Water: Difference between revisions

82 bytes removed ,  7 April
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(Change made in the history section corresponding to my earlier change to the 12w07a snapshot page about water)
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Water spawners can be constructed by arranging for two source blocks to flow into a third block. Each of the examples below require two source blocks, each on opposite ends of the hole, to create a renewable water source block in between.
 
While water source blocks only generate only adjacent to solid blocks, they do not require a solid block to support them. Removing all adjacent blocks to a water source block only causes it to remain floating in the air.
 
{{IN|java}}, the formation of new water sources blocks can be disabled when the [[game rule]] {{cd|waterSourceConversion}} is set to {{cd|false}}.
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The horizontal current in a water block is based on a vector sum of the flows to and from that block from its four horizontal neighbors. For example, if a block receives water from the north and sends it both south and east, but borders a solid block on its west edge, then a south-southeast current exits from that block, because 2 southward flows (in and out) are combined with 1 eastward flow (out). Thus, 16 horizontal directions are possible. If a branch in a channel is 2 blocks wide at its entrance, then entities float into it rather than continuing in a straight line.
 
[[File:Water flow with motion blocking.jpg|thumb|The upper water source block flows towardstoward the bottom-left source block, but not the bottom-right, because [[glass]] [[blocks motion]] but [[ladder]]s do not.]]
 
Normally, a water source block cannot have horizontal current unless it is actually able to flow into a neighboring block. However, a contained source block ''can'' have current towardstoward a lower source block if the block that prevents its flow is not [[motion-blocking]] (see image).
 
Water blocks can create a downward current. A downward current in a water block is caused by the block below it. Most blocks that do not have a solid upper face cause downward current on above water blocks. Also, ice and falling water blocks (blocks created by spreading downward) cause downward current on the water block above. Falling water blocks have a downward current by default.
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=== Irrigation ===
Water irrigates all [[farmland]] within a distance of 4 blocks, which causes crops on the farmland to grow faster and prevents the farmland from randomly reverting to [[dirt]]. [[Sugar cane]] also requires water next to the block it is planted on to be placed, and will breakbreaks if it detects this is no longer the case. [[Lily pad]]s can only be placed only on water source blocks, and [[seagrass]] and [[kelp]] can only exist only inside of water source blocks. [[Coral]] also needs tomust be in contact with water to survive as otherwise it will become dead.
 
== Sounds ==
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|{{HistoryLine||May 26, 2009|link=wordofnotch:113350683|While sharing feedback on experiments with random vertex and color offsets, and deciding to scrap it, Notch said he would investigate salvaging the technique to add animation to water tiles.}}
|{{HistoryLine||0.0.19a|[[File:Water JE3.png|32px]] Added [[Procedural animated texture generation|procedural animated texture]] to water. The old texture is retained for use as a [[animation placeholder texture|placeholder]].
|Upscaled model 2% to fix z-fighting with blocks below water. It's created waterWater or lava models were overlapping and z-fighting with each other.
|Added [[sponge]]s, which remove water.
|Water part of the [[world boundary]] still uses the old water texture.}}
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|{{HistoryLine|java alpha}}
|{{HistoryLine||v1.0.2_02|[[Fluids]], including water, have been slightly tweaked.}}
|{{HistoryLine||v1.0.5_01|Water can now freezefreezes into [[ice]].}}
|{{HistoryLine||v1.2.6|[[Lake]]s, which contain water, have been added.}}
|{{HistoryLine|java beta}}
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|Underwater [[particles]] have been added.
|Because of the change in how land is generated, if a [[player]] is in a world that was made pre-1.8 and travels into new [[chunk]]s, there's a chance that a large [[ocean]] may be formed as the ocean [[biome]]. There is also a one-[[block]]-high drop in sea level along the discontinuity between the old and new chunks with the old chunks being higher.
|Water can now be found in the farms and wells of [[village]]s, and the fountain rooms of [[stronghold]]s.
|Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.}}
|{{HistoryLine|java}}
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|{{HistoryLine||1.1|dev=12w01a|[[File:Swamp Water JE3.png|32px]] {{color|#E0FFAE}} The water color in swampland is now less intense.}}
|{{HistoryLine||1.2.1|dev=12w04a|Added [[desert well]]s, which contain water.}}
|{{HistoryLine|||dev=12w07a|Water can now more effectively breakbreaks fall damage}}
|{{HistoryLine||1.3.1|dev=12w17a|The ability to bring water using [[ice]] into [[the Nether]] has been removed.}}
|{{HistoryLine|||dev=12w21a|[[Dispenser]]s have been given the ability to shoot out [[fluids]], including water, inside [[water bucket]]s. They can also collect the fluids if activated again.}}|{{HistoryLine||1.4.2|dev=12w38a|The [[sound]] when jumping and swimming in water has been changed.
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|{{HistoryLine||1.5|dev=13w02a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE4.png|32px]] The texture of water has been changed to use an animated texture file. Prior to this version, the texture was procedurally generated by the game (see dedicated section below).}}
|{{HistoryLine|||dev=13w03a|A water source [[block]] now forms if there is another water source block below it.}}
|{{HistoryLine|||dev=13w04a|Flowing water no longer slows the [[player]] down when flying in [[Creative]] mode.{{verify|Was there really a speed difference before this version? In 1.4.7 it does not seem to slow you down. It only pushes you only when flowing.}}
|Flowing water no longer pushes players when flying.}}
|{{HistoryLine||1.6.1|dev=13w17a|Water [[lake]]s no longer generate in [[desert]]s.}}
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|[[Player]]s no longer receive the [[Night Vision]] effect while underwater.{{verify|type=change|Did this ever happen, or is it just being used as an analogy?}}}}
 
|{{HistoryLine|||dev=18w16a|When water spreads and would later turn into a source [[block]], it now immediately places a source block.|Water can now spreatespread onto waterloggable blocks creating an infinite water source.}}
|{{HistoryLine|||dev=18w19a|[[Experience orb]]s now float in water.<ref>{{bug|MC-125550}}</ref>}}
|{{HistoryLine|||dev=pre3|[[File:Swamp Water.png|32px]] {{color|#617B64}} water color in swamp hills now the same as in [[swamp]].}}
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|All changes to water generation in the 1.17 snapshots have been reintroduced.}}
|{{HistoryLine|||dev=21w40a|[[Water lake]]s no longer generate.}}
|{{HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|Water can now generategenerates as part of [[ancient cities]].}}
|{{HistoryLine|||dev=22w14a|[[File:Mangrove Swamp Water.png|32px]] Added water color in [[mangrove swamp]].}}
|{{HistoryLine||1.19.3|dev=22w44a|Added the [[game rule]] {{cd|waterSourceConversion}}, which disables the formation of new water source blocks when set to {{cd|false}}.}}
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|Water dripping [[particles]] have been changed.
|[[Water lake]]s have been added.
|Water can now be found in the farms and wells of [[village]]s.
|Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.
|Oasis now generate in the new [[desert]] M [[biome]].}}