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Posted

I know that i cant place down rapids, they have to be found naturally, so ive been suffering as a blackguard delaying setting up any kind of permanent home until i can settle near a rapids. 

I found what I THOUGHT was 3 rapids converging onto one point and its a beautiful area. But now that ive done a bit of landscaping, looking at these flows, they kind of dont seem all that fast. I mean the source blocks are waaaaay up there, but i dont know if im actually looking at rapids or not. 

So, how i can i tell? 

2026-05-09_00-09-02.thumb.png.552dc460287bb61b8a63353d58baaef2.png

I know you cant see the motion but is there anything here that gives away that they are/arent rapids? Also i know that one is super low so thats probably not a rapids. 

I dont want to setup anything permanent until i KNOW its a rapids, because you need to get all the way to iron before you can make the wheels so once im there i dont plan on moving

Posted

Unfortunately those three are all regular water. I do wish the game had helper text for liquids the way it does with blocks, considering there are now three different kinds of water (fresh, salt, rapids) in the game. 

Regular water falling a long distance makes a kind of dull roar which I mistook for a rapids noise at first. What rapids actually sound like is a louder, higher pitched, "babbling brook" sort of noise. The texture is also lighter and has more prominent patterning on it, but the real giveaway is how it behaves: rapids do not fork* or spread out in any way, even when encountering an obstacle or a wide flat space. This makes them quite distinctive on the map: look for long jagged brown lines that neither start nor end in a larger body of water, and investigate them individually. Most (but not all) will have the distinctive sound and color of rapids. 

Most likely, the first real rapids you come across will be immediately obvious as such because of the distinctive noise. Test it by trying to get it to spread out over a flat space, and when it just stays as a single rivulet over a flat space and never spreads out then it's confirmed. 

*I was able to get rapids to fork occasionally and temporarily in my RC world. I don't know if that was fixed, but it was finicky enough I didn't want to gamble on a second water wheel.

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Posted
8 hours ago, Chuckerton said:

So, how i can i tell? 

Echoing what others have said, the easiest way to tell is the sound. Rapids are LOUD, and sound much more energetic than regular water flow. They also have a few more particles that bounce around, as well as a brighter color and slightly different "watery" overlay.

Probably also worth noting that if you play with the Watersheds mod, it can make it a little harder to tell since that mod tries to add running water sounds for its streams, but the streams aren't necessarily rapids.

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Posted

So i did end up finding one. Of course, i went to dig out part of the mountain so i could get the water to flow the other way, and in doing so collapsed the gravel over it, destroying the source block, and then ragequitting the save. 

The way to tell is that the water is loud, "foamier" i guess, and the particles get launched outwards from the stream. 

It really sucks that this one WASNT a rapids, because this area was really beautiful, and it also sucks that i deleted the save, because again, the area was really beautiful. I tried making some new saves thinking I got unlucky with that seed but it was actually a terrible idea because the next seeds i got were even worse. 

I wouldnt care about rapids this much if i could use moose or other livestock to drive mechanical stuff to have consistent (or at least on-demand) power

Posted

I've done the archives in my current 1.22 world and have only found a handful of rapids. There's one location that looks worth building on, but it's not practical to move there at this time, at least the water wheel isn't enough to make it worthwhile. I feel that water wheels are something you use if you get really lucky, not something you can reasonably set out with the expectation of using. A large windmill might not produce power all the time, but at least you can always put one up, and get the power where you need it.

Posted
10 hours ago, Chuckerton said:

Of course, i went to dig out part of the mountain so i could get the water to flow the other way, and in doing so collapsed the gravel over it, destroying the source block, and then ragequitting the save. 

Scenarios like this are when I typically pop into creative mode, fix whatever happened, and then pretend it didn't happen.

 

43 minutes ago, cjameshuff said:

I feel that water wheels are something you use if you get really lucky, not something you can reasonably set out with the expectation of using.

Really depends on what you want to prioritize when picking a base location. In my experience, rapids aren't terribly hard to find, but they aren't necessarily in a spot I consider pretty, or there may be other locations that have more value(like higher fertility soil, ocean front property, lots of berry bushes/fruit trees nearby, etc).

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Posted
21 hours ago, cjameshuff said:

I've done the archives in my current 1.22 world and have only found a handful of rapids. There's one location that looks worth building on, but it's not practical to move there at this time, at least the water wheel isn't enough to make it worthwhile. I feel that water wheels are something you use if you get really lucky, not something you can reasonably set out with the expectation of using. A large windmill might not produce power all the time, but at least you can always put one up, and get the power where you need it.

I prioritized it because i know its consistent. Even if the wind is blowing, it doesnt mean its blowing hard enough to get enough useful power. On previous versions i used 3 or 4 full sized windmills in a... i wouldnt say terribly tall towers, maybe 2 or 3 stories, but those had to have a very strong wind blowing for me to drive two helvehammers at a 1-1 ratio. 

