Minecraft lets you connect to a websocket server when you’re in a game. The server can receive and send any commands. This lets you build a bot that you can … (well, I don’t know what it can do, let’s explore.)
Minecraft has commands you can type on a chat window. For example, type / to start a command and type setblock ~1 ~0 ~0 grass changes the block 1 north of you into grass. (~ means relative to you. Coordinates are specified as X, Y and Z.)
Note: These instructions were tested on Minecraft Bedrock 1.16. I haven’t tested them on the Java Edition.
Connect to Minecraft
You can send any command to Minecraft from a websocket server. Let’s use JavaScript for this.
First, run npm install ws uuid. (We need ws for websockets and uuid to generate unique IDs.)
const WebSocket = require('ws')
const uuid = require('uuid') // For later use
// Create a new websocket server on port 3000
console.log('Ready. On MineCraft chat, type /connect localhost:3000')
const wss = new WebSocket.Server({ port: 3000 })
// On Minecraft, when you type "/connect localhost:3000" it creates a connection
wss.on('connection', socket => {
console.log('Connected')
})
On Minecraft > Settings > General > Profile, turn off the “Require Encrypted Websockets” setting.
Run node mineserver1.js. Then type /connect localhost:3000 in a Minecraft chat window. You’ll see 2 things:
MineCraft says “Connection established to server: ws://localhost:3000”
Node prints “Connected”
Now, our program is connected to Minecraft, and can send/receive messages.
Notes:
The Python equivalent is in mineserver1.py. Run python mineserver1.py.
If you get an Uncaught Error: Cannot find module 'ws', make sure you ran npm install ws uuid.
If you get an “Encrypted Session Required” error, make sure you turned off the “Require Encrypted Websockets” setting mentioned above.
To disconnect, run /connect off
Subscribe to chat messages
Now let’s listen to the players’ chat.
A connected websocket server can send a “subscribe” message to Minecraft saying it wants to “listen” to specific actions. For example, you can subscribe to “PlayerMessage”. Whenever a player sents a chat message, Minecraft will notify the websocket client.
Here’s how to do that. Add this code in the wss.on('connection', socket => { ... }) function.
// Tell Minecraft to send all chat messages. Required once after Minecraft starts
socket.send(JSON.stringify({
"header": {
"version": 1, // We're using the version 1 message protocol
"requestId": uuid.v4(), // A unique ID for the request
"messageType": "commandRequest", // This is a request ...
"messagePurpose": "subscribe" // ... to subscribe to ...
},
"body": {
"eventName": "PlayerMessage" // ... all player messages.
},
}))
Now, every time a player types something in the chat window, the socket will receive it. Add this code below the above code:
// When MineCraft sends a message (e.g. on player chat), print it.
socket.on('message', packet => {
const msg = JSON.parse(packet)
console.log(msg)
})
This code parses all the messages it receives and prints them.
This code in is mineserver2.js. Run node mineserver2.js. Then type /connect localhost:3000 in a Minecraft chat window. Then type a message (e.g. “alpha”) in the chat window. You’ll see a message like this in the console.
{
header: {
messagePurpose: 'event', // This is an event
requestId: '00000000-0000-0000-0000-000000000000',
version: 1 // using version 1 message protocol
},
body: {
eventName: 'PlayerMessage',
measurements: null,
properties: {
AccountType: 1,
ActiveSessionID: 'e0afde71-9a15-401b-ba38-82c64a94048d',
AppSessionID: 'b2f5dddc-2a2d-4ec1-bf7b-578038967f9a',
Biome: 1, // Plains Biome. https://minecraft.gamepedia.com/Biome
Build: '1.16.201', // That's my build
BuildNum: '5131175',
BuildPlat: 7,
Cheevos: false,
ClientId: 'fcaa9859-0921-348e-bc7c-1c91b72ccec1',
CurrentNumDevices: 1,
DeviceSessionId: 'b2f5dddc-2a2d-4ec1-bf7b-578038967f9a',
Difficulty: 'NORMAL', // I'm playing on normal difficulty
Dim: 0,
GlobalMultiplayerCorrelationId: '91967b8c-01c6-4708-8a31-f111ddaa8174',
Message: 'alpha', // This is the message I typed
MessageType: 'chat', // It's of type chat
Mode: 1,
NetworkType: 0,
Plat: 'Win 10.0.19041.1',
PlayerGameMode: 1, // Creative. https://minecraft.gamepedia.com/Commands/gamemode
Sender: 'Anand', // That's me.
Seq: 497,
WorldFeature: 0,
WorldSessionId: '8c9b4d3b-7118-4324-ba32-c357c709d682',
editionType: 'win10',
isTrial: 0,
locale: 'en_IN',
vrMode: false
}
}
}
Notes:
The Python equivalent is in mineserver2.py. Run python mineserver2.py.
The full list of things we can subscribe to is undocumented, but @jocopa3 has reverse-engineered a list of messages we can subscribe to, and they’re somewhat meaningful.
Let’s create a pyramid of size 10 around us when we type pyramid 10 in the chat window.
