Carpet

Carpets are thin blocks which are mainly used for decoration.

Breaking
Carpets can be mined using any tool, or without a tool. Unlike wool, carpets are not destroyed quicker when using shears.

Natural generation
White and light gray carpet can be found in igloos. If its basement generates (50% chance), red carpet can also be found. All carpet colors except orange and light blue generate within woodland mansions.
 * Igloo
 * Mansion

Yellow, white, and green carpets generate in plains villages.
 * Village

Lime, white, and green carpets generate in desert villages.

Blue and red carpets generate in snowy tundra villages.

Orange, white, and red carpets generate in savanna villages.

Purple, white, and red carpets generate in taiga villages.

Gray, blue, light blue, and cyan carpets generate in ancient cities.
 * Ancient city

Trading
Apprentice-level shepherd villagers have a $1/32$ (3.125%) chance to sell one of 16 types of carpets as part of their trades. They sell 4 carpets of the same color for an emerald.

Usage
Carpet has the same visual thickness as a pressure plate. It has a hitbox of $1/16$ of a block and covers the entire surface of the block it is placed on. This thickness prevents mob spawning.

Carpet can be placed on any block, including non-solid blocks, except air and item frame. When placed on grass or fern, they break and the carpet is placed on the block below. When placed on vines, the topmost block of vines breaks and the carpet is placed on the block below, any vines blocks below the first one don't break. It can even be placed over water blocks, but to do so you must target an adjacent block with a visible hitbox.

Carpet can be pushed and pulled by pistons but pops off if pushed onto a hole or pulled downward. It can also break falling sand and gravel.

Carpet is an opaque block but does not decrease light going through it. Because of this and the fact that it can be placed on any block, a common decorative strategy is to place carpet on a light-emitting block in the floor, illuminating a room and hiding the light source at the same time.

Carpets can be placed on top of fences and walls to allow the player to jump on top of them while still preventing animals and mobs from crossing. This is because mobs do not try jump over fences and walls, even with a carpet above.

$$, if a campfire is placed beneath a beehive to pacify bees, the campfire can be placed below ground and a carpet placed over the campfire to protect bees from the fire.

If a carpet is placed so that it lays on top of a hopper, the hopper can still collect items through the carpet. This is because hoppers can collect items from less than a full block above in Java Edition, or less than $3/4$ of a block above in Bedrock Edition.

Carpets can also be placed over other carpets. Mobs are unable to walk over two or more layers of carpets, because the mob's AI treats carpets as if they are air blocks. If a mob stands on a double carpet layer, it will stay perfectly still. Similarly, endermen are unable to teleport onto double carpet layers.

Carpets, similarly to Wool blocks, will dampen vibrations from Sculk Sensors. These include placing, breaking, entities walking/jumping on, and dropping as an item. However unlike wool blocks, carpets will not block the path of vibrations.

Decorating llamas


Llamas can be equipped with carpets in their carpet slot. Each carpet color shows as a different patterned rug on the llama's back.

Fuel
Carpet can be used as a fuel in furnaces, smelting 0.335 items per carpet item.

Breaking tall grass and vines
When placed on the top half of tall grass or large fern, they break and the carpet drops as an item.

ID




Block states
$$, carpet uses the following block states:

Trivia

 * If the player sprints across a carpet, the particle effects are those of the blocks that are directly below it.
 * Carpets do not prevent the formation of ice.
 * Carpets can safely be placed on top of farmland, although it does not protect the farmland from jumping entities.
 * Double-layered carpet stops mobs from path finding.