User:Mudkipdev/delete
This page was created in an attempt to document the old Beta 1.7.3 protocol considering there is an active modding community around it. Credit for the initial page goes to the Great Old Ones, and the users in #mcdevs in Libera.Chat. If you're having trouble, check out the Modification Station Discord server in #minecraft-general or #mod-talk.
Contents
- 1 Data Types
- 2 Terminology
- 3 Units of Measurement
- 4 Packets
- 4.1 Keep Alive (0x00)
- 4.2 Login (0x01)
- 4.3 Handshake (0x02)
- 4.4 Chat Message (0x03)
- 4.5 Set Time (0x04)
- 4.6 Entity Inventory (0x05)
- 4.7 Set Spawn Point (0x06)
- 4.8 Click Entity (0x07)
- 4.9 Set Health (0x08)
- 4.10 Respawn (0x09)
- 4.11 Player Flying (0x0A)
- 4.12 Player Position (0x0B)
- 4.13 Player Look (0x0C)
- 4.14 Player Position & Look (0x0D)
- 4.15 Mine (0x0E)
- 4.16 Place Block/Item (0x0F)
- 4.17 Held Item (0x10)
- 4.18 Use Bed (0x11)
- 4.19 Animation (0x12)
- 4.20 Entity Action (0x13)
- 4.21 Spawn Player (0x14)
- 4.22 Spawn Item (0x15)
- 4.23 Pick Up Item (0x16)
- 4.24 Spawn Object (0x17)
- 4.25 Spawn Mob (0x18)
- 4.26 Entity: Painting (0x19)
- 4.27 Stance update (?) (0x1B)
- 4.28 Entity Velocity? (0x1C)
- 4.29 Destroy Entity (0x1D)
- 4.30 Entity (0x1E)
- 4.31 Entity Relative Move (0x1F)
- 4.32 Entity Look (0x20)
- 4.33 Entity Look and Relative Move (0x21)
- 4.34 Entity Teleport (0x22)
- 4.35 Entity Status? (0x26)
- 4.36 Attach Entity? (0x27)
- 4.37 Entity Metadata (0x28)
- 4.38 Pre-Chunk (0x32)
- 4.39 Map Chunk (0x33)
- 4.40 Multi Block Change (0x34)
- 4.41 Block Change (0x35)
- 4.42 Block Action (0x36)
- 4.43 Explosion (0x3C)
- 4.44 Sound effect (0x3D)
- 4.45 New/Invalid State (0x46)
- 4.46 Lightning Bolt (0x47)
- 4.47 Open window (0x64)
- 4.48 Close window (0x65)
- 4.49 Window click (0x66)
- 4.50 Set slot (0x67)
- 4.51 Window items (0x68)
- 4.52 Update progress bar (0x69)
- 4.53 Transaction (0x6A)
- 4.54 Update Sign (0x82)
- 4.55 Item Data (0x83)
- 4.56 Increment Statistic (0xC8)
- 4.57 Disconnect/Kick (0xFF)
Data Types
All types in Minecraft are big-endian, that is, the most significant byte comes first. The majority of everyday computers are little endian, and using most programming languages will require converting big endian values to little endian.
These data formats are identical to those provided by the Java classes DataInputStream and DataOutputStream.
Data Type | Size | Range | Notes |
---|---|---|---|
byte | 1 | -128 to 127 | Signed, two's complement |
short | 2 | -32768 to 32767 | Signed, two's complement |
int | 4 | -2147483648 to 2147483647 | Signed, two's complement |
long | 8 | -9223372036854775808 to 9223372036854775807 | Signed, two's complement |
float | 4 |
See this |
Single-precision 32-bit IEEE 754 floating point |
double | 8 |
See this |
Double-precision 64-bit IEEE 754 floating point |
string8 | ≥ 2 | N/A | Modified UTF-8 string. Prefixed by a short containing the length of the string. |
string16 | ≥ 2 ≤ 240 |
N/A | UCS-2 string, big-endian. Prefixed by a short containing the length of the string in characters. UCS-2 consists of 16-bit words, each of which represent a Unicode code point between U+0000 and U+FFFF inclusive. |
boolean | 1 | 0 or 1 | Value can be either 0x01 (true) or 0x00 (false).
|
Metadata | varies | See below | See below |
Metadata
The Metadata type provides extra information about an entity, such as sheep color. Metadata was introduced in Beta 1.2. Currently, it takes the following form:
let x = 0 of type byte while (x = read byte from stream) does not equal 127: select based on value of (x >> 5): case 0: read byte from stream case 1: read short from stream case 2: read int from stream case 3: read float from stream case 4: read string (UCS-2) from stream case 5: read short, byte, short from stream; save as item stack (id, count, damage, respectively) case 6: read int, int, int from stream; save as extra entity information. end select end while
The last 5 bits of x (x & 0x1F) are either an index or bitmask. Currently, only "byte" type metadata has been seen from the server.
For known extra entity information values, see Mob Types.
Terminology
This is a fairly lengthy page, and to make it more readable certain terminology must be understood. Terms used on this page and their definition are provided below.
Term | Definition |
---|---|
Player | When used in in the singular term, player always refers to the client connected to the server |
Entity | Entity refers to any player, mob, dropped item, or minecart/boat in the world. |
Entity ID | An entity ID is a 4-byte integer uniquely identifying a specific entity. |
XYZ Position | +X points south, +Y points upwards, and +Z points west. |
Units of Measurement
There are several different units of measurement used in the protocol depending on what is being described. For example, it wouldn't make much sense to send the position of a block (which is a constant multiple of 32) in a floating point double.
A block represents 1 meter x 1 meter x 1 meter. There are 32 pixels per meter, and chunks are 16m x 128m x 16m.
Unit | Data Types | Real-Life Unit | Represents |
---|---|---|---|
Absolute | double | meters | Represents an object's location in the world. |
Absolute Integer | int | pixels | Represents an object's location in the world. Functions the same as Absolute Double, but requires fewer bytes and is less precise. In C/C++/Java: absolute_int = (int)(absolute_double * 32.0);
|
Block | byte, short, int | meters | Represents a block's location in the world. |
Chunk | short, int | chunks | Represents the position of a chunk. |
Packets
All packets begin with a single "Packet ID" byte. Listed packet size includes this byte. Packets are either "server to client", "client to server", or both. If not specified, assume that the packet can be sent both ways. There is no "length" field; for variable length packets, you must parse to the end to determine the length.
