ClientBound

class Object
trait Matchable
class Any

Type members

Classlikes

case
class AcknowledgePlayerDigging(location: Position, block: VarInt, status: VarInt, successful: Boolean)
case
class Animation(entityId: VarInt, animationId: UByte)

Animation is sent by the server to play an animation on a specific entity.

Animation is sent by the server to play an animation on a specific entity.

case
class BlockAction(location: Position, byte1: UByte, byte2: UByte, blockType: VarInt)

BlockAction triggers different actions depending on the target block.

BlockAction triggers different actions depending on the target block.

case
class BlockAction_u16(x: Int, y: UShort, z: Int, byte1: UByte, byte2: UByte, blockType: VarInt)
case
class BlockBreakAnimation(entityId: VarInt, location: Position, stage: Byte)

BlockBreakAnimation is used to create and update the block breaking animation played when a player starts digging a block.

BlockBreakAnimation is used to create and update the block breaking animation played when a player starts digging a block.

case
class BlockBreakAnimation_i32(entityId: VarInt, x: Int, y: Int, z: Int, stage: Byte)
case
class BlockChange_VarInt(location: Position, blockId: VarInt)

BlockChange is used to update a single block on the client.

BlockChange is used to update a single block on the client.

case
class BlockChange_u8(x: Int, y: UByte, z: Int, blockId: VarInt, blockMetadata: UByte)
case
class BossBar(uuid: UUID, action: VarInt, title: Option[ChatComponent], health: Option[Float], color: Option[VarInt], style: Option[VarInt], flags: Option[UByte])

BossBar displays and/or changes a boss bar that is displayed on the top of the client's screen. This is normally used for bosses such as the ender dragon or the wither.

BossBar displays and/or changes a boss bar that is displayed on the top of the client's screen. This is normally used for bosses such as the ender dragon or the wither.

case
class Camera(targetId: VarInt)

Camera causes the client to spectate the entity with the passed id. Use the player's id to de-spectate.

Camera causes the client to spectate the entity with the passed id. Use the player's id to de-spectate.

case
class ChangeGameState(reason: UByte, value: Float)

ChangeGameState is used to modify the game's state like gamemode or weather.

ChangeGameState is used to modify the game's state like gamemode or weather.

case
class ChunkData(chunkX: Int, chunkZ: Int, isNew: Boolean, bitmask: VarInt, data: LenPrefixedByteSeq[VarInt], blockEntities: LenPrefixedSeq[VarInt, NBTCompound])
case
class ChunkDataBulk(skylight: Boolean, chunkMeta: LenPrefixedSeq[VarInt, ChunkMeta], chunkData: UnspecifiedLengthByteArray)
case
class ChunkDataBulk_17(chunkColumnCount: UShort, dataLength: Int, skylight: Boolean, chunkDataAndMeta: UnspecifiedLengthByteArray)
case
class ChunkData_17(chunkX: Int, chunkZ: Int, isNew: Boolean, bitmask: UShort, addBitmask: UShort, compressedData: LenPrefixedByteSeq[Int])
case
class ChunkData_Biomes3D(chunkX: Int, chunkZ: Int, isNew: Boolean, bitmask: VarInt, heightmaps: NBTCompound, biomes: Option[Biomes3D], data: LenPrefixedByteSeq[VarInt], blockEntities: LenPrefixedSeq[VarInt, NBTCompound])
case
class ChunkData_Biomes3D_VarInt(chunkX: Int, chunkZ: Int, isNew: Boolean, bitmask: VarInt, heightmaps: NBTCompound, biomes: Option[LenPrefixedSeq[VarInt, VarInt]], data: LenPrefixedByteSeq[VarInt], blockEntities: LenPrefixedSeq[VarInt, NBTCompound])

ChunkData sends or updates a single chunk on the client. If New is set then biome data should be sent too.

ChunkData sends or updates a single chunk on the client. If New is set then biome data should be sent too.

case
class ChunkData_Biomes3D_bool(chunkX: Int, chunkZ: Int, isNew: Boolean, ignoreOldData: Boolean, bitmask: VarInt, heightmaps: NBTCompound, biomes: Option[Biomes3D], data: LenPrefixedByteSeq[VarInt], blockEntities: LenPrefixedSeq[VarInt, NBTCompound])
case
class ChunkData_HeightMap(chunkX: Int, chunkZ: Int, isNew: Boolean, bitmask: VarInt, heightmaps: NBTCompound, data: LenPrefixedByteSeq[VarInt], blockEntities: LenPrefixedSeq[VarInt, NBTCompound])
case
class ChunkData_NoEntities(chunkX: Int, chunkZ: Int, isNew: Boolean, bitmask: VarInt, data: LenPrefixedByteSeq[VarInt])
case
class ChunkData_NoEntities_u16(chunkX: Int, chunkZ: Int, isNew: Boolean, bitmask: UShort, data: LenPrefixedByteSeq[VarInt])
case
class ChunkUnload(x: Int, z: Int)

ChunkUnload tells the client to unload the chunk at the specified position.

ChunkUnload tells the client to unload the chunk at the specified position.

case
class CoFHLib_SendUUID(playerUuid: UUID)
case
class CollectItem(collectedEntityId: VarInt, collectorEntityId: VarInt, numberOfItems: VarInt)

CollectItem causes the collected item to fly towards the collector. This does not destroy the entity.

