notes
0x57 Play Client Simulation Distance VarInt The distance that the client will process specific things, such as entities.

Set Subtitle Text

Packet ID State Bound To Field Name Field Type Notes
0x58 Play Client Subtitle Text Chat

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
0x59 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.

Set Title Text

Packet ID State Bound To Field Name Field Type Notes
0x5A Play Client Title Text Chat

Set Title Animation Times

Packet ID State Bound To Field Name Field Type Notes
0x5B Play Client Fade In Int Ticks to spend fading in.
Stay Int Ticks to keep the title displayed.
Fade Out Int Ticks to spend out, not when to start fading out.

Entity Sound Effect

Plays a sound effect from an entity.

Packet ID State Bound To Field Name Field Type Notes
0x5C Play Client Sound ID VarInt ID of hardcoded sound event (events).
Sound Category VarInt Enum The category that this sound will be played from (current categories).
Entity ID VarInt
Volume Float 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients.
Pitch Float Float between 0.5 and 2.0 by Notchian clients.

Sound Effect

This packet is used to play a number of hardcoded sound events. For custom sounds, use Custom Sound Effect.

Warning.png Numeric sound effect IDs are liable to change between versions

Packet ID State Bound To Field Name Field Type Notes
0x5D Play Client Sound ID VarInt ID of hardcoded sound event (events).
Sound Category VarInt Enum The category that this sound will be played from (current categories).
Effect Position X Int Effect X multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part).
Effect Position Y Int Effect Y multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part).
Effect Position Z Int Effect Z multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part).
Volume Float 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients.
Pitch Float Float between 0.5 and 2.0 by Notchian clients.
Seed long Seed used to pick sound variant.

Stop Sound

Packet ID State Bound To Field Name Field Type Notes
0x5E Play Client Flags Byte Controls which fields are present.
Source Optional VarInt enum Only if flags is 3 or 1 (bit mask 0x1). See below. If not present, then sounds from all sources are cleared.
Sound Optional Identifier Only if flags is 2 or 3 (bit mask 0x2). A sound effect name, see Custom Sound Effect. If not present, then all sounds are cleared.

Categories:

Name Value
master 0
music 1
record 2
weather 3
block 4
hostile 5
neutral 6
player 7
ambient 8
voice 9

System Chat Message

Identifying the difference between Chat/System Message is important as it helps respect the user's chat visibility options. See processing chat for more info about these positions.

Packet ID State Bound To Field Name Field Type Notes
0x5F Play Client JSON Data Chat Limited to 262144 bytes.
Type VarInt 0: chat (chat box), 1: system message (chat box), 2: game info (above hotbar), 3: say command, 4: msg command, 5: team msg command, 6: emote command, 7: tellraw command

Set Tab List Header And Footer

This packet may be used by custom servers to display additional information above/below the player list. It is never sent by the Notchian server.

Packet ID State Bound To Field Name Field Type Notes
0x60 Play Client Header Chat To remove the header, send a empty text component: {"text":""}.
Footer Chat To remove the footer, send a empty text component: {"text":""}.

Tag Query Response

Sent in response to Query Block Entity Tag or Query Entity Tag.

Packet ID State Bound To Field Name Field Type Notes
0x61 Play Client Transaction ID VarInt Can be compared to the one sent in the original query packet.
NBT NBT Tag The NBT of the block or entity. May be a TAG_END (0) in which case no NBT is present.

Pickup Item

Sent by the server when someone picks up an item lying on the ground — its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory, and it doesn't add it to your inventory. The server only checks for items to be picked up after each Set Player Position (and Set Player Position And Rotation) packet sent by the client. The collector entity can be any entity; it does not have to be a player. The collected entity also can be any entity, but the Notchian server only uses this for items, experience orbs, and the different varieties of arrows.

Packet ID State Bound To Field Name Field Type Notes
0x62 Play Client Collected Entity ID VarInt
Collector Entity ID VarInt
Pickup Item Count VarInt Seems to be 1 for XP orbs, otherwise the number of items in the stack.

