Minecraft Wiki
This article is about the block. For the bucket, see Water Bucket. For other forms of water, see Water (disambiguation).
Water JE16.png
Water BE.png



Partial (-1 to light)



Blast resistance



Creates sources?


Flow distance

8 blocks

Flow speed

5 ticks/block

Water is a fluid that naturally generates abundantly in the Overworld.


Water blocks do not exist as items,‌[Java Edition only] but water can be collected by using a bucket on a water source block or a full cauldron, creating a water bucket.

In Bedrock Edition, it may be obtained as an item via inventory editing or add-ons.

Natural generation[]

Water naturally generates in the Overworld to form oceans, rivers and springs. It also generates in villages, desert wells, strongholds, woodland mansions, ancient cities[upcoming: JE 1.19] and ocean monuments. Technically, water generates below layer 63 by replacing air blocks that are not part of a cave or other structure, although some caves and canyons in the ocean biomes are intentionally filled with water. Water also occasionally generates as small puddles on the floor next to dripstone clusters.

Water never generates in the Nether and instantly disappears or evaporates into steam if placed there with a water bucket. However, water can exist in the Nether in a cauldron. Water can also be placed in the Nether using commands such as /setblock and /fill. Although it does not naturally generate there, water can be placed and function normally in the End.

In Bedrock Edition, water also generates as part of underwater ruins with loot chests, but only two water blocks generate:

  • One water block generates inside the loot chest, making it a waterlogged loot chest.
  • The other water block generates on top of the loot chest.

It is unknown whether this is intentional.[1] This is not the case in Java Edition; if an underwater ruin generates on the surface, no water generates.[2] This also happens with shipwrecks.



Water uses an animated texture that is tinted differently in different biomes. Colored water in cauldrons uses a slightly different texture, resembling its pre-Update Aquatic appearance.‌[Bedrock Edition only][verify]

Unlike other translucent blocks such as ice, stained glass and tinted glass, water shows the opposite sides of its external planes when viewed from within and from outside. This inconsistency is intentional.[3] However, it only applies to the top plane and four side planes; the bottom face is always unseen from above.[4]


Main article: Swimming

The button for swimming 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 crouch button can be used to sink faster. The sprint 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 iron golems, piglins, hoglins, striders, 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 fog effect, tinted accordingly.


Main article: Fluid § Spread
An image showing water's spreading distance

Water spreads horizontally and downward into nearby 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 999[verify]. 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 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 plants (except trees), snow, torches, carpets, redstone dust and some other redstone components, cobweb, end rods, heads, and flower pots.

Flow arrangement tables[]

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
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[]

This section is about the behavior and creation of source units of water. For the removed block which created water sources, see Water Spawner.

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 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.

A dispenser loaded with a filled 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 biomes, water source blocks have a chance to turn into ice if directly under the sky. Ice blocks under brighter light levels melt back into water source blocks (except in the Nether). Ice reverts to water when broken, but only if there is a solid block under it.


The current in a water block determines both the direction it appears to flow and the direction an entity such as a player or boat is pushed from that block.

Water with a current pushes players and mobs at a speed of about 1.39 meters per second, or 25 blocks every 18 seconds. Players that are in creative flying mode don’t get pushed.‌[Java Edition only][5]

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.

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.


In Bedrock Edition, every block of water reduces light by 1 extra level (in addition to the normal fading-out of light). In Java Edition, water does not cause any additional decrease for block light, but diffuses sky light, causing the light to fade with depth. Underwater visibility changes depending on the biome the player is in. The Night Vision and Conduit Power effects increase underwater visibility.


Water has several colors, depending on the biome.

