Difference between revisions of "Registry Data"

From wiki.vg
Jump to navigation Jump to search
(Added marker to server-side exclusive data)
 
(12 intermediate revisions by 2 users not shown)
Line 3: Line 3:
 
The ability for the server to send customized registries to the client was introduced in 1.16.3, which allows for a great deal of customization over certain features of the game.
 
The ability for the server to send customized registries to the client was introduced in 1.16.3, which allows for a great deal of customization over certain features of the game.
  
== Format ==
+
= Format =
  
 
The server sends these registries to the client via [[Protocol#Registry_Data|Registry Data]] packet during the configuration phase.
 
The server sends these registries to the client via [[Protocol#Registry_Data|Registry Data]] packet during the configuration phase.
Line 19: Line 19:
 
  | rowspan="1"| Client
 
  | rowspan="1"| Client
 
  | Registry Data
 
  | Registry Data
  | [[NBT|NBT Tag Compound]]
+
  | [[NBT#Specification:compound_tag|Compound Tag]]
 
  | Information included below.
 
  | Information included below.
 
  |}
 
  |}
Line 50: Line 50:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
=== Registry ===
+
== Registry ==
  
 
The Registry [[NBT#Specification:compound_tag|Compound Tag]] specifies the type of the registry, and a list of [[#Registry_Entry|registry entries]].
 
The Registry [[NBT#Specification:compound_tag|Compound Tag]] specifies the type of the registry, and a list of [[#Registry_Entry|registry entries]].
Line 62: Line 62:
 
  |-
 
  |-
 
  | type
 
  | type
  | TAG_String
+
  | [[NBT#Specification:string_tag|String Tag]]
 
  | The type of the registry.
 
  | The type of the registry.
 
  |-
 
  |-
 
  | value
 
  | value
  | TAG_List of TAG_Compound
+
  | [[NBT#Specification:list_tag|List Tag]] of [[NBT#Specification:compound_tag|Compound Tag]]
  | List of [[#Registry_Entry|registry entries]]. The format of the entries is defined by the value of the previous field.  
+
  | List of [[#Registry_Entry|registry entries]].  
 
  |}
 
  |}
  
=== Registry Entry ===
+
== Registry Entry ==
  
 
The Registry Entry [[NBT#Specification:compound_tag|Compound Tag]] specifies a single entry of a [[#Registry|Registry]].
 
The Registry Entry [[NBT#Specification:compound_tag|Compound Tag]] specifies a single entry of a [[#Registry|Registry]].
Line 80: Line 80:
 
  |-
 
  |-
 
  | name
 
  | name
  | TAG_String
+
  | [[NBT#Specification:string_tag|String Tag]]
 
  | The name of the entry.
 
  | The name of the entry.
 
  |-
 
  |-
 
  | id
 
  | id
  | TAG_Int
+
  | [[NBT#Specification:int_tag|Int Tag]]
 
  | The protocol ID of the entry.
 
  | The protocol ID of the entry.
 
  |-
 
  |-
 
  | element
 
  | element
  | TAG_Compound
+
  | [[NBT#Specification:compound_tag|Compound Tag]]
 
  | The actual data of the entry.
 
  | The actual data of the entry.
 
{{warning|This field is context-dependent and is based on the '''type''' field of its [[#Registry|Registry]].}}
 
{{warning|This field is context-dependent and is based on the '''type''' field of its [[#Registry|Registry]].}}
 
  |}
 
  |}
  
== Available Registries ==
+
= Available Registries =
  
 
The current release specification allows for six different registries to be sent to the client, six of which are required. A brief explanation of each of them is presented below, along with the format of their entries' element field.
 
The current release specification allows for six different registries to be sent to the client, six of which are required. A brief explanation of each of them is presented below, along with the format of their entries' element field.
  
Fields marked in <span style="border: solid 1px black; background: #d4ecfc; color: #d4ecfc;">__</span> blue represent data for server-side exclusive operations, and thus have no visible impact on the client.
+
'''Fields marked in <span style="border: solid 1px black; background: #d4ecfc; color: #d4ecfc;">__</span> blue represent data for server-side exclusive operations, and thus have no visible impact on the client.'''
  
=== Armor Trim Material ===
+
== Armor Trim Material ==
  
 
The <code>minecraft:trim_material</code> registry. It defines various visual properties of trim materials in armors.  
 
The <code>minecraft:trim_material</code> registry. It defines various visual properties of trim materials in armors.  
Line 110: Line 110:
 
  |-
 
  |-
 
  | colspan="3"| asset_name
 
  | colspan="3"| asset_name
  | colspan="2"| TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The trim color model to be rendered on top of the armor.
 
  | colspan="2"| The trim color model to be rendered on top of the armor.
 
The Notchian client uses the corresponding asset located at <code>trims/color_palettes</code>.
 
The Notchian client uses the corresponding asset located at <code>trims/color_palettes</code>.
Line 116: Line 116:
 
  |-
 
  |-
 
  | colspan="3"| ingredient
 
  | colspan="3"| ingredient
  | colspan="2"| TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The ingredient used.
 
  | colspan="2"| The ingredient used.
 
This has the visual effect of showing the trimmed armor model on the Smithing Table when the correct item is placed.
 
This has the visual effect of showing the trimmed armor model on the Smithing Table when the correct item is placed.
Line 122: Line 122:
 
  |-
 
  |-
 
  | colspan="3"| item_model_index
 
  | colspan="3"| item_model_index
  | colspan="2"| TAG_Float
+
  | colspan="2"| [[NBT#Specification:float_tag|Float Tag]]
 
  | colspan="2"| Color index of the trim on the armor item when in the inventory.
 
  | colspan="2"| Color index of the trim on the armor item when in the inventory.
 
  | colspan="2"| Default values vary between 0.1 and 1.0.
 
  | colspan="2"| Default values vary between 0.1 and 1.0.
 
  |-
 
  |-
 
  | colspan="3"| override_armor_materials
 
  | colspan="3"| override_armor_materials
  | colspan="2"| Optional TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| Asset for different types of armor materials, which overrides the value specified in the asset_name field.
 
  | colspan="2"| Asset for different types of armor materials, which overrides the value specified in the asset_name field.
 
The Notchian client uses this to give a darker color shade when a trim material is applied to armor of the same material, such as iron applied to iron armor.
 
The Notchian client uses this to give a darker color shade when a trim material is applied to armor of the same material, such as iron applied to iron armor.
Line 138: Line 138:
 
* <code>turtle</code>
 
* <code>turtle</code>
 
* <code>netherite</code>
 
* <code>netherite</code>
The value is the same as asset_name.
+
The value accepts the same values as asset_name.
 
  |-
 
  |-
 
  | colspan="3"| description
 
  | colspan="3"| description
  | colspan="2"| TAG_Compound or TAG_String
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]] or [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The name of the trim material to be displayed on the armor tool-tip.
 
  | colspan="2"| The name of the trim material to be displayed on the armor tool-tip.
 
Any styling used in this component is also applied to the trim pattern description.
 
Any styling used in this component is also applied to the trim pattern description.
  | colspan="2"| See [[Chat]].
+
  | colspan="2"| See [[Text formatting]].
 
  |}
 
  |}
  
----
+
== Armor Trim Pattern ==
 
 
=== Armor Trim Pattern ===
 
  
 
The <code>minecraft:trim_pattern</code> registry. It defines various visual properties of trim patterns in armors.
 
