Transportation

Transportation involves the methods by which players move around the world or between dimensions (the Overworld, the Nether and the End).
== Methods ==
These speeds assume that the form of transportation is not under the effect of the Speed or Slowness status effects if they can be.
Method 	Conditions 	Running start effective?	Average speed in m/s (blocks per second)	Average speed in km/h (1000 blocks per hour)	Works in the Nether?
Walking 	Flat terrain 	 	4.317 m/s 	15.54 km/h 	
Walking 	Soul Speed 1 	 	6.066 m/s 	21.84 km/h 	
Walking 	Soul Speed 2 	 	6.519 m/s 	23.47 km/h 	
Walking 	Soul Speed 3 	 	6.972 m/s 	25.1 km/h 	
Sprinting 	Flat terrain 	 	5.612 m/s 	20.2 km/h 	
Sprinting 	Soul Speed 1 	 	7.885 m/s 	28.39 km/h 	
Sprinting 	Soul Speed 2 	 	8.475 m/s 	30.51 km/h 	
Sprinting 	Soul Speed 3 	 	9.064 m/s 	32.63 km/h 	
Sprint-jumping 	2-block-high passage 	 	9.346 m/s 	33.64 km/h 	
Sneaking 	Flat terrain 	 	1.3 m/s 	4.68 km/h 	
Sneaking 	Soul Speed 1 	 	1.819 m/s 	6.55 km/h 	
Sneaking 	Soul Speed 2 	 	1.949 m/s 	7.02 km/h 	
Sneaking 	Soul Speed 3 	 	2.92 m/s 	10.51 km/h 	
 	Powered Track 	 	8.0 m/s 	28.8 km/h 	
 	slope track 	 	7.1 m/s 	25.56 km/h 	
 	Minecart with Furnace 	 	4.0 m/s 	14.4 km/h 	
Boat acceleration takes 9.4 seconds— the difference in time between a running start and not, is halved, or 4.7 seconds.	slope rapids 	 	7.3 m/s 	26.28 km/h 	
Boat acceleration takes 9.4 seconds— the difference in time between a running start and not, is halved, or 4.7 seconds.	slope rapids 	 	7.0 m/s 	25.2 km/h 	
Boat acceleration takes 9.4 seconds— the difference in time between a running start and not, is halved, or 4.7 seconds.	 	 	40.0 m/s 	144.0 km/h 	
Boat acceleration takes 9.4 seconds— the difference in time between a running start and not, is halved, or 4.7 seconds.	 	 	72.73 m/s 	261.82 km/h 	
Boat acceleration takes 9.4 seconds— the difference in time between a running start and not, is halved, or 4.7 seconds.	 	 	8.0 m/s 	28.8 km/h 	
Boat acceleration takes 9.4 seconds— the difference in time between a running start and not, is halved, or 4.7 seconds.	, reverse 	 	1.01 m/s 	3.636 km/h 	
Boat acceleration takes 9.4 seconds— the difference in time between a running start and not, is halved, or 4.7 seconds.	Flat land 	 	2.00 m/s 	7.20 km/h 	
Boat acceleration takes 9.4 seconds— the difference in time between a running start and not, is halved, or 4.7 seconds.	Flat land, reverse 	 	0.24 m/s 	0.864 km/h 	
Boat acceleration takes 9.4 seconds— the difference in time between a running start and not, is halved, or 4.7 seconds.	 	 	1.18 m/s 	4.25 km/h 	
Boat acceleration takes 9.4 seconds— the difference in time between a running start and not, is halved, or 4.7 seconds.	 	 	1.06 m/s 	3.81 km/h 	
 	Flat terrain 	 	4.0 m/s 	14.4 km/h 	
 	Flat terrain, using 	 	4.19 m/s 	15.08 km/h 	
 	Flat land, without boost 	 	1.74 m/s 	6.26 km/h 	
 	Flat lava surface, without boost 	 	4.14 m/s 	14.9 km/h 	
Horses vary in speed. They are the fastest method of land transportation on open but unprepared terrain. 	Flat terrain (average horse speed) 	 	9.49 m/s 	34.15 km/h 	
Horses vary in speed. They are the fastest method of land transportation on open but unprepared terrain. 	Flat terrain, fastest possible horse breed 	 	14.23 m/s 	51.22 km/h 	
 	Flat terrain 	 	7.38 m/s 	26.56 km/h 	
 	Flat terrain 	 	8.43 m/s 	30.35 km/h 	
Swimming 	Still water, surfaceThe swimming speeds are not affected by Swiftness potions. The surface speed refers to "skimming" across the top of the water by holding the spacebar. 	 	2.20 m/s 	7.92 km/h 	
Swimming 	Still water, underwaterUnderwater refers to any part of the body submerged in water and walking on flat terrain. The Player travels the same speed regardless of if the water is 1 block deep or 2 (in observed cases). 	 	1.97 m/s 	7.09 km/h 	
Swimming 	Upstream, underwater 	 	0.39 m/s 	1.40 km/h 	
Swimming 	Downstream, underwater 	 	1.81 m/s 	6.52 km/h 	
Swimming 	While Diving 	 	0.39 m/s 	1.40 km/h 	
Swimming 	Downstream, underwater, standing 	 	1.37 m/s 	4.93 km/h 	
Swimming 	Dolphin's Grace status effect 	 	8.0 m/s 	28.8 km/h 	
Swimming 	Dolphin's Grace status effect with Depth Strider III 	 	48.0 m/s 	172.8 km/h 	
Swimming 	Dolphin's Grace status effect with Depth Strider III and Soul Speed III on a layer of Soul Soil underwater Data based on https://youtu.be/PuXX2zkEs48?t=178. 	 	75.0 m/s 	270 km/h 	
Swimming 	Dolphin's Grace status effect with Depth Strider III, Soul Speed III on a layer of Soul Soil, and Speed II status effect underwater Data based on https://youtu.be/nNm5mOeH4pE. 	 	144 m/s 	518.4 km/h 	
Swimming 	Dolphin's Grace status effect with Depth Strider III and Soul Speed III on a layer of Soul Soil underwater, aligned at a +/-45 angle, and holding forward/sideways/sprint keys Data based on https://youtu.be/ySREkWjks6A.	 	146.965 m/s 	529.074 km/h 	
Flying (horizontal)Flying speed can be varied. 	Creative mode 	 	11.0 m/s 	39.6 km/h 	
Flying (horizontal)Flying speed can be varied. 	Creative modeSprint-flying 	 	22.0 m/s 	79.2 km/h 	
Flying (horizontal)Flying speed can be varied. 	Spectator modeMaximum speed 	 	43.556 m/s 	156.8016 km/h 	
Flying (horizontal)Flying speed can be varied. 	Spectator modeMaximum speedSprint-flying 	 	87.111 m/s 	313.5996 km/h 	
 	Thrown 15° above horizontal 	 	~23.0 m/s 	~82.8 km/h 	
 	Biggest TNT pearl cannonData based on https://www.youtube.com/watch?v=79Cqxz1-2f8. 	 	1,760,000 m/s (1.76 Mm/s) 	6,336,000 km/h (6.336 Gm/h) 	
 	Gliding at 0° pitch 	 	30.0 m/s 	108.0 km/h 	
 	Continuous rocket boost 	 	33.5 m/s 	120.6 km/h 	
 	Gliding at 52° pitch down 	 	67.3 m/s 	242.3 km/h 	
 	Gliding at 90° pitch down 	 	78.4 m/s 	282.2 km/h 	
 	Trident with Riptide III 	 	125.0 m/s 	450.0 km/h 	
;Notes
===Effects===
Using status effects from potions or beacons, walking and sprinting speeds become competitive with other methods of transportation.
Each additional level of allows the player to walk at nearly the sprinting speed of the previous level, and sprinting with Speed II is only slightly slower than a minecart at full speed or a boosted pig. With adequate food and potion supplies, sprinting can be more cost-effective than building high-speed transportation systems.
Effect level	Walking speed (m/s)	Sprinting speed (m/s)
none 	4.317 m/s 	5.612 m/s
 	5.181 m/s 	6.735 m/s
 	6.044 m/s 	7.857 m/s
===Commands===
Using the command, extremely high or low speeds become reachable. At exceedingly high levels (100+), the player moves faster than the chunks can load.
