Earlier Versions
| Name | Size | Uploaded | Game Version | Downloads | |
| Canals-2.3.1-MC1.16-Forge.jar beta | 14.53 KB | Oct 21, 2021 | 1.16.5 | 0 | Download |
| Canals-2.3-MC1.16-Forge.jar beta | 14.54 KB | Oct 21, 2021 | 1.16.5 | 0 | Download |
| Canals-2.2-MC1.16-Forge.jar beta | 13.54 KB | Oct 18, 2021 | 1.16.5 | 96 | Download |
| Canals-2.1-MC1.16-Forge.jar beta | 13.07 KB | Oct 17, 2021 | 1.16.5 | 76 | Download |
| Canals-2.0-MC1.16-Forge.jar beta | 12.81 KB | Oct 12, 2021 | 1.16.5 | 143 | Download |
| Canals-1.0a-MC1.16-Forge.jar beta | 13.68 KB | Oct 3, 2021 | 1.16.5 | 294 | Download |
Screenshots
Description
This mod lets you build canals, which can be used to transport flowing fluids about 12x further than vanilla. The canals can be made up to 3 blocks wide, and can be made of almost any vanilla block that seems watertight, such as bricks, clay, or glass.
Note: There was a major issue with version 2.0 that caused canals to not work at all. This has now been fixed in version 2.1, which you can get as soon as MinecraftPatch approves the file. Sorry for any frustration I caused.
In this picture, the only source blocks are the ones in the river:

In this picture, there is only 1 source block, on the left:

Why not just use more fluid source blocks?
This is intended to go alongside other mods that make this sort of thing necessary, like Stationary Source Blocks and Give Me Water Or Give Me Death. See also Create Irrigation.
Also, you can use this to push items and mobs across large distances (without doing that nonsense with the signs and the ice blocks). It can also create a faster highway for boats, since the water is flowing along the entire route.
Which fluids will work?
Water and lava work. Most modded fluids will also work (specifically, if they're subclasses of FlowingFluid that don't mess with the physics).
How do I construct a canal?
You need to place down a base, which can be up to 3 blocks wide and made of any blocks with the tag valid_canal_base; here is a list of blocks that currently have that tag. You then need to surround the sides with 1-high walls made of any block with the tag valid_canal_wall; list is here. The canal can also bend or split. There's a more detailed explanation at the bottom.
How can I build a canal with blocks that don't have those tags?
You can add the tags with some resource files. You can also send me a list of the IDs (similar to the ones in those files) and I'll add them. This works for blocks from other mods.
How far will it flow?
It flows about 12x as far as it would outside a canal. So water flows about 96 blocks, and lava flows about half that in the overworld, but flows 96 blocks in the nether.
What if I want it to flow further?
You can put a drop in your canal, by 1 y-level, which will replenish the level back up to the maximum. (This also works in vanilla, though you have to go pretty far down to irrigate a large area.)
Is this compatible with other mods?
Yes, it should work for most modded fluids, and you can use modded blocks to build the canals if you add the tags to them. It will also be compatible with mods that prevent new water source blocks from forming. This mod will not be compatible with any mods that try to overwrite how vanilla fluids work (e.g. making water fall downwards, or equalize pressures).
Here's some canals filled with chocolate and honey from Create:

How exactly does the water level work?
In vanilla, all flowing fluids have a level, which is from 1 (shallow) to 8 (deep). As it flows further, the level decreases, until it reaches level 1, when it stops spreading. This mod adds a new "fine level" property to fluids, which is usually 12 times the level. When water flows into a position that is not considered "in a canal", the level will decrease by 1 and the fine level will be set to 12 times the new level. When water flows into a position that is "in a canal", the fine level will decrease by 1, but the level will not decrease, unless the fine level crosses a multiple of 12.
What determines whether the fluid will flow far / whether a position is "in a canal"?
Generally, you need a canal base underneath it, and valid canal walls on at least 2 sides. So your canal can turn by 90 degrees without losing fluid, especially if you smooth out the turn, but trying to split a 1-wide canal will generally make you lose 1 level, or 12 fine levels.
To determine if a position is in a canal, we first check the block below. If that's not a valid canal base block, it's not in a canal. Next, we check the 4 horizontal directions around the block. In each direction, we scan out 3 blocks, checking each space. If a space is air or fluid, we just go on to the next of the 3 blocks in the line. If it's not air or fluid, but it's also not a valid canal wall, then we're not in a canal. If it is a valid canal wall, we increment a counter and move on to the next direction. If the counter ends up at 2 or above, and we haven't found any invalid walls, then we're in a canal.
This image shows how the lava level drops much faster when you try to use planks for the walls or base of the canal:

Here's an example of splitting a canal. The layout on the right uses less water because all of the water blocks are "in a canal", while the layout on the left has one block (in the middle) that is not "in a canal".

The idea for this mod comes from Aqueducts for 1.12, by BordListian, though the implementation for this mod is completely different.
This version is a complete rewrite from the version 1 that was here earlier, which used a new "canal block", because the approach taken for that version was too buggy.
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