-
Notifications
You must be signed in to change notification settings - Fork 1
Water effects
Splashes, waterfall foam and mist, underwater chest bubbles, rain and drip ripples, and Wakes trails all run on the client. The particle effects are adapted from Particular, the wake simulation from Wakes, and waterfall ambience from Dynamic Surroundings. Coastal Waves and boat controls have their own pages.
Configuration guide · All categories
Config category: water_splash.
Entities, dropped items and arrows can splash when entering water, lava or supported Forge liquids. Continuous swimming produces wakes instead of repeated entry splashes. Lava uses its own tint and splash sound. The entity blacklist uses Java simple names such as EntityXPOrb, unlike the registered entity names used by most AET lists.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
waterSplashEnabled |
true |
true / false
|
Enable enhanced splashes when entities enter water, lava or other liquids. Swimming entities produce wakes instead. |
waterSplashShaderWater |
true |
true / false
|
Experimental: when Angelica has a shader pack active, use its water material rendering for existing water entry splash meshes. Regular rendering, lava and other fluids are unchanged. |
waterSplashEntityBlacklist |
EntityXPOrb |
List of text entries | Java simple class names excluded from entry splashes, for example EntityXPOrb or EntityArrow. This list does not disable wakes. |
waterSplashFallbackColor |
4159204 |
0 to 16777215
|
RGB tint used when the water texture is grayscale, combined with biome water color and texture brightness. Default 4159204 is 0x3F76E4. White (16777215, or 0xFFFFFF) removes the blue fallback. Enter decimal integers in the config file. |
Config category: water_splash.
Cascade foam, mist and looping sounds appear around falling-water seams. waterCascadeEnabled is the master switch for all three; disabling it also stops mist and waterfall sounds. The spray and sound toggles disable those additions individually while keeping cascades. These use supported non-gaseous fluids, excluding lava and fluids filtered below. Volume controls loudness, range controls how far the sound carries, and cutoff suppresses weaker cascades.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
waterCascadeEnabled |
true |
true / false
|
Enable cascade foam where falling water feeds into more water. Also required for waterfall spray and ambience. |
waterfallSprayEnabled |
true |
true / false
|
Enable mist particles around waterfall cascades. |
waterfallSoundEnabled |
true |
true / false
|
Enable looping Dynamic Surroundings-style waterfall ambience for cascade seams. |
waterfallSoundVolume |
1.0 |
0.0 to 2.0
|
Volume multiplier for waterfall ambience. |
waterfallSoundRange |
64.0 |
0.0 to 256.0
|
Maximum attenuation distance in blocks for waterfall ambience. Vanilla range at the default maximum waterfall volume is 21.6 blocks; the default custom range is 64. Set to 0 to use vanilla sound range. |
waterfallSoundCutoff |
0.0 |
0.0 to 3.0
|
Minimum cascade strength required before waterfall ambience will play. |
Config category: water_splash.
Opening a submerged chest releases bubbles. The soul-sand option adds random lid openings and bubble bursts for submerged chests resting on soul sand.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
chestBubblesEnabled |
true |
true / false
|
Enable Particular-style bubble bursts when opening underwater chests. |
soulSandChestBubblesEnabled |
true |
true / false
|
Enable Particular-style underwater chests on soul sand randomly opening and releasing bubbles. |
Config category: water_splash.
Rain hits and falling water drops each have a separate toggle. rainRippleDensity changes rain ripples only. These surface ripples have separate controls from swimming wakes. Ripple and wake opacity settings scale translucent parts of the effect; fully opaque foam highlights remain opaque. Use the respective enable toggle to hide the entire effect.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
rainRipplesEnabled |
true |
true / false
|
Enable Particular-style water ripples where rain hits water surfaces. |
waterDripRipplesEnabled |
true |
true / false
|
Enable Particular-style water ripples where falling water drip particles hit water surfaces. |
waterRippleAlpha |
0.8 |
0.0 to 1.0
|
Opacity for Particular-style water ripples. |
rainRippleDensity |
1.0 |
0.0 to 32.0
|
Multiplier for how many rain ripples spawn on water surfaces. |
Config category: water_splash.
Boats, players, mobs and dropped items leave trails as they move across the water surface. Swimming entities also launch fresh outgoing ripples on their upward bobbing strokes, whether stationary or moving. The two effects combine for moving swimmers. Boats keep motion trails and Et Futurum boats also leave paddle trails. Riders do not create an extra wake over their boat. The wake toggle is independent of entry splashes.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
waterWakesEnabled |
true |
true / false
|
Enable surface trails behind moving entities, with additional outgoing ripples on each swimming stroke. |
waterWakeShaderWater |
true |
true / false
|
Experimental: render the original wake trails with Angelica shader water and Crest foam, including boats and paddles. Disabling this restores regular rendering. Lava and other fluids keep regular rendering. |
waterWakeAlpha |
1.0 |
0.0 to 1.0
|
Opacity for regular Wakes-style surface trails. With shader water rendering, scales ripple shading strength and foam opacity; the shader controls water opacity. Fully opaque highlights in regular rendering remain unaffected. |
waterWakeDensity |
1.0 |
0.0 to 8.0
|
Strength multiplier for directional trails and swimming-stroke ripples. Higher values make disturbances stronger; 0 stops new wakes. |
Config category: fluid_interactions.
Use fluid registry names such as honey, one per line. Global exclusions and feature-specific exclusions are additive. The default honey exclusion suppresses splash and cascade foam while allowing wetness. These filters do not change the fluid's physics, boat controls, wakes or coastal waves.
| Setting | Default | Range or format | Effect |
|---|---|---|---|
fluidInteractionBlacklist |
Empty list | List of text entries | Fluid registry names ignored by the shared splash, cascade and wetness handling. Feature-specific blacklists add to this list. Examples: water, honey, poison, hell_blood. Block registry names such as minecraft:water are also accepted. Does not filter coastal waves or wakes. |
splashFluidBlacklist |
honey |
List of text entries | Forge fluids this mod should ignore only for enhanced water splashes. This is additive with fluidInteractionBlacklist. Defaults include Biomes O' Plenty honey because it reads poorly as splash foam. |
cascadeFluidBlacklist |
honey, oil
|
List of text entries | Forge fluids this mod should ignore only for cascade foam, waterfall spray, and waterfall sounds. This is additive with fluidInteractionBlacklist. Defaults exclude Biomes O' Plenty honey and BuildCraft oil. |
The effects use particles and surface overlays. They work without a shader pack; Angelica shader-pack detection and compatibility adjustments are automatic. When enabled, the experimental waterSplashShaderWater and waterWakeShaderWater options let Angelica apply its active shader water material to the existing entry splash and wake meshes. Shader wakes interpolate their lighting normals across the surface and between ticks. The original white wake bands use the same Crest foam texture and density breakup as coastal waves, over shader water. Foam detail stays anchored to the water while the wake moves through it. This also applies to boats and paddles, retaining the original trail sources. Soft texture opacity also works with flat-shaded particle colors in Complementary and Euphoria. The simulation resolution and swimming timing stay the same. Shader-rendered splashes retain the animated body and original texture detail as overlays, while the original white splash foam and rings stay outside the water material. Appearance and opacity depend on the shader pack. These options do not patch shader sources or add another simulation. Disable either option to keep that effect on regular rendering. Missing Angelica integration or water material mappings also fall back to regular rendering. Lava and other fluids retain regular rendering. Cristaline Water and biome tint handling are automatic, with no separate config key.