(I'm in version 1.8, so maybe this has been fixed?)
(Also, sorry if this is in the wrong spot? I couldn't find a "Bugs" area.)
Hello,
I've got some OCD with how the environment looks near where I'm building sometimes, and if there is a lake, the random circle-shaped patches of dirt, sand, and clay underwater just don't look natural. So, I've been trying to terraform a natural-looking beach with sand. That means the sand only goes on the actual shoreline, so, 1-2 blocks above water level is sand, and 1-2 blocks below water level is sand, and if it goes any deeper underwater, that's all plain dirt. (That's how I would prefer it to be generated anyway.)
--
Anyways, I've found a bug when you mine blocks (any blocks: dirt, sand, or clay) underwater. The bug is that if you remove any blocks underwater, the surrounding water will fill in that new "air" block, as expected - it would be dumb if it didn't. HOWEVER, the water that fills in the new spot is programmed to act as "waterfall" water, which violently pulls you downward, even though it appears to be a normal, solid, calm water block.
Let me elaborate:
Find a natural (one you DID NOT dig) body of water that goes something like 6 blocks deep, like this:
Swim to the bottom, then swim to the top. It should take only about 2, maybe 3 bubbles of air away.
Now find a shallow, 1-unit deep body of water, like this:
(be careful though, you may actually die while digging this pool, due to this very bug I'm explaining)
Dig this until it is six blocks deep, like this:
Swim to the bottom and them swim back up. Even though there is no "moving water" noise or "downward waterfall texture", the water in this pool will be violently pulling you downward, and will take you half your air meter (5 bubbles) to escape.
HERE IS THE WORST PART. If you are swimming back toward the surface, and your air meter gets to 0, even though it only hurts you 1 heart at a time - YOU'RE DEAD. Even if you're 1 water block under the surface of the water, with full health, YOU'RE DEAD. This is because when you get hit, the "water pulling you down" will amplify the little shake your character does when you take damage, and you'll be constantly pulled underwater until you're dead.
--
The new water block that fills in where an underwater block was mined, should be calm water, not downward-pulling water. :sad.gif:
This is a really annoying bug, and you've documented it really well here. Whenever it happens I always say to myself "Well...that was a stupid way to die." It's been around for a very long time and I hope that Notch fixes it in this bugfixing period.
That is not a bug, it's just how water works. When they made the water they had to chose between this problem and waterfalls and they chose the later.
The solution is to use buckets to add water sources each time you dig out a layer underwater.
That is not a bug, it's just how water works. When they made the water they had to chose between this problem and waterfalls and they chose the later.
The solution is to use buckets to add water sources each time you dig out a layer underwater.
Well, that's not a solution. Sure, if you did want to empty out the entire "corrupted" water, and re-fill every single block in, bucket by bucket, you CAN, but you can't even TELL visibly where the "corrupted" water blocks are, since they look exactly like normal, calm water blocks.
I still propose that it is a behavior bug, since, if new water is created, surrounded adjacently by other calm water blocks, it should also be a normal calm water block, not a waterfall.
Well, that's not a solution. Sure, if you did want to empty out the entire "corrupted" water, and re-fill every single block in, bucket by bucket, you CAN, but you can't even TELL visibly where the "corrupted" water blocks are, since they look exactly like normal, calm water blocks.
I still propose that it is a behavior bug, since, if new water is created, surrounded adjacently by other calm water blocks, it should also be a normal calm water block, not a waterfall.
I'll explain further
A water source is generated in a block when at lest 2 blocks on the side are water sources and the block below it isn't neither water nor air.
That means that water sources don't generate vertically, however being underwater does not stop water sources to generate as long as you follow the above mentioned rules.
So every time you dig out a layer underwater place the buckets strategically to let the sources generate, and then continue with to the next layer.
Trust me I know what you're talking about because I made a very deep lake on my own. If you don't like this metod there are others in this wiki page, though it show you how to make lakes, I'm sure you can use it to terraform beaches as well.
A water source is generated in a block when at lest 2 blocks on the side are water sources and the block below it isn't neither water nor air.
That means that water sources don't generate vertically, however being underwater does not stop water sources to generate as long as you follow the above mentioned rules.
So every time you dig out a layer underwater place the buckets strategically to let the sources generate, and then continue with to the next layer.
