Talk:Entity

How does this work?
If blocks are stored in an array, how are entities stored? How does an entity move between blocks?
 * Entities are stored in a list, like an array but more flexible, blocks are not stored in an array, they are stored in several arrays, one for block ID, one for metadata and each of those in each chunk. Entities are not stored with the blocks so they don't have any trouble moving from one to another.86.149.111.2 18:40, 8 February 2012 (UTC)

Sand/Gravel Entity
Under the information about the sand and gravel entities, is this still valid? Every time i try this, the sand just drops into a resource block.

"If there is a boat or minecart in the way of falling sand, it will place itself as a block above the vehicle, but then immediately fall down again, producing a 'hopping' effect. This can be used in the construction of a sand cannon."

--Zkyo 13:18, 30 March 2011 (UTC)

Tested and Confirmed. I'm going to remove that part now. WhispersOfALostGirl 20:03, 8 June 2011 (UTC)

Nevermind, I didn't realize somebody's already added the "fixed" comment in parenthesis. WhispersOfALostGirl 20:04, 8 June 2011 (UTC)

Feeding Wolves
I was just reading the page and it said something to the effect that feeding wolves would stop the action of eating yourself. I decided to test this. I used the More Stackables mod (www.minecraftforum.net/viewtopic.php?t=80246) and the Too Many items mod to give myself 2 raw porkchop.

Then I tamed a wolf, hit it to cause damage and lit myself on fire to hurt myself. Then I used the stack of two porkchop on the wolf, it healed the wolf and healed myself, using both porkchop in the process. I tested this a couple times, and I'm pretty sure that what happens in the vanilla is that when you use a single raw porkchop on the wolf, the right click action of feeding the wolf takes precedence over the normal right click action of the porkchops, (eating it yourself.) Which means that when the game tries to make the player eat the porkchop, there is no porkchop left in the slot and it cancels it.

I hope I've made sense and please feel free to check my research and submit corrections.

WhispersOfALostGirl 19:57, 8 June 2011 (UTC)

Porkchops aren't meant to be stackable, If they ever get officially stackable (example: hunger/thirst mode), mojang will probably fix the bug ;) C ali nou - talk × contribs » 20:26, 8 June 2011 (UTC)

Is this bug gone now that it is now officially stackable?


 * Should be, it takes just one click to feed the wolf, but to actually eat the food, you need to hold it down. --HexZyle 02:19, 20 October 2011 (UTC)

Armour as an Entity?
Isn't armour an entity? It is a thing in the Minecraft world that isn't a block or another object that fits into the cubical grid. It can move around freely (as long as it is attatched to a player) --HexZyle 14:16, 23 September 2011 (UTC)
 * Also particles, such as TNT explosions, smoke, block breaking pieces, block cracking texture (unless that's a block), and ceiling droplets. --HexZyle 02:31, 26 September 2011 (UTC)
 * Armour is an object: item data values from 298 to 317. Particles, smoke, … are just graphics effects, they do not have distinctive id or any effect in the game. – Scaler (t) 06:57, 26 September 2011 (UTC)
 * When Armour is in the inventory, it is an item. However, once it is equipped to a player and viewed in the world, it a appears as a 3D object worn on a player. (A dirt block can be a entity (dropped item) or a block (placed dirt block), depending on what form it is in) And regardless of wether particle effects have an effect on the game, this doesn't exclude them from being possible objects. (The functuality of an object does not change what it is. A dead camel is still a mammal.) If it doesn't have an ID, then how can it be generated in the game? Don't all events/items/mobs/blocks in the game have lines of coding that call them, and a name? I don't think an ID code is required for an object to be an entity, and if it is, the introduction text to the page needs to be re-written. --HexZyle 17:17, 27 September 2011 (UTC)
 * You are partially correct. Armour is not an entity, but according to the Minecraft source code, particles like smoke seem to be entities. --24.251.190.43 03:58, 28 November 2011 (UTC)
 * Why is armor not an entity? --HexZyle 08:01, 6 June 2012 (UTC)

Reason for edit
I changed "Most entities" to "All entities" because all entities are instances of sub-classes of Entity and all of these things are fields in Entity so all entities inherit them, even if they aren't ever used (smoke never burns for example).86.149.111.2 18:46, 8 February 2012 (UTC)

Reason for "200" value in the Types of Entities Chart
In this section of the entities pages, there is an extra box on the very bottom row that has a "200" in it. I am not sure what purpose this serves as there is no heading or label to describe what it is. Nor are there any other numerical vaule throughout the rest of this table. I am asking that this be removed or some description be placed in the following paragraph. --Choolio123 11:32, 9 February 2012
 * I have since then removed this odd outlier. --Choolio123 11:34, 9 February 2012
 * That 200 was part of the entity ID column which got removed.HotdogPi 04:41, 20 February 2012 (UTC)

Endercrystal drops are incorrect
Endercrystals do not drop placed bedrock, they are spawned inside bedrock! If you spawn an endercrystal with a spawn egg, nothing is yielded upon its destruction.--99.25.90.235 03:49, 20 February 2012 (UTC) (P.S. How do I log in with my Minecraft Forum account, or can I even?)
 * You cannot, this is a separate service. Create a new account here, it's free. --74.102.134.192 03:55, 20 February 2012 (UTC)

Also, why is it listed as solid, even though on the ender crystal page it says it isn't solid. Weird!--99.25.90.235 00:38, 4 March 2012 (UTC) (P.S. They're not solid.)

