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Adds ice, which melts into water when a neighbouring block is lit above light level 11 by a light source, drops only with Silk Touch and otherwise leaves water behind when a block supports it, and produces nothing in the Nether. Adds Tx.BlockLight since melting must ignore sky light and only Light and SkyLight existed.
Please exclude Creative mode before converting the broken block to water. BreakHandler is still called for creative breaks, so ice over a supported block currently leaves a water source. Vanilla Creative ice simply disappears. Add a GameMode().CreativeInventory() guard.
server/block/ice.go:47-50
Please avoid using len(b.Model().BBox(...)) as the support predicate. BBox means “has collision,” not “is motion-blocking/solid”; partial blocks such as fences, ladders, beds, or cake can incorrectly cause ice to produce water. Match vanilla’s solid/motion-blocking-or-fluid check instead.
Please exclude Creative mode before converting the broken block to water. BreakHandler is still called for creative breaks, so ice over a supported block currently leaves a water source. Vanilla Creative ice simply disappears. Add a GameMode().CreativeInventory() guard.
server/block/ice.go:47-50
Please avoid using len(b.Model().BBox(...)) as the support predicate. BBox means “has collision,” not “is motion-blocking/solid”; partial blocks such as fences, ladders, beds, or cake can incorrectly cause ice to produce water. Match vanilla’s solid/motion-blocking-or-fluid check instead.
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Adds ice, which melts into water when a neighbouring block is lit above light level 11 by a light source, drops only with Silk Touch and otherwise leaves water behind when a block supports it, and produces nothing in the Nether. Adds Tx.BlockLight since melting must ignore sky light and only Light and SkyLight existed.