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Posted

I swam in a lake, dug some blocks out from the lakebed, and instead of the water above flowing downwards and creating new water blocks, it created stupid fucking water currents that are stronger than my swimming and i just get stuck in them and cant even go into the hole i dug.

 

This is fucking ridiculous, unfun, unrealistic, and frankly it needs to go.

 

Is there by chance mod that automatically fills blocks with full, still water blocks if there are still water blocks above it?

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Posted

I could see a specific set of rules that allows those water "repairs" without ruining things like waterfalls or filling an entire cave with a single water block coming from above:

- Turn flowing water into source water only if it is completely surrounded by solid blocks or water sources.

Posted
2 minutes ago, Guimoute said:

I could see a specific set of rules that allows those water "repairs" without ruining things like waterfalls or filling an entire cave with a single water block coming from above:

- Turn flowing water into source water only if it is completely surrounded by solid blocks or water sources.

I dont even understand why its like this. The other block game has water physics 99% the same and yet, there, putting a one tall layer of water on a layer of solid blocks, then digging out the solid blocks, will fill the underlying blocks with solid water too.

 

The one good thing vintage story chose not to adapt for some reason.

Posted
3 minutes ago, Guimoute said:

I don't remember Minecraft filling underlying blocks with source water. It required two adjacent sources last time I played (like 7 years ago). Was it changed?

....I think? I honestly havent played in about a decade either but i remember doing it in the original tekkit classic, which is 1.2.5, or something very old like that, so, i think? Really not sure. I thought thats how it worked?

Posted
4 hours ago, Guimoute said:

I don't remember Minecraft filling underlying blocks with source water. It required two adjacent sources last time I played (like 7 years ago). Was it changed?

To my knowledge this is still how it works. Bearing in mind, the last version of Minecraft I played was 1.19 beta, but I don't believe they've significantly altered water physics for a very long time.

Vintage Story's water mechanics I think could use some improvement, but at the same time...it's rather refreshing to not rely on waterfalls as a convenient elevator. It does make poking around in underwater ruins a challenge though.

  • Like 1
Posted
9 minutes ago, LadyWYT said:

To my knowledge this is still how it works. Bearing in mind, the last version of Minecraft I played was 1.19 beta, but I don't believe they've significantly altered water physics for a very long time.

Vintage Story's water mechanics I think could use some improvement, but at the same time...it's rather refreshing to not rely on waterfalls as a convenient elevator. It does make poking around in underwater ruins a challenge though.

.... Or digging up lakebeds for coal, which is what im *trying* to do but these invisible water currents arae driving me up the wall! I hate them! I hate them so fucking much! Ugh....

 

I dont even miss the water elevators, thats just dumb, but thankfully the two arent related so fixing my problem shouldnt have any effect on the water elevators

Posted
Just now, NastyFlytrap said:

.... Or digging up lakebeds for coal, which is what im *trying* to do but these invisible water currents arae driving me up the wall! I hate them!

Packed dirt over the top should fix the problem for now, I'd wager, plus a ladder to get out more easily. No water currents then, plus you have a nice pocket of air to breathe in while mining.

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Posted

A couple versions ago they changed water mechanics to more easily fill in missing source blocks, but when someone recently pointed out something similar, I went back to test and found out it had rolled back to the old way of doing thins. Sort of. It looks like a placed source block now has a 4 flow range, and at least some natural source blocks have an 8 flow range. I know I used to be able to fix problems in a farm by simply removing existing blocks and letting the sources fill in the missing ones, but that isn't working any more, either.

I don't mind the specific thing you are having issues with, though. It's so much easier to go to the bottom and dig a 3-deep hole, plug it off above you, and be left standing in breathable air. And at that point, you can make some kind of a dome at your leisure. Unrealistic sure, but it makes a lot of underwater action possible that would not otherwise be. A couple stacks of packed earth and a partial stack of hay blocks and you can create an underwater base. Not that it helps with storms, no, but stops the grizzlies.

  • Like 4
Posted

I will say that I've run in to the current OP is describing in unexpected places, usually when I'm trying to, say, get to something in an underwater segment of ruin that involves removing a block or two of the wall. That current is STRONG in some incongruous situations. I'm not sure what I'm suggesting, just empathizing.

  • 3 months later...
Posted
12 minutes ago, Broccoli Clock said:

If you want to add to the request list, how about not allowing a water source block to be placed on a shelf.

All non-full blocks are water-loggable, this was a . .. either 1.14 or 1.15 change, I can't remember. I see no reason to undo that change, nor give the shelf an exception to that rule.

I remember way back in 1.13, still learning how to play this game, trying to fill a watering can and deleting a block of water by accidentally placing it. That lake was 5 blocks from my front door, and I spent a long while getting bothered by that 1x1 flowing water before I could finally make a bucket to fix it. I am so glad that this can't happen anymore; you place a non-solid block into the water, and it just becomes water-logged :)

  • 3 months later...
Posted

The other block game used to have water physics similar to the ones vintage story has now.
Relevantly, random eddies/whirlpools, because the water duplication mechanic was slightly more restrictive. That was enough for me to never touch water construction if I could ever avoid it.