Java Edition[]

  • Warm oceans have a cyan color.
  • Lukewarm oceans have an azure color.
  • Cold oceans have an ultramarine color.
  • Frozen rivers and oceans have an indigo color.
  • Swamps have a green color.
  • Mangrove swamps ‌[upcoming: JE 1.19] have a teal color
  • Meadows have a vivid blue color
  • Regular oceans and other biomes not listed above have a blue color.
Biome Water color Water fog color Block
Default (biomes not listed below) #3F76E4 #050533 Water JE16.png
Swamp #617B64 #232317 Swamp Water.png
Lukewarm Ocean
Deep Lukewarm Ocean
#45ADF2 #041633 Lukewarm Ocean Water JE.png
Warm Ocean #43D5EE #041F33 Warm Ocean Water JE.png
Cold Ocean
Deep Cold Ocean
Snowy Taiga
Snowy Beach
#3D57D6 #050533 Cold Ocean Water JE.png
Frozen River
Frozen Ocean
Deep Frozen Ocean
#3938C9 #050533 Frozen Ocean Water JE.png
Meadow #0E4ECF #050533 Meadow Water.png
Mangrove Swamp[upcoming: JE 1.19] #3A7A6A #4D7A60 Mangrove Swamp Water.png

Bedrock Edition[]

Biome tints

Biome Water Surface Color Water Fog Color Water Fog Distance Water Surface Transparency Block
(biomes not listed below)
#44aff5 #44aff5 15 65% Water BE.png
Sunflower Plains
#44aff5 #44aff5 60 - Water BE.png
Desert #32a598 #32a598 60 - Desert Water.png
Mountains #007BF7 #007BF7 - - Mountains Water.png
Forest #1e97f2 #1e97f2 60 - Forest Water.png
Flower Forest #20a3CC #20a3CC 60 - Flower Forest Water.png
Taiga #287082 #287082 60 - Taiga Water.png
Taiga Mountains #1e6B82 #1e6B82 - - Taiga Mountains Water.png
Swamp #4c6559 #4c6559 30 100% Swamp Water BE.png
River #0084ff #0084ff 60 - River Water.png
Nether Wastes
Warped Forest
Crimson Forest
Soul Sand Valley
#905957 #905957 15 - Nether Water.png
Basalt Deltas #3f76e4 #423e42 15 - Basalt Deltas Water.png
The End #62529e #62529e - - The End Water.png
Frozen River #185390 #185390 60 - Frozen River Water.png
Snowy Tundra
Ice Spikes
#14559b #14559b - - Ice Spikes Water.png
Mushroom Fields #8a8997 #8a8997 - - Mushroom Fields Water.png
Beach #157cab #157cab 60 - Beach Water.png
Mountain Edge #045cd5 #045cd5 - - Mountain Edge Water.png
Bamboo Jungle
#14a2c5 #14a2c5 60
- Jungle Water.png
Jungle Edge #0D8AE3 #0D8AE3 - - Jungle Edge Water.png
Stone Shore #0d67bb #0d67bb 60 - Stone Shore Water.png
Snowy Beach #1463a5 #1463a5 60 - Snowy Beach Water.png
Birch Forest #0677ce #0677ce 60 - Birch Forest Water.png
Dark Forest #3B6CD1 #3B6CD1 60 - Dark Forest Water.png
Snowy Taiga #205e83 #205e83 60 - Snowy Taiga Water.png
Giant Tree Taiga
Giant Spruce Taiga
#2d6d77 #2d6d77 60 - Giant Tree Taiga Water.png
Windswept Forest
Windswept Gravelly Hills
#0E63AB #0E63AB - - Wooded Mountains Water.png
Savanna #2C8B9C #2C8B9C 60 - Savanna Water.png
Savanna Plateau
Shattered Savanna
#2590a8 #2590a8 - - Savanna Plateau Water.png
Badlands #4E7f81 #4E7f81 60 - Badlands Water.png
Eroded Badlands
Wooded Badlands
#497f99 #497f99 - - Eroded Badlands Water.png
Ocean #1787D4 #1165b0 60 - Ocean Water.png
Deep Ocean #1787D4 #1463a5 60 - Ocean Water.png
Warm Ocean #02B0E5 #0289d5 60 55% Warm Ocean Water.png
Lukewarm Ocean #0D96DB #0a74c4 60 - Lukewarm Ocean Water.png
Lukewarm Deep Ocean #0D96DB #0e72b9 60 - Lukewarm Ocean Water.png
Cold Ocean #2080C9 #14559b 60 - Cold Ocean Water.png
Cold Deep Ocean #2080C9 #185390 60 - Cold Ocean Water.png
Frozen Ocean #2570B5 #174985 60 - Frozen Ocean Water.png
Frozen Deep Ocean #2570B5 #1a4879 60 - Frozen Ocean Water.png

