Difference between revisions of "Protocol"

From wiki.vg
Jump to: navigation, search
m (The minecraft client uses signed bytes for the clientbound close window instead of unsigned: https://hastebin.com/efomecidad.java)
(Chunk Data: Document my findings/headaches)
 
(34 intermediate revisions by 13 users not shown)
Line 5: Line 5:
 
   |ICON =  
 
   |ICON =  
 
   |HEADING = Heads up!
 
   |HEADING = Heads up!
   |CONTENT = This article is about the protocol for the latest '''stable''' release of Minecraft '''computer edition''' ([[Protocol version numbers|1.13.2, protocol 404]]). For the computer edition pre-releases, see [[Pre-release protocol]]. For Pocket Edition, see [[Pocket Edition Protocol Documentation]].
+
   |CONTENT = This article is about the protocol for the latest '''stable''' release of Minecraft '''computer edition''' ([[Protocol version numbers|1.14.4, protocol 498]]). For the computer edition pre-releases, see [[Pre-release protocol]]. For 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 [irc://irc.freenode.net/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://chat.freenode.net:6697/mcdevs #mcdevs on chat.freenode.net] ([http://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… you still need to provide attribution to #mcdevs if you copy any of the contents of this page for publication elsewhere.
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/1.13.2.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/1.14.4.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 111: Line 111:
 
If Data Length is set to zero, then the packet is uncompressed; otherwise it is the size of the uncompressed packet.
 
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 2|Set Compression]], otherwise the receiving party will disconnect.
+
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.
  
 
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 140: Line 140:
 
  | Protocol Version
 
  | Protocol Version
 
  | VarInt
 
  | VarInt
  | See [[protocol version numbers]] (currently 404 in Minecraft 1.13.2)
+
  | See [[protocol version numbers]] (currently 498 in Minecraft 1.14.4)
 
  |-
 
  |-
 
  | 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.
+
  | 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
 
  | Server Port
Line 207: Line 207:
 
  |-
 
  |-
 
  | Type
 
  | Type
  | Byte
+
  | VarInt
  | The type of object (see [[Entities#Objects]])
+
  | The type of object (same as in [[#Spawn Mob|Spawn Mob]])
 
  |-
 
  |-
 
  | X
 
  | X
Line 622: Line 622:
 
This packet is sent by the server when a player comes into visible range, ''not'' when a player joins.
 
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 List Item|Player List Item]] packet that adds the player data for the client to use when spawning a player. If the Player List Item for the player spawned by this packet is not present when this packet arrives, Notchian clients will not spawn the player entity. The Player List Item packet includes skin/cape data.
+
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.
 
Servers can, however, safely spawn player entities for players not in visible range. The client appears to handle it correctly.
Line 758: Line 758:
 
  | See below
 
  | See below
 
  |-
 
  |-
  | Value
+
  |colspan="2"| Value
  | VarInt
+
  |colspan="2"| VarInt
 
  | The amount to set it to
 
  | The amount to set it to
 
  |}
 
  |}
Line 1,095: Line 1,095:
 
* '''8''': Set the destination for a end gateway
 
* '''8''': Set the destination for a end gateway
 
* '''9''': Set the text on a sign
 
* '''9''': Set the text on a sign
* '''10''': Declare a shulker box, no data appears to be sent and the client seems to do fine without this packet. Perhaps it is a leftover from earlier versions?
+
* '''10''': Unused
 
* '''11''': Declare a bed
 
* '''11''': Declare a bed
 +
* '''12''': Set data of a jigsaw block
 +
* '''13''': Set items in a campfire
  
 
==== Block Action ====
 
==== Block Action ====
Line 1,296: Line 1,298:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x0D
+
  |rowspan="2"| 0x0D
  |rowspan="1"| Play
+
  |rowspan="2"| Play
  |rowspan="1"| 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?
 +
| Boolean
 +
|
 
  |}
 
  |}
  
Line 1,390: Line 1,396:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
  ! Field Type
+
  !colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x10
+
  |rowspan="8"| 0x10
  |rowspan="7"| Play
+
  |rowspan="8"| Play
  |rowspan="7"| Client
+
  |rowspan="8"| Client
 +
|-
 +
|colspan="2"| ID
 +
|colspan="2"| VarInt
 +
| Transaction ID
 
  |-
 
  |-
 
  |colspan="2"| Start
 
  |colspan="2"| Start
Line 1,501: Line 1,511:
 
  | Client
 
  | Client
 
  | Window ID
 
  | Window ID
  | Byte
+
  | Unsigned Byte
 
  | This is the ID of the window that was closed. 0 for inventory.
 
  | This is the ID of the window that was closed. 0 for inventory.
 
  |}
 
  |}
  
==== Open Window ====
+
==== Window Items ====
 +
[[File:Inventory-slots.png|thumb|The inventory slots]]
  
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.
+
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.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,517: Line 1,528:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x14
+
  |rowspan="3"| 0x14
  |rowspan="5"| Play
+
  |rowspan="3"| Play
  |rowspan="5"| Client
+
  |rowspan="3"| Client
 
  | Window ID
 
  | Window ID
 
  | Unsigned Byte
 
  | Unsigned Byte
  | A unique id number for the window to be displayed. Notchian server implementation is a counter, starting at 1.
+
  | The ID of window which items are being sent for. 0 for player inventory.
 
  |-
 
  |-
  | Window Type
+
  | Count
  | String (32)
+
  | Short
  | The window type to use for display. See [[Inventory]] for a list.
+
  | Number of elements in the following array
 
  |-
 
  |-
  | Window Title
+
  | Slot Data
  | [[Chat]]
+
  | Array of [[Slot Data|Slot]]
  | The title of the window
+
  |  
|-
 
| Number Of Slots
 
| Unsigned Byte
 
| Number of slots in the window (excluding the number of slots in the player inventory). Always 0 for non-storage windows (e.g. Workbench, Anvil).
 
|-
 
| Entity ID
 
| Optional Int
 
| EntityHorse's EID. Only sent when Window Type is “EntityHorse”
 
 
  |}
 
  |}
  
See [[Inventory]] for further information.
+
See [[Inventory#Windows|inventory windows]] for further information about how slots are indexed.
  
==== Window Items ====
+
==== Window Property ====
[[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.
+
This packet is used to inform the client that part of a GUI window should be updated.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,557: Line 1,559:
 
  |-
 
  |-
 
  |rowspan="3"| 0x15
 
  |rowspan="3"| 0x15
|rowspan="3"| Play
 
|rowspan="3"| Client
 
| Window ID
 
| Unsigned Byte
 
| The ID of window which items are being sent for. 0 for player inventory.
 
|-
 
| Count
 
| Short
 
| Number of elements in the following array
 
|-
 
| Slot Data
 
| Array of [[Slot Data|Slot]]
 
|
 
|}
 
 
See [[Inventory#Windows|inventory windows]] for further information about how slots are indexed.
 
 
==== Window Property ====
 
 
This packet is used to inform the client that part of a GUI window should be updated.
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x16
 
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
Line 1,635: Line 1,607:
 
  |-
 
  |-
 
  | 4: Enchantment ID shown on mouse hover over top enchantment slot
 
  | 4: Enchantment ID shown on mouse hover over top enchantment slot
  |rowspan="3"| The enchantment id (set to -1 to hide it)
+
  |rowspan="3"| The enchantment id (set to -1 to hide it), see below for values
 
  |-
 
  |-
 
  | 5: Enchantment ID shown on mouse hover over middle enchantment slot
 
  | 5: Enchantment ID shown on mouse hover over middle enchantment slot
Line 1,670: Line 1,642:
 
  |}
 
  |}
  
==== Set Slot ====
+
For an enchanting table, the following numerical IDs are used:
 
 
Sent by the server when an item in a slot (in a window) is added/removed.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  ! Numerical ID
  ! State
+
  ! Enchantment ID
  ! Bound To
+
  ! Enchantment Name
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="3"| 0x17
+
  | 0
|rowspan="3"| Play
+
  | minecraft:protection
  |rowspan="3"| Client
+
  | Protection
  | 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).
 
 
  |-
 
  |-
  | Slot
+
  | 1
  | Short
+
  | minecraft:fire_protection
  | The slot that should be updated
+
  | Fire Protection
 
  |-
 
  |-
  | Slot Data
+
  | 2
  | [[Slot Data|Slot]]
+
  | minecraft:feather_falling
  |  
+
  | Feather Falling
  |}
+
  |-
 
+
  | 3
To set the cursor (the item currently dragged with the mouse), use -1 as Window ID and as Slot.
+
  | minecraft:blast_protection
 
+
  | Blast Protection
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.
 
 
 
==== 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).
 
 
 
{| class="wikitable"
 
  ! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x18
+
  | 4
|rowspan="2"| Play
+
  | minecraft:projectile_protection
|rowspan="2"| Client
+
  | Projectile Protection
| Item ID
 
  | VarInt
 
  | Numeric ID of the item to apply a cooldown to.
 
 
  |-
 
  |-
  | Cooldown Ticks
+
  | 5
  | VarInt
+
  | minecraft:respiration
| Number of ticks to apply a cooldown for, or 0 to clear the cooldown.
+
| Respiration
|}
 
 
 
==== Plugin Message (clientbound) ====
 
 
 
{{Main|Plugin channels}}
 
 
 
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/]
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x19
+
  | 6
  |rowspan="2"| Play
+
| minecraft:aqua_affinity
  |rowspan="2"| Client
+
  | Aqua Affinity
  | Channel
+
  |-
  | Identifier
+
  | 7
  | Name of the [[plugin channel]] used to send the data
+
  | minecraft:thorns
 +
  | Thorns
 
  |-
 
  |-
  | Data
+
  | 8
  | Byte Array
+
  | minecraft:depth_strider
| 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.
+
  | Depth Strider
  |}
 
 
 
==== Named Sound Effect ====
 
{{See also|#Sound Effect}}
 
 
 
Used to play a sound effect on the client. Custom sounds may be added by resource packs.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="7"| 0x1A
+
  | 9
  |rowspan="7"| Play
+
  | minecraft:frost_walker
|rowspan="7"| Client
+
  | Frost Walker
| Sound Name
 
  | Identifier
 
| All sound effect names as of 1.13.2 can be seen [https://pokechu22.github.io/Burger/1.13.2.html#sounds here].
 
 
  |-
 
  |-
  | Sound Category
+
  | 10
  | VarInt Enum
+
  | minecraft:binding_curse
  | The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories])
+
  | Curse of Binding
 
  |-
 
  |-
  | Effect Position X
+
  | 11
  | Int
+
  | minecraft:sharpness
  | Effect X multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
+
  | Sharpness
 
  |-
 
  |-
  | Effect Position Y
+
  | 12
  | Int
+
  | minecraft:smite
  | Effect Y multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
+
  | Smite
 
  |-
 
  |-
  | Effect Position Z
+
  | 13
  | Int
+
  | minecraft:bane_of_arthropods
  | Effect Z multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
+
  | Bane of Arthropods
 
  |-
 
  |-
  | Volume
+
  | 14
  | Float
+
  | minecraft:knockback
  | 1 is 100%, can be more
+
  | Knockback
 
  |-
 
  |-
  | Pitch
+
  | 15
  | Float
+
  | minecraft:fire_aspect
  | Float between 0.5 and 2.0 by Notchian clients
+
  | Fire Aspect
 +
|-
 +
| 16
 +
| minecraft:looting
 +
| Looting
 +
|-
 +
| 17
 +
| minecraft:sweeping
 +
| Sweeping Edge
 +
|-
 +
| 18
 +
| minecraft:efficiency
 +
| Efficiency
 +
|-
 +
| 19
 +
| minecraft:silk_touch
 +
| Silk Touch
 +
|-
 +
| 20
 +
| minecraft:unbreaking
 +
| Unbreaking
 +
|-
 +
| 21
 +
| minecraft:fortune
 +
| Fortune
 +
|-
 +
| 22
 +
| minecraft:power
 +
| Power
 +
|-
 +
| 23
 +
| minecraft:punch
 +
| Punch
 +
|-
 +
| 24
 +
| minecraft:flame
 +
| Flame
 +
|-
 +
| 25
 +
| minecraft:infinity
 +
| Infinity
 +
|-
 +
| 26
 +
| minecraft:luck_of_the_sea
 +
| Luck of the Sea
 +
|-
 +
| 27
 +
| minecraft:lure
 +
| Lure
 +
|-
 +
| 28
 +
| minecraft:loyalty
 +
| Loyalty
 +
|-
 +
| 29
 +
| minecraft:impaling
 +
| Impaling
 +
|-
 +
| 30
 +
| minecraft:riptide
 +
| Riptide
 +
|-
 +
| 31
 +
| minecraft:channeling
 +
| Channeling
 +
|-
 +
| 32
 +
| minecraft:mending
 +
| Mending
 +
|-
 +
| 33
 +
| minecraft:vanishing_curse
 +
| Curse of Vanishing
 
  |}
 
  |}
  
==== Disconnect (play) ====
+
==== Set Slot ====
  
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.
+
Sent by the server when an item in a slot (in a window) is added/removed.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,811: Line 1,798:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x1B
+
  |rowspan="3"| 0x16
  | Play
+
  |rowspan="3"| Play
  | Client
+
  |rowspan="3"| Client
  | Reason
+
  | Window ID
  | [[Chat]]
+
| Byte
  | Displayed to the client when the connection terminates.
+
| 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
 +
| The slot that should be updated
 +
|-
 +
| Slot Data
 +
  | [[Slot Data|Slot]]
 +
  |  
 
  |}
 
  |}
  
==== Entity Status ====
+
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.
 +
 
 +
==== Set Cooldown ====
  
Entity statuses generally trigger an animation for an entityThe available statuses vary by the entity's type (and are available to subclasses of that type as well).
+
Applies a cooldown period to all items with the given typeUsed 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).
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,831: Line 1,830:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x1C
+
  |rowspan="2"| 0x17
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Entity ID
+
  | Item ID
  | Int
+
  | VarInt
  |  
+
  | Numeric ID of the item to apply a cooldown to.
 
  |-
 
  |-
  | Entity Status
+
  | Cooldown Ticks
  | Byte Enum
+
  | VarInt
  | See below
+
  | Number of ticks to apply a cooldown for, or 0 to clear the cooldown.
 
  |}
 
  |}
  
See [[Entity statuses]] for a list of which statuses are valid for each type of entity.
+
==== Plugin Message (clientbound) ====
 +
 
 +
{{Main|Plugin channels}}
  
==== NBT Query Response ====
+
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.
  
Sent in response to [[#Query Block NBT|Query Block NBT]] or [[#Query Entity NBT|Query Entity NBT]].
+
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/]
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,857: Line 1,858:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x1D
+
  |rowspan="2"| 0x18
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Transaction ID
+
  | Channel
  | VarInt
+
  | Identifier
  | Can be compared to the one sent in the original query packet.
+
  | Name of the [[plugin channel]] used to send the data
 
  |-
 
  |-
  | NBT
+
  | Data
  | [[NBT|NBT Tag]]
+
  | Byte Array
  | The NBT of the block or entity.  May be a TAG_END (0) in which case no NBT is present.
+
| 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.
 
  |}
 
  |}
  
==== Explosion ====
+
==== Named Sound Effect ====
 +
{{See also|#Sound Effect}}
  
Sent when an explosion occurs (creepers, TNT, and ghast fireballs).
+
Used to play a sound effect on the client. Custom sounds may be added by resource packs.
 
 
Each block in Records is set to air. Coordinates for each axis in record is int(X) + record.x
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,883: Line 1,883:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="9"| 0x1E
+
  |rowspan="7"| 0x19
  |rowspan="9"| Play
+
  |rowspan="7"| Play
  |rowspan="9"| Client
+
  |rowspan="7"| Client
  | X
+
  | Sound Name
  | Float
+
  | Identifier
  |  
+
  | All sound effect names as of 1.14.4 can be seen [https://pokechu22.github.io/Burger/1.14.4.html#sounds here].
 
  |-
 
  |-
  | Y
+
  | Sound Category
  | Float
+
  | VarInt Enum
  |  
+
  | The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories])
 
  |-
 
  |-
  | Z
+
  | Effect Position X
  | Float
+
  | Int
  |  
+
  | Effect X multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
 
  |-
 
  |-
  | Radius
+
  | Effect Position Y
  | Float
+
  | Int
  | Currently unused in the client
+
  | Effect Y multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
 
  |-
 
  |-
  | Record Count
+
  | Effect Position Z
 
  | Int
 
  | Int
  | Number of elements in the following array
+
  | Effect Z multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part)
 
  |-
 
  |-
  | Records
+
  | Volume
| Array of (Byte, Byte, Byte)
 
| Each record is 3 signed bytes long, each bytes are the XYZ (respectively) offsets of affected blocks.
 
|-
 
| Player Motion X
 
 
  | Float
 
  | Float
  | X velocity of the player being pushed by the explosion
+
  | 1 is 100%, can be more
 
  |-
 
  |-
  | Player Motion Y
+
  | Pitch
 
  | Float
 
  | Float
  | Y velocity of the player being pushed by the explosion
+
  | Float between 0.5 and 2.0 by Notchian clients
  |-
+
|}
  | Player Motion Z
+
 
  | Float
+
==== Disconnect (play) ====
  | Z velocity of the player being pushed by the explosion
+
 
 +
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.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
  |-
 +
  | 0x1A
 +
  | Play
 +
| Client
 +
| Reason
 +
| [[Chat]]
 +
  | Displayed to the client when the connection terminates.
 
  |}
 
  |}
  
==== Unload Chunk ====
+
==== Entity Status ====
  
Tells the client to unload a chunk column.
+
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).
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,935: Line 1,947:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x1F
+
  |rowspan="2"| 0x1B
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Chunk X
+
  | Entity ID
 
  | Int
 
  | Int
  | Block coordinate divided by 16, rounded down
+
  |  
 
  |-
 
  |-
  | Chunk Z
+
  | Entity Status
  | Int
+
  | Byte Enum
  | Block coordinate divided by 16, rounded down
+
  | See below
 
  |}
 
  |}
  
It is legal to send this packet even if the given chunk is not currently loaded.
+
See [[Entity statuses]] for a list of which statuses are valid for each type of entity.
 +
 
 +
==== Explosion ====
  
==== Change Game State ====
+
Sent when an explosion occurs (creepers, TNT, and ghast fireballs).
  
Used for a wide variety of game state things, from whether to bed use to gamemode to demo messages.
+
Each block in Records is set to air. Coordinates for each axis in record is int(X) + record.x
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,961: Line 1,975:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x20
+
  |rowspan="9"| 0x1C
  |rowspan="2"| Play
+
  |rowspan="9"| Play
  |rowspan="2"| Client
+
  |rowspan="9"| Client
  | Reason
+
  | X
  | Unsigned Byte
+
  | Float
  | See below
+
  |  
 
  |-
 
  |-
  | Value
+
  | Y
 
  | Float
 
  | Float
| Depends on Reason
 
|}
 
 
''Reason codes'':
 
 
{| class="wikitable"
 
! 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
+
  | Z
  | Begin raining
+
  | Float
 
  |  
 
  |  
 
  |-
 
  |-
  | 3
+
  | Radius
  | Change gamemode
+
  | Float
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator
+
  | Currently unused in the client
 
  |-
 
  |-
  | 4
+
  | Record Count
  | Exit end
+
  | Int
  | 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.
+
  | Number of elements in the following array
 
  |-
 
  |-
  | 5
+
  | Records
  | Demo message
+
  | Array of (Byte, Byte, Byte)
| 0: Show welcome to demo screen, 101: Tell movement controls, 102: Tell jump control, 103: Tell inventory control
+
  | Each record is 3 signed bytes long, each bytes are the XYZ (respectively) offsets of affected blocks.
  |-
 
| 6
 
| Arrow hitting player
 
| Appears to be played when an arrow strikes another player in Multiplayer
 
 
  |-
 
  |-
  | 7
+
  | Player Motion X
  | Fade value
+
  | Float
  | The current darkness value. 1 = Dark, 0 = Bright, Setting the value higher causes the game to change color and freeze
+
  | X velocity of the player being pushed by the explosion
 
  |-
 
  |-
  | 8
+
  | Player Motion Y
  | Fade time
+
  | Float
  | Time in ticks for the sky to fade
+
  | Y velocity of the player being pushed by the explosion
 
  |-
 
  |-
  | 10
+
  | Player Motion Z
  | Play elder guardian mob appearance (effect and sound)
+
  | Float
  |  
+
  | Z velocity of the player being pushed by the explosion
 
  |}
 
  |}
  
==== Keep Alive (clientbound) ====
+
==== Unload Chunk ====
  
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.
+
Tells the client to unload a chunk column.
 
 
The Notchian server uses a system-dependent time in milliseconds to generate the keep alive ID value.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,035: Line 2,027:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x21
+
  |rowspan="2"| 0x1D
  |rowspan="1"| Play
+
  |rowspan="2"| Play
  |rowspan="1"| Client
+
  |rowspan="2"| Client
  | Keep Alive ID
+
  | Chunk X
  | Long
+
  | Int
  |  
+
  | Block coordinate divided by 16, rounded down
 +
|-
 +
| Chunk Z
 +
| Int
 +
| Block coordinate divided by 16, rounded down
 
  |}
 
  |}
  
==== Chunk Data ====
+
It is legal to send this packet even if the given chunk is not currently loaded.
{{Main|Chunk Format}}
+
 
{{See also|#Unload Chunk}}
+
==== Change Game State ====
  
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).
+
Used for a wide variety of game state things, from whether to bed use to gamemode to demo messages.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,057: Line 2,053:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| 0x22
+
  |rowspan="2"| 0x1E
  |rowspan="8"| Play
+
  |rowspan="2"| Play
  |rowspan="8"| Client
+
  |rowspan="2"| Client
  | Chunk X
+
  | Reason
  | Int
+
  | Unsigned Byte
  | Chunk coordinate (block coordinate divided by 16, rounded down)
+
  | See below
 
  |-
 
  |-
  | Chunk Z
+
  | Value
  | Int
+
  | Float
  | Chunk coordinate (block coordinate divided by 16, rounded down)
+
  | Depends on Reason
|-
 
| Ground-Up Continuous
 
| Boolean
 
| See [[Chunk Format#Ground-up continuous|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).
 
|-
 
| Size
 
| VarInt
 
| Size of Data in bytes
 
|-
 
| Data
 
| Byte array
 
| See [[Chunk Format#Data structure|data structure]] in Chunk Format
 
|-
 
| Number of block entities
 
| VarInt
 
| Number of elements in the following array
 
|-
 
| 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.
 
 
  |}
 
  |}
  
==== Effect ====
+
''Reason codes'':
 
 
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) and effect 1028 (enderdragon death); it is ignored on other effects.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  ! Reason
  ! State
+
  ! Effect
  ! Bound To
+
  ! Value
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="4"| 0x23
+
  | 0
  |rowspan="4"| Play
+
  | Invalid Bed
  |rowspan="4"| Client
+
  | Would be used to switch between messages, but the only used message is 0 for invalid bed
| Effect ID
 
| Int
 
| The ID of the effect, see below
 
 
  |-
 
  |-
  | Location
+
  | 1
  | Position
+
  | End raining
  | The location of the effect
+
  |  
 
  |-
 
  |-
  | Data
+
  | 2
  | Int
+
  | Begin raining
  | Extra data for certain effects, see below
+
  |  
 
  |-
 
  |-
  | Disable Relative Volume
+
  | 3
  | Boolean
+
  | Change gamemode
  | See above
+
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator
|}
 
 
 
Effect IDs:
 
 
 
{| class="wikitable"
 
! ID
 
! Name
 
! Data
 
 
  |-
 
  |-
  !colspan="3"| Sound
+
  | 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.
 
  |-
 
  |-
  | 1000
+
  | 5
  | Dispenser dispenses
+
  | 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
 
  |-
 
  |-
  | 1001
+
  | 7
  | Dispenser fails to dispense
+
  | Fade value
  |  
+
  | The current darkness value. 1 = Dark, 0 = Bright, Setting the value higher causes the game to change color and freeze
 
  |-
 
  |-
  | 1002
+
  | 8
  | Dispenser shoots
+
  | Fade time
  |  
+
  | Time in ticks for the sky to fade
 
  |-
 
  |-
  | 1003
+
  | 9
| Ender eye launched
+
  | Play pufferfish sting sound
  |  
 
 
  |-
 
  |-
  | 1004
+
  | 10
  | Firework shot
+
  | Play elder guardian mob appearance (effect and sound)
 
  |  
 
  |  
 +
|}
 +
 +
==== Open Horse Window ====
 +
 +
This packet is used exclusively for opening the horse GUI.  [[#Open Window|Open Window]] is used for all other GUIs.
 +
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 1005
+
  |rowspan="3"| 0x1F
  | Iron door opened
+
|rowspan="3"| Play
  |  
+
|rowspan="3"| Client
 +
| Window ID?
 +
  | Byte
 +
  |
 
  |-
 
  |-
  | 1006
+
  | Number of slots?
  | Wooden door opened
+
  | VarInt
  |  
+
  |
 
  |-
 
  |-
  | 1007
+
  | Entity ID?
  | Wooden trapdoor opened
+
  | Integer
  |  
+
  |
 +
|}
 +
 
 +
==== Keep Alive (clientbound) ====
 +
 
 +
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"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 1008
+
  |rowspan="1"| 0x20
  | Fence gate opened
+
|rowspan="1"| Play
 +
|rowspan="1"| Client
 +
| Keep Alive ID
 +
  | Long
 
  |  
 
  |  
 +
|}
 +
 +
==== Chunk Data ====
 +
{{Main|Chunk Format}}
 +
{{See also|#Unload Chunk}}
 +
 +
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
 
  |-
 
  |-
  | 1009
+
  |rowspan="9"| 0x21
  | Fire extinguished
+
|rowspan="9"| Play
  |  
+
|rowspan="9"| Client
 +
| Chunk X
 +
  | Int
 +
  | Chunk coordinate (block coordinate divided by 16, rounded down)
 
  |-
 
  |-
  | 1010
+
  | Chunk Z
  | Play record
+
  | Int
  | Special case, see below for more info
+
  | Chunk coordinate (block coordinate divided by 16, rounded down)
 
  |-
 
  |-
  | 1011
+
  | Full chunk
  | Iron door closed
+
  | Boolean
  |  
+
  | See [[Chunk Format#Full chunk|Chunk Format]]
 
  |-
 
  |-
  | 1012
+
  | Primary Bit Mask
  | Wooden door closed
+
  | 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).
 
  |-
 
  |-
  | 1013
+
  | Heightmaps
  | Wooden trapdoor closed
+
  | [[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.
 +
|-
 +
| Size
 +
| VarInt
 +
| Size of Data in bytes
 
  |-
 
  |-
  | 1014
+
  | Data
  | Fence gate closed
+
  | Byte array
  |  
+
  | See [[Chunk Format#Data structure|data structure]] in Chunk Format
 
  |-
 
  |-
  | 1015
+
  | Number of block entities
  | Ghast warns
+
  | VarInt
  |  
+
  | Number of elements in the following array
 
  |-
 
  |-
  | 1016
+
  | Block entities
  | Ghast shoots
+
  | 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.
 +
 
 +
==== 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) and effect 1028 (enderdragon death); it is ignored on other effects.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 1017
+
  |rowspan="4"| 0x22
  | Enderdragon shoots
+
|rowspan="4"| Play
  |  
+
|rowspan="4"| Client
 +
| Effect ID
 +
  | Int
 +
  | The ID of the effect, see below
 
  |-
 
  |-
  | 1018
+
  | Location
  | Blaze shoots
+
  | Position
  |  
+
  | The location of the effect
 
  |-
 
  |-
  | 1019
+
  | Data
  | Zombie attacks wood door
+
  | Int
  |  
+
  | Extra data for certain effects, see below
 
  |-
 
  |-
  | 1020
+
  | Disable Relative Volume
  | Zombie attacks iron door
+
  | Boolean
 +
| See above
 +
|}
 +
 
 +
Effect IDs:
 +
 
 +
{| class="wikitable"
 +
! ID
 +
! Name
 +
! Data
 +
|-
 +
!colspan="3"| Sound
 +
|-
 +
| 1000
 +
| Dispenser dispenses
 
  |  
 
  |  
 
  |-
 
  |-
  | 1021
+
  | 1001
  | Zombie breaks wood door
+
  | Dispenser fails to dispense
  |
+
  |  
 
  |-
 
  |-
  | 1022
+
  | 1002
  | Wither breaks block
+
  | Dispenser shoots
  |
+
  |  
 
  |-
 
  |-
  | 1023
+
  | 1003
  | Wither spawned
+
  | Ender eye launched
 
  |  
 
  |  
 
  |-
 
  |-
  | 1024
+
  | 1004
  | Wither shoots
+
  | Firework shot
  |
+
  |  
 
  |-
 
  |-
  | 1025
+
  | 1005
  | Bat takes off
+
  | Iron door opened
  |
+
  |  
 
  |-
 
  |-
  | 1026
+
  | 1006
  | Zombie infects
+
  | Wooden door opened
  |
+
  |  
 
  |-
 
  |-
  | 1027
+
  | 1007
  | Zombie villager converted
+
  | Wooden trapdoor opened
  |
+
  |  
 
  |-
 
  |-
  | 1028
+
  | 1008
  | Ender dragon death
+
  | Fence gate opened
|
 
|-
 
| 1029
 
| Anvil destroyed
 
 
  |  
 
  |  
 
  |-
 
  |-
  | 1030
+
  | 1009
  | Anvil used
+
  | Fire extinguished
 
  |  
 
  |  
 
  |-
 
  |-
  | 1031
+
  | 1010
  | Anvil landed
+
  | Play record
  |
+
  | Special case, see below for more info
 
  |-
 
  |-
  | 1032
+
  | 1011
  | Portal travel
+
  | Iron door closed
 
  |  
 
  |  
 
  |-
 
  |-
  | 1033
+
  | 1012
  | Chorus flower grown
+
  | Wooden door closed
  |
+
  |  
 
  |-
 
  |-
  | 1034
+
  | 1013
  | Chorus flower died
+
  | Wooden trapdoor closed
 
  |  
 
  |  
 
  |-
 
  |-
  | 1035
+
  | 1014
  | Brewing stand brewed
+
  | Fence gate closed
  |
+
  |  
 
  |-
 
  |-
  | 1036
+
  | 1015
  | Iron trapdoor opened
+
  | Ghast warns
 
  |  
 
  |  
 
  |-
 
  |-
  | 1037
+
  | 1016
  | Iron trapdoor closed
+
  | Ghast shoots
  |
+
  |  
 
  |-
 
  |-
  !colspan="3"| Particle
+
  | 1017
 +
| Enderdragon shoots
 +
|
 
  |-
 
  |-
  | 2000
+
  | 1018
  | Spawns 10 smoke particles, e.g. from a fire
+
  | Blaze shoots
  | Direction, see below
+
  |  
 
  |-
 
  |-
  | 2001
+
  | 1019
  | Block break + block break sound
+
  | Zombie attacks wood door
| Block state, as an index into the global palette
 
|-
 
| 2002
 
| Splash potion. Particle effect + glass break sound.
 
| [http://minecraft.gamepedia.com/Data_values#Potions Potion ID]
 
|-
 
| 2003
 
| Eye of Ender entity break animation — particles and sound
 
 
  |  
 
  |  
 
  |-
 
  |-
  | 2004
+
  | 1020
  | Mob spawn particle effect: smoke + flames
+
  | Zombie attacks iron door
 
  |  
 
  |  
 
  |-
 
  |-
  | 2005
+
  | 1021
  | Bonemeal particles
+
  | Zombie breaks wood door
  | How many particles to spawn (if set to 0, 15 are spawned)
+
  |
 
  |-
 
  |-
  | 2006
+
  | 1022
  | Dragon breath
+
  | Wither breaks block
 
  |
 
  |
 
  |-
 
  |-
  | 2007
+
  | 1023
  | Instant splash potion
+
  | Wither spawned
| [http://minecraft.gamepedia.com/Data_values#Potions Potion ID]
 
|-
 
| 3000
 
| End gateway spawn
 
 
  |  
 
  |  
 
  |-
 
  |-
  | 3001
+
  | 1024
  | Enderdragon growl
+
  | Wither shoots
 +
|
 +
|-
 +
| 1025
 +
| Bat takes off
 
  |
 
  |
|}
 
 
Smoke directions:
 
 
{| class="wikitable"
 
