Posted February 17, 20178 yr Hello, I made the liquid, but after loading the game and entering the world, I noticed that the fluid is the same color as regular water, although she had to change the color. My code: [spoiler=BlockOil] public class BlockOil extends BlockFluidClassic { public BlockOil(Fluid fluid, String name) { super(fluid, Material.WATER); setRegistryName(name); setUnlocalizedName(name); setCreativeTab(TabsHandler.TAB_FLUIDS); } @Override public void onBlockAdded(World world, BlockPos pos, IBlockState state) { super.onBlockAdded(world, pos, state); mergerFluids(pos, world); } @Override public void neighborChanged(IBlockState state, World world, BlockPos pos, Block neighborBlock) { super.neighborChanged(state, world, pos, neighborBlock); mergerFluids(pos, world); } private void mergerFluids(BlockPos pos, World world) { for(EnumFacing facing : EnumFacing.values()) { Block block = world.getBlockState(pos.offset(facing)).getBlock(); if(block == Blocks.WATER || block == Blocks.FLOWING_WATER) { world.setBlockState(pos.offset(facing), Blocks.STONE.getDefaultState()); } else if(block == Blocks.LAVA || block == Blocks.FLOWING_LAVA) { world.setBlockState(pos.offset(facing), Blocks.BRICK_BLOCK.getDefaultState()); } } } } [/spoiler] [spoiler=FluidOil] public class FluidOil extends Fluid { public FluidOil() { super("fluidOil", new ResourceLocation("blocks/water_still"), new ResourceLocation("blocks/water_flow")); } @Override public int getColor() { return 0xFF00FF00; } } [/spoiler] [spoiler=FluidsRegister] public class FluidsRegister { public static FluidOil OIL = new FluidOil(); public static void register() { FluidRegistry.registerFluid(OIL); } public static void registerRender() { modelLoader(BlocksRegister.OIL, "fluid"); } @SideOnly(Side.CLIENT) public static void modelLoader(final BlockFluidClassic block, final String variant) { Item fluid = Item.getItemFromBlock(block); ModelBakery.registerItemVariants(fluid); final ModelResourceLocation location = new ModelResourceLocation(block.getRegistryName(), variant); ModelLoader.setCustomMeshDefinition(fluid, new ItemMeshDefinition() { public ModelResourceLocation getModelLocation(ItemStack stack) { return location; } }); ModelLoader.setCustomStateMapper(block, new StateMapperBase() { protected ModelResourceLocation getModelResourceLocation(IBlockState state) { return location; } }); } } [/spoiler] [spoiler=BlocksRegister] public static BlockOil OIL = new BlockOil(FluidsRegister.OIL, "oil"); public static void register() { registerBlock(OIL); } private static void registerBlock(final Block block) { GameRegistry.register(block); GameRegistry.register(new ItemBlock(block).setRegistryName(block.getRegistryName())); } [/spoiler] [spoiler=ClientProxy and ServerProxy] //ClientProxy public void preInit() { super.preInit(); FluidsRegister.registerRender(); } //ServerProxy public void preInit() { FluidsRegister.register(); BlocksRegister.register(); } [/spoiler] [spoiler=Blockstates] File name: oil.json { "forge_marker": 1, "defaults": { "model": "forge:fluid", "transform": "forge:default-item" }, "variants": { "fluid": [{ "custom": { "fluid": "fluidOil" } }] } } [/spoiler]
February 17, 20178 yr 5 minutes ago, WildHeart said: public FluidOil() { super("fluidOil", new ResourceLocation("blocks/water_still"), new ResourceLocation("blocks/water_flow")); } I have no experience with fluids, but might this have anything to do with it? Try making a custom Texture.
February 17, 20178 yr Author Why? I use the vanilla texture minecraft. Yes, and I'm more interested in the option of repainting, but then you can't leave a not working code))
February 17, 20178 yr 1 minute ago, WildHeart said: Why? I use the vanilla texture minecraft. Yes, and I'm more interested in the option of repainting, but then you can't leave a not working code)) Am I understanding something wrong? If your problem is, that the texture is blue and not black or whatever, you might want to not use the vanilla texture (which is blue). Just create a new texture. Then again, I might not be understanding what the problem is. Mind showing some pictures?
February 17, 20178 yr Author So, look, it's my fluid: http://prntscr.com/e9yyi9 , I pointed out in the code, what texture/fluid should be green, but in the game I see the same texture as the water. For a basis I took the code from the repository MinecraftForge github, where everything works as it should, but the same code(without instance in the class block and liquid) does not work properly. public class FluidOil extends Fluid { public FluidOil() { super("fluidOil", new ResourceLocation("blocks/water_still"), new ResourceLocation("blocks/water_flow")); } //this method will paint the texture of water, in the specified color. @Override public int getColor() { return 0xFF00FF00; } }
February 17, 20178 yr Try this: public int getColor() { return 0xDD9E881E; } Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
February 17, 20178 yr Author 5 minutes ago, Kokkie said: Try this: public int getColor() { return 0xDD9E881E; } Not working at all strange. In debug mode the method itself works, but the return nothing sends.
February 18, 20178 yr Author New problem, I set its texture to the liquid and nothing happens, as was usual with the liquid texture of water and left.
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