Ghast and blaze fireballs; wither skulls Explodes on impact/deflected on hit n/a 1 minute ∞ 1.0×1.0 (Ghast), 0.3125×0.3125 (Blaze) Fireball (12), SmallFireball (13) Only ghast fireballs can be deflected.
Ender crystal Yes n/a No 5 (Heart.svgHeart.svgHalf Heart.svg) 1.0x1.0 solid(the bedrock part) and 2.0x2.0 textured EnderCrystal (200) Explodes when struck by anything, regardless of damage inflicted
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[edit | edit source]
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.
Kind Acceleration
blocks/tick2 Acceleration
m/s2 Drag
1/tick Terminal velocity
blocks/tick Terminal velocity
m/s
Players and other living entities 0.08 32 0.02 3.92 78.4
Items, falling blocks, TNT 0.04 16 0.02 1.96 39.2
Boats and Minecarts 0.04 16 0.05 0.76 15.2
Thrown Eggs, Snowballs, Potions, and Ender Pearls 0.03 12 0.01 3.00 60.0
Fired Arrows 0.05 20 0.01 5.00 100.0
Blaze/Ghast Fireballs, Wither Skulls 0 0 0 1.90 38.0
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 whole numbers where the others aren't.
Further notes[edit | edit source]
Item frames, paintings, armor stands, Ender Crystals and lead knots are entities, but they are unusual in that they are aligned to the block grid and are completely immobile. Doors, portals, double chests, and beds, the other objects larger than a single block, are actually groups of adjacent blocks.
Arrows, TNT and falling sand (and its variants) are assumed to have infinite health because they are not destroyed by explosions (they can be fired out of TNT cannons), nor by being on fire for long periods.
Boats and minecarts[edit | edit source]
See also: Transportation (contains information about speed)
Boats 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.
Falling blocks[edit | edit source]
The following description refers to sand for brevity, but gravel, anvils, red sand and dragon eggs behave in exactly the same way.
Sand normally exists as a block. When a sand block's support is removed, it turns into a falling 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. The only time this is not the case is when the object falling is an anvil, in which case the anvil will delete any block it attempts to occupy the same position with. While sand ordinarily falls straight down, it can be redirected by explosions and pistons. It is also possible to modify the velocity and direction of falling sand by using third party programs. Sand will despawn if it doesn't land after 30 seconds of falling (decreasing to 5 seconds if it is in the Void).