Actually as they said, that's a good thing, otherwise things would get filled up everywhere, and personally I'd hate that...
And sponges ffs, they were a great idea :(
That could be solved by only sea water doing it, by which I specifically mean water connected to a big area of sea - all springs, small lakes, and other water would not be sea water, and using a bucket on sea water would result in non-sea water.
So, Jon's aqueduct stuff would still work, but without flooding caverns (except coastal caves, which would be good).
Might still cause some issues with leaks, but that just makes the game a bit more exciting - you have to pay attention and fix things quickly to avoid the damage.
I always thought it /was/ only sea water that could do it
Thank you also - I made it myself. That encourages me to do more.
I like this.
And submarie - hell yes... how else would people get to Atlantis?
There's two main types of water - "water source" and "flowing water".
All water must start from (one or more) water source blocks.
If you use a bucket on the top of the waterfall, you remove the water source then the whole waterfalls disappears.
On a flat surface, flowing water goes for upto X blocks (10? 15?) from the nearest source.
When on a slope, it is falling water, which has no vertical limit - it'll keep falling until it hits the floor - and then acts as a source where it lands (i.e. X block spread), but it is still flowing and can't be collected in a bucket.
In a 2x2 hole, if you place a water source in one corner, it produces three flowing water blocks. If you place a second water source, diagonally adjacent/opposite, then it will convert all four blocks to water sources - you can then remove any four blocks with a bucket and they get re-populated.
My thought above was for splitting "water source" into "sea water source" and "limited water source".
Limited acting as a current water source does now. Sea water source removing (or increasing) the X block limit.
Making sense?
What do you use for the videos?