Mods / Realistic Rapids

Tags:
Realism Immersion Mechanic
Author:
theblondie
Side:
Both
Created:
Jul 12th at 6:51 PM
Last modified:
Aug 1st at 1:49 PM
Downloads:
3953
Recommended download (for Vintage Story 1.22.0 - 1.22.6):
realisticrapids_0.1.1.zip  1-click install

This is an addon for Realistic Water, so be sure to check out how it works too. You will be prompted to install it if you haven't already.

Instead of needing special rapid water to move waterwheels, with this mod what matters is the jump height: you will need to find or engineer a vertical waterfall that is tall enough to speed up the flow.

Water will then maintain its speed on steep enough inclines.

 

Discord

 

Questions and answers

Can I add it to an existing world?

Yes, however in already explored areas the changes won't take effect until you make water dry up and reflow.

 

How can I tell if the jump is tall enough?

If it's tall enough the lower part will flow faster, that's where you can build your waterwheel.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.1.1 realisticrapids
1.22.0 - 1.22.6
2438 Jul 24th at 8:15 PM realisticrapids_0.1.1.zip 1-click install

Water now maintains its speed on steep inclines (45 degrees or more)

0.1.0 realisticrapids
1.22.0 - 1.22.3
1515 Jul 13th at 2:55 PM realisticrapids_0.1.0.zip 1-click install

Initial release


29 Comments (oldest first | newest first) (threaded | flat)

LukasZer, 4 hours ago

With this mod installed you can no longer get the most power output since the last block you need for the 5 power source blocks limit is transformed into still water
Is this intended behavior? [Screenshots]

superweevil, Aug 3rd at 5:49 PM (modified Aug 3rd at 5:55 PM)

G'day! I've discovered an issue, the mod appears to be breaking the rapids in some areas of my world, notably, not all of them. Disabling the mod fixes it. Not sure what other variable breaks it.

Dunno how image sources work, hope this works.
It flows out one block from each free side then stops, but only in this general area. I've tried breaking and replacing it in creative, even moving it to other parts of the same area, same result.
Disabled the mod for now.

Edit: It flows out fine from the bottom. Dunno why I never tried that before.
theblondie , Aug 3rd at 7:46 PM
@superweevil: G'day! I've discovered an issue, the mod appears to be breaking the rapids in some areas of my world, notably, not all of them. Disabling the mod fixes it. Not sure what other variable breaks it. It flows out one block from each free side then stops, but

hey! that's really interesting, I cannot think of anything in the code that depends on a specific world location, so I'm thinking it could be an interaction between mods. Could you post your modlist? Also, when you replaced it in creative, did you place a normal water source or a rapid source?

superweevil, Aug 4th at 7:52 AM
@theblondie: hey! that's really interesting, I cannot think of anything in the code that depends on a specific world location, so I'm thinking it could be an interaction between mods. Could you post your modlist? Also, when you replaced it in creative, did you place a

I placed a rapid source, but I did try it with a normal source as well, the normal sources work fine, it's only rapids that are broken.

Mods listed, I've added an asterisk for the ones that change world generation and/or water, and thus might have an effect.

 

Adventurers walking stick

Animationslib

Arrowbarrels

Augplantlib

Better bear armour

Better Ruins*

Better Traders*

Biomes*

Black Raspberry*

Boat Autopilot

Bullseye Continued

Chuteable Quern

Continental world*

CrossbowsFork

Easy Building

Elk Accessories

Elk Physics

Equus Ferus

Equus Tack and Equipment

Extra Firearms

Fast Packed Dirt Paths

FirearmsFork

Floral Zones Cape*

Floral Zones Carribean*

Floral Zones Central Australian*

Floral Zones Cosmopolitan*

Floral Zones East Asiatic*

Floral Zones Mediterranean*

Floral Zones NeoZeylandic*

Entire Fauna of the Stone Age series of mods

Full Sailboat Refund

Functional Miner Belt and Lantern

Genelib

Jaunt

Jsonpatcheslib

LastingArmour

Various firearm addons for FirearmsFork

MoreAnimals

MoreInventorys

Mycodiversity*

NeolithicNails

NewWorldCrops*

NoOceanTranslocators*

NorthernOres*

NotOnlySpearExpansion

OneStrikeProspecting

OverhaulLib

OverhaulLibLegacyCompat

OversizedHorrors

PackratFork

Plains and Valleys*

Portcullis

ProspectingScan

RealisticRapids

RealisticWater

Realsmoke

RitualApotheosis* (I think this changes world gen? I haven't explored it much yet)

Riverfish

Rivers*

Rivers Extended*

Salt and Sands*

Seamarks

SimpleRockCrafting

StainsStovetop

Strata Universal Direct*

th3Dungeon*

The Hunter

Toolsmith

VanillaArmory

BeamQOL

HonseOfHolding

VsRoofing

WaterWheelForRivers*

WaterWheelForRiversFix*

Wayfinder

WearableRepairMatFix

Wilderlands Ethology

Yang's Spawn in Bed

Lilly_Sparkles, Aug 2nd at 10:36 PM

Im realy enjoying this mod but i tried to make my waterfall that runs my water wheels to be counted as a room but an open trapdoor slows down the flow. would you consider a tweak that makes this not be the case? is that even possible?

