Jump to content

[Solved]Flowing Fluid To Still Fluid For buckets


jredfox

Recommended Posts

Solved: the answer is that modded fluids are suppose to be one block just support vanilla and you will be fine with your getter method.

public static ItemStack getBucketStack(Block b) 
{
Iterator<Map.Entry<String, Block>> it = Registry.buckets.entrySet().iterator();
while(it.hasNext())
{
	Map.Entry<String, Block> pair = it.next();
	String name = pair.getKey();
	Block block = pair.getValue();
	if(b == block)
	{
		LineBase line = new LineBase("\"" + name + "\"");
		return new ItemStack(GameRegistry.findItem(line.modid, line.name));
	}
}
	return null;
}
try{
//cache buckets
for(Item item : Registry.items)
{
	if(item instanceof ItemBucket)
	{
		Block block = (Block) ReflectionHelper.findField(ItemBucket.class, MCPMappings.getFeildName(MainCommonMod.isEclipse, "isFull")).get(item);
		Registry.buckets.put(ItemUtil.getItemString(item),block);
	}
}
	}catch(Exception e){e.printStackTrace();}

 

public static boolean isFluid(Block b) 
{
	return b instanceof BlockFluidBase || b instanceof BlockLiquid || b instanceof IFluidBlock;
}



How do I Get Flowing Fluid > Still Fluid?

 

I noticed there was FluidRegistry but, I can't seem to find out how to get the flowing liquid from the still liquid. 

 

Example: I have flowing_water in a Forge event. How do I get still_water?

Edited by jredfox
not english
Link to comment
Share on other sites

1 hour ago, jredfox said:

Example: I have flowing_water in a forge event > water

Let me rewrite this into English:

 

Example: I have flowing_water in a Forge event. How do I get still_water?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

For vanilla liquid blocks (which extend BlockLiquid), use BlockLiquid.getFlowingBlock and BlockLiquid.getStaticBlock to get the flowing and static Blocks for the specified Material.

 

For modded fluid blocks (which usually implement IFluidBlock and extend BlockFluidBase), there's only one Block.

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.

Link to comment
Share on other sites

2 hours ago, Choonster said:

For vanilla liquid blocks (which extend BlockLiquid), use BlockLiquid.getFlowingBlock and BlockLiquid.getStaticBlock to get the flowing and static Blocks for the specified Material.

 

For modded fluid blocks (which usually implement IFluidBlock and extend BlockFluidBase), there's only one Block.

Are modded liquids forced to fallow these procedures? If not I think I might have great incompatibility issues. 

What I am actually trying to do:
fix vanilla's fill bucket event:

preserve NBT on fill
for that I need to get the ItemStack to what it's suppose to be
for that I need get it from by Block > ItemStack bucket cache,
for that I need to know what precociously the block is not two separate blocks still and flowing.

Is there another way without ASM for detecting what the ItemBucket's Output is suppose to be? Specifically on the fill event not on the empty event. I got the stack from the empy event by Iitem.getContainerItem() 

Edited by jredfox
Link to comment
Share on other sites

Quote

Are modded liquids forced to fallow these procedures? If not I think I might have great incompatibility issues. 

 

Well, it depends what you mean by "forced". Of course in Java you can extend and @Override most stuff, or create your own custom fluid system, etc.

 

So what fluids are you interested in handling. Basically there are the vanilla fluids, forge fluids and then other weird fluid systems other mods might have. If you're worried about trying to handle other mods' non-Forge fluid systems then you'd have to either look at their source/API or you have to work with their developer to ensure compatibility.

 

But this is the same for all mod compatibility issues. Many modders follow the forge intended APIs but some go off and do things differently.

 

I personally would just follow Choonster's advice and handle the vanilla and forge fluids for now.

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

Link to comment
Share on other sites

On 9/18/2017 at 5:39 AM, jredfox said:

Are modded liquids forced to fallow these procedures? If not I think I might have great incompatibility issues.

https://en.wikipedia.org/w/index.php?title=Fallow

Edited by Draco18s
  • Like 1

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

10 hours ago, Draco18s said:

Well I don't understand that comment but, I figured out what I am going to do.

