Mods / Realistic Water

Tags:
Realism Farming Immersion
Author:
theblondie
Side:
Both
Created:
Apr 25th at 1:02 PM
Last modified:
2 days ago
Downloads:
21494
Recommended download (for Vintage Story 1.22.0-rc.8 - 1.22.6):
realisticwater_0.3.2.zip  1-click install

This mod makes water flow and spread more realistically, with rivers and wetlands forming and changing dynamically depending on the terrain, without being predetermined at world generation.

It makes it possible to do some cool things, like building dams to redirect rivers and dry up wetlands, connecting lakes with canals, and building aqueducts for irrigation or other needs.

 

Trailer Video

 

Discord

 

Questions and answers

Can I add it to an existing world?

Yes it's possible, in already explored areas water will start spreading realistically when you disturb it.

 

Does it affect rapids?

By default rapids are not affected. However you can install Realistic Rapids, my official addon that makes rapids and waterwheels work more realistically.

 

Can I still create new sources with a bucket?

You can keep the option on, but I recommend you turn it off because you risk creating huge floods and also it's more fun to build an aqueduct :D

 

What happens when I dig at the border of a lake?

If you dig an aqueduct or canal that is a single block wide it will be made of normal flowing water that dries up when you disconnect it from the lake.

If it's two or more blocks wide it's considered a lake extension and it will be made up of source blocks just like the lake, to allow the creation of navigable canals.

You can disable lake extensions in the configuration file.

 

How can I build an aqueduct?

There aren't any special pieces needed to build an aqueduct, you can use any combination of blocks/slabs to form a channel and doors/trapdoors to control the flow. If it looks right it will (probably) work right.

You will need to make water jump down a block every 100 blocks or so to keep the flow going.

 

How is performance?

There is basically no fps impact as the calculations are performed outside of the graphics thread. The impact on tick time (server load) is present only when something is happening (for example if a wetland is forming or drying up).

 

Is it compatible with Watersheds?

In my testing it works well with the default settings of Watersheds, if you use different settings and notice some streams spilling or leaking where they shouldn't I suggest the following tweaks to your Watersheds configuration:

  • Increase "Bed Lowest Depth"
  • Decrease "Valley Lowest Depth"

Keep in mind that the rivers created at world generation by Watersheds cannot be redirected with a dam as they are made of source blocks.

 

Configuration

The following values can be changed in the configuration file "RealisticWater-Server.json":

  • MaxPathDistance: smaller numbers = more wetlands, bigger numbers = more flowing rivers (minimum 5, default 15, maximum 50)

  • AllowLakeExtension: whether to create new source blocks when digging at the border of a lake (default true)

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
0.3.2 realisticwater
1.22.0-rc.8 - 1.22.6
747 2 days ago realisticwater_0.3.2.zip 1-click install

Implemented dynamic flow recalculation (ie partial drying/respreading according to world changes)

Fixed that the wrong type of block was generated when water was falling directly below a source

0.3.1 realisticwater
1.22.0-rc.8 - 1.22.6
6282 Jul 13th at 2:55 PM realisticwater_0.3.1.zip 1-click install

Added support for the new optional addon Realistic Rapids

Small holes in the terrain now don't stop the flow

0.3.0 realisticwater
1.22.0-rc.8 - 1.22.3
4753 Jun 15th at 5:04 PM realisticwater_0.3.0.zip 1-click install

Introduced configuration file (server-side), with options "MaxPathDistance" (minimum 5, default 15, maximum 50) and "AllowLakeExtension" (default true)

Fixed a couple of edge-cases that would sometimes prevent doors and trapdoors from controlling the flow

Reduced spreading on steep mountainsides

Fixed some pointless currents

Made it easier to create merging aqueducts with a continuous flow

Fixed that sometimes landslides would leave holes in lakes

0.2.2 realisticwater
1.22.0-rc.8 - 1.22.3
4003 May 20th at 2:27 PM realisticwater_0.2.2.zip 1-click install

Flowing water now pushes things starting from 10 blocks before every jump, for more realism and compatibility with mods that rely on this.

Vertical waterfalls now choose more logical and beautiful paths

It is now possible to play locally with a version of the mod and then join a server with a different version without restarting the game

Fixed a really convoluted bug in the pathfinder that made it prefer certain cardinal directions for no reason

0.2.1 realisticwater
1.22.0-rc.8 - 1.22.2
2295 May 5th at 1:57 PM realisticwater_0.2.1.zip 1-click install

Switched to a new rhomboidal pathfinding algorithm for more realistic spreading

0.2.1-pre.0 realisticwater
1.22.0-rc.8 - 1.22.2
114 May 5th at 1:26 AM realisticwater_0.2.1-pre.0.zip 1-click install

Experimental rhomboidal pathfinding (N=7)

0.2.0 realisticwater
1.22.0-rc.8 - 1.22.2
370 May 4th at 3:35 PM realisticwater_0.2.0.zip 1-click install

Important change: from now on canals and aqueducts dug from a lake will be considered a lake extension (and thus made of source blocks) only if they are at least two blocks wide

Improved the flow model to take more possible downpaths into account

Improved the mod icon and reduced file size

0.1.2 realisticwater
1.22.0-rc.8 - 1.22.2
1119 May 1st at 12:20 AM realisticwater_0.1.2.zip 1-click install

Water is now more likely to flow downwards when possible

Slabs are taken into account while calculating paths

The performance when draining large wetlands should be improved

Very small randomness added to the edge of the horizontal spreading

0.1.2-pre.0 realisticwater
1.22.0-rc.8 - 1.22.0
216 Apr 28th at 3:17 PM realisticwater_0.1.2-pre.0.zip 1-click install

Pre-release for testing the improved pathfinding code

0.1.1 realisticwater
1.22.0-rc.8 - 1.22.0
704 Apr 27th at 3:33 PM realisticwater_0.1.1.zip 1-click install

Wetlands should not leave wet patches anymore when drained

0.1.0 realisticwater
1.22.0-rc.8 - 1.22.0
891 Apr 25th at 2:03 PM realisticwater_0.1.0.zip 1-click install

Initial release


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

012phuong, 1 day ago

does the newest version work with old save? Or I have to create new save for it?

Draylynn, 1 day ago

Realistic Water 0.3.2 seems to have broken Primitive Survival furrows, water flows through the initial furrows at the start but peeters off, they don't appear to be water sources anymore.

theblondie , 1 day ago (modified 1 day ago)
@Draylynn: Realistic Water 0.3.2 seems to have broken Primitive Survival furrows, water flows through the initial furrows at the start but peeters off, they don't appear to be water sources anymore.

hey, there shouldn't be any changes that affect furrows, but if I remember correctly from what other people said (I don't use primitive survival myself) furrows need to be built starting from an actual source block, not from flowing water. So the options would be : 1) you start from a lake, 2) you extend the lake with a canal that is at least 2 blocks wide, or 3) you place the source block manually if you have buckets enabled (not recommended)

Draylynn, 15 hours ago
@theblondie: hey, there shouldn't be any changes that affect furrows, but if I remember correctly from what other people said (I don't use primitive survival myself) furrows need to be built starting from an actual source block, not from flowing water. So the options

I've made furrows before, there was no 'flowing' water in the lake puddle, it was 1 tile deep some distance around the edge. I'll reinstall it and try again for good measure, maybe something in my install just 'derped'. Thanks.

theblondie , 2 days ago (modified 2 days ago)

Here is version 0.3.2, the main highlight is dynamic flow recalculation: water now rebalances and respreads automatically even with partial changes to the world, see for example this video

https://odysee.com/dfr:ec89f013ab0db5a4086582ff59181c5ce6ef7f6b?r=8KUgMVjvKsx1W2NYKngi2WJkvSrJKqaF

 

If you use Realistic Rapids be sure to update it too

massey, 2 days ago

I'm getting the same errors as metasynthie. At first I thought it was from Watersheds. But after testing with and without Realistic Water the errors only appear with it active. 

Crash Report
14.8.2026 00:16:18 [Error] Exception: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.GetFallingLiquidBlockId(Block ourBlock, IWorldAccessor world) in VSSurvivalMod\BlockBehavior\BehaviorFiniteSpreadingLiquid.cs:line 853
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.TrySpreadDownwards(IWorldAccessor world, Block ourSolid, Block ourBlock, BlockPos pos) in VSSurvivalMod\BlockBehavior\BehaviorFiniteSpreadingLiquid.cs:line 453
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.SpreadAndUpdateLiquidLevels(IWorldAccessor world, BlockPos pos) in VSSurvivalMod\BlockBehavior\BehaviorFiniteSpreadingLiquid.cs:line 325
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.OnDelayedWaterUpdateCheck(IWorldAccessor world, BlockPos pos, Single dt) in VSSurvivalMod\BlockBehavior\BehaviorFiniteSpreadingLiquid.cs:line 172
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 196
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 883
Crash Report
14.8.2026 00:16:18 [Error] Exception: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.GetFallingLiquidBlockId(Block ourBlock, IWorldAccessor world) in VSSurvivalMod\BlockBehavior\BehaviorFiniteSpreadingLiquid.cs:line 853
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.TrySpreadDownwards(IWorldAccessor world, Block ourSolid, Block ourBlock, BlockPos pos) in VSSurvivalMod\BlockBehavior\BehaviorFiniteSpreadingLiquid.cs:line 453
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.SpreadAndUpdateLiquidLevels(IWorldAccessor world, BlockPos pos) in VSSurvivalMod\BlockBehavior\BehaviorFiniteSpreadingLiquid.cs:line 325
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.OnDelayedWaterUpdateCheck(IWorldAccessor world, BlockPos pos, Single dt) in VSSurvivalMod\BlockBehavior\BehaviorFiniteSpreadingLiquid.cs:line 172
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 196
   at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 883
theblondie , 2 days ago (modified 2 days ago)
@massey: I'm getting the same errors as metasynthie. At first I thought it was from Watersheds. But after testing with and without Realistic Water the errors only appear with it active. Crash Report 14.8.2026 00:16:18 [Error] Exception: Object reference not set to

Hey, I'm pretty sure this is caused by another mod that's not aware of Realistic Water's custom water blocks and calls BlockBehaviorFiniteSpreadingLiquid blindly.

