This update is all about water: how it flows, how it looks, and how you move it around your builds.
Water physics
- Finite water now spreads more reliably — volume is conserved instead of fighting itself with last-write-wins glitches.
- Waterfalls and slopes fall cleanly without fanning sideways on the same tick.
- Lakes and water sources absorb spilled finite water instead of restamping weird “sourced” puddles on the shore.
- Water can seep into soil, grass, sand, and gravel over time.
- Puddles on grass and uneven ground should ping-pong less and settle more naturally.
- Shorelines and floor water against solid cubes render more consistently.
Flow, foam, and splashes
- Flowing water shows clearer foam along slopes and sheets.
- Waterfalls kick up mist and foam where they hit the pool below.
- Splash particles hang and fade more naturally when they hit terrain.
- Pressurized sprinklers spray visible foam from the head when they’re running.
Sprinklers & water networks
- New craftable Sprinkler — connect it to a pressurized water network to wet Soil into WetSoil in a small radius (great for wheat and farming plots). No standing water puddles; it just irrigates.
- Water pipes and devices respect switches and power more correctly — a closed switch or isolated line won’t keep pumping/draining as if it were open.
- Hovering and placing network parts shows blue input / cyan output arrows so pipe orientation is easier to read.
- Pipes, cubes, and network specials can sit half-buried in solid terrain; lanterns and torches mount more cleanly on outer surfaces.
Crafting
- Ingredients that accept a material group show as Any in the recipe UI when no specific material is required.
- Copter and drill reactor cores craft with the light material group.
Under the hood
- Faster, cleaner water remeshing and simulation around the player — less hitching when water is moving nearby.
Thanks for playing — jump in, dig a canal, wire a sprinkler, and tell us how the new water feels.