! ID
 
! Direction
 
 
  |-
 
  |-
  | 0
+
  | 1026
  | South-East
+
| Zombie infects
 +
  |
 
  |-
 
  |-
  | 1
+
  | 1027
  | South
+
| Zombie villager converted
 +
  |
 
  |-
 
  |-
  | 2
+
  | 1028
  | South-West
+
| Ender dragon death
 +
  |
 
  |-
 
  |-
  | 3
+
  | 1029
  | East
+
| Anvil destroyed
 +
  |  
 
  |-
 
  |-
  | 4
+
  | 1030
  | (Up or middle ?)
+
| Anvil used
 +
  |  
 
  |-
 
  |-
  | 5
+
  | 1031
  | West
+
| Anvil landed
 +
  |
 
  |-
 
  |-
  | 6
+
  | 1032
  | North-East
+
| Portal travel
 +
  |  
 
  |-
 
  |-
  | 7
+
  | 1033
  | North
+
| Chorus flower grown
 +
  |
 
  |-
 
  |-
  | 8
+
  | 1034
  | North-West
+
  | Chorus flower died
  |}
+
  |  
 
 
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"| 0x24
+
  | 1035
  |rowspan="11"| Play
+
  | Brewing stand brewed
  |rowspan="11"| Client
+
  |
| Particle ID
 
| Int
 
| The particle ID listed in [[#Particle|the particle data type]].
 
 
  |-
 
  |-
  | Long Distance
+
  | 1036
  | Boolean
+
  | Iron trapdoor opened
  | If true, particle distance increases from 256 to 65536
+
  |  
 
  |-
 
  |-
  | X
+
  | 1037
  | Float
+
  | Iron trapdoor closed
  | X position of the particle
+
  |
 
  |-
 
  |-
  | Y
+
  !colspan="3"| Particle
| Float
 
| Y position of the particle
 
 
  |-
 
  |-
  | Z
+
  | 2000
  | Float
+
  | Spawns 10 smoke particles, e.g. from a fire
  | Z position of the particle
+
  | Direction, see below
 
  |-
 
  |-
  | Offset X
+
  | 2001
  | Float
+
  | Block break + block break sound
  | This is added to the X position after being multiplied by random.nextGaussian()
+
  | Block state, as an index into the global palette
 +
|-
 +
| 2002
 +
| Splash potion. Particle effect + glass break sound.
 +
| [http://minecraft.gamepedia.com/Data_values#Potions Potion ID]
 +
|-
 +
| 2003
 +
| Eye of Ender entity break animation — particles and sound
 +
|
 +
|-
 +
| 2004
 +
| Mob spawn particle effect: smoke + flames
 +
|
 
  |-
 
  |-
  | Offset Y
+
  | 2005
  | Float
+
  | Bonemeal particles
  | This is added to the Y position after being multiplied by random.nextGaussian()
+
  | How many particles to spawn (if set to 0, 15 are spawned)
 
  |-
 
  |-
  | Offset Z
+
  | 2006
  | Float
+
  | Dragon breath
  | This is added to the Z position after being multiplied by random.nextGaussian()
+
  |
 
  |-
 
  |-
  | Particle Data
+
  | 2007
  | Float
+
  | Instant splash potion
  | The data of each particle
+
  | [http://minecraft.gamepedia.com/Data_values#Potions Potion ID]
 
  |-
 
  |-
  | Particle Count
+
  | 3000
  | Int
+
  | End gateway spawn
  | The number of particles to create
+
  |  
 
  |-
 
  |-
  | Data
+
  | 3001
  | Varies
+
  | Enderdragon growl
  | The variable data listed in [[#Particle|the particle data type]].
+
  |
 
  |}
 
  |}
  
==== Join Game ====
+
Smoke directions:
 
 
See [[Protocol Encryption]] for information on logging in.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  ! ID
  ! State
+
  ! Direction
  ! Bound To
+
  |-
  ! Field Name
+
| 0
  ! Field Type
+
| South-East
  ! Notes
+
  |-
 +
  | 1
 +
  | South
 
  |-
 
  |-
  |rowspan="7"| 0x25
+
  | 2
|rowspan="7"| Play
+
  | South-West
|rowspan="7"| Client
 
| Entity ID
 
| Int
 
  | The player's Entity ID (EID)
 
 
  |-
 
  |-
  | Gamemode
+
  | 3
| Unsigned Byte
+
  | East
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. Bit 3 (0x8) is the hardcore flag.
 
 
  |-
 
  |-
  | Dimension
+
  | 4
  | Int Enum
+
  | (Up or middle ?)
| -1: Nether, 0: Overworld, 1: End; also, note that this is not a VarInt but instead a regular int.
 
 
  |-
 
  |-
  | Difficulty
+
  | 5
  | Unsigned Byte
+
  | West
| 0: peaceful, 1: easy, 2: normal, 3: hard
 
 
  |-
 
  |-
  | Max Players
+
  | 6
  | Unsigned Byte
+
  | North-East
| Was once used by the client to draw the player list, but now is ignored
 
 
  |-
 
  |-
  | Level Type
+
  | 7
  | String Enum (16)
+
  | North
| default, flat, largeBiomes, amplified, default_1_1
 
 
  |-
 
  |-
  | Reduced Debug Info
+
  | 8
  | Boolean
+
  | North-West
| If true, a Notchian client shows reduced information on the {{Minecraft Wiki|debug screen}}.  For servers in development, this should almost always be false.
 
 
  |}
 
  |}
  
==== Map ====
+
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 ====
  
Updates a rectangular area on a {{Minecraft Wiki|map}} item.
+
Displays the named particle
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,479: Line 2,504:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="16"| 0x26
+
  |rowspan="11"| 0x23
  |rowspan="16"| Play
+
  |rowspan="11"| Play
  |rowspan="16"| Client
+
  |rowspan="11"| Client
  |colspan="2"| Map ID
+
  | Particle ID
  |colspan="2"| VarInt
+
  | Int
  | Map ID of the map being modified
+
  | The particle ID listed in [[#Particle|the particle data type]].
 
  |-
 
  |-
  |colspan="2"| Scale
+
  | Long Distance
  |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)
+
  | If true, particle distance increases from 256 to 65536
|-
 
|colspan="2"| Tracking Position
 
|colspan="2"| Boolean
 
| Specifies whether the icons are shown
 
|-
 
|colspan="2"| Icon Count
 
|colspan="2"| VarInt
 
| Number of elements in the following array
 
 
  |-
 
  |-
  |rowspan="5"| Icon
+
  | X
| Type
+
  | Float
|rowspan="6"| Array
+
  | X position of the particle
  | VarInt enum
 
  | See below
 
 
  |-
 
  |-
  | X
+
  | Y
  | Byte
+
  | Float
  |  
+
  | Y position of the particle
 
  |-
 
  |-
 
  | Z
 
  | Z
  | Byte
+
  | Float
  |  
+
  | Z position of the particle
 
  |-
 
  |-
  | Direction
+
  | Offset X
  | Byte
+
  | Float
  | 0-15
+
  | This is added to the X position after being multiplied by random.nextGaussian()
 
  |-
 
  |-
  | Has Display Name
+
  | Offset Y
  | Boolean
+
  | Float
  |
+
  | This is added to the Y position after being multiplied by random.nextGaussian()
 
  |-
 
  |-
  | Display Name
+
  | Offset Z
  | Optional [[Chat]]
+
  | Float
  | Only present if previous Boolean is true
+
  | This is added to the Z position after being multiplied by random.nextGaussian()
|-
 
|colspan="2"| Columns
 
|colspan="2"| Byte
 
| Number of columns updated
 
 
  |-
 
  |-
  |colspan="2"| Rows
+
  | Particle Data
  |colspan="2"| Optional Byte
+
  | Float
  | Only if Columns is more than 0; number of rows updated
+
  | The data of each particle
 
  |-
 
  |-
  |colspan="2"| X
+
  | Particle Count
  |colspan="2"| Optional Byte
+
  | Int
  | Only if Columns is more than 0; x offset of the westernmost column
+
  | The number of particles to create
 
  |-
 
  |-
  |colspan="2"| Z
+
  | Data
  |colspan="2"| Optional Byte
+
  | Varies
  | Only if Columns is more than 0; z offset of the northernmost row
+
  | The variable data listed in [[#Particle|the particle data type]].
|-
 
|colspan="2"| Length
 
|colspan="2"| Optional VarInt
 
| Only if Columns is more than 0; length of the following array
 
|-
 
|colspan="2"| Data
 
|colspan="2"| Optional Array of Unsigned Byte
 
| Only if Columns is more than 0; see {{Minecraft Wiki|Map item format}}
 
 
  |}
 
  |}
  
For icons, a direction of 0 is a vertical icon and increments by 22.5&deg; (360/16).
+
==== Update Light ====
  
Types are based off of rows and columns in <code>map_icons.png</code>:
+
Updates light levels for a chunk.
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
!colspan="2"| Field Name
 +
!colspan="2"| Field Type
 +
! Notes
 
  |-
 
  |-
  ! Icon type
+
  |rowspan="10"| 0x24
  ! Result
+
  |rowspan="10"| Play
 +
|rowspan="10"| Client
 +
|colspan="2"| Chunk X
 +
|colspan="2"| VarInt
 +
| Chunk coordinate (block coordinate divided by 16, rounded down)
 
  |-
 
  |-
  | 0
+
  |colspan="2"| Chunk Z
  | White arrow (players)
+
|colspan="2"| VarInt
 +
  | Chunk coordinate (block coordinate divided by 16, rounded down)  
 
  |-
 
  |-
  | 1
+
  |colspan="2"| Sky Light Mask
  | Green arrow (item frames)
+
|colspan="2"| VarInt
 +
  | 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)
 
  |-
 
  |-
  | 2
+
  |colspan="2"| Block Light Mask
  | Red arrow
+
|colspan="2"| VarInt
 +
  | Mask containing 18 bits, with the same order as sky light
 
  |-
 
  |-
  | 3
+
  |colspan="2"| Empty Sky Light Mask
  | Blue arrow
+
  |colspan="2"| VarInt
 +
| 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.
 
  |-
 
  |-
  | 4
+
  |colspan="2"| Empty Block Light Mask
  | White cross
+
  |colspan="2"| VarInt
 +
| 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.
 
  |-
 
  |-
  | 5
+
  |rowspan="2"| Sky Light arrays
  | Red pointer
+
| Length
 +
|rowspan="2"| Array
 +
| VarInt
 +
  | Length of the following array in bytes (always 2048)
 
  |-
 
  |-
  | 6
+
  | Sky Light array
  | White circle (off-map players)
+
  | 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.
 
  |-
 
  |-
  | 7
+
  |rowspan="2"| Block Light arrays
  | Small white circle (far-off-map players)
+
| Length
 +
|rowspan="2"| Array
 +
| VarInt
 +
  | Length of the following array in bytes (always 2048)
 
  |-
 
  |-
  | 8
+
  | Block Light array
  | Mansion
+
  | 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.
 +
|}
 +
 
 +
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.
 +
 
 +
==== Join Game ====
 +
 
 +
See [[Protocol Encryption]] for information on logging in.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 9
+
  |rowspan="7"| 0x25
  | Temple
+
|rowspan="7"| Play
 +
|rowspan="7"| Client
 +
| Entity ID
 +
| Int
 +
  | The player's Entity ID (EID)
 
  |-
 
  |-
  | 10
+
  | Gamemode
  | White Banner
+
  | Unsigned Byte
 +
| 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. Bit 3 (0x8) is the hardcore flag.
 
  |-
 
  |-
  | 11
+
  | Dimension
  | Orange Banner
+
  | Int Enum
 +
| -1: Nether, 0: Overworld, 1: End; also, note that this is not a VarInt but instead a regular int.
 
  |-
 
  |-
  | 12
+
  | Max Players
  | Magenta Banner
+
  | Unsigned Byte
 +
| Was once used by the client to draw the player list, but now is ignored
 
  |-
 
  |-
  | 13
+
  | Level Type
  | Light Blue Banner
+
  | String Enum (16)
 +
| default, flat, largeBiomes, amplified, customized, buffet, default_1_1
 
  |-
 
  |-
  | 14
+
  | View Distance
  | Yellow Banner
+
  | VarInt
 +
| Render distance (2-32)
 
  |-
 
  |-
  | 15
+
  | Reduced Debug Info
  | Lime Banner
+
  | 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.
 +
|}
 +
 
 +
==== Map Data ====
 +
 
 +
Updates a rectangular area on a {{Minecraft Wiki|map}} item.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
!colspan="2"| Field Name
 +
!colspan="2"| Field Type
 +
! Notes
 
  |-
 
  |-
  | 16
+
  |rowspan="17"| 0x26
  | Pink Banner
+
|rowspan="17"| Play
 +
|rowspan="17"| Client
 +
|colspan="2"| Map ID
 +
|colspan="2"| VarInt
 +
  | Map ID of the map being modified
 
  |-
 
  |-
  | 17
+
  |colspan="2"| Scale
  | Gray Banner
+
|colspan="2"| 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)
 +
|-
 +
|colspan="2"| Tracking Position
 +
|colspan="2"| Boolean
 +
  | Specifies whether player and item frame icons are shown
 
  |-
 
  |-
  | 18
+
  |colspan="2"| Locked
  | Light Gray Banner
+
|colspan="2"| Boolean
 +
| True if the map has been locked in a cartography table
 +
|-
 +
|colspan="2"| Icon Count
 +
|colspan="2"| VarInt
 +
| Number of elements in the following array
 +
|-
 +
|rowspan="6"| Icon
 +
| Type
 +
|rowspan="6"| Array
 +
| VarInt enum
 +
  | See below
 
  |-
 
  |-
  | 19
+
  | X
  | Cyan Banner
+
  | Byte
 +
| Map coordinates: -128 for furthest left, +127 for furthest right
 
  |-
 
  |-
  | 20
+
  | Z
  | Purple Banner
+
  | Byte
 +
| Map coordinates: -128 for highest, +127 for lowest
 
  |-
 
  |-
  | 21
+
  | Direction
  | Blue Banner
+
  | Byte
 +
| 0-15
 
  |-
 
  |-
  | 22
+
  | Has Display Name
  | Brown Banner
+
| Boolean
 +
  |
 
  |-
 
  |-
  | 23
+
  | Display Name
  | Green Banner
+
  | Optional [[Chat]]
 +
| Only present if previous Boolean is true
 +
|-
 +
|colspan="2"| Columns
 +
|colspan="2"| Unsigned Byte
 +
| Number of columns updated
 
  |-
 
  |-
  | 24
+
  |colspan="2"| Rows
  | Red Banner
+
|colspan="2"| Optional Byte
 +
  | Only if Columns is more than 0; number of rows updated
 
  |-
 
  |-
  | 25
+
  |colspan="2"| X
  | Black Banner
+
|colspan="2"| Optional Byte
 +
  | Only if Columns is more than 0; x offset of the westernmost column
 
  |-
 
  |-
  | 26
+
  |colspan="2"| Z
  | Treasure marker
+
  |colspan="2"| Optional Byte
  |}
+
  | Only if Columns is more than 0; z offset of the northernmost row
 
+
|-
==== Entity ====
+
|colspan="2"| Length
 
+
  |colspan="2"| Optional VarInt
This packet may be used to initialize an entity.
+
  | Only if Columns is more than 0; length of the following array
 
 
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
 
 
  |-
 
  |-
  |rowspan="1"| 0x27
+
  |colspan="2"| Data
  |rowspan="1"| Play
+
  |colspan="2"| Optional Array of Unsigned Byte
  |rowspan="1"| Client
+
  | Only if Columns is more than 0; see {{Minecraft Wiki|Map item format}}
| Entity ID
 
| VarInt
 
|  
 
 
  |}
 
  |}
  
==== Entity Relative Move ====
+
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 moves less then 8 blocks; if an entity moves more than 8 blocks [[#Entity Teleport|Entity Teleport]] should be sent instead.
+
Types are based off of rows and columns in <code>map_icons.png</code>:
 
 
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"
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="5"| 0x28
+
  ! Icon type
  |rowspan="5"| Play
+
  ! Result
|rowspan="5"| Client
 
| Entity ID
 
| VarInt
 
|
 
 
  |-
 
  |-
  | Delta X
+
  | 0
  | Short
+
  | White arrow (players)
| Change in X position as <code>(currentX * 32 - prevX * 32) * 128</code>
 
 
  |-
 
  |-
  | Delta Y
+
  | 1
  | Short
+
  | Green arrow (item frames)
| Change in Y position as <code>(currentY * 32 - prevY * 32) * 128</code>
 
 
  |-
 
  |-
  | Delta Z
+
  | 2
  | Short
+
  | Red arrow
| Change in Z position as <code>(currentZ * 32 - prevZ * 32) * 128</code>
 
 
  |-
 
  |-
  | On Ground
+
  | 3
  | Boolean
+
  | Blue arrow
|
 
|}
 
 
 
