Partial (-2 to light)
|“||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.||„|
Water is a natural fluid.
- 1 Obtaining
- 2 Behavior
- 3 Water Bucket
- 4 Data values
- 5 Achievements
- 6 Videos
- 7 History
- 8 Issues
- 9 Trivia
- 10 Gallery
- 11 References
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 there. Using the sprint button does not increase swimming speed, despite widening the field of view; it will increase underwater walking speed, however, if the player is touching the ground[until 1.13].
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.
A water source block will be created from a flowing block that is next to 2 or more other source blocks, and sitting on top of a solid block or another water source block. This is the rule that makes infinite water sources work. 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 just in front of it will suck the source into the bucket when activated.
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.
Water reduces light by 2 for every block, in addition to normal dispersion, so visibility lowers as the water gets deeper.
In 1.13[upcoming], the Respiration enchantment and the potion of Water Breathing will no longer increase the player's underwater visibility. The visibility also changes depending on the biome the player is in, and water reduce light by 1 every block deep, so only night vision is needed for better underwater visibility. Also, players can now obtain underwater Night Vision by activating a conduit.
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, with the Aqua Affinity enchantment, mining speed will be faster, which is 1× time while on the ground, and 5× time while not on the ground.
Players and mobs (except fish, turtles, dolphins, squid, guardians, elder guardians, skeletons, wither skeletons, skeleton horse, zombie villager and iron golems) have a breath meter which lasts 15 seconds, after which they will take damage from drowning while their head is still below water, taking 2 () damage per second until they die.
Each level of the Respiration enchantment will add 15 seconds to the maximum time underwater, and will 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.
If a husk drowns underwater, it will start to shake and eventually turn into a zombie. If a zombie drowns underwater, it will start to shake (similar to when a zombie villager is being cured), and eventually turn into a drowned.
Hardening concrete powder
Water will be deleted when it comes into contact with a dry sponge.
A water bucket is bucket that is filled with water.
To fill an empty bucket with water, use it on a water source block. The block is consumed in the process. Water buckets can also be filled by smelting a wet sponge in a furnace, with an empty bucket in the fuel slot. The bucket will be filled when the smelting process is complete.
Using a full water bucket on a solid block will place a water source block against that block, emptying the bucket. In the Nether, however, the water will evaporate (meaning a water block will not be placed).
A dispenser can also empty a water bucket. When a dispenser with a water bucket inside is activated, the dispenser will place a water block and the bucket inside will revert to an empty bucket.
Water buckets can be used to fill cauldrons.
|Block||ID Name||Numerical ID|
|Item||ID Name||Numerical 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.
- See also: Data values
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.
- See also: Block states
|Water source block.|
|Height of the water, with 1 being highest.|
Also represents the distance from a water source or falling water block.
This level is equal to 8 plus the level of the non-falling water above it.
For instance a water of level 2 will produce falling water below it with level 10.
The distinction makes no difference in behavior.
|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.||Xbox One||Yes||Yes||Yes||20G||Silver|
| This page would benefit from the addition of one or more images.|
Please add a suitable image, then remove this notice. The specific instructions are: Pre-1.13 swamp water render, and 1.13+ ocean types/swamp water renders
|rd-161348||The texture for water can now be found within the game.|
|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 scap 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.|
|0.31 (January 13, 2010)||There is now finite water.|
|Oceans now have infinite water.|
|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.|
|0.31 (January 22, 2010)||Water now spawns in level generation as springs and lakes.|
|June 15, 2010||Buckets can be used to place water.|
|v1.2.6||Lakes were added.|
|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 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 suck up 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 do not 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.|
|Now shows a water bucket as the icon when water is used as a layer in Superflat.|
|1.9||15w43b||No longer shows the flowing animation when against glass or stained glass.|
|1.11||16w39a||Water now generates in woodland mansions.|
|1.12||17w06a||Water now hardens concrete powder into concrete, on contact.|
|Upcoming Java Edition|
|1.13||18w07a||Items now float in water.|
|18w08b||Water buckets can now be used to pick up fish mobs.|
|Changed the player's underwater visibility - the longer a player stays underwater, the better they will be able to see.|
|18w10a||Underwater visibility now depends on the biome the player is in.|
|18w10c||Water can now be placed in the same block as most of the semi-transparent blocks.|
|18w10d||Can now be placed in ender chests, trapdoors, ladders, and signs.|
|18w15a||Players no longer get night vision effect underwater.|
|Water texture changed.|
|Water now blocks 1 light level per block instead of 3.|
|Changed biome dependent colors.|
|18w16a||When water spreads and would later turn into a source block, it will now immediately just place a source block.|
|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.|
|Added water buckets.|
|0.7.4||Water buckets no longer stack to 64.|
|0.9.0||build 1||Added water dripping particles.|
|Lakes were added.|
|Water can 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 uses a dark gray coloration in swamps.|
|Flowing water can 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.|
|1.1||build 1||Water now generates in woodland mansions.|
|Water now hardens concrete powder into concrete, on contact.|
|1.2.13||build 1||Water now can be placed in the same blocks as slabs and stairs.|
|1.2.14||build 1||Water now can be placed in same block as most transparent block, instead of slab and stair only.|
|Water buckets can now be used to pick up fish mobs.|
|1.2.20||build 1||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 grant enhanced underwater visibility.|
|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.|
Issues relating to "Water" are maintained on the issue 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.
- In Bedrock Edition, the texture of water changes from turquoise to pale blue when viewed from far away.
- Water buckets can be used to break end portal blocks by placing the water on the side of a block corresponding to a side of an end portal block.
- Water will display a strange, glitchy flowing texture if adjacent to certain transparent blocks. Despite the glitchy appearance, this is actually a completely intentional feature.
- 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 is explosions from Underwater TNT.
The default water animation as it appears since the Redstone Update
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
- Issue tracker: MC-1644