Blocks: Difference between revisions
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<languages/> |
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<translate> |
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A '''Block''' is a basic unit of structure occupying space in the world. |
A '''Block''' is a basic unit of structure occupying space in the world. |
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A '''Bounding Box''' is a solid volume of space that the player is not meant to pass through. Entities have their own bounding box, but are not treated as solid space (except for [https://minecraft.gamepedia.com/Boat boats]). |
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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 [https://minecraft.gamepedia.com/Boat boats]). |
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* Not to confuse with a '''Hitbox''', which is a volume of space that a player can interact with (attack, mine, right-click...). |
* Not to confuse with a '''Hitbox''', which is a volume of space that a player can interact with (attack, mine, right-click...). |
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<!--T:4--> |
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* Also not to confuse with a '''Model''', which is simply the graphical representation of a block / entity on screen. |
* Also not to confuse with a '''Model''', which is simply the graphical representation of a block / entity on screen. |
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*Finally, some blocks have their own "effect box", such as fluids, ladders, cacti, pressure plates... All of which are coded and applied differently. |
*Finally, some blocks have their own "effect box", such as fluids, ladders, cacti, pressure plates... All of which are coded and applied differently. |
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For example: a [https://minecraft.gamepedia.com/Button button] has no bounding box, as the player can walk through one, but has a hitbox which the player can click on (which happens to overlap with its vanilla model). Another example: a [https://minecraft.gamepedia.com/Barrier barrier block] has overlapping bounding box and hitbox, but is hard-coded to have no model. |
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For example: a [https://minecraft.gamepedia.com/Button button] has no collision box, as the player can walk through one, but has a hitbox which the player can click on. |
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<!--T:6--> |
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Another example: a [https://minecraft.gamepedia.com/Barrier barrier block] has overlapping bounding box and hitbox, but is hard-coded to have no model. |
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This article lists the bounding boxes and properties of all blocks in 1.8. |
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Blocks with particular properties and/or no bounding boxes are presented on their own articles. |
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<!--T:7--> |
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This article lists the collision boxes and properties of all blocks in 1.8. |
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<!--T:8--> |
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Blocks with particular properties and/or no collision boxes are presented on their own articles. |
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<!--T:9--> |
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Images were taken with [https://blockbench.net/ Blockbench], or from the [https://minecraft.gamepedia.com/Minecraft_Wiki Minecraft wiki]. |
Images were taken with [https://blockbench.net/ Blockbench], or from the [https://minecraft.gamepedia.com/Minecraft_Wiki Minecraft wiki]. |
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<!--T:10--> |
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'''Resources:''' |
'''Resources:''' |
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<!--T:11--> |
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*[https://www.curseforge.com/minecraft/texture-packs/better-parkour-models/files/2333891 BetterParkourModels], a resource pack that modifies models to be slightly more accurate. |
*[https://www.curseforge.com/minecraft/texture-packs/better-parkour-models/files/2333891 BetterParkourModels], a resource pack that modifies models to be slightly more accurate. |
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*[https://discord.gg/fArwyXM BetterParkourModels+], an faithful update to BPM that corrects and adds some models (made by Fuzzbearplush). |
*[https://discord.gg/fArwyXM BetterParkourModels+], an faithful update to BPM that corrects and adds some models (made by Fuzzbearplush). |
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== Simple Bounding Boxes == |
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Blocks are ordered by length, then width, then height. |
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== Simple Collision Boxes == <!--T:12--> |
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Collision boxes that consist of a single bounding box. Blocks are ordered by length, then width, then height. |
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{| class="wikitable" |
{| class="wikitable" |
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!Block |
!Block |
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|[[File:Block_default.png|alt=|center|frameless|107x107px]] |
|[[File:Block_default.png|alt=|center|frameless|107x107px]] |
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|- |
|- |
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|[[Soulsand]] |
|[[Special:MyLanguage/Soulsand|Soulsand]] |
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|1 × 1 |
|1 × 1 |
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|0.875 |
|0.875 |
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|0 |
|0 |
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0.125 |
0.125 |
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<!--T:15--> |
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0.25 |
0.25 |
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<!--T:16--> |
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0.375 |
0.375 |
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<!--T:17--> |
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0.5 |
0.5 |
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<!--T:18--> |
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0.625 |
0.625 |
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<!--T:19--> |
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0.75 |
0.75 |
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<!--T:20--> |
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0.875 |
0.875 |
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|Snow layers look 2 pixels higher than their real height. |
|Snow layers look 2 pixels higher than their real height. |
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|[[File:Snow.gif|center|frameless]] |
|[[File:Snow.gif|center|frameless]] |
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|- |
|- |
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|Wall (3-sided) |
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|[[Hitbox Manipulation|Anvil]] |
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|1 × 0.75 |
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|1.5 |
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|Orientable (4 variants). |
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Adjacent blocks must be solid, walls, or fencegates. |
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|[[File:Wall 3-sided.png|center|frameless|102x102px|alt=]] |
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|- |
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|[[Special:MyLanguage/Hitbox Manipulation|Anvil]] |
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|1 × 0.75 |
|1 × 0.75 |
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|1 |
|1 |
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|Orientable (4 variants). |
|Orientable (4 variants). |
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|[[File:Piston Base Powered.png|center|frameless|102x102px|alt=]] |
|[[File:Piston Base Powered.png|center|frameless|102x102px|alt=]] |
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|- |
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|Wall (3-sided) |
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|1 × 0.75 |
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|1.5 |
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|Orientable (4 variants). |
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Adjacent blocks must be solid, walls, or fencegates. |
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|[[File:Wall 3-sided.png|center|frameless|102x102px|alt=]] |
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|- |
|- |
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|Wall (2-opposite) |
|Wall (2-opposite) |
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Adjacent blocks must be solid, walls, or fencegates. |
Adjacent blocks must be solid, walls, or fencegates. |
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Placing a block on top of it doesn't change its bounding box, |
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Placing a block on top of it doesn't change its collision box, |
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despite its appearance being different. |
despite its appearance being different. |
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|[[File:Wall 2-opposite.png|center|frameless|91x91px|alt=]] |
|[[File:Wall 2-opposite.png|center|frameless|91x91px|alt=]] |
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|1.5 |
|1.5 |
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|Centered. Orientable (2 variants). |
|Centered. Orientable (2 variants). |
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Can be flipped to a variant with no |
Can be flipped to a variant with no collision box. |
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|[[File:Fencegate.png|center|frameless|82x82px|alt=]] |
|[[File:Fencegate.png|center|frameless|82x82px|alt=]] |
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|- |
|- |
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|[[File:Door.png|center|frameless|103x103px|alt=]] |
|[[File:Door.png|center|frameless|103x103px|alt=]] |
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|- |
|- |
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|[[Ladders and Vines|Ladder]] |
|[[Special:MyLanguage/Ladders and Vines|Ladder]] |
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|1 × 0.125 |
|1 × 0.125 |
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|1 |
|1 |
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|[[File:Pane 2-opposite.png|center|frameless|107x107px]] |
|[[File:Pane 2-opposite.png|center|frameless|107x107px]] |
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|- |
|- |
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|[[Hitbox Manipulation|Chest (long)]] |
|[[Special:MyLanguage/Hitbox Manipulation|Chest (long)]] |
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|0.9375 × 0.875 |
|0.9375 × 0.875 |