Teleport Entity

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
0x63 Play Client Entity ID VarInt
X Double
Y Double
Z Double
Yaw Angle (Y Rot)New angle, not a delta.
Pitch Angle (X Rot)New angle, not a delta.
On Ground Boolean

Update Advancements

Packet ID State Bound To Field Name Field Type Notes
0x64 Play Client Reset/Clear Boolean Whether to reset/clear the current advancements.
Mapping size VarInt Size of the following array.
Advancement mapping Key Array Identifier The identifier of the advancement.
Value Advancement See below
List size VarInt Size of the following array.
Identifiers Array of Identifier The identifiers of the advancements that should be removed.
Progress size VarInt Size of the following array.
Progress mapping Key Array Identifier The identifier of the advancement.
Value Advancement progress See below.

Advancement structure:

Field Name Field Type Notes
Has parent Boolean Indicates whether the next field exists.
Parent id Optional Identifier The identifier of the parent advancement.
Has display Boolean Indicates whether the next field exists.
Display data Optional advancement display See below.
Number of criteria VarInt Size of the following array.
Criteria Key Array Identifier The identifier of the criterion.
Value Void There is no content written here. Perhaps this will be expanded in the future?
Array length VarInt Number of arrays in the following array.
Requirements Array length 2 Array VarInt Number of elements in the following array.
Requirement Array of String Array of required criteria.

Advancement display:

Field Name Field Type Notes
Title Chat
Description Chat
Icon Slot
Frame type VarInt enum 0 = task, 1 = challenge, 2 = goal.
Flags Integer 0x01: has background texture; 0x02: show_toast; 0x04: hidden.
Background texture Optional Identifier Background texture location. Only if flags indicates it.
X coord Float
Y coord Float

Advancement progress:

Field Name Field Type Notes
Size VarInt Size of the following array.
Criteria Criterion identifier Array Identifier The identifier of the criterion.
Criterion progress Criterion progress

Criterion progress:

Field Name Field Type Notes
Achieved Boolean If true, next field is present.
Date of achieving Optional Long As returned by Date.getTime.

Update Attributes

Sets attributes on the given entity.

Packet ID State Bound To Field Name Field Type Notes
0x65 Play Client Entity ID VarInt
Number Of Properties VarInt Number of elements in the following array.
Property Key Array Identifier See below.
Value Double See below.
Number Of Modifiers VarInt Number of elements in the following array.
Modifiers Array of Modifier Data See Attribute#Modifiers. Modifier Data defined below.

Known Key values (see also Attribute#Modifiers):

Key Default Min Max Label
generic.max_health 20.0 0.0 1024.0 Max Health.
generic.follow_range 32.0 0.0 2048.0 Follow Range.
generic.knockback_resistance 0.0 0.0 1.0 Knockback Resistance.
generic.movement_speed 0.7 0.0 1024.0 Movement Speed.
generic.attack_damage 2.0 0.0 2048.0 Attack Damage.
generic.attack_speed 4.0 0.0 1024.0 Attack Speed.
generic.flying_speed 0.4 0.0 1024.0 Flying Speed.
generic.armor 0.0 0.0 30.0 Armor.
generic.armor_toughness 0.0 0.0 20.0 Armor Toughness.
generic.attack_knockback 0.0 0.0 5.0
generic.luck 0.0 -1024.0 1024.0 Luck.
horse.jump_strength 0.7 0.0 2.0 Jump Strength.
zombie.spawn_reinforcements 0.0 0.0 1.0 Spawn Reinforcements Chance.
generic.reachDistance 5.0 0.0 1024.0 Player Reach Distance (Forge only).
forge.swimSpeed 1.0 0.0 1024.0 Swimming Speed (Forge only).

Unknown attributes will cause a game crash (MC-150405) due to the default minimum being larger than the default value.

Modifier Data structure:

Field Name Field Type Notes
UUID UUID
Amount Double May be positive or negative.
Operation Byte See below.

The operation controls how the base value of the modifier is changed.

  • 0: Add/subtract amount
  • 1: Add/subtract amount percent of the current value
  • 2: Multiply by amount percent

All of the 0's are applied first, and then the 1's, and then the 2's.

