Minecraft:Java Edition protocol/Development version
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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.
Contents
Data types
No changes so far.
Packets
Handshaking
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Status
Login
Configuration
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Play
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Login
Clientbound
Login Success
| Template:Packet header | ||
|---|---|---|
| Field Name | Field Type | Notes |
| Profile | Template:Type | |
| Session ID | Template:Type | |
Play
Clientbound
Game Rule Values
| Template:Packet header | ||||
|---|---|---|---|---|
| Field Name | Field Type | Notes | ||
| Rules | Name | Template:Type | Template:Type | |
| Value | Template:Type (32767) | |||
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 | 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 | True if the world is a Minecraft:debug mode world; debug mode worlds cannot be modified and have predefined blocks. |
| Is Flat | Template:Type | 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
| Template:Packet header | ||
|---|---|---|
| Field Name | Field Type | Notes |
| no fields | ||
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.
| ID | Formatting |
|---|---|
| 0-15 | Color formatting, same values as in Minecraft:Formatting codes#Color codes. |
| 16 | Obfuscated |
| 17 | Bold |
| 18 | Strikethrough |
| 19 | Underlined |
| 20 | Italic |
| 21 | Reset |
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.
| Template:Packet header | ||
|---|---|---|
| Field Name | Field Type | Notes |
| Entity ID | Template:Type | The ID of the attacked entity. Note the special case of the ender dragon described on the Template:Packet packet. |
Client Status
| Template:Packet header | ||
|---|---|---|
| Field Name | Field Type | Notes |
| Action ID | Template:Type Template:Type | See below |
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.
| Template:Packet header | ||
|---|---|---|
| Field Name | Field Type | Notes |
| Entity ID | Template:Type | The ID of the entity to interact. Note the special case described below. |
| Type | Template:Type Template:Type | 0: interact, 1: attack, 2: interact at. |
| Target X | Template:Type Template:Type | Only if Type is interact at. |
| Target Y | Template:Type Template:Type | Only if Type is interact at. |
| Target Z | Template:Type Template:Type | Only if Type is interact at. |
| Hand | Template:Change Template:Type Template:Type | Only if Type is interact or interact at; 0: main hand, 1: off hand. |
| Target offset | Template:Type | |
| Sneak Key Pressed | Template:Type | If the client is pressing the sneak key. Has the same effect as a Player Command Press/Release sneak key preceding the interaction, and the state is permanently changed. |
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 |
Set Game Rules
| Template:Packet header | ||||
|---|---|---|---|---|
| Field Name | Field Type | Notes | ||
| Rules | Name | Template:Type | Template:Type | |
| Value | Template:Type (32767) | |||
Spectator Action
Sent when the player left-clicks in spectator mode.
| Template:Packet header | ||
|---|---|---|
| Field Name | Field Type | Notes |
| Entity ID | Template:Type | If 0, the player was not targeting an entity. Otherwise the ID of the targeted entity plus 1. |