Mods / Realistic Rapids
- Tags:
- 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.
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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.1.1 | realisticrapids | 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 | 1515 | Jul 13th at 2:55 PM | realisticrapids_0.1.0.zip | 1-click install | ||
|
Initial release | |||||||


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]
hey, yes that's intended, it's to counterbalance the fact that you have more possibilities to place waterwheels
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.
Disabled the mod for now.
Edit: It flows out fine from the bottom. Dunno why I never tried that before.
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?
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
thanks! I've identified the bug and it will be solved in the next version
Awesome, thanks so much! Glad I could help!
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?
Hey, the mod checks for anything in the way of the waterfall (like plants, objects etc) so it would be a bit tricky to exclude trapdoors, however once the water has been sped up by the waterfall you can put the trap door and it will not slow down, like this:
Ah ok i see, time for a slight rebuild.
Does this mod make it not possible to power a waterwheel efficently with a watersheds stream.
hey, this mod doesn't change how watersheds work
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
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!
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
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.
Hey, see my answer below :)
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.
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
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.
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
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.
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
Awesome ty!!!!
Glad you like it!
Tysm for this!
You're welcome! :)