Entity Effect

Packet ID State Bound To Field Name Field Type Notes
0x66 Play Client Entity ID VarInt
Effect ID VarInt See this table.
Amplifier Byte Notchian client displays effect level as Amplifier + 1.
Duration VarInt Duration in ticks.
Flags Byte Bit field, see below.
Has Factor Data boolean Used in DARKNESS effect
Factor Codec NBT Tag See below

Within flags:

  • 0x01: Is ambient - was the effect spawned from a beacon? All beacon-generated effects are ambient. Ambient effects use a different icon in the HUD (blue border rather than gray). If all effects on an entity are ambient, the "Is potion effect ambient" living metadata field should be set to true. Usually should not be enabled.
  • 0x02: Show particles - should all particles from this effect be hidden? Effects with particles hidden are not included in the calculation of the effect color, and are not rendered on the HUD (but are still rendered within the inventory). Usually should be enabled.
  • 0x04: Show icon - should the icon be displayed on the client? Usually should be enabled.

Factor Data

Name Type Notes
padding_duration TAG_INT
factor_start TAG_FLOAT
factor_target TAG_FLOAT
factor_current TAG_FLOAT
effect_changed_timestamp TAG_INT
factor_previous_frame TAG_FLOAT
had_effect_last_tick TAG_BOOLEAN

Update Recipes

Packet ID State Bound To Field Name Field Type Notes
0x67 Play Client Num Recipes VarInt Number of elements in the following array.
Recipe Type Array Identifier The recipe type, see below.
Recipe ID Identifier
Data Optional, varies Additional data for the recipe. For some types, there will be no data.

Recipe types:

Type Description Data
crafting_shapeless Shapeless crafting recipe. All items in the ingredient list must be present, but in any order/slot. As follows:
Name Type Description
Group String Used to group similar recipes together in the recipe book. Tag is present in recipe JSON.
Ingredient count VarInt Number of elements in the following array.
Ingredients Array of Ingredient.
Result Slot
crafting_shaped Shaped crafting recipe. All items must be present in the same pattern (which may be flipped horizontally or translated). As follows:
Name Type Description
Width VarInt
Height VarInt
Group String Used to group similar recipes together in the recipe book. Tag is present in recipe JSON.
Ingredients Array of Ingredient Length is width * height. Indexed by x + (y * width).
Result Slot
crafting_special_armordye Recipe for dying leather armor None
crafting_special_bookcloning Recipe for copying contents of written books
crafting_special_mapcloning Recipe for copying maps
crafting_special_mapextending Recipe for adding paper to maps
crafting_special_firework_rocket Recipe for making firework rockets
crafting_special_firework_star Recipe for making firework stars
crafting_special_firework_star_fade Recipe for making firework stars fade between multiple colors
crafting_special_repairitem Recipe for repairing items via crafting
crafting_special_tippedarrow Recipe for crafting tipped arrows
crafting_special_bannerduplicate Recipe for copying banner patterns
crafting_special_banneraddpattern Recipe for adding patterns to banners
crafting_special_shielddecoration Recipe for applying a banner's pattern to a shield
crafting_special_shulkerboxcoloring Recipe for recoloring a shulker box
crafting_special_suspiciousstew
smelting Smelting recipe As follows:
Name Type Description
Group String Used to group similar recipes together in the recipe book.
Ingredient Ingredient
Result Slot
Experience Float
Cooking time VarInt
blasting Blast furnace recipe
smoking Smoker recipe
campfire_cooking Campfire recipe
stonecutting Stonecutter recipe As follows:
Name Type Description
Group String Used to group similar recipes together in the recipe book. Tag is present in recipe JSON.
Ingredient Ingredient
Result Slot
smithing Smithing table recipe As follows:
Name Type Description
Base Ingredient First item.
Addition Ingredient Second item.
Result Slot

Ingredient is defined as:

Name Type Description
Count VarInt Number of elements in the following array.
Items Array of Slot Any item in this array may be used for the recipe. The count of each item should be 1.

Update Tags

Packet ID State Bound To Field Name Field Type Notes
0x68 Play Client Length of the array VarInt
Array of tags Tag type Array Identifier Tag identifier (Vanilla required tags are minecraft:block, minecraft:item, minecraft:fluid, minecraft:entity_type, and minecraft:game_event)
Array of Tag (See below)

Tags look like:

Field Name Field Type Notes
Length VarInt Number of elements in the following array
Tags Tag name Array Identifier
Count VarInt Number of elements in the following array
Entries Array of VarInt Numeric ID of the given type (block, item, etc.).

