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Non-model-dependent block elements
Models are used for defining the fundamental geometry for the vast majority of blocks in the game. Some blocks have additional visual data associated with them which are effectively fixed in nature; while their textures can often be modified, their geometry, positioning and fundamental presence usually cannot be.
This feature is exclusive to Java Edition.
Models are used for defining the fundamental geometry for the vast majority of blocks in the game. Some blocks have additional visual data associated with them which are effectively fixed in nature; while their textures can often be modified, their geometry, positioning and fundamental presence usually cannot be.
Render models, but have additional graphics
| Blocks | Relevant element | Render |
|---|---|---|
| Entire block | ||
| Entire block | ||
|
Entire block | |
|
Entire block | |
|
Entire block | |
| Entire block | ||
| Entire block | ||
| Entire block | ||
| Entire block | ||
| Text | ||
| Text | ||
| Text | ||
|
Text | |
|
Beam | |
| Bell itself | ||
| Book | ||
| Book | ||
| Entity inside | ||
| Items inside | ||
| Items inside | ||
| Items placed | ||
| Item during extraction |
Do not render model elements
| Block | Reason |
|---|---|
| The block is hardcoded to be invisible. Despite having empty physical model data, defining such a model does not change it.[1] | |
| This is a highly technical block which is only used in specific circumstances, with its own special rendering method. | |
| These blocks display a starfield which is completely separate from models. Unlike other block entities, a block model specified with these IDs will not render.[2] | |
| Fluid rendering is hardcoded and their handling differs significantly from blocks. Defining a model will change the associated particles, but will add no geometry.[3] | |
| This is intended to render mostly as water and uses particles, however custom models still do not render planes within it, unlike in Bedrock Edition.[4] |
History
This section is missing information about: when each block's model could be changed in 1.8, even though only particles were affected (note: despite the fact that not all blocks became remodellable at once, not being able to change a block's model in a given version does not qualify it for this page). to test:
- sign (not in 1.8)
- wall sign (not in 1.8)
- chest (not in 1.8)
- trapped chest (not in 1.8)
- ender chest (not in 1.8)
- skull (not in 1.8)
- moving piston
- maybe banners i guess
Please expand the section to include this information. Further details may exist on the talk page.
| Java Edition Infdev | |||||||
|---|---|---|---|---|---|---|---|
| Minecraft Infdev | 20100607 | Standing signs have been added as a block, using the previous texture file used for sign entities. | |||||
| 20100625-1917 | Spawners have been added; an entity is rendered within to indicate what is spawned. | ||||||
| Java Edition Alpha | |||||||
| v1.0.1 | Wall signs have been added, also rendering as an entity rather than as part of the main block mesh. | ||||||
| v1.1.0 | Spawners no longer contain a miniature model of the mob that is to be spawned. | ||||||
| Java Edition Beta | |||||||
| 1.2 | Spawners once again contain a miniature model of the mob that is to be spawned. | ||||||
| 1.8 | Pre-release | Chests now render as entities; prior to this version they were part of the block mesh like other blocks. This change has been instituted to accommodate the new opening animation. | |||||
| Java Edition | |||||||
| 1.0.0 | Beta 1.9 Prerelease 3 | ||||||
| Beta 1.9 Prerelease 4 | End portals have been changed; the starfield now renders two pixels lower. The excess plane on the bottom has been removed. It is not known whether there was an internal change in this version to force this block ID to not render chunk geometry even if it tried, or if such a change was made later (presumably in 1.13-pre3 or an earlier version). | ||||||
| 1.3.1 | 12w21a | Ender chests have been implemented, using the same rendering system as chests. | |||||
| 1.4.2 | 12w32a | ||||||
| 12w36a | Five types of heads (zombie head, creeper head, skeleton skull, wither skeleton skull, creeper head) have been added, which render as entities. | ||||||
| 12w38a | |||||||
| 12w40a | |||||||
| 1.5 | 13w01a | Trapped chests have been implemented, using the same rendering system as chests and ender chests. | |||||
| 1.8 | 14w30a | Banners have been added, which render as entities. | |||||
| 1.9 | 15w31a | Dragon heads have been added, which render as entities. | |||||
| End gateways have been added, which also use a starfield, much like end portals. | |||||||
| 1.11 | 16w39a | 16 distinct types of shulker box have been added, which render as entities. | |||||