==== Entity Look And Relative Move ====
 
 
 
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"| 0x29
+
  | 4
|rowspan="7"| Play
+
  | White cross
|rowspan="7"| Client
 
| Entity ID
 
| VarInt
 
  |  
 
 
  |-
 
  |-
  | Delta X
+
  | 5
  | Short
+
  | Red pointer
| Change in X position as <code>(currentX * 32 - prevX * 32) * 128</code>
 
 
  |-
 
  |-
  | Delta Y
+
  | 6
  | Short
+
  | White circle (off-map players)
| Change in Y position as <code>(currentY * 32 - prevY * 32) * 128</code>
 
 
  |-
 
  |-
  | Delta Z
+
  | 7
  | Short
+
  | Small white circle (far-off-map players)
| Change in Z position as <code>(currentZ * 32 - prevZ * 32) * 128</code>
 
 
  |-
 
  |-
  | Yaw
+
  | 8
  | Angle
+
  | Mansion
  | New angle, not a delta
+
  |-
 +
| 9
 +
| Temple
 
  |-
 
  |-
  | Pitch
+
  | 10
  | Angle
+
  | White Banner
| New angle, not a delta
 
 
  |-
 
  |-
  | On Ground
+
  | 11
  | Boolean
+
  | Orange Banner
|
 
|}
 
 
 
==== Entity Look ====
 
 
 
This packet is sent by the server when an entity rotates.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="4"| 0x2A
+
  | 12
|rowspan="4"| Play
+
  | Magenta Banner
|rowspan="4"| Client
 
| Entity ID
 
| VarInt
 
  |  
 
 
  |-
 
  |-
  | Yaw
+
  | 13
  | Angle
+
  | Light Blue Banner
| New angle, not a delta
 
 
  |-
 
  |-
  | Pitch
+
  | 14
  | Angle
+
  | Yellow Banner
| New angle, not a delta
 
 
  |-
 
  |-
  | On Ground
+
  | 15
  | Boolean
+
  | 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
 
  |}
 
  |}
  
==== Vehicle Move (clientbound) ====
+
==== Trade List ====
  
Note that all fields use absolute positioning and do not allow for relative positioning.
+
The list of trades a villager NPC is offering.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,788: Line 2,847:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
  ! Field Type
+
  !colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x2B
+
  |rowspan="18"| 0x27
  |rowspan="5"| Play
+
  |rowspan="18"| Play
  |rowspan="5"| Client
+
  |rowspan="18"| Client
  | X
+
  |-
  | Double
+
  | colspan="2" | Window ID
  | Absolute position (X coordinate)
+
| colspan="2" | VarInt
 +
  | The ID of the window that is open; this is an int rather than a byte.
 
  |-
 
  |-
  | Y
+
  | colspan="2" | Size
  | Double
+
  | colspan="2" | Byte
  | Absolute position (Y coordinate)
+
  | The number of trades in the following array
 
  |-
 
  |-
  | Z
+
  | rowspan="11" | Trades
  | Double
+
| Input item 1
  | Absolute position (Z coordinate)
+
| rowspan="11" | Array
 +
| [[Slot]]
 +
| The first item the villager is buying
 +
|-
 +
| Output item
 +
| [[Slot]]
 +
| The item the villager is selling
 +
|-
 +
| Has second item
 +
| Boolean
 +
| Whether there is a second item
 +
|-
 +
| Input item 2
 +
| Optional [[Slot]]
 +
| The second item the villager is buying; only present if they have a second item.
 +
|-
 +
| 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
 +
|-
 +
| Maximum number of trade uses
 +
| Integer
 +
| Number of times this trade can be used
 +
|-
 +
| XP
 +
| Integer
 +
|
 +
|-
 +
| Special Price
 +
  | Integer
 +
  |
 
  |-
 
  |-
  | Yaw
+
  | Price Multiplier
 
  | Float
 
  | Float
  | Absolute rotation on the vertical axis, in degrees
+
  |
 +
|-
 +
| Demand
 +
| Integer
 +
|
 +
|-
 +
|colspan="2"| Villager level
 +
|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
 +
|-
 +
|colspan="2"| Experience
 +
|colspan="2"| VarInt
 +
| Total experience for this villager (always 0 for the wandering trader)
 +
|-
 +
|colspan="2"| Is regular villager
 +
|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.
 
  |-
 
  |-
  | Pitch
+
  |colspan="2"| Can restock
  | Float
+
  |colspan="2"| Boolean
  | Absolute rotation on the horizontal axis, in degrees
+
  | 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.
 
  |}
 
  |}
  
==== Open Sign Editor ====
+
[[File:1.14-merchant-slots.png|thumb|The merchant UI, for reference]]
 +
{{-}}
 +
 
 +
==== Entity Relative Move ====
 +
 
 +
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.
  
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.
+
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 2,828: Line 2,944:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x2C
+
  |rowspan="5"| 0x28
  |rowspan="1"| Play
+
  |rowspan="5"| Play
  |rowspan="1"| Client
+
  |rowspan="5"| Client
  | Location
+
  | Entity ID
  | Position
+
  | VarInt
 
  |  
 
  |  
|}
 
 
==== 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"| 0x2D
+
  | Delta X
  |rowspan="2"| Play
+
| Short
  |rowspan="2"| Client
+
| Change in X position as <code>(currentX * 32 - prevX * 32) * 128</code>
  | Window ID
+
|-
  | Byte
+
  | Delta Y
  |
+
| Short
 +
  | Change in Y position as <code>(currentY * 32 - prevY * 32) * 128</code>
 +
|-
 +
  | Delta Z
 +
  | Short
 +
  | Change in Z position as <code>(currentZ * 32 - prevZ * 32) * 128</code>
 
  |-
 
  |-
  | Recipe
+
  | On Ground
  | Identifier
+
  | Boolean
  | A recipe ID
+
  |  
 
  |}
 
  |}
  
==== Player Abilities (clientbound) ====
+
==== Entity Look And Relative Move ====
  
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.
+
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 2,872: Line 2,980:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x2E
+
  |rowspan="7"| 0x29
  |rowspan="3"| Play
+
  |rowspan="7"| Play
  |rowspan="3"| Client
+
  |rowspan="7"| Client
  | Flags
+
  | Entity ID
  | Byte
+
  | VarInt
  | Bit field, see below
+
  |  
 
  |-
 
  |-
  | Flying Speed
+
  | Delta X
  | Float
+
  | Short
  |  
+
  | Change in X position as <code>(currentX * 32 - prevX * 32) * 128</code>
 
  |-
 
  |-
  | Field of View Modifier
+
  | Delta Y
  | Float
+
  | Short
  | Modifies the field of view, like a speed potion. A Notchian server will use the same value as the movement speed (send in the [[Protocol#Entity_Properties|Entity Properties]] packet).
+
  | Change in Y position as <code>(currentY * 32 - prevY * 32) * 128</code>
|}
 
 
 
About the flags:
 
 
 
{| class="wikitable"
 
 
  |-
 
  |-
  ! Field
+
  | Delta Z
  ! Bit
+
  | Short
 +
| Change in Z position as <code>(currentZ * 32 - prevZ * 32) * 128</code>
 
  |-
 
  |-
  | Invulnerable
+
  | Yaw
  | 0x01
+
  | Angle
 +
| New angle, not a delta
 
  |-
 
  |-
  | Flying
+
  | Pitch
  | 0x02
+
  | Angle
 +
| New angle, not a delta
 
  |-
 
  |-
  | Allow Flying
+
  | On Ground
  | 0x04
+
  | Boolean
  |-
+
  |  
| Creative Mode (Instant Break)
 
| 0x08
 
 
  |}
 
  |}
  
==== Combat Event ====
+
==== Entity Look ====
 +
 
 +
This packet is sent by the server when an entity rotates.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,914: Line 3,020:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| 0x2F
+
  |rowspan="4"| 0x2A
  |rowspan="8"| Play
+
  |rowspan="4"| Play
  |rowspan="8"| Client
+
  |rowspan="4"| 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
 
  |  
 
  |  
 
  |-
 
  |-
  | Entity ID
+
  | Yaw
  | Int
+
  | Angle
  |  
+
  | New angle, not a delta
 
  |-
 
  |-
  |rowspan="3"| 2: entity dead
+
  | Pitch
| Player ID
+
  | Angle
  | VarInt
+
  | New angle, not a delta
  |  
 
 
  |-
 
  |-
  | Entity ID
+
  | On Ground
  | Int
+
  | Boolean
|
 
|-
 
| Message
 
| [[Chat]]
 
 
  |  
 
  |  
 
  |}
 
  |}
  
==== Player List Item ====
+
==== Entity ====
 +
 
 +
This packet may be used to initialize an entity.
  
Sent by the server to update the user list (<tab> in the client).
+
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"
 
{| class="wikitable"
Line 2,966: Line 3,054:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="4"| Field Name
+
  ! Field Name
  !colspan="3"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="19"| 0x30
+
  |rowspan="1"| 0x2B
  |rowspan="19"| Play
+
  |rowspan="1"| Play
  |rowspan="19"| Client
+
  |rowspan="1"| Client
  |colspan="4"| Action
+
  | Entity ID
  |colspan="3"| VarInt
+
| VarInt
  | Determines the rest of the Player format after the UUID
+
|  
 +
  |}
 +
 
 +
==== 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
 
  |-
 
  |-
  |colspan="4"| Number Of Players
+
  |rowspan="5"| 0x2C
  |colspan="3"| VarInt
+
  |rowspan="5"| Play
  | Number of elements in the following array
+
  |rowspan="5"| Client
 +
| X
 +
| Double
 +
| Absolute position (X coordinate)
 
  |-
 
  |-
  |rowspan="17"| Player
+
  | Y
|colspan="3"| UUID
+
  | Double
  |rowspan="17"| Array
+
  | Absolute position (Y coordinate)
|colspan="2"| UUID
 
  |  
 
 
  |-
 
  |-
  ! Action
+
  | Z
  !colspan="2"| Field Name
+
  | Double
  !colspan="2"|  
+
  | Absolute position (Z coordinate)
!
 
 
  |-
 
  |-
  |rowspan="10"| 0: add player
+
  | Yaw
|colspan="2"| Name
+
  | Float
  |colspan="2"| String (16)
+
  | Absolute rotation on the vertical axis, in degrees
  |  
 
 
  |-
 
  |-
  |colspan="2"| Number Of Properties
+
  | Pitch
  |colspan="2"| VarInt
+
  | Float
  | Number of elements in the following array
+
  | Absolute rotation on the horizontal axis, in degrees
  |-
+
  |}
|rowspan="4"| Property
+
 
  | Name
+
==== Open Book ====
  |rowspan="4"| Array
+
 
  | String (32767)
+
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
 
  |-
 
  |-
  | Value
+
  |rowspan="1"| 0x2D
  | String (32767)
+
|rowspan="1"| Play
  |  
+
  |rowspan="1"| Client
  |-
+
  | Hand
  | Is Signed
+
  | VarInt enum
  | Boolean
+
  | 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
 
  |-
 
  |-
  | Signature
+
  |rowspan="3"| 0x2E
  | Optional String (32767)
+
|rowspan="3"| Play
  | Only if Is Signed is true
+
|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.
 
  |-
 
  |-
  |colspan="2"| Gamemode
+
  | Window Type
  |colspan="2"| VarInt
+
  | VarInt
  |  
+
  | The window type to use for display. Contained in the <code>minecraft:menu</code> regisry; see [[Inventory]] for the different values.
 
  |-
 
  |-
  |colspan="2"| Ping
+
  | Window Title
|colspan="2"| VarInt
+
| [[Chat]]
  | Measured in milliseconds
+
| The title of the window
 +
|}
 +
 
 +
==== Open Sign Editor ====
 +
 
 +
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.
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  |colspan="2"| Has Display Name
+
  |rowspan="1"| 0x2F
  |colspan="2"| Boolean
+
  |rowspan="1"| Play
 +
|rowspan="1"| 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
 
  |-
 
  |-
  |colspan="2"| Display Name
+
  |rowspan="2"| 0x30
  |colspan="2"| Optional [[Chat]]
+
  |rowspan="2"| Play
  | Only if Has Display Name is true
+
|rowspan="2"| Client
 +
| Window ID
 +
| Byte
 +
  |
 
  |-
 
  |-
  | 1: update gamemode
+
  | Recipe
  |colspan="2"| Gamemode
+
  | Identifier
|colspan="2"| VarInt
+
  | A recipe ID
|
 
|-
 
| 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.
+
==== Player Abilities (clientbound) ====
  
Ping values correspond with icons in the following way:
+
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.
* 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 3,082: Line 3,206:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| 0x31
+
  |rowspan="3"| 0x31
  |rowspan="8"| Play
+
  |rowspan="3"| Play
  |rowspan="8"| Client
+
  |rowspan="3"| Client
 +
| Flags
 +
| Byte
 +
| Bit field, see below
 
  |-
 
  |-
  | Feet/eyes
+
  | Flying Speed
  | VarInt enum
+
  | Float
  | Values are feet=0, eyes=1.  If set to eyes, aims using the head position; otherwise aims using the feet position.
+
  | 0.05 by default
 
  |-
 
  |-
  | Target x
+
  | Field of View Modifier
  | Double
+
  | Float
  | x coordinate of the point to face towards
+
  | Modifies the field of view, like a speed potion. A Notchian server will use the same value as the movement speed sent in the [[Protocol#Entity_Properties|Entity Properties]] packet, which defaults to 0.1 for players.
 +
|}
 +
 
 +
About the flags:
 +
 
 +
{| class="wikitable"
 
  |-
 
  |-
  | Target y
+
  ! Field
  | Double
+
  ! Bit
| y coordinate of the point to face towards
 
 
  |-
 
  |-
  | Target z
+
  | Invulnerable
  | Double
+
  | 0x01
| z coordinate of the point to face towards
 
 
  |-
 
  |-
  | Is entity
+
  | Flying
  | Boolean
+
  | 0x02
| If true, additional information about an entity is provided.
 
 
  |-
 
  |-
  | Entity ID
+
  | Allow Flying
  | Optional VarInt
+
  | 0x04
| Only if is entity is true &mdash; the entity to face towards
 
 
  |-
 
  |-
  | Entity feet/eyes
+
  | Creative Mode (Instant Break)
  | Optional VarInt enum
+
  | 0x08
| 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.
+
==== Combat Event ====
 
 
==== Player Position And Look (clientbound) ====  
 
 
 
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 <code>3.2E7D</code> 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.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,133: Line 3,248:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x32
+
  |rowspan="8"| 0x32
  |rowspan="7"| Play
+
  |rowspan="8"| Play
  |rowspan="7"| Client
+
  |rowspan="8"| Client
  | X
+
  |colspan="2"| Event
  | Double
+
| VarInt Enum
  | Absolute or relative position, depending on Flags
+
  | Determines the layout of the remaining packet
 +
  |-
 +
! Event
 +
! Field Name
 +
!
 +
!
 
  |-
 
  |-
  | Y
+
  | 0: enter combat
  | Double
+
  | ''no fields''
  | Absolute or relative position, depending on Flags
+
| ''no fields''
 +
  |  
 
  |-
 
  |-
  | Z
+
  |rowspan="2"| 1: end combat
  | Double
+
| Duration
  | Absolute or relative position, depending on Flags
+
  | VarInt
 +
  |  
 
  |-
 
  |-
  | Yaw
+
  | Entity ID
  | Float
+
  | Int
  | Absolute or relative rotation on the X axis, in degrees
+
  |  
 
  |-
 
  |-
  | Pitch
+
  |rowspan="3"| 2: entity dead
  | Float
+
| Player ID
  | Absolute or relative rotation on the Y axis, in degrees
+
  | VarInt
 +
  |  
 
  |-
 
  |-
  | Flags
+
  | Entity ID
  | Byte
+
  | Int
  | Bit field, see below
+
  |  
 
  |-
 
  |-
  | Teleport ID
+
  | Message
  | VarInt
+
  | [[Chat]]
| Client should confirm this packet with [[#Teleport Confirm|Teleport Confirm]] containing the same Teleport ID
+
|
 
  |}
 
  |}
  
About the Flags field:
+
==== Player Info ====
  
<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 by the server to update the user list (<tab> in the client).
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
!colspan="4"| Field Name
 +
!colspan="3"| Field Type
 +
! Notes
 
  |-
 
  |-
  ! Field
+
  |rowspan="19"| 0x33
  ! Bit
+
  |rowspan="19"| Play
 +
|rowspan="19"| Client
 +
|colspan="4"| Action
 +
|colspan="3"| VarInt
 +
| Determines the rest of the Player format after the UUID
 
  |-
 
  |-
  | X
+
  |colspan="4"| Number Of Players
  | 0x01
+
|colspan="3"| VarInt
 +
  | Number of elements in the following array
 
  |-
 
  |-
  | Y
+
  |rowspan="17"| Player
  | 0x02
+
|colspan="3"| UUID
 +
|rowspan="17"| Array
 +
|colspan="2"| UUID
 +
  |  
 
  |-
 
  |-
  | Z
+
  ! Action
  | 0x04
+
!colspan="2"| Field Name
 +
  !colspan="2"|  
 +
!
 
  |-
 
  |-
  | Y_ROT
+
  |rowspan="10"| 0: add player
  | 0x08
+
|colspan="2"| Name
 +
|colspan="2"| String (16)
 +
  |  
 
  |-
 
  |-
  | X_ROT
+
  |colspan="2"| Number Of Properties
| 0x10
+
  |colspan="2"| VarInt
  |}
+
  | Number of elements in the following array
 
 
==== Use Bed ====
 
 
 
This packet tells that a player goes to bed.
 
