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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, and any other water colors not yet rendered (excluding trans-biome transitional colors)
Partial (-1 to light)
See § Data values
|— Duncan Geere|
- 1 Appearance
- 2 Obtaining
- 3 Behavior
- 4 Data values
- 5 Achievements
- 6 Advancements
- 7 Videos
- 8 History
- 9 Issues
- 10 Trivia
- 11 Gallery
- 12 See also
- 13 References
In the Bedrock Edition, it may be obtained as an item via inventory editing.[Bedrock Edition only]
- 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.
The button for swimming is the same as the button for jumping; players and mobs will sink slowly in water, unless swimming. Holding the swim button will raise the player through the water, and when the surface is reached, the player will bob up and down.
Swimming in water is considerably slower against currents (see Current below), but faster when going with the current.
Most mobs that can stand will also swim any time they are in water, except for iron golems and undead mobs.
Water will spread 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.
Spreading water will extinguish fire and wash 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.
A water source block will be 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, where collecting a source block will cause another source block to immediately form at the same location. Using this, it is possible to create pools of still water by placing water source blocks in a confined area.
Dispensers loaded with a filled bucket will place a water source block in an empty block in front of them when activated. A dispenser loaded with an empty bucket and a water source right in front of it will suck 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 will melt back into water source blocks (except in the Nether). Ice will revert to water when broken if there is a water block underneath.
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 4 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 the current in that block will be south-southeast, because 2 southward flows (in and out) are combined with only 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 will float into it rather than continuing in a straight line.
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 will diffuse sky light, causing it to fade out as it travels downwards. 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 terrain.
- 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 and have a blue color.
- Cold oceans have a dark indigo color.
- Frozen oceans, frozen rivers have a dark purple color.
- Swamps have a light and dull green-gray color.
- Other biomes not listed above has a blue color.
|Biome||Water Surface Color||Water Fog Color||Water Fog Distance||Water Surface Transparency|
|Mushroom Field Shore||#818193||#818193||-||-|
|Birch Forest Hills||#0a74c4||#0a74c4||-||-|
|Snowy Taiga Hills||#245b78||#245b78||-||-|
|Giant Tree Taiga||#2d6d77||#2d6d77||-||-|
|Giant Tree Taiga Hills||#286378||#286378||-||-|
|Warm Deep Ocean||#02B0E5||#0686ca||60||-|
|Lukewarm Deep Ocean||#0D96DB||0e72b9||60||-|
|Cold Deep Ocean||#2080C9||#185390||60||-|
|Frozen Deep Ocean||#2570B5||#1a4879||60||-|
(Biome not listed above)
Water and lava
Slower mining speed
Players with their head underwater take 5 times the normal amount of time to mine blocks while standing on the ground, or 25 times while not on the ground. However if they are wearing a helmet with the Aqua Affinity enchantment, mining underwater will take the same time as on land while on the ground, and 5× time while not on the ground.
Players and mobs (except fish, turtles, dolphins, squid, guardians, elder guardians, skeletons, drowned, wither skeletons, skeleton horse, zombie villager and iron golems) have a breath meter that lasts 15 seconds. After they run out of breath, they will take 2 () drowning damage every second until they die or surface.
Each level of the Respiration enchantment will add 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 2⁄3 damage/second with Respiration II, and 60 seconds and an average of 1⁄2 damage/second with Respiration III.
Hardening concrete powder
When a dry sponge comes into contact with a water source or flowing block, it will be turned into a wet sponge and all of the water within 3 to 5 blocks in all directions will be absorbed. Kelp and lily pads within the absorbed water blocks will be destroyed and drop as items, and seagrass will be destroyed without dropping anything. Mobs that take damage out of water will be 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 will remove the flowing water in the area of effect, but as the flow from the source resumes it will not be affected by the 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 will be absorbed first). The absorption only propagates from water to water and won't "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.
|Water||Name ID||Numeric ID|
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 will change to 'flowing', update its level, then change 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.
If bit 0x8 is set, this liquid is "falling" and only spreads downward. At this level, the lower bits are essentially ignored, since 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.
|Name||Default value||Allowed values||Description|
|level||Water source block.|
|The distance from a water source or falling water block.|
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.
