Minecraft:Water: Difference between revisions
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| invimage = Water Bucket | | invimage = Water Bucket | ||
| renewable = Yes | | renewable = Yes | ||
| transparent = '''JE''': Partial <span style="font-size:smaller">(diffuses sky light)</span><br>'''BE''': Partial <span style="font-size:smaller">(diffuses sky light, -1 to light)</span> | | transparent = '''[[Minecraft:JE]]''': Partial <span style="font-size:smaller">(diffuses sky light)</span><br>'''[[Minecraft:BE]]''': Partial <span style="font-size:smaller">(diffuses sky light, -1 to light)</span> | ||
| light = No | | light = No | ||
| tool = bucket | | tool = bucket | ||
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== Obtaining == | == Obtaining == | ||
Water can be collected by {{ctrl|using}} a [[Minecraft:bucket]] on a water source block or a full water [[Minecraft:cauldron]], creating a water bucket. | Water can be collected by {{ctrl|using}} a [[Minecraft:bucket]] on a water source block or a full water [[Minecraft:cauldron]], creating a [[Minecraft:water bucket]]. | ||
{{IN|JE}}, water does not have a direct item form, but {{in|be}} it may be obtained as an item via inventory editing or add-ons. | {{IN|JE}}, water does not have a direct item form, but {{in|be}} it may be obtained as an item via inventory editing or add-ons. | ||
=== Natural generation === | === Natural generation === | ||
Water naturally generates in the [[Minecraft:Overworld]] to form | Water naturally generates in the [[Minecraft:Overworld]] to form [[Minecraft:ocean]]s, [[Minecraft:river]]s and [[Minecraft:spring]]s. The water level is at [[Minecraft:altitude|layer 62]] near oceans and rivers, but changes depending on location due to the [[Minecraft:aquifer]] system, filling some carvers, noise caves and canyons with water at different levels. Water also generates as small puddles on the floor next to [[Minecraft:dripstone cluster]]s, and as clay pools on the floor of [[Minecraft:lush caves]]. | ||
Water also generates in | Water also generates in [[Minecraft:village]]s, [[Minecraft:desert well]]s, [[Minecraft:stronghold]]s, [[Minecraft:woodland mansion]]s, [[Minecraft:ancient cities]], [[Minecraft:ocean monument]]s and [[Minecraft:trial chambers]] within various rooms. | ||
Water never generates in [[Minecraft:the Nether]] and instantly disappears if placed there with a water bucket. However, water can exist in the Nether in a [[Minecraft:cauldron]]. Water can also be placed in the Nether using [[Minecraft:commands]] such as {{cmd|setblock}} and {{cmd|fill}}. Although it does not naturally generate there, water can be placed and functions normally in [[Minecraft:the End]]. | Water never generates in [[Minecraft:the Nether]] and instantly disappears if placed there with a water bucket. However, water can exist in the Nether in a [[Minecraft:cauldron]]. Water can also be placed in the Nether using [[Minecraft:commands]] such as {{cmd|setblock}} and {{cmd|fill}}. Although it does not naturally generate there, water can be placed and functions normally in [[Minecraft:the End]]. | ||
{{IN|be}}, water also generates as part of ocean ruins with loot [[Minecraft:chest]]s, but only two water blocks generate: | {{IN|be}}, water also generates as part of [[Minecraft:ocean ruins]] with loot [[Minecraft:chest]]s, but only two water blocks generate: | ||
* One water block generates inside the loot chest, making it a waterlogged loot chest. | * One water block generates inside the loot chest, making it a [[Minecraft:waterlogged]] loot chest. | ||
* The other water block generates on top of the loot chest. | * The other water block generates on top of the loot chest. | ||
These water blocks generate even if the ruin is located on the surface.<ref>{{bug|MCPE-36793|||CR}}</ref> This is not the case in {{el|je}}; if an underwater ruin generates on the surface, no water generates.<ref>{{bug|MC-136156}}</ref> This also happens with | These water blocks generate even if the ruin is located on the surface.<ref>{{bug|MCPE-36793|||CR}}</ref> This is not the case in {{el|je}}; if an underwater ruin generates on the surface, no water generates.<ref>{{bug|MC-136156}}</ref> This also happens with [[Minecraft:shipwreck]]s. | ||
Water spends most of its time as stationary, rather than flowing – regardless of its level, or whether it contains a current downward 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, 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. | Water spends most of its time as stationary, rather than flowing – regardless of its level, or whether it contains a current downward 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, 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. | ||
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=== Post-generation === | === Post-generation === | ||
{{ctrl|Using}} a water bucket or a bucket of aquatic mob creates water (except in [[Minecraft:the Nether]]). | {{ctrl|Using}} a [[Minecraft:water bucket]] or a [[Minecraft:bucket of aquatic mob]] creates water (except in [[Minecraft:the Nether]]). | ||
[[Minecraft:Ice]] and frosted ice blocks under brighter light levels melt into water source blocks (except in [[Minecraft:the Nether]]). Ice and frosted ice also create water when broken, but only if there is a movement-blocking block or fluid under it. | [[Minecraft:Ice]] and [[Minecraft:frosted ice]] blocks under brighter light levels melt into water source blocks (except in [[Minecraft:the Nether]]). Ice and frosted ice also create water when broken, but only if there is a movement-blocking block or fluid under it. | ||
== Usage == | == Usage == | ||
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Swimming in water is considerably slower against currents (see [[#Current|Current]] below), but faster when going with the current. | Swimming in water is considerably slower against currents (see [[#Current|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 | Most mobs that can stand can also swim any time they are in water, except for [[Minecraft:iron golem]]s, [[Minecraft:piglin]]s, [[Minecraft:hoglin]]s, [[Minecraft:strider]]s, [[Minecraft:piglin brute]]s 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 of any depth prevents any entity, including the player, from sustaining falling damage if they fall into it, regardless of the distance fallen. | ||
Being inside of water also imparts a fog effect, tinted accordingly. | Being inside of water also imparts a [[Minecraft:fog]] effect, tinted accordingly. | ||
==== Water movement efficiency ==== | ==== Water movement efficiency ==== | ||
Water movement efficiency is an attribute that affects movement speed when in contact with water. With the Depth Strider enchantment, water movement efficiency is increased by ⅓, including reducing the speed at which flowing water pushes the player when standing still. | Water movement efficiency is an attribute that affects movement speed when in contact with water. With the [[Minecraft:Depth Strider]] enchantment, water movement efficiency is increased by ⅓, including reducing the speed at which flowing water pushes the player when standing still. | ||
=== Spreading === | === Spreading === | ||
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When spreading horizontally, a weight is assigned to every direction water can flow. For each direction, this weight is initially set to 1000. Then, for every adjacent block it can flow into it tries to find a way down that is reachable in four or fewer 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. Finally, water spreads in the directions with the lowest flow weight. | When spreading horizontally, a weight is assigned to every direction water can flow. For each direction, this weight is initially set to 1000. Then, for every adjacent block it can flow into it tries to find a way down that is reachable in four or fewer 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. Finally, water spreads in the directions with the lowest flow weight. | ||
Spreading water extinguishes [[Minecraft: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 | Spreading water extinguishes [[Minecraft: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 [[Minecraft:plant]]s (except trees), [[Minecraft:snow]], [[Minecraft:torch]]es, [[Minecraft:carpet]]s, [[Minecraft:redstone dust]] and some other redstone components, [[Minecraft:cobweb]], [[Minecraft:end rod]]s, [[Minecraft:head]]s, and [[Minecraft:flower pot]]s. | ||
==== Flow arrangement tables ==== | ==== Flow arrangement tables ==== | ||
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A water source block can also be created from a flowing block that is adjacent to one source block horizontally and one vertically above the flowing block. | A water source block can also be created from a flowing block that is adjacent to one source block horizontally and one vertically above the flowing block. | ||
{{IN|java}}, the formation of new water sources blocks can be disabled when the game rule {{cd|waterSourceConversion}} is set to {{cd|false}}. | {{IN|java}}, the formation of new water sources blocks can be disabled when the [[Minecraft:game rule]] {{cd|waterSourceConversion}} is set to {{cd|false}}. | ||
<gallery> | <gallery> | ||
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E2.A5.E7.E13.E$E3.A4.E7.E6.A6.E$E4.A3.E7.E13.E$E5.A2.E7.EA12.E$E6.A.E | E2.A5.E7.E13.E$E3.A4.E7.E6.A6.E$E4.A3.E7.E13.E$E5.A2.E7.EA12.E$E6.A.E | ||
7.E8.A4.E$E7.AE7.E6.A5.AE$10E7.15E! | 7.E8.A4.E$E7.AE7.E6.A5.AE$10E7.15E! | ||
GPS 4 COLOR on</nowiki></div> | [[Minecraft:GPS 4 COLOR on#3F76E4 T 0 "Press Play to spread sources" T 1 "" STOP 87 LABEL 15.5 20 16 "#P water sources (#F new)" ]]</nowiki></div> | ||
</div> | </div> | ||
</div> | </div> | ||
=== Current === | === Current === | ||
The current in a water block determines both the direction it appears to flow and the direction an entity such as a player or [[Minecraft:boat]] is pushed from that block. | The current in a water block determines both the direction it appears to flow and the direction an [[Minecraft:entity]] such as a player or [[Minecraft:boat]] is pushed from that block. | ||
Water with a current pushes players and [[Minecraft:mob]]s at a speed of about 1.39 meters per second, or 25 blocks every 18 seconds. Players that are flying in creative mode do not get pushed. | Water with a current pushes players and [[Minecraft:mob]]s at a speed of about 1.39 meters per second, or 25 blocks every 18 seconds. Players that are flying in creative mode do not get pushed. | ||
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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. | 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. | ||
[[File:Water flow with motion blocking.jpg|thumb|The upper water source block flows toward the bottom-left source block, but not the bottom-right, because [[glass]] blocks motion but [[Minecraft:ladder]]s do not.]] | [[File:Water flow with motion blocking.jpg|thumb|The upper water source block flows toward the bottom-left source block, but not the bottom-right, because [[glass]] [[Minecraft:blocks motion]] but [[Minecraft:ladder]]s do not.]] | ||
