Water

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This article is about the fluid. For the bucket, see Water Bucket. For other forms of water, see Water (disambiguation).
Water
Renewable

Yes

Transparent

JE: Partial (diffuses sky light, -1 to light)
BE: Partial (-1 to light)

Luminance

No

Blast resistance

100

Tool

Creates sources?

Yes

Flow distance

8 blocks

Flow speed

5 ticks/block

Water is a fluid that naturally generates abundantly in the Overworld.

Obtaining

Water can be collected by using a bucket on a water source block or a full water cauldron, creating a water bucket.

In Java Edition, water does not have a direct item form, but in Bedrock Edition it may be obtained as an item via inventory editing or add-ons.

Natural generation

Water naturally generates in the Overworld to form oceans, rivers and springs. The water level is at 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 clusters, and as clay pools on the floor of lush caves.

Water also generates in villages, desert wells, strongholds, woodland mansions, ancient cities, ocean monuments and trial chambers within various rooms.

Water never generates in the Nether 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 /setblock and /fill. Although it does not naturally generate there, water can be placed and functions normally in the End.

In Bedrock Edition, water also generates as part of ocean ruins with loot chests, but only two water blocks generate:

  • One water block generates inside the loot chest, making it a waterlogged loot chest.
  • The other water block generates on top of the loot chest.

These water blocks generate even if the ruin is located on the surface.[1] This is not the case in Java Edition; if an underwater ruin generates on the surface, no water generates.[2] This also happens with shipwrecks.

Water spends most of its time as stationary, rather than flowing – regardless of its level, or whether it contains a current downward or to the side. When specifically triggered by a block update, water changes to 'flowing', updates its level, then changes back to stationary. Water springs are generated as flowing, and oceans, and rivers are generated as stationary. This happens before most types of generated structure are created, and the main cause of water "glitches" is that generated structures do not trigger a block update to let water flow into them.

Usage

Appearance

Water uses a translucent animated texture that is tinted differently in different biomes. In Java Edition, water in cauldrons is completely opaque.[3]

Unlike other translucent blocks such as ice, stained glass and tinted glass, water shows the opposite sides of its external planes when viewed from within and from outside.[4] However, it applies only to the top plane and four side planes; the bottom face is always unseen from above.[5]

Swimming

Main article: Swimming

The button for swimming is the same as the button for jumping; non-swimming players and mobs sink slowly in water. Holding the swim button raises the player through the water, and when the surface is reached, the player bobs up and down. The crouch button can be used to sink faster. The sprint button can be used to put the player in "swim mode" when the player is completely submerged in water. When in swim mode, the player is horizontal and one block high. The player has an arm-waving animation when viewed in third person or by other players.

Swimming in water is considerably slower against currents (see 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 golems, piglins, hoglins, striders, piglin brutes 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.

Being inside of water also imparts a fog effect, tinted accordingly.

Spreading

Main article: Fluid § Spread
An image showing water's spreading distance
An image showing water's spreading distance

Water spreads horizontally and downward into nearby air 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 1000. 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, water spreads in the directions with the lowest 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 plants (except trees), snow, torches, carpets, redstone dust and some other redstone components, cobweb, end rods, heads, and flower pots.

Flow arrangement tables

7
7 6 7
7 6 5 6 7
7 6 5 4 5 6 7
7 6 5 4 3 4 5 6 7
7 6 5 4 3 2 3 4 5 6 7
7 6 5 4 3 2 1 2 3 4 5 6 7
7 6 5 4 3 2 1 0 1 2 3 4 5 6 7
7 6 5 4 3 2 1 2 3 4 5 6 7
7 6 5 4 3 2 3 4 5 6 7
7 6 5 4 3 4 5 6 7
7 6 5 4 5 6 7
7 6 5 6 7
7 6 7
7
Range Height in blocks
1 block 1
2 blocks 0.75-1
3 blocks 0.625-0.75
4 blocks 0.5-0.625
5 blocks 0.375-0.5
6 blocks 0.25-0.375
7 blocks 0.125-0.25

Source blocks

This section is about the behavior and creation of source units of water. For the removed block that created water sources, see Water Spawner.

A water source block is created from a flowing block that is horizontally adjacent to two or more other source blocks, and sitting on top of a solid block or another water source block. This allows water spawners to exist, in which a new source block immediately forms in the space left by removing a source block with a bucket. Pools of still water can be created by placing water source blocks in a confined area.

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 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 Edition, the formation of new water sources blocks can be disabled when the game rule waterSourceConversion is set to false.

A dispenser loaded with a filled bucket places a water source block in an empty block in front of it when activated. A dispenser loaded with an empty bucket and a water source right in front of it sucks the source into the bucket when activated.

In snowy biomes, water source blocks have a chance to turn into ice if directly under the sky. Ice blocks under brighter light levels melt back into water source blocks (except in the Nether). Ice reverts to water when broken, but only if there is a solid block under it.

The spreading of water sources can be simulated using the plugin below:

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. E.A.E.EA12.E$11.5E.E13.E$10E7.E2.A10.E$EA7.E7.E13.E$E.A6.E7.EA3.A8.E$ 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! [[ GPS 4 COLOR on #3F76E4 T 0 "Press Play to spread sources" T 1 "" STOP 87 ]]


Current

The current in a water block determines both the direction it appears to flow and the direction an entity such as a player or boat is pushed from that block.

Water with a current pushes players and mobs at a speed of about 1.39 meters per second, or 25 blocks every 18 seconds. Players that are in creative flying mode don’t get pushed.‌[Java Edition only][6]

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 upper water source block flows towards the bottom-left source block, but not the bottom-right, because glass blocks motion but ladders 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 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.

Light

In Bedrock Edition, every block of water reduces light by 1 extra level (in addition to the normal fading-out of light). In Java Edition, water does not cause any additional decrease for block light, but diffuses sky light, causing the light to fade with depth. Underwater visibility changes depending on the biome the player is in. The Night Vision and Conduit Power effects increase underwater visibility.

Color

Water has several colors, depending on the biome.

Java Edition

Biome Water color Water fog color Block
BiomeSprite plains.png: Sprite image for plains in MinecraftDefault (biomes not listed below)
 #3F76E4

 #050533
Swamp
 #617B64

 #232317
Lukewarm Ocean
Deep Lukewarm Ocean

 #45ADF2

 #041633
Warm Ocean
 #43D5EE

 #041F33
Cold Ocean
Deep Cold Ocean
Snowy Taiga
Snowy Beach

 #3D57D6

 #050533
Frozen River
Frozen Ocean
Deep Frozen Ocean

 #3938C9

 #050533
Meadow
 #0E4ECF

 #050533
Mangrove Swamp
 #3A7A6A

 #4D7A60
Cherry Grove
 #5DB7EF

 #5DB7EF
Pale Garden
 #76889D

 #556980

Bedrock Edition

Biome tints

Biome Water Surface Color Water Fog Color Water Fog Distance Water Surface Transparency Block
Default
(biomes not listed below)