 
 
The client with the matching Entity ID will go into bed mode.
 
 
 
This Packet is sent to all nearby players including the one sent to bed.
 
 
 
Any packets sent with a location not currently occupied by a bed will be ignored by clients.
 
 
 
{| class="wikitable"
 
  ! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x33
+
  |rowspan="4"| Property
  |rowspan="2"| Play
+
  | Name
  |rowspan="2"| Client
+
  |rowspan="4"| Array
| Entity ID
+
  | String (32767)
  | VarInt
+
  |  
  | Sleeping player's EID
 
 
  |-
 
  |-
  | Location
+
  | Value
  | Position
+
  | String (32767)
  | Block location of the head part of the bed
+
  |  
  |}
+
  |-
 
+
| Is Signed
==== Unlock Recipes ====
+
  | Boolean
 
+
  |
{| class="wikitable"
 
  ! Packet ID
 
  ! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="10"| 0x34
+
  | Signature
  |rowspan="10"| Play
+
  | Optional String (32767)
  |rowspan="10"| Client
+
  | Only if Is Signed is true
 
  |-
 
  |-
  | Action
+
  |colspan="2"| Gamemode
  | VarInt
+
  |colspan="2"| VarInt
  | 0: init, 1: add, 2: remove
+
  |  
 
  |-
 
  |-
  | Crafting Recipe Book Open
+
  |colspan="2"| Ping
  | Boolean
+
  |colspan="2"| VarInt
  | If true, then the crafting recipe book will be open when the player opens its inventory.
+
  | Measured in milliseconds
 
  |-
 
  |-
  | Crafting Recipe Book Filter Active
+
  |colspan="2"| Has Display Name
  | Boolean
+
  |colspan="2"| Boolean
  | If true, then the filtering option is active when the players opens its inventory.
+
  |  
 
  |-
 
  |-
  | Smelting Recipe Book Open
+
  |colspan="2"| Display Name
  | Boolean
+
  |colspan="2"| Optional [[Chat]]
  | If true, then the smelting recipe book will be open when the player opens its inventory.
+
  | Only if Has Display Name is true
 
  |-
 
  |-
  | Smelting Recipe Book Filter Active
+
  | 1: update gamemode
  | Boolean
+
  |colspan="2"| Gamemode
  | If true, then the filtering option is active when the players opens its inventory.
+
|colspan="2"| VarInt
 +
|
 +
|-
 +
| 2: update latency
 +
|colspan="2"| Ping
 +
|colspan="2"| VarInt
 +
  | Measured in milliseconds
 
  |-
 
  |-
  | Array size 1
+
  |rowspan="2"| 3: update display name
  | VarInt
+
|colspan="2"| Has Display Name
  | Number of elements in the following array
+
  |colspan="2"| Boolean
 +
  |  
 
  |-
 
  |-
  | Recipe IDs
+
  |colspan="2"| Display Name
  | Array of Identifier
+
  |colspan="2"| Optional [[Chat]]
  |
+
  | Only send if Has Display Name is true
 
  |-
 
  |-
  | Array size 2
+
  | 4: remove player
  | Optional VarInt
+
  |colspan="2"| ''no fields''
| Number of elements in the following array, only present if mode is 0 (init)
+
  |colspan="2"| ''no fields''
  |-
+
  |  
| 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. VERIFY LIST ORDER?
 
* 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 ====
+
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.
  
Sent by the server when a list of entities is to be destroyed on the client.
+
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.
 +
 
 +
==== 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 3,291: Line 3,416:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x35
+
  |rowspan="8"| 0x34
  |rowspan="2"| Play
+
  |rowspan="8"| Play
  |rowspan="2"| Client
+
  |rowspan="8"| Client
  | Count
+
  |-
  | VarInt
+
| Feet/eyes
  | Number of elements in the following array
+
  | 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 IDs
+
  | Entity feet/eyes
  | Array of VarInt
+
  | Optional VarInt enum
  | The list of entities of destroy
+
  | Whether to look at the entity's eyes or feet.  Same values and meanings as before, just for the entity's head/feet.
 
  |}
 
  |}
  
==== Remove Entity Effect ====
+
If the entity given by entity ID cannot be found, this packet should be treated as if is entity was false.
 +
 
 +
==== Player Position And Look (clientbound) ====  
 +
 
 +
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 <code>3.2E7D</code> 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.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,313: Line 3,471:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x36
+
  |rowspan="7"| 0x35
  |rowspan="2"| Play
+
  |rowspan="7"| Play
  |rowspan="2"| Client
+
  |rowspan="7"| Client
  | Entity ID
+
  | X
  | VarInt
+
  | 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
 
  |-
 
  |-
  | Effect ID
+
  | Flags
 
  | Byte
 
  | Byte
  | See {{Minecraft Wiki|Status effect#List of effects|this table}}
+
  | Bit field, see below
 +
|-
 +
| Teleport ID
 +
| VarInt
 +
| Client should confirm this packet with [[#Teleport Confirm|Teleport Confirm]] containing the same Teleport ID
 
  |}
 
  |}
  
==== Resource Pack Send ====
+
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"
 
{| class="wikitable"
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x37
+
! Field
  |rowspan="2"| Play
+
! Bit
  |rowspan="2"| Client
+
  |-
  | URL
+
| X
  | String (32767)
+
  | 0x01
  | The URL to the resource pack.
+
|-
 +
  | Y
 +
| 0x02
 +
|-
 +
| Z
 +
| 0x04
 +
  |-
 +
  | Y_ROT
 +
  | 0x08
 
  |-
 
  |-
  | Hash
+
  | X_ROT
  | String (40)
+
  | 0x10
| 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
 
 
  |}
 
  |}
  
==== Respawn ====
+
==== Unlock Recipes ====
 
 
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 3,359: Line 3,538:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x38
+
  |rowspan="10"| 0x36
  |rowspan="4"| Play
+
  |rowspan="10"| Play
  |rowspan="4"| Client
+
  |rowspan="10"| Client
| Dimension
 
| Int Enum
 
| -1: The Nether, 0: The Overworld, 1: The End
 
 
  |-
 
  |-
  | Difficulty
+
  | Action
  | Unsigned Byte
+
  | VarInt
  | 0: Peaceful, 1: Easy, 2: Normal, 3: Hard
+
  | 0: init, 1: add, 2: remove
 
  |-
 
  |-
  | Gamemode
+
  | Crafting Recipe Book Open
  | Unsigned Byte
+
  | Boolean
  | 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included
+
  | If true, then the crafting recipe book will be open when the player opens its inventory.
 
  |-
 
  |-
  | Level Type
+
  | Crafting Recipe Book Filter Active
  | String (16)
+
  | Boolean
  | Same as [[#Join Game|Join Game]]
+
| 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.
 +
|-
 +
| 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. VERIFY LIST ORDER?
 +
* 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.
  
{{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).
+
==== Destroy Entities ====
  
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.}}
+
Sent by the server when a list of entities is to be destroyed on the client.
 
 
==== Entity Head Look ====
 
 
 
Changes the direction an entity's head is facing.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,395: Line 3,595:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x39
+
  |rowspan="2"| 0x37
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Entity ID
+
  | Count
 
  | VarInt
 
  | VarInt
  |  
+
  | Number of elements in the following array
 
  |-
 
  |-
  | Head Yaw
+
  | Entity IDs
  | Angle
+
  | Array of VarInt
  | New angle, not a delta
+
  | The list of entities of destroy
 
  |}
 
  |}
  
==== Select Advancement Tab ====
+
==== Remove Entity Effect ====
 
 
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 3,419: Line 3,617:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x3A
+
  |rowspan="2"| 0x38
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Has id
+
  | Entity ID
  | Boolean
+
  | VarInt
  | Indicates if the next field is present
+
  |  
 
  |-
 
  |-
  | Optional Identifier
+
  | Effect ID
  | String (32767)
+
  | Byte
  | See below
+
  | See {{Minecraft Wiki|Status effect#List of effects|this table}}
 
  |}
 
  |}
  
The Identifier can be one of the following:
+
==== Resource Pack Send ====
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Optional Identifier
+
  ! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | minecraft:story/root
+
  |rowspan="2"| 0x39
 +
|rowspan="2"| Play
 +
|rowspan="2"| Client
 +
| URL
 +
| String (32767)
 +
| The URL to the resource pack.
 
  |-
 
  |-
  | minecraft:nether/root
+
  | Hash
  |-
+
  | String (40)
  | minecraft:end/root
+
  | 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
|-
 
| 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.
+
==== Respawn ====
  
==== World Border ====
+
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 3,455: Line 3,659:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="18"| 0x3B
+
  |rowspan="3"| 0x3A
  |rowspan="18"| Play
+
  |rowspan="3"| Play
  |rowspan="18"| Client
+
  |rowspan="3"| Client
  |colspan="2"| Action
+
  | Dimension
  | VarInt Enum
+
| Int Enum
  | Determines the format of the rest of the packet
+
| -1: The Nether, 0: The Overworld, 1: The End
 +
|-
 +
| Gamemode
 +
  | Unsigned Byte
 +
  | 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included
 
  |-
 
  |-
  ! Action
+
| Level Type
 +
| String (16)
 +
| Same as [[#Join Game|Join Game]]
 +
|}
 +
 
 +
{{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.}}
 +
 
 +
==== 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"
 +
  ! Packet ID
 +
! State
 +
! Bound To
 
  ! Field Name
 
  ! Field Name
  !  
+
  ! Field Type
  !  
+
  ! Notes
 
  |-
 
  |-
  | 0: set size
+
  |rowspan="2"| 0x3B
  | Diameter
+
|rowspan="2"| Play
  | Double
+
|rowspan="2"| Client
  | Length of a single side of the world border, in meters
+
  | Entity ID
 +
  | VarInt
 +
  |  
 
  |-
 
  |-
  |rowspan="3"| 1: lerp size
+
  | Head Yaw
  | Old Diameter
+
  | Angle
  | Double
+
  | New angle, not a delta
  | Current length of a single side of the world border, in meters
+
  |}
  |-
+
 
  | New Diameter
+
==== Select Advancement Tab ====
  | Double
+
 
  | Target length of a single side of the world border, in meters
+
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"
 +
! Packet ID
 +
! State
 +
  ! Bound To
 +
  ! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | Speed
+
  |rowspan="2"| 0x3C
  | VarLong
+
|rowspan="2"| Play
  | 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.
+
|rowspan="2"| Client
 +
  | Has id
 +
  | Boolean
 +
| Indicates if the next field is present
 
  |-
 
  |-
  |rowspan="2"| 2: set center
+
  | Optional Identifier
  | X
+
| String (32767)
  | Double
+
  | See below
  |
+
  |}
 +
 
 +
The Identifier can be one of the following:
 +
 
 +
{| class="wikitable"
 +
  ! Optional Identifier
 
  |-
 
  |-
  | Z
+
  | minecraft:story/root
| Double
 
|
 
 
  |-
 
  |-
  |rowspan="8"| 3: initialize
+
  | minecraft:nether/root
| X
 
| Double
 
|
 
 
  |-
 
  |-
  | Z
+
  | minecraft:end/root
| Double
 
|
 
 
  |-
 
  |-
  | Old Diameter
+
| minecraft:adventure/root
  | Double
+
|-
  | Current length of a single side of the world border, in meters
+
| minecraft:husbandry/root
 +
|}
 +
 
 +
If no or an invalid identifier is sent, the client will switch to the first tab in the GUI.
 +
 
 +
==== World Border ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
!colspan="2"| Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="18"| 0x3D
 +
|rowspan="18"| Play
 +
|rowspan="18"| Client
 +
|colspan="2"| Action
 +
| VarInt Enum
 +
| Determines the format of the rest of the packet
 +
|-
 +
! Action
 +
! Field Name
 +
!
 +
!
 +
|-
 +
| 0: set size
 +
| Diameter
 +
| Double
 +
| Length of a single side of the world border, in meters
 +
|-
 +
|rowspan="3"| 1: lerp size
 +
  | Old Diameter
 +
  | Double
 +
  | Current length of a single side of the world border, in meters
 
  |-
 
  |-
 
  | New Diameter
 
  | New Diameter
Line 3,519: Line 3,791:
 
  | 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 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
+
  |rowspan="2"| 2: set center
  | VarInt
+
| X
  | Resulting coordinates from a portal teleport are limited to ±value. Usually 29999984.
+
  | Double
 +
  |  
 
  |-
 
  |-
  | Warning Time
+
  | Z
  | VarInt
+
  | Double
  | In seconds as set by <code>/worldborder warning time</code>
+
  |  
 
  |-
 
  |-
  | Warning Blocks
+
|rowspan="8"| 3: initialize
 +
| 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 ''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
 +
| VarInt
 +
| Resulting coordinates from a portal teleport are limited to ±value. Usually 29999984.
 +
|-
 +
| Warning Time
 +
| VarInt
 +
| In seconds as set by <code>/worldborder warning time</code>
 +
|-
 +
  | Warning Blocks
 
  | VarInt
 
  | VarInt
 
  | In meters
 
  | In meters
Line 3,571: Line 3,873:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x3C
+
  |rowspan="1"| 0x3E
 
  |rowspan="1"| Play
 
  |rowspan="1"| Play
 
  |rowspan="1"| Client
 
  |rowspan="1"| Client
Line 3,598: Line 3,900:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x3D
+
  |rowspan="1"| 0x3F
 
  |rowspan="1"| Play
 
  |rowspan="1"| Play
 
  |rowspan="1"| Client
 
  |rowspan="1"| Client
Line 3,606: Line 3,908:
 
  |}
 
  |}
  
==== Display Scoreboard ====
+
==== Update View Position ====
 +
 
 +
{{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.
  
