Bug: Minecraft - Playing Underwater #124

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opened 2026-05-11 21:32:20 +00:00 by Zhekrom · 1 comment

Description

When you are underwater and dig into the soil at the bottom, the water does not fill the space; instead, it creates a void�just as if you were on the surface�because the water does not flow in.

Observed Behavior

  • When digging into the soil at the bottom underwater, the water does not fill the space.
  • It creates a void, similar to being on the surface.
  • Water does not flow in.

Expected Behavior

  • Water should fill the dug space underwater.
  • No void should be created; water should flow in naturally.

Impact

  • Breaks immersion in underwater gameplay.
  • Affects building and exploration mechanics underwater.

Classification

  • Type: bug
  • Area: Minecraft / underwater gameplay / water physics / digging
  • Severity: medium
  • Impact: Water physics fail underwater, creating voids instead of filling spaces
## Description When you are underwater and dig into the soil at the bottom, the water does not fill the space; instead, it creates a void�just as if you were on the surface�because the water does not flow in. ## Observed Behavior - When digging into the soil at the bottom underwater, the water does not fill the space. - It creates a void, similar to being on the surface. - Water does not flow in. ## Expected Behavior - Water should fill the dug space underwater. - No void should be created; water should flow in naturally. ## Impact - Breaks immersion in underwater gameplay. - Affects building and exploration mechanics underwater. ## Classification - Type: bug - Area: Minecraft / underwater gameplay / water physics / digging - Severity: medium - Impact: Water physics fail underwater, creating voids instead of filling spaces
Zhekrom changed title from Bug: Minecraft � Playing Underwater to Bug: Minecraft - Playing Underwater 2026-05-11 21:33:39 +00:00
Owner

Triage: this is a missing-feature rather than a regression. In the current wasm-voxel engine, water is a static block (BlockWater has no liquid simulation — no updateTick/flow logic). So when you dig a block underwater, nothing tells the surrounding water to flow into the new empty cell, leaving the void you're seeing.

Making water fill dug spaces requires implementing a fluid-spread system (flow levels + scheduled block ticks that propagate water into empty, non-solid neighbours, with a source/finite model). That's a sizable, separate enhancement from the water rendering fixes (#167/#125), so I'm keeping this open and scoping it on its own. Not addressed by PR #50.

Triage: this is a missing-feature rather than a regression. In the current wasm-voxel engine, water is a **static** block (`BlockWater` has no liquid simulation — no `updateTick`/flow logic). So when you dig a block underwater, nothing tells the surrounding water to flow into the new empty cell, leaving the void you're seeing. Making water fill dug spaces requires implementing a fluid-spread system (flow levels + scheduled block ticks that propagate water into empty, non-solid neighbours, with a source/finite model). That's a sizable, separate enhancement from the water *rendering* fixes (#167/#125), so I'm keeping this open and scoping it on its own. Not addressed by PR #50.
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