Posted March 14, 20169 yr 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); } }
March 15, 20169 yr 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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