More information on tags is available at: https://minecraft.gamepedia.com/Tag

And a list of all tags is here: https://minecraft.gamepedia.com/Tag#List_of_tags

Serverbound

Confirm Teleportation

Sent by client as confirmation of Synchronize Player Position.

Packet ID State Bound To Field Name Field Type Notes
0x00 Play Server Teleport ID VarInt The ID given by the Synchronize Player Position packet.

Query Block Entity Tag

Used when Shift+F3+I is pressed while looking at a block.

Packet ID State Bound To Field Name Field Type Notes
0x01 Play Server Transaction ID VarInt An incremental ID so that the client can verify that the response matches.
Location Position The location of the block to check.

Change Difficulty

Must have at least op level 2 to use. Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.

Packet ID State Bound To Field Name Field Type Notes
0x02 Play Server New difficulty Byte 0: peaceful, 1: easy, 2: normal, 3: hard .

Chat Command

Packet ID State Bound To Field Name Field Type Notes
0x03 Play Server
Command String The command typed by the client.
Timestamp Long The timestamp that the command was executed.
Salt Long The salt for the following argument signatures.
Array length VarInt The length of the following array
Array of argument signatures Argument name Array String The name of the argument that is signed by the following signature.
Signature length VarInt The length of the follow byte array
Signature Byte Array The signature that verifies the argument.
Signed Preview Boolean

Chat Message

Used to send a chat message to the server. The message may not be longer than 256 characters or else the server will kick the client.

The server will broadcast the same chat message to all players on the server (including the player that sent the message), prepended with player's name. Specifically, it will respond with a translate chat component, "chat.type.text" with the first parameter set to the display name of the player (including some chat component logic to support clicking the name to send a PM) and the second parameter set to the message. See processing chat for more information.

Packet ID State Bound To Field Name Field Type Notes
0x04 Play Server Message String (256 chars)
Timestamp Instant
Salt Long The salt used to verify the signature hash.
Signature Length VarInt The length of the following array.
Signature Byte Array The signature used to verify the chat message's authentication.
Signed Preview Boolean

Chat Preview (serverbound)

Packet ID State Bound To Field Name Field Type Notes
0x05 Play Server Query Integer
Message String (256)

Client Command

Packet ID State Bound To Field Name Field Type Notes
0x06 Play Server Action ID VarInt Enum See below

Action ID values:

Action ID Action Notes
0 Perform respawn Sent when the client is ready to complete login and when the client is ready to respawn after death.
1 Request stats Sent when the client opens the Statistics menu.

Client Information

Sent when the player connects, or when settings are changed.

Packet ID State Bound To Field Name Field Type Notes
0x07 Play Server Locale String (16) e.g. en_GB.
View Distance Byte Client-side render distance, in chunks.
Chat Mode VarInt Enum 0: enabled, 1: commands only, 2: hidden. See processing chat for more information.
Chat Colors Boolean “Colors” multiplayer setting. Can the chat be colored?
Displayed Skin Parts Unsigned Byte Bit mask, see below.
Main Hand VarInt Enum 0: Left, 1: Right.
Enable text filtering Boolean Enables filtering of text on signs and written book titles. Currently always false (i.e. the filtering is disabled)
Allow server listings Boolean Servers usually list online players, this option should let you not show up in that list.

Displayed Skin Parts flags:

  • Bit 0 (0x01): Cape enabled
  • Bit 1 (0x02): Jacket enabled
  • Bit 2 (0x04): Left Sleeve enabled
  • Bit 3 (0x08): Right Sleeve enabled
  • Bit 4 (0x10): Left Pants Leg enabled
  • Bit 5 (0x20): Right Pants Leg enabled
  • Bit 6 (0x40): Hat enabled

The most significant bit (bit 7, 0x80) appears to be unused.

Command Suggestions Request

Sent when the client needs to tab-complete a minecraft:ask_server suggestion type.

Packet ID State Bound To Field Name Field Type Notes
0x08 Play Server Transaction Id VarInt The id of the transaction that the server will send back to the client in the response of this packet. Client generates this and increments it each time it sends another tab completion that doesn't get a response.
Text String (32500) All text behind the cursor without the / (e.g. to the left of the cursor in left-to-right languages like English).

Click Container Button

Used when clicking on window buttons. Until 1.14, this was only used by enchantment tables.