This is sent to the client when it should display a scoreboard.
+
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 3,618: Line 3,924:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x3E
+
  |rowspan="2"| 0x40
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Position
+
  | Chunk X
  | Byte
+
  | VarInt
  | The position of the scoreboard. 0: list, 1: sidebar, 2: below name, 3 - 18: team specific sidebar, indexed as 3 + team color.
+
  | Chunk X coordinate of the player's position
 
  |-
 
  |-
  | Score Name
+
  | Chunk Z
  | String (16)
+
  | VarInt
  | The unique name for the scoreboard to be displayed.
+
  | Chunk Z coordinate of the player's position
 
  |}
 
  |}
  
==== Entity Metadata ====
+
==== Update View Distance ====
  
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.
+
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.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,642: Line 3,948:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x3F
+
|rowspan="1"| 0x41
  |rowspan="2"| Play
+
|rowspan="1"| Play
  |rowspan="2"| Client
+
|rowspan="1"| Client
  | Entity ID
+
| View Distance
 +
| VarInt
 +
| Render distance (2-32)
 +
|}
 +
 
 +
==== Display Scoreboard ====
 +
 
 +
This is sent to the client when it should display a scoreboard.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="2"| 0x42
 +
|rowspan="2"| Play
 +
|rowspan="2"| 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.
 +
|}
 +
 
 +
==== Entity Metadata ====
 +
 
 +
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"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
  |rowspan="2"| 0x43
 +
  |rowspan="2"| Play
 +
  |rowspan="2"| Client
 +
  | Entity ID
 
  | VarInt
 
  | VarInt
 
  |  
 
  |  
Line 3,666: Line 4,016:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x40
+
  |rowspan="2"| 0x44
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
Line 3,690: Line 4,040:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x41
+
  |rowspan="4"| 0x45
 
  |rowspan="4"| Play
 
  |rowspan="4"| Play
 
  |rowspan="4"| Client
 
  |rowspan="4"| Client
Line 3,720: Line 4,070:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x42
+
  |rowspan="3"| 0x46
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
Line 3,748: Line 4,098:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x43
+
  |rowspan="3"| 0x47
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
Line 3,778: Line 4,128:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x44
+
  |rowspan="3"| 0x48
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
Line 3,806: Line 4,156:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x45
+
  |rowspan="4"| 0x49
 
  |rowspan="4"| Play
 
  |rowspan="4"| Play
 
  |rowspan="4"| Client
 
  |rowspan="4"| Client
Line 3,836: Line 4,186:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x46
+
  |rowspan="3"| 0x4A
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
Line 3,864: Line 4,214:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="23"| 0x47
+
  |rowspan="23"| 0x4B
 
  |rowspan="23"| Play
 
  |rowspan="23"| Play
 
  |rowspan="23"| Client
 
  |rowspan="23"| Client
Line 3,892: Line 4,242:
 
  | <code>always</code>, <code>pushOtherTeams</code>, <code>pushOwnTeam</code>, <code>never</code>
 
  | <code>always</code>, <code>pushOtherTeams</code>, <code>pushOwnTeam</code>, <code>never</code>
 
  |-
 
  |-
  | Formatting
+
  | Team Color
 
  | VarInt enum
 
  | VarInt enum
  | See below
+
  | Used to color the name of players on the team; see below
 
  |-
 
  |-
 
  | Team Prefix
 
  | Team Prefix
Line 3,934: Line 4,284:
 
  | <code>always</code>, <code>pushOtherTeams</code>, <code>pushOwnTeam</code>, <code>never</code>
 
  | <code>always</code>, <code>pushOtherTeams</code>, <code>pushOwnTeam</code>, <code>never</code>
 
  |-
 
  |-
  | Formatting
+
  | Team Color
 
  | VarInt enum
 
  | VarInt enum
  | See below
+
  | Used to color the name of players on the team; see below
 
  |-
 
  |-
 
  | Team Prefix
 
  | Team Prefix
Line 3,965: Line 4,315:
 
  |}
 
  |}
  
Formatting: The formatting of a team defines how the names of the team members are visualized. The following table lists all the possible formattings.
+
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"
Line 4,005: Line 4,355:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x48
+
  |rowspan="4"| 0x4C
 
  |rowspan="4"| Play
 
  |rowspan="4"| Play
 
  |rowspan="4"| Client
 
  |rowspan="4"| Client
Line 4,037: Line 4,387:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x49
+
  |rowspan="1"| 0x4D
 
  |rowspan="1"| Play
 
  |rowspan="1"| Play
 
  |rowspan="1"| Client
 
  |rowspan="1"| Client
Line 4,061: Line 4,411:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x4A
+
  |rowspan="2"| 0x4E
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
Line 4,083: Line 4,433:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="10"| 0x4B
+
  |rowspan="10"| 0x4F
 
  |rowspan="10"| Play
 
  |rowspan="10"| Play
 
  |rowspan="10"| Client
 
  |rowspan="10"| Client
Line 4,138: Line 4,488:
 
The title is visible on screen for Fade In + Stay + Fade Out ticks.
 
The title is visible on screen for Fade In + Stay + Fade Out ticks.
  
==== Stop Sound ====
+
==== Entity Sound Effect ====
 +
 
 +
Plays a sound effect from an entity.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,148: Line 4,500:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x4C
+
  |rowspan="5"| 0x50
  |rowspan="3"| Play
+
  |rowspan="5"| Play
  |rowspan="3"| Client
+
  |rowspan="5"| Client
  | Flags
+
  | Sound ID
  | Byte
+
  | VarInt
  | Controls which fields are present.
+
  | ID of hardcoded sound event ([https://pokechu22.github.io/Burger/1.14.4.html#sounds events] as of 1.14.4)
 
  |-
 
  |-
  | Source
+
  | Sound Category
  | Optional VarInt enum
+
  | VarInt Enum
  | Only if flags is 3 or 1 (bit mask 0x1). See below.  If not present, then sounds from all sources are cleared.
+
  | The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories])
 
  |-
 
  |-
  | Sound
+
  | Entity ID
  | Optional Identifier
+
  | VarInt
  | 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:
 
 
 
{| class="wikitable"
 
! Name !! Value
 
 
  |-
 
  |-
  | master || 0
+
  | Volume
 +
| Float
 +
| 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients
 
  |-
 
  |-
  | music || 1
+
  | Pitch
  |-
+
  | Float
  | record || 2
+
  | Float between 0.5 and 2.0 by Notchian clients
|-
 
| weather || 3
 
|-
 
| block || 4
 
|-
 
| hostile || 5
 
|-
 
| neutral || 6
 
|-
 
| player || 7
 
|-
 
| ambient || 8
 
|-
 
| voice || 9
 
 
  |}
 
  |}
  
Line 4,204: Line 4,538:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x4D
+
  |rowspan="7"| 0x51
 
  |rowspan="7"| Play
 
  |rowspan="7"| Play
 
  |rowspan="7"| Client
 
  |rowspan="7"| Client
 
  | Sound ID
 
  | Sound ID
 
  | VarInt
 
  | VarInt
  | ID of hardcoded sound event ([https://pokechu22.github.io/Burger/1.13.2.html#sounds events] as of 1.13.2)
+
  | ID of hardcoded sound event ([https://pokechu22.github.io/Burger/1.14.4.html#sounds events] as of 1.14.4)
 
  |-
 
  |-
 
  | Sound Category
 
  | Sound Category
Line 4,234: Line 4,568:
 
  | Float
 
  | Float
 
  | Float between 0.5 and 2.0 by Notchian clients
 
  | Float between 0.5 and 2.0 by Notchian clients
 
 
  |}
 
  |}
  
==== Player List Header And Footer ====
+
==== Stop Sound ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="3"| 0x52
 +
|rowspan="3"| Play
 +
|rowspan="3"| 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 [[#Named Sound Effect|Named Sound Effect]].  If not present, then all sounds are cleared.
 +
|}
 +
 
 +
Categories:
 +
 
 +
{| class="wikitable"
 +
! 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.
 
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.
Line 4,249: Line 4,634:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x4E
+
  |rowspan="2"| 0x53
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
Line 4,259: Line 4,644:
 
  | [[Chat]]
 
  | [[Chat]]
 
  | To remove the footer, send a empty translatable component: {"translate":""}
 
  | To remove the footer, send a empty translatable component: {"translate":""}
 +
|}
 +
 +
==== NBT Query Response ====
 +
 +
Sent in response to [[#Query Block NBT|Query Block NBT]] or [[#Query Entity NBT|Query Entity NBT]].
 +
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="2"| 0x54
 +
|rowspan="2"| Play
 +
|rowspan="2"| Client
 +
| Transaction ID
 +
| VarInt
 +
| Can be compared to the one sent in the original query packet.
 +
|-
 +
| NBT
 +
| [[NBT|NBT Tag]]
 +
| The NBT of the block or entity.  May be a TAG_END (0) in which case no NBT is present.
 
  |}
 
  |}
  
 
==== Collect Item ====
 
==== Collect 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 [[#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.
+
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"
 
{| class="wikitable"
Line 4,273: Line 4,682:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x4F
+
  |rowspan="3"| 0x55
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
Line 4,301: Line 4,710:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x50
+
  |rowspan="7"| 0x56
 
  |rowspan="7"| Play
 
  |rowspan="7"| Play
 
  |rowspan="7"| Client
 
  |rowspan="7"| Client
Line 4,343: Line 4,752:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="9"| 0x51
+
  |rowspan="9"| 0x57
 
  |rowspan="9"| Play
 
  |rowspan="9"| Play
 
  |rowspan="9"| Client
 
  |rowspan="9"| Client
Line 4,529: Line 4,938:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="6"| 0x52
+
  |rowspan="6"| 0x58
 
  |rowspan="6"| Play
 
  |rowspan="6"| Play
 
  |rowspan="6"| Client
 
  |rowspan="6"| Client
Line 4,675: Line 5,084:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x53
+
  |rowspan="5"| 0x59
 
  |rowspan="5"| Play
 
  |rowspan="5"| Play
 
  |rowspan="5"| Client
 
  |rowspan="5"| Client
Line 4,714: Line 5,123:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x54
+
  |rowspan="4"| 0x5A
 
  |rowspan="4"| Play
 
  |rowspan="4"| Play
 
  |rowspan="4"| Client
 
  |rowspan="4"| Client
Line 4,905: Line 5,314:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x55
+
  |rowspan="4"| 0x5B
  |rowspan="3"| Play
+
  |rowspan="4"| Play
  |rowspan="3"| Client
+
  |rowspan="4"| Client
 
  | Block Tags
 
  | Block Tags
 
  | (See below)
 
  | (See below)
Line 4,919: Line 5,328:
 
  | (See below)
 
  | (See below)
 
  | IDs are fluid IDs
 
  | IDs are fluid IDs
 +
|-
 +
| Entity Tags
 +
| (See below)
 +
| IDs are entity IDs
 
  |}
 
  |}
  
Line 4,947: Line 5,360:
 
  |}
 
  |}
  
=== Serverbound ===
+
==== Acknowledge Player Digging ====
 
 
==== Teleport Confirm ====
 
 
 
Sent by client as confirmation of [[#Player Position And Look (clientbound)|Player Position And Look]].
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,961: Line 5,370:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x00
+
  |rowspan="4"| 0x5C
  | Play
+
  |rowspan="4"| Play
  | Server
+
  |rowspan="4"| Client
  | Teleport ID
+
| Location
 +
| Position
 +
| Position where the digging was happening
 +
|-
 +
  | Block
 
  | VarInt
 
  | VarInt
  | The ID given by the [[#Player Position And Look (clientbound)|Player Position And Look]] packet
+
| 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?)
 +
|}
 +
 
 +
=== Serverbound ===
 +
 
 +
==== Teleport Confirm ====
 +
 
 +
Sent by client as confirmation of [[#Player Position And Look (clientbound)|Player Position And Look]].
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
| 0x00
 +
| Play
 +
| Server
 +
| Teleport ID
 +
| VarInt
 +
  | The ID given by the [[#Player Position And Look (clientbound)|Player Position And Look]] packet
 
  |}
 
  |}
  
Line 4,991: Line 5,434:
 
  | Position
 
  | Position
 
  | The location of the block to check.
 
  | The location of the block to check.
 +
|}
 +
 +
==== Set 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
 +
|-
 +
|rowspan="1"| 0x02
 +
|rowspan="1"| Play
 +
|rowspan="1"| Server
 +
| New difficulty
 +
| Byte
 +
| 0: peaceful, 1: easy, 2: normal, 3: hard
 
  |}
 
  |}
  
Line 5,007: Line 5,470:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x02
+
  |rowspan="1"| 0x03
 
  |rowspan="1"| Play
 
  |rowspan="1"| Play
 
  |rowspan="1"| Server
 
  |rowspan="1"| Server
Line 5,025: Line 5,488:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x03
+
  |rowspan="1"| 0x04
 
  |rowspan="1"| Play
 
  |rowspan="1"| Play
 
  |rowspan="1"| Server
 
  |rowspan="1"| Server
Line 5,062: Line 5,525:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="6"| 0x04
+
  |rowspan="6"| 0x05
 
  |rowspan="6"| Play
 
  |rowspan="6"| Play
 
  |rowspan="6"| Server
 
  |rowspan="6"| Server
Line 5,114: Line 5,577:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x05
+
  |rowspan="5"| 0x06
 
  |rowspan="5"| Play
 
  |rowspan="5"| Play
 
  |rowspan="5"| Server
 
  |rowspan="5"| Server
Line 5,138: Line 5,601:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x06
+
  |rowspan="3"| 0x07
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Server
 
  |rowspan="3"| Server
Line 5,154: Line 5,617:
 
  |}
 
  |}
  
==== Enchant Item ====
+
==== Click Window Button ====
 +
 
 +
Used when clicking on window buttons.  Until 1.14, this was only used by enchantment tables.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,169: Line 5,634:
 
  | Window ID
 
  | Window ID
 
  | Byte
 
  | Byte
  | The ID of the enchantment table window sent by [[#Open Window|Open Window]]
+
  | The ID of the window sent by [[#Open Window|Open Window]]
 
  |-
 
  |-
  | Enchantment
+
  | Button ID
 
  | Byte
 
  | Byte
  | The position of the enchantment on the enchantment table window, starting with 0 as the topmost one
+
  | Meaning depends on window type; see below
 
  |}
 
  |}
 
==== Click Window ====
 
 
This packet is sent by the player when it clicks on a slot in a window.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
! Window type
  ! State
+
! ID
  ! Bound To
+
! Meaning
 +
|-
 +
|rowspan="3"| Enchantment Table
 +
| 0 || Topmost enchantment
 +
|-
 +
| 1 || Middle enchantment
 +
|-
 +
| 2 || Bottom enchantment
 +
|-
 +
|rowspan="4"| Lectern
 +
| 1 || Unknown - maybe previous page?  (which does give a redstone output)
 +
|-
 +
| 2 || Unknown - maybe next page?
 +
|-
 +
| 3 || Take Book
 +
|-
 +
| 100? || Unknown - actual value is 100 + some parameter, so there may be multiple
 +
|-
 +
| 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 ====
 +
 
 +
This packet is sent by the player when it clicks on a slot in a window.
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
  ! State
 +
  ! Bound To
 
  ! Field Name
 
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="6"| 0x08
+
  |rowspan="6"| 0x09
 
  |rowspan="6"| Play
 
  |rowspan="6"| Play
 
  |rowspan="6"| Server
 
  |rowspan="6"| Server
Line 5,356: Line 5,850:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x09
+
  | 0x0A
 
  | Play
 
  | Play
 
  | Server
 
  | Server
Line 5,382: Line 5,876:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x0A
+
  |rowspan="2"| 0x0B
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Server
 
  |rowspan="2"| Server
Line 5,404: Line 5,898:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x0B
+
  |rowspan="3"| 0x0C
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Server
 
  |rowspan="3"| Server
Line 5,460: Line 5,954:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x0C
+
  |rowspan="2"| 0x0D
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Server
 
  |rowspan="2"| Server
Line 5,488: Line 5,982:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="6"| 0x0D
+
  |rowspan="6"| 0x0E
 
  |rowspan="6"| Play
 
  |rowspan="6"| Play
 
  |rowspan="6"| Server
 
  |rowspan="6"| Server
Line 5,528: Line 6,022:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x0E
+
  | 0x0F
 
  | Play
 
  | Play
 
  | Server
 
  | Server
Line 5,536: Line 6,030:
 
  |}
 
  |}
  
==== Player ====
+
==== Lock Difficulty ====
 
 
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.
+
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 5,552: Line 6,042:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x0F
+
  |rowspan="1"| 0x10
 
  |rowspan="1"| Play
 
  |rowspan="1"| Play
 
  |rowspan="1"| Server
 
  |rowspan="1"| Server
  | On Ground
+
  | Locked
 
  | Boolean
 
  | Boolean
  | True if the client is on the ground, false otherwise
+
  |
 
  |}
 
  |}
  
Line 5,584: Line 6,074:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x10
+
  |rowspan="4"| 0x11
 
  |rowspan="4"| Play
 
  |rowspan="4"| Play
 
  |rowspan="4"| Server
 
  |rowspan="4"| Server
Line 5,616: Line 6,106:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="6"| 0x11
+
  |rowspan="6"| 0x12
 
  |rowspan="6"| Play
 
  |rowspan="6"| Play
 
  |rowspan="6"| Server
 
  |rowspan="6"| Server
Line 5,679: Line 6,169:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x12
+
  |rowspan="3"| 0x13
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Server
 
  |rowspan="3"| Server
Line 5,695: Line 6,185:
 
  |}
 
  |}
  
==== Vehicle Move (serverbound) ====
+
==== Player ====
 +
 
 +
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).
  
