Hi,
I'm trying to create a fluid which should be only usable in buckets, machines, etc. (No need for placing it in the world a block).
I tried the following setup, which works fine if i use the standard vanilla water textures, but as soon as i try to use my own (as in the sample below) I only get the missing texture texture.
I have the textures and the mcmeta files in the location assets/modid/textures/fluids/.
Is there some need to register the texture sprites before using it in a fluid?
public class CustomOilFluid extends Fluid {
public CustomOilFluid() {
super(
Constants.FluidNames.customOilFluid,
new ResourceLocation(Constants.modId, "fluids/custom_oil_still"),
new ResourceLocation(Constants.modId, "fluids/custom_oil_flow")
);
}
}
public class ModFluids {
public final static CustomOilFluid customOilFluid = new CustomOilFluid();
public static final void registerFluids() {
FluidRegistry.enableUniversalBucket();
FluidRegistry.registerFluid(customOilFluid);
FluidRegistry.addBucketForFluid(customOilFluid);
}
}
//In my mods class i have the following static initializer
static {
ModFluids.registerFluids();
}