Fluid Properties Modifiers - MehVahdJukaar/polytone GitHub Wiki

Fluid Properties Modifiers

These are a very similar to Custom Block Properties but just allows changing fluid tint on a per Block Positon basis

Note that if you just want to modify BIOME WATER COLORS you should use Custom Biome Effects.

Getting Started

To start you'll do exactly what you did with Block Properties Modifiers (refer to their Colormap section).

Here too you'll need a .png and or a .json file in the /fluid_modifiers subfolder.

First you'll need to create a .json file in your resource pack folder in assets/[fluid namespace]/polytone/fluid_modifiers/[fluidname].json.

Say for example the block you want to edit is create:honey, then the file will be assets/create/polytone/fluid_modifiers/honey.json

NOTE: FLuid modifies are applied per fluid ID. This means you will need BOTH a flowing and a still one for most use cases (i.e. water and water_flowing)

Explicit targeting

Alternatively, if you want to manually specify your targets fluids, you can place this json in assets/[your pack namespace]/polytone/fluid_modifiers/[some name].json (Any path will work but this is recommended to avoid overwriting Implicit defined targets). Useful if you want yo modify more than 1 target for the same json.

Then you can add the targets field containing a list of valid fluid ids to the json as follows:

{
   "targets": ["minecraft:lava", "minecraft:water", "minecraft:flowing_water"]
}

NOTE: Flowing and Still fluids are 2 separate fluids so you'll most likely need to target both (i.e water, flowing_water)

Json Format

This file will just contain these properties. All are optional.

Field Function
colormap A Colormap for the liquid tint
fog_colormap A Colormap for the fog tint
fog_radius Liquid fog radius multiplier
fog_fade Liquid fog fade multiplier

For the fog parameter pelease look up the analogous section in Biome Effect Modifiers.

Here's a couple of examples:

In this example we simply assing the pre existing foliage_color colormap to our fluid tint and a flat colour for the fog tint. Once again refer to the colormap section.

{
  "colormap": "foliage_color",
  "fog_colormap": "00ff00"
}

In this second one we use the pre made builtin grid colormap type (which requires us adding a texture in the files unlike the last example.

{
  "colormap": "grid"
}

In this last example we go full custom and have a custom colormap implementation that uses perlin noise to sample a texture varying y coordinate depending on the temperature.

{
  "colormap":{
     "x_axis": "noise(POS_X,POS_Z)"
     "y_axis": "TEMPERATURE"
  }
}

Once last time this is explained in the Colormaps section

Texture only

Just like with Block Properties you can also skip this step and simply place a .png with the name of your fluid directly in the fluid_modifiers path such as assets/[target fluid namespace]/polytone/fluid_modifiers/[fluid name].png. This will create a new colormap with the default TEMPERATURE/HUMIDITY sampler.

Btw Colormap files can be any size.

It's important to note that you dont NEED to create a fluid colormap if you just want change water color you can also use Custom Biome Effects jsons to tweak the specific water / water fog color in that specific biome