 #44aff5

 #44aff5
15 65%
Sunflower Plains
Plains

 #44aff5

 #44aff5
60 -
Desert
 #32a598

 #32a598
60 -
Mountains
 #007BF7

 #007BF7
- -
Forest
 #1e97f2

 #1e97f2
60 -
Flower Forest
 #20a3CC

 #20a3CC
60 -
Taiga
 #287082

 #287082
60 -
Taiga Mountains
 #1e6B82

 #1e6B82
- -
Swamp
 #4c6559

 #4c6559
30 100%
River
 #0084ff

 #0084ff
60 -
Nether Wastes
Warped Forest
Crimson Forest
Soul Sand Valley

 #905957

 #905957
15 -
Basalt Deltas
 #3f76e4

 #423e42
15 -
The End
 #62529e

 #62529e
- -
Frozen River
 #185390

 #185390
60 -
Snowy Plains
Ice Spikes

 #14559b

 #14559b
- -
Mushroom Fields
 #8a8997

 #8a8997
- -
Beach
 #157cab

 #157cab
60 -
Mountain Edge
 #045cd5

 #045cd5
- -
Jungle
 #14a2c5

 #14a2c5
60 -
Bamboo Jungle 15
Sparse Jungle
 #0D8AE3

 #0D8AE3
- -
Stony Shore
 #0d67bb

 #0d67bb
60 -
Snowy Beach
 #1463a5

 #1463a5
60 -
Birch Forest
 #0677ce

 #0677ce
60 -
Dark Forest
 #3B6CD1

 #3B6CD1
60 -
Snowy Taiga
 #205e83

 #205e83
60 -
Old Growth Pine Taiga
Old Growth Spruce Taiga

 #2d6d77

 #2d6d77
60 -
Windswept Forest
Windswept Gravelly Hills

 #0E63AB

 #0E63AB
- -
Savanna
 #2C8B9C

 #2C8B9C
60 -
Savanna Plateau
Windswept Savanna

 #2590a8

 #2590a8
- -
Badlands
 #4E7f81

 #4E7f81
60 -
Eroded Badlands
Wooded Badlands

 #497f99

 #497f99
- -
Ocean
 #1787D4

 #1165b0
60 -
Deep Ocean
 #1787D4

 #1463a5
60 -
Warm Ocean
 #02B0E5

 #0289d5
60 55%
Lukewarm Ocean
 #0D96DB

 #0a74c4
60 -
Lukewarm Deep Ocean
 #0D96DB

 #0e72b9
60 -
Cold Ocean
 #2080C9

 #14559b
60 -
Cold Deep Ocean
 #2080C9

 #185390
60 -
Frozen Ocean
 #2570B5

 #174985
60 -
Frozen Deep Ocean
 #2570B5

 #1a4879
60 -
Mangrove Swamp
 #3a7a6a

 #4d7a60
30 -

Biome tints from unused biomes

Biome Water Surface Color Water Fog Color Water Fog Distance Water Surface Transparency Block
Legacy Frozen Ocean
 #44aff5

 #44aff5
- -
Mountains
 #007BF7

 #007bf7
- -
Taiga Mountains
 #1e6B82

 #1e6b82
- -
Swamp Hills
 #4c6156

 #4c6156
30 100%
Snowy Mountains
 #1156a7

 #1156a7
- -
Mushroom Field Shore
 #818193

 #818193
- -
Desert Hills
 #1a7aa1

 #1a7aa1
- -
Wooded Hills
 #056bd1

 #056bd1
- -
Taiga Hills
 #236583

 #236583
- -
Mountain Edge
 #045cd5

 #045cd5
- -
Jungle Hills
Modified Jungle
Bamboo Jungle Hills

 #1B9ED8

 #1B9ED8
- -
Modified Jungle Edge
 #0D8AE3

 #0D8AE3
- -
Birch Forest Hills
 #0a74c4

 #0a74c4
- -
Snowy Taiga Mountains
 #205e83

 #205e83
60 -
Snowy Taiga Hills
 #245b78

 #245b78
- -
Giant Tree Taiga Hills
 #286378

 #286378
- -
Gravelly Mountains+
 #0E63AB

 #0e63ab
- -
Shattered Savanna Plateau
 #2590a8

 #2590a8
- -
Badlands Plateau
Modified Badlands Plateau

 #55809E

 #55809e
- -
Warm Deep Ocean
 #02B0E5

 #0686ca
60 -

Water and lava

Main article: Fluid § Mixing

Water and lava can produce stone, cobblestone, or obsidian based on how they interact. If water touches a lava source, the lava source turns to obsidian. If both touch each other while flowing, cobblestone is made and no sources are removed, and if lava flows downward onto water, the water turns to stone.

Interactions with mobs

Direct contact

Water damages endermen, snow golems, striders and blazes, at a rate of 1HP♥ per half second. If water comes into contact with a shulker or an enderman, the mob teleports away.

Drowning

Main article: Damage § Drowning

Players and mobs (except aquatic mobs, undead mobs and iron golems) have a breath meter that lasts 15 seconds. After they run out of breath, they take 2HP♥ drowning damage every second until they die, surface, or enter bubble columns.

Dolphins are a special case when it comes to drowning: they take drowning damage when underwater for about 4 minutes, but also take suffocation damage when in air for about 2 minutes.

Each level of the Respiration enchantment adds 15 seconds to the breath meter and grants an x/(x+1) chance (where x is the Respiration level) of not taking damage after that time: 30 seconds and an average 1HP♥/second with Respiration I, 45 seconds and an average of 23 damage/second with Respiration II, and 60 seconds and an average of 12 damage/second with Respiration III.

If a husk drowns underwater, it starts to shake and eventually becomes a zombie. If a zombie drowns underwater, it starts to shake and eventually transforms into a drowned.

Slower mining speed

Players with their head underwater require 5 times the normal amount of time to mine blocks while standing on the ground, or 25 times while not on the ground. If a player wears a helmet with the Aqua Affinity enchantment, then underwater mining speed while standing on the ground is the same as on land, and 5 times slower if not standing on the ground.