CollectItem causes the collected item to fly towards the collector. This does not destroy the entity.

case
class CollectItem_nocount(collectedEntityId: VarInt, collectorEntityId: VarInt)
case
class CollectItem_nocount_i32(collectedEntityId: Int, collectorEntityId: Int)
case
class CombatEvent(event: VarInt, direction: Option[VarInt], playerId: Option[VarInt], entityId: Option[Int], message: Option[ChatComponent])

CombatEvent is used for... you know, I never checked. I have no clue.

CombatEvent is used for... you know, I never checked. I have no clue.

case
class ConfirmTransaction(id: UByte, actionNumber: Short, accepted: Boolean)

ConfirmTransaction notifies the client whether a transaction was successful or failed (e.g. due to lag).

ConfirmTransaction notifies the client whether a transaction was successful or failed (e.g. due to lag).

case
class CraftRecipeResponse(windowId: UByte, recipe: VarInt)

CraftRecipeResponse is a response to CraftRecipeRequest, notifies the UI.

CraftRecipeResponse is a response to CraftRecipeRequest, notifies the UI.

case
case
class Disconnect(reason: ChatComponent)

Disconnect causes the client to disconnect displaying the passed reason.

Disconnect causes the client to disconnect displaying the passed reason.

case
class Effect(effectId: Int, location: Position, data: Int, disableRelative: Boolean)

Effect plays a sound effect or particle at the target location with the volume (of sounds) being relative to the player's position unless DisableRelative is set to true.

Effect plays a sound effect or particle at the target location with the volume (of sounds) being relative to the player's position unless DisableRelative is set to true.

case
class Effect_u8y(effectId: Int, x: Int, y: UByte, z: Int, data: Int, disableRelative: Boolean)
case
class Entity(entityId: VarInt)

Entity does nothing. It is a result of subclassing used in Minecraft.

Entity does nothing. It is a result of subclassing used in Minecraft.

case
class EntityAction(entityId: Int, actionId: UByte)

EntityAction causes an entity to preform an action based on the passed id.

EntityAction causes an entity to preform an action based on the passed id.

case
class EntityAttach(entityId: Int, vehicle: Int)

EntityAttach attaches to entities together, either by mounting or leashing. -1 can be used at the EntityID to deattach.

EntityAttach attaches to entities together, either by mounting or leashing. -1 can be used at the EntityID to deattach.

case
class EntityAttach_leashed(entityId: Int, vehicle: Int, leash: Boolean)
case

EntityDestroy destroys the entities with the ids in the provided slice.

EntityDestroy destroys the entities with the ids in the provided slice.

case
class EntityDestroy_u8(entityIds: LenPrefixedSeq[UByte, Int])
case
class EntityEffect(entityId: VarInt, effectId: Byte, amplifier: Byte, duration: VarInt, hideParticles: Boolean)

EntityEffect applies a status effect to an entity for a given duration.

EntityEffect applies a status effect to an entity for a given duration.

case
class EntityEffect_i32(entityId: Int, effectId: Byte, amplifier: Byte, duration: Short)
case
class EntityEquipment_Array(entityId: VarInt, equipments: EntityEquipments)

EntityEquipment is sent to display an item on an entity, like a sword or armor. Slot 0 is the held item and slots 1 to 4 are boots, leggings chestplate and helmet respectively.

EntityEquipment is sent to display an item on an entity, like a sword or armor. Slot 0 is the held item and slots 1 to 4 are boots, leggings chestplate and helmet respectively.

case
class EntityEquipment_VarInt(entityId: VarInt, slot: VarInt, item: Slot)
case
class EntityEquipment_u16(entityId: VarInt, slot: UShort, item: Slot)
case
class EntityEquipment_u16_i32(entityId: Int, slot: UShort, item: Slot)
case
class EntityHeadLook(entityId: VarInt, headYaw: Byte)

EntityHeadLook rotates an entity's head to the new angle.

EntityHeadLook rotates an entity's head to the new angle.

case
class EntityHeadLook_i32(entityId: Int, headYaw: Byte)
case
class EntityLookAndMove_i16(entityId: VarInt, deltaX: FixedPoint12[Short], deltaY: FixedPoint12[Short], deltaZ: FixedPoint12[Short], yaw: Byte, pitch: Byte, onGround: Boolean)

EntityLookAndMove is a combination of EntityMove and EntityLook.

EntityLookAndMove is a combination of EntityMove and EntityLook.

case
class EntityLookAndMove_i8(entityId: VarInt, deltaX: FixedPoint5[Byte], deltaY: FixedPoint5[Byte], deltaZ: FixedPoint5[Byte], yaw: Byte, pitch: Byte, onGround: Boolean)
case
class EntityLookAndMove_i8_i32_NoGround(entityId: Int, deltaX: FixedPoint5[Byte], deltaY: FixedPoint5[Byte], deltaZ: FixedPoint5[Byte], yaw: Byte, pitch: Byte)
case
class EntityLook_VarInt(entityId: VarInt, yaw: Byte, pitch: Byte, onGround: Boolean)

EntityLook rotates the entity to the new angles provided.