Effect level	Sneaking speed (m/s)	Walking speed (m/s)	Sprinting speed (m/s)
 	14.25 m/s 	47.49 m/s 	61.74 m/s
 	34.19 m/s 	113.97 m/s 	148.17 m/s
 	67.61 m/s 	225.36 m/s 	292.96 m/s
===Vertical transportation===
There are some examples of purely vertical transportation methods:
Method 	Conditions 	Average speed (m/s)
JumpingThe player can jump up a distance of blocks. With Jump Boost I, that increases to blocks, and with Jump Boost II, that increases to blocks.	Climbing slope without stairs, pillar jumping, etc.	2.0 m/s
 	Ascending 	3.2 m/s
 	Descending 	3.6 m/s
#climbable (e.g. ladders, vines...) 	Ascending 	2.35 m/s
#climbable (e.g. ladders, vines...) 	Descending 	3.0 m/s
 	Ascending in water 	11 m/s
 	Descending in water 	4.9 m/s
 	No adjacent blocks 	2.0 m/s
 	Ascending, with adjacent blocks 	0.6 m/s
 	Descending, with adjacent blocks 	3.4 m/s
(measured in Java Edition) 	Ascending, by holding 	2.23 m/s
(measured in Java Edition) 	Sprint-swimming upward while holding 	6.98 m/s
 	Using a Potion of Fire Resistance 	0.8 m/s
Levitation 	Level 1 	0.9 m/s
Flying 	Creative Spectator 	7.49 m/s
Falling 	Player, terminal velocity 	78.4 m/s
Falling 	Item, terminal velocity 	40.0 m/s
Falling 	, terminal velocity 	100.0 m/s
Falling 	Falling block, terminal velocity 	40.0 m/s
Swimming 	 	0.39 m/s
(measured ) 	Ascending 	1.2 m/s
(measured ) 	Descending 	2.94 m/s
(measured ) 	Ascending 	2.352 m/s
(measured ) 	Descending 	3.000 m/s
Falling speed is more complex: Every tick ( second), non-flying players and mobs have their vertical speed decremented (less upward motion, more downward motion) by 0.08 blocks per tick (1.6 m/s), then multiplied by 0.98. This would produce a terminal velocity of 3.92 blocks per tick or 78.4 m/s. However, the sky isn't quite high enough for that: Falling from layer 256 to bedrock takes about 5.5 seconds, with impact at 3.5 blocks per tick (70 m/s). It is possible to fly higher in Creative mode, or by flying with elytra and then removing them, reaching terminal velocity falling from "above the sky".
An exact function to calculate the speed of a (free)falling player is the following:
v(t) = \frac{392}{5} \times (\frac{98}{100}^{\left\lfloor 20t \right\rfloor} - 1)
Where \lfloor x \rfloor is the floor function, the velocity v is in blocks/second (or meters/second), the time t is in seconds, initial velocity is zero and downward motion is negative. 20t is floored because Minecraft updates once each tick.
An exact function to calculate the displacement of the player is the following:
d(t) = 392 \times (\frac{1}{2} - \frac{1}{5}t - \frac{1}{2} \times \frac{49}{50}^{\left\lfloor 20t \right\rfloor})
Where the displacement d is in blocks (meters), the time t is in seconds, initial velocity and displacement is zero and downward displacement is negative. Or:
d(N) = 196 - 196 \times 0.98^{N} - 3.92 \times N
where N is the number of game ticks elapsed. Formula with initial conditions d(N) = y_0 + 50 \times (vt_0 + 3.92) \times (1 - 0.98^N) - 3.92 \times N where y_0 is the starting height and vt_0 is the upward speed in [m/tick]. Or d(t) = y_0 + (2.5 \times v_0 + 196) \times (1 - 0.98^{20t}) - 78.4t where v_0 is given in m/s.
An approximate function to calculate the time it takes to fall from some height is the following:
t(d) = 1000 - 5.102d + 989.960 \times W_{-1}(-0.36786e^{0.0051538d})
Where the height d is in blocks (meters), the time t is in seconds, downward displacement is negative and W is the Lambert W function.
===Other modes of transportation===
*Players are also able to use pistons for transport.
**It is possible to construct complex flying machines using pistons, blocks of redstone, slime blocks, and honey blocks.
*Dying is an instant mode of transportation to the player's bed or spawn point, but at the cost of all items and XP (if the keepInventory gamerule is disabled) and the world (on Hardcore).
**If the player has already defeated the ender dragon, and is near a stronghold/end portal, they can enter and exit the End to instantly be transported to their bed or spawn point without dying.
*Explosion knockback can send an adjacent player flying for a short distance, depending on the strength of the explosion. This is not recommended in Survival mode.
*It is possible to mount minecarts and boats as long as they are within 4-5 blocks (inclusive) from the player. Placing these in a straight line allows for extremely fast transport. This also works with saddled pigs, provided they stay in position (placed on posts).
==Achievements==
==Advancements==
==History==
==Issues==
==Trivia==
Sprinting with Soul Speed 3 on soul sand while having Speed 2 is almost as fast as the fastest possible horse breed (12.6896 m/sec).
==References==
Category:Rewritten gameplay
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fr:Transport
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ko:수송
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pt:Transporte
ru:Способы передвижения
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zh:运输