The <code>minecraft:trim_pattern</code> registry. It defines various visual properties of trim patterns in armors.
Line 162: Line 160:
 
  |-
 
  |-
 
  | colspan="3"| asset_id
 
  | colspan="3"| asset_id
  | colspan="2"| TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The trim pattern model to be rendered on top of the armor.
 
  | colspan="2"| The trim pattern model to be rendered on top of the armor.
 
The Notchian client uses the corresponding asset located at <code>trims/models/armor</code>.
 
The Notchian client uses the corresponding asset located at <code>trims/models/armor</code>.
Line 168: Line 166:
 
  |-
 
  |-
 
  | colspan="3"| template_item
 
  | colspan="3"| template_item
  | colspan="2"| TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The template item used for this trim.
 
  | colspan="2"| The template item used for this trim.
 
This has the visual effect of showing the trimmed armor model on the Smithing Table when the correct item is placed.
 
This has the visual effect of showing the trimmed armor model on the Smithing Table when the correct item is placed.
Line 174: Line 172:
 
  |-
 
  |-
 
  | colspan="3"| description
 
  | colspan="3"| description
  | colspan="2"| TAG_Compound or TAG_String
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]] or [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The name of the trim pattern to be displayed on the armor tool-tip.
 
  | colspan="2"| The name of the trim pattern to be displayed on the armor tool-tip.
  | colspan="2"| See [[Chat]].
+
  | colspan="2"| See [[Text formatting]].
 
  |-
 
  |-
 
  | colspan="3"| decal
 
  | colspan="3"| decal
  | colspan="2"| TAG_Byte
+
  | colspan="2"| [[NBT#Specification:byte_tag|Byte Tag]]
 
  | colspan="2"| Whether this trim is a decal.
 
  | colspan="2"| Whether this trim is a decal.
 
  | colspan="2"| 1: true, 0: false.
 
  | colspan="2"| 1: true, 0: false.
 
  |}
 
  |}
  
----
+
== Biome ==
 
 
=== Biome ===
 
  
 
The <code>minecraft:worldgen/biome</code> registry. It defines several aesthetic characteristics of the biomes present in the game.
 
The <code>minecraft:worldgen/biome</code> registry. It defines several aesthetic characteristics of the biomes present in the game.
Line 192: Line 188:
 
Biome entries are referenced in the [[Protocol#Chunk_Biomes|Chunk Biomes]] and [[Protocol#Chunk_Data_and_Update_Light|Chunk Data and Update Light]] packets.
 
Biome entries are referenced in the [[Protocol#Chunk_Biomes|Chunk Biomes]] and [[Protocol#Chunk_Data_and_Update_Light|Chunk Data and Update Light]] packets.
  
{{warning|A registry entry for each biome implemented in the client must exist in the Biome registry, otherwise the client will crash with an exception due to the missing biome.}}
+
{{warning2|The Notchian client will crash if a non-registered biome is sent in the above packets. It will also crash if a biome entry by the name <code>minecraft:plains</code> isn't explicitly registered. See [https://bugs.mojang.com/browse/MC-267103 MC-267103] for more information.}}
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 201: Line 197:
 
  |-
 
  |-
 
  | colspan="3"| has_precipitation
 
  | colspan="3"| has_precipitation
  | colspan="2"| TAG_Byte
+
  | colspan="2"| [[NBT#Specification:byte_tag|Byte Tag]]
 
  | colspan="2"| Determines whether or not the biome has precipitation.
 
  | colspan="2"| Determines whether or not the biome has precipitation.
 
  | colspan="2"| 1: true, 0: false.  
 
  | colspan="2"| 1: true, 0: false.  
 
  |-
 
  |-
 
  | colspan="3"| temperature
 
  | colspan="3"| temperature
  | colspan="2"| TAG_Float
+
  | colspan="2"| [[NBT#Specification:float_tag|Float Tag]]
 
  | colspan="2"| The temperature factor of the biome.
 
  | colspan="2"| The temperature factor of the biome.
 
Affects foliage and grass color if they are not explicitly set.
 
Affects foliage and grass color if they are not explicitly set.
Line 212: Line 208:
 
  |-
 
  |-
 
  | colspan="3"| temperature_modifier
 
  | colspan="3"| temperature_modifier
  | colspan="2"| Optional TAG_String
+
  | colspan="2"| Optional [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| Modifier that affects the resulting temperature.
 
  | colspan="2"| Modifier that affects the resulting temperature.
 
  | colspan="2"| Can be either:
 
  | colspan="2"| Can be either:
Line 219: Line 215:
 
  |-
 
  |-
 
  | colspan="3"| downfall
 
  | colspan="3"| downfall
  | colspan="2"| TAG_Float
+
  | colspan="2"| [[NBT#Specification:float_tag|Float Tag]]
 
  | colspan="2"| The downfall factor of the biome.
 
  | colspan="2"| The downfall factor of the biome.
 
Affects foliage and grass color if they are not explicitly set.
 
Affects foliage and grass color if they are not explicitly set.
Line 225: Line 221:
 
  |-
 
  |-
 
  | colspan="3"| effects
 
  | colspan="3"| effects
  | colspan="2"| TAG_Compound
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| Biome special effects.
 
  | colspan="2"| Biome special effects.
 
  | colspan="2"| See [[#Effects|Effects]].
 
  | colspan="2"| See [[#Effects|Effects]].
 
  |}
 
  |}
  
==== Effects ====
+
=== Effects ===
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 239: Line 235:
 
  |-
 
  |-
 
  | colspan="3"| fog_color
 
  | colspan="3"| fog_color
  | colspan="2"| TAG_Int
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| The color of the fog effect when looking past the view distance.
 
  | colspan="2"| The color of the fog effect when looking past the view distance.
 
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
 
  | colspan="3"| water_color
 
  | colspan="3"| water_color
  | colspan="2"| TAG_Int
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| The tint color of the water blocks.
 
  | colspan="2"| The tint color of the water blocks.
 
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
 
  | colspan="3"| water_fog_color
 
  | colspan="3"| water_fog_color
  | colspan="2"| TAG_Int
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| The color of the fog effect when looking past the view distance when underwater.
 
  | colspan="2"| The color of the fog effect when looking past the view distance when underwater.
 
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
 
  | colspan="3"| sky_color
 
  | colspan="3"| sky_color
  | colspan="2"| TAG_Int
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| The color of the sky.
 
  | colspan="2"| The color of the sky.
 
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  | colspan="2"| Example: 8364543, which is #7FA1FF in RGB.
 
  |-
 
  |-
 
  | colspan="3"| foliage_color
 
  | colspan="3"| foliage_color
  | colspan="2"| Optional TAG_Int
+
  | colspan="2"| Optional [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| The tint color of leaves.
 
  | colspan="2"| The tint color of leaves.
 
If not specified, the foliage color is calculated based on biome <code>temperature</code> and <code>downfall</code>.
 
If not specified, the foliage color is calculated based on biome <code>temperature</code> and <code>downfall</code>.
Line 265: Line 261:
 
  |-
 
  |-
 
  | colspan="3"| grass_color
 
  | colspan="3"| grass_color
  | colspan="2"| Optional TAG_Int
+
  | colspan="2"| Optional [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| The tint color of the grass.
 
  | colspan="2"| The tint color of the grass.
 
