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Posted

Hello! I'm currently trying to add a custom fluid, however it seems to flow extremely weirdly. The source block only flows to some sides some of the time, and flowing blocks don't produce more flowing blocks of a lower level, and instead dissipate as if there were no source block! Any help would be greatly appreciated!

 

MoltenSyrup.java

public class MoltenSyrup extends FlowingFluid {
    @Override
    public Fluid getFlowingFluid() {
        return ModFluids.moltenSyrupFlowing.get();
    }

    @Override
    public Fluid getStillFluid() {
        return ModFluids.moltenSyrup.get();
    }

    @Override
    public boolean canSourcesMultiply() {
        return true;
    }

    @Override
    public void beforeReplacingBlock(IWorld worldIn, BlockPos pos, BlockState state) {
        worldIn.playEvent(1501, pos, 0);
    }

    @Override
    public int getSlopeFindDistance(IWorldReader worldIn) {
        return 4;
    }

    @Override
    public int getLevelDecreasePerBlock(IWorldReader worldIn) {
        return 1;
    }

    @Override
    public Item getFilledBucket() {
        return ModItems.moltenSyrupBucket.get();
    }

    @Override
    public boolean canDisplace(FluidState fluidState, IBlockReader blockReader, BlockPos pos, Fluid fluid, Direction direction) {
        return false;
    }

    @Override
    public int getTickRate(IWorldReader p_205569_1_) {
        return 60; // Moves very slow, it's syrup after all.
    }

    @Override
    public float getExplosionResistance() {
        return 100.0F;
    }

    @Override
    public BlockState getBlockState(FluidState state) {
        return ModBlocks.moltenSyrupBlock.getBlock().get().getDefaultState()
                .with(FlowingFluidBlock.LEVEL, Integer.valueOf(getLevelFromState(state)));
    }

    @Override
    public boolean isSource(FluidState state) {
        return true;
    }

    @Override
    public int getLevel(FluidState state) {
        return 8;
    }

    @Override
    public FluidAttributes createAttributes() {
        return net.minecraftforge.fluids.FluidAttributes.builder(
                new ResourceLocation("block/molten_syrup_still"),
                new ResourceLocation("block/molten_syrup_flow"))
                .translationKey("block.survival_extras_2.molten_syrup")
                .luminosity(4).density(3000).viscosity(12000).temperature(775)
                .sound(SoundEvents.ITEM_BUCKET_FILL_LAVA, SoundEvents.ITEM_BUCKET_EMPTY_LAVA)
                .build(this);
    }


    public static class Flowing extends MoltenSyrup {
        protected void fillStateContainer(StateContainer.Builder<Fluid, FluidState> builder) {
            super.fillStateContainer(builder);
            builder.add(LEVEL_1_8);
        }

        public int getLevel(FluidState state) {
            return state.get(LEVEL_1_8);
        }

        public boolean isSource(FluidState state) {
            return false;
        }
    }

    public static class Source extends MoltenSyrup {
        public int getLevel(FluidState state) {
            return 8;
        }

        public boolean isSource(FluidState state) {
            return true;
        }
    }
}

 

Full repo is at https://github.com/hammy3502/survival-extras-2

 

Thank you for any help!

  • Author

Was able to figure it out! For those stumbling across this, you need to Override the isEquivalentTo method in your fluid class to return true if the fluidIn matches your still fluid or your flowing fluid.

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