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Sable & Flowing Fluids Compat

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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Sable & Flowing Fluids Compat 1.0.0

File namesable_flowing_fluids_compat-1.0.0.jar
Uploaded
Jul 27, 2026
Downloads
9
Size
51.9 KB
Mod Loaders
NeoForge
File ID
8518664
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sable-flowing-fluids-compat-1627243:8518664"

Learn more about Curse Maven

What's new

# Changelog

## 1.0.0

Initial release.

- **Outbound**: fluid that flows off the edge of a Sable physics object stops
  being tracked as part of it and becomes ordinary, disconnected world fluid,
  instead of falling forever inside the object's private plot space and
  eventually destabilizing its physics.
- **Inbound**: ordinary world fluid landing on top of a physics object (rain
  pooling on a deck, a waterfall spilling onto a ship) is absorbed into the
  object, moving and rotating with it from then on.
- Both directions respect the object's current orientation: a capsized or
  heavily tilted object won't absorb the water it's sitting in, and fluid
  that's no longer supported once the object rotates correctly falls back
  out - while fluid genuinely sealed inside a hold stays exactly where it is
  regardless of orientation.
- Fully configurable (scan/rescan intervals, safety caps, max tilt angle) -
  see the config table in `README.md`.

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