Explosions

Water does not prevent explosions from activating. Water has a high blast resistance, causing it to absorb any normal blasts, with the exception of explosions from underwater TNT[Minecraft Education only] or placing a falling block on top and then lighting it.

Hardening concrete powder

When water comes into contact with concrete powder, the powder hardens into solid concrete.

Sponges

When a dry sponge comes into contact with a water source or flowing block, it becomes a wet sponge, absorbing all water within 3 to 5 blocks in all directions. Kelp and lily pads within the absorbed water blocks are destroyed and drop as items, and seagrass is destroyed without dropping anything. Mobs that take damage out of water are affected as a side-effect.

Sponges do not absorb water from waterlogged blocks, nor water that comes into contact by flowing back in from outside the area of absorption. For instance, placing a sponge 4 or more blocks from a single water source removes the flowing water in the area of effect, but as the flow from the source resumes it is not affected by the wet sponge.

A sponge instantly absorbs nearby water when it is placed next to water or when water comes into contact with it (by being placed next to the sponge, or by flowing toward it). A sponge absorbs water around itself (water source blocks or flowing water) out to a taxicab distance of 7 in all directions (including up and down), but won't absorb more than 65 blocks of water (water closest to the sponge is absorbed first). The absorption propagates only from water to water and does not "jump over" non-water blocks (including air).

Dripping

Dripping water.

Water above a non-transparent block (except for stairs, fences, or slabs) produces dripping particles on the underside of that block. If a block of pointed dripstone hangs under any block directly beneath a water source, the drips can slowly fill up a cauldron placed underneath. Without the dripstone, a cauldron does not fill.

Vertical transport

Bubble columns are created by placing magma blocks or soul sand under water. The latter can be used to transport mobs or items quickly vertically.

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 break if it detects this is no longer the case. Lily pads 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

Java Edition:

Sounds
SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
None[sound 5]Ambient/EnvironmentWhen the player's eye level goes underwaterambient.underwater.enterNone[sound 5]0.51.016
None[sound 5]Ambient/EnvironmentWhen the player's eye level goes above waterambient.underwater.exitNone[sound 5]0.31.016
None[sound 6]Ambient/EnvironmentRandomly when underwaterambient.underwater.loopNone[sound 6]0.651.016
None[sound 6]Ambient/EnvironmentRandomly when underwaterambient.underwater.loop.additionsNone[sound 6]1.01.016
None[sound 6]Ambient/EnvironmentRandomly when underwaterambient.underwater.loop.additions.rareNone[sound 6]varies [sound 1]1.016
None[sound 6]Ambient/EnvironmentRandomly when underwaterambient.underwater.loop.additions.ultra_rareNone[sound 6]1.0 [sound 2]1.016
​Water flowsBlocksRandomly from flowing waterblock.water.ambientsubtitles.block.water.ambient0.75-1.00.5-1.516
​SplashingEntity-DependentWhen something enters waterentity.generic.splashsubtitles.entity.generic.splash0.0-1.0 [sound 3]0.6-1.416
​SwimmingEntity-DependentWhile something is moving through waterentity.generic.swimsubtitles.entity.generic.swim0.0-1.0 [sound 3]0.6-1.416
​Bucket emptiesBlocksWhen water is placed with a bucketitem.bucket.emptysubtitles.item.bucket.empty1.0 [sound 4]1.016
​Bucket fillsPlayersWhen water is collected with a bucketitem.bucket.fillsubtitles.item.bucket.fill1.01.016
NoneMusicRandomly when underwatermusic.under_waterNone0.41.016
  1. The first, fifth, and eighth sounds are 1.0; the second sound is 0.45; the third, sixth, and seventh sounds are 0.5; the fourth sound is 0.7
  2. Except the third sound, which is 0.7
  3. a b The mob's momentum, with the horizontal axes' velocities multiplied by 0.2 (capped at 1.0)
  4. Except for the second copy of empty1, which is 0.9
  5. a b c d MC-177092
  6. a b c d e f g h MC-196825

Bedrock Edition:

Sounds
SoundSourceDescriptionResource locationVolumePitch
BlocksRandomly from flowing waterliquid.water0.75-1.00.5-1.5
Ambient/EnvironmentWhen a player or mob enters water.entity.generic.splash?0.6-1.4
PlayersWhen the player's eye level goes underwaterambient.underwater.enter?1.0
PlayersWhen the player's eye level goes above waterambient.underwater.exit?1.0
PlayersWhile something is moving through waterrandom.swim?0.6-1.4
BlocksWhen water is placed with a bucketbucket.empty_water1.01.0
BlocksWhen water is collected with a bucketbucket.fill_water1.01.0
MusicRandomly when underwatermusic.game.water0.21.0

Data values

ID

Java Edition:

NameIdentifierFormTranslation key
BlockSprite water.png: Sprite image for water in Minecraft WaterwaterBlockblock.minecraft.water
FluidIdentifierFluid tags
BlockSprite water.png: Sprite image for water in Minecraft Waterwaterwater
BlockSprite water.png: Sprite image for water in Minecraft Flowing Waterflowing_waterwater

Bedrock Edition:

NameIdentifierNumeric ID FormItem ID[i 1]Translation key
BlockSprite water.png: Sprite image for water in Minecraft Flowing Waterflowing_water8Block & Ungiveable Item[i 2]Identical[i 3]tile.flowing_water.name
BlockSprite water.png: Sprite image for water in Minecraft Waterwater9Block & Ungiveable Item[i 2]Identical[i 3]tile.water.name
  1. ID of block's direct item form, which is used in savegame files and addons.
  2. a b Unavailable with /give command
  3. a b The block's direct item form has the same ID as the block.

Block states

See also: Block states

Java Edition:

Name Default value Allowed values Description
level0 0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

If bit 0x8 is set, this fluid is "falling" and spreads only downward. At this level, the lower bits are essentially ignored, since this block is then at its highest fluid level. This level is equal to the falling water above, equal to 8 plus the level of the non-falling water above it.

The lower three bits are the fluid block's level. 0 is the highest fluid level (not necessarily filling the block - this depends on the neighboring fluid blocks above each upper corner of the block). Data values increase as the fluid level of the block drops: 1 is the next highest, 2 lower, on through 7, the lowest fluid level. Along a line on a flat plane, water drops one level per meter.

Bedrock Edition:
Water and flowing water

NameMetadata Bits Default value Allowed valuesValues for
Metadata Bits
Description
liquid_depth0x1
0x2
0x4
0x8
0 0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

If bit 0x8 is set, this fluid is "falling" and spreads only downward. At this level, the lower bits are essentially ignored, since this block is then at its highest fluid level. This level is equal to the falling water above, equal to 8 plus the level of the non-falling water above it.

The lower three bits are the fluid block's level. 0 is the highest fluid level (not necessarily filling the block - this depends on the neighboring fluid blocks above each upper corner of the block). Data values increase as the fluid level of the block drops: 1 is the next highest, 2 lower, on through 7, the lowest fluid level. Along a line on a flat plane, water drops one level per meter.


Fluid states

See also: Block states

Java Edition:
Water

Name Default value Allowed values Description
fallingfalsetrue
false
Always false.

Flowing water

Name Default value Allowed values Description
fallingfalsetrue
false
True for falling water, false for water with a block below.
level11
2
3
4
5
6
7
8
Height of the water, 8 when the water is falling.

Achievements

IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS)
PS4Other
Free DiverStay underwater for 2 minutesDrink a potion of Water Breathing that can last for 2 minutes or more, then jump into water; or activate a conduit; or sneak on a magma block underwater for 2 minutes.20Silver
Sleep with the FishesSpend a day underwater.Spend 20 minutes underwater without any air. Can be done with a conduit, water breathing potions, or bubble columns.30Silver

Advancements

IconAdvancementIn-game descriptionActual requirements (if different)
Tactical FishingCatch a Fish... without a Fishing Rod!Use a water bucket on any fish mob.
The Cutest PredatorCatch an Axolotl in a BucketUse a water bucket on an axolotl.

Video

History

This section would benefit from the addition of isometric renders.
 
