
Adventure: Rich Text Messages for Minecraft Servers
adventure (PaperMC/adventure)
A user-interface library for Minecraft: Java Edition
If you've ever tried to make a Minecraft server message look decent, you've probably wasted time hunting for color codes, squinting at formatting options, and hoping the chat client actually renders what you intended. Adventure is the library that fixes that. It's a Java library that lets you build rich, interactive messages with actual structure instead of hacking together strings and escape sequences.
What Adventure Does
Adventure is a serverside UI library for Minecraft Java Edition. At its core, it handles text components - the building blocks of every message players see in your server. Instead of writing raw formatted text like you would in vanilla Minecraft commands, you build messages programmatically with a clean, chainable API.
Think of it this way: vanilla Minecraft chat requires you to know specific JSON syntax and color codes. Adventure wraps that complexity into readable Java code. You define a message once, reuse it everywhere, and it works consistently across all clients. No guessing whether your hover text will actually display. No weird rendering bugs from malformed JSON.
The library is maintained by the PaperMC team and is the industry standard for server developers working with Paper, Spigot, and compatible server implementations. It's got 869 stars on GitHub, solid documentation, and active maintenance. It's built in Java and requires JDK 21 minimum, though that's barely a constraint anymore.
Why You'd Use This
Most server developers will never touch Adventure directly. They use plugins built on top of it. But if you're writing plugins, building a custom server implementation, or just tired of wrestling with JSON chat components, Adventure gives you control.

The practical reasons are straightforward:
- You can create messages with click events (run commands, open URLs) and hover text without remembering nested JSON structure.
- Colors, decorations, and special formatting become readable code instead of cryptic escape sequences.
- The library handles versioning differences between Minecraft versions automatically.
- You can serialize messages to different formats (JSON for chat, plain text for logs, etc.) from the same object.
If you're running a server with custom plugins that show scoreboards, quest progress, warning messages, or anything player-facing, Adventure is probably already in the dependency chain. You just might not know it.
How the Library Works
Adventure revolves around the concept of components. A component is a piece of text with optional styling and interactions. You build complex messages by combining simple components.

The basic pattern looks like this: you create a component, apply styling (colors, bold, italic), optionally add interactions (click to run a command, hover to see text), and send it to players. The library handles all the JSON serialization behind the scenes.
Here's a simple example of what that looks like in code:
Component message = Component.text("Click me!").color(NamedTextColor.BLUE).decorate(TextDecoration.BOLD).clickEvent(ClickEvent.openUrl("https://minecraft.how/tools/text-generator")).hoverEvent(HoverEvent.showText(Component.text("Open the text generator")));That creates a blue, bold "Click me!" text that opens a URL when clicked and shows a hover tooltip. Simple and readable. If you tried to build that JSON by hand, you'd have a headache within thirty seconds.
The library also handles more complex scenarios: building dynamic messages with variables, translatable text components for different locales, and even NBT data structures for advanced use cases. If you're doing anything beyond basic chat messages, Adventure probably has a builder for it.
Getting It Into Your Project
Adventure is published to Maven Central, so if you're using Gradle or Maven, it's a dependency declaration away.
For Gradle (in your build.gradle.kts):
dependencies {
implementation("net.kyori:adventure-api:5.0.1")
}For Maven (in your pom.xml):
net.kyori
adventure-api
5.0.1
The latest stable version is 5.0.1, though snapshot builds are available if you want bleeding-edge changes. Once it's in your classpath, you just import the classes and start building components.
If you're writing a Paper plugin specifically, Paper already includes Adventure as a dependency, so you don't need to add it yourself. Just import and use.
Key Features That Matter
Adventure has a lot going on under the hood. These are the features that actually change how you write server code:
Text Styling and Colors. Named colors (BLUE, RED, GOLD), RGB colors, and text decorations (bold, italic, underline) are first-class citizens. You're not decoding color codes or guessing hex values - you chain methods and get readable results. Want a gradient effect across text? Adventure handles that too, though it requires more setup.
Click and Hover Events. Players can interact with your messages. Run commands, open URLs, suggest commands to the player (without running them), and show hover tooltips with nested components. This is how fancy server interfaces actually work.
Translatable Components. Write your message once with a translation key, and the client renders it in the player's own language automatically. This is built into the Minecraft client, and Adventure makes it painless to use. If you're running a multilingual server, this saves enormous amounts of effort.
Serialization. You can convert components to different formats: JSON for Minecraft chat, plain text for logging, legacy color codes if you're stuck on an older client. Same object, multiple outputs. Once you've a rich component, you can push it anywhere.
Audience API. Adventure's Audience interface lets you send messages to players, broadcast to everyone, or write custom message handlers. It abstracts away the details of which Minecraft implementation you're running on. One codebase, multiple server types.
Things That Trip People Up
Nothing's perfect, and Adventure has some quirks worth knowing:
If you're working with older Minecraft versions, double-check which Adventure release supports them. The library dropped support for older versions over time, so ancient servers might not be compatible. This latest releases target recent Minecraft versions.
The JSON output can look insane if you inspect it directly. It's not meant for human reading - it's optimized for the client. Don't try to hand-edit the JSON output.
Translatable components require the translation key to exist on the client side (it does for standard Minecraft strings, but custom strings won't work). This catches a lot of people trying to use custom translation keys. If your translation doesn't show up, you're probably using a key that doesn't exist in Minecraft's language files.
And actually, one more thing: if you're building complex nested components with lots of styling, the code gets verbose fast. It's still readable, but it's not compact. That's the tradeoff for clarity.
Related Tools and Libraries
Adventure isn't the only way to handle Minecraft text. MiniMessage is a companion library from PaperMC that lets you write fancy text using a simpler string format instead of building components in code. If you want less boilerplate and don't mind string parsing, MiniMessage might fit better. The two libraries work together.
The Minecraft server itself has chat component support built in (that's what Adventure wraps), but that requires you to work with raw JSON. Adventure's value is making that less painful.
For your own server UI needs, the minecraft.how Minecraft Text Generator and Minecraft MOTD Creator tools let you craft formatted text visually without writing code at all, though they're separate from the Adventure library. If you're just styling a one-off message, those tools are faster. If you're building a plugin that generates hundreds of messages dynamically, Adventure is your answer.
Why This Matters
Adventures' existence means server developers spend less time battling Minecraft's chat format and more time building actual features. It's not flashy, but it's the kind of library that makes other things possible. Every plugin that displays quest progress, shop menus, or cosmetic effects probably uses Adventure somewhere.
The fact that it's maintained by PaperMC and has been stable for years means it's not going away. It's the standard. If you're serious about server development, knowing how to work with components and builders saves time and prevents bugs. And if you're writing plugins, you'll encounter it eventually anyway.


