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Posted

I'm finding the universal bucket code to be rather opaque and spread out.  I want to simply create my own skin for a universal bucket.  Rather than the iron skin that is there, I want to use something else (because I'm adding a bucket which doesn't require iron to craft, I want to see that bucket's material on the bucket).

 

I'm sure that what I have is wrong (because I don't know how to get a variant?), but here it is anyway:

 

https://pastebin.com/hwLB2Qnf

Posted

You can't change the textures of Forge's UniversalBucket instance (those are specified in assets/forge/blockstates/dynbucket.json), but you can create and register your own instance and specify your own textures.

 

The universal bucket uses ModelDynBucket for its model, this is a dynamically-generated model that retextures itself based on the fluid contained in the ItemStack.

 

Forge uses ModelLoader.setBucketModelDefinition to set the universal bucket's model, you can do the same thing as this method but specify your own blockstates file instead of using Forge's one.

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.

Posted (edited)

Hmm, maybe I've missed something, but it seems that you still have to create a new instance of the vanilla bucket for the universal bucket to deal with, with your own right-click functionality implemented so that you can pick up forge fluids ...  Here's what I've got:

 

https://pastebin.com/r6p37jdc

I can't right click and pick up water.  It just seems wrong to implement another bucket item for the "empty bucket" mechanics, but it seems like the universal bucket doesn't do this?  This is from the onItemRightClick of the universal bucket:

https://pastebin.com/zKy2KwFJ

 

"empty bucket shouldn't exist, do nothing since it should be handled by the bucket event"

What?  This *is* the bucket.  If it doesn't handle empty-bucket actions, then I've got to have two items (one empty, one for everything else) and implement the onItemRightClick of the empty bucket since the universal bucket can't handle it and the vanilla bucket has no idea about forge fluid handling.

Edited by Edowyth
Posted

OK, for anyone interested in the future ... yes you have to create your own "empty bucket" instance of a bucket.

I've finally got a working generic bucket except for two things:

 

* I've not provided a bunch of models for it to mesh together, so the texture is always the same.

* When placed, liquids do not flow

 

I'll work on fixing these, then post my solutions here for posterity.

Posted (edited)

I managed to get this working with a single Item per bucket type, you can see my code here.

 

This involves overriding several UniversalBucket methods that assume that the empty and full buckets are different Items and using an IFluidHandlerItem implementation that isn't limited to the Forge/Vanilla bucket Items.

 

The model registration was already handled automatically by my existing code, so you won't see it in the linked commit. I essentially do the same thing that Forge does in ModelLoader.setBucketModelDefinition.

Edited by Choonster

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.

Posted

That's far fewer overloaded methods than I had.  This is exactly what I need ... thanks so much!

 

I'm going to debug and see where I went wrong, then pare down to only the necessary overloads.  You're truly amazing, Choonster.

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    • Version 1.19 - Forge 41.0.63 I want to create a wolf entity that I can ride, so far it seems to be working, but the problem is that when I get on the wolf, I can’t control it. I then discovered that the issue is that the server doesn’t detect that I’m riding the wolf, so I’m struggling with synchronization. However, it seems to not be working properly. As I understand it, the server receives the packet but doesn’t register it correctly. I’m a bit new to Java, and I’ll try to provide all the relevant code and prints *The comments and prints are translated by chatgpt since they were originally in Spanish* Thank you very much in advance No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. No player is mounted, or the passenger is not a player. MountableWolfEntity package com.vals.valscraft.entity; import com.vals.valscraft.network.MountSyncPacket; import com.vals.valscraft.network.NetworkHandler; import net.minecraft.client.Minecraft; import net.minecraft.network.syncher.EntityDataAccessor; import net.minecraft.network.syncher.EntityDataSerializers; import net.minecraft.network.syncher.SynchedEntityData; import net.minecraft.server.MinecraftServer; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.EntityType; import net.minecraft.world.entity.Mob; import net.minecraft.world.entity.ai.attributes.AttributeSupplier; import net.minecraft.world.entity.ai.attributes.Attributes; import net.minecraft.world.entity.animal.Wolf; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.Entity; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.item.ItemStack; import net.minecraft.world.item.Items; import net.minecraft.world.level.Level; 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import com.vals.valscraft.entity.MountableWolfEntity; import net.minecraft.network.FriendlyByteBuf; import net.minecraft.server.level.ServerLevel; import net.minecraft.server.level.ServerPlayer; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.player.Player; import net.minecraftforge.network.NetworkEvent; import java.util.function.Supplier; public class MountSyncPacket { private final boolean isMounted; public MountSyncPacket(boolean isMounted) { this.isMounted = isMounted; } public void encode(FriendlyByteBuf buffer) { buffer.writeBoolean(isMounted); } public static MountSyncPacket decode(FriendlyByteBuf buffer) { return new MountSyncPacket(buffer.readBoolean()); } public void handle(NetworkEvent.Context context) { context.enqueueWork(() -> { ServerPlayer player = context.getSender(); // Get the player from the context if (player != null) { // Verifies if the player has dismounted if (!isMounted) { Entity vehicle = player.getVehicle(); if (vehicle instanceof MountableWolfEntity wolf) { // Logic to remove the player as a passenger wolf.removePassenger(player); 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