Difference between revisions of "User:Mudkipdev/delete"

From wiki.vg
Jump to navigation Jump to search
(Update "Chat Message" packet (0x03))
Line 282: Line 282:
 
=== Chat Message (0x03) ===
 
=== Chat Message (0x03) ===
  
A message from the client to the server, or the server to the client. The actual handling of chat messages is variable and depends on the server and client; there are no ''de facto'' standards yet.
+
A chat message from the client to the server, or the server to the client.
  
The Alpha server will check the message to see if it begins with a '/'. If it doesn't, the username of the sender is prepended and sent to all other clients (including the original sender). If it does, the server assumes it to be a command and attempts to process it. A message longer than 100 characters will cause the server to kick the client. This limits the chat message packet length to 103 bytes. Note that this limit does not apply to incoming chat messages as the server may have prepended other information, not limited to, but usually including, a username.
+
The vanilla server will check the message to see if it begins with a "/". If it does, the server assumes it to be a command and attempts to process it. Otherwise, the username will be prepended to the message and sent to all players. A message longer than 100 characters will cause the server to kick the client. This limits the chat message packet length to 103 bytes. Note that this limit does not apply to incoming chat messages as the server may have prepended other information, not limited to, but usually including, a username.
  
A message longer than 119 characters will cause the Beta (≥1.5) server and client <s>to crash</s> to print the message "Received string length longer than maximum allowed (X > 119)", with no side effects.
+
A message longer than 119 characters will cause the vanilla server and client <s>to crash</s> and print the message "Received string length longer than maximum allowed (X > 119)".
 
 
For more information, see [[Chat]].
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 299: Line 297:
 
|- class="row1"
 
|- class="row1"
 
| class="col0 centeralign" | 0x03
 
| class="col0 centeralign" | 0x03
| class="col1 centeralign" | Message
+
| class="col1 centeralign" | Chat Message
 
| class="col2 centeralign" | string16
 
| class="col2 centeralign" | string16
| class="col3 centeralign" | <code>&lt;Bob&gt; Hello World!</code>
+
| class="col3 centeralign" | <code>&lt;Notch&gt; Hello world!</code>
| class="col4" | User input '''must''' be sanitized server-side
+
| class="col4" | User input '''must be sanitized server-side'''.
 
|- class="row2"
 
|- class="row2"
 
! class="col0" | Total Size:
 
! class="col0" | Total Size:
| class="col1 rightalign" colspan="4" | 3 bytes + length of strings
+
| class="col1 rightalign" colspan="4" | 3 bytes + length of the message.
 +
|}
 +
 
 +
A server may also send hexadecimal codes to colorize the message by prepending <code>§</code> (U+00A7) and the hexadecimal code before the message.
 +
 
 +
{| class="wikitable" style="text-align:center;" border="1" cellpadding="5"
 +
|-
 +
! colspan="1" rowspan="2" | Code
 +
! colspan="1" rowspan="2" | Name
 +
! colspan="4" | Color
 +
! colspan="4" | Shadow Color
 +
|-
 +
! width="30px"|R
 +
! width="30px"|G
 +
! width="30px"|B
 +
!  Hex
 +
! width="30px"|R
 +
! width="30px"|G
 +
! width="30px"|B
 +
! Hex
 +
|-
 +
| 0 || Black || 0 || 0 || 0 || #000000 || 0 || 0 || 0 || #000000
 +
|-
 +
| 1 || Dark Blue || 0 || 0 || 170 || #0000aa || 0 || 0 || 42 || #00002a
 +
|-
 +
| 2 || Dark Green || 0 || 170 || 0 || #00aa00 || 0 || 42 || 0 || #002a00
 +
|-
 +
| 3 || Dark Aqua || 0 || 170 || 170 || #00aaaa || 0 || 42 || 42 || #002a2a
 +
|-
 +
| 4 || Dark Red || 170 || 0 || 0 || #aa0000 || 42 || 0 || 0 || #2a0000
 +
|-
 +
| 5 || Purple || 170 || 0 || 170 || #aa00aa || 42 || 0 || 42 || #2a002a
 +
|-
 +
| 6 || Gold || 255 || 170 || 0 || #ffaa00 || 42 || 42 || 0 || #2a2a00
 +
|-
 +
| 7 || Gray || 170 || 170 || 170 || #aaaaaa || 42 || 42 || 42 || #2a2a2a
 +
|-
 +
| 8 || Dark Gray || 85 || 85 || 85 || #555555 || 21 || 21 || 21 || #151515
 +
|-
 +
| 9 || Blue || 85 || 85 || 255 || #5555ff || 21 || 21 || 63 || #15153f
 +
|-
 +
| a || Green || 85 || 255 || 85 || #55ff55 || 21 || 63 || 21 || #153f15
 +
|-
 +
| b || Aqua || 85 || 255 || 255 || #55ffff || 21 || 63 || 63 || #153f3f
 +
|-
 +
| c || Red || 255 || 85 || 85 || #ff5555 || 63 || 21 || 21 || #3f1515
 +
|-
 +
| d || Pink || 255 || 85 || 255 || #ff55ff || 63 || 21 || 63 || #3f153f
 +
|-
 +
| e || Yellow || 255 || 255 || 85 || #ffff55 || 63 || 63 || 21 || #3f3f15
 +
|-
 +
| f || White || 255 || 255 || 255 || #ffffff || 63 || 63 || 63 || #3f3f3f
 
|}
 
|}
  

Revision as of 00:55, 29 April 2023

This page was created in an attempt to document the old Beta 1.7.3 protocol considering there is an active modding community around it. Credit for the initial page goes to the Great Old Ones, and the users in #mcdevs in Libera.Chat. If you're having trouble, check out the Modification Station Discord server in #minecraft-general or #mod-talk.

Contents

Data Types

All types in Minecraft are big-endian, that is, the most significant byte comes first. The majority of everyday computers are little endian, and using most programming languages will require converting big endian values to little endian.

These data formats are identical to those provided by the Java classes DataInputStream and DataOutputStream.