Normally, a water source block cannot have horizontal current unless it is actually able to flow into a neighboring block. However, a contained source block ''can'' have current toward a lower source block if the block that prevents its flow is not motion-blocking (see image). | Normally, a water source block cannot have horizontal current unless it is actually able to flow into a neighboring block. However, a contained source block ''can'' have current toward a lower source block if the block that prevents its flow is not [[Minecraft:motion-blocking]] (see image). | ||
Water blocks can create a downward current. 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 downward) cause downward current on the water block above. Falling water blocks have a downward current by default. | Water blocks can create a downward current. 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 downward) cause downward current on the water block above. Falling water blocks have a downward current by default. | ||
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=== Light === | === Light === | ||
{{IN|bedrock}}, every block of water reduces light by 1 extra level (in addition to the normal fading-out of light). {{IN|java}}, water does not cause any additional decrease for block light, but diffuses sky light, causing the light to fade with depth. | {{IN|bedrock}}, every block of water reduces [[Minecraft:light]] by 1 extra level (in addition to the normal fading-out of light). {{IN|java}}, water does not cause any additional decrease for block light, but diffuses sky light, causing the light to fade with depth. | ||
===Water and lava=== | ===Water and lava=== | ||
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=== Interactions with mobs === | === Interactions with mobs === | ||
==== Direct contact ==== | ==== Direct contact ==== | ||
Water damages endermen, snow | Water damages [[Minecraft:endermen]], [[Minecraft:snow golem]]s, [[Minecraft:strider]]s and [[Minecraft:blaze]]s, at a rate of {{hp|1}} per half second. [[Minecraft:Bee]]s are also damaged at a rate of {{hp|1}} per half second if they stay in water for more than {{convert|20|tick|second}}. If water comes into contact with a [[Minecraft:shulker]] or an [[Minecraft:enderman]], the mob teleports away. | ||
==== Drowning ==== | ==== Drowning ==== | ||
{{Main|Damage#Drowning}} | {{Main|Damage#Drowning}} | ||
Players and mobs (except aquatic | Players and mobs (except [[Minecraft:aquatic mob]]s, [[Minecraft:undead mob]]s and [[Minecraft:iron golem]]s) have a breath meter that lasts 15 seconds. After they run out of breath, they take {{hp|2}} drowning damage every second until they die, surface, or enter [[Minecraft:bubble column]]s. | ||
[[Minecraft:Dolphin]]s are a special case when it comes to drowning: they take drowning damage when underwater for about 4 minutes, but also take suffocation damage when in air for about 2 minutes. | |||
If a [[Minecraft:husk]] drowns underwater, it starts to shake and eventually becomes a [[Minecraft:zombie]]. If a [[Minecraft:zombie]] drowns underwater, it starts to shake and eventually transforms into a drowned. | If a [[Minecraft:husk]] drowns underwater, it starts to shake and eventually becomes a [[Minecraft:zombie]]. If a [[Minecraft:zombie]] drowns underwater, it starts to shake and eventually transforms into a [[Minecraft:drowned]]. | ||
===== Oxygen bonus ===== | ===== Oxygen bonus ===== | ||
Each level of the Respiration enchantment grants an oxygen bonus of +1, which equates to 15 seconds to the breath meter, and grants an x/(x+1) chance (where x is the Respiration level) of not taking drowning damage after that time: 30 seconds and an average {{hp|1}}/second with Respiration I, 45 seconds and an average of {{frac|2|3}} damage/second with Respiration II, and 60 seconds and an average of {{frac|1|2}} damage/second with Respiration III. | Each level of the [[Minecraft:Respiration]] enchantment grants an oxygen bonus of +1, which equates to 15 seconds to the breath meter, and grants an x/(x+1) chance (where x is the Respiration level) of not taking drowning damage after that time: 30 seconds and an average {{hp|1}}/second with Respiration I, 45 seconds and an average of {{frac|2|3}} damage/second with Respiration II, and 60 seconds and an average of {{frac|1|2}} damage/second with Respiration III. | ||
=== Submerged mining speed === | === Submerged mining speed === | ||
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, submerged mining speed is increased by 400%, negating this effect. Mining is still 5 times slower if not standing on the ground. | 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 [[Minecraft:Aqua Affinity]] enchantment, submerged mining speed is increased by 400%, negating this effect. Mining is still 5 times slower if not standing on the ground. | ||
=== Explosions === | === Explosions === | ||
Water does not prevent explosions from activating. Water has a high blast resistance, causing it to absorb any normal blasts, with the exception of explosions from [[Minecraft:underwater TNT]]{{only|education}} or placing a falling block on top of a regular TNT block and then lighting it. | Water does not prevent explosions from activating. Water has a high blast resistance, causing it to absorb any normal blasts, with the exception of explosions from [[Minecraft:underwater TNT]]{{only|education}} or placing a [[Minecraft:Falling Block|falling block]] on top of a regular TNT block and then lighting it. | ||
=== Hardening concrete powder === | === Hardening concrete powder === | ||
When water comes into contact with concrete powder, the powder hardens into solid [[Minecraft:concrete]]. | When water comes into contact with [[Minecraft:concrete powder]], the powder hardens into solid [[Minecraft:concrete]]. | ||
=== Sponges === | === Sponges === | ||
When a dry [[Minecraft:sponge]] comes into contact with a water source or flowing block, it becomes a wet [[Minecraft:sponge]], absorbing all water within 3 to 5 blocks in all directions. [[Minecraft:Kelp]] and lily | When a dry [[Minecraft:sponge]] comes into contact with a water source or flowing block, it becomes a wet [[Minecraft:sponge]], absorbing all water within 3 to 5 blocks in all directions. [[Minecraft:Kelp]] and [[Minecraft:lily pad]]s within the absorbed water blocks are destroyed and drop as items, and [[Minecraft: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. | Sponges do not absorb water from [[Minecraft: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 toward it). A sponge absorbs [[Minecraft: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). | 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 toward it). A sponge absorbs [[Minecraft:water]] around itself (water source blocks or flowing water) out to a [[Minecraft: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). | ||
=== Dripping === | === Dripping === | ||
[[File:WaterDropletsExample.png|thumb|Dripping water.]] | [[File:WaterDropletsExample.png|thumb|Dripping water.]] | ||
Water above a non-transparent block (except for stairs, fences, or slabs) produces dripping particles on the underside of that block. If a block of pointed dripstone hangs under any block directly beneath a water source, the drips can slowly fill up a [[Minecraft:cauldron]] placed underneath. Without the dripstone, a cauldron does not fill. | Water above a non-transparent block (except for stairs, fences, or slabs) produces dripping particles on the underside of that block. If a block of [[Minecraft:pointed dripstone]] hangs under any block directly beneath a water source, the drips can slowly fill up a [[Minecraft:cauldron]] placed underneath. Without the dripstone, a cauldron does not fill. | ||
=== Vertical transport === | === Vertical transport === | ||
Bubble | [[Minecraft:Bubble column]]s are created by placing [[Minecraft:magma block]]s or [[Minecraft:soul sand]] under water. The latter can be used to transport [[Minecraft:mobs]] or items quickly vertically. | ||
=== Irrigation === | === Irrigation === | ||
Water irrigates all [[Minecraft:farmland]] within a distance of 4 blocks in every direction except upwards, which causes crops on the farmland to grow faster and prevents the farmland from randomly reverting to [[Minecraft:dirt]]. Sugar cane also requires water next to the block it is planted on to be placed, and breaks if it detects this is no longer the case. Lily | Water irrigates all [[Minecraft:farmland]] within a distance of 4 blocks in every direction except upwards, which causes crops on the farmland to grow faster and prevents the farmland from randomly reverting to [[Minecraft:dirt]]. [[Minecraft:Sugar cane]] also requires water next to the block it is planted on to be placed, and breaks if it detects this is no longer the case. [[Minecraft:Lily pad]]s can be placed only on water source blocks, and [[Minecraft:seagrass]] and [[Minecraft:kelp]] can exist only inside of water source blocks. [[Minecraft:Coral]] also must be in contact with water to survive. | ||
=== Appearance === | === Appearance === | ||
Water uses a translucent animated texture that is tinted differently in different biomes. {{IN|be}}, biome colors also appear on maps. | Water uses a translucent animated texture that is tinted differently in different [[Minecraft:biomes]]. {{IN|be}}, biome colors also appear on [[Minecraft:maps]]. | ||
Unlike other translucent blocks such as [[Minecraft:ice]], stained glass and tinted glass, water shows the opposite sides of its external planes when viewed from within and from outside.<ref>{{bug|MC-202578|||WAI}}</ref> However, it applies only to the top plane and four side planes; the bottom face is always unseen from above.<ref>{{bug|MC-190053}}</ref> | Unlike other translucent blocks such as [[Minecraft:ice]], [[Minecraft:stained glass]] and [[Minecraft:tinted glass]], water shows the opposite sides of its external planes when viewed from within and from outside.<ref>{{bug|MC-202578|||WAI}}</ref> However, it applies only to the top plane and four side planes; the bottom face is always unseen from above.<ref>{{bug|MC-190053}}</ref> | ||
==== Fog ==== | ==== Fog ==== | ||
When the camera is inside water, a special fog effect is applied. Initially, this fog is very dense and blocks almost 100% of the view, but it gradually changes to a static fog distance during 30 seconds. The color and view distance are dependent of the biome. The Night Vision and Conduit Power effects increase underwater visibility. | When the camera is inside water, a special [[Minecraft:fog]] effect is applied. Initially, this fog is very dense and blocks almost 100% of the view, but it gradually changes to a static fog distance during 30 seconds. The color and view distance are dependent of the biome. The [[Minecraft:Night Vision]] and [[Minecraft:Conduit Power]] effects increase underwater visibility. | ||
==== ''Java Edition'' ==== | ==== ''Java Edition'' ==== | ||
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|- | |- | ||
|{{BiomeLink|Pale Garden}}||{{color|#76889D}}||{{color|#556980}}||[[File:Pale Garden Water.png|32px]] | |{{BiomeLink|Pale Garden}}||{{color|#76889D}}||{{color|#556980}}||[[File:Pale Garden Water.png|32px]] | ||
|- | |||
|{{BiomeLink|Sulfur Caves}}||{{color|#34BF89}}||{{color|#17543C}}||[[File:Sulfur Caves Water JE1.png|32px]] | |||
|} | |} | ||
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|{{color|#34BF89}} | |{{color|#34BF89}} | ||
|{{color|#44aff5}} | |{{color|#44aff5}} | ||
|[[File: | |[[File:Sulfur_Cave_Water BE1.png|width=32x32]] | ||
|- | |- | ||
|{{BiomeLink|Swamp}}<br> | |{{BiomeLink|Swamp}}<br> | ||
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==== Vibrant Visuals ==== | ==== Vibrant Visuals ==== | ||
When [[Minecraft:Vibrant Visuals]] is enabled, the graphics of water are greatly enhanced with various effects. The biome colors are not visible, but the surface is transparent. Deeper bodies of water create a blue tint on all objects, while single blocks of water appear almost invisible. When a surface underwater is hit by directional lighting (such as the sun and [[Minecraft:moon]]), animated and pixelated caustics are projected on the textures. Shadows can also be projected on water surfaces, but not underwater. Instead, the lack of caustics where normal shadows would render when directional lighting is being blocked, can be seen as shadows. | When [[Minecraft:Vibrant Visuals]] is enabled, the graphics of water are greatly enhanced with various effects. The biome colors are not visible, but the surface is transparent. Deeper bodies of water create a blue tint on all objects, while single blocks of water appear almost invisible. When a surface underwater is hit by directional lighting (such as the [[Minecraft:sun]] and [[Minecraft:moon]]), animated and pixelated caustics are projected on the textures. Shadows can also be projected on water surfaces, but not underwater. Instead, the lack of caustics where normal shadows would render when directional lighting is being blocked, can be seen as shadows. | ||
Unlike any other block, the water's surface can perfectly reflect all objects. Light sources, both emissive and directional, create glowing reflections. Reflections are only visible for objects currently rendered on the screen, except for clouds which are always rendered. | Unlike any other block, the water's surface can perfectly reflect all objects. Light sources, both emissive and directional, create glowing reflections. Reflections are only visible for objects currently rendered on the screen, except for [[Minecraft:clouds]] which are always rendered. | ||
Volumetric fog is applied underwater, on top of the regular biome fog which is less visible. This greatly affects how light behaves underwater, with much more scattering and light shafts, and glowing fog effects around light sources. | Volumetric [[Minecraft:fog]] is applied underwater, on top of the regular biome fog which is less visible. This greatly affects how light behaves underwater, with much more scattering and light shafts, and glowing fog effects around light sources. | ||
<gallery widths="300" heights="170"> | <gallery widths="300" heights="170"> | ||
File:Vibrant Visuals ocean reflections.png|Water with Vibrant Visuals, showing different types of reflections, transparency, and the blue color caused by scattering. | File:Vibrant Visuals ocean reflections.png|Water with Vibrant Visuals, showing different types of reflections, transparency, and the blue color caused by scattering. | ||
File:Vibrant Visuals water caustics.png|Water caustics in a desert. | File:Vibrant Visuals water caustics.png|Water caustics in a [[Minecraft:desert]]. | ||
File:Vibrant Visuals underwater lighting.png|Fog and light shafts underwater. | File:Vibrant Visuals underwater lighting.png|Fog and light shafts underwater. | ||
</gallery> | </gallery> | ||
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{{edition|java}}:<br> | {{edition|java}}:<br> | ||
Water | Water | ||
{{bst|falling|false|true,false|Always false, except for waterlogged copper grates (this is most likely a bug).|foot=1}} | {{bst|falling|false|true,false|Always false, except for waterlogged [[Minecraft:copper grates]] (this is most likely a bug).|foot=1}} | ||
Flowing water | Flowing water | ||
{{bst|falling|false|true,false|True for flowing water that has other water above itself.}} | {{bst|falling|false|true,false|True for flowing water that has other water above itself.}} | ||
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--><li>Bedrock - "When viewed through glass, water now appears as its own top texture, as opposed to a downward flowing water texture."</li><!-- | --><li>Bedrock - "When viewed through glass, water now appears as its own top texture, as opposed to a downward flowing water texture."</li><!-- | ||
--><li>Playstation 4 1.78 - "The animation of water is now less smooth."</li><!-- | --><li>Playstation 4 1.78 - "The animation of water is now less smooth."</li><!-- | ||
--><li>JE 1.16 pre-release 5 - "Water overlay has been changed into a darker shade."</li></ul>}} | --><li>JE 1.16 pre-release 5 - "Water overlay has been changed into a darker shade."</li></ul> | ||
* 26.2 suffer caves water colour}} | |||
{{info needed section| | {{info needed section| | ||
* According to Procedural animated texture generation/Nether portals, 1.15 changed the water texture; did this actually happen?}} | * According to [[Minecraft:Procedural animated texture generation/Nether portals]], 1.15 changed the water texture; did this actually happen?}} | ||
{{See technical block}} | {{See technical block}} | ||
{{See texture generation|Water|type=fluid}} | {{See texture generation|Water|type=fluid}} | ||
| Line 1,134: | Line 1,137: | ||
|Water is now transparent. | |Water is now transparent. | ||
|Water flows to any available space below or beside it and creates a new source [[Minecraft:block]], making it easy to flood a whole world just with one source.}} | |Water flows to any available space below or beside it and creates a new source [[Minecraft:block]], making it easy to flood a whole world just with one source.}} | ||
|{{HistoryLine||May 22, 2009|link=wordofnotch:111386404|Notch pointed out that when a plant or non-cube block is placed in water, it produces a box of [[Minecraft:air]] around it. He asked how it could be fixed, and whether he even had to.}} | |{{HistoryLine||May 22, 2009|link=wordofnotch:111386404|[[Minecraft:Notch]] pointed out that when a [[Minecraft:plant]] or non-cube block is placed in water, it produces a box of [[Minecraft:air]] around it. He asked how it could be fixed, and whether he even had to.}} | ||
|{{HistoryLine||0.0.13a|[[File:Water JE2.png|32px]] The model of water has been changed.}} | |{{HistoryLine||0.0.13a|[[File:Water JE2.png|32px]] The model of water has been changed.}} | ||
|{{HistoryLine||May 24, 2009|link=wordofnotch:112481256|A new water system is mentioned.}} | |{{HistoryLine||May 24, 2009|link=wordofnotch:112481256|A new water system is mentioned.}} | ||
| Line 1,140: | Line 1,143: | ||
|{{HistoryLine||May 24, 2009|link=wordofnotch:112487511| Another test of water is shown.}} | |{{HistoryLine||May 24, 2009|link=wordofnotch:112487511| Another test of water is shown.}} | ||
|{{HistoryLine||May 26, 2009|link=wordofnotch:113350683|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.}} | |{{HistoryLine||May 26, 2009|link=wordofnotch:113350683|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.}} | ||
|{{HistoryLine||0.0.19a|[[File:Water JE3.png|32px]] Added procedural animated texture to water. The old texture is retained for use as a placeholder. | |{{HistoryLine||0.0.19a|[[File:Water JE3.png|32px]] Added [[Minecraft:Procedural animated texture generation|procedural animated texture]] to water. The old texture is retained for use as a [[Minecraft:animation placeholder texture|placeholder]]. | ||
|Upscaled model 2% to fix z-fighting with blocks below water. Water or lava models were overlapping and z-fighting with each other. | |Upscaled model 2% to fix z-fighting with blocks below water. Water or lava models were overlapping and z-fighting with each other. | ||
|Added [[Minecraft:sponge]]s, which remove water. | |Added [[Minecraft:sponge]]s, which remove water. | ||
|Water part of the world boundary still uses the old water texture.}} | |Water part of the [[Minecraft:world boundary]] still uses the old water texture.}} | ||
|{{HistoryLine||0.0.20a_02|[[File:Water JE4.png|32px]] Changed model scale back to normal with 1% offset on all coordinates.}} | |{{HistoryLine||0.0.20a_02|[[File:Water JE4.png|32px]] Changed model scale back to normal with 1% offset on all coordinates.}} | ||
|{{HistoryLine||0.27 SURVIVAL TEST|[[File:Water JE5.png|32px]] UV mapping on side faces now has 11% v offset up.}} | |{{HistoryLine||0.27 SURVIVAL TEST|[[File:Water JE5.png|32px]] UV mapping on side faces now has 11% v offset up.}} | ||
| Line 1,149: | Line 1,152: | ||
|{{HistoryLine|java indev}} | |{{HistoryLine|java indev}} | ||
|{{HistoryLine||0.31|dev=20091223-0040|[[File:Water JE6.png|32px]] Added the flowing water texture, which is now used on the sides of water.}} | |{{HistoryLine||0.31|dev=20091223-0040|[[File:Water JE6.png|32px]] Added the flowing water texture, which is now used on the sides of water.}} | ||
|{{HistoryLine|||dev=20100106-2158|Water part of the world boundary now uses the animated water texture.}} | |{{HistoryLine|||dev=20100106-2158|Water part of the [[Minecraft:world boundary]] now uses the animated water texture.}} | ||
|{{HistoryLine|||dev=20100113-2015|Water is now finite, but | |{{HistoryLine|||dev=20100113-2015|Water is now finite, but [[Minecraft:ocean]]s still have infinite water. | ||
|Water now always drains from its highest remove location. | |Water now always drains from its highest remove location. | ||
|Water no longer moves on the surface on its own. | |Water no longer moves on the surface on its own. | ||
|Water now has a {{frac|2|3}} probability to evaporate and a {{frac|1|3}} probability to copy.}} | |Water now has a {{frac|2|3}} probability to evaporate and a {{frac|1|3}} probability to copy.}} | ||
|{{HistoryLine|||dev=20100122-2251|Water now spawns in level generation as | |{{HistoryLine|||dev=20100122-2251|Water now spawns in level generation as [[Minecraft:spring]]s and lakes.}} | ||
|{{HistoryLine|||dev=20100131-2156|The texture of water is now seen when underwater.|Swimming now creates bubble particles.}} | |{{HistoryLine|||dev=20100131-2156|The texture of water is now seen when underwater.|Swimming now creates bubble particles.}} | ||
|{{HistoryLine|java infdev}} | |{{HistoryLine|java infdev}} | ||
| Line 1,165: | Line 1,168: | ||
|Water and lava do not produce any solid blocks when combined. | |Water and lava do not produce any solid blocks when combined. | ||
|Water does not replace plants. | |Water does not replace plants. | ||
|Added water | |Added [[Minecraft:water bucket]]s, which can be filled with water.}} | ||
|{{HistoryLine||20100616-1808|[[File:Water JE9.png|32px]] Added vertex offset. | |{{HistoryLine||20100616-1808|[[File:Water JE9.png|32px]] Added vertex offset. | ||
|Water and flowing water now has visual connection to blocks. | |Water and flowing water now has visual connection to blocks. | ||