Packet ID State Bound To Field Name Field Type Notes
0x09 Play Server Window ID Byte The ID of the window sent by Open Screen.
Button ID Byte Meaning depends on window type; see below.
Window type ID Meaning
Enchantment Table 0 Topmost enchantment.
1 Middle enchantment.
2 Bottom enchantment.
Lectern 1 Previous page (which does give a redstone output).
2 Next page.
3 Take Book.
100+page Opened page number - 100 + number.
Stonecutter Recipe button number - 4*row + col. Depends on the item.
Loom Recipe button number - 4*row + col. Depends on the item.

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
0x0A Play Server Window ID Unsigned Byte The ID of the window which was clicked. 0 for player inventory.
State ID VarInt The last recieved 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
Array of slots Slot number Array Short
Slot data Slot New data for this slot
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.

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
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. (Note: the vanilla client will still incorrectly send this for non-creative players - see MC-46584)
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. (Note: the vanilla client will still incorrectly send this for non-creative players - see MC-46584)
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. (Note: the vanilla client will still incorrectly send this for non-creative players - see MC-46584)
6 0 Normal Double click

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 (serverbound)

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
0x0B Play Server Window ID Unsigned Byte This is the ID of the window that was closed. 0 for player inventory.

Plugin Message (serverbound)

Main article: Plugin channels

Mods and plugins can use this to send their data. Minecraft itself uses some plugin channels. These internal channels are in the minecraft namespace.

More documentation on this: https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/

Note that the length of Data is known only from the packet length, since the packet has no length field of any kind.

Packet ID State Bound To Field Name Field Type Notes
0x0C Play Server Channel Identifier Name of the plugin channel used to send the data.
Data Byte Array Any data, depending on the channel. minecraft: channels are documented here. The length of this array must be inferred from the packet length.

Edit Book

Packet ID State Bound To Field Name Field Type Notes
0x0D Play Server Slot VarInt The hotbar slot where the written book is located
Count VarInt Number of elements in the following array
Entries Array of Strings Text from each page.
Has title Boolean If true, the next field is present.
Title String Title of book.

When editing a draft, the NBT section of the Slot contains this:

TAG_Compound(''): 1 entry
{
  TAG_List('pages'): 2 entries
  {
    TAG_String(0): 'Something on Page 1'
    TAG_String(1): 'Something on Page 2'
  }
}

When signing the book, it instead looks like this:

TAG_Compound(''): 3 entires
{
  TAG_String('author'): 'Steve'
  TAG_String('title'): 'A Wonderful Book'
  TAG_List('pages'): 2 entries
  {
    TAG_String(0): 'Something on Page 1'
    TAG_String(1): 'Something on Page 2'
  }
}

Query Entity Tag

Used when Shift+F3+I is pressed while looking at an entity.

Packet ID State Bound To Field Name Field Type Notes
0x0E Play Server Transaction ID VarInt An incremental ID so that the client can verify that the response matches.
Entity ID VarInt The ID of the entity to query.

Interact

This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).

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.

The target X, Y, and Z fields represent the difference between the vector location of the cursor at the time of the packet and the entity's position.

Note that middle-click in creative mode is interpreted by the client and sent as a Set Creative Mode Slot packet instead.

Packet ID State Bound To Field Name Field Type Notes
0x0F Play Server Entity ID VarInt The ID of the entity to interact.
Type VarInt Enum 0: interact, 1: attack, 2: interact at.
Target X Optional Float Only if Type is interact at.
Target Y Optional Float Only if Type is interact at.
Target Z Optional Float Only if Type is interact at.
Hand Optional VarInt Enum Only if Type is interact or interact at; 0: main hand, 1: off hand.
Sneaking Boolean If the client is sneaking.

Jigsaw Generate

Sent when Generate is pressed on the Jigsaw Block interface.

Packet ID State Bound To Field Name Field Type Notes
0x10 Play Server Location Position Block entity location.
Levels VarInt Value of the levels slider/max depth to generate.
Keep Jigsaws Boolean

Keep Alive (serverbound)

The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet.

Packet ID State Bound To Field Name Field Type Notes
0x11 Play Server Keep Alive ID Long

Lock Difficulty

Must have at least op level 2 to use. Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.

