Mod
Tidal
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Adds ambient tidal waves to beaches and oceans!
Themed around underwater exploration, marine life, and oceanic environments.
Used for mods with little to no gameplay elements.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Contains enhancements to ocean biomes or features content that improves on underwater related gameplay.
Adds or enhances weather and environmental effects.
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Description
Tidal
Beach waves!
Tidal adds ambient water waves! They are most noticeable at beaches & shores where they get really big, but can also spawn around islands to help make the water feel more alive.
Waves can also crash against blocks if they're in the way, making rocky cliffs next to water even more dramatic! During full moons, the waves glow at night too.
Note: Tidal is currently in alpha! There's plenty of known bugs and plans for optimizations.
Lots of work happens behind the scenes to figure out where & how to spawn waves. If waves are not spawning, or spawning unusually(e.g. going wrong way), you can recalculate this info by reloading the chunks via F3 + a.
Dependencies
Requires Fabric API. In the near future, a config library might also be required.
Note for resource packs
If you decide to change the wave textures via a resource pack, the naming and mcmeta is very specific!!
The names & locations of textures must be the same.
A custom mcmeta format is used. Instead of animation, use wave_animation. This provides you with 2 options:
frametime- The amount of ticks each frame should exist. (Default = 5)frame_height- The height(in pixels) of each frame. (Default = 16)
It is expected that the animation is done with a single vertical sprite sheet image. The amount of frames will be determined using the frame_height variable.
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