Keep Alive (0x00)
This packet is sent to ensure the connection is alive. The vanilla server will disconnect the client if it doesn't receive at least one packet before 1200 in-game ticks, and the vanilla client will time out the server under the same conditions.
Packet ID |
---|
0x00 |
Login (0x01)
Client to Server
Sent by the client after the handshake to finish logging in. If the version is outdated or any field is invalid, the server will kick the client with a disconnect packet. If the client is started in offline mode, the player's username will default to Player???
, making LAN play without authentication impossible as the server will prevent multiple users with the same name.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x01 | Protocol Version | int | 14
|
Used for checking server-client compatibility. The protocol version for Beta 1.7.3 is 14 .
|
Username | string16 | Notch
|
The name of the user attempting to login, max length of 16 bytes. | |
Unused | long | 0
|
This is the map seed in a clientbound packet. This value is also useful for negotiating mod support. | |
Unused | byte | This is the dimension in a clientbound packet. | ||
Total Size: | 16 bytes + length of strings |
Server to Client
Sent by the server if it accepts the clients login request. If it didn't, it'll send a kick instead.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x01 | Entity ID | int | 1298
|
The player's entity ID. |
Unused | string16 | n/a | This is the username in a serverbound packet. This value is also useful for negotiating mod support. | |
Map Seed | long | 971768181197178410
|
Used for terrain and biome generation. This is read by the client, but not necessary. | |
Dimension | byte | 0
|
The player's dimension. 0 for The Overworld, -1 for The Nether.
| |
Total Size: | 16 bytes + length of strings |
Handshake (0x02)
Client to Server
This is the first packet sent when the client connects and is used for Authentication.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x02 | Username | string16 | Notch
|
The username of the player attempting to connect, max length of 16 |
Total Size: | 3 bytes + length of strings |
Server to Client
This is the first packet sent when the client connects and is used for Authentication. If the hash is '-', then the client continues without doing name authentication. If the hash is a '+', the client sends the server password in the login request. (Note that this hash, as of the latest version of the Beta server, is a randomly generated long in hexadecimal form, and has nothing to do with the client or the server he is connected to)
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x02 | Connection Hash | string16 | 2e66f1dc032ab5f0
|
A unique, per-connection hash, or '-', or '+' |
Total Size: | 3 bytes + length of strings |
Chat Message (0x03)
A chat message from the client to the server, or the server to the client.
The vanilla server will check the message to see if it begins with a "/". If it does, the server assumes it to be a command and attempts to process it. Otherwise, the username will be prepended to the message and sent to all players. A message longer than 100 characters will cause the server to kick the client. This limits the chat message packet length to 103 bytes. Note that this limit does not apply to incoming chat messages as the server may have prepended other information, not limited to, but usually including, a username.
A message longer than 119 characters will cause the vanilla server and client to crash and print the message "Received string length longer than maximum allowed (X > 119)".
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x03 | Chat Message | string16 | <Notch> Hello world!
|
User input must be sanitized server-side. |
Total Size: | 3 bytes + length of the message. |
A server may also send hexadecimal codes to colorize the message by prepending §
(U+00A7) and the hexadecimal code before the message.
Code | Name | Color | Shadow Color | ||||||
---|---|---|---|---|---|---|---|---|---|
R | G | B | Hex | R | G | B | Hex | ||
0 | Black | 0 | 0 | 0 | #000000 | 0 | 0 | 0 | #000000 |
1 | Dark Blue | 0 | 0 | 170 | #0000aa | 0 | 0 | 42 | #00002a |
2 | Dark Green | 0 | 170 | 0 | #00aa00 | 0 | 42 | 0 | #002a00 |
3 | Dark Aqua | 0 | 170 | 170 | #00aaaa | 0 | 42 | 42 | #002a2a |
4 | Dark Red | 170 | 0 | 0 | #aa0000 | 42 | 0 | 0 | #2a0000 |
5 | Purple | 170 | 0 | 170 | #aa00aa | 42 | 0 | 42 | #2a002a |
6 | Gold | 255 | 170 | 0 | #ffaa00 | 42 | 42 | 0 | #2a2a00 |
7 | Gray | 170 | 170 | 170 | #aaaaaa | 42 | 42 | 42 | #2a2a2a |
8 | Dark Gray | 85 | 85 | 85 | #555555 | 21 | 21 | 21 | #151515 |
9 | Blue | 85 | 85 | 255 | #5555ff | 21 | 21 | 63 | #15153f |
a | Green | 85 | 255 | 85 | #55ff55 | 21 | 63 | 21 | #153f15 |
b | Aqua | 85 | 255 | 255 | #55ffff | 21 | 63 | 63 | #153f3f |
c | Red | 255 | 85 | 85 | #ff5555 | 63 | 21 | 21 | #3f1515 |
d | Pink | 255 | 85 | 255 | #ff55ff | 63 | 21 | 63 | #3f153f |
e | Yellow | 255 | 255 | 85 | #ffff55 | 63 | 63 | 21 | #3f3f15 |
f | White | 255 | 255 | 255 | #ffffff | 63 | 63 | 63 | #3f3f3f |
Set Time (0x04)
Server to Client only
Time in Minecraft is based on ticks where there should be 24,000 ticks per day, making each Minecraft day exactly 20 minutes long.
The time of day is based on the timestamp modulo 24,000. 0
is sunrise, 6000
is noon, 12000
is sunset, and 18000
is midnight.
The default SMP server increments the time by 20
every second, but this may slow down with a laggy server.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x04 | Time | long | 6000
|
The world or region time in ticks. |
Total Size: | 9 bytes |
Entity Inventory (0x05)
After each "Named Entity Spawn" packet, there will be five of these packets for the equipped item and armor. If there are changes in visible equipment, another one of these is sent.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x05 | Entity ID | int | 0x00010643 | Named Entity ID |
Inventory Slot | short | 4 | Equipment slot: 0 is held item, 1 through 4 are armor slots. | |
Item ID | short | -1 | Equipped item (-1 for no item) | |
Item Metadata/Damage | short | 0
|
The damage value of the item. | |
Total Size: | 11 bytes |
Set Spawn Point (0x06)
Server to Client only
Sent by the server after login to specify the coordinates of the spawn point (the point at which the player will spawn at, and where the compass will always point to).