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|0.875 |
|0.875 |
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|1 |
|1 |
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|Centered. |
|Centered. |
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Looks drastically different from its |
Looks drastically different from its collision box. |
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|[[File:Dragon Egg.png|center|frameless|95x95px]] |
|[[File:Dragon Egg.png|center|frameless|95x95px]] |
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|- |
|- |
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|0.875 × 0.875 |
|0.875 × 0.875 |
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<!--T:23--> |
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0.875 × 0.75 |
0.875 × 0.75 |
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<!--T:24--> |
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0.875 × 0.625 |
0.875 × 0.625 |
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<!--T:25--> |
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0.875 × 0.5 |
0.875 × 0.5 |
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<!--T:26--> |
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0.875 × 0.375 |
0.875 × 0.375 |
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<!--T:27--> |
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0.875 × 0.25 |
0.875 × 0.25 |
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<!--T:28--> |
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0.875 × 0.125 |
0.875 × 0.125 |
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|0.5 |
|0.5 |
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1 pixel away from the wall it's attached to. |
1 pixel away from the wall it's attached to. |
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''Trivia:'' the top texture is only 7 pixels wide. |
''Trivia:'' the top texture is only 7 pixels wide. |
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|[[File:Cocoa big.png|center|frameless|84x84px|alt=]] |
|[[File:Cocoa big.png|center|frameless|84x84px|alt=]] |
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A head can be placed diagonally (16 variants total), |
A head can be placed diagonally (16 variants total), |
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but the bounding box doesn't change. |
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but the collision box doesn't change. |
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|[[File:Head default.png|center|frameless|100x100px]] |
|[[File:Head default.png|center|frameless|100x100px]] |
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|- |
|- |
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Appears 1 pixel longer than it really is. |
Appears 1 pixel longer than it really is. |
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<!--T:31--> |
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Adjacent block must be solid, or a pane/bar. |
Adjacent block must be solid, or a pane/bar. |
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|[[File:Pane 1-sided.png|center|frameless|85x85px|alt=]] |
|[[File:Pane 1-sided.png|center|frameless|85x85px|alt=]] |
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==Composite Bounding Boxes== |
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"''<s>Except</s>''" represents an intangible zone rather than a tangible one. |
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==Composite Collision Boxes== <!--T:32--> |
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<!--T:33--> |
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Collision boxes that consist of two or more bounding boxes. |
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<!--T:34--> |
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"''<s>Except</s>''" represents an intangible zone rather than a tangible one (simpler to describe that listing all bounding boxes) |
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{| class="wikitable" |
{| class="wikitable" |
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!Block |
!Block |
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|The eye looks bigger than it is. |
|The eye looks bigger than it is. |
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<!--T:35--> |
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(Appears 8 px in width, but is actually 6 px wide) |
(Appears 8 px in width, but is actually 6 px wide) |
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|[[File:End_Portal_Frame_Eye.png|alt=|center|frameless|102x102px]] |
|[[File:End_Portal_Frame_Eye.png|alt=|center|frameless|102x102px]] |
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|Centered. Inversible. |
|Centered. Inversible. |
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<!--T:36--> |
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The arm is shorter than it looks (model extended by 4px). |
The arm is shorter than it looks (model extended by 4px). |
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|[[File:Piston Head vertical.png|center|frameless|116x116px]] |
|[[File:Piston Head vertical.png|center|frameless|116x116px]] |
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|''Head:'' 1 × 0.25 |
|''Head:'' 1 × 0.25 |
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<!--T:37--> |
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''Arm:'' 0.75 × 0.5 |
''Arm:'' 0.75 × 0.5 |
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|''Head:'' 1 |
|''Head:'' 1 |
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<!--T:38--> |
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''Arm-Low:'' 0.375 |
''Arm-Low:'' 0.375 |
