| name | mcc-version-adaptation |
| description | Adapt MCC palettes and protocol handling for a new Minecraft version. Use when the user wants to add support for a new MC version, compare version registries, update item/entity/block/metadata palettes, or fix protocol mismatches between MC versions. |
MCC Version Adaptation
Systematic workflow for updating Minecraft Console Client to support a new Minecraft version, focusing on palette/registry changes and entity metadata.
Prerequisites
Step 0: Generate Server Reports (CRITICAL since 1.21.9)
Before analyzing decompiled source, generate authoritative registry data from the server jar:
cd /tmp && java -DbundlerMainClass=net.minecraft.data.Main \
-jar $MCC_SERVERS/<version>/server.jar \
--reports --output /tmp/mc_reports
This produces /tmp/mc_reports/reports/ containing:
registries.json — all registries with actual protocol_id for each entry
blocks.json — all blocks with block state IDs
packets.json — packet protocol definitions
Why this matters: Since MC 1.21.9, some items and blocks are registered outside Items.java/Blocks.java field declarations (via block registration callbacks or other paths). The decompiled source alone will miss these entries. The server data generator is the only authoritative source for protocol IDs.
Validation check
Compare server registry counts against decompiled source counts:
python3 -c "
import json
with open('/tmp/mc_reports/reports/registries.json') as f:
data = json.load(f)
for reg in ['minecraft:item', 'minecraft:entity_type', 'minecraft:block']:
print(f'{reg}: {len(data[reg][\"entries\"])} entries')
"
If server counts differ from decompiled Java source counts, the palette must be generated from server data, not from Java source.
Step 1: Run Registry Diff
python3 $MCC_REPO/tools/diff_registries.py <old_ver> <new_ver>
This compares five registries and reports which need palette updates:
| Registry | MCC File | When to Update |
|---|
| Items.java | ItemPalettes/ItemPaletteXXX.cs | New/removed/reordered items |
| EntityType.java | EntityPalettes/EntityPaletteXXX.cs | New/removed/reordered entity types |
| Blocks.java | BlockPalettes/BlockPaletteXXX.cs | New/removed/reordered blocks |
| DataComponents.java | StructuredComponents/StructuredComponentsRegistryXXX.cs | New/reordered components |
| EntityDataSerializers.java | EntityMetadataPalettes/EntityMetadataPaletteXXX.cs | New/reordered serializer types |
Important: diff_registries.py compares decompiled Java source. If Step 0 revealed count mismatches, the diff output may undercount. Always cross-reference with server registries.json.
Step 2: Generate Updated Palettes
For registries marked "PALETTE UPDATE NEEDED":
Item Palette
Preferred method (accurate since 1.21.9):
python3 $MCC_REPO/tools/gen_item_palette.py --from-registry /tmp/mc_reports/reports/registries.json <suffix>
Legacy method (works for versions where Items.java has all items):
python3 $MCC_REPO/tools/gen_item_palette.py <new_ver> <suffix>
- If new items are reported missing from
ItemType.cs, add them to the enum in alphabetical order.
- The script auto-generates the C# palette file.
Block Palette
Preferred method (accurate since 1.21.9):
python3 $MCC_REPO/tools/gen_block_palette.py /tmp/mc_reports/reports/blocks.json <suffix>
Legacy method (manual creation from decompiled Blocks.java): Follow the pattern of existing palette files, using register("name", ...) call order from the decompiled source. Only reliable when Blocks.java contains all blocks.
If new blocks are reported missing from Material.cs, add them to the enum in alphabetical order.
Entity Palette
python3 $MCC_REPO/tools/gen_entity_palette.py /tmp/mc_reports/reports/registries.json <suffix>
If new entity types are reported missing from EntityType.cs, add them to the enum in alphabetical order.
Entity Metadata Palette
python3 $MCC_REPO/tools/gen_entity_metadata_palette.py <new_ver> <suffix>
- If new serializer types appear as UNMAPPED, add them to both:
- The script's
FIELD_TO_ENUM dictionary
- MCC's
EntityMetaDataType.cs enum
DataTypes.cs read logic (add a case to consume the correct bytes)
DataComponents / StructuredComponents
Compare DataComponents.java registration order. If new components appear, update StructuredComponentsRegistryXXX.cs. For new component types, implement corresponding reader in StructuredComponents/Components/.
Step 3: Update Version Routing
After creating palette files, update version selection logic:
| Palette Type | Routing Location |
|---|
| Item | Protocol18.cs → itemPalette switch expression |
| Entity | Protocol18.cs → entityPalette switch expression |
| Block | Protocol18.cs → blockPalette initialization |
| EntityMetadata | EntityMetadataPalette.cs → GetPalette() switch |
| DataComponents | StructuredComponentsRegistry.cs → factory/routing |
| Packet | PacketType18Handler.cs → GetTypeHandler() switch |
Pattern: add a new >= MC_X_Y_Z_Version => new XxxPaletteXYZ() case.
