This page documents an history of lava.
Assets[]
Java Edition[]
- Flowing lava in the Overworld and the End
- Flowing lava in the Nether
Lava "items"[]
- The following content is transcluded from Technical blocks/Lava.
Java Edition Classic | |||||
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? | Lava has an extra, unobtainable item form corresponding to its block ID, which uses the "texture" rendered as a cube. | ||||
? | Flowing lava can be obtained via inventory editors with numeric item ID 10. | ||||
Still lava can be obtained via inventory editors with numeric item ID 11. | |||||
0.24_SURVIVAL_TEST | Lava can be obtained as an item by having a creeper explode near it. | ||||
0.24_SURVIVAL_TEST_03 | Explosions no longer drop lava as an item. | ||||
Java Edition Infdev | |||||
20100615 | When placed, still lava items always remain still until receiving a block update. Flowing lava items spread immediately. | ||||
Java Edition Beta | |||||
1.6 | Test Build 3 | Lava items can be obtained from the newly added debug chests, mainly from the 10th slot of the 1st chest from the left, and the 21th slot of the 4th chest from the left. | |||
Flowing lava items can be obtained from the newly added debug chests, mainly from the 11th slot of the 1st chest from the left, and the 22nd slot of the 4th chest from the left. | |||||
release | Debug chests no longer spawn, preventing lava and flowing lava items from being obtained this way. | ||||
Java Edition | |||||
1.3.1 | 12w16a | Lava items can now be obtained in singleplayer worlds via the /give command using the respective numeric IDs. | |||
1.8 | 14w25a | The direct item forms of lava and flowing lava have been removed from the game. They can no longer exist as items in any way, only as placed blocks. | |||
Pocket Edition Alpha | |||||
? | Lava exists as an item. |
Appearances[]
Unknown | |||||
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? | ![]() ![]() | ||||
? | Lava items, when dropped on the ground, appear much larger than other blocks. | ||||
Java Edition Infdev | |||||
20100607 | ![]() ![]() | ||||
20100608 | ![]() ![]() | ||||
20100611 | ![]() ![]() | ||||
20100615 | ![]() ![]() | ||||
When placed, still lava items always remain still until receiving a block update. Flowing lava items spread immediately. | |||||
20100616 | ![]() ![]() | ||||
Java Edition | |||||
1.5 | 13w02a | ![]() ![]() | |||
Bedrock Edition | |||||
? | The item only appears animated when in the inventory or hotbar. When dropped, held or in an item frame, it appears completely stationary. | ||||
? | When held, the item uses the whole 32x32 flowing texture rather than the usual 16x16 section of it. | ||||
? | ![]() | ||||
? | Lava can now be obtained as an item through breaking surrounding blocks in a certain way.[2] | ||||
? | ![]() | ||||
? | ![]() | ||||
? | Lava no longer appears at twice the usual resolution in the player's hand. |
Names[]
Still Lava[]
Item names did not exist prior to Beta 1.0.
- Beta 1.0 - 14w21b: Lava
- ? - ?: tile.lava.name[3]
Flowing Lava[]
Item names did not exist prior to Beta 1.0.
- Beta 1.0 - 14w21b: Lava
- ? - ?: Lava[4]
Texture generation prior to Java Edition 13w02a and Bedrock Edition v0.14.2[]
Still lava[]
Adapted from https://github.com/UnknownShadow200/ClassiCube/wiki/MInecraft-Classic-lava-animation-algorithm#lava
Every frame, for each position in the still water texture array, the respective values for soup_heat, pot_heat and flame_heat are calculated as detailed below:
Calculates a local_soup_heat equal to the sum of the 3x3 soup_heat neighborhood around the current element but offset vertically by colSin******* and offset horizontally by rowSin*********.
rowSin is 1.2 times the sign of an angle that starts at 0 and changes by 22.5 degrees every row.
colSin is 1.2 times the sign of an angle that starts at 0 and changes by 22.5 degrees every column.
Calculates a local_pot_heat equal to the sum of a 2x2 pot_heat neighborhood around the current pot_heat, with the current position being the upper left of the 2x2 neighborhood.
Calculates the new soup_heat as the sum of the local_soup_heat divided by 10 plus the local_pot_heat divided by 4 times 0.8.
Calculates the new pot_heat as the current pot_heat plus the flame_heat times 0.01***************. pot_heat is clamped to a minimum of 0.
Calculates the new flame_heat as the current flame_heat minus 0.06.
However, there is a 0.005 in 1 random chance that flame_heat is set to 1.5.
Once the above arrays have been updated, for each pixel in the lava texture, the color values are calculated based on soup_heat (alpha is always opaque for lava):
Calculates a color_heat as double the soup_heat clamped between 0 and 1 inclusive.
Then it calculates the color components of the pixel as follows:
float red = color_heat * 100F + 155F
float green = color_heat^2 * 255F
float blue = color_heat^4 * 128F
The red, green and blue values are then converted to bytes and assigned to the texture accordingly.
Flowing lava[]
Flowing lava uses the exact same texture as still lava, however there is also a spatial translation to give the appearance of movement. This transformation moves the lava texture downwards by one pixel after a fixed amount of time,[more information needed] wrapping the bottom layer of the texture back to the top.