Sand is a block affected by gravity.
Red Sand is a variation of sand. Red sand acts similar to sand, the only difference being color.
Obtaining[edit | edit source]
Sand can be broken without tools, but a shovel is the fastest.
|Breaking time[note 1]|
- Times are for unenchanted tools in seconds.
Natural generation[edit | edit source]
Red sand generates naturally in mesa biomes and variants.
Sand can be found in 59.0% of desert temple chests in stacks of 1–8.
Usage[edit | edit source]
Sand, if there is no block below it, will fall until it lands on the next available block. When sand is being affected by gravity and falling, it exhibits a smooth falling animation.
If falling sand lands on a mob or the player and covers their head, it will suffocate them until they destroy the block, move out or die. If falling sand lands in the space occupied by a non-solid block, (such as torches, slabs, rails, or redstone), it will drop and turn into a sand item. If it falls onto a cobweb it will slowly fall until it has gone through it completely, or until it touches the ground, at which point it will turn into a resource block.
Sand can be placed on a non-solid block without falling.
Crafting ingredient[edit | edit source]
Smelting ingredient[edit | edit source]
Construction[edit | edit source]
Sand can be used in the construction of airlocks and the creation of mob suffocation traps. Being affected by gravity, it can be quickly and easily removed from ground level.
Farms[edit | edit source]
Falling sand[edit | edit source]
The FallingSand entity is able to take any texture of any block. By altering the BlockID and using the
/summon command, the player is able to create a falling block of another texture.
Data values[edit | edit source]
Sand has the ID name
minecraft:sand and is further defined by its block data. Sand also has a block state which is expected to replace the functionality of block data in a future version.
Block data[edit | edit source]
- See also: Data values
FallingSand entity[edit | edit source]
- See also: Chunk format#Dynamic_tiles
Dynamic block entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
Tile(deprecated): The Block ID. Not limited to only sand, gravel, dragon eggs, or anvils. Although deprecated, this value is always present.
TileID: The Block ID, as above, but now supporting the 1-4095 range. Only prior to 1.8.
Block: The Block ID using the alphabetical ID format: minecraft:stone. Only in and after 1.8.
TileEntityData: Optional. The tags of the block entity for this block.
Data: The data value for the block.
Time: The number of ticks the entity has existed. If set to 0, the moment it ticks to 1, it will vanish if the block at its location has a different ID than the entity's TileID. If the block at its location has the same ID as its TileID when Time ticks from 0 to 1, the block will instead be deleted, and the entity will continue to fall, having overwritten it. When Time goes above 600, or above 100 while the block is below Y=0, the entity is deleted.
DropItem: 1 or 0 (true/false) - true if the block should drop as an item when it breaks. Any block that doesn't have an item form with the same ID as the block won't drop even if this is set.
HurtEntities: 1 or 0 (true/false) - true if the block should hurt entities it falls on.
FallHurtMax: The maximum number of hitpoints of damage to inflict on entities that intersect this FallingSand. For vanilla FallingSand, always 40 ( × 20).
FallHurtAmount: Multiplied by the FallDistance to calculate the amount of damage to inflict. For vanilla FallingSand, always 2.
Block state[edit | edit source]
- See also: Block states
Video[edit | edit source]
History[edit | edit source]
|0.0.14a_01||Added sand. It behaved similarly to gravel.|
|Sand blocks only appeared naturally in one block-thick beaches (usually by water or in the middle of a landscape). These beaches were always at and below ocean level.|
|Rather than falling by turning into a falling block entity, sand would instantly appear at the lowest point it could go when placed above an air block, without any sort of falling animation, behavior that lasted until the Seecret Friday 1 update, in Infdev.|
|A glitch occurring at this time allowed players to raise the height of a fluid block by placing sand over it. The sand would stay suspended in mid-air until it was broken. When broken, a fluid block corresponding to the type below the sand would appear where the block was. The suspended fluid block would remain immobile until a block was placed next to it, causing a flood.|
|Map editors could be used to create floating sand, although the server would crash if the sand was affected from its state.|
|0.31||January 11, 2010||Islands have more sand.|
|January 29, 2010||Sand is now used to craft TNT.|
|February 27, 2010||Sand was removed during map tests.|
|April 13, 2010||Sand re-added.|
|June 18, 2010||Sand now falls realistically.|
|Sand would be destroyed by falling onto a non-solid object, not dropping as item. This was fixed in a later update.[Verify]|
|1.2||FallingSand entities behave better in SMP.|
|Sand can now be used to craft sandstone.|
|1.3||Sand now generates with sandstone under it.|
|1.8||Due to changes in the terrain generator, sand no longer appears in beaches.|
|Sand generates anywhere that water does in large, circular patterns, noticeably larger than the similar patterns of clay. These can occur anywhere water does, including in NPC Village farms.|
|1.0||Beta 1.9-pre6||Sand texture slightly changed.|
|1.1||12w01a||Sand now appears in beaches again, which have been re-added as a biome rather than a generated structure.|
|1.4.2||12w38a||Sand now has new sounds when being walked on.|
|1.7.2||13w39a||Added red sand.|
|1.8||14w27b||Sand and red sand's textures now rotate randomly, making beaches and deserts look less uniform.|
|1.9||15w44a||Sand can now be found in desert temple chests.|
|1.10||16w20a||Added falling dust particles for unsupported sand.|
|Pocket Edition Alpha|
|0.3.0||Sand is now used to craft sandstone.|
|0.4.0||Sand is now used to craft TNT.|
|0.6.0||Sand is now affected by gravity.|
|0.8.0||build 8||Falling sand now drops a resource when landing on a non-solid block.|
|0.9.0||build 1||Added red sand.|
|0.10.0||build 1||Added falling dust particles for unsupported sand.|
|TU1||CU1||1.0||Patch 1||Added sand.|
|TU14||1.04||Changed sound made when mining sand.|
|TU31||CU19||1.22||Patch 3||Added red sand.|
Issues[edit | edit source]
Issues relating to “Sand” or “Red Sand“ are maintained on the issue tracker. Report issues there.
Trivia[edit | edit source]
- If a block of sand has snow on it and is made to fall, the snow is destroyed and will not drop snowballs.
- Because falling sand is considered an entity it can be launched in a TNT cannon, similar to an ignited piece of TNT.
- Sand will fall at the same rate when submerged in water as it will when in air.
- If a player is standing on a stack of sand or gravel, and the stack falls on a non-solid block, the player will fall fast enough to take damage or even die.
- Sand will fall through torches without breaking if there is air below the torch.
- Sand and gravel take about 0.45 seconds to fall one meter.
Gallery[edit | edit source]
In Pocket Edition, floating sand emits falling particles
See also[edit | edit source]
- Explained physics of falling sand and gravel.