I was trying to build a facility on land that was filled with water on the inside, using glass panes to see into it. However, when I tried to place water sources on the inside of the glass panes, I then went outside of the facility and saw these water source blocks had come straight through the glass and were pouring out onto the outside. That can't be right.
I then tested it making a 3x3 square of glass panes on the floor, and sure enough whenever I placed water on a glass pane block, water flowed straight through the glass, as well as water being on the inside too, which looked rather hideous. When I put water into the central block in the 3x3 square, the water stayed in its one block and didn't even flow to the glass panes, leading to a block of water surrounded by awkward half-block air pockets.
I mean, this makes sense for iron bars and fences, but not glass panes.
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Now, I know absolutely NOTHING about coding, or anything about game programming..... but surely coding only 4 states of waterloggable wouldn't be too difficult.... right?
Would it really be harder than say, making parrots fly or dolphins jump between 2 bodies of water?
I'm not saying it's impossible to implement. It's simply not how water mechanics are currently working in the game. It still comes with a ton of intricacies. Take a look at the multitude of bugs related to how "wet" blocks behave with pistons, sponges and particles and you get an idea how involved even the "simplified" version of the whole water overhaul is that we got with 1.13.
Your report definitely makes sense and is a good idea to consider for the next water mechanics overhaul. All I'm saying is that it doesn't come without a major update to how water mechanics work and how they're represented in the game's block datastructures. I doubt it's done with making a little tweak in 1.13.1 next month.
It's really more of a feature request than a bug fix.
I'm afraid this might be intentional (or at least currently unfixable) based on the way waterlogging works in the new 1.13 water mechanics. A block is either waterlogged (contains water) or not. While it's possible for certain blocks waterlogged to have water only flow out in specific directions (like stairs), they still count themselves as just waterlogged on/off and the direction the water flows out is based solely on the structure of the block itself (i.e. which direction the stairs point to).
There doesn't yet seem to be a way in the block data to count only specific (and possibly multiple) parts of a block as containing water independent of the block's own structure. In your glass panes example you would have to store at least 4 different subparts of a block as individually waterloggable.
That might not be a bad idea especially for glass panes (and could easily be optimized as a bitfield), but currently this probably goes beyond a trivial bugfix and would be an entirely new feature complete with rather intricate update and spreading mechanics based on blockstate and a general material properties.