It can be sent at any time to update the position of where the player's compass points at.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x06 | X | int | 117
|
Spawn's X position in block coordinates. |
Y | int | 70
|
Spawn's Y position in block coordinates. | |
Z | int | -46
|
Spawn's Z position in block coordinates. | |
Total Size: | 13 bytes |
Click Entity (0x07)
This packet is sent from the client to the server when the client left/right-clicks another entity.
A vanilla 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.
(This packet data values are not fully verified)
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x07 | Player Entity ID | int | 1298
|
The entity of the player (ignored by the server) |
Target Entity ID | int | 1805
|
The entity the player is interacting with | |
Left-Click? | boolean | 0x01
|
Set to true when the player is left-clicking while facing the entity and false when right-clicking. | |
Total Size: | 10 bytes |
Set Health (0x08)
Server to Client only
Sent by the server to set or update the health of the player.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x08 | Health | short | 20 | 0 or less is dead, 20 is full health.
|
Total Size: | 3 bytes |
Respawn (0x09)
Sent by the client when the player presses the "Respawn" button after dying. The server should then teleport the player to the respawn point, and sends a respawn packet in response. The client will not leave the respawn screen until it receives a respawn packet back.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x09 | Dimension | byte | 1
|
0 for The Overworld, and -1 for The Nether.
|
Total Size: | 2 bytes |
Player Flying (0x0A)
Client to Server only
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.
This value is controlled by the client and can be spoofed!
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x0A | On Ground? | boolean | 1
|
0x01 if the client is on the ground, otherwise it will be 0x00 .
|
Total Size: | 2 bytes |
Player Position (0x0B)
Client to Server (player-controlled movement).
Updates the player's XYZ position on the server.
If Stance - Y
is less than 0.1
or greater than 1.65
, the stance is illegal and the client will be kicked with the message “Illegal Stance”.
If the distance between the last known position of the player on the server and the new position set by this packet has a distance greater than 100 units will result in the client being kicked for "You moved too quickly :( (Hacking?)"
Also if the absolute number of X or Z is set greater than 3.2E7D
the client will be kicked for "Illegal position".
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x0B | X | double | 102.809
|
Absolute position |
Y | double | 70.00
|
Absolute position | |
Stance | double | 71.62
|
Used to modify the players bounding box when going up stairs, crouching, etc… | |
Z | double | 68.30
|
Absolute position | |
On Ground? | boolean | 0x01
|
Derived from packet 0x0A | |
Total Size: | 34 bytes |
Player Look (0x0C)
Client to Server (player-controlled movement).
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 backwards towards (-1, 0), or in other words, it turns clockwise instead of counterclockwise. 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 | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x0C | Yaw | float | 0.00
|
Absolute rotation on the X Axis, in degrees |
Pitch | float | 0.00
|
Absolute rotation on the Y Axis, in degrees | |
On Ground? | boolean | 0x01
|
Derived from packet 0x0A | |
Total Size: | 10 bytes |
Player Position & Look (0x0D)
A combination of Player Look and Player position.
Client to Server
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x0D | X | double | 6.5
|
Absolute position |
Y | double | 65.620000004768372
|
Absolute position | |
Stance | double | 67.240000009536743
|
Used to modify the players bounding box when going up stairs, crouching, etc… | |
Z | double | 7.5
|
Absolute position | |
Yaw | float | 0.0
|
Absolute rotation on the X Axis | |
Pitch | float | 0.0
|
Absolute rotation on the Y Axis | |
On Ground | boolean | 0
|
Derived from packet 0x0A | |
Total Size: | 42 bytes |
Server to Client
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x0D | X | double | 6.5
|
Absolute position |
Stance | double | 67.240000009536743
|
Used to modify the players bounding box when going up stairs, crouching, etc… | |
Y | double | 65.620000004768372
|
Absolute position | |
Z | double | 7.5
|
Absolute position | |
Yaw | float | 0.0
|
Absolute rotation on the X Axis | |
Pitch | float | 0.0
|
Absolute rotation on the Y Axis | |
On Ground | boolean | 0
|
Derived from packet 0x0A | |
Total Size: | 42 bytes |
Note that this packet differs from client Player & Position Look packet - the Stance and Y are sent in a different order.
Stance and Y seems to be the opposite as in the table (from Client to Server = X, Y, Stance, Z, from Server to client = X, Stance, Y, Z) please confirm ! [BackBone`:] The opposite stance<->y confirmed, however the given structs had the server and client struct reversed, which I fixed.
When you connect to the official server, it will push a 0x0D packet. If you do not immediately respond with a 0x0D (or maybe 0x0A-0x0C) packet with similar and valid information, it will have unexpected results, such as map chunks not loading and future 0x0A-0x0D packets being ignored.
Mine (0x0E)
Sent when the player mines a block. A vanilla server only accepts mining packets with coordinates within a 6-unit radius of the player's position.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x0E | Status | byte | 1
|
The action the player is taking against the block. (see below) |
X | int | 32
|
The block's X position. | |
Y | byte | 64
|
The block's Y position. | |
Z | int | 32
|
The block's Z position. | |
Face | byte | 3
|
The face being hit. (see below) | |
Total Size: | 12 bytes |
Status can (currently) be one of four values:
Meaning | Value |
---|---|
Started Mining | 0
|
Finished Mining | 2
|
Drop Item | 4
|
Vanilla clients send 0
when they start mining and 2
once they think they are finished. If mining is aborted, no notice is sent to the server; the client simply does not send a finished mining packet.
Value 4
(drop item) is a special case. In-game, when you use the Drop Item command (keypress 'q'), a dig packet with a status of 4, and all other values set to 0, is sent from client to server.
The face can be one of six values, representing the face being hit:
Value | 0 | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
Offset | -Y | +Y | -Z | +Z | -X | +X |
Place Block/Item (0x0F)
Sent when the player places a block or an item. The coordinates sent in this packet are actually the block being built against, which combined with the direction offset tell you where the block should be placed. This is required to correctly position furnaces, torches, etc…
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x0F | X | int | 32
|
The block's X position. |
Y | byte | 64
|
The block's Y position. | |
Z | int | 32
|
The block's Z position. | |
Direction | byte | 3
|
The offset to use for block/item placement. (see below) | |
Block or Item ID | short | 1
|
The block or item to be placed | |
Quantity | byte | 34
|
The amount of the item in the player's hand. | |
Damage (opt) | short | 83
|
The damage of the item. | |
Total Size: | 13 bytes or 16 bytes |
If the block/item ID field is greater than or equal to 0, then the last 2 fields (amount and damage) are read. Otherwise, they are not read. When 'placing' (Or more accurately, using) your empty hand, the client sends -1 as the block/item ID.
The direction can be one of six values, representing the face the block/item is being placed against:
Value | 0 | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
Offset | -Y | +Y | -Z | +Z | -X | +X |
In normal operation (i.e. placing a block), this packet is sent once, with the values set normally.
This packet has a special case where X, Y, Z, and Direction are all -1. This special packet indicates that the currently held item for the player should have its state updated such as eating food, shooting bows, using buckets, etc.
In a Notchian Beta client, the block or item ID corresponds to whatever the client is currently holding, and the client sends one of these packets any time a right-click is issued on a surface, so no assumptions can be made about the safety of the ID. However, with the implementation of server-side inventory, a Notchian server seems to ignore the item ID, instead operating on server-side inventory information and holding selection.
Special note on using buckets: When using buckets, the Notchian client might send two packets: first a normal and then a special case. The first normal packet is sent when you're looking at a block (e.g. the water you want to scoop up). This normal packet does not appear to do anything with a Notchian server. The second, special case packet appears to perform the action - based on current position/orientation and with a distance check - it appears that buckets can only be used within a radius of 6 units.
Held Item (0x10)
Sent when a player changes their selected slot.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x10 | Slot ID | short | 1
|
The slot which the player has selected (0-8) |
Total Size: | 3 bytes |
Use Bed (0x11)
Server to Client
Associated with players using beds.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x11 | Entity ID | int | 89 | Player ID |
Type | byte | 0 | This appears to always be 0 .
| |
X | int | -247 | The bed's (headboard?) X as block coordinate | |
Y | byte | 78 | The bed's (headboard?) Y as block coordinate | |
Z | int | 128 | Bed (headboard?) Z as block coordinate | |
Total Size: | 15 bytes |
Animation (0x12)
Sent whenever an entity should change animation.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x12 | EID | int | 55534
|
Player ID |
Animation | byte | 1
|
Can be 0 (no animation), 1 (arm swing), 2 (damaged), or 3 (leave bed).
| |
Total Size: | 6 bytes |
Only the swing arm animation is sent by the vanilla client.
Entity Action (0x13)
Client to Server only
Sent at least when crouching and leaving a bed.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x13 | EID | int | 55534
|
Player ID |
Action | byte | 1
|
Can be 1 (crouch), 2 (uncrouch) or 3 (leave bed).
| |
Total Size: | 6 bytes |
Spawn Player (0x14)
Server to Client only
This packet is sent by the server when a player comes into visible range, not when a player joins.
Servers can, however, safely spawn player entities for players not in visible range. The client will handle it correctly.
The vanilla client is not okay with receiving player entity packets, however, that refer to its own username or EID; it will teleport to the absolute origin of the map and fall through the void any time it receives them.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x14 | EID | int | 94453
|
Player ID |
Player Name | string16 | Notch
|
Max length of 16 | |
X | int | 784
|
The player's X position. | |
Y | int | 2131
|
The player's Y position. | |
Z | int | -752
|
The player's Z position. | |
Rotation | byte | 0
|
Player rotation as a packed byte | |
Pitch | byte | 0
|
Player rotation as a packed byte | |
Current Item | short | 0
|
The item the player is currently holding. Note that this should be 0 for "no item", unlike -1 used in other packets. A negative value crashes clients. | |
Total Size: | 23 bytes + length of strings |
Spawn Item (0x15)
Server to Client only
A spawn item packet is sent by the server whenever an item (say a pickaxe thrown on the ground) comes into range of the player. (note: this means range for item vision, not range for pickup!)
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x15 | Entity ID | int | 157617
|
The dropped item's entity ID. |
Item | short | 4
|
The item ID. | |
Quantity | byte | 1
|
The number of items dropped. | |
Metadata/Damage | short | The damage of the item. | ||
X | int | 133
|
The item's X position. | |
Y | int | 913
|
The item's Y position. | |
Z | int | 63552
|
The item's Z position. | |
Rotation | byte | 252
|
Item rotation as a packed byte | |
Pitch | byte | 25
|
Item pitch as a packed byte | |
Roll | byte | 12
|
Item roll as a packed byte | |
Total Size: | 25 bytes |
Pick Up Item (0x16)
Server to Client only
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 (0x1D does that), and it doesn't add it to your inventory (0x67 does that). The server only checks for items to be picked up after each Player Position and Player Position & Look packet sent by the client.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x16 | Item Entity ID | int | 38
|
The entity ID of the item that was picked up. |
Player Entity ID | int | 20
|
The entity ID of the player who picked up the item. | |
Total Size: | 9 bytes |
Spawn Object (0x17)
Server to Client only
Sent by the server when an object/vehicle is created.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x17 | Entity ID | int | 62
|
The entity ID of the object. |
Type | byte | 11
|
The type of the object. (see below) | |
X | int | 16080
|
The X position of the object. | |
Y | int | 2299
|
The Y position of the object. | |
Z | int | 592
|
The Z position of the object. | |
Unknown | int | 0
|
Usually 0 unless the object is an arrow or fireball. If it's zero, the following fields are not sent.
| |
Unknown | short | 0
|
The arrow/fireball's X velocity? | |
Unknown | short | 0
|
The arrow/fireball's Y velocity? | |
Unknown | short | 0
|
The arrow/fireball's Z velocity? | |
Total Size: | 22 or 28 bytes |
Object Types
Type ID | Type Name |
---|---|
1 | Boat |
10 | Minecart |
11 | Minecart with Chest |
12 | Minecart with Furnace |
50 | Primed TNT |
60 | Arrow |
61 | Snowball |
62 | Egg |
63 | Fireball |
70 | Falling Sand |
71 | Falling Gravel |
90 | Fish (water particles during fishing) |
Spawn Mob (0x18)
Server to Client only
Sent by the server when a living entity is spawned.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x18 | Entity ID | int | 446
|
Entity ID |
Type | byte | 91
|
The type of mob to spawn. (see below) | |
X | int | 13366
|
The mob's X position. | |
Y | int | 2176
|
The mob's Y position. | |
Z | int | 1680
|
The mob's Z position. | |
Yaw | byte | -27
|
The X Axis rotation in steps of 2π/256 | |
Pitch | byte | 0
|
The Y Axis rotation in steps of 2π/256 | |
Metadata | Metadata | 127
|
Indexed metadata for Mob. Terminated by 0x7F. See below, and see #Metadata for the general format. | |
Total Size: | 20 bytes + Metadata (at least 1) |
Mob Types
Type ID | Type Name | Metadata |
---|
Type ID | Type Name | Metadata |
---|---|---|
50 | Creeper | Index 16 is byte: status of the creeper (depends on the fuse) Index 17 is byte: 1 if creeper was Struck by lightning, 0 otherwise |
51 | Skeleton | No metadata |
52 | Spider | No metadata |
53 | Giant Zombie | No metadata |
54 | Zombie | No metadata |
55 | Slime | Index 16: Byte containing the size of it: 1 << rand.nextInt(3) |
56 | Ghast | Index 16: Byte saying if ghast is attacking (red eyes) or not |
57 | Zombie Pigman | No metadata |
90 | Pig | Index 16 - byte - set to 1 if the pig has a saddle, 0 otherwise. |
91 | Sheep | Index 16 - byte - Bit 0x10 indicates shearedness, the lower 4 bits indicate wool color. |
92 | Cow | No metadata |
93 | Hen | No metadata |
94 | Squid | No metadata |
95 | Wolf | Index 16 - byte - Bitflags (see below) Index 17 - string - Name of the player who tamed the wolf Index 18 - int - Health of the wolf |
Sheep Wool Colors
Index | Wool Color |
---|---|
0 | White |
1 | Orange |
2 | Magenta |
3 | LightBlue |
4 | Yellow |
5 | Lime |
6 | Pink |
7 | Gray |
8 | Silver |
9 | Cyan |
10 | Purple |
11 | Blue |
12 | Brown |
13 | Green |
14 | Red |
15 | Black |
Metadata index 0 is a byte representing a set of 8 boolean flags:
Bit index | Bit mask | Meaning |
---|---|---|
0 | 0x01 | Entity on fire |
1 | 0x02 | Entity crouched |
2 | 0x04 | Entity riding |
Metadata index 16 for wolves:
Bit index | Bit mask | Meaning |
---|---|---|
0 | 0x01 | Sitting down |
1 | 0x02 | Agressive (red eyes) |
2 | 0x04 | Tamed |
Entity: Painting (0x19)
This packet shows location, name, and type of painting.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x19 | Entity ID | int | 0x00000326
|
Unique entity ID |
Title | String16 | Creepers
|
Name of the painting; max length 13 (length of "SkullAndRoses") | |
X | int | 50
|
Center X coordinate | |
Y | int | 66
|
Center Y coordinate | |
Z | int | -50
|
Center Z coordinate | |
Direction | int | 0
|
Direction the painting faces (0 -z, 1 -x, 2 +z, 3 +x) |
Calculating the center of an image: given a (width x height) grid of cells, with (0, 0) being the top left corner, the center is (max(0, width / 2 - 1), height / 2). E.g.
2x1 (1, 0) 4x4 (1, 2)
Stance update (?) (0x1B)
This packet appears used in controlling position, orientation, and crouching. It doesn't seem to be used (see 0x0D).
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x1B | ??? | float | ||
??? | float | |||
??? | float | |||
??? | float | |||
??? | boolean | |||
??? | boolean |
Entity Velocity? (0x1C)
This packet is new to version 4 of the protocol, and is believed to be Entity Velocity/Motion.
Velocity is believed to be in units of 1/32000 of a block per server tick (200ms); for example, -1343 would move (-1343 / 32000) = -0.04196875 blocks per tick (or -0.20984375 blocks per second).
Each axis' velocity is capped between -0.9 and 0.9 blocks per tick (packet values -28800 to 28800).
(This packet data values are not fully verified)
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x1C | Entity ID | int | 1805
|
The entity ID |
Velocity X | short | -1343
|
Velocity on the X axis | |
Velocity Y | short | 0
|
Velocity on the Y axis | |
Velocity Z | short | 0
|
Velocity on the Z axis | |
Total Size: | 11 bytes |
Destroy Entity (0x1D)
Server to Client only
Sent by the server when an Entity is to be destroyed on the client.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x1D | EID | int | 446
|
Entity ID |
Total Size: | 5 bytes |
Entity (0x1E)
Server to Client only
Most entity-related packets are subclasses of this packet. When sent from the server to the client, it may initialize the entry.
For player entities, either this packet or any move/look packet is sent several times per second. So the meaning of this packet is basically that the entity did not move/look since the last such packet.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x1E | EID | int | 446
|
Entity ID |
Total Size: | 5 bytes |
Entity Relative Move (0x1F)
Server to Client only
This packet is sent by the server when an entity moves less then 4 blocks; if an entity moves more then 4 blocks Entity Teleport should be sent instead.
This packet allows at most four blocks movement in any direction, because byte range is from -128 to 127. Movement is an offset of Absolute Int; to convert relative move to block coordinate offset, divide by 32.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x1F | EID | int | 459
|
Entity ID |
dX | byte | 1
|
X axis Relative movement as an Absolute Integer | |
dY | byte | -7
|
Y axis Relative movement as an Absolute Integer | |
dZ | byte | 5
|
Z axis Relative movement as an Absolute Integer | |
Total Size: | 8 bytes |
Entity Look (0x20)
Server to Client only
This packet is sent by the server when an entity rotates. Example: "Yaw" field 64 means a 90 degree turn.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x20 | EID | int | 459
|
Entity ID |
Yaw | byte | 126
|
The X Axis rotation as a fraction of 360 | |
Pitch | byte | 0
|
The Y Axis rotation as a fraction of 360 | |
Total Size: | 7 bytes |
Entity Look and Relative Move (0x21)
Server to Client only
This packet is sent by the server when an entity rotates and moves. Since a byte range is limited from -128 to 127, and movement is offset of Absolute Int, this packet allows at most four blocks movement in any direction. (-128/32 == -4)
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x21 | EID | int | 459
|
Entity ID |
dX | byte | 1
|
X axis Relative movement as an Absolute Integer | |
dY | byte | -7
|
Y axis Relative movement as an Absolute Integer | |
dZ | byte | 5
|
Z axis Relative movement as an Absolute Integer | |
Yaw | byte | 126
|
The X Axis rotation as a fraction of 360 | |
Pitch | byte | 0
|
The Y Axis rotation as a fraction of 360 | |
Total Size: | 10 bytes |
Entity Teleport (0x22)
Server to Client only
This packet is sent by the server when an entity moves more than 4 blocks.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x22 | EID | int | 459
|
Entity ID |
X | int | 14162
|
X axis position as an Absolute Integer | |
Y | int | 2176
|
Y axis position as an Absolute Integer | |
Z | int | 1111
|
Z axis position as an Absolute Integer | |
Yaw | byte | 126
|
The X Axis rotation as a fraction of 360 | |
Pitch | byte | 0
|
The Y Axis rotation as a fraction of 360 | |
Total Size: | 19 bytes |
Entity Status? (0x26)
Server to Client only
This command is not fully understood.
