Posted April 13, 20205 yr Hey, I'm trying to edit water at the moment and I'm looking for a method that is constantly called on the serverside. The method "tick" isn't called at all.
April 13, 20205 yr 10 minutes ago, RobinCirex said: Hey, I'm trying to edit water at the moment and I'm looking for a method that is constantly called on the serverside. The method "tick" isn't called at all. tick works for me: @Override public void tick(World worldIn, BlockPos pos, IFluidState state) { // TODO Auto-generated method stub super.tick(worldIn, pos, state); BunchOStuff.LOGGER.info("************FLOWING MUDDY WATER TICK ***********************"); } Quote [m[32m[15:42:33] [Server thread/INFO] [bunchostuff/]: ************FLOWING MUDDY WATER TICK *********************** [m[32m[15:42:33] [Server thread/INFO] [bunchostuff/]: ************FLOWING MUDDY WATER TICK *********************** [m[32m[15:42:33] [Server thread/INFO] [bunchostuff/]: ************FLOWING MUDDY WATER TICK *********************** [m[32m[15:42:33] [Server thread/INFO] [bunchostuff/]: ************FLOWING MUDDY WATER TICK *********************** [m[32m[15:42:34] [Server thread/INFO] [minecraft/IntegratedServer]: Saving and pausing game... Are you using @Override?
April 13, 20205 yr Author 9 minutes ago, Ugdhar said: tick works for me: @Override public void tick(World worldIn, BlockPos pos, IFluidState state) { // TODO Auto-generated method stub super.tick(worldIn, pos, state); BunchOStuff.LOGGER.info("************FLOWING MUDDY WATER TICK ***********************"); } Are you using @Override? Yea, I am, weird. Did you try it with a FlowingFluidBlock? Edited April 13, 20205 yr by RobinCirex
April 14, 20205 yr Author 18 hours ago, RobinCirex said: Yea, I am, weird. Did you try it with a FlowingFluidBlock? Does anyone have an answer to this?
April 14, 20205 yr 18 hours ago, RobinCirex said: Yea, I am, weird. Did you try it with a FlowingFluidBlock? Sorry, didn't see your post for some reason. Here's my whole fluid class: package ugdhar.mod.bunchostuff.fluid; import net.minecraft.fluid.Fluid; import net.minecraft.fluid.IFluidState; import net.minecraft.state.StateContainer.Builder; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraftforge.fluids.ForgeFlowingFluid; import ugdhar.mod.bunchostuff.BunchOStuff; public abstract class MuddyWaterFluid extends ForgeFlowingFluid { public MuddyWaterFluid(Properties props) { super(props); } public static class Flowing extends MuddyWaterFluid { public Flowing(Properties props) { super(props); setDefaultState(getStateContainer().getBaseState().with(LEVEL_1_8, 7)); } @Override public boolean isSource(IFluidState state) { return false; } @Override protected void fillStateContainer(Builder<Fluid, IFluidState> builder) { super.fillStateContainer(builder); builder.add(LEVEL_1_8); } @Override public int getLevel(IFluidState fluidState) { return fluidState.get(LEVEL_1_8); } @Override public void tick(World worldIn, BlockPos pos, IFluidState state) { // TODO Auto-generated method stub super.tick(worldIn, pos, state); BunchOStuff.LOGGER.info("************FLOWING MUDDY WATER TICK ***********************"); } } public static class Source extends MuddyWaterFluid { public Source(Properties props) { super(props); } @Override public boolean isSource(IFluidState state) { return true; } @Override public int getLevel(IFluidState p_207192_1_) { return 8; // max fluid lvl since it's a source. } } } It's very basic, I was just tinkering, no goal in mind. Hope it helps ya!
April 14, 20205 yr Author 5 minutes ago, Ugdhar said: Sorry, didn't see your post for some reason. Here's my whole fluid class: package ugdhar.mod.bunchostuff.fluid; import net.minecraft.fluid.Fluid; import net.minecraft.fluid.IFluidState; import net.minecraft.state.StateContainer.Builder; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import net.minecraftforge.fluids.ForgeFlowingFluid; import ugdhar.mod.bunchostuff.BunchOStuff; public abstract class MuddyWaterFluid extends ForgeFlowingFluid { public MuddyWaterFluid(Properties props) { super(props); } public static class Flowing extends MuddyWaterFluid { public Flowing(Properties props) { super(props); setDefaultState(getStateContainer().getBaseState().with(LEVEL_1_8, 7)); } @Override public boolean isSource(IFluidState state) { return false; } @Override protected void fillStateContainer(Builder<Fluid, IFluidState> builder) { super.fillStateContainer(builder); builder.add(LEVEL_1_8); } @Override public int getLevel(IFluidState fluidState) { return fluidState.get(LEVEL_1_8); } @Override public void tick(World worldIn, BlockPos pos, IFluidState state) { // TODO Auto-generated method stub super.tick(worldIn, pos, state); BunchOStuff.LOGGER.info("************FLOWING MUDDY WATER TICK ***********************"); } } public static class Source extends MuddyWaterFluid { public Source(Properties props) { super(props); } @Override public boolean isSource(IFluidState state) { return true; } @Override public int getLevel(IFluidState p_207192_1_) { return 8; // max fluid lvl since it's a source. } } } It's very basic, I was just tinkering, no goal in mind. Hope it helps ya! Okay.. thank you What version is this?
April 14, 20205 yr 1 minute ago, RobinCirex said: Okay.. thank you What version is this? 1.15.2, using yesterdays mappings and current build of forge, I believe the one ending with .44
April 14, 20205 yr Author 1 minute ago, Ugdhar said: 1.15.2, using yesterdays mappings and current build of forge, I believe the one ending with .44 Yea okay, I found the difference now. You overwrote the fluid, not the block. I'm gonna try that too, thanks for your help Edited April 14, 20205 yr by RobinCirex
April 14, 20205 yr Author 3 minutes ago, RobinCirex said: Yea okay, I found the difference now. You overwrote the fluid, not the block. I'm gonna try that too, thanks for your help I have another question now: Can you tell me what you put in as properties?
April 14, 20205 yr public static final ForgeFlowingFluid.Properties MUDDY_WATER_PROPS = new ForgeFlowingFluid.Properties(MUDDY_WATER, MUDDY_WATER_FLOW, FluidAttributes.builder(STILL, FLOWING) .overlay(OVERLAY) .color(0x3F1080FF)) .bucket(ModItems.MUDDY_WATER_BUCKET) .block(ModBlocks.MUDDY_WATER);
April 14, 20205 yr Author Just now, Ugdhar said: public static final ForgeFlowingFluid.Properties MUDDY_WATER_PROPS = new ForgeFlowingFluid.Properties(MUDDY_WATER, MUDDY_WATER_FLOW, FluidAttributes.builder(STILL, FLOWING) .overlay(OVERLAY) .color(0x3F1080FF)) .bucket(ModItems.MUDDY_WATER_BUCKET) .block(ModBlocks.MUDDY_WATER); thanks
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