File Details
RealisticFiniteFluids-v2.1.3.jar
- R
- Feb 23, 2026
- 202.56 KB
- 644
- 1.12.2
- Forge
File Name
RealisticFiniteFluids-v2.1.3.jar
Supported Versions
- 1.12.2
Curse Maven Snippet
v2.1.3
-Added: Glass bottles consume water too.
-Added: Config options to change aesthetic features of fluids (using dynamic or static textures only, and if fluids should render a full blocks or not).
-Fixed: Not using the patched renderer (not using the SRG name in the injected mixin. Why nobody told me about this render issue??).
v.2.1.2
-Added: Config option to decide which modded fluids should spawn as infinite fluids (can break easely).
-Fixed: Dupe bug on TileEntities that use FluidUtil#TryPlaceFluid() to place fluids in world.
v.2.1.1
-Fixed: Crash with Aqua Acrobatics.
-Fixed: Tweaked the compat for getFlowVector()/getFlow() to make still fluids to always give power (it is hard to make the right slope for some waterwheels).
v2.1.0
-Added: Fluidlogged API Compat.
-Added: ForgeEventFactory.fireFluidPlaceBlockEvent() integration.
-Added: Compat for waterwheels that use getFlowVector() or getFlow().
-Fixed: Render issue with blocks that are not fluids (i still don't fix the issue with FluidBlocks Item Render).
v2.0.0
-Removed: BlockFiniteFluid fluid blocks.
-Removed: Universal Compat Coremod.
-Added: Mixins to BlockFluidClassic, BlockDynamicLiquid, and BlockStaticLiquid.
-Added: Compat for the vanilla'n'forge renderers (BlockFluidRenderer, ModelFluid).
-Added: New fluid movement for gasses.
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v1.7.1
-Added: New fluid barrier method: Vanilla (the best and default to use).
-Added: DataFixer to 1) automatically turn vanilla fluids into realistic finite fluids (replaceVanillaFluids is no longer required), 2) convert old oceanic fluids into still fluids and 3) convert the old 0-15 LEVEL of already existing fluids into the new 0-7 LEVEL interval.
-Note: I STILL RECOMMEND TO DO A BACKUP.
v1.7.0
-Added: Config option to let you decide whether mig masses of fluids (water/lava) should be infinite. (shouldFluidsBeInfinite).
-Refactor (BIG ONE): Removed Ocean Blocks (all the logic is carried by Flowing and Still fluids, for compat purposes).
-Refactor: Refactored all the references (i could find) about LEVELs (0,1,15,16, and others like 5,9,10,14, etc) to let me get these medium values (between 0-15/1-16) from a global Reference Value.
*This will allow me to modify the max and minimum values from 1 point.
-Refactor: Changed both literal and conceptual getVolume and setVolume for unification purposes (aparently nothing is broken).
-Refactor: Unified both world.setBlockState() and state.getValue(LEVEL) inside BlockFiniteFluid for global control over blocks placed and Property LEVEL reading.
*This is intended to implement compat with FluidLogged API.
v1.6.3
-Fixed: Superficial layer of water from rivers and ocean becomes ice on a cold biome when chunk is first generated.
-Refactor: Names of some classes (BlockNewWater and BlockNewLava).
v1.6.2
-Added: Config options to let you modify the behavior of the flow of water on creative players and to control whether fluids should tick randomly.
-Fixed: Texture size and orientation of flowing fluids.
-Code cleanup and refactor: FiniteFluidLogic (remove unused functions and optimized the search of Finite Fluid Indexes using Blocks/FluidRegistry names).
v1.6.1
-Fixed: Fatal issue where other mods register Finite Fluid blocks as theirs (a mistake on my side).
-Note: You still need to fix manually all the (possible) crashes you get, related to my mod.
v1.6.0
-Added: Universal Compatibility Coremod config option (false by default)
v1.5.0
-Added: Pressure System (water equalizes on containers when they are connected).
-Fixed: Water from rivers and ocean freezes when it is on a cold biome.
-Refactor: IFluidBlock functions.
v1.4.0
-Code refactor for BlockFiniteFluid class and BakedModel Classes (Now i use 1 single BakedModel class, making it easier start to implement a system for any FluidRegistry fluid).
-Added: Config option to replace vanilla water/lava from already existing worlds. Autosets to false every launch.
-Added: New method to control rain falling (true by default, configurable).
-Fixed: Now water blends its color to the current biome.
v1.3.0
-Added: Compat for IC2's Fluid Cell.
-Added: Compat for Traveler's Backpack Hose.
-Added: Fluids push you according to their movement vector.
-Fixed: water of LEVEL below 15 to display effects (fog, FOV change, water overlay) only when its LEVEL is above the eye of the player.
-Fixed: water light opacity on world.
-Fixed: water superficial face to display when you are below water too.
-Removed solitary water and lava blocks on worldgen.
v1.2.0
+MINOR update:
-Added: compat for most of ForgeFluid tanks for the finite fluid buckets.
-Added: compat for ClimaticBiomes (using my water instead of vanilla water).
-Added: debug option (see the water level over the block).
v1.1.0
+MINOR update: Flowing water now handles the interaction with still lava when water is above it, making the interaction happen faster due to the faster tickrate of water.
v1.0.1
+hotfix: Change water and lava tick rates.
v1.0.0
+Initial release.