EntityLook rotates the entity to the new angles provided.

case
class EntityLook_i32_NoGround(entityId: Int, yaw: Byte, pitch: Byte)
case
class EntityMetadata(entityId: VarInt, metadata: Metadata)

EntityMetadata updates the metadata for an entity.

EntityMetadata updates the metadata for an entity.

case
class EntityMetadata_i32(entityId: Int, metadata: Metadata)
case
class EntityMove_i16(entityId: VarInt, deltaX: FixedPoint12[Short], deltaY: FixedPoint12[Short], deltaZ: FixedPoint12[Short], onGround: Boolean)

EntityMove moves the entity with the id by the offsets provided.

EntityMove moves the entity with the id by the offsets provided.

case
class EntityMove_i8(entityId: VarInt, deltaX: FixedPoint5[Byte], deltaY: FixedPoint5[Byte], deltaZ: FixedPoint5[Byte], onGround: Boolean)
case
class EntityMove_i8_i32_NoGround(entityId: Int, deltaX: FixedPoint5[Byte], deltaY: FixedPoint5[Byte], deltaZ: FixedPoint5[Byte])
case
class EntityProperties(entityId: VarInt, properties: LenPrefixedSeq[Int, EntityProperty])

EntityProperties updates the properties for an entity.

EntityProperties updates the properties for an entity.

case
class EntityProperties_i32(entityId: Int, properties: LenPrefixedSeq[Int, EntityPropertyShort])
case
class EntityRemoveEffect(entityId: VarInt, effectId: Byte)

EntityRemoveEffect removes an effect from an entity.

EntityRemoveEffect removes an effect from an entity.

case
class EntityRemoveEffect_i32(entityId: Int, effectId: Byte)
case
class EntitySoundEffect(soundId: VarInt, soundCategory: VarInt, entityId: VarInt, volume: Float, pitch: Float)

Plays a sound effect from an entity.

Plays a sound effect from an entity.

case
class EntityStatus(entityId: Int, entityStatus: Byte)
case
class EntityTeleport_f64(entityId: VarInt, x: Double, y: Double, z: Double, yaw: Byte, pitch: Byte, onGround: Boolean)

EntityTeleport teleports the entity to the target location. This is sent if the entity moves further than EntityMove allows.

EntityTeleport teleports the entity to the target location. This is sent if the entity moves further than EntityMove allows.

case
class EntityTeleport_i32(entityId: VarInt, x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int], yaw: Byte, pitch: Byte, onGround: Boolean)
case
class EntityTeleport_i32_i32_NoGround(entityId: Int, x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int], yaw: Byte, pitch: Byte)
case
class EntityUpdateNBT(entityId: VarInt, nbt: NBTCompoundOrEnd)

EntityUpdateNBT updates the entity named binary tag.

EntityUpdateNBT updates the entity named binary tag.

case
class EntityUsedBed(entityId: VarInt, location: Position)

EntityUsedBed is sent by the server when a player goes to bed.

EntityUsedBed is sent by the server when a player goes to bed.

case
class EntityUsedBed_i32(entityId: Int, x: Int, y: UByte, z: Int)
case
class EntityVelocity(entityId: VarInt, velocityX: Short, velocityY: Short, velocityZ: Short)

EntityVelocity sets the velocity of an entity in 1/8000 of a block per a tick.

EntityVelocity sets the velocity of an entity in 1/8000 of a block per a tick.

case
class EntityVelocity_i32(entityId: Int, velocityX: Short, velocityY: Short, velocityZ: Short)
case
class Entity_i32(entityId: Int)
case
class Explosion(x: Float, y: Float, z: Float, radius: Float, records: LenPrefixedSeq[Int, ExplosionRecord], velocityX: Float, velocityY: Float, velocityZ: Float)

Explosion is sent when an explosion is triggered (tnt, creeper etc). This plays the effect and removes the effected blocks.

Explosion is sent when an explosion is triggered (tnt, creeper etc). This plays the effect and removes the effected blocks.

case
class FacePlayer(feetEyes: VarInt, targetX: Double, targetY: Double, targetZ: Double, isEntity: Boolean, entityId: Option[VarInt], entityFeetEyes: Option[VarInt])
case
class JoinGame_HashedSeed_Respawn(entityId: Int, gamemode: UByte, dimension: Int, hashedSeed: Long, maxPlayers: UByte, levelType: String, viewDistance: VarInt, reducedDebugInfo: Boolean, enableRespawnScreen: Boolean)
case
class JoinGame_WorldNames(entityId: Int, gamemode: UByte, previousGamemode: UByte, worldNames: LenPrefixedSeq[VarInt, String], dimensionCodec: NBTCompound, dimension: String, worldName: String, hashedSeed: Long, maxPlayers: UByte, viewDistance: VarInt, reducedDebugInfo: Boolean, enableRespawnScreen: Boolean, isDebug: Boolean, isFlat: Boolean)
case
class JoinGame_WorldNames_IsHard(entityId: Int, isHardcore: Boolean, gamemode: UByte, previousGamemode: UByte, worldNames: LenPrefixedSeq[VarInt, String], dimensionCodec: NBTCompound, dimension: NBTCompound, worldName: String, hashedSeed: Long, maxPlayers: VarInt, viewDistance: VarInt, reducedDebugInfo: Boolean, enableRespawnScreen: Boolean, isDebug: Boolean, isFlat: Boolean)

JoinGame is sent after completing the login process. This sets the initial state for the client.

