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Frozen Ocean Water.pngCold Ocean Water.pngOcean Water.pngLukewarm Ocean Water.pngWarm Ocean Water.pngSwamp Water.pngTaiga Water.pngMushroom Fields Water.png

Partial (-1 to light)



Blast resistance



Creates sources?


Flow distance


Flow speed

4 blocks/second

Data values
Flowing Water
dec: 08 hex: 8 bin: 1000
Still Water
dec: 09 hex: 9 bin: 1001
Namespaced ID

See § Data values

Duncan Geere Mojang avatar.png

You might not consider water a "block" as such, because you can't pick it up and put it in your inventory without the help of a distinctly circular bucket, but we make the rules and we say it's a block. So there.

Duncan Geere[1]

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

Natural generation[edit]

Water naturally generates in the Overworld to form oceans, lakes, rivers and springs. It also generates in villages, desert wells, strongholds, woodland mansions, and ocean monuments. Water never generates in the Nether and instantly disappears or "evaporates" into steam if placed there with a bucket. However, water can be placed in the Nether in a cauldron.

In Bedrock Edition, water also generates as part of underwater 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.

It is unknown whether this is intentional.[2] This is not the case in the Java Edition; if an underwater ruin generates on the surface, no water generates.[3] This also happens with shipwrecks.

Technically, water generates below layer 63 by replacing air blocks that are not part of a cave or other structure, although underwater caves and underwater ravines become flooded with water.


The textures in Bedrock Edition are somewhat different from those in Java Edition, shown here for comparison.

Water source texture in Bedrock.
Animated water texture in Java 1.13.


A typical lake of water.

Water blocks do not exist as items,‌[Java Edition only] but water can be collected by using a bucket on a water source block or a full cauldron.

In Legacy Console and Bedrock Editions, it may be obtained as an item via inventory editing.



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. As of the 1.13 update controls were changed, however, now the run button can be used to put the player in "swim mode" when the player is completely submerged in water, and the mouse can then be used to direct movement. 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. When not in swim mode, the jump and crouch buttons can be used to raise and lower the player through the water, significantly faster than in previous updates.

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 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.


water spread

Water spreads horizontally and downwards into nearby air blocks. Water can spread downwards until it reaches the bottom of the world, and 7 blocks away 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 to. For each direction, this weight is initially set to 999. Then, for every adjacent block it can flow into, it tries to find a way down reachable in four or less 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. At last, water spreads to 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, rails, redstone dust and some other redstone components, cobweb, end rods, mob heads, and flower pots.

Source blocks[edit]

A water source block is created from a flowing block that is horizontally next to 2 or more other source blocks, and sitting on top of a solid block or another water source block. This allows infinite water sources 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.

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.


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.

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.

Water blocks can cause a current downwards. 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 downwards) cause downward current on the above water block. Falling water blocks have a downward current by default.


In the 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.


Water has several colors, depending on the biome.

Java Edition[edit]

  • Warm oceans biome have a light green color.
  • Lukewarm oceans and jungles have a aquamarine color.
  • Regular oceans, most rivers, lakes, medium/lush (except jungles), neutral and other biomes have a blue color.
  • Cold oceans have a dark indigo color.
  • Frozen oceans and frozen rivers have a dark purple color.
  • Swamps have a light and dull green-gray color.
  • Other biomes not listed above have a blue color.
Biome Water surface color Water fog color Render
Plains #3F76E4 #050533 Plains Water JE.png
Swamp #617B64 #232317 Swamp Water JE.png
River #3F76E4 #050533 Plains Water JE.png
Ocean #3F76E4 #050533 Plains Water JE.png
Lukewarm Ocean #45ADF2 #041633 Lukewarm Ocean Water JE.png
Warm Ocean #43D5EE #041F33 Warm Ocean Water JE.png
Cold Ocean #3D57D6 #050533 Cold Ocean Water JE.png
Frozen River #3938C9 #050533 Frozen Ocean Water JE.png
Frozen Ocean #3938C9 #050533 Frozen Ocean Water JE.png

Bedrock Edition[edit]

Biome Water Surface Color Water Fog Color Water Fog Distance Water Surface Transparency Render
Sunflower Plains


#44AFF5 #44AFF5 - - Plains Water.png
Desert #32A598 #32A598 - - Desert Water.png
Mountains #007BF7 #007BF7 - - Mountains Water.png
Forest #1E97F2 #1E97F2 - - Forest Water.png
Flower Forest #20A3CC #20A3CC - - Flower Forest Water.png
Taiga #287082 #287082 - - Taiga Water.png
Taiga Mountains #1E6B82 #1E6B82 - - Taiga Mountains Water.png
Swamp #4c6559 #4c6559 8 1.0 Swamp Water.png
Swamp Hills #4c6156 #4c6156 8 1.0 Swamp Hills Water.png
River #0084FF #0084FF 30 - River Water.png
Nether #905957 #905957 - - Nether Water.png
The End #62529e #62529e - - The End Water.png
Frozen River #185390 #185390 20 - Frozen River Water.png
Snowy Tundra

Ice Spikes

#14559b #14559b - - Ice Spikes Water.png
Snowy Mountains #1156a7 #1156a7 - - Snowy Mountains Water.png
Mushroom Fields #8a8997 #8a8997 - - Mushroom Fields Water.png
Mushroom Field Shore #818193 #818193 - - Mushroom Field Shore Water.png
Beach #157cab #157cab 60 - Beach Water.png
Desert Hills #1a7aa1 #1a7aa1 - - Desert Hills Water.png
Wooded Hills #056bd1 #056bd1 - - Wooded Hills Water.png
Taiga Hills #236583 #236583 - - Taiga Hills Water.png
Mountain Edge #045cd5 #045cd5 - - Mountain Edge Water.png

Bamboo Jungle

#14A2C5 #14A2C5 - - Jungle Water.png
Jungle Hills

Modified Jungle Bamboo Jungle Hills

#1B9ED8 #1B9ED8 - - Jungle Hills Water.png
Jungle Edge #0D8AE3 #0D8AE3 - - Jungle Edge Water.png
Stone Shore #0d67bb #0d67bb - - Stone Shore Water.png
Snowy Beach #1463a5 #1463a5 50 - Snowy Beach Water.png
Birch Forest #0677ce #0677ce - - Birch Forest Water.png
Birch Forest Hills #0a74c4 #0a74c4 - - Birch Forest Hills Water.png
Dark Forest #3B6CD1 #3B6CD1 - - Dark Forest Water.png
Snowy Taiga

Snowy Taiga Mountains

#205e83 #205e83 - - Snowy Taiga Water.png
Snowy Taiga Hills #245b78 #245b78 - - Snowy Taiga Hills Water.png
Giant Tree Taiga

Giant Spruce Taiga Giant Spruce Taiga Hills

#2d6d77 #2d6d77 - - Giant Tree Taiga Water.png
Giant Tree Taiga Hills #286378 #286378 - - Giant Tree Taiga Hills Water.png
Wooded Mountains

Gravelly Mountains Gravelly Mountains+

#0E63AB #0E63AB - - Wooded Mountains Water.png
Savanna #2C8B9C #2C8B9C - - Savanna Water.png
Savanna Plateau

Shattered Savanna

#2590A8 #2590A8 - - Savanna Plateau Water.png
Badlands #4E7F81 #4E7F81 - - Badlands Water.png
Eroded Badlands

Wooded Badlands Plateau

#497F99 #497F99 - - Eroded Badlands Water.png
Badlands Plateau

Modified Badlands Plateau

#55809E #55809E - - Badlands Plateau Water.png
Ocean #1787D4 #1165b0 60 - Ocean Water.png
Deep Ocean #1787D4 #1463a5 60 - Ocean Water.png
Warm Ocean #02B0E5 #0289d5 60 0.55 Warm Ocean Water.png
Warm Deep Ocean #02B0E5 #0686ca 60 - Warm Ocean Water.png
Lukewarm Ocean #0D96DB #0a74c4 60 - Lukewarm Ocean Water.png
Lukewarm Deep Ocean #0D96DB #0e72b9 60 - Lukewarm Ocean Water.png
Cold Ocean #2080C9 #14559b 60 - Cold Ocean Water.png
Cold Deep Ocean #2080C9 #185390 60 - Cold Ocean Water.png
Frozen Ocean #2570B5 #174985 60 - Frozen Ocean Water.png
Frozen Deep Ocean #2570B5 #1a4879 60 - Frozen Ocean Water.png

(Biome not listed above)

#44AFF5 #44AFF5 15 0.65 Water.png

Water and lava[edit]

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

Damaging mobs[edit]

Water damages endermen, snow golems, and blazes, at a rate of 1♥ per half second.

Slower mining speed[edit]

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.


Players and mobs (except fish, turtles, dolphins, squid, guardians, elder guardians, undeads and iron golems) have a breath meter that lasts 15 seconds. After they run out of breath, they take 2♥ drowning damage every second until they die or surface.

Dolphins are a special case in 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 grant an x/(x+1) chance (where x is the Respiration level) of not taking damage after that time: 30 seconds and an average 1♥/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.

Hardening concrete powder[edit]

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 of the 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 towards 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).


Water above a non-transparent block (does not include stairs, fences, and slabs) produces dripping particles on the underside of that block. These droplets are purely aesthetic.


Particle note.png
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: Missing half the splashing sounds
Sound Subtitle Namespaced ID Subtitle ID Source Pitch Volume Attenuation distance
Water flows block.water.ambient subtitles.block.water.ambient ? ? ? 16
Splashing entity.generic.splash subtitles.entity.generic.splash ? ? ? 16
Swimming entity.generic.swim subtitles.entity.generic.swim ? ? ? 16
No subtitle ambient.underwater.enter (Plays as the player's head enters water) ? ? 0.8 16
No subtitle ambient.underwater.exit (Plays as the player's head exits water) ? ? 0.5 16

Data values[edit]


Java Edition:

Water Namespaced ID
Block water
Flowing fluid flowing_water
Item water_bucket

Bedrock Edition:

Water Namespaced ID Numeric ID
Block water 9
Updating block flowing_water 8
Item bucket 325

Water spends most of its time as stationary, rather than 'flowing' – regardless of its level, or whether it contains a current downwards 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, lakes, 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.

Block data[edit]

If bit 0x8 is set, this liquid is "falling" and spreads only downward. At this level, the lower bits are essentially ignored, because this block is then at its highest fluid level.

The lower three bits are the fluid block's level. 0x0 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: 0x1 is next highest, 0x2 lower, on through 0x7, the lowest fluid level. Along a line on a flat plane, water drops one level per meter from the source.

Block states[edit]

Java Edition:

Name Default value Allowed values Description
level0 0Water source block.
The distance from a water source or falling water block.
Falling water.
This level is equal to the falling water above, and if it's non-falling, equal to 8 plus the level of the non-falling water above it.

Bedrock Edition:
Water and flowing water

Name Default value Allowed values Description
liquid_depth0 0Water source block.
The distance from a water source or falling water block.
Falling water.
This level is equal to the falling water above, and if it's non-falling, equal to 8 plus the level of the non-falling water above it.

Fluid states[edit]

Java Edition:

Name Default value Allowed values Description
Always false.

Flowing water

Name Default value Allowed values Description
True for falling water, false for water with a block below.
Height of the water, 8 when the water is falling.


Icon Achievement In-game description Actual requirements (if different) Availability Xbox points earned Trophy type (PS)
Xbox PS Bedrock Nintendo
Free DiverStay underwater for 2 minutes.Drink a potion of water breathing that can last for 2 minutes or more, then jump into the water or sneak on a magma block underwater for 2 minutes.Xbox OneYesYesYes20GSilver
Xbox 360Alt30G
I'm a Marine BiologistCollect a fish in a bucketUse a water bucket (or an empty bucket in Bedrock Edition) on any fish mob to collect it.NoAltYesNo20G
Marine BiologistPS4Bronze
Sleep with the FishesSpend a day underwaterSpend 20 minutes underwater without any air.Xbox 360YesYesWii U30GSilver


Icon Advancement In-game description Parent Actual requirements (if different) Internal ID
Advancement-plain-raw.png Tactical FishingCatch a fish... without a fishing rod!Fishy BusinessUse a water bucket on a fish mob to get a bucket of fish.minecraft:husbandry/tactical_fishing


This page would benefit from the addition of more images.
Please remove this notice once you've added suitable images to the article. The specific instructions are: Pre-Update Aquatic swamp water from Bedrock Edition
Java Edition Classic
0.0.12aWater Revision 1.png Added water. At this time, water would flow to any available space below or besides it and create 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.
0.0.12a_01Water is now translucent.[verify]
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.
0.0.19aWater Revision 2.png The texture for water was changed, adding animation.
Sponges added, which remove water.
0.30 While water generated in worlds use the newer animated texture, water surrounding the world border uses the old texture.
Java Edition Indev
0.31? Water outside of world borders now use the animated water texture.
January 13, 2010Finite water now exists.
Oceans now have infinite water.
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.
January 14, 2010Added the infinite water source block to the inventory.
January 22, 2010Water now spawns in level generation as springs and lakes.
February 1, 2010, 1Water texture is now seen when underwater.
Java Edition Infdev
June 15, 2010Water now flows.
Added water buckets.
Java Edition Alpha
v1.0.2_02Tweaked liquids slightly.
v1.2.6Lakes were added.
Java Edition Beta
1.5Dropped items in flowing water now move faster.
1.6?Rain and snow no longer fall through water.
1.8?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 very, very 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.
Two biomes were added that are almost all water: ocean and river.
Java Edition
1.0.0Beta 1.9 PrereleaseSwamp Water Revision 1.png Added a texture color for water in the swamp biome.
Beta 1.9 Prerelease 4Respiration and Aqua Affinity enchantments added, which allow more breathing time in water and normal digging speed in water.
?One-block ceilings of opaque blocks immediately below water have a "leak" particle effect (as with lava), alerting the player that digging that block will unleash a torrent of water. Glass or any other transparent block is exempt from this.
1.3.112w15aDispensers were given the ability to shoot out the liquids inside water buckets. They could also collect the liquids if activated again.
12w17aRemoved ability to bring water using ice into the Nether.
1.4.212w38aChanged sound when jumping and swimming in water.
The sound of flowing water is now continuous.
The water overlay is a more saturated blue. falling damage rule. Players and mobs no longer die from great heights in shallow water.[4]
1.513w02aThe texture of water is now accessible. Before, the texture was hidden in the code and not accessible by any normal bases.
Water texture was changed slightly to make the ripple effect less visible.
13w03aWater source blocks form even if there isn't a solid block under them.
13w04aFlowing water in Creative mode no longer slows the player down when flying.
1.6.113w17aWater lakes don't generate in deserts anymore.
1.7.213w36aWater pools now generate in the new desert M biome.
Oceans are much smaller.
13w41aWater, ice and portals are now visible through each other.
1.814w25aThe item forms of Block IDs 8 (flowing water) and 9 (still water) were removed from the game. They can no longer exist in inventories, only as a placed block.
1.915w43bWhen viewed through glass, water appears as a solid blue color, as opposed to a downwards flowing water texture.[5]
1.1116w39aWater now generates in woodland mansions.
1.1217w06aWater now hardens concrete powder into concrete, on contact.
1.1317w47aPrior to The Flattening, these blocks' numeral IDs were 8 and 9, and the item's 326.
18w07aItems now float in water.
Changed the player's underwater visibility - 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.
18w10dCan now be placed in ender chests, trapdoors, ladders, and signs.
18w15aPlayers no longer receive a night vision effect while underwater.
Water.png Swamp Water JE.png Water texture changed.
Water now blocks 1 light level per block instead of 3.
Changed biome dependent water colors.
Water's animation is now less smooth.
Warm Ocean Water JE.png Lukewarm Ocean Water JE.png Frozen Ocean Water JE.png Cold Ocean Water JE.png Added warm ocean, lukewarm ocean, frozen ocean and cold ocean texture colors for water in those biomes.
18w16aWhen water spreads and would later turn into a source block, it now immediately places a source block.
pre7Pressing the jump button in flowing water at level=1, level=2 and level=3 now do normal jumps instead of swimming up.
Pocket Edition Alpha
0.1.0Water Revision 1.png Added water. On older or much newer devices, the old water texture was used, whereas the newer animated texture was used on intermediately modern devices.
0.7.0Water Revision 2.png Changed texture to new for all devices.
0.9.0build 1Added water dripping particles.
Lakes were added.
Water can now be found in the farms and wells of villages.
Two biomes were added that are almost all water: ocean and river.
Water pools now generate in the new desert M biome.
0.10.0build 1Added smooth lighting for water.
Water now uses a dark gray coloration in swamps.
Flowing water can now push entities.
build 7Running water now has sounds.
?Water now destroys blocks.
0.14.0build 1Dispensers can now shoot out water from water buckets. They can also suck up liquids directly adjacent to the side they are facing.
Pocket Edition
1.0.0alpha viewed through glass, water appears as a solid blue color, as opposed to a downwards flowing water texture.[6]
1.1.0alpha now generates in woodland mansions.
Water now hardens concrete powder into concrete, on contact.
Bedrock Edition
?Reverted the rendering change in 1.0 for an unknown reason.
1.2.13beta now can be placed in the same blocks as slabs and stairs.
1.4.0beta now can be placed in the same block as most transparent blocks, instead of slabs and stairs only.
beta Water.pngDesert Water.pngMountains Water.pngForest Water.pngFlower Forest Water.pngTaiga Water.pngTaiga Mountains Water.pngSwamp Water.pngSwamp Hills Water.pngRiver Water.pngNether Water.pngThe End Water.pngFrozen River Water.pngIce Spikes Water.pngSnowy Mountains Water.pngMushroom Fields Water.pngMushroom Field Shore Water.pngBeach Water.pngDesert Hills Water.pngWooded Hills Water.pngTaiga Hills Water.pngMountain Edge Water.pngJungle Water.pngJungle Hills Water.pngJungle Edge Water.pngStone Shore Water.pngSnowy Beach Water.pngBirch Forest Water.pngBirch Forest Hills Water.pngDark Forest Water.pngSnowy Taiga Water.pngSnowy Taiga Hills Water.pngGiant Tree Taiga Water.pngGiant Tree Taiga Hills Water.pngWooded Mountains Water.pngSavanna Water.pngSavanna Plateau Water.pngBadlands Water.pngEroded Badlands Water.pngBadlands Plateau Water.pngOcean Water.pngWarm Ocean Water.pngLukewarm Ocean Water.pngCold Ocean Water.pngFrozen Ocean Water.png Water now has a completely new look for every biome and it is now much easier to see above and underwater.
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 appears as its own top texture, as opposed to a downwards flowing water texture.[6]
Legacy Console Edition
TU1CU11.0Patch 1Added water.
TU9Dispensers were given the ability to shoot out the liquids inside water buckets. They could also suck up the liquids if activated again, but a bug prevented the empty bucket from being filled.
TU31CU191.22Patch 3Updated water splash sounds.
Most mobs can now swim in water.
TU691.76Patch 38Warm Ocean Water.png Lukewarm Ocean Water.png Frozen Ocean Water.png Cold Ocean Water.png Added warm ocean, lukewarm ocean, frozen ocean and cold ocean texture colors for water in those biomes.
1.78Water's animation is now less smooth.
New Nintendo 3DS Edition
0.1.0Added water.


Issues relating to "Water" are maintained on the bug tracker. Report issues there.


  • While underwater, the player's FOV (field of vision) is lowered by 10 to simulate light refraction.
  • The old water texture can still be found in the assets and is used in the game if the player is underwater.
  • Water does not prevent explosions from activating. This effect is due to water's very high blast resistance, causing it to absorb any normal blasts, with the exception of explosions from Underwater TNT.
  • If a player with the levitation debuff is touching water, the effects of levitation are completely negated.
  • Water has collision detection even if the coordinates exceed 8,388,608 blocks. Water can therefore be used to travel to the Far Lands without falling through the world.[7].
  • A glitch in Legacy Console Edition allows a water block to appear in the player's inventory.


See also[edit]