Posted September 19, 20214 yr I've made a simple custom fluid which overrides it's tick method in order to run some checks for any nearby burning blocks. Using the debugger and some breakpoints, I'm able to see that while the tick method for FlowingFluid is being run, my method which overrides that one isn't.
September 19, 20214 yr Author public abstract class NitroglycerinFluid extends ForgeFlowingFluid { // Directly reference a log4j logger. private static final Logger LOGGER = LogManager.getLogger(); protected NitroglycerinFluid(Properties properties) { super(properties); } public static Properties createProperties() { return new Properties(() -> ModFluids.NITROGLYCERIN, () -> ModFluids.FLOWING_NITROGLYCERIN, FluidAttributes.builder(new ResourceLocation("sussybakaplus:block/nitroglycerin_still"), new ResourceLocation("sussybakaplus:block/nitroglycerin_flow")).overlay(new ResourceLocation("sussybakaplus:block/nitroglycerin_overlay")).density(3000).viscosity(1000).luminosity(15).temperature(1300)).tickRate(1).canMultiply().bucket(() -> ModItems.NITROGLYCERIN_BUCKET).block(() -> ModBlocks.NITROGLYCERIN); } @Override public boolean isSource(FluidState state) { return false; } @Override public int getAmount(FluidState state) { return state.getValue(LEVEL); } public void animateTick(Level p_76445_, BlockPos p_76446_, FluidState p_76447_, Random p_76448_) { LOGGER.info("animate"); if (!p_76447_.isSource() && !p_76447_.getValue(FALLING)) { if (p_76448_.nextInt(64) == 0) { p_76445_.playLocalSound((double)p_76446_.getX() + 0.5D, (double)p_76446_.getY() + 0.5D, (double)p_76446_.getZ() + 0.5D, SoundEvents.WATER_AMBIENT, SoundSource.BLOCKS, p_76448_.nextFloat() * 0.25F + 0.75F, p_76448_.nextFloat() + 0.5F, false); } } else if (p_76448_.nextInt(10) == 0) { p_76445_.addParticle(ParticleTypes.UNDERWATER, (double)p_76446_.getX() + p_76448_.nextDouble(), (double)p_76446_.getY() + p_76448_.nextDouble(), (double)p_76446_.getZ() + p_76448_.nextDouble(), 0.0D, 0.0D, 0.0D); } } @Nullable public ParticleOptions getDripParticle() { return ParticleTypes.DRIPPING_WATER; } @Override protected void beforeDestroyingBlock(LevelAccessor accessor, BlockPos pos, BlockState state) { BlockEntity blockentity = state.hasBlockEntity() ? accessor.getBlockEntity(pos) : null; LOGGER.info("spread to " + state.getBlock().getRegistryName().toString()); if (state.getBlock().getRegistryName().getPath().equals("fire")) { float f = 4.0F; Minecraft.getInstance().level.explode(null, pos.getX(), pos.getY(), pos.getZ(), f, Explosion.BlockInteraction.BREAK); } //Block.dropResources(state, accessor, pos, blockentity); } @Override public void tick(Level level, BlockPos pos, FluidState state) { //super.tick(level, pos, state); LOGGER.info("tick"); if (this.hasBurningNeighbors(level, pos)) { LOGGER.info("EXPLODING!!!"); float f = 4.0F; level.explode(null, pos.getX(), pos.getY(), pos.getZ(), f, Explosion.BlockInteraction.BREAK); } else { LOGGER.info(pos.toShortString() + " doesn't have any buring neighbors"); } } private boolean hasBurningNeighbors(LevelReader levelReader, BlockPos pos) { for(Direction direction : Direction.values()) { if (this.isBurning(levelReader, pos.relative(direction))) { return true; } } return false; } private boolean isBurning(LevelReader levelReader, BlockPos pos) { return (pos.getY() < levelReader.getMinBuildHeight() || pos.getY() >= levelReader.getMaxBuildHeight() || levelReader.hasChunkAt(pos)) && levelReader.getBlockState(pos).isBurning(levelReader, pos); } protected float getExplosionResistance() { return 0.0F; } public int getTickDelay(LevelReader p_76226_) { return p_76226_.dimensionType().ultraWarm() ? 1 : 1; } protected boolean isRandomlyTicking() { return true; } public Optional<SoundEvent> getPickupSound() { return Optional.of(SoundEvents.BUCKET_FILL); } } My Fluid Class
September 25, 20214 yr Author I fixed it by making a liquidblock for the fluid, which I didn't do (correctly). Additionaly, I made the class extend FlowingFluid instead of ForgeFlowingFluid. Edited September 25, 20214 yr by Goosey
November 30, 20213 yr you need to create your own LiquidBlock, copy the vanilla code and replace all code which use the vanilla Field with LiquidBlock#getFluid
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