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.
+
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"
Line 5,707: Line 6,201:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x13
+
|rowspan="1"| 0x14
  |rowspan="5"| Play
+
|rowspan="1"| Play
  |rowspan="5"| Server
+
|rowspan="1"| Server
  | X
+
| On Ground
  | Double
+
| Boolean
  | Absolute position (X coordinate)
+
| True if the client is on the ground, false otherwise
  |-
+
|}
  | Y
+
 
 +
==== Vehicle Move (serverbound) ====
 +
 
 +
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.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
  |rowspan="5"| 0x15
 +
  |rowspan="5"| Play
 +
  |rowspan="5"| Server
 +
  | X
 +
  | Double
 +
  | Absolute position (X coordinate)
 +
  |-
 +
  | Y
 
  | Double
 
  | Double
 
  | Absolute position (Y coordinate)
 
  | Absolute position (Y coordinate)
Line 5,743: Line 6,257:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x14
+
  |rowspan="2"| 0x16
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Server
 
  |rowspan="2"| Server
  | Right paddle turning
+
  | Left paddle turning
 
  | Boolean
 
  | Boolean
 
  |
 
  |
 
  |-
 
  |-
  | Left paddle turning
+
  | Right paddle turning
 
  | Boolean
 
  | Boolean
 
  |
 
  |
Line 5,770: Line 6,284:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x15
+
  |rowspan="1"| 0x17
 
  |rowspan="1"| Play
 
  |rowspan="1"| Play
 
  |rowspan="1"| Server
 
  |rowspan="1"| Server
Line 5,798: Line 6,312:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x16
+
  |rowspan="3"| 0x18
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Server
 
  |rowspan="3"| Server
Line 5,816: Line 6,330:
 
==== Player Abilities (serverbound) ====
 
==== Player Abilities (serverbound) ====
  
The latter 2 bytes are used to indicate the walking and flying speeds respectively, while the first byte is used to determine the value of 4 booleans.
+
The latter 2 fields are used to indicate the walking and flying speeds respectively, while the first field is used to determine the value of 4 booleans.
  
 
The vanilla client sends this packet when the player starts/stops flying with the Flags parameter changed accordingly. All other parameters are ignored by the vanilla server.
 
The vanilla client sends this packet when the player starts/stops flying with the Flags parameter changed accordingly. All other parameters are ignored by the vanilla server.
Line 5,828: Line 6,342:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x17
+
  |rowspan="3"| 0x19
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Server
 
  |rowspan="3"| Server
Line 5,856: Line 6,370:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x18
+
  |rowspan="3"| 0x1A
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Server
 
  |rowspan="3"| Server
Line 5,953: Line 6,467:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x19
+
  |rowspan="3"| 0x1B
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Server
 
  |rowspan="3"| Server
Line 6,017: Line 6,531:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x1A
+
  |rowspan="3"| 0x1C
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Server
 
  |rowspan="3"| Server
Line 6,045: Line 6,559:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x1B
+
  |rowspan="11"| 0x1D
  |rowspan="7"| Play
+
  |rowspan="11"| Play
  |rowspan="7"| Server
+
  |rowspan="11"| Server
 
  |colspan="2"| Type
 
  |colspan="2"| Type
 
  | VarInt
 
  | VarInt
Line 6,078: Line 6,592:
 
  | Boolean
 
  | Boolean
 
  | Whether the player has the smelting recipe book filter option currently active.
 
  | Whether the player has the smelting recipe book filter option currently active.
 +
|-
 +
| Blasting Recipe Book Open
 +
| Boolean
 +
| May be swapped with smoking recipe book.  Also, the notchian client appears to use the same value for both of those books currently.
 +
|-
 +
| Blasting Recipe Filter Active
 +
| Boolean
 +
| May be swapped with smoking recipe book.  Also, the notchian client appears to use the same value for both of those books currently.
 +
|-
 +
| Smoking Recipe Book Open
 +
| Boolean
 +
|
 +
|-
 +
| Smoking Recipe Filter Active
 +
| Boolean
 +
|
 
  |}
 
  |}
  
Line 6,094: Line 6,624:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x1C
+
  |rowspan="1"| 0x1E
 
  |rowspan="1"| Play
 
  |rowspan="1"| Play
 
  |rowspan="1"| Server
 
  |rowspan="1"| Server
Line 6,112: Line 6,642:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x1D
+
  |rowspan="1"| 0x1F
  |rowspan="2"| Play
+
  |rowspan="1"| Play
  |rowspan="2"| Server
+
  |rowspan="1"| Server
 
  | Result
 
  | Result
 
  | VarInt Enum
 
  | VarInt Enum
Line 6,130: Line 6,660:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x1E
+
  |rowspan="2"| 0x20
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Server
 
  |rowspan="2"| Server
Line 6,154: Line 6,684:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x1F
+
  |rowspan="1"| 0x21
 
  |rowspan="1"| Play
 
  |rowspan="1"| Play
 
  |rowspan="1"| Server
 
  |rowspan="1"| Server
Line 6,174: Line 6,704:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x20
+
  |rowspan="2"| 0x22
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Server
 
  |rowspan="2"| Server
Line 6,198: Line 6,728:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x21
+
  |rowspan="1"| 0x23
 
  |rowspan="1"| Play
 
  |rowspan="1"| Play
 
  |rowspan="1"| Server
 
  |rowspan="1"| Server
Line 6,216: Line 6,746:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="11"| 0x22
+
  |rowspan="5"| 0x24
  |rowspan="11"| Play
+
  |rowspan="5"| Play
  |rowspan="11"| Server
+
  |rowspan="5"| Server
 
  |-
 
  |-
 
  | Location
 
  | Location
Line 6,245: Line 6,775:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x23
+
  |rowspan="3"| 0x25
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Server
 
  |rowspan="3"| Server
Line 6,277: Line 6,807:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x24
+
  |rowspan="2"| 0x26
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Server
 
  |rowspan="2"| Server
Line 6,287: Line 6,817:
 
  | [[Slot Data|Slot]]
 
  | [[Slot Data|Slot]]
 
  |  
 
  |  
 +
|}
 +
 +
==== Update Jigsaw Block ====
 +
 +
Sent when Done is pressed on the {{Minecraft Wiki|Jigsaw Block}} interface.
 +
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="4"| 0x27
 +
|rowspan="4"| Play
 +
|rowspan="4"| Server
 +
| Location
 +
| Position
 +
| Block entity location
 +
|-
 +
| Attachment type
 +
| Identifier
 +
|
 +
|-
 +
| Target pool
 +
| Identifier
 +
|
 +
|-
 +
| Final state
 +
| String
 +
| "Turns into" on the GUI, <code>final_state</code> in NBT
 
  |}
 
  |}
  
Line 6,299: Line 6,861:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="22"| 0x25
+
  |rowspan="17"| 0x28
  |rowspan="22"| Play
+
  |rowspan="17"| Play
  |rowspan="22"| Server
+
  |rowspan="17"| Server
 
  |-
 
  |-
 
  | Location
 
  | Location
Line 6,385: Line 6,947:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x26
+
  |rowspan="5"| 0x29
 
  |rowspan="5"| Play
 
  |rowspan="5"| Play
 
  |rowspan="5"| Server
 
  |rowspan="5"| Server
Line 6,421: Line 6,983:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x27
+
  | 0x2A
 
  | Play
 
  | Play
 
  | Server
 
  | Server
Line 6,437: Line 6,999:
 
{| class="wikitable"
 
{| class="wikitable"
 
  ! Packet ID
 
  ! Packet ID
  ! State
+
  ! State
  ! Bound To
+
  ! Bound To
  ! Field Name
+
  ! Field Name
  ! Field Type
+
  ! Field Type
  ! Notes
+
  ! Notes
  |-
+
  |-
  |rowspan="1"| 0x28
+
  |rowspan="1"| 0x2B
  |rowspan="1"| Play
+
  |rowspan="1"| Play
  |rowspan="1"| Server
+
  |rowspan="1"| 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 ====
+
==== Player Block Placement ====
 
+
 
{| class="wikitable"
+
{| class="wikitable"
  |-
+
  |-
  ! Packet ID
+
  ! Packet ID
  ! State
+
  ! State
  ! Bound To
+
  ! Bound To
  ! Field Name
+
  ! Field Name
  ! Field Type
+
  ! Field Type
  ! Notes
+
  ! Notes
  |-
+
  |-
  |rowspan="6"| 0x29
+
  |rowspan="7"| 0x2C
  |rowspan="6"| Play
+
  |rowspan="7"| Play
  |rowspan="6"| Server
+
  |rowspan="7"| Server
  | Location
+
| Hand
  | Position
+
| VarInt Enum
  | Block position
+
| The hand from which the block is placed; 0: main hand, 1: off hand
  |-
+
|-
  | Face
+
  | Location
  | VarInt Enum
+
  | Position
  | The face on which the block is placed (as documented at [[#Player Digging|Player Digging]])
+
  | Block position
|-
+
  |-
| Hand
+
  | Face
| VarInt Enum
+
  | VarInt Enum
| The hand from which the block is placed; 0: main hand, 1: off hand
+
  | The face on which the block is placed (as documented at [[#Player Digging|Player Digging]])
  |-
+
  |-
  | 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
 +
| Boolean
 +
| True when the player's head is inside of a block.
 +
  |}
 +
 
 +
Upon placing a block, this packet is sent once.
  
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.
  
The Cursor Position X/Y/Z fields (also known as in-block coordinates) are calculated using raytracing. The unit corresponds to sixteen pixel 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 ====
 
==== Use Item ====
Line 6,506: Line 7,074:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x2A
+
  | 0x2D
 
  | Play
 
  | Play
 
  | Server
 
  | Server

Latest revision as of 05:38, 23 September 2019

Heads up!

This article is about the protocol for the latest stable release of Minecraft computer edition (1.14.4, protocol 498). For the computer edition pre-releases, see Pre-release protocol. For 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 chat.freenode.net (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.

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×4) + 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; up to n × 4 bytes can be used to encode n characters 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.
Chat ≥ 1
≤ (32767×4) + 3
See Chat Encoded as a String with max length of 32767.
Identifier ≥ 1
≤ (32767×4) + 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 Entities#Entity Metadata Format
Slot Varies An item stack in an inventory or container See Slot Data
NBT Tag Varies Depends on context See NBT
Position 8 An integer/block position: x (-33554432 to 33554431), y (-2048 to 2047), z (-33554432 to 33554431) x as a 26-bit integer, followed by y as a 12-bit integer, followed by z as a 26-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)
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.

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. The namespace should only use the characters 01​​234​5​6​78​9abcdefghijklmnopqrstuvwxyz-_; actual names may contain more symbols. The naming convention is lower_case_with_underscores. More information.

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.

Pseudocode to read and write VarInts and VarLongs:

public static int readVarInt() {
    int numRead = 0;
    int result = 0;
    byte read;
    do {
        read = readByte();
        int value = (read & 0b01111111);
        result |= (value << (7 * numRead));

        numRead++;
        if (numRead > 5) {
            throw new RuntimeException("VarInt is too big");
        }
    } while ((read & 0b10000000) != 0);

    return result;
}
public static long readVarLong() {
    int numRead = 0;
    long result = 0;
    byte read;
    do {
        read = readByte();
        int value = (read & 0b01111111);
        result |= (value << (7 * numRead));

        numRead++;
        if (numRead > 10) {
            throw new RuntimeException("VarLong is too big");
        }
    } while ((read & 0b10000000) != 0);

    return result;
}
public static void writeVarInt(int value) {
    do {
        byte temp = (byte)(value & 0b01111111);
        // Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone
        value >>>= 7;
        if (value != 0) {
            temp |= 0b10000000;
        }
        writeByte(temp);
    } while (value != 0);
}
public static void writeVarLong(long value) {
    do {
        byte temp = (byte)(value & 0b01111111);
        // Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone
        value >>>= 7;
        if (value != 0) {
            temp |= 0b10000000;
        }
        writeByte(temp);
    } while (value != 0);
}

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 be 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
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

64-bit value split in to three parts

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

Encoded as followed:

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

And decoded as:

val = read_unsigned_long();
x = val >> 38;
y = val & 0xFFF;
z = (val << 26 >> 38);

Note: The details of bit shifting are rather language dependent; the above may work in Java but probably won't in other languages without some tweaking. In particular, you will usually receive positive numbers even if the actual coordinates are negative. This can be fixed by adding something like the following:

if x >= 2^25 { x -= 2^26 }
if y >= 2^11 { y -= 2^12 }
if z >= 2^25 { z -= 2^26 }

Fixed-point numbers

Some fields may be stored as fixed-point numbers, where a certain number of bits represents the signed integer part (number to the left of the decimal point) and the rest represents the fractional part (to the right). Floating points (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 points, their fractional precision is greater for higher values. This makes them ideal for representing global coordinates of an entity in Minecraft, as it's more important to store the integer part accurately than position them more precisely within a single block (or meter).

Coordinates are often represented as a 32-bit integer, where 5 of the least-significant bits are dedicated to the fractional part, and the rest store the integer part.

Java lacks support for fractional integers directly, but you can represent them as integers. To convert from a double to this integer representation, use the following formulas:

 abs_int = (int) (double * 32.0D);

And back again:

 double = (double) (abs_int / 32.0D);

Particle

Field Name Field Type Meaning
ID VarInt The ID of the particle type, see below.
Data Varies Varies based on the particle type, see below.
Particle Name Particle ID Data
minecraft:ambient_entity_effect 0 None
minecraft:angry_villager 1 None
minecraft:barrier 2 None
minecraft:block 3
Field Name Field Type Meaning
BlockState VarInt The ID of the block state.
minecraft:bubble 4 None
minecraft:cloud 5 None
minecraft:crit 6 None
minecraft:damage_indicator 7 None
minecraft:dragon_breath 8 None
minecraft:dripping_lava 9 None
minecraft:falling_lava 10 None
minecraft:landing_lava 11 None
minecraft:dripping_water 12 None
minecraft:falling_water 13 None
minecraft:dust 14
Field Name Field Type Meaning
Red Float Red value, 0-1
Green Float Green value, 0-1
Blue Float Blue value, 0-1
Scale Float The scale, will be clamped between 0.01 and 4.
minecraft:effect 15 None
minecraft:elder_guardian 16 None
minecraft:enchanted_hit 17 None
minecraft:enchant 18 None
minecraft:end_rod 19 None
minecraft:entity_effect 20 None
minecraft:explosion_emitter 21 None
minecraft:explosion 22 None
minecraft:falling_dust 23
Field Name Field Type Meaning
BlockState VarInt The ID of the block state.
minecraft:firework 24 None
minecraft:fishing 25 None
minecraft:flame 26 None
minecraft:flash 27 None
minecraft:happy_villager 28 None
minecraft:composter 29 None
minecraft:heart 30 None
minecraft:instant_effect 31 None
minecraft:item 32
Field Name Field Type Meaning
Item Slot The item that will be used.
minecraft:item_slime 33 None
minecraft:item_snowball 34 None
minecraft:large_smoke 35 None
minecraft:lava 36 None
minecraft:mycelium 37 None
minecraft:note 38 None
minecraft:poof 39 None
minecraft:portal 40 None
minecraft:rain 41 None
minecraft:smoke 42 None
minecraft:sneeze 43 None
minecraft:spit 44 None
minecraft:squid_ink 45 None
minecraft:sweep_attack 46 None
minecraft:totem_of_undying 47 None
minecraft:underwater 48 None
minecraft:splash 49 None
minecraft:witch 50 None
minecraft:bubble_pop 51 None
minecraft:current_down 52 None
minecraft:bubble_column_up 53 None
minecraft:nautilus 54 None
minecraft:dolphin 55 None
minecraft:campfire_cosy_smoke 56 None
minecraft:campfire_signal_smoke 57 None


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.

Packet format

Without compression

Field Name Field Type Notes
Length VarInt Length of packet data + length of the packet ID
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 slighty 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)

The length given by the Packet Length field is the number of bytes that remain in that packet, including the Data Length field.

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, otherwise the receiving party will disconnect.

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 498 in Minecraft 1.14.4)
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 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

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.

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.

Play

Clientbound

Spawn Object

Sent by the server when a vehicle or other object is created.

