thanks for the info Danicles i'll take a look at the config fileRWG places waterspawners every 8 meters (even denser) in a regular grid all over the map. (water_info.xml)I suppose they know internally that the water "flood-filling" is buggy here.
In theory a few dozent water spawners would suffice. But I guess that would be a tricky problem to solve given the chunked nature of the world. (its generated parts at a time ingame, and the water is a complex volume spanning many chunks)
What I could do is making the water-grid even denser here.
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The dept of the water is controlled by the water-level (in the configs) and the stamps.
The stamps are not flexible enough to change the water level in the fly. It would require recalculating the final terrain map internally to change
those levels. (like raising or lowering the typical lake ground levels) Its possible, but not implemented.
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The other project is also game related, but in the very early stages, too early to show anything (and not related to 7DtD).

i donno if making it more dense would really help, as you pointed out before their RNG worlds have the same issues with missing water volumes, and their water info files weigh in at 20k vs. your 2k file, having larger bugs in them at times then yours with larger bodies of water.
would love to see the other project when it comes out, I play alot of different games and am always intrested in good working tools for customization

Cheers & thanks!