Minecraft:Java Edition protocol/Packets
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For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Template:See also Template:Exclusive Template:Info
This article presents a dissection of the current Template:JE protocol for 1.21.10, protocol 773.
The changes between versions may be viewed at Protocol History.
Definitions
The Minecraft server accepts connections from TCP clients and communicates with them using packets. A packet is a sequence of bytes sent over the TCP connection. The meaning of a packet depends both on its packet ID and the current state of the connection. The initial state of each connection is Handshaking, and state is switched using the packets Handshake and Login Success.
Data types
Java Edition protocol/Data types
Other definitions
| Term | Definition |
|---|---|
| Player | When used in the singular, Player always refers to the client connected to the server. |
| Entity | Entity refers to any item, player, mob, minecart or boat etc. See the Minecraft Wiki article for a full list. |
| EID | An EID — or Entity ID — is a 4-byte sequence used to identify a specific entity. An entity's EID is unique on the entire server. |
| XYZ | In this document, the axis names are the same as those shown in the debug screen (F3). Y points upwards, X points east, and Z points south. |
| Meter | The meter is Minecraft's base unit of length, equal to the length of a vertex of a solid block. The term “block” may be used to mean “meter” or “cubic meter”. |
| Registry | A table describing static, gameplay-related objects of some kind, such as the types of entities, blocks or biomes. The entries of a registry are associated with both namespaced textual identifiers (see #Identifier), and signed (positive) 32-bit numeric identifiers. There is also a registry of registries listing all of the registries in the registry system.
Some registries, such as biomes and dimensions, can be customized at runtime by the server (see Minecraft:Java Edition protocol/Registries#Synchronized registries), while others, such as blocks, items and entities, are hardcoded. The contents of the hardcoded registries can be extracted via the built-in Data Generators system. |
| Block state | Each block in Minecraft has 0 or more properties, which in turn may have any number of possible values. These represent, for example, the orientations of blocks, poweredness states of redstone components, and so on. Each of the possible permutations of property values for a block is a distinct block state. The global block state palette assigns a numeric identifier to every block state of every block.
A current list of properties and state ID ranges is found on burger. Alternatively, the vanilla server now includes an option to export the current block state ID mapping by running |
| Vanilla | The official implementation of Minecraft as developed and released by Mojang. |
| Sequence | The action number counter for local block changes, incremented by one when clicking a block with a hand, right-clicking an item, or starting or finishing digging a block. Counter handles latency to avoid applying outdated block changes to the local world. It is also used to revert ghost blocks created when placing blocks, using buckets, or breaking blocks. |
Packet format
Packets cannot be larger than 221 − 1 or 2097151 bytes (the maximum that can be sent in a 3-byte Template:Type). Moreover, the length field must not be longer than 3 bytes, even if the encoded value is within the limit. Unnecessarily long encodings at 3 bytes or below are still allowed. For compressed packets, this applies to the Packet Length field, i.e. the compressed length.
Without compression
| Field Name | Field Type | Notes |
|---|---|---|
| Length | Template:Type | Length of Packet ID + Data |
| Packet ID | Template:Type | Corresponds to protocol_id from the server's packet report
|
| Data | Template:Type | Depends on the connection state and packet ID, see the sections below |
With compression
Once a Set Compression packet (with a non-negative threshold) is sent, zlib compression is enabled for all following packets. The format of a packet changes slightly to include the size of the uncompressed packet.
| Present? | Compressed? | Field Name | Field Type | Notes |
|---|---|---|---|---|
| always | No | Packet Length | Template:Type | Length of (Data Length) + length of compressed (Packet ID + Data) |
| if size >= threshold | No | Data Length | Template:Type | Length of uncompressed (Packet ID + Data) |
| Yes | Packet ID | Template:Type | zlib compressed packet ID (see the sections below) | |
| Data | Template:Type | zlib compressed packet data (see the sections below) | ||
| if size < threshold | No | Data Length | Template:Type | 0 to indicate uncompressed |
| Packet ID | Template:Type | packet ID (see the sections below) | ||
| Data | Template:Type | packet data (see the sections below) |
For serverbound packets, the uncompressed length of (Packet ID + Data) must not be greater than 223 or 8388608 bytes. Note that a length equal to 223 is permitted, which differs from the compressed length limit. The vanilla client, on the other hand, has no limit for the uncompressed length of incoming compressed packets.
If the size of the buffer containing the packet data and ID (as a Template:Type) is smaller than the threshold specified in the packet Set Compression. It will be sent as uncompressed. This is done by setting the data length to 0. (Comparable to sending a non-compressed format with an extra 0 between the length and packet data).
If it's larger than or equal to the threshold, then it follows the regular compressed protocol format.
The vanilla server (but not client) rejects compressed packets smaller than the threshold. Uncompressed packets exceeding the threshold, however, are accepted.
Compression can be disabled by sending the packet Set Compression with a negative Threshold, or not sending the Set Compression packet at all.
Handshaking
Clientbound
There are no clientbound packets in the Handshaking state, since the protocol immediately switches to a different state after the client sends the first packet.
Serverbound
Handshake
This packet causes the server to switch into the target state. It should be sent right after opening the TCP connection to prevent the server from disconnecting.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x00resource: intention
|
Handshaking | Server | Protocol Version | Template:Type | See protocol version numbers (currently 775 in Minecraft 26.1). |
| Server Address | Template:Type (255) | Hostname or IP, e.g. localhost or 127.0.0.1, that was used to connect. The vanilla server does not use this information. This is the name obtained after SRV record resolution, except in 1.17 (and no older or newer version) and during server list ping (MC-278651), where it is the host portion of the address specified by the user directly. In 1.17.1 and later if a literal IP address is specified by the user, reverse DNS lookup is attempted, and the result is used as the value of this field if successful. | |||
| Server Port | Template:Type | Default is 25565. The vanilla server does not use this information. | |||
| Intent | Template:Type Template:Type | 1 for Status, 2 for Login, 3 for Transfer. Intents 2 and 3 both transition to the Login state, but 3 indicates that the client is connecting due to a Transfer packet received from another server. If the server is not expecting transfers, it may choose to reject the connection by replying with a Disconnect (login) packet. |
Legacy Server List Ping
While not technically part of the current protocol, (legacy) clients may send this packet to initiate Server List Ping, and modern servers should handle it correctly. The format of this packet is a remnant of the pre-Netty age, before the switch to Netty in 1.7 brought the standard format that is recognized now. This packet merely exists to inform legacy clients that they can't join our modern server.
Modern clients (tested with 1.21.5 + 1.21.4) also send this packet when the server does not send any response within a 30 seconds time window or when the connection is immediately closed. Template:Warning
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
| 0xFE | Handshaking | Server | Payload | Template:Type | always 1 (0x01).
|
See Minecraft:Java Edition protocol/Server List Ping#1.6 for the details of the protocol that follows this packet.
Status
Clientbound
Status Response
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x00resource: status_response
|
Status | Client | JSON Response | Template:Type (32767) | See Minecraft:Java Edition protocol/Server List Ping#Status Response; as with all strings, this is prefixed by its length as a Template:Type. |
Pong Response (status)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x01resource: pong_response
|
Status | Client | Timestamp | Template:Type | Should match the one sent by the client. |
Serverbound
Status Request
The status can only be requested once, immediately after the handshake, before any ping. The server won't respond otherwise.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x00resource: status_request
|
Status | Server | no fields | ||
Ping Request (status)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x01resource: ping_request
|
Status | Server | Timestamp | Template:Type | May be any number, but vanilla clients will always use the timestamp in milliseconds. |
Login
The login process is as follows:
- C→S: Handshake with intent set to 2 (login) or 3 (transfer)
- C→S: Login Start
- S→C: Encryption Request
- Client auth (if enabled)
- C→S: Encryption Response
- Server auth (if enabled)
- Both enable encryption
- S→C: Set Compression (optional)
- S→C: Login Success
- C→S: Login Acknowledged
Set Compression, if present, must be sent before Login Success. Note that anything sent after Set Compression must use the Post Compression packet format.
Three modes of operation are possible depending on how the packets are sent:
- Online-mode with encryption
- Offline-mode with encryption
- Offline-mode without encryption
For online-mode servers (the ones with authentication enabled), encryption is always mandatory, and the entire process described above needs to be followed.
For offline-mode servers (the ones with authentication disabled), encryption is optional, and part of the process can be skipped. In that case, Login Start is directly followed by Login Success. The vanilla server only uses UUID v3 for offline player UUIDs, deriving it from the string OfflinePlayer:<player's name>. For example, Notch’s offline UUID would be chosen from the string OfflinePlayer:Notch. This is not a requirement however, the UUID can be set to anything.
As of 1.21, the vanilla server never uses encryption in offline mode.
See Minecraft:protocol encryption for details.
Clientbound
Disconnect (login)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x00resource: login_disconnect
|
Login | Client | Reason | Template:Type | The reason why the player was disconnected. |
Encryption Request
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x01resource: hello
|
Login | Client | Server ID | Template:Type (20) | Always empty when sent by the vanilla server. |
| Public Key | Template:Type of Template:Type | The server's public key, in bytes. | |||
| Verify Token | Template:Type of Template:Type | A sequence of random bytes generated by the server. | |||
| Should authenticate | Template:Type | Whether the client should attempt to authenticate through mojang servers. |
See Minecraft:protocol encryption for details.
Login Success
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x02resource: login_finished
|
Login | Client | Profile | Template:Type |
Set Compression
Enables compression. If compression is enabled, all following packets are encoded in the compressed packet format. Negative values will disable compression, meaning the packet format should remain in the uncompressed packet format. However, this packet is entirely optional, and if not sent, compression will also not be enabled (the vanilla server does not send the packet when compression is disabled).
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x03resource: login_compression
|
Login | Client | Threshold | Template:Type | Maximum size of a packet before it is compressed. |
Login Plugin Request
Used to implement a custom handshaking flow together with Login Plugin Response.
Unlike plugin messages in "play" mode, these messages follow a lock-step request/response scheme, where the client is expected to respond to a request indicating whether it understood. The vanilla client always responds that it hasn't understood and sends an empty payload.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x04resource: custom_query
|
Login | Client | Message ID | Template:Type | Generated by the server - should be unique to the connection. |
| Channel | Template:Type | Name of the plugin channel used to send the data. | |||
| Data | Varies | Any data, depending on the channel. Typically this would be a sequence of fields using standard data types, but some unofficial channels have unusual formats. There is no length prefix that applies to all channel types, but the format specific to the channel may or may not include one or more length prefixes (e.g. for strings). The vanilla client enforces a length limit of 1048576 bytes on this data, but only if the channel type is unrecognized (which is the case for all login plugin messages with a completely vanilla client). |
Cookie Request (login)
Requests a cookie that was previously stored.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x05resource: cookie_request
|
Login | Client | Key | Template:Type | The identifier of the cookie. | ||
Serverbound
Login Start
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x00resource: hello
|
Login | Server | Name | Template:Type (16) | Player's Username. |
| Player UUID | Template:Type | The Template:Type of the player logging in. Unused by the vanilla server. |
Encryption Response
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x01resource: key
|
Login | Server | Shared Secret | Template:Type of Template:Type | Shared Secret value, encrypted with the server's public key. |
| Verify Token | Template:Type of Template:Type | Verify Token value, encrypted with the same public key as the shared secret. |
See Minecraft:protocol encryption for details.
Login Plugin Response
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x02resource: custom_query_answer
|
Login | Server | Message ID | Template:Type | Should match ID from server. |
| Data | Template:Type Varies | Any data, depending on the channel. Only present if the client understood the request. Typically this would be a sequence of fields using standard data types, but some unofficial channels have unusual formats. There is no length prefix that applies to all channel types, but the format specific to the channel may or may not include one or more length prefixes (e.g. for strings). |
Login Acknowledged
Acknowledgement to the Login Success packet sent by the server.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x03resource: login_acknowledged
|
Login | Server | no fields | ||
This packet switches the connection state to configuration.
Cookie Response (login)
Response to a Cookie Request (login) from the server. The vanilla server only accepts responses of up to 5 kiB in size.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x04resource: cookie_response
|
Login | Server | Key | Template:Type | The identifier of the cookie. |
| Payload | Template:Type Template:Type (5120) of Template:Type | The data of the cookie. |
Configuration
Clientbound
Cookie Request (configuration)
Requests a cookie that was previously stored.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x00resource: cookie_request
|
Configuration | Client | Key | Template:Type | The identifier of the cookie. | ||
Clientbound Plugin Message (configuration)
Mods and plugins can use this to send their data. Minecraft itself uses several plugin channels. These internal channels are in the minecraft namespace.
More information on how it works on Dinnerbone's blog. More documentation about internal and popular registered channels are here.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x01resource: custom_payload
|
Configuration | Client | Channel | Template:Type | Name of the plugin channel used to send the data. |
| Data | Varies | Any data, depending on the channel. Typically this would be a sequence of fields using standard data types, but some unofficial channels have unusual formats. There is no length prefix that applies to all channel types, but the format specific to the channel may or may not include one or more length prefixes (such as the string length prefix in the standard minecraft:brand channel). The vanilla client enforces a length limit of 1048576 bytes on this data, but only if the channel type is unrecognized.
|
Disconnect (configuration)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x02resource: disconnect
|
Configuration | Client | Reason | Template:Type | The reason why the player was disconnected. |
Finish Configuration
Sent by the server to notify the client that the configuration process has finished. The client validates the registry and tag data received from the server, and answers with Acknowledge Finish Configuration whenever it is ready to continue.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x03resource: finish_configuration
|
Configuration | Client | no fields | ||
This packet switches the connection state to play.
Clientbound Keep Alive (configuration)
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same payload (see Serverbound Keep Alive). If the client does not respond to a Keep Alive packet within 15 seconds after it was sent, the server kicks the client. Vice versa, if the server does not send any keep-alives for 20 seconds, the client will disconnect and yield a "Timed out" exception.
The vanilla server uses a system-dependent time in milliseconds to generate the keep alive ID value.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x04resource: keep_alive
|
Configuration | Client | Keep Alive ID | Template:Type |
Ping (configuration)
Packet is not used by the vanilla server. When sent to the client, the client responds with a Pong packet with the same ID.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x05resource: ping
|
Configuration | Client | ID | Template:Type |
Reset Chat
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x06resource: reset_chat
|
Configuration | Client | no fields | ||
Registry Data
Sent by the server to inform the client of the contents of synchronized registries, which are sourced from the server's Minecraft:data packs. Each packet contains the contents of a single registry. The client will accumulate the data contained in these packets during the configuration phase, and validate it once Finish Configuration is received from the server.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x07resource: registry_data
|
Configuration | Client | Registry ID | Template:Type | Name of the registry, such as minecraft:dimension_type.
| ||
| Entries | Entry ID | Template:Type | Template:Type | Name of the entry, such as minecraft:overworld.
| |||
| Data | Template:Type Template:Type | Entry data. If omitted, sourced from the selected known packs. | |||||
The ordering of the entries in the Entries array defines the numeric IDs that they will be assigned to, starting from 0 and counting upwards. It is essential to maintain consistency between server and client, since many parts of the protocol reference these entries by their ID. The client will disconnect upon receiving a reference to a non-existing entry.
The NBT data of registry entries has the same structure as their definitions in Minecraft:data packs, but represented in NBT instead of JSON. The format for each registry is defined in Minecraft:Java Edition protocol/Registries#List of synchronized registries.
Remove Resource Pack (configuration)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x08resource: resource_pack_pop
|
Configuration | Client | UUID | Template:Type Template:Type | The Template:Type of the resource pack to be removed. If not present, every resource pack will be removed. |
Add Resource Pack (configuration)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x09resource: resource_pack_push
|
Configuration | Client | UUID | Template:Type | The unique identifier of the resource pack. |
| URL | Template:Type (32767) | The URL to the resource pack. | |||
| Hash | Template:Type (40) | A 40 character hexadecimal, case-insensitive SHA-1 hash of the resource pack file. If it's not a 40-character hexadecimal string, the client will not use it for hash verification and likely waste bandwidth. | |||
| Forced | Template:Type | The vanilla client will be forced to use the resource pack from the server. If they decline, they will be kicked from the server. | |||
| Prompt Message | Template:Type Template:Type | This is shown in the prompt making the client accept or decline the resource pack (only if present). |
Store Cookie (configuration)
Stores some arbitrary data on the client, which persists between server transfers. The vanilla client only accepts cookies of up to 5 kiB in size.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x0Aresource: store_cookie
|
Configuration | Client | Key | Template:Type | The identifier of the cookie. | ||
| Payload | Template:Type (5120) of Template:Type | The data of the cookie. | |||||
Transfer (configuration)
Notifies the client that it should transfer to the given server.
The client will close its connection to the current server, open a connection to the specified address and send a Handshake with intent set to 3 (Transfer). If the server chooses to accept the transfer, the usual login process will follow.
Cookies previously stored are preserved between server transfers.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x0Bresource: transfer
|
Configuration | Client | Host | Template:Type (32767) | The hostname or IP of the server. | ||
| Port | Template:Type | The port of the server. | |||||
Feature Flags
Used to enable and disable features, generally experimental ones, on the client.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Cresource: update_enabled_features
|
Configuration | Client | Feature Flags | Template:Type of Template:Type |
There is one special feature flag, which is in most versions:
- minecraft:vanilla - enables vanilla features
For the other feature flags, which may change between versions, see Minecraft:Experiments#Java Edition.
Update Tags (configuration)
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x0Dresource: update_tags
|
Configuration | Client | Tagged Registries | Registry | Template:Type | Template:Type | Registry identifier, such as minecraft:block.
|
| Tags | Template:Type of Tag | Array of tags defined for the registry, each containing a sub-array of entries that have the tag (see below). | |||||
Each tag looks like:
| Field Name | Field Type | Notes |
|---|---|---|
| Tag Name | Template:Type | Name of the tag without the #-prefix, such as minecraft:climbable.
|
| Entries | Template:Type of Template:Type | Numeric IDs of the given type (block, item, etc.). This list replaces the previous list of IDs for the given tag. |
See Tag for more information, including a list of vanilla tags.
Due to Template:Bug, any tags that were defined in built-in registries in previous game sessions of a client process will be present by default in new sessions, unless overridden by the server. This occurs on a per-tag basis, so defining a specific tag in a registry will not cause any other tags in that registry to be overridden.
If the server sends Finish Configuration without sending any Registry Data packets during the configuration phase, previously specified tags in synchronized registries will also be retained unless respecified on a per-tag basis. The server must have already sent registries during a previous configuration phase. Note that it is also possible to update tags in play state, so entering configuration is not necessary to do this.
If any Registry Data packets are sent during reconfiguration, all previous tags in all synchronized registries are forgotten, as are the registries themselves.
Clientbound Known Packs
Informs the client of which data packs are present on the server. The client is expected to respond with its own Serverbound Known Packs packet containing the subset of packs also known to the client, in the same order as they were listed by the server. The vanilla server does not continue with Configuration until it receives a response.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x0Eresource: select_known_packs
|
Configuration | Client | Known Packs | Namespace | Template:Type | Template:Type (32767) | Namespace part of the name of the pack, such as minecraft.
|
| ID | Template:Type (32767) | Pathname part of the name of the pack, such as core.
| |||||
| Version | Template:Type (32767) | Version of the pack. For minecraft:core this corresponds to Minecraft version numbers, such as 1.21.10. Note that the vanilla data pack can change without a protocol version bump, and even a completely vanilla server talking to a vanilla client may fall back to sending all registry data over the wire, if the two are on different protocol-compatible patch versions.
| |||||
Custom Report Details (configuration)
Contains a list of key-value text entries that are included in any crash or disconnection report generated during connection to the server.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x0Fresource: custom_report_details
|
Configuration | Client | Details | Title | Template:Type (32) | Template:Type (128) | |
| Description | Template:Type (4096) | ||||||
Server Links (configuration)
This packet contains a list of links that the vanilla client will display in the menu available from the pause menu. Link labels can be built-in or custom (i.e., any text).
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x10resource: server_links
|
Configuration | Client | Links | Label | Template:Type | Template:Type Template:Type Template:Type or Template:Type | Enums are used for built-in labels (see below), and text components for custom labels. |
| URL | Template:Type | Valid URL. | |||||
| ID | Name | Notes |
|---|---|---|
| 0 | Bug Report | Displayed on connection error screen; included as a comment in the disconnection report. |
| 1 | Community Guidelines | |
| 2 | Support | |
| 3 | Status | |
| 4 | Feedback | |
| 5 | Community | |
| 6 | Website | |
| 7 | Forums | |
| 8 | News | |
| 9 | Announcements |
Clear Dialog (configuration)
If we're currently in a dialog screen, then this removes the current screen and switches back to the previous one.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x11resource: clear_dialog
|
Configuration | Client | no fields | ||
Show Dialog (configuration)
Show a custom dialog screen to the client.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x12resource: show_dialog
|
Configuration | Client | Dialog | Template:Type | Inline definition as described at Minecraft:Dialog#Dialog format. |
Code of Conduct
Show the client the server Code of Conduct. Server will not continue with the configuration stage until the client has accepted the Code of Conduct via the Accept Code Of Conduct packet.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x13resource: code_of_conduct
|
Configuration | Client | Code of Conduct | Template:Type | Code of Conduct of the server. |
Serverbound
Client Information (configuration)
Sent when the player connects, or when settings are changed.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x00resource: client_information
|
Configuration | Server | Locale | Template:Type (16) | e.g. en_GB.
|
| View Distance | Template:Type | Client-side render distance, in chunks. | |||
| Chat Mode | Template:Type Template:Type | 0: enabled, 1: commands only, 2: hidden. See Minecraft:Java Edition protocol/Chat#Client chat mode for more information. | |||
| Chat Colors | Template:Type | “Colors” multiplayer setting. The vanilla server stores this value but does nothing with it (see Template:Bug). Some third-party servers disable all coloring in chat and system messages when it is false. | |||
| Displayed Skin Parts | Template:Type | Bit mask, see below. | |||
| Main Hand | Template:Type Template:Type | 0: Left, 1: Right. | |||
| Enable text filtering | Template:Type | Enables filtering of text on signs and written book titles. The vanilla client sets this according to the profanityFilterPreferences.profanityFilterOn account attribute indicated by the Mojang API endpoint for player attributes. In offline mode, it is always false.
| |||
| Allow server listings | Template:Type | Servers usually list online players; this option should let you not show up in that list. | |||
| Particle Status | Template:Type Template:Type | 0: all, 1: decreased, 2: minimal |
Displayed Skin Parts flags:
- Bit 0 (0x01): Cape enabled
- Bit 1 (0x02): Jacket enabled
- Bit 2 (0x04): Left Sleeve enabled
- Bit 3 (0x08): Right Sleeve enabled
- Bit 4 (0x10): Left Pants Leg enabled
- Bit 5 (0x20): Right Pants Leg enabled
- Bit 6 (0x40): Hat enabled
The most significant bit (bit 7, 0x80) appears to be unused.
Cookie Response (configuration)
Response to a Cookie Request (configuration) from the server. The vanilla server only accepts responses of up to 5 kiB in size.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x01resource: cookie_response
|
Configuration | Server | Key | Template:Type | The identifier of the cookie. |
| Payload | Template:Type Template:Type (5120) of Template:Type | The data of the cookie. |
Serverbound Plugin Message (configuration)
Mods and plugins can use this to send their data. Minecraft itself uses some plugin channels. These internal channels are in the minecraft namespace.
More documentation on this: https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x02resource: custom_payload
|
Configuration | Server | Channel | Template:Type | Name of the plugin channel used to send the data. |
| Data | Varies | Any data, depending on the channel. Typically this would be a sequence of fields using standard data types, but some unofficial channels have unusual formats. There is no length prefix that applies to all channel types, but the format specific to the channel may or may not include one or more length prefixes (such as the string length prefix in the standard minecraft:brand channel). The vanilla server enforces a length limit of 32767 bytes on this data, but only if the channel type is unrecognized.
|
Acknowledge Finish Configuration
Sent by the client to notify the server that the configuration process has finished. It is sent in response to the server's Finish Configuration.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x03resource: finish_configuration
|
Configuration | Server | no fields | ||
This packet switches the connection state to play.
Serverbound Keep Alive (configuration)
The server will frequently send out a keep-alive (see Clientbound Keep Alive), each containing a random ID. The client must respond with the same packet.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x04resource: keep_alive
|
Configuration | Server | Keep Alive ID | Template:Type |
Pong (configuration)
Response to the clientbound packet (Ping) with the same id.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x05resource: pong
|
Configuration | Server | ID | Template:Type |
Resource Pack Response (configuration)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x06resource: resource_pack
|
Configuration | Server | UUID | Template:Type | The unique identifier of the resource pack received in the Add Resource Pack (configuration) request. |
| Result | Template:Type Template:Type | Result ID (see below). |
Result can be one of the following values:
| ID | Result |
|---|---|
| 0 | Successfully downloaded |
| 1 | Declined |
| 2 | Failed to download |
| 3 | Accepted |
| 4 | Downloaded |
| 5 | Invalid URL |
| 6 | Failed to reload |
| 7 | Discarded |
Serverbound Known Packs
Informs the server of which of the data packs it knows are also present on the client. The client sends this in response to Clientbound Known Packs.
If the client specifies a pack in this packet, the server may omit its contained NBT data (but not entry listings) from the Registry Data packet.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x07resource: select_known_packs
|
Configuration | Server | Known Packs | Namespace | Template:Type | Template:Type (32767) | Namespace part of the name of the pack, such as minecraft.
|
| ID | Template:Type (32767) | Pathname part of the name of the pack, such as core.
| |||||
| Version | Template:Type (32767) | Version of the pack. For minecraft:core this corresponds to Minecraft version numbers, such as 1.21.10. Note that the vanilla data pack can change without a protocol version bump, and even a completely vanilla server talking to a vanilla client may fall back to sending all registry data over the wire, if the two are on different protocol-compatible patch versions.
| |||||
Custom Click Action (configuration)
Sent when the client clicks a Template:Type with the minecraft:custom click action. This is meant as an alternative to running a command, but will not have any effect on vanilla servers.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x08resource: custom_click_action
|
Configuration | Server | ID | Template:Type | The identifier for the click action. |
| Payload | Template:Type | The data to send with the click action. May be a TAG_END (0). |
Accept Code of Conduct
Sent when the client clicks on the "Acknowledge" field in the "Code of Conduct" view. Sent in response to the Code of Conduct packet.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x09resource: accept_code_of_conduct
|
Configuration | Server | no fields | ||
Play
Clientbound
Bundle Delimiter
The delimiter for a bundle of packets. When received, the client should store every subsequent packet it receives and wait until another delimiter is received. Once that happens, the client is guaranteed to process every packet in the bundle on the same tick, and the client should stop storing packets.
As of 1.20.6, the vanilla server only uses this to ensure Spawn Entity and associated packets used to configure the entity happen on the same tick. Each entity gets a separate bundle.
The vanilla client doesn't allow more than 4096 packets in the same bundle.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x00resource: bundle_delimiter
|
Play | Client | no fields | ||
Spawn Entity
Sent by the server to create an entity on the client, normally upon the entity spawning within or entering the player's view range.
The local player entity is automatically created by the client, and must not be created explicitly using this packet. Doing so on the vanilla client will have strange consequences.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x01resource: add_entity
|
Play | Client | Entity ID | Template:Type | A unique integer ID mostly used in the protocol to identify the entity. If an entity with the same ID already exists on the client, it is automatically deleted and replaced by the new entity. On the vanilla server entity IDs are globally unique across all dimensions and never reused while the server is running, but not preserved across server restarts. |
| Entity UUID | Template:Type | A unique identifier that is mostly used in persistence and places where the uniqueness matters more. It is possible to create multiple entities with the same UUID on the vanilla client, but a warning will be logged, and functionality dependent on UUIDs may ignore the entity or otherwise misbehave. | |||
| Type | Template:Type | ID in the minecraft:entity_type registry (see "type" field in Minecraft:Java Edition protocol/Entity metadata#Entities).
| |||
| X | Template:Type | ||||
| Y | Template:Type | ||||
| Z | Template:Type | ||||
| Velocity | Template:Type | ||||
| Pitch | Template:Type | ||||
| Yaw | Template:Type | ||||
| Head Yaw | Template:Type | Only used by living entities, where the head of the entity may differ from the general body rotation. | |||
| Data | Template:Type | Meaning dependent on the value of the Type field, see Minecraft:Java Edition protocol/Object data for details. |
Template:Warning
When in online mode, the UUIDs must be valid and have valid skin blobs.
In offline mode, the vanilla server uses UUID v3 and chooses the player's UUID by using the String OfflinePlayer:<player name>, encoding it in UTF-8 (and case-sensitive), then processes it with UUID.nameUUIDFromBytes.
For NPCs UUID v2 should be used. Note:
<+Grum> i will never confirm this as a feature you know that :)
In an example UUID, xxxxxxxx-xxxx-Yxxx-xxxx-xxxxxxxxxxxx, the UUID version is specified by Y. So, for UUID v3, Y will always be 3, and for UUID v2, Y will always be 2.
Entity Animation
Sent whenever an entity should change animation.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x02resource: animate
|
Play | Client | Entity ID | Template:Type | Player ID. |
| Animation | Template:Type | Animation ID (see below). |
Animation can be one of the following values:
| ID | Animation |
|---|---|
| 0 | Swing main arm |
| 2 | Leave bed |
| 3 | Swing offhand |
| 4 | Critical effect |
| 5 | Magic critical effect |
Award Statistics
Sent as a response to Client Status (id 1). Will only send the changed values if previously requested.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x03resource: award_stats
|
Play | Client | Statistics | Category ID | Template:Type | Template:Type | ID in the minecraft:stat_type registry; see below.
|
| Statistic ID | Template:Type | See below. | |||||
| Value | Template:Type | The amount to set it to. | |||||
Categories (defined in the minecraft:stat_type registry).
| Name | ID | Registry |
|---|---|---|
minecraft:mined
|
0 | minecraft:block
|
minecraft:crafted
|
1 | minecraft:item
|
minecraft:used
|
2 | minecraft:item
|
minecraft:broken
|
3 | minecraft:item
|
minecraft:picked_up
|
4 | minecraft:item
|
minecraft:dropped
|
5 | minecraft:item
|
minecraft:killed
|
6 | minecraft:entity_type
|
minecraft:killed_by
|
7 | minecraft:entity_type
|
minecraft:custom
|
8 | minecraft:custom_stat
|
Blocks, Items, and Entities use block (not block state), item, and entity ids.
Custom uses IDs in the minecraft:custom_stat registry:
| Name | ID | Unit |
|---|---|---|
minecraft:leave_game
|
0 | None |
minecraft:play_time
|
1 | Time |
minecraft:total_world_time
|
2 | Time |
minecraft:time_since_death
|
3 | Time |
minecraft:time_since_rest
|
4 | Time |
minecraft:sneak_time
|
5 | Time |
minecraft:walk_one_cm
|
6 | Distance |
minecraft:crouch_one_cm
|
7 | Distance |
minecraft:sprint_one_cm
|
8 | Distance |
minecraft:walk_on_water_one_cm
|
9 | Distance |
minecraft:fall_one_cm
|
10 | Distance |
minecraft:climb_one_cm
|
11 | Distance |
minecraft:fly_one_cm
|
12 | Distance |
minecraft:walk_under_water_one_cm
|
13 | Distance |
minecraft:minecart_one_cm
|
14 | Distance |
minecraft:boat_one_cm
|
15 | Distance |
minecraft:pig_one_cm
|
16 | Distance |
minecraft:happy_ghast_one_cm
|
17 | Distance |
minecraft:horse_one_cm
|
18 | Distance |
minecraft:aviate_one_cm
|
19 | Distance |
minecraft:swim_one_cm
|
20 | Distance |
minecraft:strider_one_cm
|
21 | Distance |
minecraft:jump
|
22 | None |
minecraft:drop
|
23 | None |
minecraft:damage_dealt
|
24 | Damage |
minecraft:damage_dealt_absorbed
|
25 | Damage |
minecraft:damage_dealt_resisted
|
26 | Damage |
minecraft:damage_taken
|
27 | Damage |
minecraft:damage_blocked_by_shield
|
28 | Damage |
minecraft:damage_absorbed
|
29 | Damage |
minecraft:damage_resisted
|
30 | Damage |
minecraft:deaths
|
31 | None |
minecraft:mob_kills
|
32 | None |
minecraft:animals_bred
|
33 | None |
minecraft:player_kills
|
34 | None |
minecraft:fish_caught
|
35 | None |
minecraft:talked_to_villager
|
36 | None |
minecraft:traded_with_villager
|
37 | None |
minecraft:eat_cake_slice
|
38 | None |
minecraft:fill_cauldron
|
39 | None |
minecraft:use_cauldron
|
40 | None |
minecraft:clean_armor
|
41 | None |
minecraft:clean_banner
|
42 | None |
minecraft:clean_shulker_box
|
43 | None |
minecraft:interact_with_brewingstand
|
44 | None |
minecraft:interact_with_beacon
|
45 | None |
minecraft:inspect_dropper
|
46 | None |
minecraft:inspect_hopper
|
47 | None |
minecraft:inspect_dispenser
|
48 | None |
minecraft:play_noteblock
|
49 | None |
minecraft:tune_noteblock
|
50 | None |
minecraft:pot_flower
|
51 | None |
minecraft:trigger_trapped_chest
|
52 | None |
minecraft:open_enderchest
|
53 | None |
minecraft:enchant_item
|
54 | None |
minecraft:play_record
|
55 | None |
minecraft:interact_with_furnace
|
56 | None |
minecraft:interact_with_crafting_table
|
57 | None |
minecraft:open_chest
|
58 | None |
minecraft:sleep_in_bed
|
59 | None |
minecraft:open_shulker_box
|
60 | None |
minecraft:open_barrel
|
61 | None |
minecraft:interact_with_blast_furnace
|
62 | None |
minecraft:interact_with_smoker
|
63 | None |
minecraft:interact_with_lectern
|
64 | None |
minecraft:interact_with_campfire
|
65 | None |
minecraft:interact_with_cartography_table
|
66 | None |
minecraft:interact_with_loom
|
67 | None |
minecraft:interact_with_stonecutter
|
68 | None |
minecraft:bell_ring
|
69 | None |
minecraft:raid_trigger
|
70 | None |
minecraft:raid_win
|
71 | None |
minecraft:interact_with_anvil
|
72 | None |
minecraft:interact_with_grindstone
|
73 | None |
minecraft:target_hit
|
74 | None |
minecraft:interact_with_smithing_table
|
75 | None |
Units:
- None: just a normal number (formatted with 0 decimal places)
- Damage: value is 10 times the normal amount
- Distance: a distance in centimeters (hundredths of blocks)
- Time: a time span in ticks
Acknowledge Block Change
Acknowledges a user-initiated block change. After receiving this packet, the client will display the block state sent by the server instead of the one predicted by the client.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x04resource: block_changed_ack
|
Play | Client | Sequence ID | Template:Type | Represents the sequence to acknowledge; this is used for properly syncing block changes to the client after interactions. |
Set Block Destroy Stage
0–9 are the displayable destroy stages and each other number means that there is no animation on this coordinate.
Block break animations can still be applied on air; the animation will remain visible, although there is no block being broken. However, if this is applied to a transparent block, odd graphical effects may happen, including water losing its transparency. (An effect similar to this can be seen in normal gameplay when breaking ice blocks)
If you need to display several break animations at the same time, you have to give each of them a unique Entity ID. The entity ID does not need to correspond to an actual entity on the client. It is valid to use a randomly generated number.
When removing the break animation, you must use the ID of the entity that set it.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x05resource: block_destruction
|
Play | Client | Entity ID | Template:Type | The ID of the entity breaking the block. |
| Location | Template:Type | Block Position. | |||
| Destroy Stage | Template:Type | 0–9 to set it, any other value to remove it. |
Block Entity Data
Sets the block entity associated with the block at the given location.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x06resource: block_entity_data
|
Play | Client | Location | Template:Type | |
| Type | Template:Type | ID in the minecraft:block_entity_type registry
| |||
| NBT Data | Template:Type | Data to set. |
Block Action
This packet is used for a number of actions and animations performed by blocks, usually non-persistent. The client ignores the provided block type and instead uses the block state in their world.
See Minecraft:Java Edition protocol/Block actions for a list of values.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x07resource: block_event
|
Play | Client | Location | Template:Type | Block coordinates. |
| Action ID (Byte 1) | Template:Type | Varies depending on block — see Minecraft:Java Edition protocol/Block actions. | |||
| Action Parameter (Byte 2) | Template:Type | Varies depending on block — see Minecraft:Java Edition protocol/Block actions. | |||
| Block Type | Template:Type | ID in the minecraft:block registry. This value is unused by the vanilla client, as it will infer the type of block based on the given position.
|
Block Update
Fired whenever a block is changed within the render distance.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x08resource: block_update
|
Play | Client | Location | Template:Type | Block Coordinates. |
| Block ID | Template:Type | The new block state ID for the block as given in the global block state palette. |
Boss Bar
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |
|---|---|---|---|---|---|---|
protocol:0x09resource: boss_event
|
Play | Client | UUID | Template:Type | Unique ID for this bar. | |
| Action | Template:Type Template:Type | Determines the layout of the remaining packet. | ||||
| Action | Field Name | |||||
| 0: add | Title | Template:Type | ||||
| Health | Template:Type | From 0 to 1. Values greater than 1 do not crash a vanilla client, and start rendering part of a second health bar at around 1.5. | ||||
| Color | Template:Type Template:Type | Color ID (see below). | ||||
| Division | Template:Type Template:Type | Type of division (see below). | ||||
| Flags | Template:Type | Bit mask. 0x01: should darken sky, 0x02: is dragon bar (used to play end music), 0x04: create fog (previously was also controlled by 0x02). | ||||
| 1: remove | no fields | no fields | Removes this boss bar. | |||
| 2: update health | Health | Template:Type | as above | |||
| 3: update title | Title | Template:Type | ||||
| 4: update style | Color | Template:Type Template:Type | Color ID (see below). | |||
| Dividers | Template:Type Template:Type | as above | ||||
| 5: update flags | Flags | Template:Type | as above | |||
| ID | Color |
|---|---|
| 0 | Pink |
| 1 | Blue |
| 2 | Red |
| 3 | Green |
| 4 | Yellow |
| 5 | Purple |
| 6 | White |
| ID | Type of division |
|---|---|
| 0 | No division |
| 1 | 6 notches |
| 2 | 10 notches |
| 3 | 12 notches |
| 4 | 20 notches |
Change Difficulty
Changes the difficulty setting in the client's option menu
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Aresource: change_difficulty
|
Play | Client | Difficulty | Template:Type Template:Type | 0: peaceful, 1: easy, 2: normal, 3: hard. |
| Difficulty locked? | Template:Type |
Chunk Batch Finished
Marks the end of a chunk batch. The vanilla client marks the time it receives this packet and calculates the elapsed duration since the beginning of the chunk batch. The client uses this duration and the batch size received in this packet to estimate the number of milliseconds elapsed per chunk received. This value is then used to calculate the desired number of chunks per tick through the formula 25 / millisPerChunk, which is reported to the server through Chunk Batch Received. This likely uses 25 instead of the normal tick duration of 50 so chunk processing will only use half of the client's and network's bandwidth.
The vanilla client uses the samples from the latest 15 batches to estimate the milliseconds per chunk number.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Bresource: chunk_batch_finished
|
Play | Client | Batch size | Template:Type | Number of chunks. |
Chunk Batch Start
Marks the start of a chunk batch. The vanilla client marks and stores the time it receives this packet.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Cresource: chunk_batch_start
|
Play | Client | no fields | ||
Chunk Biomes
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x0Dresource: chunks_biomes
|
Play | Client | Chunk biome data | Chunk Z | Template:Type | Template:Type | Chunk coordinate (block coordinate divided by 16, rounded down) |
| Chunk X | Template:Type | Chunk coordinate (block coordinate divided by 16, rounded down) | |||||
| Data | Template:Type of Template:Type | Chunk data structure, with sections containing only the Biomes field
| |||||
Note: The order of X and Z is inverted, because the client reads them as one big-endian Template:Type, with Z being the upper 32 bits.
Clear Titles
Clear the client's current title information, with the option to also reset it.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Eresource: clear_titles
|
Play | Client | Reset | Template:Type |
Command Suggestions Response
The server responds with a list of auto-completions of the last word sent to it. In the case of regular chat, this is a player username. Command names and parameters are also supported. The client sorts these alphabetically before listing them.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x0Fresource: command_suggestions
|
Play | Client | ID | Template:Type | Transaction ID. | ||
| Start | Template:Type | Start of the text to replace. | |||||
| Length | Template:Type | Length of the text to replace. | |||||
| Matches | Match | Template:Type | Template:Type (32767) | One eligible value to insert, note that each command is sent separately instead of in a single string, hence the need for Count. | |||
| Tooltip | Template:Type Template:Type | Tooltip to display. | |||||
Commands
Lists all of the commands on the server, and how they are parsed.
This is a directed graph, with one root node. Each redirect or child node must refer only to nodes that have already been declared.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x10resource: commands
|
Play | Client | Nodes | Template:Type of Node | An array of nodes. |
| Root index | Template:Type | Index of the root node in the previous array.
|
For more information on this packet, see the Minecraft:Java Edition protocol/Command data article.
Close Container
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. The vanilla client disregards the provided window ID and closes any active window.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x11resource: container_close
|
Play | Client | Window ID | Template:Type | This is the ID of the window that was closed. 0 for inventory. |
Set Container Content
Replaces the contents of a container window. Sent by the server upon initialization of a container window or the player's inventory, and in response to state ID mismatches (see #Click Container).
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x12resource: container_set_content
|
Play | Client | Window ID | Template:Type | The ID of window which items are being sent for. 0 for player inventory. The client ignores any packets targeting a Window ID other than the current one. However, an exception is made for the player inventory, which may be targeted at any time. (The vanilla server does not appear to utilize this special case.) |
| State ID | Template:Type | A server-managed sequence number used to avoid desynchronization; see #Click Container. | |||
| Slot Data | Template:Type of Template:Type | ||||
| Carried Item | Template:Type | Item being dragged with the mouse. |
See inventory windows for further information about how slots are indexed. Use Open Screen to open the container on the client.
Set Container Property
This packet is used to inform the client that part of a GUI window should be updated.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x13resource: container_set_data
|
Play | Client | Window ID | Template:Type | |
| Property | Template:Type | The property to be updated, see below. | |||
| Value | Template:Type | The new value for the property, see below. |
The meaning of the Property field depends on the type of the window. The following table shows the known combinations of window type and property, and how the value is to be interpreted.
| Window type | Property | Value |
|---|---|---|
| Furnace | 0: Fire icon (fuel left) | counting from fuel burn time down to 0 (in-game ticks) |
| 1: Maximum fuel burn time | fuel burn time or 0 (in-game ticks) | |
| 2: Progress arrow | counting from 0 to maximum progress (in-game ticks) | |
| 3: Maximum progress | always 200 on the vanilla server | |
| Enchantment Table | 0: Level requirement for top enchantment slot | The enchantment's xp level requirement |
| 1: Level requirement for middle enchantment slot | ||
| 2: Level requirement for bottom enchantment slot | ||
| 3: The enchantment seed | Used for drawing the enchantment names (in SGA) clientside. The same seed is used to calculate enchantments, but some of the data isn't sent to the client to prevent easily guessing the entire list (the seed value here is the regular seed bitwise and 0xFFFFFFF0).
| |
| 4: Enchantment ID shown on mouse hover over top enchantment slot | The enchantment ID (set to -1 to hide it), see below for values | |
| 5: Enchantment ID shown on mouse hover over middle enchantment slot | ||
| 6: Enchantment ID shown on mouse hover over bottom enchantment slot | ||
| 7: Enchantment level shown on mouse hover over the top slot | The enchantment level (1 = I, 2 = II, 6 = VI, etc.), or -1 if no enchant | |
| 8: Enchantment level shown on mouse hover over the middle slot | ||
| 9: Enchantment level shown on mouse hover over the bottom slot | ||
| Beacon | 0: Power level | 0-4, controls what effect buttons are enabled |
| 1: First potion effect | Potion effect ID for the first effect, or -1 if no effect | |
| 2: Second potion effect | Potion effect ID for the second effect, or -1 if no effect | |
| Anvil | 0: Repair cost | The repair's cost in XP levels |
| Brewing Stand | 0: Brew time | 0 – 400, with 400 making the arrow empty, and 0 making the arrow full |
| 1: Fuel time | 0 - 20, with 0 making the arrow empty, and 20 making the arrow full | |
| Stonecutter | 0: Selected recipe | The index of the selected recipe. -1 means none is selected. |
| Loom | 0: Selected pattern | The index of the selected pattern. 0 means none is selected, 0 is also the internal ID of the "base" pattern. |
| Lectern | 0: Page number | The current page number, starting from 0. |
| Smithing Table | 0: Has recipe error | True if greater than zero. |
| Crafter | 0-9: Slot Disabled | 0 If the slot is enabled, 1 if the slot is disabled |
For an enchanting table, the following numerical IDs are used:
| Numerical ID | Enchantment ID | Enchantment Name |
|---|---|---|
| 0 | minecraft:protection | Protection |
| 1 | minecraft:fire_protection | Fire Protection |
| 2 | minecraft:feather_falling | Feather Falling |
| 3 | minecraft:blast_protection | Blast Protection |
| 4 | minecraft:projectile_protection | Projectile Protection |
| 5 | minecraft:respiration | Respiration |
| 6 | minecraft:aqua_affinity | Aqua Affinity |
| 7 | minecraft:thorns | Thorns |
| 8 | minecraft:depth_strider | Depth Strider |
| 9 | minecraft:frost_walker | Frost Walker |
| 10 | minecraft:binding_curse | Curse of Binding |
| 11 | minecraft:soul_speed | Soul Speed |
| 12 | minecraft:swift_sneak | Swift Sneak |
| 13 | minecraft:sharpness | Sharpness |
| 14 | minecraft:smite | Smite |
| 15 | minecraft:bane_of_arthropods | Bane of Arthropods |
| 16 | minecraft:knockback | Knockback |
| 17 | minecraft:fire_aspect | Fire Aspect |
| 18 | minecraft:looting | Looting |
| 19 | minecraft:sweeping_edge | Sweeping Edge |
| 20 | minecraft:efficiency | Efficiency |
| 21 | minecraft:silk_touch | Silk Touch |
| 22 | minecraft:unbreaking | Unbreaking |
| 23 | minecraft:fortune | Fortune |
| 24 | minecraft:power | Power |
| 25 | minecraft:punch | Punch |
| 26 | minecraft:flame | Flame |
| 27 | minecraft:infinity | Infinity |
| 28 | minecraft:luck_of_the_sea | Luck of the Sea |
| 29 | minecraft:lure | Lure |
| 30 | minecraft:loyalty | Loyalty |
| 31 | minecraft:impaling | Impaling |
| 32 | minecraft:riptide | Riptide |
| 33 | minecraft:channeling | Channeling |
| 34 | minecraft:multishot | Multishot |
| 35 | minecraft:quick_charge | Quick Charge |
| 36 | minecraft:piercing | Piercing |
| 37 | minecraft:density | Density |
| 38 | minecraft:breach | Breach |
| 39 | minecraft:wind_burst | Wind Burst |
| 40 | minecraft:mending | Mending |
| 41 | minecraft:vanishing_curse | Curse of Vanishing |
Set Container Slot
Sent by the server when an item in a slot (in a window) is added/removed.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x14resource: container_set_slot
|
Play | Client | Window ID | Template:Type | The window that is being updated. 0 for player inventory. The client ignores any packets targeting a Window ID other than the current one; see below for exceptions. |
| State ID | Template:Type | A server-managed sequence number used to avoid desynchronization; see #Click Container. | |||
| Slot | Template:Type | The slot that should be updated. | |||
| Slot Data | Template:Type |
If Window ID is 0, the hotbar and offhand slots (slots 36 through 45) may be updated even when a different container window is open. (The vanilla server does not appear to utilize this special case.) Updates are also restricted to those slots when the player is looking at a creative inventory tab other than the survival inventory. (The vanilla server does not handle this restriction in any way, leading to MC-242392.)
When a container window is open, the server never sends updates targeting Window ID 0—all of the window types include slots for the player inventory. The client must automatically apply changes targeting the inventory portion of a container window to the main inventory; the server does not resend them for ID 0 when the window is closed. However, since the armor and offhand slots are only present on ID 0, updates to those slots occurring while a window is open must be deferred by the server until the window's closure.
Cookie Request (play)
Requests a cookie that was previously stored.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x15resource: cookie_request
|
Play | Client | Key | Template:Type | The identifier of the cookie. | ||
Set Cooldown
Applies a cooldown period to all items with the given type. Used by the vanilla server with enderpearls. This packet should be sent when the cooldown starts and also when the cooldown ends (to compensate for lag), although the client will end the cooldown automatically. Can be applied to any item, note that interactions still get sent to the server with the item, but the client does not play the animation nor attempt to predict results (i.e, block placing).
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x16resource: cooldown
|
Play | Client | Cooldown Group | Template:Type | Identifier of the item (minecraft:stone) or the cooldown group ("use_cooldown" item component) |
| Cooldown Ticks | Template:Type | Number of ticks to apply a cooldown for, or 0 to clear the cooldown. |
Chat Suggestions
Unused by the vanilla server. Likely provided for custom servers to send chat message completions to clients.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x17resource: custom_chat_completions
|
Play | Client | Action | Template:Type Template:Type | 0: Add, 1: Remove, 2: Set |
| Entries | Template:Type of Template:Type (32767) |
Clientbound Plugin Message (play)
Mods and plugins can use this to send their data. Minecraft itself uses several plugin channels. These internal channels are in the minecraft namespace.
More information on how it works on Dinnerbone's blog. More documentation about internal and popular registered channels is here.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x18resource: custom_payload
|
Play | Client | Channel | Template:Type | Name of the plugin channel used to send the data. |
| Data | Template:Type (1048576) | Any data, depending on the channel. Typically this would be a sequence of fields using standard data types, but some unofficial channels have unusual formats. There is no length prefix that applies to all channel types, but the format specific to the channel may or may not include one or more length prefixes (such as the string length prefix in the standard minecraft:brand channel). The vanilla client enforces a length limit of 1048576 bytes on this data, but only if the channel type is unrecognized.
|
Damage Event
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x19resource: damage_event
|
Play | Client | |||||
| Entity ID | Template:Type | The ID of the entity taking damage | |||||
| Source Type ID | Template:Type | The type of damage in the minecraft:damage_type registry, defined by the Registry Data packet.
| |||||
| Source Cause ID | Template:Type | The ID + 1 of the entity responsible for the damage, if present. If not present, the value is 0 | |||||
| Source Direct ID | Template:Type | The ID + 1 of the entity that directly dealt the damage, if present. If not present, the value is 0. If this field is present:
| |||||
| Source Position | X | Template:Type | Template:Type | The vanilla server sends the Source Position when the damage was dealt by the /damage command and a position was specified | |||
| Y | Template:Type | ||||||
| Z | Template:Type | ||||||
Debug Block Value
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Aresource: debug_block_value
|
Play | Client | Location | Template:Type | |
| Update | Template:Type |
Debug Chunk Value
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Bresource: debug_chunk_value
|
Play | Client | Chunk Z | Template:Type | |
| Chunk X | Template:Type | ||||
| Update | Template:Type |
Note: The order of X and Z is inverted, because the client reads them as one big-endian Template:Type, with Z being the upper 32 bits.
Debug Entity Value
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Cresource: debug_entity_value
|
Play | Client | Entity ID | Template:Type | |
| Update | Template:Type |
Debug Event
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Dresource: debug_event
|
Play | Client | Event | Template:Type |
Debug Sample
Sample data that is sent periodically after the client has subscribed with Debug Sample Subscription.
The vanilla server only sends debug samples to players who are server operators.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Eresource: debug_sample
|
Play | Client | Sample | Template:Type of Template:Type | Array of type-dependent samples. |
| Sample Type | Template:Type Template:Type | See below. |
Types:
| Id | Name | Description |
|---|---|---|
| 0 | Tick time | Four different tick-related metrics, each one represented by one long on the array.
They are measured in nano-seconds, and are as follows:
Note that the vanilla client calculates the timings used for min/max/average display by subtracting the idle time from the full tick time. This can cause the displayed values to go negative if the idle time is (nonsensically) greater than the full tick time. |
Delete Message
Removes a message from the client's chat. This only works for messages with signatures; system messages cannot be deleted with this packet.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Fresource: delete_chat
|
Play | Client | Message ID | Template:Type | The message ID + 1, used for validating message signature. The next field is present only when value of this field is equal to 0. |
| Signature | Template:Type Template:Type (256) | The previous message's signature. Always 256 bytes and not length-prefixed. |
Disconnect (play)
Sent by the server before it disconnects a client. The client assumes that the server has already closed the connection by the time the packet arrives.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x20resource: disconnect
|
Play | Client | Reason | Template:Type | Displayed to the client when the connection terminates. |
Disguised Chat Message
Sends the client a chat message, but without any message signing information.
The vanilla server uses this packet when the console is communicating with players through commands, such as /say, /tell, /me, among others.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x21resource: disguised_chat
|
Play | Client | Message | Template:Type | This is used as the content parameter when formatting the message on the client.
|
| Chat Type | Template:Type Template:Type | Either the type of chat in the minecraft:chat_type registry, defined by the Registry Data packet, or an inline definition.
| |||
| Sender Name | Template:Type | The name of the one sending the message, usually the sender's display name.
This is used as the | |||
| Target Name | Template:Type Template:Type | The name of the one receiving the message, usually the receiver's display name.
This is used as the |
Entity Event
Entity statuses generally trigger an animation for an entity. The available statuses vary by the entity's type (and are available to subclasses of that type as well).
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x22resource: entity_event
|
Play | Client | Entity ID | Template:Type | |
| Entity Status | Template:Type Template:Type | See Minecraft:Java Edition protocol/Entity statuses for a list of which statuses are valid for each type of entity. |
Teleport Entity
This packet is sent by the server when an entity moves more than 8 blocks.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x23resource: entity_position_sync
|
Play | Client | Entity ID | Template:Type | |
| X | Template:Type | ||||
| Y | Template:Type | ||||
| Z | Template:Type | ||||
| Velocity X | Template:Type | ||||
| Velocity Y | Template:Type | ||||
| Velocity Z | Template:Type | ||||
| Yaw | Template:Type | Rotation on the X axis, in degrees. | |||
| Pitch | Template:Type | Rotation on the Y axis, in degrees. | |||
| On Ground | Template:Type |
Explosion
Sent when an explosion occurs (creepers, TNT, and ghast fireballs).
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x24resource: explode
|
Play | Client | X | Template:Type | |||
| Y | Template:Type | ||||||
| Z | Template:Type | ||||||
| Radius | Template:Type | ||||||
| Block Count | Template:Type | ||||||
| Player Delta Velocity | X | Template:Type | Template:Type | Velocity difference of the player being pushed by the explosion. | |||
| Y | Template:Type | ||||||
| Z | Template:Type | ||||||
| Explosion Particle ID | Template:Type | ID in the minecraft:particle_type registry.
| |||||
| Explosion Particle Data | Varies | Particle data as specified in Minecraft:Java Edition protocol/Particles. | |||||
| Explosion Sound | Template:Type Template:Type | ID in the minecraft:sound_event registry, or an inline definition.
| |||||
| Block Particle Alternatives | Particle ID | Template:Type | Template:Type | ||||
| Particle Data | Varies | Particle data as specified in Minecraft:Java Edition protocol/Particles. | |||||
| Scaling | Template:Type | ||||||
| Speed | Template:Type | ||||||
| Weight | Template:Type | ||||||
Unload Chunk
Tells the client to unload a chunk column.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x25resource: forget_level_chunk
|
Play | Client | Chunk Z | Template:Type | Block coordinate divided by 16, rounded down. |
| Chunk X | Template:Type | Block coordinate divided by 16, rounded down. |
Note: The order is inverted, because the client reads this packet as one big-endian Template:Type, with Z being the upper 32 bits.
It is legal to send this packet even if the given chunk is not currently loaded.
Game Event
Used for a wide variety of game events, such as weather, respawn availability (from Minecraft:bed and Minecraft:respawn anchor), game mode, some game rules, and Minecraft:demo messages.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x26resource: game_event
|
Play | Client | Event | Template:Type | See below. |
| Value | Template:Type | Depends on Event. |
Events:
| Event | Effect | Value |
|---|---|---|
| 0 | No respawn block available | Note: Displays message 'block.minecraft.spawn.not_valid' (You have no home bed or charged respawn anchor, or it was obstructed) to the player. |
| 1 | Begin raining | |
| 2 | End raining | |
| 3 | Change game mode | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. |
| 4 | Win game | 0: Just respawn player. 1: Roll the credits and respawn player. Note that 1 is only sent by vanilla server when player has not yet achieved advancement "The end?", else 0 is sent. |
| 5 | Demo event | 0: Show welcome to demo screen. 101: Tell movement controls. 102: Tell jump control. 103: Tell inventory control. 104: Tell that the demo is over and print a message about how to take a screenshot. |
| 6 | Arrow hit player | Note: Sent when any player is struck by an arrow. |
| 7 | Rain level change | Note: Seems to change both sky color and lighting. Rain level ranging from 0 to 1. |
| 8 | Thunder level change | Note: Seems to change both sky color and lighting (same as Rain level change, but doesn't start rain). It also requires rain to render by vanilla client. Thunder level ranging from 0 to 1. |
| 9 | Play pufferfish sting sound | |
| 10 | Play elder guardian mob appearance (effect and sound) | |
| 11 | Enable respawn screen | 0: Enable respawn screen. 1: Immediately respawn (sent when the doImmediateRespawn gamerule changes).
|
| 12 | Limited crafting | 0: Disable limited crafting. 1: Enable limited crafting (sent when the doLimitedCrafting gamerule changes).
|
| 13 | Start waiting for level chunks | Instructs the client to begin the waiting process for the level chunks. Sent by the server after the level is cleared on the client and is being re-sent (either during the first, or subsequent reconfigurations). |
Game Test Highlight Position
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x27resource: game_test_highlight_pos
|
Play | Client | Absolute Location | Template:Type | |
| Relative Location | Template:Type |
Open Horse Screen
This packet is used exclusively for opening the horse GUI. Open Screen is used for all other GUIs. The client will not open the inventory if the Entity ID does not point to a horse-like animal.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x28resource: horse_screen_open
|
Play | Client | Window ID | Template:Type | Same as the field of Open Screen. |
| Inventory columns count | Template:Type | How many columns of horse inventory slots exist in the GUI, 3 slots per column. | |||
| Entity ID | Template:Type | The "owner" entity of the GUI. The client should close the GUI if the owner entity dies or is cleared. |
Hurt Animation
Plays a bobbing animation for the entity receiving damage.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x29resource: hurt_animation
|
Play | Client | Entity ID | Template:Type | The ID of the entity taking damage |
| Yaw | Template:Type | The direction the damage is coming from in relation to the entity |
Initialize World Border
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Aresource: initialize_border
|
Play | Client | X | Template:Type | |
| Z | Template:Type | ||||
| Old Diameter | Template:Type | Current length of a single side of the world border, in meters. | |||
| New Diameter | Template:Type | Target length of a single side of the world border, in meters. | |||
| Speed | Template:Type | Number of real-time milliseconds until New Diameter is reached. It appears that vanilla server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0. | |||
| Portal Teleport Boundary | Template:Type | Resulting coordinates from a portal teleport are limited to ±value. Usually 29999984. | |||
| Warning Blocks | Template:Type | In meters. | |||
| Warning Time | Template:Type | In seconds as set by /worldborder warning time.
|
The vanilla client determines how solid to display the warning by comparing to whichever is higher, the warning distance or whichever is lower, the distance from the current diameter to the target diameter or the place the border will be after warningTime seconds. In pseudocode:
<syntaxhighlight lang="java"> distance = max(min(resizeSpeed * 1000 * warningTime, abs(targetDiameter - currentDiameter)), warningDistance); if (playerDistance < distance) {
warning = 1.0 - playerDistance / distance;
} else {
warning = 0.0;
} </syntaxhighlight>
Clientbound Keep Alive (play)
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same payload (see Serverbound Keep Alive). If the client does not respond to a Keep Alive packet within 15 seconds after it was sent, the server kicks the client. Vice versa, if the server does not send any keep-alives for 20 seconds, the client will disconnect and yield a "Timed out" exception.
The vanilla server uses a system-dependent time in milliseconds to generate the keep alive ID value.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Bresource: keep_alive
|
Play | Client | Keep Alive ID | Template:Type |
Chunk Data and Update Light
Template:Main Template:See also
Sent when a chunk comes into the client's view distance, specifying its terrain, lighting and block entities.
The chunk must be within the view area previously specified with Set Center Chunk; see that packet for details.
It is not strictly necessary to send all block entities in this packet; it is still legal to send them with Block Entity Data later.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x2Cresource: level_chunk_with_light
|
Play | Client | Chunk X | Template:Type | Chunk coordinate (block coordinate divided by 16, rounded down) | ||
| Chunk Z | Template:Type | Chunk coordinate (block coordinate divided by 16, rounded down) | |||||
| Heightmaps | Template:Type of Heightmap | See Chunk Format#Heightmap structure | |||||
| Data | Template:Type of Template:Type | See Chunk Format#Data structure | |||||
| Block Entities | Packed XZ | Template:Type | Template:Type | The packed section coordinates are relative to the chunk they are in. Values 0-15 are valid. packed_xz = ((blockX & 15) << 4) | (blockZ & 15) // encode x = packed_xz >> 4, z = packed_xz & 15 // decode | |||
| Y | Template:Type | The height relative to the world | |||||
| Type | Template:Type | The type of block entity | |||||
| Data | NBT | The block entity's data, without the X, Y, and Z values | |||||
| Light | Template:Type | ||||||
Unlike the Update Light packet, which uses the same format, setting the bit corresponding to a section to 0 in both of the block light or sky light masks does not appear to be useful, and the results in testing have been highly inconsistent.
World Event
Sent when a client is to play a sound or particle effect.
By default, the Minecraft client adjusts the volume of sound effects based on distance. The final boolean field is used to disable this, and instead, the effect is played from 2 blocks away in the correct direction. Currently, this is only used for effect 1023 (wither spawn), effect 1028 (enderdragon death), and effect 1038 (end portal opening); it is ignored on other effects.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Dresource: level_event
|
Play | Client | Event | Template:Type | The event, see below. |
| Location | Template:Type | The location of the event. | |||
| Data | Template:Type | Extra data for certain events, see below. | |||
| Disable Relative Volume | Template:Type | See above. |
Events:
| ID | Name | Data |
|---|---|---|
| Sound | ||
| 1000 | Dispenser dispenses | |
| 1001 | Dispenser fails to dispense | |
| 1002 | Dispenser shoots | |
| 1004 | Firework shot | |
| 1009 | Fire extinguished | |
| 1010 | Play record | An ID in the minecraft:item registry, corresponding to a record item. If the ID doesn't correspond to a record, the packet is ignored. Any record already being played at the given location is overwritten. See Data Generators for information on item IDs.
|
| 1011 | Stop record | |
| 1015 | Ghast warns | |
| 1016 | Ghast shoots | |
| 1017 | Ender dragon shoots | |
| 1018 | Blaze shoots | |
| 1019 | Zombie attacks wooden door | |
| 1020 | Zombie attacks iron door | |
| 1021 | Zombie breaks wooden door | |
| 1022 | Wither breaks block | |
| 1023 | Wither spawned | |
| 1024 | Wither shoots | |
| 1025 | Bat takes off | |
| 1026 | Zombie infects | |
| 1027 | Zombie villager converted | |
| 1028 | Ender dragon dies | |
| 1029 | Anvil destroyed | |
| 1030 | Anvil used | |
| 1031 | Anvil lands | |
| 1032 | Portal travel | |
| 1033 | Chorus flower grows | |
| 1034 | Chorus flower dies | |
| 1035 | Brewing stand brews | |
| 1038 | End portal created | |
| 1039 | Phantom bites | |
| 1040 | Zombie converts to drowned | |
| 1041 | Husk converts to zombie by drowning | |
| 1042 | Grindstone used | |
| 1043 | Book page turned | |
| 1044 | Smithing table used | |
| 1045 | Pointed dripstone landing | |
| 1046 | Lava dripping on cauldron from dripstone | |
| 1047 | Water dripping on cauldron from dripstone | |
| 1048 | Skeleton converts to stray | |
| 1049 | Crafter successfully crafts item | |
| 1050 | Crafter fails to craft item | |
| Particle | ||
| 1500 | Composter composts | |
| 1501 | Lava converts block (either water to stone, or removes existing blocks such as torches) | |
| 1502 | Redstone torch burns out | |
| 1503 | Ender eye placed in end portal frame | |
| 1504 | Fluid drips from dripstone | |
| 1505 | Bone meal particles and sound | How many particles to spawn. |
| 2000 | Dispenser activation smoke | Direction, see below. |
| 2001 | Block break + block break sound | Block state ID from the global block state palette. |
| 2002 | Splash potion. Particle effect + glass break sound. | RGB color as an integer (e.g. 8364543 for #7FA1FF). |
| 2003 | Eye of ender entity break animation — particles and sound | |
| 2004 | Spawner spawns mob: smoke + flames | |
| 2006 | Dragon breath | |
| 2007 | Instant splash potion. Particle effect + glass break sound. | RGB color as an integer (e.g. 8364543 for #7FA1FF). |
| 2008 | Ender dragon destroys block | |
| 2009 | Wet sponge vaporizes | |
| 2010 | Crafter activation smoke | Direction, see below. |
| 2011 | Bee fertilizes plant | How many particles to spawn. |
| 2012 | Turtle egg placed | How many particles to spawn. |
| 2013 | Smash attack (mace) | How many particles to spawn. |
| 3000 | End gateway spawns | |
| 3001 | Ender dragon resurrected | |
| 3002 | Electric spark | |
| 3003 | Copper apply wax | |
| 3004 | Copper remove wax | |
| 3005 | Copper scrape oxidation | |
| 3006 | Sculk charge | |
| 3007 | Sculk shrieker shriek | |
| 3008 | Block finished brushing | Block state ID from the global block state palette. |
| 3009 | Sniffer egg cracks | If 1, 3-6, if any other number, 1-3 particles will be spawned. |
| 3011 | Trial spawner spawns mob (at spawner) | |
| 3012 | Trial spawner spawns mob (at spawn location) | |
| 3013 | Trial spawner detects player | Number of players nearby |
| 3014 | Trial spawner ejects item | |
| 3015 | Vault activates | |
| 3016 | Vault deactivates | |
| 3017 | Vault ejects item | |
| 3018 | Cobweb weaved | |
| 3019 | Ominous trial spawner detects player | Number of players nearby |
| 3020 | Trial spawner turns ominous | If 0, the sound will be played at 0.3 volume. Otherwise, it is played at full volume. |
| 3021 | Ominous item spawner spawns item | |
Smoke directions:
| ID | Direction |
|---|---|
| 0 | Down |
| 1 | Up |
| 2 | North |
| 3 | South |
| 4 | West |
| 5 | East |
Particle
Displays the named particle
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Eresource: level_particles
|
Play | Client | Long Distance | Template:Type | If true, particle distance increases from 256 to 65536. |
| Always Visible | Template:Type | Whether this particle should always be visible. | |||
| X | Template:Type | X position of the particle. | |||
| Y | Template:Type | Y position of the particle. | |||
| Z | Template:Type | Z position of the particle. | |||
| Offset X | Template:Type | This is added to the X position after being multiplied by random.nextGaussian().
| |||
| Offset Y | Template:Type | This is added to the Y position after being multiplied by random.nextGaussian().
| |||
| Offset Z | Template:Type | This is added to the Z position after being multiplied by random.nextGaussian().
| |||
| Max Speed | Template:Type | ||||
| Particle Count | Template:Type | The number of particles to create. | |||
| Particle ID | Template:Type | ID in the minecraft:particle_type registry.
| |||
| Data | Varies | Particle data as specified in Minecraft:Java Edition protocol/Particles. |
Update Light
Updates light levels for a chunk. See Minecraft:Light for information on how lighting works in Minecraft.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Fresource: light_update
|
Play | Client | Chunk X | Template:Type | Chunk coordinate (block coordinate divided by 16, rounded down) |
| Chunk Z | Template:Type | Chunk coordinate (block coordinate divided by 16, rounded down) | |||
| Data | Template:Type |
A bit will never be set in both the block light mask and the empty block light mask, though it may be present in neither of them (if the block light does not need to be updated for the corresponding chunk section). The same applies to the sky light mask and the empty sky light mask.
Login (play)
See Minecraft:protocol encryption for information on logging in.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x30resource: login
|
Play | Client | 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 | The distance that the client will process specific things, such as entities. | |||
| 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 | ||||
| Enforces Secure Chat | Template:Type |
Map Data
Updates a rectangular area on a Minecraft:map item.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x31resource: map_item_data
|
Play | Client | Map ID | Template:Type | Map ID of the map being modified | ||
| Scale | Template:Type | From 0 for a fully zoomed-in map (1 block per pixel) to 4 for a fully zoomed-out map (16 blocks per pixel) | |||||
| Locked | Template:Type | True if the map has been locked in a cartography table | |||||
| Icons | Type | Template:Type Template:Type | Template:Type Template:Type | See below | |||
| X | Template:Type | Map coordinates: -128 for furthest left, +127 for furthest right | |||||
| Z | Template:Type | Map coordinates: -128 for highest, +127 for lowest | |||||
| Direction | Template:Type | 0-15 | |||||
| Display Name | Template:Type Template:Type | ||||||
| Color Patch | Columns | Template:Type | Number of columns updated | ||||
| Rows | Template:Type Template:Type | Only if Columns is more than 0; number of rows updated | |||||
| X | Template:Type Template:Type | Only if Columns is more than 0; x offset of the westernmost column | |||||
| Z | Template:Type Template:Type | Only if Columns is more than 0; z offset of the northernmost row | |||||
| Data | Template:Type Template:Type of Template:Type | Only if Columns is more than 0; see Minecraft:Map item format | |||||
For icons, a direction of 0 is a vertical icon and increments by 22.5° (360/16).
Types are based off of rows and columns in map_icons.png:
| Icon type | Result |
|---|---|
| 0 | White arrow (players) |
| 1 | Green arrow (item frames) |
| 2 | Red arrow |
| 3 | Blue arrow |
| 4 | White cross |
| 5 | Red pointer |
| 6 | White circle (off-map players) |
| 7 | Small white circle (far-off-map players) |
| 8 | Mansion |
| 9 | Monument |
| 10 | White Banner |
| 11 | Orange Banner |
| 12 | Magenta Banner |
| 13 | Light Blue Banner |
| 14 | Yellow Banner |
| 15 | Lime Banner |
| 16 | Pink Banner |
| 17 | Gray Banner |
| 18 | Light Gray Banner |
| 19 | Cyan Banner |
| 20 | Purple Banner |
| 21 | Blue Banner |
| 22 | Brown Banner |
| 23 | Green Banner |
| 24 | Red Banner |
| 25 | Black Banner |
| 26 | Treasure marker |
| 27 | Desert Village |
| 28 | Plains Village |
| 29 | Savanna Village |
| 30 | Snowy Village |
| 31 | Taiga Village |
| 32 | Jungle Temple |
| 33 | Swamp Hut |
| 34 | Trial Chambers |
Merchant Offers
The list of trades a villager NPC is offering.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x32resource: merchant_offers
|
Play | Client | Window ID | Template:Type | The ID of the window that is open; this is an int rather than a byte. | ||
| Trades | Input item 1 | Template:Type | Trade Item | See below. The first item the player has to supply for this villager trade. The count of the item stack is the default "price" of this trade. | |||
| Output item | Template:Type | The item the player will receive from this villager trade. | |||||
| Input item 2 | Template:Type Trade Item | The second item the player has to supply for this villager trade. | |||||
| Trade disabled | Template:Type | True if the trade is disabled; false if the trade is enabled. | |||||
| Number of trade uses | Template:Type | Number of times the trade has been used so far. If equal to the maximum number of trades, the client will display a red X. | |||||
| Maximum number of trade uses | Template:Type | Number of times this trade can be used before it's exhausted. | |||||
| XP | Template:Type | Amount of XP the villager will earn each time the trade is used. | |||||
| Special Price | Template:Type | Can be zero or negative. The number is added to the price when an item is discounted due to player reputation or other effects. | |||||
| Price Multiplier | Template:Type | Can be low (0.05) or high (0.2). Determines how much demand, player reputation, and temporary effects will adjust the price. | |||||
| Demand | Template:Type | If positive, causes the price to increase. Negative values seem to be treated the same as zero. | |||||
| Villager level | Template:Type | Appears on the trade GUI; meaning comes from the translation key merchant.level. + level.
1: Novice, 2: Apprentice, 3: Journeyman, 4: Expert, 5: Master. | |||||
| Experience | Template:Type | Total experience for this villager (always 0 for the wandering trader). | |||||
| Is regular villager | Template:Type | True if this is a regular villager; false for the wandering trader. When false, hides the villager level and some other GUI elements. | |||||
| Can restock | Template:Type | True for regular villagers and false for the wandering trader. If true, the "Villagers restock up to two times per day." message is displayed when hovering over disabled trades. | |||||
Trade Item:
| Field Name | Field Type | Meaning | ||
|---|---|---|---|---|
| Item ID | Template:Type | The item ID. Item IDs are distinct from block IDs; see Data Generators for more information. | ||
| Item Count | Template:Type | The item count. | ||
| Components | Component type | Template:Type | Template:Type Template:Type | The type of component. See Structured components for more detail. |
| Component data | Varies | The component-dependent data. See Structured components for more detail. | ||
Modifiers can increase or decrease the number of items for the first input slot. The second input slot and the output slot never change the number of items. The number of items may never be less than 1, and never more than the stack size. If special price and demand are both zero, only the default price is displayed. If either is non-zero, then the adjusted price is displayed next to the crossed-out default price. The adjusted prices is calculated as follows:
Adjusted price = default price + floor(default price x multiplier x demand) + special price
Update Entity Position
This packet is sent by the server when an entity moves a small distance. The change in position is represented as a fixed-point number with 12 fraction bits and 4 integer bits. As such, the maximum movement distance along each axis is 8 blocks in the negative direction, or 7.999755859375 blocks in the positive direction. If the movement exceeds these limits, Teleport Entity should be sent instead.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x33resource: move_entity_pos
|
Play | Client | Entity ID | Template:Type | |
| Delta X | Template:Type | Change in X position as currentX * 4096 - prevX * 4096.
| |||
| Delta Y | Template:Type | Change in Y position as currentY * 4096 - prevY * 4096.
| |||
| Delta Z | Template:Type | Change in Z position as currentZ * 4096 - prevZ * 4096.
| |||
| On Ground | Template:Type |
Update Entity Position and Rotation
This packet is sent by the server when an entity rotates and moves. See #Update Entity Position for how the position is encoded.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x34resource: move_entity_pos_rot
|
Play | Client | Entity ID | Template:Type | |
| Delta X | Template:Type | Change in X position as currentX * 4096 - prevX * 4096.
| |||
| Delta Y | Template:Type | Change in Y position as currentY * 4096 - prevY * 4096.
| |||
| Delta Z | Template:Type | Change in Z position as currentZ * 4096 - prevZ * 4096.
| |||
| Yaw | Template:Type | New angle, not a delta. | |||
| Pitch | Template:Type | New angle, not a delta. | |||
| On Ground | Template:Type |
Move Minecart Along Track
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |||
|---|---|---|---|---|---|---|---|---|
protocol:0x35resource: move_minecart_along_track
|
Play | Client | Entity ID | Template:Type | ||||
| Steps | X | Template:Type | Template:Type | |||||
| Y | Template:Type | |||||||
| Z | Template:Type | |||||||
| Velocity X | Template:Type | |||||||
| Velocity Y | Template:Type | |||||||
| Velocity Z | Template:Type | |||||||
| Yaw | Template:Type | |||||||
| Pitch | Template:Type | |||||||
| Weight | Template:Type | |||||||
Update Entity Rotation
This packet is sent by the server when an entity rotates.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x36resource: move_entity_rot
|
Play | Client | Entity ID | Template:Type | |
| Yaw | Template:Type | New angle, not a delta. | |||
| Pitch | Template:Type | New angle, not a delta. | |||
| On Ground | Template:Type |
Move Vehicle (clientbound)
If the player is riding a client-side-controlled vehicle, teleports the vehicle to the specified position. Sent by the vanilla server in response to serverbound Move Vehicle packets that fail the movement speed check. Note that all fields use absolute positioning and do not allow for relative positioning.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x37resource: move_vehicle
|
Play | Client | X | Template:Type | Absolute position (X coordinate). |
| Y | Template:Type | Absolute position (Y coordinate). | |||
| Z | Template:Type | Absolute position (Z coordinate). | |||
| Yaw | Template:Type | Absolute rotation on the vertical axis, in degrees. | |||
| Pitch | Template:Type | Absolute rotation on the horizontal axis, in degrees. |
Open Book
Sent when a player right-clicks with a signed book. This tells the client to open the book GUI.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x38resource: open_book
|
Play | Client | Hand | Template:Type Template:Type | 0: Main hand, 1: Off hand . |
Open Screen
This is sent to the client when it should open an inventory, such as a chest, workbench, furnace, or other container. Resending this packet with the already existing window ID, will update the window title and window type without closing the window.
This message is not sent to clients opening their own inventory, nor do clients inform the server in any way when doing so. From the server's perspective, the inventory is always "open" whenever no other windows are.
For horses, use Open Horse Screen.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x39resource: open_screen
|
Play | Client | Window ID | Template:Type | An identifier for the window to be displayed. The vanilla server implementation is a counter, starting at 1. There can only be one window at a time; this is only used to ignore outdated packets targeting already-closed windows. Note also that the Window ID field in most other packets is only a single byte, and indeed, the vanilla server wraps around after 100. |
| Window Type | Template:Type | The window type to use for display. Contained in the minecraft:menu registry; see Minecraft:Java Edition protocol/Inventory for the different values.
| |||
| Window Title | Template:Type | The title of the window. |
Open Sign Editor
Sent when the client has placed a sign and is allowed to send Update Sign. There must already be a sign at the given location (which the client does not do automatically) - send a Block Update first.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Aresource: open_sign_editor
|
Play | Client | Location | Template:Type | |
| Is Front Text | Template:Type | Whether the opened editor is for the front or on the back of the sign |
Ping (play)
Packet is not used by the vanilla server. When sent to the client, client responds with a Pong packet with the same ID.
Unlike Keep Alive this packet is handled synchronously with game logic on the vanilla client, and can thus be used to reliably detect which serverbound packets were sent after the ping and all preceding clientbound packets were received and handled.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Bresource: ping
|
Play | Client | ID | Template:Type |
Ping Response (play)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Cresource: pong_response
|
Play | Client | Payload | Template:Type | Should be the same as sent by the client. |
Place Ghost Recipe
Response to the serverbound packet (Place Recipe), with the same recipe ID. Appears to be used to notify the UI.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Dresource: place_ghost_recipe
|
Play | Client | Window ID | Template:Type | |
| Recipe Display | Template:Type |
Player Abilities (clientbound)
The latter 2 floats are used to indicate the flying speed and field of view respectively, while the first byte is used to determine the value of 4 booleans.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Eresource: player_abilities
|
Play | Client | Flags | Template:Type | Bit field, see below. |
| Flying Speed | Template:Type | 0.05 by default. | |||
| Field of View Modifier | Template:Type | Modifies the field of view, like a speed potion. A vanilla server will use the same value as the movement speed sent in the Update Attributes packet, which defaults to 0.1 for players. |
About the flags:
| Field | Bit |
|---|---|
| Invulnerable | 0x01 |
| Flying | 0x02 |
| Allow Flying | 0x04 |
| Creative Mode (Instant Break) | 0x08 |
If Flying is set but Allow Flying is unset, the player is unable to stop flying.
Player Chat Message
Sends the client a chat message from a player.
Currently, a lot is unknown about this packet, blank descriptions are for those that are unknown
| Packet ID | State | Bound To | Sector | Field Name | Field Type | Notes | |
|---|---|---|---|---|---|---|---|
protocol:0x3Fresource: player_chat
|
Play | Client | Header | Global Index | Template:Type | A counter that starts at zero and gets increased by one for each chat message sent to the client. Each client has its own counter. | |
| Sender | Template:Type | Used by the vanilla client for the disableChat launch option. Setting both longs to 0 will always display the message regardless of the setting. | |||||
| Index | Template:Type | ||||||
| Message Signature bytes | Template:Type Template:Type (256) | Cryptography, the signature consists of the Sender UUID, Session UUID from the Player Session packet, Index, Salt, Timestamp in epoch seconds, the length of the original chat content, the original content itself, the length of Previous Messages, and all of the Previous message signatures. These values are hashed with Template:Wikipedia and signed using the Template:Wikipedia cryptosystem. Modifying any of these values in the packet will cause this signature to fail. This buffer is always 256 bytes long and it is not length-prefixed. | |||||
| Body | Message | Template:Type (256) | Raw (optionally) signed sent message content.
This is used as the | ||||
| Timestamp | Template:Type | Represents the time the message was signed as milliseconds since the Template:Wikipedia, used to check if the message was received within 2 minutes of it being sent. | |||||
| Salt | Template:Type | Cryptography, used for validating the message signature. | |||||
| Template:Type (20) | Message ID | Template:Type | The message ID + 1, used for validating message signature. The next field is present only when value of this field is equal to 0. | ||||
| Signature | Template:Type Template:Type (256) | The previous message's signature. Contains the same type of data as Message Signature bytes (256 bytes) above. Not length-prefixed.
| |||||
| Other | Unsigned Content | Template:Type Template:Type | |||||
| Filter Type | Template:Type Template:Type | If the message has been filtered | |||||
| Filter Type Bits | Template:Type Template:Type | Only present if the Filter Type is Partially Filtered. Specifies the indices at which characters in the original message string should be replaced with the # symbol (i.e., filtered) by the vanilla client
| |||||
| Chat Formatting | Chat Type | Template:Type Template:Type | Either the type of chat in the minecraft:chat_type registry, defined by the Registry Data packet, or an inline definition.
| ||||
| Sender Name | Template:Type | The name of the one sending the message, usually the sender's display name.
This is used as the | |||||
| Target Name | Template:Type Template:Type | The name of the one receiving the message, usually the receiver's display name.
This is used as the | |||||
Filter Types:
The filter type mask should NOT be specified unless partially filtered is selected
| ID | Name | Description |
|---|---|---|
| 0 | PASS_THROUGH | Message is not filtered at all |
| 1 | FULLY_FILTERED | Message is fully filtered |
| 2 | PARTIALLY_FILTERED | Only some characters in the message are filtered |
End Combat
Unused by the vanilla client. This data was once used for twitch.tv metadata circa 1.8.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x40resource: player_combat_end
|
Play | Client | Duration | Template:Type | Length of the combat in ticks. |
Enter Combat
Unused by the vanilla client. This data was once used for twitch.tv metadata circa 1.8.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x41resource: player_combat_enter
|
Play | Client | no fields | ||
Combat Death
Used to send a respawn screen.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x42resource: player_combat_kill
|
Play | Client | Player ID | Template:Type | Entity ID of the player that died (should match the client's entity ID). |
| Message | Template:Type | The death message. |
Player Info Remove
Sent by the server to remove players from the client's player list.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x43resource: player_info_remove
|
Play | Client | UUIDs | Template:Type of Template:Type | UUIDs of players to remove. |
Player Info Update
Sent by the server to add or update players on the client's player list. The player list determines which player names can be tab-completed, player skins (player profiles), player display names and who shows up on the tab list (<tab> in the client).
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x44resource: player_info_update
|
Play | Client | Actions | Template:Type | Determines what actions are present. | ||
| Players | UUID | Template:Type | Template:Type | The player UUID | |||
| Player Actions | Template:Type of Player Actions | The length of this array is determined by the number of Player Actions that give a non-zero value when applying its mask to the actions flag. For example, given the decimal number 5, binary 00000101. The masks 0x01 and 0x04 would return a non-zero value, meaning the Player Actions array would include two actions: Add Player and Update Game Mode. | |||||
| Action | Mask | Field Name | Type | Notes | ||
|---|---|---|---|---|---|---|
| Add Player | 0x01 | Name | Template:Type (16) | |||
| Game profile properties | Name | Template:Type (16) | Template:Type (64) | |||
| Value | Template:Type (32767) | |||||
| Signature | Template:Type Template:Type (1024) | |||||
| Initialize Chat | 0x02 | Data | Chat session ID | Template:Type | Template:Type | |
| Public key expiry time | Template:Type | Key expiry time, as a UNIX timestamp in milliseconds. Only sent if Has Signature Data is true. | ||||
| Encoded public key | Template:Type (512) of Template:Type | The player's public key, in bytes. Only sent if Has Signature Data is true. | ||||
| Public key signature | Template:Type (4096) of Template:Type | The public key's digital signature. Only sent if Has Signature Data is true. | ||||
| Update Game Mode | 0x04 | Game Mode | Template:Type | |||
| Update Listed | 0x08 | Listed | Template:Type | Whether the player should be listed on the tab list. | ||
| Update Latency | 0x10 | Ping | Template:Type | Measured in milliseconds. | ||
| Update Display Name | 0x20 | Display Name | Template:Type Template:Type | Only sent if Has Display Name is true. | ||
| Update List Priority | 0x40 | Priority | Template:Type | See below. | ||
| Update Hat | 0x80 | Visible | Template:Type | Whether the player's hat skin layer is shown. | ||
The properties included in this packet are the same as in Login Success, for the current player.
Ping values correspond with icons in the following way:
- A ping that is negative (i.e., not known to the server yet) will result in the no connection icon.
- A ping under 150 milliseconds will result in 5 bars
- A ping under 300 milliseconds will result in 4 bars
- A ping under 600 milliseconds will result in 3 bars
- A ping under 1000 milliseconds (1 second) will result in 2 bars
- A ping greater than or equal to 1 second will result in 1 bar.
The order of players on the tab list is determined as follows:
- Players with higher priorities are sorted before those with lower priorities.
- Among players of equal priorities, spectators are sorted after non-spectators.
- Within each of those groups, players are sorted into teams. The teams are ordered case-sensitively by team name in ascending order. Players with no team are listed first.
- The players of each team (and non-team) are sorted case-insensitively by name in ascending order.
Look At
Used to rotate the client player to face the given location or entity (for /teleport [<targets>] <x> <y> <z> facing).
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x45resource: player_look_at
|
Play | Client | |||
| Feet/eyes | Template:Type Template:Type | Values are feet=0, eyes=1. If set to eyes, aims using the head position; otherwise, aims using the feet position. | |||
| Target x | Template:Type | x coordinate of the point to face towards. | |||
| Target y | Template:Type | y coordinate of the point to face towards. | |||
| Target z | Template:Type | z coordinate of the point to face towards. | |||
| Is entity | Template:Type | If true, additional information about an entity is provided. | |||
| Entity ID | Template:Type Template:Type | Only if is entity is true — the entity to face towards. | |||
| Entity feet/eyes | Template:Type Template:Type Template:Type | Whether to look at the entity's eyes or feet. Same values and meanings as before, just for the entity's head/feet. |
If the entity given by entity ID cannot be found, this packet should be treated as if is entity was false.
Synchronize Player Position
Teleports the client, e.g., during login, when using an ender pearl, in response to invalid move packets, etc.
Due to latency, the server may receive outdated movement packets sent before the client was aware of the teleport. To account for this, the server ignores all movement packets from the client until a Confirm Teleportation packet with an ID matching the one sent in the teleport packet is received. The vanilla client will also send a Set Player Position and Rotation packet after the Confirm Teleportation packet with the position and rotation received from this packet, and horizontal collision and on ground set to false.
Yaw is measured in degrees and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0, -1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360 (see MC-90097).
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
If the player is riding a vehicle, this packet has no effect, but both the Confirm Teleportation and Set Player Position and Rotation packets are still sent.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x46resource: player_position
|
Play | Client | Teleport ID | Template:Type | Client should confirm this packet with Confirm Teleportation containing the same Teleport ID. |
| X | Template:Type | Absolute or relative position, depending on Flags. | |||
| Y | Template:Type | Absolute or relative position, depending on Flags. | |||
| Z | Template:Type | Absolute or relative position, depending on Flags. | |||
| Velocity X | Template:Type | ||||
| Velocity Y | Template:Type | ||||
| Velocity Z | Template:Type | ||||
| Yaw | Template:Type | Absolute or relative rotation on the X axis, in degrees. | |||
| Pitch | Template:Type | Absolute or relative rotation on the Y axis, in degrees. | |||
| Flags | Template:Type |
Player Rotation
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x47resource: player_rotation
|
Play | Client | Yaw | Template:Type | Rotation on the X axis, in degrees. |
| Relative Yaw | Template:Type | ||||
| Pitch | Template:Type | Rotation on the Y axis, in degrees. | |||
| Relative Pitch | Template:Type |
Recipe Book Add
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |||
|---|---|---|---|---|---|---|---|---|
protocol:0x48resource: recipe_book_add
|
Play | Client | Recipes | Recipe ID | Template:Type | Template:Type | ID to assign to the recipe. | |
| Display | Template:Type | |||||||
| Group ID | Template:Type | |||||||
| Category ID | Template:Type | ID in the minecraft:recipe_book_category registry.
| ||||||
| Ingredients | Template:Type Template:Type of Template:Type | IDs in the minecraft:item registry, or an inline definition.
| ||||||
| Flags | Template:Type | 0x01: show notification; 0x02: highlight as new | ||||||
| Replace | Template:Type | Replace or Add to known recipes | ||||||
Recipe Book Remove
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x49resource: recipe_book_remove
|
Play | Client | Recipes | Template:Type of Template:Type | IDs of recipes to remove. |
Recipe Book Settings
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x4Aresource: recipe_book_settings
|
Play | Client | Crafting Recipe Book Open | Template:Type | If true, then the crafting recipe book will be open when the player opens its inventory. |
| Crafting Recipe Book Filter Active | Template:Type | If true, then the filtering option is active when the player opens its inventory. | |||
| Smelting Recipe Book Open | Template:Type | If true, then the smelting recipe book will be open when the player opens its inventory. | |||
| Smelting Recipe Book Filter Active | Template:Type | If true, then the filtering option is active when the player opens its inventory. | |||
| Blast Furnace Recipe Book Open | Template:Type | If true, then the blast furnace recipe book will be open when the player opens its inventory. | |||
| Blast Furnace Recipe Book Filter Active | Template:Type | If true, then the filtering option is active when the player opens its inventory. | |||
| Smoker Recipe Book Open | Template:Type | If true, then the smoker recipe book will be open when the player opens its inventory. | |||
| Smoker Recipe Book Filter Active | Template:Type | If true, then the filtering option is active when the player opens its inventory. |
Remove Entities
Sent by the server when an entity is to be destroyed on the client.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x4Bresource: remove_entities
|
Play | Client | Entity IDs | Template:Type of Template:Type | The list of entities to destroy. |
Remove Entity Effect
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x4Cresource: remove_mob_effect
|
Play | Client | Entity ID | Template:Type | |
| Effect ID | Template:Type | See this table. |
Reset Score
This is sent to the client when it should remove a scoreboard item.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x4Dresource: reset_score
|
Play | Client | Entity Name | Template:Type (32767) | The entity whose score this is. For players, this is their username; for other entities, it is their UUID. |
| Objective Name | Template:Type Template:Type (32767) | The name of the objective the score belongs to. |
Remove Resource Pack (play)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x4Eresource: resource_pack_pop
|
Play | Client | UUID | Template:Type Template:Type | The UUID of the resource pack to be removed. |
Add Resource Pack (play)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x4Fresource: resource_pack_push
|
Play | Client | UUID | Template:Type | The unique identifier of the resource pack. |
| URL | Template:Type (32767) | The URL to the resource pack. | |||
| Hash | Template:Type (40) | A 40 character hexadecimal, case-insensitive SHA-1 hash of the resource pack file. If it's not a 40-character hexadecimal string, the client will not use it for hash verification and likely waste bandwidth. | |||
| Forced | Template:Type | The vanilla client will be forced to use the resource pack from the server. If they decline, they will be kicked from the server. | |||
| Prompt Message | Template:Type Template:Type | This is shown in the prompt making the client accept or decline the resource pack. |
Respawn
To change the player's dimension (overworld/nether/end), send them a respawn packet with the appropriate dimension, followed by prechunks/chunks for the new dimension, and finally a position and look packet. You do not need to unload chunks; the client will do it automatically.
The background of the loading screen is determined based on the Dimension Name specified in this packet and the one specified in the previous Login or Respawn packet. If either the current or the previous dimension is minecraft:nether, the Nether portal background is used. Otherwise, if the current or the previous dimension is minecraft:the_end, the End portal background is used. If the player is dead (health is 0), the default background is always used.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x50resource: respawn
|
Play | Client | Dimension Type | Template:Type | The ID of 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 portal again. | |||
| Sea level | Template:Type | ||||
| Data kept | Template:Type | Bit mask. 0x01: Keep attributes, 0x02: Keep metadata. Tells which data should be kept on the client side once the player has respawned.
In the vanilla implementation, this is context-dependent:
|
Set Head Rotation
Changes the direction an entity's head is facing.
While sending the Entity Look packet changes the vertical rotation of the head, sending this packet appears to be necessary to rotate the head horizontally.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x51resource: rotate_head
|
Play | Client | Entity ID | Template:Type | |
| Head Yaw | Template:Type | New angle, not a delta. |
Update Section Blocks
Fired whenever 2 or more blocks are changed within the same chunk on the same tick.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x52resource: section_blocks_update
|
Play | Client | Chunk section position | Template:Type | Chunk section coordinate (encoded chunk x and z with each 22 bits, and section y with 20 bits, from left to right). |
| Blocks | Template:Type of Template:Type | Each entry is composed of the block state id, shifted left by 12, and the relative block position in the chunk section (4 bits for x, z, and y, from left to right). |
Chunk section position is encoded: <syntaxhighlight lang="java"> ((sectionX & 0x3FFFFF) << 42) | (sectionY & 0xFFFFF) | ((sectionZ & 0x3FFFFF) << 20); </syntaxhighlight> and decoded: <syntaxhighlight lang="java"> sectionX = long >> 42; sectionY = long << 44 >> 44; sectionZ = long << 22 >> 42; </syntaxhighlight>
Blocks are encoded: <syntaxhighlight lang="java"> blockStateId << 12 | (blockLocalX << 8 | blockLocalZ << 4 | blockLocalY) //Uses the local position of the given block position relative to its respective chunk section </syntaxhighlight> and decoded: <syntaxhighlight lang="java"> blockStateId = long >> 12; blockLocalX = (long >> 8) & 0xF; blockLocalY = long & 0xF; blockLocalZ = (long >> 4) & 0xF; </syntaxhighlight>
Select Advancements Tab
Sent by the server to indicate that the client should switch advancement tab. Sent either when the client switches tab in the GUI or when an advancement is made in another tab.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x53resource: select_advancements_tab
|
Play | Client | Identifier | Template:Type Template:Type | See below. |
The Template:Type must be one of the following if no custom data pack is loaded:
| Identifier |
|---|
| minecraft:story/root |
| minecraft:nether/root |
| minecraft:end/root |
| minecraft:adventure/root |
| minecraft:husbandry/root |
If no or an invalid identifier is sent, the client will switch to the first tab in the GUI.
Server Data
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x54resource: server_data
|
Play | Client | MOTD | Template:Type | |
| Icon | Template:Type Template:Type of Template:Type | Icon bytes in the PNG format. |
Set Action Bar Text
Displays a message above the hotbar. Equivalent to System Chat Message with Overlay set to true, except that chat message blocking isn't performed. Used by the vanilla server only to implement the /title command.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x55resource: set_action_bar_text
|
Play | Client | Action bar text | Template:Type |
Set Border Center
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x56resource: set_border_center
|
Play | Client | X | Template:Type | |
| Z | Template:Type |
Set Border Lerp Size
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x57resource: set_border_lerp_size
|
Play | Client | Old Diameter | Template:Type | Current length of a single side of the world border, in meters. |
| New Diameter | Template:Type | Target length of a single side of the world border, in meters. | |||
| Speed | Template:Type | Number of real-time milliseconds until New Diameter is reached. It appears that vanilla server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0. |
Set Border Size
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x58resource: set_border_size
|
Play | Client | Diameter | Template:Type | Length of a single side of the world border, in meters. |
Set Border Warning Delay
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x59resource: set_border_warning_delay
|
Play | Client | Warning Time | Template:Type | In seconds as set by /worldborder warning time.
|
Set Border Warning Distance
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x5Aresource: set_border_warning_distance
|
Play | Client | Warning Blocks | Template:Type | In meters. |
Set Camera
Sets the entity that the player renders from. This is normally used when the player left-clicks an entity while in spectator mode.
The player's camera will move with the entity and look where it is looking. The entity is often another player, but can be any type of entity. The player is unable to move this entity (move packets will act as if they are coming from the other entity).
If the given entity is not loaded by the player, this packet is ignored. To return control to the player, send this packet with their entity ID.
The vanilla server resets this (sends it back to the default entity) whenever the spectated entity is killed or the player sneaks, but only if they were spectating an entity. It also sends this packet whenever the player switches out of spectator mode (even if they weren't spectating an entity).
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x5Bresource: set_camera
|
Play | Client | Camera ID | Template:Type | ID of the entity to set the client's camera to. |
The vanilla client also loads certain shaders for given entities:
- Creeper →
shaders/post/creeper.json - Spider (and cave spider) →
shaders/post/spider.json - Enderman →
shaders/post/invert.json - Anything else → the current shader is unloaded
Set Center Chunk
Sets the center position of the client's chunk loading area. The area is square-shaped, spanning 2 × server view distance + 7 chunks on both axes (width, not radius!). Since the area's width is always an odd number, there is no ambiguity as to which chunk is the center.
The vanilla client never renders or simulates chunks located outside the loading area, but keeps them in memory (unless explicitly unloaded by the server while still in range), and only automatically unloads a chunk when another chunk is loaded at coordinates congruent to the old chunk's coordinates modulo (2 × server view distance + 7). This means that a chunk may reappear after leaving and later re-entering the loading area through successive uses of this packet, unless it is replaced in the meantime by a different chunk in the same "slot".
The vanilla client ignores attempts to load or unload chunks located outside the loading area. This applies even to unloads targeting chunks that are still loaded, but currently located outside the loading area (per the previous paragraph).
The vanilla server does not rely on any specific behavior for chunks leaving the loading area, and custom clients need not replicate the above exactly. A client may instead choose to immediately unload any chunks outside the loading area, to use a different modulus, or to ignore the loading area completely and keep chunks loaded regardless of their location until the server requests to unload them. Servers aiming for maximal interoperability should always explicitly unload any loaded chunks before they go outside the loading area.
The center chunk is normally the chunk the player is in, but apart from the implications on chunk loading, the (vanilla) client takes no issue with this not being the case. Indeed, as long as chunks are sent only within the default loading area centered on the world origin, it is not necessary to send this packet at all. This may be useful for servers with small bounded worlds, such as minigames, since it ensures chunks never need to be resent after the client has joined, saving on bandwidth.
