Mods / Waterfall: SomeLiquidSourceTransport
- Tags:
- Author:
- Wyrmin
- Side:
- Both
- Created:
- Apr 10th 2025 at 11:11 AM
- Last modified:
- Jul 5th at 12:50 PM
- Downloads:
- 22104
-
Latest release (for Vintage Story 1.22.3, potentially outdated):
Waterfall_v1.2.4.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?
Waterfall enforces that handheld liquid containers such as buckets can only place liquid source blocks inside flowing liquids of their own kind.
This simple change was designed to function as a middle-ground between vanilla's NoLiquidSourceTransport toggles.
The mod enforces rules explicitly implied via block attributes or WaterfallConfig.json:
- Modders can add default source block placement rules with waterfallPass: [ "domain:code1", "domain:code2", etc... ] attribute to enforce which liquid blocks liquid blocks can be placed inside.
- Users can add custom block placement rules with the mod config. This includes allowing liquids to be placed inside "game:air" to ignore any placement rule defaults.
- Config overrides any passes from attributes or defaults.
Mod Compatibilities:
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 - Waterfall's compatibility patches might fail if WaterfallConfig.json has been edited between versions. You can delete WaterfallConfig.json to make the mod fix itself the next time a world is loaded.
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.
Default WaterfallConfig.json syntax example:
{
"version": "1.2.3",
"pass": {
"game:water": [
"game:water",
"game:rapidwater",
"game:realisticwater"
],
"game:saltwater": [
"game:saltwater"
]
}
}
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.2.4 | waterfall | 1247 | Jul 5th at 12:19 PM | Waterfall_v1.2.4.zip | 1-click install | ||
|
Fixed: SpillContents() would throw NullReferenceException if the method is accessed from outside the inventory. | |||||||
| 1.2.3 | waterfall | 1463 | Jun 20th at 7:48 PM | Waterfall_v1.2.3.zip | 1-click install | ||
|
Added: Compatibility patch for realistic water mod. | |||||||
| 1.2.2 | waterfall | 2812 | May 31st at 8:14 AM | Waterfall_v1.2.2.zip | 1-click install | ||
|
Updated for 1.22.3: | |||||||
| 1.2.1 | waterfall | 5253 | Apr 29th at 5:56 AM | Waterfall_v1.2.1.zip | 1-click install | ||
|
Changed the default mod behaviour from implicit to explicit equality check. Rules have to explicitly implied via block attributes or mod config. | |||||||
| 1.2.0 | waterfall | 41 | Apr 29th at 4:59 AM | Waterfall_v1.2.0.zip | 1-click install | ||
|
Changed ModConfig syntax for mixed fluids such as game:water being placeable in game:rapidwater. | |||||||
| 1.1.2 | waterfall | 1196 | Apr 26th at 4:58 PM | Waterfall_v1.1.2.zip | 1-click install | ||
|
Added waterfallBypassable: true attribute for modders. | |||||||
| 1.1.1 | waterfall | 205 | Apr 21st at 9:40 PM | Waterfall_v1.1.1.zip | 1-click install | ||
|
Added block bypass config. | |||||||
| 1.0.0 | waterfall | 8745 | Apr 10th 2025 at 11:21 AM | Waterfall_v1.0.0.zip | 1-click install | ||
|
Added 1.21.1 to working game versions. | |||||||


Also intended to add comp for realisticrapids out of the box ?
https://mods.vintagestory.at/realisticrapids
Realistic rapids shouldn't have a need for a separate compatibility patch.
Seems to cause some issues with Hydrate or Diedrate, as the mod doesn't seem to want to let the WellSprings generate its special well water blocks into the air above it.
I had no issues with Hydrate or Diedrate's wells when I tested them with Waterfall. Besides, WellSprings do not count as handheld liquid containers so there's no reason for them to be affected by Waterfall to begin with.
munke_nutsack Good catch! I'm not sure how I didn't notice it, but this should be fixed from now on. You might need to delete WaterfallConfig.json to update it if there are further issues.
The version in WaterfallConfig.json refers to when the file was modified, and shouldn't be touched. I might change the name in the future to reduce ambiguity.
Nice mod, pairs well with Realistic Water. With that said, the default config still shows it as version 1.2.3 and does not include the realisticwater compat. I dont know if this is intentional but I thought itd be worth noting that you have to manually add the realistic water compat.
CTAKAHOB I failed to reproduce the exception with Core of Arts [unofficial], but I fixed the code which should have triggered it. The updated implementation should be no different from vanilla.