Data Type Size Range Notes
byte 1 -128 to 127 Signed, two's complement
short 2 -32768 to 32767 Signed, two's complement
int 4 -2147483648 to 2147483647 Signed, two's complement
long 8 -9223372036854775808 to 9223372036854775807 Signed, two's complement
float 4

See this

Single-precision 32-bit IEEE 754 floating point
double 8

See this

Double-precision 64-bit IEEE 754 floating point
string8 ≥ 2 N/A Modified UTF-8 string. Prefixed by a short containing the length of the string.
string16 ≥ 2
≤ 240
N/A UCS-2 string, big-endian. Prefixed by a short containing the length of the string in characters. UCS-2 consists of 16-bit words, each of which represent a Unicode code point between U+0000 and U+FFFF inclusive.
boolean 1 0 or 1 Value can be either 0x01 (true) or 0x00 (false).
Metadata varies See below See below

Metadata

The Metadata type provides extra information about an entity, such as sheep color. Metadata was introduced in Beta 1.2. Currently, it takes the following form:

 let x = 0 of type byte
 while (x = read byte from stream) does not equal 127:
     select based on value of (x >> 5):
         case 0: read byte from stream
         case 1: read short from stream
         case 2: read int from stream
         case 3: read float from stream
         case 4: read string (UCS-2) from stream
         case 5: read short, byte, short from stream; save as item stack (id, count, damage, respectively)
         case 6: read int, int, int from stream; save as extra entity information.
     end select
 end while

The last 5 bits of x (x & 0x1F) are either an index or bitmask. Currently, only "byte" type metadata has been seen from the server.

For known extra entity information values, see Mob Types.

Terminology

This is a fairly lengthy page, and to make it more readable certain terminology must be understood. Terms used on this page and their definition are provided below.

Term Definition
Player When used in in the singular term, player always refers to the client connected to the server
Entity Entity refers to any player, mob, dropped item, or minecart/boat in the world.
Entity ID An entity ID is a 4-byte integer uniquely identifying a specific entity.
XYZ Position +X points south, +Y points upwards, and +Z points west.

Units of Measurement

There are several different units of measurement used in the protocol depending on what is being described. For example, it wouldn't make much sense to send the position of a block (which is a constant multiple of 32) in a floating point double.

A block represents 1 meter x 1 meter x 1 meter. There are 32 pixels per meter, and chunks are 16m x 128m x 16m.

Unit Data Types Real-Life Unit Represents
Absolute double meters Represents an object's location in the world.
Absolute Integer int pixels Represents an object's location in the world.
Functions the same as Absolute Double, but requires fewer bytes and is less precise.
In C/C++/Java: absolute_int = (int)(absolute_double * 32.0);
Block byte, short, int meters Represents a block's location in the world.
Chunk short, int chunks Represents the position of a chunk.

Packets

All packets begin with a single "Packet ID" byte. Listed packet size includes this byte. Packets are either "server to client", "client to server", or both. If not specified, assume that the packet can be sent both ways. There is no "length" field; for variable length packets, you must parse to the end to determine the length.

Keep Alive (0x00)

This packet is sent to ensure the connection is alive. The vanilla server will disconnect the client if it doesn't receive at least one packet before 1200 in-game ticks, and the vanilla client will time out the server under the same conditions.

Packet ID
0x00

Login (0x01)

Client to Server

Sent by the client after the handshake to finish logging in. If the version is outdated or any field is invalid, the server will kick the client with a disconnect packet. If the client is started in offline mode, the player's username will default to Player???, making LAN play without authentication impossible as the server will prevent multiple users with the same name.

Packet ID Field Name Field Type Example Notes
0x01 Protocol Version int 14 Used for checking server-client compatibility. The protocol version for Beta 1.7.3 is 14.
Username string16 Notch The name of the user attempting to login, max length of 16 bytes.
Unused long 0 This is the map seed in a clientbound packet. This value is also useful for negotiating mod support.
Unused byte This is the dimension in a clientbound packet.
Total Size: 16 bytes + length of strings

Server to Client

Sent by the server if it accepts the clients login request. If it didn't, it'll send a kick instead.

Packet ID Field Name Field Type Example Notes
0x01 Entity ID int 1298 The player's entity ID.
Unused string16 n/a This is the username in a serverbound packet. This value is also useful for negotiating mod support.
Map Seed long 971768181197178410 Used for terrain and biome generation. This is read by the client, but not necessary.
Dimension byte 0 The player's dimension. 0 for The Overworld, -1 for The Nether.
Total Size: 16 bytes + length of strings

Handshake (0x02)

Client to Server

This is the first packet sent when the client connects and is used for Authentication.

Packet ID Field Name Field Type Example Notes
0x02 Username string16 Notch The username of the player attempting to connect, max length of 16
Total Size: 3 bytes + length of strings

Server to Client

This is the first packet sent when the client connects and is used for Authentication. If the hash is '-', then the client continues without doing name authentication. If the hash is a '+', the client sends the server password in the login request. (Note that this hash, as of the latest version of the Beta server, is a randomly generated long in hexadecimal form, and has nothing to do with the client or the server he is connected to)

Packet ID Field Name Field Type Example Notes
0x02 Connection Hash string16 2e66f1dc032ab5f0 A unique, per-connection hash, or '-', or '+'
Total Size: 3 bytes + length of strings

Chat Message (0x03)

A chat message from the client to the server, or the server to the client.

The vanilla server will check the message to see if it begins with a "/". If it does, the server assumes it to be a command and attempts to process it. Otherwise, the username will be prepended to the message and sent to all players. A message longer than 100 characters will cause the server to kick the client. This limits the chat message packet length to 103 bytes. Note that this limit does not apply to incoming chat messages as the server may have prepended other information, not limited to, but usually including, a username.

A message longer than 119 characters will cause the vanilla server and client to crash and print the message "Received string length longer than maximum allowed (X > 119)".

Packet ID Field Name Field Type Example Notes
0x03 Chat Message string16 <Notch> Hello world! User input must be sanitized server-side.
Total Size: 3 bytes + length of the message.

A server may also send hexadecimal codes to colorize the message by prepending § (U+00A7) and the hexadecimal code before the message.

Code Name Color Shadow Color
R G B Hex R G B Hex
0 Black 0 0 0 #000000 0 0 0 #000000
1 Dark Blue 0 0 170 #0000aa 0 0 42 #00002a
2 Dark Green 0 170 0 #00aa00 0 42 0 #002a00
3 Dark Aqua 0 170 170 #00aaaa 0 42 42 #002a2a
4 Dark Red 170 0 0 #aa0000 42 0 0 #2a0000
5 Purple 170 0 170 #aa00aa 42 0 42 #2a002a
6 Gold 255 170 0 #ffaa00 42 42 0 #2a2a00
7 Gray 170 170 170 #aaaaaa 42 42 42 #2a2a2a
8 Dark Gray 85 85 85 #555555 21 21 21 #151515
9 Blue 85 85 255 #5555ff 21 21 63 #15153f
a Green 85 255 85 #55ff55 21 63 21 #153f15
b Aqua 85 255 255 #55ffff 21 63 63 #153f3f
c Red 255 85 85 #ff5555 63 21 21 #3f1515
d Pink 255 85 255 #ff55ff 63 21 63 #3f153f
e Yellow 255 255 85 #ffff55 63 63 21 #3f3f15
f White 255 255 255 #ffffff 63 63 63 #3f3f3f

Time Update (0x04)

Server to Client only

Time in Minecraft is based on ticks where there should be 24,000 ticks per day, making each Minecraft day exactly 20 minutes long.

The time of day is based on the timestamp modulo 24,000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.

The default SMP server increments the time by 20 every second, but this may slow down with a laggy server.

Packet ID Field Name Field Type Example Notes
0x04 Time long The world or region time in ticks.
Total Size: 9 bytes

Entity Equipment (0x05)

After each "Named Entity Spawn" packet, there will be five of these packets for the equipped item and armor. If there are changes in visible equipment, another one of these is sent.

Packet ID Field Name Field Type Example Notes
0x05 Entity ID int 0x00010643 Named Entity ID
Inventory Slot short 4 Equipment slot: 0=held, 1-4=armor slot
Item ID short -1 Equipped item (-1 for empty slot)
Item Metadata/Damage short Damage?
Total Size: 11 bytes

Spawn Position (0x06)

Server to Client only

Sent by the server after login to specify the coordinates of the spawn point (the point at which the player will spawn at, and where the compass will always point to).

It can be sent at any time to update the position of where the player's compass points at.

Packet ID Field Name Field Type Example Notes
0x06 X int 117 Spawn X in block coordinates
Y int 70 Spawn Y in block coordinates
Z int -46 Spawn Z in block coordinates
Total Size: 13 bytes

Use Entity (0x07)

This packet is sent from the client to the server when the client left/right-clicks another entity.

A vanilla server only accepts this packet if the entity being attacked/used is visible without obstruction and within a 4-unit radius of the player's position.

(This packet data values are not fully verified)

Packet ID Field Name Field Type Example Notes
0x07 Player Entity ID int 1298

The entity of the player (ignored by the server)

Target Entity ID int 1805

The entity the player is interacting with

Left-Click? boolean 0x01

Set to true when the player is left-clicking while facing the entity and false when right-clicking.

Total Size: 10 bytes

Update Health (0x08)

Server to Client only

Sent by the server to set or update the health of the player.

Packet ID Field Name Field Type Example Notes
0x08 Health short 20 0 or less is dead, 20 is full health.
Total Size: 3 bytes

Respawn (0x09)

Sent by the client when the player presses the "Respawn" button after dying. The server should then teleport the player to the respawn point, and sends a respawn packet in response. The client will not leave the respawn screen until it receives a respawn packet back.

Packet ID Field Name Field Type Example Notes
0x09 Dimension byte 1 0 for The Overworld, and -1 for The Nether.
Total Size: 2 bytes

Player (0x0A)

Client to Server only

This packet is used to indicate whether the player is on ground (walking/swimming), or airborne (jumping/falling). This value is controlled by the client and can be spoofed.

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.

Packet ID Field Name Field Type Example Notes
0x0A On Ground? boolean 1 0x01 if the client is on the ground, otherwise it will be 0x00.
Total Size: 2 bytes

Player Position (0x0B)

Client to Server (player-controlled movement).

Updates the player's XYZ position on the server. If Stance - Y is less than 0.1 or greater than 1.65, the stance is illegal and the client will be kicked with the message “Illegal Stance”. If the distance between the last known position of the player on the server and the new position set by this packet has a distance greater than 100 units will result in the client being kicked for "You moved too quickly :( (Hacking?)" Also if the absolute number of X or Z is set greater than 3.2E7D the client will be kicked for "Illegal position".


Packet ID Field Name Field Type Example Notes
0x0B X double 102.809 Absolute position
Y double 70.00 Absolute position
Stance double 71.62 Used to modify the players bounding box when going up stairs, crouching, etc…
Z double 68.30 Absolute position
On Ground? boolean 0x01

Derived from packet 0x0A

Total Size: 34 bytes

Player Look (0x0C)

Client to Server (player-controlled movement).

The unit circle for yaw

Updates the direction the player is looking in.

Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the xz-plane starts at (0, 1) and turns backwards towards (-1, 0), or in other words, it turns clockwise instead of counterclockwise. Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.

Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.

Packet ID Field Name Field Type Example Notes
0x0C Yaw float 0.00 Absolute rotation on the X Axis, in degrees
Pitch float 0.00 Absolute rotation on the Y Axis, in degrees
On Ground? boolean 0x01

Derived from packet 0x0A

Total Size: 10 bytes

Player Position & Look (0x0D)

A combination of Player Look and Player position.

Client to Server

Packet ID Field Name Field Type Example Notes
0x0D X double 6.5 Absolute position
Y double 65.620000004768372 Absolute position
Stance double 67.240000009536743 Used to modify the players bounding box when going up stairs, crouching, etc…
Z double 7.5 Absolute position
Yaw float 0.0 Absolute rotation on the X Axis
Pitch float 0.0 Absolute rotation on the Y Axis
On Ground boolean 0

Derived from packet 0x0A

Total Size: 42 bytes

Server to Client

Packet ID Field Name Field Type Example Notes
0x0D X double 6.5 Absolute position
Stance double 67.240000009536743 Used to modify the players bounding box when going up stairs, crouching, etc…
Y double 65.620000004768372 Absolute position
Z double 7.5 Absolute position
Yaw float 0.0 Absolute rotation on the X Axis
Pitch float 0.0 Absolute rotation on the Y Axis
On Ground boolean 0

Derived from packet 0x0A

Total Size: 42 bytes

:!: Note that this packet differs from client Player & Position Look packet - the Stance and Y are sent in a different order.

:!: Stance and Y seems to be the opposite as in the table (from Client to Server = X, Y, Stance, Z, froom Server to client = X, Stance, Y, Z) please confirm ! [BackBone`:] The opposite stance<->y confirmed, however the given structs had the server and client struct reversed, which I fixed.

:!: When you connect to the official server, it will push a 0x0D packet. If you do not immediately respond with a 0x0D (or maybe 0x0A-0x0C) packet with similar and valid information, it will have unexpected results, such as map chunks not loading and future 0x0A-0x0D packets being ignored.

Player Digging (0x0E)

Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius of the player's position.