Trust me I know what you're talking about because I made a very deep lake on my own. If you don't like this metod there are others in this wiki page, though it show you how to make lakes, I'm sure you can use it to terraform beaches as well.
And moreover this is the wrong section.
Thank you for the explanation on the problem, and, with much respect - you obviously are familiar with some of the finer details of how the game works - it is still an odd behavior which I believe should be inspected.
Maybe, at least, let us see visually which water blocks are "corrupt" somehow, so we know to fix them.
If you dig down, the new blocks that appear are not source blocks, they are downward moving water flows. It is annoying, but I have no idea how to fix it... if water creating new sources going down, as it spread it would have the potential to flood an enormous area or just go full classic water
Doesn't seem that hard to fix - just check, when generating a new block of water, if the block directly below it is still water. If so, make the new block still water. You can still have downward flowing waterfalls, as long as they're poured from the top.
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(Also, sorry if this is in the wrong spot? I couldn't find a "Bugs" area.)
Hello,
I've got some OCD with how the environment looks near where I'm building sometimes, and if there is a lake, the random circle-shaped patches of dirt, sand, and clay underwater just don't look natural. So, I've been trying to terraform a natural-looking beach with sand. That means the sand only goes on the actual shoreline, so, 1-2 blocks above water level is sand, and 1-2 blocks below water level is sand, and if it goes any deeper underwater, that's all plain dirt. (That's how I would prefer it to be generated anyway.)
--
Anyways, I've found a bug when you mine blocks (any blocks: dirt, sand, or clay) underwater. The bug is that if you remove any blocks underwater, the surrounding water will fill in that new "air" block, as expected - it would be dumb if it didn't. HOWEVER, the water that fills in the new spot is programmed to act as "waterfall" water, which violently pulls you downward, even though it appears to be a normal, solid, calm water block.
Let me elaborate:
Find a natural (one you DID NOT dig) body of water that goes something like 6 blocks deep, like this:
Swim to the bottom, then swim to the top. It should take only about 2, maybe 3 bubbles of air away.
Now find a shallow, 1-unit deep body of water, like this:
(be careful though, you may actually die while digging this pool, due to this very bug I'm explaining)
Dig this until it is six blocks deep, like this:
Swim to the bottom and them swim back up. Even though there is no "moving water" noise or "downward waterfall texture", the water in this pool will be violently pulling you downward, and will take you half your air meter (5 bubbles) to escape.
HERE IS THE WORST PART. If you are swimming back toward the surface, and your air meter gets to 0, even though it only hurts you 1 heart at a time - YOU'RE DEAD. Even if you're 1 water block under the surface of the water, with full health, YOU'RE DEAD. This is because when you get hit, the "water pulling you down" will amplify the little shake your character does when you take damage, and you'll be constantly pulled underwater until you're dead.
--
The new water block that fills in where an underwater block was mined, should be calm water, not downward-pulling water. :sad.gif:
Thanks
The solution is to use buckets to add water sources each time you dig out a layer underwater.
Well, that's not a solution. Sure, if you did want to empty out the entire "corrupted" water, and re-fill every single block in, bucket by bucket, you CAN, but you can't even TELL visibly where the "corrupted" water blocks are, since they look exactly like normal, calm water blocks.
I still propose that it is a behavior bug, since, if new water is created, surrounded adjacently by other calm water blocks, it should also be a normal calm water block, not a waterfall.
I'll explain further
A water source is generated in a block when at lest 2 blocks on the side are water sources and the block below it isn't neither water nor air.
That means that water sources don't generate vertically, however being underwater does not stop water sources to generate as long as you follow the above mentioned rules.
So every time you dig out a layer underwater place the buckets strategically to let the sources generate, and then continue with to the next layer.
Trust me I know what you're talking about because I made a very deep lake on my own. If you don't like this metod there are others in this wiki page, though it show you how to make lakes, I'm sure you can use it to terraform beaches as well.
And moreover this is the wrong section.
Thank you for the explanation on the problem, and, with much respect - you obviously are familiar with some of the finer details of how the game works - it is still an odd behavior which I believe should be inspected.
Maybe, at least, let us see visually which water blocks are "corrupt" somehow, so we know to fix them.