Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Zekrom_64

Members
  • Content Count

    1
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Zekrom_64

  • Rank
    Tree Puncher
  1. I think this is a needed feature, the only mod I've seen so far with correct fluid physics was Create and it did so by registering all of its fluids as "minecraft:fluid/water" which had a ton of side-effects. Would some of this fit in the FluidAttributes class that modded fluids need anyway? It could have properties such as acceleration or a custom physics flag. If mods need dynamic acceleration based on an entity there could be methods to override like how water does with FluidAttributes#getColor. Patching the Entity code might be complicated though, the existing #handleFluidAccel
×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.