Red Sand is a variation of sand that can be found in mesas. Red sand acts similar to sand, the only differences being color.
Sand can be broken using any tool, but a shovel is the fastest.
|Breaking time[note 1]|
- Times are for unenchanted tools in seconds.
Sand generates naturally in many biomes of the Overworld, notably deserts, beaches, and rivers, generally in four-block-deep layers supported by stone and sandstone. Red sand generates naturally in mesa biomes and variants.
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.
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.
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.
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.
Dynamic block entity data
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. (This was the result of Mojang's failed attempt to "fix" infinite sand/gravel/dragon egg/anvil/etc. generators by trying to have the falling sand entity delete the duplicated block the next tick) 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. A technical block (meaning 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.
- See also: Block states
|ocean level. Sand instantly appeared at the lowest point it could go when placed above an air block without any sort of falling animation. Destroying a pillar made from sand from the bottom would cause the sand to disappear from the top first. Gravel and sand "fell" when placed in mid-air by moving directly on top of the nearest block directly below them, instead of turning into falling block entities and falling. These attributes were present until the release of Infdev.|
|Map editors could be used to create floating sand, although the server would crash if the sand was affected from its state.|
|January 11, 2010||Islands have more sand.|
|Sand and gravel removed during map tests.|
|April 13, 2010||Sand and gravel re-added.|
|Seecret Friday 1||Sand and gravel now fall realistically.|
|Originally, sand would not turn into an item object when falling onto a non-solid object, thus destroying itself. This was fixed in a later update.|
|1.3||Before this update, generated sand did not have sandstone under it, and if a cave spawned below sand, then floating sand blocks would persist until one of the blocks was updated.|
|1.8||Adventure Update. Beaches are usually generated next to oceans or lakes and covered all nearby low elevated shorelines. Before this update, they could be found in any biome. They came in two varieties: sand beach and gravel beach. Sandstone was located below sand in sand beaches. Gravel beaches had no such border and thus posed dangers like falling into caverns located right underneath them.|
|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. Before beaches were re-added in 1.1, this would create what looked like a small beach along shorelines.|
|1.0||Sand texture slightly changed.|
|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.|
|Pocket Edition Alpha|
|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.|
|TU14||Changed sound made when mining sand.|
Issues relating to "Sand" or "Red Sand" are maintained on the issue tracker. Report issues there.
- 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.
In Pocket Edition, floating sand emits falling particles.
- Explained physics of falling sand and gravel.