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- The route-and-reject hydrology system and its probes are removed - Hydrology is configured under dimension hydrology and per biome, region and dimension hydrologyPolicy - riverPolicy and the old hydrology config types are gone - Grid kernels cover priority flood, D8 routing, flow accumulation, basin extraction, breaching and stream burning - A basin spills at its pour point and an interior bump can never be the spill - Region plans cover 4096-block regions on a 64-block grid for major rivers and lakes - Window plans cover 512-block windows on an 8-block grid for reaches and ponds - Plans are cached in memory, persisted per world under iris/hydrology and keyed by pack, seed, world height and settings - Only the main runtime of an engine persists plans and stores swap on hotload and default runtime change - Demand rasters outrank prefetch and stopping pregen withdraws its queued prefetch - Ponds come from natural basins, seeded cups and chained cups with strictly falling levels - A pond level never exceeds its rim plus maxFill or the end grade of any inflow - Pond outlet loops are opened at their lowest pond - Reaches split at junctions, pond outlets and 256-block grid lines - Reaches meander, fit the valley, grade to a running minimum and smooth with Chaikin passes - Drops of two blocks or more get a lip and one-block corner steps become dry rim ledges - Cascades and waterfalls write falling fluid from the mantle at level eight - Inflows into region lakes end at the lake level - River mouths and water beside the sea sit at the sea surface - The per-chunk raster gives terrain height, water head, role, tier, fluid, cave ceiling and shore distance - WaterRole codes are stable and exposed to packs through the WATER_ROLE engine stream - WATER_HEAD replaces the old river engine streams and an unknown stream name fails the pack load - Banks take SMOOTH, LINEAR, CONCAVE, TERRACED or CLIFF profiles - Containment berms grow as tall as the water needs - Columns within two blocks of water stay solid and keep no Terrain3D overhang - Seam dams hold water where new chunks meet chunks generated earlier - The transition blend skips hydrology-owned columns - Caves stay at least two blocks below river and pond beds - The painter is the only writer of still water - Objects cannot open water, falls or bank ground and solid objects may stand in water - On-water objects need fluid at their anchor column - Floating child islands stay out of channels - Sea inlets run inland from cliff coasts at sea level and end in a chamber pool - Inlet passages are sealed against carvers, subterrain features and the post pass - Cave pools settle into carved lows, keep one fluid and stay out of inlet space - Pool and inlet cells use their own cave actions in mantle data - Water vegetation lists sit on tiers, ponds and hydrologyPolicy with SEA_FLOOR, SEA_SURFACE and SHORE_LINE parts - Pack validation compiles hydrology settings and rejects empty or water-holding palettes - Chunk generation fails closed when its 3x3 water rasters are not planned - /iris find covers stream, river, major river, cascade, waterfall, mouth, pond, lake, dam, sea inlet and cave pool - Generation history records the new feature types and drops old hydrology entries - The studio map draws water from rasters up close and from plans when zoomed out - Pregen prepares the current region and one region ahead - hydrologyProbe, riverTransectProbe, hydrologyBlockProbe, seaInletProbe and cavePoolProbe report containment, rises, seams, tick conversion and missing surface - Test forks run with a 2 GB heap, a 60-minute timeout and the Mockito agent loaded explicitly - Generation with hydrology off is unchanged