Also update:
Protocol18.cs: add MC_X_Y_Z_Version = <protocol_number> constant
Protocol18.cs: update all > MC_prev_Version upper-bound checks to > MC_X_Y_Z_Version
ProtocolHandler.cs: add version string → protocol mapping, protocol → version mapping, add to supported list
Program.cs: update MCHighestVersion
Step 4: Check Packet Changes
Compare GameProtocols.java and ConfigurationProtocols.java between versions.
Common patterns:
- New clientbound packets inserted mid-list: All subsequent packet IDs shift. Requires a new
PacketPalette class.
- New packets appended at end: Only need to add new enum values and entries in the palette.
- Packet renames (same slot): Update MCC's packet type enum name but no ID change.
When packet changes are detected:
- Add new packet type enum values to
PacketTypesIn.cs, PacketTypesOut.cs, ConfigurationPacketTypesIn.cs, ConfigurationPacketTypesOut.cs
- Create new
PacketPaletteXXX.cs based on the previous one, adjusting IDs
- Update
PacketType18Handler.cs routing
Step 5: Check Variant Encoding Changes
For entity types that use variant serializers (Cat, Wolf, Frog, Painting), check if the codec changed between versions by inspecting:
EntityDataSerializers.java — look at how each *_VARIANT field is constructed
- Key codecs:
ByteBufCodecs.holderRegistry() → wire format: VarInt(registry_id)
ByteBufCodecs.holder() → wire format: VarInt(id+1) for registered, VarInt(0) + inline_data for direct
- If codec changed, update
DataTypes.cs entity metadata reading logic accordingly.
Step 6: Handle New EntityDataSerializer Types
When new serializer types are added (detected in Step 1):
- Add enum value to
EntityMetaDataType.cs with XML doc comment
- Add read logic in
DataTypes.cs ReadNextMetadata():
- Determine byte consumption from the decompiled codec
- Simple enum types (like CopperGolemState, WeatheringCopperState):
ReadNextVarInt(cache)
- Composite types (like ResolvableProfile): analyze the STREAM_CODEC chain in decompiled source
- Create the new palette file (Step 2)
- Update palette routing (Step 3)
Step 7: Check SpawnEntity / Other Packet Format Changes
Compare key packet codec classes between versions. Known changes:
- 1.21.9+:
SpawnEntity velocity fields changed from short / 8000.0 to LpVec3 format (VarLong-packed fixed-point). Gate reading in DataTypes.ReadNextEntity() by version.
When in doubt, compare the relevant packet class (e.g. ClientboundAddEntityPacket.java) between versions.
Step 8: Update Block Collision Shapes (Physics Engine)
MCC's physics engine uses block collision shape data from PrismarineJS minecraft-data to perform accurate AABB collision detection (stored in MinecraftClient/Physics/BlockShapeData.json, embedded as a resource).
When a new MC version introduces new blocks or changes block shapes, update this data:
python3 $MCC_REPO/tools/gen_block_shapes.py <version>
If network is slow or unreliable, download the file manually and convert:
curl -L -o /tmp/bcs.json \
"https://raw.githubusercontent.com/PrismarineJS/minecraft-data/master/data/pc/<version>/blockCollisionShapes.json"
python3 $MCC_REPO/tools/gen_block_shapes.py --from-file /tmp/bcs.json
Output: MinecraftClient/Physics/BlockShapeData.json (embedded via MinecraftClient.csproj)
The JSON maps block names (snake_case) → collision shape IDs → AABB coordinates. At runtime, BlockShapes.cs maps MCC's block state IDs to these AABBs using the block palette.
When to update: Whenever new blocks are added that have non-trivial collision shapes (e.g., new slab variants, stairs, fences). If only items or entities changed, this step can be skipped.
Data source: PrismarineJS minecraft-data repo, path: data/pc/<version>/blockCollisionShapes.json. Version availability can be checked via data/dataPaths.json.
Step 9: Update Minimap Block Color Map
Regenerate the block-to-MapColor mapping used by the TUI minimap. This maps each block's Material enum to the RGB color from Minecraft's official MapColor table.
python3 $MCC_REPO/tools/gen_block_color_map.py $MCC_REPO/MinecraftOfficial/<version>-decompiled
Output: MinecraftClient/Tui/MinimapBlockColors.json (embedded as a resource via .csproj).
The script parses MapColor.java, DyeColor.java, and Blocks.java from the decompiled source to extract each block's assigned map color. Blocks not matched to a known Material enum value are skipped.
When to update: Whenever new blocks are added or existing blocks change their mapColor() assignment. If only items or entities changed, this step can be skipped.
Step 10: Update Minimap Entity Categories
Regenerate the entity-to-MobCategory mapping used by the TUI minimap for classifying entities as hostile, passive, neutral, or non-living.
python3 $MCC_REPO/tools/gen_entity_category_map.py $MCC_REPO/MinecraftOfficial/<version>-decompiled
Output: MinecraftClient/Tui/MinimapEntityCategories.json (embedded as a resource via .csproj).