Given that it happened to two people out of thousands it must be a not-so-common mod, could you share your modlist?

Also do you remember exactly what you were doing when it happened?

massey, 2 days ago
@theblondie: Hey, I'm pretty sure this is caused by another mod that's not aware of Realistic Water's custom water blocks and calls BlockBehaviorFiniteSpreadingLiquid blindly. Given that it happened to two people out of thousands it must be a not-so-common mod, could

I have a lot of mods installed...

It seemed to happen on chunk loading. I was in a fresh world and exploring. 

I believe its Vintage engineering. It spawns oil wells that spray liquid oil out. Removing it seems to fix the issue.

 

Modlist

 

Mods, sorted by dependency: eightxbackpackcapacity, akarisimpletweaks, angelbelt, bastionofcivilisation, bbnofert, beamium, bigcooking, birdseye, bloomeryfulldrops, catchlivestock, chickenfeed, cbr, chiseltools, clayfromdirt, landformoverhaul, cpxem, dinocore, moonshinejug, elkmaterializer, chiblocksel, explosive, purrsfasterbushes, flexibletools, floralzonescaperegion, capreolinae, casuariidae, sirenia, geoaddons, huntingdebuff, holdfast, horsetailtea, hydrateordiedrate, immersivelight, immersivequicklime, jsonpatcheslib, lettherebelight, lootgoblinsbigchests, mas, millwright, mistsofstability, molds, MoreStoneDrops, ndlglowworms, nightwatcher, norustcreatures, nwcapacityoverhaul, oldquern, overhaullib, primitivesurvival, prospecttogether, scrollrackable, shelfobsessed, somedisassemblyrequired, sortablestorage, stonequarryrepckfipil, storagecontroller, swifttime, tankardsandgoblets, tprunes, translocatormap, usefultraders, game, vsimgui, waterunderfarmland122, acorns, aculinaryartillery, airthermomod, alchemy, algernonsterrainsampler, altmapiconrenderercontinued, ancienttoolsfork, animalcages, apegrapes, apelanterns, apewindows, astraterra, attributerenderinglibrary, barkcanoe, bedspawnv2, betterprospecting, betterruins, biomes, lopudromaeosauridae, blocksoverlay, bloodtrail, boatautopilot, bulkquicklime, butchering, butterflycasesreborn, lopuabelisauridae, carryonlib, chickenSit, chuteablequernv2, clicklockmod, critchersmapnotes, configlib, configureeverything, crlib, caffcuniculture, danatweaks, lopupachycephalosauria, domesticanimaltrader, ecosystemflora, electricalprogressivecore, extrainfo, extraoverlaysm4, fantasycreaturesupdate, farseer, feverstonewilds, fieldsofsalt, firepitsheatovens, fixperishrate, foodshelves, fromgoldencombs, lopuankylosauria, genelib, geologymap, highfert, lopuceratopsidae, lopuornithomimosauria, immersivemodularbackpacks, jaunt, jebsinventorytweaks, knapster, levelup, lopumacronaria, medievalexpansionpatch, millwrightvawtaddon, mobsradar, mwi, morefluxes, moreanimals, ndlchiselpick, ndltreegrowth, ndlvillagers, ndlwoodentorchholder, noprotectedzones, nemi, lopumosasauridae, onlyflowerseeds, opineuponpine, optitime, orekiwoofsbeehives, packratfork, petai, physicslib, pickupartistreforged, pigfeed, lopustegosauria, playermodellib, purposefulstorage, realisticwater, realtimefirepit, reedbuff, repairmepatch, resinfarmremake, rivers, ropetiable121, rustyshellfork, lopuspinosauridae, scaffolding, loputherizinosauridae, lopucarcharodontosauridae, sheydermod, shipwright, lopuhadrosauroidea, sleepneed, slowtox, spawnersapi, spyglass, statushudcont, stepupadvanced, stickemup, stirlingmotor, stonebakeoven, tentbagreworked, translocatorrelocatorfork, loputyrannosauridae, unchiseloption, undergroundmines, universalhusbandry, usefulstuff17, vanillaarmory, vanillamoremolds, trojan96verticality, viescraftmachines, vsairshipmod, creative, vsquest, vsroofing, vsstabilitysetter, survival, vsvillage, watersheds, mapwaypointcolors, weatherthestormshelter, wildanimalstrader, woodenfortifications, woodenshuttersandmore, battletowers, carryon, cats, chiseledgroundplacement, chiseledwallmounting, rlldtco0001, crfish, draconis, electricalprogressivebasics, equusdestrier, equusferus, expandedfoods, em, flowerseeds, heatretentioncontinued, humans, medievalarchitecture, moreblueclay, nolorecreatures, pegasus, shearlib, soilamendments, tailorsdelight, universaldisplaylib, vsvillageaged, vsvillageindustrial, vsvillagetowers, waterwheelriver, wolftaming, electricalprogressiveindustry, electricalprogressiveqol, waterwheelriverfix, windowdisplay, wool, electricalprogressiveequipment

theblondie , 2 days ago
@massey: I have a lot of mods installed... It seemed to happen on chunk loading. I was in a fresh world and exploring. I believe its Vintage engineering. It spawns oil wells that spray liquid oil out. Removing it seems to fix the issue. Modlist Mods, sorted by dep

Thanks! I tested and can confirm it's an interaction with Vintage Engineering, it seems related to something that happens only during worldgen because if I manually place some oil next to water I don't get any errors.

Unfortunately it's not something I can fix on my side because the code crashing is literally not part of Realistic Water, maybe ask them if they're willing to take a look?

Bertazz0, 5 days ago

If i have this mod installed and want to remove it, is there a command, or anything, that i could use to disable the mod and remove the modded blocks that it places? To avoid the endless "?" blocks?

ArmoredStone, Aug 8th at 1:09 AM

Hey Blondie, thank you for making the mod :D

Can I ask a favor? I'm not having any luck with the water well (the one you can make with a shovel) in Hydrate or Diedrate. Water never appears, even though it says I should get over 20L of fresh well water daily. I see in the comments they should be compatible, but I'm wondering if this part was overlooked? I don't know if I should be making this post on here or on HoD's page ^^"

theblondie , Aug 8th at 8:26 PM
@ArmoredStone: Hey Blondie, thank you for making the mod :DCan I ask a favor? I'm not having any luck with the water well (the one you can make with a shovel) in Hydrate or Diedrate. Water never appears, even though it says I should get over 20L of fresh well water dail

hey! Glad that you like it :)
the compatibily code is actually on HoD's side, so it would be best to ask them, but there shouldn't be any interference between Realistic Water and wells... Maybe you had bad luck with the location?

ArmoredStone, Aug 9th at 4:41 AM
@theblondie: hey! Glad that you like it :)the compatibily code is actually on HoD's side, so it would be best to ask them, but there shouldn't be any interference between Realistic Water and wells... Maybe you had bad luck with the location?

The well says it's supposed to be getting water, so location shouldnt be an issue. I poked the dev on HoD too so hopefully they can replicate it :) thanks for the response!

Wynterking, Aug 7th at 2:18 AM

I just noticed that if you dam up a flooded zone from the source any blocks underneath the previously flooded area spawn a source block when removed

theblondie , Aug 7th at 2:45 AM
@Wynterking: I just noticed that if you dam up a flooded zone from the source any blocks underneath the previously flooded area spawn a source block when removed

Hey, I'm not sure I understand what you're experiencing, could you send a video in the discord?

Invataksi338472, Aug 5th at 11:06 AM

Hmm... I wonder if it could be possible to completely disregard water sources, and instead somehow make rain able to place down slight amounts of water? Water that is on the ground would slowly evaporate, while lakes would accumulate it until they flood (which would lead the excess water onto the ground), and the ocean would simply remove it (along with being able to flood any canals/caves connected to them). Though I guess it would require a whole rework of water :P

theblondie , Aug 5th at 12:52 PM
@Invataksi338472: Hmm... I wonder if it could be possible to completely disregard water sources, and instead somehow make rain able to place down slight amounts of water? Water that is on the ground would slowly evaporate, while lakes would accumulate it until they flood (

hey, that would be nice but unfortunately tracking water levels like that would be way too slow to be done in realtime, and there would be the problem of what to do with unloaded parts of the world

Invataksi338472, Aug 6th at 11:26 AM
@theblondie: hey, that would be nice but unfortunately tracking water levels like that would be way too slow to be done in realtime, and there would be the problem of what to do with unloaded parts of the world

I think it could be done with regular block updates (I'm presuming VS works quite similar ot Minecraft :P)!

