Entity

Entities encompass all dynamic, moving objects throughout the Minecraft world.
==General behavior==
Properties all entities have are:
*A position, rotation, and velocity.
*A volume consisting of one or more non-rotating, three-dimensional boxes with a fixed height and width
*Whether they are on fire, displayed as flames on or around the entity
*Whether they have any status effect, such as from potions
Most entities can be pushed around by water currents, and some can have their trajectory altered by explosions if already traveling at speed. Some entities can be renamed by a name tag on them. Entity tiles, items, shot or thrown projectiles, area effect clouds, and experience orbs do not have a current health. Entities that do have a health status include mobs, players, boats, boat with chests and minecarts.
Entities cannot pass through solid blocks, excluding vexes. Most types of entities prevent blocks from being placed in the space they occupy, except for resources (dropped items) and experience orbs, which are automatically pushed out of the block to open air. If a solid block enters an entity's space, such as falling sand or a swinging door, 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 turns black because solid blocks always have a light level of 0; arrows are also sometimes seen to turn black, especially if fired shallowly into the ceiling.
===Further notes===
Item frames, glow item frames, paintings, and lead knots, unlike most entities, align to the block grid, and are completely immobile.
Arrows, TNT and falling sand (and its variants, including other falling blocks like anvils and dragon eggs) are assumed to have infinite health because they are neither destroyed by explosions (although they can be moved by explosions, and they can also be fired out of TNT cannons), nor by being on fire for long periods. However, they can still be "killed" with the use of the command.
====Boats, boat with chests and minecarts====
:See also: Transportation (contains information about speed)
Boats, boat with chests 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. All minecart, boat and boat with chest variants have .
====Gravity-affected blocks====
Gravity-affected blocks include sand, gravel, anvils, red sand, dragon eggs, concrete powder, scaffolding, and pointed dripstone, along with snow layers in Bedrock Edition.
A gravity-affected block normally exists as a block, but when its support is removed, it becomes a falling block entity and falls down until hitting the top surface of another block. If there is valid space, it places itself as a block at the nearest on-grid position, or drops as an item if that position is occupied by a block without a solid top surface, such as a torch or a bottom slab.
While a falling block ordinarily falls straight down, its trajectory can be affected by explosions, bubble columns, pistons, reeling it in, and moving slime blocks, and can slide down the side of honey blocks. It is also possible to modify the velocity and direction of a falling block by using commands such as or third-party programs. A falling block despawns and drops as an item if it does not land after existing for 600 ticks (30 seconds), or 100 ticks (5 seconds) if falling into the void.
If a cave generates underneath sand, gravel, or red sand, the blocks remain stationary until it receives a block update. If a single block is updated and falls down, neighboring blocks will be updated in a chain reaction which can cause the collapse of an entire region of gravity-affected blocks.
====Interactions with "use" control====
Entities with interactions (such as boats, boat with chests, minecarts, cats, villagers, tamed parrots, and tamed wolves) do not stop the action of a tool you are holding. For example, a water bucket on a tamed wolf causes the wolf to sit, but also empties the bucket near or onto 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. However, there are exceptions: players riding minecarts, boats, boat with chests, or saddled horses, baby zombies riding chickens, and skeletons riding horses or boats.
The only current legitimate combinations of riding entities are:
*A mob or player in a minecart, boat or boat with chests.
*A player on a saddled pig, horse, donkey, mule, skeleton horse, llama, strider, or camel.
*Any type of skeleton on a spider or cave spider; also known as a spider jockey.
* Any type of baby zombie or zombified piglin on a chicken or other mobs; also known as a chicken jockey.
*Skeleton traps; skeletons riding skeleton horses.
*Pillager, vindicator, or evoker riding a ravager.
*Baby piglin, riding a baby hoglin.
*Baby Piglin, riding a baby piglin on a baby hoglin.
*Baby Piglin, riding a baby piglin, riding a baby piglin on a baby hoglin.
*Baby strider, riding a grown up strider.
*Zombified piglin riding a strider.
Note that a parrot on player shoulder isn't considered as riding.
It is possible to have multiple levels, such as a baby piglin on another baby piglin who is riding a hoglin in a minecart in a boat or a boat with chest.
Entities can also be stacked on top of each other with the use of the and commands . For example, using summons a spider jockey, or using .
If an entity is riding another entity, the top entity cannot teleport because as soon as the teleport is made, the entity is teleported back to riding the other entity.
Starting from the Nether Update, entities that are riders or passengers of other entities cannot despawn.
==Types of entities==
The table below lists types of entities that currently exist in Minecraft. 
Entities listed as "solid" obstruct the passage of other entities. 
