Posted February 11, 20187 yr I have tried to add a custom fluid, but it is not visible. My Main class: Spoiler package aelpecyem.walkabouts; import aelpecyem.walkabouts.handlers.GuiHandler; import aelpecyem.walkabouts.handlers.ItemHandler; import aelpecyem.walkabouts.init.blocks.BlockInit; import aelpecyem.walkabouts.init.fluids.FluidInit; import aelpecyem.walkabouts.init.items.ItemInit; import aelpecyem.walkabouts.proxy.CommonProxy; import aelpecyem.walkabouts.world.ore.OreGen; import net.minecraft.block.material.MapColor; import net.minecraft.block.material.Material; import net.minecraft.block.material.MaterialLiquid; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.ItemStack; import net.minecraftforge.fluids.FluidRegistry; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.Mod.Instance; import net.minecraftforge.fml.common.SidedProxy; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.network.NetworkRegistry; import net.minecraftforge.fml.common.registry.GameRegistry; import net.minecraftforge.oredict.OreDictionary; @Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION) public class Walkabouts { @Instance public static Walkabouts instance; @SidedProxy(clientSide = Reference.CLIENTPROXY, serverSide = Reference.COMMONPROXY) public static CommonProxy proxy; public static CreativeTabs Tab = new Tab(); static { FluidRegistry.enableUniversalBucket(); } public static final Material SLIME = new MaterialLiquid( MapColor.GREEN_STAINED_HARDENED_CLAY); @EventHandler public static void preInit(FMLPreInitializationEvent event){ GameRegistry.registerWorldGenerator(new OreGen(), 3); ItemHandler.handle(); } @EventHandler public static void init(FMLInitializationEvent event){ NetworkRegistry.INSTANCE.registerGuiHandler(Walkabouts.instance, new GuiHandler()); OreDictionary.registerOre("food", ItemInit.TRAVEL_FOOD); GameRegistry.addSmelting(BlockInit.MOOVIUM_ORE, new ItemStack(ItemInit.MOOVIUM_INGOT), 10); } @EventHandler public static void postInit(FMLPostInitializationEvent event){ } } My RegistryHandler class: Spoiler package aelpecyem.walkabouts.handlers; import aelpecyem.walkabouts.init.blocks.BlockInit; import aelpecyem.walkabouts.init.fluids.FluidInit; import aelpecyem.walkabouts.init.items.ItemInit; import aelpecyem.walkabouts.util.IHasModel; import net.minecraft.block.Block; import net.minecraft.item.Item; import net.minecraftforge.client.event.ModelRegistryEvent; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.fluids.BlockFluidClassic; import net.minecraftforge.fluids.Fluid; import net.minecraftforge.fluids.FluidRegistry; import net.minecraftforge.fml.common.Mod.EventBusSubscriber; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; @EventBusSubscriber public class RegistryHandler { @SubscribeEvent public static void onItemRegister(RegistryEvent.Register<Item> event) { event.getRegistry().registerAll(ItemInit.ITEMS.toArray(new Item[0])); } @SubscribeEvent public static void onBlockRegister(RegistryEvent.Register<Block> event) { FluidRegistry.registerFluid(FluidInit.MOOVIUM_LIQUID); event.getRegistry().registerAll(BlockInit.BLOCKS.toArray(new Block[0])); } @SubscribeEvent public static void onModelRegister(ModelRegistryEvent event) { for(Item item : ItemInit.ITEMS) { if(item instanceof IHasModel) { ((IHasModel)item).registerModels(); } } for(Block block : BlockInit.BLOCKS) { if(block instanceof IHasModel) { ((IHasModel)block).registerModels(); } } My BlockInit class: Spoiler package aelpecyem.walkabouts.init.blocks; import java.util.ArrayList; import java.util.List; import aelpecyem.walkabouts.init.fluids.FluidInit; import aelpecyem.walkabouts.objects.BlockBase; import aelpecyem.walkabouts.objects.FluidBlockBase; import aelpecyem.walkabouts.objects.OreBase; import net.minecraft.block.Block; import net.minecraft.block.SoundType; import net.minecraft.block.material.Material; import net.minecraftforge.fluids.BlockFluidClassic; public class BlockInit { public static final List<Block> BLOCKS = new ArrayList<Block>(); //basic blocks public static final Block MOOVIUM_ORE = new OreBase("ore_moovium", Material.CLAY, 10.0F, 1.0F, "shovel", 2, SoundType.SAND); public static final Block DEEPSTONE = new BlockBase("deepstone", Material.SAND, 10.0F, 1.0F); public static final Block FLUIDBLOCK_MOOVIUM = new FluidBlockBase("liquid_moovium", FluidInit.MOOVIUM_LIQUID, ModMaterials.LIQUID_MOOVIUM); } My FluidInit class: Spoiler package aelpecyem.walkabouts.init.fluids; import java.util.ArrayList; import java.util.Set; import com.google.common.collect.ImmutableSet; import aelpecyem.walkabouts.Reference; import aelpecyem.walkabouts.objects.FluidBase; import net.minecraft.util.ResourceLocation; import net.minecraftforge.fluids.FluidRegistry; public class FluidInit { public static ArrayList<FluidBase> FLUIDS = new ArrayList<FluidBase>(); public static final FluidBase MOOVIUM_LIQUID = (FluidBase) new FluidBase( "liquid_moovium", new ResourceLocation(Reference.MODID,"liquid_moovium_still"), new ResourceLocation(Reference.MODID, "liquid_moovium_flow") ) .setHasBucket(true) .setDensity(100000) .setGaseous(false) .setLuminosity(1000) .setViscosity(25) .setTemperature(300); public static final Set<FluidBase> SET_FLUIDS = ImmutableSet.of( MOOVIUM_LIQUID); public static void registerFluids() { // DEBUG System.out.println("Registering fluids"); for (final FluidBase fluid : FLUIDS) { FluidRegistry.registerFluid(fluid); if (fluid.isBucketEnabled()) { FluidRegistry.addBucketForFluid(fluid); } // DEBUG System.out.println("Registering fluid: " + fluid.getName()+" with bucket = "+fluid.isBucketEnabled()); } } } My Fluid class: Spoiler package aelpecyem.walkabouts.objects; import aelpecyem.walkabouts.Walkabouts; import aelpecyem.walkabouts.init.fluids.FluidInit; import aelpecyem.walkabouts.util.IHasModel; import net.minecraft.block.material.Material; import net.minecraft.init.SoundEvents; import net.minecraft.item.Item; import net.minecraft.util.ResourceLocation; import net.minecraft.util.SoundEvent; import net.minecraftforge.fluids.Fluid; public class FluidBase extends Fluid{ private int mapColor_; private float overlayAlpha_; private SoundEvent emptySound = SoundEvents.ITEM_BUCKET_EMPTY; private Material material = Material.LAVA; private SoundEvent fillSound = SoundEvents.ITEM_BUCKET_FILL; private boolean bucketEnabled; public FluidBase(String fluidName, ResourceLocation still, ResourceLocation flowing) { super(fluidName, still, flowing); FluidInit.FLUIDS.add(this); //overlayAlpha_ = overlayAlpha; //mapColor_ = mapColor; } @Override public int getColor() { return mapColor_; } public FluidBase setColor(int parColor) { mapColor_ = parColor; return this; } public float getAlpha() { return overlayAlpha_; } public FluidBase setAlpha(float parOverlayAlpha) { overlayAlpha_ = parOverlayAlpha; return this; } @Override public FluidBase setEmptySound(SoundEvent parSound) { emptySound = parSound; return this; } @Override public SoundEvent getEmptySound() { return emptySound; } @Override public FluidBase setFillSound(SoundEvent parSound) { fillSound = parSound; return this; } @Override public SoundEvent getFillSound() { return fillSound; } public FluidBase setHasBucket(boolean parEnableBucket) { bucketEnabled = parEnableBucket; return this; } public boolean isBucketEnabled() { return bucketEnabled; } } My FluidBlock class: Spoiler package aelpecyem.walkabouts.objects; import java.awt.Color; import javax.annotation.Nonnull; import aelpecyem.walkabouts.Walkabouts; import aelpecyem.walkabouts.init.blocks.BlockInit; import aelpecyem.walkabouts.init.items.ItemInit; import aelpecyem.walkabouts.util.IHasModel; import net.minecraft.block.Block; import net.minecraft.block.BlockStairs; import net.minecraft.block.material.Material; import net.minecraft.block.material.MaterialLiquid; import