The vanilla server sends this packet whenever the player moves across a chunk border horizontally, and also (according to testing) for any integer change in the vertical axis, even if it doesn't go across a chunk section border.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x5Cresource: set_chunk_cache_center
|
Play | Client | Chunk X | Template:Type | Chunk X coordinate of the loading area center. |
| Chunk Z | Template:Type | Chunk Z coordinate of the loading area center. |
Set Render Distance
Sent by the integrated singleplayer server when changing render distance. This packet is sent by the server when the client reappears in the overworld after leaving the end.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x5Dresource: set_chunk_cache_radius
|
Play | Client | View Distance | Template:Type | Render distance (2-32). |
Set Cursor Item
Replaces or sets the inventory item that's being dragged with the mouse.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x5Eresource: set_cursor_item
|
Play | Client | Carried item | Template:Type |
Set Default Spawn Position
Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.
Before receiving this packet, the client uses the default position 8, 64, 8, and angle 0.0.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x5Fresource: set_default_spawn_position
|
Play | Client | Dimension Name | Template:Type | Name of spawn dimension. |
| Location | Template:Type | Spawn location. | |||
| Yaw | Template:Type | Yaw after respawning. | |||
| Pitch | Template:Type | Pitch after respawning. |
Display Objective
This is sent to the client when it should display a scoreboard.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x60resource: set_display_objective
|
Play | Client | Position | Template:Type | The position of the scoreboard. 0: list, 1: sidebar, 2: below name, 3 - 18: team-specific sidebar, indexed as 3 + team color. |
| Score Name | Template:Type (32767) | The unique name for the scoreboard to be displayed. |
Set Entity Metadata
Updates one or more metadata properties for an existing entity. Any properties not included in the Metadata field are left unchanged.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x61resource: set_entity_data
|
Play | Client | Entity ID | Template:Type | |
| Metadata | Entity Metadata |
Link Entities
This packet is sent when an entity has been leashed to another entity.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x62resource: set_entity_link
|
Play | Client | Attached Entity ID | Template:Type | Attached entity's EID. |
| Holding Entity ID | Template:Type | ID of the entity holding the lead. Set to -1 to detach. |
Set Entity Velocity
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x63resource: set_entity_motion
|
Play | Client | Entity ID | Template:Type | |
| Velocity | Template:Type |
Set Equipment
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |||
|---|---|---|---|---|---|---|---|---|
protocol:0x64resource: set_equipment
|
Play | Client | Entity ID | Template:Type | Entity's ID. | |||
| Equipment | Slot | Template:Type | Template:Type Template:Type | The length of the array is not known beforehand and has to be determined by reading all entries, as the most significant bit of the slot indicates if there is a next entry. | Equipment slot (see below). Also has the top bit set if another entry follows, and otherwise unset if this is the last item in the array. | |||
| Item | Template:Type | |||||||
Equipment slot can be one of the following:
| ID | Equipment slot |
|---|---|
| 0 | Main hand |
| 1 | Off hand |
| 2 | Boots |
| 3 | Leggings |
| 4 | Chestplate |
| 5 | Helmet |
| 6 | Body |
| 7 | Saddle |
Set Experience
Sent by the server when the client should change experience levels.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x65resource: set_experience
|
Play | Client | Experience bar | Template:Type | Between 0 and 1. |
| Level | Template:Type | ||||
| Total Experience | Template:Type | See Minecraft:Experience#Leveling up on the Minecraft Wiki for Total Experience to Level conversion. |
Set Health
Sent by the server to set the health of the player it is sent to.
Food saturation acts as a food “overcharge”. Food values will not decrease while the saturation is over zero. New players logging in or respawning automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x66resource: set_health
|
Play | Client | Health | Template:Type | 0 or less = dead, 20 = full HP. |
| Food | Template:Type | 0–20. | |||
| Food Saturation | Template:Type | Seems to vary from 0.0 to 5.0 in integer increments. |
Set Held Item (clientbound)
Sent to change the player's slot selection.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x67resource: set_held_slot
|
Play | Client | Slot | Template:Type | The slot which the player has selected (0–8). |
Update Objectives
This is sent to the client when it should create a new Minecraft:scoreboard objective or remove one.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |
|---|---|---|---|---|---|---|
protocol:0x68resource: set_objective
|
Play | Client | Objective Name | Template:Type (32767) | A unique name for the objective. | |
| Mode | Template:Type | 0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text. | ||||
| Objective Value | Template:Type Template:Type | Only if mode is 0 or 2.The text to be displayed for the score. | ||||
| Type | Template:Type Template:Type Template:Type | Only if mode is 0 or 2. 0 = "integer", 1 = "hearts". | ||||
| Has Number Format | Template:Type Template:Type | Only if mode is 0 or 2. Whether this objective has a set number format for the scores. | ||||
| Number Format | Template:Type Template:Type Template:Type | Only if mode is 0 or 2 and the previous boolean is true. Determines how the score number should be formatted. | ||||
| Number Format | Field Name | |||||
| 0: blank | no fields | Show nothing. | ||||
| 1: styled | Styling | Compound Tag | The styling to be used when formatting the score number. Contains the text component formatting fields ("color", "bold", etc., but not "text", "extra", etc.). | |||
| 2: fixed | Content | Template:Type | The text to be used as placeholder. | |||
Set Passengers
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x69resource: set_passengers
|
Play | Client | Entity ID | Template:Type | Vehicle's EID. |
| Passengers | Template:Type of Template:Type | EIDs of entity's passengers. |
Set Player Inventory Slot
Sets the contents of a player inventory slot directly, bypassing the usual container window mechanism. This packet is used by the vanilla server only when placing items in temporary slots back into the inventory upon closing a container window, and likely exists to work around implementation issues specific to vanilla. It is prone to race conditions because it doesn't include a State ID, and there is generally no reason not to use Set Container Content or Set Container Slot instead.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x6Aresource: set_player_inventory
|
Play | Client | Slot | Template:Type | Index of the slot to be modified in the player inventory. Not a container window slot index, to the survival inventory or any other window—there is no crafting grid, and the slot order is different. |
| Slot Data | Template:Type |
Update Teams
Creates and updates teams.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |
|---|---|---|---|---|---|---|
protocol:0x6Bresource: set_player_team
|
Play | Client | 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. | ||||
| 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. | ||||
| 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. | ||||
| 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. | ||||
| 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 Score
This is sent to the client when it should update a scoreboard item.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |
|---|---|---|---|---|---|---|
protocol:0x6Cresource: set_score
|
Play | Client | Entity Name | Template:Type (32767) | The entity whose score this is. For players, this is their username; for other entities, it is their UUID. | |
| Objective Name | Template:Type (32767) | The name of the objective the score belongs to. | ||||
| Value | Template:Type | The score to be displayed next to the entry. | ||||
| Display Name | Template:Type Template:Type | The custom display name. | ||||
| Number Format | Template:Type Template:Type Template:Type | Determines how the score number should be formatted. | ||||
| Number Format | Field Name | |||||
| 0: blank | no fields | Show nothing. | ||||
| 1: styled | Styling | Compound Tag | The styling to be used when formatting the score number. Contains the text component formatting fields ("color", "bold", etc., but not "text", "extra", etc.). | |||
| 2: fixed | Content | Template:Type | The text to be used as placeholder. | |||
Set Simulation Distance
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x6Dresource: set_simulation_distance
|
Play | Client | Simulation Distance | Template:Type | The distance that the client will process specific things, such as entities. |
Set Subtitle Text
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x6Eresource: set_subtitle_text
|
Play | Client | Subtitle Text | Template:Type |
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.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x6Fresource: set_time
|
Play | Client | 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. |
Set Title Text
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x70resource: set_title_text
|
Play | Client | Title Text | Template:Type |
Set Title Animation Times
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x71resource: set_titles_animation
|
Play | Client | Fade In | Template:Type | Ticks to spend fading in. |
| Stay | Template:Type | Ticks to keep the title displayed. | |||
| Fade Out | Template:Type | Ticks to spend fading out, not when to start fading out. |
Entity Sound Effect
Plays a sound effect from an entity, either by hardcoded ID or Identifier. Sound IDs and names can be found here.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x72resource: sound_entity
|
Play | Client | Sound Event | Template:Type Template:Type | ID in the minecraft:sound_event registry, or an inline definition.
|
| Sound Category | Template:Type Template:Type | The category that this sound will be played from (current categories). | |||
| Entity ID | Template:Type | ||||
| Volume | Template:Type | 1.0 is 100%, capped between 0.0 and 1.0 by vanilla clients. | |||
| Pitch | Template:Type | Float between 0.5 and 2.0 by vanilla clients. | |||
| Seed | Template:Type | Seed used to pick sound variant. |
Sound Effect
Plays a sound effect at the given location, either by hardcoded ID or Identifier. Sound IDs and names can be found here.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x73resource: sound
|
Play | Client | Sound Event | Template:Type Template:Type | ID in the minecraft:sound_event registry, or an inline definition.
|
| Sound Category | Template:Type Template:Type | The category that this sound will be played from (current categories). | |||
| Effect Position X | Template:Type | Effect X multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part). | |||
| Effect Position Y | Template:Type | Effect Y multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part). | |||
| Effect Position Z | Template:Type | Effect Z multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part). | |||
| Volume | Template:Type | 1.0 is 100%, capped between 0.0 and 1.0 by vanilla clients. | |||
| Pitch | Template:Type | Float between 0.5 and 2.0 by vanilla clients. | |||
| Seed | Template:Type | Seed used to pick sound variant. |
Start Configuration
Sent during gameplay in order to redo the configuration process. The client must respond with Acknowledge Configuration for the process to start.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x74resource: start_configuration
|
Play | Client | no fields | ||
This packet switches the connection state to configuration.
Stop Sound
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x75resource: stop_sound
|
Play | Client | Flags | Template:Type | Controls which fields are present. |
| Source | Template:Type Template:Type Template:Type | Only if flags is 3 or 1 (bit mask 0x1). See below. If not present, then sounds from all sources are cleared. | |||
| Sound | Template:Type Template:Type | Only if flags is 2 or 3 (bit mask 0x2). A sound effect name, see Custom Sound Effect. If not present, then all sounds are cleared. |
Categories:
| Name | Value |
|---|---|
| master | 0 |
| music | 1 |
| record | 2 |
| weather | 3 |
| block | 4 |
| hostile | 5 |
| neutral | 6 |
| player | 7 |
| ambient | 8 |
| voice | 9 |
Store Cookie (play)
Stores some arbitrary data on the client, which persists between server transfers. The vanilla client only accepts cookies of up to 5 kiB in size.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x76resource: store_cookie
|
Play | Client | Key | Template:Type | The identifier of the cookie. |
| Payload | Template:Type (5120) of Template:Type | The data of the cookie. |
System Chat Message
Sends the client a raw system message.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x77resource: system_chat
|
Play | Client | Content | Template:Type | Limited to 262144 bytes. |
| Overlay | Template:Type | Whether the message is an actionbar or chat message. See also #Set Action Bar Text. |
This packet may be used by custom servers to display additional information above/below the tab list. It is never sent by the vanilla server.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x78resource: tab_list
|
Play | Client | Header | Template:Type | To remove the header, send an empty text component: {"text":""}.
|
| Footer | Template:Type | To remove the footer, send an empty text component: {"text":""}.
|
Tag Query Response
Sent in response to Query Block Entity Tag or Query Entity Tag.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x79resource: tag_query
|
Play | Client | Transaction ID | Template:Type | Can be compared to the one sent in the original query packet. |
| NBT | Template:Type | The NBT of the block or entity. May be a TAG_END (0), in which case no NBT is present. |
Pickup Item
Sent by the server when someone picks up an item lying on the ground — its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory, and it doesn't add it to your inventory. The server only checks for items to be picked up after each Set Player Position (and Set Player Position And Rotation) packet sent by the client. The collector entity can be any entity; it does not have to be a player. The collected entity can also be any entity, but the vanilla server only uses this for items, experience orbs, the different varieties of arrows and tridents.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x7Aresource: take_item_entity
|
Play | Client | Collected Entity ID | Template:Type | |
| Collector Entity ID | Template:Type | ||||
| Pickup Item Count | Template:Type | Seems to be 1 for XP orbs, otherwise the number of items in the stack. |
Synchronize Vehicle Position
Teleports the entity on the client without changing the reference point of movement deltas in future Update Entity Position packets. Seems to be used to make relative adjustments to vehicle positions; more information needed.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x7Bresource: teleport_entity
|
Play | Client | Entity ID | Template:Type | |
| X | Template:Type | ||||
| Y | Template:Type | ||||
| Z | Template:Type | ||||
| Velocity X | Template:Type | ||||
| Velocity Y | Template:Type | ||||
| Velocity Z | Template:Type | ||||
| Yaw | Template:Type | Rotation on the Y axis, in degrees. | |||
| Pitch | Template:Type | Rotation on the Y axis, in degrees. | |||
| Flags | Template:Type | ||||
| On Ground | Template:Type |
Test Instance Block Status
Updates the status of the currently open Minecraft:Test Instance Block screen, if any.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x7Cresource: test_instance_block_status
|
Play | Client | Status | Template:Type | |
| Has Size | Template:Type | ||||
| Size X | Template:Type Template:Type | Only present if Has Size is true. | |||
| Size Y | Template:Type Template:Type | Only present if Has Size is true. | |||
| Size Z | Template:Type Template:Type | Only present if Has Size is true. |
Set Ticking State
Used to adjust the ticking rate of the client, and whether it's frozen.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x7Dresource: ticking_state
|
Play | Client | Tick rate | Template:Type | |
| Is frozen | Template:Type |
Step Tick
Advances the client processing by the specified number of ticks. Has no effect unless client ticking is frozen.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x7Eresource: ticking_step
|
Play | Client | Tick steps | Template:Type |
Transfer (play)
Notifies the client that it should transfer to the given server.
The client will close its connection to the current server, open a connection to the specified address and send a Handshake with intent set to 3 (Transfer). If the server chooses to accept the transfer, the usual login process will follow.
Cookies previously stored are preserved between server transfers.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x7Fresource: transfer
|
Play | Client | Host | Template:Type | The hostname or IP of the server. | ||
| Port | Template:Type | The port of the server. | |||||
Update Advancements
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x80resource: update_advancements
|
Play | Client | Reset/Clear | Template:Type | Whether to reset/clear the current advancements. | ||
| Advancement mapping | Key | Template:Type | Template:Type | The identifier of the advancement. | |||
| Value | Advancement | See below | |||||
| Identifiers | Template:Type of Template:Type | The identifiers of the advancements that should be removed. | |||||
| Progress mapping | Key | Template:Type | Template:Type | The identifier of the advancement. | |||
| Value | Advancement progress | See below. | |||||
| Show advancements | Template:Type | ||||||
Advancement structure:
| Field Name | Field Type | Notes | ||
|---|---|---|---|---|
| Parent id | Template:Type Template:Type | The identifier of the parent advancement. | ||
| Display data | Template:Type Advancement display | See below. | ||
| Nested requirements | Template:Type | Template:Type of Template:Type (32767) | Array with a sub-array of criteria. To check if the requirements are met, each sub-array must be tested and mapped with the OR operator, resulting in a boolean array.
These booleans must be mapped with the AND operator to get the result. | |
| Sends telemetry data | Template:Type | Whether the client should include this achievement in the telemetry data when it's completed.
The vanilla client only sends data for advancements on the | ||
Advancement display:
| Field Name | Field Type | Notes |
|---|---|---|
| Title | Template:Type | |
| Description | Template:Type | |
| Icon | Template:Type | |
| Frame type | Template:Type Template:Type | 0 = task, 1 = challenge, 2 = goal.
|
| Flags | Template:Type | 0x01: has background texture; 0x02: show_toast; 0x04: hidden.
|
| Background texture | Template:Type Template:Type | Background texture location. Only if flags indicates it. |
| X coord | Template:Type | |
| Y coord | Template:Type |
Advancement progress:
| Field Name | Field Type | Notes | ||
|---|---|---|---|---|
| Criteria | Criterion identifier | Template:Type | Template:Type | The identifier of the criterion. |
| Date of achieving | Template:Type Template:Type | Present if achieved. As returned by Date.getTime.
| ||
Update Attributes
Sets attributes on the given entity.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x81resource: update_attributes
|
Play | Client | Entity ID | Template:Type | |||
| Property | Id | Template:Type | Template:Type | ID in the minecraft:attribute registry. See also Minecraft:Attribute#Attributes.
| |||
| Value | Template:Type | See below. | |||||
| Modifiers | Template:Type of Modifier Data | See Minecraft:Attribute#Modifiers. Modifier Data defined below. | |||||
Modifier Data structure:
| Field Name | Field Type | Notes |
|---|---|---|
| Id | Template:Type | |
| Amount | Template:Type | May be positive or negative. |
| Operation | Template:Type | See below. |
The operation controls how the base value of the modifier is changed.
- 0: Add/subtract amount
- 1: Add/subtract amount percent of the current value
- 2: Multiply by amount percent
All of the 0's are applied first, and then the 1's, and then the 2's.
Entity Effect
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x82resource: update_mob_effect
|
Play | Client | Entity ID | Template:Type | |
| Effect ID | Template:Type | See this table. | |||
| Amplifier | Template:Type | Vanilla client displays effect level as Amplifier + 1. | |||
| Duration | Template:Type | Duration in ticks. (-1 for infinite) | |||
| Flags | Template:Type | Bit field, see below. |
Within flags:
- 0x01: Is ambient - was the effect spawned from a beacon? All beacon-generated effects are ambient. Ambient effects use a different icon in the HUD (blue border rather than gray). If all effects on an entity are ambient, the "Is potion effect ambient" living metadata field should be set to true. Usually should not be enabled.
- 0x02: Show particles - should all particles from this effect be hidden? Effects with particles hidden are not included in the calculation of the effect color, and are not rendered on the HUD (but are still rendered within the inventory). Usually should be enabled.
- 0x04: Show icon - should the icon be displayed on the client? Usually should be enabled.
- 0x08: Blend - should the effect's hard-coded blending be applied? Currently only used in the DARKNESS effect to apply extra void fog and adjust the gamma value for lighting.
Update Recipes
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x83resource: update_recipes
|
Play | Client | Property Sets | Property Set ID | Template:Type | Template:Type | |
| Items | Template:Type of Template:Type | IDs in the minecraft:item registry.
| |||||
| Stonecutter Recipes | Ingredients | Template:Type | Template:Type | ||||
| Slot Display | Template:Type | ||||||
Update Tags (play)
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x0Dresource: update_tags
|
Configuration | Client | Tagged Registries | Registry | Template:Type | Template:Type | Registry identifier, such as minecraft:block.
|
| Tags | Template:Type of Tag | Array of tags defined for the registry, each containing a sub-array of entries that have the tag (see below). | |||||
Each tag looks like:
| Field Name | Field Type | Notes |
|---|---|---|
| Tag Name | Template:Type | Name of the tag without the #-prefix, such as minecraft:climbable.
|
| Entries | Template:Type of Template:Type | Numeric IDs of the given type (block, item, etc.). This list replaces the previous list of IDs for the given tag. |
See Tag for more information, including a list of vanilla tags.
When used in play state, this packet always only replaces the tags mentioned in the packet. Other tags, including ones belonging to the registries mentioned in the packet, are unaffected.
Projectile Power
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x85resource: projectile_power
|
Play | Client | Entity ID | Template:Type | |
| Power | Template:Type |
Custom Report Details
Contains a list of key-value text entries that are included in any crash or disconnection report generated during connection to the server.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x86resource: custom_report_details
|
Play | Client | Details | Title | Template:Type (32) | Template:Type (128) | |
| Description | Template:Type (4096) | ||||||
Server Links
This packet contains a list of links that the vanilla client will display in the menu available from the pause menu. Link labels can be built-in or custom (i.e., any text).
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x87resource: server_links
|
Play | Client | Links | Is built-in | Template:Type | Template:Type | Determines if the following label is built-in (from enum) or custom (text component). |
| Label | Template:Type Template:Type / Template:Type | See below. | |||||
| URL | Template:Type | Valid URL. | |||||
| ID | Name | Notes |
|---|---|---|
| 0 | Bug Report | Displayed on connection error screen; included as a comment in the disconnection report. |
| 1 | Community Guidelines | |
| 2 | Support | |
| 3 | Status | |
| 4 | Feedback | |
| 5 | Community | |
| 6 | Website | |
| 7 | Forums | |
| 8 | News | |
| 9 | Announcements |
Waypoint
Adds, removes, or updates an entry that will be tracked on the player locator bar.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
protocol:0x88resource: waypoint
|
Play | Client | Operation | Template:Type Template:Type | 0: track, 1: untrack, 2: update. | |||||||||||||||||||||||||
| Identifier | Template:Type Template:Type or Template:Type | Something that uniquely identifies this specific waypoint. | ||||||||||||||||||||||||||||
| Icon style | Template:Type | Path to the waypoint style JSON: assets/<namespace>/waypoint_style/<value>.json.
| ||||||||||||||||||||||||||||
| Color | ||||||||||||||||||||||||||||||
| Red | Template:Type | Template:Type | The color of the waypoint icon. | |||||||||||||||||||||||||||
| Green | Template:Type | |||||||||||||||||||||||||||||
| Blue | Template:Type | |||||||||||||||||||||||||||||
| Waypoint type | Template:Type Template:Type | Defines how the following field is read. | ||||||||||||||||||||||||||||
| Waypoint data | Varies |
| ||||||||||||||||||||||||||||
Clear Dialog (play)
If we're currently in a dialog screen, then this removes the current screen and switches back to the previous one.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x89resource: clear_dialog
|
Play | Client | no fields | ||
Show Dialog (play)
Show a custom dialog screen to the client.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x8Aresource: show_dialog
|
Play | Client | Dialog | Template:Type Template:Type | ID in the minecraft:dialog registry, or an inline definition as described at Minecraft:Dialog#Dialog format.
|
Serverbound
Confirm Teleportation
Sent by client as confirmation of Synchronize Player Position.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x00resource: accept_teleportation
|
Play | Server | Teleport ID | Template:Type | The ID given by the Synchronize Player Position packet. |
Query Block Entity Tag
Used when F3+I is pressed while looking at a block.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x01resource: block_entity_tag_query
|
Play | Server | Transaction ID | Template:Type | An incremental ID so that the client can verify that the response matches. |
| Location | Template:Type | The location of the block to check. |
Bundle Item Selected
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x02resource: bundle_item_selected
|
Play | Server | Slot of Bundle | Template:Type | |
| Slot in Bundle | Template:Type |
Change Difficulty
Must have at least op level 2 to use. Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x03resource: change_difficulty
|
Play | Server | New difficulty | Template:Type Template:Type | 0: peaceful, 1: easy, 2: normal, 3: hard. |
Change Game Mode
Requests for the server to update our game mode. Has no effect on vanilla servers if the client doesn't have the required permissions.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x04resource: change_game_mode
|
Play | Server | Game mode | Template:Type Template:Type | 0: survival, 1: creative, 2: adventure, 3: spectator. |
Acknowledge Message
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x05resource: chat_ack
|
Play | Server | Message Count | Template:Type |
Chat Command
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |||
|---|---|---|---|---|---|---|---|---|
protocol:0x06resource: chat_command
|
Play | Server | Command | Template:Type (32767) | The command typed by the client excluding the /.
| |||
Signed Chat Command
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |||
|---|---|---|---|---|---|---|---|---|
protocol:0x07resource: chat_command_signed
|
Play | Server | Command | Template:Type (32767) | The command typed by the client excluding the /.
| |||
| Timestamp | Template:Type | The timestamp that the command was executed. | ||||||
| Salt | Template:Type | The salt for the following argument signatures. | ||||||
| Array of argument signatures | Argument name | Template:Type (8) | Template:Type (16) | The name of the argument that is signed by the following signature. | ||||
| Signature | Template:Type (256) | The signature that verifies the argument. Always 256 bytes and is not length-prefixed. | ||||||
| Message Count | Template:Type | |||||||
| Acknowledged | Template:Type (20) | |||||||
| Checksum | Template:Type | |||||||
Chat Message
Used to send a chat message to the server. The message may not be longer than 256 characters or else the server will kick the client.
The server will broadcast a Player Chat Message packet with Chat Type minecraft:chat to all players that haven't disabled chat (including the player that sent the message). See Minecraft:Java Edition protocol/Chat#Processing chat for more information.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x08resource: chat
|
Play | Server | Message | Template:Type (256) | Content of the message |
| Timestamp | Template:Type | Number of milliseconds since the epoch (1 Jan 1970, midnight, UTC) | |||
| Salt | Template:Type | The salt used to verify the signature hash. Randomly generated by the client | |||
| Signature | Template:Type Template:Type (256) | The signature used to verify the chat message's authentication. When present, always 256 bytes and not length-prefixed.
This is a SHA256 with RSA digital signature computed over the following:
| |||
| Message Count | Template:Type | Number of signed clientbound chat messages the client has seen from the server since the last serverbound chat message from this client. The server will use this to update its last seen list for the client. | |||
| Acknowledged | Template:Type (20) | Bitmask of which message signatures from the last seen set were used to sign this message. The most recent is the highest bit. If there are fewer than 20 messages in the last seen set, the lower bits will be zeros. | |||
| Checksum | Template:Type | Checksum is computed over all the message signature checksums in the last seen set, from oldest to newest. Both the packet checksum and signature checksums use the same logic as Java's Arrays.hashCode(byte[]) implementation. The packet checksum additionally casts the resulting int to a byte, and if that byte is 0 returns 1, otherwise returns said byte |
Player Session
| Packet ID | State | Bound To | Field Name | Field Type | Notes | |
|---|---|---|---|---|---|---|
protocol:0x09resource: chat_session_update
|
Play | Server | Session Id | Template:Type | ||
| Public Key | Expires At | Template:Type | The time the play session key expires in Template:Wikipedia milliseconds. | |||
| Public Key | Template:Type (512) of Template:Type | A byte array of an X.509-encoded public key. | ||||
| Key Signature | Template:Type (4096) of Template:Type | The signature consists of the player UUID, the key expiration timestamp, and the public key data. These values are hashed using Template:Wikipedia and signed using Mojang's private Template:Wikipedia key. | ||||
Chunk Batch Received
Notifies the server that the chunk batch has been received by the client. The server uses the value sent in this packet to adjust the number of chunks to be sent in a batch.
The vanilla server will stop sending further chunk data until the client acknowledges the sent chunk batch. After the first acknowledgement, the server adjusts this number to allow up to 10 unacknowledged batches.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Aresource: chunk_batch_received
|
Play | Server | Chunks per tick | Template:Type | Desired chunks per tick. |
Client Status
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Bresource: client_command
|
Play | Server | 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. |
Client Tick End
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Cresource: client_tick_end
|
Play | Server | no fields | ||
Client Information (play)
Sent when the player connects, or when settings are changed.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Dresource: client_information
|
Play | Server | Locale | Template:Type (16) | e.g. en_GB.
|
| View Distance | Template:Type | Client-side render distance, in chunks. | |||
| Chat Mode | Template:Type Template:Type | 0: enabled, 1: commands only, 2: hidden. See Minecraft:Java Edition protocol/Chat#Client chat mode for more information. | |||
| Chat Colors | Template:Type | “Colors” multiplayer setting. The vanilla server stores this value but does nothing with it (see Template:Bug). Some third-party servers disable all coloring in chat and system messages when it is false. | |||
| Displayed Skin Parts | Template:Type | Bit mask, see below. | |||
| Main Hand | Template:Type Template:Type | 0: Left, 1: Right. | |||
| Enable text filtering | Template:Type | Enables filtering of text on signs and written book titles. The vanilla client sets this according to the profanityFilterPreferences.profanityFilterOn account attribute indicated by the Mojang API endpoint for player attributes. In offline mode, it is always false.
| |||
| Allow server listings | Template:Type | Servers usually list online players; this option should let you not show up in that list. | |||
| Particle Status | Template:Type Template:Type | 0: all, 1: decreased, 2: minimal |
Displayed Skin Parts flags:
- Bit 0 (0x01): Cape enabled
- Bit 1 (0x02): Jacket enabled
- Bit 2 (0x04): Left Sleeve enabled
- Bit 3 (0x08): Right Sleeve enabled
- Bit 4 (0x10): Left Pants Leg enabled
- Bit 5 (0x20): Right Pants Leg enabled
- Bit 6 (0x40): Hat enabled
The most significant bit (bit 7, 0x80) appears to be unused.
Command Suggestions Request
Sent when the client needs to tab-complete a minecraft:ask_server suggestion type.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Eresource: command_suggestion
|
Play | Server | Transaction Id | Template:Type | The ID of the transaction that the server will send back to the client in the response of this packet. Client generates this and increments it each time it sends another tab completion that doesn't get a response. |
| Text | Template:Type (32500) | All the text behind the cursor including the / (e.g. to the left of the cursor in left-to-right languages like English).
|
Acknowledge Configuration
Sent by the client upon receiving a Start Configuration packet from the server.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x0Fresource: configuration_acknowledged
|
Play | Server | no fields | ||
This packet switches the connection state to configuration.
Click Container Button
Used when clicking on window buttons. Until 1.14, this was only used by enchantment tables.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x10resource: container_button_click
|
Play | Server | Window ID | Template:Type | The ID of the window sent by Open Screen. |
| Button ID | Template:Type | Meaning depends on window type; see below. |
| Window type | ID | Meaning |
|---|---|---|
| Enchantment Table | 0 | Topmost enchantment. |
| 1 | Middle enchantment. | |
| 2 | Bottom enchantment. | |
| Lectern | 1 | Previous page (which does give a redstone output). |
| 2 | Next page. | |
| 3 | Take Book. | |
| 100+page | Opened page number - 100 + number. | |
| Stonecutter | Recipe button number - 4*row + col. Depends on the item. | |
| Loom | Recipe button number - 4*row + col. Depends on the item. | |
Click Container
This packet is sent by the client when the player clicks on a slot in a window.
| Packet ID | State | Bound To | Field Name | Field Type | Notes | ||
|---|---|---|---|---|---|---|---|
protocol:0x11resource: container_click
|
Play | Server | Window ID | Template:Type | The ID of the window that was clicked. 0 for player inventory. The server ignores any packets targeting a Window ID other than the current one, including ignoring 0 when any other window is open. | ||
| State ID | Template:Type | The last received State ID from either a Set Container Slot or a Set Container Content packet. | |||||
| Slot | Template:Type | The clicked slot number, see below. | |||||
| Button | Template:Type | The button used in the click, see below. | |||||
| Mode | Template:Type Template:Type | Inventory operation mode, see below. | |||||
| Array of changed slots | Slot number | Template:Type (128) | Template:Type | ||||
| Slot data | Template:Type | New data for this slot, in the client's opinion; see below. | |||||
| Carried item | Template:Type | Item carried by the cursor. | |||||
See Minecraft:Java Edition protocol/Inventory for further information about how slots are indexed.
After performing the action, the server compares the results to the slot change information included in the packet, as applied on top of the server's view of the container's state prior to the action. For any slots that do not match, it sends Set Container Slot packets containing the correct results. If State ID does not match the last ID sent by the server, it will instead send a full Set Container Content to resynchronize the client.
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 the smaller of the amounts.
The distinct type of click performed by the client is determined by the combination of the Mode and Button fields.
| Mode | Button | Slot | Trigger |
|---|---|---|---|
| 0 | 0 | Normal | Left mouse click |
| 1 | Normal | Right mouse click | |
| 0 | -999 | Left click outside inventory (drop cursor stack) | |
| 1 | -999 | Right click outside inventory (drop cursor single item) | |
| 1 | 0 | Normal | Shift + left mouse click |
| 1 | Normal | Shift + right mouse click (identical behavior) | |
| 2 | 0 | Normal | Number key 1 |
| 1 | Normal | Number key 2 | |
| 2 | Normal | Number key 3 | |
| ⋮ | ⋮ | ⋮ | |
| 8 | Normal | Number key 9 | |
| ⋮ | ⋮ | Used to allow swapping with arbitrary inventory slots. Ignored since 1.20.3. | |
| 40 | Normal | Offhand swap key F | |
| 3 | 2 | Normal | Middle click, only defined for creative players in non-player inventories. |
| 4 | 0 | Normal | Drop key (Q) |
| 1 | Normal | Control + Drop key (Q) | |
| 5 | 0 | -999 | Starting left mouse drag |
| 4 | -999 | Starting right mouse drag | |
| 8 | -999 | Starting middle mouse drag, only defined for creative players in non-player inventories. | |
| 1 | Normal | Add slot for left-mouse drag | |
| 5 | Normal | Add slot for right-mouse drag | |
| 9 | Normal | Add slot for middle-mouse drag, only defined for creative players in non-player inventories. | |
| 2 | -999 | Ending left mouse drag | |
| 6 | -999 | Ending right mouse drag | |
| 10 | -999 | Ending middle mouse drag, only defined for creative players in non-player inventories. | |
| 6 | 0 | Normal | Double click |
| 1 | Normal | Pickup all but check items in reverse order (impossible in vanilla clients) |
Starting from version 1.5, “painting mode” is available for use in inventory windows. It is done by picking up a stack of something (more than 1 item), then holding the mouse button (left, right, or middle) and dragging the held stack over empty (or same type in case of right button) slots. In that case client sends the following to the server after the mouse button release (omitting the first pickup packet, which is sent as usual):
- packet with mode 5, slot -999, button (0 for left | 4 for right);
- packet for every slot painted on, mode is still 5, button (1 | 5);
- packet with mode 5, slot -999, button (2 | 6);
If any of the painting packets other than the “progress” ones are sent out of order (for example, a start, some slots, then another start; or a left-click in the middle) the painting status will be reset.
Close Container
This packet is sent by the client when closing a window.
vanilla clients send a Close Window packet with Window ID 0 to close their inventory, even though there is never an Open Screen packet for the inventory.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x12resource: container_close
|
Play | Server | Window ID | Template:Type | This is the ID of the window that was closed. 0 for player inventory. |
Change Container Slot State
This packet is sent by the client when toggling the state of a Crafter.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x13resource: container_slot_state_changed
|
Play | Server | Slot ID | Template:Type | This is the ID of the slot that was changed. |
| Window ID | Template:Type | This is the ID of the window that was changed. | |||
| State | Template:Type | The new state of the slot. True for enabled, false for disabled. |
Cookie Response (play)
Response to a Cookie Request (play) from the server. The vanilla server only accepts responses of up to 5 kiB in size.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x14resource: cookie_response
|
Play | Server | Key | Template:Type | The identifier of the cookie. |
| Payload | Template:Type Template:Type (5120) of Template:Type | The data of the cookie. |
Serverbound Plugin Message (play)
Mods and plugins can use this to send their data. Minecraft itself uses some plugin channels. These internal channels are in the minecraft namespace.
More documentation on this: "Minecraft Plugin Channels + Messaging" on Dinnerbone's former blog, archived from the original.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x15resource: custom_payload
|
Play | Server | Channel | Template:Type | Name of the plugin channel used to send the data. |
| Data | Template:Type (32767) | Any data, depending on the channel. Typically this would be a sequence of fields using standard data types, but some unofficial channels have unusual formats. There is no length prefix that applies to all channel types, but the format specific to the channel may or may not include one or more length prefixes (such as the string length prefix in the standard minecraft:brand channel). The vanilla server enforces a length limit of 32767 bytes on this data, but only if the channel type is unrecognized.
|
Debug Subscription Request
Sent by the client whenever debug subscriptions, used by Minecraft:debug graphs and renderers, are activated or deactivated. The list in the packet replaces the previous set of active subscriptions. Subscriptions not in the list are deactivated.
If the client does not have permission to receive the requested debug information, the subscriptions are nonetheless retained by the server, and it is not necessary to send this packet again if the permissions change.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x16resource: debug_subscription_request
|
Play | Server | Subscriptions | Template:Type of Template:Type | List of active debug subscriptions. IDs in the minecraft:debug_subscription registry.
|
Edit Book
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x17resource: edit_book
|
Play | Server | Slot | Template:Type | The hotbar slot where the written book is located |
| Entries | Template:Type (100) of Template:Type (1024) | Text from each page. Maximum string length is 1024 chars. | |||
| Title | Template:Type Template:Type (32) | Title of book. Present if book is being signed, not present if book is being edited. |
Query Entity Tag
Used when F3+I is pressed while looking at an entity.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x18resource: entity_tag_query
|
Play | Server | Transaction ID | Template:Type | An incremental ID so that the client can verify that the response matches. |
| Entity ID | Template:Type | The ID of the entity to query. |
Interact
This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).
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.
The target X, Y, and Z fields represent 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 Set Creative Mode Slot packet instead.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x19resource: interact
|
Play | Server | 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:Type Template:Type Template:Type | Only if Type is interact or interact at; 0: main hand, 1: off hand. | |||
| 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 |
Jigsaw Generate
Sent when Generate is pressed on the Minecraft:Jigsaw Block interface.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Aresource: jigsaw_generate
|
Play | Server | Location | Template:Type | Block entity location. |
| Levels | Template:Type | Value of the levels slider/max depth to generate. | |||
| Keep Jigsaws | Template:Type |
Serverbound Keep Alive (play)
The server will frequently send out a keep-alive (see Clientbound Keep Alive), each containing a random ID. The client must respond with the same packet.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Bresource: keep_alive
|
Play | Server | Keep Alive ID | Template:Type |
Lock Difficulty
Must have at least op level 2 to use. Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Cresource: lock_difficulty
|
Play | Server | Locked | Template:Type |
Set Player Position
Updates the player's XYZ position on the server.
If the player is in a vehicle, the position is ignored (but in case of Set Player Position and Rotation, the rotation is still used as normal). No validation steps other than value range clamping are performed in this case.
If the player is sleeping, the position (or rotation) is not changed, and a Synchronize Player Position is sent if the received position deviated from the server's view by more than a meter.
The vanilla server silently clamps the x and z coordinates between -30,000,000 and 30,000,000, and the y coordinate between -20,000,000 and 20,000,000. A similar condition has historically caused a kick for "Illegal position"; this is no longer the case. However, infinite or NaN coordinates (or angles) still result in a kick for multiplayer.disconnect.invalid_player_movement.
As of 1.20.6, checking for moving too fast is achieved like this (sic):
- Each server tick, the player's current position is stored.
- When the player moves, the offset from the stored position to the requested position is computed (Δx, Δy, Δz).
- The requested movement distance squared is computed as Δx² + Δy² + Δz².
- The baseline expected movement distance squared is computed based on the player's server-side velocity as Vx² + Vy² + Vz². The player's server-side velocity is a somewhat ill-defined quantity that includes, among other things, gravity, jump velocity and knockback, but not regular horizontal movement. A proper description would bring much of Minecraft's physics engine with it. It is accessible as the
MotionNBT tag on the player entity. - The maximum permitted movement distance squared is computed as 100 (300 if the player is using an elytra), multiplied by the number of movement packets received since the last tick, including this one, unless that value is greater than 5, in which case no multiplier is applied.
- If the requested movement distance squared minus the baseline distance squared is more than the maximum squared, the player is moving too fast.
If the player is moving too fast, it is logged that "<player> moved too quickly! " followed by the change in x, y, and z, and the player is teleported back to their current (before this packet) server-side position.
Checking for block collisions is achieved like this:
- A temporary collision-checked move of the player is attempted from its current position to the requested one.
- The offset from the resulting position to the requested position is computed. If the absolute value of the offset on the y axis is less than 0.5, it (only the y component) is rounded down to 0.
- If the magnitude of the offset is greater than 0.25 and the player isn't in creative or spectator mode, it is logged that "<player> moved wrongly!", and the player is teleported back to their current (before this packet) server-side position.
- In addition, if the player's hitbox, stationary at the requested position, would intersect with a block, and they aren't in spectator mode, they are teleported back without a log message.
Checking for illegal flight is achieved like this:
- When a movement packet is received, a flag indicating whether or not the player is floating mid-air is updated. The flag is set if the move test described above detected no collision below the player and the y component of the offset from the player's current position to the requested one is greater than -0.5, unless any of various conditions permitting flight (creative mode, elytra, levitation effect, etc., but not jumping) are met.
