Right now Riptide only works in water or rain. My suggestion: also let it activate in the cloud layer — roughly Y 180–210 — regardless of weather. At cloud height you're "in the clouds," so the game treats you as wet enough to launch. Clouds render around Y 192, so the rule is intuitive.
It's for creative travel, not replacing fireworks. Fireworks stay king of sustained, steerable flight. Cloud-Riptide is a burst tool: launch once, convert altitude into a directional burst, then glide out on elytra. With no water or rain up there to re-wet you, it's naturally one shot per ascent — that's the built-in balance.
It comes with real risk. Riptide throws you fast and straight, and cloud fog hides what's ahead — peaks, jungle giants, tall builds. Even skilled players are partly flying blind, so the danger never fully trivializes. Flat oceans become open Riptide highways; mountains become hazard courses.
Quick answers:
- Obsoletes fireworks? No — they cruise, this commits once. Different niches.
- Redundant with rain? Rain works anywhere; this is weather-independent but altitude-gated. Distinct condition, distinct risk.
- Overpowered? One shot per ascent, no re-arm up there, plus fog risk.
- How does the game know? Simple altitude check OR'd onto the existing water/rain condition. Clouds just justify the Y range.
No new items or textures — just a loosened activation condition opening up a new movement combo.
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