This page documents the changes from release 1.21.10 (protocol 773) to the current release (26.2, protocol 776). The stable protocol documentation is currently lagging behind, and the changes documented here will be merged soon, once they are complete. For previous development version pages, see the Protocol version numbers page.
One who wishes to commandeer the merging of this into the Java Edition protocol pages when an update is made must be sure to respect any changes that may have occurred to the respective packets there.
Clientbound
Game Rule Values
Login (play)
See Minecraft:protocol encryption for information on logging in.
| Template:Packet header
|
| Field Name
|
Field Type
|
Notes
|
| Entity ID
|
Template:Type
|
The player's Entity ID (EID).
|
| Is hardcore
|
Template:Type
|
|
| Dimension Names
|
Template:Type of Template:Type
|
Identifiers for all dimensions on the server.
|
| Max Players
|
Template:Type
|
Was once used by the client to draw the tab list, but now it is ignored.
|
| View Distance
|
Template:Type
|
Render distance (2-32).
|
| Simulation Distance
|
Template:Type
|
Server simulation distance. See Template:Packet.
|
| Reduced Debug Info
|
Template:Type
|
If true, a vanilla client shows reduced information on the Minecraft:debug screen. For servers in development, this should almost always be false.
|
| Enable respawn screen
|
Template:Type
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Set to false when the doImmediateRespawn gamerule is true.
|
| Do limited crafting
|
Template:Type
|
Whether players can only craft recipes they have already unlocked. Currently unused by the client.
|
| Dimension Type
|
Template:Type
|
The ID of the type of dimension in the minecraft:dimension_type registry, defined by the Registry Data packet.
|
| Dimension Name
|
Template:Type
|
Name of the dimension being spawned into.
|
| Hashed seed
|
Template:Type
|
First 8 bytes of the SHA-256 hash of the world's seed. Used client-side for biome noise
|
| Game mode
|
Template:Type
|
0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
|
| Previous Game mode
|
Template:Type
|
-1: Undefined (null), 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. The previous game mode. Vanilla client uses this for the debug (F3 + N & F3 + F4) game mode switch. (More information needed)
|
| Is Debug
|
Template:Type
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True if the world is a Minecraft:debug mode world; debug mode worlds cannot be modified and have predefined blocks.
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| Is Flat
|
Template:Type
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True if the world is a Minecraft:superflat world; flat worlds have different void fog and a horizon at y=0 instead of y=63.
|
| Has death location
|
Template:Type
|
If true, then the next two fields are present.
|
| Death dimension name
|
Template:Type Template:Type
|
Name of the dimension the player died in.
|
| Death location
|
Template:Type Template:Type
|
The location that the player died at.
|
| Portal cooldown
|
Template:Type
|
The number of ticks until the player can use the last used portal again. Looks like it's an attempt to fix MC-180.
|
| Sea level
|
Template:Type
|
|
| Online mode
|
Template:Type
|
|
| Enforces Secure Chat
|
Template:Type
|
|
Low Disk Space Warning
Update Teams
Creates and updates teams.
| Template:Packet header
|
| Field Name
|
Field Type
|
Notes
|
| Team Name
|
Template:Type (32767)
|
A unique name for the team. (Shared with scoreboard).
|
| Method
|
Template:Type
|
Determines the layout of the remaining packet.
|
| 0: create team
|
Team Display Name
|
Template:Type
|
|
| Friendly Flags
|
Template:Type
|
Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible players on the same team.
|
| Team Prefix
|
Template:Type
|
Displayed before the names of players that are part of this team.
|
| Team Suffix
|
Template:Type
|
Displayed after the names of players that are part of this team.
|
| Name Tag Visibility
|
Template:Type Template:Type
|
0 = ALWAYS, 1 = NEVER, 2 = HIDE_FOR_OTHER_TEAMS, 3 = HIDE_FOR_OWN_TEAMS
|
| Collision Rule
|
Template:Type Template:Type
|
0 = ALWAYS, 1 = NEVER, 2 = PUSH_OTHER_TEAMS, 3 = PUSH_OWN_TEAM
|
| Team Color
|
Template:Type Template:Type
|
Used to color the names of players on the team; see below.
|
| Friendly Flags
|
Template:Type
|
Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible players on the same team.
|
| Team Prefix
|
Template:Type
|
Displayed before the names of players that are part of this team.
|
| Team Suffix
|
Template:Type
|
Displayed after the names of players that are part of this team.
|
| Entities
|
Template:Type of Template:Type (32767)
|
Identifiers for the entities in this team. For players, this is their username; for other entities, it is their UUID.
|
| 1: remove team
|
no fields
|
no fields
|
|
| 2: update team info
|
Team Display Name
|
Template:Type
|
|
| Friendly Flags
|
Template:Type
|
Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible entities on the same team.
|
| Team Prefix
|
Template:Type
|
Displayed before the names of players that are part of this team.
|
| Team Suffix
|
Template:Type
|
Displayed after the names of players that are part of this team.
|
| Name Tag Visibility
|
Template:Type Template:Type
|
0 = ALWAYS, 1 = NEVER, 2 = HIDE_FOR_OTHER_TEAMS, 3 = HIDE_FOR_OWN_TEAMS
|
| Collision Rule
|
Template:Type Template:Type
|
0 = ALWAYS, 1 = NEVER, 2 = PUSH_OTHER_TEAMS, 3 = PUSH_OWN_TEAM
|
| Team Color
|
Template:Type Template:Type
|
Used to color the names of players on the team; see below.