JoinGame is sent after completing the login process. This sets the initial state for the client.

case
class JoinGame_i32(entityId: Int, gamemode: UByte, dimension: Int, difficulty: UByte, maxPlayers: UByte, levelType: String, reducedDebugInfo: Boolean)
case
class JoinGame_i32_ViewDistance(entityId: Int, gamemode: UByte, dimension: Int, maxPlayers: UByte, levelType: String, viewDistance: VarInt, reducedDebugInfo: Boolean)
case
class JoinGame_i8(entityId: Int, gamemode: UByte, dimension: Byte, difficulty: UByte, maxPlayers: UByte, levelType: String, reducedDebugInfo: Boolean)
case
class JoinGame_i8_NoDebug(entityId: Int, gamemode: UByte, dimension: Byte, difficulty: UByte, maxPlayers: UByte, levelType: String)
case
case
class KeepAliveClientbound_i64(id: Long)

KeepAliveClientbound is sent by a server to check if the client is still responding and keep the connection open. The client should reply with the KeepAliveServerbound packet setting ID to the same as this one.

KeepAliveClientbound is sent by a server to check if the client is still responding and keep the connection open. The client should reply with the KeepAliveServerbound packet setting ID to the same as this one.

case
class Maps(itemDamage: VarInt, scale: Byte, trackingPosition: Boolean, locked: Boolean, icons: LenPrefixedSeq[VarInt, MapIcon], columns: UByte, rows: Option[UByte], x: Option[UByte], z: Option[UByte], data: Option[LenPrefixedByteSeq[VarInt]])

Maps updates a single map's contents

Maps updates a single map's contents

case
class Maps_NoLocked(itemDamage: VarInt, scale: Byte, trackingPosition: Boolean, icons: LenPrefixedSeq[VarInt, MapIcon], columns: UByte, rows: Option[UByte], x: Option[UByte], z: Option[UByte], data: Option[LenPrefixedByteSeq[VarInt]])
case
class Maps_NoTracking(itemDamage: VarInt, scale: Byte, icons: LenPrefixedSeq[VarInt, MapIcon], columns: UByte, rows: Option[UByte], x: Option[UByte], z: Option[UByte], data: Option[LenPrefixedByteSeq[VarInt]])
case
class Maps_NoTracking_Data(itemDamage: VarInt, data: LenPrefixedByteSeq[Short])
case
class MultiBlockChange_Packed(chunkSectionPos: Long, noTrustEdges: Boolean, records: LenPrefixedSeq[VarInt, VarLong])

MultiBlockChange is used to update a batch of blocks in a single packet.

MultiBlockChange is used to update a batch of blocks in a single packet.

case
class MultiBlockChange_VarInt(chunkX: Int, chunkZ: Int, records: LenPrefixedSeq[VarInt, BlockChangeRecord])
case
class MultiBlockChange_u16(chunkX: Int, chunkZ: Int, recordCount: UShort, dataSize: Int, data: UnspecifiedLengthByteArray)
case
class NBTQueryResponse(transactionId: VarInt, nbt: NBTCompoundOrEnd)
case
class NamedSoundEffect(name: String, category: VarInt, x: Int, y: Int, z: Int, volume: Float, pitch: Float)

Plays a sound by name on the client

Plays a sound by name on the client

case
class NamedSoundEffect_u8(name: String, category: VarInt, x: Int, y: Int, z: Int, volume: Float, pitch: UByte)
case
class NamedSoundEffect_u8_NoCategory(name: String, x: Int, y: Int, z: Int, volume: Float, pitch: UByte)
case
class OpenBook(hand: VarInt)

Opens the book GUI.

Opens the book GUI.

case
class Particle_Data(particleId: Int, longDistance: Boolean, x: Float, y: Float, z: Float, offsetX: Float, offsetY: Float, offsetZ: Float, speed: Float, count: Int, blockState: Option[VarInt], red: Option[Float], green: Option[Float], blue: Option[Float], scale: Option[Float], item: Option[NBTCompound])
case
class Particle_Data13(particleId: Int, longDistance: Boolean, x: Float, y: Float, z: Float, offsetX: Float, offsetY: Float, offsetZ: Float, speed: Float, count: Int, blockState: Option[VarInt], red: Option[Float], green: Option[Float], blue: Option[Float], scale: Option[Float], item: Option[NBTCompound])
case
class Particle_Named(particleId: String, x: Float, y: Float, z: Float, offsetX: Float, offsetY: Float, offsetZ: Float, speed: Float, count: Int)
case
class Particle_VarIntArray(particleId: Int, longDistance: Boolean, x: Float, y: Float, z: Float, offsetX: Float, offsetY: Float, offsetZ: Float, speed: Float, count: Int, data1: Option[VarInt], data2: Option[VarInt])
case
class Particle_f64(particleId: Int, longDistance: Boolean, x: Double, y: Double, z: Double, offsetX: Float, offsetY: Float, offsetZ: Float, speed: Float, count: Int, blockState: Option[VarInt], red: Option[Float], green: Option[Float], blue: Option[Float], scale: Option[Float], item: Option[NBTCompound])

Particle spawns particles at the target location with the various modifiers.

Particle spawns particles at the target location with the various modifiers.

case
class PlayerAbilities(flags: UByte, flyingSpeed: Float, walkingSpeed: Float)

PlayerAbilities is used to modify the players current abilities. Flying, creative, god mode etc.

PlayerAbilities is used to modify the players current abilities. Flying, creative, god mode etc.

case

PlayerInfo is sent by the server for every player connected to the server to provide skin and username information as well as ping and gamemode info.

PlayerInfo is sent by the server for every player connected to the server to provide skin and username information as well as ping and gamemode info.

case
class PlayerInfo_String(name: String, online: Boolean, ping: UShort)

PlayerListHeaderFooter updates the header/footer of the player list.

PlayerListHeaderFooter updates the header/footer of the player list.

case

PluginMessageClientbound is used for custom messages between the client and server. This is mainly for plugins/mods but vanilla has a few channels registered too.

PluginMessageClientbound is used for custom messages between the client and server. This is mainly for plugins/mods but vanilla has a few channels registered too.

case
class PluginMessageClientbound_i16(channel: String, data: LenPrefixedByteSeq[Short])
case
class ResourcePackSend(url: String, hash: String)

ResourcePackSend causes the client to check its cache for the requested resource packet and download it if its missing. Once the resource pack is obtained the client will use it.

ResourcePackSend causes the client to check its cache for the requested resource packet and download it if its missing. Once the resource pack is obtained the client will use it.

case
class Respawn_Gamemode(dimension: Int, difficulty: UByte, gamemode: UByte, levelType: String)

Respawn is sent to respawn the player after death or when they move worlds.

Respawn is sent to respawn the player after death or when they move worlds.

case
class Respawn_HashedSeed(dimension: Int, hashedSeed: Long, difficulty: UByte, gamemode: UByte, levelType: String)
case
class Respawn_NBT(dimension: NBTCompound, worldName: String, hashedSeed: Long, gamemode: UByte, previousGamemode: UByte, isDebug: Boolean, isFlat: Boolean, copyMetadata: Boolean)
case
class Respawn_WorldName(dimension: String, worldName: String, hashedSeed: Long, gamemode: UByte, previousGamemode: UByte, isDebug: Boolean, isFlat: Boolean, copyMetadata: Boolean)
case
class ScoreboardDisplay(position: UByte, name: String)

ScoreboardDisplay is used to set the display position of a scoreboard.

ScoreboardDisplay is used to set the display position of a scoreboard.

case
class ScoreboardObjective(name: String, mode: UByte, value: Option[String], ty: Option[String])

ScoreboardObjective creates/updates a scoreboard objective.

ScoreboardObjective creates/updates a scoreboard objective.

case
class ScoreboardObjective_NoMode(name: String, value: String, ty: UByte)
case
class SelectAdvancementTab(hasId: Boolean, tabId: Option[String])

SelectAdvancementTab indicates the client should switch the advancement tab.

SelectAdvancementTab indicates the client should switch the advancement tab.

case
class ServerDifficulty(difficulty: UByte)

ServerDifficulty changes the displayed difficulty in the client's menu as well as some ui changes for hardcore.

ServerDifficulty changes the displayed difficulty in the client's menu as well as some ui changes for hardcore.

case
class ServerDifficulty_Locked(difficulty: UByte, locked: Boolean)
case
class ServerMessage_Position(message: ChatComponent, position: UByte)
case
class ServerMessage_Sender(message: ChatComponent, position: UByte, sender: UUID)

ServerMessage is a message sent by the server. It could be from a player or just a system message. The Type field controls the location the message is displayed at and when the message is displayed.

ServerMessage is a message sent by the server. It could be from a player or just a system message. The Type field controls the location the message is displayed at and when the message is displayed.

case
class SetCompression(threshold: VarInt)

SetCompression updates the compression threshold.

SetCompression updates the compression threshold.

case
class SetCooldown(itemId: VarInt, ticks: VarInt)

SetCooldown disables a set item (by id) for the set number of ticks

SetCooldown disables a set item (by id) for the set number of ticks

case

SetCurrentHotbarSlot changes the player's currently selected hotbar item.

SetCurrentHotbarSlot changes the player's currently selected hotbar item.

case
class SetExperience(experienceBar: Float, level: VarInt, totalExperience: VarInt)

SetExperience updates the experience bar on the client.

SetExperience updates the experience bar on the client.

case
class SetExperience_i16(experienceBar: Float, level: Short, totalExperience: Short)
case
class SetPassengers(entityId: VarInt, passengers: LenPrefixedSeq[VarInt, VarInt])

SetPassengers mounts entities to an entity

SetPassengers mounts entities to an entity

case
class SignEditorOpen(location: Position)

SignEditorOpen causes the client to open the editor for a sign so that it can write to it. Only sent in vanilla when the player places a sign.