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<!--T:39--> |
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''Arm-Top:'' 0.625 |
''Arm-Top:'' 0.625 |
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|Orientable (3 variants). [https://imgur.com/a/HVovakh Accurate model]. |
|Orientable (3 variants). [https://imgur.com/a/HVovakh Accurate model]. |
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<!--T:40--> |
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The arm is wider than it looks (0.5m width). |
The arm is wider than it looks (0.5m width). |
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<!--T:41--> |
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The arm is shorter than it looks (model extended by 4px). |
The arm is shorter than it looks (model extended by 4px). |
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|[[File:Piston Head NSE.png|center|frameless|100x100px]] |
|[[File:Piston Head NSE.png|center|frameless|100x100px]] |
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''Arm-Low:'' 0.25 |
''Arm-Low:'' 0.25 |
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''Arm-Top:'' 0.75 |
''Arm-Top:'' 0.75 |
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|Bugged (fixed in 1.9). [https://imgur.com/a/IuDYtlg Accurate model]. |
|Bugged (fixed in 1.9). [https://imgur.com/a/IuDYtlg Accurate model]. |
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<!--T:43--> |
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The player can [https://youtu.be/p2iLWan60_g walk through a west extended piston]. |
The player can [https://youtu.be/p2iLWan60_g walk through a west extended piston]. |
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<!--T:44--> |
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In 1.9, piston heads were changed to match their model. |
In 1.9, piston heads were changed to match their model. |
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|[[File:Piston Head West.png|center|frameless|102x102px]] |
|[[File:Piston Head West.png|center|frameless|102x102px]] |
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|''Post:'' 0.25 × 0.25 |
|''Post:'' 0.25 × 0.25 |
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''Sides:'' 0.375 × 0.25 |
''Sides:'' 0.375 × 0.25 |
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|1.5 |
|1.5 |
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Adjacent blocks must be solid, or panes/bars. |
Adjacent blocks must be solid, or panes/bars. |
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<!--T:46--> |
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The exterior corner has a 1px wide opening |
The exterior corner has a 1px wide opening |
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(despite the model showing a clean 90° corner). |
(despite the model showing a clean 90° corner). |
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|[[File:Pane 2-adjacent.png|center|frameless|90x90px]] |
|[[File:Pane 2-adjacent.png|center|frameless|90x90px]] |
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|}<br /> |
|}<br /> |
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==Other== |
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==Other== <!--T:48--> |
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<!--T:49--> |
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{| class="wikitable" |
{| class="wikitable" |
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!Block |
!Block |
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|[[File:Boat.png|frameless|150x150px]] |
|[[File:Boat.png|frameless|150x150px]] |
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|} |
|} |
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</translate> |
Latest revision as of 12:38, 24 August 2021
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. |
|
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. |
|
Pane (2-opposite) | 1 × 0.125 | 1 | Centered. Orientable (2 variants).
Adjacent blocks must be solid, or panes/bars. |
|
Chest (long) | 0.9375 × 0.875 | 0.875 | Must be next to another chest. | |
Dragon Egg | 0.875 × 0.875 | 1 | Centered.
Looks drastically different from its collision box. |
|
Cactus | 0.875 × 0.875 | 0.9375 | Centered.
Hurts entities close to it. |
|
Chest | 0.875 × 0.875 | 0.875 | Centered. | |
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) |
|
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 (default) | 0.5 × 0.5 | 0.5 | Centered.
A head can be placed diagonally (16 variants total), but the collision box doesn't change. |
|
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
|
Base: 1
|
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
|
Base: 1
|
The bottom doesn't look tangible, but it actually is.
The interior floor is 1 pixel lower than it looks. |
|
Cauldron | Base: 1 × 1
|
Base: 1
|
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. | |
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 (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 (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. |
|
Fence (4-sided) | Post: 0.25 × 0.25
Sides: 0.375 × 0.25 |
1.5 | Adjacent blocks must be solid, fences, or fencegates. | |
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 (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. |
|
Pane (Default / 4-sided) | Sides: 0.5 × 0.125 | 1 | Adjacent blocks must be solid, or panes/bars. | |
Pane (3-sided) | Sides: 0.5 × 0.125 | 1 | Orientable (4 variants).
Adjacent blocks must be solid, or panes/bars. |
|
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). |
Other
Block | Widths (b) | Height (b) | Comments | Model |
---|---|---|---|---|
Boat | 1.5 x 1.5 | 0.6 | Entity. |