Chunk Format

Byte Order

Chunk data is stored in Big Endian byte order unless mentioned otherwise.

Chunk NBT Data

Tag Name Tag Type Description
DataVersion IntTag Version of the chunk NBT structure.
Level CompoundTag Chunk Data

Level Data

Tag Name Tag Type Description
xPos IntTag X position of the chunk (in absolute chunks from x, z origin, not relative to the region).
zPos IntTag Z position of the chunk (in absolute chunks from x, z origin, not relative to the region).
Status StringTag Defines the world generation status of this chunk.
It is always one of the following: empty, structure_starts, structure_references, biomes, noise, surface, carvers, liquid_carvers, features, light, spawn, heightmaps, or full.
All status except full are used for chunks called proto-chunks, in other words, for chunks with incomplete generation.
LastUpdate LongTag Tick when the chunk was last saved.
InhabitedTime LongTag The cumulative number of ticks players have been in this chunk. Note that this value increases faster when more players are in the chunk. Used for Regional Difficulty.
Biomes IntArrayTag 1024 entries of biome data. Each number in the array is the biome id for a 4×4×4 volume in the chunk. These 4×4×4 volumes are arranged by Z, then X, then Y. That is, the first 4×4 values in the array are for the 16×16 chunk, at Y levels 0-3, the next 4×4 is for Y levels 4-7, etc. If this tag does not exist, it gets created and filled by Minecraft.
Heightmaps CompoundTag Several different heightmaps corresponding to 256 values compacted at 9 bits per word (lowest being 0, highest being 256, both inclusive).
Sections ListTag of CompoundTags Each CompoundTag is a section (also known as subchunk). All sections in the world’s height are present in this list. Empty sections are not stored.
Entities ListTag of CompoundTags Each CompoundTag in this list defines a entity in this chunk. (Removed in 1.17)
TileEntities ListTag of CompoundTags Each CompoundTag in this list defines a block entity in this chunk.
TileTicks ListTag of CompoundTags Each CompoundTag in this list is an “active” block in this chunk waiting to be updated.
LiquidTicks ListTag of CompoundTags Each CompoundTag in this list is an “active” liquid in this chunk waiting to be updated.
Lights ListTag of 16 ListTags of ShortTags  
LiquidsToBeTicked ListTag of 16 ListTags of ShortTags  
ToBeTicked ListTag of 16 ListTags of ShortTags  
PostProcessing ListTag of 16 ListTags of ShortTags  
Structures CompoundTag Structure data in this chunk.

Heightmaps Data

Tag Name Tag Type Description
MOTION_BLOCKING LongArrayTag The highest block that blocks motion or contains a fluid. Longs are stored in Little Endian
MOTION_BLOCKING_NO_LEAVES LongArrayTag The highest block that blocks motion, contains a fluid, or is in the minecraft:leaves tag. Longs are stored in Little Endian
OCEAN_FLOOR LongArrayTag The highest block that is neither air or a fluid. Longs are stored in Little Endian
OCEAN_FLOOR_WG LongArrayTag The highest block that is neither air or a fluid, for worldgen. Longs are stored in Little Endian
WORLD_SURFACE LongArrayTag The highest non-air block. Longs are stored in Little Endian
WORLD_SURFACE_WG LongArrayTag The highest non-air block, for worldgen. Longs are stored in Little Endian

Section Data

Tag Name Tag Type Description
Y ByteTag The Y position of this section.
Palette ListTag of CompoundTags Set of different block states used in this particular section.
BlockStates LongArrayTag A packed array of 4096 indices pointing to the palette, stored in an array of longs. Longs are stored in Little Endian
BlockLight ByteArrayTag 2048 ByteTags storing the amount of block-emitted light in each block, Omitted if no light reaches this section of the chunk. Stored 4 bits per block.
SkyLight ByteArrayTag 2048 ByteTags storing the maximum sky light that reaches each block, Omitted if no sky light reaches this section of the chunk or the bottom 16×16 of the section above this one. Stored 4 bits per block.

Palette Data

Tag Name Tag Type Description
Name StringTag Block resource location.
Properties CompoundTag List of block state properties. Omitted if block has no properties.

Entities Data

An entities data. See the Minecraft Wiki page for details.

Tile Entities Data

A tile entities data. See the Minecraft Wiki page for details.

Tile Ticks Data

Tag Name Tag Type Description
i StringTag The ID of the block; used to activate the correct block update procedure.
p IntTag If multiple tile ticks are scheduled for the same tick, tile ticks with lower p are processed first. If they also have the same p, order is unknown.
t IntTag The number of ticks until processing should occur. May be negative when processing is overdue.
x IntTag X position.
y IntTag Y position.
z IntTag Z position.

Structures Data

Structure data in this chunk. See NBT structure for structures on the Minecraft Wiki page for more details.


Parsing the Chunk

Parsing the Blocks

Variables you’ll need to calculate first

Name Type Formula
Bits Per Word 32-bit integer 64 - leadingZeros(palette.len())
Blocks Per Word 32-bit integer floor(64 ÷ Bits Per Word)
Block Indices 32-bit integer array. Size = ceil(4096 ÷ Blocks Per Word) × Blocks Per Word Extract Blocks Per Word indices of Bits Per Word bits from each 64-bit integer and store them as their own index in the new 32-bit integer array

Now that you have all the needed variables you can now loop the palette in XZY order (X increments first).

The index can be calculated with Y × 16 × 16 + Z × 16 + X.

Indexing the block palette should look something like this: palette.get(block_indices[xzy_index])

Parsing the Biomes

Loop the biome id array in XZY order (X increments first).

The index can be calculated with (Y >> 2 & 0x3) × 16 + (Z >> 2 & 0x3) × 4 + (X >> 2 & 0x3).

Indexing the biomes is like a normal array: biomes[xzy_index].

Parsing the Heightmaps

Variables you’ll need to calculate first

Name Type Formula
Block Indices 32-bit integer array. Size = 259 (Only 256 indices used) Extract 7 indices of 9 bits from each 64-bit integer and store them as their own index in the new 32-bit integer array

Now that you have all the needed variables you can now loop the palette in XZ order (X increments first).

The index can be calculated with Z × 16 + X.

Indexing the heightmap arrays is like a normal array: heightmap[xz_index].