Bedrock Wiki
  • Discord
  • Contribute
  • bedrock.dev
  • MS Learn
Beginner's Guide
  • Guide
    • 1. Introduction
      guide
    • 2. Add-Ons Explained
    • 3. Software & Preparation
    • 4. Project Setup
    • 5. Create a Custom Item
    • 6. Create a Custom Entity
    • 7. Blockbench: Modeling, Texturing & Animating
    • 8. Adding a Loot Table, Spawn Rule & Crafting Recipe
  • Extra
    • a. Understanding JSON
    • b. Download Example Packs
    • c. Troubleshooting
      help
    • d. Advanced Manifest
    • e. Format Versions
    • f. Project Setup Android
Animation Controllers
  • Intro to Animation Controllers
    guide
  • Entity Commands
  • AFK Detector
  • Death Commands
  • Molang into Scoreboard
  • Respawn Commands
Blocks
  • General
    • Intro to Blocks
      guide
    • Block Components
    • Block Tags
    • Block States
    • Block Traits
    • Block Permutations
    • Block Events
      Scripts
    • Block Event Migration
      help
    • Blocks as Items
    • Troubleshooting Blocks
      help
  • Visuals
    • Block Culling
    • Block Models
      guide
    • Block Texture Animation
    • Block Texture Variation
    • Block Tinting
  • Tutorials
    • Applying Constant Effects
      Scripts
    • Avoiding State Limit
    • Fake Blocks
      Scripts
    • Ore Loot Tables
      Scripts
    • Precise Interaction
      Scripts
    • Precise Rotation
      Scripts
    • Rotatable Blocks
  • Vanilla Re-Creations
    • Custom Crops
      Scripts
    • Custom Glass
    • Custom Glazed Terracotta
    • Custom Trapdoors
      Scripts
  • Documentation
    • Block Format History
    • Block Shapes
    • Block Sounds
    • Vanilla Block Models
Commands
  • General
    • Intro to Command Blocks
    • Functions
    • Block States
    • Coordinate System
    • NBT Commands
    • Scoreboard Operations
    • Understanding Selectors
  • Commands
    • Damage
    • Execute
    • Playanimation
    • Playsound
  • On Event Systems
    • On Player First Join
    • On Player Join
    • On Player Leave
    • On Player Death
    • On Player Respawn
    • On First World Load
  • Scoreboard Systems
    • Entity Counter
    • Scoreboard Timers
    • Comparing And Retrieving Scores
  • Techniques
    • Execute Logic Gates
    • MBE - Max's Block Entity
    • FMBE - A New Way to Create Display Entities
    • Look Detection
    • Movement Detections
    • Orbital Camera
  • Useful Creations
    • Custom Crafter
    • Multiplayer Position Rearrangement
      function
Concepts
  • contents.json
  • Emojis & Symbols
  • Molang
  • Namespaces
  • Overwriting Assets
  • Raw Text
  • Shaders
  • Sounds
  • Subpacks
  • Text and Localization
  • Texture Atlases
  • textures_list.json
Documentation
  • Shared Constructs
  • Advanced Molang
  • File Types
  • Fog IDs
  • Material Configuration Description
  • Menu Categories
  • Molang Queries
  • Pack Folder Structure
  • Sound Definitions
  • Vanilla Materials
Entities
  • General
    • Intro to Entities BP
      guide
    • Intro to Entities RP
      guide
    • Troubleshooting Entities
      help
    • Entity Events
    • Entity Properties
    • NPC Dialogues
    • Render Controllers
    • Spawn Rules
  • Tutorials
    • Convert Points Between Any Space (World, Entity, Bones)
    • Creating Boats
    • Detecting Other Entities
    • Disabling Team Damage
    • Dummy Entities
    • Entity Attacks
    • Entity Holds Item
    • Entity Movement
    • Entity Timers