Coldzero Updated the mod, thus as of 1.2.3 waterfall is compatible with realistic water due to thematic similarity.
Note that the mod doesn't become compatible if there were any prior changes to WaterfallConfig.json to avoid breaking possible edits. You can delete WaterfallConfig.json file and let the mod fix itself if doesn't function as intended.
Is this mod compatible with the Realistic water mod? I can't seem to bucket water into flowing water with it on my server. Without this mod I can bucket anywhere (as I expect with the vanilla settings), with it I can't bucket anywhere including into flowing water. I'm wondering if there is something else I can do or if they are just incompatible.
not sure if this could be something but I dont see "NoLiquidSourceTransport" in the serverconfig.json at all. it seems to be working as if it were set to false so I think its fine but searching for it, it doesn't come up. I also tried to set it via the given command and seems like it took hold and I have restarted so dont think its an issue but only thing I have noticed beside incompatibility possibilities.
Biruse and Bloodytiger: Please read the description of things you download in the future.
Waterfall enforces that handheld liquid containers such as buckets can only place liquid source blocks inside flowing liquids of their own kind.
This simple change was designed to function as a middle-ground between vanilla's NoLiquidSourceTransport toggles.
I updated the description slightly to lessen ambiguity.
Both Aqueducts and Sluices and Hardcore Water: Transport Edition (Evolved) should be compatible with Waterfall. If there were actual issues, I couldn't duplicate them.
The patience of a god
There really is an issue with bucket in this mod. I only have this mod installed and I can't create water source from a bucket full of water
Without the mod, there is not issue
But once the mod is installed it doen't work anymore
Is this mod compatible with either Aqueducts and Sluices or Hardcore Water: Transport Edition (Evolved)? I have the latter and Waterfall installed and I can't seem to move water source blocks with a bucket.
Purhnicus I tried the mod, but I didn't have any problems with it. If this becomes a recurring problem I might take a look into it in the future.
There seems to be a crash with Core of Arts [unnofficial] and when using this Waterfall mod where it crashes when using a bucket of water on a flowing water block, at least, it says this is where the critical error came from, not sure if its something you can fix or not but thanks anyways!
abculatter_2 I checked the True Archimedes Screw and from what I understand this shouldn't be an issue when combined with Waterfall 1.1.1 because achimedes screw uses custom water blocks which kidnaps placed blocks.
Hardcore Water on the other hand doesn't have any practical issues since Waterfall has somewhat lax rules to begin with, which makes it is highly optional, but does make aqueducts more convenient to make compared to vanilla chiseling.
Had a thought, it would be nice to have this mod available even when using something like Hardcore Water or the new Archimedes Screw mods. However, my understanding is that this mod would recognize the flowing water blocks that they generate as valid places to put a water source block, thus making them simply a way to generate new water source blocks, and not needed after that initial creation.
I was wondeirng if you would be able to add a check, either as a config option or not, where it checks if there is a water source block adjacent to the block before it places a source block? If there isn't a source block next to it, it fails to place a new one.
Amazing, thank you so much!
Tegotia I dediced to change mod configuration syntax a bit to allow custom rules. You can now place water in rapid water with the default mod config.
meapineapple You should no longer need the attribute with the new version. Liquid placement rules now have to be explicitly implied via attributes or config, because in hindsight I doubt that liquids other than water actually need this mod.
Understandable, though speaking selfishly it would be nice to have an interim given any changes in that regard will probably be some months away. I have one friend very upset that he might not be able to build aqueducts from those rapids if we use Waterfall on our server.
Tegotia Maybe? Though I'd like to refrain from touching rapids until the devs figure out how everything is supposed to work together with the rivers and all that.
Hi - would you be willing to add a case wherein the new rapid flowing water allows still water to be placed in it? It would be very nice for the creation of aqueducts sourced from mountain water sources.
Huh. This is something I never thought I wanted. Cool.
Wyrmin thank you! I updated my mod with the attribute and it's working great, no ModConfig change needed.
meapineapple Updated the mod to support attributes. You can now implement waterfallBypassable: true attribute for a block to make it bypass waterfall for example with finite liquids such as concrete or lava.
Wyrmin Cool, I was able to resolve the issue with Stoneworks concrete by adding the block code in Waterfall's ModConfig JSON. Thank you! Would you please consider implementing a check which reads a custom attribute or property of the block being placed, though, so that mod authors can make this work automatically? It would be nice if it were possible to have compatibility work in a more out-of-the-box way, without having to advise folks to go find and edit a JSON file in their game data folder.
