Fluid


Fluids (also known by players as liquids) are blocks that are able to flow over the terrain, forming rivers or falls. There are two blocks of this type in the main versions of Minecraft: water and lava.
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Water | Lava |
There are other in-game substances that show fluid properties but cannot be placed as fluid blocks, mainly potions, dyed water[Bedrock Edition only], milk, and honey.
Properties[edit | edit source]
Fluids can be placed as source blocks, but can be picked up only with an empty bucket. It is possible to use a glass bottle from a water source to fill it, but the source is not removed.
When placed fluid blocks that are completely confined by the blocks around them render as still. Otherwise they are become the source of a liquid flow, spreading according to the fluid rules, and being rendered with the direction of flow shown by animated lines


A source block appears as being "full" nearly to the top of its containing blocks (if any) while flowing fluid blocks appear to be "emptier" the further they are from their source.
Fluids can interact with each other, and with other blocks they are placed next to or flow over or past, according to the properties of the affected block.
Flowing fluids exert pressure on entities pushing them in the direction of the flow. Items that are thrown or dropped into flowing water are carried along until they get caught in an eddy or the flow reaches its maximum extent. Being carried in a flow does not prevent de-spawning. Mobs that are able to float in fluids do not drown, but cannot swim upstream. The minority of mobs that swim (such as fish and axolotl) can also swim upstream.
Flowing lava transports netherite items ( scraps, ingots, blocks, or made items only ) in the same way, but all other items burn up before they can be carried any distance and are thus lost.
Fluid blocks are replaceable in the same way that air is, so placing a solid block into a liquid source replaces it.
Placing most blocks that can be waterlogged into a water source block does not destroy the source block, or stop water from flowing from the source block. Full blocks that can be waterlogged, such as leaves, mangrove roots, and copper grates, do stop water from flowing from a source block. Other waterlogged blocks with a full square surface, such as stairs and trapdoors, block water flow in the direction of the square surface. No block can occupy the same space as a lava source block; placing any block into a lava source block destroys the source block.
Placing any type of block into any flow blocks it, redirecting or stopping it.
Water cannot be placed in the Nether, in both survival mode and creative mode. The only way to get water into the Nether is by using the /setblock
or /fill
commands.
Self Generation of Water Sources[edit | edit source]
When an air block has at least two water sources on any of its horizontal faces (and, in Java Edition, has a solid block under it) a water source is created from it. This is true even when the sources are in waterlogged blocks, with the exception of waterlogged leaf blocks. The effect also operates when the "air block" has a waterlog-able block placed in it, again, with the exception of leaf blocks. This effect is controlled by the game rules for waterSourceConversion
(set to true
by default) and lavaSourceConversion
(set to false
by default).
Mechanics[edit | edit source]

Depth[edit | edit source]
Fluid blocks have a depth value that measures how "empty" it is. A source block is "full" with a depth value of 0. Flowing fluids have a depth value equal to their source's depth + 1, with a maximum possible "emptiness" value where the flow stops. Thus, a flowing block next to a source has depth value 1, the next further away 2, and so on until the flow stops. If the flow travels down in elevation, the depth resets to 0 at the new elevation.
The maximum emptiness depth for water is 7. Lava in the Overworld or the End has a maximum depth of 3, but in the Nether its maximum depth value is 7. The maximum distance a fluid can flow from its original source block is a taxicab distance corresponding to the maximum depth of that fluid.
The rendering of fluids is controlled by their depth values both in the height of fluid level and the direction of flow displayed.
Spread[edit | edit source]
-
Water spreading from source
-
Lava spreading from a source
-
Water flowing around fence posts already placed
Once a source block is placed, the fluid spreading procedure begins. Sources in waterlogged blocks, except for ones that are full blocks[Java Edition only], work the same way. Additionally, in Java Edition, waterlogged stairs don't spread water from the back, full side of the block. This block is the first of a list of blocks involved in the spreading procedure. The fluid spreading procedure may need the source to receive a block update signal if it was created without being placed.
First, each open side of a fluid block starts a flow. A water block in a flat plain spreads out in all four directions until it reaches the depth limit, forming a diamond shape spanning fifteen blocks point-to-point. A water source floating in midair flows out to each of its four sides and then down[Bedrock Edition only]. In Java Edition a suspended source first starts a flow downwards, and then, 5 ticks later, starts flows out to its four sides. Each flowing block created is added to a list of blocks to be considered for further spreading.
Now the blocks directly below each source or flowing blocks on the "spreading list" are checked:
- If that block is air, it is replaced by a flowing fluid block with a depth value of 0. This new block is also added to the "spreading list".
- Because of this, a fluid can flow much farther if it flows downward occasionally than if it remains on a flat surface.
- If the block below is a waterlogged, non-solid[Bedrock Edition only] block, and exposes its liquid phase on its top[Java Edition only], then checking stops as the waterlogged source block has its own "spreading list".
- If the block below is a type of non-solid block that is affected by the fluid, cobweb[Java Edition only] or a bamboo shoot[Java Edition only] then it may be converted into a dropped item. The block is then replaced by a flowing block with depth value 1 greater that the block above and is added to the spreading list. The block above is removed from the "spreading list".
- If the block below is a solid block, or one of a few non-solid blocks (e.g. ladders) that are unaffected by fluids, flow spreads out to all open sides. These additional flowing blocks are added to the list.
- If all four of the surrounding blocks are also solid or fluid sources[Java Edition only], the spreading procedure stops. This is how a lava or water column that does not spread over the ground can be created.
- If the block below is a fluid block of another type, the rules for mixing fluids are considered. If new flowing blocks are created they are added to the list.
- If the block below is a source block of the same fluid, then flowing stops.
Flowing fluid has a speed value that governs how fast the spreading effect takes place. Water in the Overworld moves at 1 block every 5 ticks, or 4 blocks per second. Lava in the Nether moves at 1 block every 10 ticks, or 2 blocks per second. However, lava in the Overworld is much slower, and moves at only 1 block every 30 game ticks, or 2 blocks every 3 seconds.
Flow direction[edit | edit source]

The shape of the ground around a flow is considered when evaluating its spread, giving preference to the creation of water or lava falls, for aesthetic purposes.



During the evaluation of horizontal spread, the area around source and flowing blocks is checked for air, fluids[Java Edition only] (a waterlogged block is considered only if it exposes its liquid phase on its top and the spreading fluid is water) or blocks that do not block motion one block below the fluid block. The area checked is up to 5 blocks away for water or lava in the Nether and up to 3 blocks away for lava elsewhere. For example, the flow of water from a single source placed within 5 blocks of an edge is only one block wide to the edge, and then falls as a one block wide stream.
Water normally spreads equally in all directions from a waterlogged block. In Java Edition, stairs are an exception as they only spread from one side, and waterlogged full blocks do not spread.
Normally, a source block cannot have current (i.e. it will not horizontally push entities) unless it is actually able to flow into other adjacent blocks. However, a contained source block can have current towards a lower source block if the block that prevents its flow is not motion-blocking.
Dripping[edit | edit source]

If particles are fully enabled in the options menu, solid blocks that have air below and fluid above drip, as a visual indication that only one layer of blocks separates the player from the fluid above. Dripping lava does not cause damage or start fires. It can take several seconds before dripping starts.
Block updates[edit | edit source]
In Bedrock Edition these actions cause a fluid block to update:
- Another block is placed into its space
- Fluid starts to flow in from an adjacent block
- An established incoming flow stops
In Java Edition post placement updates affect fluid sources including waterlogged blocks as well as flowing fluids only if the updates generate from the same fluid, and neighbor changed updates affect all fluids excluding waterlogged blocks.
Generated structures never cause block updates to adjacent fluids when they generate. For example, a cave entrance that is created partly below water level at the edge of a body of water or lava does not cause the fluid to flow until it receives a block update. On the other hand, fluids created as part of a structure flow immediately if not completely confined; this includes holes in the bottom of an ocean that open into a ravine below.
Mixing[edit | edit source]
When the two fluids interact, the results vary depending on the position of the fluid source.
Some interactions trigger when one liquid attempts to flow into the same block as another, while others simply occur when the liquids occupy adjacent blocks:
- If flowing lava contacts a water block (source or flowing) in any direction except downward, the lava turns into
cobblestone.
- If lava flows into a water block (source or flowing), the water turns into
stone. Due to rule 1, this can only occur if the lava flows into water from above.
- If water (source or flowing) contacts a lava source block on the top or sides, the lava turns into
obsidian.
- If lava simultaneously contacts soul soil from above and blue ice in any direction, the lava turns into
basalt.
Videos[edit | edit source]
History[edit | edit source]
[hide]Java Edition Classic | |||||||
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0.0.12a | Added water and lava. | ||||||
[hide]Java Edition Indev | |||||||
0.31 | 20100130 | Added mushroom stew. | |||||
[hide]Java Edition Alpha | |||||||
v1.0.8 | Added milk. | ||||||
[hide]Java Edition | |||||||
1.0.0 | Beta 1.9 Prerelease | Fluid that is suspended above an open area by one block thick of material seeps through the material and has drip particles fall to the floor. | |||||
Lava that falls onto water produces stone instead of replacing the water. | |||||||
Beta 1.9 Prerelease 2 | Added cauldrons, which can hold water. | ||||||
Beta 1.9 Prerelease 5 | A lava block could be converted into a source block if the following conditions were met:
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Beta 1.9 Prerelease 6 | Lava source blocks can no longer be created. | ||||||
1.8 | 14w27a | Added rabbit stew. | |||||
1.9 | 15w31a | Added beetroot soup. | |||||
1.13 | 18w10c | Changed water physics. | |||||
18w10d | Water no longer flows through the rearside of stairs. | ||||||
18w19a | Separated some of the logic for blocks and fluids. | ||||||
1.14 | 18w43a | Added suspicious stew. | |||||
1.15 | 19w34a | Added honey bottles. | |||||
1.16 | 20w09a | Lava now pushes entities. | |||||
20w13a | Basalt can now be formed when lava flows over soul soil next to blue ice and water flowing horizontally into lava now turns the lava into cobblestone. | ||||||
1.17 | 20w45a | Lava can now be put into cauldrons. | |||||
[hide]Pocket Edition Alpha | |||||||
v0.1.0 | Added water and lava. | ||||||
v0.8.0 | build 1 | Fluids no longer attempt to spread upon receiving a random tick. | |||||
build 5 | Lava that falls onto water produces stone instead of replacing the water. | ||||||
v0.9.0 | build 1 | Fluid that is suspended above an open area by one block thick of non-transparent material seeps through the material and has drip particles fall to the floor. | |||||
v0.11.0 | build 14 | Fluids once attempt to spread upon receiving a random tick. | |||||
[hide]Legacy Console Edition | |||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added water, lava, milk bucket and mushroom stews. |
TU7 | Added cauldrons, which can hold water. | ||||||
TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Added rabbit stew. | |
TU43 | CU33 | 1.36 | 1.36 | 1.36 | Patch 13 | Added beetroot soup. | |
TU60 | CU51 | 1.64 | 1.64 | 1.64 | Patch 30 | 1.0.11 | Potions can now be put into cauldrons. |
Water in cauldrons can now be dyed. | |||||||
TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | Changed water physics. | ||
1.88 | Lava can now be put into cauldrons. |
Issues[edit | edit source]
Issues relating to "Fluid" are maintained on the bug tracker. Issues should be reported and viewed there.
Gallery[edit | edit source]
Screenshots[edit | edit source]
[edit | edit source]
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Geography | |||||||
Sky and fog | |||||||
Dimensions | |||||||
World types |
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Player constructions |
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Matter | |||||||
Sound | |||||||
Weather | |||||||
Joke | |||||||
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