    • Flying Entities
    • Introduction to AOE Clouds
    • Invulnerable Entities
    • Look at Entity
    • Sleeping Entities
    • Solid Entities
    • Spawning Tamed Entities
      Scripts
    • Village Mechanic
  • Documentation
    • Dummy Components
    • Non-Mob Runtime Identifiers
    • Projectiles
    • Runtime Identifiers
    • Vanilla Usage Components
    • Vanilla Usage Spawn Rules
Items
  • General
    • Intro to Items
      guide
    • Item Components
    • Item Tags
    • Item Events
      Scripts
    • Item Event Migration
      help
    • Troubleshooting Items
      help
  • Tutorials
    • Custom Armor
    • Custom Food
      Scripts
    • Custom Pottery Sherds
    • Custom Weapons
    • Equipment-Based Commands
    • High Resolution Items
    • Spawning Items
    • Throwable Items
  • Documentation
    • Enchantments
    • Attachables
    • Item Format History
    • Numerical Item IDs
    • Vanilla Item Identifiers
    • Vanilla Usage Components
JSON UI
  • General
    • Intro to JSON UI
      guide
    • Best Practices
      guide
  • Tutorials
    • Adding HUD Elements
    • Aseprite Animations
    • Buttons and Toggles
    • Modifying Server Forms
    • Preserve Title Texts
    • String to Number
  • Documentation
    • JSON UI Documentation
Loot, Recipes & Trading
  • General
    • Trading Behavior
  • Documentation
    • Loot Tables
    • Trade Tables
    • Recipes
    • Item Functions
  • Tutorials
    • Randomized Structure Loot
Meta
  • Add-On Performance
  • Style Guide
  • Useful Links
  • Using Schemas
  • Version Control
  • Q&A
    • Blocks and Items Q&A 2024/08/30
    • Deferred Technical Preview Q&A 2024/02/23
    • GameTest Q&A 2021/08/06
    • Scripting and Editor Q&A 2023/09/22
    • World Generation Q&A 2024/11/15
NBT
  • General
    • .mcstructure
  • Tutorials
    • Experiments in Minecraft Education
    • Extending Structure Limits
  • NBT in Depth
    • About NBT (Named Binary Tag)
    • NBT Libraries
    • Reading NBT Example
Particles
  • General
    • Intro to Particles
      guide
  • Tutorials
    • Disabling Particles
  • Documentation
    • Vanilla Particles
Scripting
  • General
    • Intro to Scripting
    • What is Script API?
    • API Modules
  • Tutorials
    • Block Placement Prevention
    • GameTests
    • Script Core Features
    • Script Forms
    • Script Requests API
    • Simple Chat Commands
  • Documentation
    • Engine Environment
    • Script Resources
    • Script Watchdog
    • Troubleshooting JavaScript
    • TypeScript
Servers
  • Software
    • Bedrock Server Software
  • Protocols
    • Bedrock Protocol
    • NetherNet Protocol
    • RakNet Protocol
Visuals
  • General
    • Introduction to Entity Visuals
      guide
    • Bedrock Modeling
    • Custom Death Animations
    • Effects in Animations
    • Material Creations
    • Materials
    • Math-Based Animations
    • Skin Packs
  • Tutorials
    • Entity Texture Animation
    • Glowing Entity Texture
    • Hurt Animations
    • Leash Position
    • Player Geometry
    • Remove Entity Shadows
    • Retexturing Spawn Eggs
  • Ideas
    • Structure Presentation
World Generation
  • General
    • Intro to World Generation
      guide
    • Biomes
      guide
    • Feature Types
    • Jigsaw Structures
  • Tutorials
    • Block Conditions for Features
    • Generating Custom Ores
    • Generating Custom Structures
    • Generating Patches
    • Heightmap Noise
  • Documentation
    • Biome Tags

