Water Breathing (Power Type)
Lets the entity breathe underwater, and optionally suffocate out of it.
Lets the entity breathe underwater — its air bar refills while submerged instead of draining. Optionally reverses the rule entirely, so it suffocates whenever its eyes are not in water.
Type ID: apoli:water_breathing
Fields
| Field | Type | Default | Description |
|---|---|---|---|
suffocate_outside_water | Boolean | false | If true, the entity loses air and eventually takes drowning damage whenever its eyes are not in water — the aquatic-creature trade-off. |
How suffocate_outside_water behaves
The air bar runs backwards, at exactly vanilla’s underwater rates:
- Eyes in water — air refills, 4 per tick, same as vanilla on land.
- Out of water — air drains 1 per tick and the entity takes 2 drowning damage each time it bottoms out, same as vanilla underwater. Respiration still slows the drain.
- In rain — the drain pauses, so a downpour keeps you going without refilling you.
- Water Breathing or Conduit Power — either effect stops the drain entirely, which is what makes a potion (or apoli:gain_air) a usable stopgap on land.
Air set by apoli:gain_air is respected — it simply drains away again at 1 per tick.
On 1.21 the
minecraft:aquaticentity type tag does not grant underwater breathing; vanilla decides that per entity class. Adding that tag with apoli:modify_type_tag changes what counts as an aquatic mob for other game rules, not whether you can breathe — use this power for breathing.
Examples
{
"type": "apoli:water_breathing",
"suffocate_outside_water": true
} Breathes water and only water: the air bar refills while submerged and drains on land.