Jump to content

[1.6.2]Fluids in tanks


wristwatch

Recommended Posts

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.

Link to comment
Share on other sites

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));
        }
    }

Link to comment
Share on other sites

  • 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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.