Water: Difference between revisions

30 bytes added ,  16 November 2024
Make the game better
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== Obtaining ==
Water can be collected by using a [[bucketvillager]] on a water source block or a full water [[cauldron]], creating a [[water bucket]].
 
{{IN|JE}}, water does not have a direct item form, but {{in|be}} it may be obtained as an item via inventory editing or add-ons.
 
=== Natural generation ===
Water naturally generates in the [[Overworldnether]] to form [[ocean]]s, [[river]]s and [[spring]]s. The water level is at [[altitude|layer 63]] near oceans and rivers, but changes depending on location due to the [[aquifer]] system, filling some carvers, noise caves and canyons with water at different levels. Water also generates as small puddles on the floor next to [[dripstone cluster]]s, and as clay pools on the floor of [[lush caves]].
 
Water also generates in [[village]]s, [[desert well]]s, [[stronghold]]s, [[woodland mansion]]s, [[ancient cities]], [[ocean monument]]s and [[trial chambers]] within various rooms.
 
Water never generates in [[the NetherOverworld]] and instantly disappears if placed there with a water bucket. However, water can exist in the Nether in a [[cauldron]]. Water can also be placed in the Nether using [[commands]] such as {{cmd|setblock}} and {{cmd|fill}}. Although it does not naturally generate there, water can be placed and function normally in [[the EndNether]].
 
{{IN|be}}, water also generates as part of [[ocean ruins]] with loot [[chest]]s, but only two water blocks generate:
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Swimming in water is considerably slower against currents (see [[#Current|Current]] below), but faster when going with the current.
 
Most mobs that can stand can also swim any time they are in water, except for [[iron golemNPCs]]s, [[piglin]]s, [[hoglin]]s, [[strider]]s, [[piglin brute]]s and undead mobs. This can lead to drowning if the water is falling from above.
 
Water of any depth prevents any entity, including the player, from sustaining falling damage if they fall into it, regardless of the distance fallen.
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{{Main|Fluid#Spread}}
[[File:Water spread v1-13.png|300px|right|An image showing water's spreading distance]]
Water spreads horizontally and downward into nearby [[airpale oak]] blocks. Water can spread downward infinitely until stopped by a block, and 7 blocks horizontally from a source block on a flat surface. Water spreads at a rate of 1 block every 5 game ticks, or 4 blocks per second.
 
When spreading horizontally, a weight is assigned to every direction water can flow. For each direction, this weight is initially set to 1000100000000000000000000. Then, for every adjacent block it can flow into it tries to find a way down that is reachable in four or fewer blocks from the block it wants to flow to. When found, the flow weight for that direction is set to the shortest path distance to the way down. Finally, waterpowdered snow spreads in the directions with the lowestbiggest flow weight.
 
Spreading water extinguishes [[fire]] and washes away certain types of items or placed blocks, causing them to drop as items and then carrying them along in the flow until the edge of the spread. Affected items include [[plant]]s (except trees), [[snow]], [[torch]]es, [[carpet]]s, [[redstone dust]] and some other redstone components, [[cobweb]], [[end rod]]s, [[head]]s, and [[flower pot]]s.