This packet is new in version 6 of the protocol, and is believed to be indication of entity damage, death and explosion
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x26 | Entity ID | Int | 34353 | |
Entity Status? | Byte | 0x03 | Possible values: 2 (entity hurt), 3 (entity dead?), 4, 5 | |
Total Size: | 6 bytes |
Attach Entity? (0x27)
This packet is new to version 4 of the protocol, and is believed to be Attach Entity.
This packet is sent when a player has been attached to an entity (e.g. Minecart)
(This packet data values are not fully verified)
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x27 | Entity ID | int | 1298
|
The player entity ID being attached |
Vehicle ID | int | 1805
|
The vehicle entity ID attached to (-1 for unattaching) | |
Total Size: | 9 bytes |
Entity Metadata (0x28)
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x28 | Entity ID | int | 0x00000326
|
Unique entity ID to update. |
Entity Metadata | Metadata | 0x00 0x01 0x7F
|
Metadata varies by mob... Needs type description | |
Total Size: | 5 bytes + Metadata |
Metadata
Metadata has a massively quirky packing format, the details of which are not quite all understood. However, successful parsing of metadata is possible, according to the following rules.
A metadata field is a byte. The top three bits of the byte, when masked off and interpreted as a three-bit number from 0 to 7, indicate the type of the field. The lower five bits are some sort of unknown identifier. The type of the byte indicates the size and type of a payload which follows the initial byte of the field.
The metadata format consists of at least one field, followed by either another field or the magic number 0x7F. 0x7F terminates a metadata stream.
Thus, the example metadata stream 0x00 0x01 0x7f is decoded as a field of type 0, id 0, with a payload of byte 0x00.
Field ID | Field Type |
---|---|
0 | Byte |
1 | Short |
2 | Int |
3 | Float |
4 | String |
5 | Item: Short id, byte count, short damage |
6 | Vector: Int x, int y, int z |
Pre-Chunk (0x32)
Server to Client only
This packet is sent by the server to notify the client to initialize (Mode=1) or unload (Mode=0) a chunk. The client is expected to allocate space for a full chunk (currently 16 x 128 x 16 blocks). One or more 0x33 packets will follow, specifying actual data to fill the chunk with.
Whenever you send this packet the client will clear any previous chunk at that spot if one has previously been sent. Clients don't like being in or next to an unloaded chunk, so try not to unload it if players are nearby. If the player appears to be twitching and stuck in place after joining the world, there is probably an unloaded chunk too close to them.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x32 | X | int | -9
|
Chunk X Coordinate |
Z | int | 12
|
Chunk Z Coordinate | |
Mode | boolean | 1
|
If mode is 0 the client will unload the chunk, otherwise the client will initialize the chunk | |
Total Size: | 10 bytes |
Map Chunk (0x33)
Server to Client only
The client will overwrite all or part of a chunk using the region of data contained in this packet. The server specifies the region to write using a block position and size in X,Y,Z. Note that this region will always be inside a single chunk. (At least using the vanilla server. Unknown if the client has this limitation.)
A server can send a 0x32 packet prior, allowing the client to initialize the chunk. However this doesn't always happen in practice. Thus the client should initialize the chunk on-demand.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x33 | X | int | 128
|
Block X Coordinate |
Y | short | 0
|
Block Y Coordinate | |
Z | int | -192
|
Block Z Coordinate | |
Size_X | byte | 15
|
Size_X is Actual X Size -1 | |
Size_Y | byte | 127
|
Size_Y is Actual Y Size -1 | |
Size_Z | byte | 15
|
Size_Z is Actual Z Size -1 | |
Compressed size | int | 3663
|
Size of compressed region data | |
Compressed data | byte array | …
|
The region data is compressed using ZLib Deflate function. | |
Total Size: | 18 bytes + Compressed chunk size |
X, Y, Z
This is the start position of the region, in world block coordinates.
To find which chunk is affected, in the same coordinates given by packet 0x32:
ChunkX = X >> 4 ChunkY = Y >> 7 ChunkZ = Z >> 4
And conversely, which local block in the chunk to start at:
StartX = X & 15 StartY = Y & 127 (not always 0!) StartZ = Z & 15
SizeX, SizeY, SizeZ
This is the size of the region, in blocks. The server will subtract one from the sizes and then cast them to a byte before sending. This is so that chunks as large as 256 are possible (the maximum size of a byte is 255; 256 - 1 = 255).
Compressed data
The data is compressed using the deflate() function in zlib. After uncompressing, the data consists of four sequential sections, in order:
- Block type array (1 byte per block)
- Block metadata array (half byte/nibble per block)
- Block Light array (half byte/nibble per block)
- Sky Light array (half byte/nibble per block)
The data is exactly (Size_X+1) * (Size_Y+1) * (Size_Z+1) * 2.5
bytes long. Nibbles are not rounded either direction, which means that at least one dimension of the chunk must be even.
The arrays are not interlaced.
In other words, there are Size_X number of x planes, each plane made up of Size_Z number of z rows, each row made up of Size_Y blocks indexed by y coordinate in order.
The block type array is indexed with:
index = y + (z * (Size_Y+1)) + (x * (Size_Y+1) * (Size_Z+1))
The other arrays are similar but you need to divide the index by two after calculating the above. Then each byte contains data for two blocks. The low four bits contain the first (lower Y) nibble and the high four bits contain the second nibble.