Biome tints from unused biomes

Biome Water Surface Color Water Fog Color Water Fog Distance Water Surface Transparency Block
Legacy Frozen Ocean #44aff5 #44aff5 15 65% Water BE.png
Mountains #007BF7 #007BF7 - - Mountains Water.png
Taiga Mountains #1e6B82 #1e6B82 - - Taiga Mountains Water.png
Swamp Hills #4c6156 #4c6156 30 100% Swamp Hills Water.png
Snowy Mountains #1156a7 #1156a7 - - Snowy Mountains Water.png
Mushroom Field Shore #818193 #818193 - - Mushroom Field Shore Water.png
Desert Hills #1a7aa1 #1a7aa1 - - Desert Hills Water.png
Wooded Hills #056bd1 #056bd1 - - Wooded Hills Water.png
Taiga Hills #236583 #236583 - - Taiga Hills Water.png
Mountain Edge #045cd5 #045cd5 - - Mountain Edge Water.png
Jungle Hills
Modified Jungle
Bamboo Jungle Hills
#1B9ED8 #1B9ED8 - - Jungle Hills Water.png
Modified Jungle Edge #0D8AE3 #0D8AE3 - - Jungle Edge Water.png
Birch Forest Hills #0a74c4 #0a74c4 - - Birch Forest Hills Water.png
Snowy Taiga Mountains #205e83 #205e83 60 - Snowy Taiga Water.png
Snowy Taiga Hills #245b78 #245b78 - - Snowy Taiga Hills Water.png
Giant Tree Taiga Hills #286378 #286378 - - Giant Tree Taiga Hills Water.png
Gravelly Mountains+ #0E63AB #0E63AB - - Wooded Mountains Water.png
Shattered Savanna Plateau #2590a8 #2590a8 - - Savanna Plateau Water.png
Badlands Plateau
Modified Badlands Plateau
#55809E #55809E - - Badlands Plateau Water.png
Warm Deep Ocean #02B0E5 #0686ca 60 - Warm Ocean Water.png

Water and lava[]

Main article: Fluid § Mixing

Water and lava can produce stone, cobblestone, or obsidian based on how they interact. If water touches a lava source, the lava turns to obsidian. If both touch each other while flowing, cobblestone is made and no sources are removed, and if lava hits a water source, the water source turns to stone.

Interactions with mobs[]

Direct contact[]

Water damages endermen, snow golems, striders and blazes, at a rate of 1♥ per half second. If water comes into contact with a shulker or an enderman, the mob will teleport away.


Players and mobs (except aquatic mobs, undead mobs and iron golems) have a breath meter that lasts 15 seconds. After they run out of breath, they take 2♥ suffocation damage every second until they die, surface, or enter bubble columns.

Dolphins are a special case in drowning: they take suffocation damage when underwater for about 4 minutes, but also take suffocation damage when in air for about 2 minutes.

Each level of the Respiration enchantment adds 15 seconds to the breath meter and grants an x/(x+1) chance (where x is the Respiration level) of not taking damage after that time: 30 seconds and an average 1♥/second with Respiration I, 45 seconds and an average of 23 damage/second with Respiration II, and 60 seconds and an average of 12 damage/second with Respiration III.

If a husk suffocates underwater, it starts to shake and eventually becomes a zombie. If a zombie suffocates underwater, it starts to shake and eventually transforms into a drowned.

Slower 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, then underwater mining speed while standing on the ground is the same as on land, and 5 times slower if not standing on the ground.

Hardening concrete powder[]

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


When a dry sponge comes into contact with a water source or flowing block, it becomes a wet sponge, absorbing all water within 3 to 5 blocks in all directions. Kelp and lily pads within the absorbed water blocks are destroyed and drop as items, and 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.

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 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).


Dripping water.

Water above a non-transparent block (does not include stairs, fences, and slabs) will produce 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 cauldron placed underneath. Without the dripstone, cauldrons will not fill.


