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[1.8.9] One JSON file for multiple fluids


MrRiegel

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Is it possible to make only one json file for any fluid?

because the number of fluids is arbitrary.

I change the color of the fluids in a config file.

 

And another question: As long as the fluids spreads the fps decrease by 10-20. With water and lava fps is stable. Any idea why?

 

fluids.json

{
    "forge_marker": 1,
    "defaults": {
        "model": "forge:fluid"
    },
    "variants": {
        "normal": [
            {
                "custom": {
                    "fluid": "what name here ?"
                }
            }
        ]
    }
}

 

ModFluids.java

public class ModFluids {
public static final Map<Integer, Fluid> fluids = Maps.newHashMap();
public final static Map<Integer, CustomBlockFluid> blocks = Maps
		.newHashMap();

public static void registerFluids(List<CustomFluid> list) {
	for (int i = 0; i < list.size(); i++) {
		CustomFluid fluid = list.get(i);
		registerFluid(fluid, i);

	}
}

private static void registerFluid(CustomFluid f, int index) {
	boolean useOwnFluid = FluidRegistry.registerFluid(f.toFluid());

	if (useOwnFluid) {
		fluids.put(index, FluidRegistry.getFluid(f.name));
		registerFluidBlock(f, index);

	}
}

private static void registerFluidBlock(CustomFluid fluid, int index) {
	CustomBlockFluid block = new CustomBlockFluid(fluid);
	block.setRegistryName("fluid." + block.getFluid().getName());
	block.setUnlocalizedName(CustomFluids.MODID + ":"
			+ block.getFluid().getUnlocalizedName());
	block.setCreativeTab(CreativeTab.tab1);
	blocks.put(index, block);
	GameRegistry.registerBlock(blocks.get(index));
	FluidRegistry.addBucketForFluid(FluidRegistry.getFluid(fluid.name));

}
}

 

ClientProxy.java

public class ClientProxy extends CommonProxy {

@Override
public void preInit(FMLPreInitializationEvent event) throws IOException {
	super.preInit(event);
	registerRenderers();
	for (Entry<Integer, Fluid> e:ModFluids.fluids.entrySet()) {
		Fluid f=e.getValue();
		Item fluid = Item.getItemFromBlock(f.getBlock());
		ModelBakery.registerItemVariants(fluid);
		final ModelResourceLocation fluidLocation = new ModelResourceLocation(
				CustomFluids.MODID + ":fluid");
		ModelLoader.setCustomMeshDefinition(fluid,
				new ItemMeshDefinition() {
					public ModelResourceLocation getModelLocation(
							ItemStack stack) {
						return fluidLocation;
					}
				});
		ModelLoader.setCustomStateMapper(f.getBlock(),
				new StateMapperBase() {
					protected ModelResourceLocation getModelResourceLocation(
							IBlockState state) {
						return fluidLocation;
					}
				});
	}
}

@Override
public void init(FMLInitializationEvent event) {
	super.init(event);
	registerItemModels();
}

@Override
public void postInit(FMLPostInitializationEvent event) {
	super.postInit(event);
}

public void registerItemModels() {
}

public void registerRenderers() {
}

}

 

CustomFluid.java

public class CustomFluid {
String name;
String displayName;
int luminosity;
int density = 1000;
int temperature = 300;
int viscosity = 1000;
boolean gas;
List<String> biomes;
List<Effect> effects;
boolean flammable;
boolean fireSource;
String material;
boolean generate;
int lakeSize;
int chunkChance;
int color = 0x6495ED;
Design design = Design.WATER;

enum Design {
	WATER, LAVA;

	ResourceLocation getStill() {
		if (this == WATER)
			return new ResourceLocation(CustomFluids.MODID
					+ ":fluid/liquid");
		else if (this == LAVA)
			return new ResourceLocation(CustomFluids.MODID
					+ ":fluid/molten_metal");
		return new ResourceLocation(CustomFluids.MODID
				+ ":fluid/liquid");
	}

	ResourceLocation getFlowing() {
		if (this == WATER)
			return new ResourceLocation(CustomFluids.MODID
					+ ":fluid/liquid_flow");
		else if (this == LAVA)
			return new ResourceLocation(CustomFluids.MODID
					+ ":fluid/molten_metal_flow");
		return new ResourceLocation(CustomFluids.MODID
				+ ":fluid/liquid_flow");
	}
}


public CustomFluid(String name, String displayName, int luminosity,
		int density, int temperature, int viscosity, boolean gas,
		List<String> biomes, List<Effect> effects, boolean flammable,
		boolean fireSource, String material, boolean generate,
		int lakeSize, int chunkChance, int color, Design design) {
	this.name = name;
	this.displayName = displayName;
	this.luminosity = luminosity;
	this.density = density;
	this.temperature = temperature;
	this.viscosity = viscosity;
	this.gas = gas;
	this.biomes = biomes;
	this.effects = effects;
	this.flammable = flammable;
	this.fireSource = fireSource;
	this.material = material;
	this.generate = generate;
	this.lakeSize = lakeSize;
	this.chunkChance = chunkChance;
	this.color = color;
	this.design = design;
}



public Fluid toFluid() {
	return new Fluid(name, null, null) {
		@Override
		public String getLocalizedName(FluidStack stack) {
			return displayName;
		}

		@Override
		public int getColor() {
			int c = color;
			if (((c >> 24) & 0xFF) == 0) {
				c |= 0xFF << 24;
			}
			return c;
		}

		@Override
		public ResourceLocation getStill() {
			return design.getStill();
		}

		@Override
		public ResourceLocation getFlowing() {
			return design.getFlowing();
		}

	}.setLuminosity(luminosity).setDensity(density)
			.setTemperature(temperature).setViscosity(viscosity)
			.setGaseous(gas);
}
}

 

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The

"fluid"

value in the variants of your blockstates file is the name of the

Fluid

to render (the first argument of the

Fluid

constructor). I don't think it's possible have a blockstates file that works for any arbitrary fluid unless you create a custom model loader; you need to have one variant per fluid.

 

You can see my fluid registration code here, my model registration code here and my blockstates file here.

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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