![]() ![]() This technique allows for quite fancy 'floating water' features, and quite a bit of flexibility, but the necessity for the piston on one side, the slime block structure on the other, and the fact removing them updates the water, limits applications in case of wider streams. ![]() In the below example, the process is in two steps, first four pistons fail to move the structure blocked by obsidian blocks, then after removing them, I can add a second structure, then retract the last piston head: The second one is based upon a glitch, where a retracting piston head that fails to pull a slime block structure doesn't update adjacent water. So if you trigger such directional flow, you can remove blocks around that provided "path of greater resistance" and have water "hanging over the edge: It doesn't check for other terrain changes. It scans the area up to 5 blocks away, but only when updated - placed, or something is placed or removed adjacent to it. Unfortunately for your case (3x3 surface) only the last, which is really hard, would suffice - but if you're willing to "scale back" a bit, you can achieve decent effects on smaller budget.įirst, the easiest - water source block finds the "nearest hole" when placed, and flows towards it (or splits if there are more within same distance). There are three ways - differing in difficulty and robustness. ![]()
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