Mods / Realistic Water
- Tags:
- 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.
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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.3.2 | realisticwater | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 891 | Apr 25th at 2:03 PM | realisticwater_0.1.0.zip | 1-click install | ||
|
Initial release | |||||||






does the newest version work with old save? Or I have to create new save for it?
it works :) I do always recommend to have backups
sweet.
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)
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.
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
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.
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?
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.
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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?
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?
use /wgen regen 1 to regenerate the affected areas of the world
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 ^^"
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!
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?
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
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.
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
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.
hey, you can use /wgen regen 1 to regenerate the affected areas
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
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.
does this work with the rivers mod?
Yes :)
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
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!
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
hey, FiniteSpreadingLiquid is used by stock liquids, not by Realistic Water :) I suggest you try disabling your other mods until you find which one causes it
Thanks very much!
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
i had an issue with water and chiseled blocks, now my map looks ugly, as it disturbed grass
don't worry, grass will grow back :)
the grass is there, but highlighted in the map
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.
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
Sorry! Yes, I do have watershed installed and I am not on the most recent version of it. I will tinker to see if my concerns are resolved.
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.
> 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
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.
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.
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.
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 :)
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.
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!
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)
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.
hey, the compatibility code is on their side, you should report it to the author
I already did, thank you for letting me know
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)
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.
As of the latest 1.2.3 version Waterfall: SomeLiquidSourceTransport is now compatible with realistic water since there were some issues with it.
great!
Lovely update
Hey thanks!
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)
Hey, there isn't but you can prevent watersheds spilling by increasing the value of "Bed Lowest Depth" in watershed configuration
awsome, ill give this a try
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.
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
Hey, could you post a video in the discord section?
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:
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
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:
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.
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
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
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
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:
interesting, thank you for replying!
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!
Hey, feel free to post in the Realistic Water section on discord (https://discord.com/channels/302152934249070593/1507048901029658785)
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.
Hey, Realistic Water has no config options for now, it's plug-and-play :)
You can disable the bucket from the standard game settings
ohh, gotcha, thank you!
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.
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.
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.
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.
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 :)
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 ~
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)
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 :)
I also have the 'Terrain Slabs' mod, so maybe that's what is causing it.
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.
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
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
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
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?
Will do is there a discord section for this mod in the official discord that I can send it to
there isn't one yet but you're not the first one to ask so I should probably make one
Hey now there is a discord section :)
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.
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
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.
Reporting bugs is not rude :) that's how software gets improved
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.
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
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
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 :)
Oh, I gotcha! We will give that a try, thank you! :)
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.
hey, if you haven't already I suggest you try the latest version (0.2.1), with the new pathfinding water tends to spread less
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?
You were right it wasn't loading properly. For some reason it fixed itself
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
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.
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?
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 :)
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
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
"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...
yes it is lol, would you maybe explain why you think that's incorrect?
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
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
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
Ah right, forgot those were even added lol. Yes that is a rapid.
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.
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!
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 :)
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?
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
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.
We've readded the mod and all seems well. :) Looking forward to the flood protection!
Nice! Another option would be /wgen regen 1 to regenerate the affected area I think (if you didn't build anything there)
Of course we did (it's right next to my house XD) but no worries!
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.
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 :)
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...
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
I've noticed that flowing source water blocks don't seem to freeze over, has anyone else experienced this?
Incredible, thanks for making and sharing it! <3
Glad that you like it! :)
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
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.
Does this work with https://mods.vintagestory.at/waterfall ? Or is it the same thing/better version of it.
0.1.2 is out, it should improve on the things noticed by Attac_Mage and Comeaves
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!
Hey, happy that you liked it! I'm not too keen on discord after the recent data leak and age verification drama, but for the future who knows :)
StangleKhan Ok cool, I was just curious. Looks like an interesting mod.
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.
The springs that don't spread are probably rapids, or they were already explored when you added the mod to the world :)
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...
I've done a few tests and I cannot reproduce this, could you maybe post a video?
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 :)
Hey thanks!
Yes maybe in the future when the code is more final I'll put it up somewhere :)
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.
hey glad you like it :) config options might come later when everything is stable and optimized
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
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 :)
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
hey, yes I will add a questions and answers section soon
@theblondie I use the IA for organizing my thoughts and make me more cleaning:) and it make a recommendation interesting hehehhe
Could you add a config option to let water remove grass and small plants and maybe change the ground to mud or something.
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 :)
Another example of how aggressive the spread can be: https://imgur.com/a/kw2oH0g
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.
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.
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
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.
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
theblondie Nice! The water patches seem to largely have been fixed, at least from my testing in creative.
Version 0.1.1 is out, it should fix the problem that some patches of water did not drain when drying up a wetland
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.
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)
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!
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
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
theblondie no the water blocks forming down stream is from natural water on world gen such as rapid water flowing down hill.
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:
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:
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.
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
Glad to see you found a way to upload this!
This looks rather interesting! Water physics (and physics in general) in games have always been a favourite of mine.
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?
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
woah, this is so cool.
How does it work with Watersheds and Rivers (mods)?
Looks insanely cool
thank you! glad you like it :)
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.
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 :)