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They also suck up water when the water level is higher then the spawner.
If you place a water spawner of the same size (spawn value) but slightly lower in height next to the existing water spawners they should keep each other more balanced. Resulting in smaller 'burps' as you call them. In a river you should place the lower spawner next but downstream of the existing spawner.
I was mistaken. I had replaced it with a single source.
And on the net, I've decided to no longer tinker with the map. I can't reliably get the water to be the same level when replacing the water source, and right now in the current version of the map, the water level matches the lower half of the quays CCP.
Did you also say you took the river down to one spawner and it still did it?
The Riverrun map does the same. I messed with the original river spawners way back in 2016 and noticed the river oddity happening every so often. I thought I created the issue and didn't know how to fix it. Now since I have another city on the newer version of Riverrun. I noticed it too has the issue even though I have touched nothing this time.
https://steamcommunity.com/sharedfiles/filedetails/?id=3129921811
Just don't overthink it. When it comes to "stabilizing water flow" you really can't. Water will do what it wants to do. Water wants to seek it's own level and water wants to run down hill. The best you can do is to try to influence how water goes about doing those two things. Two things effect water. Gravity & Pressure. Gravity can relive pressure and pressure can defeat gravity.
Once you understand these basic principles you stand a much better chance to understand what Max & OJB are trying to say. Take their advice and see how that works out for you. Or you could simply pour a glass of water out on the grown and watch what happens.
At the moment I am building a creek that water is never more than a couple meters deep. The thing snakes back and forth but if stretched out it could be over two tiles long. The very sight grade works better for me in controlling swells or the anti-swell of this water.
I am using three small spawners due to at that shallowness evaporation happen sooner than I thought and limits how far the water will travel.
But this creek does not empty off map a map river would. So I do have more control of it rather than it pouring off the map edge.