Packet ID State Bound To Field Name Field Type Notes
0x00 Play Client Entity ID VarInt EID of the object
Object UUID UUID
Type VarInt The type of object (same as in Spawn Mob)
X Double
Y Double
Z Double
Pitch Angle
Yaw Angle
Data Int Meaning dependent on the value of the Type field, see Object Data for details.
Velocity X Short Same units as 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).
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 Global Entity

With this packet, the server notifies the client of thunderbolts striking within a 512 block radius around the player. The coordinates specify where exactly the thunderbolt strikes.

Packet ID State Bound To Field Name Field Type Notes
0x02 Play Client Entity ID VarInt The EID of the thunderbolt
Type Byte Enum The global entity type, currently always 1 for thunderbolt
X Double
Y Double
Z Double

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 Painting

This packet shows location, name, and type of painting.

Packet ID State Bound To Field Name Field Type Notes
0x04 Play Client Entity ID VarInt
Entity UUID UUID
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 (0, 0) being the top left corner, the center is (max(0, width / 2 - 1), height / 2). E.g. (1, 0) for a 2×1 painting, or (1, 2) for a 4×4 painting.

List of paintings by coordinates in paintings_kristoffer_zetterstrand.png (where x and y are in pixels from the top left and width and height are in pixels or 16ths of a block):

Name ID x y width height
minecraft:kebab 0 0 0 16 16
minecraft:aztec 1 16 0 16 16
minecraft:alban 2 32 0 16 16
minecraft:aztec2 3 48 0 16 16
minecraft:bomb 4 64 0 16 16
minecraft:plant 5 80 0 16 16
minecraft:wasteland 6 96 0 16 16
minecraft:pool 7 0 32 32 16
minecraft:courbet 8 32 32 32 16
minecraft:sea 9 64 32 32 16
minecraft:sunset 10 96 32 32 16
minecraft:creebet 11 128 32 32 16
minecraft:wanderer 12 0 64 16 32
minecraft:graham 13 16 64 16 32
minecraft:match 14 0 128 32 32
minecraft:bust 15 32 128 32 32
minecraft:stage 16 64 128 32 32
minecraft:void 17 96 128 32 32
skull_and_roses 18 128 128 32 32
minecraft:wither 19 160 128 32 32
minecraft:fighters 20 0 96 64 32
minecraft:pointer 21 0 192 64 64
minecraft:pigscene 22 64 192 64 64
minecraft:burning_skull 23 128 192 64 64
minecraft:skeleton 24 192 64 64 48
minecraft:donkey_kong 25 192 112 64 48

The 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 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.

Animation (clientbound)

Sent whenever an entity should change animation.

Packet ID State Bound To Field Name Field Type Notes
0x06 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

Statistics

Sent as a response to Client Status 0x04 (id 1).

Packet ID State Bound To Field Name Field Type Notes
0x07 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.sneak_Time 3 Time
minecraft.walk_one_cm 4 Distance
minecraft.crouch_one_cm 5 Distance
minecraft.sprint_one_cm 6 Distance
minecraft.swim_one_cm 7 Distance
minecraft.fall_one_cm 8 Distance
minecraft.climb_one_cm 9 Distance
minecraft.fly_one_cm 10 Distance
minecraft.dive_one_cm 11 Distance
minecraft.minecart_one_cm 12 Distance
minecraft.boat_one_cm 13 Distance
minecraft.pig_one_cm 14 Distance
minecraft.horse_one_cm 15 Distance
minecraft.aviate_one_cm 16 Distance
minecraft.jump 17 None
minecraft.drop 18 None
minecraft.damage_dealt 19 Damage
minecraft.damage_taken 20 Damage
minecraft.deaths 21 None
minecraft.mob_kills 22 None
minecraft.animals_bred 23 None
minecraft.player_kills 24 None
minecraft.fish_caught 25 None
minecraft.talked_to_villager 26 None
minecraft.traded_with_villager 27 None
minecraft.eat_cake_slice 28 None
minecraft.fill_cauldron 29 None
minecraft.use_cauldron 30 None
minecraft.clean_armor 31 None
minecraft.clean_banner 32 None
minecraft.interact_with_brewingstand 33 None
minecraft.interact_with_beacon 34 None
minecraft.inspect_dropper 35 None
minecraft.inspect_hopper 36 None
minecraft.inspect_dispenser 37 None
minecraft.play_noteblock 38 None
minecraft.tune_noteblock 39 None
minecraft.pot_flower 40 None
minecraft.trigger_trapped_chest 41 None
minecraft.open_enderchest 42 None
minecraft.enchant_item 43 None
minecraft.play_record 44 None
minecraft.interact_with_furnace 45 None
minecraft.interact_with_crafting_table 46 None
minecraft.open_chest 47 None
minecraft.sleep_in_bed 48 None
minecraft.open_shulker_box 49 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

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.

Packet ID State Bound To Field Name Field Type Notes
0x08 Play Client Entity ID VarInt Entity 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

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
0x09 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

Block Action

This packet is used for a number of actions and animations performed by blocks, usually non-persistent.

See Block Actions for a list of values.

Warning.png 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.

Packet ID State Bound To Field Name Field Type Notes
0x0A Play Client Location Position Block coordinates
Action ID (Byte 1) Unsigned Byte Varies depending on block — see Block Actions
Action Param (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 Change

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
0x0B 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
0x0C 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

Server Difficulty

Changes the difficulty setting in the client's option menu

Packet ID State Bound To Field Name Field Type Notes
0x0D Play Client Difficulty Unsigned Byte 0: peaceful, 1: easy, 2: normal, 3: hard
Difficulty locked? Boolean

Chat Message (clientbound)

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.

Warning.png 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 packet, so prefer that packet for displaying information in that slot. See MC-119145 for more information.

Packet ID State Bound To Field Name Field Type Notes
0x0E Play Client JSON Data Chat Limited to 32767 bytes
Position Byte 0: chat (chat box), 1: system message (chat box), 2: game info (above hotbar).

Multi Block Change

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 Change).

Packet ID State Bound To Field Name Field Type Notes
0x0F Play Client Chunk X Int Chunk X coordinate
Chunk Z Int Chunk Z coordinate
Record Count VarInt Number of elements in the following array, i.e. the number of blocks affected
Record Horizontal Position Array Unsigned Byte The 4 most significant bits (0xF0) encode the X coordinate, relative to the chunk. The 4 least significant bits (0x0F) encode the Z coordinate, relative to the chunk.
Y Coordinate Unsigned Byte Y coordinate of the block
Block ID VarInt The new block state ID for the block as given in the global palette. See that section for more information.

To decode the position into a world position:

worldX = (horizPos >> 4 & 15) + (chunkX * 16);
worldY = vertPos;
worldZ = (horizPos & 15) + (chunkZ * 16);

Tab-Complete (clientbound)

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
0x10 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

Declare 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
0x11 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.

Confirm Transaction (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 serverbound confirm transaction packet.

Packet ID State Bound To Field Name Field Type Notes
0x12 Play 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.

Packet ID State Bound To Field Name Field Type Notes
0x13 Play Client Window ID Unsigned Byte This is the ID of the window that was closed. 0 for inventory.

Window Items

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.

Packet ID State Bound To Field Name Field Type Notes
0x14 Play Client Window ID Unsigned Byte The ID of window which items are being sent for. 0 for player inventory.
Count Short Number of elements in the following array
Slot Data Array of Slot

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

Window 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
0x15 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

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:sharpness Sharpness
12 minecraft:smite Smite
13 minecraft:bane_of_arthropods Bane of Arthropods
14 minecraft:knockback Knockback
15 minecraft:fire_aspect Fire Aspect
16 minecraft:looting Looting
17 minecraft:sweeping Sweeping Edge
18 minecraft:efficiency Efficiency
19 minecraft:silk_touch Silk Touch
20 minecraft:unbreaking Unbreaking
21 minecraft:fortune Fortune
22 minecraft:power Power
23 minecraft:punch Punch
24 minecraft:flame Flame
25 minecraft:infinity Infinity
26 minecraft:luck_of_the_sea Luck of the Sea
27 minecraft:lure Lure
28 minecraft:loyalty Loyalty
29 minecraft:impaling Impaling
30 minecraft:riptide Riptide
31 minecraft:channeling Channeling
32 minecraft:mending Mending
33 minecraft:vanishing_curse Curse of Vanishing

Set 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
0x16 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).
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 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.

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
0x17 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: http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/

Packet ID State Bound To Field Name Field Type Notes
0x18 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.

Named Sound Effect

See also: #Sound Effect

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
0x19 Play Client Sound Name Identifier All sound effect names as of 1.14.4 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

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
0x1A Play Client Reason Chat Displayed to the client when the connection terminates.

Entity Status

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
0x1B Play Client Entity ID Int
Entity Status Byte Enum See below

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
0x1C Play Client X Float
Y Float
Z Float
Radius Float Currently unused in the client
Record Count Int Number of elements in the following array
Records Array of (Byte, Byte, Byte) Each record is 3 signed bytes long, each bytes are the XYZ (respectively) 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
0x1D 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.

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
0x1E 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)

Open Horse Window

This packet is used exclusively for opening the horse GUI. Open Window is used for all other GUIs.

Packet ID State Bound To Field Name Field Type Notes
0x1F Play Client Window ID? Byte
Number of slots? VarInt
Entity ID? Integer

Keep Alive (clientbound)

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.

Packet ID State Bound To Field Name Field Type Notes
0x20 Play Client Keep Alive ID Long

Chunk Data

Main article: Chunk Format
See also: #Unload Chunk

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
0x21 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.
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.

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) and effect 1028 (enderdragon death); it is ignored on other effects.

Packet ID State Bound To Field Name Field Type Notes
0x22 Play Client Effect ID Int 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:

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
Particle
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. Potion ID
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 Potion ID
3000 End gateway spawn
3001 Enderdragon growl

Smoke directions:

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

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
0x23 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 Float X position of the particle
Y Float Y position of the particle
Z Float 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.

Update Light

Updates light levels for a chunk.

Packet ID State Bound To Field Name Field Type Notes
0x24 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)
Sky Light Mask VarInt 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)
Block Light Mask VarInt Mask containing 18 bits, with the same order as sky light
Empty Sky Light Mask VarInt 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.
Empty Block Light Mask VarInt 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.
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 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.

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.

Join Game

See Protocol Encryption for information on logging in.

Packet ID State Bound To Field Name Field Type Notes
0x25 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.
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.

Map Data

Updates a rectangular area on a map item.

Packet ID State Bound To Field Name Field Type Notes
0x26 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)
Tracking Position Boolean Specifies whether player and item frame icons are shown
Locked Boolean True if the map has been locked in a cartography table
Icon Count VarInt Number of elements in the following array
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 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

Trade List

The list of trades a villager NPC is offering.

Packet ID State Bound To Field Name Field Type Notes
0x27 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 villager is buying
Output item Slot The item the villager is selling
Has second item Boolean Whether there is a second item
Input item 2 Optional Slot The second item the villager is buying; only present if they have a second item.
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
Maximum number of trade uses Integer Number of times this trade can be used
XP Integer
Special Price Integer
Price Multiplier Float
Demand Integer
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.
The merchant UI, for reference

Entity Relative Move

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 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
0x28 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

Entity Look And Relative Move

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
0x29 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

Entity Look

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

Packet ID State Bound To Field Name Field Type Notes
0x2A Play Client Entity ID VarInt
Yaw Angle New angle, not a delta
Pitch Angle New angle, not a delta
On Ground Boolean

Entity

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.

Packet ID State Bound To Field Name Field Type Notes
0x2B Play Client Entity ID VarInt

Vehicle Move (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
0x2C 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
0x2D Play 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.

Packet ID State Bound To Field Name Field Type Notes
0x2E 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 regisry; 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 Change first.

Packet ID State Bound To Field Name Field Type Notes
0x2F Play Client Location Position

Craft Recipe Response

Response to the serverbound packet (Craft Recipe Request), with the same recipe ID. Appears to be used to notify the UI.

Packet ID State Bound To Field Name Field Type Notes
0x30 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
0x31 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 Entity Properties 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

Combat Event

Packet ID State Bound To Field Name Field Type Notes
0x32 Play Client Event VarInt Enum Determines the layout of the remaining packet
Event Field Name
0: enter combat no fields no fields
1: end combat Duration VarInt
Entity ID Int
2: entity dead Player ID VarInt
Entity ID Int
Message Chat

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
0x33 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
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.

Face Player

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
0x34 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.

Player Position And Look (clientbound)

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
0x35 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 Teleport Confirm containing the same Teleport ID

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

Unlock Recipes

Packet ID State Bound To Field Name Field Type Notes
0x36 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.
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. VERIFY LIST ORDER?
  • 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

Sent by the server when a list of entities is to be destroyed on the client.

Packet ID State Bound To Field Name Field Type Notes
0x37 Play Client Count VarInt Number of elements in the following array
Entity IDs Array of VarInt The list of entities of destroy

Remove Entity Effect

Packet ID State Bound To Field Name Field Type Notes
0x38 Play Client Entity ID VarInt
Effect ID Byte See this table

Resource Pack Send

Packet ID State Bound To Field Name Field Type Notes
0x39 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

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
0x3A Play Client Dimension Int Enum -1: The Nether, 0: The Overworld, 1: The End
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

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.

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.

Packet ID State Bound To Field Name Field Type Notes
0x3B Play Client Entity ID VarInt
Head Yaw Angle New angle, not a delta

Select Advancement 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
0x3C 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.

World Border

Packet ID State Bound To Field Name Field Type Notes
0x3D Play Client Action VarInt Enum Determines the format of the rest of the packet
Action Field Name
0: set size Diameter Double Length of a single side of the world border, in meters
1: lerp size 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.
2: set center X Double
Z Double
3: initialize 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 Time VarInt In seconds as set by /worldborder warning time
Warning Blocks VarInt In meters
4: set warning time Warning Time VarInt In seconds as set by /worldborder warning time
5: set warning blocks Warning Blocks VarInt 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:

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

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
0x3E Play Client Camera ID VarInt ID of the entity to set the client's camera to

The notchian 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

Held Item Change (clientbound)

Sent to change the player's slot selection.

Packet ID State Bound To Field Name Field Type Notes
0x3F Play Client Slot Byte The slot which the player has selected (0–8)

Update View Position

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
0x40 Play 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

Sent by the integrated singleplayer server when changing render distance. Does not appear to be used by the dedicated server, as view-distance in server.properties cannot be changed at runtime.

Packet ID State Bound To Field Name Field Type Notes
0x41 Play Client View Distance VarInt Render distance (2-32)

Display Scoreboard

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

Packet ID State Bound To Field Name Field Type Notes
0x42 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.

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
0x43 Play Client Entity ID VarInt
Metadata Entity Metadata

Attach Entity

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

Packet ID State Bound To Field Name Field Type Notes
0x44 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.

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
0x45 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

Entity Equipment

Packet ID State Bound To Field Name Field Type Notes
0x46 Play Client Entity ID VarInt Entity's EID
Slot VarInt Enum Equipment slot. 0: main hand, 1: off hand, 2–5: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet)
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
0x47 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

Update Health

Sent by the server to update/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
0x48 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

Scoreboard Objective

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
0x49 Play Client Objective Name String (16) An 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
0x4A 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

Teams

Creates and updates teams.

Packet ID State Bound To Field Name Field Type Notes
0x4B 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 players to team Entity Count VarInt Number of elements in the following array
Entities Array of String (40) Identifiers for the entities added. For players, this is their username; for other entities, it is their UUID.
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.

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
0x4C 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 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.

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
0x4D Play Client Location Position Spawn location

Time Update

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
0x4E 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

Title

Packet ID State Bound To Field Name Field Type Notes
0x4F Play Client Action VarInt Enum
Action Field Name
0: set title Title Text Chat
1: set subtitle Subtitle Text Chat
2: set action bar Action bar text Chat Displays a message above the hotbar (the same as position 2 in Chat Message (clientbound), except that it correctly renders formatted chat. See MC-119145 for more information.)
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.

The title is visible on screen for Fade In + Stay + Fade Out ticks.

Entity Sound Effect

Plays a sound effect from an entity.

Packet ID State Bound To Field Name Field Type Notes
0x50 Play Client Sound ID VarInt ID of hardcoded sound event (events as of 1.14.4)
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 Named Sound Effect.

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

Packet ID State Bound To Field Name Field Type Notes
0x51 Play Client Sound ID VarInt ID of hardcoded sound event (events as of 1.14.4)
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

Stop Sound

Packet ID State Bound To Field Name Field Type Notes
0x52 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 Named 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 </