The rule was, 2 source blocks adjacent to a flow block, with a solid block beneath, caused that flow block to become a source block.
The change was also simple. The solid block could also be a water source block.

It might have some method of filling water downwards, possibly removing a block below a water block which is surrounded on all sides by water or solids, at a guess.

But at the very least, this fixes 90% of random water currents where they make no sense, without breaking waterfalls or casually flooding the world. It also means that water fills in squares, but not diagonal or linear extensions without bucket usage to force it to spread.

No, it isn't realistic. But, neither game is really realistic in the first place.. Realistic isn't the goal. Suspension of disbelief is. You need to create and maintain the illusion of a world. Unless its a waterfall where you can pretend water is cascading down, likely draining from upstream, and hence never changing, or imagined pipes or other water sources to allow infinite flow, you expect water to level out and stop flowing pretty quickly. These things look blatantly artificial, in a way that the blocky graphics don't. That other game at least manages that to a decent extent.

There is something kinda hilarious about someone asking why a water flow isn't filling in, and how to fix it, and people always say, use a bucket, or it is behaving like it should. If someone asks  Which is great, except that the first time you mess with water is probably to pan for copper, i.e. before you have a bucket, so you end up making a huge mess until you finish, and then have to manually fix the messed up water.

And best of all, once you have the bucket, suddenly you have infinite water anyway, so any rules that allowed water duplication aren't even restricting you anymore. I just don't understand it.
 

Posted
1 hour ago, Ranakastrasz said:

The other block game used to have water physics similar to the ones vintage story has now.
Relevantly, random eddies/whirlpools, because the water duplication mechanic was slightly more restrictive. That was enough for me to never touch water construction if I could ever avoid it.

The rule was, 2 source blocks adjacent to a flow block, with a solid block beneath, caused that flow block to become a source block.
The change was also simple. The solid block could also be a water source block.

It might have some method of filling water downwards, possibly removing a block below a water block which is surrounded on all sides by water or solids, at a guess.

But at the very least, this fixes 90% of random water currents where they make no sense, without breaking waterfalls or casually flooding the world. It also means that water fills in squares, but not diagonal or linear extensions without bucket usage to force it to spread.

No, it isn't realistic. But, neither game is really realistic in the first place.. Realistic isn't the goal. Suspension of disbelief is. You need to create and maintain the illusion of a world. Unless its a waterfall where you can pretend water is cascading down, likely draining from upstream, and hence never changing, or imagined pipes or other water sources to allow infinite flow, you expect water to level out and stop flowing pretty quickly. These things look blatantly artificial, in a way that the blocky graphics don't. That other game at least manages that to a decent extent.

There is something kinda hilarious about someone asking why a water flow isn't filling in, and how to fix it, and people always say, use a bucket, or it is behaving like it should. If someone asks  Which is great, except that the first time you mess with water is probably to pan for copper, i.e. before you have a bucket, so you end up making a huge mess until you finish, and then have to manually fix the messed up water.

And best of all, once you have the bucket, suddenly you have infinite water anyway, so any rules that allowed water duplication aren't even restricting you anymore. I just don't understand it.
 

Yeah, i agree. This is stupid.

 

Thanks for the information. I have already figured out it needed to have a block under it although doing that by hand is a real pain in the rear.

 

I'd still like to ask to have this shit fixed! Especially now that we have a really easy fix for it curtesy or @Ranakastrasz

Posted

I started playing with soil gravity enabled and as a result, my world is riddled with buried plants, bald cliff faces and most obnoxiously, random areas of water in lakes that don't freeze over during the winter due to the water being "flowing". I think the water just in general needs to be hit with the patch hammer.

Posted
11 minutes ago, JYAR said:

I started playing with soil gravity enabled and as a result, my world is riddled with buried plants, bald cliff faces and most obnoxiously, random areas of water in lakes that don't freeze over during the winter due to the water being "flowing". I think the water just in general needs to be hit with the patch hammer.

Honestly the soil instability is the next one on the list.

 

I like the idea of it, but right now, an entire mountain can just lose hundreds if not thousands of its dirt blocks from the top, bury the valley under it, making it ugly, everything that is buried unaccessible, and making the mountaintop even uglier. I hate it. Mountains shouldnt shed their dirt, not in this form.

  • Like 1
  • 3 weeks later...
Posted (edited)

Hey, just leaving a comment here to interconnect this post with my post: 

I am planning to set to a separate thread (maybe "tweak/problems with current water mechanic") summarizing the problems you have mentioned

 

Edited by Crylum
Posted
1 hour ago, Crylum said:

Hey, just leaving a comment here to interconnect this post with my post: 

I am planning to set to a separate thread (maybe "tweak/problems with current water mechanic") summarizing the problems you have mentioned

 

Thanks. Btw, the second link is set to edit mode so it shows up as a bad link. If you remove "?do=edit" from the URL it'll function correctly

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