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.
xPos IntTag X position of the chunk (in absolute chunks from x, z origin, not relative to the region).
yPos IntTag Lowest Y section position in the chunk (e.g. -4 in 1.18).
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: minecraft:empty, minecraft:structure_starts, minecraft:structure_references, minecraft:biomes, minecraft:noise, minecraft:surface, minecraft:carvers, minecraft:features, minecraft:light, minecraft:spawn, or minecraft:full.
All status except minecraft: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.
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, even those that are empty (filled with air).
block_entities ListTag of CompoundTags Each CompoundTag in this list defines a block entity in this chunk.
Heightmaps CompoundTag Several different heightmaps corresponding to 256 values compacted at 9 bits per word (lowest being 0, highest being 384, both inclusive).
fluid_ticks ListTag of CompoundTags Each CompoundTag in this list is an “active” liquid in this chunk waiting to be updated.
block_ticks ListTag of CompoundTags Each CompoundTag in this list is an “active” block in this chunk waiting to be updated.
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.
blending_data CompoundTag This appears to be biome blending data, although more testing is needed to confirm.
structures CompoundTag Structure data in this chunk.

Section Data

Tag Name Tag Type Description
Y ByteTag The Y position of this section.
block_states CompoundTag  
biomes CompoundTag  
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, If missing look at the bottom 16x16 of light data of the section directly above and repeat that 16 times top down to recompute the data for this section, if there is no section above the current one the section should be set to be completely bright (0xFF for each byte). Stored 4 bits per block.

Block States Data

Tag Name Tag Type Description
palette ListTag of CompoundTags Set of different block states used in this particular section.
data LongArrayTag A packed array of 4096 indices pointing to the palette, stored in an array of longs. Omitted if only 1 block state fills the entire section. Longs are stored in Little Endian

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.

Biomes Data

Tag Name Tag Type Description
palette ListTag of StringTags Biome resource location.
data LongArrayTag A packed array of 64 indices pointing to the palette, stored in an array of longs. Omitted if only 1 biome fills the entire section. Longs are stored in Little Endian

Block Entities Data

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

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

Fluid 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 fluid ticks are scheduled for the same tick, fluid 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.

Block 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 block ticks are scheduled for the same tick, block 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.

Blending Data

Tag Name Tag Type Description
min_section IntTag Unknown
max_section IntTag Unknown

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

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(64 ÷ 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 >> 2 & 0x3) × 16 + (Z >> 2 & 0x3) × 4 + (X >> 2 & 0x3).

Indexing the biome palette should look something like this: palette.get(biome_indices[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 should look something like this: heightmap[xz_index] - 64. Subtract 64 to get the real Y coordinate, otherwise Y-64 with be Y0