Difference between revisions of "Chunk Format"
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+ | {{Warning2|<big><big>'''This information, particularly about the palette and when it can be omitted, is incorrect. The article will be corrected as this format is researched and reverse-engineered. Sorry for any inconvenience.'''</big></big> --[[User:Pokechu22|Pokechu22]] ([[User talk:Pokechu22|talk]]) 01:46, 5 April 2016 (UTC)}} | ||
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This article describes the '''Chunk Section''' format used in the [[Protocol#Chunk Data|Chunk Data]] packet ([[Protocol#Play|Play]], 0x20, clientbound). | This article describes the '''Chunk Section''' format used in the [[Protocol#Chunk Data|Chunk Data]] packet ([[Protocol#Play|Play]], 0x20, clientbound). | ||
Revision as of 01:46, 5 April 2016
This information, particularly about the palette and when it can be omitted, is incorrect. The article will be corrected as this format is researched and reverse-engineered. Sorry for any inconvenience. --Pokechu22 (talk) 01:46, 5 April 2016 (UTC)
This article describes the Chunk Section format used in the Chunk Data packet (Play, 0x20, clientbound).
Concepts
- Chunk Section: a 16×16×16 area, sometimes also called chunk.
- Chunk Column: 16 chunks aligned vertically (totalling 16×256×16).
Format
A Chunk Section is defined in terms of other data types. A Chunk Section consists of the following fields:
Field Name | Field Type | Notes |
---|---|---|
Bits Per Block | Unsigned Byte | How many bits per block in Data Array. If 0, the Palette Length and Palette fields are omitted and the global palette (with 13 bits per block) is used. |
Palette Length | Optional VarInt | Length of the following array |
Palette | Optional Array of VarInt | Mapping of block state IDs in the global palette to indices of this array |
Data Array Length | VarInt | Number of bytes in the following array, divided by 8 (given as such because Notchian implements Data Array as an Array of Long) |
Data Array | Byte Array | List of 4096 indices pointing to state IDs in the Palette, followed by padding to round the length up to the next multiple of 8 bytes |
Block Light | Byte Array | Half byte per block |
Sky Light | Optional Byte Array | Only if in the Overworld; half byte per block |
Data Array, Block Light, and Sky Light are given for each block with increasing x coordinates, within rows of increasing z coordinates, within layers of increasing y coordinates.
The global palette encodes a block as 13 bits. It uses the block ID for the first 9 bits, and the block damage value for the last 4 bits. For example, diorite (block ID 1
for minecraft:stone
with damage 3
) would be encoded as 000000001 0011
.
In half-byte arrays, two values are packed into each byte. Even-indexed items are packed into the low bits, odd-indexed into the high bits.
Implementations
The following implement the previous (before 1.9) format: