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Java Edition protocol

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This article is about the protocol for a stable release of Java Edition. For the protocol used in development versions of Java Edition, see Minecraft Wiki:Projects/wiki.vg merge/Pre-release protocol. For the protocol used in Bedrock Edition, see Bedrock Edition protocol. For the protocol used in old Pocket Edition versions, see Pocket Edition protocol.
See also: Protocol FAQ
This feature is exclusive to Java Edition.
 
While you may use the contents of this page without restriction to create servers, clients, bots, etc; keep in mind that the contents of this page are distributed under the terms of CC BY-SA 3.0 Unported. Reproductions and derivative works must be distributed accordingly.

This article presents a dissection of the current Java Edition protocol for 1.21.4, protocol 769.

The changes between versions may be viewed at Protocol History.

Definitions[edit | edit source]

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[edit | edit source]

All data sent over the network (except for VarInt and VarLong) is big-endian, that is the bytes are sent from most significant byte to least significant byte. The majority of everyday computers are little-endian, therefore it may be necessary to change the endianness before sending data over the network.


Name Size (bytes) Encodes Notes
Boolean 1 Either false or true True is encoded as 0x01, false as 0x00.
Byte 1 An integer between -128 and 127 Signed 8-bit integer, two's complement
Unsigned Byte 1 An integer between 0 and 255 Unsigned 8-bit integer
Short 2 An integer between -32768 and 32767 Signed 16-bit integer, two's complement
Unsigned Short 2 An integer between 0 and 65535 Unsigned 16-bit integer
Int 4 An integer between -2147483648 and 2147483647 Signed 32-bit integer, two's complement
Long 8 An integer between -9223372036854775808 and 9223372036854775807 Signed 64-bit integer, two's complement
Float 4 A single-precision 32-bit IEEE 754 floating point number
Double 8 A double-precision 64-bit IEEE 754 floating point number
String (n) ≥ 1
≤ (n×3) + 3
A sequence of Unicode scalar values UTF-8 string prefixed with its size in bytes as a VarInt. Maximum length of n characters, which varies by context. The encoding used on the wire is regular UTF-8, not Java's "slight modification". However, the length of the string for purposes of the length limit is its number of UTF-16 code units, that is, scalar values > U+FFFF are counted as two. Up to n × 3 bytes can be used to encode a UTF-8 string comprising n code units when converted to UTF-16, and both of those limits are checked. Maximum n value is 32767. The + 3 is due to the max size of a valid length VarInt.
Text Component Varies See Text formatting#Text components Encoded as a NBT Tag, with the type of tag used depending on the case:
  • As a String Tag: For components only containing text (no styling, no events etc.).
  • As a Compound Tag: Every other case.
JSON Text Component ≥ 1
≤ (262144×3) + 3
See Text formatting#Text components The maximum permitted length when decoding is 262144, but the vanilla server since 1.20.3 refuses to encode longer than 32767. This may be a bug.
Identifier ≥ 1
≤ (32767×3) + 3
See Identifier below Encoded as a String with max length of 32767.
VarInt ≥ 1
≤ 5
An integer between -2147483648 and 2147483647 Variable-length data encoding a two's complement signed 32-bit integer; more info in their section
VarLong ≥ 1
≤ 10
An integer between -9223372036854775808 and 9223372036854775807 Variable-length data encoding a two's complement signed 64-bit integer; more info in their section
Entity Metadata Varies Miscellaneous information about an entity See Minecraft Wiki:Projects/wiki.vg merge/Entity metadata#Entity Metadata Format
Slot Varies An item stack in an inventory or container See Slot Data
NBT Varies Depends on context See NBT
Position 8 An integer/block position: x (-33554432 to 33554431), z (-33554432 to 33554431), y (-2048 to 2047) x as a 26-bit integer, followed by z as a 26-bit integer, followed by y as a 12-bit integer (all signed, two's complement). See also the section below.
Angle 1 A rotation angle in steps of 1/256 of a full turn Whether or not this is signed does not matter, since the resulting angles are the same.
UUID 16 A UUID Encoded as an unsigned 128-bit integer (or two unsigned 64-bit integers: the most significant 64 bits and then the least significant 64 bits)
BitSet Varies See #BitSet below A length-prefixed bit set.
Fixed BitSet (n) ceil(n / 8) See #Fixed BitSet below A bit set with a fixed length of n bits.
Optional X 0 or size of X A field of type X, or nothing Whether or not the field is present must be known from the context.
Prefixed Optional X size of Boolean + (is present ? Size of X : 0) A boolean and if present, a field of type X The boolean is true if the field is present.
Array of X length times size of X Zero or more fields of type X The length must be known from the context.
Prefixed Array of X size of VarInt + size of X * length See #Prefixed Array below A length-prefixed array.
X Enum size of X A specific value from a given list The list of possible values and how each is encoded as an X must be known from the context. An invalid value sent by either side will usually result in the client being disconnected with an error or even crashing.
Byte Array Varies Depends on context This is just a sequence of zero or more bytes, its meaning should be explained somewhere else, e.g. in the packet description. The length must also be known from the context.
ID or X size of VarInt + (size of X or 0) See #ID or X below Either a registry ID or an inline data definition of type X.
ID Set Varies See #ID Set below Set of registry IDs specified either inline or as a reference to a tag.
Sound Event Varies See #Sound Event below Parameters for a sound event.
Teleport Flags 4 See #Teleport Flags below Bit field specifying how a teleportation is to be applied on each axis.
Recipe Display Varies See Recipes#Recipe Display structure Description of a recipe for use for use by the client.
Slot Display Varies See Recipes#Slot Display structure Description of a recipe ingredient slot for use for use by the client.
Chunk Data Varies See #Chunk Data below
Light Data Varies See #Light Data below

Identifier

Identifiers are a namespaced location, in the form of minecraft:thing. If the namespace is not provided, it defaults to minecraft (i.e. thing is minecraft:thing). Custom content should always be in its own namespace, not the default one. Both the namespace and value can use all lowercase alphanumeric characters (a-z and 0-9), dot (.), dash (-), and underscore (_). In addition, values can use slash (/). The naming convention is lower_case_with_underscores. More information. For ease of determining whether a namespace or value is valid, here are regular expressions for each:

  • Namespace: [a-z0-9.-_]
  • Value: [a-z0-9.-_/]

VarInt and VarLong

Variable-length format such that smaller numbers use fewer bytes. These are very similar to Protocol Buffer Varints: the 7 least significant bits are used to encode the value and the most significant bit indicates whether there's another byte after it for the next part of the number. The least significant group is written first, followed by each of the more significant groups; thus, VarInts are effectively little endian (however, groups are 7 bits, not 8).

VarInts are never longer than 5 bytes, and VarLongs are never longer than 10 bytes. Within these limits, unnecessarily long encodings (e.g. 81 00 to encode 1) are allowed.

Pseudocode to read and write VarInts and VarLongs:

private static final int SEGMENT_BITS = 0x7F;
private static final int CONTINUE_BIT = 0x80;
public int readVarInt() {
    int value = 0;
    int position = 0;
    byte currentByte;

    while (true) {
        currentByte = readByte();
        value |= (currentByte & SEGMENT_BITS) << position;

        if ((currentByte & CONTINUE_BIT) == 0) break;

        position += 7;

        if (position >= 32) throw new RuntimeException("VarInt is too big");
    }

    return value;
}
public long readVarLong() {
    long value = 0;
    int position = 0;
    byte currentByte;

    while (true) {
        currentByte = readByte();
        value |= (long) (currentByte & SEGMENT_BITS) << position;

        if ((currentByte & CONTINUE_BIT) == 0) break;

        position += 7;

        if (position >= 64) throw new RuntimeException("VarLong is too big");
    }

    return value;
}
public void writeVarInt(int value) {
    while (true) {
        if ((value & ~SEGMENT_BITS) == 0) {
            writeByte(value);
            return;
        }

        writeByte((value & SEGMENT_BITS) | CONTINUE_BIT);

        // Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone
        value >>>= 7;
    }
}
public void writeVarLong(long value) {
    while (true) {
        if ((value & ~((long) SEGMENT_BITS)) == 0) {
            writeByte(value);
            return;
        }

        writeByte((value & SEGMENT_BITS) | CONTINUE_BIT);

        // Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone
        value >>>= 7;
    }
}
Note Minecraft's VarInts are identical to LEB128 with the slight change of throwing a exception if it goes over a set amount of bytes.
Note that Minecraft's VarInts are not encoded using Protocol Buffers; it's just similar. If you try to use Protocol Buffers Varints with Minecraft's VarInts, you'll get incorrect results in some cases. The major differences:
  • Minecraft's VarInts are all signed, but do not use the ZigZag encoding. Protocol buffers have 3 types of Varints: uint32 (normal encoding, unsigned), sint32 (ZigZag encoding, signed), and int32 (normal encoding, signed). Minecraft's are the int32 variety. Because Minecraft uses the normal encoding instead of ZigZag encoding, negative values always use the maximum number of bytes.
  • Minecraft's VarInts are never longer than 5 bytes and its VarLongs will never be longer than 10 bytes, while Protocol Buffer Varints will always use 10 bytes when encoding negative numbers, even if it's an int32.

Sample VarInts:

Value Hex bytes Decimal bytes
0 0x00 0
1 0x01 1
2 0x02 2
127 0x7f 127
128 0x80 0x01 128 1
255 0xff 0x01 255 1
25565 0xdd 0xc7 0x01 221 199 1
2097151 0xff 0xff 0x7f 255 255 127
2147483647 0xff 0xff 0xff 0xff 0x07 255 255 255 255 7
-1 0xff 0xff 0xff 0xff 0x0f 255 255 255 255 15
-2147483648 0x80 0x80 0x80 0x80 0x08 128 128 128 128 8

Sample VarLongs:

Value Hex bytes Decimal bytes
0 0x00 0
1 0x01 1
2 0x02 2
127 0x7f 127
128 0x80 0x01 128 1
255 0xff 0x01 255 1
2147483647 0xff 0xff 0xff 0xff 0x07 255 255 255 255 7
9223372036854775807 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0x7f 255 255 255 255 255 255 255 255 127
-1 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0x01 255 255 255 255 255 255 255 255 255 1
-2147483648 0x80 0x80 0x80 0x80 0xf8 0xff 0xff 0xff 0xff 0x01 128 128 128 128 248 255 255 255 255 1
-9223372036854775808 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x01 128 128 128 128 128 128 128 128 128 1


Position

Note: What you are seeing here is the latest version of the Data types article, but the position type was different before 1.14.

64-bit value split into three signed integer parts:

  • x: 26 MSBs
  • z: 26 middle bits
  • y: 12 LSBs

For example, a 64-bit position can be broken down as follows:

Example value (big endian): 01000110000001110110001100 10110000010101101101001000 001100111111

  • The red value is the X coordinate, which is 18357644 in this example.
  • The blue value is the Z coordinate, which is -20882616 in this example.
  • The green value is the Y coordinate, which is 831 in this example.

Encoded as follows:

((x & 0x3FFFFFF) << 38) | ((z & 0x3FFFFFF) << 12) | (y & 0xFFF)

And decoded as:

val = read_long();
x = val >> 38;
y = val << 52 >> 52;
z = val << 26 >> 38;

Note: The above assumes that the right shift operator sign extends the value (this is called an arithmetic shift), so that the signedness of the coordinates is preserved. In many languages, this requires the integer type of val to be signed. In the absence of such an operator, the following may be useful:

if x >= 1 << 25 { x -= 1 << 26 }
if y >= 1 << 11 { y -= 1 << 12 }
if z >= 1 << 25 { z -= 1 << 26 }

Fixed-point numbers

Some fields may be stored as fixed-point numbers, where a certain number of bits represent the signed integer part (number to the left of the decimal point) and the rest represent the fractional part (to the right). Floating point numbers (float and double), in contrast, keep the number itself (mantissa) in one chunk, while the location of the decimal point (exponent) is stored beside it. Essentially, while fixed-point numbers have lower range than floating point numbers, their fractional precision is greater for higher values.

Prior to version 1.9 a fixed-point format with 5 fraction bits and 27 integer bits was used to send entity positions to the client. Some uses of fixed point remain in modern versions, but they differ from that format.

Most programming languages lack support for fractional integers directly, but you can represent them as integers. The following C or Java-like pseudocode converts a double to a fixed-point integer with n fraction bits:

 x_fixed = (int)(x_double * (1 << n));

And back again:

 x_double = (double)x_fixed / (1 << n);

Arrays

The types Array and Prefixed Array represent a collection of X in a specified order.

