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
| Field | Type | Description |
|---|---|---|
| Compression Threshold | uint16 (LE) | Minimum raw batch size before compression kicks in (0 = off). |
| Compression Algorithm | uint16 (LE) | 0 = zlib (raw deflate, level ~6), 1 = Snappy, 0xFFFF = none. |
| Client Throttle Enabled | bool | Whether the client throttles entity updates for other players. |
| Client Throttle Threshold | uint8 | Player count at which throttling starts. |
| Client Throttle Scalar | float32 (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.