Type 	Solid 	Health 	Resource location 	Living Entity
s 	 	(Varies with attributes) 	player 	
 	 	Varies 	see Java Edition data values#Entities 	
 	 	 	camera 	
 	 	∞ 	ice_bomb 	
 	 	∞ 	balloon 	
Boats 	 	Recovers health quickly over time.	boat 	
Boats with Chests 	 	Recovers health quickly over time.	chest_boat 	
Minecart 	(to other entities) 	Recovers health quickly over time.	
minecart 	
Minecart with Chest 	(to other entities) 	Recovers health quickly over time.	chest_minecart 	
Minecart with Furnace 	(to other entities) 	Recovers health quickly over time.	furnace_minecart 	
Minecart with TNT 	(to other entities) 	Recovers health quickly over time.	tnt_minecart 	
Minecart with Hopper 	(to other entities) 	Recovers health quickly over time.	hopper_minecart 	
Minecart with Monster Spawner	(to other entities) 	Recovers health quickly over time.	spawner_minecart 	
Minecart with Command Block 	(to other entities) 	Recovers health quickly over time.	command_block_minecart 	
Items 	(to boats, boat with chests and minecarts)	 	item 	
s 	 	 	experience_orb, xp_orb 	
s 	(to boats, boat with chests and minecarts)	∞ 	arrow, spectral_arrow 	
s 	 	∞ 	trident, thrown_trident 	
 	 	∞ 	snowball 	
 	 	∞ 	egg 	
 	 	∞ 	llama_spit 	
s 	 	∞ 	ender_pearl 	
 	 	∞ 	eye_of_ender, eye_of_ender_signal 	
 	 	∞ 	
fireworks_rocket 	
Primed TNT 	 	∞ 	tnt 	
Falling block 	 	∞ 	falling_block 	
Fishing rod bobbers 	(to boats, boat with chests and minecarts)	∞ 	fishing_bobber, fishing_hook 	
Lightning bolts 	 	∞ 	lightning_bolt 	
Lead knot 	 	∞ 	leash_knot 	
 	 	∞ 	painting 	
 	 	∞ 	item_frame, glow_item_frame 	
 	 	∞ 	armor_stand 	
sss 	 	∞ 	fireball, small_fireball, wither_skull, wither_skull_dangerous, dragon_fireball	
 	 	∞ 	shulker_bullet 	
s 	 	 	end_crystal, ender_crystal 	
 	 	? 	evoker_fangs, evocation_fang 	
Marker 	 	∞ 	marker 	
Block display 	 	∞ 	block_display 	
Item display 	 	∞ 	item_display 	
Text display 	 	∞ 	text_display 	
Interaction 	 	∞ 	interaction 	
==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.
Kind 	Accelerationblocks/tick2	Accelerationm/s2	Drag1/tick 	Terminal velocitym/tick	Terminal velocitym/s
Players and other living entities Note that when living entities and explosive projectiles are simulated, the drag is applied after the acceleration, rather than before; this is why their terminal velocities aren't whole numbers while the others are.	0.08 	32 	0.02 	3.92 	78.4
Players/mobs with 	0.01 	4 	0.02 	0.49 	9.8
Items, falling blocks, and TNT 	0.04 	16 	0.02 	2.00 	40.0
Minecarts 	0.04 	16 	0.05 	0.76 	16.0
Boats and boat with chests 	0.04 	16 	0.00 	∞ 	∞
Thrown eggs, snowballs, potions, and ender pearls 	0.03 	12 	0.01 	3.00 	60.0
Experience orbs 	0.03 	12 	0.02 	1.50 	30.0
Thrown fishing bobbers 	0.03 	12 	0.08 	0.375 	7.5
Llama spit 	0.06 	24 	0.01 	6.00 	120.0
Fired arrows, and thrown tridents 	0.05 	20 	0.01 	5.00 	100.0
Fireballs, Wither skulls, and dragon fireballs Explosive projectiles are not affected by gravity but instead get acceleration from getting damaged. 	0.10 	40 	0.05Dangerous wither skulls have drag force of 0.27.	1.90 	38.0
Starting at an initial upwards velocity \text{initialVelocity}, an entity's velocity after falling for a number of ticks \text{ticksPassed} can be given by the formulas:
:Drag applied before acceleration:
:\text{finalVelocity} = \Bigl( \left(\text{initialVelocity}-\text{acceleration} \right) \times \left(1-\text{drag} \right)^ \text{ticksPassed} \Bigr) 
- \left( \text{acceleration} \times \frac{ 1 - \left( 1-\text{drag} \right)^\text{ticksPassed}}{ \text{drag} } \right)
:Drag applied after accelerationFor living entities that cannot fly, use (ticksPassed+1).:
:\text{finalVelocity} = \Bigl( \text{initialVelocity}\times \left(1-\text{drag}\right)^\text{ticksPassed} \Bigr) 
- \left( \text{acceleration} \times \frac{ 1 - \left( 1-\text{drag} \right) ^ \text{ticksPassed} }{ \text{drag} }\times \left(1-\text{drag} \right) \right)
:Note: initialVelocity is in blocks/tick, finalVelocity is in m/tick, and acceleration is in blocks/tick^2.
==Data values== 
:
*: Root tag.
**
:
See Bedrock Edition level format/Entity format.
==Video==
==History==
==Issues==
==See also==
*Block entity – unlike the entities mentioned above, these are simply blocks that store additional data.
==References==
 
cs:Subjekt
de:Objekt
es:Entidad
fr:Entités
hu:Entitás
it:Entità
ja:エンティティ
ko:개체
nl:Entiteit
pl:Byty
pt:Entidade
ru:Сущности
uk:Сутності
zh:实体