net.minecraft.block.state.BlockFaceShape; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.Entity; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraft.util.EnumFacing; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.Vec3d; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.minecraftforge.fluids.BlockFluidClassic; import net.minecraftforge.fluids.Fluid; import net.minecraftforge.fluids.FluidStack; import net.minecraftforge.fluids.FluidUtil; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public class FluidBlockBase extends BlockFluidClassic implements IHasModel { public FluidBlockBase(String name, Fluid definedFluid, Material material) { super(definedFluid, material); setUnlocalizedName(name); setRegistryName(name); setCreativeTab(Walkabouts.Tab); BlockInit.BLOCKS.add(this); ItemInit.ITEMS.add(new ItemBlock(this).setRegistryName(this.getRegistryName())); } @Override public int place(World world, BlockPos pos, @Nonnull FluidStack fluidStack, boolean doPlace) { if (doPlace) { FluidUtil.destroyBlockOnFluidPlacement(world, pos); world.setBlockState(pos, this.getDefaultState(), 11); } return fluidStack.amount; } @Override @SideOnly(Side.CLIENT) public Vec3d getFogColor(World world, BlockPos pos, IBlockState state, Entity entity, Vec3d originalColor, float partialTicks) { return new Vec3d(Color.CYAN.getRed(), Color.CYAN.getGreen(), Color.CYAN.getBlue()); } @Override public void registerModels() { Walkabouts.proxy.registerItemRenderer(Item.getItemFromBlock(this), 0, "inventory"); } } .json file: Spoiler { "forge_marker": 1, "defaults": { "textures": { "particle": "walkabouts:liquid_moovium_still", "all": "walkabouts:liquid_moovium_flow" }, "model": "forge:fluid", "custom": { "fluid": "liquid_moovium" }, "uvlock": false }, "variants": { "normal": [{ }], "inventory": [{ }], "level": { "0": { }, "1": { }, "2": { }, "3": { }, "4": { }, "5": { }, "6": { }, "7": { }, "8": { }, "9": { }, "10": { }, "11": { }, "12": { }, "13": { }, "14": { }, "15": { } } } } Can anybody help?
February 11, 20187 yr What do you mean by "not visible"? Do you mean there isn't even a place for it on your creative tab? Do you mean you can hold it in your hand but when you try to place it in the world it isn't visible? Do you mean it is truly not visible or do you mean it shows the purple and black checkerboard placeholder texture? In any case, to debug these things you just need to trace the execution. This is an important skill. You should never just run code and then ask the forum unless you've traced the full execution. To do this I personally use a lot of console statements (System.out.println()) throughout my code to confirm the execution while playing. For example, I would have a print statement in my fluid constructor, in the registry events and some of my fluid handling events. You can put key information in the statement, for example in your registry method you are converting a list of instances to an array so if that screws up somehow you will know if you print out the list at that time. Depending on what happens with your console statements you can find out all sorts of things: - if the registry statement doesn't even print, then you know your event handling isn't set up properly. - if your list you're registering is empty, then that is obviously a problem. - if your block never gets constructed, then that is obviously a problem. - if your fluid level is always 0, then that is a problem. etc. Now looking at your code, it seems that you are registering an empty list. When do you put the block instances into your BLOCKS list? Also, even though I used to do it that way most modders including myself have moved to using the @ObjectHolder injection method to populate the singleton instances. Check out my tutorials here: http://jabelarminecraft.blogspot.com/
February 12, 20187 yr Author The fluid is in the game, it even acts like a fluid. The only problem is that I can´t see it
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.