Posted July 15, 20169 yr Do I have to register the Buckets for every fluid as Items? for example: Fluid nitric_acid = new Fluid("fluid_nitric-acid", new ResourceLocation(TheMod.MODID, "fluid_nitric-acid_still"),//I don't really know what to put here in these resource locations new ResourceLocation(TheMod.MODID, "fluid_nitric-acid_flowing")); FluidRegistry.registerFluid(nitric_acid); FluidRegistry.addBucketForFluid(nitric_acid); Now if I need to register in the oreDictionary something like OreDictionary.registerOre("bucketNitricAcid", [what goes here?]); Oh, and also, what should be the resource locations there?
July 16, 20169 yr Call UniversalBucket.getFilledBucket with ForgeModContainer.getInstance().universalBucket and the Fluid . This will return an ItemStack of the universal bucket filled with the Fluid . The ResourceLocation arguments of the Fluid constructor are the locations of its still and flowing textures. 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.
July 16, 20169 yr A Fluid object only defines the physical properties and texture of a fluid, it can't exist in the world or in inventories itself. An IFluidBlock is a Block that represents a Fluid in the world. You need to register a model for this Block and its Item form like you would any other. Forge provides the forge:fluid model for this purpose, which uses the textures and phase (liquid or gas) defined by the specified Fluid . You need to use Forge's blockstates format to tell the model which Fluid to use. I register models for my IFluidBlock s here. This tells each Block to use the variant of this blockstates file with the same name as its Fluid . 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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