The first step is to check if the player sent a chat message like pyramid 10 (or another number). Add this code below the above code:
// When MineCraft sends a message (e.g. on player chat), act on it.
socket.on('message', packet => {
const msg = JSON.parse(packet)
// If this is a chat window
if (msg.body.eventName === 'PlayerMessage') {
// ... and it's like "pyramid 10" (or some number), draw a pyramid
const match = msg.body.properties.Message.match(/^pyramid (\d+)/i)
if (match)
draw_pyramid(+match[1])
}
})
If the user types “pyramid 3” on the chat window, draw_pyramid(3) is called.
In draw_pyramid(), let’s send commands to build a pyramid. To send a command, we need to create a JSON with the command (e.g. setblock ~1 ~0 ~0 grass). Add this code below the above code:
function send(cmd) {
const msg = {
"header": {
"version": 1,
"requestId": uuid.v4(), // Send unique ID each time
"messagePurpose": "commandRequest",
"messageType": "commandRequest"
},
"body": {
"version": 1, // TODO: Needed?
"commandLine": cmd, // Define the command
"origin": {
"type": "player" // Message comes from player
}
}
}
socket.send(JSON.stringify(msg)) // Send the JSON string
}
Let’s write draw_pyramid() to create a pyramid using glowstone by adding this code below the above code:
// Draw a pyramid of size "size" around the player.
function draw_pyramid(size) {
// y is the height of the pyramid. Start with y=0, and keep building up
for (let y = 0; y < size + 1; y++) {
// At the specified y, place blocks in a rectangle of size "side"
let side = size - y;
for (let x = -side; x < side + 1; x++) {
send(`setblock ~${x} ~${y} ~${-side} glowstone`)
send(`setblock ~${x} ~${y} ~${+side} glowstone`)
send(`setblock ~${-side} ~${y} ~${x} glowstone`)
send(`setblock ~${+side} ~${y} ~${x} glowstone`)
}
}
}
Then type /connect localhost:3000 in a Minecraft chat window.
Then type pyramid 3 in the chat window.
You’ll be surrounded by a glowstone pyramid, and the console will show every command response.
Notes on common error messages:
The block couldn't be placed (-2147352576): The same block was already at that location.
Syntax error: Unexpected "xxx": at "~0 ~9 ~-1 >>xxx<<" (-2147483648): You gave wrong arguments to the command.
Too many commands have been requested, wait for one to be done (-2147418109): Minecraft only allows 100 commands can be executed without waiting for their response.
Typing “pyramid 3” works just fine. But try “pyramid 5” and your pyramid is incomplete.
That’s because Minecraft only allows up to 100 messages in its queue. On the 101st message, you get a Too many commands have been requested, wait for one to be done error.
{
"header": {
"version": 1,
"messagePurpose": "error",
"requestId": "a5051664-e9f4-4f9f-96b8-a56b5783117b"
},
"body": {
"statusCode": -2147418109,
"statusMessage": "Too many commands have been requested, wait for one to be done"
}
}
So let’s modify send() to add to a queue and send in batches. We’ll create two queues:
const sendQueue = [] // Queue of commands to be sent
const awaitedQueue = {} // Queue of responses awaited from Minecraft
In wss.on('connection', ...), when Minecraft completes a command, we’ll remove it from the awaitedQueue. If the command has an error, we’ll report it.
// If we get a command response
if (msg.header.messagePurpose == 'commandResponse') {
// ... and it's for an awaited command
if (msg.header.requestId in awaitedQueue) {
// Print errors 5(if any)
if (msg.body.statusCode < 0)
console.log(awaitedQueue[msg.header.requestId].body.commandLine, msg.body.statusMessage)
// ... and delete it from the awaited queue
delete awaitedQueue[msg.header.requestId]
}
}
// Now, we've cleared all completed commands from the awaitedQueue.
Once we’ve processed Minecraft’s response, we’ll send pending messages from sendQueue, upto 100 and add them to the awaitedQueue.
// We can send new commands from the sendQueue -- up to a maximum of 100.
let count = Math.min(100 - Object.keys(awaitedQueue).length, sendQueue.length)
for (let i = 0; i < count; i++) {
// Each time, send the first command in sendQueue, and add it to the awaitedQueue
let command = sendQueue.shift()
socket.send(JSON.stringify(command))
awaitedQueue[command.header.requestId] = command
}
// Now we've sent as many commands as we can. Wait till the next PlayerMessage/commandResponse
Finally, in function send(), instead of socket.send(JSON.stringify(msg)), we use sendQueue.push(msg) to add the message to the queue.
I’ve been active on Minecraft for the last 6 months, thanks to my daughter. She keeps watching game videos for hours. I thought I’d see what the big deal was, and made one myself.
In this 5-minute clip, I’m mining for Ancient Debris in the Nether by placing beds — which explode when used in the Nether. That’s a quick way to clear large areas and is cheaper than TNT. Ancient Debris is used to make Netherite Scrap which makes Netherite ingots that can upgrade to Netherite weapons and armor — the strongest things in Minecraft.
Why do I care? Well, when my friend’s son said “You’re the only adult I know who plays Minecraft”, I felt 20 years younger 😊.