Object Data
This article documents the Data field in the Spawn Entity packet. The field is of type Int, and the meaning of its contents depend on the type of entity being spawned, as defined in the Type field of the same packet, and is documented below.
Item Frame
Value | Orientation |
---|---|
0 | Down |
1 | Up |
2 | North |
3 | South |
4 | West |
5 | East |
The Notchian client clamps invalid values into the valid range through the modulus operator. In the case of negative values, the absolute value is first taken, and then clamped.
Velocity in the packet is always ignored.
Painting
Value | Orientation |
---|---|
2 | North |
3 | South |
4 | West |
5 | East |
The Notchian client clamps invalid values into the valid range through the modulus operator. In the case of negative values, the absolute value is first taken, and then clamped.
Although the values of 0 and 1 are invalid, the Notchian client uses the same clamping algorithm as Item Frame, which can result in any value from 0 to 5. If this happens, the entity will fail to spawn.
Velocity in the packet is always ignored.
Falling Block
Field name | Field type | Notes |
---|---|---|
Block state ID | Int | ID of the block state that the falling block will represent. |
Velocity in the packet is always ignored.
Fishing Hook
Field name | Field type | Notes |
---|---|---|
Owner | Int | The entity ID of the owner |
If the entity with the Owner ID doesn't exist in the client, the entity will fail to spawn.
Velocity in the packet is ignored, and instead should be inferred from the shooter's position.
The following information needs to be added to this page: | |
What's the exact algorithm for determining this? |
Projectile
Field name | Field type | Notes |
---|---|---|
Owner ID | Int | The entity ID of the owner |
Warden
If a value of 1 is specified, the Warden will begin in the emerging pose when spawned.
Any other value is silently ignored.