Mod

Fluidlogged API

Quick rating

Fluidlogged API

No reviews yet

A library mod that adds highly customizable fluidlogging to 1.12.2!

No Theme
No Genre
QoL & Tweaks
API/Library
Mod Loaders
Forge
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Required

About

Project Details

Type
Mod
License
Custom License
Latest Version
Fluidlogged-API-v3.3.3-mc1.12.2.jar
Authors

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

About

Description

A library mod that adds highly customizable fluidlogging to 1.12.2!


Fluidlogging is a mechanic that's inspired by Vanilla's Waterlogging mechanic, and that functions very similarly. The main difference is that Fluidlogged API has support for non-source fluids and all modded fluids!

curseforge modrinth

If you're a modpack developer wanting to add Fluidlogged API to a modpack distributed outside of CurseForge or Modrinth, use File Director to avoid reuploading Fluidlogged API's files.


Any blocks can be made fluidloggable or non-fluidloggable through Fluidlogged API's configs, however it does make certain types of blocks fluidloggable by default. Any properly coded modded variants of these blocks are supported by default. Mods may also add fluidloggable blocks from their end. To see the full list of fluidloggable blocks, run the /fluidlogged_api print command in-game to create text files containing all active fluidlogging information.

Along with this, Fluidlogged API will download and apply community configs! This is to minimize the amount of work that players must do to have complete fluidlogging across mods, but this behavior can be fully disabled in fluidlogged_api/general.cfg if desired.


Fluidlogged API also heavily improves fluid collision accuracy, and fixes various Vanilla and modded fluid-related issues. Some Vanilla bug fixes include:

  • MC-2591 Walking over the corner of lava deals damage
  • MC-4533 Water graphical glitch when connecting diagonally
  • MC-68129 Smooth lighting doesn't work properly underwater
  • MC-100886 Falling sand with ID of water or lava does not render
  • MC-125771 Block selection not showing up underwater
  • MC-127030 Flowing water attempts to connect to waterlogged blocks when it shouldn't
  • MC-127108 Waterlogged blocks turn lava into obsidian or cobblestone on physically unconnected sides
  • MC-127270 Visual water level inside waterlogged blocks does not adjust correctly
  • MC-227302 Smooth lighting doesn't work properly on the water surface

Known Incompatibilities Known Solutions
Better Water Mesh None.
Corail Tombstone Use Corail Tombstone v4.6.0 or later!
Oceanic Expanse Use Oceanic Expanse v1.2.0 or later!
Phosphor Use Alfheim or 燐/Hesperus instead!
The Aether II Phosphor comes bundled with The Aether II. Luckily there exists The Aether II: Phosphor Not Included, which does as the name suggests!
Vintagium Use Celeritas instead!

Q / A:

How does this mod work?

Reading through the source code would be the best way of truly understanding the inner workings of this mod, but I'll describe a simplified version here:

For each block in the world, Vanilla has two features that get stored in each chunk: a required IBlockState and an optional TileEntity. Fluidlogged API adds a third feature that gets stored in each chunk: an optional FluidState, which stores the fluidlogged fluid if present.

This mod applies ASM (a bytecode manipulation library that's bundled with Forge) to allow Vanilla and Forge to properly read and make use of FluidStates.

Is this mod safe to add to existing worlds?

It's generally a good idea to always back up your worlds before adding any new mods. That being said, this mod doesn't change the behavior of IBlockStates, so adding it to existing worlds should be fine! Removing this mod from existing worlds should also be fine, just note that existing FluidStates will be removed and won't be recoverable upon doing so.

How do I use this mod's configs? How do I use this mod as a dependency?

This mod's wiki will eventually cover both of those topics, for now it only covers how to use this mod's config. If you want to use Fluidlogged API as a library (optional or required dependency), the best I can do until I finish the wiki is reference you to the source code of these other projects of mine: Campfire, Seared Ladder Backport, Subaquatic.

What should I do if I run into any bugs, crashes, or mod incompatibilities?

Reporting anything you find to this mod's issue tracker would greatly help me improve this mod! Without people generously taking the time to do so, this mod would not be where it is today!


If you want fluidlogging for versions beyond 1.12.2, check out Fluidlogged (not affiliated with Fluidlogged API) and Towelette!
Direct contact: [email protected]
This mod will not be ported.

A library mod that adds highly customizable fluidlogging to 1.12.2!

Fluidlogging is a mechanic that's inspired by Vanilla's Waterlogging mechanic, and that functions very similarly. The main difference is that Fluidlogged API has support for non-source fluids and all modded fluids!

curseforge modrinth

If you're a modpack developer wanting to add Fluidlogged API to a modpack distributed outside of CurseForge or Modrinth, use File Director to avoid reuploading Fluidlogged API's files.


Any blocks can be made fluidloggable or non-fluidloggable through Fluidlogged API's configs, however it does make certain types of blocks fluidloggable by default. Any properly coded modded variants of these blocks are supported by default. Mods may also add fluidloggable blocks from their end. To see the full list of fluidloggable blocks, run the /fluidlogged_api print command in-game to create text files containing all active fluidlogging information.

Along with this, Fluidlogged API will download and apply community configs! This is to minimize the amount of work that players must do to have complete fluidlogging across mods, but this behavior can be fully disabled in fluidlogged_api/general.cfg if desired.


Fluidlogged API also heavily improves fluid collision accuracy, and fixes various Vanilla and modded fluid-related issues. Some Vanilla bug fixes include:

  • MC-2591 Walking over the corner of lava deals damage
  • MC-4533 Water graphical glitch when connecting diagonally
  • MC-68129 Smooth lighting doesn't work properly underwater
  • MC-100886 Falling sand with ID of water or lava does not render
  • MC-125771 Block selection not showing up underwater
  • MC-127030 Flowing water attempts to connect to waterlogged blocks when it shouldn't
  • MC-127108 Waterlogged blocks turn lava into obsidian or cobblestone on physically unconnected sides
  • MC-127270 Visual water level inside waterlogged blocks does not adjust correctly
  • MC-227302 Smooth lighting doesn't work properly on the water surface

Known Incompatibilities Known Solutions
Better Water Mesh None.
Corail Tombstone Use Corail Tombstone v4.6.0 or later!
Oceanic Expanse Use Oceanic Expanse v1.2.0 or later!
Phosphor Use Alfheim or 燐/Hesperus instead!
The Aether II Phosphor comes bundled with The Aether II. Luckily there exists The Aether II: Phosphor Not Included, which does as the name suggests!
Vintagium Use Celeritas instead!

Q / A:

How does this mod work?

Reading through the source code would be the best way of truly understanding the inner workings of this mod, but I'll describe a simplified version here:

For each block in the world, Vanilla has two features that get stored in each chunk: a required IBlockState and an optional TileEntity. Fluidlogged API adds a third feature that gets stored in each chunk: an optional FluidState, which stores the fluidlogged fluid if present.

This mod applies ASM (a bytecode manipulation library that's bundled with Forge) to allow Vanilla and Forge to properly read and make use of FluidStates.

Is this mod safe to add to existing worlds?

It's generally a good idea to always back up your worlds before adding any new mods. That being said, this mod doesn't change the behavior of IBlockStates, so adding it to existing worlds should be fine! Removing this mod from existing worlds should also be fine, just note that existing FluidStates will be removed and won't be recoverable upon doing so.

How do I use this mod's configs? How do I use this mod as a dependency?

This mod's wiki will eventually cover both of those topics, for now it only covers how to use this mod's config. If you want to use Fluidlogged API as a library (optional or required dependency), the best I can do until I finish the wiki is reference you to the source code of these other projects of mine: Campfire, Seared Ladder Backport, Subaquatic.

What should I do if I run into any bugs, crashes, or mod incompatibilities?

Reporting anything you find to this mod's issue tracker would greatly help me improve this mod! Without people generously taking the time to do so, this mod would not be where it is today!


If you want fluidlogging for versions beyond 1.12.2, check out Fluidlogged (not affiliated with Fluidlogged API) and Towelette!
Direct contact: [email protected]
This mod will not be ported.

Screenshots

Gallery

  • Non-Source Fluidlogging
    Non-Source Fluidlogging This screenshot is inspired by how Mojang originally showed waterlogging back in 2017. In this screenshot, tall grass is added to the fluidlogging whitelist, and the shaders used are Complementary Reimagined.
  • Vanilla Blocks
    Vanilla Blocks image by Titoo8899
  • Modded Blocks
    Modded Blocks Any blocks (vanilla or modded) can be made fluidloggable through this mod's config! The blocks in the background are from: CB Multipart, Chisels and Bits, Ender IO, Project Red, Quark, and Thermal Dynamics
  • Fluidlogged Fluids
    Fluidlogged Fluids All fluid source blocks (vanilla or modded) are fluidloggable!
  • Shader Support
    Shader Support All Optifine shaders are supported! The one used in the screenshot is Complementary Shaders
  • Non-Source Fluidlogging
    Non-Source Fluidlogging This screenshot is inspired by how Mojang originally showed waterlogging back in 2017. In this screenshot, tall grass is added to the fluidlogging whitelist, and the shaders used are Complementary Reimagined.
  • Vanilla Blocks
    Vanilla Blocks Image by Titoo8899
  • Modded Blocks
    Modded Blocks Any blocks (vanilla or modded) can be made fluidloggable through this mod's config! The blocks in the background are from: CB Multipart, Chisels and Bits, Ender IO, Project Red, Quark, and Thermal Dynamics
  • Fluidlogged Fluids
    Fluidlogged Fluids All fluid source blocks (vanilla or modded) are fluidloggable!
  • Shader Support
    Shader Support All Optifine shaders are supported! The one used in the screenshot is Complementary Shaders

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

~990,000
Total Downloads
CurseForge
~790,000
Modrinth
~190,000
Last Updated
CurseForge
Created
CurseForge
Modrinth
Last synced
When ModDex last fetched and imported data for this project from CurseForge or Modrinth. High-traffic and active projects are checked more often.
Next pipeline sync