Creating Boats

intermediate
Creating Boats
  • Using Runtime Identifiers
  • Using Components
  • 1st method: minecraft:behavior.rise_to_liquid_level
  • 2nd method: minecraft:buoyant
  • What method to use?
  • Custom hurt animations

Requires Format Version 1.16.100 or Lower

The behavior format version now requires 1.16.100 or lower for the minecraft:behavior.rise_to_liquid_level and minecraft:buoyant methods to work. If you find a new method that works in the newer format versions, you should consider helping to contribute by updating the wiki.

Using Runtime Identifiers ​

You can read more about runtime identifiers here. Using runtime identifiers, you can implement most of the boat's hard-coded behaviors. However, your boat won't rotate with you, and it will always face North.

Using Components ​

Currently, the best way to create a boat entity is by using components. 1.16 introduced new components that we can use to our advantage: minecraft:behavior.rise_to_liquid_level and minecraft:buoyant. Striders use the first one in vanilla to make them float on lava, but we can repurpose it for water as well.

1st method: minecraft:behavior.rise_to_liquid_level ​

BP/entities/bar
json
{
	"minecraft:entity": {
		"format_version": "1.14.0",
		"description": {
			"identifier": "wiki:boat",
			"is_summonable": true,
			"is_spawnable": true,
			"is_experimental": false
		},
		"components": {
			//This is the component that does the magic
			"minecraft:behavior.rise_to_liquid_level": {
				"priority": 0,
				//This property can adjust how high your boat is above the water
				"liquid_y_offset": 0.5,
				//Positive vertical displacement, in other words, how much the boat will move up
				"rise_delta": 0.05,
				//Negative vertical displacement, in other words, how much the boat will move down
				"sink_delta": 0.05
				//Use rise_delta and sink_delta to simulate waves/bouncing effect
			},

			//Sets the boat speed in water
			"minecraft:underwater_movement": {
				"value": 5
			},
			//This component is important, without it the boat will sink
			"minecraft:navigation.walk": {
				"can_sink": false
			},
			"minecraft:rideable": {
				"seat_count": 1,
				"family_types": ["player"],
				"interact_text": "action.interact.enter_boat",
				"seats": {
					"position": [0, 0, 0]
				}
			},
			//Add this component if you want your boat to be controlled with WASD
			"minecraft:input_ground_controlled": {},
			"minecraft:health": {
				"value": 10,
				"max": 10
			},
			//Sets the boat speed on the ground (set this to zero if you don't want your boats to move on the ground)
			"minecraft:movement": {
				"value": 3
			},
			//This is to prevent the boat from not stopping whenever a player exits, said the boat
			"minecraft:movement.basic": {},
			"minecraft:collision_box": {
				"width": 1,
				"height": 1
			},
			"minecraft:physics": {}
		}
	}
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58

2nd method: minecraft:buoyant ​

json
{
	"minecraft:entity": {
		"format_version": "1.14.0",
		"description": {
			"identifier": "wiki:boat",
			"is_summonable": true,
			"is_spawnable": true,
			"is_experimental": false
		},
		"components": {
			"minecraft:buoyant": {
				//Determines whether gravity should be taken into account (useful with waterfalls)
				"apply_gravity": true,
				//Range: 0-1. This controls how high the boat is above the water
				"base_buoyancy": 1.0,
				//A "wave" makes the entity bounce up and down. A big wave simply amplifies this effect. Note: setting simulate_waves to false won't make the effect go away completely.
				"simulate_waves": true,
				//How likely a "big" wave will hit this boat
				"big_wave_probability": 0.03,
				//How strong the "big" wave will be
				"big_wave_speed": 10.0,
				//How strong will the boat be dragged down in case this component is removed
				"drag_down_on_buoyancy_removed": 0,
				//Blocks this entity can be buoyant in. Only actual liquids are allowed: lava and water
				"liquid_blocks": ["water"]
			},

			//Sets the boat speed in water
			"minecraft:underwater_movement": {
				"value": 5
			},
			//This component is important, without it the boat will sink
			"minecraft:navigation.walk": {
				"can_sink": false
			},
			"minecraft:rideable": {
				"seat_count": 1,
				"family_types": ["player"],
				"interact_text": "action.interact.enter_boat",
				"seats": {
					"position": [0, 0, 0]
				}
			},
			//Add this component if you want your boat to be controlled with WASD
			"minecraft:input_ground_controlled": {},
			"minecraft:health": {
				"value": 10,
				"max": 10
			},
			//Sets the boat speed on the ground (set this to zero if you don't want your boats to move on the ground)
			"minecraft:movement": {
				"value": 3
			},
			//This is to prevent the boat from not stopping whenever a player exits the boat
			"minecraft:movement.basic": {},
			"minecraft:collision_box": {
				"width": 1,
				"height": 1
			},
			"minecraft:physics": {}
		}
	}
}
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63

What method to use? ​

Both methods are suitable but have their pros and cons. If you want to disable the bouncing effect, use the first method. If you want more control over it, use the second method. I use the second method for static objects, such as buoys, and the first method for movable entities, such as boats, emulating the vanilla behavior.

Custom hurt animations ​

You might also be interested in Custom hurt animations.

Contributors

Edit Creating Boats on GitHub

Bedrock Wiki by Bedrock OSS

"Minecraft" is a trademark of Mojang AB.

Bedrock OSS, Bedrock Wiki and bedrock.dev are not affiliated in any way with Microsoft or Mojang AB.

  • Privacy Policy
  • Join our Discord
  • Learn how to Contribute
  • Visit our Repository