Packet ID Field Name Field Type Example Notes
0x0E Status byte 1 The action the player is taking against the block (see below)
X int 32 Block position
Y byte 64 Block position
Z int 32 Block position
Face byte 3 The face being hit (see below)
Total Size: 12 bytes

Status can (currently) be one of four values:

Meaning Value
Started digging 0
Finished digging 2
Drop item 4

Notchian clients send a 0 (started digging) when they start digging and a 2 (finished digging) once they think they are finished. If digging is aborted, no notice is sent to the server; the client simply does not send a 2 (finished digging).

Status code 4 (drop item) is a special case. In-game, when you use the Drop Item command (keypress 'q'), a dig packet with a status of 4, and all other values set to 0, is sent from client to server.

The face can be one of six values, representing the face being hit:

Value 0 1 2 3 4 5
Offset -Y +Y -Z +Z -X +X

Player Block Placement (0x0F)

Sent when the player places a block or (probably) an item. The coordinates sent in this packet are actually the block being built against, which combined with the direction offset tell you where the block should be placed. This is required to correctly position furnaces, torches, etc…

Packet ID Field Name Field Type Example Notes
0x0F X int 32 Block position
Y byte 64 Block position
Z int 32 Block position
Direction byte 3 The offset to use for block/item placement (see below)
Block or Item ID short 1 The block or item to be placed
Amount (opt) byte 34 The amount of the item in the players hand
Damage (opt) short 83 How much damage the item has taken
Total Size: 13 bytes or 16 bytes

If the Block/ItemID field is greater than or equal to 0, then the last 2 fields (amount and damage) are read. Otherwise, they are not read. When 'placing' (Or more accurately, using) your empty hand, the client sends -1 as the Block/ItemID

The direction can be one of six values, representing the face the block/item is being placed against:

Value 0 1 2 3 4 5
Offset -Y +Y -Z +Z -X +X

In normal operation (ie placing a block), this packet is sent once, with the values set normally.

This packet has a special case where X, Y, Z, and Direction are all -1. This special packet indicates that the currently held item for the player should have its state updated such as eating food, shooting bows, using buckets, etc.

In a Notchian Beta client, the block or item ID corresponds to whatever the client is currently holding, and the client sends one of these packets any time a right-click is issued on a surface, so no assumptions can be made about the safety of the ID. However, with the implementation of server-side inventory, a Notchian server seems to ignore the item ID, instead operating on server-side inventory information and holding selection.

Special note on using buckets: When using buckets, the Notchian client might send two packets: first a normal and then a special case. The first normal packet is sent when you're looking at a block (e.g. the water you want to scoop up). This normal packet does not appear to do anything with a Notchian server. The second, special case packet appears to perform the action - based on current position/orientation and with a distance check - it appears that buckets can only be used within a radius of 6 units.

Holding Change (0x10)

Sent when the player changes the slot selection

Packet ID Field Name Field Type Example Notes
0x10 Slot ID short 1 The slot which the player has selected (0-8)
Total Size: 3 bytes

Use Bed (0x11)

Server to Client
Associated with players using beds.

Packet ID Field Name Field Type Example Notes
0x11 Entity ID int 89 Player ID
???In Bed??? byte 0 0 Appears when players use bed
X coordinate int -247 Bed (headboard?) X as block coordinate
Y coordinate byte 78 Bed (headboard?) Y as block coordinate
Z coordinate int 128 Bed (headboard?) Z as block coordinate
Total Size: 15 bytes
  • NOTE: This Packet seems to be sent when 2 or more players are on a server, and at least one player uses a Bed.

Animation (0x12)

Sent whenever an entity should change animation.

Packet ID Field Name Field Type Example Notes
0x12 EID int 55534 Player ID
Animate byte 1 Can be 0 (no animation), 1 (swing arm), 2 (damage animation), 3 (leave bed), 104 (crouch), or 105 (uncrouch). Getting 102 somewhat often, too.
Total Size: 6 bytes

Only 1 (swing arm) and 3 (leave bed) is sent by notchian clients. Crouching is sent via 0x13. Damage is server-side, and so is not sent by notchian clients. See also 0x26.

Entity Action ??? (0x13)

Client to Server only

Sent at least when crouching and leaving a bed. To send action animation to client use 0x28.

Packet ID Field Name Field Type Example Notes
0x13 EID int 55534 Player ID
Action byte 1 Can be 1 (crouch), 2 (uncrouch) or 3 (leave bed).
Total Size: 6 bytes

Named Entity Spawn (0x14)

Server to Client only

The only named entities (at the moment) are players (either real or NPC/Bot). This packet is sent by the server when a player comes into visible range, not when a player joins.

Servers can, however, safely spawn player entities for players not in visible range. The client appears to handle it correctly.

The Notchian client is not okay with receiving player entity packets, including 0x14, that refer to its own username or EID; it will teleport to the absolute origin of the map and fall through the Void any time it receives them.

Packet ID Field Name Field Type Example Notes
0x14 EID int 94453 Player ID
Player Name string16 Twdtwd Max length of 16
X int 784 Player X as Absolute Integer
Y int 2131 Player Y as Absolute Integer
Z int -752 Player Z as Absolute Integer
Rotation byte 0 Player rotation as a packed byte
Pitch byte 0 Player rotation as a packed byte
Current Item short 0 The item the player is currently holding. Note that this should be 0 for "no item", unlike -1 used in other packets. A negative value crashes clients.
Total Size: 23 bytes + length of strings

Pickup Spawn (0x15)

A pickup spawn is sent by the server whenever an item on the ground (say a pickaxe thrown on the ground) comes into range of the player. (note: this means range for item vision, not range for pickup!) It used to be sent by the client when an item is dropped from a tile (chest or furnace) or from inventory, but that is now done with the new packets for server-side inventory (see 0x66).

It is completely acceptable for servers to ignore the EID issued by the client in this packet and instead create a new packet with a server-controlled EID when sending this packet out to clients.

Packet ID Field Name Field Type Example Notes
0x15 EID int 157617 Unique entity ID
Item short 4 The item ID
Count byte 1 The number of items
Damage/Data short New field in beta 1.2 update (see below)
X int 133 Item X as Absolute Integer
Y int 913 Item Y as Absolute Integer
Z int 63552 Item Z as Absolute Integer
Rotation byte 252 Item rotation as a packed byte
Pitch byte 25 Item pitch as a packed byte
Roll byte 12 Item roll as a packed byte
Total Size: 25 bytes

"Damage" field This field is also used to store item metadata. E.g. you mined birch wood(its id is the same as normal wood) so you must set damage to the metadata of birch wood(2). The same case is wool. Id is the same but data is different.For example: you mined blue wool so your damage field should send value 0xB.

