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Featured Replies

Register it like a normal block, but register the fluid first. Post your code -- how far have you gotten?

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

  • Author

Ok so I've registered it where I register all my other blocks

@GameRegistry.ObjectHolder(Reference.MOD_ID)

public class ModBlocks

{

    public static final BlockBL sbrick = new BlockSnowBrick();

    public static final BlockBL icePulse = new BlockIcePulse();

    public static final BlockBL orichalcumOre = new BlockOrichalcumOre();

    public static final Fluid liquidElerium = new Fluid("liquidElerium");

 

    public static void init()

    {

        GameRegistry.registerBlock(sbrick, "sbrick");

        GameRegistry.registerBlock(icePulse, "icePulse");

        GameRegistry.registerBlock(orichalcumOre, "orichalcumOre");

        FluidRegistry.registerFluid(liquidElerium);

    }

}

 

Then I made another class where I construct (if that's the right word) the blocks and put this:

 

public class BlockYourFluid extends BlockFluidClassic {

 

        @SideOnly(Side.CLIENT)

        protected IIcon stillIcon;

        @SideOnly(Side.CLIENT)

        protected IIcon flowingIcon;

       

        public BlockYourFluid(Fluid fluid, Material material) {

                super(fluid, material);

                setCreativeTab(CreativeTabs.tabMisc);

        }

       

        @Override

        public IIcon getIcon(int side, int meta) {

                return (side == 0 || side == 1)? stillIcon : flowingIcon;

        }

       

        @SideOnly(Side.CLIENT)

        @Override

        public void registerBlockIcons(IIconRegister register) {

                stillIcon = register.registerIcon("modid:fluidStill");

                flowingIcon = register.registerIcon("modid:fluidFlowing");

        }

       

        @Override

        public boolean canDisplace(IBlockAccess world, int x, int y, int z) {

                if (world.getBlock(x,  y,  z).getMaterial().isLiquid()) return false;

                return super.canDisplace(world, x, y, z);

        }

       

        @Override

        public boolean displaceIfPossible(World world, int x, int y, int z) {

                if (world.getBlock(x,  y,  z).getMaterial().isLiquid()) return false;

                return super.displaceIfPossible(world, x, y, z);

        }

       

}

 

Now I'm not entirely sure what to do from here. Do I make a new class to register the Block?

Nope, register it with your other blocks.

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

Just put this where you create your other blocks:

public static BlockYourFluid yourFluid = new BlockYourFluid(liquidElerium, Material.water);

 

and change ModBlocks.init() to this:

GameRegistry.registerBlock(sbrick, "sbrick");
        GameRegistry.registerBlock(icePulse, "icePulse");
        GameRegistry.registerBlock(orichalcumOre, "orichalcumOre");
        FluidRegistry.registerFluid(liquidElerium);
        GameRegistry.registerBlock(yourFluid, "some_name")

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

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