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Water, roads and coasts

This page covers the water and road tools of the Landscape mode. Draw rivers by hand, or click a spring and let a river flow automatically along low ground. Roads are flattened along a curve, with bridges over valleys and water. The coast and island tool creates sea and islands at once.

  1. Press T to enter Landscape mode.
  2. Choose a tool from the Mode list in the Terrain · water section of the Tools panel on the left.
Mode itemWhat it does
Water fillFills the connected empty cells below, starting from the clicked empty cell up to the water level.
RiverDigs a river along the path of the points you place.
WaterfallCreates water falling from a cliff edge and a pool at the bottom.
Auto riverRuns a river from the clicked spring along low ground. Collect several springs to merge tributaries.
LakeFills a depression up to just below its overflow height.
Road flatteningCuts and fills an N-block-wide road along a curve. Places bridges over water and deep valleys.
Coast · islandsFills water up to sea level and creates N islands.
  1. Choose Mode › Auto river.
  2. Ctrl+click spring spots on the mountains. Click several places.
  3. The panel shows “N springs collected”.
  4. Press Enter (or Create rivers from collected springs).
  5. Rivers start from the highest springs and join when they reach another river.

If one spring is enough, just click. A single river branch is created right there. Shift+click previews only the path without creating the river (block count, end, height change).

  1. Choose Mode › Road flattening.
  2. Click the ground to place two or more points. Drag a point to move it.
  3. See the summary (length, cut, fill, number of bridges, max slope) with Precompute.
  4. Press Enter (or Create).

Click the ground to place path points and press Enter. The water surface only goes down toward the downstream end. Flowing water is placed on slopes. When Build levees is on, levees are built where the ground outside the river is lower than the water surface.

From the clicked column, digs a river along lower ground to water, the region edge or a pit, and fills it with water.

  • Flat ground is crossed by the shortest route.
  • Small ridges up to Max ridge height to cross are dug through.
  • Banks are covered with sand and gravel.
  • If it ends in a pit, a hint suggests filling it with Lake.
  • When Inside selection only is on, the river ends at the edge of the selection.

Springs collected with Ctrl+click become rivers one by one, from highest to lowest. When one reaches a river made earlier, it joins there.

  • Width after joining = √(sum of incoming widths²). It does not exceed Max width after joining.
  • Each join deepens the river by Depth + per join.
  • When Match join water level is on, the water surface at the end of the tributary is matched to the receiving river’s surface.
  • If the tributary’s surface is higher by Join waterfall drop or more, a waterfall is created at the junction.
  • The branch with the most water is the Main stem; the rest are Tributary 1, Tributary 2… in order of water volume. Rivers with a different mouth are River 2…. The status bar shows the main stem length.
ToolHow to use
LakeClick a depression. It goes down to the lowest point, then fills water up to the lowest rim − 1. When Auto water level is off, it fills up to Manual surface y.
Water fillClick an empty cell. Fills only the connected empty cells below, up to the clicked height + Surface raise.
WaterfallClick the empty cell just outside a cliff edge. That cell is the top source; water falls to the ground below and a pool forms at the bottom.

If there is a leak (a low rim or a hole in the bottom), nothing is filled and a message tells you. Lower the water level or plug the hole and try again.

If you choose Lava in the Fluid field, Water fill, River, Waterfall, Auto river and Lake do the same with lava.

Creates an N-block-wide road along a curve.

  • The slope is kept within the Slope 1/N limit: it rises 1 block per N blocks traveled.
  • Half-block height differences are joined with slabs, and one-block rises with stairs.
  • Both sides are finished with dirt embankments (cut slopes) or retaining walls (stone walls). With Sides set to Auto (wall if high), retaining walls are used where the height difference is Wall from height diff or more.
  • Where the fill height is Bridge: fill height ≥ or more, or over water, the section is not filled and becomes a bridge section.
  • Bridge decks and railings are placed automatically, with railing connections matched.
  • Choose a row in the Bridge sections list to move the camera to that bridge.

Choose the Material from Dirt path, Gravel path or Stone path.

  1. Choose Mode › Coast · islands.
  2. Set the sea level, island count, island size and beach ratio.
  3. Click the ground in the viewport. It is created in a square of Click radius around the clicked point.
  4. Or select a region and press Create in selection. Preview shows only the island positions first.

After the land work, the water, seagrass and coral work follows. The coastline is split into beaches and cliffs according to Beach ratio. The region’s edges blend into the original terrain over Edge blend width.

If the area outside the region is lower than the water surface or empty, sea water flows out in game. Edge leaks set to Build levee (default) fills the edge columns with sandstone up to the water surface. The area outside the region is not touched. Warn only leaves the water as is and reports the number and coordinates of leaking columns in the status bar.

