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[SOLVED][1.7.10][CoFHLib] Custom Fluid is not rendering in gui


Emonadeo

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I amde a custom fluid (oil) and everything is working but the textures in the gui. I looked up in the source code from CoFHLib that the method drawFluid (to draw the Fluid inside an gui) uses the IIcon from the Fluid and not the BlockFluidClassic. Couldn't find anything on the internet or in other source codes.

 

Source Code (excluding package anmes and imports):

Main Class:


@Mod(modid=Data.MODID, name=Data.NAME, version=Data.VERSION, dependencies="required-after:CoFHLib")
public class Block_Engineering
{
@Instance
public static Block_Engineering instance;

@SidedProxy(clientSide="com.emonadeo." + Data.MODID + ".proxy.ClientProxy", serverSide="com.emonadeo." + Data.MODID + "proxy.ServerProxy")
public static ServerProxy proxy;

public static Block blockRepository;
public static Block blockFluidOil;
public static Fluid fluidOil;

public static Item itemBucketOil;

@EventHandler
public void preInit(FMLPreInitializationEvent e)
{
	//Fluids
	fluidOil = new Fluid("Oil");
	FluidRegistry.registerFluid(fluidOil);

	//Blocks
	blockRepository = new Block_Repository();
	blockFluidOil = new Block_Fluid_Oil();

	//Items
	itemBucketOil = new Item_Bucket_Oil(blockFluidOil);

	//TileEntities
	GameRegistry.registerTileEntity(TileEntity_Repository.class, "TileEntity_Repository");
}

@EventHandler
public void init(FMLInitializationEvent e)
{
	//Blocks
	GameRegistry.registerBlock(blockRepository, Item_Repository.class, "Repository");
	GameRegistry.registerBlock(blockFluidOil, "Oil");

	//Items
	GameRegistry.registerItem(itemBucketOil, "Bucket_Oil");
	FluidContainerRegistry.registerFluidContainer(fluidOil,  new ItemStack(itemBucketOil), new ItemStack(Items.bucket));

	//Fluids
	fluidOil.setUnlocalizedName(blockFluidOil.getUnlocalizedName());

	//Gui
	NetworkRegistry.INSTANCE.registerGuiHandler(instance, new GuiHandler());

	//Register Renderer
	proxy.registerRenderer();

	//Ore Dictionary
	OreDictionary.registerOre("blockOil", blockFluidOil);
}

@EventHandler
public void postInit(FMLPostInitializationEvent e)
{

}
}

 

Block_Fluid_Oil:

public class Block_Fluid_Oil extends BlockFluidClassic
{

    @SideOnly(Side.CLIENT)
    protected IIcon stillIcon;
    @SideOnly(Side.CLIENT)
    protected IIcon flowingIcon;
    
    public static final Material materialFluidOil = new MaterialLiquid(MapColor.blackColor);

public Block_Fluid_Oil()
{
	super(Block_Engineering.fluidOil, materialFluidOil);
	setBlockName("Oil");
}

@Override
public IIcon getIcon(int side, int meta)
{
	return (side == 0 || side == 1) ? stillIcon : flowingIcon;
}

@SideOnly(Side.CLIENT)
@Override
public void registerBlockIcons(IIconRegister reg)
{
	stillIcon = reg.registerIcon(Data.MODID + ":fluids/Oil_Still");
	flowingIcon = reg.registerIcon(Data.MODID + ":fluids/Oil_Flow");
}

    @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);
    }
}

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You need to call

Fluid#setIcons

to set the still and flowing icons of the

Fluid

. You should be able to do this from

Block_Fluid_Oil#registerBlockIcons

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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That did work! And I can't get why. But thank you so much :D For anyone who runs into the same problem - it would look something like this:

	@SideOnly(Side.CLIENT)
@Override
public void registerBlockIcons(IIconRegister reg)
{
	stillIcon = reg.registerIcon(Data.MODID + ":fluids/Oil_Still");
	flowingIcon = reg.registerIcon(Data.MODID + ":fluids/Oil_Flow");

	Block_Engineering.fluidOil.setIcons(stillIcon, flowingIcon);
}

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That did work! And I can't get why. But thank you so much :D

 

Fluid

defines the properties of a fluid, including its textures.

 

An

IFluidBlock

(e.g.

BlockFluidClassic

) is a

Block

in the world that behaves like a fluid, using the properties defined by the corresponding

Fluid

to control its behaviour (e.g. flow rate and direction, light level).

 

A

FluidStack

represents a stack of

Fluid

in a tank or container of some sort (like an

ItemStack

represents a stack of an

Item

in an inventory).

 

A fluid tank in a machine contains a

FluidStack

and a GUI will usually display this using the textures of the

Fluid

. The fluid isn't in the world, so the

IFluidBlock

isn't involved.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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