If you can, give this a try: Allow water on the lowest level to flow to any non-water space next to it (which I mean in the way that it places water next to it and then removes itself), either going toward a lower spot or picking a random block.
 Same applies per water level, where if a level 3 water is in a pool of level 2 water, it switches places with one of them following the same logic.
 If it goes on top of water, either combine with it or if it is at max level, then think of it as solid ground.
 Oh, and remove the function of water sources!

That should work as the basis for it! The rest would be thinking of how lakes and the ocean are detected, and how to make pools of differing water levels look prettier. Something like allowing water to remember if it moved last frame could be helpful. And evaporation could work by checking if the water isn't in a lake or ocean, nor below another water block, and then giving it a random change for its level to be decreased or itself removed.

oddavii, Aug 5th at 3:38 AM (modified Aug 5th at 3:38 AM)

Accidentally flooded my base by creating a 2 block wide gap. Cant unflood it because it keeps creating new water blocks.

Lake extension should be off by default :(

theblondie , Aug 5th at 7:53 AM
@oddavii: Accidentally flooded my base by creating a 2 block wide gap. Cant unflood it because it keeps creating new water blocks. Lake extension should be off by default :(

hey, I suggest you use the world editor to unflood it quickly.

About lake extensions, I understand your point of view, but I think it's a really important feature to be able to build navigable canals, if it was off by default people would complain that they couldn't do that
Hard to please everyone lol

MaraSilvae, Jul 27th at 7:56 PM

How do you remove this mod from a world? I just realised that it's not needed in the modpack i was using, and after removing it it left a bunch of absolutely indestructible blocks in place of flowing water.

MegaBroBuster, Jul 20th at 2:33 AM

So, the "still" water this mod waterflows create are not actually full water blocks/source blocks and therefore arent actually compatible with "hydrate or diedrate", right? at least, thats how it plays out in my game

MegaBroBuster, Jul 22nd at 5:00 AM
@theblondie: Hydrate or Diedrate starting from version 2.5.0 has become compatible with Realistic Water :)

With all due respect, oh fuck yeah. OH fucking hell yea, even.

Many thanks for your reply, pointing me in the right direction. 

Zombieboy1995, Jul 18th at 5:54 AM

does this work with the rivers mod?

theblondie , Jul 13th at 2:58 PM

Hey everyone, version 0.3.1 is out.

This version is necessary if you want to use my new mod Realistic Rapids, which makes rapids and waterwheels depend on jump heights instead of needing a special kind of water

metasynthie, Jul 12th at 10:50 AM

I'm getting a lot of these error messages, and although I don't see a mod mentioned it's about water spread, so I figured I should check with this page to see if it might be related to or affecting Realistic Water spread!

Spoiler!
12.7.2026 10:37:41 [Server Error] Exception: Object reference not set to an instance of an object.
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.GetLiquidBlockId(IWorldAccessor world, BlockPos pos, Block block, Int32 liquidLevel) in VSSurvivalMod/BlockBehavior/BehaviorFiniteSpreadingLiquid.cs:line 794
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.FlowTowardDownwardPaths(List`1 downwardPaths, Block liquidBlock, Block solidBlock, BlockPos pos, IWorldAccessor world) in VSSurvivalMod/BlockBehavior/BehaviorFiniteSpreadingLiquid.cs:line 405
   at Vintagestory.GameContent.BlockBehaviorFiniteSpreadingLiquid.OnDelayedWaterUpdateCheck(IWorldAccessor world, BlockPos pos, Single dt) in VSSurvivalMod/BlockBehavior/BehaviorFiniteSpreadingLiquid.cs:line 172
   at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in baseline/VintagestoryLib/Vintagestory.Common/EventManager.cs:line 312
   at Vintagestory.Server.ServerMain.Process() in baseline/VintagestoryLib/Vintagestory.Server/ServerMain.cs:line 1705
TSense, Jul 5th at 4:58 PM

does this mean if I dig up from a cave into a lake, the whole lake disappears into the cave? oh my god

theblondie , Jul 5th at 5:22 PM (modified Jul 5th at 5:36 PM)
@TSense: does this mean if I dig up from a cave into a lake, the whole lake disappears into the cave? oh my god

hey :) the lake doesn't disappear (it remains "infinite") but there will be a waterfall falling into the cave, if you plug the hole it will usually dry up (unless you make the whole cave ceiling collapse, then it will become part of the lake)

you can try it in a test world to experience how it works

NotTheGian, Jul 2nd at 1:20 AM

i had an issue with water and chiseled blocks, now my map looks ugly, as it disturbed grass

NotTheGian, Jul 2nd at 1:04 PM
@theblondie: don't worry, grass will grow back :)

the grass is there, but highlighted in the map

heedless, Jun 29th at 6:20 PM

Placing blocks to try and expand a perimeter around an overflowing stream is creating new source blocks at the outer edges. I have a nightmare situation going where new source blocks are generated as I try to fence in a stream, unless I head off the growth by building a stop point, it just keeps filling empty spaces with sources. I'm going to have to roll back my server to before I placed any blocks near the natural stream and uninstall until there's some reduction in source block generation.

theblondie , Jun 29th at 6:56 PM
@heedless: Placing blocks to try and expand a perimeter around an overflowing stream is creating new source blocks at the outer edges. I have a nightmare situation going where new source blocks are generated as I try to fence in a stream, unless I head off the growt

hey, you didn't specify what kind of overflowing stream you have, I guess it's a watershed one? In that case I recommend 1) that you update watersheds to the latest version which should reduce or fix the overflowing 2) if the overflowing persists, that you apply the configuration changes suggested in the relevant section on this page. If all else fails you can disable source blocks generation entirely in the configuration file, at the cost of not being able to extend lakes or dig canals

Javidac, Jul 14th at 12:36 PM
@theblondie: hey, you didn't specify what kind of overflowing stream you have, I guess it's a watershed one? In that case I recommend 1) that you update watersheds to the latest version which should reduce or fix the overflowing 2) if the overflowing persists, that yo

i have had the same issue with this mod for over two months now; updating watersheds havent fixed the issue.

The biggest issue ive had so far is when there is two source blocks that run into water: like a small pond, or lake. When said lake starts freezing, the water starts spreading over the ice, and when it hits spread from the second water source; it becomes a cascading issue of new water source blocks.

I also encountered a quality of life issue that might be looking into;
The water blocks from this mod all counts as separate types of blocks with world edit; so if you try to fix a problem with flooding with world edit, it only removes that one specific "water block 14 northeast" you happen to be targeting, and they instantly come back due to the water spreading into the now vacant block. This results in the water spread from realistic water being very hard to contain with world edit; especially on top of lake ice. 

I would suggest looking into adding a check to make sure new source blocks of water cant be created above lake ice blocks, or over a a block of air that isnt connected to at least 3 blocks of water: 
It might make it a lot easier to contain the infinite spread issue.

theblondie , Jul 14th at 1:09 PM (modified Jul 14th at 1:10 PM)
@Javidac: i have had the same issue with this mod for over two months now; updating watersheds havent fixed the issue.The biggest issue ive had so far is when there is two source blocks that run into water: like a small pond, or lake. When said lake starts freezing

> The biggest issue ive had so far is when there is two source blocks that run into water: like a small pond, or lake. When said lake starts freezing, the water starts spreading over the ice, and when it hits spread from the second water source; it becomes a cascading issue of new water source blocks.

 

Hey, that's interesting! I've never played with watersheds long enough to get to the winter so it hadn't occurred to me, I get how this could result in problems :D

For the time being, increasing "Bed Lowest Depth" so that the watershed level is at least one or two blocks below the surrounding terrain should help

Javidac, Jul 14th at 2:13 PM
@theblondie: > The biggest issue ive had so far is when there is two source blocks that run into water: like a small pond, or lake. When said lake starts freezing, the water starts spreading over the ice, and when it hits spread from the second water source; it become

It would help, if not for the fact that the world is already created, and lowering the watershed level wouldnt really do anything ;P
It would definitely work for a new world tho.

heedless, Jun 29th at 7:02 PM (modified Jun 29th at 7:55 PM)
@heedless: Placing blocks to try and expand a perimeter around an overflowing stream is creating new source blocks at the outer edges. I have a nightmare situation going where new source blocks are generated as I try to fence in a stream, unless I head off the growt

Here's a video trying to reproduce the issue, under the certain conditions it appears the the water might attempt to "wrap around" blocks to remain connected to others, and creates source blocks as part of a longer connected network. An example scenario begins about 4 minutes into the linked clip

Edit removed video - The issue I was reporting was with a watersheds stream. The text above has guidance about watersheds streams.