Array

Represents a list where the length is not encoded. The length must be known from the context. If the array is empty nothing will be encoded.

A String Array with the values ["Hello", "World!"] has the following data when encoded:

Field Name Field Type Value
First element String Hello
Second element String World!

Prefixed Array

Represents an array prefixed by its length. If the array is empty the length will still be encoded.

Field Name Field Type
Length VarInt
Data Array of X

Bit sets

The types BitSet and Fixed BitSet represent packed lists of bits. The vanilla implementation uses Java's BitSet class.

BitSet

Bit sets of type BitSet are prefixed by their length in longs.

Field Name Field Type Meaning
Length VarInt Number of longs in the following array. May be 0 (if no bits are set).
Data Array of Long A packed representation of the bit set as created by BitSet.toLongArray.

The ith bit is set when (Data[i / 64] & (1 << (i % 64))) != 0, where i starts at 0.

Fixed BitSet

Bit sets of type Fixed BitSet (n) have a fixed length of n bits, encoded as ceil(n / 8) bytes. Note that this is different from BitSet, which uses longs.

Field Name Field Type Meaning
Data Byte Array (n) A packed representation of the bit set as created by BitSet.toByteArray, padded with zeroes at the end to fit the specified length.

The ith bit is set when (Data[i / 8] & (1 << (i % 8))) != 0, where i starts at 0. This encoding is not equivalent to the long array in BitSet.

Registry references

ID or X

Represents a data record of type X, either inline, or by reference to a registry implied by context.

Field Name Field Type Meaning
ID VarInt 0 if value of type X is given inline; otherwise registry ID + 1.
Value Optional X Only present if ID is 0.

ID Set

Represents a set of IDs in a certain registry (implied by context), either directly (enumerated IDs) or indirectly (tag name).

Field Name Field Type Meaning
Type VarInt Value used to determine the data that follows. It can be either:
  • 0 - Represents a named set of IDs defined by a tag.
  • Anything else - Represents an ad-hoc set of IDs enumerated inline.
Tag Name Optional Identifier The registry tag defining the ID set. Only present if Type is 0.
IDs Optional Array of VarInt An array of registry IDs. Only present if Type is not 0.
The size of the array is equal to Type - 1.

Registry data

These types are commonly used in conjuction with ID or X to specify custom data inline.

Sound Event

Describes a sound that can be played.

Name Type Description
Sound Name Identifier
Has Fixed Range Boolean Whether this sound has a fixed range, as opposed to a variable volume based on distance.
Fixed Range Optional Float The maximum range of the sound. Only present if Has Fixed Range is true.

Teleport Flags

A bit field represented as an Int, specifying how a teleportation is to be applied on each axis.

In the lower 8 bits of the bit field, a set bit means the teleportation on the corresponding axis is relative, and an unset bit that it is absolute.

Hex Mask Field
0x0001 Relative X
0x0002 Relative Y
0x0004 Relative Z
0x0008 Relative Yaw
0x0010 Relative Pitch
0x0020 Relative Velocity X
0x0040 Relative Velocity Y
0x0080 Relative Velocity Z
0x0100 Rotate velocity according to the change in rotation, before applying the velocity change in this packet. Combining this with absolute rotation works as expected—the difference in rotation is still used.

Chunk Data

Field Name Field Type Notes
Heightmaps NBT See Chunk Format#Heightmaps structure
Data Prefixed Array of Byte See Chunk Format#Data structure
Block Entities Packed XZ Prefixed Array Unsigned Byte 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 Short The height relative to the world
Type VarInt The type of block entity
Data NBT The block entity's data, without the X, Y, and Z values

Light Data

Field Name Field Type Notes
Sky Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Sky Light array below. The least significant bit is for blocks 16 blocks to 1 block below the min world height (one section below the world), while the most significant bit covers blocks 1 to 16 blocks above the max world height (one section above the world).
Block Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Block Light array below. The order of bits is the same as in Sky Light Mask.
Empty Sky Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Sky Light data. The order of bits is the same as in Sky Light Mask.
Empty Block Light Mask BitSet BitSet containing bits for each section in the world + 2. Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Block Light data. The order of bits is the same as in Sky Light Mask.
Sky Light arrays Sky Light array Prefixed Array Prefixed Array (2048) of Byte The length of any inner array is always 2048; There is 1 array for each bit set to true in the sky light mask, starting with the lowest value. Half a byte per light value.
Block Light arrays Block Light array Prefixed Array Prefixed Array (2048) of Byte The length of any inner array is always 2048; There is 1 array for each bit set to true in the block light mask, starting with the lowest value. Half a byte per light value.



Other definitions[edit | edit source]

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, block states or biomes. The entries of a registry are typically associated with textual or numeric identifiers, or both.

Minecraft has a unified registry system used to implement most of the registries, including blocks, items, entities, biomes and dimensions. These "ordinary" registries associate entries 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 other registries, most notably the block state registry, are however implemented in a more ad-hoc fashion.

Some registries, such as biomes and dimensions, can be customized at runtime by the server (see Registry Data), 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 block state registry 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 java -DbundlerMainClass=net.minecraft.data.Main -jar minecraft_server.jar --reports. See Data Generators for more information.

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. Also is used to revert ghost blocks created when placing blocks, using buckets, or breaking blocks.

Packet format[edit | edit source]

Packets cannot be larger than 221 − 1 or 2097151 bytes (the maximum that can be sent in a 3-byte VarInt). 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[edit | edit source]

Field Name Field Type Notes
Length VarInt Length of Packet ID + Data
Packet ID VarInt Corresponds to protocol_id from the server's packet report
Data Byte Array Depends on the connection state and packet ID, see the sections below

With compression[edit | edit source]

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 VarInt Length of (Data Length) + length of compressed (Packet ID + Data)
if size >= threshold No Data Length VarInt Length of uncompressed (Packet ID + Data)
Yes Packet ID VarInt zlib compressed packet ID (see the sections below)
Data Byte Array zlib compressed packet data (see the sections below)
if size < threshold No Data Length VarInt 0 to indicate uncompressed
Packet ID VarInt packet ID (see the sections below)
Data Byte Array 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 VarInt) 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 as 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[edit | edit source]

Clientbound[edit | edit source]

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[edit | edit source]

Handshake[edit | edit source]

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:
0x00

resource:
intention
Handshaking Server Protocol Version VarInt See protocol version numbers (currently 769 in Minecraft 1.21.4).
Server Address String (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. Note that SRV records are a simple redirect, e.g. if _minecraft._tcp.example.com points to mc.example.org, users connecting to example.com will provide example.org as server address in addition to connecting to it.
Server Port Unsigned Short Default is 25565. The vanilla server does not use this information.
Next State VarInt Enum 1 for Status, 2 for Login, 3 for Transfer.

Legacy Server List Ping[edit | edit source]

This packet uses a nonstandard format. It is never length-prefixed, and the packet ID is an Unsigned Byte instead of a VarInt.

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.

The client does not close the connection with the legacy packet on its own! It only gets closed when the Minecraft client is closed.
Packet ID State Bound To Field Name Field Type Notes
0xFE Handshaking Server Payload Unsigned Byte always 1 (0x01).

See Server List Ping#1.6 for the details of the protocol that follows this packet.

Status[edit | edit source]

Clientbound[edit | edit source]

Status Response[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x00

resource:
status_response
Status Client JSON Response String (32767) See Server List Ping#Status Response; as with all strings this is prefixed by its length as a VarInt.

Pong Response (status)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x01

resource:
pong_response
Status Client Timestamp Long Should match the one sent by the client.

Serverbound[edit | edit source]

Status Request[edit | edit source]

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:
0x00

resource:
status_request
Status Server no fields

Ping Request (status)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x01

resource:
ping_request
Status Server Timestamp Long May be any number, but vanilla clients use will always use the timestamp in milliseconds.

Login[edit | edit source]

The login process is as follows:

  1. C→S: Handshake with Next State set to 2 (login)
  2. C→S: Login Start
  3. S→C: Encryption Request
  4. Client auth (if enabled)
  5. C→S: Encryption Response
  6. Server auth (if enabled)
  7. Both enable encryption
  8. S→C: Set Compression (optional)
  9. S→C: Login Success
  10. 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 protocol encryption for details.

Clientbound[edit | edit source]

Disconnect (login)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x00

resource:
login_disconnect
Login Client Reason JSON Text Component The reason why the player was disconnected.

Encryption Request[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x01

resource:
hello
Login Client Server ID String (20) Always empty when sent by the vanilla server.
Public Key Prefixed Array of Byte The server's public key, in bytes.
Verify Token Prefixed Array of Byte A sequence of random bytes generated by the server.
Should authenticate Boolean Whether the client should attempt to authenticate through mojang servers.

See protocol encryption for details.

Login Success[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x02

resource:
login_finished
Login Client UUID UUID
Username String (16)
Property Name Prefixed Array (16) String (64)
Value String (32767)
Signature Prefixed Optional String (1024)

The Property field looks like response of Mojang API#UUID to Profile and Skin/Cape, except using the protocol format instead of JSON. That is, each player will usually have one property with Name being “textures” and Value being a base64-encoded JSON string, as documented at Mojang API#UUID to Profile and Skin/Cape. An empty properties array is also acceptable, and will cause clients to display the player with one of the two default skins depending their UUID (again, see the Mojang API page).

Set Compression[edit | edit source]

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:
0x03

resource:
login_compression
Login Client Threshold VarInt Maximum size of a packet before it is compressed.

Login Plugin Request[edit | edit source]

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:
0x04

resource:
custom_query
Login Client Message ID VarInt Generated by the server - should be unique to the connection.
Channel Identifier Name of the plugin channel used to send the data.
Data Byte Array (1048576) Any data, depending on the channel. The length of this array must be inferred from the packet length.

Cookie Request (login)[edit | edit source]

Requests a cookie that was previously stored.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x05

resource:
cookie_request
Login Client Key Identifier The identifier of the cookie.

Serverbound[edit | edit source]

Login Start[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x00

resource:
hello
Login Server Name String (16) Player's Username.
Player UUID UUID The UUID of the player logging in. Unused by the vanilla server.

Encryption Response[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x01

resource:
key
Login Server Shared Secret Prefixed Array of Byte Shared Secret value, encrypted with the server's public key.
Verify Token Prefixed Array of Byte Verify Token value, encrypted with the same public key as the shared secret.

See protocol encryption for details.

Login Plugin Response[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x02

resource:
custom_query_answer
Login Server Message ID VarInt Should match ID from server.
Data Prefixed Optional Byte Array (1048576) Any data, depending on the channel. The length of this array must be inferred from the packet length. Only present if the client understood the request.

Login Acknowledged[edit | edit source]

Acknowledgement to the Login Success packet sent by the server.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x03

resource:
login_acknowledged
Login Server no fields

This packet switches the connection state to configuration.

Cookie Response (login)[edit | edit source]

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:
0x04

resource:
cookie_response
Login Server Key Identifier The identifier of the cookie.
Payload Prefixed Optional Prefixed Array (5120) of Byte The data of the cookie.

Configuration[edit | edit source]

Clientbound[edit | edit source]

Cookie Request (configuration)[edit | edit source]

Requests a cookie that was previously stored.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x00

resource:
cookie_request
Configuration Client Key Identifier The identifier of the cookie.

Clientbound Plugin Message (configuration)[edit | edit source]

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:
0x01

resource:
custom_payload
Configuration Client Channel Identifier Name of the plugin channel used to send the data.
Data Byte Array (1048576) Any data. The length of this array must be inferred from the packet length.

In vanilla clients, the maximum data length is 1048576 bytes.

Disconnect (configuration)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x02

resource:
disconnect
Configuration Client Reason Text Component The reason why the player was disconnected.

Finish Configuration[edit | edit source]

Sent by the server to notify the client that the configuration process has finished. The client answers with Acknowledge Finish Configuration whenever it is ready to continue.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x03

resource:
finish_configuration
Configuration Client no fields

This packet switches the connection state to play.

Clientbound Keep Alive (configuration)[edit | edit source]

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 yields 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:
0x04

resource:
keep_alive
Configuration Client Keep Alive ID Long

Ping (configuration)[edit | edit source]

Packet is not used by the vanilla server. When sent to the client, client responds with a Pong packet with the same id.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x05

resource:
ping
Configuration Client ID Int

Reset Chat[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x06

resource:
reset_chat
Configuration Client no fields

Registry Data[edit | edit source]

Represents certain registries that are sent from the server and are applied on the client.

