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Red Sand.png





Blast resistance






Yes (64)




Smelted: 0.1



Data values
dec: 120 hex: C0 bin: 11000
Red Sand
dec: 121 hex: C1 bin: 11001

See Data values

Duncan Geere Mojang avatar.png Sand spawns naturally in four-block-deep layers in various parts of most biomes of the Overworld. You'll find it everywhere from forests, to plains, to tundra and swamps. In Mesa biomes, you'll find a variant of sand that's red and acts exactly like regular sand except that you can't use it to make concrete. Actually, that sounds like a bug. Maybe we should fix that.
Duncan Geere[1]

Sand is a block affected by gravity.

Red sand is a variation of sand, the only differences being its color and that it cannot be used to craft concrete powder.


Sand can be broken without tools, but a shovel is the fastest.

Hardness 0.5
Breaking time[note 1]
Hand 0.75
Wooden 0.4
Stone 0.2
Iron 0.15
Diamond 0.1
Golden 0.1
  1. Times are for unenchanted tools in seconds.

Natural generation[edit]

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.

Sand is also used to cover up buried treasure chests depending on where the chest generates in. (In this case, sand is used to cover up buried treasure chests that generate in beaches and ocean floors that are composed of sand, but in some cases stone or sandstone might be used instead). [Java and Bedrock editions only]

Red sand generates naturally in badlands biomes and variants.

Both types of sand can spawn floating in the air. The floating cluster of sand will fall when one of the sand blocks receives an update (when a block is placed near it or when a block near it is broken).

Sand can be found in 59.0% of desert temple chests in stacks of 1–8.


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.

If a sand entity falls on a fence post, it does not turn into a solid block. Instead, it stays as an entity on top of that fence post.

Crafting ingredient[edit]

Name Ingredients Crafting recipe
Concrete Powder Matching Dye +
Sand +
Sandstone or
Red Sandstone
Sand or
Red Sand

TNT Gunpowder +
Sand or
Red Sand

Smelting ingredient[edit]

Ingredients Smelting recipe
Sand or
Red Sand +
Any fuel


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.


Sand and red sand can be used for farming cactus and sugar canes.

Data values[edit]


Java Edition:

Block ID Name


Red Sand

Bedrock Edition:

Block ID Name Numeral ID

sand 12

Block data[edit]

See also: data values

In Bedrock Edition, sand uses the following data values:

DV Description

0 Sand

1 Red sand

falling_block entity[edit]

Falling Block
Sand.pngRed Sand.pngGravel.pngWhite Concrete Powder.pngDragon Egg.pngAnvil.png
Internal ID

JE: 21
BE: 66

Network ID

JE: 70

Entity ID


See also: Chunk format § Dynamic tiles and Tutorials/Falling blocks

  • Dynamic block entity data
    • Tags common to all entities see Template:Nbt inherit/entity/template

    •  TileEntityData: Optional. The tags of the block entity for this block.

    •  BlockState: The falling block represented by this entity.

      •  Name: The name ID of the block.

      •  Properties: Optional. The block states of the block, listed as key-value pairs under this tag.

    •  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 falling_block. For vanilla falling_block, always 40 (Heart.svg × 20).

    •  FallHurtAmount: Multiplied by the FallDistance to calculate the amount of damage to inflict. For vanilla falling_block, always 2.



May 21, 2009 Notch shows interest in adding sand.
May 23, 2009 Notch says he accomplished adding sand.
0.0.14a Sand Revision 1.png 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 0.31 (January 11, 2010, 1) Islands have more sand.
0.31 (January 29, 2010) Sand is now used to craft TNT.
February 27, 2010 Sand was removed during map tests.[2]
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.[when?]
1.2 FallingSand entities behave better in multiplayer.
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.
Official release
1.0 Beta 1.9 Prerelease 6 Sand.png 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.
1.3.1 12w22a Inventory sprites for blocks were flipped from left to right, changing
1.4.2 12w38a Sand now has new sounds when being walked on.
1.7.2 13w39a Red Sand.png 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.
1.12 17w06a Sand is now used to craft concrete powder.
1.13 17w47a The different block states for the sand ID have been split up into their own IDs.
Prior to The Flattening, this block's numeral ID was 12.
18w08b Sand now generates on the floors of warm and lukewarm ocean biomes.
18w09a Sand can generate in the underwater ruins structures.
Pocket Edition Alpha
0.1.0 Added sand.
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.
Pocket Edition
1.1 build 1 Sand is now used to craft concrete powder.
Legacy Console Edition
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 relating to "Sand" or "Red Sand" are maintained on the bug tracker. Report issues there.


  • If a block of sand has snow on it and is made to fall, the snow is destroyed[Java Edition only] and will not drop snowballs.
  • Because falling sand is considered an entity it can be launched in a Tutorials/TNT cannons, 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.
  • The sand texture will actually be rotated if a block of sand turns into a FallingSand entity, similar to ignited TNT blocks. This is not the case with gravel.
  • Because falling_block is an entity, blocks of sand without supports may disappear for a split second and a falling_block entity is summoned. This is also the case when it's landing, but the entity (not the block) disappears instead before a block is placed.


Unstable generation[edit]

See also[edit]


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