Paintings
How are painting entities? Paintings are TITLE entities, not entities. It says that a title entity would not be listed as an entity.


 * Because they are entities! (What are "title" entities?)
 * Ever noticed that you get drops from them on creative, or that you "kill" them with arrows?--99.25.90.235 16:32, 3 March 2012 (UTC)
 * P.S. Why is this in a weird box?


 * I think he meant "Tile Entities." Not sure about the box. 76.176.110.143 22:43, 19 March 2012 (UTC)


 * The box appears because you had a space before your text. Try using a colon before your text next time. --HexZyle 08:00, 6 June 2012 (UTC)

How the data of entity motion in this article is got?
I am here NOT to express my doubt on the correctness of these data since I have no better ideas on how to get more accurate datas about the motion of entities.But,I think all articles in wiki must be verifiable and a single lonely data lying in the table do makes people feel unreliable and unwill to trust,especially a data like this-complex and quantized.The data in this part is not similar with simple datas like "TNT will explode 4s after primed" and you can feel a complex formula behind it. It harras me a lot to estimate if the datas are reliable or not because I do not know they are calculated in an experiment in the game or pulled from decompiled source code,or got directly from Notch.Can the author of this part bother to add some information about how these datas are got and make readers more likely to trust them?

It is an advise not only to this page but to all the Minecraft Wiki site since I have seen a lot of pages refer datas with no illustration just like this one. –Preceding unsigned comment was added by Woshizhu99 (Talk&#124;Contribs) 13:50, 5 May 2012‎. Please sign your posts with


 * A fair point. I obtained this data from the MCP decompilation of 1.2.5, going through the Entity* classes and checking the onUpdate method for changes to the motionY variable. Anyone with a reasonable understanding of Java can verify this. -- Orthotope 18:15, 5 May 2012 (UTC)


 * Thanks a lot for an explanation and now I can use these datas without doubt to establish a mathmetical model of TNT launching.Thanks,again!! --Woshizhu99 17:07 6 May 2012(UTC+8)


 * As a small note, are you sure the dimension for that drag coefficient is "per tick squared"? It seems... odd, honestly I was expecting it to be in the dimension "per block" or "per meter"131.155.221.118 13:24, 18 September 2012 (UTC)


 * That would be the case in real-world physics. In Minecraft, speed is reduced by a constant percentage every tick. For example, players' speed decreases by 2% per tick, while minecarts' speed is reduced by 5%. 1/tick2 seems off to me too, though; the factor might actually be dimensionless. -- Orthotope 17:42, 18 September 2012 (UTC)
 * I see... That caused my confusion, but if I'm right it should then be 1/tick instead of 1/tick2. Since the change in speed (which should end up the units block/tick2) is then (Drag coefficient)*Velocity, which only has the same units if the Drag coefficient has the unit 1/tick. Going ahead to change it, correct me if I'm wrong.145.120.13.165 18:46, 18 September 2012 (UTC)
 * I also think it should be dimensionless: if I understand correctly, the velocity gets updated every tick with the following formula: vnew = (vold+a*(1 tick)) * (1-drag_coefficient). Units are then only correct with following dimensions: velocity is blocks/tick, acceleration is blocks/tick² and drag is dimensionless (since you multiply it with a velocity to get a new velocity). 87.64.80.94 16:41, 30 December 2012 (UTC)

Uninteractable entities
This article does not seem to hint of entites that cannot be controlled even with mods. As in, entities with no health and no interaction, such as mobs in multiplayer under the effects of a severe lag spike or the chicken from the Christmas Falling Chicken Apocalypse. 174.114.8.167 02:53, 9 February 2013 (UTC)
 * The main reason is because what you describe isn't an intended feature (it isn't even real) and is, as you said, caused by lag.  LB ( T 04:14, 9 February 2013 (UTC)
 * Not all of it is unintended. Some mods use them. 173.206.14.24 01:21, 19 February 2013 (UTC)
 * "entites that cannot be controlled even with mods" "mods use them" I do not understand your logic. And in vanilla Minecraft, this laggy behavior is not meant to happen.  LB ( T 21:49, 19 February 2013 (UTC)
 * It means, in other words, that they can't be spawned with programs such as Single Player Commands, and they can't be attacked. As if they don't have hitboxes, I actually tried it. And if it's not supposed to happen, then how was it with the falling chicken? 173.206.80.61 21:13, 20 March 2013 (UTC)
 * As I already said, it is a glith that has to do with client/server desync. The client things the mob is there, but the server says it is elsewhere or doesn't even exist. You're thinking about it in entirely the wrong way. Also, I have no idea what you're talking about with "the falling chicken" or "Christmas Falling Chicken Apocalypse" - neither of these ring a bell, unless you're talking about what happened to Vechs, which isn't even remotely related.  LB ( T 23:35, 20 March 2013 (UTC)

Nework-ID and save-Id
Nework-IDs and save-IDs should be shown in the table. im not really that good at editing in the wiki, so i guess most people can do that better than me. and i also think its good if people agree about it instead of one just implements it without anyone else thet wants the same. right? anyone who thinks this is needed/useful?

sigurd4 19:35, 28 February 2013 (UTC)


 * Those IDs are listed at Data values. Listing them properly requires a table of individual entities, so they're not likely to be added to this page's table of types of entity. -- Orthotope 02:47, 1 March 2013 (UTC)