If not specified, the grass color is calculated based on biome <code>temperature</code> and <code>downfall</code>.
 
If not specified, the grass color is calculated based on biome <code>temperature</code> and <code>downfall</code>.
Line 271: Line 267:
 
  |-
 
  |-
 
  | colspan="3"| grass_color_modifier
 
  | colspan="3"| grass_color_modifier
  | colspan="2"| Optional TAG_String
+
  | colspan="2"| Optional [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| Modifier that affects the resulting grass color.  
 
  | colspan="2"| Modifier that affects the resulting grass color.  
 
  | colspan="2"| Can be either:
 
  | colspan="2"| Can be either:
Line 279: Line 275:
 
  |-
 
  |-
 
  | colspan="3"| particle
 
  | colspan="3"| particle
  | colspan="2"| Optional TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| Ambient visual particles.
 
  | colspan="2"| Ambient visual particles.
 
  | colspan="2"| See [[#Particle|Particle]].
 
  | colspan="2"| See [[#Particle|Particle]].
 
  |-
 
  |-
 
  | colspan="3"| ambient_sound
 
  | colspan="3"| ambient_sound
  | colspan="2"| Optional TAG_String or TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:string_tag|String Tag]] or [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| Ambient soundtrack that starts playing when entering the biome, and fades out when exiting it.
 
  | colspan="2"| Ambient soundtrack that starts playing when entering the biome, and fades out when exiting it.
 
  | colspan="2"| Can be either:
 
  | colspan="2"| Can be either:
* as a TAG_String: the ID of a soundtrack, such as "minecraft:ambient.basalt_deltas.loop".
+
* as a [[NBT#Specification:string_tag|String Tag]]: the ID of a soundtrack, such as "minecraft:ambient.basalt_deltas.loop".
* as a TAG_Compound: see [[#Ambient sound|Ambient sound]].
+
* as a [[NBT#Specification:compound_tag|Compound Tag]]: see [[#Ambient sound|Ambient sound]].
 
  |-
 
  |-
 
  | colspan="3"| mood_sound
 
  | colspan="3"| mood_sound
  | colspan="2"| Optional TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| Additional ambient sound that plays in moody situations. Moodiness increases when blocks around the player are at both sky and block light level zero, and decreases otherwise.
 
  | colspan="2"| Additional ambient sound that plays in moody situations. Moodiness increases when blocks around the player are at both sky and block light level zero, and decreases otherwise.
 
The moodiness calculation happens once per tick, and after reaching a certain value, the ambient mood sound is played.
 
The moodiness calculation happens once per tick, and after reaching a certain value, the ambient mood sound is played.
Line 297: Line 293:
 
  |-
 
  |-
 
  | colspan="3"| additions_sound
 
  | colspan="3"| additions_sound
  | colspan="2"| Optional TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| Additional ambient sound that has a chance of playing randomly every tick.
 
  | colspan="2"| Additional ambient sound that has a chance of playing randomly every tick.
 
  | colspan="2"| See [[#Additions sound|Additions sound]].
 
  | colspan="2"| See [[#Additions sound|Additions sound]].
 
  |-
 
  |-
 
  | colspan="3"| music
 
  | colspan="3"| music
  | colspan="2"| Optional TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| Music properties for the biome.
 
  | colspan="2"| Music properties for the biome.
 
  | colspan="2"| See [[#Music|Music]].
 
  | colspan="2"| See [[#Music|Music]].
 
  |}
 
  |}
  
==== Particle ====
+
=== Particle ===
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 316: Line 312:
 
  |-
 
  |-
 
  | colspan="3"| options
 
  | colspan="3"| options
  | colspan="2"| TAG_Compound
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| Particle type and related options.
 
  | colspan="2"| Particle type and related options.
 
  | colspan="2"| See [[#Particle options|Particle options]].
 
  | colspan="2"| See [[#Particle options|Particle options]].
 
  |-
 
  |-
 
  | colspan="3"| probability
 
  | colspan="3"| probability
  | colspan="2"| TAG_Float
+
  | colspan="2"| [[NBT#Specification:float_tag|Float Tag]]
 
  | colspan="2"| The chance for the particle to be spawned. Ambient particles are attempted to be spawned multiple times every tick.
 
  | colspan="2"| The chance for the particle to be spawned. Ambient particles are attempted to be spawned multiple times every tick.
 
  | colspan="2"| The default values vary between 0.0 and 1.0.
 
  | colspan="2"| The default values vary between 0.0 and 1.0.
 
  |}
 
  |}
  
==== Particle options ====
+
=== Particle options ===
  
 
{{Need Info|The extra data specified in the [[Protocol#Particle|Particle]] definitions is missing information to allow the particle to be successfully serialized as NBT.<br>Is it here the best place to define them, or somewhere else?}}
 
{{Need Info|The extra data specified in the [[Protocol#Particle|Particle]] definitions is missing information to allow the particle to be successfully serialized as NBT.<br>Is it here the best place to define them, or somewhere else?}}
Line 337: Line 333:
 
  |-
 
  |-
 
  | colspan="3"| type
 
  | colspan="3"| type
  | colspan="2"| TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The name of the particle.
 
  | colspan="2"| The name of the particle.
 
  | colspan="2"| See [[Protocol#Particle|protocol particle data]].
 
  | colspan="2"| See [[Protocol#Particle|protocol particle data]].
Line 347: Line 343:
 
  |}
 
  |}
  
==== Ambient sound ====
+
=== Ambient sound ===
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 356: Line 352:
 
  |-
 
  |-
 
  | colspan="3"| sound_id
 
  | colspan="3"| sound_id
  | colspan="2"| TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The ID of a soundtrack
 
  | colspan="2"| The ID of a soundtrack
 
  | colspan="2"| Example: "minecraft:ambient.basalt_deltas.loop"
 
  | colspan="2"| Example: "minecraft:ambient.basalt_deltas.loop"
 
  |-
 
  |-
 
  | colspan="3"| range
 
  | colspan="3"| range
  | colspan="2"| Optional TAG_Float
+
  | colspan="2"| Optional [[NBT#Specification:float_tag|Float Tag]]
 
  | colspan="2"| The range of the sound. If not specified, the volume is used to calculate the effective range.
 
  | colspan="2"| The range of the sound. If not specified, the volume is used to calculate the effective range.
 
  | colspan="2"|
 
  | colspan="2"|
 
  |}
 
  |}
  
==== Mood sound ====
+
=== Mood sound ===
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 375: Line 371:
 
  |-
 
  |-
 
  | colspan="3"| sound
 
  | colspan="3"| sound
  | colspan="2"| TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The ID of a soundtrack.
 
  | colspan="2"| The ID of a soundtrack.
 
  | colspan="2"| Example: "minecraft:ambient.basalt_deltas.mood"
 
  | colspan="2"| Example: "minecraft:ambient.basalt_deltas.mood"
 
  |-
 
  |-
 
  | colspan="3"| tick_delay
 
  | colspan="3"| tick_delay
  | colspan="2"| TAG_Int
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| Defines the rate at which the moodiness increase, and also the minimum time between plays.
 
  | colspan="2"| Defines the rate at which the moodiness increase, and also the minimum time between plays.
 
  | colspan="2"| The default value is always 6000.
 
  | colspan="2"| The default value is always 6000.
 
  |-
 
  |-
 
  | colspan="3"| block_search_extent
 
  | colspan="3"| block_search_extent
  | colspan="2"| TAG_Int
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| The radius used for the block search around the player during moodiness calculation.
 
  | colspan="2"| The radius used for the block search around the player during moodiness calculation.
 
  | colspan="2"| The default value is always 8.
 
  | colspan="2"| The default value is always 8.
 
  |-
 
  |-
 
  | colspan="3"| offset
 
  | colspan="3"| offset
  | colspan="2"| TAG_Double
+
  | colspan="2"| [[NBT#Specification:double_tag|Double Tag]]
 
  | colspan="2"| The distance offset from the player when playing the sound.
 
  | colspan="2"| The distance offset from the player when playing the sound.
 