Kostek10, Jun 29th at 10:51 AM

Smetimes water is impossible to contain. Why placing blocks beside or under water makes new source blocks? Now I have water magicaly raising in the middle of a river and flowing horizontaly out of waterfall because I tried building a bridge. I guess it is lake extension fault and can be disabled but I wish I know it sooner.

theblondie , Jun 29th at 1:45 PM
@Kostek10: Smetimes water is impossible to contain. Why placing blocks beside or under water makes new source blocks? Now I have water magicaly raising in the middle of a river and flowing horizontaly out of waterfall because I tried building a bridge. I guess it is

Hey, normally placing solid blocks should not create new water blocks. What I suspect happened here is that the water was left in an unstable/unrealistic configuration by world generation, so when you placed the blocks nearby it was disturbed and spreaded to reach a stable distribution. To avoid this you can build a dam around the working area to limit the spreading, just as you would do in real life :)

spasmos, Jun 27th at 8:29 PM

Hello. I've encountered some strange behavior with the latest version when using it with the waterwheel system from the Medieval Expansion mod. Although no error message appears in the log or any clear indication of the problem, when using the mod's sluice gate system, it generates static water that never disappears. This doesn't happen with version 0.2.2. I'm sorry I can't provide a more specific example.

spasmos, Jun 28th at 4:55 AM
@theblondie: hey! if I remember correctly you were using custom patches to link everything together, they probably need to be updated to work with the latest version

Hi! After our conversation, I removed all those patches because the mod already met all my requirements. In other words, there aren't any "extra" elements causing the problem. Thanks for your time!

ruecharli, Jun 25th at 8:15 AM

Are there any river mods that work well with this mod? I.e. rivers that are made of flowing water blocks and therefore allow redirection.

theblondie , Jun 25th at 1:21 PM
@ruecharli: Are there any river mods that work well with this mod? I.e. rivers that are made of flowing water blocks and therefore allow redirection.

hey! not that I know of, however the waterfalls that the vanilla game places on mountain sides will often result in nice streams if the terrain is favourable (you can see a few examples in the trailer video)

Willownezz, Jun 22nd at 1:22 AM

The latest update is causing an issue with the "True Archimedes Screw" and "Aqueducts and Sluices", when the mod is installed, the water from the Archimedes screw does not flow properly into an aqueduct.

It gets stuck in the first block, removing Realistic Water solves the issue.

image

T2k3, Jun 21st at 8:57 PM (modified Jun 21st at 8:58 PM)

Hi i wanted to remove your mod due a problem with IME (intresting mining and extraction) but i got many unremovable Question-Mark (unmapped) Blocks. Is there a save way to remove your mod? or maybe a way to get it to work with IME? Thanks in advance!
(ah! the probleme is that slucing doesn't seam to work in the realistic water blocks, almost forgot to mention)

T2k3, Jun 21st at 10:29 PM
@T2k3: Hi i wanted to remove your mod due a problem with IME (intresting mining and extraction) but i got many unremovable Question-Mark (unmapped) Blocks. Is there a save way to remove your mod? or maybe a way to get it to work with IME? Thanks in advance!(ah!

hmm it seams, we somehow figured out what the problem is, something about how realistic water creating source-blocks in lakes and we need flowing water for IME to work, after we disabled it and created flowing water everything seam to work :?

theblondie , Jun 21st at 11:28 PM
@T2k3: hmm it seams, we somehow figured out what the problem is, something about how realistic water creating source-blocks in lakes and we need flowing water for IME to work, after we disabled it and created flowing water everything seam to work :?

hey, yes realistic water works with IME since version 0.2.2 (but it works better with 0.3.0), it's not necessary to disable lake extension, you can dig a single block-wide canal from the lake and it will not create new source blocks, or you also can make water jump down a block from the lake.

Wyrmin, Jun 20th at 8:22 PM

As of the latest 1.2.3 version Waterfall: SomeLiquidSourceTransport is now compatible with realistic water since there were some issues with it.

Solidude, Jun 18th at 1:28 AM

Lovely update

theblondie , Jun 18th at 1:44 AM
@Solidude: Lovely update

Hey thanks!

Katakora, Jun 16th at 2:17 PM

Is there a way to use only the portion of the mod that makes lakes/water extend if you remove an adjecent block?
I kinda really like that part but im not too keen on watesheds mod spilling out of controll everywhere, i kinda would love just to be able to have flat water surfaces stayy filled when adjecent blocks are removed (like from instability or if i remove it)

osari, Jun 15th at 11:09 PM

The game instantly crashes without bringing up the crash report dialog (or writing any evidence to client or server logs) using this mod when a water source block comes into contact with one of Paddy Fields' modded rice paddy blocks. The bug only started when I added this mod to my game.

theblondie , Jun 16th at 12:43 AM (modified Jun 16th at 12:43 AM)
@osari: The game instantly crashes without bringing up the crash report dialog (or writing any evidence to client or server logs) using this mod when a water source block comes into contact with one of Paddy Fields' modded rice paddy blocks. The bug only started

hey, I tried installing Paddy Fields but I cannot reproduce the issue, it seems to work perfectly well. Could you maybe send a video in the discord section?

MrShiver, Jun 17th at 1:54 PM
@theblondie: hey, I tried installing Paddy Fields but I cannot reproduce the issue, it seems to work perfectly well. Could you maybe send a video in the discord section?

i have the same issue. when connecting a 2 block wide source to a paddy field it instantly closes with no crash log 

theblondie , Jun 18th at 1:43 AM
@osari: The game instantly crashes without bringing up the crash report dialog (or writing any evidence to client or server logs) using this mod when a water source block comes into contact with one of Paddy Fields' modded rice paddy blocks. The bug only started

osari AriaIku ok I managed to reproduce it, at least on my pc it happens randomly and very rarely (1 in 10 times).

It looks like an infinite recursion in Paddy Fields, you should report it to the author.

The log looks like this:

 

Crash Report
Stack overflow. 
 at Interop+Globalization.<StartsWith>g____PInvoke|15_0(IntPtr, Char*, Int32, Char*, Int32, System.Globalization.CompareOptions, Int32*)
 at Interop+Globalization.StartsWith(IntPtr, Char*, Int32, Char*, Int32, System.Globalization.CompareOptions, Int32*)
 at System.String.StartsWith(System.String)
 at RicePaddies.BlockEntityPaddy.IsNaturalWaterSource(Vintagestory.API.Common.Block)
 at RicePaddies.BlockEntityPaddy.NetworkHasNaturalSource()
 at RicePaddies.BlockEntityPaddy.Evaluate()
 at RicePaddies.BlockEntityPaddy.NotifyPaddyNeighbors()
 at RicePaddies.BlockEntityPaddy.Evaluate()
 at RicePaddies.BlockEntityPaddy.NotifyPaddyNeighbors()
[thousands more lines of Evaluate() and NotifyPaddyNeighbors()]
at RicePaddies.BlockEntityPaddy.OnNeighborChanged(Vintagestory.API.MathTools.BlockPos)

 at RicePaddies.BlockPaddy.OnNeighbourBlockChange(Vintagestory.API.Common.IWorldAccessor, Vintagestory.API.MathTools.BlockPos, Vintagestory.API.MathTools.BlockPos)
 at Vintagestory.Server.ServerSystemBlockSimulation.HandleDirtyAndUpdatedBlocks()
 at Vintagestory.Server.ServerSystemBlockSimulation.UpdateEvery100ms(Single)
 at Vintagestory.Common.GameTickListener.OnTriggered(Int64)
 at Vintagestory.Common.EventManager.TriggerGameTick(Int64, Vintagestory.API.Common.IWorldAccessor)
 at Vintagestory.Server.ServerMain.Process()
 at Vintagestory.Client.ClientProgram.ServerThreadStart()
 at System.Threading.Thread.StartCallback()
theblondie , Jun 15th at 5:14 PM

Hey everyone, version 0.3.0 is out.

This is a substantial update with many bugfixes and improvements, there is now a configuration file with two options:

MaxPathDistance controls how hard the pathfinder tries to find downpaths (Swedneck you might want to increase it :P)

AllowLakeExtension allows to disable the generation of source blocks when digging at the border of a lake (Dovinya might want to disable it)

For Dekoser it should be easier to create sluices now

Swedneck, Jun 17th at 2:48 PM
@theblondie: Hey everyone, version 0.3.0 is out. This is a substantial update with many bugfixes and improvements, there is now a configuration file with two options: MaxPathDistance controls how hard the pathfinder tries to find downpaths (Swedneck you might want to

Neat! Raising the maxpathdistance is definitely a big improvement, though it has to be raised quite a lot to have a significant impact and at that point it starts running into some weirdness (unless this is just some interaction with one of the 3 billion mods i use).  

Here's with 50, for example: 

image

Aside from the obvious issue of it developing hard edges, i wonder if it would be possible to change the behaviour depending on distance from the source? So it can spread a little bit wider at first (preventing the single block wide stream at the start) and keeping it tighter further away. I think that could possibly also help it feel more like a limited amount of water is flowing, and maybe even help performance? Just brainstorming though.

theblondie , Jun 17th at 6:06 PM
@Swedneck: Neat! Raising the maxpathdistance is definitely a big improvement, though it has to be raised quite a lot to have a significant impact and at that point it starts running into some weirdness (unless this is just some interaction with one of the 3 billion

Nice that it works better for you! I think most of the weirdness comes from the fact that the source is in the middle of a plain (possibly a mod does that?), if it comes down from a mountain like it does in vanilla it has time to spread and flow more realistically

Dovinya, Jun 12th at 8:47 PM

Hiya, is there a way to cleanly uninstall the mod without debug blocks showing up? I wanted this mod on my world but it appear that afer breaking a single bock of a lake near the ocean everything turned into source blocks and that is not something I want happening if I can't fix it by damming it off

theblondie , Jun 12th at 9:31 PM
@Dovinya: Hiya, is there a way to cleanly uninstall the mod without debug blocks showing up? I wanted this mod on my world but it appear that afer breaking a single bock of a lake near the ocean everything turned into source blocks and that is not something I want

hey, a single block-wide canal cannot create new source blocks (unless you're using a very old version), could you provide a screenshot? In any case you can regenerate the affected part of the world with /wgen regen

Dovinya, Jun 12th at 9:59 PM
@theblondie: hey, a single block-wide canal cannot create new source blocks (unless you're using a very old version), could you provide a screenshot? In any case you can regenerate the affected part of the world with /wgen regen

I have already found the channel on the discord and I am sharing there for easier communications. It unfortunatly was a friend of mine on our server that made made the channel so I got incomplete knowledge

soulscythe, Jun 5th at 10:07 PM

So is it just an adjustment of the distance water will flow from it's source, or is there some other changes made here? I want to understand it more on a technical level. 

theblondie , Jun 5th at 10:37 PM (modified Jun 5th at 11:41 PM)
@soulscythe: So is it just an adjustment of the distance water will flow from it's source, or is there some other changes made here? I want to understand it more on a technical level.

