The problem is, right now, it seems you only find water at a constant z-height. Meaning that right now, there really isn’t a concept of a water cycle.
So you don’t get any naturally-occuring high-altitude lakes, rivers, waterfalls, etc.
From Ben - “Water as it works now will almost certainly change. We’re favouring players having to channel naturally occurring springs of water (or rivers, oceans) rather than dumping buckets of water everywhere right now.”
Okay, so how do we make these things happen naturally? This is a case where I honestly have no idea how to implement this.
Why it’s important
• High-altitude lakes add variety to exploration and let you have a lakeside cabin without being “on the coast”
• Rivers are natural attractors for builds like towns, bridges, waterwheels, etc.
• Waterfalls are, of course, part of a river’s descent from the high lakes, and are just beautiful.
Okay, this post got way too long – the question is, is it even possible to implement naturally-occuring lakes, rivers, and waterfalls into world generation??
Water definetly has a great inpact on the ambiance of a landscape but id much rather see an advanced river/lake generator than a dynamic water cycle (because i think this would be way to much effort to code and there are more important things to do atm.).
One thing i´d love to see though are different currents in the rivers( slow and peacfull rivers where you can fish and rapid streams that make bridges necessary).
Thats also one of the things that bothered me the most when they patched rivers into the minecraft world generator, bridges were still just for looks and not needed.