|Downward flowing water now pushes the player out.{{info needed|and other entities?}}}} | |Downward flowing water now pushes the [[Minecraft:player]] out.{{info needed|and other entities?}}}} | ||
|{{HistoryLine||20100617-1531|[[File:Water JE10.png|32px]] Removed vertex offset. | |{{HistoryLine||20100617-1531|[[File:Water JE10.png|32px]] Removed vertex offset. | ||
|Water sources placed in the air now flow outward. | |Water sources placed in the air now flow outward. | ||
|Lava and flowing lava touching water, flowing water now replaces with [[Minecraft:obsidian]]. | |Lava and flowing lava touching water, flowing water now replaces with [[Minecraft:obsidian]]. | ||
|Downward flowing water no longer pushes the player out. | |Downward flowing water no longer pushes the player out. | ||
|Water now can replace | |Water now can replace [[Minecraft:plant]]s. However no items are dropped.}} | ||
|{{HistoryLine||20100618|Water can now replace [[Minecraft:rail]]s.}} | |{{HistoryLine||20100618|Water can now replace [[Minecraft:rail]]s.}} | ||
|{{HistoryLine||20100624|Water now destroys plants, dropping as items.}} | |{{HistoryLine||20100624|Water now destroys plants, dropping as items.}} | ||
|{{HistoryLine|java alpha}} | |{{HistoryLine|java alpha}} | ||
|{{HistoryLine||v1.0.2_02|Fluids, including water, have been slightly tweaked.}} | |{{HistoryLine||v1.0.2_02|[[Minecraft:Fluids]], including water, have been slightly tweaked.}} | ||
|{{HistoryLine||v1.0.5_01|Water now freezes into [[Minecraft:ice]].}} | |{{HistoryLine||v1.0.5_01|Water now freezes into [[Minecraft:ice]].}} | ||
|{{HistoryLine||v1.2.6| | |{{HistoryLine||v1.2.6|[[Minecraft:Lake]]s, which contain water, have been added.}} | ||
|{{HistoryLine|java beta}} | |{{HistoryLine|java beta}} | ||
<!--{{History||1.5|Dropped [[Minecraft:item]]s in flowing water now move faster.{{check version|Taken from trivia, may not be beta}}}}--> | <!--{{History||1.5|Dropped [[Minecraft:item]]s in flowing water now move faster.{{check version|Taken from trivia, may not be beta}}}}--> | ||
|{{HistoryLine||1.6|dev=Test Build 3|Rain and [[Minecraft:snow]] no longer fall through water. | |{{HistoryLine||1.6|dev=Test Build 3|[[Minecraft:Rain]] and [[Minecraft:snow]] no longer fall through water. | ||
|Water sources now form over [[Minecraft:glass]].}} | |Water sources now form over [[Minecraft:glass]].}} | ||
|{{HistoryLine||1.6.3|Water that is 2 blocks deep no longer prevents fall damage. Players now need at least 3-block-deep water to prevent fall damage.}} | |{{HistoryLine||1.6.3|Water that is 2 blocks deep no longer prevents fall damage. Players now need at least 3-block-deep water to prevent fall damage.}} | ||
|{{HistoryLine||1.8|dev=Pre-release|[[File:Water JE11.png|32px]] Changed lighting. | |{{HistoryLine||1.8|dev=Pre-release|[[File:Water JE11.png|32px]] Changed [[Minecraft:lighting]]. | ||
|Underwater particles have been added. | |Underwater [[Minecraft:particles]] have been added. | ||
|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 | |Because of the change in how land is generated, if a [[Minecraft:player]] is in a world that was made pre-1.8 and travels into new [[Minecraft:chunk]]s, there's a chance that a large [[Minecraft:ocean]] may be formed as the ocean [[Minecraft:biome]]. There is also a one-[[Minecraft: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 | |Water can be found in the farms and wells of [[Minecraft:village]]s, and the fountain rooms of [[Minecraft:stronghold]]s. | ||
|Two [[Minecraft:biome]]s have been added that are almost all water: | |Two [[Minecraft:biome]]s have been added that are almost all water: [[Minecraft:ocean]]s and [[Minecraft:river]]s.}} | ||
|{{HistoryLine|java}} | |{{HistoryLine|java}} | ||
|{{HistoryLine||1.0.0|dev=Beta 1.9 Prerelease|[[File:Swamp Water JE1.png|32px]] {{color|#E0FF70}} Added water color in swampland. | |{{HistoryLine||1.0.0|dev=Beta 1.9 Prerelease|[[File:Swamp Water JE1.png|32px]] {{color|#E0FF70}} Added water color in swampland. | ||
|Full opaque blocks underneath water with air below now generate dripping particles on their underside.}} | |Full opaque blocks underneath water with air below now generate dripping particles on their underside.}} | ||
|{{HistoryLine|||dev=Beta 1.9 Prerelease 4|Added Respiration and Aqua Affinity enchantments, which allow more breathing time in water and normal digging speed in water.}} | |{{HistoryLine|||dev=Beta 1.9 Prerelease 4|Added [[Minecraft:Respiration]] and [[Minecraft:Aqua Affinity]] enchantments, which allow more breathing time in water and normal digging speed in water.}} | ||
|{{HistoryLine|||dev=Beta 1.9 Prerelease 5|Now flowing downward creates source blocks{{verify|is this true and when did this change to not be the case?}}}} | |{{HistoryLine|||dev=Beta 1.9 Prerelease 5|Now flowing downward creates source blocks{{verify|is this true and when did this change to not be the case?}}}} | ||
|{{HistoryLine|||dev=RC1|[[File:Water JE12.png|32px]] [[File:Swamp Water JE2.png|32px]] Faces on model now 0.1% moved to center to fix z-fighting on inner faces.}} | |{{HistoryLine|||dev=RC1|[[File:Water JE12.png|32px]] [[File:Swamp Water JE2.png|32px]] Faces on model now 0.1% moved to center to fix z-fighting on inner faces.}} | ||
|{{HistoryLine||1.1|dev=12w01a|[[File:Swamp Water JE3.png|32px]] {{color|#E0FFAE}} The water color in swampland is now less intense.}} | |{{HistoryLine||1.1|dev=12w01a|[[File:Swamp Water JE3.png|32px]] {{color|#E0FFAE}} The water color in swampland is now less intense.}} | ||
|{{HistoryLine||1.2.1|dev=12w04a|Added desert | |{{HistoryLine||1.2.1|dev=12w04a|Added [[Minecraft:desert well]]s, which contain water.}} | ||
|{{HistoryLine|||dev=12w07a|Water more effectively breaks fall damage}} | |{{HistoryLine|||dev=12w07a|Water more effectively breaks fall damage}} | ||
|{{HistoryLine||1.3.1|dev=12w17a|The ability to bring water using [[Minecraft:ice]] into [[Minecraft:the Nether]] has been removed.}} | |{{HistoryLine||1.3.1|dev=12w17a|The ability to bring water using [[Minecraft:ice]] into [[Minecraft:the Nether]] has been removed.}} | ||
|{{HistoryLine|||dev=12w18a|As a result of singleplayer being changed to an internal server, blocks spawned from contact between water and lava are no longer accompanied by smoke particles.}} | |{{HistoryLine|||dev=12w18a|As a result of singleplayer being changed to an internal server, blocks spawned from contact between water and lava are no longer accompanied by smoke particles.}} | ||
|{{HistoryLine|||dev=12w21a|[[Minecraft:Dispenser]]s have been given the ability to shoot out fluids, including water, inside water | |{{HistoryLine|||dev=12w21a|[[Minecraft:Dispenser]]s have been given the ability to shoot out [[Minecraft:fluids]], including water, inside [[Minecraft:water bucket]]s. They can also collect the fluids if activated again.}}|{{HistoryLine||1.4.2|dev=12w38a|The [[Minecraft:sound]] when jumping and swimming in water has been changed. | ||
|The sound of flowing water is now continuous. | |The sound of flowing water is now continuous. | ||
|The water overlay is a more saturated blue.}} | |The water overlay is a more saturated blue.}} | ||
|{{HistoryLine||1.4.4|dev=1.4.3|Water of any depth now negates all fall damage. | |{{HistoryLine||1.4.4|dev=1.4.3|Water of any depth now negates all [[Minecraft:fall damage]]. [[Minecraft:Player]]s and [[Minecraft:mob]]s no longer die from great heights in shallow water.<ref>{{bug|MC-1644|||WAI}}</ref>}} | ||
|{{HistoryLine||1.5|dev=13w02a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE4.png|32px]] The texture of water has been changed to use an animated texture file. Prior to this version, the texture was procedurally generated by the game (see dedicated section below).}} | |{{HistoryLine||1.5|dev=13w02a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE4.png|32px]] The texture of water has been changed to use an animated texture file. Prior to this version, the texture was procedurally generated by the game (see dedicated section below).}} | ||
|{{HistoryLine|||dev=13w03a|A water source [[Minecraft:block]] now forms if there is another water source block below it.}} | |{{HistoryLine|||dev=13w03a|A water source [[Minecraft:block]] now forms if there is another water source block below it.}} | ||
|{{HistoryLine|||dev=13w04a|Flowing water no longer slows the player down when flying in Creative mode.{{verify|Was there really a speed difference before this version? In 1.4.7 it does not seem to slow you down. It pushes you only when flowing.}}|Flowing water no longer pushes players when flying.}} | |{{HistoryLine|||dev=13w04a|Flowing water no longer slows the [[Minecraft:player]] down when flying in [[Minecraft:Creative]] mode.{{verify|Was there really a speed difference before this version? In 1.4.7 it does not seem to slow you down. It pushes you only when flowing.}}|Flowing water no longer pushes players when flying.}} | ||
|{{HistoryLine||1.6.1|dev=13w17a|Water | |{{HistoryLine||1.6.1|dev=13w17a|Water [[Minecraft:lake]]s no longer generate in [[Minecraft:desert]]s.}} | ||
|{{HistoryLine||1.7.2|dev=13w36a|[[File:Swamp Water JE4.png|32px]] {{color|#E0FFAE}} Added water color in swampland hills, which is the same as in swampland. | |{{HistoryLine||1.7.2|dev=13w36a|[[File:Swamp Water JE4.png|32px]] {{color|#E0FFAE}} Added water color in swampland hills, which is the same as in swampland. | ||
|Water pools now generate in the new Desert M biome. | |Water pools now generate in the new [[Minecraft:Desert M]] biome. | ||
| | |[[Minecraft:Ocean]]s are much smaller.}} | ||
|{{HistoryLine|||dev=13w41a|[[File:Water JE14.png|32px]] [[File:Swamp Water JE5.png|32px]] Water's six internal faces are now visible from the outside. | |{{HistoryLine|||dev=13w41a|[[File:Water JE14.png|32px]] [[File:Swamp Water JE5.png|32px]] Water's six internal faces are now visible from the outside. | ||
|Water, [[Minecraft:ice]] and | |Water, [[Minecraft:ice]] and [[Minecraft:portal]]s are now visible through each other. This also now allows water's inside faces to be visible from outside.}} | ||
|{{HistoryLine|||dev=13w42a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE6.png|32px]] Water's internal faces have been removed. This visually reverts water to its pre-13w41a appearance when seen from the outside.}} | |{{HistoryLine|||dev=13w42a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE6.png|32px]] Water's internal faces have been removed. This visually reverts water to its pre-13w41a appearance when seen from the outside.}} | ||
|{{HistoryLine||1.7.4|dev=13w47a|Water's internal top face has been readded.<ref>{{bug|MC-35658}}</ref>}} | |{{HistoryLine||1.7.4|dev=13w47a|Water's internal top face has been readded.<ref>{{bug|MC-35658}}</ref>}} | ||
| Line 1,220: | Line 1,223: | ||
|{{HistoryLine||1.8|dev=14w04a|[[File:Water (in minecart) 14w04a.png|32px]] If water is set to render as the block inside of a [[Minecraft:minecart]] via commands or map editing, it now appears as this (previously it would be entirely invisible).}} | |{{HistoryLine||1.8|dev=14w04a|[[File:Water (in minecart) 14w04a.png|32px]] If water is set to render as the block inside of a [[Minecraft:minecart]] via commands or map editing, it now appears as this (previously it would be entirely invisible).}} | ||