If you have a FULL map chunk (Size_X = 15, Size_Y = 127, Size_Z = 15, you can calculate index coordinates:
x = X + ( index >> 11 ) y = index & 0x7F z = Z + ( (index & 0x780) >> 7 )
Multi Block Change (0x34)
Further investigation shows that this is a multiple-block-change command; if you take the three arrays, and put together elements with the same index, and then decompose the short into coordinates (top 4 bits is X, next 4 bits is Z, bottom 8 bits is Y), you get things like [((8, 7, 4), 11, 0), ((7, 13, 6), 11, 0), ((13, 1, 8), 11, 0), ((7, 6, 6), 11, 0)].
See the Block Change command for description of the general format of a block change.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x34 | Chunk X | int | -9
|
Chunk X Coordinate |
Chunk Z | int | 12
|
Chunk Z Coordinate | |
Array size | short | 2
|
The total number of elements per array | |
Coordinate array | short array | …
|
The coordinates of the blocks to change | |
Type array | byte array | …
|
The type for each block change | |
Metadata array | byte array | …
|
The Metadata for each block changed | |
Total Size: | 11 bytes + Arrays |
Block Change (0x35)
Block metadata varies by block type - it should be 0x00
for most blocks with a few exceptions, shown in the table below.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x35 | X | int | 502
|
Block X Coordinate |
Y | byte | 71
|
Block Y Coordinate | |
Z | int | 18
|
Block Z Coordinate | |
Block Type | byte | 78
|
The new block type for the block | |
Block Metadata | byte | 0
|
The new Metadata for the block | |
Total Size: | 12 bytes |
Block Action (0x36)
Server to Client only
This packet is sent to the client when a note block is played or a piston changes it's state.
Note Block
It shows the note particle being emitted from the block as well as playing the tone.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x35 | X | int | 502
|
Block X Coordinate |
Y | short | 71
|
Block Y Coordinate | |
Z | int | 18
|
Block Z Coordinate | |
Instrument Type | byte | 3
|
The instrument type (see the table below). | |
Pitch | byte | 17
|
The pitch of the note (between 0-24 inclusive where 0 is the lowest and 24 is the highest). | |
Total Size: | 13 bytes |
Instrument Types
Type ID | Type Name |
---|---|
0 | Harp |
1 | Double Bass |
2 | Snare Drum |
3 | Clicks/Sticks |
4 | Bass Drum |
Pistons
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x35 | X | int | 502
|
Block X Coordinate |
Y | short | 71
|
Block Y Coordinate | |
Z | int | 18
|
Block Z Coordinate | |
State | byte | 1
|
The state the piston changes to. (0 for pushing, 1 for pulling) | |
Direction | byte | 5
|
The direction the piston pushes. See table below. | |
Total Size: | 13 bytes |
Directions
Direction ID | Direction |
---|---|
0 | Down |
1 | Up |
2 | South |
3 | West |
4 | North |
5 | East |
Explosion (0x3C)
This command is not fully understood.
Seems to be sent when an explosion occurs (both creepers and TNT).
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x3C | X | double | ||
Y | double | |||
Z | double | |||
Unknown | float | 3.0 | radius? | |
Record count | int | This is the count, not the size. The size is 3 times this value. | ||
Records | (byte, byte, byte) × count | Each record is 3 bytes, which seem to be XYZ offsets of affected blocks. | ||
Total Size: | 33 bytes + 3*(Record count) bytes |
Sound effect (0x3D)
Sent when a client is to play a sound effect.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x3D | Effect ID | int | 1003 | The ID of the sound effect to play, see below. |
X | int | The X location of the effect. | ||
Y | byte | The Y location of the effect. | ||
Z | int | The Z location of the effect. | ||
Sound data | int | 0 | Extra data about RECORD_PLAY, SMOKE, and BLOCK_BREAK | |
Total Size: | 18 bytes |
Valid sound effects are:
Effect ID | Name | Notes |
---|---|---|
1000 | CLICK2 | |
1001 | CLICK1 | |
1002 | BOW_FIRE | |
1003 | DOOR_TOGGLE | |
1004 | EXTINGUISH | |
1005 | RECORD_PLAY | Has data (presumably record ID) |
2000 | SMOKE | Has data (direction, check below) |
2001 | BLOCK_BREAK | Has data (Block ID broken) |
Smoke is a silent effect with only a visual element.
Smoke Directions
Direction ID | Direction |
---|---|
0 | South - East |
1 | South |
2 | South - West |
3 | East |
4 | (Up or middle ?) |
5 | West |
6 | North - East |
7 | North |
8 | North - West |
New/Invalid State (0x46)
This packet appeared with protocol version 10. Currently, it appears when a bed can't be used as a spawn point and when the rain state changes. it could have additional uses in the future.
Its "packet class" is ba for the client and ??? for the server (Minecraft Beta 1.5).
The class has an array of strings linked to reason codes 0, 1 and 2, but only the code for 0 is non-null.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x46 | Reason | byte | 0 | |
Total Size: | 2 bytes |
Reason codes
Code | Effect | Text |
---|---|---|
0 | Invalid Bed | "tile.bed.notValid" |
1 | Begin raining | null |
2 | End raining | null |
Lightning Bolt (0x47)
Server to Client only
With this packet, the server notifies the client of a lightning bolt striking somewhere. The coordinates specify where exactly the lightning bolt strikes.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x47 | Entity ID | int | 4 | The entity ID of the lightning bolt. |
Lightning Bolt? | boolean | true | Always true. This implies that this packet might have been used for spawning other entities at one point. | |
X | int | 133 | Lightning bolt's X position as an integer. | |
Y | int | 913 | Lightning bolt's Y position as an integer. | |
Z | int | 63552 | Lightning bolt's Z position as an integer. | |
Total Size: | 18 bytes |
Open window (0x64)
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.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x64 | Window ID | byte | 123 | The id of the window to display. |
Inventory Type | byte | 2 | Check below | |
Window Title | string8 | Chest
|
The title of the window. | |
Number of Slots | byte | 3 | Number of slots in the window (excluding the number of slots in the player inventory). Must be a multiple of 9. | |
Total Size: | 6 bytes + length of string |
The window titles sent by the Notchian server are "Chest", "Large chest", "Crafting", "Furnace", and "Trap". Notchian clients force window titles for some windows, like dispensers and furnaces, but other titles are customizable. However, the window title sent by the server is always used for chests. See inventory windows for further information.
