
Fluidlogged API
A library mod that adds highly customizable fluidlogging to 1.12.2!
192.5K
49
Список изменений
Features:
- Improve water particle water collision detection:
- Accounts for fluid height.
- Allows water particles to survive in any blocks that can create them (entities swimming in blocks that return true for
isAABBInsideMaterial, but aren't a fluid, for example).
- New config setting that allows FluidState redstone behavior to be disabled.
Bug Fixes:
- Block material entity acceleration now only caches chunks as-needed (probably fixes #290).
- Fix a couple very rare crashes related to fluid entity collision.
- Fix a crash that would happen if a mod attempted to render a fluid block without a world loaded.
- Fix a possible crash related to
MutableBlockPosmulti-threading (probably fixes the 1st half of #289). - Fix fluid collision not working at all for very small fluid heights.
- Much better fix for MC-2591 (it actually works now).
- Rewrite the FluidState redstone logic implementation. This fixes many (maybe all?) modded redstone-related conflicts!
Compatibility Fixes:
- Cleanroom Mod Loader:
- Fix a strange crash with Cleanroom on mobile (fixes #292).
- Should no longer require the Fugue mod for Fluidlogged API to run.
- Dynamic Surroundings:
- Account for FluidStates when checking fluid color for the position.
- Add FluidState support for Dynamic Surroundings' underwater breathing effect.
- Fluid drop particles no longer phase through FluidStates.
- Now plays all ambient/random block effects for FluidStates!
- Rain drop particles no longer phase through FluidStates.
- Rain drop particles now create water ripples on FluidStates.
- Steam jet effect now accounts for FluidStates when counting the amount of surrounding "hot" blocks.
- Water splash jet effect is now FluidState-sensitive.
- Galacticraft:
- Fix a crash when fire checks whether certain Galacticraft fluids are flammable (fixes #291).
- Make Galacticraft's fluid drip particle account for FluidStates during its collision check.
- Immersive Engineering:
- Wires (and other IE-like wires from other addons like Industrial Wires) now correctly trigger electrocuted damage + knockback with this mod installed (fixes #286).
- NuclearCraft:
- Make all NuclearCraft source gas fluid blocks only vaporize their FluidState while fluidlogged instead of the whole block (fixes 2nd half of #289).
- OreLib:
- Allow OreLib's
IBlockAccessExclass to read FluidStates. This fix was originally part of my Subaquatic mod, but I'm moving it so it can be updated here as necessary.
- Allow OreLib's
- Tropicraft:
- Allow Tropicraft's fish hook entity to account for FluidStates when deciding which blocks to play splash effects for.
API Changes:
- Blocks without a material of lava are automatically marked as entity flammable if they return true for
Block.isAABBInsideMaterial(world, pos, aabb, Material.LAVA). - Buckets now correctly pass the player into
FluidUtil.tryPlaceFluid. This fixes a very minor unintentional code behavioral difference between forge and this mod. - Fix a bad return value in
PluginWorld.Hooks.setBlockToAir(client now returns true if a fluid is at the position instead of false). This makes the client & server return the same value. - New
api.world.ICubeDatainterface:- Represents a 16x16x16 section of block data, without a reliance on using Chunks.
- New
FluidloggedUtilsmethods that acceptICubeDatainstead of a chunk. The old chunk-based methods still exist for backwards compatibility.
- New
api.world.ICubeDataProviderinterface:- Allows custom
IBlockAccessimplementations to supplyICubeData.
- Allows custom
- New
api.world.IFluidEventListenerinterface:- Allows code to be executed when a FluidState changes somewhere in the world.
- This is intended to be used the same way as
IWorldEventListener.notifyBlockUpdate. IFluidloggable.onFluidChange,Block.onBlockAdded, andBlock.neighborChangedshould still be enough for most cases.
Метаданные
Канал релиза
Release
Номер версии
3.3.0
Загрузчики
Forge
Версии игры
1.12.2
Загрузок
413
Дата публикации
3 нед. назад