Compared to stock water these are the main differences:

  • It spreads horizontally much further (the limit has an element of randomness to avoid hard cutoffs)
  • It looks for possible downpaths up to 10 blocks away and flows in that direction if found
  • It has different rules for when to create new source blocks, making it possible to extend and connect lakes
  • It takes slabs into account
  • It uses a different (more natural-looking) algorithm for mountainside waterfalls
  • It has a specialized algorithm for drying up efficiently
spasmos, Jun 3rd at 10:12 PM

Hi theblondie. I love your mod. I've found some incompatibilities with certain mods. I've already created a patch for all of them, and if you share your Discord username, we can talk privately and I'll send you the code and all the instructions so you can safely include it in your patch. I've searched for you, but I haven't found a username I'm sure is you. I look forward to your reply. Cheers!

Rage4556, Jun 3rd at 1:01 AM

what's the name of the config for the mod? I only see watersheds in my modconfig folder and nothing to do with realistic water. was hoping to disable new water sources with buckets.

ViriTheWitch, Jun 1st at 4:51 PM

This is very cool, but I can't help but think it needs some more polish before I'd want to use it in a real world. Particularly the way it seems like it prefers to spread laterally instead of downhill, actively spreading past a slope to continue across a flat plane, which is just not how water works realistically.

theblondie , Jun 1st at 5:04 PM (modified Jun 1st at 5:11 PM)
@ViriTheWitch: This is very cool, but I can't help but think it needs some more polish before I'd want to use it in a real world. Particularly the way it seems like it prefers to spread laterally instead of downhill, actively spreading past a slope to continue across a

hey, currently water looks for possible down paths up to 10 blocks away, are you experiencing cases where it doesn't find them even if they are closer than that?

Noxide, Jun 1st at 6:08 PM (modified Jun 1st at 6:45 PM)
@theblondie: hey, currently water looks for possible down paths up to 10 blocks away, are you experiencing cases where it doesn't find them even if they are closer than that?

What I'm hoping for in the future is for this soil layering mod to be complete, the one that segments dirt/ sand blocks into 8 layers. When that one is ready for world gen then realistic water could potentially work so much better. We could have shallow puddles to knee deep swamps in the future.

ViriTheWitch, Jun 1st at 7:54 PM
@theblondie: hey, currently water looks for possible down paths up to 10 blocks away, are you experiencing cases where it doesn't find them even if they are closer than that?

Water will take the path of least resistance, but what your mod does is it'll keep expanding wider across a layer even after it's already found a lower spot to go, so it rapidly floods massive areas in flatter plain terrain, even going all the way around a cave entrance or pond. I dunno how you'd do it in code to make it stop expanding once it's found a slope (or if that'd be processor intensive) but I think it'd do a lot to make it actually seem more realistic. 

SilverScorpion, Jun 3rd at 12:42 AM
@ViriTheWitch: Water will take the path of least resistance, but what your mod does is it'll keep expanding wider across a layer even after it's already found a lower spot to go, so it rapidly floods massive areas in flatter plain terrain, even going all the way around

I have to say I still like it, BUT I agree that it is a bit agressive continuin path a down location. IF there is a way to make it stop seeking once its found its down path, that would be ideal. 

chkdsk, May 25th at 12:49 AM

I've fluffed up and accidentally placed a bucket of water down in the barn which has flooded the whole area, is there anything I can do to get rid of all the water?

theblondie , May 25th at 9:49 AM (modified May 25th at 9:49 AM)
@chkdsk: I've fluffed up and accidentally placed a bucket of water down in the barn which has flooded the whole area, is there anything I can do to get rid of all the water?

hey starting from version 0.2.0 you just have to remove the water block you placed (put a solid block there) and all the flood will drain :)

Dekoser, May 22nd at 11:39 AM

oh man, creating a sluice is a challenge for sure ~ trying to create a continues moving stream comming from multiple points and merging without getting a point were the flow isnt moving items downstream while maintaining a reasonable footprint, quite a duzi
but i see the end at the tunnel, symetricall merger and trapdoors seems to be the key. (for muck-transport)

i noticed that when modwater hits a vanilla source (eg. pond) and then the modwater is stoped from the source, it can happen that the pond is now flowing strangly like there are now sourceblocks missing, like they were replaced and left holes
have to study it further myself to make a better report tho

soo, good job ~

theblondie , May 22nd at 12:30 PM
@Dekoser: oh man, creating a sluice is a challenge for sure ~ trying to create a continues moving stream comming from multiple points and merging without getting a point were the flow isnt moving items downstream while maintaining a reasonable footprint, quite a du

Hey, nice that you tried the new feature! I hope it is a challenge of the fun kind haha

For the second thing, I finally got to creating a discord section if it's easier for you (for screenshots etc)

Willownezz, May 21st at 6:23 AM

image

Since the last update, my rivers and watersheds are leaking a lot 😂

theblondie , May 21st at 10:23 AM (modified May 21st at 1:17 PM)
@Willownezz: Since the last update, my rivers and watersheds are leaking a lot 😂

hey so I suspect in this case you were actually getting a smaller spread before because of a bug I fixed in the last version that accidentally gave preference to certain directions for no reason (if the watershed was going in the opposite way you would probably be getting less spread than before).

But that said the root cause seems to be that the watershed is created with no containing borders? or maybe they collapsed due to soil instability? because there must be an opening somewhere for it to leak

Edit: so I did some testing with Watersheds but with the default configuration I couldn't find any leak, in any case I've added to the Questions section here a suggested tweak to the configuration, let me know if it helps you :)

Ganlhi, May 21st at 5:58 AM

I like the idea behind this mod, especially being able to dig channels. The only thing that bothers me is the fact that a very small pond of source blocks is able to entirely flood a mountain side without ever empty 😅
But I'm not sure there would be an easy solution to that (except maybe compute a max spread based on the amount of source blocks available...)

Also I wondered (and actually I had the same question about Hardcore Water) if it would be doable, when a manually digged channel ends up in an enclosed bassin to fill it with source blocks.

theblondie , May 21st at 10:14 AM (modified May 21st at 1:08 PM)
@Ganlhi: I like the idea behind this mod, especially being able to dig channels. The only thing that bothers me is the fact that a very small pond of source blocks is able to entirely flood a mountain side without ever empty 😅But I'm not sure there would be an eas

hey! yes both are hard problems, the first because if I limited spread distance it would end up with strange rivers that stop flowing for no apparent reason, the second because then people would complain that they cannot drain those ponds hahah

TheDarkPlague, May 20th at 5:42 PM

Is this mod different from the Hardcore Water mods? Or does it have more or fewer features?

theblondie , May 20th at 6:14 PM (modified May 20th at 6:40 PM)
@TheDarkPlague: Is this mod different from the Hardcore Water mods? Or does it have more or fewer features?

so Hardcore Water gives you special aqueduct pieces that relay water from one side to the other, while this mod makes water itself flow realistically so you can build aqueducts with any kind of material and do other things like canals for boats and dams :) You can watch the trailer video to see the possibilities

qlVegetalp, May 20th at 4:41 PM

Can we get an option to make buckets not able to put source blocks kinda like how waterfall does it because something I noticed is that when you play with the vanilla no source block setting and this mod sometimes when running water hits existing water it makes a bunch of currents and I can't fix it unless I allow source block placement 

 

theblondie , May 20th at 5:01 PM
@qlVegetalp: Can we get an option to make buckets not able to put source blocks kinda like how waterfall does it because something I noticed is that when you play with the vanilla no source block setting and this mod sometimes when running water hits existing water it

hey! so the problem with buckets is that they place source blocks so you won't be able to drain the water, however if there are weird currents that shouldn't be there I can try to fix them, could you send a screenshot or a video? 

theblondie , May 20th at 2:32 PM (modified May 20th at 2:33 PM)

Hey all! Version 0.2.2 is out, the main new feature is that flowing water now pushes things starting from 10 blocks before every jump, allowing you to build canals that push stuff away (as required for example by Interesting Mining & Extraction)

To get the new behaviour in already spread water you can simply drain it and make it spread again.

Arcanus01134, May 20th at 2:36 AM

Please add a way to remove this mod from an existing game.

theblondie , May 20th at 5:02 AM
@Arcanus01134: Please add a way to remove this mod from an existing game.

hey, that would be a substantial amount of work for something almost nobody would use, I prefer spending that time improving the mod so that no one wants to remove it :D

Arcanus01134, May 20th at 7:03 PM
@theblondie: hey, that would be a substantial amount of work for something almost nobody would use, I prefer spending that time improving the mod so that no one wants to remove it :D

May I list what I take issue with in the mod then? I don't want to come off as rude, but I feel like there's a lot of problems with the mod that make it very hard for me to use.

Sirenne, May 11th at 11:24 PM

Hey hey, love your mod!

 

Running into a tiny issue, however. The furrows from Primitive Survival don't seem to really want to 'fill' like they used to; I can have water right next to a furrow and have it not update after it's had a stick develop in it. I can turn those off, but I'd prefer to leave them on - just a heads up.

theblondie , May 11th at 11:49 PM
@Sirenne: Hey hey, love your mod! Running into a tiny issue, however. The furrows from Primitive Survival don't seem to really want to 'fill' like they used to; I can have water right next to a furrow and have it not update after it's had a stick develop in it. I c

hey there! So I've never used primitive survival but I looked it up and in the mod description it says "If you start at a water source the furrow will fill with water automatically. If not, you can easily fill your furrows with a bucket."

So it seems furrows want a source block to fill? In that case there isn't much I can do unfortunately, you could try digging a canal at least two blocks wide from a lake so that it will be filled with source blocks

Sirenne, May 12th at 7:04 PM
@theblondie: hey there! So I've never used primitive survival but I looked it up and in the mod description it says "If you start at a water source the furrow will fill with water automatically. If not, you can easily fill your furrows with a bucket." So it seems furr

Hi there! So I think I've narrowed it down a bit, and the issue seems to be that Realistic Water doesn't treat the furrows with water as a flowing block? Therefore, we can't fill them from a bucket. I have been going in and doing it manually in creative, but having that ability - even as a toggle - would be amazing. <3

theblondie , May 12th at 8:05 PM (modified May 12th at 10:07 PM)
@Sirenne: Hi there! So I think I've narrowed it down a bit, and the issue seems to be that Realistic Water doesn't treat the furrows with water as a flowing block? Therefore, we can't fill them from a bucket. I have been going in and doing it manually in creative,

so the thing is, it's not realistic water that decides if water goes into a furrow, it's the furrow that decides if it wants to fill with water and it does only if it's started from a source water block...

that's why I suggested you dig a wide canal directly from a lake, so it gets filled with source blocks :)

Cute_Red, May 10th at 4:13 PM

i don't know why i thought it was using normal water blocks to function.  removed the mod because some of the giant messes this can cause in normal world generation but .. a sea of ? blocks lol.  i get it, makes sense.

noobops, May 7th at 5:12 PM

After updating a lot of water blocks became missing (the ? blocks). Any idea how to fix them? They're unbreakable

theblondie , May 7th at 5:56 PM
@noobops: After updating a lot of water blocks became missing (the ? blocks). Any idea how to fix them? They're unbreakable

Hey, this happens only if the mod is not loading for some reason, could you post the logs?

noobops, May 8th at 7:17 AM
@theblondie: Hey, this happens only if the mod is not loading for some reason, could you post the logs?

You were right it wasn't loading properly. For some reason it fixed itself

Wanderling, May 7th at 8:08 AM

Hey, if moving water caused the blocks it flows over to slip using sideways instablity, these rivlets would be able to sort of carve a riverbed when flowing down steap embankments, just using in game mechanics.

theblondie , May 7th at 11:29 AM
@Wanderling: Hey, if moving water caused the blocks it flows over to slip using sideways instablity, these rivlets would be able to sort of carve a riverbed when flowing down steap embankments, just using in game mechanics.

Hey, that's an interesting idea but I worry it would cause massive landslides everywhere since sideways instability is so precarious 

Wanderling, Jun 2nd at 12:45 AM
@theblondie: Hey, that's an interesting idea but I worry it would cause massive landslides everywhere since sideways instability is so precarious

I use sticky dirt mod which makes soil instabiliy work very nicely. The two mods work very well together actually, both making core mechanics more realistic and interactable.

I think that your wonderful mod is the best candidate for making rivers work, you just need some way to errode soil, and a way for water to form deep pools when it runs into small deep dips. If you've got the time/enthusiasm to work this mod into a river creating mod, I think you've got a very good chance to be the one to crack it.

Anyway, what you've made here is already really great.

Hatchi, May 7th at 3:18 AM

I love the way this mod works, buuuutttt (there's always a but) I noticied it only affects freshwater.  So, hypothetically, if I were to build a castle on the coast then dig a moat from the ocean around the castle, the saltwater still has Vanilla behavior.  It's like there isn't enough water in the sea to fill a dry little ditch!  Also, playing with buckets transporting water sources turned off for immersion.

Was this intentional?  Like it creates a conflict when fresh and salt water flow into eachother?

theblondie , May 7th at 11:27 AM
@Hatchi: I love the way this mod works, buuuutttt (there's always a but) I noticied it only affects freshwater. So, hypothetically, if I were to build a castle on the coast then dig a moat from the ocean around the castle, the saltwater still has Vanilla behavior.

Hey, so the mod also affects saltwater but in a restricted way: it doesn't create flowing streams (as a stream of saltwater wouldn't make sense) but if you dig a canal at least two blocks wide it will be filled with water sources, so you can definitely have your castle with a moat :)

Wanderling, May 5th at 10:15 PM

Hey if you're looking for art for the cover, I'd be happy to make you something. I've been wanting a mod like this for ages. I'm not a professional ilistrator, but I can do a decent wood-cut style image. 

theblondie , May 7th at 11:21 AM
@Wanderling: Hey if you're looking for art for the cover, I'd be happy to make you something. I've been wanting a mod like this for ages. I'm not a professional ilistrator, but I can do a decent wood-cut style image.

Hey, thanks a lot for the offer! For now I like having a simple screenshot as the cover but I'll definitely keep it in mind for the future

theblondie , May 5th at 2:00 PM

Ok I think I finally found a good balance with the pathfinding, 0.2.1 is out and it should make water choose more realistic paths while spreading. Of course no algorithm will be perfect in every situation, but I'm much happier with this one than the previous :D

ThreeHeadedDingo, May 5th at 2:11 AM

"There is basically no fps impact as the calculations are performed outside of the graphics thread."

That's not how a game's frame rate works...

Swedneck, May 4th at 8:14 PM

I'm still getting pretty excessive water spread. Having a limit to the angle water can spread at would help a lot, making it actually feel like it's flowing with some momentum rather than just gently spreading out. 

image

theblondie , May 5th at 1:25 AM
@Swedneck: I'm still getting pretty excessive water spread. Having a limit to the angle water can spread at would help a lot, making it actually feel like it's flowing with some momentum rather than just gently spreading out.

So things like limiting the angles or calculating momentum would be great, but they all require BlockEntity support for liquid blocks which for now is not implemented in the base game :(

However your screenshot was really useful as it made me think of why you were getting that strange pattern with small rivulets and massive gaps between them, and the answer to that prompted me to change from a square pathfinding to a rhomboidal one which is more accurate and allows looking further away.

Would you mind trying the testers version and take the same screenshot? While I don't expect a massive improvement it should provide some

Swedneck, May 5th at 8:33 AM (modified May 5th at 8:58 AM)
@theblondie: So things like limiting the angles or calculating momentum would be great, but they all require BlockEntity support for liquid blocks which for now is not implemented in the base game :( However your screenshot was really useful as it made me think of why

The patchiness is definitely gone now which looks much more sensible, though still spreading too enthusiastically.  

image

But it's weird because then sometimes these little streams just don't spread at all!  

image

theblondie , May 5th at 10:51 AM
@Swedneck: The patchiness is definitely gone now which looks much more sensible, though still spreading too enthusiastically. But it's weird because then sometimes these little streams just don't spread at all!

Nice that it's gone! Are you sure that the rivulet that doesn't spread at all is not rapids? Those are not touched by the mod

Mercar, May 5th at 2:01 PM (modified May 5th at 2:52 PM)
@theblondie: Nice that it's gone! Are you sure that the rivulet that doesn't spread at all is not rapids? Those are not touched by the mod

Has one way to apply to another water blocks? It's will be controlled by config options, isn't?

theblondie , May 5th at 5:08 PM
@Mercar: Has one way to apply to another water blocks? It's will be controlled by config options, isn't?

Applying it to rapids would break the game, because the spreading would 1) allow nearly infinite waterwheels to be placed 2) create horribly mixed wetlands of normal water and rapidwater

theblondie , May 4th at 3:46 PM (modified May 4th at 6:31 PM)

Version 0.2.0 is out, with the highly requested feature to not consider single block canals or aqueducts as lake extensions. :D

It also changes the flow model to find more possible downward paths while spreading.

 

Due to this, wetlands created with version 0.1.x may leave some patches of water behind when you drain them, which of course you can drain manually.

Soria, May 4th at 1:38 AM

Is there any way this mod can just move the water sources from high areas to low ones? I really like the idea of this mod but it still can create infinite water very easily in some ways more easily and in much less desirable ways i.e. flooding. If the water was just relocated, flooding could be reversed and water would become an actual finite resource. 

If you're worried about mods like watersheds that place water in open areas you could make the water have stability like sand so it only empties from the edges or unsupported areas. 

I have no idea if this is even possible for your mod or if this even sounds interesting to you. But I'm hoping so, as it seems in line with the objective of this mod. I dont know anything about coding so forgive me if im asking the impossible. This mod is already amazing and adds so much to the game as is, thank you!

theblondie , May 4th at 1:52 AM
@Soria: Is there any way this mod can just move the water sources from high areas to low ones? I really like the idea of this mod but it still can create infinite water very easily in some ways more easily and in much less desirable ways i.e. flooding. If the wat

Hey, unfortunately keeping track of and moving individual blocks like you suggest would be prohibitively slow :(

The good news is that the next version which is almost ready will not create new sources when digging a single block wide canal/aqueduct/hole from a lake, so any accidental flooding will be easily reversible. And of course like always once water jumps down at least one block from the source it stops creating new sources :)

Soria, May 5th at 12:39 AM
@theblondie: Hey, unfortunately keeping track of and moving individual blocks like you suggest would be prohibitively slow :( The good news is that the next version which is almost ready will not create new sources when digging a single block wide canal/aqueduct/hole

Yeah i kinda figured there would be problems with that, too bad. Im deffently still learning the mod too, and this update sound like its gonna help alot! In your opinion is there any way to get somthing like a water lock to fill and drain or is that just not really realistic?

theblondie , May 5th at 1:15 AM
@Soria: Yeah i kinda figured there would be problems with that, too bad. Im deffently still learning the mod too, and this update sound like its gonna help alot! In your opinion is there any way to get somthing like a water lock to fill and drain or is that just

So with the current version you can use solid doors or trapdoors to build a lock can be either empty or one-block-full, so it's more like a drydock than a lock :D  A proper lock would require filling, which is something I've disabled so far because it can easily create massive floods. However once everything is nice and stable that's definitely something I'd like to do

Sirenne, May 3rd at 6:26 PM

Hey hey, love this mod, unfortunately we had to remove it due to massive floods - now we have lots of water blocks that can't resolve, be removed, or interacted with in any way (show up as white with red question marks, can't be deleted or replaced even in creative mode). I'm happy to reinstall to fix it, but just wanted to give you an FYI.

Leavraell, May 2nd at 5:31 PM

Is there any way to drain areas? in some places the endless lakes are making it difficult. If I accidentally break a block in the wrong place in the wall, then I lose the entire area that is lower than the lake because it flods with source blocks. I can dry it up by placing dirt each block at a time, but it is very time consuming.  I wish there was a way to do like the sponge in that other block game.   I love the idea of single-wide channels not creating source blocks so that at least some accidents could be prevented.

theblondie , May 3rd at 11:45 AM
@Leavraell: Is there any way to drain areas? in some places the endless lakes are making it difficult. If I accidentally break a block in the wrong place in the wall, then I lose the entire area that is lower than the lake because it flods with source blocks. I can d

hey, I'm very familiar with such floods hahah
I don't know of other ways of drying them, but I agree as soon as I'll make single block openings not generate sources it will definitely help :)

Mirok, May 1st at 12:45 PM

theblondie

By the way, in the hollows, at the same level, due to the mechanics of "lake expansion," infinite sources are created... This creates an infinite ring of water...

 

Mirok, May 1st at 12:35 PM

theblondie Is it possible to disable the creation/expansion of lakes using a config? Is it possible to check the connection between two sources? It's just that in flat landscapes, endless lakes form due to the fashion...

theblondie , May 1st at 1:29 PM
@Mirok: theblondie Is it possible to disable the creation/expansion of lakes using a config? Is it possible to check the connection between two sources? It's just that in flat landscapes, endless lakes form due to the fashion...

For now it's not possible, however for the next version I'm considering changing the rules for when to create new sources so that a single-block wide aqueduct is not considered a lake extension

MarterKlavee, May 1st at 10:21 AM

I've noticed that flowing source water blocks don't seem to freeze over, has anyone else experienced this?

Solidude, May 1st at 10:14 AM

Incredible, thanks for making and sharing it! <3

theblondie , May 1st at 1:30 PM
@Solidude: Incredible, thanks for making and sharing it! <3

Glad that you like it! :)

theblondie , May 1st at 9:32 AM
@Mirok: theblondie video: https://drive.google.com/file/d/1DwUOv8D3PbcrhcfAyUBYnYoFEtmIVssK/view?usp=sharing

Hey thanks for the video, so what's happening here is that you're basically extending a lake, the mod detects that and creates new sources (that's the feature that avoids the weird holes/currents and allows you to build navigable canals).

If you dig a canal at least a block lower than the lake surface it will not be an extension and will be able to be drained

Attac_Mage, May 1st at 3:22 AM

Abra_The_Cadabra Waterfall just keeps you from using buckets to place down source blocks unless the liquid is already present. It's like the "prevents source block placement from buckets" world config but the mod allows inclusions for when water already is where you're trying to place the source.

 

Probably didn't word that well. 

Abra_The_Cadabra, May 1st at 3:08 AM

Does this work with https://mods.vintagestory.at/waterfall ? Or is it the same thing/better version of it.

theblondie , May 1st at 12:28 AM

0.1.2 is out, it should improve on the things noticed by Attac_Mage and Comeaves

CrowMagnumMan, Apr 30th at 11:39 AM

Heyhey! Thanks for this really nice mod! I tested it yesterday together with Rivers and Watersheds and it works fine and fits right in. I think there's some overlap and some differences between Realistic Water and Watersheds which might fill in each others gaps. Wrote that into the Watersheds Discord as well ;)

Speaking of which: I've seen there isn't a discord thread for Realistic Water yet. You might want to take a look into that. Seems like a very quick and accessible way to get feedback from the community.
Also I've took a bunch of screenshots I wanted to show you; It probably wasn't what you had in mind with the mod but in conjunction with Wilderlands Caves I've got a multilevel underground riversystem with waterfalls in between levels going. I explored it in creative and it was absolutely stunning. To explore something like that in survival must be awesome! Wanted to post some pictures of the underground river system on the discord, but well there's none yet :P

Lastly I've had Terrain Slabs active while playing around with Realistic Water and I hadn't too much issues with flooding but I think that's very dependened on the overall terrain/worldgen.

Cheers!

MacroAggressor, Apr 30th at 6:59 AM

StangleKhan Ok cool, I was just curious.  Looks like an interesting mod.

Mercar, Apr 30th at 12:32 AM

Try using it with https://mods.vintagestory.at/algernonswatersheds
You'll notice that several water springs start but don't spread, stopping abruptly without finding a shallow point or a water source like lakes, etc.

Mirok, Apr 29th at 7:37 PM

it seems this mod is a bit incompatible with terrain slabs. When water passes through the semi-block, it creates an endless source, which is why the regions are filled with water without the possibility of drainage...

Averixus, Apr 29th at 9:54 AM

This is such a cool idea, I'm excited to give it a try!

 

Would you consider sharing the code somewhere (e.g. github)? I'm really curious to see the details of how you implemented it :)

StangleKhan, Apr 28th at 7:16 PM

theblondie Great mod. I've really enjoyed playing with it to create canals and irrigation for crops.

If its not too much trouble, I do have one suggestion. Is it possible to add a config option to prevent the water spreading from rivulets? My experience is that they spawn so often in mountainous regions that the flooding gets too intense.

MacroAggressor, Apr 28th at 5:30 PM

Is this based on the Hardcore Water mod's aqueducts?

theblondie , Apr 28th at 7:20 PM
@MacroAggressor: Is this based on the Hardcore Water mod's aqueducts?

hey nope this mod doesn't use special pieces to build aqueducts, you can use whatever you like

 

Comeaves, Apr 28th at 4:49 PM

Hey, I tested version 1.1.0 on my server, updating from 1.0, and the performance tanked a lot. ticks were taking 1s at some cases

theblondie , Apr 28th at 7:19 PM
@Comeaves: Hey, I tested version 1.1.0 on my server, updating from 1.0, and the performance tanked a lot. ticks were taking 1s at some cases

hey, it looks like the additional checks I implemented to ensure water always drains could be a bit slow, I'll try to optimize them for the next version :)

EruTheTeapot, Apr 28th at 2:27 PM

Can you confirm and update the description etc. if is this safe to install Mid-game or need a new save?

Installed mid-game and current water flowing from mountains were acting as mod intends. 
Or even say how compatible this is with some other water mods perhaps?

Great idea otherwise, love the concept

Mercar, Apr 28th at 10:39 AM

@theblondie I use the IA for organizing my thoughts and make me more cleaning:) and it make a recommendation interesting hehehhe

WickedSchnitzel, Apr 28th at 5:29 AM

Could you add a config option to let water remove grass and small plants and maybe change the ground to mud or something.

Attac_Mage, Apr 28th at 1:59 AM

Wondered if that was the key player. Thanks for the quick response!

theblondie , Apr 28th at 3:19 PM
@Attac_Mage: Wondered if that was the key player. Thanks for the quick response!

So I've published a test version with an improved pathfinding algorithm that takes slabs into account and gives more priority to flowing down rather than horizontally, it would be great if you could tell me if it improves things for you :)

Attac_Mage, Apr 28th at 12:38 AM

Another example of how aggressive the spread can be: https://imgur.com/a/kw2oH0g 

Attac_Mage, Apr 28th at 12:23 AM (modified Apr 28th at 12:25 AM)

Regardless of AI generated (maybe translated?) comment, I do agree with Mercar and Swedneck. Even with riverbeds and basins a single rivulet will happily flood a hill on the way down and is not nearly limited enough in that regard. Only happens sometimes, but it's consistent with the type of hill shown in the image, both with and without a cliff below. Also note on the leftmost edge the rectangular gaps in water propogation (might be hard to fix, I'm not too familiar myself with how you developed this). Same thing happens on the rightmost peninsula. 

