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Changelog
- 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, useFlowingFluidsApi.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
Files
flowing_fluids_neoforge_1.21.1-0.4.jar(127.1 KiB) Primary Download
Details
Licensed LGPL-3.0-only
Published 7 months ago
Updated a day ago