Please remove this notice once you've added suitable isometric renders to the article.
The specific instructions are:
To render:
  • Pocket 1.0.0 Alpha 1.0.0.0 - "When viewed through glass, water now appears as a solid blue color, as opposed to a downward flowing water texture." (and Bedrock revert).
  • Bedrock - "When viewed through glass, water now appears as its own top texture, as opposed to a downward flowing water texture."
  • Playstation 4 1.78 - "The animation of water is now less smooth."
  • JE 1.16 pre-release 5 - "Water overlay has been changed into a darker shade."
This section is missing information about:
 
Please expand the section to include this information. Further details may exist on the talk page.
There is an associated technical blocks page for the internal item form of this block; see Technical blocks/Water.
There is an associated page detailing the algorithm used for generating this fluid's texture in legacy versions; see Procedural animated texture generation/Water.
Java Edition Classic
May 17, 2009Notch mentions developing water.

a very very first version of the water is somewhat working now, heh [/] the level starts out without any water and is surrounded a by a huge ocean [/] it quickly fills, leaving islands

0.0.12aMay 18, 2009 Water is shown.
It was originally opaque.
release Added water.
Water is now transparent.
Water flows to any available space below or beside it and creates a new source block, making it easy to flood a whole world just with one source.
May 22, 2009Notch pointed out that when a plant or non-cube block is placed in water, it produces a box of air around it. He asked how it could be fixed, and whether he even had to.
0.0.13a The model of water has been changed.
May 24, 2009A new water system is mentioned.
May 24, 2009A new water system is shown.
May 24, 2009 Another test of water is shown.
May 26, 2009While 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.
0.0.19a Added procedural animated texture to water. The old texture is retained for use as a placeholder.
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 sponges, which remove water.
Water part of the world boundary still uses the old water texture.
0.0.20a_02 Changed model scale back to normal with 1% offset on all coordinates.
0.27 SURVIVAL TEST UV mapping on side faces now has 11% v offset up.
0.28 Fixed UV mapping.
Java Edition Indev
0.3120091223-0040 Added the flowing water texture, which is now used on the sides of water.
20100106Water part of the world boundary now uses the animated water texture.
20100113Water is now finite, but oceans still have infinite water.
Water now always drains from its highest remove location.
Water no longer moves on the surface on its own.
Water now has a 23 probability to evaporate and a 13 probability to copy.
20100122Water now spawns in level generation as springs and lakes.
20100131The texture of water is now seen when underwater.
Java Edition Infdev
20100227-1414Water no longer flows due to changes in chunk handling for infinite worlds.[verify]
20100607 UV mapping now has 1% uv offset on top and bottom faces and 1% u, 11% v offset on side faces.
20100608 Fixed UV mapping, once again.
20100615 The model has been changed.
Added flowing water.
Sources placed in isolation flow exclusively downward, rather than spreading out one block in each direction as well.
Water and lava do not produce any solid blocks when combined.
Water does not replace plants.
Added water buckets, which can be filled with water.
20100616-1808 Added vertex offset.
Water and flowing water now has visual connection to blocks.
Downward flowing water now pushes the player out.​[more information needed]
20100617-1531 Removed vertex offset.
Water sources placed in the air now flow outward.
Lava and flowing lava touching water, flowing water now replaces with obsidian.
Downward flowing water no longer pushes the player out.
Water now can replace plants. However no items are dropped.
20100618Water can now replace rails.
20100624Water now destroys plants, dropping as items.
Java Edition Alpha
v1.0.2_02Fluids, including water, have been slightly tweaked.
v1.0.5_01Water can now freeze into ice.
v1.2.6Lakes, which contain water, have been added.
Java Edition Beta
1.6Test Build 3Rain and snow no longer fall through water.
Water sources now form over glass.
1.8Pre-release Changed lighting.
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 chunks, 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 villages, and the fountain rooms of strongholds.
Two biomes have been added that are almost all water: oceans and rivers.
Java Edition
1.0.0Beta 1.9 Prerelease
 #E0FF70
Added water color in swampland.
Full opaque blocks underneath water with air below now generate dripping particles on their underside.
Beta 1.9 Prerelease 4Added Respiration and Aqua Affinity enchantments, which allow more breathing time in water and normal digging speed in water.
Beta 1.9 Prerelease 5Now flowing downward creates source blocks[verify]
RC1 Faces on model now 0.1% moved to center to fix z-fighting on inner faces.
1.112w01a
 #E0FFAE
The water color in swampland is now less intense.
1.2.112w04aAdded desert wells, which contain water.
1.3.112w17aThe ability to bring water using ice into the Nether has been removed.
12w21aDispensers have been given the ability to shoot out fluids, including water, inside water buckets. They can also collect the fluids if activated again.
1.4.212w38aThe sound when jumping and swimming in water has been changed.
The sound of flowing water is now continuous.
The water overlay is a more saturated blue.
1.4.41.4.3Water of any depth now negates all fall damage. Players and mobs no longer die from great heights in shallow water.[7]
1.513w02a 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).
13w03aA water source block now forms if there is another water source block below it.
13w04aFlowing water no longer slows the player down when flying in Creative mode.[verify]
Flowing water no longer pushes players when flying.
1.6.113w17aWater lakes no longer generate in deserts.
1.7.213w36a
 #E0FFAE
Added water color in swampland hills, which is the same as in swampland.
Water pools now generate in the new Desert M biome.
Oceans are much smaller.
13w41a Water's six internal faces are now visible from the outside.
Water, ice and portals are now visible through each other. This also now allows water's inside faces to be visible from outside.
13w42a Water's internal faces have been removed. This visually reverts water to its pre-13w41a appearance when seen from the outside.
1.7.413w47aWater's internal top face has been readded.[8]
13w48a Water's internal side faces except the bottom face, have been readded.[9][10]
1.915w43bWhen viewed through glass, water now appears as a solid blue color, as opposed to a downward flowing water texture.[11]
1.1116w39aWater now generates in woodland mansions.
1.1217w06aWater now hardens concrete powder into concrete, on contact.
1.1318w07aItems now float in water.
The player's underwater visibility has been changed - the longer a player stays underwater, the better they can see.
18w10aUnderwater visibility now depends on the biome the player is in.
18w10cWater can now be placed in the same block as chests, trapped chests, stairs, slabs, fences, walls, iron bars and glass panes.
18w10dWater can now be placed in ender chests, trapdoors, ladders, and signs.
18w15a
 #3F76E4
Added default water color. The textures of water have been changed from blue to grayscale.[12]
Added water colors for warm ocean, lukewarm ocean, frozen ocean and cold ocean.