The script parses EntityType.java to extract each entity's MobCategory assignment, then maps Minecraft's categories to MCC minimap categories:
MONSTER -> hostile (with neutral overrides for conditionally hostile mobs like Enderman, Spider, Wolf)
CREATURE/AMBIENT/AXOLOTLS/WATER_* -> passive
MISC -> non_living (with passive overrides for Villager, WanderingTrader, ZombieHorse)
The script maintains manual override lists for "neutral" mobs (attack only when provoked) since Minecraft has no machine-readable flag for this behavior. Review and update the NEUTRAL_OVERRIDES and PASSIVE_OVERRIDES sets in the script when new conditionally-hostile or misclassified mobs are added.
When to update: Whenever new entity types are added. If only blocks or items changed, this step can be skipped.
Step 11: Compile and Verify
dotnet build $MCC_REPO/MinecraftClient.sln -c Release
Then connect to a test server of the target version (see mcc-dev-workflow skill) and verify:
- Successful connection
/give new items → check inventory for correct identification
/give existing items (diamond_sword, etc.) → verify no ID shift
- Summon new entities → check type and health
- Summon variant entities (wolf, cat, frog) → no metadata parse errors
- Place new blocks →
dig reports correct block type
- Teleport to distant chunks → terrain loads without errors
- Chat commands work normally
Always verify basic existing items first (e.g. diamond_sword) to catch palette ID shift bugs early. If an existing item shows as the wrong type, the palette is using wrong protocol IDs.
Key Source Files Reference
| Decompiled Java Source | Purpose |
|---|
world/item/Items.java | Item registry (field declaration order ≈ ID, but not always since 1.21.9) |
world/entity/EntityType.java | Entity type registry (register() call order = ID) |
world/level/block/Blocks.java | Block registry (register() call order ≈ ID, but not always since 1.21.9) |
core/component/DataComponents.java | Data component registry |
network/syncher/EntityDataSerializers.java | Entity metadata type registry (static block order = ID) |
network/protocol/game/GameProtocols.java | Play packet registration order (= packet IDs) |
network/protocol/configuration/ConfigurationProtocols.java | Config packet registration order |
| Server Data Generator Output | Purpose |
|---|
registries.json | Authoritative protocol_id for all registries |
blocks.json | Authoritative block state IDs |
packets.json | Packet protocol definitions |
Common Pitfalls
- Source field order ≠ runtime registry ID (since 1.21.9): Some items/blocks are registered via callbacks (e.g., block items registered by
Blocks.java during block registration) rather than in Items.java field declarations. Always validate palette counts against server registries.json. If counts differ, use server data generator output instead of decompiled source.
- ID order matters: IDs are determined by registration order, not alphabetical. Always use server data generator as ground truth.
- Cross-version jumps: When MCC skips versions (e.g., 1.20.4→1.20.6), registries from ALL intermediate versions may have changed. Always diff against the actual last-supported version, not the latest palette.
- EntityMetadata type shifts: A single new serializer type shifts all subsequent IDs, causing widespread metadata parse failures. Symptoms: entity rendering glitches, disconnections, or silent data corruption.
- CUT_STANDSTONE_SLAB: This is an intentional typo in Minecraft source (should be SANDSTONE). MCC's
ItemType.cs uses CutSandstoneSlab — the gen script handles this via the OVERRIDES dict.
- Item/block renames across versions: Some items/blocks get renamed (e.g.,
DRY_SHORT_GRASS → SHORT_DRY_GRASS, CHAIN → IRON_CHAIN). Keep old enum values for backward compatibility with older palettes, and add new ones for the new version.
- Packet ID cascading shifts: Even one inserted mid-list clientbound packet shifts ALL subsequent IDs. Always create a new PacketPalette for protocol changes.
- Test existing items first: After palette changes, always verify existing items (diamond_sword, stone, etc.) before testing new ones. If they show as wrong items, the palette has a systemic ID offset bug.
Reusable Scripts
All scripts are in $MCC_REPO/tools/. See tools/README.md for detailed usage.
| Script | Purpose | Input |
|---|
diff_registries.py | Compare registries between versions | Decompiled source |
gen_item_palette.py | Generate ItemPalette C# | Decompiled source OR registries.json |
gen_block_palette.py | Generate BlockPalette C# | blocks.json |
gen_entity_palette.py | Generate EntityPalette C# | registries.json |
gen_entity_metadata_palette.py | Generate EntityMetadataPalette C# | Decompiled source |
gen_block_shapes.py | Download & compact block collision shapes | PrismarineJS minecraft-data |
gen_block_color_map.py | Generate minimap block color JSON | Decompiled source (MapColor/DyeColor/Blocks) |
gen_entity_category_map.py | Generate minimap entity category JSON | Decompiled source (EntityType.java) |