Eco
WhiteWoof Dec 31, 2024 @ 10:03pm
Can you create ponds and such?
Right now I'm trying to do some landscaping. I'm right next to a mountain and at the top is a waterfall going the other way. But I'm attempting to dig out the other side to make a waterfall and a small river leading to an existing river. Except the water falls and disappears.
Is it possible to affect water flow apart from simply stopping it, or am I missing some key element?
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Showing 1-15 of 20 comments
Astral Jan 1 @ 9:46am 
I think it's not coded yet.
SLG-Dennis  [developer] Jan 1 @ 2:47pm 
You can use brick aqueducts to distribute water, otherwise water has no physics.
Well heck. Once we get to brick I'll have to see if I can make an artificial river to connect the waterfall and a river, but until then... at least I have the waterfall!
123 Jan 3 @ 9:00pm 
Originally posted by SLG-Dennis:
You can use brick aqueducts to distribute water, otherwise water has no physics.
Previously, it was possible to create ponds.
What does water physics have to do with it?
I tried to create channel with depth 2, but water there is only on the bottom of it. Can pump help with this?
SLG-Dennis  [developer] Jan 4 @ 9:01am 
Originally posted by 123:
What does water physics have to do with it?

Water has no flow or spread mechanics ("Water Physics") - so to get water somewhere or fill something up, aqueducts are needed.
123 Jan 9 @ 3:47am 
And it is not required. Why did they remove the possibility of creating artificial ponds?
A pond is not created by an aqueduct - you turn off the pump and the water disappears.
SLG-Dennis  [developer] Jan 9 @ 9:59am 
I'm unfortunately not sure what you refer to, aqueducts have always been the only way to create and move water.
Last edited by SLG-Dennis; Jan 9 @ 9:59am
Originally posted by SLG-Dennis:
I'm unfortunately not sure what you refer to, aqueducts have always been the only way to create and move water.

This is not the case. It was changed with a water code commit like a little over a year ago.

Water from pipes used to create water source tiles. The only way to remove those water source cubes was to place solid block cubes on them. People used to accidentally flood their basements all the time while rearranging pipes.
SLG-Dennis  [developer] Jan 9 @ 9:21pm 
Ah, I see. That is true, but that behaviour was a bug, not a feature and fixed to address the very problem you noted it caused. It didn't work that way always either, I remember the respective internal discussion where John (who wrote the original code for it) himself noted that behaviour was not intended and introduced as an error later down the development. Unfortunately that behaviour hence is also not coming back.

As far as i remember the original state could be used to emulate fountains with a pipe spilling from above onto a (stone) structure - but the intent was for the whole water to be gone the moment the pipe is removed or connected to machinery. Permanent water as a consequence of breaking pipes or leaving them spilling freely (which would be necessary for a permanent pond) was never intended, though.

My post should hence correctly state "aqueducts have always been the only intended way to create and move permanent water". Thanks for correcting.
Last edited by SLG-Dennis; Jan 9 @ 9:39pm
So will be introduced any ways to create channels deeper than 1 block? It will be wery useful for projects such as underground ports or expanding of rivers. For now they are very narrow to reverse ships.
SLG-Dennis  [developer] Jan 10 @ 9:42am 
You can already do that with aqueducts as well.
But how? When I did it it was filled only for 1 block.
SLG-Dennis  [developer] Jan 19 @ 2:31am 
You need to get a bit creative and place the aqueducts one below the highest level you want to have the water, then remove the parts below, the water will then fill down if it is a full block.
Okay, I'll try it...
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