See Registry Data for details.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x07

resource:
registry_data
Configuration Client Registry ID Identifier
Entries Entry ID Prefixed Array Identifier
Data Prefixed Optional NBT Entry data.

Remove Resource Pack (configuration)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x08

resource:
resource_pack_pop
Configuration Client UUID Prefixed Optional UUID The UUID of the resource pack to be removed. If not present every resource pack will be removed.

Add Resource Pack (configuration)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x09

resource:
resource_pack_push
Configuration Client UUID UUID The unique identifier of the resource pack.
URL String (32767) The URL to the resource pack.
Hash String (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 Boolean 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 Prefixed Optional Text Component This is shown in the prompt making the client accept or decline the resource pack (only if present).

Store Cookie (configuration)[edit | edit source]

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:
0x0A

resource:
store_cookie
Configuration Client Key Identifier The identifier of the cookie.
Payload Prefixed Array (5120) of Byte The data of the cookie.

Transfer (configuration)[edit | edit source]

Notifies the client that it should transfer to the given server. Cookies previously stored are preserved between server transfers.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0B

resource:
transfer
Configuration Client Host String (32767) The hostname or IP of the server.
Port VarInt The port of the server.

Feature Flags[edit | edit source]

Used to enable and disable features, generally experimental ones, on the client.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0C

resource:
update_enabled_features
Configuration Client Feature Flags Prefixed Array of Identifier

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 Experiments#Java_Edition.

Update Tags (configuration)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0D

resource:
update_tags
Configuration Client Array of tags Registry Prefixed Array Identifier Registry identifier (Vanilla expects tags for the registries minecraft:block, minecraft:item, minecraft:fluid, minecraft:entity_type, and minecraft:game_event)
Array of Tag (See below)

Tag arrays look like:

Field Name Field Type Notes
Tags Tag name Prefixed Array Identifier
Entries Prefixed Array of VarInt Numeric IDs of the given type (block, item, etc.). This list replaces the previous list of IDs for the given tag. If some preexisting tags are left unmentioned, a warning is printed.

See Tag on the Minecraft Wiki for more information, including a list of vanilla tags.

Clientbound Known Packs[edit | edit source]

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. The vanilla server does not continue with Configuration until it receives a response.

The vanilla client requires the minecraft:core pack with version 1.21.4 for a normal login sequence. This packet must be sent before the Registry Data packets.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0E

resource:
select_known_packs
Configuration Client Known Packs Namespace Prefixed Array String
ID String
Version String

Custom Report Details (configuration)[edit | edit source]

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:
0x0F

resource:
custom_report_details
Configuration Client Details Title Prefixed Array (32) String (128)
Description String (4096)

Server Links (configuration)[edit | edit source]

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:
0x10

resource:
server_links
Configuration Client Links Is built-in Prefixed Array Boolean True if Label is an enum (built-in label), false if it's a text component (custom label).
Label VarInt Enum / Text Component See below.
URL String 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

Serverbound[edit | edit source]

Client Information (configuration)[edit | edit source]

Sent when the player connects, or when settings are changed.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x00

resource:
client_information
Configuration Server Locale String (16) e.g. en_GB.
View Distance Byte Client-side render distance, in chunks.
Chat Mode VarInt Enum 0: enabled, 1: commands only, 2: hidden. See Chat#Client chat mode for more information.
Chat Colors Boolean “Colors” multiplayer setting. The vanilla server stores this value but does nothing with it (see MC-64867). Third-party servers such as Hypixel disable all coloring in chat and system messages when it is false.
Displayed Skin Parts Unsigned Byte Bit mask, see below.
Main Hand VarInt Enum 0: Left, 1: Right.
Enable text filtering Boolean 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 /player/attributes Mojang API endpoint. In offline mode it is always false.
Allow server listings Boolean Servers usually list online players, this option should let you not show up in that list.
Particle Status VarInt Enum 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)[edit | edit source]

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:
0x01

resource:
cookie_response
Configuration Server Key Identifier The identifier of the cookie.
Payload Prefixed Optional Prefixed Array (5120) of Byte The data of the cookie.

Serverbound Plugin Message (configuration)[edit | edit source]

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/

Note that the length of Data is known only from the packet length, since the packet has no length field of any kind.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x02

resource:
custom_payload
Configuration Server Channel Identifier Name of the plugin channel used to send the data.
Data Byte Array (32767) Any data, depending on the channel. minecraft: channels are documented here. The length of this array must be inferred from the packet length.

In vanilla server, the maximum data length is 32767 bytes.

Acknowledge Finish Configuration[edit | edit source]

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:
0x03

resource:
finish_configuration
Configuration Server no fields

This packet switches the connection state to play.

Serverbound Keep Alive (configuration)[edit | edit source]

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:
0x04

resource:
keep_alive
Configuration Server Keep Alive ID Long

Pong (configuration)[edit | edit source]

Response to the clientbound packet (Ping) with the same id.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x05

resource:
pong
Configuration Server ID Int

Resource Pack Response (configuration)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x06

resource:
resource_pack
Configuration Server UUID UUID The unique identifier of the resource pack received in the Add Resource Pack (configuration) request.
Result VarInt Enum 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[edit | edit source]

Informs the server of which data packs are 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 should omit its contained data from the Registry Data packet.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x07

resource:
select_known_packs
Configuration Server Known Packs Namespace Prefixed Array String
ID String
Version String

Play[edit | edit source]

Clientbound[edit | edit source]

Bundle Delimiter[edit | edit source]

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:
0x00

resource:
bundle_delimiter
Play Client no fields

Spawn Entity[edit | edit source]

Sent by the server when an entity (aside from Experience Orb) is created.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x01

resource:
add_entity
Play Client Entity ID VarInt A unique integer ID mostly used in the protocol to identify the entity.
Entity UUID UUID A unique identifier that is mostly used in persistence and places where the uniqueness matters more.
Type VarInt ID in the minecraft:entity_type registry (see "type" field in Entity metadata#Entities).
X Double
Y Double
Z Double
Pitch Angle To get the real pitch, you must divide this by (256.0F / 360.0F)
Yaw Angle To get the real yaw, you must divide this by (256.0F / 360.0F)
Head Yaw Angle Only used by living entities, where the head of the entity may differ from the general body rotation.
Data VarInt Meaning dependent on the value of the Type field, see Object Data for details.
Velocity X Short Same units as Set Entity Velocity.
Velocity Y Short
Velocity Z Short
The points listed below should be considered when this packet is used to spawn a player entity.

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.

Spawn Experience Orb[edit | edit source]

Spawns one or more experience orbs.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x02

resource:
add_experience_orb
Play Client Entity ID VarInt
X Double
Y Double
Z Double
Count Short The amount of experience this orb will reward once collected.

Entity Animation[edit | edit source]

Sent whenever an entity should change animation.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x03

resource:
animate
Play Client Entity ID VarInt Player ID.
Animation Unsigned Byte 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[edit | edit source]

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:
0x04

resource:
award_stats
Play Client Statistic Category ID Prefixed Array VarInt See below.
Statistic ID VarInt See below.
Value VarInt The amount to set it to.

Categories (these are namespaced, but with : replaced with .):

Name ID Registry
minecraft.mined 0 Blocks
minecraft.crafted 1 Items
minecraft.used 2 Items
minecraft.broken 3 Items
minecraft.picked_up 4 Items
minecraft.dropped 5 Items
minecraft.killed 6 Entities
minecraft.killed_by 7 Entities
minecraft.custom 8 Custom

Blocks, Items, and Entities use block (not block state), item, and entity ids.

Custom has the following (unit only matters for clients):

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.horse_one_cm 17 Distance
minecraft.aviate_one_cm 18 Distance
minecraft.swim_one_cm 19 Distance
minecraft.strider_one_cm 20 Distance
minecraft.jump 21 None
minecraft.drop 22 None
minecraft.damage_dealt 23 Damage
minecraft.damage_dealt_absorbed 24 Damage
minecraft.damage_dealt_resisted 25 Damage
minecraft.damage_taken 26 Damage
minecraft.damage_blocked_by_shield 27 Damage
minecraft.damage_absorbed 28 Damage
minecraft.damage_resisted 29 Damage
minecraft.deaths 30 None
minecraft.mob_kills 31 None
minecraft.animals_bred 32 None
minecraft.player_kills 33 None
minecraft.fish_caught 34 None
minecraft.talked_to_villager 35 None
minecraft.traded_with_villager 36 None
minecraft.eat_cake_slice 37 None
minecraft.fill_cauldron 38 None
minecraft.use_cauldron 39 None
minecraft.clean_armor 40 None
minecraft.clean_banner 41 None
minecraft.clean_shulker_box 42 None
minecraft.interact_with_brewingstand 43 None
minecraft.interact_with_beacon 44 None
minecraft.inspect_dropper 45 None
minecraft.inspect_hopper 46 None
minecraft.inspect_dispenser 47 None
minecraft.play_noteblock 48 None
minecraft.tune_noteblock 49 None
minecraft.pot_flower 50 None
minecraft.trigger_trapped_chest 51 None
minecraft.open_enderchest 52 None
minecraft.enchant_item 53 None
minecraft.play_record 54 None
minecraft.interact_with_furnace 55 None
minecraft.interact_with_crafting_table 56 None
minecraft.open_chest 57 None
minecraft.sleep_in_bed 58 None
minecraft.open_shulker_box 59 None
minecraft.open_barrel 60 None
minecraft.interact_with_blast_furnace 61 None
minecraft.interact_with_smoker 62 None
minecraft.interact_with_lectern 63 None
minecraft.interact_with_campfire 64 None
minecraft.interact_with_cartography_table 65 None
minecraft.interact_with_loom 66 None
minecraft.interact_with_stonecutter 67 None
minecraft.bell_ring 68 None
minecraft.raid_trigger 69 None
minecraft.raid_win 70 None
minecraft.interact_with_anvil 71 None
minecraft.interact_with_grindstone 72 None
minecraft.target_hit 73 None
minecraft.interact_with_smithing_table 74 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[edit | edit source]

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:
0x05

resource:
block_changed_ack
Play Client Sequence ID VarInt Represents the sequence to acknowledge, this is used for properly syncing block changes to the client after interactions.

Set Block Destroy Stage[edit | edit source]

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 break animation, you must use the ID of the entity that set it.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x06

resource:
block_destruction
Play Client Entity ID VarInt The ID of the entity breaking the block.
Location Position Block Position.
Destroy Stage Unsigned Byte 0–9 to set it, any other value to remove it.

Block Entity Data[edit | edit source]

Sets the block entity associated with the block at the given location.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x07

resource:
block_entity_data
Play Client Location Position
Type VarInt The type of the block entity
NBT Data NBT Data to set. May be a TAG_END (0), in which case the block entity at the given location is removed (though this is not required since the client will remove the block entity automatically on chunk unload or block removal).

Block Action[edit | edit source]

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 Block Actions for a list of values.

This packet uses a block ID from the minecraft:block registry, not a block state.
Packet ID State Bound To Field Name Field Type Notes
protocol:
0x08

resource:
block_event
Play Client Location Position Block coordinates.
Action ID (Byte 1) Unsigned Byte Varies depending on block — see Block Actions.
Action Parameter (Byte 2) Unsigned Byte Varies depending on block — see Block Actions.
Block Type VarInt The block type ID for the block. This value is unused by the vanilla client, as it will infer the type of block based on the given position.

Block Update[edit | edit source]

Fired whenever a block is changed within the render distance.

Changing a block in a chunk that is not loaded is not a stable action. The vanilla client currently uses a shared empty chunk which is modified for all block changes in unloaded chunks; while in 1.9 this chunk never renders in older versions the changed block will appear in all copies of the empty chunk. Servers should avoid sending block changes in unloaded chunks and clients should ignore such packets.
Packet ID State Bound To Field Name Field Type Notes
protocol:
0x09

resource:
block_update
Play Client Location Position Block Coordinates.
Block ID VarInt The new block state ID for the block as given in the block state registry.

Boss Bar[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0A

resource:
boss_event
Play Client UUID UUID Unique ID for this bar.
Action VarInt Enum Determines the layout of the remaining packet.
Action Field Name
0: add Title Text Component
Health Float 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 VarInt Enum Color ID (see below).
Division VarInt Enum Type of division (see below).
Flags Unsigned Byte 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 Float as above
3: update title Title Text Component
4: update style Color VarInt Enum Color ID (see below).
Dividers VarInt Enum as above
5: update flags Flags Unsigned Byte 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[edit | edit source]

Changes the difficulty setting in the client's option menu

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0B

resource:
change_difficulty
Play Client Difficulty Unsigned Byte Enum 0: peaceful, 1: easy, 2: normal, 3: hard.
Difficulty locked? Boolean

Chunk Batch Finished[edit | edit source]

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 server 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:
0x0C

resource:
chunk_batch_finished
Play Client Batch size VarInt Number of chunks.

Chunk Batch Start[edit | edit source]

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:
0x0D

resource:
chunk_batch_start
Play Client no fields

Chunk Biomes[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0E

resource:
chunks_biomes
Play Client Chunk biome data Chunk Z Prefixed Array Int Chunk coordinate (block coordinate divided by 16, rounded down)
Chunk X Int Chunk coordinate (block coordinate divided by 16, rounded down)
Data Prefixed Array of Byte 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 Long, with Z being the upper 32 bits.

Clear Titles[edit | edit source]

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:
0x0F

resource:
clear_titles
Play Client Reset Boolean

Command Suggestions Response[edit | edit source]

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:
0x10

resource:
command_suggestions
Play Client ID VarInt Transaction ID.
Start VarInt Start of the text to replace.
Length VarInt Length of the text to replace.
Matches Match Prefixed Array String (32767) One eligible value to insert, note that each command is sent separately instead of in a single string, hence the need for Count. Note that for instance this doesn't include a leading / on commands.
Tooltip Prefixed Optional Text Component Tooltip to display.

Commands[edit | edit source]

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:
0x11

resource:
commands
Play Client Nodes Prefixed Array of Node An array of nodes.
Root index VarInt Index of the root node in the previous array.

For more information on this packet, see the Command Data article.

Close Container[edit | edit source]

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:
0x12

resource:
container_close
Play Client Window ID VarInt This is the ID of the window that was closed. 0 for inventory.

Set Container Content[edit | edit source]

The inventory slots

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:
0x13

resource:
container_set_content
Play Client Window ID VarInt 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 VarInt A server-managed sequence number used to avoid desynchronization; see #Click Container.
Slot Data Prefixed Array of Slot
Carried Item Slot 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[edit | edit source]

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:
0x14

resource:
container_set_data
Play Client Window ID VarInt
Property Short The property to be updated, see below.
Value Short 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.

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[edit | edit source]

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:
0x15

resource:
container_set_slot
Play Client Window ID VarInt The window which 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 VarInt A server-managed sequence number used to avoid desynchronization; see #Click Container.
Slot Short The slot that should be updated.
Slot Data Slot

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.)

If Window ID is -1, the item being dragged with the mouse is set. In this case, State ID and Slot are ignored.

If Window ID is -2, any slot in the player's inventory can be updated irrespective of the current container window. In this case, State ID is ignored, and the vanilla server uses a bogus value of 0. Used by the vanilla server to implement the #Pick Item functionality.

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)[edit | edit source]

Requests a cookie that was previously stored.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x16

resource:
cookie_request
Play Client Key Identifier The identifier of the cookie.

Set Cooldown[edit | edit source]

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:
0x17

resource:
cooldown
Play Client Item ID VarInt Numeric ID of the item to apply a cooldown to.
Cooldown Ticks VarInt Number of ticks to apply a cooldown for, or 0 to clear the cooldown.

Chat Suggestions[edit | edit source]

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:
0x18

resource:
custom_chat_completions
Play Client Action VarInt Enum 0: Add, 1: Remove, 2: Set
Entries Prefixed Array of String (32767)

Clientbound Plugin Message (play)[edit | edit source]

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:
0x19

resource:
custom_payload
Play Client Channel Identifier Name of the plugin channel used to send the data.
Data Byte Array (1048576) Any data. The length of this array must be inferred from the packet length.

In vanilla clients, the maximum data length is 1048576 bytes.

Damage Event[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x1A

resource:
damage_event
Play Client
Entity ID VarInt The ID of the entity taking damage
Source Type ID VarInt The type of damage in the minecraft:damage_type registry, defined by the Registry Data packet.
Source Cause ID VarInt The ID + 1 of the entity responsible for the damage, if present. If not present, the value is 0
Source Direct ID VarInt 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:
  • and damage was dealt indirectly, such as by the use of a projectile, this field will contain the ID of such projectile;
  • and damage was dealt dirctly, such as by manually attacking, this field will contain the same value as Source Cause ID.
Has Source Position Boolean Indicates the presence of the three following fields.

The vanilla server sends the Source Position when the damage was dealt by the /damage command and a position was specified

Source Position X Optional Double Only present if Has Source Position is true
Source Position Y Optional Double Only present if Has Source Position is true
Source Position Z Optional Double Only present if Has Source Position is true

Debug Sample[edit | edit source]

Sample data that is sent periodically after the client has subscribed with Debug Sample Subscription.

The vanilla server only sends debug samples to players that are server operators.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x1B

resource:
debug_sample
Play Client Sample Prefixed Array of Long Array of type-dependent samples.
Sample Type VarInt Enum 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:

  • 0: Full tick time: Aggregate of the three times below;
  • 1: Server tick time: Main server tick logic;
  • 2: Tasks time: Tasks scheduled to execute after the main logic;
  • 3: Idle time: Time idling to complete the full 50ms tick cycle.

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[edit | edit source]

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:
0x1C

resource:
delete_chat
Play Client Message ID VarInt 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 Optional Byte Array (256) The previous message's signature. Always 256 bytes and not length-prefixed.

Disconnect (play)[edit | edit source]

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:
0x1D

resource:
disconnect
Play Client Reason Text Component Displayed to the client when the connection terminates.

Disguised Chat Message[edit | edit source]

Main article: Chat

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:
0x1E

resource:
disguised_chat
Play Client Message Text Component This is used as the content parameter when formatting the message on the client.
Chat Type VarInt The type of chat in the minecraft:chat_type registry, defined by the Registry Data packet.
Sender Name Text Component The name of the one sending the message, usually the sender's display name.

This is used as the sender parameter when formatting the message on the client.

Target Name Prefixed Optional Text Component The name of the one receiving the message, usually the receiver's display name.

This is used as the target parameter when formatting the message on the client.

Entity Event[edit | edit source]

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:
0x1F

resource:
entity_event
Play Client Entity ID Int
Entity Status Byte Enum See Entity statuses for a list of which statuses are valid for each type of entity.

Teleport Entity[edit | edit source]

The Mojang-specified name of this packet was changed in 1.21.2 from teleport_entity to entity_position_sync. There is a new teleport_entity, which this document more appropriately calls Synchronize Vehicle Position. That packet has a different function and will lead to confusing results if used in place of this one.

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:
0x20

resource:
entity_position_sync
Play Client Entity ID VarInt
X Double
Y Double
Z Double
Velocity X Double
Velocity Y Double
Velocity Z Double
Yaw Float Rotation on the X axis, in degrees.
Pitch Float Rotation on the Y axis, in degrees.
On Ground Boolean

Explosion[edit | edit source]

Sent when an explosion occurs (creepers, TNT, and ghast fireballs).

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x21

resource:
explode
Play Client X Double
Y Double
Z Double
Has Player Velocity Boolean
Player Velocity X Optional Double X velocity of the player being pushed by the explosion. Only present if Has Player Velocity is true.
Player Velocity Y Optional Float Y velocity of the player being pushed by the explosion. Only present if Has Player Velocity is true.
Player Velocity Z Optional Float Z velocity of the player being pushed by the explosion. Only present if Has Player Velocity is true.
Explosion Particle ID VarInt The particle ID listed in Particles.
Explosion Particle Data Varies Particle data as specified in Particles.
Explosion Sound ID or Sound Event ID in the minecraft:sound_event registry, or an inline definition.

Unload Chunk[edit | edit source]

Tells the client to unload a chunk column.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x22

resource:
forget_level_chunk
Play Client Chunk Z Int Block coordinate divided by 16, rounded down.
Chunk X Int Block coordinate divided by 16, rounded down.

Note: The order is inverted, because the client reads this packet as one big-endian Long, 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[edit | edit source]

Used for a wide variety of game events, from weather to bed use to game mode to demo messages.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x23

resource:
game_event
Play Client Event Unsigned Byte See below.
Value Float 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).

Open Horse Screen[edit | edit source]

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 an horse-like animal.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x24

resource:
horse_screen_open
Play Client Window ID VarInt Same as the field of Open Screen.
Inventory columns count VarInt How many columns of horse inventory slots exist in the GUI, 3 slots per column.
Entity ID Int The "owner" entity of the GUI. The client should close the GUI if the owner entity dies or is cleared.

Hurt Animation[edit | edit source]

Plays a bobbing animation for the entity receiving damage.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x25

resource:
hurt_animation
Play Client Entity ID VarInt The ID of the entity taking damage
Yaw Float The direction the damage is coming from in relation to the entity

Initialize World Border[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x26

resource:
initialize_border
Play Client X Double
Z Double
Old Diameter Double Current length of a single side of the world border, in meters.
New Diameter Double Target length of a single side of the world border, in meters.
Speed VarLong 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 VarInt Resulting coordinates from a portal teleport are limited to ±value. Usually 29999984.
Warning Blocks VarInt In meters.
Warning Time VarInt 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:

distance = max(min(resizeSpeed * 1000 * warningTime, abs(targetDiameter - currentDiameter)), warningDistance);
if (playerDistance < distance) {
    warning = 1.0 - playerDistance / distance;
} else {
    warning = 0.0;
}

Clientbound Keep Alive (play)[edit | edit source]

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 yields 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:
0x27

resource:
keep_alive
Play Client Keep Alive ID Long

Chunk Data and Update Light[edit | edit source]

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:
0x28

resource:
level_chunk_with_light
Play Client Chunk X Int Chunk coordinate (block coordinate divided by 16, rounded down)
Chunk Z Int Chunk coordinate (block coordinate divided by 16, rounded down)
Data Chunk Data
Light Light Data

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[edit | edit source]

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:
0x29

resource:
level_event
Play Client Event Int The event, see below.
Location Position The location of the event.
Data Int Extra data for certain events, see below.
Disable Relative Volume Boolean 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 (see Chunk Format#Block state registry).
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 (see Chunk Format#Block state registry)
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[edit | edit source]

Displays the named particle

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2A

resource:
level_particles
Play Client Long Distance Boolean If true, particle distance increases from 256 to 65536.
Always Visible Boolean Whether this particle should always be visible.
X Double X position of the particle.
Y Double Y position of the particle.
Z Double Z position of the particle.
Offset X Float This is added to the X position after being multiplied by random.nextGaussian().
Offset Y Float This is added to the Y position after being multiplied by random.nextGaussian().
Offset Z Float This is added to the Z position after being multiplied by random.nextGaussian().
Max Speed Float
Particle Count Int The number of particles to create.
Particle ID VarInt The particle ID listed in Particles.
Data Varies Particle data as specified in Particles.

Update Light[edit | edit source]

Updates light levels for a chunk. See Light for information on how lighting works in Minecraft.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2B

resource:
light_update
Play Client Chunk X VarInt Chunk coordinate (block coordinate divided by 16, rounded down)
Chunk Z VarInt Chunk coordinate (block coordinate divided by 16, rounded down)
Data Light Data

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)[edit | edit source]

This section is missing information about: Although the number of portal cooldown ticks is included in this packet, the whole portal usage process is still dictated entirely by the server. What kind of effect does this value have on the client, if any?.
 
Please expand the section to include this information. Further details may exist on the talk page.

