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Featured Replies

Posted

Ok, so for some reason, my custom liquids are rendering in Buildcraft pipes, but not Buildcraft tanks. All it comes up with is the black/purple missing texture.

 

 

Fluid Code:

package assets.wristwatch1_rainbowwater.fluid;

import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.world.World;
import net.minecraftforge.fluids.Fluid;
import net.minecraftforge.fluids.FluidRegistry;


public class WhiteSpectra extends Fluid 
{
public WhiteSpectra() 
{
	super("WhiteSpectra");
	setDensity(10); // How tick the fluid is, affects movement inside the liquid.
	setViscosity(1000); // How fast the fluid flows.
	FluidRegistry.registerFluid(this); // Registering inside it self, keeps things neat 
	}

}

 

 

Block Code:

package assets.wristwatch1_rainbowwater.block;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import assets.wristwatch1_rainbowwater.rainbowwater;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.Icon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.client.event.TextureStitchEvent;
import net.minecraftforge.event.ForgeSubscribe;
import net.minecraftforge.fluids.BlockFluidClassic;
import net.minecraftforge.fluids.FluidRegistry;

public class BlockWhiteSpectra extends BlockFluidClassic 
{

public BlockWhiteSpectra(int Id) 
{
	super(Id, rainbowwater.WhiteSpectra, Material.water);
	rainbowwater.WhiteSpectra.setBlockID(2378); // Sets the fluids block ID to this block.

	}
@SideOnly(Side.CLIENT)
protected Icon[] theIcon; //required for textures

@Override
public Icon getIcon(int side, int meta) {
	return side != 0 && side != 1 ? this.theIcon[1] : this.theIcon[0]; //required for textures.
}

// Use Register Icon as usual to get the block's icon.
// If you want you can reuse the water texture and change the color of it by doing as I have below:
@Override
@SideOnly(Side.CLIENT)
//public Icon getIcon(int side, int meta) 
//{
	//return Block.waterMoving.getIcon(side, meta);
	//}
//@Override
//public int colorMultiplier(IBlockAccess iblockaccess, int x, int y, int z)
//{
	//return 0xFFFFFF; // HEX color code as indicated by the 0x in front. This is a greenish color.
	//}
  
    public void registerIcons(IconRegister iconRegister){
        this.theIcon = new Icon[] {iconRegister.registerIcon("wristwatch1_rainbowwater:BlockWhiteSpectraStill"), iconRegister.registerIcon("wristwatch1_rainbowwater:BlockWhiteSpectraFlowing")
        		}; //Registers the still and flowing textures
        }

@Override
@SideOnly(Side.CLIENT)
public void onEntityCollidedWithBlock(World world, int i, int j, int k, Entity entity)//when an entity steps into the liquid
{
	if (entity instanceof EntityPlayer) 
	{         
		((EntityPlayer) entity).addPotionEffect(new PotionEffect(Potion.heal.getId(),2 * 20, 0));//allows the potion affect to effect players
		}  
	if (entity instanceof EntityLiving) 
	{         
		((EntityLiving) entity).addPotionEffect(new PotionEffect(Potion.heal.getId(),2 * 20, 0));//allows the potion affect to effect mobs
		}  
}
@Override
public boolean canDisplace(IBlockAccess world, int x, int y, int z) {
	if (world.getBlockMaterial(x,  y,  z).isLiquid()) return false;
	return super.canDisplace(world, x, y, z);
}

@Override
public boolean displaceIfPossible(World world, int x, int y, int z) {
	if (world.getBlockMaterial(x,  y,  z).isLiquid()) return false;
	return super.displaceIfPossible(world, x, y, z);
}

}

 

I could REALLY use some help in this matter.

There may be other ways to do this too, if you do this remember to register the event.

 

@ForgeSubscribe
@SideOnly(Side.CLIENT)
public void textureHook(TextureStitchEvent.Post event)
    {
        if (event.map.textureType == 0)
        {   
            fluid.setIcons(fluidBlock.getBlockTextureFromSide(1));
        }
    }

  • 1 month later...

I had the same problem, and i added this in my main class load method.

 

WhiteSpectra.setIcons(BlockWhiteSpectra.getIcon(0, 0), BlockWhiteSpectra.getIcon(1, 0));

 

That way you use, and set, the fluid texture from your block that represents your fluid.

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