SignEditorOpen causes the client to open the editor for a sign so that it can write to it. Only sent in vanilla when the player places a sign.

case
class SignEditorOpen_i32(x: Int, y: Int, z: Int)
case
class SoundEffect(name: VarInt, category: VarInt, x: Int, y: Int, z: Int, volume: Float, pitch: Float)

SoundEffect plays the named sound at the target location.

SoundEffect plays the named sound at the target location.

case
class SoundEffect_u8(name: VarInt, category: VarInt, x: Int, y: Int, z: Int, volume: Float, pitch: UByte)
case
class SpawnExperienceOrb(entityId: VarInt, x: Double, y: Double, z: Double, count: Short)

SpawnExperienceOrb spawns a single experience orb into the world when it is in range of the client. The count controls the amount of experience gained when collected.

SpawnExperienceOrb spawns a single experience orb into the world when it is in range of the client. The count controls the amount of experience gained when collected.

case
class SpawnExperienceOrb_i32(entityId: VarInt, x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int], count: Short)
case
class SpawnGlobalEntity(entityId: VarInt, ty: UByte, x: Double, y: Double, z: Double)

SpawnGlobalEntity spawns an entity which is visible from anywhere in the world. Currently only used for lightning.

SpawnGlobalEntity spawns an entity which is visible from anywhere in the world. Currently only used for lightning.

case
class SpawnGlobalEntity_i32(entityId: VarInt, ty: UByte, x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int])
case
class SpawnMob_NoMeta(entityId: VarInt, uuid: UUID, ty: VarInt, x: Double, y: Double, z: Double, yaw: Byte, pitch: Byte, headPitch: Byte, velocityX: Short, velocityY: Short, velocityZ: Short)

SpawnMob is used to spawn a living entity into the world when it is in range of the client.

SpawnMob is used to spawn a living entity into the world when it is in range of the client.

case
class SpawnMob_WithMeta(entityId: VarInt, uuid: UUID, ty: VarInt, x: Double, y: Double, z: Double, yaw: Byte, pitch: Byte, headPitch: Byte, velocityX: Short, velocityY: Short, velocityZ: Short, metadata: Metadata)
case
class SpawnMob_u8(entityId: VarInt, uuid: UUID, ty: UByte, x: Double, y: Double, z: Double, yaw: Byte, pitch: Byte, headPitch: Byte, velocityX: Short, velocityY: Short, velocityZ: Short, metadata: Metadata)
case
class SpawnMob_u8_i32(entityId: VarInt, uuid: UUID, ty: UByte, x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int], yaw: Byte, pitch: Byte, headPitch: Byte, velocityX: Short, velocityY: Short, velocityZ: Short, metadata: Metadata)
case
class SpawnMob_u8_i32_NoUUID(entityId: VarInt, ty: UByte, x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int], yaw: Byte, pitch: Byte, headPitch: Byte, velocityX: Short, velocityY: Short, velocityZ: Short, metadata: Metadata)
case
class SpawnObject(entityId: VarInt, uuid: UUID, ty: UByte, x: Double, y: Double, z: Double, pitch: Byte, yaw: Byte, data: Int, velocityX: Short, velocityY: Short, velocityZ: Short)

SpawnObject is used to spawn an object or vehicle into the world when it is in range of the client.

SpawnObject is used to spawn an object or vehicle into the world when it is in range of the client.

case
class SpawnObject_VarInt(entityId: VarInt, uuid: UUID, ty: VarInt, x: Double, y: Double, z: Double, pitch: Byte, yaw: Byte, data: Int, velocityX: Short, velocityY: Short, velocityZ: Short)
case
class SpawnObject_i32(entityId: VarInt, uuid: UUID, ty: UByte, x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int], pitch: Byte, yaw: Byte, data: Int, velocityX: Short, velocityY: Short, velocityZ: Short)
case
class SpawnObject_i32_NoUUID(entityId: VarInt, ty: UByte, x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int], pitch: Byte, yaw: Byte, data: Int, velocityX: Option[Short], velocityY: Option[Short], velocityZ: Option[Short])
case
class SpawnPainting_NoUUID(entityId: VarInt, title: String, location: Position, direction: UByte)
case
class SpawnPainting_NoUUID_i32(entityId: VarInt, title: String, x: Int, y: Int, z: Int, direction: Int)
case
class SpawnPainting_String(entityId: VarInt, uuid: UUID, title: String, location: Position, direction: UByte)
case
class SpawnPainting_VarInt(entityId: VarInt, uuid: UUID, motive: VarInt, location: Position, direction: UByte)

SpawnPainting spawns a painting into the world when it is in range of the client. The title effects the size and the texture of the painting.

SpawnPainting spawns a painting into the world when it is in range of the client. The title effects the size and the texture of the painting.

case
class SpawnPlayer_f64(entityId: VarInt, uuid: UUID, x: Double, y: Double, z: Double, yaw: Byte, pitch: Byte, metadata: Metadata)
case
class SpawnPlayer_f64_NoMeta(entityId: VarInt, uuid: UUID, x: Double, y: Double, z: Double, yaw: Byte, pitch: Byte)

SpawnPlayer is used to spawn a player when they are in range of the client. This packet alone isn't enough to display the player as the skin and username information is in the player information packet.

SpawnPlayer is used to spawn a player when they are in range of the client. This packet alone isn't enough to display the player as the skin and username information is in the player information packet.

case
class SpawnPlayer_i32(entityId: VarInt, uuid: UUID, x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int], yaw: Byte, pitch: Byte, metadata: Metadata)
case
class SpawnPlayer_i32_HeldItem(entityId: VarInt, uuid: UUID, x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int], yaw: Byte, pitch: Byte, currentItem: UShort, metadata: Metadata)
case
class SpawnPlayer_i32_HeldItem_String(entityId: VarInt, uuid: String, name: String, properties: LenPrefixedSeq[VarInt, SpawnProperty], x: FixedPoint5[Int], y: FixedPoint5[Int], z: FixedPoint5[Int], yaw: Byte, pitch: Byte, currentItem: UShort, metadata: Metadata)
case
class SpawnPosition(location: Position)

SpawnPosition is sent to change the player's current spawn point. Currently only used by the client for the compass.

SpawnPosition is sent to change the player's current spawn point. Currently only used by the client for the compass.

case
class SpawnPosition_i32(x: Int, y: Int, z: Int)
case

Statistics is used to update the statistics screen for the client.

Statistics is used to update the statistics screen for the client.

case
class StopSound(flags: UByte, source: Option[VarInt], sound: Option[String])
case
class TabCompleteReply(matches: LenPrefixedSeq[VarInt, String])

TabCompleteReply is sent as a reply to a tab completion request. The matches should be possible completions for the command/chat the player sent.

TabCompleteReply is sent as a reply to a tab completion request. The matches should be possible completions for the command/chat the player sent.

case
class Tags(blockTags: TagArray, itemTags: TagArray, fluidTags: TagArray)
case
class TagsWithEntities(blockTags: TagArray, itemTags: TagArray, fluidTags: TagArray, entityTags: TagArray)
case
class Teams_NoVisColor(name: String, mode: UByte, displayName: Option[String], prefix: Option[String], suffix: Option[String], flags: Option[UByte], players: Option[LenPrefixedSeq[VarInt, String]])
case
class Teams_VarInt(name: String, mode: UByte, displayName: Option[String], flags: Option[UByte], nameTagVisibility: Option[String], collisionRule: Option[String], formatting: Option[VarInt], prefix: Option[String], suffix: Option[String], players: Option[LenPrefixedSeq[VarInt, String]])

Teams creates and updates teams

Teams creates and updates teams

case
class Teams_u8(name: String, mode: UByte, displayName: Option[String], prefix: Option[String], suffix: Option[String], flags: Option[UByte], nameTagVisibility: Option[String], collisionRule: Option[String], color: Option[Byte], players: Option[LenPrefixedSeq[VarInt, String]])
case
class TeleportPlayer_NoConfirm(x: Double, y: Double, z: Double, yaw: Float, pitch: Float, flags: UByte)
case
class TeleportPlayer_OnGround(x: Double, eyesY: Double, z: Double, yaw: Float, pitch: Float, onGround: Boolean)
case
class TeleportPlayer_WithConfirm(x: Double, y: Double, z: Double, yaw: Float, pitch: Float, flags: UByte, teleportId: VarInt)

TeleportPlayer is sent to change the player's position. The client is expected to reply to the server with the same positions as contained in this packet otherwise will reject future packets.

TeleportPlayer is sent to change the player's position. The client is expected to reply to the server with the same positions as contained in this packet otherwise will reject future packets.

case
class TimeUpdate(worldAge: Long, timeOfDay: Long)

TimeUpdate is sent to sync the world's time to the client, the client will manually tick the time itself so this doesn't need to sent repeatedly but if the server or client has issues keeping up this can fall out of sync so it is a good idea to send this now and again

TimeUpdate is sent to sync the world's time to the client, the client will manually tick the time itself so this doesn't need to sent repeatedly but if the server or client has issues keeping up this can fall out of sync so it is a good idea to send this now and again

case
class Title(action: VarInt, title: Option[ChatComponent], subTitle: Option[ChatComponent], actionBarText: Option[String], fadeIn: Option[Int], fadeStay: Option[Int], fadeOut: Option[Int])

Title configures an on-screen title.

Title configures an on-screen title.

case
class Title_notext(action: VarInt, title: Option[ChatComponent], subTitle: Option[ChatComponent], fadeIn: Option[Int], fadeStay: Option[Int], fadeOut: Option[Int])
case
class Title_notext_component(action: VarInt, title: Option[ChatComponent], subTitle: Option[ChatComponent], fadeIn: Option[ChatComponent], fadeStay: Option[ChatComponent], fadeOut: Option[ChatComponent])
case
class TradeList_WithRestock(id: VarInt, trades: LenPrefixedSeq[UByte, Trade], villagerLevel: VarInt, experience: VarInt, isRegularVillager: Boolean, canRestock: Boolean)
case
class TradeList_WithoutRestock(id: VarInt, trades: LenPrefixedSeq[UByte, Trade], villagerLevel: VarInt, experience: VarInt, isRegularVillager: Boolean)
case
class UnlockRecipes_NoSmelting(action: VarInt, craftingBookOpen: Boolean, filteringCraftable: Boolean, recipeIds: LenPrefixedSeq[VarInt, VarInt], recipeIds2: Option[LenPrefixedSeq[VarInt, VarInt]])
case
class UnlockRecipes_WithBlastSmoker(action: VarInt, craftingBookOpen: Boolean, filteringCraftable: Boolean, smeltingBookOpen: Boolean, filteringSmeltable: Boolean, blastFurnaceOpen: Boolean, filteringBlastFurnace: Boolean, smokerOpen: Boolean, filteringSmoker: Boolean, recipeIds: LenPrefixedSeq[VarInt, String], recipeIds2: Option[LenPrefixedSeq[VarInt, String]])
case
class UnlockRecipes_WithSmelting(action: VarInt, craftingBookOpen: Boolean, filteringCraftable: Boolean, smeltingBookOpen: Boolean, filteringSmeltable: Boolean, recipeIds: LenPrefixedSeq[VarInt, String], recipeIds2: Option[LenPrefixedSeq[VarInt, String]])
case
class UpdateBlockEntity(location: Position, action: UByte, nbt: NBTCompound)

UpdateBlockEntity updates the nbt tag of a block entity in the world.

UpdateBlockEntity updates the nbt tag of a block entity in the world.

case
class UpdateBlockEntity_Data(x: Int, y: Short, z: Int, action: UByte, gzippedNbt: LenPrefixedByteSeq[Short])
case
class UpdateHealth(health: Float, food: VarInt, foodSaturation: Float)

UpdateHealth is sent by the server to update the player's health and food.

UpdateHealth is sent by the server to update the player's health and food.

case
class UpdateHealth_u16(health: Float, food: UShort, foodSaturation: Float)
case
class UpdateLight_NoTrust(chunkX: VarInt, chunkZ: VarInt, skyLightMask: VarInt, blockLightMask: VarInt, emptySkyLightMask: VarInt, lightArrays: UnspecifiedLengthByteArray)
case
class UpdateLight_WithTrust(chunkX: VarInt, chunkZ: VarInt, trustEdges: Boolean, skyLightMask: VarInt, blockLightMask: VarInt, emptySkyLightMask: VarInt, lightArrays: UnspecifiedLengthByteArray)
case
class UpdateScore(name: String, action: UByte, objectName: String, value: Option[VarInt])

UpdateScore is used to update or remove an item from a scoreboard objective.

UpdateScore is used to update or remove an item from a scoreboard objective.

case
class UpdateScore_i32(name: String, action: UByte, objectName: String, value: Option[Int])
case
class UpdateSign(location: Position, line1: ChatComponent, line2: ChatComponent, line3: ChatComponent, line4: ChatComponent)

UpdateSign sets or changes the text on a sign.

UpdateSign sets or changes the text on a sign.

case
class UpdateSign_u16(x: Int, y: UShort, z: Int, line1: ChatComponent, line2: ChatComponent, line3: ChatComponent, line4: ChatComponent)
case
class UpdateViewDistance(viewDistance: VarInt)

UpdateViewDistance is sent by the integrated server when changing render distance.

UpdateViewDistance is sent by the integrated server when changing render distance.

case
class UpdateViewPosition(chunkX: VarInt, chunkZ: VarInt)

UpdateViewPosition is used to determine what chunks should be remain loaded.

UpdateViewPosition is used to determine what chunks should be remain loaded.

case
class VehicleTeleport(x: Double, y: Double, z: Double, yaw: Float, pitch: Float)

Teleports the player's vehicle

Teleports the player's vehicle

case
class WindowClose(id: UByte)

WindowClose forces the client to close the window with the given id, e.g. a chest getting destroyed.

WindowClose forces the client to close the window with the given id, e.g. a chest getting destroyed.

case
class WindowItems(id: UByte, items: LenPrefixedSeq[Short, Slot])

WindowItems sets every item in a window.

WindowItems sets every item in a window.

case
class WindowOpen(id: UByte, ty: String, title: ChatComponent, slotCount: UByte, entityId: Option[Int])

WindowOpen tells the client to open the inventory window of the given type. The ID is used to reference the instance of the window in other packets.

WindowOpen tells the client to open the inventory window of the given type. The ID is used to reference the instance of the window in other packets.

case
class WindowOpenHorse(windowId: UByte, numberOfSlots: VarInt, entityId: Int)
case
case
class WindowOpen_u8(id: UByte, ty: UByte, title: ChatComponent, slotCount: UByte, useProvidedWindowTitle: Boolean, entityId: Option[Int])
case
class WindowProperty(id: UByte, property: Short, value: Short)

WindowProperty changes the value of a property of a window. Properties vary depending on the window type.

WindowProperty changes the value of a property of a window. Properties vary depending on the window type.

case
class WindowSetSlot(id: UByte, property: Short, item: Slot)

WindowSetSlot changes an itemstack in one of the slots in a window.

WindowSetSlot changes an itemstack in one of the slots in a window.

case
class WorldBorder(action: VarInt, oldRadius: Option[Double], newRadius: Option[Double], speed: Option[VarLong], x: Option[Double], z: Option[Double], portalBoundary: Option[VarInt], warningTime: Option[VarInt], warningBlocks: Option[VarInt])

WorldBorder configures the world's border.

WorldBorder configures the world's border.