All versions
1.1.1
Release
Waterworks 1.1.14 months ago 728
Uploaded by
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
Waterworks 1.1.1 (as 1.1.0 was taken)
Right then. I appear to have accidentally stayed up all night again.
Look at this "professionalism" with a real changelog for once...
Flooding (Still WIP)
- Ships can now flood properly instead of immediately becoming fish tanks.
- Flooding tracks compartments, leaks and fill levels.
- Flood water now affects balance and listing.
- Added debug commands because naturally it broke several times.
Water Occlusion (Can be a bit slow to catchup)
- Improved water occlusion for awkward hulls.
- Better edge sealing.
- More Sodium/Iris compatibility work.
- Fixed crashes caused by "what if I break the ship here?"
Ship Helm (The wheel that never turns)
- Completely redesigned the Helm GUI.
- Removed all the buttons that didn't belong there.
- Added a proper brass/Create-inspired look.
- Distress and Abandon Ship buttons have returned. Hopefully you won't need them.
- Ship names no longer change because you sneezed.
Depth Sounder (Ping pong)
- Actually finds the seabed now.
- Works while the ship is moving.
- Added proper seabed profiling.
Navigation (Where am I?)
- Added proper heading, speed, depth and coordinates.
- Waypoints finally understand the ship is moving.
- Charts look considerably less depressing.
Wind (I'll blow down your house)
- Wind now behaves more like weather and less like a caffeinated squirrel.
- Added gusts, turbulence and terrain effects.
- Physics and sails now agree on where the wind is coming from. About time.
Sails (Flappy ship movey things)
- Reworked sailing from the ground up.
- Added proper triangular and square sails.
- New sails start furled instead of trying to escape immediately.
- Arcade sailing now scales with wind and sail size.
- Added sail debug commands for when everything inevitably catches fire.
Rendering (Visuals, not fat)
- Fixed sails stealing each other's rendering.
- Reduced clipping.
- Generally made everything look less cursed.
Other (Notes on my existence)
- Version bumped to 1.1.1.
- Compiled an unreasonable number of test jars.
- Consumed enough tea to concern medical professionals.
- Sleep remains a feature planned for a future update.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:jUEBjdTl:BTLSqLPZ"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:jUEBjdTl:BTLSqLPZ"
}