The sound plays in the direction of the selected block during moodiness calculation, and is magnified by the offset.
 
The sound plays in the direction of the selected block during moodiness calculation, and is magnified by the offset.
Line 396: Line 392:
 
  |}
 
  |}
  
==== Additions sound ====
+
=== Additions sound ===
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 405: Line 401:
 
  |-
 
  |-
 
  | colspan="3"| sound
 
  | colspan="3"| sound
  | colspan="2"| TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The ID of a soundtrack.
 
  | colspan="2"| The ID of a soundtrack.
 
  | colspan="2"| Example: "minecraft:ambient.basalt_deltas.additions"
 
  | colspan="2"| Example: "minecraft:ambient.basalt_deltas.additions"
 
  |-
 
  |-
 
  | colspan="3"| tick_chance
 
  | colspan="3"| tick_chance
  | colspan="2"| TAG_Double
+
  | colspan="2"| [[NBT#Specification:double_tag|Double Tag]]
 
  | colspan="2"| The chance of the sound playing during the tick.
 
  | colspan="2"| The chance of the sound playing during the tick.
 
  | colspan="2"| The default value is always 0.0111.
 
  | colspan="2"| The default value is always 0.0111.
 
  |}
 
  |}
  
==== Music ====
+
=== Music ===
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 424: Line 420:
 
  |-
 
  |-
 
  | colspan="3"| sound
 
  | colspan="3"| sound
  | colspan="2"| TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The ID of a soundtrack.
 
  | colspan="2"| The ID of a soundtrack.
 
  | colspan="2"| Example: "minecraft:music.nether.basalt_deltas"
 
  | colspan="2"| Example: "minecraft:music.nether.basalt_deltas"
 
  |-
 
  |-
 
  | colspan="3"| min_delay
 
  | colspan="3"| min_delay
  | colspan="2"| TAG_Int
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| The minimum time in ticks since the last music finished for this music to be able to play.
 
  | colspan="2"| The minimum time in ticks since the last music finished for this music to be able to play.
 
  | colspan="2"| The default value is always 12000.
 
  | colspan="2"| The default value is always 12000.
 
  |-
 
  |-
 
  | colspan="3"| max_delay
 
  | colspan="3"| max_delay
  | colspan="2"| TAG_Int
+
  | colspan="2"| [[NBT#Specification:int_tag|Int Tag]]
 
  | colspan="2"| The maximum time in ticks since the last music finished for this music to be able to play.
 
  | colspan="2"| The maximum time in ticks since the last music finished for this music to be able to play.
 
  | colspan="2"| The default value is always 24000.
 
  | colspan="2"| The default value is always 24000.
 
  |-
 
  |-
 
  | colspan="3"| replace_current_music
 
  | colspan="3"| replace_current_music
  | colspan="2"| TAG_Byte
+
  | colspan="2"| [[NBT#Specification:byte_tag|Byte Tag]]
 
  | colspan="2"| Whether this music can replace the current one.
 
  | colspan="2"| Whether this music can replace the current one.
 
  | colspan="2"| 1: true, 0: false.  
 
  | colspan="2"| 1: true, 0: false.  
 
  |}
 
  |}
  
----
+
== Chat Type ==
 
 
=== Chat Type ===
 
  
 
The <code>minecraft:chat_type</code> registry. It defines the different types of in-game chat and how they're formatted.
 
The <code>minecraft:chat_type</code> registry. It defines the different types of in-game chat and how they're formatted.
  
 
Chat type entries are referenced in the [[Protocol#Disguised_Chat_Message|Disguised Chat Message]] and [[Protocol#Player_Chat_Message|Player Chat Message]] packets.
 
Chat type entries are referenced in the [[Protocol#Disguised_Chat_Message|Disguised Chat Message]] and [[Protocol#Player_Chat_Message|Player Chat Message]] packets.
 +
 +
{{warning2|The Notchian client will disconnect with a "Invalid packet" message if a non-registered chat type is sent in the above packets.}}
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 459: Line 455:
 
  |-
 
  |-
 
  | colspan="3"| chat
 
  | colspan="3"| chat
  | colspan="2"| TAG_Compound
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| The chat decoration.
 
  | colspan="2"| The chat decoration.
 
  | colspan="2"| See [[#Decoration|Decoration]].
 
  | colspan="2"| See [[#Decoration|Decoration]].
 
  |-
 
  |-
 
  | colspan="3"| narration
 
  | colspan="3"| narration
  | colspan="2"| TAG_Compound
+
  | colspan="2"| [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| The narration decoration.
 
  | colspan="2"| The narration decoration.
 
  | colspan="2"| See [[#Decoration|Decoration]].
 
  | colspan="2"| See [[#Decoration|Decoration]].
 
  |}
 
  |}
  
==== Decoration ====
+
=== Decoration ===
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 478: Line 474:
 
  |-
 
  |-
 
  | colspan="3"| translation_key
 
  | colspan="3"| translation_key
  | colspan="2"| TAG_String
+
  | colspan="2"| [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| The translation key representing the chat format. It can also be a formatting string directly.
 
  | colspan="2"| The translation key representing the chat format. It can also be a formatting string directly.
 
  | colspan="2"| Example: "chat.type.text", which translates to "<%s> %s".
 
  | colspan="2"| Example: "chat.type.text", which translates to "<%s> %s".
 
  |-
 
  |-
 
  | colspan="3"| style
 
  | colspan="3"| style
  | colspan="2"| Optional TAG_Compound
+
  | colspan="2"| Optional [[NBT#Specification:compound_tag|Compound Tag]]
 
  | colspan="2"| Optional styling to be applied on the final message.
 
  | colspan="2"| Optional styling to be applied on the final message.
 
Not present in the narration decoration.
 
Not present in the narration decoration.
  | colspan="2"| See [[Chat#Shared_between_all_components|Chat styling]].
+
  | colspan="2"| See [[Text formatting#Styling fields]].
 
  |-
 
  |-
 
  | colspan="3"| parameters
 
  | colspan="3"| parameters
  | colspan="2"| TAG_List of TAG_String
+
  | colspan="2"| [[NBT#Specification:list_tag|List Tag]] of [[NBT#Specification:string_tag|String Tag]]
 
  | colspan="2"| Placeholders used when formatting the string given by the translation_key field.
 
  | colspan="2"| Placeholders used when formatting the string given by the translation_key field.
 
  | colspan="2"| Can be either:
 
  | colspan="2"| Can be either:
 
* <code>sender</code>, for the name of the player sending the message.
 