Close window (0x65)
This packet is sent by the client when closing a window. 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.
Note, notchian clients send a close window message with window id 0 to close their inventory even though there is never an Open Window message for inventory.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x65 | Window id | byte | 0 | This is the id of the window that was closed. 0 for inventory. |
Total Size: | 2 bytes |
Window click (0x66)
Client to Server only
This command is not fully understood.
This packet is sent by the player when it clicks on a slot in a window.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x66 | Window ID | byte | 0
|
The ID of the window that was clicked. 0 for the player's inventory.
|
Inventory Slot | short | 36
|
The clicked slot. See below. | |
Right-Click? | byte | 1
|
1 when right-clicking and otherwise 0. | |
Action number | short | 12
|
A unique number for the action, used for transaction handling (See the Transaction packet). | |
Shift-Click? | boolean | 0
|
This is true if the user was holding keyboard shift when they clicked. | |
Item ID | short | 3
|
ID of Item that was in the slot or -1 if no item. If -1, this is the last field in the packet. | |
Item Quantity | byte | 64
|
Number of items that were in the slot | |
Item Uses | short | 10
|
Number of times the item was used that was in the slot | |
Total Size: | 10 bytes (+3 for item ID != -1) |
See inventory windows 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 Action number is actually a counter, starting at 1. This number is used by the server as a transaction ID to send back a Transaction packet.
The Item (short, optional byte,short) is a critical piece of information in this packet. The Item that is sent by the client is what is in the slot before it is clicked. The server compares that with it's notes, and accepts the transaction if items match. Note that the client seems to send valid item IDs (rather than -1) even when Item count == 0.
Set slot (0x67)
Server to Client only
This command is not fully understood.
Sent by the server when an item in a slot (in a window) is added/removed.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x67 | Window id | byte | 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). |
Slot | short | 36
|
The slot that should be updated | |
Item ID | short | -1
|
When -1, this is the last value in this packet. -1 means no item. | |
Item Count | byte | 64
|
Number of items in a stack. Not sent when Item ID is -1. | |
Item uses | short | 3
|
Not sent when Item ID is -1. | |
Total Size: | 6 bytes (+3 for item ID != -1) |
Note that if window ID and slot are both -1, it means the item currently attached to the cursor.
See inventory windows for further information about how slots are indexed.
Slots: [1]
Window items (0x68)
Server to Client only
Sent by the server when an item in a slot (in a window) is added/removed. This includes the main inventory, equipped armour and crafting slots.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x68 | Window id | byte | 1
|
The id of window which items are being sent for. 0 for player inventory. |
Count | short | 4
|
The number of items (see below) | |
Payload | … |
|
The payload (see below) | |
Total Size: | 4 bytes + size of payload |
See inventory windows for further information about how slots are indexed.
This packet is a bit trickier to parse than most others because the size of its payload is variable. The payload is an array of shorts (item ID) optionally followed by a byte-short pair (count and uses) as long as the item ID does not equal -1
, which signifies an empty slot.
Uses is the number of times an item has been used (the value starts at 0 and counts up.) Note that an invalid use of an item may count as 2 uses.
offset = 0
for slot in count:
item_id = payload[offset] as short
offset += 2
if item_id is not equal to -1:
count = payload[offset] as byte
offset += 1
uses = payload[offset] as short
offset += 2
inventory[slot] = new item(item_id, count, uses)
else:
inventory[slot] = None
Update progress bar (0x69)
Server to Client only
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x69 | Window id | byte | 2 | The id of the window that the progress bar is in. |
Progress bar | short | 1 | Which of the progress bars that should be updated. (For furnaces, 0 = progress arrow, 1 = fire icon) | |
Value | short | 650 | The value of the progress bar. The maximum values vary depending on the progress bar. Presumably the values are specified as in-game ticks. Some progress bar values increase, while others decrease. For furnaces, 0 is empty, full progress arrow = about 180, full fire icon = about 250) | |
Total Size: | 6 bytes |
Transaction (0x6A)
A packet from the server indicating whether a request from the client was accepted, or whether there was a conflict (due to lag). This packet is also sent from the client to the server in response to a server transaction rejection packet.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x6A | Window id | byte | 0 | The id of the window that the action occurred in. |
Action number | short | 12 | Every action that is to be accepted has a unique number. This field corresponds to that number. | |
Accepted? | boolean | true | Whether the action was accepted. | |
Total Size: | 5 bytes |
Update Sign (0x82)
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x82 | X | int | 128 | Block X Coordinate |
Y | short | 0 | Block Y Coordinate | |
Z | int | -128 | Block Z Coordinate | |
Text1 | string16 | First line
|
First line of text in the sign | |
Text2 | string16 | Second line
|
Second line of text in the sign | |
Text3 | string16 | Third line
|
Third line of text in the sign | |
Text4 | string16 | Fourth line
|
Fourth line of text in the sign | |
Total Size: | 11 bytes + 4 strings |
This message is sent from the server to the client whenever a sign is discovered or created. This message is sent from the client to the server when the "Done" button is pushed after placing a sign. This message is NOT sent when a sign is destroyed or unloaded.
Item Data (0x83)
Server to Client only
Sent to specify complex data on an item; currently used only for maps.
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0x83 | Item Type | short | 358
|
Type of item being modified |
Item ID | short | 0
|
The ID (damage value) of the item being modified | |
Text length | unsigned byte | 35
|
Length of following byte array | |
Text | byte array | {0,0,0,20,20,20,20,20} | ASCII text. | |
Total Size: | 6 bytes + Text length |
Maps If the first byte of the text is 0, the next two bytes are X start and Y start and the rest of the bytes are the colors in that column.
If the first byte of the text is 1, the rest of the bytes are in groups of three: (data, x, y). The lower half of the data is the type (always 0 under vanilla) and the upper half is the direction.
Increment Statistic (0xC8)
- Class: nj
Packet ID | Field Name | Field Type | Example | Notes |
---|---|---|---|---|
0xC8 | Statistic ID | int | 1003 | The ID of the statistic. |
Amount | byte | 1 | The amount to increment the statistic. | |
Total Size: | 6 bytes |
Disconnect/Kick (0xFF)
Sent by the server before it disconnects a client, or by the client before it disconnects from the server. The receiver of this packet assumes that the sender has already closed the connection by the time the packet arrives.