 #617B64
Water color in swampland has been changed.

 #E0FFAE
Water color in swampland hills is unchanged.[13]
Water now blocks 1 light level per block instead of 3.
Players no longer receive the Night Vision effect while underwater.[verify]
18w16aWhen 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.
18w19aExperience orbs now float in water.[14]
pre3
 #617B64
water color in swamp hills now the same as in swamp.
pre7Pressing the jump button in flowing water at level=1, level=2 and level=3 now do normal jumps instead of swimming up.
1.1519w34aAdded bees, which get damaged while in water.
19w35aBees now try to avoid water.
1.1720w45aFlowing water no longer breaks rails.
21w06aAquifers, large bodies of water in caves, have been added.
21w07aAquifers generate less often.
21w08aWater springs are now able to generate below Y=0.
21w10aThe FOV shrinking effect now respects the "FOV Effects" accessibility slider.[15]
21w15aAll changes to water generation from 21w06a to 21w08a have been reverted.
Pre-release 2Smooth lighting now works properly underwater.[16]
1.18Experimental Snapshot 1 Added water color in meadow.
All changes to water generation in the 1.17 snapshots have been reintroduced.
21w40aWater lakes no longer generate.
1.19Deep Dark Experimental Snapshot 1Water can now generate as part of ancient cities.
22w14a Added water color in mangrove swamp.
1.19.322w44aAdded the game rule waterSourceConversion, which disables the formation of new water source blocks when set to false.
1.19.4
Experiment
Update 1.20
23w07a Added water color in cherry grove.
1.20.3
Experiment
Update 1.21
23w45aWater now generates in trial chambers.
1.21.2
Experiment
Winter Drop
24w40a Added water color in pale garden.
Pocket Edition Alpha
Pre-release[verify] Added water.
v0.1.0 On older or much newer devices, the old Java water texture is used, whereas the newer animated texture is used on intermediately modern devices.
v0.7.0[verify] The texture of water has been changed to the new texture for all devices.
v0.9.0build 1 Water now uses a dark blue coloration in swamps.
Water dripping particles have been changed.
Water lakes have been added.
Water can now be found in the farms and wells of villages.
Two biomes have been added that are almost all water: oceans and rivers.
Oasis now generate in the new desert M biome.
v0.10.0build 1Smooth lighting for water has been added.
A gradient effect has been added to water that increases its opacity with distance.
Water color in swampland has been changed.
Flowing water can now push entities.
build 7Running water now has sounds.
?Water now destroys blocks.​[more information needed]
v0.14.0build 1Dispensers can now shoot out water from water buckets. They can also suck up fluids, including water, directly adjacent to the side they are facing.
v0.14.2 Water now uses animated texture files.
Pocket Edition
1.0.0alpha 1.0.0.0When viewed through glass, water now appears as a solid blue color, as opposed to a downward flowing water texture.[17]
1.1.0alpha 1.1.0.0Water now generates in woodland mansions.
Water now hardens concrete powder into concrete, on contact.
Bedrock Edition
?The rendering change for water in 1.0.0 has been reverted for an unknown reason.
1.2.13beta 1.2.13.5Water can now be placed in the same blocks as slabs and stairs.
1.4.0beta 1.2.14.2Water can now be placed in the same block as most transparent blocks, instead of slabs and stairs only.
beta 1.2.20.1 Water now has a completely new look for every biome and it is now much easier to see above and underwater (see Water#Bedrock Edition for all biome colors).
Items now float to the top of water.
Underwater visibility now depends on the biome the player is in.
Respiration enchantment and Water Breathing effect no longer grants enhanced underwater visibility.