|
| Friendly Flags
|
Template:Type
|
Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible players on the same team.
|
| Team Prefix
|
Template:Type
|
Displayed before the names of players that are part of this team.
|
| Team Suffix
|
Template:Type
|
Displayed after the names of players that are part of this team.
|
| 3: add entities to team
|
Entities
|
Template:Type of Template:Type (32767)
|
Identifiers for the added entities. For players, this is their username; for other entities, it is their UUID.
|
| 4: remove entities from team
|
Entities
|
Template:Type of Template:Type (32767)
|
Identifiers for the removed entities. For players, this is their username; for other entities, it is their UUID.
|
Team Color: The color of a team defines how the names of the team members are visualized; any formatting code can be used. The following table lists all the possible values.
Update Time
Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.
The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.
The default SMP server increments the time by 20 every second.
| Template:Packet header
|
| Field Name
|
Field Type
|
Notes
|
| World Age
|
Template:Type
|
In ticks; not changed by server commands.
|
| Time of day
|
Template:Type
|
The world (or region) time, in ticks.
|
| Time of day increasing
|
Template:Type
|
If true, the client should automatically advance the time of day according to its ticking rate.
|
| Clocks
|
Clock ID
|
Template:Type
|
Template:Type
|
ID in the minecraft:world_clock registry.
|
| Time
|
Template:Type
|
Current time of the clock, in ticks.
|
| Fractional time
|
Template:Type
|
Fractional part of the time in ticks, normally a nonnegative number less than 1.
|
| Rate
|
Template:Type
|
Rate at which the client should automatically advance the time of the clock, in clock ticks per client tick.
|
Serverbound
Attack
This packet is sent from the client to the server when the client attacks another entity (a player, minecart, etc).
A vanilla server only accepts this packet if the entity being attacked is visible without obstruction and within a 4-unit radius of the player's position.
Client Status
Action ID values:
| Action ID
|
Action
|
Notes
|
| 0
|
Perform respawn
|
Sent when the client is ready to respawn after death.
|
| 1
|
Request stats
|
Sent when the client opens the Statistics menu.
|
| 2
|
Request game rule values
|
Sent when the client opens the Edit Game Rules menu.
|
Interact
This packet is sent from the client to the server when the client Template:Changeright-clicks another entity (a player, minecart, etc).
A vanilla server only accepts this packet if the entity being Template:Changeused is visible without obstruction and within a 4-unit radius of the player's position.
The target Template:Change representTemplate:Change the difference between the vector location of the cursor at the time of the packet and the entity's position.
Note that middle-click in creative mode is interpreted by the client and sent as a Template:Packet packet instead.
Interaction with the ender dragon is an odd special case characteristic of release deadline–driven design. 8 consecutive entity IDs following the dragon's ID (id + 1, id + 2, ..., id + 8) are reserved for the 8 hitboxes that make up the dragon:
| ID offset
|
Description
|
| 0
|
The dragon itself (never used in this packet)
|
| 1
|
Head
|
| 2
|
Neck
|
| 3
|
Body
|
| 4
|
Tail 1
|
| 5
|
Tail 2
|
| 6
|
Tail 3
|
| 7
|
Wing 1
|
| 8
|
Wing 2
|
Player Action
Sent when the player mines a block. A vanilla server only accepts digging packets with coordinates within a 6-unit radius between the center of the block and the player's eyes.
Status can be one of seven values:
| Value
|
Meaning
|
Notes
|
| 0
|
Started digging
|
Sent when the player starts digging a block. If the block was instamined or the player is in creative mode, the client will not send Status = Finished digging, and will assume the server completed the destruction. To detect this, it is necessary to calculate the block destruction speed server-side.
|
| 1
|
Cancelled digging
|
Sent when the player lets go of the Mine Block key (default: left click). Face is always set to -Y.
|
| 2
|
Finished digging
|
Sent when the client thinks it is finished.
|
| 3
|
Drop item stack
|
Triggered by using the Drop Item key (default: Q) with the modifier to drop the entire selected stack (default: Control or Command, depending on OS). Location is always set to 0/0/0, Face is always set to -Y. Sequence is always set to 0.
|
| 4
|
Drop item
|
Triggered by using the Drop Item key (default: Q). Location is always set to 0/0/0, Face is always set to -Y. Sequence is always set to 0.
|
| 5
|
Shoot arrow / finish eating
|
Indicates that the currently held item should have its state updated, such as eating food, pulling back bows, using buckets, etc. Location is always set to 0/0/0, Face is always set to -Y. Sequence is always set to 0.
|
| 6
|
Swap item in hand
|
Used to swap or assign an item to the second hand. Location is always set to 0/0/0, Face is always set to -Y. Sequence is always set to 0.
|
| 7
|
Stab
|
|
The Face field can be one of the following values, representing the face being hit:
| Value
|
Offset
|
Face
|
| 0
|
-Y
|
Bottom
|
| 1
|
+Y
|
Top
|
| 2
|
-Z
|
North
|
| 3
|
+Z
|
South
|
| 4
|
-X
|
West
|
| 5
|
+X
|
East
|
Set Game Rules
Spectator Action
Sent when the player left-clicks in spectator mode.
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