Collect Item (0x16)

Server to Client only

Sent by the server when someone picks up an item lying on the ground - its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory (0x1D does that), and it doesn't add it to your inventory (0x67 does that). The server only checks for items to be picked up after each Player Position and Player Position & Look packet sent by the client.


Packet ID Field Name Field Type Example Notes
0x16 Collected EID int 38
Collector EID int 20
Total Size: 9 bytes

Add Object/Vehicle (0x17)

Server to Client only

Sent by the server when an Object/Vehicle is created.

Packet ID Field Name Field Type Example Notes
0x17 EID int 62 Entity ID of the Object
Type byte 11 The type of object (see below)
X int 16080 The Absolute Integer X Position of the object
Y int 2299 The Absolute Integer Y Position of the object
Z int 592 The Absolute Integer Z Position of the object
Unknown flag int 0 An unknown flag. Only if it's bigger than 0 the following fields are sent
Unknown short 0 X on map?
Unknown short 0 Y on map?
Unknown short 0 Z on map?
Total Size: 22 or 28 bytes

Object Types

Type ID Type Name
1 Boats
10 Minecart
11 Storage Cart
12 Powered Cart
50 Activated TNT
60 Arrow
61 Thrown Snowball
62 Thrown Egg
70 Falling Sand
71 Falling Gravel
90 Fishing Float

Mob Spawn (0x18)

Server to Client only

Sent by the server when a Mob Entity is Spawned

Packet ID Field Name Field Type Example Notes
0x18 EID int 446 Entity ID
Type byte 91 The type of Mob Entity Type
X int 13366 The Absolute Integer X Position of the object
Y int 2176 The Absolute Integer Y Position of the object
Z int 1680 The Absolute Integer Z Position of the object
Yaw byte -27 The X Axis rotation in steps of 2π/256
Pitch byte 0 The Y Axis rotation in steps of 2π/256
Data Stream Metadata 127 Indexed metadata for Mob. Terminated by 0x7F. See below, and see #Metadata for the general format.
Total Size: 20 bytes + Metadata (at least 1)

Mob Types (Incomplete)

Type ID Type Name Metadata
50 Creeper Index 16 is byte: status of the creeper (depends on the fuse)
Index 17 is byte: 1 if creeper was Struck by lightning, 0 otherwise
51 Skeleton No metadata
52 Spider No metadata
53 Giant Zombie No metadata
54 Zombie No metadata
55 Slime Index 16: Byte containing the size of it: 1 << rand.nextInt(3)
56 Ghast Index 16: Byte saying if ghast is attacking (red eyes) or not
57 Zombie Pigman No metadata
90 Pig Index 16 - byte - set to 1 if the pig has a saddle, 0 otherwise.
91 Sheep Index 16 - byte - Bit 0x10 indicates shearedness, the lower 4 bits indicate wool color.
92 Cow No metadata
93 Hen No metadata
94 Squid No metadata
95 Wolf Index 16 - byte - Bitflags (see below)
Index 17 - string - Name of the player who tamed the wolf
Index 18 - int - Health of the wolf

Sheep Wool Colors

Index Wool Color
0 White
1 Orange
2 Magenta
3 LightBlue
4 Yellow
5 Lime
6 Pink
7 Gray
8 Silver
9 Cyan
10 Purple
11 Blue
12 Brown
13 Green
14 Red
15 Black

Metadata index 0 is a byte representing a set of 8 boolean flags:

Bit index Bit mask Meaning
0 0x01 Entity on fire
1 0x02 Entity crouched
2 0x04 Entity riding

Metadata index 16 for wolves:

Bit index Bit mask Meaning
0 0x01 Sitting down
1 0x02 Agressive (red eyes)
2 0x04 Tamed

Entity: Painting (0x19)

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

Packet ID Field Name Field Type Example Notes
0x19 Entity ID int 0x00000326 Unique entity ID
Title String16 Creepers Name of the painting; max length 13 (length of "SkullAndRoses")
X int 50 Center X coordinate
Y int 66 Center Y coordinate
Z int -50 Center Z coordinate
Direction int 0 Direction the painting faces (0 -z, 1 -x, 2 +z, 3 +x)

Calculating the center of an image: given a (width x height) grid of cells, with (0, 0) being the top left corner, the center is (max(0, width / 2 - 1), height / 2). E.g.

2x1 (1, 0) 4x4 (1, 2)

Stance update (?) (0x1B)

This packet appears used in controlling position, orientation, and crouching. It doesn't seem to be used (see 0x0D).

Packet ID Field Name Field Type Example Notes
0x1B ??? float
??? float
??? float
??? float
??? boolean
??? boolean

Entity Velocity? (0x1C)

This packet is new to version 4 of the protocol, and is believed to be Entity Velocity/Motion.

Velocity is believed to be in units of 1/32000 of a block per server tick (200ms); for example, -1343 would move (-1343 / 32000) = -0.04196875 blocks per tick (or -0.20984375 blocks per second).

Each axis' velocity is capped between -0.9 and 0.9 blocks per tick (packet values -28800 to 28800).

(This packet data values are not fully verified)

Packet ID Field Name Field Type Example Notes
0x1C Entity ID int 1805

The entity ID

Velocity X short -1343

Velocity on the X axis

Velocity Y short 0

Velocity on the Y axis

Velocity Z short 0

Velocity on the Z axis

Total Size: 11 bytes

Destroy Entity (0x1D)

Server to Client only

Sent by the server when an Entity is to be destroyed on the client.

Packet ID Field Name Field Type Example Notes
0x1D EID int 446 Entity ID
Total Size: 5 bytes

Entity (0x1E)

Server to Client only

Most entity-related packets are subclasses of this packet. When sent from the server to the client, it may initialize the entry.

For player entities, either this packet or any move/look packet is sent several times per second. So the meaning of this packet is basically that the entity did not move/look since the last such packet.

Packet ID Field Name Field Type Example Notes
0x1E EID int 446 Entity ID
Total Size: 5 bytes

Entity Relative Move (0x1F)

Server to Client only

This packet is sent by the server when an entity moves less then 4 blocks; if an entity moves more then 4 blocks Entity Teleport should be sent instead.

This packet allows at most four blocks movement in any direction, because byte range is from -128 to 127. Movement is an offset of Absolute Int; to convert relative move to block coordinate offset, divide by 32.


Packet ID Field Name Field Type Example Notes
0x1F EID int 459 Entity ID
dX byte 1 X axis Relative movement as an Absolute Integer
dY byte -7 Y axis Relative movement as an Absolute Integer
dZ byte 5 Z axis Relative movement as an Absolute Integer
Total Size: 8 bytes

Entity Look (0x20)

Server to Client only

This packet is sent by the server when an entity rotates. Example: "Yaw" field 64 means a 90 degree turn.

