Add Ability to set Custom Fluid Tick Speed
i am not talking about the fluid density and viscosity.
I want to alter the fluid tick speed to make quicksand that sucks the player down faster than cobweb using the set in cobweb for 1 tick procedure.
Issue comments
@klemen - Something is not right with the SetinCobweb procedure and custom liquids
I set the viscosity and density on my custom fluid to both 1 and with the setincobweb procedure the player still sinks at the same slow speed. Some forms of quicksand such as liquid peat or thin volcanic clay or mire should be the same as water
i want to make it so it is hard to escape from the fluid if you go too deep and it's too thick like real quicksand.
if we can't get this figured out in future versions i will have to tell you my idea of implementing some "well known mod" mod elements like a mcreator version of buildcraft pipes.
@klemen
I just did another test and found a major bug with custom fluids, Fluid Density and Viscosity is not properly simulating real life fluids at all...
i set a custom fluid with a Density and Viscosity of both 100,000 and when the player or mobs jump into it. it acts like normal water and the player can swim around in it like it's water. It still flows very slowly.
in real life if you tried to jump into a fluid like that it would be thicker and move slower than hard cement.
@klemen
i may have figured out what's going on, We need to find what the setincobweb procedure calls upon FOR the tickspeed on custom BLOCKS when you set the tickspeed of custom blocks because when you set a high tickspeed for custom blocks, you sink a lot faster though them with the setincobweb procedure and implement the same thing on custom liquids.
in code on custom blocks the tickrate control that affects web appears to be
@Override
public int tickRate(World world) {
return 1000;
}
As i said We need to get things so the custom fluid has a faster tick speed that the set in cobweb procedure calls upon when the player collides and enters the fluid so they sink faster due to the faster tick speed which is used to simulate real like mud or clay like quicksand or bog muck.
@klemen
Ok, after testing, setincobweb with custom blocks something weird is going on and it seems setincobweb no longer effects movement speed based upon tick rate, i set a custom block with a tick speed of 1 and one with 100000 and the cobweb sinking speed is the same...
We need a procedure implemented that can change a entity's movement speed when triggered. This would be the other option to use a procedure to detect entity colision with the block and dramitically slow the movement speed, but they would need to sink slowly too.
You can currently change movement speed with potions too and use advanced potion block to disable particles.
You might be able to alter entity speed using command procedure block, or wait for this one to be fixed: https://mcreator.net/tracker/issue/52306
I think i may have found how they made sinking work in morefunquicksand mod, looking at the code of the MoreFunQuicksand Mod now. i think they used a custom potion effect that changed the movement speed attribute. Still trying to figure out how they got quicksand liquids to pull mobs and the player under completely.
@klemen - The developer of MoreFunQuicksand Mod said the following about how the mods QS Sinking Physics work...
"It's a web physic + vertical velocity adjustment. In other words QS push entity with near same velocity as global MC's gravity have, for make slow effect of sinking."
Fluid density and viscosity directly control tick speed, this is what these parameters are for, check the fluid block code and you can see tick rate in managed be these.