|{{HistoryLine||1.9|dev=15w43b|When viewed through [[Minecraft:glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsJE">{{bug|MC-35790}}</ref>}} | |{{HistoryLine||1.9|dev=15w43b|When viewed through [[Minecraft:glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsJE">{{bug|MC-35790}}</ref>}} | ||
|{{HistoryLine||1.11|dev=16w39a|Water now generates in woodland | |{{HistoryLine||1.11|dev=16w39a|Water now generates in [[Minecraft:woodland mansion]]s.}} | ||
|{{HistoryLine||1.12|dev=17w06a|Water now hardens concrete powder into [[Minecraft:concrete]], on contact.}} | |{{HistoryLine||1.12|dev=17w06a|Water now hardens [[Minecraft:concrete powder]] into [[Minecraft:concrete]], on contact.}} | ||
|{{HistoryLine||1.13|dev=17w47a|Removed the numeric IDs (8 and 9) of water.}} | |{{HistoryLine||1.13|dev=17w47a|[[Minecraft:Java Edition Flattening|Removed the numeric IDs]] (8 and 9) of water.}} | ||
|{{HistoryLine|||dev=18w07a|[[Minecraft:Item]]s now float in water. | |{{HistoryLine|||dev=18w07a|[[Minecraft:Item]]s now float in water. | ||
|The player's underwater visibility has been changed - the longer a player stays underwater, the better they can see.}} | |The [[Minecraft:player]]'s underwater visibility has been changed - the longer a player stays underwater, the better they can see.}} | ||
|{{HistoryLine|||dev=18w10a|Underwater visibility now depends on the [[Minecraft:biome]] the player is in.}} | |{{HistoryLine|||dev=18w10a|Underwater visibility now depends on the [[Minecraft:biome]] the player is in.}} | ||
|{{HistoryLine|||dev=18w10c|Water can now be placed in the same block as [[Minecraft:chest]]s, trapped | |{{HistoryLine|||dev=18w10c|Water can now be placed in the same block as [[Minecraft:chest]]s, [[Minecraft:trapped chest]]s, [[Minecraft:stairs]], [[Minecraft:slab]]s, [[Minecraft:fence]]s, [[Minecraft:wall]]s, [[Minecraft:iron bars]] and [[Minecraft:glass pane]]s.|Removed <code>flowing_water</code>.}} | ||
|{{HistoryLine|||dev=18w10d|Water can now be placed in ender | |{{HistoryLine|||dev=18w10d|Water can now be placed in [[Minecraft:ender chest]]s, [[Minecraft:trapdoor]]s, [[Minecraft:ladder]]s, and [[Minecraft:sign]]s.}}|{{HistoryLine|||dev=18w15a|[[File:Water JE16.png|32px]] {{color|#3F76E4}} Added default water color. The textures of water have been changed from blue to grayscale.<ref>{{bug|MC-200838}}</ref> | ||
|[[File:Warm Ocean Water JE.png|32px]] [[File:Lukewarm Ocean Water JE.png|32px]] [[File:Frozen Ocean Water JE.png|32px]] [[File:Cold Ocean Water JE.png|32px]] Added water colors for warm ocean, lukewarm ocean, frozen ocean and cold ocean. | |[[File:Warm Ocean Water JE.png|32px]] [[File:Lukewarm Ocean Water JE.png|32px]] [[File:Frozen Ocean Water JE.png|32px]] [[File:Cold Ocean Water JE.png|32px]] Added water colors for [[Minecraft:warm ocean]], [[Minecraft:lukewarm ocean]], [[Minecraft:frozen ocean]] and [[Minecraft:cold ocean]]. | ||
|[[File:Swamp Water.png|32px]] {{color|#617B64}} Water color in swampland has been changed. | |[[File:Swamp Water.png|32px]] {{color|#617B64}} Water color in swampland has been changed. | ||
|[[File:Swamp Hills Water 18w15a.png|32px]] {{color|#E0FFAE}} Water color in swampland hills is unchanged.<ref>{{bug|MC-128558}}</ref> | |[[File:Swamp Hills Water 18w15a.png|32px]] {{color|#E0FFAE}} Water color in swampland hills is unchanged.<ref>{{bug|MC-128558}}</ref> | ||
|Water now blocks 1 light level per [[Minecraft:block]] instead of 3. | |Water now blocks 1 [[Minecraft:light]] level per [[Minecraft:block]] instead of 3. | ||
| | |[[Minecraft:Player]]s no longer see underwater as clearly as if they had the [[Minecraft:Night Vision]] effect. | ||
}} | }} | ||
|{{HistoryLine|||dev=18w16a|When water spreads and would later turn into a source [[Minecraft:block]], it now immediately places a source block.|Water can now spread onto waterloggable blocks creating an infinite water source.}} | |{{HistoryLine|||dev=18w16a|When water spreads and would later turn into a source [[Minecraft:block]], it now immediately places a source block.|Water can now spread onto waterloggable blocks creating an infinite water source.}} | ||
|{{HistoryLine|||dev=18w19a|Experience | |{{HistoryLine|||dev=18w19a|[[Minecraft:Experience orb]]s now float in water.<ref>{{bug|MC-125550}}</ref>}} | ||
|{{HistoryLine|||dev=pre3|[[File:Swamp Water.png|32px]] {{color|#617B64}} water color in swamp hills now the same as in swamp.}} | |{{HistoryLine|||dev=pre3|[[File:Swamp Water.png|32px]] {{color|#617B64}} water color in swamp hills now the same as in [[Minecraft:swamp]].}} | ||
|{{HistoryLine|||dev=pre7|Pressing the {{control|jump}} button in flowing water at <code><nowiki>level=1</nowiki></code>, <code><nowiki>level=2</nowiki></code> and <code><nowiki>level=3</nowiki></code> now do normal jumps instead of {{control|swimming}} up.}} | |{{HistoryLine|||dev=pre7|Pressing the {{control|jump}} button in flowing water at <code><nowiki>level=1</nowiki></code>, <code><nowiki>level=2</nowiki></code> and <code><nowiki>level=3</nowiki></code> now do normal jumps instead of {{control|swimming}} up.}} | ||
|{{HistoryLine||1.14|dev=19w14a|Blocks spawned from contact between water and lava are once again accompanied by smoke particles.}} | |{{HistoryLine||1.14|dev=19w14a|Blocks spawned from contact between water and lava are once again accompanied by smoke particles.}} | ||
|{{HistoryLine||1.15|dev=19w34a|Added | |{{HistoryLine||1.15|dev=19w34a|Added [[Minecraft:bee]]s, which get damaged while in water.}} | ||
|{{HistoryLine|||dev=19w35a|Bees now try to avoid water.}} | |{{HistoryLine|||dev=19w35a|Bees now try to avoid water.}} | ||
|{{HistoryLine||1.17|dev=20w45a|Flowing water no longer breaks rails.}} | |{{HistoryLine||1.17|dev=20w45a|Flowing water no longer breaks rails.}} | ||
|{{HistoryLine|||dev=21w06a| | |{{HistoryLine|||dev=21w06a|[[Minecraft:Aquifer]]s, large bodies of water in caves, have been added.}} | ||
|{{HistoryLine|||dev=21w07a|Aquifers generate less often.}} | |{{HistoryLine|||dev=21w07a|Aquifers generate less often.}} | ||
|{{HistoryLine|||dev=21w08a|Water | |{{HistoryLine|||dev=21w08a|Water [[Minecraft:spring]]s are now able to generate below Y{{=}}0.}} | ||
|{{HistoryLine|||dev=21w10a|The FOV shrinking effect now respects the "FOV Effects" accessibility slider.<ref>{{bug|MC-214629}}</ref>}} | |{{HistoryLine|||dev=21w10a|The FOV shrinking effect now respects the "FOV Effects" accessibility slider.<ref>{{bug|MC-214629}}</ref>}} | ||
|{{HistoryLine|||dev=21w15a|All changes to water generation from 21w06a to 21w08a have been reverted.}} | |{{HistoryLine|||dev=21w15a|All changes to water generation from 21w06a to 21w08a have been reverted.}} | ||
|{{HistoryLine|||dev=pre2|Smooth lighting now works properly underwater.<ref>{{bug|MC-68129|||Fixed}}</ref>}} | |{{HistoryLine|||dev=pre2|[[Minecraft:Smooth lighting]] now works properly underwater.<ref>{{bug|MC-68129|||Fixed}}</ref>}} | ||
|{{HistoryLine||1.18|dev=Experimental Snapshot 1|[[File:Meadow Water.png|32px]] Added water color in meadow. | |{{HistoryLine||1.18|dev=Experimental Snapshot 1|[[File:Meadow Water.png|32px]] Added water color in [[Minecraft:meadow]]. | ||
|All changes to water generation in the 1.17 snapshots have been reintroduced.}} | |All changes to water generation in the 1.17 snapshots have been reintroduced.}} | ||
|{{HistoryLine|||dev=21w40a|Water | |{{HistoryLine|||dev=21w40a|[[Minecraft:Water lake]]s no longer generate.}} | ||
|{{HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|Water generates as part of ancient cities.}} | |{{HistoryLine||1.19|dev=Deep Dark Experimental Snapshot 1|Water generates as part of [[Minecraft:ancient cities]].}} | ||
|{{HistoryLine|||dev=22w14a|[[File:Mangrove Swamp Water.png|32px]] Added water color in mangrove swamp.}} | |{{HistoryLine|||dev=22w14a|[[File:Mangrove Swamp Water.png|32px]] Added water color in [[Minecraft:mangrove swamp]].}} | ||
|{{HistoryLine||1.19.3|dev=22w44a|Added the game rule {{cd|waterSourceConversion}}, which disables the formation of new water source blocks when set to {{cd|false}}.}} | |{{HistoryLine||1.19.3|dev=22w44a|Added the [[Minecraft:game rule]] {{cd|waterSourceConversion}}, which disables the formation of new water source blocks when set to {{cd|false}}.}} | ||
|{{HistoryLine||1.19.4|exp=Update 1.20|dev=23w07a|[[File:Cherry Grove Water JE1.png|32px]] Added water color in cherry grove.}} | |{{HistoryLine||1.19.4|exp=Update 1.20|dev=23w07a|[[File:Cherry Grove Water JE1.png|32px]] Added water color in [[Minecraft:cherry grove]].}} | ||
|{{HistoryLine||1.20.3|exp=Update 1.21|dev=23w45a|Water now generates in trial chambers.}} | |{{HistoryLine||1.20.3|exp=Update 1.21|dev=23w45a|Water now generates in [[Minecraft:trial chambers]].}} | ||
|{{HistoryLine||1.21.2|exp=Winter Drop|dev=24w40a|[[File:Pale Garden Water.png|32px]] Added water color in pale garden.}} | |{{HistoryLine||1.21.2|exp=Winter Drop|dev=24w40a|[[File:Pale Garden Water.png|32px]] Added water color in [[Minecraft:pale garden]].}} | ||
|{{HistoryLine|java upcoming}} | |||
|{{HistoryLine||26.2|dev=snap1|[[File:Sulfur Caves Water JE1.png|32px]] Added water color in [[Minecraft:sulfur caves]].}} | |||
}} | }} | ||
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|{{HistoryLine|pocket alpha}} | |{{HistoryLine|pocket alpha}} | ||
|{{HistoryLine||Pre-release|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} Added water.}} | |{{HistoryLine||Pre-release|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} Added water.}} | ||
|{{HistoryLine||v0.1.0|[[File:Water JE2.png|32px]] On older or much newer devices, the old Java water texture is used, whereas the newer animated texture is used on intermediately modern devices.}} | |{{HistoryLine||v0.1.0|[[File:Water JE2.png|32px]] On older or much newer devices, the old [[Minecraft:Java]] water texture is used, whereas the newer animated texture is used on intermediately modern devices.}} | ||
|{{HistoryLine||v0.7.0|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} The texture of water has been changed to the new texture for all devices.}} | |{{HistoryLine||v0.7.0|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} The texture of water has been changed to the new texture for all devices.}} | ||
|{{HistoryLine||v0.9.0|dev=build 1|[[File:Swamp Water BE1.png|32px]] Water now uses a dark blue coloration in | |{{HistoryLine||v0.9.0|dev=build 1|[[File:Swamp Water BE1.png|32px]] Water now uses a dark blue coloration in [[Minecraft:swamp]]s. | ||
|Water dripping particles have been changed. | |Water dripping [[Minecraft:particles]] have been changed. | ||
|Water | |[[Minecraft:Water lake]]s have been added. | ||
|Water can be found in the farms and wells of | |Water can be found in the farms and wells of [[Minecraft:village]]s. | ||
|Two [[Minecraft:biome]]s have been added that are almost all water: | |Two [[Minecraft:biome]]s have been added that are almost all water: [[Minecraft:ocean]]s and [[Minecraft:river]]s. | ||
|Oasis now generate in the new desert M [[Minecraft:biome]].}} | |Oasis now generate in the new [[Minecraft:desert]] M [[Minecraft:biome]].}} | ||
|{{HistoryLine||v0.10.0|dev=build 1|Smooth lighting for water has been added. | |{{HistoryLine||v0.10.0|dev=build 1|Smooth lighting for water has been added. | ||
|A gradient effect has been added to water that increases its opacity with distance. | |A gradient effect has been added to water that increases its opacity with distance. | ||
|[[File:Old bedrock swamp water.png|32px]] Water color in swampland has been changed. | |[[File:Old bedrock swamp water.png|32px]] Water color in swampland has been changed. | ||
|Flowing water can now push entities.}} | |Flowing water can now push [[Minecraft:entities]].}} | ||
|{{HistoryLine|||dev=build 7|Running water now has | |{{HistoryLine|||dev=build 7|Running water now has [[Minecraft:sound]]s.}} | ||
|{{HistoryLine|||dev=?|Water now destroys [[Minecraft:block]]s.{{info needed|if this is referring to washing away plants and torches and stuff, it's been able to do that since 0.1.0}}}} | |{{HistoryLine|||dev=?|Water now destroys [[Minecraft:block]]s.{{info needed|if this is referring to washing away plants and torches and stuff, it's been able to do that since 0.1.0}}}} | ||
|{{HistoryLine||v0.14.0|dev=build 1|[[Minecraft:Dispenser]]s can now shoot out water from water | |{{HistoryLine||v0.14.0|dev=build 1|[[Minecraft:Dispenser]]s can now shoot out water from [[Minecraft:water bucket]]s. They can also suck up [[Minecraft:fluids]], including water, directly adjacent to the side they are facing.}} | ||
|{{HistoryLine||v0.14.2|[[File:Old bedrock water.png|32px]] Water now uses animated texture files.}} | |{{HistoryLine||v0.14.2|[[File:Old bedrock water.png|32px]] Water now uses animated texture files.}} | ||
|{{HistoryLine|pocket}} | |{{HistoryLine|pocket}} | ||
|{{HistoryLine||1.0.0|dev=alpha 1.0.0.0|When viewed through [[Minecraft:glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE">{{bug|MCPE-11140|||F}}</ref>}} | |{{HistoryLine||1.0.0|dev=alpha 1.0.0.0|When viewed through [[Minecraft:glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE">{{bug|MCPE-11140|||F}}</ref>}} | ||
|{{HistoryLine||1.1.0|dev=alpha 1.1.0.0|Water now generates in woodland | |{{HistoryLine||1.1.0|dev=alpha 1.1.0.0|Water now generates in [[Minecraft:woodland mansion]]s. | ||
|Water now hardens concrete powder into [[Minecraft:concrete]], on contact.}} | |Water now hardens [[Minecraft:concrete powder]] into [[Minecraft:concrete]], on contact.}} | ||
|{{HistoryLine|bedrock}} | |{{HistoryLine|bedrock}} | ||
|{{HistoryLine||?|The rendering change for water in 1.0.0 has been reverted for an unknown reason.}} | |{{HistoryLine||?|The rendering change for water in 1.0.0 has been reverted for an unknown reason.}} | ||
|{{HistoryLine||1.4.0|dev=beta 1.2.14.2|Added waterlogging: water can now be placed in the same block as most transparent blocks.}} | |{{HistoryLine||1.4.0|dev=beta 1.2.14.2|Added [[Minecraft:waterlogging]]: water can now be placed in the same block as most transparent blocks.}} | ||
|{{HistoryLine|||dev=beta 1.2.20.1|[[File:Plains Water.png|32px]] Water now has a completely new look for every [[Minecraft:biome]] and it is now much easier to see above and underwater (see [[Minecraft:Water#Bedrock Edition]] for all biome colors). | |{{HistoryLine|||dev=beta 1.2.20.1|[[File:Plains Water.png|32px]] Water now has a completely new look for every [[Minecraft:biome]] and it is now much easier to see above and underwater (see [[Minecraft:Water#Bedrock Edition]] for all biome colors). | ||
|[[Minecraft:Item]]s now float to the top of water. | |[[Minecraft:Item]]s now float to the top of water. | ||
|Underwater visibility now depends on the [[Minecraft:biome]] the player is in. | |Underwater visibility now depends on the [[Minecraft:biome]] the [[Minecraft:player]] is in. | ||
|Respiration enchantment and Water Breathing effect no longer grants enhanced underwater visibility. | |[[Minecraft:Respiration]] enchantment and [[Minecraft:Water Breathing]] effect no longer grants enhanced underwater visibility. | ||
|When viewed through [[Minecraft:glass]], water now appears as its own top texture, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE"/>}} | |When viewed through [[Minecraft:glass]], water now appears as its own top texture, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE"/>}} | ||
|{{HistoryLine||1.14.0|dev=beta 1.14.0.1|Added | |{{HistoryLine||1.14.0|dev=beta 1.14.0.1|Added [[Minecraft:bee]]s, which get damaged when touching water and try to avoid it.}} | ||
|{{HistoryLine||1.16.100|dev=beta 1.16.100.51|Experience | |{{HistoryLine||1.16.100|dev=beta 1.16.100.51|[[Minecraft:Experience orb]]s now float in water.<ref>{{bug|MCPE-64039|||F}}</ref>}} | ||
|{{HistoryLine||1.18.30|dev=Preview 1.18.30.21|Flowing water no longer pushes players when flying.}} | |{{HistoryLine||1.18.30|dev=Preview 1.18.30.21|Flowing water no longer pushes players when flying.}} | ||
|{{HistoryLine||1.20.60|exp=Update 1.21|dev=Preview 1.20.60.20|Water now generates in trial chambers.}} | |{{HistoryLine||1.20.60|exp=Update 1.21|dev=Preview 1.20.60.20|Water now generates in [[Minecraft:trial chambers]].}} | ||
|{{HistoryLine||1.21.30|dev=Preview 1.21.30.21|When something enters water, the splashing sound is now changed to match ''[[Minecraft:Java Edition]]''.}} | |{{HistoryLine||1.21.30|dev=Preview 1.21.30.21|When something enters water, the splashing sound is now changed to match ''[[Minecraft:Java Edition]]''.}} | ||
|{{HistoryLine||1.21.130|dev=Preview 1.21.130.26|Light absorption in water has been changed from 2 to 1 units, to match {{JE}}.}} | |{{HistoryLine||1.21.130|dev=Preview 1.21.130.26|Light absorption in water has been changed from 2 to 1 units, to match {{JE}}.}} | ||
|{{HistoryLine|bedrock upcoming}}|{{HistoryLine||26.20|exg=y_2026_drop_2|dev=Preview 26.20.23|[[File:Sulfur_Cave_Water_BE1.png|32px]] Added water color in [[Minecraft:sulfur caves]].}} | |||
}} | }} | ||
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|{{HistoryLine|console}} | |{{HistoryLine|console}} | ||
|{{HistoryLine||xbox=TU1|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Swamp Water JE2.png|32px]] Added water.}} | |{{HistoryLine||xbox=TU1|xbone=CU1|ps3=1.00|psvita=1.00|ps4=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Swamp Water JE2.png|32px]] Added water.}} | ||
|{{HistoryLine||xbox=TU9|[[Minecraft:Dispenser]]s have been given the ability to shoot out fluids, including water, inside water | |{{HistoryLine||xbox=TU9|[[Minecraft:Dispenser]]s have been given the ability to shoot out [[Minecraft:fluids]], including water, inside [[Minecraft:water bucket]]s. They can also suck up the fluids if activated again, but a bug prevents the empty [[Minecraft:bucket]] from being filled.}} | ||
|{{HistoryLine||xbox=TU12|[[File:Water JE15.png|32px]] Water now uses animated texture files.|Added desert | |{{HistoryLine||xbox=TU12|[[File:Water JE15.png|32px]] Water now uses animated texture files.|Added [[Minecraft:desert well]]s, which contain water.}} | ||
|{{HistoryLine||xbox=TU19|xbone=CU7|ps3=1.12|psvita=1.12|ps4=1.12|Water of any depth now negates all fall damage. | |{{HistoryLine||xbox=TU19|xbone=CU7|ps3=1.12|psvita=1.12|ps4=1.12|Water of any depth now negates all [[Minecraft:fall damage]]. [[Minecraft:Player]]s and [[Minecraft:mob]]s no longer die from great heights in shallow water.|Flowing water no longer pushes players when flying.}} | ||
|{{HistoryLine||xbox=TU25|xbone=CU14|ps3=1.17|psvita=1.17|ps4=1.17|switch=1.0.1|Water can be used in custom superflats. It appears as a 3D block in the block selection screen of the custom superflat interface.}} | |{{HistoryLine||xbox=TU25|xbone=CU14|ps3=1.17|psvita=1.17|ps4=1.17|switch=1.0.1|Water can be used in custom superflats. It appears as a 3D block in the block selection screen of the custom superflat interface.}} | ||
|{{HistoryLine||xbox=TU31|xbone=CU19|ps3=1.22|psvita=1.22|ps4=1.22|wiiu=Patch 3|Water splash | |{{HistoryLine||xbox=TU31|xbone=CU19|ps3=1.22|psvita=1.22|ps4=1.22|wiiu=Patch 3|Water splash [[Minecraft:sound]]s have been updated. | ||
|Most [[Minecraft:mob]]s can now swim in water.}} | |Most [[Minecraft:mob]]s can now [[Minecraft:swimming|swim]] in water.}} | ||
|{{HistoryLine||xbox=?|xbone=?|ps3=?|psvita=?|ps4=?|wiiu=?|switch=?|One of the sound events for the water splashing sound has been changed back to use the old sound. As a result of this all entities, except players and hostile mobs that are not slimes or magma cubes now make the old sound again when falling into water.{{info needed|This might have been changed in TU43 when the skeleton death sound was changed. However it could be that like the skeleton death sound, this was changed on all Consoles except Xbox 360 in the TU43 equivalent and on Xbox 360 in TU46.}}}} | |{{HistoryLine||xbox=?|xbone=?|ps3=?|psvita=?|ps4=?|wiiu=?|switch=?|One of the sound events for the water splashing sound has been changed back to use the old sound. As a result of this all entities, except players and hostile mobs that are not slimes or magma cubes now make the old sound again when falling into water.{{info needed|This might have been changed in TU43 when the skeleton death sound was changed. However it could be that like the skeleton death sound, this was changed on all Consoles except Xbox 360 in the TU43 equivalent and on Xbox 360 in TU46.}}}} | ||
|{{HistoryLine||xbox=TU53|xbone=CU43|ps3=1.49|psvita=1.49|ps4=1.50|wiiu=Patch 23|switch=1.0.3|Water now hardens concrete powder into [[Minecraft:concrete]], on contact.}} | |{{HistoryLine||xbox=TU53|xbone=CU43|ps3=1.49|psvita=1.49|ps4=1.50|wiiu=Patch 23|switch=1.0.3|Water now hardens [[Minecraft:concrete powder]] into [[Minecraft:concrete]], on contact.}} | ||
|{{HistoryLine||xbox=TU54|xbone=CU44|ps3=1.52|psvita=1.52|ps4=1.52|wiiu=Patch 24|switch=1.0.4|Water now generates in woodland | |{{HistoryLine||xbox=TU54|xbone=CU44|ps3=1.52|psvita=1.52|ps4=1.52|wiiu=Patch 24|switch=1.0.4|Water now generates in [[Minecraft:woodland mansion]]s.}} | ||
|{{HistoryLine||xbox=TU69|xbone=none|ps3=1.76|psvita=1.76|ps4=1.76|wiiu=Patch 38|switch=none|[[File:Plains Water.png|32px]] Water now has a completely new look for every [[Minecraft:biome]] and it is now much easier to see above and underwater (see [[Minecraft:Water#Bedrock Edition]] for all biome colors).}} | |{{HistoryLine||xbox=TU69|xbone=none|ps3=1.76|psvita=1.76|ps4=1.76|wiiu=Patch 38|switch=none|[[File:Plains Water.png|32px]] Water now has a completely new look for every [[Minecraft:biome]] and it is now much easier to see above and underwater (see [[Minecraft:Water#Bedrock Edition]] for all biome colors).}} | ||
|{{HistoryLine||xbox=none|xbone=none|ps3=none|psvita=none|ps4=1.76|wiiu=none|switch=none|The color of water changes depending on how close the player is.}} | |{{HistoryLine||xbox=none|xbone=none|ps3=none|psvita=none|ps4=1.76|wiiu=none|switch=none|The color of water changes depending on how close the player is.}} | ||
| Line 1,336: | Line 1,342: | ||
<gallery> | <gallery> | ||
EarlyFlowingWater.png|The water and flowing water in Infdev 20100615. | EarlyFlowingWater.png|The water and flowing water in [[Minecraft:Infdev 20100615]]. | ||
