Blocks

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    A Block is a basic unit of structure occupying space in the world.


    A Collision Box is a solid volume of space that the player is not meant to pass through, which consists of one or multiple Bounding Boxes, which are axis-aligned cuboids. Entities have their own bounding box, but are not treated as solid space (except for boats).

    • Not to confuse with a Hitbox, which is a volume of space that a player can interact with (attack, mine, right-click...).
    • Also not to confuse with a Model, which is simply the graphical representation of a block / entity on screen.
    • Finally, some blocks have their own "effect box", such as fluids, ladders, cacti, pressure plates... All of which are coded and applied differently.


    For example: a button has no collision box, as the player can walk through one, but has a hitbox which the player can click on.

    Another example: a barrier block has overlapping bounding box and hitbox, but is hard-coded to have no model.



    This article lists the collision boxes and properties of all blocks in 1.8.

    Blocks with particular properties and/or no collision boxes are presented on their own articles.

    Images were taken with Blockbench, or from the Minecraft wiki.


    Resources:

    • BetterParkourModels, a resource pack that modifies models to be slightly more accurate.
    • BetterParkourModels+, an faithful update to BPM that corrects and adds some models (made by Fuzzbearplush).
    • TrueModels, an alternative resource pack that reworks models to look accurate and natural.



    Simple Collision Boxes

    Collision boxes that consist of a single bounding box. Blocks are ordered by length, then width, then height.

    Block Widths (b) Height (b) Comments Model
    Wall (4-sided) 1 × 1 1.5 Adjacent blocks must be solid, walls, or fencegates.
    Default 1 × 1 1
    Soulsand 1 × 1 0.875 Looks like a full block, but is actually 2 px lower.

    Slows down entities walking on top of it.

    End Portal Frame 1 × 1 0.8125
    Enchantment Table 1 × 1 0.75
    Bed block 1 × 1 0.5625 The bottom doesn't look tangible, but it actually is.
    Slab 1 × 1 0.5 Inversible.
    Daylight Sensor 1 × 1 0.375
    Trapdoor (horizontal) 1 × 1 0.1875 Inversible.

    Can be flipped to its vertical variant.

    Repeater 1 × 1 0.125
    Carpet 1 × 1 0.0625
    Lily Pad 1 × 1 0.015625 Is ¼ of a pixel in height.
    Snow Layer 1 × 1 0

    0.125

    0.25

    0.375

    0.5

    0.625

    0.75

    0.875

    Snow layers look 2 pixels higher than their real height.

    Despite having no height, a single layer of snow is tangible.

    Snow.gif
    Wall (3-sided) 1 × 0.75 1.5 Orientable (4 variants).

    Adjacent blocks must be solid, walls, or fencegates.

    Anvil 1 × 0.75 1 Centered. Orientable (2 variants).

    Looks thinner than it actually is.

    Piston Base (Powered) 1 × 0.75 1 Orientable (4 variants).
    Wall (2-opposite) 1 × 0.375 1.5 Centered. Orientable (2 variants).

    Adjacent blocks must be solid, walls, or fencegates.

    Placing a block on top of it doesn't change its collision box,

    despite its appearance being different.

    Fence (2-opposite) 1 × 0.25 1.5 Centered. Orientable (2 variants).

    Adjacent blocks must be solid, fences, or fencegates.

    Fencegate 1 × 0.25 1.5 Centered. Orientable (2 variants).

    Can be flipped to a variant with no collision box.

    Trapdoor (vertical) 1 × 0.1875 1 Orientable, Inversible (8 variants).

    Can be flipped to its horizontal variant.

    Door 1 × 0.1875 1 Orientable (4 variants).

    Can be flipped to another variant.

    Ladder 1 × 0.125 1 Orientable (4 variants).

    Can be climbed by entities.

    Ladder.png
    Pane (2-opposite) 1 × 0.125 1 Centered. Orientable (2 variants).

    Adjacent blocks must be solid, or panes/bars.

    Pane 2-opposite.png
    Chest (long) 0.9375 × 0.875 0.875 Must be next to another chest.
    Chest long.png
    Dragon Egg 0.875 × 0.875 1 Centered.

    Looks drastically different from its collision box.

    Dragon Egg.png
    Cactus 0.875 × 0.875 0.9375 Centered.

    Hurts entities close to it.

    Cactus.png
    Chest 0.875 × 0.875 0.875 Centered.
    Chest.png
    Cake 0.875 × 0.875

    0.875 × 0.75

    0.875 × 0.625

    0.875 × 0.5

    0.875 × 0.375

    0.875 × 0.25

    0.875 × 0.125

    0.5 The full cake is centered.

    Each bite takes away 0.125b from the West (-X)

    Cake.gif
    Wall (2-adjacent) 0.75 × 0.75 1.5 Orientable (4 variants).

    Adjacent blocks must be solid, walls, or fencegates.

    Wall (1-sided) 0.75 × 0.5 1.5 Orientable (4 variants).

    Adjacent block must be solid, a wall, or a fencegate.

    Fence (1-sided) 0.625 × 0.25 1.5 Orientable (4 variants).

    Adjacent block must be solid, a fences, or a fencegate.

