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Posted

If anyone knows how, could someone make an in depth tutorial on the new Fluid system

Thanks I really appreciate it

 

The only reason Im asking is because all the other tutorials, aren't in depth, and are useless to beginners, so please help.

I have the fluid blocks, I just need to know how to make them create source blocks, and how to make a bucket pick them up and place them.

 

BlockFluid class

 

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Fluid Class

 

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EDIT: got the bucket to place down the liquid, but still cant pick it up it keeps giving back a water bucket

 

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Posted

i was about to reply to say have you tried mazetar's tute...

 

but i see you have...

 

:)

 

i've only got that far myself... haven't done buckets yet, i just /gave myself the block [and now i must go to work... :( ]

 

 

Posted

I got the bucket working and everything I just can't figure out why It won't return the new bucket instead of the water bucket

if (You.likescoding == false){
      You.goaway;
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Posted

That actually made so I couldn't place the liquid anymore, I just need to get it to give me the new filled bucket, instead of the water bucket.

if (You.likescoding == false){
      You.goaway;
}

Posted

Got it working

Had to look at a comibination of another page that was posted back in 1.5.2 as well as the buildcraft code, which actually didn't help anything.

 

bucket  class

 

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fluid class

 

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liquid class

 

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Posted

Main class

 

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Item handler

 

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Posted
  On 8/14/2013 at 8:12 PM, Kakarotvg said:

Everything I've seen shows that, plus it works fine.

 

Then you didn't see my link above :P

  Quote

If you guys dont get it.. then well ya.. try harder...

Posted

 

also, you have  @Instance(Reference.MOD_N)

 

rather than your Reference.MOD_ID

 

... i'm taking a note from gotolink's comments on other threads here :)

 

that and

 

http://www.minecraftforge.net/wiki/Basic_Modding

  Quote

@Instance

Base Mod classes are Singletons. This is the object reference to your class that Forge uses. Make sure that the argument is the modid in @Mod. Otherwise, it'll default to the empty string, and cause problems with any mod that also does that.

 

of course, you may have the same value for both constants, but if you don't - or change one of them in the future to be more wordy, then <bork> :)

 

Posted

MOD_N is the name of the Actual mod, MOD_ID is the id of the mod, as well as the name of the folder the textures are in.

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