Now all we need is for our windmills to be used to pump the water through plumbing up into our raised aquaducts 🤩
meapineapple abculatter_2 Yeah I should have done this long time ago.
Anyway, updated the mod. You can now exclude liquids from Waterfall in the mod config. Syntax "domain:blockcode" or "meapineapplestone:concretemix" in the case of Stoneworks.
Re: abculatter_2's compatibility comment
Hi I'm the author of Stoneworks, and I don't think this is an incompatibility I can realistically fix on my end. I use `waterTightContainerProps.whenSpilled` to place a custom concrete mix block, and I'm guessing that this mod is preventing the `PlaceBlock` action even for things besides water. Can you please either restrict it to base game liquids, or add and document some way for mods with custom liquids to opt out of the Waterfall behavior?
Found an incompatibility with Stoneworks which, tbh, I'm kinda surprised hasn't come up yet with any other mods;
Stoneworks adds a concrete block which is created by dumping a full bucket of "concrete mix" fluid. However, this action seems to be blocked by this mod, causing nothing to happen.
In simple English. This mod is a compromise between the strict {no source placing} and {place source anywhere} that vanilla offers. With this mod enabled, you can place source blocks of water. However, you can only place them in existing flowing water. Doing this allows you to build out your streams but only in a downhill effect, thus the 'waterfall'. Yes, this could indeed be carried out without the mod, but most players find it easier to comply with their own self imposed rules if the game actually imposes those rules on them.
Could you explain more about what this mod does for me (in simple English)? I feel like I've made waterfalls before without a mod.
The mod has been updated. While I was fixing things up, some of the changes brought by 1.22 resulted in unexpected benefits. I'm not sure if this is intended behaviour or not, but behold. Buckets can now also serve as makeshift watering cans. A single full bucket seemingly replenishes +25% moisture on use, so it's actually quite slow compared to the real thing. Might take a while to see if there's any point to balancing properly. I don't think it's supposed to work, but it does now.
I just tested and it does seem to work fine, at least using water source blocks artificially placed in creative.
nomad_delta It should work from what I've seen, but I haven't tested it.
This mod sounds wonderful! Does anyone know if it already works with 1.22 or should we hope that Wyrmin is kinda enough to update it?
Sianks Dude... Nobody is denying that water works the way it does in vanilla with the setting off. The entire point of the mod is for people who DONT want that to work but also find the setting vanilla provides to be too restrictive.
I dont get why you guys insist on saying it. When i've done my farm I wanted to have a long line of water but obv it's ending quickly, so I've taken the water into bucket and placed in the place where water was getting low, that way I've created perfect line of water, doing the thing this mod allows WITHOUT the mod itself. The only other mod i had on that could bring this in was DanaTweaks but I dont remember it having "waterfall" option.
I will go into new world and test it out again, if I had a mod in that playthrough and forgot about it thus making me think its Vanilla, then it all starts to make sense.
Almost feels like Sianks is trolling since the description pretty thoroughly explains what the mod does and that its quite different than Vanilla...
Sianks It restricts your placement of source blocks to existing streams. In Vanilla you can place the source block anywhere out of your bucket if the setting is enabled, this requires you to dig from the original source and slowly get it to encroach in a direction. So if you go take a bucket from your pond to your farm, it won't work, like you have watertransport turned off. But if you dig a big old stream then add source blocks when the water starts to stop, you can make it go longer.
Sianks From my understanding, it lets you place a source block in flowing liquid, obviously. So, if you wanted to make irrigation channels around your field, you'd have to dig from a natural stream or lake and let the water flow to where you wanted it to go, as opposed to just placing the sources. It's different because the vanilla settings don't let you place source blocks at all, while this mod lets you do so to continue the stream/channel.
So the mod doesnt do anything new from what Vanilla allows you to
Sianks Placing liquid source block only inside flowing liquid of its own kind.
Sianks The description tells you exactly what it does. It allows you to place source blocks in a very specific setting.
Setting NoLiquidSourceTransport to false doesnt do what this mod does...
So... what mod does? If you have Noliquidsourcetransport to False, then vanilla is working the same way this mod does. Waterfalls go down until they meet blocks, so thats not new, the water ends after certain amount of blocks horizontally, thats not new..
Whats new? Placing liquid source block inside flowing liquid of its own kind is not new either.
Unless I didnt observe vanilla correctly. Dont get me wrong, if the mod is doing something, then its amazing!