* <code>sender</code>, for the name of the player sending the message.
 
* <code>target</code>, for the name of the player receiving the message, which may be empty.
 
* <code>target</code>, for the name of the player receiving the message, which may be empty.
* <code>contant</code>, for the actual message.
+
* <code>content</code>, for the actual message.
 
  |}
 
  |}
  
----
+
== Damage Type ==
 
 
=== Damage Type ===
 
  
 
The <code>minecraft:damage_type</code> registry. It defines the different types of damage an entity can sustain.
 
The <code>minecraft:damage_type</code> registry. It defines the different types of damage an entity can sustain.
  
 
Damage type entries are referenced in the [[Protocol#Damage_Event|Damage Event]] packet.
 
Damage type entries are referenced in the [[Protocol#Damage_Event|Damage Event]] packet.
 +
 +
{{warning2|The Notchian client will crash if a non-registered damage type is sent in the above packets. It will also crash if any of the Vanilla "static damage types" (those that aren't dependent on an attacker) isn't explicitly registered. See [https://bugs.mojang.com/browse/MC-267103 MC-267103] for more information.}}
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 512: Line 508:
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | message_id
 
  | message_id
  | TAG_String
+
  | [[NBT#Specification:string_tag|String Tag]]
 
  | Id of the death message. The full message is displayed as <code>death.attack.<message_id></code>.
 
  | Id of the death message. The full message is displayed as <code>death.attack.<message_id></code>.
 
  | Example: "onFire".
 
  | Example: "onFire".
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | scaling
 
  | scaling
  | TAG_String
+
  | [[NBT#Specification:string_tag|String Tag]]
 
  | Whether the damage taken scales with the difficulty.
 
  | Whether the damage taken scales with the difficulty.
 
  | Can be either:
 
  | Can be either:
Line 525: Line 521:
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | exhaustion
 
  | exhaustion
  | TAG_Float
+
  | [[NBT#Specification:float_tag|Float Tag]]
 
  | The amount of exhaustion caused when suffering this type of damage.
 
  | The amount of exhaustion caused when suffering this type of damage.
 
  | Default values are either 0.0 or 0.1.
 
  | Default values are either 0.0 or 0.1.
 
  |-
 
  |-
 
  | effects
 
  | effects
  | Optional TAG_String
+
  | Optional [[NBT#Specification:string_tag|String Tag]]
 
  | Effect played when the player suffers this damage, including the sound that is played.
 
  | Effect played when the player suffers this damage, including the sound that is played.
 
  | Can be either:
 
  | Can be either:
Line 541: Line 537:
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | death_message_type
 
  | death_message_type
  | Optional TAG_String
+
  | Optional [[NBT#Specification:string_tag|String Tag]]
 
  | Defines how the death message is constructed.
 
  | Defines how the death message is constructed.
 
  | Can be either:
 
  | Can be either:
Line 549: Line 545:
 
  |}
 
  |}
  
----
+
== Dimension Type ==
 
 
=== Dimension Type ===
 
  
 
The <code>minecraft:dimension_type</code> registry. It defines the types of dimension that can be attributed to a world, along with all their characteristics.
 
The <code>minecraft:dimension_type</code> registry. It defines the types of dimension that can be attributed to a world, along with all their characteristics.
  
 
Dimension type entries are referenced in the [[Protocol#Login_(play)|Login (play)]] and [[Protocol#Respawn|Respawn]] packets.
 
Dimension type entries are referenced in the [[Protocol#Login_(play)|Login (play)]] and [[Protocol#Respawn|Respawn]] packets.
 +
 +
{{warning2|The Notchian client will crash if a non-registered dimension type is referenced in the above packets. See [https://bugs.mojang.com/browse/MC-267103 MC-267103] for more information.}}
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 564: Line 560:
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | fixed_time
 
  | fixed_time
  | Optional TAG_Long
+
  | Optional [[NBT#Specification:long_tag|Long Tag]]
 
  | If set, the time of the day fixed to the specified value.
 
  | If set, the time of the day fixed to the specified value.
 
  | Allowed values vary between 0 and 24000.
 
  | Allowed values vary between 0 and 24000.
 
  |-
 
  |-
 
  | has_skylight
 
  | has_skylight
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
 
  | Whether the dimension has skylight access or not.
 
  | Whether the dimension has skylight access or not.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | has_ceiling
 
  | has_ceiling
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
 
  | Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster.
 
  | Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | ultrawarm
 
  | ultrawarm
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
 
  | Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner.
 
  | Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
 
  |-
 
  |-
 
  | natural
 
  | natural
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
 
  | When false, compasses spin randomly. When true, nether portals can spawn zombified piglins.
 
  | When false, compasses spin randomly. When true, nether portals can spawn zombified piglins.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | coordinate_scale
 
  | coordinate_scale
  | TAG_Double
+
  | [[NBT#Specification:double_tag|Double Tag]]
 
  | The multiplier applied to coordinates when traveling to the dimension.
 
  | The multiplier applied to coordinates when traveling to the dimension.
 
  | Allowed values vary between 1e-5 (0.00001) and 3e7 (30000000).
 
  | Allowed values vary between 1e-5 (0.00001) and 3e7 (30000000).
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | bed_works
 
  | bed_works
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
 
  | Whether players can use a bed to sleep.
 
  | Whether players can use a bed to sleep.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | respawn_anchor_works
 
  | respawn_anchor_works
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
 
  | Whether players can charge and use respawn anchors.
 
  | Whether players can charge and use respawn anchors.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
 
  |-
 
  |-
 
  | min_y
 
  | min_y
  | TAG_Int
+
  | [[NBT#Specification:int_tag|Int Tag]]
 
  | The minimum Y level.
 
  | The minimum Y level.
 
  | Allowed values vary between -2032 and 2031, and must also be a multiple of 16.
 
  | Allowed values vary between -2032 and 2031, and must also be a multiple of 16.
Line 610: Line 606:
 
  |-
 
  |-
 
  | height
 
  | height
  | TAG_Int
+
  | [[NBT#Specification:int_tag|Int Tag]]
 
  | The maximum height.
 
  | The maximum height.
 
  | Allowed values vary between 16 and 4064, and must also be a multiple of 16.
 
  | Allowed values vary between 16 and 4064, and must also be a multiple of 16.
Line 616: Line 612:
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | logical_height
 
  | logical_height
  | TAG_Int
+
  | [[NBT#Specification:int_tag|Int Tag]]
 
  | The maximum height to which chorus fruits and nether portals can bring players within this dimension. (Must be lower than height)
 
  | The maximum height to which chorus fruits and nether portals can bring players within this dimension. (Must be lower than height)
 
  | Allowed values vary between 0 and 4064, and must also be a multiple of 16.
 
  | Allowed values vary between 0 and 4064, and must also be a multiple of 16.
Line 622: Line 618:
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | infiniburn
 
  | infiniburn
  | TAG_String
+
  | [[NBT#Specification:string_tag|String Tag]]
 
  | A resource location defining what block tag to use for infiniburn.
 
  | A resource location defining what block tag to use for infiniburn.
 
  | "#" or minecraft resource "#minecraft:...".
 
  | "#" or minecraft resource "#minecraft:...".
 
  |-
 
  |-
 
  | effects
 
  | effects
  | TAG_String
+
  | [[NBT#Specification:string_tag|String Tag]]
 
  | Defines special dimensional effects, which includes:
 
  | Defines special dimensional effects, which includes:
 
* Cloud level: Height at which clouds appear, if at all.
 
