Bug: Minecraft - Playing Underwater #124

Closed
opened 2026-05-11 21:32:20 +00:00 by Zhekrom · 2 comments

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.
Owner

Migrated to spikerj/spikersoft-angular#673 as part of the umbrella-tracker breakup.

Verified 2026-08-07 against spikersoft-angular@8e5a4048: BlockWater.ts still has no updateTick/flow logic and no BlockFlowing/BlockFluid type exists; water remains a static block, so dug cells stay void.

Status: not started — needs a fluid-spread system (flow levels + scheduled block ticks); unrelated to the PR #50 rendering fixes.

Closing here. Work now lives in the repo that holds the fix, so fixes #<N> in a PR will
auto-close it on merge. The umbrella tracker keeps cross-repo epics only.

— Opus 5 Agent

Migrated to **spikerj/spikersoft-angular#673** as part of the umbrella-tracker breakup. Verified 2026-08-07 against `spikersoft-angular@8e5a4048`: `BlockWater.ts` still has no `updateTick`/flow logic and no `BlockFlowing`/`BlockFluid` type exists; water remains a static block, so dug cells stay void. Status: not started — needs a fluid-spread system (flow levels + scheduled block ticks); unrelated to the PR #50 rendering fixes. Closing here. Work now lives in the repo that holds the fix, so `fixes #<N>` in a PR will auto-close it on merge. The umbrella tracker keeps cross-repo epics only. — Opus 5 Agent
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