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Reference

Verified against Minecraft 26.3 · Reference · The shelf behind the lectures: everything a viewer would pause the video to read, kept where no lecture has to stop for it.

A lecture explains one thing at a time, and it cannot stop to list the 44 entity-data serializers or the ten bits of a flag word without losing the room. The rule for this tier is one question: would a viewer pause the video to read this? If yes, it lives here and the page links to it — so a shelf page is reached from the page that needs it, and the table below is grouped by the one question a reader of a catalogue should ask of it rather than for browsing.

That question is not what does it list but how is it kept, because a catalogue is only as good as the version it was read from. Thirteen of the twenty-three are rewritten by a tool on every deploy, so their rows are re-derived each time, though the sentences each tool types around its tables, and the odd cell it types into a row, are not. The other ten were written by a session reading the classes one at a time, and go stale exactly the way this page’s own last column did.

A shelf is looked up, not watched, so a Reference page is exempt from the rule that every page carries a figure: it draws one only where its subject is a shape — the conversions between coordinate spaces, the ways work crosses a thread boundary — and everywhere else, this page included, the table or the list is the figure.

How each page is kept, and who leans on it

Generated · decompile is read off the source, generated · corpus off the book itself — its pages, and the lane key in its page template — and both are rewritten on every deploy; hand-kept is a session’s reading. The last column’s numerals are the parts in sidebar order, I to XIII, as the lecture map lists them.

pagewhat it listskept bythe parts whose landing pages point at it
Packetsevery packet, by protocol group and directiongenerated · decompileIII, V, VI, VII, VIII, IX, X, XIII
Registriesevery registry key but the root’s: built-in, data-pack, syncedgenerated · decompileII, IV, V, VI, VII, IX, XII, XIII
Data componentsevery DataComponentType in DataComponents, persistent or not, and how it crosses the wiregenerated · decompileII, V, VII, VIII, IX
Game rulesevery rule, type, category, defaultgenerated · decompileIII, IV, V, VI, VIII
Attributesevery attribute: default, range, sentiment, syncablegenerated · decompileVI, VIII
Entity data serializersall 44, in registration order, which is the wire idgenerated · decompileVI
Enchantment hooksevery public EnchantmentHelper entry point and its callersgenerated · decompileVII
Loot context parameter setsall thirty-one, with required and optional keysgenerated · decompileVII, XIII
Entity spawn reasonsall nineteen, and which classes change behaviour for eachgenerated · decompileVI
Structure spawn overridesthe six structures that replace a biome’s spawn list, and with whatgenerated · decompileVI, XII
The weapon helpersthe seven Item.Properties helpers and every item built by onegenerated · decompileVII
Block update flagsthe ten bits of Level.setBlock’s flag wordhand-keptIV, V
Damage outside LivingEntitywhat each of the twenty-two non-living classes does when hithand-keptVI, VIII
What the HUD draws, and whenevery HUD element and the condition, if any, it is behindhand-keptX
Submit phases and feature renderersthe fifteen phases and the twelve renderers, in the order the code lists themhand-keptXI
Density-function nodesthe forty-four node types, what the compiler turns each into, what range each reports, and which ids the shipped data writeshand-keptXII
Threadsevery thread, who makes it, what may run on ithand-keptI, III, IV, VI, IX, X, XI
Math and primitivesthe coordinate spaces, packings, shapes and random sourceshand-keptII, IV, V, VI, XII
Level data and ruleswho owns the seed, spawn, rules and border, and which file each is inhand-keptIII, IV, VIII, IX, XII
Naming driftthe 1.21-era names a reader will reach for, and what 26.3 calls themhand-keptI, II, VII, X, XI, XII
Glossarya short entry per term, and the page that owns ithand-keptII, V, VI, X, XI, XII, XIII
Diagram lanesevery lane abbreviation and the class it means, and the ten that mean a thread, the process, the wire, the disk, a service or the game’s own code insteadgenerated · corpusevery part
Class indexevery class a written page backticks or a figure names, and the pages that name itgenerated · corpus—

The two generated kinds differ in what they are read from. python tools/gen_reference.py all rewrites eleven of them from the decompile — its declarations, its call sites and its data files — so a version bump re-derives their rows rather than re-reading them; the other two are read off this book instead, by python tools/verify_names.py --index (the class index, from every written page’s backticked names and every class a figure names) and python tools/check_lanes.py --index (the lanes, from the key in the book’s page template). Hand-kept means a part session read the classes and wrote the rows, tools/verify_names.py checks the backticked names on the page, and a fact-check re-reads the rows — the code’s own orders drift on a version bump, and three of these pages (the HUD, the submit phases, the density-function nodes) are laid out in one.

The last column is one a tool can settle, and it is now settled by one: each of the thirteen parts’ landing pages names the shelf pages it uses, and tools/check_deps.py re-derives this column from those thirteen sections and refuses to publish when the two disagree. It disagreed in six rows on the day the check was written, which is what a hand-kept column does.

For agents: the whole site is also served as one file at /llms-full.txt.


Rules: names, never code · how the system works, not how the code reads · newest version only · every backticked name passes tools/verify_names.py.