Pre-release protocol
This page documents the changes from the last stable Minecraft release (currently 1.14.4, protocol 498) to the current pre-release (currently 1.15.2-pre2, protocol 577). Note that this page contains bleeding-edge information that may not be completely or correctly documented.
One who wishes to commandeer the merging of this into Protocol when an update is made must be sure to respect any changes that may have occurred to the respective packets there.
Contents
Data types
No changes so far.
Packets
ID | Packet name | Documentation | |
---|---|---|---|
Handshaking serverbound | |||
0x00 | Handshake | Current | Pre |
Play clientbound | |||
0x03 | Spawn Mob | Current | Pre |
0x05 | Spawn Player | Current | Pre |
Acknowledge Player Digging | Current | (unchanged) | |
Block Break Animation | Current | (unchanged) | |
Update Block Entity | Current | Pre | |
Block Action | Current | (unchanged) | |
Block Change | Current | (unchanged) | |
Boss Bar | Current | (unchanged) | |
Server Difficulty | Current | (unchanged) | |
Chat Message (clientbound) | Current | (unchanged) | |
Multi Block Change | Current | (unchanged) | |
Tab-Complete (clientbound) | Current | (unchanged) | |
Declare Commands | Current | (unchanged) | |
Confirm Transaction (clientbound) | Current | (unchanged) | |
Close Window (clientbound) | Current | (unchanged) | |
Window Items | Current | (unchanged) | |
Window Property | Current | (unchanged) | |
Set Slot | Current | (unchanged) | |
Set Cooldown | Current | (unchanged) | |
Plugin Message (clientbound) | Current | (unchanged) | |
Named Sound Effect | Current | (unchanged) | |
Disconnect (play) | Current | (unchanged) | |
Entity Status | Current | (unchanged) | |
Explosion | Current | (unchanged) | |
Unload Chunk | Current | (unchanged) | |
Change Game State | Current | Pre | |
Open Horse Window | Current | (unchanged) | |
Keep Alive (clientbound) | Current | (unchanged) | |
Chunk Data | Current | Pre | |
Effect | Current | (unchanged) | |
Particle | Current | Pre | |
Update Light | Current | (unchanged) | |
Join Game | Current | Pre | |
Map Data | Current | (unchanged) | |
Trade List | Current | (unchanged) | |
Entity Relative Move | Current | (unchanged) | |
Entity Look And Relative Move | Current | (unchanged) | |
Entity Look | Current | (unchanged) | |
Entity | Current | (unchanged) | |
Vehicle Move (clientbound) | Current | (unchanged) | |
Open Book | Current | (unchanged) | |
Open Window | Current | (unchanged) | |
Open Sign Editor | Current | (unchanged) | |
Craft Recipe Response | Current | (unchanged) | |
Player Abilities (clientbound) | Current | (unchanged) | |
Combat Event | Current | (unchanged) | |
Player Info | Current | (unchanged) | |
Face Player | Current | (unchanged) | |
Player Position And Look (clientbound) | Current | (unchanged) | |
Unlock Recipes | Current | (unchanged) | |
Destroy Entities | Current | (unchanged) | |
Remove Entity Effect | Current | (unchanged) | |
Resource Pack Send | Current | (unchanged) | |
Respawn | Current | Pre | |
Entity Head Look | Current | (unchanged) | |
Select Advancement Tab | Current | (unchanged) | |
World Border | Current | (unchanged) | |
Camera | Current | (unchanged) | |
Held Item Change (clientbound) | Current | (unchanged) | |
Update View Position | Current | (unchanged) | |
Update View Distance | Current | (unchanged) | |
Display Scoreboard | Current | (unchanged) | |
Entity Metadata | Current | (unchanged) | |
Attach Entity | Current | (unchanged) | |
Entity Velocity | Current | (unchanged) | |
Entity Equipment | Current | (unchanged) | |
Set Experience | Current | (unchanged) | |
Update Health | Current | (unchanged) | |
Scoreboard Objective | Current | (unchanged) | |
Set Passengers | Current | (unchanged) | |
Teams | Current | (unchanged) | |
Update Score | Current | (unchanged) | |
Spawn Position | Current | (unchanged) | |
Time Update | Current | (unchanged) | |
Title | Current | (unchanged) | |
Entity Sound Effect | Current | (unchanged) | |
Sound Effect | Current | (unchanged) | |
Stop Sound | Current | (unchanged) | |
Player List Header And Footer | Current | (unchanged) | |
NBT Query Response | Current | (unchanged) | |
Collect Item | Current | (unchanged) | |
Entity Teleport | Current | (unchanged) | |
Advancements | Current | (unchanged) | |
Entity Properties | Current | (unchanged) | |
Entity Effect | Current | (unchanged) | |
Declare Recipes | Current | (unchanged) | |
Tags | Current | (unchanged) |
New/modified data types
No changes so far.
