Water
Renewable |
Yes |
---|---|
Transparent |
JE: Partial (diffuses sky light, -1 to light) |
Luminance |
No |
Blast resistance |
100 |
Tool | |
Creates sources? |
Yes |
Flow distance |
8 blocks |
Flow speed |
5 ticks/block |
{ "title": "Water", "rows": [ { "field": "Yes", "label": "(link to Renewable resource article, displayed as Renewable)" }, { "field": "'''(link to JE article, displayed as JE)''': Partial <small>(diffuses sky light, -1 to light)</small><br>'''(link to BE article, displayed as BE)''': Partial <small>(-1 to light)</small>", "label": "(link to Opacity article, displayed as Transparent)" }, { "field": "No", "label": "(link to Light article, displayed as Luminance)" }, { "field": "100", "label": "(link to Explosion#Blast resistance article, displayed as Blast resistance)" }, { "field": "<span class=\"sprite-file\" style=\"height:32px;width:32px;--vertical-align:middle\">(link to File:SlotSprite Bucket Required.png article, displayed as 32x32px|link=Bucket|alt=|class=pixel-image|)</span>", "label": "Tool" }, { "field": "Yes", "label": "Creates sources?" }, { "field": "8 blocks", "label": "Flow distance" }, { "field": "5 (link to tick article, displayed as ticks)/block", "label": "Flow speed" } ], "invimages": [ "Water Bucket", "Water" ], "images": [ "Water.gif", "Water BE.gif" ] }
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
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

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
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
.
-
2×2 water spawner (every corner is renewable)
-
3×1 water spawner (middle water block is renewable)
-
L-shaped water spawner (corner water block is renewable)
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:
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.

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 |
---|---|---|---|
![]() |
#3F76E4 |
#050533 |
![]() |
![]() |
#617B64 |
#232317 |
![]() |
![]() ![]() |
#45ADF2 |
#041633 |
![]() |
![]() |
#43D5EE |
#041F33 |
![]() |
![]() ![]() ![]() ![]() |
#3D57D6 |
#050533 |
![]() |
![]() ![]() ![]() |
#3938C9 |
#050533 |
![]() |
![]() |
#0E4ECF |
#050533 |
![]() |
![]() |
#3A7A6A |
#4D7A60 |
![]() |
![]() |
#5DB7EF |
#5DB7EF |
![]() |
![]() |
#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% | ![]() |
![]() ![]() |
#44aff5 |
#44aff5 |
60 | - | ![]() |
![]() |
#32a598 |
#32a598 |
60 | - | ![]() |
![]() |
#007BF7 |
#007BF7 |
- | - | ![]() |
![]() |
#1e97f2 |
#1e97f2 |
60 | - | ![]() |
![]() |
#20a3CC |
#20a3CC |
60 | - | ![]() |
![]() |
#287082 |
#287082 |
60 | - | ![]() |
![]() |
#1e6B82 |
#1e6B82 |
- | - | ![]() |
![]() |
#4c6559 |
#4c6559 |
30 | 100% | ![]() |
![]() |
#0084ff |
#0084ff |
60 | - | ![]() |
![]() ![]() ![]() ![]() |
#905957 |
#905957 |
15 | - | ![]() |
![]() |
#3f76e4 |
#423e42 |
15 | - | ![]() |
![]() |
#62529e |
#62529e |
- | - | ![]() |
![]() |
#185390 |
#185390 |
60 | - | ![]() |
![]() ![]() |
#14559b |
#14559b |
- | - | ![]() |
![]() |
#8a8997 |
#8a8997 |
- | - | ![]() |
![]() |
#157cab |
#157cab |
60 | - | ![]() |
![]() |
#045cd5 |
#045cd5 |
- | - | ![]() |
![]() |
#14a2c5 |
#14a2c5 |
60 | - | ![]() |
![]() |
15 | ||||
![]() |
#0D8AE3 |
#0D8AE3 |
- | - | ![]() |
![]() |
#0d67bb |
#0d67bb |
60 | - | ![]() |
![]() |
#1463a5 |
#1463a5 |
60 | - | ![]() |
![]() |
#0677ce |
#0677ce |
60 | - | ![]() |
![]() |
#3B6CD1 |
