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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.
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 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 causes it to remain floating in the air.
While water source blocks only generate 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}}.
{{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 spreading of water sources can be simulated using the plugin below:
The spreading of water sources can be simulated using the plugin below:
<center><div class="mcw-calc searchaux" data-type="lifeviewer">
<div style="display: flex; justify-content: center;">
<div class="mcw-calc searchaux" data-type="lifeviewer">
<div class="mcw-calc-parameter" data-name="pattern"><nowiki>x = 32, y = 15, rule = B234/S01234VInvestigator
<div class="mcw-calc-parameter" data-name="pattern"><nowiki>x = 32, y = 15, rule = B234/S01234VInvestigator
7.3E.5E.15E$5E.2EAE.EA.AE.EA5.A3.A2.E$EA.AE.EA.E.E3.E.E2.A10.E$5E.4E.
7.3E.5E.15E$5E.2EAE.EA.AE.EA5.A3.A2.E$EA.AE.EA.E.E3.E.E2.A10.E$5E.4E.
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E2.A5.E7.E13.E$E3.A4.E7.E6.A6.E$E4.A3.E7.E13.E$E5.A2.E7.EA12.E$E6.A.E
7.E8.A4.E$E7.AE7.E6.A5.AE$10E7.15E!
7.E8.A4.E$E7.AE7.E6.A5.AE$10E7.15E!
[[ GPS 4 COLOR on #3F76E4 T 0 "Press Play to spread sources" T 1 "" STOP 87 LABEL 15.5 20 16 "#P water sources (#F new)" ]]</nowiki></div>
[[ GPS 4 COLOR on #3F76E4 T 0 "Press Play to spread sources" T 1 "" STOP 87 ]]</nowiki></div>
</div>
</div>
</div>
</center>


=== Current ===
=== Current ===
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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.
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 toward the bottom-left source block, but not the bottom-right, because [[glass]] [[blocks motion]] but [[ladder]]s do not.]]
[[File:Water flow with motion blocking.jpg|thumb|The upper water source block flows towards 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 toward a lower source block if the block that prevents its flow is not [[motion-blocking]] (see image).
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 towards 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.
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 ===
=== 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 breaks if it detects this is no longer the case. [[Lily pad]]s can be placed only on water source blocks, and [[seagrass]] and [[kelp]] can exist only inside of water source blocks. [[Coral]] also must be in contact with water to survive.
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 break if it detects this is no longer the case. [[Lily pad]]s can only be placed on water source blocks, and [[seagrass]] and [[kelp]] can only exist inside of water source blocks. [[Coral]] also needs to be in contact with water to survive as otherwise it will become dead.


== Sounds ==
== 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||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]].
|{{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. Water or lava models were overlapping and z-fighting with each other.
|Upscaled model 2% to fix z-fighting with blocks below water. It's created water or lava models overlapping and z-fighting with each other.
|Added [[sponge]]s, which remove water.
|Added [[sponge]]s, which remove water.
|Water part of the [[world boundary]] still uses the old water texture.}}
|Water part of the [[world boundary]] still uses the old water texture.}}
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|{{HistoryLine|java alpha}}
|{{HistoryLine|java alpha}}
|{{HistoryLine||v1.0.2_02|[[Fluids]], including water, have been slightly tweaked.}}
|{{HistoryLine||v1.0.2_02|[[Fluids]], including water, have been slightly tweaked.}}
|{{HistoryLine||v1.0.5_01|Water now freezes into [[ice]].}}
|{{HistoryLine||v1.0.5_01|Water can now freeze into [[ice]].}}
|{{HistoryLine||v1.2.6|[[Lake]]s, which contain water, have been added.}}
|{{HistoryLine||v1.2.6|[[Lake]]s, which contain water, have been added.}}
|{{HistoryLine|java beta}}
|{{HistoryLine|java beta}}
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|Underwater [[particles]] have been added.
|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.
|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 be found in the farms and wells of [[village]]s, and the fountain rooms of [[stronghold]]s.
|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.}}
|Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.}}
|{{HistoryLine|java}}
|{{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||1.1|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||1.2.1|dev=12w04a|Added [[desert well]]s, which contain water.}}
|{{HistoryLine|||dev=12w07a|Water more effectively breaks fall damage}}
|{{HistoryLine||1.3.1|dev=12w17a|The ability to bring water using [[ice]] into [[the Nether]] has been removed.}}
|{{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.
|{{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.
|The sound of flowing water is now continuous.
|The sound of flowing water is now continuous.
|The water overlay is a more saturated blue.}}
|The water overlay is a more saturated blue.}}