Wyrmin i don't think anyone askd you to do that? Look, what you did is cool. Most importantly - it's yours! I do crude mouse art when i need to do something like this.
malucart Yehoria
I fixed it, but I do not intend to apologize for avoiding unpaid labor.
Maoman i do. ai bad. Please no ai.
Oh. Well nevermind then lmao.
Maoman You don't. You have to locate a waterbody up at that height or above and then route it from there.
How are you supposed to carry water up to a higher elevation with this mod enabled?
malucart who gives a shit
AI image.
Everything is OK with PS metal bucket, maybe I messed up keys.
Poured water wanishes, poured lava stay as block.
Denali_Rainbow Waterfall is designed to specifically prevent this. You can only place source blocks inside flowing liquids of their own kind.
Alatyr The mod is relatively simple, so I haven't bothered, but I did add an explanatory image. Might change it in the future.
Wahazar I have confirmed that Waterfall does work with metal buckets from Primitive Survival and doesn't block this. Metal buckets actually seem to bypass vanilla wood bucket implementation that Waterfall modifies to an extent, but it shouldn't have conflicts outside simply ignoring Waterfall for lava exclusively, meaning you should be able to set it down wherever. I suspect you likely have NoLiquidSourceTransport set to True or some unknown mod conflict that I cannot help you with.
I can no longer put water into a hole for my crops. Is this one of the known issues? Is there a way around this?
Where is gif or video? Not even screenshot...
Seems that metal buckets from Primitive Survival mod aren't working - it is not possible to place lava block, even on flowing lava, when this mod is in use.
Is it possible to fix such issue?
This mod is great love it :)
BlueMax The file itself hasn't changed from when I uploaded it here in April 2025, but I do have to update the description's version compatibility occasionally.
What was the last update?
El_Neuman Well, from coding perspective simply placing down a liquid source block is not that difficult... but wouldn't that bypass the intended idea of this mod? Besides, that sounds like a bucket with extra steps.
Wyrmin What do you think, how difficult would it be to implement a system for transferring liquid from one point to another? For example, if you take a bathtub filled with water, and make a hole at the bottom, the water would flow out.
Yeeeees! Thank you! I love this idea. I dont like being able to just move water anywhere when that water is capable of creating an infinite source that flows from nowhere. Not being able to move water at all isn't ideal either when there's no proper aquaduct system or way of getting water to move up. This is a wonderful middle solution. Thank you.
ok I don't hate that actually, I'll just have to make the Acequia Real..
osayra As far as I'm aware? No. You can still use buckets, barrels, and other containers normally though.
is it possible to move water up at all?
Wyrmin Chabo I use waterfall and primitive survival and had not encounter any conflict between them.
This mod is super underated for immersive water mechanics, adding "Hardcore water mod" to place aqueducts make a perfect combo.
Thanks to keep it updated!
Chabo I don't use Primitive Survival, but Waterfall is relatively simple. My guess is that they are compatible, but I haven't tried. There shouldn't be any gamebreaking problems at least.
Does this conflict at all with the irrigation channels added by Primitive Survival?
Fair point, didn't think of that, but can clearly see it.
New mod 'Flash Flood'.
Dagurmawth That's actually quite nightmarish to implement in a safe way when a single misplaced block leads to an exponential flood. Not impossible, but too unpredictable for my preference.
Is it posible to extend this to rain as well? Maybe as an optional config? When it rains over an incomplete flowing block, it could become a source?
FatRefrigerator Waterfall is limiting compared to vanilla, but forgiving compared to NoLiquidSourceTransport. You can still spread existing liquid bodies with buckets, but not create new ones out of thin air.
I think I'm confused as to what this mod does that the NoLiquidSourceTransport setting doesn't do.
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.
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?
merryclefairy Waterfall doesn't have any persistent data so it should work on old worlds. Check known issues if it doesn't.
can it be used after world creation or needs new world?
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.
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???
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.
Calamity Read the mod description, my man
I am confused as to what this does. Technically waterfalls already exist no? Can you add pictures?
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.
does this mod work with modded buckets/liquid transportations?
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.
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.
McTaco I suppose that's technically speaking plausibile, but far-reaching liquids tend to be easily exploitable and difficult to balance.
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
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.
OH! I had to set:
/worldconfig noLiquidSourceTransport False
It works as intended now.
Cheers
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.
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
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?
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.
This sounds so cool! I am really curious to see if this works with Hardcore water
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
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.