#3B6CD1 |
60 | - | ![]() |
![]() |
#205e83 |
#205e83 |
60 | - | ![]() |
![]() ![]() |
#2d6d77 |
#2d6d77 |
60 | - | ![]() |
![]() ![]() |
#0E63AB |
#0E63AB |
- | - | ![]() |
![]() |
#2C8B9C |
#2C8B9C |
60 | - | ![]() |
![]() ![]() |
#2590a8 |
#2590a8 |
- | - | ![]() |
![]() |
#4E7f81 |
#4E7f81 |
60 | - | ![]() |
![]() ![]() |
#497f99 |
#497f99 |
- | - | ![]() |
![]() |
#1787D4 |
#1165b0 |
60 | - | ![]() |
![]() |
#1787D4 |
#1463a5 |
60 | - | ![]() |
![]() |
#02B0E5 |
#0289d5 |
60 | 55% | ![]() |
![]() |
#0D96DB |
#0a74c4 |
60 | - | ![]() |
![]() |
#0D96DB |
#0e72b9 |
60 | - | ![]() |
![]() |
#2080C9 |
#14559b |
60 | - | ![]() |
![]() |
#2080C9 |
#185390 |
60 | - | ![]() |
![]() |
#2570B5 |
#174985 |
60 | - | ![]() |
![]() |
#2570B5 |
#1a4879 |
60 | - | ![]() |
![]() |
#3a7a6a |
#4d7a60 |
30 | - | ![]() |
Biome tints from unused biomes
Biome | Water Surface Color | Water Fog Color | Water Fog Distance | Water Surface Transparency | Block |
---|---|---|---|---|---|
![]() |
#44aff5 |
#44aff5 |
- | - | ![]() |
![]() |
#007BF7 |
#007bf7 |
- | - | ![]() |
![]() |
#1e6B82 |
#1e6b82 |
- | - | ![]() |
![]() |
#4c6156 |
#4c6156 |
30 | 100% | ![]() |
![]() |
#1156a7 |
#1156a7 |
- | - | ![]() |
![]() |
#818193 |
#818193 |
- | - | ![]() |
![]() |
#1a7aa1 |
#1a7aa1 |
- | - | ![]() |
![]() |
#056bd1 |
#056bd1 |
- | - | ![]() |
![]() |
#236583 |
#236583 |
- | - | ![]() |
![]() |
#045cd5 |
#045cd5 |
- | - | ![]() |
![]() ![]() ![]() |
#1B9ED8 |
#1B9ED8 |
- | - | ![]() |
![]() |
#0D8AE3 |
#0D8AE3 |
- | - | ![]() |
![]() |
#0a74c4 |
#0a74c4 |
- | - | ![]() |
![]() |
#205e83 |
#205e83 |
60 | - | ![]() |
![]() |
#245b78 |
#245b78 |
- | - | ![]() |
![]() |
#286378 |
#286378 |
- | - | ![]() |
![]() |
#0E63AB |
#0e63ab |
- | - | ![]() |
![]() |
#2590a8 |
#2590a8 |
- | - | ![]() |
![]() ![]() |
#55809E |
#55809e |
- | - | ![]() |
![]() |
#02B0E5 |
#0686ca |
60 | - | ![]() |
Water and lava
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
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 2⁄3 damage/second with Respiration II, and 60 seconds and an average of 1⁄2 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

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
Sounds | ||||||||
---|---|---|---|---|---|---|---|---|
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
None[sound 5] | Ambient/Environment | When the player's eye level goes underwater | ambient | None[sound 5] | 0.5 | 1.0 | 16 | |
None[sound 5] | Ambient/Environment | When the player's eye level goes above water | ambient | None[sound 5] | 0.3 | 1.0 | 16 | |
None[sound 6] | Ambient/Environment | Randomly when underwater | ambient | None[sound 6] | 0.65 | 1.0 | 16 | |
None[sound 6] | Ambient/Environment | Randomly when underwater | ambient | None[sound 6] | 1.0 | 1.0 | 16 | |
None[sound 6] | Ambient/Environment | Randomly when underwater | ambient | None[sound 6] | varies [sound 1] | 1.0 | 16 | |
None[sound 6] | Ambient/Environment | Randomly when underwater | ambient | None[sound 6] | 1.0 [sound 2] | 1.0 | 16 | |
Water flows | Blocks | Randomly from flowing water | block | subtitles | 0.75-1.0 | 0.5-1.5 | 16 | |
Splashing | Entity-Dependent | When something enters water | entity | subtitles | 0.0-1.0 [sound 3] | 0.6-1.4 | 16 | |
Swimming | Entity-Dependent | While something is moving through water | entity | subtitles | 0.0-1.0 [sound 3] | 0.6-1.4 | 16 | |
Bucket empties | Blocks | When water is placed with a bucket | item | subtitles | 1.0 [sound 4] | 1.0 | 16 | |
Bucket fills | Players | When water is collected with a bucket | item | subtitles | 1.0 | 1.0 | 16 | |
None | Music | Randomly when underwater | music | None | 0.4 | 1.0 | 16 |
- ↑ 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
- ↑ Except the third sound, which is 0.7
- ↑ a b The mob's momentum, with the horizontal axes' velocities multiplied by 0.2 (capped at 1.0)
- ↑ Except for the second copy of
empty1
, which is 0.9 - ↑ a b c d MC-177092
- ↑ a b c d e f g h MC-196825
Sounds | |||||
---|---|---|---|---|---|
Sound | Source | Description | Resource location | Volume | Pitch |
Blocks | Randomly from flowing water | liquid | 0.75-1.0 | 0.5-1.5 | |
Ambient/Environment | When a player or mob enters water. | entity | ? | 0.6-1.4 | |
Players | When the player's eye level goes underwater | ambient | ? | 1.0 | |
Players | When the player's eye level goes above water | ambient | ? | 1.0 | |
Players | While something is moving through water | random | ? | 0.6-1.4 | |
Blocks | When water is placed with a bucket | bucket | 1.0 | 1.0 | |
Blocks | When water is collected with a bucket | bucket | 1.0 | 1.0 | |
Music | Randomly when underwater | music | 0.2 | 1.0 |
Data values
ID
Name | Identifier | Form | Translation key |
---|---|---|---|
![]() | water | Block | block |
Fluid | Identifier | Fluid tags |
---|---|---|
![]() | water | water |
![]() | flowing_water | water |
Name | Identifier | Numeric ID | Form | Item ID[i 1] | Translation key |
---|---|---|---|---|---|
![]() | flowing_water | 8 | Block & Ungiveable Item[i 2] | Identical[i 3] | tile |
![]() | water | 9 | Block & Ungiveable Item[i 2] | Identical[i 3] | tile |
Block states
Name | Default value | Allowed values | Description |
---|---|---|---|
level | 0
| 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
Name | Metadata Bits | Default value | Allowed values | Values for Metadata Bits |
Description |
---|---|---|---|---|---|
liquid_depth | 0x1 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
Java Edition:
Water
Name | Default value | Allowed values | Description |
---|---|---|---|
falling | false | true false | Always false. |
Flowing water
Name | Default value | Allowed values | Description |
---|---|---|---|
falling | false | true false | True for falling water, false for water with a block below. |
level | 1 | 1 2 3 4 5 6 7 8 | Height of the water, 8 when the water is falling. |
Achievements
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
---|---|---|---|---|---|---|---|
PS4 | Other | ||||||
![]() | ![]() | Free Diver | Stay underwater for 2 minutes | Drink 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. | 20 | Silver | |
![]() | ![]() | Sleep with the Fishes | Spend a day underwater. | Spend 20 minutes underwater without any air. Can be done with a conduit, water breathing potions, or bubble columns. | 30 | Silver |
Advancements
Icon | Advancement | In-game description | Actual requirements (if different) |
---|---|---|---|
![]() ![]() | Tactical Fishing | Catch a Fish... without a Fishing Rod! | Use a water bucket on any fish mob. |
![]() ![]() | The Cutest Predator | Catch an Axolotl in a Bucket | Use a water bucket on an axolotl. |
Video
History
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."
- According to Procedural animated texture generation/Nether portals, 1.15 changed the water texture; did this actually happen?.
Java Edition Classic | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
May 17, 2009 | Notch mentions developing water.
| |||||||||
0.0.12a | May 18, 2009 | ![]() | ||||||||
It was originally opaque. | ||||||||||
release | ![]() | |||||||||
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, 2009 | Notch 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 | ![]() | |||||||||
May 24, 2009 | A new water system is mentioned. | |||||||||
May 24, 2009 | A new water system is shown. | |||||||||
May 24, 2009 | Another test of water is shown. | |||||||||
May 26, 2009 | 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. | |||||||||
0.0.19a | ![]() | |||||||||
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 | ![]() | |||||||||
0.27 SURVIVAL TEST | ![]() | |||||||||
0.28 | ![]() | |||||||||
Java Edition Indev | ||||||||||
0.31 | 20091223-0040 | ![]() | ||||||||
20100106 | Water part of the world boundary now uses the animated water texture. | |||||||||
20100113 | Water 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 2⁄3 probability to evaporate and a 1⁄3 probability to copy. | ||||||||||
20100122 | Water now spawns in level generation as springs and lakes. | |||||||||
20100131 | The texture of water is now seen when underwater. | |||||||||
Java Edition Infdev | ||||||||||
20100227-1414 | Water no longer flows due to changes in chunk handling for infinite worlds.[verify] | |||||||||
20100607 | ![]() | |||||||||
20100608 | ![]() | |||||||||
20100615 | ![]() | |||||||||
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 | ![]() | |||||||||
Water and flowing water now has visual connection to blocks. | ||||||||||
Downward flowing water now pushes the player out.[more information needed] | ||||||||||
20100617-1531 | ![]() | |||||||||
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. | ||||||||||
20100618 | Water can now replace rails. | |||||||||
20100624 | Water now destroys plants, dropping as items. | |||||||||
Java Edition Alpha | ||||||||||
v1.0.2_02 | Fluids, including water, have been slightly tweaked. | |||||||||
v1.0.5_01 | Water can now freeze into ice. | |||||||||
v1.2.6 | Lakes, which contain water, have been added. | |||||||||
Java Edition Beta | ||||||||||
1.6 | Test Build 3 | Rain and snow no longer fall through water. | ||||||||
Water sources now form over glass. | ||||||||||
1.8 | Pre-release | ![]() | ||||||||
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 | ||||||||||
1.0.0 | Beta 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 4 | Added Respiration and Aqua Affinity enchantments, which allow more breathing time in water and normal digging speed in water. | |||||||||
Beta 1.9 Prerelease 5 | Now flowing downward creates source blocks[verify] | |||||||||
RC1 | ![]() ![]() | |||||||||
1.1 | 12w01a | ![]() #E0FFAE The water color in swampland is now less intense. | ||||||||
1.2.1 | 12w04a | Added desert wells, which contain water. | ||||||||
1.3.1 | 12w17a | The ability to bring water using ice into the Nether has been removed. | ||||||||
12w21a | Dispensers have been given the ability to shoot out fluids, including water, inside water buckets. They can also collect the fluids if activated again. | |||||||||
1.4.2 | 12w38a | The 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. | ||||||||||
1.4.4 | 1.4.3 | Water of any depth now negates all fall damage. Players and mobs no longer die from great heights in shallow water.[7] | ||||||||
1.5 | 13w02a | ![]() ![]() | ||||||||
13w03a | A water source block now forms if there is another water source block below it. | |||||||||
13w04a | Flowing water no longer slows the player down when flying in Creative mode.[verify] | |||||||||
Flowing water no longer pushes players when flying. | ||||||||||
1.6.1 | 13w17a | Water lakes no longer generate in deserts. | ||||||||
1.7.2 | 13w36a | ![]() #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, ice and portals are now visible through each other. This also now allows water's inside faces to be visible from outside. | ||||||||||
13w42a | ![]() ![]() | |||||||||
1.7.4 | 13w47a | Water's internal top face has been readded.[8] | ||||||||
13w48a | ![]() ![]() | |||||||||
1.9 | 15w43b | When viewed through glass, water now appears as a solid blue color, as opposed to a downward flowing water texture.[11] | ||||||||
1.11 | 16w39a | Water now generates in woodland mansions. | ||||||||
1.12 | 17w06a | Water now hardens concrete powder into concrete, on contact. | ||||||||
1.13 | 18w07a | Items now float in water. | ||||||||
The player's underwater visibility has been changed - the longer a player stays underwater, the better they can see. | ||||||||||
18w10a | Underwater visibility now depends on the biome the player is in. | |||||||||
18w10c | Water can now be placed in the same block as chests, trapped chests, stairs, slabs, fences, walls, iron bars and glass panes. | |||||||||
18w10d | Water 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] | |||||||||
![]() ![]() ![]() ![]() | ||||||||||
![]() #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] | ||||||||||
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. | ||||||||||
18w19a | Experience orbs now float in water.[14] | |||||||||
pre3 | ![]() #617B64 water color in swamp hills now the same as in swamp. | |||||||||
pre7 | Pressing the jump button in flowing water at level=1 , level=2 and level=3 now do normal jumps instead of swimming up. | |||||||||
1.15 | 19w34a | Added bees, which get damaged while in water. | ||||||||
19w35a | Bees now try to avoid water. | |||||||||
1.17 | 20w45a | Flowing water no longer breaks rails. | ||||||||
21w06a | Aquifers, large bodies of water in caves, have been added. | |||||||||
21w07a | Aquifers generate less often. | |||||||||
21w08a | Water springs are now able to generate below Y=0. | |||||||||
21w10a | The FOV shrinking effect now respects the "FOV Effects" accessibility slider.[15] | |||||||||
21w15a | All changes to water generation from 21w06a to 21w08a have been reverted. | |||||||||
Pre-release 2 | Smooth lighting now works properly underwater.[16] | |||||||||
1.18 | Experimental Snapshot 1 | ![]() | ||||||||
All changes to water generation in the 1.17 snapshots have been reintroduced. | ||||||||||
21w40a | Water lakes no longer generate. | |||||||||
1.19 | Deep Dark Experimental Snapshot 1 | Water can now generate as part of ancient cities. | ||||||||
22w14a | ![]() | |||||||||
1.19.3 | 22w44a | Added the game rule waterSourceConversion , which disables the formation of new water source blocks when set to false . | ||||||||
1.19.4 Experiment | 23w07a | ![]() | ||||||||
1.20.3 Experiment | 23w45a | Water now generates in trial chambers. | ||||||||
1.21.2 Experiment | 24w40a | ![]() | ||||||||
Pocket Edition Alpha | ||||||||||
Pre-release | ![]() | |||||||||
v0.1.0 | ![]() | |||||||||
v0.7.0 | ![]() | |||||||||
v0.9.0 | build 1 | ![]() | ||||||||
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. | ||||||||||
v0.10.0 | build 1 | Smooth lighting for water has been added. | ||||||||
A gradient effect has been added to water that increases its opacity with distance. | ||||||||||
![]() | ||||||||||
Flowing water can now push entities. | ||||||||||
build 7 | Running water now has sounds. | |||||||||
? | Water now destroys blocks.[more information needed] | |||||||||
v0.14.0 | build 1 | Dispensers 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 | ![]() | |||||||||
Pocket Edition | ||||||||||
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.[17] | ||||||||
1.1.0 | alpha 1.1.0.0 | Water 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. | |||||||||
1.2.13 | beta 1.2.13.5 | Water can now be placed in the same blocks as slabs and stairs. | ||||||||
1.4.0 | beta 1.2.14.2 | Water can now be placed in the same block as most transparent blocks, instead of slabs and stairs only. | ||||||||
beta 1.2.20.1 | ![]() | |||||||||
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] | |||||||||
1.14.0 | beta 1.14.0.1 | Added bees, which get damaged when touching water and try to avoid it. | ||||||||
1.16.100 | beta 1.16.100.51 | Experience orbs now float in water.[18] | ||||||||
1.20.60 Experiment | Preview 1.20.60.20 | Water now generates in trial chambers. | ||||||||
1.21.30 | Preview 1.21.30.21 | When something enters water, the splashing sound is now changed to match Java Edition. | ||||||||
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 | ![]() ![]() | |||
TU9 | Dispensers 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 | ![]() | |||||||||
Added desert wells, which contain water. | ||||||||||
TU19 | CU7 | 1.12 | 1.12 | 1.12 | Water of any depth now negates all fall damage. Players and mobs no longer die from great heights in shallow water. | |||||
TU25 | CU14 | 1.17 | 1.17 | 1.17 | Water can be used in custom superflats. It appears as a 3D block in the block selection screen of the custom superflat interface. | |||||
TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Water 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. | ||||||||||
TU53 | CU43 | 1.49 | 1.50 | 1.49 | Patch 23 | 1.0.3 | Water now hardens concrete powder into concrete, on contact. | |||
TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | Water now generates in woodland mansions. | |||
TU69 | 1.76 | 1.76 | 1.76 | Patch 38 | ![]() | |||||
The color of water changes depending on how close the player is. | ||||||||||
1.78 | 1.78 | 1.77 | The 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 | ![]() ![]() |
The specific instructions are: Old and older water splash sounds.
Data history
Java Edition | |||||||
---|---|---|---|---|---|---|---|
1.13 | 17w47a | Prior to The Flattening, these blocks' numeral IDs were 8 and 9. Both blocks have been merged into a single one. | |||||
18w10c | Removed flowing_water . |
-
The water and flowing water in Infdev 20100615.
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
-
This texture is subtly overlaid on the screen when underwater.
-
These bubbles appear above the hunger bar when the player's head is in water, and when all the bubbles pop, a heart of damage is dealt every second until the player is no longer entirely under water. As of Java Edition 1.21.2, this graphic is outdated.
Screenshots
-
Underwater particles, or "bubbles".
-
Water that is underground, but is still part of 2 different biomes. The color is split.
-
A glitch where water is invisible below its surface level.
-
Water flowing into a cave.
-
A view underwater.
-
Animated view of the Java edition water texture.
-
A naturally occurring waterfall.
-
An underwater ruin in Bedrock Edition that generated on land with a water block on top of it.
-
An underwater ruin in Java Edition that generated on land with a visible loot chest that is not waterlogged and doesn't have water on top of it.
-
A large lake, during a thunderstorm.
-
A coral reef at night, in a warm ocean biome.
-
Water may not always be updated at chunk borders when intersecting carvers.
-
A water flowing on lava lake, creating obsidian. The water was placed by a player.
-
Waterfalls made by a player.
-
Water flowing into the cave from nearby lake.
-
Ravine with multiple ores, water and lava falls, and stronghold bridge over it.
-
Different water colors in swamp biome.
-
A block of water, which is not flowing because of a glitch, besides a village farm.
See also
References
- ↑ MCPE-36793
- ↑ MC-136156
- ↑ MC-13187
- ↑ MC-202578 — resolved as "Works As Intended".
- ↑ MC-190053
- ↑ MCPE-84592
- ↑ MC-1644 — resolved as "Works As Intended".
- ↑ MC-35658
- ↑ MC-40621
- ↑ MC-190053
- ↑ MC-35790
- ↑ MC-200838
- ↑ MC-128558
- ↑ MC-125550
- ↑ MC-214629
- ↑ MC-68129 — resolved as "Fixed".
- ↑ a b MCPE-11140
- ↑ MCPE-64039
- ↑ MC-241000 — resolved as "Invalid".
- ↑ MC-128337
- ↑ MC-83369
External links
- Block of the Week: Water – Minecraft.net on July 14, 2017