|{{HistoryLine||1.4.4|dev=1.4.3|Water of any depth now negates all [[fall damage]]. [[Player]]s and [[mob]]s no longer die from great heights in shallow water.<ref>{{bug|MC-1644|||WAI}}</ref>}}
|{{HistoryLine||1.4.4|dev=1.4.3|Water of any depth now negates all [[fall damage]]. [[Player]]s and [[mob]]s no longer die from great heights in shallow water.<ref>{{bug|MC-1644|||WAI}}</ref>}}
|{{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||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=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 pushes you only when flowing.}}
|{{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 when flowing.}}
|Flowing water no longer pushes players when flying.}}
|Flowing water no longer pushes players when flying.}}
|{{HistoryLine||1.6.1|dev=13w17a|Water [[lake]]s no longer generate in [[desert]]s.}}
|{{HistoryLine||1.6.1|dev=13w17a|Water [[lake]]s no longer generate in [[desert]]s.}}
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|{{HistoryLine|||dev=18w10a|Underwater visibility now depends on the [[biome]] the player is in.}}
|{{HistoryLine|||dev=18w10a|Underwater visibility now depends on the [[biome]] the player is in.}}
|{{HistoryLine|||dev=18w10c|Water can now be placed in the same block as [[chest]]s, [[trapped chest]]s, [[stairs]], [[slab]]s, [[fence]]s, [[wall]]s, [[iron bars]] and [[glass pane]]s.}}
|{{HistoryLine|||dev=18w10c|Water can now be placed in the same block as [[chest]]s, [[trapped chest]]s, [[stairs]], [[slab]]s, [[fence]]s, [[wall]]s, [[iron bars]] and [[glass pane]]s.}}
|{{HistoryLine|||dev=18w10d|Water can now be placed in [[ender chest]]s, [[trapdoor]]s, [[ladder]]s, and [[sign]]s.}}|{{HistoryLine|||dev=18w15a|[[File:Water JE16.png|32px]] {{color|#3F76E4}} Added default water color. The textures of water have been changed from blue to grayscale.<ref>{{bug|MC-200838}}</ref>
|{{HistoryLine|||dev=18w10d|Water can now be placed in [[ender chest]]s, [[trapdoor]]s, [[ladder]]s, and [[sign]]s.}}
|{{HistoryLine|||dev=18w15a|[[File:Water JE16.png|32px]] {{color|#3F76E4}} Added default water color. The textures of water have been changed from blue to grayscale.<ref>{{bug|MC-200838}}</ref>
|[[File:Warm Ocean Water JE.png|32px]] [[File:Lukewarm Ocean Water JE.png|32px]] [[File:Frozen Ocean Water JE.png|32px]] [[File:Cold Ocean Water JE.png|32px]] Added water colors for [[warm ocean]], [[lukewarm ocean]], [[frozen ocean]] and [[cold ocean]].
|[[File:Warm Ocean Water JE.png|32px]] [[File:Lukewarm Ocean Water JE.png|32px]] [[File:Frozen Ocean Water JE.png|32px]] [[File:Cold Ocean Water JE.png|32px]] Added water colors for [[warm ocean]], [[lukewarm ocean]], [[frozen ocean]] and [[cold ocean]].
|[[File:Swamp Water.png|32px]] {{color|#617B64}} Water color in swampland has been changed.
|[[File:Swamp Water.png|32px]] {{color|#617B64}} Water color in swampland has been changed.
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|Water now blocks 1 [[light]] level per [[block]] instead of 3.
|Water now blocks 1 [[light]] level per [[block]] instead of 3.
|[[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?}}}}
|[[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 spreate onto waterloggable blocks creating an infinite water source.}}

|{{HistoryLine|||dev=18w16a|When water spreads and would later turn into a source [[block]], it now immediately places a source block.|Water can now spread 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=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]].}}
|{{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.}}
|All changes to water generation in the 1.17 snapshots have been reintroduced.}}
|{{HistoryLine|||dev=21w40a|[[Water lake]]s no longer generate.}}
|{{HistoryLine|||dev=21w40a|[[Water lake]]s no longer generate.}}
|{{HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|Water generates as part of [[ancient cities]].}}
|{{HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|Water can now generate as part of [[ancient cities]].}}
|{{HistoryLine|||dev=22w14a|[[File:Mangrove Swamp Water.png|32px]] Added water color in [[mangrove swamp]].}}
|{{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}}.}}
|{{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}}.}}
|{{HistoryLine||1.19.4|exp=Update 1.20|dev=23w07a|[[File:Cherry Grove Water JE1.png|32px]] Added water color in [[cherry grove]].}}
|{{HistoryLine||1.19.4|exp=Update 1.20|dev=23w07a|[[File:Cherry Grove Water JE1.png|32px]] Added water color in [[cherry grove]].}}
|{{HistoryLine||1.20.3|exp=Update 1.21|dev=23w45a|Water now generates in [[trial chambers]].}}
|{{HistoryLine||1.20.3|exp=Update 1.21|dev=23w45a|Water now generates in [[trial chambers]].}}

|{{HistoryLine||1.21.2|exp=Winter Drop|dev=24w40a|[[File:Pale Garden Water.png|32px]] Added water color in [[pale garden]].}}
|{{HistoryLine||1.21.2|exp=Winter Drop|dev=24w40a|[[File:Pale Garden Water.png|32px]] Added water color in [[pale garden]].}}

|{{HistoryLine|pocket alpha}}
|{{HistoryLine|pocket alpha}}
|{{HistoryLine||Pre-release|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} Added water.}}
|{{HistoryLine||Pre-release|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} Added water.}}
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|Water dripping [[particles]] have been changed.
|Water dripping [[particles]] have been changed.
|[[Water lake]]s have been added.
|[[Water lake]]s have been added.
|Water can be found in the farms and wells of [[village]]s.
|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.
|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]].}}
|Oasis now generate in the new [[desert]] M [[biome]].}}
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|{{HistoryLine|||dev=?|When viewed through [[glass]], water now appears as its own top texture, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE"/>}}
|{{HistoryLine|||dev=?|When viewed through [[glass]], water now appears as its own top texture, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE"/>}}
|{{HistoryLine||1.14.0|dev=beta 1.14.0.1|Added [[bee]]s, which get damaged when touching water and try to avoid it.}}
|{{HistoryLine||1.14.0|dev=beta 1.14.0.1|Added [[bee]]s, which get damaged when touching water and try to avoid it.}}

|{{HistoryLine||1.16.100|dev=beta 1.16.100.51|[[Experience orb]]s now float in water.<ref>{{bug|MCPE-64039}}</ref>}}
|{{HistoryLine||1.16.100|dev=beta 1.16.100.51|[[Experience orb]]s now float in water.<ref>{{bug|MCPE-64039}}</ref>}}
|{{HistoryLine||1.20.60|exp=Update 1.21|dev=Preview 1.20.60.20|Water now generates in [[trial chambers]].}}


|{{HistoryLine||1.20.60|exp=Update 1.21|dev=Preview 1.20.60.20|Water now generates in [[trial chambers]].}}
|{{HistoryLine||1.21.30|dev=Preview 1.21.30.21|When something enters water, the splashing sound is now changed to match ''[[Java Edition]]''.}}
|{{HistoryLine||1.21.30|dev=Preview 1.21.30.21|When something enters water, the splashing sound is now changed to match ''[[Java Edition]]''.}}

|{{HistoryLine|console}}
|{{HistoryLine|console}}
|{{HistoryLine||xbox=TU1|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Swamp Water JE2.png|32px]] Added water.}}
|{{HistoryLine||xbox=TU1|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Swamp Water JE2.png|32px]] Added water.}}
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|{{HistoryLine||xbox=none|xbone=none|ps3=none|psvita=none|ps4=1.76|wiiu=none|switch=none|The color of water changes depending on how close the player is.}}
|{{HistoryLine||xbox=none|xbone=none|ps3=none|psvita=none|ps4=1.76|wiiu=none|switch=none|The color of water changes depending on how close the player is.}}
|{{HistoryLine||ps3=1.78|psvita=1.77|ps4=1.78|The animation of water is now less smooth.}}
|{{HistoryLine||ps3=1.78|psvita=1.77|ps4=1.78|The animation of water is now less smooth.}}

|{{HistoryLine||xbox=none|xbone=none|ps3=none|psvita=none|ps4=1.78|wiiu=none|switch=none|The color of water no longer changes depending on how close the player is.}}
|{{HistoryLine||xbox=none|xbone=none|ps3=none|psvita=none|ps4=1.78|wiiu=none|switch=none|The color of water no longer changes depending on how close the player is.}}

|{{HistoryLine|New 3DS}}
|{{HistoryLine|New 3DS}}
|{{HistoryLine||0.1.0|[[File:Water JE15.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Old bedrock swamp water.png|32px]] Added water.}}}}
|{{HistoryLine||0.1.0|[[File:Water JE15.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Old bedrock swamp water.png|32px]] Added water.}}
}}
<!-- Still need to add in the right version: Drowning added, Water can turn into ice -->
<!-- Still need to add in the right version: Drowning added, Water can turn into ice -->
<!--- Still need to add "1.16 pre-release 5 - Water overlay texture turned slightly darker" -->
<!--- Still need to add "1.16 pre-release 5 - Water overlay texture turned slightly darker" -->

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