Java Edition:

SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
None[sound 1]Ambient/EnvironmentPlayer eye level goes underwaterambient.underwater.enterNone[sound 1]?0.816
None[sound 1]Ambient/EnvironmentPlayer eye level goes above waterambient.underwater.exitNone[sound 1]?0.516
None[sound 2]Ambient/EnvironmentRandom underwaterambient.underwater.loopNone[sound 2]???
None[sound 2]Ambient/EnvironmentRandom underwaterambient.underwater.loop.additionsNone[sound 2]???
None[sound 2]Ambient/EnvironmentRandom underwaterambient.underwater.loop.additions.rareNone[sound 2]???
None[sound 2]Ambient/EnvironmentRandom underwaterambient.underwater.loop.additions.ultra_rareNone[sound 2]???
Water flowsBlocksRandom when flowingblock.water.ambientsubtitles.block.water.ambient??16
SplashingPlayersEntity enters waterentity.generic.splashsubtitles.entity.generic.splash??16
SwimmingPlayersEntity moves through waterentity.generic.swimsubtitles.entity.generic.swim??16
Bucket emptiesBlocksPlacing water with a bucketitem.bucket.emptysubtitles.item.bucket.empty??16
Bucket empties?Placing water with a bucket of fishitem.bucket.empty_fish???16
Bucket fillsPlayersGrabbing water with a bucketitem.bucket.fillsubtitles.item.bucket.fill??16
Fish captured?Grabbing water with a bucket of fishitem.bucket.fill_fish???16
NoneMusicRandom underwatermusic.under_waterNone???
  1. a b c d MC-177092
  2. a b c d e f g h MC-196825

Data values[]


Java Edition:

WaterIdentifierFormTranslation key
WaterIdentifierFluid tags
Flowing Fluidflowing_waterwater

Bedrock Edition:

WaterIdentifierNumeric ID FormItem ID[i 1]Translation key
Flowingflowing_water8Block & Ungiveable Item[i 2]Identical[i 3]tile.flowing_water.name
Stationarywater9Block & Ungiveable Item[i 2]Identical[i 3]tile.water.name
  1. ID of block's direct item form, which is used in savegame files and addons.
  2. a b Unavailable with /give command
  3. a b The block's direct item form has the same id with the block.

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.

Block states[]

See also: Block states

Java Edition:

Name Default value Allowed values Description
level0 0

If bit 0x8 is set, this fluid is "falling" and spreads only downward. At this level, the lower bits are essentially ignored, since this block is then at its highest fluid level. This level is equal to the falling water above, equal to 8 plus the level of the non-falling lava above it.

The lower three bits are the fluid block's level. 0 is the highest fluid level (not necessarily filling the block - this depends on the neighboring fluid blocks above each upper corner of the block). Data values increase as the fluid level of the block drops: 1 is the next highest, 2 lower, on through 7, the lowest fluid level. Along a line on a flat plane, water drops one level per meter.

Bedrock Edition:
Water and flowing water

NameMetadata Bits Default value Allowed valuesValues for
Metadata Bits
0 0

If bit 0x8 is set, this fluid is "falling" and spreads only downward. At this level, the lower bits are essentially ignored, since this block is then at its highest fluid level. This level is equal to the falling water above, equal to 8 plus the level of the non-falling lava above it.

The lower three bits are the fluid block's level. 0 is the highest fluid level (not necessarily filling the block - this depends on the neighboring fluid blocks above each upper corner of the block). Data values increase as the fluid level of the block drops: 1 is the next highest, 2 lower, on through 7, the lowest fluid level. Along a line on a flat plane, water drops one level per meter.

Fluid states[]

See also: Block states

Java Edition:

Name Default value Allowed values Description
Always false.

Flowing water

Name Default value Allowed values Description
True for falling water, false for water with a block below.
Height of the water, 8 when the water is falling.


Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS4)
PS4 Other platforms
Free DiverStay underwater for 2 minutesDrink a potion of water breathing that can last for 2 minutes or more, then jump into the water or activate a conduit or sneak on a magma block underwater for 2 minutes.20GSilver
Sleep with the FishesSpend a day underwater.Spend 20 minutes underwater without any air.30GSilver


Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-plain-raw.pngTactical Fishing
Catch a fish... without a fishing rod! Fishy BusinessUse a water bucket on any fish mob.husbandry/tactical_fishing
Advancement-plain-raw.pngThe Cutest Predator
Catch an axolotl in a bucket Tactical FishingUse a water bucket on an axolotl.husbandry/axolotl_in_a_bucket


Main article: /History
Java Edition Classic
May 17, 2009Notch mentions developing water.

a very very first version of the water is somewhat working now, heh [/] the level starts out without any water and is surrounded a by a huge ocean [/] it quickly fills, leaving islands

0.0.12aMay 18, 2009Water (pre-release).png Showed water.
releaseWater JE1.png Added water.
Water flows to any available space below or beside it and creates a new source block, making it easy to flood a whole world just with one source.
May 22, 2009Notch pointed out that when a plant or non-cube block is placed in water, it produces a box of air around it. He asked how it could be fixed, and whether he even had to.
0.0.13aWater JE2.png Changed model of water.
May 24, 2009A new water system is mentioned.
May 24, 2009A new water system is shown.
May 24, 2009 Another test of water is shown.
May 26, 2009While sharing feedback on experiments with random vertex and color offsets, and deciding to scrap it, Notch said he would investigate salvaging the technique to add animation to water tiles.
0.0.19aWater JE3.png Added procedural animated texture to water. Old texture is still retained for use as an placeholder.
Upscaled model 2% to fix z-fighting with blocks below water. It's created water or lava models overlaping and z-fighting with each other.
Added sponges, which remove water.
Water part of world boundary still uses the old water texture.
0.0.20a_02Water JE4.png Changed model scale back to normal with 1% offset on all coordinates.
0.26 SURVIVAL TESTWater JE5.png UV mapping on side faces now has 11% v offset up.
0.28Water JE4.png Fixed UV mapping.
Java Edition Indev
0.3120091223-1Water JE6.png Added the flowing water texture, which is now used on the sides of water. It differs from the current flowing water texture in that while it still appears much streakier than still water and is rotated 90 degrees from it, it does not appear to "move".
20100106Water part of the world boundary now uses the animated water texture.
20100113Water now finite.
Oceans now have infinite water.
Water now always drains from its highest remove location.
Water no longer moves on the surface on its own.
Water now has a 23 probability to evaporate and a 13 probability to copy.
20100122Water now spawns in level generation as springs and lakes.
20100131The texture of water is now seen when underwater.
Java Edition Infdev
20100227-1Water no longer flows due to changes in chunk handling for infinite worlds.[verify]
20100607Water JE7.png UV mapping now has 1% uv offset on top and bottom faces and 1% u, 11% v offset on side faces.
20100608Water JE6.png Fixed UV mapping, once again.
20100615Water JE8.png The model has been changed.
Added flowing water.
Sources placed in isolation flow exclusively downwards, rather than spreading out one block in each direction as well.
Water and lava do not produce any solid blocks when combined.
Water does not replace plants.
Water is now infinite again.
Added water buckets, which can be filled with water.
20100616-1Water JE9.png Added vertex offset.
Water and flowing water now has visual connection to blocks.
Downward flowing water now pushes the player out.[more information needed]
20100617-2Water JE10.png Removed vertex offset.
Water sources placed in the air now flow outwards.
Lava and flowing lava touching water, flowing water now replaces with obsidian.
Downward flowing water no longer pushes the player out.
Water now can replace plants. However no items are dropped.
20100618Water can now replace rails.
20100624Water now destroys plants, dropping as items.
Java Edition Alpha
v1.0.2_02Fluids, including water, have been slightly tweaked.
v1.0.5_01Water can now freeze into ice.
v1.2.6Lakes, which contain water, have been added.
Java Edition Beta
1.6Test Build 3Rain and snow no longer fall through water.
Water sources now form over glass.
1.8Pre-releaseWater JE11.png Changed lighting.
