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Entity

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πŸ‘ Image
This article is about the moving objects. For the extra data stored in some blocks, see block entity.
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The size of six entities (a chicken, a player, an evoker, a camel, a warden, and an oak boat) relative to four blocks
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There is a category for this topic!
 
See Category:Entities for a list of pages relating to this topic.

Entities include all dynamic, moving objects throughout the Minecraft world.

General behavior

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Properties all or most entities have are:

  • A position, rotation, and velocity
  • A bounding box consisting of one or more non-rotating, three-dimensional boxes with a fixed height and width
  • The ability to be on fire, displayed as flames on or around the entity
  • The ability to have a status effect, such as from potions
  • A view point, even if it has no eyes

Most entities can be pushed around by water currents, and some can have their trajectory altered by explosions if already traveling at speed. Some entities can be renamed by using a name tag on them.

Most entities have a health status, including mobs, players, armor stands, boats, boat with chests, items, and minecarts. Moving blocks, shot or thrown projectiles, area effect clouds, and experience orbs do not have health.

Most entities collide with solid blocks, though some entities, like vexes, ender dragons and thrown eyes of ender, do not. Most types of entities prevent blocks from being placed in the space they occupy, except for dropped items and experience orbs, which are automatically pushed out of the block to open air. If a solid block enters an entity's space, such as falling sand or a swinging door, then it is free to move out of the solid block but not back in. For example, if a door is closed on the player, player can jump up and stand on top of the bottom-half door block, if there is air above the door.

Entities are lit according to the light level of the block their position is in. For example, if a minecart runs over a non-straight track directly into a solid block, it turns black because solid blocks always have a light level of 0; arrows are also sometimes seen to turn black, especially if fired shallowly into the ceiling; players in Bedrock Edition sometimes also turn black when sleeping.

Immovable entities

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Item frames, glow item frames, paintings, and leash knots, unlike most entities, align to the block grid, and are completely immobile.

Boats and minecarts

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See also: Transportation (contains information about speed)

Boats, boats with chests and minecarts appear to recover health over time. For example, they can be broken by hitting them quickly, but cannot be destroyed by hits with unarmed hand with a pause after each hit. The amount of wobbling displayed by boats and minecarts when struck appears to indicate their current health. All minecart, boat and boat with chest variants have 6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️
.

Gravity-affected blocks

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Main article: Falling Block
πŸ‘ Image
Sand that has collapsed into a monster room. Before landing, each sand block would have been an entity.

Gravity-affected blocks include sand, gravel, anvils, red sand, dragon eggs, concrete powder, scaffolding, and pointed dripstone, along with snow layers in Bedrock Edition.

A gravity-affected block normally exists as a block, but when its support is removed, it becomes a falling block entity and falls down until hitting the top surface of another block. If there is valid space, it places itself as a block at the nearest on-grid position, or drops as an item if that position is occupied by a block without a solid top surface, such as a torch or a bottom slab.

While a falling block ordinarily falls straight down, its trajectory can be affected by explosions, bubble columns, pistons, reeling it in, and moving slime blocks, and can slide down the side of honey blocks. It is also possible to modify the velocity and direction of a falling block by using commands such as /dataβ€Œ[Java Edition only] or third-party programs. A falling block despawns and drops as an item if it does not land after existing for 600 ticks (30 seconds), or 100 ticks (5 seconds) if falling into the void[verify].

If a cave generates underneath sand, gravel, or red sand, the blocks remain stationary until they receive a block update. If a single block is updated and falls down, neighboring blocks are updated in a chain reaction that can cause the collapse of an entire region of gravity-affected blocks.

Interactions with "use" control

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Entities with use interactions (such as boats, boat with chests, minecarts, cats, villagers, tamed parrots, and tamed wolves) do not stop the use action of a tool the player is holding. For example, using a water bucket on a tamed wolf causes the wolf to sit, but also empties the bucket near or onto the wolf.

Riding

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A spider jockey

Entities can ride on, or be attached to, other entities. When this is the case, only the lower/"outer" entity's volume collides with other things, and only that entity can control movement.β€Œ[Java Edition only] However, there are exceptions: players riding minecarts, boats, boats with chests, saddled horses, a happy ghast, a nautilus, a donkey, a mule, a camel, or baby zombies riding chickens, or skeletons riding horses or boats.

The only current legitimate combinations of riding entities are:

A parrot perched on player's shoulder isn't considered as riding.

It is possible to have even more levels, such as a baby piglin on another baby piglin who is riding a hoglin in a boat in a minecart.