- Each server tick, it is checked if the flag has been set for more than 80 consecutive ticks. If so, and the player isn't currently sleeping, dead or riding a vehicle, they are kicked for
multiplayer.disconnect.flying.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Dresource: move_player_pos
|
Play | Server | X | Template:Type | Absolute position. |
| Feet Y | Template:Type | Absolute feet position, normally Head Y - 1.62. | |||
| Z | Template:Type | Absolute position. | |||
| Flags | Template:Type | Bit field: 0x01: on ground, 0x02: pushing against wall. |
Set Player Position and Rotation
A combination of Move Player Rotation and Move Player Position.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Eresource: move_player_pos_rot
|
Play | Server | X | Template:Type | Absolute position. |
| Feet Y | Template:Type | Absolute feet position, normally Head Y - 1.62. | |||
| Z | Template:Type | Absolute position. | |||
| Yaw | Template:Type | Absolute rotation on the X Axis, in degrees. | |||
| Pitch | Template:Type | Absolute rotation on the Y Axis, in degrees. | |||
| Flags | Template:Type | Bit field: 0x01: on ground, 0x02: pushing against wall. |
Set Player Rotation
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 counterclockwise, with 90 at (-1, 0), 180 at (0,-1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
The yaw and pitch of the player (in degrees), standing at point (x0, y0, z0) and looking towards point (x, y, z) can be calculated with:
dx = x-x0
dy = y-y0
dz = z-z0
r = sqrt( dx*dx + dy*dy + dz*dz )
yaw = -atan2(dx,dz)/PI*180
if yaw < 0 then
yaw = 360 + yaw
pitch = -arcsin(dy/r)/PI*180
You can get a unit vector from a given yaw/pitch via:
x = -cos(pitch) * sin(yaw) y = -sin(pitch) z = cos(pitch) * cos(yaw)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x1Fresource: move_player_rot
|
Play | Server | Yaw | Template:Type | Absolute rotation on the X Axis, in degrees. |
| Pitch | Template:Type | Absolute rotation on the Y Axis, in degrees. | |||
| Flags | Template:Type | Bit field: 0x01: on ground, 0x02: pushing against wall. |
Set Player Movement Flags
This packet, as well as Set Player Position, Set Player Rotation, and Set Player Position and Rotation are called the “serverbound movement packets”. Vanilla clients will send Move Player Position once every 20 ticks, even for a stationary player.
This packet is used to indicate whether the player is on ground (walking/swimming) or airborne (jumping/falling).
When dropping from a 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 | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x20resource: move_player_status_only
|
Play | Server | Flags | Template:Type | Bit field: 0x01: on ground, 0x02: pushing against wall. |
Move Vehicle (serverbound)
Sent when a player moves in a client-side-controlled vehicle. Fields are the same as in Set Player Position and Rotation. Note that all fields use absolute positioning and do not allow for relative positioning.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x21resource: move_vehicle
|
Play | Server | X | Template:Type | Absolute position (X coordinate). |
| Y | Template:Type | Absolute position (Y coordinate). | |||
| Z | Template:Type | Absolute position (Z coordinate). | |||
| Yaw | Template:Type | Absolute rotation on the vertical axis, in degrees. | |||
| Pitch | Template:Type | Absolute rotation on the horizontal axis, in degrees. | |||
| On Ground | Template:Type | (This value does not seem to exist) |
Paddle Boat
Used to visually update whether boat paddles are turning. The server will update the Boat entity metadata to match the values here.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x22resource: paddle_boat
|
Play | Server | Left paddle turning | Template:Type | |
| Right paddle turning | Template:Type |
Right paddle turning is set to true when the left button or forward button is held, left paddle turning is set to true when the right button or forward button is held.
Pick Item From Block
Used for pick block functionality (middle click) on blocks to retrieve items from the inventory in survival or creative mode or create them in creative mode. See Minecraft:Controls#Pick Block for more information.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x23resource: pick_item_from_block
|
Play | Server | Location | Template:Type | The location of the block. |
| Include Data | Template:Type | Used to tell the server to include block data in the new stack, works only if in creative mode. |
Pick Item From Entity
Used for pick block functionality (middle click) on entities to retrieve items from the inventory in survival or creative mode or create them in creative mode. See Minecraft:Controls#Pick Block for more information.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x24resource: pick_item_from_entity
|
Play | Server | Entity ID | Template:Type | The ID of the entity to pick. |
| Include Data | Template:Type | Unused by the vanilla server. |
Ping Request (play)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x25resource: ping_request
|
Play | Server | Payload | Template:Type | May be any number. vanilla clients use a system-dependent time value, which is counted in milliseconds. |
Place Recipe
This packet is sent when a player clicks a recipe in the crafting book that is craftable (white border).
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x26resource: place_recipe
|
Play | Server | Window ID | Template:Type | |
| Recipe ID | Template:Type | ID of recipe previously defined in Recipe Book Add. | |||
| Make all | Template:Type | Affects the amount of items processed; true if shift is down when clicked. |
Player Abilities (serverbound)
The vanilla client sends this packet when the player starts/stops flying with the Flags parameter changed accordingly.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x27resource: player_abilities
|
Play | Server | Flags | Template:Type | Bit mask. 0x02: is flying. |
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.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x28resource: player_action
|
Play | Server | Status | Template:Type Template:Type | The action the player is taking against the block (see below). |
| Location | Template:Type | Block position. | |||
| Face | Template:Type Template:Type | The face being hit (see below). | |||
| Sequence | Template:Type | Block change sequence number (see #Acknowledge Block Change). |
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. |
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 |
Player Command
Sent by the client to indicate that it has performed certain actions: sprinting, exiting a bed, jumping with a horse, and opening a horse's inventory while riding it.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x29resource: player_command
|
Play | Server | Entity ID | Template:Type | Player ID (ignored by the vanilla server) |
| Action ID | Template:Type Template:Type | The ID of the action, see below. | |||
| Jump Boost | Template:Type | Only used by the “start jump with horse” action, in which case it ranges from 0 to 100. In all other cases it is 0. |
Action ID can be one of the following values:
| ID | Action |
|---|---|
| 0 | Leave bed |
| 1 | Start sprinting |
| 2 | Stop sprinting |
| 3 | Start jump with horse |
| 4 | Stop jump with horse |
| 5 | Open vehicle inventory |
| 6 | Start flying with elytra |
Leave bed is only sent when the “Leave Bed” button is clicked on the sleep GUI, not when waking up in the morning.
Open vehicle inventory is only sent when pressing the inventory key (default: E) while on a horse or chest boat — all other methods of opening such an inventory (involving right-clicking or shift-right-clicking it) do not use this packet.
Player Input
Sent whenever the player presses or releases certain keys. The flags correspond directly to the states of their corresponding keys—the Sprint flag does not depend on whether the player is actually able to sprint at the moment, etc.
Used by the vanilla server for minecart controls, player inputs in the entity_properties Minecraft:predicate, and sneaking (sprinting is still controlled by Player Command).
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Aresource: player_input
|
Play | Server | Flags | Template:Type | Bit mask; see below |
The flags are as follows:
| Hex Mask | Field |
|---|---|
| 0x01 | Forward |
| 0x02 | Backward |
| 0x04 | Left |
| 0x08 | Right |
| 0x10 | Jump |
| 0x20 | Sneak |
| 0x40 | Sprint |
Player Loaded
Sent by the client to indicate that it is ready to start simulating the player. The vanilla client sends this when the "Loading terrain..." screen is closed. (But see the caveat below.)
The vanilla client skips ticking the player entity until the tick on which this packet is sent (the first tick will happen between this packet and the next Client Tick End). Other entities and objects will still be ticked.
Once 60 ticks have elapsed since the last Login or Respawn packet, the vanilla client will start ticking the player and skip sending this packet completely, even after the usual conditions for it have been met. This can happen even before the "Start waiting for level chunks" Game Event is received. The loading screen is not affected in any way by this timer (except indirectly by the player falling into the void after ticking has started). Likewise, the vanilla server will assume that the client has loaded if it takes longer than 60 server ticks to send this packet. A more robust way to detect this condition is to count the number of Client Tick End packets sent by the client. The first player tick will occur after 60 Client Tick End packets have been sent. To determine when this counter should be restarted following a respawn, the Respawn packet can be sent in a bundle together with a Ping packet.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Bresource: player_loaded
|
Play | Server | no fields | ||
Pong (play)
Response to the clientbound packet (Ping) with the same ID.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Cresource: pong
|
Play | Server | ID | Template:Type | id is the same as the ping packet |
Change Recipe Book Settings
Replaces Recipe Book Data, type 1.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Dresource: recipe_book_change_settings
|
Play | Server | Book ID | Template:Type Template:Type | 0: crafting, 1: furnace, 2: blast furnace, 3: smoker. |
| Book Open | Template:Type | ||||
| Filter Active | Template:Type |
Set Seen Recipe
Sent when recipe is first seen in recipe book. Replaces Recipe Book Data, type 0.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Eresource: recipe_book_seen_recipe
|
Play | Server | Recipe ID | Template:Type | ID of recipe previously defined in Recipe Book Add. |
Rename Item
Sent as a player is renaming an item in an anvil (each keypress in the anvil UI sends a new Rename Item packet). If the new name is empty, then the item loses its custom name (this is different from setting the custom name to the normal name of the item). The item name may be no longer than 50 characters, and if it is longer than that, then the rename is silently ignored.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x2Fresource: rename_item
|
Play | Server | Item name | Template:Type (32767) | The new name of the item. |
Resource Pack Response (play)
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x30resource: resource_pack
|
Play | Server | UUID | Template:Type | The unique identifier of the resource pack received in the Add Resource Pack (play) request. |
| Result | Template:Type Template:Type | Result ID (see below). |
Result can be one of the following values:
| ID | Result |
|---|---|
| 0 | Successfully downloaded |
| 1 | Declined |
| 2 | Failed to download |
| 3 | Accepted |
| 4 | Downloaded |
| 5 | Invalid URL |
| 6 | Failed to reload |
| 7 | Discarded |
Seen Advancements
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x31resource: seen_advancements
|
Play | Server | Action | Template:Type Template:Type | 0: Opened tab, 1: Closed screen. |
| Tab ID | Template:Type Template:Type | Only present if action is Opened tab. |
Select Trade
When a player selects a specific trade offered by a villager NPC.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x32resource: select_trade
|
Play | Server | Selected slot | Template:Type | The selected slot in the player's current (trading) inventory. |
Set Beacon Effect
Changes the effect of the current beacon.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x33resource: set_beacon
|
Play | Server | Primary Effect | Template:Type Template:Type | A Potion ID. |
| Secondary Effect | Template:Type Template:Type | A Potion ID. |
Set Held Item (serverbound)
Sent when the player changes the slot selection.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x34resource: set_carried_item
|
Play | Server | Slot | Template:Type | The slot which the player has selected (0–8). |
Program Command Block
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x35resource: set_command_block
|
Play | Server | Location | Template:Type | |
| Command | Template:Type (32767) | ||||
| Mode | Template:Type Template:Type | 0: chain, 1: repeating, 2: impulse. | |||
| Flags | Template:Type | 0x01: Track Output (if false, the output of the previous command will not be stored within the command block); 0x02: Is conditional; 0x04: Automatic. |
Program Command Block Minecart
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x36resource: set_command_minecart
|
Play | Server | Entity ID | Template:Type | |
| Command | Template:Type (32767) | ||||
| Track Output | Template:Type | If false, the output of the previous command will not be stored within the command block. |
Set Creative Mode Slot
While the user is in the standard inventory (i.e., not a crafting bench) in Creative mode, the player will send this packet.
Clicking in the creative inventory menu is quite different from non-creative inventory management. Picking up an item with the mouse actually deletes the item from the server, and placing an item into a slot or dropping it out of the inventory actually tells the server to create the item from scratch. (This can be verified by clicking an item that you don't mind deleting, then severing the connection to the server; the item will be nowhere to be found when you log back in.) As a result of this implementation strategy, the "Destroy Item" slot is just a client-side implementation detail that means "I don't intend to recreate this item.". Additionally, the long listings of items (by category, etc.) are a client-side interface for choosing which item to create. Picking up an item from such listings sends no packets to the server; only when you put it somewhere does it tell the server to create the item in that location.
This action can be described as "set inventory slot". Picking up an item sets the slot to item ID -1. Placing an item into an inventory slot sets the slot to the specified item. Dropping an item (by clicking outside the window) effectively sets slot -1 to the specified item, which causes the server to spawn the item entity, etc.. All other inventory slots are numbered the same as the non-creative inventory (including slots for the 2x2 crafting menu, even though they aren't visible in the vanilla client).
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x37resource: set_creative_mode_slot
|
Play | Server | Slot | Template:Type | Inventory slot. |
| Clicked Item | Template:Type |
Program Jigsaw Block
Sent when Done is pressed on the Minecraft:Jigsaw Block interface.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x38resource: set_jigsaw_block
|
Play | Server | Location | Template:Type | Block entity location |
| Name | Template:Type | ||||
| Target | Template:Type | ||||
| Pool | Template:Type | ||||
| Final state | Template:Type (32767) | "Turns into" on the GUI, final_state in NBT.
| |||
| Joint type | Template:Type (32767) | rollable if the attached piece can be rotated, else aligned.
| |||
| Selection priority | Template:Type | ||||
| Placement priority | Template:Type |
Program Structure Block
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x39resource: set_structure_block
|
Play | Server | |||
| Location | Template:Type | Block entity location. | |||
| Action | Template:Type Template:Type | An additional action to perform beyond simply saving the given data; see below. | |||
| Mode | Template:Type Template:Type | One of SAVE (0), LOAD (1), CORNER (2), DATA (3). | |||
| Name | Template:Type (32767) | ||||
| Offset X | Template:Type | Between -48 and 48. | |||
| Offset Y | Template:Type | Between -48 and 48. | |||
| Offset Z | Template:Type | Between -48 and 48. | |||
| Size X | Template:Type | Between 0 and 48. | |||
| Size Y | Template:Type | Between 0 and 48. | |||
| Size Z | Template:Type | Between 0 and 48. | |||
| Mirror | Template:Type Template:Type | One of NONE (0), LEFT_RIGHT (1), FRONT_BACK (2). | |||
| Rotation | Template:Type Template:Type | One of NONE (0), CLOCKWISE_90 (1), CLOCKWISE_180 (2), COUNTERCLOCKWISE_90 (3). | |||
| Metadata | Template:Type (128) | ||||
| Integrity | Template:Type | Between 0 and 1. | |||
| Seed | Template:Type | ||||
| Flags | Template:Type | 0x01: Ignore entities; 0x02: Show air; 0x04: Show bounding box; 0x08: Strict placement. |
Possible actions:
- 0 - Update data
- 1 - Save the structure
- 2 - Load the structure
- 3 - Detect size
The vanilla client uses update data to indicate no special action should be taken (i.e. the done button).
Set Test Block
Updates the value of the Minecraft:Test Block at the given position.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Aresource: set_test_block
|
Play | Server | Position | Template:Type | |
| Mode | Template:Type Template:Type | 0: start, 1: log, 2: fail, 3: accept | |||
| Message | Template:Type |
Update Sign
This message is sent from the client to the server when the “Done” button is pushed after placing a sign.
The server only accepts this packet after Open Sign Editor, otherwise this packet is silently ignored.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Bresource: sign_update
|
Play | Server | Location | Template:Type | Block Coordinates. |
| Is Front Text | Template:Type | Whether the updated text is in front or on the back of the sign | |||
| Line 1 | Template:Type (384) | First line of text in the sign. | |||
| Line 2 | Template:Type (384) | Second line of text in the sign. | |||
| Line 3 | Template:Type (384) | Third line of text in the sign. | |||
| Line 4 | Template:Type (384) | Fourth line of text in the sign. |
Swing Arm
Sent when the player's arm swings.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Cresource: swing
|
Play | Server | Hand | Template:Type Template:Type | Hand used for the animation. 0: main hand, 1: off hand. |
Teleport To Entity
Teleports the player to the given entity. The player must be in spectator mode.
The vanilla client only uses this to teleport to players, but it appears to accept any type of entity. The entity does not need to be in the same dimension as the player; if necessary, the player will be respawned in the right world. If the given entity cannot be found (or isn't loaded), this packet will be ignored.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Dresource: teleport_to_entity
|
Play | Server | Target Player | Template:Type | UUID of the player to teleport to (can also be an entity UUID). |
Test Instance Block Action
Tries to perform an action the Minecraft:Test Instance Block at the given position.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Eresource: test_instance_block_action
|
Play | Server | Position | Template:Type | |
| Action | Template:Type Template:Type | 0: init, 1: query, 2: set, 3: reset, 4: save, 5: export, 6: run. | |||
| Test | Template:Type Template:Type | ID in the minecraft:test_instance registry.
| |||
| Size X | Template:Type | ||||
| Size Y | Template:Type | ||||
| Size Z | Template:Type | ||||
| Rotation | Template:Type Template:Type | 0: none, 1: clockwise 90°, 2: clockwise 180°, 3: counter-clockwise 90°. | |||
| Ignore Entities | Template:Type | ||||
| Status | Template:Type Template:Type | 0: cleared, 1: running, 2: finished. | |||
| Error Message | Template:Type Template:Type |
Use Item On
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x3Fresource: use_item_on
|
Play | Server | Hand | Template:Type Template:Type | The hand from which the block is placed; 0: main hand, 1: off hand. |
| Location | Template:Type | Block position. | |||
| Face | Template:Type Template:Type | The face on which the block is placed (as documented at Player Action). | |||
| Cursor Position X | Template:Type | The position of the crosshair on the block, from 0 to 1 increasing from west to east. | |||
| Cursor Position Y | Template:Type | The position of the crosshair on the block, from 0 to 1 increasing from bottom to top. | |||
| Cursor Position Z | Template:Type | The position of the crosshair on the block, from 0 to 1 increasing from north to south. | |||
| Inside block | Template:Type | True when the player's head is inside of a block. | |||
| World Border Hit | Template:Type | Seems to always be false, even when interacting with blocks around or outside the world border, or while the player is outside the border. | |||
| Sequence | Template:Type | Block change sequence number (see #Acknowledge Block Change). |
Upon placing a block, this packet is sent once.
The Cursor Position X/Y/Z fields (also known as in-block coordinates) are calculated using raytracing. The unit corresponds to sixteen pixels in the default resource pack. For example, let's say a slab is being placed against the south face of a full block. The Cursor Position X will be higher if the player was pointing near the right (east) edge of the face, lower if pointing near the left. The Cursor Position Y will be used to determine whether it will appear as a bottom slab (values 0.0–0.5) or as a top slab (values 0.5-1.0). The Cursor Position Z should be 1.0 since the player was looking at the southernmost part of the block.
Inside block is true when a player's head (specifically eyes) are inside of a block's collision. In 1.13 and later versions, collision is rather complicated and individual blocks can have multiple collision boxes. For instance, a ring of vines has a non-colliding hole in the middle. This value is only true when the player is directly in the box. In practice, though, this value is only used by scaffolding to place in front of the player when sneaking inside of it (other blocks will place behind when you intersect with them -- try with glass for instance).
Use Item
Sent when pressing the Use Item key (default: right click) with an item in hand.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x40resource: use_item
|
Play | Server | Hand | Template:Type Template:Type | Hand used for the animation. 0: main hand, 1: off hand. |
| Sequence | Template:Type | Block change sequence number (see #Acknowledge Block Change). | |||
| Yaw | Template:Type | Player head rotation around the Y-Axis. | |||
| Pitch | Template:Type | Player head rotation around the X-Axis. |
The player's rotation is permanently updated according to the Yaw and Pitch fields before performing the action, unless there is no item in the specified hand.
Custom Click Action (play)
Sent when the client clicks a Template:Type with the minecraft:custom click action. This is meant as an alternative to running a command, but will not have any effect on vanilla servers.
| Packet ID | State | Bound To | Field Name | Field Type | Notes |
|---|---|---|---|---|---|
protocol:0x41resource: custom_click_action
|
Play | Server | ID | Template:Type | The identifier for the click action. |
| Payload | Template:Type | The data to send with the click action. May be a TAG_END (0). |
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