* Cloud level: Height at which clouds appear, if at all.
Line 639: Line 635:
 
  |-
 
  |-
 
  | ambient_light
 
  | ambient_light
  | TAG_Float
+
  | [[NBT#Specification:float_tag|Float Tag]]
 
  | How much light the dimension has. Used as interpolation factor when calculating the brightness generated from sky light.
 
  | How much light the dimension has. Used as interpolation factor when calculating the brightness generated from sky light.
 
  | The default values are 0.0 and 0.1, 0.1 for the nether and 0.0 for the other dimensions.  
 
  | The default values are 0.0 and 0.1, 0.1 for the nether and 0.0 for the other dimensions.  
 
  |-
 
  |-
 
  | piglin_safe
 
  | piglin_safe
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
 
  | Whether piglins shake and transform to zombified piglins.
 
  | Whether piglins shake and transform to zombified piglins.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | has_raids
 
  | has_raids
  | TAG_Byte
+
  | [[NBT#Specification:byte_tag|Byte Tag]]
 
  | Whether players with the Bad Omen effect can cause a raid.
 
  | Whether players with the Bad Omen effect can cause a raid.
 
  | 1: true, 0: false.
 
  | 1: true, 0: false.
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | monster_spawn_light_level
 
  | monster_spawn_light_level
  | TAG_Int or TAG_Compound
+
  | [[NBT#Specification:int_tag|Int Tag]] or [[NBT#Specification:compound_tag|Compound Tag]]
 
  | During a monster spawn attempt, this is the maximum allowed light level for it to succeed. It can be either a fixed value, or one of several types of distributions.
 
  | During a monster spawn attempt, this is the maximum allowed light level for it to succeed. It can be either a fixed value, or one of several types of distributions.
 
  | Can be either:
 
  | Can be either:
* as a TAG_Int: Allowed values vary between 0 and 15.
+
* as a [[NBT#Specification:int_tag|Int Tag]]: Allowed values vary between 0 and 15.
* as a TAG_Compound: See [[#Integer distribution|Integer distribution]].
+
* as a [[NBT#Specification:compound_tag|Compound Tag]]: See [[#Integer distribution|Integer distribution]].
 
  |- style="background: #d4ecfc;"
 
  |- style="background: #d4ecfc;"
 
  | monster_spawn_block_light_limit
 
  | monster_spawn_block_light_limit
  | TAG_Int
+
  | [[NBT#Specification:int_tag|Int Tag]]
 
  | Maximum allowed block light level monster spawn attempts to happen.
 
  | Maximum allowed block light level monster spawn attempts to happen.
 
  | Allowed values vary between 0 and 15.
 
  | Allowed values vary between 0 and 15.
Line 667: Line 663:
 
  |}
 
  |}
  
==== Integer distribution ====
+
=== Integer distribution ===
  
Integer providers can be either declared as constants with a TAG_Int, or in a structured TAG_Compounds for specific distribution types. For the latter, the following format is used.
+
Integer providers can be either declared as constants with a [[NBT#Specification:int_tag|Int Tag]], or in a structured [[NBT#Specification:compound_tag|Compound Tag]]s for specific distribution types. For the latter, the following format is used.
  
 
{{Need Info|The use for integer distributions described in the previous section pertains to monster spawning mechanisms, which is server-sided operation. The values received in the <code>monster_spawn_light_level</code> field have no noticeable impact on the client whatsoever. Should they even be described here?}}
 
{{Need Info|The use for integer distributions described in the previous section pertains to monster spawning mechanisms, which is server-sided operation. The values received in the <code>monster_spawn_light_level</code> field have no noticeable impact on the client whatsoever. Should they even be described here?}}
Line 680: Line 676:
 
  |-
 
  |-
 
  | type
 
  | type
  | TAG_String
+
  | [[NBT#Specification:string_tag|String Tag]]
 
  | The type of distribution.
 
  | The type of distribution.
 
  | Can be either:
 
  | Can be either:
* <code>minecraft:constant</code>, for constant values, similarly to when declared as a TAG_Int.
+
* <code>minecraft:constant</code>, for constant values, similarly to when declared as a [[NBT#Specification:int_tag|Int Tag]].
 
* <code>minectaft:uniform</code>, for uniformly distributed values between the specified range.
 
* <code>minectaft:uniform</code>, for uniformly distributed values between the specified range.
 
* <code>minecraft:biased_to_bottom</code>, for values biased towards the lower end, between the specified range.
 
* <code>minecraft:biased_to_bottom</code>, for values biased towards the lower end, between the specified range.
Line 691: Line 687:
 
  |-
 
  |-
 
  | value
 
  | value
  | TAG_Compound
+
  | [[NBT#Specification:compound_tag|Compound Tag]]
 
  | Extra data pertaining to the type of distribution.
 
  | Extra data pertaining to the type of distribution.
 
  | Depends on the type of distribution.
 
  | Depends on the type of distribution.
 
  |}
 
  |}
  
== Default Registries ==
+
= Default Registries =
  
 
The default registries in the JSON format is available for the following versions:
 
The default registries in the JSON format is available for the following versions:
* [https://pastebin.com/guryvw56 1.20.1]
+
* [https://gist.github.com/WinX64/3675ffee90360e9fc1e45074e49f6ede 1.20.2]
 +
* [https://gist.github.com/WinX64/2d257d3df3c7ab9c4b02dc90be881ab2 1.20.1]
 
* [https://gist.github.com/nikes/aff59b758a807858da131a1881525b14 1.19.2]
 
* [https://gist.github.com/nikes/aff59b758a807858da131a1881525b14 1.19.2]
 
* [https://gist.github.com/rj00a/f2970a8ce4d09477ec8f16003b9dce86 1.19]
 
* [https://gist.github.com/rj00a/f2970a8ce4d09477ec8f16003b9dce86 1.19]
 +
 +
[[Category:Protocol Details]]
 +
[[Category:Minecraft Modern]]

Latest revision as of 18:46, 26 February 2024

Registries are repositories of data that contain entries pertaining to certain aspects of the game, such as the world, the player, among others.

The ability for the server to send customized registries to the client was introduced in 1.16.3, which allows for a great deal of customization over certain features of the game.

Format

The server sends these registries to the client via Registry Data packet during the configuration phase.

Packet ID State Bound To Field Name Field Type Notes
0x05 Configuration Client Registry Data Compound Tag Information included below.

The Registry Data field represents a list of all available registries in the form of a Compound Tag. Elements in this compound are defined by the registry information, associated with the registry's name, as shown in the example below:

{
    "minecraft:worldgen/biome": {
        "type": "minecraft:worldgen/biome",
        "value": [
            {
                "name": "minecraft:ocean",
                "id": 0,
                "element": { /* Element */ }
            },
            {
                "name": "minecraft:plains",
                "id": 1,
                "element": { /* Element */ }
            },
            { /* Registry Entry */ }
            ...
        ]
    },
    "minecraft:dimension_type": { /* Registry */ },
    "minecraft:chat_type": { /* Registry */ },
    ...
}

Registry

The Registry Compound Tag specifies the type of the registry, and a list of registry entries.

