many settings default values have changed please reset your settings
added create 0.6 support for both Forge 1.20.1 and NeoForge 1.21.1
added support for create Hose Pulley blocks
added the FlowingFluidsApi interface to allow other mods to interact with the mod safely, use FlowingFluidsApi.getInstance(modid) to get an implementation of the API to use
changed the farmland drains water setting from on|off to a chance setting farm_land_drains_water_chance with values between 0 and 1.0, 0 is off, 1.0 is always
changed the infinite water biomes feature to be more aggressive, water will now drain back into water in oceans and rivers at sea level much quicker, and will also refill more quickly, as well as the new feature below
added the water_wet_biome_non_consume_chance setting to control the chance that water will not be consumed when flowing from a "wet" biome (oceans, rivers, swamps), this enhances the effect of having these biomes act as infinite sources of water
added the animal_breeding_drains_water_chance setting to control the chance animals may require, and consume, nearby water when breeding. this range is within 8 blocks horizontally and 1 block above or below the animals feet
added the plug_fluids_during_world_gen setting to control if fluids should be plugged during world generation, this is an IMMENSE performance boost as previously these exposed water reservoirs would cause thousands of fluid updates on chunk generation, this won't affect lone fluid blocks unless they are on chunk boundaries
added the easy_piston_pumps setting to delay fluids above a piston from falling back down, to improve upwards piston pumps
added the min_level_for_ice setting to control the minimum level of water required for ice to form, this is useful for making ice more consistently.
added further debug commands and removed some
buckets will now try to place all of their water, and will spread it to nearby water if required, only leaving a partially filled bucket if there was no space.
all level 1 water now evaporates regardless of exposure to the sky, but still only during the day when it isn't raining
results of water and lava colliding will now consume 1 level of the fluid that triggered the conversion, e.g. a cobblestone generator will consume 1 level of water as well as replacing the lava
added a simple fluid pressure system, fluids with fluid above them will spread faster and further per tick, consuming the block above them for extra flow, this pressure only propagates downwards and sideways
added settings to control whether fluid height differences cause vanilla water pushing behaviours, this can be set separately for boats, players, items, and other entities. Only items entities are enabled by default
boats will now always float when in, or under, water, this requires the above setting to be off for boats (which is default)
partially filled buckets will now tint their fullness meter the default color of the fluid
fixed flowing water texture hiding with sodium
fixed water level tinting with sodium
removed the fast_mode setting as it was just jank and easily broken