Underwater 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 chunks, there's a chance that a large ocean may be formed as the ocean biome. There is also a one-block-high drop in sea level along the discontinuity between the old and new chunks with the old chunks being higher.
Water can now be found in the farms and wells of villages, and the fountain rooms of strongholds.
Two biomes have been added that are almost all water: oceans and rivers.
Java Edition
1.0.0Beta 1.9 PrereleaseSwamp Water JE1.png
Added water color in swampland.
Added dripping water.
Beta 1.9 Prerelease 4Added Respiration and Aqua Affinity enchantments, which allow more breathing time in water and normal digging speed in water.
Beta 1.9 Prerelease 5Now flowing downwards creates source blocks
RC1Water JE14.png 32px Faces on model now 0.1% moved to center to fix z-fighting on inner faces.
The water color in swampland is now less intense.
1.2.112w04aAdded desert wells, which contain water.
1.3.112w15aDispensers have been given the ability to shoot out fluids, including water, inside water buckets. They can also collect the fluids if activated again.
12w17aThe ability to bring water using ice into the Nether has been removed.
1.4.212w38aThe sound when jumping and swimming in water has been changed.
The sound of flowing water is now continuous.
The water overlay is a more saturated blue. of any depth now negates all fall damage. Players and mobs no longer die from great heights in shallow water.[6]
1.513w02aWater JE13.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).
13w03aA water source block now forms if there is another water source block below it.
13w04aFlowing water in creative mode no longer slows the player down when flying.
1.6.113w17aWater lakes no longer generate in deserts.
Added water color in swampland M, which is the same as in swampland.
13w36aWater pools now generate in the new desert M biome.
Oceans are much smaller.
13w41aWater JE14.png 32px Water's six internal faces are now visible from the outside.
Water, ice and portals are now visible through each other. This also now allows water's inside faces to be visible from outside.
13w42aWater JE13.png 32px Water's internal faces have been removed. This visually reverts water to its pre-13w41a appearance when seen from the outside.
1.7.413w47aWater's internal top face has now been readded.[7]
13w48aWater JE15.png Swamp Water JE7.png Water's internal side faces expect the bottom face, have been readded.[8][9]
1.915w43bWhen viewed through glass, water now appears as a solid blue color, as opposed to a downward flowing water texture.[10]
1.1116w39aWater now generates in woodland mansions.
1.1217w06aWater now hardens concrete powder into concrete, on contact.
1.1318w07aItems now float in water.
The player's underwater visibility has been changed - the longer a player stays underwater, the better they can see.
18w10aUnderwater visibility now depends on the biome the player is in.
18w10cWater can now be placed in the same block as chests, trapped chests, stairs, slabs, fences, walls, iron bars and glass panes.
18w10dWater can now be placed in ender chests, trapdoors, ladders, and signs.
18w15aWater JE16.png
Added default water color. The textures of water have been changed from blue to grayscale.[11]
Warm Ocean Water JE.png Lukewarm Ocean Water JE.png Frozen Ocean Water JE.png Cold Ocean Water JE.png Added water colors for warm ocean, lukewarm ocean, frozen ocean and cold ocean.
Swamp Water.png
Water color in swampland has been changed.
Swamp Hills Water 18w15a.png
Water color in swampland M is unchanged.[12]
Water now blocks 1 light level per block instead of 3.
Players no longer receive the Night Vision effect while underwater.[verify]
18w16aWhen water spreads and would later turn into a source block, it now immediately places a source block.
18w19aExperience orbs now float in water.
pre3Swamp Water.png
water color in swamp hills now the same as in swamp.
pre7Pressing the jump button in flowing water at level=1, level=2 and level=3 now do normal jumps instead of swimming up.
1.1519w34aAdded bees, which get damaged while in water.
19w35aBees now try to avoid water.
1.1720w45aFlowing water no longer breaks rails.
21w06aAquifers, large bodies of water in caves, have been added.
21w07aAquifers generate less often.
21w08aWater springs are now able to generate below Y=0.
21w10aThe FOV shrinking effect now respects the "FOV Effects" accessibility slider.[13]
21w15aAll changes to water generation from 21w06a to 21w08a have been reverted.
Pre-release 2Smooth lighting now works properly underwater.[14]
1.18Experimental Snapshot 1Meadow Water.png Added water color in meadow.
All changes to water generation in the 1.17 snapshots have been reintroduced.
Upcoming Java Edition
1.19Deep Dark Experimental Snapshot 1Water can now generate as part of ancient cities.
22w14aMangrove Swamp Water.png Added water color in mangrove swamp.