Warning.png The name of the registry in the Registry Data is always the same to the registry type in the Notchian implementation.

Name Type Notes
type String Tag The type of the registry.
value List Tag of Compound Tag List of registry entries.

Registry Entry

The Registry Entry Compound Tag specifies a single entry of a Registry.

Name Type Notes
name String Tag The name of the entry.
id Int Tag The protocol ID of the entry.
element Compound Tag The actual data of the entry.

Warning.png This field is context-dependent and is based on the type field of its Registry.

Available Registries

The current release specification allows for six different registries to be sent to the client, six of which are required. A brief explanation of each of them is presented below, along with the format of their entries' element field.

Fields marked in __ blue represent data for server-side exclusive operations, and thus have no visible impact on the client.

Armor Trim Material

The minecraft:trim_material registry. It defines various visual properties of trim materials in armors.

Name Type Meaning Values
asset_name String Tag The trim color model to be rendered on top of the armor.

The Notchian client uses the corresponding asset located at trims/color_palettes.

Example: "minecraft:amethyst".
ingredient String Tag The ingredient used.

This has the visual effect of showing the trimmed armor model on the Smithing Table when the correct item is placed.

Example: "minecraft:copper_ingot".
item_model_index Float Tag Color index of the trim on the armor item when in the inventory. Default values vary between 0.1 and 1.0.
override_armor_materials Optional Compound Tag Asset for different types of armor materials, which overrides the value specified in the asset_name field.

The Notchian client uses this to give a darker color shade when a trim material is applied to armor of the same material, such as iron applied to iron armor.

The key can be either:
  • leather
  • chainmail
  • iron
  • gold
  • diamond
  • turtle
  • netherite

The value accepts the same values as asset_name.

description Compound Tag or String Tag The name of the trim material to be displayed on the armor tool-tip.

Any styling used in this component is also applied to the trim pattern description.

See Text formatting.

Armor Trim Pattern

The minecraft:trim_pattern registry. It defines various visual properties of trim patterns in armors.

Huh.png The following information needs to be added to this page:
The decal field seems to exist to prevent overlapping between the armor model and the trim model. What exact effect does it have?
Name Type Meaning Values
asset_id String Tag The trim pattern model to be rendered on top of the armor.

The Notchian client uses the corresponding asset located at trims/models/armor.

Example: "minecraft:coast".
template_item String Tag The template item used for this trim.

This has the visual effect of showing the trimmed armor model on the Smithing Table when the correct item is placed.

Example: "minecraft:coast_armor_trim_smithing_template".
description Compound Tag or String Tag The name of the trim pattern to be displayed on the armor tool-tip. See Text formatting.
decal Byte Tag Whether this trim is a decal. 1: true, 0: false.

Biome

The minecraft:worldgen/biome registry. It defines several aesthetic characteristics of the biomes present in the game.

Biome entries are referenced in the Chunk Biomes and Chunk Data and Update Light packets.

Warning.png The Notchian client will crash if a non-registered biome is sent in the above packets. It will also crash if a biome entry by the name minecraft:plains isn't explicitly registered. See MC-267103 for more information.

Name Type Meaning Values
has_precipitation Byte Tag Determines whether or not the biome has precipitation. 1: true, 0: false.
temperature Float Tag The temperature factor of the biome.

Affects foliage and grass color if they are not explicitly set.

The default values vary between -0.5 and 2.0.
temperature_modifier Optional String Tag Modifier that affects the resulting temperature. Can be either:
  • none, for a static temperature throughout the biome (aside from variations depending on the height).
  • frozen, for pockets of warm temperature (0.2) to be randomly distributed throughout the biome. This is used on frozen ocean variants in the Notchian client to simulate spots of unfrozen water, where it always rains instead of snowing.
downfall Float Tag The downfall factor of the biome.

Affects foliage and grass color if they are not explicitly set.

The default values vary between 0.0 and 1.0.
effects Compound Tag Biome special effects. See Effects.

Effects

Name Type Meaning Values
fog_color Int Tag The color of the fog effect when looking past the view distance. Example: 8364543, which is #7FA1FF in RGB.
water_color Int Tag The tint color of the water blocks. Example: 8364543, which is #7FA1FF in RGB.
water_fog_color Int Tag The color of the fog effect when looking past the view distance when underwater. Example: 8364543, which is #7FA1FF in RGB.
sky_color Int Tag The color of the sky. Example: 8364543, which is #7FA1FF in RGB.
foliage_color Optional Int Tag The tint color of leaves.

If not specified, the foliage color is calculated based on biome temperature and downfall.

Example: 8364543, which is #7FA1FF in RGB.
grass_color Optional Int Tag The tint color of the grass.

If not specified, the grass color is calculated based on biome temperature and downfall.

Example: 8364543, which is #7FA1FF in RGB.
grass_color_modifier Optional String Tag Modifier that affects the resulting grass color. Can be either:
  • none, for a static grass color throughout the biome.
  • dark_forest, for a darker, and less saturated shade of the color.
  • swamp, for overriding it with two fixed colors (#4C763C and #6A7039), randomly distributed throughout the biome.
particle Optional Compound Tag Ambient visual particles. See Particle.
ambient_sound Optional String Tag or Compound Tag Ambient soundtrack that starts playing when entering the biome, and fades out when exiting it. Can be either:
mood_sound Optional Compound Tag Additional ambient sound that plays in moody situations. Moodiness increases when blocks around the player are at both sky and block light level zero, and decreases otherwise.

The moodiness calculation happens once per tick, and after reaching a certain value, the ambient mood sound is played.

See Mood sound.
additions_sound Optional Compound Tag Additional ambient sound that has a chance of playing randomly every tick. See Additions sound.
music Optional Compound Tag Music properties for the biome. See Music.

Particle

Name Type Meaning Values
options Compound Tag Particle type and related options. See Particle options.
probability Float Tag The chance for the particle to be spawned. Ambient particles are attempted to be spawned multiple times every tick. The default values vary between 0.0 and 1.0.

Particle options

Huh.png The following information needs to be added to this page:
The extra data specified in the Particle definitions is missing information to allow the particle to be successfully serialized as NBT.
Is it here the best place to define them, or somewhere else?
Name Type Meaning Values
type String Tag The name of the particle. See protocol particle data.
value Optional Varies Any necessary extra data to fully define the particle. See protocol particle data.

Ambient sound

Name Type Meaning Values
sound_id String Tag The ID of a soundtrack Example: "minecraft:ambient.basalt_deltas.loop"
range Optional Float Tag The range of the sound. If not specified, the volume is used to calculate the effective range.

Mood sound

Name Type Meaning Values
sound String Tag The ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.mood"
tick_delay Int Tag Defines the rate at which the moodiness increase, and also the minimum time between plays. The default value is always 6000.
block_search_extent Int Tag The radius used for the block search around the player during moodiness calculation. The default value is always 8.
offset Double Tag The distance offset from the player when playing the sound.

The sound plays in the direction of the selected block during moodiness calculation, and is magnified by the offset.