Now, a single waterwheel probably wont drive that much either but at least ill have SOME mechanical power at all times for querns or pulverizers instead of having to wait for a windy day. 

If the devs added some way for domesticated livestock animals to be worked to contribute to mechanical power giving me on-demand power when i need it, potentially at the cost of grain or something, i wouldnt feel like i need to find a rapids *please devs add this and my life and soul is yours for eternity*. And besides, theyre the new thing in the game so i wanted to work with them for a save

21 hours ago, LadyWYT said:

Really depends on what you want to prioritize when picking a base location. In my experience, rapids aren't terribly hard to find, but they aren't necessarily in a spot I consider pretty, or there may be other locations that have more value(like higher fertility soil, ocean front property, lots of berry bushes/fruit trees nearby, etc).

Yeah that was the issue i was running into. Id find one but it would be in a rough spot. I found a really pretty area but it was in a low temporal stability area or something so it was always going down in that area, which sucks. There ended up being a decently nice area on the other side of that mountain with a rapids in it though so thats where im at now on a new save. living in a hole in the side of a mountain right now, but you gotta start somewhere. 

Posted

All but one of the sources I've found have been in a cramped mountainous area that aren't great to get in and out of. There's one on a hillside on decent terrain, but I've already got 256 blocks of terra preta farmland in greenhouses that I can't move and a large windmill that doesn't always produce power, but produces enough and produces it where I need it. The hillside source is right above the far translocator of a pair where the near one is a couple minutes walk away, so I might just set up a smithy there and use it for producing plates, but I already have steel plate armor.

I hadn't paid much attention to the noise or detailed appearance of flowing water before, and before I found the real thing there were a couple noisy-seeming flows nearby (vertical flows with very long drops that you'd think would be as "rapid" as physically possible and which certainly seemed to be making a lot of noise and kicking up a lot of spray) that I tried. Since then the water wheel parts have sat in a chest. Apart from the scarcity of well-located rapids, the resin cost of assembling the water wheel has discouraged messing around with the thing.

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Posted

Yeah. I.m somehwat new to the game and I was so proud ot settling in an area with 3 "rapids". Even put in a couple of good hours trying to set up a forge powered by 2 of them. built the water wheels, halve hamers, etc just to assemble the water wheels and find out that 2 out of the 3 are just normal water sources that I mistook for rapids because they were flowing nicely from the top of a mountain...You play, you learn I guess. 

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Posted
23 hours ago, HisInfernal said:

Yeah. I.m somehwat new to the game and I was so proud ot settling in an area with 3 "rapids". Even put in a couple of good hours trying to set up a forge powered by 2 of them. built the water wheels, halve hamers, etc just to assemble the water wheels and find out that 2 out of the 3 are just normal water sources that I mistook for rapids because they were flowing nicely from the top of a mountain...You play, you learn I guess. 

Happened to me as well, probably to many of us. 🙂

I've come up with this approach to minimise this.

"IS THIS A RAPID?" TEST:
Carry/make a bucket and place down a water source NEAR to where your rapid comes from.

The difference should be obvious between the two streams if the other one is a rapid.
The rapid will have:

  • Lighter blue colour
  • More bubbles
  • More noise
  • Resist splitting or spreading out 

If they both behave similarly, then you can move on. You should pretty much always have a bucket, or flax to make one, if you are thinking of building one or exploring.

I do appreciate this approach though.

On 5/10/2026 at 12:21 PM, LadyWYT said:

Scenarios like this are when I typically pop into creative mode, fix whatever happened, and then pretend it didn't happen.

Even in cases where we are not talking about fixing a broken rapid, I think there is still some merit in popping into Creative and creating a rapid - it is just a game, after all.

Some examples:

  • An old world where you have a lot of infrastructure, but rapids can't form in explored chunks
  • An "ideal" location, which is just missing one crucial detail . . . a rapid
  • A rapid which is "two blocks away from being perfect"
  • I want to try the new mechanic
  • There should be a rapid here anyway, if that snowline and valley is any guide . . .

Vintage Story has a lot of moments where "something happens," and you have a choice:

  • Embark on a three day solution, which will become the stuff of fire-side tales for years to come
  • Nip into Creative, fix the problem, move on with the more "important" things you were doing

An example might be moving to set up a new water-wheel in a remote location, and forgetting a wrench for that one time you need it to put an axle through a wall.
Either solution might be valid, depending on how you feel.

Professor Dragon.

 

 

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Posted
5 hours ago, Professor Dragon said:

Even in cases where we are not talking about fixing a broken rapid, I think there is still some merit in popping into Creative and creating a rapid - it is just a game, after all.

Oh for sure. I've said it before, but I'll say it again: a singleplayer world is like a Bob Ross painting. It's your world, and you decide what gets to live there. 😁

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