</gallery> | </gallery> | ||
| Line 1,346: | Line 1,352: | ||
**The outdatedness of this texture is not considered a bug or oversight, unlike many other outdated textures.<ref>{{bug|MC-241000|||Invalid}}</ref> | **The outdatedness of this texture is not considered a bug or oversight, unlike many other outdated textures.<ref>{{bug|MC-241000|||Invalid}}</ref> | ||
**This texture is particularly difficult to notice due to its extreme transparency,<ref>{{bug|MC-128337}}</ref> as well as the fact that other blocks likely make the scene visually noisy enough to further obscure it under most conditions. | **This texture is particularly difficult to notice due to its extreme transparency,<ref>{{bug|MC-128337}}</ref> as well as the fact that other blocks likely make the scene visually noisy enough to further obscure it under most conditions. | ||
* While underwater, the player's FOV (field of vision) is lowered by 10 to simulate light {{w|refraction}}. This can be disabled via the "FOV Effects" option. | * While underwater, the player's FOV (field of vision) is lowered by 10 to simulate light {{w|refraction}}. This can be disabled via the "FOV Effects" [[Minecraft:option]]. | ||
*If a player or mob with the Levitation effect touches water, the effect is completely negated.<ref>{{bug|MC-83369}}</ref> | *If a player or mob with the [[Minecraft:Levitation]] effect touches water, the effect is completely negated.<ref>{{bug|MC-83369}}</ref> | ||
== Gallery == | == Gallery == | ||
| Line 1,354: | Line 1,360: | ||
File:Water (texture) JE1 BE1.png|This texture is subtly overlaid on the screen when underwater. | File:Water (texture) JE1 BE1.png|This texture is subtly overlaid on the screen when underwater. | ||
File:Caustics.png|The full animation of water caustics with [[Minecraft:Vibrant Visuals]]. | File:Caustics.png|The full animation of water caustics with [[Minecraft:Vibrant Visuals]]. | ||
File:Bubbles.gif|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 player is no longer entirely under water. As of Java Edition 1.21.2, this graphic is outdated as the popped bubbles now have gray circles in place of them. | File:Bubbles.gif|These bubbles appear above the [[Minecraft: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 player is no longer entirely under water. As of Java Edition 1.21.2, this graphic is outdated as the popped bubbles now have gray circles in place of them. | ||
</gallery> | </gallery> | ||
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File:Waterfall.png|A naturally occurring waterfall. | File:Waterfall.png|A naturally occurring waterfall. | ||
File:Land ruin.png|An underwater ruin {{in|bedrock}} that generated on land with a water block on top of it. | File:Land ruin.png|An underwater ruin {{in|bedrock}} that generated on land with a water block on top of it. | ||
File:Largelake.png|A large lake, during a thunderstorm. | File:Largelake.png|A large lake, during a [[Minecraft:thunderstorm]]. | ||
File:Coral reef at night.png|A coral reef at night, in a warm ocean biome. | File:Coral reef at night.png|A [[Minecraft:coral reef]] at night, in a [[Minecraft:warm ocean]] biome. | ||
File:Water truncated by canyon.jpg|Water may not always be updated at chunk borders when intersecting carvers. | File:Water truncated by canyon.jpg|Water may not always be updated at chunk borders when intersecting carvers. | ||
File:Obsidian Spring.png|A water flowing on lava lake, creating obsidian. The water was placed by a player. | File:Obsidian Spring.png|A water flowing on lava lake, creating obsidian. The water was placed by a player. | ||
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==See also== | ==See also== | ||
*Waterlogging | *[[Minecraft:Waterlogging]] | ||
==References == | ==References == | ||
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==External links == | ==External links == | ||
*{{Mcnet|block-week-water|Block of the Week: Water|July 14, 2017|Duncan Geere}} | *{{Mcnet|block-week-water|Block of the Week: Water|July 14, 2017|[[Minecraft:Duncan Geere]]}} | ||
== Navigation == | == Navigation == | ||
| Line 1,404: | Line 1,410: | ||
[[Category:Hazardous blocks]] | [[Category:Hazardous blocks]] | ||
cs:Voda | [[Minecraft:cs:Voda]] | ||
de:Wasser | [[Minecraft:de:Wasser]] | ||
es:Agua | [[Minecraft:es:Agua]] | ||
fr:Eau | [[Minecraft:fr:Eau]] | ||
hu:Víz | [[Minecraft:hu:Víz]] | ||
it:Acqua | [[Minecraft:it:Acqua]] | ||
ja:水 | [[Minecraft:ja:水]] | ||
ko:물 | [[Minecraft:ko:물]] | ||
lzh:水 | [[Minecraft:lzh:水]] | ||
nl:Water | [[Minecraft:nl:Water]] | ||
pl:Woda | [[Minecraft:pl:Woda]] | ||
pt:Água | [[Minecraft:pt:Água]] | ||
ru:Вода | [[Minecraft:ru:Вода]] | ||
th:น้ำ | [[Minecraft:th:น้ำ]] | ||
tr:Su | [[Minecraft:tr:Su]] | ||
uk:Вода | [[Minecraft:uk:Вода]] | ||
zh:水 | [[Minecraft:zh:水]] | ||
Latest revision as of 11:21, 12 April 2026
Template:For Template:Infobox fluid Water is a Minecraft:fluid that naturally generates abundantly in the Minecraft:Overworld.
Obtaining
Water can be collected by Template:Ctrl a Minecraft:bucket on a water source block or a full water Minecraft:cauldron, creating a Minecraft:water bucket.
Template:IN, water does not have a direct item form, but Template:In it may be obtained as an item via inventory editing or add-ons.
Natural generation
Water naturally generates in the Minecraft:Overworld to form Minecraft:oceans, Minecraft:rivers and Minecraft:springs. The water level is at layer 62 near oceans and rivers, but changes depending on location due to the Minecraft:aquifer system, filling some carvers, noise caves and canyons with water at different levels. Water also generates as small puddles on the floor next to Minecraft:dripstone clusters, and as clay pools on the floor of Minecraft:lush caves.
Water also generates in Minecraft:villages, Minecraft:desert wells, Minecraft:strongholds, Minecraft:woodland mansions, Minecraft:ancient cities, Minecraft:ocean monuments and Minecraft:trial chambers within various rooms.
Water never generates in Minecraft:the Nether and instantly disappears if placed there with a water bucket. However, water can exist in the Nether in a Minecraft:cauldron. Water can also be placed in the Nether using Minecraft:commands such as Template:Cmd and Template:Cmd. Although it does not naturally generate there, water can be placed and functions normally in Minecraft:the End.
Template:IN, water also generates as part of Minecraft:ocean ruins with loot Minecraft:chests, but only two water blocks generate:
- One water block generates inside the loot chest, making it a Minecraft:waterlogged loot chest.
- The other water block generates on top of the loot chest.
These water blocks generate even if the ruin is located on the surface.<ref>Template:Bug</ref> This is not the case in Template:El; if an underwater ruin generates on the surface, no water generates.<ref>Template:Bug</ref> This also happens with Minecraft:shipwrecks.
Water spends most of its time as stationary, rather than flowing – regardless of its level, or whether it contains a current downward 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, 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.
Post-generation
Template:Ctrl a Minecraft:water bucket or a Minecraft:bucket of aquatic mob creates water (except in Minecraft:the Nether).
Minecraft:Ice and Minecraft:frosted ice blocks under brighter light levels melt into water source blocks (except in Minecraft:the Nether). Ice and frosted ice also create water when broken, but only if there is a movement-blocking block or fluid under it.
Usage
Swimming
The button for Template:Control 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. The Template:Control button can be used to sink faster. The Template:Control button can be used to put the player in "swim mode" when the player is completely submerged in water. 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.
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 Minecraft:iron golems, Minecraft:piglins, Minecraft:hoglins, Minecraft:striders, Minecraft:piglin brutes 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.
Being inside of water also imparts a Minecraft:fog effect, tinted accordingly.
Water movement efficiency
Water movement efficiency is an attribute that affects movement speed when in contact with water. With the Minecraft:Depth Strider enchantment, water movement efficiency is increased by ⅓, including reducing the speed at which flowing water pushes the player when standing still.
Spreading
Water spreads horizontally and downward into nearby Minecraft:air blocks. Water can spread downward infinitely until stopped by a block, and 7 blocks 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. For each direction, this weight is initially set to 1000. Then, for every adjacent block it can flow into it tries to find a way down that is reachable in four or fewer 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. Finally, water spreads in the directions with the lowest flow weight.
Spreading water extinguishes Minecraft: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 Minecraft:plants (except trees), Minecraft:snow, Minecraft:torches, Minecraft:carpets, Minecraft:redstone dust and some other redstone components, Minecraft:cobweb, Minecraft:end rods, Minecraft:heads, and Minecraft:flower pots.
Flow arrangement tables
| 7 | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 7 | 6 | 7 | ||||||||||||
| 7 | 6 | 5 | 6 | 7 | ||||||||||
| 7 | 6 | 5 | 4 | 5 | 6 | 7 | ||||||||
| 7 | 6 | 5 | 4 | 3 | 4 | 5 | 6 | 7 | ||||||
| 7 | 6 | 5 | 4 | 3 | 2 | 3 | 4 | 5 | 6 | 7 | ||||
| 7 | 6 | 5 | 4 | 3 | 2 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ||
| 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| 7 | 6 | 5 | 4 | 3 | 2 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ||
| 7 | 6 | 5 | 4 | 3 | 2 | 3 | 4 | 5 | 6 | 7 | ||||
| 7 | 6 | 5 | 4 | 3 | 4 | 5 | 6 | 7 | ||||||
| 7 | 6 | 5 | 4 | 5 | 6 | 7 | ||||||||
| 7 | 6 | 5 | 6 | 7 | ||||||||||
| 7 | 6 | 7 | ||||||||||||
| 7 |
| Range | Height in blocks | |
|---|---|---|
| 1 | block | 1 |
| 2 | blocks | 0.75-1 |
| 3 | blocks | 0.625-0.75 |
| 4 | blocks | 0.5-0.625 |
| 5 | blocks | 0.375-0.5 |
| 6 | blocks | 0.25-0.375 |
| 7 | blocks | 0.125-0.25 |
Source blocks
|
For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
A water source block is created from a flowing block that is horizontally adjacent to two or more other source blocks, and sitting on top of a solid block or another water source block. This allows water spawners to exist, in which a new source block immediately forms in the space left by removing a source block with a Minecraft:bucket. Pools of still water can be created by placing water source blocks in a confined area.
Water spawners can be constructed by arranging for two source blocks to flow into a third block. Each of the examples below require two source blocks, each on opposite ends of the hole, to create a renewable water source block in between.
While water source blocks generate only adjacent to solid blocks, they do not require a solid block to support them. Removing all adjacent blocks to a water source block causes it to remain floating in the air.