HanleyS, Aug 2nd at 4:33 PM

Does this mod make it not possible to power a waterwheel efficently with a watersheds stream. 

theblondie , Jul 24th at 8:20 PM

Hey everyone, here is version 0.1.1. Water now keeps the speed it has acquired in the waterfall if the incline is steep enough (45 degrees or more). I think this provides better realism while keeping things interesting

MadSeraph, Jul 24th at 9:21 AM (modified Jul 24th at 9:22 AM)

Any chance for a version of this that doesn't depend on Realistic Water? I gave that an honest try, I did, but water was just out of control with it. Every rivulet flooded multiple chunks, and at the time at least there would be chunk border errors in the spread during generation causing uneven spread or nasty seams. So for our server we went with Waterfall. This is a great idea though!

theblondie , Jul 24th at 10:40 AM (modified Jul 24th at 11:14 AM)
@MadSeraph: Any chance for a version of this that doesn't depend on Realistic Water? I gave that an honest try, I did, but water was just out of control with it. Every rivulet flooded multiple chunks, and at the time at least there would be chunk border errors in the

hey, no chance, as the logic depends on the more advanced water behaviour implemented in realistic water. However it's weird that you had those issues, with the current pathfinder water mostly flows in small streams. Maybe you have some extreme world generation mods? For very flat worlds it may be worth increasing MaxPathDistance in the configuration

Josselin17, Jul 16th at 6:23 PM

can the water conserve its speed after it hits the ground ? just like real life rapids accumulating energy when there's a strong downward slope and then dissipating that energy by meandering, picking up sediment, etc.

daemonspring, Jul 16th at 4:15 PM

As this mod currently stands, it could do with a configurable jump height, but I already prefer it to having to find magic rapid water.

More preferable in the long term would be if water blocks had an internal "speed" that increases quickly for every block dropped and decreases slowly for sideways flow, so that inclines could be used to create rapids too.

theblondie , Jul 16th at 4:48 PM
@daemonspring: As this mod currently stands, it could do with a configurable jump height, but I already prefer it to having to find magic rapid water.More preferable in the long term would be if water blocks had an internal "speed" that increases quickly for every block

Hey, glad that you like it :)

Calculating sideways flow is something I'd like to do eventually but it needs to be carefully balanced because water tends to spread way more on inclines, so there would be a risk of making things too easy

Ravensblade, Jul 14th at 12:00 PM

I like the concept. But In my test i have hard time to make it work unless the waterfall is placed directly over whaterweel. And even then i need to make ridiculous towers.

I never seen it done so in real life as, i guess, it would really damage the paddles of waterwheel. 

theblondie , Jul 14th at 1:24 PM
@Ravensblade: I like the concept. But In my test i have hard time to make it work unless the waterfall is placed directly over whaterweel. And even then i need to make ridiculous towers. I never seen it done so in real life as, i guess, it would really damage the paddl

hey, the height requirement exists to make it a bit challenging and/or material expensive to place the waterwheel, think along the lines of a hydroelectric pipeline:

You're correct that for now the waterfall must be directly above the waterwheel, I might relax that requirement in the future

cherrusmh, Jul 14th at 11:24 AM

Is this compatibles with the rivers mod? Asking incase, since nobody asks

Grym7er, Jul 14th at 11:41 AM
@cherrusmh: Is this compatibles with the rivers mod? Asking incase, since nobody asks

I've been playing with this + rivers mod (+ watersheds, for that matter) since yesterday evening, no issues so far - I installed it mid-playthrough as well.

Hiran, Jul 13th at 4:17 PM

what will happen to rapids if I add this?

theblondie , Jul 13th at 5:50 PM
@Hiran: what will happen to rapids if I add this?

In a new world/newly explored areas there won't be separate rapids, all rivulets will be made of normal water. Existing rapids in explored areas will remain until you disturb them

Liliet, Jul 13th at 3:20 PM

Awesome ty!!!!

theblondie , Jul 13th at 5:48 PM
@Liliet: Awesome ty!!!!

Glad you like it!

Solidude, Jul 13th at 3:09 PM (modified Jul 13th at 3:11 PM)

Tysm for this!

theblondie , Jul 13th at 5:48 PM
@Solidude: Tysm for this!

You're welcome! :)