Posted August 4, 20169 yr Hello all I'm writing an RPG mod. but i'm stuck at the part with creating custom fluids. there aren't much tutorials for custom fluids. but i have found and followed that one from Choonster. the problem is that the code ignores my modelResource location and uses the path that i filled in here: block.setRegistryName("fluid." + block.getFluid().getName()) instead of: private void registerFluidModels() { ModFluids.modFluidBlocks.forEach(this::registerFluidModel); } private void registerFluidModel(IFluidBlock fluidBlock) { Item item = Item.getItemFromBlock((Block) fluidBlock); ModelBakery.registerItemVariants(item); ModelResourceLocation MRL = new ModelResourceLocation(modid + ":fluid", fluidBlock.getFluid().getName()); System.out.println("modelResourceLocation is : " + MRL.toString()); ModelLoader.setCustomMeshDefinition(item, MeshDefinitionFix.create(stack -> MRL)); ModelLoader.setCustomStateMapper((Block) fluidBlock, new StateMapperBase() { @Override protected ModelResourceLocation getModelResourceLocation(IBlockState state) { return MRL; } }); } he gives a FileNotFoundExeption with the location : mark13695:blockstates/fluid.bluelava with as variant #level=(Number 1 to 15) metadata from BlockFluidBase. ModelResourceLocation MRL must be right as in the console: modelResourceLocation is : mark13695:fluid#bluelava here is my fluidinit class: package com.modMark.Fluids; import java.util.HashMap; import java.util.HashSet; import java.util.Map; import java.util.Set; import java.util.function.Consumer; import java.util.function.Function; import com.modMark.Main.MainRegistry; import net.minecraft.block.Block; import net.minecraft.block.material.MapColor; import net.minecraft.block.material.Material; import net.minecraft.block.material.MaterialLiquid; import net.minecraft.util.ResourceLocation; import net.minecraftforge.fluids.BlockFluidClassic; import net.minecraftforge.fluids.Fluid; import net.minecraftforge.fluids.FluidRegistry; import net.minecraftforge.fluids.IFluidBlock; import net.minecraftforge.fml.common.registry.GameRegistry; public class MarkFluids { public static Fluid BlueLava; public static final Set<Fluid> fluids = new HashSet<>(); public static Set<IFluidBlock> fluidBlocks = new HashSet<IFluidBlock>(); public static void init() { BlueLava = createFluid("bluelava", "mark13695:blocks/LavaBlue", Material.lava, fluid -> fluid.setViscosity(5500).setDensity(1100).setLuminosity(15), fluid -> new BlockMarkLiquid("LavaBlue", fluid, Material.lava)); } private static <T extends Block & IFluidBlock> Fluid createFluid(String name, String textureName, Material material, Consumer<Fluid> fluidPropertyApplier, Function<Fluid, T> blockFactory) { return createFluid(name, textureName, material, 0x0F44E4 , fluidPropertyApplier, blockFactory); } private static <T extends Block & IFluidBlock> Fluid createFluid(String name, String textureName, Material material, int color, Consumer<Fluid> fluidPropertyApplier, Function<Fluid, T> blockFactory) { if(material == Material.lava){ Fluid fluid = new MarkLava(name, textureName + "_still", textureName + "_flowing"); boolean useOwnFluid = FluidRegistry.registerFluid(fluid); if (useOwnFluid) { fluidPropertyApplier.accept(fluid); registerFluidBlock(blockFactory.apply(fluid)); } else { fluid = FluidRegistry.getFluid(name); } fluids.add(fluid); return fluid; } else{ Fluid fluid = new MarkWater(name, textureName + "_still", textureName + "_flowing", color); boolean useOwnFluid = FluidRegistry.registerFluid(fluid); if (useOwnFluid) { fluidPropertyApplier.accept(fluid); registerFluidBlock(blockFactory.apply(fluid)); } else { fluid = FluidRegistry.getFluid(name); } fluids.add(fluid); return fluid; } } private static <T extends Block & IFluidBlock> T registerFluidBlock(T block) { block.setRegistryName("fluid." + block.getFluid().getName()); GameRegistry.registerBlock(block); fluidBlocks.add(block); return block; } } anyone who knows what i did wrong? sorry for copypasting most of his fluid code, I could'nt make it better that this my Mod: Extended RPG [W.I.P]
August 4, 20169 yr ModelLoader methods must be called in preInit. If they're called in init or later, they won't have any effect. 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.
August 4, 20169 yr Author thx, gonna work on it ............................................ It Worked! thx my Mod: Extended RPG [W.I.P]
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