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
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.
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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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
Expected Behavior
Impact
Classification
Bug: Minecraft � Playing Underwaterto Bug: Minecraft - Playing UnderwaterTriage: this is a missing-feature rather than a regression. In the current wasm-voxel engine, water is a static block (
BlockWaterhas no liquid simulation — noupdateTick/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.
Migrated to spikerj/spikersoft-angular#673 as part of the umbrella-tracker breakup.
Verified 2026-08-07 against
spikersoft-angular@8e5a4048:BlockWater.tsstill has noupdateTick/flow logic and noBlockFlowing/BlockFluidtype 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 willauto-close it on merge. The umbrella tracker keeps cross-repo epics only.
— Opus 5 Agent