Packet ID State Bound To Field Name Field Type Notes
0x12 Play Server Locked Boolean

Set Player Position

Updates the player's XYZ position on the server.

Checking for moving too fast is achieved like this:

  • Each server tick, the player's current position is stored
  • When a player moves, the changes in x, y, and z coordinates are compared with the positions from the previous tick (Δx, Δy, Δz)
  • Total movement distance squared is computed as Δx² + Δy² + Δz²
  • The expected movement distance squared is computed as velocityX² + velocityY² + velocityZ²
  • If the total movement distance squared value minus the expected movement distance squared value is more than 100 (300 if the player is using an elytra), they are moving too fast.

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

Also, if the absolute value of X or the absolute value of Z is a value greater than 3.2×107, or X, Y, or Z are not finite (either positive infinity, negative infinity, or NaN), the client will be kicked for “Invalid move player packet received”.

Packet ID State Bound To Field Name Field Type Notes
0x13 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.

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
0x14 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.

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
0x15 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.

Set Player On Ground

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
0x16 Play Server On Ground Boolean True if the client is on the ground, false otherwise.

Move Vehicle (serverbound)

Sent when a player moves in a vehicle. Fields are the same as in Set Player Position and Rotation. Note that all fields use absolute positioning and do not allow for relative positioning.

Packet ID State Bound To Field Name Field Type Notes
0x17 Play Server X Double Absolute position (X coordinate).
Y Double Absolute position (Y coordinate).
Z Double Absolute position (Z coordinate).
Yaw Float Absolute rotation on the vertical axis, in degrees.
Pitch Float Absolute rotation on the horizontal axis, in degrees.

Paddle Boat

Used to visually update whether boat paddles are turning. The server will update the Boat entity metadata to match the values here.

Packet ID State Bound To Field Name Field Type Notes
0x18 Play Server Left paddle turning Boolean
Right paddle turning Boolean

Right paddle turning is set to true when the left button or forward button is held, left paddle turning is set to true when the right button or forward button is held.

Pick Item

Used to swap out an empty space on the hotbar with the item in the given inventory slot. The Notchain client uses this for pick block functionality (middle click) to retrieve items from the inventory.

Packet ID State Bound To Field Name Field Type Notes
0x19 Play Server Slot to use VarInt See Inventory.

The server will first search the player's hotbar for an empty slot, starting from the current slot and looping around to the slot before it. If there are no empty slots, it will start a second search from the current slot and find the first slot that does not contain an enchanted item. If there still are no slots that meet that criteria, then the server will use the currently selected slot.

After finding the appropriate slot, the server swaps the items and then send 3 packets:

  • Set Container Slot, with window ID set to -2 and slot set to the newly chosen slot and the item set to the item that is now in that slot (which was previously at the slot the client requested)
  • Set Slot, with window ID set to -2 and slot set to the slot the player requested, with the item that is now in that slot and was previously on the hotbar slot
  • Set Held Item, with the slot set to the newly chosen slot.

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
0x1A Play Server Window ID Byte
Recipe Identifier A recipe ID.
Make all Boolean Affects the amount of items processed; true if shift is down when clicked.

Player Abilities (serverbound)

The vanilla client sends this packet when the player starts/stops flying with the Flags parameter changed accordingly.

Packet ID State Bound To Field Name Field Type Notes
0x1B Play Server Flags Byte Bit mask. 0x02: is flying.

Player Action

Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius between the center of the block and 1.5 units from the player's feet (not their eyes).

Packet ID State Bound To Field Name Field Type Notes
0x1C Play Server Status VarInt Enum The action the player is taking against the block (see below).
Location Position Block position.
Face Byte Enum The face being hit (see below).
Sequence VarInt

Status can be one of seven values:

Value Meaning Notes
0 Started digging
1 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: Control or Command, depending 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 Indicates that the currently held item should have its state updated such as eating food, pulling back bows, using buckets, etc. Location is always set to 0/0/0, Face is always set to -Y.
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:

Value Offset Face
0 -Y Bottom
1 +Y Top
2 -Z North
3 +Z South
4 -X West
5 +X East

Player Command

Sent by the client to indicate that it has performed certain actions: sneaking (crouching), sprinting, exiting a bed, jumping with a horse, and opening a horse's inventory while riding it.

