Mods / Waterfall

Tags: #Tweak
Author: Wyrmin
Side: Both
Created: Apr 10th at 11:11 AM
Last modified: Jun 17th at 3:30 AM
Downloads: 1508
Follow Unfollow 126

Recommended download (for Vintage Story 1.20.0 - 1.20.12):
Waterfall_v1.0.0.zip  1-click install


Do you think Vintage Story is too easy? Do you want to feel like an ancient Sumerian digging irrigation channels for his crops or a Roman creating aqueducts to route water from a lake at higher elevations?

Introducing Waterfall: A rudimentary physics mod for liquids.

Waterfall enforces that handheld liquid containers such as buckets can only place liquid source blocks inside flowing liquids of similar kind.

This simple change forces players to work around the limitations of naturally generated liquid bodies without disabling the creation of source blocks altogether at basically zero performance cost.

The mod has been tested on localhost and should work in multiplayer servers.

Known issues:

  • If the world has NoLiquidSourceTransport set to True the mod doesn't work. You can set this at world creation or afterwards with: /worldconfig noLiquidSourceTransport False
  • Buckets are somewhat inconsistent when placing liquids because Vintage Story prioritizes liquids closest to the viewport to fill them. Because this is an issue with Vintage Story itself rather than the mod, and because this technically speaking doesn't fall into what this mod intends to change, I choose to let the developers fix this. The mod itself is functional.

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.0.0
1.20.0 - 1.20.12
1507 Apr 10th at 11:21 AM Waterfall_v1.0.0.zip 1-click install

Added 1.20.12 to working game versions.


24 Comments (oldest first | newest first)

💬 Wyrmin , 5 days ago

Nagefire Liquid source blocks can still have flowing particle effects if they have adjacent flowing liquid blocks, but they shouldn't have such texture or shape. If there's an issue I can take a look a look at it.

💬 Nagefire, 5 days ago

When I put water into a flowing block of water, it does become a water source. However, the water still displays as flowing. Is this intentional?

💬 Wyrmin , Jun 21st at 8:34 AM

merryclefairy Waterfall doesn't have any persistent data so it should work on old worlds. Check known issues if it doesn't.

💬 merryclefairy, Jun 20th at 4:37 PM

can it be used after world creation or needs new world? 

💬 Wyrmin , May 30th at 7:55 AM

Calamity I suppose the name could be more descriptive, but it comes from the fact that this mod makes it impossible to move liquids upwards which makes downwards (or sideways) the only option. Water doesn't flow upwards after all.

💬 Calamity, May 30th at 2:40 AM

Screwby I did it just didnt make sense to me maye because thats paired with the waterfall image and name it just didnt make sense.

 

Wyrmin That makes more sense but the name and image is a bit misleading no???

💬 Wyrmin , May 29th at 8:57 PM

Calamity The description explains it, but this mod doesn't affect terrain, only changing bucket behavior from creating to spreading liquid bodies for realism. You have to route a naturally generated lake rather than simply place water wherever.

💬 Screwby, May 29th at 8:49 PM

Calamity Read the mod description, my man

💬 Calamity, May 29th at 4:45 PM

I am confused as to what this does. Technically waterfalls already exist no? Can you add pictures?

💬 Wyrmin , Apr 29th at 6:24 PM

Aphemorpha Most likely. Waterfall is compatible with modded liquids and liquid containers, but I cannot test them all. I can at least confirm it works with Vanilla Variants but the mod is relatively simple.

💬 Aphemorpha, Apr 29th at 4:33 PM

does this mod work with modded buckets/liquid transportations?

💬 Wahazar, Apr 22nd at 4:16 PM

Thank you for the mod. While disabled bucket settings is too harsh (especially when falling dirt is enabled - water is "damaged" without chance to repair), and enabled bucket is "cheaty" for me - your mod fills (pun intended) the gap in between.

💬 DarkThoughts, Apr 13th at 12:54 PM

Heh, I was just wondering if there's a good way to do what this mod does. I like the challenge of having to be a bit more creative with water, but also hate that the vanilla option makes it basically impossible to landscape something like a canal or a water filled moat.

Jomeaga

That mod works even without the bucket setting. It's just meant to be complementary now. So I don't see why it shouldn't work with this one.

💬 Wyrmin , Apr 13th at 5:55 AM

McTaco I suppose that's technically speaking plausibile, but far-reaching liquids tend to be easily exploitable and difficult to balance.

💬 McTaco, Apr 12th at 9:18 PM

someone mentioned it and it may not be related to your mod, but something I've wondered about applies here.

 

Is it possible to increase the flow distance of water? i.e. instead of shrinking down after 4 blocks, can we extend it to go something like 100? so that water falls can create a lake

💬 Wyrmin , Apr 11th at 8:18 AM

Rushlow Good catch! I'll add that detail to the mod description.

VaelophisNyx Making permanent water sources impractical to move is the intention.

Thranos The mod doesn't create any temporary flowing liquids when emptying buckets so this shouldn't be an issue.

💬 Rushlow, Apr 11th at 2:57 AM

OH! I had to set:

/worldconfig noLiquidSourceTransport False

It works as intended now.

Cheers

💬 Rushlow, Apr 11th at 1:50 AM

On a dedicated server, it allows me to place water from a bucket onto flowing water, but it does not become a new souce block - so the maximum flow distance is the same.

💬 VaelophisNyx, Apr 11th at 1:20 AM

Opinion: You should increase the flow-distance of water, such that you can work with it easier given this makes it a pain to get water anywhere in particular

💬 Thranos, Apr 10th at 10:35 PM

Couldn't someone just place a bucket of water and then quickly place a second bucket into the temporary flowing water to get a new source block?

💬 Wyrmin , Apr 10th at 12:37 PM

As long as a mod does not create new source blocks or change BlockLiquidContainerBase.SpillContents() behaviour it should be compatible, and in the case of the former it would be incompatible only thematically.

💬 Jomeaga, Apr 10th at 12:27 PM

This sounds so cool! I am really curious to see if this works with Hardcore water

💬 wildejackson, Apr 10th at 12:01 PM

This is such a genius idea. The implementation is so simple and it allows for fixing or changing lakes for building purposes but imposes essentially the same restrictions as turning off source placement. You are so smart

💬 Hyomoto, Apr 10th at 11:47 AM

I used hardcore water and have source block placement disabled, but I am interested to give this a try.  Source blocks are useful, but it's also more fun to have to work with the terrain.

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