Posted October 23, 201410 yr Registering liquid, dimension, biome, and testing it works fine, But when i add something new to my mod, all liquid in world get replaced with other block. Is it because of id changes? Will this issue stay in 1.8? What i already tried: move registration to pre init, move = new SkyLiquid to init or pre-init, hothing helped Class where i register liquid: package code.blocktoolsarmormod.registry; import net.minecraft.block.Block; import code.blocktoolsarmormod.world.dimensions.Sky.SkyLiquidFlowing; import code.blocktoolsarmormod.world.dimensions.Sky.SkyLiquidStill; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.registry.GameRegistry; public class LiquidRegistry { public static Block SkyLiquidStill = new SkyLiquidStill().setBlockName("SkyLiquidStill"); public static Block SkyLiquidFlowing = new SkyLiquidFlowing().setBlockName("SkyLiquidFlowing"); public static void preinit(FMLPreInitializationEvent event) { } public static void init(FMLInitializationEvent event) { GameRegistry.registerBlock(SkyLiquidStill, "SkyLiquidStill"); GameRegistry.registerBlock(SkyLiquidFlowing, "SkyLiquidFlowing"); } public static void postinit(FMLPostInitializationEvent event) { } } Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
October 23, 201410 yr You need to register during the pre-initialisation stage. BEFORE ASKING FOR HELP READ THE EAQ! I'll help if I can. Apologies if I do something obviously stupid. If you don't know basic Java yet, go and follow these tutorials.
October 23, 201410 yr Author Registering during pre-init didn't helped, i wrote there: What i already tried: move registration to pre init, move = new SkyLiquid to init or pre-init, hothing helped Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
October 23, 201410 yr Sorry, I misread. Blocks shouldn't get replaced when you ADD blocks to an existing world, only when creating a new world. Are there any messages when you run it with the new blocks in console? BEFORE ASKING FOR HELP READ THE EAQ! I'll help if I can. Apologies if I do something obviously stupid. If you don't know basic Java yet, go and follow these tutorials.
October 23, 201410 yr Author Yes: Injecting existing block and item data into this server instance [10:32:31] [server thread/INFO]: Injecting new block and item data into this server instance. [10:32:31] [server thread/INFO]: Injected new block/item blocktoolsarmormod:blockA: 184 (init) -> 185 (map). [10:32:31] [server thread/INFO]: Injected new block/item blocktoolsarmormod:blockA: 184 (init) -> 185 (map). [10:32:31] [server thread/INFO]: Injected new block/item blocktoolsarmormod:itemB: 4458 (init) -> 4459 (map). Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
October 23, 201410 yr Author Also i found out this: Liquid automatically turns in another block even when placed by me and updated? Reading through BlockDynamicLiquid and BlockStaticLiquid, if found methods, that are responsible for making in flow, where to detect another state of liquid, getIdFromBlock(this) - 1 is used, its private method, and it cannot be overrided... STUPID MINECRAFT!!!!! JUST BY REGISTERING STILL LIQUID AFTER FLOWING MAKES IT WORK PROPERLY!!! FACEPALM Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
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.