 

1.10.2 > Support ItemBucket/Universal Bucket Class

ItemBucket > get stack from block (support vanilla if is not flowing get the flowing) > preserver enchantments and/or NBT
Universal bucket class has output stack, and getfluid. I think it fires fill bucket event yes? If so it could be supported easily. > preserver enchantments and/or NBT

Link to comment
Share on other sites

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Post logs as per https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/ They may have information that will answer these questions.
    • I was left reeling when a glitch on a cryptocurrency exchange caused me to lose $166,000 worth of my hard-earned savings. It felt like my entire world had crumbled in the blink of an eye, leaving me with a sense of hopelessness. Determined not to give up, I delved into research on recovery options, unsure of what to expect. That's when I stumbled upon I was left reeling when a glitch on a cryptocurrency exchange caused me to lose $166,000 worth of my hard-earned savings. It felt like my entire world had crumbled in the blink of an eye, leaving me with a sense of hopelessness. Determined not to give up, I delved into research on recovery options, unsure of what to expect. That's when I stumbled upon DIGITAL HACK RECOVERY, a beacon of hope in my darkest hour. Despite my initial doubts, I decided to take a leap of faith and give them a shot as a final lifeline. The experts at DIGITAL HACK RECOVERY proved to be masters of their craft, guiding me through their exclusive process with precision and expertise. Utilizing cutting-edge blockchain analysis methods, they were able to track down the elusive trail of my missing funds and identify the exact point of failure. Their forensic talents were unparalleled as they tirelessly combed through the intricate web of blockchain data to locate my cryptocurrency. With each step they took, they kept me informed of their progress, never wavering in their belief that my funds could be rescued. After several painstaking weeks, DIGITAL HACK RECOVERY finally located and restored my $166,000 worth of cryptocurrency. I was awestruck that they were able to salvage what I had thought was lost forever. The whole experience restored my faith in the crypto space and proved that even in the worst situations, recovery is possible with the right experts on your side. I will be forever grateful to DIGITAL HACK RECOVERY for giving me back my life savings when I needed it most. Their tireless efforts and technical mastery turned what could have been a devastating loss into an uplifting success story. Book a time with DIGITAL HACK RECOVERY through: digital hack recovery @ techie . com &  +12018871705
    • public class ParticleReboundRecipe implements Recipe<CraftingContainer> { private List<ParticleReboundIngredient> inputs; private ParticleReboundFuel fuel; private ItemStack output; public ParticleReboundRecipe(List<ParticleReboundIngredient> inputs, ParticleReboundFuel fuel, ItemStack output) { this.inputs = inputs; this.fuel = fuel; this.output = output; } // TODO: Implement interface ... // TODO: Move to separate file if desired public record ParticleReboundIngredient(Ingredient ingredient, int count) { public static final Codec<ParticleReboundIngredient> CODEC = RecordCodecBuilder.create( builder -> builder.group( Ingredient.CODEC.fieldOf("ingredient").forGetter((i) -> i.ingredient), Codec.INT.fieldOf("count").forGetter(i -> i.count) ).apply(builder, ParticleReboundIngredient::new) ); } // TODO: Move to separate file if desired public record ParticleReboundFuel(String tag) { public static final Codec<ParticleReboundFuel> CODEC = RecordCodecBuilder.create( builder -> builder.group(Codec.STRING.fieldOf("tag").forGetter(f -> f.tag)).apply(builder, ParticleReboundFuel::new) ); public boolean isFuel(ItemStack stack) { // TODO: Check if fuel item matches the tag } } public class Serializer implements RecipeSerializer<ParticleReboundRecipe> { public static final Codec<ParticleReboundRecipe> CODEC = RecordCodecBuilder.create( builder -> builder.group( ParticleReboundIngredient.CODEC.listOf().fieldOf("inputs").forGetter(r -> r.inputs), ParticleReboundFuel.CODEC.fieldOf("fuel").forGetter(r -> r.fuel), ItemStack.CODEC.fieldOf("output").forGetter(r -> r.output) ).apply(builder, ParticleReboundRecipe::new) ); @Override public @NotNull Codec<ParticleReboundRecipe> codec() { return CODEC; } // TODO: The rest ... } }   ?
    • I'm sure load and SaveAdditional are what you are looking for, probably. Mind sharing your BE class code? You also need to override onLoad method if you haven't
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.