Packet ID State Bound To Field Name Field Type Notes
0x1D Play Server Entity ID VarInt Player ID
Action ID VarInt Enum The ID of the action, see below.
Jump Boost VarInt Only used by the “start jump with horse” action, in which case it ranges from 0 to 100. In all other cases it is 0.

Action ID can be one of the following values:

ID Action
0 Start sneaking
1 Stop sneaking
2 Leave bed
3 Start sprinting
4 Stop sprinting
5 Start jump with horse
6 Stop jump with horse
7 Open horse inventory
8 Start flying with elytra

Leave bed is only sent when the “Leave Bed” button is clicked on the sleep GUI, not when waking up due today time.

Open horse inventory is only sent when pressing the inventory key (default: E) while on a horse — all other methods of opening a horse's inventory (involving right-clicking or shift-right-clicking it) do not use this packet.

Player Input

Packet ID State Bound To Field Name Field Type Notes
0x1E Play Server Sideways Float Positive to the left of the player.
Forward Float Positive forward.
Flags Unsigned Byte Bit mask. 0x1: jump, 0x2: unmount.

Also known as 'Input' packet.

Pong (play)

Response to the clientbound packet (Ping) with the same id.

Packet ID State Bound To Field Name Field Type Notes
0x1F Play Server ID Int id is the same as the ping packet

Change Recipe Book Settings

Replaces Recipe Book Data, type 1.

Packet ID State Bound To Field Name Field Type Notes
0x20 Play Server Book ID VarInt enum 0: crafting, 1: furnace, 2: blast furnace, 3: smoker.
Book Open Boolean
Filter Active Boolean

Set Seen Recipe

Replaces Recipe Book Data, type 0.

Packet ID State Bound To Field Name Field Type Notes
0x21 Play Server Recipe ID Identifier

Rename Item

Sent as a player is renaming an item in an anvil (each keypress in the anvil UI sends a new Rename Item packet). If the new name is empty, then the item loses its custom name (this is different from setting the custom name to the normal name of the item). The item name may be no longer than 50 characters long, and if it is longer than that, then the rename is silently ignored.

Packet ID State Bound To Field Name Field Type Notes
0x22 Play Server Item name String (32767) The new name of the item.

Resource Pack (serverbound)

Packet ID State Bound To Field Name Field Type Notes
0x23 Play Server Result VarInt Enum 0: successfully loaded, 1: declined, 2: failed download, 3: accepted.

Seen Advancements

Packet ID State Bound To Field Name Field Type Notes
0x24 Play Server Action VarInt enum 0: Opened tab, 1: Closed screen.
Tab ID Optional identifier Only present if action is Opened tab.

Select Trade

When a player selects a specific trade offered by a villager NPC.

Packet ID State Bound To Field Name Field Type Notes
0x25 Play Server Selected slot VarInt The selected slot in the players current (trading) inventory. (Was a full Integer for the plugin message).

Set Beacon Effect

Changes the effect of the current beacon.

Packet ID State Bound To Field Name Field Type Notes
0x26 Play Server
Primary Effect Present Boolean
Primary Effect VarInt A Potion ID. (Was a full Integer for the plugin message).
Secondary Effect Present Boolean
Secondary Effect VarInt A Potion ID. (Was a full Integer for the plugin message).

Set Held Item (serverbound)

Sent when the player changes the slot selection

Packet ID State Bound To Field Name Field Type Notes
0x27 Play Server Slot Short The slot which the player has selected (0–8).

Program Command Block

Packet ID State Bound To Field Name Field Type Notes
0x28 Play Server
Location Position
Command String (32767)
Mode VarInt enum One of SEQUENCE (0), AUTO (1), or REDSTONE (2).
Flags Byte 0x01: Track Output (if false, the output of the previous command will not be stored within the command block); 0x02: Is conditional; 0x04: Automatic.

Program Command Block Minecart

Packet ID State Bound To Field Name Field Type Notes
0x29 Play Server Entity ID VarInt
Command String
Track Output Boolean If false, the output of the previous command will not be stored within the command block.

Set Creative Mode Slot

While the user is in the standard inventory (i.e., not a crafting bench) in Creative mode, the player will send this packet.