?When viewed through glass, water now appears as its own top texture, as opposed to a downward flowing water texture.[17]
1.14.0beta 1.14.0.1Added bees, which get damaged when touching water and try to avoid it.
1.16.100beta 1.16.100.51Experience orbs now float in water.[18]
1.20.60
Experiment
Update 1.21
Preview 1.20.60.20Water now generates in trial chambers.
1.21.30Preview 1.21.30.21When something enters water, the splashing sound is now changed to match Java Edition.
Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU1CU11.001.001.00Patch 11.0.1[verify] Added water.
TU9Dispensers have been given the ability to shoot out fluids, including water, inside water buckets. They can also suck up the fluids if activated again, but a bug prevents the empty bucket from being filled.
TU12 Water now uses animated texture files.
Added desert wells, which contain water.
TU19CU71.121.121.12Water of any depth now negates all fall damage. Players and mobs no longer die from great heights in shallow water.
TU25CU141.171.171.17Water can be used in custom superflats. It appears as a 3D block in the block selection screen of the custom superflat interface.
TU31CU191.221.221.22Patch 3Water splash sounds have been updated for players and hostile mobs. Unlike in Java Edition, other entities still make the old sound when falling into water.
Most mobs can now swim in water.
TU53CU431.491.501.49Patch 231.0.3Water now hardens concrete powder into concrete, on contact.
TU54CU441.521.521.52Patch 241.0.4Water now generates in woodland mansions.
TU69 1.761.761.76Patch 38 Water now has a completely new look for every biome and it is now much easier to see above and underwater (see Water#Bedrock Edition for all biome colors).
The color of water changes depending on how close the player is.
1.781.781.77The animation of water is now less smooth.
The color of water no longer changes depending on how close the player is.
New Nintendo 3DS Edition
0.1.0[verify] Added water.
This page would benefit from the addition of more sounds.
 
Please remove this notice once you've added suitable sounds to the article.
The specific instructions are: Old and older water splash sounds.

Data history

Java Edition
1.1317w47aPrior to The Flattening, these blocks' numeral IDs were 8 and 9. Both blocks have been merged into a single one.
18w10cRemoved flowing_water.

Issues

Issues relating to "Water" are maintained on the bug tracker. Issues should be reported and viewed there.

Trivia

  • The texture subtly overlaid on the screen when underwater is that of the original water texture from 0.0.12a.
    • The outdatedness of this texture is not considered a bug or oversight, unlike many other outdated textures.[19]
    • This texture is particularly difficult to notice due to its extreme transparency,[20] as well as the fact that other blocks likely make the scene visually noisy enough to further obscure it under most conditions.
  • While underwater, the player's FOV (field of vision) is lowered by 10 to simulate light refraction. This can be disabled via the "FOV Effects" option.
  • If a player or mob with the Levitation effect touches water, the effect is completely negated.[21]

Gallery

Textures

Screenshots

See also

References

  1. MCPE-36793
  2. MC-136156
  3. MC-13187
  4. MC-202578 — resolved as "Works As Intended".
  5. MC-190053
  6. MCPE-84592
  7. MC-1644 — resolved as "Works As Intended".
  8. MC-35658
  9. MC-40621
  10. MC-190053
  11. MC-35790
  12. MC-200838
  13. MC-128558
  14. MC-125550
  15. MC-214629
  16. MC-68129 — resolved as "Fixed".
  17. a b MCPE-11140
  18. MCPE-64039
  19. MC-241000 — resolved as "Invalid".
  20. MC-128337
  21. MC-83369

External links

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