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It may start flowing straight away if the server replies in a timely manner or if whatever is going on around reduces its load (mobs, lights, interactables of any sort including chests and bookshelves, machinery, other flowing liquids, pets, crops - all of this adds to the lag and may push liquid expasion down the line).
Reloading the chunk may help to trigger it, yep, but it's not technically necessary.
Keep an eye on the data dumped by /chunkdebug, it may help you understand better when the game is freaking out for some reason - more of an art than a well defined thing for me. Trust your gut feeling :P
I'm trying to figure out if the liquid not flowing is due to it having just been part of a blueprint or not, because normally liquids in the same area flow normally.
I just made this guide that revloves around liquids flowing/not flowing.
https://steamcommunity.com/sharedfiles/filedetails/?id=1408211524
At the end of the guide, the water from the finished blueprint doesn't flow until the chunk reloads.
So, I'm trying to put some specific details in the guide about how to best get the water to flow. That's why I'm wondering.
:)
Chunks behind you stay loaded a bit longer than that. You can try triggering more frequent unloadings by reducing your view radius, reloading the world for that setting to take effect, and then simply walk away from the area till the chunk gets unloaded (it will become blurry in the map).
The reason for the water not flowing in your specific case may be the (pretty clever) trick you've come up with, overlapping an unfinished cornerstone with a new capture. Sometimes you can "tickle" the game and nudge it to "do the thing" by adding or removing a block in that chunk (in certain cases, such as the transparent walls bug that may happen when excavating exactly to the limit of a chunk / claim, even just "threatening" to remove a block gives a good kick to the rendering and makes the walls to become visible again).
Quirks. Gotta love'em.