Clicking in the creative inventory menu is quite different from non-creative inventory management. Picking up an item with the mouse actually deletes the item from the server, and placing an item into a slot or dropping it out of the inventory actually tells the server to create the item from scratch. (This can be verified by clicking an item that you don't mind deleting, then severing the connection to the server; the item will be nowhere to be found when you log back in.) As a result of this implementation strategy, the "Destroy Item" slot is just a client-side implementation detail that means "I don't intend to recreate this item.". Additionally, the long listings of items (by category, etc.) are a client-side interface for choosing which item to create. Picking up an item from such listings sends no packets to the server; only when you put it somewhere does it tell the server to create the item in that location.

This action can be described as "set inventory slot". Picking up an item sets the slot to item ID -1. Placing an item into an inventory slot sets the slot to the specified item. Dropping an item (by clicking outside the window) effectively sets slot -1 to the specified item, which causes the server to spawn the item entity, etc.. All other inventory slots are numbered the same as the non-creative inventory (including slots for the 2x2 crafting menu, even though they aren't visible in the vanilla client).

Packet ID State Bound To Field Name Field Type Notes
0x2A Play Server Slot Short Inventory slot.
Clicked Item Slot

Program Jigsaw Block

Sent when Done is pressed on the Jigsaw Block interface.

Packet ID State Bound To Field Name Field Type Notes
0x2B Play Server Location Position Block entity location
Name Identifier
Target Identifier
Pool Identifier
Final state String "Turns into" on the GUI, final_state in NBT.
Joint type String rollable if the attached piece can be rotated, else aligned.

Program Structure Block

Packet ID State Bound To Field Name Field Type Notes
0x2C Play Server
Location Position Block entity location.
Action VarInt enum An additional action to perform beyond simply saving the given data; see below.
Mode VarInt enum One of SAVE (0), LOAD (1), CORNER (2), DATA (3).
Name String
Offset X Byte Between -32 and 32.
Offset Y Byte Between -32 and 32.
Offset Z Byte Between -32 and 32.
Size X Byte Between 0 and 32.
Size Y Byte Between 0 and 32.
Size Z Byte Between 0 and 32.
Mirror VarInt enum One of NONE (0), LEFT_RIGHT (1), FRONT_BACK (2).
Rotation VarInt enum One of NONE (0), CLOCKWISE_90 (1), CLOCKWISE_180 (2), COUNTERCLOCKWISE_90 (3).
Metadata String
Integrity Float Between 0 and 1.
Seed VarLong
Flags Byte 0x01: Ignore entities; 0x02: Show air; 0x04: Show bounding box.

Possible actions:

  • 0 - Update data
  • 1 - Save the structure
  • 2 - Load the structure
  • 3 - Detect size

The Notchian client uses update data to indicate no special action should be taken (i.e. the done button).

Update Sign

This message is sent from the client to the server when the “Done” button is pushed after placing a sign.

The server only accepts this packet after Open Sign Editor, otherwise this packet is silently ignored.

Packet ID State Bound To Field Name Field Type Notes
0x2D Play Server Location Position Block Coordinates.
Line 1 String (384) First line of text in the sign.
Line 2 String (384) Second line of text in the sign.
Line 3 String (384) Third line of text in the sign.
Line 4 String (384) Fourth line of text in the sign.

Swing Arm

Sent when the player's arm swings.

Packet ID State Bound To Field Name Field Type Notes
0x2E Play Server Hand VarInt Enum Hand used for the animation. 0: main hand, 1: off hand.

Teleport To Entity

Teleports the player to the given entity. The player must be in spectator mode.

The Notchian client only uses this to teleport to players, but it appears to accept any type of entity. The entity does not need to be in the same dimension as the player; if necessary, the player will be respawned in the right world. If the given entity cannot be found (or isn't loaded), this packet will be ignored. It will also be ignored if the player attempts to teleport to themselves.

Packet ID State Bound To Field Name Field Type Notes
0x2F Play Server Target Player UUID UUID of the player to teleport to (can also be an entity UUID).

Use Item On

Packet ID State Bound To Field Name Field Type Notes
0x30 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.
Sequence VarInt

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).

Use Item

Sent when pressing the Use Item key (default: right click) with an item in hand.

Packet ID State Bound To Field Name Field Type Notes
0x31 Play Server Hand VarInt Enum Hand used for the animation. 0: main hand, 1: off hand.
Sequence VarInt