Entities can also be stacked on top of each other with the use of the /summon and /data commands in Java Edition. For example, using /summon spider ~ ~ ~ {Passengers:[{id:skeleton}]} summons a spider jockey, or using /ride in Bedrock Edition.

If an entity is riding another entity, the top entity cannot teleport because as soon as the teleport is made, the entity is teleported back to riding the other entity.β€Œ[Java Edition only]

Starting from the Nether Update, entities that are riders or passengers of other entities cannot despawn.[verify]β€Œ[Java Edition only]

Appearance

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The textures on the surfaces of entities usually integrate images applied to all parts of an entity into one single file, similar to player skins. The heights and widths of objects inside the texture file are typically multiplies of 60px. Each entity renders the texture in different three-dimensional models, and all entities have animations rendered with the model.

With Vibrant Visuals, the game uses multiple texture files on top of the color textures, which affects how light and reflections behave on the surface. The MERS texture map is used to define per pixel how metallic (reflects all light), emissive (produces its own light), or rough (absorbs all light) it is, with an additional subsurface scattering map (how light is scattered on the surface) which can replace metalness. With resource packs, other texture maps are also used, including normal and heightmaps. These change depth of the entity, and can add multiple 3D effects.

Using resource packs, the player can change the textures of entities. They can also change the shapes and animations of entities using models.

Types of entities

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The table below lists types of entities that currently exist in Minecraft.

Entities listed as "solid" obstruct the passage of other entities.

Type Solid Health Living entity
πŸ‘ Image
Player
[note 1]
Yes 20HPπŸ‘ ❀️
Γ— 10
(Varies with attributes)
Yes
πŸ‘ Image
Mob
Yes Varies Yes
πŸ‘ Image
Area Effect Cloud
No ∞ No
πŸ‘ Image
Mannequin
β€Œ[JE only]
Yes 20HPπŸ‘ ❀️
Γ— 10
Yes
πŸ‘ Image
Armor Stand
[note 1]
No 20HPπŸ‘ ❀️
Γ— 10
Yes
πŸ‘ Image
Arrow
Only to boats and minecarts ∞ No
πŸ‘ Image
Balloon
β€Œ[edu & BE only]
Yes ∞ No
Block displayβ€Œ[JE only] No ∞ No
πŸ‘ Image
Boat
Yes Just over 4HPπŸ‘ ❀️
πŸ‘ ❀️
[health 1]
Recovers health quickly over time.

(Java Edition)

40HPπŸ‘ ❀️
Γ— 20
(Bedrock Edition)

No
πŸ‘ Image
Boat with Chest
Yes Just over 4HPπŸ‘ ❀️
πŸ‘ ❀️
[health 1]
Recovers health quickly over time.

(Java Edition)

40HPπŸ‘ ❀️
Γ— 20
(Bedrock Edition)

No
πŸ‘ Image
Egg
Yes ∞ No
πŸ‘ Image
End Crystal
No 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
No
πŸ‘ Image
Ender Pearl
Yes ∞ No
πŸ‘ Image
Evoker Fangs
No ∞ No
πŸ‘ Image
Eye of Ender
No ∞ No
πŸ‘ Image
Experience Orb
No 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
No
πŸ‘ Image
Falling Block
No ∞ No
πŸ‘ Image
Fishing Bobber
Only to boats and minecarts ∞ No
πŸ‘ Image
Fireball

πŸ‘ Image
Small Fireball

πŸ‘ Image
Wither skull

πŸ‘ Image
Dragon Fireball
Yes ∞ No
πŸ‘ Image
Firework Rocket
No ∞ No
πŸ‘ Image
Ice Bomb
β€Œ[edu & BE only]
Yes ∞ No
Interactionβ€Œ[JE only] No ∞ No
πŸ‘ Image
Item
Only to boats and minecarts 5HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ πŸ’”
No
Item displayβ€Œ[JE only] No ∞ No
πŸ‘ Image
Item frame
β€Œ[JE only]
No ∞ No
πŸ‘ Image
Lightning Bolt
No ∞ No
πŸ‘ Image
Leash Knot
No ∞ No
πŸ‘ Image
Llama Spit
Yes ∞ No
Location Pointer Idleβ€Œ[BE only][note 2] No ∞ No
Location Pointer Selectedβ€Œ[BE only][note 2] No ∞ No
Map Markerβ€Œ[BE only][note 2] No ∞ No
Markerβ€Œ[JE only] No ∞ No
πŸ‘ EntitySprite minecart.png: Sprite image for minecart in Minecraft
Minecart
To other entities 6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️