A water source block can also be created from a flowing block that is adjacent to one source block horizontally and one vertically above the flowing block.
Template:IN, the formation of new water sources blocks can be disabled when the Minecraft:game rule Template:Cd is set to Template:Cd.
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2×2 water spawner (every corner is renewable)
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3×1 water spawner (middle water block is renewable)
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L-shaped water spawner (corner water block is renewable)
A Minecraft:dispenser loaded with a filled Minecraft: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 Minecraft:biomes, water source blocks have a chance to turn into Minecraft:ice if directly under the sky. Ice blocks under brighter light levels melt back into water source blocks (except in Minecraft:the Nether). Ice reverts to water when broken, but only if there is a movement-blocking block or any fluid under it.
The spreading of water sources can be simulated using the plugin below:
Current
The current in a water block determines both the direction it appears to flow and the direction an Minecraft:entity such as a player or Minecraft:boat is pushed from that block.
Water with a current pushes players and Minecraft:mobs at a speed of about 1.39 meters per second, or 25 blocks every 18 seconds. Players that are flying in creative mode do not get pushed.
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.
Normally, a water source block cannot have horizontal current unless it is actually able to flow into a neighboring block. However, a contained source block can have current toward a lower source block if the block that prevents its flow is not Minecraft:motion-blocking (see image).
Water blocks can create a downward current. 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 downward) cause downward current on the water block above. Falling water blocks have a downward current by default.
It is also possible for the water current to create horizontal directions beyond the possible 16 directions (i.e. cardinal directions that are multiples of 22.5 degrees) via falling current (typically the 32-direction "Template:W" using directions bisecting the angle between the points on the 16-direction Template:W, where the intermediate cardinal directions are multiples of 11.25 degrees but not multiples of 22.5 degrees, and rarely the 64-direction points). For instance, if a water block receives water from the north and sends downwards before flowing further to the west and borders a solid block on its east edge below the falling current, if the falling current that sends to the west is not obstructed by a solid block in that particular direction, then the falling current would be displayed as west by north (281.25 degrees clockwise, where 0 degrees indicates north), but the actual movement of the entity will not match the flowing direction and will remain westward. On the other hand, if a water block receives water from the north and sends downwards before flowing further both north and west, and borders a solid block on its east edge, then the northwest by north (326.25 degrees clockwise) falling current exits before the adjacent water blocks below it, and the entity movement direction would match the flowing direction instead.
Light
Template:IN, every block of water reduces Minecraft:light by 1 extra level (in addition to the normal fading-out of light). Template:IN, water does not cause any additional decrease for block light, but diffuses sky light, causing the light to fade with depth.
Water and lava
Water and lava can produce Minecraft:stone, Minecraft:cobblestone, or Minecraft:obsidian based on how they interact. If water touches a lava source, the lava source turns to obsidian. If both touch each other while flowing, cobblestone is made and no sources are removed, and if lava flows downward onto water, the water turns to stone.
Interactions with mobs
Direct contact
Water damages Minecraft:endermen, Minecraft:snow golems, Minecraft:striders and Minecraft:blazes, at a rate of Template:Hp per half second. Minecraft:Bees are also damaged at a rate of Template:Hp per half second if they stay in water for more than Template:Convert. If water comes into contact with a Minecraft:shulker or an Minecraft:enderman, the mob teleports away.
Drowning
Players and mobs (except Minecraft:aquatic mobs, Minecraft:undead mobs and Minecraft:iron golems) have a breath meter that lasts 15 seconds. After they run out of breath, they take Template:Hp drowning damage every second until they die, surface, or enter Minecraft:bubble columns.
Minecraft:Dolphins are a special case when it comes to drowning: they take drowning damage when underwater for about 4 minutes, but also take suffocation damage when in air for about 2 minutes.
If a Minecraft:husk drowns underwater, it starts to shake and eventually becomes a Minecraft:zombie. If a Minecraft:zombie drowns underwater, it starts to shake and eventually transforms into a Minecraft:drowned.
Oxygen bonus
Each level of the Minecraft:Respiration enchantment grants an oxygen bonus of +1, which equates to 15 seconds to the breath meter, and grants an x/(x+1) chance (where x is the Respiration level) of not taking drowning damage after that time: 30 seconds and an average Template:Hp/second with Respiration I, 45 seconds and an average of Template:Frac damage/second with Respiration II, and 60 seconds and an average of Template:Frac damage/second with Respiration III.
Submerged mining speed
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 Minecraft:Aqua Affinity enchantment, submerged mining speed is increased by 400%, negating this effect. Mining is still 5 times slower if not standing on the ground.
Explosions
Water does not prevent explosions from activating. Water has a high blast resistance, causing it to absorb any normal blasts, with the exception of explosions from Minecraft:underwater TNTTemplate:Only or placing a falling block on top of a regular TNT block and then lighting it.
Hardening concrete powder
When water comes into contact with Minecraft:concrete powder, the powder hardens into solid Minecraft:concrete.
Sponges
When a dry Minecraft:sponge comes into contact with a water source or flowing block, it becomes a wet Minecraft:sponge, absorbing all water within 3 to 5 blocks in all directions. Minecraft:Kelp and Minecraft:lily pads within the absorbed water blocks are destroyed and drop as items, and Minecraft: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 Minecraft: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 toward it). A sponge absorbs Minecraft:water around itself (water source blocks or flowing water) out to a Minecraft: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).
Dripping
Water above a non-transparent block (except for stairs, fences, or slabs) produces dripping particles on the underside of that block. If a block of Minecraft:pointed dripstone hangs under any block directly beneath a water source, the drips can slowly fill up a Minecraft:cauldron placed underneath. Without the dripstone, a cauldron does not fill.
Vertical transport
Minecraft:Bubble columns are created by placing Minecraft:magma blocks or Minecraft:soul sand under water. The latter can be used to transport Minecraft:mobs or items quickly vertically.
Irrigation
Water irrigates all Minecraft:farmland within a distance of 4 blocks in every direction except upwards, which causes crops on the farmland to grow faster and prevents the farmland from randomly reverting to Minecraft:dirt. Minecraft:Sugar cane also requires water next to the block it is planted on to be placed, and breaks if it detects this is no longer the case. Minecraft:Lily pads can be placed only on water source blocks, and Minecraft:seagrass and Minecraft:kelp can exist only inside of water source blocks. Minecraft:Coral also must be in contact with water to survive.
Appearance
Water uses a translucent animated texture that is tinted differently in different Minecraft:biomes. Template:IN, biome colors also appear on Minecraft:maps.
Unlike other translucent blocks such as Minecraft:ice, Minecraft:stained glass and Minecraft:tinted glass, water shows the opposite sides of its external planes when viewed from within and from outside.<ref>Template:Bug</ref> However, it applies only to the top plane and four side planes; the bottom face is always unseen from above.<ref>Template:Bug</ref>
Fog
When the camera is inside water, a special Minecraft:fog effect is applied. Initially, this fog is very dense and blocks almost 100% of the view, but it gradually changes to a static fog distance during 30 seconds. The color and view distance are dependent of the biome. The Minecraft:Night Vision and Minecraft:Conduit Power effects increase underwater visibility.
Java Edition
Bedrock Edition
Vibrant Visuals
When Minecraft:Vibrant Visuals is enabled, the graphics of water are greatly enhanced with various effects. The biome colors are not visible, but the surface is transparent. Deeper bodies of water create a blue tint on all objects, while single blocks of water appear almost invisible. When a surface underwater is hit by directional lighting (such as the Minecraft:sun and Minecraft:moon), animated and pixelated caustics are projected on the textures. Shadows can also be projected on water surfaces, but not underwater. Instead, the lack of caustics where normal shadows would render when directional lighting is being blocked, can be seen as shadows.
Unlike any other block, the water's surface can perfectly reflect all objects. Light sources, both emissive and directional, create glowing reflections. Reflections are only visible for objects currently rendered on the screen, except for Minecraft:clouds which are always rendered.
Volumetric Minecraft:fog is applied underwater, on top of the regular biome fog which is less visible. This greatly affects how light behaves underwater, with much more scattering and light shafts, and glowing fog effects around light sources.
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Water with Vibrant Visuals, showing different types of reflections, transparency, and the blue color caused by scattering.
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Water caustics in a Minecraft:desert.
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Fog and light shafts underwater.
Sounds
Data values
ID
Template:Edition: Template:ID table Template:ID table Template:ID table
Template:Edition: Template:ID table Template:ID table
Block states
Template:El:
Water and flowing water
Template:Bst
Fluid states
Template:Edition:
Water
Template:Bst
Flowing water
Template:Bst
Template:Bst
Achievements
Advancements
Videos
History
Template:Needs render Template:Info needed section Template:See technical block Template:See texture generation
Java Edition
Bedrock Edition
Template:Info needed section Template:HistoryTable
Legacy Console Edition
New Nintendo 3DS Edition
Historical sounds
Template:More sounds Template:JE: Template:SoundTable
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The water and flowing water in Minecraft:Infdev 20100615.
Issues
Trivia
- The texture subtly overlaid on the screen when underwater is that of the original water texture from 0.0.12a.
- The outdatedness of this texture is not considered a bug or oversight, unlike many other outdated textures.<ref>Template:Bug</ref>
- This texture is particularly difficult to notice due to its extreme transparency,<ref>Template:Bug</ref> as well as the fact that other blocks likely make the scene visually noisy enough to further obscure it under most conditions.
- While underwater, the player's FOV (field of vision) is lowered by 10 to simulate light Template:W. This can be disabled via the "FOV Effects" Minecraft:option.
- If a player or mob with the Minecraft:Levitation effect touches water, the effect is completely negated.<ref>Template:Bug</ref>
Gallery
Textures
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This texture is subtly overlaid on the screen when underwater.
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The full animation of water caustics with Minecraft:Vibrant Visuals.
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These bubbles appear above the Minecraft: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 player is no longer entirely under water. As of Java Edition 1.21.2, this graphic is outdated as the popped bubbles now have gray circles in place of them.
Screenshots
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Underwater particles, or "bubbles".
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Water that is underground, but is still part of 2 different biomes. The color is split.
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A glitch where water is invisible below its surface level.
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Water flowing into a Minecraft:cave.
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A view underwater.
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Animated view of the water texture.
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A naturally occurring waterfall.
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An underwater ruin Template:In that generated on land with a water block on top of it.
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A large lake, during a Minecraft:thunderstorm.
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A Minecraft:coral reef at night, in a Minecraft:warm ocean biome.
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Water may not always be updated at chunk borders when intersecting carvers.
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A water flowing on lava lake, creating obsidian. The water was placed by a player.
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Waterfalls made by a player.
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Water flowing into the cave from nearby lake.
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Ravine with multiple ores, water and lava falls, and stronghold bridge over it.
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Different water colors in a swamp Template:In.
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A block of water, which is not flowing because of a glitch, besides a village farm.
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Shadows created underwater by coral structures.
In other media
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Water in Template:Amcm.
See also
References
External links
Template:Navbox fluids Template:Navbox blocks
Minecraft:cs:Voda Minecraft:de:Wasser Minecraft:es:Agua Minecraft:fr:Eau Minecraft:hu:Víz Minecraft:it:Acqua Minecraft:ja:水 Minecraft:ko:물 Minecraft:lzh:水 Minecraft:nl:Water Minecraft:pl:Woda Minecraft:pt:Água Minecraft:ru:Вода Minecraft:th:น้ำ Minecraft:tr:Su Minecraft:uk:Вода Minecraft:zh:水