See protocol encryption for information on logging in.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2C

resource:
login
Play Client Entity ID Int The player's Entity ID (EID).
Is hardcore Boolean
Dimension Names Prefixed Array of Identifier Identifiers for all dimensions on the server.
Max Players VarInt Was once used by the client to draw the player list, but now is ignored.
View Distance VarInt Render distance (2-32).
Simulation Distance VarInt The distance that the client will process specific things, such as entities.
Reduced Debug Info Boolean If true, a vanilla client shows reduced information on the debug screen. For servers in development, this should almost always be false.
Enable respawn screen Boolean Set to false when the doImmediateRespawn gamerule is true.
Do limited crafting Boolean Whether players can only craft recipes they have already unlocked. Currently unused by the client.
Dimension Type VarInt The ID of the type of dimension in the minecraft:dimension_type registry, defined by the Registry Data packet.
Dimension Name Identifier Name of the dimension being spawned into.
Hashed seed Long First 8 bytes of the SHA-256 hash of the world's seed. Used client side for biome noise
Game mode Unsigned Byte 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
Previous Game mode Byte -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 Boolean True if the world is a debug mode world; debug mode worlds cannot be modified and have predefined blocks.
Is Flat Boolean True if the world is a superflat world; flat worlds have different void fog and a horizon at y=0 instead of y=63.
Has death location Boolean If true, then the next two fields are present.
Death dimension name Optional Identifier Name of the dimension the player died in.
Death location Optional Position The location that the player died at.
Portal cooldown VarInt The number of ticks until the player can use the portal again.
Sea level VarInt
Enforces Secure Chat Boolean

Map Data[edit | edit source]

Updates a rectangular area on a map item.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2D

resource:
map_item_data
Play Client Map ID VarInt Map ID of the map being modified
Scale Byte 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 Boolean True if the map has been locked in a cartography table
Icon Type Prefixed Optional Prefixed Array VarInt Enum See below
X Byte Map coordinates: -128 for furthest left, +127 for furthest right
Z Byte Map coordinates: -128 for highest, +127 for lowest
Direction Byte 0-15
Display Name Prefixed Optional Text Component
Color Patch Columns Unsigned Byte Number of columns updated
Rows Optional Unsigned Byte Only if Columns is more than 0; number of rows updated
X Optional Unsigned Byte Only if Columns is more than 0; x offset of the westernmost column
Z Optional Unsigned Byte Only if Columns is more than 0; z offset of the northernmost row
Data Optional Prefixed Array of Unsigned Byte Only if Columns is more than 0; see 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[edit | edit source]

The list of trades a villager NPC is offering.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2E

resource:
merchant_offers
Play Client Window ID VarInt The ID of the window that is open; this is an int rather than a byte.
Trades Input item 1 Prefixed Array 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 Slot The item the player will receive from this villager trade.
Input item 2 Prefixed Optional Trade Item The second item the player has to supply for this villager trade.
Trade disabled Boolean True if the trade is disabled; false if the trade is enabled.
Number of trade uses Int 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 Int Number of times this trade can be used before it's exhausted.
XP Int Amount of XP the villager will earn each time the trade is used.
Special Price Int 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 Float Can be low (0.05) or high (0.2). Determines how much demand, player reputation, and temporary effects will adjust the price.
Demand Int If positive, causes the price to increase. Negative values seem to be treated the same as zero.
Villager level VarInt 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 VarInt Total experience for this villager (always 0 for the wandering trader).
Is regular villager Boolean 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 Boolean 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 VarInt The item ID. Item IDs are distinct from block IDs; see Data Generators for more information.
Item Count VarInt The item count.
Components Component type Prefixed Array VarInt Enum 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

The merchant UI, for reference

Update Entity Position[edit | edit source]

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:
0x2F

resource:
move_entity_pos
Play Client Entity ID VarInt
Delta X Short Change in X position as currentX * 4096 - prevX * 4096.
Delta Y Short Change in Y position as currentY * 4096 - prevY * 4096.
Delta Z Short Change in Z position as currentZ * 4096 - prevZ * 4096.
On Ground Boolean

Update Entity Position and Rotation[edit | edit source]

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:
0x30

resource:
move_entity_pos_rot
Play Client Entity ID VarInt
Delta X Short Change in X position as currentX * 4096 - prevX * 4096.
Delta Y Short Change in Y position as currentY * 4096 - prevY * 4096.
Delta Z Short Change in Z position as currentZ * 4096 - prevZ * 4096.
Yaw Angle New angle, not a delta.
Pitch Angle New angle, not a delta.
On Ground Boolean

Move Minecart Along Track[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x31

resource:
move_minecart_along_track
Play Client Entity ID VarInt
Steps X Prefixed Array Double
Y Double
Z Double
Velocity X Double
Velocity Y Double
Velocity Z Double
Yaw Angle
Pitch Angle
Weight Float

Update Entity Rotation[edit | edit source]

This packet is sent by the server when an entity rotates.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x32

resource:
move_entity_rot
Play Client Entity ID VarInt
Yaw Angle New angle, not a delta.
Pitch Angle New angle, not a delta.
On Ground Boolean

Move Vehicle[edit | edit source]

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:
0x33

resource:
move_vehicle
Play Client X Double Absolute position (X coordinate).
Y Double Absolute position (Y coordinate).
Z Double Absolute position (Z coordinate).
Yaw Float Absolute rotation on the vertical axis, in degrees.
Pitch Float Absolute rotation on the horizontal axis, in degrees.

Open Book[edit | edit source]

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:
0x34

resource:
open_book
Play Client Hand VarInt Enum 0: Main hand, 1: Off hand .

Open Screen[edit | edit source]

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 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:
0x35

resource:
open_screen
Play Client Window ID VarInt An identifier for the window to be displayed. 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 VarInt The window type to use for display. Contained in the minecraft:menu registry; see Inventory for the different values.
Window Title Text Component The title of the window.

Open Sign Editor[edit | edit source]

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:
0x36

resource:
open_sign_editor
Play Client Location Position
Is Front Text Boolean Whether the opened editor is for the front or on the back of the sign

Ping (play)[edit | edit source]

Packet is not used by the vanilla server. When sent to the client, client responds with a Pong packet with the same id.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x37

resource:
ping
Play Client ID Int

Ping Response (play)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x38

resource:
pong_response
Play Client Payload Long Should be the same as sent by the client.

Place Ghost Recipe[edit | edit source]

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:
0x39

resource:
place_ghost_recipe
Play Client Window ID VarInt
Recipe Display Recipe Display

Player Abilities (clientbound)[edit | edit source]

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:
0x3A

resource:
player_abilities
Play Client Flags Byte Bit field, see below.
Flying Speed Float 0.05 by default.
Field of View Modifier Float 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[edit | edit source]

Main article: Chat

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:
0x3B

resource:
player_chat
Play Client Header Sender UUID 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 VarInt
Message Signature bytes Prefixed Optional Byte Array (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 SHA-256 and signed using the RSA 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 String (256) Raw (optionally) signed sent message content.

This is used as the content parameter when formatting the message on the client.

Timestamp Long Represents the time the message was signed as milliseconds since the epoch, used to check if the message was received within 2 minutes of it being sent.
Salt Long Cryptography, used for validating the message signature.
Prefixed Array (20) Message ID VarInt 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 Optional Byte Array (256) The previous message's signature. Contains the same type of data as Message Signature bytes (256 bytes) above. Not length-prefxied.
Other Unsigned Content Prefixed Optional Text Component
Filter Type VarInt Enum If the message has been filtered
Filter Type Bits Optional BitSet Only present if the Filter Type is Partially Filtered. Specifies the indexes 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 VarInt The type of chat in the minecraft:chat_type registry, defined by the Registry Data packet. This should not be 0, meaning it is likely index+1
Sender Name Text Component The name of the one sending the message, usually the sender's display name.

This is used as the sender parameter when formatting the message on the client.

Target Name Prefixed Optional Text Component The name of the one receiving the message, usually the receiver's display name.

This is used as the target parameter when formatting the message on the client.

Player Chat Handling Logic

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[edit | edit source]

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:
0x3C

resource:
player_combat_end
Play Client Duration VarInt Length of the combat in ticks.

Enter Combat[edit | edit source]

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:
0x3D

resource:
player_combat_enter
Play Client no fields

Combat Death[edit | edit source]

Used to send a respawn screen.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x3E

resource:
player_combat_kill
Play Client Player ID VarInt Entity ID of the player that died (should match the client's entity ID).
Message Text Component The death message.

Player Info Remove[edit | edit source]

Used by the server to remove players from the player list.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x3F

resource:
player_info_remove
Play Client UUIDs Prefixed Array of UUID UUIDs of players to remove.

Player Info Update[edit | edit source]

Sent by the server to update the user list (<tab> in the client).

The EnumSet type is only used here and it is currently undocumented
Packet ID State Bound To Field Name Field Type Notes
protocol:
0x40

resource:
player_info_update
Play Client Actions EnumSet Determines what actions are present.
Players UUID Prefixed Array UUID The player UUID
Player Actions Array 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.


Player Actions
Action Mask Field Name Type Notes
Add Player 0x01 Name String (16)
Property Name Prefixed Array (16) String (64)
Value String (32767)
Signature Prefixed Optional String (1024)
Initialize Chat 0x02 Data Chat session ID Prefixed Optional UUID
Public key expiry time Long Key expiry time, as a UNIX timestamp in milliseconds. Only sent if Has Signature Data is true.
Encoded public key Prefixed Array (512) of Byte The player's public key, in bytes. Only sent if Has Signature Data is true.
Public key signature Prefixed Array (4096) of Byte The public key's digital signature. Only sent if Has Signature Data is true.
Update Game Mode 0x04 Game Mode VarInt
Update Listed 0x08 Listed Boolean Whether the player should be listed on the player list.
Update Latency 0x10 Ping VarInt Measured in milliseconds.
Update Display Name 0x20 Display Name Prefixed Optional Text Component Only sent if Has Display Name is true.
Update List Priority 0x40 Priority VarInt See below.
Update Hat 0x80 Visible Boolean 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 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 in the player 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[edit | edit source]

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:
0x41

resource:
player_look_at
Play Client
Feet/eyes VarInt Enum Values are feet=0, eyes=1. If set to eyes, aims using the head position; otherwise aims using the feet position.
Target x Double x coordinate of the point to face towards.
Target y Double y coordinate of the point to face towards.
Target z Double z coordinate of the point to face towards.
Is entity Boolean If true, additional information about an entity is provided.
Entity ID Optional VarInt Only if is entity is true — the entity to face towards.
Entity feet/eyes Optional VarInt Enum 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[edit | edit source]

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.

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.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x42

resource:
player_position
Play Client Teleport ID VarInt Client should confirm this packet with Confirm Teleportation containing the same Teleport ID.
X Double Absolute or relative position, depending on Flags.
Y Double Absolute or relative position, depending on Flags.
Z Double Absolute or relative position, depending on Flags.
Velocity X Double
Velocity Y Double
Velocity Z Double
Yaw Float Absolute or relative rotation on the X axis, in degrees.
Pitch Float Absolute or relative rotation on the Y axis, in degrees.
Flags Teleport Flags

Player Rotation[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x43

resource:
player_rotation
Play Client Yaw Float Rotation on the X axis, in degrees.
Pitch Float Rotation on the Y axis, in degrees.

Recipe Book Add[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x44

resource:
recipe_book_add
Play Client Recipes Recipe ID Prefixed Array VarInt ID to assign to the recipe.
Display Recipe Display
Group ID VarInt
Category ID VarInt ID in the minecraft:recipe_book_category registry.
Ingredients Prefixed Optional Prefixed Array of ID Set IDs in the minecraft:item registry, or an inline definition.
Flags Byte 0x01: show notification; 0x02: highlight as new
Replace Boolean Replace or Add to known recipes

Recipe Book Remove[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x45

resource:
recipe_book_remove
Play Client Recipes Prefixed Array of VarInt IDs of recipes to remove.

Recipe Book Settings[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x46

resource:
recipe_book_settings
Play Client Crafting Recipe Book Open Boolean If true, then the crafting recipe book will be open when the player opens its inventory.
Crafting Recipe Book Filter Active Boolean If true, then the filtering option is active when the players opens its inventory.
Smelting Recipe Book Open Boolean If true, then the smelting recipe book will be open when the player opens its inventory.
Smelting Recipe Book Filter Active Boolean If true, then the filtering option is active when the players opens its inventory.
Blast Furnace Recipe Book Open Boolean If true, then the blast furnace recipe book will be open when the player opens its inventory.
Blast Furnace Recipe Book Filter Active Boolean If true, then the filtering option is active when the players opens its inventory.
Smoker Recipe Book Open Boolean If true, then the smoker recipe book will be open when the player opens its inventory.
Smoker Recipe Book Filter Active Boolean If true, then the filtering option is active when the players opens its inventory.

Remove Entities[edit | edit source]

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:
0x47

resource:
remove_entities
Play Client Entity IDs Prefixed Array of VarInt The list of entities to destroy.

Remove Entity Effect[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x48

resource:
remove_mob_effect
Play Client Entity ID VarInt
Effect ID VarInt See this table.

Reset Score[edit | edit source]

This is sent to the client when it should remove a scoreboard item.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x49

resource:
reset_score
Play Client Entity Name String (32767) The entity whose score this is. For players, this is their username; for other entities, it is their UUID.
Objective Name Prefixed Optional String (32767) The name of the objective the score belongs to.

Remove Resource Pack (play)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x4A

resource:
resource_pack_pop
Play Client UUID Optional UUID The UUID of the resource pack to be removed.

Add Resource Pack (play)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x4B

resource:
resource_pack_push
Play Client UUID UUID The unique identifier of the resource pack.
URL String (32767) The URL to the resource pack.
Hash String (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 Boolean 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 Prefixed Optional Text Component This is shown in the prompt making the client accept or decline the resource pack.

Respawn[edit | edit source]

This section is missing information about: Although the number of portal cooldown ticks is included in this packet, the whole portal usage process is still dictated entirely by the server. What kind of effect does this value have on the client, if any?.
 
Please expand the section to include this information. Further details may exist on the talk page.

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.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x4C

resource:
respawn
Play Client Dimension Type VarInt The ID of type of dimension in the minecraft:dimension_type registry, defined by the Registry Data packet.
Dimension Name Identifier Name of the dimension being spawned into.
Hashed seed Long First 8 bytes of the SHA-256 hash of the world's seed. Used client side for biome noise
Game mode Unsigned Byte 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
Previous Game mode Byte -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 Boolean True if the world is a debug mode world; debug mode worlds cannot be modified and have predefined blocks.
Is Flat Boolean True if the world is a superflat world; flat worlds have different void fog and a horizon at y=0 instead of y=63.
Has death location Boolean If true, then the next two fields are present.
Death dimension Name Optional Identifier Name of the dimension the player died in.
Death location Optional Position The location that the player died at.
Portal cooldown VarInt The number of ticks until the player can use the portal again.
Sea level VarInt
Data kept Byte 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:

  • normal respawns (after death) keep no data;
  • exiting the end poem/credits keeps the attributes;
  • other dimension changes (portals or teleports) keep all data.
Avoid changing player's dimension to same dimension they were already in unless they are dead. If you change the dimension to one they are already in, weird bugs can occur, such as the player being unable to attack other players in new world (until they die and respawn). Before 1.16, if you must respawn a player in the same dimension without killing them, send two respawn packets, one to a different world and then another to the world you want. You do not need to complete the first respawn; it only matters that you send two packets.

Set Head Rotation[edit | edit source]

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:
0x4D

resource:
rotate_head
Play Client Entity ID VarInt
Head Yaw Angle New angle, not a delta.

Update Section Blocks[edit | edit source]

Fired whenever 2 or more blocks are changed within the same chunk on the same tick.

Changing blocks in chunks not loaded by the client is unsafe (see note on Block Update).
Packet ID State Bound To Field Name Field Type Notes
protocol:
0x4E

resource:
section_blocks_update
Play Client Chunk section position Long Chunk section coordinate (encoded chunk x and z with each 22 bits, and section y with 20 bits, from left to right).
Blocks Prefixed Array of VarLong 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:

((sectionX & 0x3FFFFF) << 42) | (sectionY & 0xFFFFF) | ((sectionZ & 0x3FFFFF) << 20);

and decoded:

sectionX = long >> 42;
sectionY = long << 44 >> 44;
sectionZ = long << 22 >> 42;

Blocks are encoded:

blockStateId << 12 | (blockLocalX << 8 | blockLocalZ << 4 | blockLocalY)
//Uses the local position of the given block position relative to its respective chunk section

and decoded:

blockStateId = long >> 12;
blockLocalX = (long >> 8) & 0xF;
blockLocalY = long & 0xF;
blockLocalZ = (long >> 4) & 0xF;

Select Advancements Tab[edit | edit source]

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 in another tab is made.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x4F

resource:
select_advancements_tab
Play Client Identifier Prefixed Optional Identifier See below.

The Identifier 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[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x50

resource:
server_data
Play Client MOTD Text Component
Icon Prefixed Optional Prefixed Array of Byte Icon bytes in the PNG format.

Set Action Bar Text[edit | edit source]

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:
0x51

resource:
set_action_bar_text
Play Client Action bar text Text Component

Set Border Center[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x52

resource:
set_border_center
Play Client X Double
Z Double

Set Border Lerp Size[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x53

resource:
set_border_lerp_size
Play Client Old Diameter Double Current length of a single side of the world border, in meters.
New Diameter Double Target length of a single side of the world border, in meters.
Speed VarLong 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[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x54

resource:
set_border_size
Play Client Diameter Double Length of a single side of the world border, in meters.

Set Border Warning Delay[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x55

resource:
set_border_warning_delay
Play Client Warning Time VarInt In seconds as set by /worldborder warning time.

Set Border Warning Distance[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x56

resource:
set_border_warning_distance
Play Client Warning Blocks VarInt In meters.

Set Camera[edit | edit source]

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:
0x57

resource:
set_camera
Play Client Camera ID VarInt 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[edit | edit source]

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 ignores attempts to send chunks located outside the loading area, and immediately unloads any existing chunks no longer inside it.

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:
0x58

resource:
set_chunk_cache_center
Play Client Chunk X VarInt Chunk X coordinate of the loading area center.
Chunk Z VarInt Chunk Z coordinate of the loading area center.

Set Render Distance[edit | edit source]

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:
0x59

resource:
set_chunk_cache_radius
Play Client View Distance VarInt Render distance (2-32).

Set Cursor Item[edit | edit source]

Replaces or sets the inventory item that's being dragged with the mouse.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x5A

resource:
set_cursor_item
Play Client Carried item Slot

Set Default Spawn Position[edit | edit source]

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.

The client uses this as the default position of the player upon spawning, though it's a good idea to always override this default by sending Synchronize Player Position. When converting the position to floating point, 0.5 is added to the x and z coordinates and 1.0 to the y coordinate, so as to place the player centered on top of the specified block position.

Before receiving this packet, the client uses the default position 8, 64, 8, and angle 0.0 (resulting in a default player spawn position of 8.5, 65.0, 8.5).

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x5B

resource:
set_default_spawn_position
Play Client Location Position Spawn location.
Angle Float The angle at which to respawn at.

Display Objective[edit | edit source]

This is sent to the client when it should display a scoreboard.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x5C

resource:
set_display_objective
Play Client Position VarInt The position of the scoreboard. 0: list, 1: sidebar, 2: below name, 3 - 18: team specific sidebar, indexed as 3 + team color.
Score Name String (32767) The unique name for the scoreboard to be displayed.

Set Entity Metadata[edit | edit source]

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:
0x5D

resource:
set_entity_data
Play Client Entity ID VarInt
Metadata Entity Metadata

Link Entities[edit | edit source]

This packet is sent when an entity has been leashed to another entity.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x5E

resource:
set_entity_link
Play Client Attached Entity ID Int Attached entity's EID.
Holding Entity ID Int ID of the entity holding the lead. Set to -1 to detach.

Set Entity Velocity[edit | edit source]

Velocity is in units of 1/8000 of a block per server tick (50ms); for example, -1343 would move (-1343 / 8000) = −0.167875 blocks per tick (or −3.3575 blocks per second).

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x5F

resource:
set_entity_motion
Play Client Entity ID VarInt
Velocity X Short Velocity on the X axis.
Velocity Y Short Velocity on the Y axis.
Velocity Z Short Velocity on the Z axis.

Set Equipment[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x60

resource:
set_equipment
Play Client Entity ID VarInt Entity's ID.
Equipment Slot Array Byte Enum The length of the array is unknown, it must be read until the most significant bit is 1 ((Slot >>> 7 & 1) == 1) 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 Slot

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

Set Experience[edit | edit source]

Sent by the server when the client should change experience levels.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x61

resource:
set_experience
Play Client Experience bar Float Between 0 and 1.
Level VarInt
Total Experience VarInt See Experience#Leveling up on the Minecraft Wiki for Total Experience to Level conversion.

Set Health[edit | edit source]

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:
0x62

resource:
set_health
Play Client Health Float 0 or less = dead, 20 = full HP.
Food VarInt 0–20.
Food Saturation Float Seems to vary from 0.0 to 5.0 in integer increments.

Set Held Item (clientbound)[edit | edit source]

Sent to change the player's slot selection.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x63

resource:
set_held_slot
Play Client Slot VarInt The slot which the player has selected (0–8).

Update Objectives[edit | edit source]

This is sent to the client when it should create a new scoreboard objective or remove one.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x64

resource:
set_objective
Play Client Objective Name String (32767) A unique name for the objective.
Mode Byte 0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.
Objective Value Optional Text Component Only if mode is 0 or 2.The text to be displayed for the score.
Type Optional VarInt Enum Only if mode is 0 or 2. 0 = "integer", 1 = "hearts".
Has Number Format Optional Boolean Only if mode is 0 or 2. Whether this objective has a set number format for the scores.
Number Format Optional VarInt Enum 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 styling fields.
2: fixed Content Text Component The text to be used as placeholder.

Set Passengers[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x65

resource:
set_passengers
Play Client Entity ID VarInt Vehicle's EID.
Passengers Prefixed Array of VarInt EIDs of entity's passengers.

Set Player Inventory Slot[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x66

resource:
set_player_inventory
Play Client Slot VarInt
Slot Data Slot

Update Teams[edit | edit source]

Creates and updates teams.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x67

resource:
set_player_team
Play Client Team Name String (32767) A unique name for the team. (Shared with scoreboard).
Method Byte Determines the layout of the remaining packet.
0: create team Team Display Name Text Component
Friendly Flags Byte Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible players on same team.
Name Tag Visibility String Enum (40) always, hideForOtherTeams, hideForOwnTeam, never.
Collision Rule String Enum (40) always, pushOtherTeams, pushOwnTeam, never.
Team Color VarInt Enum Used to color the name of players on the team; see below.
Team Prefix Text Component Displayed before the names of players that are part of this team.
Team Suffix Text Component Displayed after the names of players that are part of this team.
Entities Prefixed Array of String (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 Text Component
Friendly Flags Byte Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible entities on same team.
Name Tag Visibility String Enum (40) always, hideForOtherTeams, hideForOwnTeam, never
Collision Rule String Enum (40) always, pushOtherTeams, pushOwnTeam, never
Team Color VarInt Enum Used to color the name of players on the team; see below.
Team Prefix Text Component Displayed before the names of players that are part of this team.
Team Suffix Text Component Displayed after the names of players that are part of this team.
3: add entities to team Entities Prefixed Array of String (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 Prefixed Array of String (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 Text formatting#Colors.
16 Obfuscated
17 Bold
18 Strikethrough
19 Underlined
20 Italic
21 Reset

Update Score[edit | edit source]

This is sent to the client when it should update a scoreboard item.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x68

resource:
set_score
Play Client Entity Name String (32767) The entity whose score this is. For players, this is their username; for other entities, it is their UUID.
Objective Name String (32767) The name of the objective the score belongs to.
Value VarInt The score to be displayed next to the entry.
Display Name Prefixed Optional Text Component The custom display name.
Number Format Prefixed Optional VarInt Enum 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 styling fields.
2: fixed Content Text Component The text to be used as placeholder.

Set Simulation Distance[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x69

resource:
set_simulation_distance
Play Client Simulation Distance VarInt The distance that the client will process specific things, such as entities.

Set Subtitle Text[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x6A

resource:
set_subtitle_text
Play Client Subtitle Text Text Component

Update Time[edit | edit source]

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:
0x6B

resource:
set_time
Play Client World Age Long In ticks; not changed by server commands.
Time of day Long The world (or region) time, in ticks.
Time of day increasing Boolean If true, the client should automatically advance the time of day according to its ticking rate.

Set Title Text[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x6C

resource:
set_title_text
Play Client Title Text Text Component

Set Title Animation Times[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x6D

resource:
set_titles_animation
Play Client Fade In Int Ticks to spend fading in.
Stay Int Ticks to keep the title displayed.
Fade Out Int Ticks to spend fading out, not when to start fading out.

Entity Sound Effect[edit | edit source]

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:
0x6E

resource:
sound_entity
Play Client Sound Event ID or Sound Event ID in the minecraft:sound_event registry, or an inline definition.
Sound Category VarInt Enum The category that this sound will be played from (current categories).
Entity ID VarInt
Volume Float 1.0 is 100%, capped between 0.0 and 1.0 by vanilla clients.
Pitch Float Float between 0.5 and 2.0 by vanilla clients.
Seed Long Seed used to pick sound variant.