Pocket Edition Alpha
v0.1.0Water JE11.png[verify] Added water.
Water JE2.png On older or much newer devices, the old Java water texture is used, whereas the newer animated texture is used on intermediately modern devices.
v0.7.0Water JE11.png[verify] The texture of water has been changed to the new texture for all devices.
v0.9.0build 1Water dripping particles have been changed.
Lakes, which contain water, have been added.
Water can now be found in the farms and wells of villages.
Two biomes have been added that are almost all water: oceans and rivers.
Oasis now generate in the new desert M biome.
v0.10.0build 1Smooth lighting for water has been added.
Old bedrock swamp water.png Water now uses a dark gray coloration in swamps.
Flowing water can now push entities.
build 7Running water now has sounds.
?Water now destroys blocks.
?A gradient effect has been added to water that increases its opacity with distance.
v0.14.0build 1Dispensers can now shoot out water from water buckets. They can also suck up fluids, including water, directly adjacent to the side they are facing.
v0.14.2Old bedrock water.png Water now uses animated texture files.
Pocket Edition
1.0.0alpha viewed through glass, water now appears as a solid blue color, as opposed to a downward flowing water texture.[15]
1.1.0alpha now generates in woodland mansions.
Water now hardens concrete powder into concrete, on contact.
Bedrock Edition
?The rendering change for water in 1.0.0 has been reverted for an unknown reason.
1.2.13beta can now be placed in the same blocks as slabs and stairs.
1.4.0beta can now be placed in the same block as most transparent blocks, instead of slabs and stairs only.
beta BE.png Water now has a completely new look for every biome and it is now much easier to see above and underwater (see Water#Bedrock Edition for all biome colors).
Items now float to the top of water.
Underwater visibility now depends on the biome the player is in.
Respiration enchantment and Water Breathing effect no longer grants enhanced underwater visibility.
?When viewed through glass, water now appears as its own top texture, as opposed to a downward flowing water texture.[15]
1.14.0beta bees, which get damaged when touching water and try to avoid it.
Legacy Console Edition
TU1CU1 1.0 Patch 11.0.1Water JE11.png[verify] 32px Added water.
TU9Dispensers have been given the ability to shoot out fluids, including water, inside water buckets. They can also suck up the fluids if activated again, but a bug prevents the empty bucket from being filled.
TU12Water JE15.png Water now uses animated texture files.
TU31CU19 1.22 Patch 3Water splash sounds have been updated.
Most mobs can now swim in water.
TU69 1.76 Patch 38Warm Ocean Water.png Lukewarm Ocean Water.png Frozen Ocean Water.png Cold Ocean Water.png Added warm ocean, lukewarm ocean, frozen ocean and cold ocean texture colors for water in those biomes.
1.78 The animation of water is now less smooth.
New Nintendo 3DS Edition
0.1.0Water JE15.png[verify] Old bedrock swamp water.png Added water.
Note red.png
This page would benefit from the addition of more sounds. 
Please remove this notice once you've added suitable sounds to the article.
The specific instructions are: Old and older water splash sounds.


Java Edition
1.1317w47aPrior to The Flattening, these blocks' numeral IDs were 8 and 9. Both blocks have been merged into a single one.
18w10cRemoved flowing_water.


Issues relating to "Water" are maintained on the bug tracker. Report issues there.


  • The texture subtly overlaid on the screen when underwater is that of the original water texture from 0.0.12a. It is one of the oldest textures still currently in the game, arguably tied with the bedrock texture on end crystals.
    • The outdatedness of this texture is not considered a bug or oversight, unlike many other outdated textures.[16]
    • This texture is particularly difficult to notice due to its extreme transparency,[17] as well as the fact that other blocks will likely make the scene 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 refraction. This can be disabled via FOV Effects.
  • Water does not prevent explosions from activating. This effect is due to water's high blast resistance, causing it to absorb any normal blasts, with the exception of explosions from underwater TNT.
  • If a player with the levitation effect touches water, the levitation effect is completely negated.
  • In Bedrock Edition, due to water having collision detection even if the coordinates exceed 8,388,608 blocks, it can be used to travel to the Far Lands without falling through the world.[18]
  • Bubble columns are created by placing magma blocks or soul sand under water. These can be used to transport mobs or items quickly vertically.


See also[]