![]() |
VOOZH | about |
| Renewable | Yes |
|---|---|
| Transparent | JE: Partial (diffuses sky light) BE: Partial (diffuses sky light, -1 to light) |
| Luminance | No |
| Blast resistance | 100 |
| Tool | ๐ Image |
| Creates sources? | Yes |
| Flow distance | 7 blocks |
| Flow speed | 5 ticks/block |
| Map color |
|
{
"title": "Water",
"rows": [
{
"field": "Yes",
"label": "(link to Renewable resource article, displayed as Renewable)"
},
{
"field": "'''(link to JE article, displayed as JE)''': Partial <span style=\"font-size:smaller\">(diffuses sky light)</span><br>'''(link to BE article, displayed as BE)''': Partial <span style=\"font-size:smaller\">(diffuses sky light, -1 to light)</span>",
"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": "7 blocks",
"label": "Flow distance"
},
{
"field": "5 (link to tick article, displayed as ticks)/block",
"label": "Flow speed"
},
{
"field": "\n*<span style=\"white-space: nowrap;\"><span style=\"display: inline-block; background-color: rgb(64, 64, 255); border: 1px solid #888; border-radius: 0.3em; color: transparent; width: 1em; height: 1em; vertical-align: -0.36em; margin-right: -0.1em\"><br></span> 12 WATER</span>โ<sup class=\" nowrap Inline-Template \" title=\"\">[<i><span title=\"This statement only applies to Java Edition\">(link to Java Edition article, displayed as JE) only</span></i>]</sup>\n*(link to File:Blank.png article, displayed as link=|12px|middle) โ (link to #Bedrock Edition article, displayed as Water tint)โ<sup class=\" nowrap Inline-Template \" title=\"\">[<i><span title=\"This statement only applies to Bedrock Edition\">(link to Bedrock Edition article, displayed as BE) only</span></i>]</sup>",
"label": "(link to Map color article, displayed as Map color)"
}
],
"invimages": [
"Water Bucket"
],
"images": [
"Water.gif",
"Water BE.gif"
]
}
Water is a fluid that naturally generates abundantly in the Overworld.
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.
Water naturally generates in the Overworld to form oceans, rivers and springs. The water level is at layer 62 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:
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 โ 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.
Using a water bucket or a bucket of aquatic mob creates water (except in the Nether).
Ice and frosted ice blocks under brighter light levels melt into water source blocks (except in the Nether). Ice and frosted ice also create water when broken, but only if there is a movement-blocking block or fluid under it.
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.
Water movement efficiency is an attribute that affects movement speed when in contact with water. With the Depth Strider enchantment, water movement efficiency is increased by โ , including reducing the speed at which flowing water pushes the player when standing still.
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.
| 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 |
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 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.
A water source block can also be created from a flowing block that is adjacent to one source block horizontally and one vertically above the flowing block.
In Java Edition, the formation of new water sources blocks can be disabled when the game rule water_source_conversion 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 movement-blocking block or any fluid under it.
The spreading of water sources can be simulated using the plugin below:
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 flying in creative mode do not get pushed.
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 toward 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.
It is also possible for the water current to create horizontal directions beyond the possible 16 directions (i.e. cardinal directions that are multiples of 22.5 degrees) via falling current (typically the 32-direction "tertiary intercardinal direction" using directions bisecting the angle between the points on the 16-direction points of the compass, where the intermediate cardinal directions are multiples of 11.25 degrees but not multiples of 22.5 degrees, and rarely the 64-direction points). For instance, if a water block receives water from the north and sends downwards before flowing further to the west and borders a solid block on its east edge below the falling current, if the falling current that sends to the west is not obstructed by a solid block in that particular direction, then the falling current would be displayed as west by north (281.25 degrees clockwise, where 0 degrees indicates north), but the actual movement of the entity will not match the flowing direction and will remain westward. On the other hand, if a water block receives water from the north and sends downwards before flowing further both north and west, and borders a solid block on its east edge, then the northwest by north (326.25 degrees clockwise) falling current exits before the adjacent water blocks below it, and the entity movement direction would match the flowing direction instead.
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.
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.
Water damages endermen, snow golems, striders and blazes, at a rate of 1HP๐ ๐
per half second. Bees are also damaged at a rate of 1HP๐ ๐
per half second if they stay in water for more than 20 game ticks (1 second). If water comes into contact with a shulker or an enderman, the mob teleports away.
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 2HP๐ โค๏ธ
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.
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.
Each level of the Respiration enchantment grants an oxygen bonus of +1, which equates to 15 seconds to the breath meter, and grants an x/(x+1) chance (where x is the Respiration level) of not taking drowning damage after that time: 30 seconds and an average 1HP๐ ๐
/second with Respiration I, 45 seconds and an average of 2โ3 damage/second with Respiration II, and 60 seconds and an average of 1โ2 damage/second with Respiration III.
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, submerged mining speed is increased by 400%, negating this effect. Mining is still 5 times slower if not standing on the ground.
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 TNTโ[Minecraft Education only] or placing a falling block on top of a regular TNT block and then lighting it.
When water comes into contact with concrete powder, the powder hardens into solid concrete.
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 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).
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.
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.
Water irrigates all farmland within a distance of 4 blocks in every direction except upwards, 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 pads 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 uses a translucent animated texture that is tinted differently in different biomes. In Bedrock Edition, biome colors also appear on maps.
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.[3] However, it applies only to the top plane and four side planes; the bottom face is always unseen from above.[4]
When the camera is inside water, a special fog effect is applied. Initially, this fog is very dense and blocks almost 100% of the view, but it gradually changes to a static fog distance during 30 seconds. The color and view distance are dependent of the biome. The Night Vision and Conduit Power effects increase underwater visibility.
| Biome | Water color | Water fog color | Block |
|---|---|---|---|
| ๐ BiomeSprite plains.png: Sprite image for plains in Minecraft Default (biomes not listed below) |
#3F76E4 |
#050533 |
๐ Image |
| ๐ Image Swamp |
#617B64 |
#232317 |
๐ Image |
| ๐ Image Lukewarm Ocean ๐ Image Deep Lukewarm Ocean |
#45ADF2 |
#041633 |
๐ Image |
| ๐ Image Warm Ocean |
#43D5EE |
#041F33 |
๐ Image |
| ๐ Image Cold Ocean ๐ Image Deep Cold Ocean ๐ Image Snowy Taiga ๐ Image Snowy Beach |
#3D57D6 |
#050533 |
๐ Image |
| ๐ Image Frozen River ๐ Image Frozen Ocean ๐ Image Deep Frozen Ocean |
#3938C9 |
#050533 |
๐ Image |
| ๐ Image Meadow |
#0E4ECF |
#050533 |
๐ Image |
| ๐ Image Mangrove Swamp |
#3A7A6A |
#4D7A60 |
๐ Image |
| ๐ Image Cherry Grove |
#5DB7EF |
#5DB7EF |
๐ Image |
| ๐ Image Pale Garden |
#76889D |
#556980 |
๐ Image |
| ๐ Image Sulfur Caves |
#34BF89 |
#17543C |
๐ Image |
| ๐ Image Dappled Forest |
#375154 |
#375154 |
๐ Image |
When Vibrant Visuals is enabled, the graphics of water are greatly enhanced with various effects. The biome colors are not visible, but the surface is transparent. Deeper bodies of water create a blue tint on all objects, while single blocks of water appear almost invisible. When a surface underwater is hit by directional lighting (such as the sun and moon), animated and pixelated caustics are projected on the textures. Shadows can also be projected on water surfaces, but not underwater. Instead, the lack of caustics where normal shadows would render when directional lighting is being blocked, can be seen as shadows.
Unlike any other block, the water's surface can perfectly reflect all objects. Light sources, both emissive and directional, create glowing reflections. Reflections are only visible for objects currently rendered on the screen, except for clouds which are always rendered.
Volumetric fog is applied underwater, on top of the regular biome fog which is less visible. This greatly affects how light behaves underwater, with much more scattering and light shafts, and glowing fog effects around light sources.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| Noneโ[sound 5]โ | Ambient/Environment | When the player's eye level goes underwater | ambient.underwater.enter | Noneโ[sound 5]โ | 0.5 | 1.0 | 16 | |
| Noneโ[sound 5]โ | Ambient/Environment | When the player's eye level goes above water | ambient.underwater.exit | Noneโ[sound 5]โ | 0.3 | 1.0 | 16 | |
| Noneโ[sound 6]โ | Ambient/Environment | Randomly when underwater | ambient.underwater.loop | Noneโ[sound 6]โ | 0.65 | 1.0 | 16 | |
| Noneโ[sound 6]โ | Ambient/Environment | Randomly when underwater | ambient.underwater.loop.additions | Noneโ[sound 6]โ | 1.0 | 1.0 | 16 | |
| Noneโ[sound 6]โ | Ambient/Environment | Randomly when underwater | ambient.underwater.loop.additions.rare | Noneโ[sound 6]โ | varies [sound 1] | 1.0 | 16 | |
| Noneโ[sound 6]โ | Ambient/Environment | Randomly when underwater | ambient.underwater.loop.additions.ultra_rare | Noneโ[sound 6]โ | 1.0 [sound 2] | 1.0 | 16 | |
| โWater flows | Blocks | Randomly from flowing water | block.water.ambient | subtitles.block.water.ambientโ | 0.75โ1.0 | 0.5โ1.5 | 16 | |
| โSplashing | Entity-Dependent | When something enters water | entity.generic.splash | subtitles.entity.generic.splashโ | 0.0โ1.0 [sound 3] | 0.6โ1.4 | 16 | |
| โSwimming | Entity-Dependent | While something is moving through water | entity.generic.swim | subtitles.entity.generic.swimโ | 0.0โ1.0 [sound 3] | 0.6โ1.4 | 16 | |
| โBucket empties | Blocks | When water is placed with a bucket | item.bucket.empty | subtitles.item.bucket.emptyโ | 1.0 [sound 4] | 1.0 | 16 | |
| โBucket fills | Players | When water is collected with a bucket | item.bucket.fill | subtitles.item.bucket.fillโ | 1.0 | 1.0 | 16 | |
| โNone | Music | Randomly when underwater | music.under_water | Noneโ | 0.4 | 1.0 | 16 | |
empty1, which is 0.9
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| โ ? | Blocks | Randomly from flowing water | liquid.water | โ ? | 0.75โ1.0 | 0.5โ1.5 | |
| โ ? | Ambient/Environment | When a player or mob enters water. | entity.generic.splash | โ ? | ? | 0.6โ1.4 | |
| โ ? | Players | When the player's eye level goes underwater | ambient.underwater.enter | โ ? | ? | 1.0 | |
| โ ? | Players | When the player's eye level goes above water | ambient.underwater.exit | โ ? | ? | 1.0 | |
| โ ? | Players | While something is moving through water | random.swim | โ ? | ? | 0.6โ1.4 | |
| โ ? | Blocks | When water is placed with a bucket | bucket.empty_water | โ ? | 1.0 | 1.0 | |
| โ ? | Blocks | When water is collected with a bucket | bucket.fill_water | โ ? | 1.0 | 1.0 | |
| โ ? | Music | Randomly when underwater | music.game.water | โ ? | 0.2 | 1.0 | |
| Name | Identifier | Form | Translation key |
|---|---|---|---|
| ๐ BlockSprite water.png: Sprite image for water in Minecraft Water | water | Block | block.minecraft.water |
| Fluid | Identifier | Fluid tags |
|---|---|---|
| ๐ BlockSprite water.png: Sprite image for water in Minecraft Water | water | water |
| ๐ BlockSprite water.png: Sprite image for water in Minecraft Flowing Water | flowing_water | water |
| Name | Identifier | Numeric ID | Form | Item ID[i 1] | Translation key |
|---|---|---|---|---|---|
| ๐ BlockSprite water.png: Sprite image for water in Minecraft Flowing Water | flowing_water | 8 | Block & Ungiveable Item[i 2] | Identical[i 3] | tile.flowing_water.name |
| ๐ BlockSprite water.png: Sprite image for water in Minecraft Water | water | 9 | Block & Ungiveable Item[i 2] | Identical[i 3] | tile.water.name |
| Name | Default value | Allowed values | Description |
|---|---|---|---|
| level | 0
| 0123456789101112131415 | Value 0 is used for water source blocks. Values from 1 to 7 are reversed compared to fluidstate level values: for example, a water block with a level 1 fluidstate will have a level 7 blockstate, a water block with a level 2 fluidstate will have a level 6 blockstate, and so on. Value 8 matches its fluidstate counterpart. Values above 8 can only be obtained with commands. For more informations about how water spreads, see fluid#Level. |
Bedrock Edition:
Water and flowing water
| Name | Metadata Bits | Default value | Allowed values | Values for Metadata Bits |
Description |
|---|---|---|---|---|---|
| liquid_depth | 0x10x20x40x8 | 0
| 0123456789101112131415 | 0123456789101112131415 |
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. |
Java Edition:
Water
| Name | Default value | Allowed values | Description |
|---|---|---|---|
| falling | false | truefalse | Always false, except for waterlogged copper grates (this is most likely a bug). |
Flowing water
| Name | Default value | Allowed values | Description |
|---|---|---|---|
| falling | false | truefalse | True for flowing water that has other water above itself. |
| level | 1 | 12345678 | Height of the water. 8 is used when falling is true. |
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| ๐ Image | ๐ Image | 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; or ride a nautilus/zombie nautilus underwater for 2 minutes. | 20 | Silver | |
| ๐ Image | ๐ Image | Sleep with the Fishes | Spend a day underwater. | Spend 20 minutes underwater without any air. Can be done with a conduit, water breathing potions, bubble columns, nautiluses, or zombie nautiluses. | 30 | Silver | |
| ๐ Image | ๐ Image | Stay Hydrated! | Place a Dried Ghast block into water | โ | 10 | Silver | |
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| ๐ Image ๐ Image | Stay Hydrated! | Place a Dried Ghast block into water | โ |
| ๐ Image ๐ Image | Tactical Fishing | Catch a Fish... without a Fishing Rod! | Use a water bucket on any fish mob. |
| ๐ Image ๐ Image | The Cutest Predator | Catch an Axolotl in a Bucket | Use a water bucket on an axolotl. |
| Java Edition Classic | |||||||
|---|---|---|---|---|---|---|---|
| 0.0.12a | May 18, 2009 | Notch mentions developing water.
| |||||
| ๐ Image Water is shown. | |||||||
| It was originally opaque. | |||||||
| release | ๐ Image 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, 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 | ๐ Image The model of water has been changed. | ||||||
| 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 | ๐ Image 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. Water or lava models were 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 | ๐ Image Changed model scale back to normal with 1% offset on all coordinates. | ||||||
| 0.27 SURVIVAL TEST | ๐ Image UV mapping on side faces now has 11% v offset up. | ||||||
| 0.28 | ๐ Image Fixed UV mapping. | ||||||
| Java Edition Indev | |||||||
| 0.31 | 20091223-0040 | ๐ Image Added the flowing water texture, which is now used on the sides of water. | |||||
| 20100106-2158 | Water part of the world boundary now uses the animated water texture. | ||||||
| 20100113-2015 | 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 2โ3 probability to evaporate and a 1โ3 probability to copy. | |||||||
| 20100122-2251 | Water now spawns in level generation as springs and lakes. | ||||||
| 20100131-2156 | The texture of water is now seen when underwater. | ||||||
| Swimming now creates bubble particles. | |||||||
| Java Edition Infdev | |||||||
| 20100227-1414 | Water no longer flows due to changes in chunk handling for infinite worlds.[verify] | ||||||
| 20100607 | ๐ Image UV mapping now has 1% uv offset on top and bottom faces and 1% u, 11% v offset on side faces. | ||||||
| 20100608 | ๐ Image Fixed UV mapping, once again. | ||||||
| 20100615 | ๐ Image 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 | ๐ Image Added vertex offset. | ||||||
| Water and flowing water now has visual connection to blocks. | |||||||
| Downward flowing water now pushes the player out.โ[more information needed] | |||||||
| 20100617-1531 | ๐ Image 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. | |||||||
| 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. | ||||||
| v1.0.4 | Water now freezes into ice. | ||||||
| v1.0.5 | Water can no longer freeze into ice. | ||||||
| v1.0.5_01 | Water now freezes into ice again. | ||||||
| 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. | |||||||
| 1.6.3 | Water that is 2 blocks deep no longer prevents fall damage. Players now need at least 3-block-deep water to prevent fall damage. | ||||||
| 1.8 | Pre-release | ๐ Image 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 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 | ๐ Image #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 | ๐ Image ๐ Image Faces on model now 0.1% moved to center to fix z-fighting on inner faces. | ||||||
| 1.1 | 12w01a | ๐ Image #E0FFAE The water color in swampland is now less intense. | |||||
| 1.2.1 | 12w04a | Added desert wells, which contain water. | |||||
| 12w07a | Water more effectively breaks fall damage | ||||||
| 1.3.1 | 12w17a | The ability to bring water using ice into the Nether has been removed. | |||||
| 12w18a | As a result of singleplayer being changed to an internal server, blocks spawned from contact between water and lava are no longer accompanied by smoke particles. | ||||||
| 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. | ||||||
| 12w24a | Fixed missing water movement sounds. | ||||||
| 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.[5] | |||||
| 1.5 | 13w02a | ๐ Image ๐ Image 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). | |||||
| 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 | ๐ Image #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 | ๐ Image ๐ Image 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 | ๐ Image ๐ Image Water's internal faces have been removed. This visually reverts water to its pre-13w41a appearance when seen from the outside. | ||||||
| 1.7.4 | 13w47a | Water's internal top face has been readded.[6] | |||||
| 13w48a | ๐ Image ๐ Image Water's internal side faces except the bottom face, have been readded.[7][8] | ||||||
| 1.8 | 14w04a | ๐ Image If water is set to render as the block inside of a minecart via commands or map editing, it now appears as this (previously it would be entirely invisible). | |||||
| 1.9 | 15w43b | When viewed through glass, water now appears as a solid blue color, as opposed to a downward flowing water texture.[9] | |||||
| 1.11 | 16w39a | Water now generates in woodland mansions. | |||||
| 1.12 | 17w06a | Water now hardens concrete powder into concrete, on contact. | |||||
| 1.13 | 17w47a | As part of The Flattening, the numeric IDs (8 and 9) of water have been removed. | |||||
| 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. | ||||||
Removed flowing_water. | |||||||
| 18w10d | Water can now be placed in ender chests, trapdoors, ladders, and signs. | ||||||
| 18w15a | ๐ Image #3F76E4 Added default water color. The textures of water have been changed from blue to grayscale.[10] | ||||||
| ๐ Image ๐ Image ๐ Image ๐ Image Added water colors for warm ocean, lukewarm ocean, frozen ocean and cold ocean. | |||||||
| ๐ Image #617B64 Water color in swampland has been changed. | |||||||
| ๐ Image #E0FFAE Water color in swampland hills is unchanged.[11] | |||||||
| Water now blocks 1 light level per block instead of 3. | |||||||
| Players no longer see underwater as clearly as if they had the Night Vision effect. | |||||||
| 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. | |||||||
| 18w19a | Experience orbs now float in water.[12] | ||||||
| pre3 | ๐ Image #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. | ||||||
| 1.14 | 19w14a | Blocks spawned from contact between water and lava are once again accompanied by smoke particles. | |||||
| 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.[13] | ||||||
| 21w15a | All changes to water generation from 21w06a to 21w08a have been reverted. | ||||||
| pre2 | Smooth lighting now works properly underwater.[14] | ||||||
| 1.18 | Experimental Snapshot 1 | ๐ Image Added water color in meadow. | |||||
| 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 now generates as part of ancient cities. | |||||
| 22w14a | ๐ Image Added water color in mangrove swamp. | ||||||
| 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 | ๐ Image Added water color in cherry grove. | |||||
| 1.20.3 Experiment | 23w45a | Water now generates in trial chambers. | |||||
| 1.21.2 Experiment | 24w40a | ๐ Image Added water color in pale garden. | |||||
| 26.2 | snap1 | ๐ Image Added water color in sulfur caves. | |||||
| Added sulfur pools and sulfur springs, which contain water. | |||||||
| 26.3 | snap1 | Added water color in dappled forest. | |||||
| Water now generates as part of abandoned camps. | |||||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| Pre-release | ๐ Image [verify] Added water. | ||||||
| v0.1.0 | ๐ Image 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 | ๐ Image [verify] The texture of water has been changed to the new texture for all devices. | ||||||
| v0.9.0 | build 1 | ๐ Image Water now uses a dark blue coloration in swamps. | |||||
| Water dripping particles have been changed. | |||||||
| Water lakes have been added. | |||||||
| Water can 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. | |||||||
| ๐ Image Water color in swampland has been changed. | |||||||
| Flowing water can now push entities. | |||||||
| build 7 | Running water now has sounds. | ||||||
| ? | Water now destroys blocks.โ[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 | ๐ Image Water now uses animated texture files. | ||||||
| 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.[15] | |||||
| 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. | ||||||
| 1.4.0 | beta 1.2.14.2 | Added waterlogging: water can now be placed in the same block as most transparent blocks. | |||||
| beta 1.2.20.1 | ๐ Image 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.[15] | |||||||
| 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.[16] | |||||
| 1.18.30 | Preview 1.18.30.21 | Flowing water no longer pushes players when flying. | |||||
| 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. | |||||
| 1.21.130 | Preview 1.21.130.26 | Light absorption in water has been changed from 2 to 1 units, to match Java Edition. | |||||
| 26.20 Experiment | Preview 26.20.23 | ๐ Image Added water color in sulfur caves. | |||||
| Added sulfur pools and sulfur springs, which contain water. | |||||||
| 26.40 Experiment | Preview 26.40.27 | Added water color in dappled forest. | |||||
| Water now generates as part of abandoned camps. | |||||||
| 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 | ๐ Image [verify] ๐ Image Added water. |
| 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 | ๐ Image Water now uses animated texture files. | ||||||
| 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. | ||
| Flowing water no longer pushes players when flying. | |||||||
| 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. | |
| Most mobs can now swim in water. | |||||||
| ? | ? | ? | ? | ? | ? | ? | One of the sound events for the water splashing sound has been changed back to use the old sound. As a result of this all entities, except players and hostile mobs that are not slimes or magma cubes now make the old sound again when falling into water.โ[more information needed] |
| 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 | ๐ Image 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. | |||||||
| 1.78 | 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 | ๐ Image [verify] ๐ Image Added water. | ||||||
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| โ ? | ? | ? | ? | โ ? | ? | ? | ? | |
Issues relating to "Water" are maintained on the bug tracker. Issues should be reported and viewed there.
| Fluids | |
|---|---|
| Fluids | |
| Related | |
| Synergic | |
| Buckets | |
| Bottle | |
| Containers | |