Recovers health quickly over time.
No
πŸ‘ EntitySprite minecart-with-chest.png: Sprite image for minecart-with-chest in Minecraft
Minecart with chest
To other entities 6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️

Recovers health quickly over time.
No
πŸ‘ EntitySprite minecart-with-command-block.png: Sprite image for minecart-with-command-block in Minecraft

Minecart with command block
To other entities 6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️

Recovers health quickly over time.
No
πŸ‘ EntitySprite minecart-with-furnace.png: Sprite image for minecart-with-furnace in Minecraft
Minecart with furnaceβ€Œ[JE only]
To other entities 6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️

Recovers health quickly over time.
No
πŸ‘ EntitySprite minecart-with-hopper.png: Sprite image for minecart-with-hopper in Minecraft
Minecart with hopper
To other entities 6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️

Recovers health quickly over time.
No
πŸ‘ EntitySprite minecart-with-monster-spawner.png: Sprite image for minecart-with-monster-spawner in Minecraft
Minecart with monster spawnerβ€Œ[JE only]
To other entities 6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️

Recovers health quickly over time.
No
πŸ‘ EntitySprite minecart-with-tnt.png: Sprite image for minecart-with-tnt in Minecraft
Minecart with TNT
To other entities 6HPπŸ‘ ❀️
πŸ‘ ❀️
πŸ‘ ❀️

Recovers health quickly over time.
No
πŸ‘ Image
Painting
No ∞ No
Rulerβ€Œ[BE only][note 2] No ∞ No
Ruler Idleβ€Œ[BE only][note 2] No ∞ No
πŸ‘ BlockSprite tnt.png: Sprite image for tnt in Minecraft
Primed TNT
No ∞ No
Text displayβ€Œ[JE only] No ∞ No
πŸ‘ Image
Shulker Bullet
Yes ∞ No
πŸ‘ Image
Snowball
Yes ∞ No
πŸ‘ Image
Trident
Yes ∞ No
πŸ‘ Image
Wind Charge
Yes ∞ No
  1. ↑ a b Exactly 4 damage is not enough to destroy it.

Motion

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πŸ‘ Image
"Gravity" redirects here. For the Minecraft Dungeons enchantment, see MCD:Gravity.

Gravity works differently in Minecraft than the real world, as not everything is subject to the same acceleration. Additionally, there is a drag force proportional to velocity, again dependent on the entity.

In general, entities perform 3 operations to calculate movement each tick:

  • Apply acceleration: Add acceleration to the current velocity (for most entities, the only acceleration is gravity),
  • Apply drag: Multiply the current velocity by a drag coefficient (which may be different for the horizontal and vertical components),
  • Update position: Add the current velocity to the current position.

Different entities perform these operations in different orders within the tick, which changes their behavior. For example, a living entity in the air is described by the following code each tick:

// Update position
position.x+=velocity.x;
position.y+=velocity.y;
position.z+=velocity.z;

// Update acceleration
velocity.y-=0.08D;

// Update drag
velocity.x*=0.91F;
velocity.y*=0.98F;
velocity.z*=0.91F;

Just substituting the correct values for acceleration and drag and ordering the three operations correctly is enough to exactly simulate any entity listed below.


Kind Ticking order Gravity[note 3]

(m/tick/tick)

Drag

(vertical)

Drag

(horizontal)

Terminal velocity

(m/tick)[note 4]

Terminal velocity

(m/s)

Maximum horizontal travel distance

(m/(m/s))[note 5]

πŸ‘ EntitySprite player.png: Sprite image for player in Minecraft
πŸ‘ EnvSprite mob.png: Sprite image for mob in Minecraft
πŸ‘ EntitySprite armor-stand.png: Sprite image for armor-stand in Minecraft
Players and other living entities
Position, Acceleration, Drag -0.08 (double) 0.98 (float) 0.91 (float)[note 6] 3.92 78.4 11.111
Players/mobs with πŸ‘ Image
Slow Falling
-0.01 (double)


