ModsFinder

Fluidlogged API

by jbredwards

Fluidlogged API is a Forge library for 1.12.2 that lets blocks hold a non-source fluid alongside their normal state, extending the vanilla waterlogging idea to modded fluids.

ForgeClient and serverCustom license1.12.2

What it does

The library adds a third per-block value to each chunk, an optional fluid state that records the fluid a block is logged with, next to the block state and tile entity vanilla already stores. ASM bytecode patching, bundled with Forge, lets vanilla and Forge read and use that stored fluid state. Any block can be made fluidloggable or not through the library's configs, and some common block types are fluidloggable by default, including properly coded modded variants. Mods can also declare their own fluidloggable blocks.

Fluid collision is rebuilt to be more accurate, and several vanilla and modded fluid bugs are fixed, among them lava damage at the corner of a block, a water graphical glitch on diagonal connections, smooth lighting underwater and on the water surface, falling sand with water or lava as its fluid not rendering, block selection missing underwater, and flowing water connecting to waterlogged blocks it should not. The /fluidlogged api print command writes text files listing every active fluidlogging entry.

Subaquatic and Greenery require this library, so it must be installed for either to work. The library is published for Forge only, with 3.3.3 as the latest file for 1.12.2, and it runs on client and server, so the server and every player need it. The code is under a custom license and is not open source, and the author recommends backing up worlds before adding new mods.

Key features

  1. Configurable fluidlogging

    Any block can be set as fluidloggable or non-fluidloggable in the library configs.

  2. Non-source and modded fluids

    Fluidlogging covers non-source fluids and fluids added by other mods, not only still water and lava.

  3. Fluid collision rework

    Collision with fluids is recalculated more accurately than in vanilla.

  4. Print command

    The /fluidlogged api print command writes text files with all active fluidlogging information.

  5. Vanilla bug fixes

    Fixes cover lava corner damage, underwater rendering and lighting, and waterlogged block connection problems.

Compatibility

Latest build for each game version and loader.

1.12.23.3.3
ReleaseBetaAlphaNot available

Only full game releases are shown. This mod publishes no snapshot builds.

Required by 2 mods

Use cases

Modded fluid blocks

Players who run fluid mods can have blocks hold those fluids instead of only vanilla water and lava.

Underwater builds

Builders working underwater see corrected block selection, lighting and water level inside waterlogged blocks.

Who it’s for: Mod pack builders and server owners who run Forge 1.12.2 and want fluid logging for modded fluids, and mod authors whose mods depend on fluid states.

Questions

Does Fluidlogged API need to be on both sides?

Yes. Servers that run it need every player to install it too.

Which mods require Fluidlogged API?

Subaquatic and Greenery require it, so it must be present for either to load.

Can the fluidloggable block list be checked in-game?

Yes. Running the /fluidlogged api print command creates text files listing all active fluidlogging information.

In the catalog

Fluidlogged API is one of 3,514 Library mods on ModsFinder, and one of 1,576 Library mods for Forge. 2,920 mods support Minecraft 1.12.2.

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What the author says

Fluidlogging is a mechanic that's inspired by Vanilla's Waterlogging mechanic, and that functions very similarly. The main difference is that Fluidlogged API has support for non-source fluids and all modded fluids! Any blocks can be made fluidloggable or non-fluidloggable through Fluidlogged API's configs, however it…
jbredwards, on the Modrinth page

Official listing

Owner
jbredwards
Published
2023-06-09
Updated on Modrinth
2026-07-16
Facts verified
2026-10-15

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