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Minecraft:Water

From SAS Gaming Wiki
Revision as of 09:20, 1 April 2026 by imported>User-12316399 (Bedrock Edition)
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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.

Template:Block distribution

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

Template:Main

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

Template:Main

An image showing water's spreading distance
An image showing water's spreading distance

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

Template:Anchor

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.

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:

x = 32, y = 15, rule = B234/S01234VInvestigator 7.3E.5E.15E$5E.2EAE.EA.AE.EA5.A3.A2.E$EA.AE.EA.E.E3.E.E2.A10.E$5E.4E. E.A.E.EA12.E$11.5E.E13.E$10E7.E2.A10.E$EA7.E7.E13.E$E.A6.E7.EA3.A8.E$ 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! [[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)" ]]

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.

File:Water flow with motion blocking.jpg
The upper water source block flows toward the bottom-left source block, but not the bottom-right, because glass Minecraft:blocks motion but Minecraft:ladders 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 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

Template:Main

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

Template:Main

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

File:WaterDropletsExample.png
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 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

Biome Water color Water fog color Block
Template:BiomeSprite Template:Color Template:Color File:Plains Water JE.png
Template:BiomeLink Template:Color Template:Color File:Swamp Water.png
Template:BiomeLink
Template:BiomeLink
Template:Color Template:Color File:Lukewarm Ocean Water JE.png
Template:BiomeLink Template:Color Template:Color File:Warm Ocean Water JE.png
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:Color Template:Color File:Cold Ocean Water JE.png
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:Color Template:Color File:Frozen Ocean Water JE.png
Template:BiomeLink Template:Color Template:Color File:Meadow Water.png
Template:BiomeLink Template:Color Template:Color File:Mangrove Swamp Water.png
Template:BiomeLink Template:Color Template:Color File:Cherry Grove Water.png
Template:BiomeLink Template:Color Template:Color File:Pale Garden Water.png

Bedrock Edition

Biome Water surface color Water fog color Water fog distance Water surface opacity Block
Template:BiomeLink

Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink
Template:BiomeLink

Template:Color Template:Color 60 - File:Water BE.png
Template:BiomeLink Template:Color Template:Color File:Badlands Water.png
Template:BiomeLink Template:Color Template:Color File:Eroded Badlands Water.png
Template:BiomeLink

Template:BiomeLink

Template:Color Template:Color File:Badlands Plateau Water.png
Template:BiomeLink Template:Color Template:Color File:Desert Water.png
Template:BiomeLink Template:Color Template:Color File:Desert Hills Water.png
Template:BiomeLink Template:Color Template:Color File:Savanna Water.png
Template:BiomeLink

Template:BiomeLink

Template:Color Template:Color File:Savanna Plateau Water.png
Template:BiomeLink

Template:BiomeLink
Template:BiomeLink
Template:BiomeLink

Template:Color Template:Color 15 File:Nether Water.png
Template:BiomeLink Template:Color Template:Color File:Basalt Deltas Water.png
Template:BiomeLink Template:Color Template:Color 60 File:Jungle Water.png
Template:BiomeLink
Template:BiomeLink

Template:BiomeLink
Template:BiomeLink

Template:Color Template:Color File:Jungle Hills Water.png
Template:BiomeLink Template:Color Template:Color File:Jungle Edge Water.png
Template:BiomeLink Template:Color Template:Color File:Mushroom Fields Water.png
Template:BiomeLink Template:Color Template:Color File:Mushroom Field Shore Water.png
Template:BiomeLink Template:Color Template:Color File:Beach Water.png
Template:BiomeLinkTemplate:Upcoming Template:Color Template:Color width=32x32
Template:BiomeLink

Template:BiomeLink

Template:Color Template:Color 30 65% File:Swamp Water BE.png
Template:BiomeLink Template:Color Template:Color - width=32x32
Template:BiomeLink Template:Color Template:Color 60 File:Forest Water.png
Template:BiomeLink Template:Color Template:Color File:Flower Forest Water.png
Template:BiomeLink Template:Color Template:Color File:Dark Forest Water.png
Template:BiomeLink Template:Color Template:Color File:Wooded Hills Water.png
Template:BiomeLink Template:Color Template:Color File:Pale Garden Water.png
Template:BiomeLink Template:Color Template:Color File:Birch Forest Water.png
Template:BiomeLink Template:Color Template:Color File:Birch Forest Hills Water.png
Template:BiomeLink Template:Color Template:Color File:Ocean Water.png
Template:BiomeLink Template:Color
Template:BiomeLink Template:Color Template:Color 55% File:Warm Ocean Water.png
Template:BiomeLink Template:Color -
Template:BiomeLink Template:Color Template:Color File:Lukewarm Ocean Water.png
Template:BiomeLink Template:Color
Template:BiomeLink Template:Color Template:Color File:Cold Ocean Water.png
Template:BiomeLink Template:Color
Template:BiomeLink Template:Color Template:Color File:Frozen Ocean Water.png
Template:BiomeLink Template:Color
Template:BiomeLink Template:Color Template:Color File:River Water.png
Template:BiomeLink Template:Color Template:Color 15 File:The End Water.png
Template:BiomeLink Template:Color Template:Color 60 File:Cherry Grove Water.png
Template:BiomeLink Template:Color Template:Color File:Giant Tree Taiga Water.png
Template:BiomeLink Template:Color Template:Color File:Giant Tree Taiga Hills Water.png
Template:BiomeLink Template:Color Template:Color File:Taiga Water.png
Template:BiomeLink Template:Color Template:Color File:Taiga Hills Water.png
Template:BiomeLink Template:Color Template:Color File:Taiga Mountains Water.png
Template:BiomeLink Template:Color Template:Color File:Mountains Water.png
Template:BiomeLink

Template:BiomeLink
Template:BiomeLink

Template:Color Template:Color File:Wooded Mountains Water.png
Template:BiomeLink Template:Color Template:Color File:Mountain Edge Water.png
Template:BiomeLink Template:Color Template:Color File:Stone Shore Water.png
Template:BiomeLink Template:Color Template:Color File:Snowy Beach Water.png
Template:BiomeLink

Template:BiomeLink

Template:Color Template:Color File:Ice Spikes Water.png
Template:BiomeLink Template:Color Template:Color File:Snowy Mountains Water.png
Template:BiomeLink Template:Color Template:Color File:Frozen River Water.png
Template:BiomeLink

Template:BiomeLink

Template:Color Template:Color File:Snowy Taiga Water.png
Template:BiomeLink Template:Color Template:Color File:Snowy Taiga Hills Water.png

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.

Sounds

Template:JE:

Template:SoundTable

Template:BE: Template:SoundTable

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:See also

Template:El: Template:Bst

Template:El:
Water and flowing water Template:Bst

Fluid states

Template:See also

Template:Edition:
Water Template:Bst Flowing water Template:Bst Template:Bst

Achievements

Template:Load achievements

Advancements

Template:Load advancements

Videos

Template:Yt

History

Template:Needs render Template:Info needed section Template:See technical block Template:See texture generation

Java Edition

Template:HistoryTable

Bedrock Edition

Template:Info needed section Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

New Nintendo 3DS Edition

Template:HistoryTable

Historical sounds

Template:More sounds Template:JE: Template:SoundTable

Issues

Template:Issue list

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

Screenshots

In other media

See also

References

Template:Reflist

External links

Navigation

Template:Navbox fluids Template:Navbox blocks

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