Entity Metadata
Living
Extends Entity.
Index | Type | Meaning | Default | |
---|---|---|---|---|
7 | Byte | Hand states, used to trigger blocking/eating/drinking animation. | 0 | |
Bit mask | Meaning | |||
0x01 | Is hand active | |||
0x02 | Active hand (0 = main hand, 1 = offhand) | |||
0x04 | In riptide spin attack | |||
8 | Float | Health | 1.0 | |
9 | VarInt | Potion effect color (or 0 if there is no effect) | 0 | |
10 | Boolean | Is potion effect ambient: reduces the number of particles generated by potions to 1/5 the normal amount | false | |
11 | VarInt | Number of arrows in entity | 0 | |
12 | VarInt | Health added by absorption (based on the AbsorptionAmount tag) | 0 | |
OptBlockPos | Sleeping location (from SleepingX, SleepingY, SleepingZ tags) | Absent |
Bee
Extends Insentient.
Index | Type | Meaning | Default | |
---|---|---|---|---|
16 | Byte | Flags | 0 | |
0x01 | Unused | |||
0x02 | Is angry | |||
0x04 | Has stung | |||
0x08 | Has nectar | |||
17 | VarInt | Anger time in ticks | 0 (Not angry) |
Wolf
Extends TameableAnimal.
Index | Type | Meaning | Default | |
---|---|---|---|---|
Float | Damage taken (used for tail rotation) | Value of health field (1.0) | ||
18 | Boolean | Is begging | false | |
19 | VarInt | Collar color (values are those used with dyes) | 14 (Red) |
Enderman
Extends Monster.
Index | Type | Meaning | Default | |
---|---|---|---|---|
Opt BlockID | Carried block | Absent | ||
Boolean | Is screaming | false | ||
17 | Boolean | Is stared at | false |
Trident
Extends TameableAnimal.
Index | Type | Meaning | Default | |
---|---|---|---|---|
10 | VarInt | Loyalty level (enchantment) | 0 | |
11 | Boolean | Has enchantment glint | False |
Block Actions
No changes so far.
Inventories
No changes so far.
Plugin Channels
No changes so far.
Play
Clientbound
Spawn Mob
Sent by the server when a mob entity is spawned.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
0x03 | Play | Client | Entity ID | VarInt | |
Entity UUID | UUID | ||||
Type | VarInt | The type of mob. See Entities#Mobs | |||
X | Double | ||||
Y | Double | ||||
Z | Double | ||||
Yaw | Angle | ||||
Pitch | Angle | ||||
Head Pitch | Angle | ||||
Velocity X | Short | Same units as Entity Velocity | |||
Velocity Y | Short | Same units as Entity Velocity | |||
Velocity Z | Short | Same units as Entity Velocity | |||
Metadata | Entity Metadata |
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 |
---|---|---|---|---|---|
0x05 | Play | Client | Entity ID | VarInt | Player's EID |
Player UUID | UUID | See below for notes on offline mode and NPCs | |||
X | Double | ||||
Y | Double | ||||
Z | Double | ||||
Yaw | Angle | ||||
Pitch | Angle | ||||
Metadata | Entity Metadata |
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).
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
.
Update Block Entity
Sets the block entity associated with the block at the given location.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Client | Location | Position | ||
Action | Unsigned Byte | The type of update to perform, see below | |||
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) |
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: Beehive information
Change Game State
Used for a wide variety of game state things, from whether to bed use to gamemode to demo messages.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
0x1F | Play | Client | Reason | Unsigned Byte | See below |
Value | Float | Depends on Reason |
Reason codes:
Reason | Effect | Value |
---|---|---|
0 | Invalid Bed | Would be used to switch between messages, but the only used message is 0 for invalid bed |
1 | End raining | |
2 | Begin raining | |
3 | Change gamemode | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator |
4 | Exit end | 0: Immediately send Client Status of respawn without showing end credits; 1: Show end credits and respawn at the end (or when esc is pressed). 1 is sent if the player has not yet received the "The end?" advancement, while if they do have it 0 is used. |
5 | Demo message | 0: Show welcome to demo screen, 101: Tell movement controls, 102: Tell jump control, 103: Tell inventory control |
6 | Arrow hitting player | Appears to be played when an arrow strikes another player in Multiplayer |
7 | Fade value | The current darkness value. 1 = Dark, 0 = Bright, Setting the value higher causes the game to change color and freeze |
8 | Fade time | Time in ticks for the sky to fade |
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) |
Chunk Data
- Main article: Chunk Format
- See also: #Unload Chunk
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 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 later).
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
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) | |||
Full chunk | Boolean | See Chunk Format | |||
Primary Bit Mask | 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). | |||
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 at 9 bits per entry totaling 36 longs). 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.
| |||
Biomes | Optional array of Integer | 1024 biome IDs, ordered by x then z then d, in 4×4×4 blocks. Not present if full chunk is false. | |||
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 entities | Array of 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 packet when it crosses a chunk border, otherwise it'll only display render distance + 2 chunks around the chunk it spawned in.
To get the biome at a coordinate, use biomes[((y >> 2) & 63) << 4 | ((z >> 2) & 3) << 2 | ((x >> 2) & 3)]
Data structure
The data section of the packet contains most of the useful data for the chunk.
Field Name | Field Type | Notes |
---|---|---|
Data | Array of Chunk Section | The number of elements in the array is equal to the number of bits set in Primary Bit Mask. Sections are sent bottom-to-top, i.e. the first section, if sent, extends from Y=0 to Y=15. |
Biomes | Optional Int Array | Only sent if full chunk is true; 256 entries if present |
Particle
Displays the named particle.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Client | Particle ID | Int | The particle ID listed in the particle data type. | |
Long Distance | Boolean | If true, particle distance increases from 256 to 65536 | |||
X | X position of the particle | ||||
Y | Y position of the particle | ||||
Z | 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() | |||
Particle Data | Float | The data of each particle | |||
Particle Count | Int | The number of particles to create | |||
Data | Varies | The variable data listed in the particle data type. |
Join Game
See Protocol Encryption for information on logging in.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Client | Entity ID | Int | The player's Entity ID (EID) | |
Gamemode | Unsigned Byte | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. Bit 3 (0x8) is the hardcore flag. | |||
Dimension | Int Enum | -1: Nether, 0: Overworld, 1: End; also, note that this is not a VarInt but instead a regular int. | |||
Hashed seed | Long | First 8 bytes of the SHA-256 hash of the world's seed. | |||
Max Players | Unsigned Byte | Was once used by the client to draw the player list, but now is ignored | |||
Level Type | String Enum (16) | default, flat, largeBiomes, amplified, customized, buffet, default_1_1 | |||
View Distance | VarInt | Render distance (2-32) | |||
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 |
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 |
---|---|---|---|---|---|
Play | Client | Dimension | Int Enum | -1: The Nether, 0: The Overworld, 1: The End | |
Hashed seed | Long | 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 | |||
Level Type | String (16) | Same as Join Game |
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.
Serverbound
No changes so far.
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 |
Server Address | String | 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. | |||
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 |
Status
Clientbound
No changes so far.
Serverbound
No changes so far.
Login
Clientbound
No changes so far.
Serverbound
No changes so far.