Install
MC Waterslides is a NeoForge mod. Grab the jar matching your
Minecraft version from
GitHub Releases
and drop it in your instance's mods/ folder. One jar per version:
1.21.1 · 1.21.8 · 1.21.9 · 1.21.10 · 1.21.11 · 26.1 · 26.2.
No required dependencies. Optional: Patchouli enables the in-game guide book; any RF tech mod can power the jets alongside (or instead of) the built-in Pump House.
Your first slide
Slide Channels snap together like rails — straights, corners, and slopes sort themselves out as you place them. No supports needed; slides float wherever you build them. They carry their own water: nothing can dry them, and they never spill. Lay a run downhill and hop in — gravity alone gets you sliding.
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While riding:
- Crouch to brake
- Jump to bail out (not inside a tube!)
- Downhill speeds you up, uphill slows you down — unless a Jet pays for the climb
- You take no fall damage while riding a slide
Colors: recolor channels like concrete — surround a dye with eight of them. Sixteen colors, one water park (the dye shows inside and out). Mobs and dropped items ride too (both can be turned off in the config).
Building fast: aim at the last channel and click to drop the next one in ahead of you — it even steps up over a block in the way, so uphill runs grow naturally. Lay a second run right alongside the first and the wall between them vanishes: two lanes become one broad slide you can drift across.
Slide Tubes
Slide Tubes are enclosed channels: you slip in from an open section and ride the bore, watching the world through the window strip. Inside a tube you're committed — no bailing until an opening. Stack tubes vertically for drop shafts: drops bank speed, and you exit the bottom moving fast.
A single tube is a snug crawl-bore — fast but cosy. Want headroom? Stack a second tube directly on top and the pair merges into a full standing-height bore. You never drown while riding, flooded tube or not.
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The Jet
The Jet is the engine of everything. It shoves a current through the water ahead of it — about 24 blocks — and riders in the current accelerate hard. It energizes any connected water, not just slide blocks.
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- Aim the nozzle into the water. A jet mounted above the waterline pushes nothing.
- Spacing is your speed dial: sparse jets = lazy river, dense jets = screamer.
- A redstone signal switches a jet off.
- Jets aim all six ways — straight up included. An up-jet under a water column or tube shaft launches riders skyward, and a climb costs exactly what a drop pays, so a well-jetted slide can run uphill… or forever.
- Hide them: tuck a jet under the floor or against a side wall of a slide and it still pushes along the run — the current finds the water it touches. Keep the ride looking clean.
Pump House & power
Jets and valves drink RF. No tech mods? The Pump House has you covered: feed it furnace fuel (one coal runs a long while), or just park it beside water for a slow trickle. It glows while burning; right-click for the gauge.
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Water Conduits carry the power along your slide's spine — or use any other RF mod's cables; both work.
Jets share power. Jets touching each other pass RF toward whichever neighbor holds less, hop by hop — wire one jet in a row and the whole chain feeds itself. Flip a jet off with redstone to cut the chain there.
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Glass megastructures & the Flood Valve
Because jets push riders through any water, a watertight glass tube of any size — 2×2, 4×4, a whale — is a slide once it's flooded and lined with jets. Filling by bucket is misery; use a Flood Valve: give it redstone and RF, and signal ON fills the sealed space it faces while signal OFF drains it.
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Finding leaks: if your build isn't watertight, the valve refuses and points at the hole — smoke rises at the leak and the coordinates land in your action bar. Patch it and flip the lever again. Right-click the valve any time to read its mode, power, sealed volume, or leak location.
Splash Pools
End every ride in a Splash Pool: it swallows your speed in about a block and cancels all landing damage — even a full-speed launch off an open ramp end. Pools tile; place a grid and the inner walls disappear. Mobs and dropped items get caught too.
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Mega-parks & chunk loading
Build as big as you dare — a park can span a hundred chunks and more. You load the world as you ride: the slide ahead is always ready before you arrive, no chunk loaders needed. The mod ships no chunk loading, on purpose — server cost scales with players, not park size.
Mobs and items only ride while a player is near enough to keep the world ticking. Wander off and your villager pauses mid-slide; come back and the ride picks up again. That's by design — slides are for riding, not unattended freight. Want a cross-map item line anyway? Pair the slides with a chunk-loading mod: currents run fine in any chunk something else keeps loaded.
Config
Everything tunable lives in config/mcwaterslides-common.toml
(generated on first launch): top speed (default ~22 blocks/sec), slope
exchange, drag, jet current strength and cost, Pump House rates, Flood Valve
limits, and toggles for mob and item riding.