|Name||Default value||Allowed values||Description|
|Name||Default value||Allowed values||Description|
|falling||True for falling water, false for water with a block below.|
|level||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)|
|Free Diver||Stay 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 One||Yes||Yes||Yes||20G||Silver|
|I'm a Marine Biologist||Collect a fish in a bucket||Use a water bucket (or an empty bucket[Bedrock Edition only]) on any fish mob to collect it.||No||Alt||Yes||No||20G||—|
|Sleep with the Fishes||Spend a day underwater||Spend 20 minutes underwater without any air.||Xbox 360||Yes||Yes||Wii U||30G||Silver|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Internal ID|
|Tactical Fishing||Catch a fish... without a fishing rod!||Fishy Business||Use a water bucket on a fish mob to get a bucket of fish.|
|Changed the player's underwater visibility - the longer a player stays underwater, the better they will be able to see.}}
|Java Edition pre-Classic|
|rd-161348||The texture for water can now be found within the game.|
|Java Edition Classic|
|0.0.12a||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, 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||Water is now transparent.|
|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||The texture for water was changed, adding animation.|
|Sponges added, which remove water.|
|Java Edition Indev|
|0.31||January 13, 2010||Finite 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 2⁄3 probability to evaporate and a 1⁄3 probability to copy.|
|January 14, 2010||Added the infinite water source block to the inventory.|
|January 22, 2010||Water now spawns in level generation as springs and lakes.|
|February 1, 2010, 1||Water texture is now seen when underwater.|
|Java Edition Infdev|
|June 15, 2010||Water now flows.|
|Added water buckets.|
|Java Edition Alpha|
|v1.0.2_02||Tweaked liquids slightly.|
|v1.2.6||Lakes were added.|
|Java Edition Beta|
|1.5||Dropped 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 will also be 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.|
|1.0.0||Beta 1.9 Prerelease||Added a texture color for water in the swamp biome.|
|Beta 1.9 Prerelease 4||Respiration 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 will 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.|
|1.3.1||12w15a||Dispensers were given the ability to shoot out the liquids inside water buckets. They could also collect the liquids if activated again.|
|12w17a||Removed ability to bring water using ice into the Nether.|
|1.4.2||12w38a||Changed sound when jumping and swimming in water.|
|The sound of flowing water is now continuous.|
|The water overlay is a more saturated blue.|
|1.4.4||1.4.3-pre||Changed falling damage rule. Players and mobs will now no longer die from great heights in shallow water.|
|1.5||13w02a||The 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.|
|13w03a||Water source blocks form even if there isn't a solid block under them.|
|13w04a||Flowing water in Creative mode no longer slows the player down when flying.|
|1.6.1||13w17a||Water lakes don't generate in deserts anymore.|
|1.7.2||13w36a||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.|
|1.8||14w25a||The 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.|
|1.9||15w43b||When viewed through glass, water appears as a solid blue color, as opposed to a downwards flowing water texture.|
|1.11||16w39a||Water now generates in woodland mansions.|
|1.12||17w06a||Water now hardens concrete powder into concrete, on contact.|
|1.13||17w47a||Prior to The Flattening, these blocks' numeral IDs were 8 and 9, and the item's 326.|
|18w07a||Items now float in water.|
|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||Can now be placed in ender chests, trapdoors, ladders, and signs.|
|18w15a||Players no longer receive a night vision effect while underwater.|
|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.|
|Added warm ocean, lukewarm ocean, frozen ocean and cold ocean texture colors for water in those biomes.|
|18w16a||When water spreads and would later turn into a source block, it will now immediately just place a source block.|
|pre7||Pressing the jump button in flowing water at |
|Pocket Edition Alpha|
|0.1.0||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.|
|0.7.0||Changed texture to new for all devices.|
|0.9.0||build 1||Added 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.|
|0.10.0||build 1||Added smooth lighting for water.|
|Water now uses a dark gray coloration in swamps.|
|Flowing water can now push entities.|
|build 7||Running water now has sounds.|
|?||Water now destroys blocks.|
|0.14.0||build 1||Dispensers can now shoot out water from water buckets. They can also suck up liquids directly adjacent to the side they are facing.|
|1.0.0||alpha 18.104.22.168||When viewed through glass, water appears as a solid blue color, as opposed to a downwards flowing water texture.|
|1.1.0||alpha 22.214.171.124||Water now generates in woodland mansions.|
|Water now hardens concrete powder into concrete, on contact.|
|?||Reverted the rendering change in 1.0 for an unknown reason.|
|1.2.13||beta 126.96.36.199||Water now can be placed in the same blocks as slabs and stairs.|
|1.4.0||beta 188.8.131.52||Water now can be placed in the same block as most transparent blocks, instead of slabs and stairs only.|
|beta 184.108.40.206||Water has a completely new look and it is now much easier to see above and underwater.|
|Items will 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.|
|Legacy Console Edition|
|TU1||CU1||1.0||Patch 1||Added water.|
|TU9||Dispensers 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.|
|TU31||CU19||1.22||Patch 3||Updated water splash sounds.|
|Most mobs can now swim in water.|
|TU69||1.76||Patch 38||Added warm ocean, lukewarm ocean, frozen ocean and cold ocean texture colors for water in those biomes.|
|1.78||Water's animation is now less smooth.|
|New Nintendo 3DS Edition|
- 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.
Water flowing into a cave.
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 air is refilled.
A large lake, during a thunderstorm.
- Issue tracker: