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Multiple Fluids wont render.


RustyGearGames

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Issue: Currently I am having an issue where I can't get two fluid blocks in my mod to render.  Using 'ModelLoader.setCustomMeshDefinition' and 'ModelLoader.setCustomStateMapper' as i was told to do in one of a few available tutorials, The first fluid "registered" using these methods get the texture from the last fluid "registered" and all the others fail to have textures completely. 
I Have spent many hours trying to find documentation on these methods or my issue but was only able to find scraps, uninformative tutorials or outdated information.

If someone could please tell me what I'm doing wrong or missing that would be greatly appreciated.

 

 

ModBlocks.java

	public static final List<Block> BLOCKS = new ArrayList<Block>();

    public static final Block Copper_Ore = new BlockBase("copper_ore", Material.IRON);
	public static final Block Silver_Ore = new BlockBase("silver_ore", Material.IRON);
	
	//FLUIDS
	public static final Block Molten_Copper = new BlockFluid("molten_copper",ModFluid.MOLTEN_COPPER_FLUID,Material.LAVA);
	public static final Block Molten_Silver = new BlockFluid("molten_silver",ModFluid.MOLTEN_SILVER_FLUID,Material.LAVA);


      
	public static void registerBlock(Block block) {
		ForgeRegistries.BLOCKS.register(block);
		ForgeRegistries.ITEMS.register(new ItemBlock(block).setRegistryName(block.getRegistryName()));
	}


RenderHandler.java

package com.xjacobx24.simplemod.util.handlers;

import com.xjacobx24.simplemod.init.ModBlocks;

import net.minecraft.block.state.IBlockState;
import net.minecraft.client.renderer.ItemMeshDefinition;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.client.renderer.block.statemap.StateMapperBase;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.model.ModelLoader;

public class RenderHandler {
  
  	public static void CallMe() {
		new RenderHandler().registerCustomMeshesAndStates();
	}
	
	public void registerCustomMeshesAndStates() {
		
		ModelLoader.setCustomMeshDefinition(Item.getItemFromBlock(ModBlocks.Molten_Copper), new ItemMeshDefinition() {
			
			@Override
			public ModelResourceLocation getModelLocation(ItemStack stack) {
				return new ModelResourceLocation("sm:molten_copper", "fluid");
			}
		});
		
		ModelLoader.setCustomStateMapper(ModBlocks.Molten_Copper, new StateMapperBase() {
			
			@Override
			protected ModelResourceLocation getModelResourceLocation(IBlockState state) {
				return new ModelResourceLocation("sm:molten_copper", "fluid");
			}
		});
		
		ModelLoader.setCustomMeshDefinition(Item.getItemFromBlock(ModBlocks.Molten_Silver), new ItemMeshDefinition() {
			
			@Override
			public ModelResourceLocation getModelLocation(ItemStack stack) {
				return new ModelResourceLocation("sm:molten_silver", "fluid");
			}
		});
		
		ModelLoader.setCustomStateMapper(ModBlocks.Molten_Silver, new StateMapperBase() {
			
			@Override
			protected ModelResourceLocation getModelResourceLocation(IBlockState state) {
				return new ModelResourceLocation("sm:molten_silver", "fluid");
			}
		});
		
	}

}

 

Main.java

package com.xjacobx24.simplemod;

import com.xjacobx24.simplemod.generation.ModWorldGen;
import com.xjacobx24.simplemod.init.ModBlocks;
import com.xjacobx24.simplemod.proxy.ClientProxy;
import com.xjacobx24.simplemod.proxy.CommonProxy;
import com.xjacobx24.simplemod.util.Reference;
import com.xjacobx24.simplemod.util.handlers.RegistryHandler;
import com.xjacobx24.simplemod.util.handlers.RenderHandler;

import net.minecraft.block.Block;
import net.minecraft.world.World;
import net.minecraftforge.fluids.FluidRegistry;
import net.minecraftforge.fml.common.FMLCommonHandler;
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.registry.GameRegistry;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.registries.IForgeRegistry;
import slimeknights.mantle.pulsar.control.PulseManager;
import slimeknights.tconstruct.TinkerIntegration;
import slimeknights.tconstruct.common.TinkerOredict;
import slimeknights.tconstruct.common.config.Config;
import slimeknights.tconstruct.debug.TinkerDebug;
import slimeknights.tconstruct.gadgets.TinkerGadgets;
import slimeknights.tconstruct.library.book.TinkerBook;
import slimeknights.tconstruct.plugin.Chisel;
import slimeknights.tconstruct.plugin.ChiselAndBits;
import slimeknights.tconstruct.plugin.CraftingTweaks;
import slimeknights.tconstruct.plugin.theoneprobe.TheOneProbe;
import slimeknights.tconstruct.plugin.waila.Waila;
import slimeknights.tconstruct.shared.TinkerCommons;
import slimeknights.tconstruct.shared.TinkerFluids;
import slimeknights.tconstruct.smeltery.TinkerSmeltery;
import slimeknights.tconstruct.tools.AggregateModelRegistrar;
import slimeknights.tconstruct.tools.TinkerMaterials;
import slimeknights.tconstruct.tools.TinkerModifiers;
import slimeknights.tconstruct.tools.TinkerTools;
import slimeknights.tconstruct.tools.harvest.TinkerHarvestTools;
import slimeknights.tconstruct.tools.melee.TinkerMeleeWeapons;
import slimeknights.tconstruct.tools.ranged.TinkerRangedWeapons;
import slimeknights.tconstruct.world.TinkerWorld;


@Mod(modid = Reference.MOD_ID, name = Reference.NAME, version = Reference.VERSION)
public class Main {

	@Instance
	public static Main instance;
	
	@SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.COMMON_PROXY_CLASS)
	public static CommonProxy proxy;

	  public static PulseManager pulseManager = new PulseManager(Config.pulseConfig);
	  
	  static {
	    FluidRegistry.enableUniversalBucket();
	  }
	  
	@EventHandler
	public static void PreInit(FMLPreInitializationEvent event) {		
			RegistryHandler.preInitReg(event);

		
	}
	
	@EventHandler
	public static void init(FMLInitializationEvent event) {
		GameRegistry.registerWorldGenerator(new ModWorldGen(), 0);
		
	}
	
	@EventHandler
	public static void Postinit(FMLPostInitializationEvent event) {
		
		
	}	
}

 

RegistryHandler.java
 

package com.xjacobx24.simplemod.util.handlers;

import com.xjacobx24.simplemod.init.ModBlocks;
import com.xjacobx24.simplemod.init.ModFluid;
import com.xjacobx24.simplemod.init.ModItems;
import com.xjacobx24.simplemod.util.IHasModel;

import net.minecraft.block.Block;
import net.minecraft.block.state.IBlockState;
import net.minecraft.client.renderer.ItemMeshDefinition;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.client.renderer.block.statemap.StateMapperBase;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraftforge.client.event.ModelRegistryEvent;
import net.minecraftforge.client.model.ModelLoader;
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.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@EventBusSubscriber
public class RegistryHandler {

	@SubscribeEvent
	public static void onItemRegister(RegistryEvent.Register<Item> event) {
		
		event.getRegistry().registerAll(ModItems.ITEMS.toArray(new Item[0]));
	}
	
	@SubscribeEvent
	public static void onBlockRegister(RegistryEvent.Register<Block> event) {
		
		event.getRegistry().registerAll(ModBlocks.BLOCKS.toArray(new Block[0]));
	}
	 
	/*
	@SubscribeEvent
	public static void onFluidRegister(FluidRegistry.FluidRegisterEvent event) {
		FluidRegistry.registerFluid(ModFluid.CORUNDUM);
		System.out.println("FluidRegisterd");
	}
	*/

	@SubscribeEvent
	public static void onModelRegister(ModelRegistryEvent event) {
		
		for(Item item : ModItems.ITEMS) {
			
			if(item instanceof IHasModel) {
				((IHasModel)item).registerModels();
			}
		}
		
		for(Block block : ModBlocks.BLOCKS) {
			
			if(block instanceof IHasModel) {
				((IHasModel)block).registerModels();
			}
		}

	}
	
	public static void preInitReg(FMLPreInitializationEvent event) {
		ModFluid.registerFluids(); //MUST BE CALLED FIRST!!!!!!!!
		
		RenderHandler.CallMe();//Calls registerCustomMeshesAndStates
	}
	
	
}

 

Edited by RustyGearGames
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9 hours ago, RustyGearGames said:

"sm" isnt my modid its a shortened version of my modid, it wasnt my choice to do this.

You’re using it as your modid though... so it is your modid. Everything in programming is “your choice”, you can do literally whatever you want.

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

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9 minutes ago, diesieben07 said:

You are wrong. In certain circumstances the JVM will still load classes that are only referenced inside an if statement.

You must use @SidedProxy or side-only event subscribers (using @EventBusSubscriber) to interact with side-only code.

My apologies. I will fix this
 

Quote

Which event are you calling it from? "My main mod class" can be anything from "in the mod class constructor" to "inside an event handler for PlayerInteractEvent".

I have edited the original post to include my Main mod class file.

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5 minutes ago, diesieben07 said:

Where is this called from then?

Its being called from the preInitReg method in the RegistryHandler class.

Quote

Also why are you calling the static method registerCustomMeshesAndStates as an instance method? Your IDE should be yelling at you for this, too.

My bad I failed to edit the entirety of the class so it was still a static method.
However, it should be updated properly now.

Edited by RustyGearGames
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11 minutes ago, diesieben07 said:

ModelLoader registration methods must be called during ModelRegistryEvent, not preInit.

Oh. My. God.
That fixed it, thank you so much.
I Have spent way to much on this for such a simple mistake.
Once again, thanks for helping me.
Side note how do I state a topic as solved (if Possible)

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