Packet ID Field Name Field Type Example Notes
0x20 EID int 459 Entity ID
Yaw byte 126 The X Axis rotation as a fraction of 360
Pitch byte 0 The Y Axis rotation as a fraction of 360
Total Size: 7 bytes

Entity Look and Relative Move (0x21)

Server to Client only

This packet is sent by the server when an entity rotates and moves. Since a byte range is limited from -128 to 127, and movement is offset of Absolute Int, this packet allows at most four blocks movement in any direction. (-128/32 == -4)

Packet ID Field Name Field Type Example Notes
0x21 EID int 459 Entity ID
dX byte 1 X axis Relative movement as an Absolute Integer
dY byte -7 Y axis Relative movement as an Absolute Integer
dZ byte 5 Z axis Relative movement as an Absolute Integer
Yaw byte 126 The X Axis rotation as a fraction of 360
Pitch byte 0 The Y Axis rotation as a fraction of 360
Total Size: 10 bytes

Entity Teleport (0x22)

Server to Client only

This packet is sent by the server when an entity moves more than 4 blocks.

Packet ID Field Name Field Type Example Notes
0x22 EID int 459 Entity ID
X int 14162 X axis position as an Absolute Integer
Y int 2176 Y axis position as an Absolute Integer
Z int 1111 Z axis position as an Absolute Integer
Yaw byte 126 The X Axis rotation as a fraction of 360
Pitch byte 0 The Y Axis rotation as a fraction of 360
Total Size: 19 bytes

Entity Status? (0x26)

Server to Client only

:!: This command is not fully understood.

This packet is new in version 6 of the protocol, and is believed to be indication of entity damage, death and explosion

Packet ID Field Name Field Type Example Notes
0x26 Entity ID Int 34353
Entity Status? Byte 0x03 Possible values: 2 (entity hurt), 3 (entity dead?), 4, 5
Total Size: 6 bytes

Attach Entity? (0x27)

This packet is new to version 4 of the protocol, and is believed to be Attach Entity.

This packet is sent when a player has been attached to an entity (e.g. Minecart)

(This packet data values are not fully verified)

Packet ID Field Name Field Type Example Notes
0x27 Entity ID int 1298

The player entity ID being attached

Vehicle ID int 1805

The vehicle entity ID attached to (-1 for unattaching)

Total Size: 9 bytes

Entity Metadata (0x28)

Packet ID Field Name Field Type Example Notes
0x28 Entity ID int 0x00000326 Unique entity ID to update.
Entity Metadata Metadata 0x00 0x01 0x7F Metadata varies by mob... Needs type description
Total Size: 5 bytes + Metadata

Metadata

Metadata has a massively quirky packing format, the details of which are not quite all understood. However, successful parsing of metadata is possible, according to the following rules.

A metadata field is a byte. The top three bits of the byte, when masked off and interpreted as a three-bit number from 0 to 7, indicate the type of the field. The lower five bits are some sort of unknown identifier. The type of the byte indicates the size and type of a payload which follows the initial byte of the field.

The metadata format consists of at least one field, followed by either another field or the magic number 0x7F. 0x7F terminates a metadata stream.

Thus, the example metadata stream 0x00 0x01 0x7f is decoded as a field of type 0, id 0, with a payload of byte 0x00.

Field ID Field Type
0 Byte
1 Short
2 Int
3 Float
4 String
5 Item: Short id, byte count, short damage
6 Vector: Int x, int y, int z

Pre-Chunk (0x32)

Server to Client only

This packet is sent by the server to notify the client to initialize (Mode=1) or unload (Mode=0) a chunk. The client is expected to allocate space for a full chunk (currently 16 x 128 x 16 blocks). One or more 0x33 packets will follow, specifying actual data to fill the chunk with.

:!: Whenever you send this packet the client will clear any previous chunk at that spot if one has previously been sent. Clients don't like being in or next to an unloaded chunk, so try not to unload it if players are nearby. If the player appears to be twitching and stuck in place after joining the world, there is probably an unloaded chunk too close to them.

Packet ID Field Name Field Type Example Notes
0x32 X int -9 Chunk X Coordinate
Z int 12 Chunk Z Coordinate
Mode boolean 1 If mode is 0 the client will unload the chunk, otherwise the client will initialize the chunk
Total Size: 10 bytes

Map Chunk (0x33)

Server to Client only

The client will overwrite all or part of a chunk using the region of data contained in this packet. The server specifies the region to write using a block position and size in X,Y,Z. Note that this region will always be inside a single chunk. (At least using the vanilla server. Unknown if the client has this limitation.)

A server can send a 0x32 packet prior, allowing the client to initialize the chunk. However this doesn't always happen in practice. Thus the client should initialize the chunk on-demand.

Packet ID Field Name Field Type Example Notes
0x33 X int 128 Block X Coordinate
Y short 0 Block Y Coordinate
Z int -192 Block Z Coordinate
Size_X byte 15 Size_X is Actual X Size -1
Size_Y byte 127 Size_Y is Actual Y Size -1
Size_Z byte 15 Size_Z is Actual Z Size -1
Compressed size int 3663 Size of compressed region data
Compressed data byte array The region data is compressed using ZLib Deflate function.
Total Size: 18 bytes + Compressed chunk size
X, Y, Z

This is the start position of the region, in world block coordinates.

To find which chunk is affected, in the same coordinates given by packet 0x32:

 ChunkX = X >> 4 
 ChunkY = Y >> 7
 ChunkZ = Z >> 4

And conversely, which local block in the chunk to start at:

 StartX = X & 15
 StartY = Y & 127  (not always 0!)
 StartZ = Z & 15
SizeX, SizeY, SizeZ

This is the size of the region, in blocks. The server will subtract one from the sizes and then cast them to a byte before sending. This is so that chunks as large as 256 are possible (the maximum size of a byte is 255; 256 - 1 = 255).

Compressed data

The data is compressed using the deflate() function in zlib. After uncompressing, the data consists of four sequential sections, in order:

  • Block type array (1 byte per block)
  • Block metadata array (half byte/nibble per block)
  • Block Light array (half byte/nibble per block)
  • Sky Light array (half byte/nibble per block)

The data is exactly (Size_X+1) * (Size_Y+1) * (Size_Z+1) * 2.5 bytes long. Nibbles are not rounded either direction, which means that at least one dimension of the chunk must be even.

