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The dynamic liquid mod makes several interesting changes to the liquid system. By default it doesn't effect river water, but there is a setting to change that. In short it makes source nodes move around, which creates a much more realistic feel and appearance. Source nodes will travel downward so if you don't block in an area the water will all eventually run downhill to the lowest location and pool there. It is also impossible to create infinite water with two source nodes. To combat this there is a spring node added that will create source water nodes, and a mechanism is in place to keep oceans and lakes from all draining.

FaceDeer mentioned on the Reddit post
"Heh. Just a few days ago I was trying to work out a way to fix that problem with liquids preferentially flowing in one direction. It's because of how ABMs are updated, the updates are done east to west and north to south. When there's liquid in narrow channels like in this video it can wind up being swept along rapidly in one direction by the updates and not moving back again. The easiest way to fix it is to make water only have a 50% chance of moving with each tick, that prevents a cascading wave of updates from carrying it along, but unfortunately it makes the water move half as fast overall. So a bit of a tradeoff.
     Anyway, the basic "rules" of how water sources move are pretty simple. Every second, the water first checks if there's space directly below it. If so, it drops down a node. If not, it checks if there's flowing water or air in each of the cardinal directions (north, east, south, west) and if there is it randomly chooses one of those open directions and moves that way.
     I did a lot of work making the code that does all this checking as optimized as possible, I don't think I've ever squeezed quite so much performance out of LUA code before. :)
     The reason the damp clay didn't do anything in this video is because it only fills water in a column above it up to sea level, unlike the "spring" blocks that will place water anywhere. Damp clay is meant to just be a mapgen thing, to keep the oceans topped up.
     River water is excluded by design, in the "valleys" mapgen river water is used to fill sloped creeks with static water so making it move around would kind of ruin it. There's an option in the dynamic_liquid mod's settings to enable flow for river water if you want it anyway, though."

More mods by this modder

Dig in style, and be the master of tunneling.

Dig in style, and be the master of tunneling.

Dig in style, and be the master of tunneling.

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