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If there is a difference of one in the decimal place then just ignore it, it doesn't matter. Taking 0.4 away from 8.9 would be 8.5, and adding 0.4 to 8.0 would be 8.4. This would be 0.45, but to prevent more than one decimal place round down this number to only have one decimal place. When there is instead a difference only in the decimal value such as between 8.9 and 8.0 it would take half the difference. Now there is a difference of so the above steps would be repeated. Taking 1.5 from 5 would equal 3.5, and adding 1.5 to 2 would be 3.5. It would ignore the decimal value and since the difference between 5 and 2 is 3, it would use half the difference, so 1.5. Then you just have the water flow as long as there is no difference while excluding the decimal value since using a difference of 1 or greater wouldn't work since 1.1 and 0.9 would have different hit boxes but the water wouldn't flow.Īn example of this would be 5.8 next to a 2. You could instead have the value for water be the smallest plate equaling 1 and then go into 1.1 for a small layer and one bit of water. I assume that there are 8 layers of water per block as it is in snow for the next part. <- This idea is HORRIBLE (But you could try, but I don't recommend it) The water flows could be done as when there is a difference in the main value and the differences in the small value wouldn't matter. You could have two values for the amount of water, the one your already using and then another for small bits of it. (I would love floods to happen, but a solution to it is further down so that the world doesn't become ocean) You could also use random game ticks based on the humidity I explain further down. Just track the particles and when they hit a surface add the small bit of water to it. You could also change the particle effects for rain so that you wouldn't have thousands of entities every rain. This would allow for it to accumulate and have interactions without you allowing to swim into the sky. If the setting was that in thin water streams you can't swim and instead only slightly slows you down while you also can't go up the stream, but if you jump it would slow your descent.Īs it would be proportional you could have rain be a tiny stream.
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If you make it so that how fast you move while in water is dependent on the how thick the water is it would make a few things possible.
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If you change the hit box as well it would also be more realistic because currently the thin layer of water acts like a full block while falling. You could make the full block less wide so it is still a stream from top to bottom but with a width of less than 1 block. When the layers of water come down it looks like it is a full block instead until it hits the bottom.
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This will be a bit long, but it is the ideas I have and a suggestion of how to implement it. The downstairs is accurate as of the prison term of writing. With the Singularity peel being unlockable for some identical soon and Season 10 right around the corner, it makes sense that Epic are very making you work for your goodies now. This Fortbyte represents quite the meaning jumpstart in Battle Pass tier requirements, asking you to be at tier 85 out of 100 before you can access it. Simply spray on or around the wall and then you will be able to entree the Fortbyte. You don ’ triiodothyronine even need to have the Bot Spray equipped as Epic made it so that Fortbyte-centric items mechanically appears in your emote wheel. Read more: Tesla’s humanoid robot | Elon Musk’s robot