Sound Effect[edit | edit source]

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:
0x6F

resource:
sound
Play Client Sound Event ID or Sound Event ID in the minecraft:sound_event registry, or an inline definition.
Sound Category VarInt Enum The category that this sound will be played from (current categories).
Effect Position X Int Effect X multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part).
Effect Position Y Int Effect Y multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part).
Effect Position Z Int Effect Z multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part).
Volume Float 1.0 is 100%, capped between 0.0 and 1.0 by vanilla clients.
Pitch Float Float between 0.5 and 2.0 by vanilla clients.
Seed Long Seed used to pick sound variant.

Start Configuration[edit | edit source]

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:
0x70

resource:
start_configuration
Play Client no fields

This packet switches the connection state to configuration.

Stop Sound[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x71

resource:
stop_sound
Play Client Flags Byte Controls which fields are present.
Source Optional VarInt Enum Only if flags is 3 or 1 (bit mask 0x1). See below. If not present, then sounds from all sources are cleared.
Sound Optional Identifier 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)[edit | edit source]

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:
0x72

resource:
store_cookie
Play Client Key Identifier The identifier of the cookie.
Payload Prefixed Array (5120) of Byte The data of the cookie.

System Chat Message[edit | edit source]

Main article: Chat

Sends the client a raw system message.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x73

resource:
system_chat
Play Client Content Text Component Limited to 262144 bytes.
Overlay Boolean Whether the message is an actionbar or chat message. See also #Set Action Bar Text.

Set Tab List Header And Footer[edit | edit source]

This packet may be used by custom servers to display additional information above/below the player list. It is never sent by the vanilla server.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x74

resource:
tab_list
Play Client Header Text Component To remove the header, send a empty text component: {"text":""}.
Footer Text Component To remove the footer, send a empty text component: {"text":""}.

Tag Query Response[edit | edit source]

Sent in response to Query Block Entity Tag or Query Entity Tag.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x75

resource:
tag_query
Play Client Transaction ID VarInt Can be compared to the one sent in the original query packet.
NBT NBT The NBT of the block or entity. May be a TAG_END (0) in which case no NBT is present.

Pickup Item[edit | edit source]

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 also can be any entity, but the vanilla server only uses this for items, experience orbs, and the different varieties of arrows.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x76

resource:
take_item_entity
Play Client Collected Entity ID VarInt
Collector Entity ID VarInt
Pickup Item Count VarInt Seems to be 1 for XP orbs, otherwise the number of items in the stack.

Synchronize Vehicle Position[edit | edit source]

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:
0x77

resource:
teleport_entity
Play Client Entity ID VarInt
X Double
Y Double
Z Double
Velocity X Double
Velocity Y Double
Velocity Z Double
Yaw Float Rotation on the Y axis, in degrees.
Pitch Float Rotation on the Y axis, in degrees.
Flags Teleport Flags
On Ground Boolean

Set Ticking State[edit | edit source]

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:
0x78

resource:
ticking_state
Play Client Tick rate Float
Is frozen Boolean

Step Tick[edit | edit source]

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:
0x79

resource:
ticking_step
Play Client Tick steps VarInt

Transfer (play)[edit | edit source]

Notifies the client that it should transfer to the given server. Cookies previously stored are preserved between server transfers.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x7A

resource:
transfer
Play Client Host String The hostname or IP of the server.
Port VarInt The port of the server.

Update Advancements[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x7B

resource:
update_advancements
Play Client Reset/Clear Boolean Whether to reset/clear the current advancements.
Advancement mapping Key Prefixed Array Identifier The identifier of the advancement.
Value Advancement See below
Identifiers Prefixed Array of Identifier The identifiers of the advancements that should be removed.
Progress mapping Key Prefixed Array Identifier The identifier of the advancement.
Value Advancement progress See below.

Advancement structure:

Field Name Field Type Notes
Parent id Prefixed Optional Identifier The identifier of the parent advancement.
Display data Prefixed Optional Advancement display See below.
Nested requirements Prefixed Array Prefixed Array of String (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 Boolean 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 minecraft namespace.

Advancement display:

Field Name Field Type Notes
Title Text Component
Description Text Component
Icon Slot
Frame type VarInt Enum 0 = task, 1 = challenge, 2 = goal.
Flags Int 0x01: has background texture; 0x02: show_toast; 0x04: hidden.
Background texture Optional Identifier Background texture location. Only if flags indicates it.
X coord Float
Y coord Float

Advancement progress:

Field Name Field Type Notes
Criteria Criterion identifier Prefixed Array Identifier The identifier of the criterion.
Date of achieving Prefixed Optional Long Present if achieved. As returned by Date.getTime.

Update Attributes[edit | edit source]

Sets attributes on the given entity.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x7C

resource:
update_attributes
Play Client Entity ID VarInt
Property Id Prefixed Array VarInt ID in the minecraft:attribute registry. See also Attribute#Attributes.
Value Double See below.
Modifiers Prefixed Array of Modifier Data See Attribute#Modifiers. Modifier Data defined below.

Modifier Data structure:

Field Name Field Type Notes
Id Identifier
Amount Double May be positive or negative.
Operation Byte 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[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x7D

resource:
update_mob_effect
Play Client Entity ID VarInt
Effect ID VarInt See this table.
Amplifier VarInt Vanilla client displays effect level as Amplifier + 1.
Duration VarInt Duration in ticks. (-1 for infinite)
Flags Byte Bit field, see below.
This section is missing information about: What exact effect does the blend bit flag have on the client? What happens if it is used on effects besides DARKNESS?.
 
Please expand the section to include this information. Further details may exist on the talk page.

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[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x7E

resource:
update_recipes
Play Client Property Sets Property Set ID Prefixed Array Identifier
Items Prefixed Array of VarInt IDs in the minecraft:item registry.
Stonecutter Recipes Ingredients Prefixed Array ID Set
Slot Display Slot Display

Update Tags (play)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x7F

resource:
update_tags
Play Client Registry to tags map Registry Prefixed Array Identifier Registry identifier (Vanilla expects tags for the registries minecraft:block, minecraft:item, minecraft:fluid, minecraft:entity_type, and minecraft:game_event)
Tags Prefixed Array of Tag (See below)

A tag looks like this:

Field Name Field Type Notes
Tag name Identifier
Entries Prefixed Array of VarInt Numeric IDs of the given type (block, item, etc.). This list replaces the previous list of IDs for the given tag. If some preexisting tags are left unmentioned, a warning is printed.

See Tag on the Minecraft Wiki for more information, including a list of vanilla tags.

Projectile Power[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x80

resource:
projectile_power
Play Client Entity ID VarInt
Power Double

Custom Report Details[edit | edit source]

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:
0x81

resource:
custom_report_details
Play Client Details Title Prefixed Array (32) String (128)
Description String (4096)

Server Links[edit | edit source]

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:
0x82

resource:
server_links
Play Client Links Is built-in Prefixed Array Boolean Determines if the following label is built-in (from enum) or custom (text component).
Label VarInt Enum / Text Component See below.
URL String 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

Serverbound[edit | edit source]

Confirm Teleportation[edit | edit source]

Sent by client as confirmation of Synchronize Player Position.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x00

resource:
accept_teleportation
Play Server Teleport ID VarInt The ID given by the Synchronize Player Position packet.

Query Block Entity Tag[edit | edit source]

Used when F3+I is pressed while looking at a block.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x01

resource:
block_entity_tag_query
Play Server Transaction ID VarInt An incremental ID so that the client can verify that the response matches.
Location Position The location of the block to check.

Bundle Item Selected[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x02

resource:
bundle_item_selected
Play Server Slot of Bundle VarInt
Slot in Bundle VarInt

Change Difficulty[edit | edit source]

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:
0x03

resource:
change_difficulty
Play Server New difficulty Unsigned Byte Enum 0: peaceful, 1: easy, 2: normal, 3: hard.

Acknowledge Message[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x04

resource:
chat_ack
Play Server Message Count VarInt

Chat Command[edit | edit source]

Main article: Chat
Packet ID State Bound To Field Name Field Type Notes
protocol:
0x05

resource:
chat_command
Play Server Command String (32767) The command typed by the client.

Signed Chat Command[edit | edit source]

Main article: Chat
Packet ID State Bound To Field Name Field Type Notes
protocol:
0x06

resource:
chat_command_signed
Play Server Command String (32767) The command typed by the client.
Timestamp Long The timestamp that the command was executed.
Salt Long The salt for the following argument signatures.
Array of argument signatures Argument name Prefixed Array (8) String (16) The name of the argument that is signed by the following signature.
Signature Byte Array (256) The signature that verifies the argument. Always 256 bytes and is not length-prefixed.
Message Count VarInt
Acknowledged Fixed BitSet (20)

Chat Message[edit | edit source]

Main article: Chat

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 Chat#Processing chat for more information.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x07

resource:
chat
Play Server Message String (256)
Timestamp Long
Salt Long The salt used to verify the signature hash.
Signature Prefixed Optional Byte Array (256) The signature used to verify the chat message's authentication. When present, always 256 bytes and not length-prefixed.
Message Count VarInt
Acknowledged Fixed BitSet (20)

Player Session[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x08

resource:
chat_session_update
Play Server Session Id UUID
Public Key Expires At Long The time the play session key expires in epoch milliseconds.
Public Key Prefixed Array (512) of Byte A byte array of an X.509-encoded public key.
Key Signature Prefixed Array (4096) of Byte The signature consists of the player UUID, the key expiration timestamp, and the public key data. These values are hashed using SHA-1 and signed using Mojang's private RSA key.

Chunk Batch Received[edit | edit source]

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:
0x09

resource:
chunk_batch_received
Play Server Chunks per tick Float Desired chunks per tick.

Client Status[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0A

resource:
client_command
Play Server Action ID VarInt Enum 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[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0B

resource:
client_tick_end
Play Server no fields

Client Information (play)[edit | edit source]

Sent when the player connects, or when settings are changed.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0C

resource:
client_information
Play Server Locale String (16) e.g. en_GB.
View Distance Byte Client-side render distance, in chunks.
Chat Mode VarInt Enum 0: enabled, 1: commands only, 2: hidden. See Chat#Client chat mode for more information.
Chat Colors Boolean “Colors” multiplayer setting. The vanilla server stores this value but does nothing with it (see MC-64867). Third-party servers such as Hypixel disable all coloring in chat and system messages when it is false.
Displayed Skin Parts Unsigned Byte Bit mask, see below.
Main Hand VarInt Enum 0: Left, 1: Right.
Enable text filtering Boolean 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 /player/attributes Mojang API endpoint. In offline mode it is always false.
Allow server listings Boolean Servers usually list online players, this option should let you not show up in that list.
Particle Status VarInt Enum 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[edit | edit source]

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:
0x0D

resource:
command_suggestion
Play Server Transaction Id VarInt 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 String (32500) All text behind the cursor without the / (e.g. to the left of the cursor in left-to-right languages like English).

Acknowledge Configuration[edit | edit source]

Sent by the client upon receiving a Start Configuration packet from the server.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x0E

resource:
configuration_acknowledged
Play Server no fields

This packet switches the connection state to configuration.

Click Container Button[edit | edit source]

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:
0x0F

resource:
container_button_click
Play Server Window ID VarInt The ID of the window sent by Open Screen.
Button ID VarInt 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[edit | edit source]

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:
0x10

resource:
container_click
Play Server Window ID VarInt The ID of the window which 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 VarInt The last received State ID from either a Set Container Slot or a Set Container Content packet.
Slot Short The clicked slot number, see below.
Button Byte The button used in the click, see below.
Mode VarInt Enum Inventory operation mode, see below.
Array of changed slots Slot number Prefixed Array (128) Short
Slot data Slot New data for this slot, in the client's opinion; see below.
Carried item Slot Item carried by the cursor. Has to be empty (item ID = -1) for drop mode, otherwise nothing will happen.

See 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 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
Button is used as the slot index (impossible in vanilla clients)
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 stack of something (more than 1 item), then holding mouse button (left, right or middle) and dragging held stack over empty (or same type in case of right button) slots. In that case client sends the following to server after mouse button release (omitting first pickup packet which is sent as usual):

  1. packet with mode 5, slot -999, button (0 for left | 4 for right);
  2. packet for every slot painted on, mode is still 5, button (1 | 5);
  3. 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[edit | edit source]

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:
0x11

resource:
container_close
Play Server Window ID VarInt This is the ID of the window that was closed. 0 for player inventory.

Change Container Slot State[edit | edit source]

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:
0x12

resource:
container_slot_state_changed
Play Server Slot ID VarInt This is the ID of the slot that was changed.
Window ID VarInt This is the ID of the window that was changed.
State Boolean The new state of the slot. True for enabled, false for disabled.

Cookie Response (play)[edit | edit source]

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:
0x13

resource:
cookie_response
Play Server Key Identifier The identifier of the cookie.
Payload Prefixed Optional Prefixed Array (5120) of Byte The data of the cookie.

Serverbound Plugin Message (play)[edit | edit source]

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/

Note that the length of Data is known only from the packet length, since the packet has no length field of any kind.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x14

resource:
custom_payload
Play Server Channel Identifier Name of the plugin channel used to send the data.
Data Byte Array (32767) Any data, depending on the channel. minecraft: channels are documented here. The length of this array must be inferred from the packet length.

In vanilla servers, the maximum data length is 32767 bytes.

Debug Sample Subscription[edit | edit source]

Subscribes to the specified type of debug sample data, which is then sent periodically to the client via Debug Sample.

The subscription is retained for 10 seconds (the vanilla server checks that both 10.001 real-time seconds and 201 ticks have elapsed), after which the client is automatically unsubscribed. The vanilla client resends this packet every 5 seconds to keep up the subscription.

The vanilla server only allows subscriptions from players that are server operators.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x15

resource:
debug_sample_subscription
Play Server Sample Type VarInt Enum The type of debug sample to subscribe to. Can be one of the following:
  • 0 - Tick time

Edit Book[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x16

resource:
edit_book
Play Server Slot VarInt The hotbar slot where the written book is located
Entries Prefixed Array (100) of String (1024) Text from each page. Maximum string length is 1024 chars.
Title Prefixed Optional String (32) Title of book. Present if book is being signed, not present if book is being edited.

Query Entity Tag[edit | edit source]

Used when F3+I is pressed while looking at an entity.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x17

resource:
entity_tag_query
Play Server Transaction ID VarInt An incremental ID so that the client can verify that the response matches.
Entity ID VarInt The ID of the entity to query.

Interact[edit | edit source]

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:
0x18

resource:
interact
Play Server Entity ID VarInt The ID of the entity to interact. Note the special case described below.
Type VarInt Enum 0: interact, 1: attack, 2: interact at.
Target X Optional Float Only if Type is interact at.
Target Y Optional Float Only if Type is interact at.
Target Z Optional Float Only if Type is interact at.
Hand Optional VarInt Enum Only if Type is interact or interact at; 0: main hand, 1: off hand.
Sneak Key Pressed Boolean 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[edit | edit source]

Sent when Generate is pressed on the Jigsaw Block interface.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x19

resource:
jigsaw_generate
Play Server Location Position Block entity location.
Levels VarInt Value of the levels slider/max depth to generate.
Keep Jigsaws Boolean

Serverbound Keep Alive (play)[edit | edit source]

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:
0x1A

resource:
keep_alive
Play Server Keep Alive ID Long

Lock Difficulty[edit | edit source]

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:
0x1B

resource:
lock_difficulty
Play Server Locked Boolean

Set Player Position[edit | edit source]

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 Motion NBT 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:
0x1C

resource:
move_player_pos
Play Server X Double Absolute position.
Feet Y Double Absolute feet position, normally Head Y - 1.62.
Z Double Absolute position.
Flags Byte Bit field: 0x01: on ground, 0x02: pushing against wall.

Set Player Position and Rotation[edit | edit source]

A combination of Move Player Rotation and Move Player Position.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x1D

resource:
move_player_pos_rot
Play Server X Double Absolute position.
Feet Y Double Absolute feet position, normally Head Y - 1.62.
Z Double Absolute position.
Yaw Float Absolute rotation on the X Axis, in degrees.
Pitch Float Absolute rotation on the Y Axis, in degrees.
Flags Byte Bit field: 0x01: on ground, 0x02: pushing against wall.

Set Player Rotation[edit | edit source]

The unit circle for yaw
The unit circle of yaw, redrawn

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 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:
0x1E

resource:
move_player_rot
Play Server Yaw Float Absolute rotation on the X Axis, in degrees.
Pitch Float Absolute rotation on the Y Axis, in degrees.
Flags Byte Bit field: 0x01: on ground, 0x02: pushing against wall.

Set Player Movement Flags[edit | edit source]

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 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:
0x1F

resource:
move_player_status_only
Play Server Flags Byte Bit field: 0x01: on ground, 0x02: pushing against wall.

Move Vehicle[edit | edit source]

Sent when a player moves in a 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:
0x20

resource:
move_vehicle
Play Server X Double Absolute position (X coordinate).
Y Double Absolute position (Y coordinate).
Z Double Absolute position (Z coordinate).
Yaw Float Absolute rotation on the vertical axis, in degrees.
Pitch Float Absolute rotation on the horizontal axis, in degrees.
On Ground Boolean (This value does not seem to exist)

Paddle Boat[edit | edit source]

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:
0x21

resource:
paddle_boat
Play Server Left paddle turning Boolean
Right paddle turning Boolean

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[edit | edit source]

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 Controls#Pick_Block for more information.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x22

resource:
pick_item_from_block
Play Server Location Position The location of the block.
Include Data Boolean Used to tell the server to include block data in the new stack, works only if in creative mode.

Pick Item From Entity[edit | edit source]

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 Controls#Pick_Block for more information.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x23

resource:
pick_item_from_entity
Play Server Entity ID VarInt The ID of the entity to pick.
Include Data Boolean Unused by the vanilla server.

Ping Request (play)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x24

resource:
ping_request
Play Server Payload Long May be any number. vanilla clients use a system-dependent time value which is counted in milliseconds.

Place Recipe[edit | edit source]

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:
0x25

resource:
place_recipe
Play Server Window ID VarInt
Recipe ID VarInt ID of recipe previously defined in Recipe Book Add.
Make all Boolean Affects the amount of items processed; true if shift is down when clicked.

Player Abilities (serverbound)[edit | edit source]

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:
0x26

resource:
player_abilities
Play Server Flags Byte Bit mask. 0x02: is flying.

Player Action[edit | edit source]

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:
0x27

resource:
player_action
Play Server Status VarInt Enum The action the player is taking against the block (see below).
Location Position Block position.
Face Byte Enum The face being hit (see below).
Sequence VarInt 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[edit | edit source]

Sent by the client to indicate that it has performed certain actions: sneaking (crouching), 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:
0x28

resource:
player_command
Play Server Entity ID VarInt Player ID (ignored by the vanilla server)
Action ID VarInt Enum The ID of the action, see below.
Jump Boost VarInt 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 Press sneak key
1 Release sneak key
2 Leave bed
3 Start sprinting
4 Stop sprinting
5 Start jump with horse
6 Stop jump with horse
7 Open vehicle inventory
8 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[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x29

resource:
player_input
Play Server Flags Unsigned Byte 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[edit | edit source]

Sent by the client after the server starts sending chunks and the player's chunk has loaded.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2A

resource:
player_loaded
Play Server no fields

Pong (play)[edit | edit source]

Response to the clientbound packet (Ping) with the same id.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2B

resource:
pong
Play Server ID Int id is the same as the ping packet

Change Recipe Book Settings[edit | edit source]

Replaces Recipe Book Data, type 1.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2C

resource:
recipe_book_change_settings
Play Server Book ID VarInt Enum 0: crafting, 1: furnace, 2: blast furnace, 3: smoker.
Book Open Boolean
Filter Active Boolean

Set Seen Recipe[edit | edit source]

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:
0x2D

resource:
recipe_book_seen_recipe
Play Server Recipe ID VarInt ID of recipe previously defined in Recipe Book Add.

Rename Item[edit | edit source]

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 long, and if it is longer than that, then the rename is silently ignored.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2E

resource:
rename_item
Play Server Item name String (32767) The new name of the item.

Resource Pack Response (play)[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x2F

resource:
resource_pack
Play Server UUID UUID The unique identifier of the resource pack received in the Add Resource Pack (play) request.
Result VarInt Enum 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[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x30

resource:
seen_advancements
Play Server Action VarInt Enum 0: Opened tab, 1: Closed screen.
Tab ID Optional Identifier Only present if action is Opened tab.

Select Trade[edit | edit source]

When a player selects a specific trade offered by a villager NPC.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x31

resource:
select_trade
Play Server Selected slot VarInt The selected slot in the players current (trading) inventory.

Set Beacon Effect[edit | edit source]

Changes the effect of the current beacon.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x32

resource:
set_beacon
Play Server Primary Effect Prefixed Optional VarInt A Potion ID.
Secondary Effect Prefixed Optional VarInt A Potion ID.

Set Held Item (serverbound)[edit | edit source]

Sent when the player changes the slot selection.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x33

resource:
set_carried_item
Play Server Slot Short The slot which the player has selected (0–8).

Program Command Block[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x34

resource:
set_command_block
Play Server Location Position
Command String (32767)
Mode VarInt Enum 0: chain, 1: repeating, 2: impulse.
Flags Byte 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[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x35

resource:
set_command_minecart
Play Server Entity ID VarInt
Command String (32767)
Track Output Boolean If false, the output of the previous command will not be stored within the command block.

Set Creative Mode Slot[edit | edit source]

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:
0x36

resource:
set_creative_mode_slot
Play Server Slot Short Inventory slot.
Clicked Item Slot

Program Jigsaw Block[edit | edit source]

Sent when Done is pressed on the Jigsaw Block interface.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x37

resource:
set_jigsaw_block
Play Server Location Position Block entity location
Name Identifier
Target Identifier
Pool Identifier
Final state String (32767) "Turns into" on the GUI, final_state in NBT.
Joint type String (32767) rollable if the attached piece can be rotated, else aligned.
Selection priority VarInt
Placement priority VarInt

Program Structure Block[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x38

resource:
set_structure_block
Play Server
Location Position Block entity location.
Action VarInt Enum An additional action to perform beyond simply saving the given data; see below.
Mode VarInt Enum One of SAVE (0), LOAD (1), CORNER (2), DATA (3).
Name String (32767)
Offset X Byte Between -48 and 48.
Offset Y Byte Between -48 and 48.
Offset Z Byte Between -48 and 48.
Size X Byte Between 0 and 48.
Size Y Byte Between 0 and 48.
Size Z Byte Between 0 and 48.
Mirror VarInt Enum One of NONE (0), LEFT_RIGHT (1), FRONT_BACK (2).
Rotation VarInt Enum One of NONE (0), CLOCKWISE_90 (1), CLOCKWISE_180 (2), COUNTERCLOCKWISE_90 (3).
Metadata String (128)
Integrity Float Between 0 and 1.
Seed VarLong
Flags Byte 0x01: Ignore entities; 0x02: Show air; 0x04: Show bounding box.

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).

Update Sign[edit | edit source]

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:
0x39

resource:
sign_update
Play Server Location Position Block Coordinates.
Is Front Text Boolean Whether the updated text is in front or on the back of the sign
Line 1 String (384) First line of text in the sign.
Line 2 String (384) Second line of text in the sign.
Line 3 String (384) Third line of text in the sign.
Line 4 String (384) Fourth line of text in the sign.

Swing Arm[edit | edit source]

Sent when the player's arm swings.

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x3A

resource:
swing
Play Server Hand VarInt Enum Hand used for the animation. 0: main hand, 1: off hand.

Teleport To Entity[edit | edit source]

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:
0x3B

resource:
teleport_to_entity
Play Server Target Player UUID UUID of the player to teleport to (can also be an entity UUID).

Use Item On[edit | edit source]

Packet ID State Bound To Field Name Field Type Notes
protocol:
0x3C

resource:
use_item_on
Play Server Hand VarInt Enum The hand from which the block is placed; 0: main hand, 1: off hand.
Location Position Block position.
Face VarInt Enum The face on which the block is placed (as documented at Player Action).
Cursor Position X Float The position of the crosshair on the block, from 0 to 1 increasing from west to east.
Cursor Position Y Float The position of the crosshair on the block, from 0 to 1 increasing from bottom to top.
Cursor Position Z Float The position of the crosshair on the block, from 0 to 1 increasing from north to south.
Inside block Boolean True when the player's head is inside of a block.
World Border Hit Boolean 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 VarInt 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[edit | edit source]

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:
0x3D

resource:
use_item
Play Server Hand VarInt Enum Hand used for the animation. 0: main hand, 1: off hand.
Sequence VarInt Block change sequence number (see #Acknowledge Block Change).
Yaw Float Player head rotation along the Y-Axis.
Pitch Float Player head rotation along 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.

Navigation[edit | edit source]

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