OptionRangeDefaultDescription
FluidWater · LavaWaterFluid to fill with.
Width1 – 64 (Auto river 1 – 32)5River width.
Depth1 – 163River depth.
Build leveesOn/OffOnBuilds levees on low ground outside the river.
Max levee height1 – 328Maximum levee height for River (drawn by hand).
Max length16 – 4096600Auto river: river length limit (blocks).
Max ridge height to cross0 – 163Auto river: ridge height to dig through.
Inside selection onlyOn/OffOffAuto river: runs only inside the selection.
Max width after joining1 – 6416Width limit after tributaries join.
Depth + per join0 – 41Depth added at each join.
Max depth1 – 246Depth limit of joined rivers.
Match join water levelOn/OffOnMatches the tributary’s end surface to the receiving river’s surface.
Join waterfall drop0 – 322Places a waterfall at the junction if the difference is this height or more. 0 = no waterfall.
OptionRangeDefaultDescription
Sand/gravel banksOn/OffOnChanges the surface ground along the water to sand and gravel.
Bank width0 – 82Changes this far inland from the water.
Sand % (rest gravel)0 – 10070Sand ratio.
OptionRangeDefaultDescription
Auto water levelOn/OffOnFills up to just below the overflow height.
Lower from auto0 – 320Fills this much lower than the auto water level.
Manual surface y−64 – 31962Water level used when Auto water level is off. If higher than the rim it would leak, so nothing is filled.
Max area (columns)256 – 1,048,57665,536Lake area limit.
Surface raise−32 – 640Water fill: blocks added to the clicked height.
Limit (blocks)1,000 – 20,000,0002,000,000Water fill: if exceeded, nothing is filled.
Inside selection onlyOn/OffOffWater fill: fills only inside the selection.
Width1 – 82Waterfall width.
Pool radius · Pool depth0 – 16 · 1 – 83 · 2Size of the pool at the bottom of the waterfall.
OptionRangeDefaultDescription
MaterialDirt path · Gravel path · Stone pathDirt pathSurface block of the road.
Width1 – 325Road width (blocks).
Slope 1/N (N)1 – 324Rises at most 1 block per N blocks traveled.
Follow ground (avg blocks)0 – 324Averages this many blocks ahead and behind to smooth the height.
SidesAuto (wall if high) · Embankment only · Retaining wall onlyAutoFinish on both sides of the road.
Wall from height diff1 – 323In Auto, retaining walls are used from this height difference.
Retaining wall blockBlock idminecraft:stone_bricksRetaining wall block.
Embankment slope (run/1 block)0.5 – 41Horizontal blocks per 1 block of descent for dirt embankments.
Embankment max distance0 – 3210Maximum distance an embankment extends from the road edge.
Clear above0 – 164Clears this much space above the road.
Slabs for half stepsOn/OffOnJoins half-block height differences with slabs.
Stairs on one-block risesOn/OffOnPlaces stairs on one-block rises.
Bridge: fill height ≥2 – 646If the fill height is this or more, it becomes a bridge section.
Bridge over waterOn/OffOnMakes sections over water into bridges.
Bridge deck/railingOn/OffOnWhen off, bridge sections are only marked.
Seed0 – 999991Seed for the road material pattern.
OptionRangeDefaultDescription
Click radius16 – 102496Half-width of the square around the clicked point.
Sea level−60 – 30062Water surface height.
Sea depth2 – 6414Depth to the deepest sea floor.
Island count0 – 643Number of islands to create. Fewer are made if there is no room.
Island radius min · max4 – 51220 · 44Island size range.
Island height (above water)2 – 12820Height of the island tops.
Beach ratio0 – 10.6Share of the coastline that is beach. The rest is cliff.
Beach width1 – 326Beach width.
Cliff height2 – 647Height of cliff coasts.
Coastline roughness0 – 10.35How jagged the coastline is.
With existing terrainReplace (edges blend only) · Keep original if higher · Mix (ratio)ReplaceHow to combine with the original terrain.
Mix ratio (new terrain)0 – 10.5Share of the new terrain in Mix (ratio).
Edge blend width0 – 12816Width over which the region’s edges blend into the original terrain.
Edge leaksBuild levee (default) · Warn only · Don’t checkBuild leveeHandling of places where water leaks out of the region.
Seagrass · Seagrass densityOn/Off · 0 – 1On · 0.3Seagrass on the sea floor.
Coral · Coral densityOn/Off · 0 – 1Off · 0.06Coral on the deep floor.
Split land/water actorsOn/OffOnSplits land and water into two operations and two actors. When off, it is one operation.
Seed0 – 999991Seed for island positions and coastline pattern.
KeyAction
ClickRiver · road: add point / Auto river: create one branch / Lake · Water fill · Waterfall · Coast · islands: create at that spot
Ctrl+clickAuto river: collect spring / road: insert point
Shift+clickAuto river: preview path only / road: delete point
Drag a pointRoad: move point
EnterCreate river · road / Auto river: create rivers from collected springs
BackspaceRoad · collected springs: delete the last point
EscClear river and road points and collected springs (when there are points)
[ · ] (or - · =)River · Auto river · road: width −1 · +1
Ctrl+ZUndo the last operation (twice for Coast · islands — water → land)
  • Water operations (Water fill, River, Waterfall, Auto river, Lake) go into the Outliner as the Water actor.
  • Coast · islands is two operations by default: land → water. Press Ctrl+Z twice to undo. If you cancel the land operation with Esc, the water is not filled.
  • The editor does not simulate how water flows. It only sets the water block states; the server recalculates the actual flow.
  • Large region operations show progress in the status bar. Cancel with Esc to return to the original state.
  • For a warm-sea look, combine this with biome painting in Light and biomes.
  • The same settings and the same seed give the same result.