Prevent fluidlogged world generation (e.g. ships)
Opened this issue · 1 comments
xJon commented
(Originally reported over xJon/The-1.12.2-Pack#916)
Currently there doesn't seem to be a way to prevent world generation features from being fluidlogged (or "sunk") by default. This means things like Quark's ships have their bottom part (that is submerged in water) "sunk", when Fluidlogged API is installed. Changing fluidloggedFluidSpread
modes did not help.
Having a workaround for this would be useful!
Nykrdaudr commented