Mods / Waterfall
Author: Wyrmin
Side: Both
Created: Apr 10th at 11:11 AM
Last modified: Oct 16th at 1:03 PM
Downloads: 4577
Follow Unfollow 230
Recommended download (for Vintage Story 1.20.0 - 1.21.5):
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 | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.0 | waterfall | 4576 | Apr 10th at 11:21 AM | Waterfall_v1.0.0.zip | 1-click install | ||
|
Added 1.21.1 to working game versions. | |||||||
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. Water doesn't flow upwards after all.
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.