| 1.12 | 17w15a | Beds now render as entities; prior to this version they were part of the block mesh like other blocks. This change has been instituted to accommodate the alternate colors in a way that would not exceed the block ID limit, however this system considerably outlasted the circumstances requiring it. | |||||
| 1.13 | 18w10b | A seventeenth shulker box variant has been implemented, which uses much the same rendering system. | |||||
| 18w15a | Conduits have been added, which render as entities. | ||||||
| pre3 | It is now possible to assign models to end portal and end gateway blocks through the blockstates system, however these will still only be used for particles and will not render any quads as would be done for other block IDs. | ||||||
| 1.14 | 18w43a | Birch, spruce, jungle, acacia and dark oak signs, alongside their wall variants, have been implemented, using the same rendering system as oak signs and oak wall signs. | |||||
| 18w50a | |||||||
| 19w02a | |||||||
| 19w03a | |||||||
| 1.15 | 19w39a | Each half of a large chest renders the whole large chest. In practice, this means that a large chest is comprised of two identical, overlapping large chest models. Previously, rendering large chests was entirely handled by the "right" block state, which represents the left half of a given large chest, and the "left" block state, which represents the right half of a given large chest, was completely invisible. | |||||
| 19w41a | |||||||
| 19w42a | Each half of a large chest now only renders that half. | ||||||
| 1.16 | 20w06a | Crimson and warped signs, alongside their wall variants, have been implemented, using the same rendering system as preceding such signs. | |||||
| 20w15a | Soul campfires have been added, which use an identical system to campfires for rendering items. | ||||||
| October 3, 2020 | |||||||
| November 13, 2020 | Sculk sensor tendrils appear to now be part of the model geometry itself, rather than separate, matching the form of the block that was ultimately implemented. | ||||||
| 1.19 | 22w11a | Mangrove signs and mangrove wall have been implemented, using the same rendering system as preceding such signs. | |||||
| 1.19.3 | 22w42a | Ten variants of hanging sign have been added (oak, birch, spruce, jungle, acacia, dark oak, mangrove, bamboo, crimson, warped), which can either be placed on the ceiling or wall, resulting in 20 distinct block IDs; in either case, all of these render as entities as typical signs do. | |||||
| Bamboo signs and bamboo wall have been implemented, using the same rendering system as preceding such signs. | |||||||
| 22w46a | Piglin heads have been added, which render as entities. | ||||||
| 1.19.4 | 23w07a | Decorated pots have been added, which render as entities. | |||||
| Suspicious sand and suspicious gravel have been added; the item that emerges during brushing is rendered independently of the block model of the block itself. | |||||||
| Cherry signs and cherry hanging signs, alongside their wall variants, have been implemented, using the same rendering system as preceding such signs. | |||||||
| 1.20.3 | 23w45a | Trial spawners have been added; much like regular spawners, a miniaturised version of the output mob is displayed within. | |||||
| 1.20.5 | 24w13a | Vaults have been added; much like spawners, a miniaturised version of the potential output item pool is displayed within. | |||||
| 1.21.2 | 24w40a | Pale oak signs and pale oak hanging signs, alongside their wall variants, have been implemented, using the same rendering system as preceding such signs. | |||||
| 1.21.4 | 24w46a | Many block entities will now render block model elements if assigned them, rather than rendering nothing at all but the entity and only using the model for defining the particles.[5] | |||||
| For unknown reasons, end portal and end gateway blocks,[6] as well as moving piston blocks, were not given this treatment and continue to ignore custom model geometry. | |||||||
| 1.21.5 | 25w03a | ||||||
| 1.21.9 | 25w31a | Copper golem statues have been added, which render as entities. | |||||
| Copper chests have been implemented, using the same rendering system as chests, ender chests and trapped chests. | |||||||
| 25w32a | |||||||
| 25w33a | Items on shelves can be configured to be either vertically centered or shifted downward. | ||||||
| 26.2 | snap3 | Beds now use block models fully rather than only for particles, changing them from | |||||
| snap7 | Signs of all types now use block models for their main body, such that only the text is rendered specially. | ||||||
| Standing signs have been changed from | |||||||
| Wall signs have been changed from | |||||||
| Hanging signs have been changed from | |||||||
| Wall hanging signs have been changed from | |||||||
April Fools' exclusive blocks
This section is missing information about:
- use magenta dummy cube:
- to test:
- uses the assigned model but renders it differently - unsure if this should be included or not:
Please expand the section to include this information. Further details may exist on the talk page.