0.49 9.80 11.111
πŸ‘ EntitySprite falling-sand.png: Sprite image for falling-sand in Minecraft
πŸ‘ EntitySprite tnt.png: Sprite image for tnt in Minecraft
Falling blocks and TNT
Acceleration, Position, Drag -0.04 (double) 0.98 (double) 1.96 39.2 50
πŸ‘ Image
Items
-0.04 (double) 0.98 (double) 0.98 (float) 1.96 39.2 50
πŸ‘ Image
Experience orbs
-0.03 (double) 0.98 (float) 1.47 29.4 50
πŸ‘ Image
Minecarts
[note 7]
-0.04 (double) 0.95 (double) 0.76 15.2 20
πŸ‘ EntitySprite fishing-hook.png: Sprite image for fishing-hook in Minecraft
Thrown fishing bobbers
-0.03 (double) 0.92 (double) 0.345 6.90 12.5
πŸ‘ ItemSprite oak-boat.png: Sprite image for oak-boat in Minecraft
πŸ‘ ItemSprite oak-boat-with-chest.png: Sprite image for oak-boat-with-chest in Minecraft
Boats and chest boats
Acceleration, Drag, Position -0.04 (double) N/A[note 8] 0.90 (float)β€Œ[JE only]/

N/Aβ€Œ[BE only]

∞ ∞ 9
πŸ‘ EntitySprite egg.png: Sprite image for egg in Minecraft
πŸ‘ EntitySprite snowball.png: Sprite image for snowball in Minecraft
πŸ‘ EntitySprite ender-pearl.png: Sprite image for ender-pearl in Minecraft
Thrown eggs, snowballs, and ender pearls
Acceleration, Drag, Position[note 9] -0.03 (double) 0.99 (float) 0.99 (float) 2.97 59.4 99
πŸ‘ EntitySprite splash-potion.png: Sprite image for splash-potion in Minecraft
Thrown potions
-0.05 (double)


4.95 99.0
πŸ‘ EntitySprite bottle-o'-enchanting.png: Sprite image for bottle-o'-enchanting in Minecraft
Thrown bottles o' enchanting
-0.07 (double)


6.93 138.6
πŸ‘ EntitySprite fireball.png: Sprite image for fireball in Minecraft
πŸ‘ EntitySprite wither-skull.png: Sprite image for wither-skull in Minecraft
πŸ‘ EntitySprite dragon-fireball.png: Sprite image for dragon-fireball in Minecraft
Fireballs, small fireballs, wither skulls, and dragon fireballs
Acceleration, Drag, Position 0.10 (double)[note 3] 0.95 (float) 1.90 38.0 19
πŸ‘ Image
Dangerous wither skulls
0.10 (double)[note 3] 0.73 (float) 0.2703703 5.407407 2.703703
πŸ‘ Image
Wind charges
0.10 (double)[note 3] N/A[note 8] ∞ ∞ ∞
πŸ‘ Image
Llama Spit
Position, Drag, Acceleration -0.06 (double) 0.99 (float) 6.00 120.0 100
πŸ‘ EntitySprite arrow.png: Sprite image for arrow in Minecraft
πŸ‘ EntitySprite trident.png: Sprite image for trident in Minecraft
Fired arrows, and thrown tridents
-0.05 (double) 0.99 (float) 5.00 100.0 100
  1. ↑ a b In Bedrock Edition, these entities are under the mob category.
  2. ↑ a b c d e Only available in Bedrock Editor.
  3. ↑ a b c d Explosive projectiles and wind charges are not affected by gravity but instead get acceleration from getting damaged.
  4. ↑ Terminal velocity is given by if drag is before acceleration and otherwise.
  5. ↑ For axes with no acceleration, maximum travel distance is given by if position is before drag and otherwise. Table values are the number that, when multiplied by the initial velocity, gives the maximum travel distance.
  6. ↑ Players, mobs and armor stands whose OnGround property is set to 1 have a horizontal drag coefficient of . Friction is 0.6 by default, 0.8 for Slime Blocks, 0.98 for Ice, Packed Ice and Frosted Ice, and 0.989 for Blue Ice.
  7. ↑ Minecarts have a maximum horizontal velocity of 0.4. Any greater value is reset to that number before updating the position.
  8. ↑ a b For boats and wind charges, the order between acceleration and drag doesn't matter: Boats have no vertical drag, and wind charges have no drag at all.
  9. ↑ The order of throwable projectiles was changed in Java Edition 1.21.2, from "Position, Drag, Acceleration" to "Acceleration, Drag, Position".

Formulas

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It can be useful to have a closed-form formula for and entity's position and velocity. These are not exact like a program would be, because the in-game movement is subject to floating-point rounding errors and mathematical formulas are not. A detailed explanation of how these formulas were derived can be found here.

Velocity

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Applying an initial velocity on an entity, the entity's velocity after travelling for a number of ticks can be given by the formulas:

Drag applied before acceleration:
Drag applied after acceleration [note 1]:

Initial velocity and acceleration should be interpreted as vectors, and drag as a diagonal matrix. This means that the formulas work for each X, Y, and Z component separately if drag, initialVelocity, and acceleration are replaced with their corresponding X, Y, or Z components.

Position

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Here is drag, is acceleration, is ticksPassed, and is initialVelocity. Then an entity starting at will end at a given by:

Position, Drag, Acceleration:
Position, Acceleration, Drag:
Acceleration, Position, Drag:
Drag, Acceleration, Position:
Drag, Position, Acceleration[note 2]:
Acceleration, Drag, Position:

Like before, initial position, initial velocity and acceleration should be treated as vectors and drag as a diagonal matrix.

  1. ↑ For entities where the acceleration is applied before drag, the effective acceleration is the acceleration scaled by the drag coefficient; this is why their terminal velocities aren't whole numbers while the others are.
  2. ↑ No entity has "Drag, Position, Acceleration" order but the formula is included for completeness.

Calculator

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Initial conditions[calcnote 1]
1 Angle 0 Vector
X 0 VXYaw m/tick0 deg
Y 0 VYPitch m/tick-30 deg
Z 0 VZSpeed m/tick3 m/tick
Entity dynamics
Drag-H 0.99 Gravity -0.05 m/tick2
Drag-Y

0.99

Ticking order 1
TimeRadius

0 0 ticks 0 0 m
1 Time 0 Radius

Position

X = , Y = , Z =
Maximum height: m ( ticks)none
Horizontal range: m ( ticks)

Velocity

VX = , VY = , VZ = (m/tick)
Terminal speed: m/tick

Launch angle calculator[calcnote 1]
Given a target coordinate and an initial speed, calculate the entity launch angle to hit the target. Target is hit after ticks.
X 10 Yaw deg
Y 10 Pitch

degUnreachable
1 Direct hit

Z 10 Speed 3 m/tick
  1. ↑ a b Yaw and pitch follow the Minecraft's convention, thus zero yaw is directed at +Z (south) and looking upwards corresponds to negative values of pitch.

Data values

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Java Edition

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Bedrock Edition

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Videos

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History

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This section is missing information about:
  • early history
  • when in Java Edition were entities given a dedicated folder in worlds?
 
Please expand the section to include this information. Further details may exist on the talk page.

Java Edition

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?Added entities.
Java Edition Infdev
20100227-1414Removed entities.
20100316Reimplemented entities.
Java Edition
1.2.112w06aPlayers can no longer ineract with entities through blocks in Creative mode.
1.4.212w34aEntities can now use portals.
1.915w31aProjectile motion has now been changed slightly.[2]
15w36aPlayers can now be pushed by other entities (exceptions being items and experience orbs).
15w45aEntities bunched up in a 1Γ—1 hole together no longer push away entities touching adjacent corners.
15w49aProjectiles now take the thrower's momentum into account when the player is falling, flying with elytra, or taking knockback; but not when the player is walking, riding an entity, or flying in Creative mode.
1.1116w32aEntity IDs have now been changed to have underscores and no capital letters. They can also be used by typing minecraft: before the IDs, similar to block IDs.
The ID for mobs (Mob), and monsters (Monster) have now been removed.
1.21.224w39aThrown projectiles now tick in gravity-drag-position order.
1.21.625w19aProjectiles now have a target tolerance margin that changes over time.

Bedrock Edition

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Pocket Edition Alpha
?The insides of mobs no longer render.
Bedrock Edition
?The insides of mobs now render again.
1.21.90Preview 1.21.90.26Projectiles now have a target tolerance margin that changes over time.

Legacy Console Edition

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Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU1CU11.001.001.00Patch 11.0.1Added entities.
TU19CU71.121.121.12Entities can now use portals.
TU46CU361.381.381.38Patch 15Projectiles now take the thrower's momentum into account.
TU54CU441.521.521.52Patch 241.0.4Players can now be pushed by other entities (exceptions being items, experience orbs and other players).

Trivia

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  • When an entity is moving away from its block radius, the solid block can be placed but it does not emit a place sound effect or the player's placing animation.β€Œ[Java Edition only]
    • in Bedrock Edition however, the block place sound effect can be played and emitted and the player's placing animation plays but it does not when using a controller or keyboard and mouse connection.

Issues

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Issues relating to "Entity" are maintained on the bug tracker. Issues should be reported and viewed there.

See also

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  • Block entity – unlike the entities mentioned above, these are simply blocks that store additional data.

References

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External links

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  • MinecraftMotionTools – a GitHub repository with some in-depth explanation about motion in-game.

Navigation

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