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So I made a custom fluid in minecraft, using the 1.19 fluid API. The name of the fluid is "essenceflow". Everything works as it should, except for one main problem; the fluid does not load. By that, I do not mean the black-and-magenta missing texture thing, I mean the fluid is completely invisible. Here is my code; any help? 

package net.natan.natansrealmmod.fluid;

import com.mojang.math.Vector3f;
import net.natan.natansrealmmod.NatansRealmMod;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.eventbus.api.IEventBus;
import net.minecraftforge.fluids.FluidType;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;
import net.minecraftforge.registries.RegistryObject;

    public class ModFluidTypes {
        public static final ResourceLocation WATER_STILL_RL = new ResourceLocation("block/water_still");
        public static final ResourceLocation WATER_FLOWING_RL = new ResourceLocation("block/water_flow");
        public static final ResourceLocation ESSENCEFLOW_OVERLAY_RL = new ResourceLocation(NatansRealmMod.MOD_ID, "misc/in_essenceflow");

        public static final DeferredRegister<FluidType> FLUID_TYPES =
                DeferredRegister.create(ForgeRegistries.Keys.FLUID_TYPES, NatansRealmMod.MOD_ID);

        public static final RegistryObject<FluidType> ESSENCEFLOW_FLUID_TYPE = register("essenceflow_fluid",
                FluidType.Properties.create().lightLevel(5).density(15).viscosity(5));



        private static RegistryObject<FluidType> register(String name, FluidType.Properties properties) {
            return FLUID_TYPES.register(name, () -> new BaseFluidType(WATER_STILL_RL, WATER_FLOWING_RL, ESSENCEFLOW_OVERLAY_RL,
                    0x2e147d, new Vector3f(46f / 255f, 20f / 255f, 125f / 255f), properties));
        }

        public static void register(IEventBus eventBus) {
            FLUID_TYPES.register(eventBus);
        }
    }
Quote
package net.natan.natansrealmmod.fluid;

import net.natan.natansrealmmod.NatansRealmMod;
import net.natan.natansrealmmod.block.ModBlocks;
import net.natan.natansrealmmod.item.ModItems;
import net.minecraft.world.level.material.FlowingFluid;
import net.minecraft.world.level.material.Fluid;
import net.minecraftforge.eventbus.api.IEventBus;
import net.minecraftforge.fluids.ForgeFlowingFluid;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;
import net.minecraftforge.registries.RegistryObject;

public class ModFluids {
    public static final DeferredRegister<Fluid> FLUIDS =
            DeferredRegister.create(ForgeRegistries.FLUIDS, NatansRealmMod.MOD_ID);

    public static final RegistryObject<FlowingFluid> SOURCE_ESSENCEFLOW = FLUIDS.register("essenceflow_fluid",
            () -> new ForgeFlowingFluid.Source(ModFluids.ESSENCEFLOW_FLUID_PROPERTIES));
    public static final RegistryObject<FlowingFluid> FLOWING_ESSENCEFLOW = FLUIDS.register("flowing_essenceflow",
            () -> new ForgeFlowingFluid.Flowing(ModFluids.ESSENCEFLOW_FLUID_PROPERTIES));


    public static final ForgeFlowingFluid.Properties ESSENCEFLOW_FLUID_PROPERTIES = new ForgeFlowingFluid.Properties(
            ModFluidTypes.ESSENCEFLOW_FLUID_TYPE, SOURCE_ESSENCEFLOW, FLOWING_ESSENCEFLOW)
            .slopeFindDistance(2).levelDecreasePerBlock(2).block(ModBlocks.ESSENCEFLOW_BLOCK)
            .bucket(ModItems.ESSENCEFLOWBUCKET);


    public static void register(IEventBus eventBus) {
        FLUIDS.register(eventBus);
    }
}
package net.natan.natansrealmmod.fluid;

import com.mojang.blaze3d.shaders.FogShape;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.math.Vector3f;
import net.minecraft.client.Camera;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.client.renderer.FogRenderer;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.client.extensions.common.IClientFluidTypeExtensions;
import net.minecraftforge.fluids.FluidType;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;

import java.util.function.Consumer;

/**
 * Basic implementation of {@link FluidType} that supports specifying still and flowing textures in the constructor.
 *
 * @author Choonster (<a href="https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/1.19.x/LICENSE.txt">MIT License</a>)
 *
 * Change by: Natan
 * Added overlayTexture and tintColor as well. Also converts tint color into fog color
 */
public class BaseFluidType extends FluidType {
    private final ResourceLocation stillTexture;
    private final ResourceLocation flowingTexture;
    private final ResourceLocation overlayTexture;
    private final int tintColor;
    private final Vector3f fogColor;

    public BaseFluidType(final ResourceLocation stillTexture, final ResourceLocation flowingTexture, final ResourceLocation overlayTexture,
                         final int tintColor, final Vector3f fogColor, final Properties properties) {
        super(properties);
        this.stillTexture = stillTexture;
        this.flowingTexture = flowingTexture;
        this.overlayTexture = overlayTexture;
        this.tintColor = tintColor;
        this.fogColor = fogColor;
    }

    public ResourceLocation getStillTexture() {
        return stillTexture;
    }

    public ResourceLocation getFlowingTexture() {
        return flowingTexture;
    }

    public int getTintColor() {
        return tintColor;
    }

    public ResourceLocation getOverlayTexture() {
        return overlayTexture;
    }

    public Vector3f getFogColor() {
        return fogColor;
    }

    @Override
    public void initializeClient(Consumer<IClientFluidTypeExtensions> consumer) {
        consumer.accept(new IClientFluidTypeExtensions() {
            @Override
            public ResourceLocation getStillTexture() {
                return stillTexture;
            }

            @Override
            public ResourceLocation getFlowingTexture() {
                return flowingTexture;
            }

            @Override
            public @Nullable ResourceLocation getOverlayTexture() {
                return overlayTexture;
            }

            @Override
            public int getTintColor() {
                return tintColor;
            }

            @Override
            public @NotNull Vector3f modifyFogColor(Camera camera, float partialTick, ClientLevel level,
                                                    int renderDistance, float darkenWorldAmount, Vector3f fluidFogColor) {
                return fogColor;
            }

            @Override
            public void modifyFogRender(Camera camera, FogRenderer.FogMode mode, float renderDistance, float partialTick,
                                        float nearDistance, float farDistance, FogShape shape) {
                RenderSystem.setShaderFogStart(1f);
                RenderSystem.setShaderFogEnd(2f); // distance when the fog starts
            }
        });
    }
}
 // You can use EventBusSubscriber to automatically register all static methods in the class annotated with @SubscribeEvent
    @Mod.EventBusSubscriber(modid = MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD)
    public static class ClientModEvents
    {
        @SubscribeEvent
        public static void onClientSetup(FMLClientSetupEvent event)
        {
            ItemBlockRenderTypes.setRenderLayer(ModFluids.SOURCE_ESSENCEFLOW.get(), RenderType.translucent());
            ItemBlockRenderTypes.setRenderLayer(ModFluids.FLOWING_ESSENCEFLOW.get(), RenderType.translucent());
        }
    }
}

 

 

Posted

Well, the color of your fluid is 0x2e147d, which, since colors are 32 bits, is 0x002e147d. Breaking it down into the ARGB components, you have a red of 2e, green of 14, blue of 7d, and an alpha of 0. An alpha of 0 is fully transparent while ff is fully opaque. Most fluids are probably in the 0xaX range for transparency.

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