Spoiler!

 

 

If the image failed to load (I must be embedding wrong), here's the link: https://imgur.com/a/gFjRgmL

 

 

Really dig the mod otherwise. I do like having floodplains, it just seems extremely aggressive sometimes, and I think terrain slabs might exacerbate that issue alongside algernon's.

 

theblondie , Apr 28th at 12:45 AM (modified Apr 28th at 2:05 AM)
@Attac_Mage: Regardless of AI generated (maybe translated?) comment, I do agree with Mercar and Swedneck. Even with riverbeds and basins a single rivulet will happily flood a hill on the way down and is not nearly limited enough in that regard. Only happens sometimes,

Hey, thanks for the clear picture and explanation :)

So in this case I think it's spreading more than expected mainly because the pathfinder isn't designed to work with terrain slabs and thus doesn't find many possible downpaths, that's something I should be able to add

As for the gaps I'm aware of them, they're a byproduct of how the pathfinder works and also exacerbated by the missing paths due to the slabs, I think they will improve if I add support for the slabs

Mercar, Apr 27th at 8:42 PM
Spoiler

One issue that can occur is that when a natural spring or source block appears in the world, it often splits into many branches. This causes water to spread in multiple directions at once, and the branching can multiply infinitely across large flat areas. The result is that water expands outward in every direction instead of forming a more concentrated, directional flow.

In real‑world hydrology, water tends to follow the steepest and most distant downhill path until it reaches a smaller, more defined drainage basin. Larger flooded areas gradually dry out as water converges toward a single outflow point.

A more realistic behavior for the mod would be:

  • Water should prioritize flowing toward the lowest and most distant downhill point, creating a stronger, more directional current.

  • Large flat flooded areas should gradually shrink, concentrating flow toward a single drainage channel instead of endlessly multiplying outward.

  • Only areas with no viable downhill path should remain as wetlands, matching how real floodplains behave.

This would reduce infinite spreading, improve performance, and make the water system behave more like real hydrological networks.
A practical solution would be to implement a directional flow system where water evaluates nearby terrain and chooses the steepest and most distant downhill path as its primary route. Flat flooded areas could temporarily form drainage basins that slowly contract as water converges toward a single outflow point. This would prevent infinite branching, reduce uncontrolled spreading, and create more stable, realistic river behavior within the Vintage Story engine.



theblondie , Apr 27th at 10:22 PM
@Mercar: Spoiler One issue that can occur is that when a natural spring or source block appears in the world, it often splits into many branches. This causes water to spread in multiple directions at once, and the branching can multiply infinitely across large fla

Sorry I don't want to come across as rude but this comment reads as if it was written by an AI :(

Anyways, these proposals would better be addressed by a separate world generation mod which can prepare the appropriate riverbeds and basins which this mod will then naturally fill with water

MarterKlavee, Apr 27th at 4:17 PM

theblondie Nice! The water patches seem to largely have been fixed, at least from my testing in creative.

theblondie , Apr 27th at 3:35 PM

Version 0.1.1 is out, it should fix the problem that some patches of water did not drain when drying up a wetland

Swedneck, Apr 27th at 5:57 AM

So after playing around with this a bit i think the spread is very overenthusiastic, a single source block can turn into a massive lake and having more source blocks at the.. source.. makes no difference.  
Ideally there should be a system where spread scales with the number of sources (thus modeling increased flow); but in case that's difficult to implement i'd at least lower how far water can spread on a flat surface and maybe instead increase how far it can spread per each block it descends, so you don't get the excessively enormous wetlands 


Also i can confirm that single source blocks on a flat surface will create new source blocks and thus potentially literally infinite water, which.. might explain why the spread feels overenthusiastic. And yes i tried this with source transport turned off in the world config.

 
theblondie , Apr 27th at 10:30 AM (modified Apr 27th at 10:36 AM)
@Swedneck: So after playing around with this a bit i think the spread is very overenthusiastic, a single source block can turn into a massive lake and having more source blocks at the.. source.. makes no difference. Ideally there should be a system where spread scal

If you manually put a source block in a flat area it will create other sources, spread as far as it can and turn into a lake, that's by design :)

Naturally genenerated waterfalls instead will not create other sources but only flowing water that will dry out if you canalise it (except for some lingering patches of water which should be fixed in the next update)

Losvaize, Apr 26th at 5:09 PM

Really loving this mod so far! Love what it has even done for waterfalls and like that I can move rapid waters to where I actually want to place a waterwheel, so thank you!

KATLA, Apr 26th at 1:59 AM

Is there any way to config the spread max distance, im using Watersheds and sometimes water blocks spawn outside of the river bed and spread over huge distances literaly flooding all surroundings. While these effects look cool there a re quite performance intensive 

 

theblondie , Apr 26th at 5:26 PM
@KATLA: Is there any way to config the spread max distance, im using Watersheds and sometimes water blocks spawn outside of the river bed and spread over huge distances literaly flooding all surroundings. While these effects look cool there a re quite performance

so it's a miracle it works at all with watersheds since I've never tested with it hahah

for now spreading distance is fixed but I might make it configurable in the future

Aljistar, Apr 25th at 7:07 PM

theblondie  no the water blocks forming down stream is from natural water on world gen such as rapid water flowing down hill.

MarterKlavee, Apr 25th at 6:02 PM

I've played around with the mod for a bit, and I think the source block mechanic should be improved a bit. If you pour water on a cliff near a hilly area/forest, you'll end up with a huge wetland. Now, that's not an issue per se, but it appears that the edges of a wetland have these unrealistic and ugly edges where the water just ends. Furthermore, if you cut off the source, then most of the water will drain, but you'll still have some patches of water that just start from nowhere, like this:

image

I think introducing a mechanic where water dries up at the edges if it can't find a block to rest against or water bordering it would improve the situation.

So, for example:

image

The water (blue) bordering a wall (red) will not dry up since it both borders the wall and is enclosed by other water, but the water that has 1 level and doesn't border any walls will dry up and start lowering all the other water block's levels. The 1-level check ensures that water that flows into other water doesn't dry up and cut off the stream.

I dunno if this would be very performance intensive or if it is even possible, but if it was implemented, it'd be very cool! Of course, you've already done a lot of very good work with this mod, so it's not a crime if you decide that this isn't a good feature to implement.

theblondie , Apr 26th at 5:30 PM
@MarterKlavee: I've played around with the mod for a bit, and I think the source block mechanic should be improved a bit. If you pour water on a cliff near a hilly area/forest, you'll end up with a huge wetland. Now, that's not an issue per se, but it appears that the e

hey, so for the ugly borders part you mean when water spreads to the limit as it doesn't find any obstacle and so it stops all at the same time forming a line? if so that's kinda expected but maybe I could make it a bit more random so that it's not a line

as for the patches not drying up sometimes, that's something I noticed too and I'm trying to understand the root cause of it, it shouldn't happen

Ricksdetrix, Apr 25th at 5:05 PM

Glad to see you found a way to upload this!

MarterKlavee, Apr 25th at 4:09 PM

This looks rather interesting! Water physics (and physics in general) in games have always been a favourite of mine.

Aljistar, Apr 25th at 3:41 PM (modified Apr 25th at 3:43 PM)

theblondie  it seems that once the flooding travels far enough it self sustains and can not be undone by blocking the original source blcok that started it. i have forests flooded with patches of full water blocks after the initial flood.

theblondie , Apr 25th at 4:30 PM
@Aljistar: theblondie it seems that once the flooding travels far enough it self sustains and can not be undone by blocking the original source blcok that started it. i have forests flooded with patches of full water blocks after the initial flood.

the only case when new source blocks are created is when an existing source can spread horizontally (for example by extending a lake), did you do that?

 

Comeaves, Apr 25th at 3:21 PM

Thanks! I did some testing and it is indeed fine with existing worlds.

Would this be compatible at all with Algernon's Watersheds?

Btw be careful making aqueducts..... they make new water blocks so removing then can be a chore later O.o

theblondie , Apr 25th at 4:32 PM (modified Apr 25th at 4:32 PM)
@Comeaves: Thanks! I did some testing and it is indeed fine with existing worlds. Would this be compatible at all with Algernon's Watersheds?Btw be careful making aqueducts..... they make new water blocks so removing then can be a chore later O.o

if you want to make easily removable aqueducts just make water jump down a block from the origin lake before the aqueduct, that way it's treated as a flowing river instead of part of the lake

MiraLeaps, Apr 25th at 3:19 PM

woah, this is so cool.
How does it work with Watersheds and Rivers (mods)?

Algernon, Apr 25th at 3:16 PM

Looks insanely cool

theblondie , Apr 28th at 12:01 AM
@Algernon: Looks insanely cool

thank you! glad you like it :)

El_Neuman, Apr 25th at 2:26 PM

theblondie Could you make it so that water can flow out of the world? I mean, if you build a dam and it breaks, the water would drain out instead of staying in the dam forever and continuing to pour endlessly.

Comeaves, Apr 25th at 2:11 PM

Is this mod compatible with an existing world?

theblondie , Apr 25th at 2:41 PM (modified Apr 25th at 2:41 PM)
@Comeaves: Is this mod compatible with an existing world?

It is, however it will be applied only to newly explored areas of the world and to areas you disturb (for example if you dig a canal)

Also make a backup just in case :)