Partial (-1 to light)
See Data values
|“||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 Appearance
- 2 Obtaining
- 3 Behavior
- 4 Water Bucket
- 5 Data values
- 6 Advancements
- 7 Achievements
- 8 Videos
- 9 History
- 10 Issues
- 11 Trivia
- 12 Gallery
- 13 References
Water naturally generates in the Overworld to make oceans, lakes, rivers and springs. It also generates in village and desert wells, strongholds, woodland mansions and ocean monuments. In the 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.
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.
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 into nearby air blocks. Water spreads at the speed of 1 block every 5 game ticks, or 4 blocks per second. Spreading water will extinguish fire and wash out some kinds of plants, snow, torches, carpets, rails, some redstone circuit components, cobweb, end Rods, mob heads, and flower Pots it flows into, dropping them as items.
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 has several colors, depending on the terrain.
- Warm oceans (and deserts[Bedrock Edition only]) biome have a light green color
- Lukewarm oceans (and most warm/dry biomes[Bedrock Edition only]) have a light teal color
- Regular oceans, most rivers, lakes, medium/lush, neutral and other biomes and have a light blue color
- Cold oceans (and cold biomes[Bedrock Edition only]) have a dark indigo color
- Frozen oceans, frozen rivers (and all snow-covered/icy biomes[Bedrock Edition only]) have a dark purple color
- Swamps have a light and dull green-gray hue
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, drowned, 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
When a dry sponge is placed in, or next to, a water source block or a block with water flowing through it will be turned into a wet sponge and it then absorbs all of the water within 3 to 5 blocks in all directions. Kelp, in any of the blocks emptied of water by the sponge will be completely broken and its parts then drop as items. Lillypads in emptied blocks are dropped as items as well. Seagrass in any blocks emptied by a sponge are simply destroyed. 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.
The area of absorption varies depending on the layout of the water around the sponge. A sponge placed into water sources that are only one block deep will remove all of the water in a square area up to 4×4 blocks, but will also completely clear a 2×11 area. When placed in the middle of a 2×12 block area, one block of water at one end or the other will remain. When a sponge is placed into, or even just touching the top layer of, a volume of water blocks up to 4×4×4 they will be completely removed. Volumes larger than that will be cleared, but not completely. The blocks remaining will vary depending on the size and shape of the water block volume and the placement of the sponge(s).
dec: 3258 hex: 1458 bin: 1010001018
See Data values
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. Flowing water will not fill a bucket. Water buckets can also be filled by placing an empty one in the fuel slot of a furnace, and a wet sponge into the oven slot. The bucket will be filled when the smelting process is complete, which also leaves the sponge dry and ready to be reused.
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 be loaded with a water bucket, and when activated it will place a water block directly before it, emptying the bucket.
One water bucket can fill a cauldron, and using an empty bucket on a full cauldron will make a water bucket. Empty buckets cannot be filled from partly-filled cauldrons.
|Water||ID Name||Numeral 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.
In Bedrock Edition, buckets use data value to determine contents. Once used, each data value is set to 0 (Empty Bucket). If no data value is provided, data value is 0.
Bucket of Cod
Bucket of Salmon
Bucket of Tropical Fish
Bucket of Pufferfish
- 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.
- See also: Block states
|True for falling water, false for water flowing sideways.|
|Height of the water when |
|Always has a value of |
|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 create a bucket of fish.|
|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||No||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|
|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)||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.|
|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 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 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.|
|Now shows a water bucket as the icon when water is used as a layer in Superflat.|
|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.|
|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 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.|
|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.|
|1.0||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||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||beta 188.8.131.52||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.|
|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 grant 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.|
- 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 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 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.
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: