Entity

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

Minecraft also has tile entities, which are blocks which have extra information beyond the 4-bit data field described in the data values article, such as signs and chests. Tile entities are unrelated to the entities discussed on this page.

General behavior
All entities have these properties:
 * A position, velocity, and rotation (as according to ordinary Newtonian physics).
 * A specific volume they occupy, which is a 3-dimensional box with a fixed height and width (square when viewed from the top, and not rotating).
 * Current health.
 * Whether they are on fire. Fire reduces health gradually and displays flames covering the entity.

Entities can be pushed around by water currents.

Entities cannot pass through solid blocks. Most types of entities prevent blocks from being placed in the space they occupy, except for resources (dropped items) which are automatically pushed out of the block to open air. Also, if an entity does overlap a block, such as due to falling sand or a door being swung, then it is free to move out of the solid block but not back in. (For example, if a door is closed on you, you 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 will turn black (since solid blocks always have a light level of 0), and arrows are sometimes seen to turn black (especially if fired shallowly into the ceiling).

Types of entities
The following types of entities currently exist in Minecraft.

Entities listed as “solid” obstruct the passage of other entities.

The size is in block lengths (usually considered to be 1 meter), and is the size of an axis-aligned bounding box with the specified width in both horizontal dimensions (X and Z) and the specified height in the Y dimension. This box does not rotate as the object rotates visually.

For a listing of numeric entity IDs, see Data values.

Motion of entities
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.

Note that when thrown objects and arrows are simulated, the drag is applied before the acceleration, rather than after; this is why their terminal velocities are nice whole numbers where the others aren't.

Further notes
Item frames and paintings are entities, but they are unusual in that they are aligned to the block grid and completely immobile. Doors, portals and beds, the other objects larger than a single block, are actually groups of adjacent blocks.

Arrows, TNT, sand, and gravel are assumed to have infinite health because they are not destroyed by multiple TNT explosions (they can be fired out of cannons), nor by being on fire for long periods.

Boats and Minecarts

 * See also: Transportation (contains information about speeds)

Boats and minecarts appear to recover health over time. For example, they can be broken by hitting them quick, but cannot be destroyed by hits with unarmed hand with same pause after each hit. The amount of wobbling displayed by boats and minecarts when struck appears to indicate their current health.

Sand and Gravel
The following description refers to sand for brevity, but gravel behaves in exactly the same way.

Sand normally exists as a block. When a sand block's support is removed, it turns into a sand entity and falls down until it hits another object, at which point it places itself as a block in the nearest on-grid position, or turns into a sand resource if that position is occupied (such as by a torch). While sand ordinarily falls straight down, it can be redirected while falling by explosions and pistons. It is also possible to modify the velocity and direction of a falling sand by using third party programs.

If when the world is created, a cave is generated underneath sand, Minecraft will fail to update the block and the sand will remain floating until a block is changed under, above, or beside it. This latter fact means that a single falling sand block can trigger the collapse of an entire region of sand; therefore, sand ceilings should not be disturbed unless one is outside the area, standing over a torch, or prepared to dig out quickly once the sand has fallen.

Right-clicking
Entities with right-click actions (boats, minecarts, ocelots and wolves), unlike blocks with right-click actions (such as chests), do not stop the right-click action of a tool you are holding. For example, if you right-click on a tamed wolf with a water bucket in your hand, the wolf will sit, but you will also empty the bucket at the wolf.

Riding
Entities may be riding on, or 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. The currently possible combinations are:
 * A mob or player in a minecart or boat.
 * A player on a saddled pig.
 * A skeleton on a spider (Spider Jockey).
 * A player on a horse (13w16a and above)

It is possible to have multiple levels, such as a player on a pig in a minecart.

Also, entities can be stacked on top of each other but only with third party programs.

History

 * In Creative mode (Minecraft Beta 1.8 to Release 1.1), the player could interact with entities (attack or 'right-click' action) from far away — even if there were blocks in the way. This was very annoying (although, useful for long-range mob attacks). For example, when you tried to break a stone block, and there was a painting on the other side of the block, the stone would not break, but the painting would. Also, when you tried to place a block on a wall, and there was a minecart behind that wall, you would enter the minecart, as if you had clicked it directly, instead of placing the block.
 * As of 12w34a, entities can travel to the Nether or the End via portal; this resulted in many bugs.