    Wall (default) 0.5 × 0.5 1.5 Centered.
    Cocoa (big) 0.5 × 0.5 Low: 0.1875

    Top: 0.75

    Orientable (4 variants).

    1 pixel away from the wall it's attached to.

    Trivia: the top texture is only 7 pixels wide.

    Head (walled) 0.5 × 0.5 Low: 0.25

    Top: 0.75

    Orientable (4 variants).
    Head wall.png
    Head (default) 0.5 × 0.5 0.5 Centered.

    A head can be placed diagonally (16 variants total),

    but the collision box doesn't change.

    Head default.png
    Pane (1-sided) 0.5 × 0.125 1 Orientable (4 variants).

    Appears 1 pixel longer than it really is.

    Adjacent block must be solid, or a pane/bar.

    Cocoa (medium) 0.375 × 0.375 Low: 0.3125

    Top: 0.75

    Orientable (4 variants).

    1 pixel away from the wall it's attached to.

    Flowerpot 0.375 × 0.375 0.375 Centered.
    Fence (default) 0.25 × 0.25 1.5 Centered.
    Cocoa (small) 0.25 × 0.25 Low: 0.4375

    Top: 0.75

    Orientable (4 variants).

    1 pixel away from the wall it's attached to.



    Composite Collision Boxes

    Collision boxes that consist of two or more bounding boxes.

    "Except" represents an intangible zone rather than a tangible one (simpler to describe that listing all bounding boxes)

    Block Widths (b) Height (b) Comments Model
    Stair (normal) Base: 1 × 1

    Top: 1 × 0.5

    Base: 0.5

    Top: 1

    Orientable, Inversible (8 variants).
    Stair (outer) Base: 1 × 1

    Top: 0.5 × 0.5

    Base: 0.5

    Top: 1

    Orientable, Inversible (8 variants).

    Depends on adjacent stair blocks.

    Stair (inner) Base: 1 × 1

    Except: -0.5 × -0.5

    Base: 1

    Except: -0.5

    Orientable, Inversible (8 variants).

    Depends on adjacent stair blocks.

    End Portal Frame (eye) Base: 1 × 1

    Eye: 0.375 × 0.375

    Base: 0.8125

    Eye: 1

    The eye looks bigger than it is.

    (Appears 8 px in width, but is actually 6 px wide)

    Hopper Base: 1 × 1

    Except: -0.75 × -0.75

    Base: 1

    Except: -0.375

    The bottom doesn't look tangible, but it actually is.

    The interior floor is 1 pixel lower than it looks.

    Hopper.png
    Cauldron Base: 1 × 1

    Except: -0.75 × -0.75

    Base: 1

    Except: -0.6875

    The bottom doesn't look tangible, but it actually is.

    The interior floor is 1 pixel higher than it looks

    Brewing Stand Base: 1 × 1

    Rod: 0.125 × 0.125

    Base: 0.125

    Rod: 0.875

    The base looks very different from its bounding box.
    Brewing Stand.png
    Piston Head (Vertical) Head: 1 × 1

    Arm: 0.25 × 0.25

    Head: 0.25

    Top: 1

    Centered. Inversible.

    The arm is shorter than it looks (model extended by 4px).

    Piston Head vertical.png
    Piston Head (N/S/E) Head: 1 × 0.25

    Arm: 0.75 × 0.5

    Head: 1

    Arm-Low: 0.375

    Arm-Top: 0.625

    Orientable (3 variants). Accurate model.

    The arm is wider than it looks (0.5m width).

    The arm is shorter than it looks (model extended by 4px).

    Piston Head NSE.png
    Piston Head (West) Head: 1 × 0.25

    Arm: 0.75 × 0.25

    Head: 1

    Arm-Low: 0.25

    Arm-Top: 0.75

    Bugged (fixed in 1.9). Accurate model.

    The player can walk through a west extended piston.

    In 1.9, piston heads were changed to match their model.

    Piston Head West.png
    Fence (4-sided) Post: 0.25 × 0.25

    Sides: 0.375 × 0.25

    1.5 Adjacent blocks must be solid, fences, or fencegates.
    Fence 4-sided.png
    Fence (3-sided) Post: 0.25 × 0.25

    Sides: 0.375 × 0.25

    1.5 Orientable (4 variants).

    Adjacent blocks must be solid, fences, or fencegates.

    Fence 3-sided.png
    Fence (2-adjacent) Post: 0.25 × 0.25

    Sides: 0.375 × 0.25

    1.5 Orientable (4 variants).

    Adjacent blocks must be solid, fences, or fencegates.

    Fence 2-adjacent.png
    Pane (Default / 4-sided) Sides: 0.5 × 0.125 1 Adjacent blocks must be solid, or panes/bars.
    Pane default.png
    Pane (3-sided) Sides: 0.5 × 0.125 1 Orientable (4 variants).

    Adjacent blocks must be solid, or panes/bars.

    Pane 3-sided.png
    Pane (2-adjacent) Sides: 0.5 × 0.125 1 Orientable (4 variants).

    Adjacent blocks must be solid, or panes/bars.

    The exterior corner has a 1px wide opening

    (despite the model showing a clean 90° corner).

    Pane 2-adjacent.png


    Other

    Block Widths (b) Height (b) Comments Model
    Boat 1.5 x 1.5 0.6 Entity. Boat.png