MCBE
OverviewPacketsNetworkSettings
ID 0x8F · 143Server → ClientConnection

NetworkSettings

Server response to RequestNetworkSettings. It fixes the compression algorithm and threshold for every following batch, plus the render-distance throttle the client applies to other players.

network-settings.bin
8F 01              // header
01 00              // threshold = 1 (compress everything)
00 00              // algorithm = zlib
00                 // client throttle off
00                 // throttle threshold
00 00 00 00        // throttle scalar 0.0

Structure

FieldTypeDescription
Compression Thresholduint16 (LE)Minimum raw batch size before compression kicks in (0 = off).
Compression Algorithmuint16 (LE)0 = zlib (raw deflate, level ~6), 1 = Snappy, 0xFFFF = none.
Client Throttle EnabledboolWhether the client throttles entity updates for other players.
Client Throttle Thresholduint8Player count at which throttling starts.
Client Throttle Scalarfloat32 (LE)Fraction of actors skipped per tick when throttled.

Compression Algorithm values

0 ZLib — raw DEFLATE
1 Snappy
0xFFFF None

Notes

  • Still sent uncompressed; the server enables compression only after this packet is flushed.
  • From the next packet on, every 0xFE batch carries a 1-byte algorithm marker (0x00 zlib, 0x01 snappy, 0xFF when below the threshold).
  • Threshold semantics: 0 disables compression, 1 compresses everything, otherwise the minimum batch size in bytes. Vanilla servers typically send 1; gophertunnel defaults to 256.