The default value is always 2.0.

Additions sound

Name Type Meaning Values
sound String Tag The ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.additions"
tick_chance Double Tag The chance of the sound playing during the tick. The default value is always 0.0111.

Music

Name Type Meaning Values
sound String Tag The ID of a soundtrack. Example: "minecraft:music.nether.basalt_deltas"
min_delay Int Tag The minimum time in ticks since the last music finished for this music to be able to play. The default value is always 12000.
max_delay Int Tag The maximum time in ticks since the last music finished for this music to be able to play. The default value is always 24000.
replace_current_music Byte Tag Whether this music can replace the current one. 1: true, 0: false.

Chat Type

The minecraft:chat_type registry. It defines the different types of in-game chat and how they're formatted.

Chat type entries are referenced in the Disguised Chat Message and Player Chat Message packets.

Warning.png The Notchian client will disconnect with a "Invalid packet" message if a non-registered chat type is sent in the above packets.

Name Type Meaning Values
chat Compound Tag The chat decoration. See Decoration.
narration Compound Tag The narration decoration. See Decoration.

Decoration

Name Type Meaning Values
translation_key String Tag The translation key representing the chat format. It can also be a formatting string directly. Example: "chat.type.text", which translates to "<%s> %s".
style Optional Compound Tag Optional styling to be applied on the final message.

Not present in the narration decoration.

See Text formatting#Styling fields.
parameters List Tag of String Tag Placeholders used when formatting the string given by the translation_key field. Can be either:
  • sender, for the name of the player sending the message.
  • target, for the name of the player receiving the message, which may be empty.
  • content, for the actual message.

Damage Type

The minecraft:damage_type registry. It defines the different types of damage an entity can sustain.

Damage type entries are referenced in the Damage Event packet.

Warning.png The Notchian client will crash if a non-registered damage type is sent in the above packets. It will also crash if any of the Vanilla "static damage types" (those that aren't dependent on an attacker) isn't explicitly registered. See MC-267103 for more information.

Name Type Meaning Values
message_id String Tag Id of the death message. The full message is displayed as death.attack.<message_id>. Example: "onFire".
scaling String Tag Whether the damage taken scales with the difficulty. Can be either:
  • never
  • when_caused_by_living_non_player
  • always
exhaustion Float Tag The amount of exhaustion caused when suffering this type of damage. Default values are either 0.0 or 0.1.
effects Optional String Tag Effect played when the player suffers this damage, including the sound that is played. Can be either:
  • hurt
  • thorns
  • drowning
  • burning
  • poking
  • freezing
death_message_type Optional String Tag Defines how the death message is constructed. Can be either:
  • default, for the message to be built normally.
  • fall_variants, for the most significant fall damage to be considered.
  • intentional_game_design, for MCPE-28723 to be considered as an argument when translating the message.

Dimension Type

The minecraft:dimension_type registry. It defines the types of dimension that can be attributed to a world, along with all their characteristics.

Dimension type entries are referenced in the Login (play) and Respawn packets.

Warning.png The Notchian client will crash if a non-registered dimension type is referenced in the above packets. See MC-267103 for more information.

Name Type Meaning Values
fixed_time Optional Long Tag If set, the time of the day fixed to the specified value. Allowed values vary between 0 and 24000.
has_skylight Byte Tag Whether the dimension has skylight access or not. 1: true, 0: false.
has_ceiling Byte Tag Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster. 1: true, 0: false.
ultrawarm Byte Tag Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner. 1: true, 0: false.
natural Byte Tag When false, compasses spin randomly. When true, nether portals can spawn zombified piglins. 1: true, 0: false.
coordinate_scale Double Tag The multiplier applied to coordinates when traveling to the dimension. Allowed values vary between 1e-5 (0.00001) and 3e7 (30000000).
bed_works Byte Tag Whether players can use a bed to sleep. 1: true, 0: false.
respawn_anchor_works Byte Tag Whether players can charge and use respawn anchors. 1: true, 0: false.
min_y Int Tag The minimum Y level. Allowed values vary between -2032 and 2031, and must also be a multiple of 16.

Warning.png min_y + height cannot exceed 2032.

height Int Tag The maximum height. Allowed values vary between 16 and 4064, and must also be a multiple of 16.

Warning.png min_y + height cannot exceed 2032.

logical_height Int Tag The maximum height to which chorus fruits and nether portals can bring players within this dimension. (Must be lower than height) Allowed values vary between 0 and 4064, and must also be a multiple of 16.

Warning.png logical_height cannot exceed the height.

infiniburn String Tag A resource location defining what block tag to use for infiniburn. "#" or minecraft resource "#minecraft:...".
effects String Tag Defines special dimensional effects, which includes:
  • Cloud level: Height at which clouds appear, if at all.
  • Sky type: Whether it's the normal sky with sun and moon; the low-visibility, foggy sky of the nether; or the static sky of the end.
  • Forced light map: Whether a bright light map is forced, siimilar to the night vision effect.
  • Constant ambient light: Whether blocks have shade on their faces.
Can be either:
  • minecraft:overworld, for clouds at 192, normal sky type, normal light map and normal ambient light.
  • minecraft:the_nether, for no clouds, nether sky type, normal light map and constant ambient light.
  • minecraft:the_end, for no clouds, end sky type, forced light map and normal ambient light.
ambient_light Float Tag How much light the dimension has. Used as interpolation factor when calculating the brightness generated from sky light. The default values are 0.0 and 0.1, 0.1 for the nether and 0.0 for the other dimensions.
piglin_safe Byte Tag Whether piglins shake and transform to zombified piglins. 1: true, 0: false.
has_raids Byte Tag Whether players with the Bad Omen effect can cause a raid. 1: true, 0: false.
monster_spawn_light_level Int Tag or Compound Tag During a monster spawn attempt, this is the maximum allowed light level for it to succeed. It can be either a fixed value, or one of several types of distributions. Can be either:
monster_spawn_block_light_limit Int Tag Maximum allowed block light level monster spawn attempts to happen. Allowed values vary between 0 and 15.

The default values are 0 and 15, 15 for the nether (where monsters can spawn anywhere) and 0 for other dimensions (where monsters can only spawn naturally in complete darkness).

Integer distribution

Integer providers can be either declared as constants with a Int Tag, or in a structured Compound Tags for specific distribution types. For the latter, the following format is used.

Huh.png The following information needs to be added to this page:
The use for integer distributions described in the previous section pertains to monster spawning mechanisms, which is server-sided operation. The values received in the monster_spawn_light_level field have no noticeable impact on the client whatsoever. Should they even be described here?
Name Type Meaning Values
type String Tag The type of distribution. Can be either:
  • minecraft:constant, for constant values, similarly to when declared as a Int Tag.
  • minectaft:uniform, for uniformly distributed values between the specified range.
  • minecraft:biased_to_bottom, for values biased towards the lower end, between the specified range.
  • minecraft:clamped, for uniformly distributed values, clamped inside a range.
  • minecraft:weighted_list, for a weighted list of multiple distributions.
  • minecraft:clamped_normal, for normally distributed values, clamped inside a range.
value Compound Tag Extra data pertaining to the type of distribution. Depends on the type of distribution.

Default Registries

The default registries in the JSON format is available for the following versions: