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mcaselector-lite/docs/mc-data-spec.md

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Minecraft data specification

NBT specification

NBT (named binary tag) is a tree data structure. Tags have a numeric type ID, name and a payload. The human-readable variant of this data is SNBT (stringified named binary tag) NBT files are a compressed compound tag. GZip is the compression used in most cases, in some rare cases it's stored uncompressed. A tag is an individual part of the data tree, where the first byte is the ID, followed by a uint16_t for the length of the name, then the name as UTF-8. (end tag does not contain name)

note: UUID are stored as an integer array.

tag types

ID tag name payload specification
0x0 end -
0x1 byte int8_t
0x2 short int16_t (BE1 )
0x3 int int32_t (BE)
0x4 long int64_t (BE)
0x5 float float (BE)
0x6 double double (BE)
0x7 byte array int32_t (len) -> int8_t
0x8 string uint16_t (len) -> UTF-8
0x9 list ID: int32_t (len) -> ID
0xA compound list of tags delimited with end tag
0xB int array int32_t (len) -> int32_t
0xC long array int32_t (len) -> int64_t

world data

There is a difference between *.mca and *.mcr files. Where *.mca files are the newer variant.

  • mcr = MinecraftRegion
  • mca = Anvil

file locations

dim file path
overworld world/region
nether world/DIM-1/region
the end world/DIM1/region

coordinate conversions

return (x >> 4); // block->chunk
return (x >> 5); // chunk->region

chunk format specification

Chunks are stored as NBT-formatted data. The actual structure of this is best illustrated by the wiki.

notable tags

path tag type description
DataVersion int version of the NBT structure
xPos int X chunk position of the chunk from the world origin
zPos int Z chunk position of the chunk from the world origin
yPos int lowest Y section position in the chunk
InhabitedTime long the accumilative number of ticks that players have been present in this chunk
sections list list of compounds containing the chunk sections
sections[i].Y byte/int the Y block position of this section (can be int in versions ≥1.18
sections[i].block_states.palette list contains the block states for this particular section
sections[i].block_states.palette[i].Name string block resource location
sections[i].block_states.data long array view below
block state data

Contains 4096 indices, which are packed in a specific way. All indices are the same with, though the width is decided by the minimum width required to index the palette. In versions ≥1.16, the indices are not packed across multiple elements of the array. So they have an alignment requirement of 64 bits. There might be an additional section at the top and or bottom of the world used to store light, so that light travels properly over and under the world limits. This is an example on how to access individual block info from a single section;

unsigned w = 0;
int32_t tmp = block_states->palette.len;
while (tmp >>= 1) w++; // get the width of the palette length

// get the data for calculating the index (NOTE: this process is only applicable for mc versions <1.16)
unsigned pos = (y << 8) + (z << 4) + x; // acquire the position in the data array according to; 16²•y + 16•z + x
unsigned bit = pos * w;                 // calc which bit the value starts at.
unsigned sgmt = bit / 64;               // calc which segment the data lives in
unsigned offs = bit & 63;               // calc the offset within the segment

// calculate the correct index
uint16_t idx;
idx = (block_states->dat[sgmt] >> offs);                                // acquire the data in the segment
idx |= -!!((offs + w) > 64) & (block_states->dat[sgmt+1] << (64-offs)); // complete with the data from the other segment, if present
idx &= (1 << w) - 1;                                                    // truncate the data to only contain what we desire.

struct blockdat blk = block_states->palette.dat[idx];

MCR format specification

header

Region files have an 8KiB header, split in two 4KiB tables. The first containing the offsets of chunks in the region file itself, the second providing timestamps for the last updates of those chunks. The offset of a chunk (x,z) (in chunk coordinates) in the first table can be found by using this formula: 4 * ((x & 31) + (z & 31) * 32). The timestamp can be found 4096 bytes later in the file.

range 0x000x0FFF 0x10000x1FFF 0x2000
data locations (4B) timestamps (4B) chunks and unused space
chunk location

Location info for a chunk is stored as a 32 bit big-endian integer, where the first three bytes (0xFFFFFF00) are an offset in 4KiB sectors from the start of the file. The last byte (0x000000FF) gives the length of the chunk in 4KiB sectors. (rounded up, of course). Where chunks are always less than 1MiB in size. If a chunk isn't present in the region file (e.g. because it hasn't been generated or migrated yet), both fields are zero.

timestamps

Timestamp data are 32 bit big-endian integers, representing the last modification time of an individual chunk in epoch seconds.

payload

Chunk data starts with a big-endian 32 bit signed integer which contains the exact length of the data in bytes. The first byte of this data indicates the compression scheme used for the data. The rest of the data is the actual compression data. (len-1 remaining now) The data has an alignment requirement of 4KiB.

compression
value type
1 GZip (RFC1952) (unused in practice)
2 Zlib (RFC1950)
3 uncompressed (<1.15.1)
4 LZ4 (≥24w04a)
127 custom algorithm* (≥24w04a)

*: A namespaced string must follow representing the algorithm used. The string is preceded by its length, encoded as an unsigned 16-bit integer. The uncompressed data is in NBT format and follows the chunk format. If the value of compression scheme increases by 128, the compressed data is saved in a file called c.x.z.mcc, where x and z are the chunk's coordinates, instead of the usual position.

MCA format specification

The Anvil file format has some edits compared to the region file format;

  • Build height increase from 128 to 256
  • Empty sections of the world are not loaded into memory or saved to disk.
  • Maximum block ID increased from 265 to 4096. By adding a 4-bit data layer (similar to how metadata is stored).
  • Block ordering has been changed from XZY to YZX in order to improve compression.
  • Packets for sending chunks has been optimized (a chunk without air is smaller than in the same chunk in the old format, and a chunk with lots of air is even smaller).
  • Biomes are saved per X,Z column, rather than being calculated on the fly.

sources