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Would Redstone wires/torches/repeaters, maps, doors, levers, buttons and pressure plates be considered tile entities as well? Monchoman45 22:21, 9 June 2011 (UTC)
No, redstone-related items' state is stored in their 4-bit data field, or even by changing block ID (torches do that). Maps are never blocks. Open up your world in the latest MCEdit and it will highlight everything that's a tile entity in yellow. —KPReid 22:48, 9 June 2011 (UTC)
Is it just me, or is this sentence's wording hard to follow? "End Portals have tile entity data, if the frame its if the eye of ender is in or not, if not its unsolved."
--24.251.190.43 04:04, 28 November 2011 (UTC)
i agree, will attempt to make the sentence more readable, if i can discern its meaning√Onion=Shallot 07:02, 12 April 2012 (UTC)
Wouldn't wheet have one aswell for which stage of growth it is at? Same with melon/pumpkin stems? Not %100 sure. Anyone know more?
In the new snapshot cauldrons and End portal frames are Tile entities (the cauldron has been a tile entity before), so, soon there is a tile entity that can be pushed by a piston. --MinecraftChrizz 11:44, 20 June 2013 (UTC)
There is a Tile-Entity-Update-Detector (BUD#History there's a link to a video in the last sentence.) It detects all placements and updates to tile entities. In 1.5 it detected all the items from the list. In 13w15c however it also detects the placement and updates to a cauldron and an End portal frame. --MinecraftChrizz 07:03, 21 June 2013 (UTC)
The TEUD detects both normal updates and Tile entity updates, this is why it also detects redstone signals. After some testing it seems that it only detects Tile entities that can update in-game (so it won't detect block like enchantingtable and enderchest) Anyway, I'm not 100% sure if the Cauldron and the end portal frame have tile entities now, but at least something changed, because in 1.5 the TEUD doesn't detect them and in the snapshot they do. Also it's not true that the TEUD only detects blocks that can be taken a comparatoroutput from, it also detects the placement of signs. --MinecraftChrizz 13:52, 21 June 2013 (UTC)
What I think is that the TEUD only detects blocks that can be changed in-game, also it's not a surprise that it detects detector rail, because you can take a comparator-output from it. (maybe detector rail is a Tile-entity as well or maybe it is an exception to all other blocks that you can take a comparator-output from) Anyway, I don't know how to check if something is 'officially' a Tile-entity, but I think my explanation makes sense. --MinecraftChrizz 18:38, 21 June 2013 (UTC)
The Jukebox now have tile entities? Was it changed with Beta 1.8 or was the old information just wrong? --☺ Sven Kein Schwein ruft mich an! 16:25, 21 September 2011 (UTC)
Yes. How the Jukebox play the specific music without it being a Tile Entity? 112.200.104.11 03:07, 16 June 2013 (UTC)
The page says Every tile entity cannot be moved by Pistons. Blocks moved by Pistons are as usual, already moved by a piston.
Please correct it. 112.200.104.11 03:07, 16 June 2013 (UTC)
The history says the phrase "block entity" comes from the debug screen, but I can't find it. Does anyone know how to find that phrase in Minecraft? We're still using the phrase "tile entity" in {{Block}}, chunk format, etc. —munin · 👁 Image
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· 20:04, 28 August 2014 (UTC)
BlockEntityTag NBT tag. Haven't been able to find it anywhere else in-game, though. -- Orthotopetalk 20:34, 28 August 2014 (UTC)@Pokechu22: MCP 1.9, class World, method updateEntities. That's covers "tickable tile entities" (AKA member variable tickableTileEntities), the list of which can literally only contain classes extending TileEntity and implementing the ITickable interface (which, as far as "blocks" are concerned, is only implemented for tile entities). The major difference between tile entity updates and regular non-tile entity updates is limit. All tickable tile entities will be ensured to be ticked every tick. Normal block updates, such as for command blocks & frosted ice, have a limit of 65536 blocks per tick (while random updates for blocks like fire/ice are dependent on the randomTickSpeed gamerule). So yes, it is very much a valid point that is necessary to state. If you have any source evidence against this, please state. Skylinerw (talk) 01:39, 9 April 2016 (UTC)
pendingTickListEntriesThisTick). That processing happens in World.tickUpdates. Scheduling updates isn't a Tile Entity function; it's used for all block updates (both delayed and normal). The scheduled update receives a callback on Block.updateTick, also used by random updates. Note that this is on the block and not the tile entity.ITickable is for stuff that should happen every tick. But not all tile entities update each tick, only some (for instance, TileEntityBanner doesn't do per-tick updates and doesn't implement ITickable).World.setBlockState(BlockPos, IBlockState, int) which calls World.notifyNeighborsRespectDebug (there are other methods that also call this, such as when a golem spawns), which then calls World.notifyNeighborsOfStateChange, which then calls World.notifyBlockOfStateChange on all surrounding blocks, which then calls Block.onNeighborBlockChange. That's entirely separate and unqueued.updateTick not being what I thought it was; it isn't a per-tick function but instead an update-like function. I blame MCP for that (it's a confusing set of names probably caused by a confusing set of distinctions which have lost their comments). I still don't think it's a core characteristic of tile entities that they receive per-tick updates, but nonetheless I agree that it should be mentioned in some way. Perhaps phrased like this:Additionally, some block entities receive updates to perform actions each tick (such as updating smelting progress in a furnace or changing the current signal strength in a daylight sensor).
Paragraph one says "A block entity ... is extra data ..." Paragraph two ends with "Block entities can be moved by pistons." This makes no sense whatsoever. Data cannot be moved by a piston. I assume the author meant to say that blocks with entity data can be moved by pistons. If that were the intention, it still makes little sense. Why would the presence (or absence) of "extra data" make a block (im)movable? Atypicaluser (talk) 11:59, 25 February 2020 (UTC)
The page for beacons says the beam is able to be seen up to 1343 blocks away on Java Edition, not 256 (it’s still 256 on Bedrock Edition) like the block entity page still says. Can someone test that please? --GamingBren (talk) 18:26, 19 August 2022 (UTC)
Isn't ender chest also considered a block entity?
I couldn't find it in the list