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Sable & Flowing Fluids Compat
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Fixes fluid physics between Sable and Flowing Fluids: fluid that flows off a physics object stops being tracked as part of the object and becomes ordinary world fluid, and ordinary fluid landing on top of an physics object becomes part of it.
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Description
Sable / Flowing Fluids Compat
Fixes fluid physics between Sable and Flowing Fluids.
What it fixes...
Water flowing off a physics object used to break. It would keep being tracked as part of the object no matter how far it fell, pass straight through real terrain, and eventually destabilize the object's physics entirely once it hit the bottom of the world. Now it detaches into ordinary, disconnected water the moment it flows off the edge - exactly like water falling off anything else.
Water landing on a physics object is now absorbed into it. Rain pooling on a deck, a waterfall spilling onto a ship, a bucket poured on board - it all becomes part of the object and moves and rotates with it from then on, instead of just falling straight through.
Both directions respect orientation. Capsize a ship and it won't start sucking up the ocean it's now sitting in - and any water it was carrying that no longer has anything to rest on will correctly pour back out, while water sealed inside a hold stays exactly where it is no matter which way the object is turned.
Requirements
- Minecraft 1.21.1, NeoForge
- Sable (required)
- Flowing Fluids (required)
Both dependencies must be installed alongside this mod. Server-side behavior; recommended on both server and client.
Configuration
Everything's tunable from config/sable_flowing_fluids_compat-common.toml: how often it scans, how tall a structure it'll check, and the tilt angle past which absorption stops. Defaults should work well out of the box for most builds - see the GitHub README for the full table and what each option does.
Compatibility notes
- This is an unofficial, third-party compatibility patch. It isn't affiliated with or endorsed by the authors of Sable or Flowing Fluids.
- It works entirely through each mod's public API - no mixins into either mod's internals - so it should be reasonably resilient to updates on both sides, though large changes to either mod's fluid or sub-level systems could still require an update here too.
- Only handles fluid that Flowing Fluids manages. Vanilla-only fluid behavior around physics objects is unaffected (and already partly handled by Sable itself).
License
MIT - see LICENSE.
Source
https://github.com/FluffyCommando/Sable-Flowing-Fluids-Compat
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