Respawn
Play 0x52, server → client.
play · 0x52 · clientbound (server → client)
Moves the player to a new dimension or respawns them after death. The server sends it after ClientCommand respawn or on dimension change, with a worldState similar to the one in Login. copyMetadata flags tell the client whether to keep attributes and entity metadata. The client resets its world and waits for chunks and a SynchronizePlayerPosition.
Sent by the server, read by the client. Listen for it with client.on("Respawn", (data) => …) on the receiving side.
Fields
| Field | Type | Notes |
|---|---|---|
worldState |
SpawnInfo | |
copyMetadata |
UByte |
Send it
await client.sendPacket("Respawn", {
worldState: {
dimension: 0,
name: "minecraft:overworld",
hashedSeed: 0n,
gamemode: 0,
previousGamemode: 255,
isDebug: false,
isFlat: true,
death: null,
portalCooldown: 0,
seaLevel: -63,
},
copyMetadata: 0x03, // bit 1 keep attributes, bit 2 keep metadata
});
Send after the player dies and clicks Respawn (ClientCommand action 0) or when changing dimension. worldState has the same shape as in Login. After it, send SynchronizePlayerPosition, the chunks around the new position, and SetHealth.
Field aliases listed under Notes are accepted as alternative keys when writing.
Source: src/Core/Versions/776/Packets/play/clientbound/Respawn.ts