TheThorneCorporation Posted April 30, 2020 Posted April 30, 2020 (edited) I want to make my FluidSap slow down player movement, but I don't know how. Invoking doesNotBlockMovement on the Block.Properties() objects in the fluid block declarations doesn't do it for me. Here's my repo, so you can see what's going on: ...wait a minute. There's nothing here! Where are all my project files? I tried pushing to the origin in Eclipse, pushing to master, all of it! Yet nothing's happening. Could someone please help me with that, too? And for now, my Sap code: public abstract class FluidSap extends FlowingFluid{ @Override public Fluid getStillFluid() { //get sap source block return FluidList.sap; } @Override public Fluid getFlowingFluid() { //get flowing sap fluid return FluidList.flowing_sap; } @Override protected boolean canSourcesMultiply() { //you cannot make an infinite sap source return false; } @Override protected void beforeReplacingBlock(IWorld worldIn, BlockPos pos, BlockState state) { // TODO I don't know how to use this yet } @Override protected int getSlopeFindDistance(IWorldReader worldIn) { // TODO it flows the same slope as water return 8; } @Override protected int getLevelDecreasePerBlock(IWorldReader worldIn) { // TODO Auto-generated method stub return 2; } @Override public Item getFilledBucket() { // TODO Auto-generated method stub return ItemList.sap_bucket; } @Override protected boolean func_215665_a(IFluidState state, IBlockReader world, BlockPos pos, Fluid fluid, Direction direction) { // TODO Auto-generated method stub return direction == Direction.DOWN && !fluid.isIn(FluidList.Tags.SAP); } @Override public int getTickRate(IWorldReader p_205569_1_) { // TODO Auto-generated method stub return 20; } @Override protected float getExplosionResistance() { // TODO Auto-generated method stub return 100.0f; } @Override protected BlockState getBlockState(IFluidState state) { // TODO Auto-generated method stub return BlockList.sap.getDefaultState().with(FlowingFluidBlock.LEVEL, Integer.valueOf(getLevelFromState(state))); } @Override public boolean isEquivalentTo(Fluid fluidIn) { return fluidIn == FluidList.sap || fluidIn == FluidList.flowing_sap; } @Override protected FluidAttributes createAttributes() { return FluidAttributes .builder(RegistryEvents.location("blocks/sap_still"), RegistryEvents.location("blocks/sap_flow")) .translationKey("block.thorneislearningmods.sap") .build(this); } public static class Source extends FluidSap { @Override public boolean isSource(IFluidState state) { // TODO Auto-generated method stub return true; } @Override public int getLevel(IFluidState state) { // TODO Auto-generated method stub return 8; } } public static class Flowing extends FluidSap { @Override protected void fillStateContainer(Builder<Fluid, IFluidState> builder) { super.fillStateContainer(builder); builder.add(LEVEL_1_8); } @Override public boolean isSource(IFluidState state) { return false; } @Override public int getLevel(IFluidState state) { // TODO Auto-generated method stub return state.get(FluidSap.LEVEL_1_8); } } } @SubscribeEvent public static void registerBlocks(final RegistryEvent.Register<Block> event) { event.getRegistry().registerAll ( BlockList.mod_gem_block = new Block(Block.Properties.create(Material.IRON).hardnessAndResistance(5).sound(SoundType.METAL).harvestTool(ToolType.PICKAXE).harvestLevel(3)).setRegistryName(location("mod_gem_block")), BlockList.sap = new FlowingFluidBlock(() -> FluidList.sap, Block.Properties.create(Material.WATER).doesNotBlockMovement().noDrops()).setRegistryName(location("sap")) ); } @SubscribeEvent public static void registerFluids(final RegistryEvent.Register<Fluid> event) { event.getRegistry().registerAll ( FluidList.sap = (Source) new FluidSap.Source().setRegistryName(location("sap")), FluidList.flowing_sap = (Flowing) new FluidSap.Flowing().setRegistryName(location("flowing_sap")) ); } Edited April 30, 2020 by TheThorneCorporation Quote
TheThorneCorporation Posted May 3, 2020 Author Posted May 3, 2020 Bump because it fell off the front page before I got any help. Quote
kaydogz Posted May 3, 2020 Posted May 3, 2020 (edited) See FluidAttributes.Builder#viscosity Edited May 4, 2020 by kaydogz Quote
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