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Partial (-2 to light)



Blast resistance

500 (Flowing)
500 (Still)


This block can only be picked up using a bucket









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


A typical lake of water.

Water does not exist as an item, but can be collected by using a bucket on a full cauldron or water source block.

Natural generation

Water naturally generates in the Overworld to make oceans, lakes, rivers and springs. It also generates in village and desert wells, strongholds and woodland mansions.



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.

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 anytime they are in water, except for the iron golem.


Water will spread into nearby air blocks. Spreading water will extinguish fire and wash out plants, snow, torches, carpets, tripwire, rails, redstone and cobweb it flows into, dropping them as items.

Source blocks

A 2×2 infinite water source. Water can be taken from any corner.
A 3×1 infinite water source.
An L-shaped infinite water source.

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.

In snowy biomes, water source blocks have a chance to turn into ice, and reappear when ice melts (except in the Nether). Ice will revert to water when broken if there is a block underneath.


The current in a water block determines both what direction it will appear from its texture to be flowing, and what direction an entity such as a player or boat will float 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 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.


Under water, with and without the respiration enchantment.

Water reduces light by 2 for every block, in addition to normal dispersion, so visibility lowers as the water gets deeper.

There are three ways of increasing underwater visibility: using a helmet with the Respiration enchantment, or using potions of Night Vision or Water Breathing.

Water and lava

Water and lava can produce stone, cobblestone, or obsidian based on how they interact.

Damaging mobs

Water will damage endermen, snow golems, and blazes.

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 squid, guardians 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 (Heart.svg) 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 (Half Heart.svg)/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.

Hardening concrete powder

When water comes into contact with concrete powder, the powder hardens into solid concrete.


Water will be deleted when it comes into contact with a dry sponge.

Water Bucket

Water Bucket
Water Bucket.png









First appearances

See History

Data values

PC: dec: 326 hex: 146 bin: 101000110
PE: dec: 3258 hex: 1458 bin: 1010001018


PC: water_bucket
PE: bucket

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.

A water bucket will turn into an empty bucket when the player uses it or when a dispenser is activated, letting the water flow out of the bucket.

Water buckets can be used to fill cauldrons.

Data values


Block ID Name Numerical ID
Still Water water 9
Flowing Water flowing_water 8
Item ID Name Numerical ID
Water Bucket water_bucket 326

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.

Block data

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.

Block state

See also: Block states
Name Value Description

0 Water source block.
1–7 Height of the water, with 1 being highest.
Also represents the distance from a water source or falling water block.
8–15 Falling water.
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)
Xbox PS Pocket Nintendo
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Free Diver Stay underwater for 2 minutes. Xbox One Yes Yes Yes 20G Silver
Xbox 360 Alt 30G



rd-161348 The texture for water can now be found within the game.
0.0.12a Added water.
0.0.19a The texture for water was changed, adding animation.
Sponges added, which remove water.
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.
January 22, 2010 Water now spawns in level generation as springs and lakes.
June 15, 2010 Buckets can be used to place water.
1.2.6 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.
Official release
1.0.0 Beta 1.9-pre4 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.[2]
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.
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 Block IDs 8 (flowing water) and 9 (still water) were removed from the /give command.
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.
Pocket Edition Alpha
0.1.0 Added water. On older devices, the old water texture was used, whereas the newer animated texture was used on more modern devices.
0.7.0 Changed texture to new for all devices.
Added water buckets.
? 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.
Pocket Edition
1.1 build 1 Water now generates in woodland mansions.
Water now hardens concrete powder into concrete, on contact.
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 Pocket Edition, water is more realistic as its texture 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.