The arrays are not interlaced.

In other words, there are Size_X number of x planes, each plane made up of Size_Z number of z rows, each row made up of Size_Y blocks indexed by y coordinate in order.

The block type array is indexed with:

 index = y + (z * (Size_Y+1)) + (x * (Size_Y+1) * (Size_Z+1))

The other arrays are similar but you need to divide the index by two after calculating the above. Then each byte contains data for two blocks. The low four bits contain the first (lower Y) nibble and the high four bits contain the second nibble.

If you have a FULL map chunk (Size_X = 15, Size_Y = 127, Size_Z = 15, you can calculate index coordinates:

 x = X + ( index >> 11 )
 y = index & 0x7F
 z = Z + ( (index & 0x780) >> 7 )

Multi Block Change (0x34)

Further investigation shows that this is a multiple-block-change command; if you take the three arrays, and put together elements with the same index, and then decompose the short into coordinates (top 4 bits is X, next 4 bits is Z, bottom 8 bits is Y), you get things like [((8, 7, 4), 11, 0), ((7, 13, 6), 11, 0), ((13, 1, 8), 11, 0), ((7, 6, 6), 11, 0)].

See the Block Change command for description of the general format of a block change.

Packet ID Field Name Field Type Example Notes
0x34 Chunk X int -9 Chunk X Coordinate
Chunk Z int 12 Chunk Z Coordinate
Array size short 2 The total number of elements per array
Coordinate array short array The coordinates of the blocks to change
Type array byte array The type for each block change
Metadata array byte array The Metadata for each block changed
Total Size: 11 bytes + Arrays

Block Change (0x35)

:!: Block metadata varies by block type - it should be 0x00 for most blocks with a few exceptions, shown in the table below.

Packet ID Field Name Field Type Example Notes
0x35 X int 502 Block X Coordinate
Y byte 71 Block Y Coordinate
Z int 18 Block Z Coordinate
Block Type byte 78 The new block type for the block
Block Metadata byte 0 The new Metadata for the block
Total Size: 12 bytes

Block Action (0x36)

Server to Client only

This packet is sent to the client when a note block is played or a piston changes it's state.

Note Block

It shows the note particle being emitted from the block as well as playing the tone.

Packet ID Field Name Field Type Example Notes
0x35 X int 502 Block X Coordinate
Y short 71 Block Y Coordinate
Z int 18 Block Z Coordinate
Instrument Type byte 3 The instrument type (see the table below).
Pitch byte 17 The pitch of the note (between 0-24 inclusive where 0 is the lowest and 24 is the highest).
Total Size: 13 bytes

Instrument Types

Type ID Type Name
0 Harp
1 Double Bass
2 Snare Drum
3 Clicks/Sticks
4 Bass Drum


Pistons

Packet ID Field Name Field Type Example Notes
0x35 X int 502 Block X Coordinate
Y short 71 Block Y Coordinate
Z int 18 Block Z Coordinate
State byte 1 The state the piston changes to. (0 for pushing, 1 for pulling)
Direction byte 5 The direction the piston pushes. See table below.
Total Size: 13 bytes

Directions

Direction ID Direction
0 Down
1 Up
2 South
3 West
4 North
5 East

Explosion (0x3C)

:!: This command is not fully understood.

Seems to be sent when an explosion occurs (both creepers and TNT).

Packet ID Field Name Field Type Example Notes
0x3C X double
Y double
Z double
Unknown float 3.0 radius?
Record count int This is the count, not the size. The size is 3 times this value.
Records (byte, byte, byte) × count Each record is 3 bytes, which seem to be XYZ offsets of affected blocks.
Total Size: 33 bytes + 3*(Record count) bytes

Sound effect (0x3D)

Sent when a client is to play a sound effect.

Packet ID Field Name Field Type Example Notes
0x3D Effect ID int 1003 The ID of the sound effect to play, see below.
X int The X location of the effect.
Y byte The Y location of the effect.
Z int The Z location of the effect.
Sound data int 0 Extra data about RECORD_PLAY, SMOKE, and BLOCK_BREAK
Total Size: 18 bytes

Valid sound effects are:

Effect ID Name Notes
1000 CLICK2
1001 CLICK1
1002 BOW_FIRE
1003 DOOR_TOGGLE
1004 EXTINGUISH
1005 RECORD_PLAY Has data (presumably record ID)
2000 SMOKE Has data (direction, check below)
2001 BLOCK_BREAK Has data (Block ID broken)

Smoke is a silent effect with only a visual element.

Smoke Directions

Direction ID Direction
0 South - East
1 South
2 South - West
3 East
4 (Up or middle ?)
5 West
6 North - East
7 North
8 North - West

New/Invalid State (0x46)

This packet appeared with protocol version 10. Currently, it appears when a bed can't be used as a spawn point and when the rain state changes. it could have additional uses in the future.

Its "packet class" is ba for the client and ??? for the server (Minecraft Beta 1.5).

The class has an array of strings linked to reason codes 0, 1 and 2, but only the code for 0 is non-null.

Packet ID Field Name Field Type Example Notes
0x46 Reason byte 0
Total Size: 2 bytes

Reason codes

Code Effect Text
0 Invalid Bed "tile.bed.notValid"
1 Begin raining null
2 End raining null

Lightning Bolt (0x47)

Server to Client only

With this packet, the server notifies the client of a lightning bolt striking somewhere. The coordinates specify where exactly the lightning bolt strikes.

Packet ID Field Name Field Type Example Notes
0x47 Entity ID int 4 The entity ID of the lightning bolt.
Lightning Bolt? boolean true Always true. This implies that this packet might have been used for spawning other entities at one point.
X int 133 Lightning bolt's X position as an integer.
Y int 913 Lightning bolt's Y position as an integer.
Z int 63552 Lightning bolt's Z position as an integer.
Total Size: 18 bytes

Open window (0x64)

This is sent to the client when it should open an inventory, such as a chest, workbench, or furnace. This message is not sent anywhere for clients opening their own inventory.

Packet ID Field Name Field Type Example Notes
0x64 Window ID byte 123 The id of the window to display.
Inventory Type byte 2 Check below
Window Title string8 Chest The title of the window.
Number of Slots byte 3 Number of slots in the window (excluding the number of slots in the player inventory). Must be a multiple of 9.
Total Size: 6 bytes + length of string

The window titles sent by the Notchian server are "Chest", "Large chest", "Crafting", "Furnace", and "Trap". Notchian clients force window titles for some windows, like dispensers and furnaces, but other titles are customizable. However, the window title sent by the server is always used for chests. See inventory windows for further information.

Close window (0x65)

This packet is sent by the client when closing a window. This packet is sent from the server to the client when a window is forcibly closed, such as when a chest is destroyed while it's open.

Note, notchian clients send a close window message with window id 0 to close their inventory even though there is never an Open Window message for inventory.

Packet ID Field Name Field Type Example Notes
0x65 Window id byte 0 This is the id of the window that was closed. 0 for inventory.
Total Size: 2 bytes

Window click (0x66)

Client to Server only

:!: This command is not fully understood.

This packet is sent by the player when it clicks on a slot in a window.

Packet ID Field Name Field Type Example Notes
0x66 Window ID byte 0 The ID of the window that was clicked. 0 for the player's inventory.
Inventory Slot short 36 The clicked slot. See below.
Right-Click? byte 1 1 when right-clicking and otherwise 0.
Action number short 12 A unique number for the action, used for transaction handling (See the Transaction packet).
Shift-Click? boolean 0 This is true if the user was holding keyboard shift when they clicked.
Item ID short 3 ID of Item that was in the slot or -1 if no item. If -1, this is the last field in the packet.
Item Quantity byte 64 Number of items that were in the slot
Item Uses short 10 Number of times the item was used that was in the slot
Total Size: 10 bytes (+3 for item ID != -1)

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

When right-clicking on a stack of items, half the stack will be picked up and half left in the slot. If the stack is an odd number, the half left in the slot will be smaller of the amounts.

The Action number is actually a counter, starting at 1. This number is used by the server as a transaction ID to send back a Transaction packet.

The Item (short, optional byte,short) is a critical piece of information in this packet. The Item that is sent by the client is what is in the slot before it is clicked. The server compares that with it's notes, and accepts the transaction if items match. Note that the client seems to send valid item IDs (rather than -1) even when Item count == 0.

Set slot (0x67)

Server to Client only

:!: This command is not fully understood.

Sent by the server when an item in a slot (in a window) is added/removed.

Packet ID Field Name Field Type Example Notes
0x67 Window id byte 0 The window which is being updated. 0 for player inventory. Note that all known window types include the player inventory. This packet will only be sent for the currently opened window while the player is performing actions, even if it affects the player inventory. After the window is closed, a number of these packets are sent to update the player's inventory window (0).
Slot short 36 The slot that should be updated
Item ID short -1 When -1, this is the last value in this packet. -1 means no item.
Item Count byte 64 Number of items in a stack. Not sent when Item ID is -1.
Item uses short 3 Not sent when Item ID is -1.
Total Size: 6 bytes (+3 for item ID != -1)

Note that if window ID and slot are both -1, it means the item currently attached to the cursor.

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

Slots: [1]

Window items (0x68)

Server to Client only

The inventory slots

Sent by the server when an item in a slot (in a window) is added/removed. This includes the main inventory, equipped armour and crafting slots.

Packet ID Field Name Field Type Example Notes
0x68 Window id byte 1 The id of window which items are being sent for. 0 for player inventory.
Count short 4 The number of items (see below)
Payload The payload (see below)
Total Size: 4 bytes + size of payload

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

This packet is a bit trickier to parse than most others because the size of its payload is variable. The payload is an array of shorts (item ID) optionally followed by a byte-short pair (count and uses) as long as the item ID does not equal -1, which signifies an empty slot.

Uses is the number of times an item has been used (the value starts at 0 and counts up.) Note that an invalid use of an item may count as 2 uses.

 offset = 0
 
 for slot in count:
     item_id = payload[offset] as short
     offset += 2
     if item_id is not equal to -1:
         count = payload[offset] as byte
         offset += 1
         uses = payload[offset] as short
         offset += 2
         inventory[slot] = new item(item_id, count, uses)
     else:
         inventory[slot] = None

Update progress bar (0x69)

Server to Client only

Packet ID Field Name Field Type Example Notes
0x69 Window id byte 2 The id of the window that the progress bar is in.
Progress bar short 1 Which of the progress bars that should be updated. (For furnaces, 0 = progress arrow, 1 = fire icon)
Value short 650 The value of the progress bar. The maximum values vary depending on the progress bar. Presumably the values are specified as in-game ticks. Some progress bar values increase, while others decrease. For furnaces, 0 is empty, full progress arrow = about 180, full fire icon = about 250)
Total Size: 6 bytes

Transaction (0x6A)

A packet from the server indicating whether a request from the client was accepted, or whether there was a conflict (due to lag). This packet is also sent from the client to the server in response to a server transaction rejection packet.

Packet ID Field Name Field Type Example Notes
0x6A Window id byte 0 The id of the window that the action occurred in.
Action number short 12 Every action that is to be accepted has a unique number. This field corresponds to that number.
Accepted? boolean true Whether the action was accepted.
Total Size: 5 bytes

Update Sign (0x82)

Packet ID Field Name Field Type Example Notes
0x82 X int 128 Block X Coordinate
Y short 0 Block Y Coordinate
Z int -128 Block Z Coordinate
Text1 string16 First line First line of text in the sign
Text2 string16 Second line Second line of text in the sign
Text3 string16 Third line Third line of text in the sign
Text4 string16 Fourth line Fourth line of text in the sign
Total Size: 11 bytes + 4 strings

This message is sent from the server to the client whenever a sign is discovered or created. This message is sent from the client to the server when the "Done" button is pushed after placing a sign. This message is NOT sent when a sign is destroyed or unloaded.

Item Data (0x83)

Server to Client only

Sent to specify complex data on an item; currently used only for maps.

Packet ID Field Name Field Type Example Notes
0x83 Item Type short 358 Type of item being modified
Item ID short 0 The ID (damage value) of the item being modified
Text length unsigned byte 35 Length of following byte array
Text byte array {0,0,0,20,20,20,20,20} ASCII text.
Total Size: 6 bytes + Text length

Maps If the first byte of the text is 0, the next two bytes are X start and Y start and the rest of the bytes are the colors in that column.

If the first byte of the text is 1, the rest of the bytes are in groups of three: (data, x, y). The lower half of the data is the type (always 0 under vanilla) and the upper half is the direction.

Increment Statistic (0xC8)

  • Class: nj
Packet ID Field Name Field Type Example Notes
0xC8 Statistic ID int 1003 The ID of the statistic.
Amount byte 1 The amount to increment the statistic.
Total Size: 6 bytes

Disconnect/Kick (0xFF)

Sent by the server before it disconnects a client, or by the client before it disconnects from the server. The receiver of this packet assumes that the sender has already closed the connection by the time the packet arrives.