User Tools

Site Tools


tutorial:fluids

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
tutorial:fluids [2019/09/24 10:46] – fluid implementation alexiytutorial:fluids [2023/03/19 23:12] – Update outdated Intermediary names daomephsta
Line 1: Line 1:
 ====== Creating a fluid ====== ====== Creating a fluid ======
 +
 ===== Overview ===== ===== Overview =====
 Here we'll cover creation of a custom fluid. If you plan to create several fluids, it is recommended to make an abstract basic fluid class where you'll set necessary defaults that will be shared in its subclasses. We'll also make it generate in the world like lakes. Here we'll cover creation of a custom fluid. If you plan to create several fluids, it is recommended to make an abstract basic fluid class where you'll set necessary defaults that will be shared in its subclasses. We'll also make it generate in the world like lakes.
 +
 ===== Making an abstract fluid ===== ===== Making an abstract fluid =====
-Vanilla fluids extend **net.minecraft.fluid.BaseFluid** class, and so will our abstract fluidIt can be like this: +Vanilla fluids extend ''<yarn net.minecraft.class_3609>'', and so shall we
-<code java> +<yarncode java [enable_line_numbers="true"]
-public abstract class BasicFluid extends BaseFluid +public abstract class TutorialFluid extends class_3609 
-+ /** 
-    /** +  * @return whether the given fluid an instance of this fluid 
-     * @return does it produce infinite fluid (like water)? +  */ 
-     */ + @Override 
-    @Override + public boolean method_15780(class_3611 fluid) { 
-    protected boolean isInfinite() + return fluid == method_15751() || fluid == method_15750()
-    + }
-        return false+
-    }+
  
-    // make it transparent + /** 
-    @Override + * @return whether the fluid is infinite like water 
-    protected BlockRenderLayer getRenderLayer() + *
-    + @Override 
-        return BlockRenderLayer.TRANSLUCENT+ protected boolean method_15737() { 
-    }+ return false
 + }
  
-    /** + /** 
-     +  Perform actions when the fluid flows into a replaceable block. Water drops 
-     @return an associated item that "holdsthis fluid +  the block's loot table. Lava plays the "block.lava.extinguishsound. 
-     */ +  */ 
-    @Override + @Override 
-    public abstract Item getBucketItem();+ protected void method_15730(class_1936 world, class_2338 pos, class_2680 state
 + final class_2586 blockEntity = state.method_31709() ? world.method_8321(pos) : null; 
 + class_2248.method_9610(state, world, pos, blockEntity); 
 + }
  
-    /** + /** 
-     +  * Lava returns true if it's FluidState is above a certain height and the 
-     * @return a blockstate of the associated {@linkplain net.minecraft.block.FluidBlock} with {@linkplain net.minecraft.block.FluidBlock#LEVEL} + * Fluid is Water. 
-     */ +  *  
-    @Override +  * @return whether the given Fluid can flow into this FluidState 
-    protected abstract BlockState toBlockState(FluidState var1);+  */ 
 + @Override 
 + protected boolean method_15777(class_3610 fluidState, class_1922 blockView, class_2338 blockPos, class_3611 fluid, class_2350 direction
 + return false; 
 + }
  
-    /** + /** 
-     +  Possibly related to the distance checks for flowing into nearby holes? 
-     @return flowing static instance of this fluid +  Water returns 4. Lava returns 2 in the Overworld and 4 in the Nether. 
-     */ +  */ 
-    @Override + @Override 
-    public abstract Fluid getFlowing();+ protected int method_15733(class_4538 worldView
 + return 4; 
 + }
  
-    /** + /** 
-     +  Water returns 1. Lava returns 2 in the Overworld and 1 in the Nether. 
-     * @return still static instance of this fluid +  */ 
-     */ + @Override 
-    @Override + protected int method_15739(class_4538 worldView
-    public abstract Fluid getStill();+ return 1; 
 + }
  
-    // how much does the height of the fluid block decreases + /** 
-    @Override + * Water returns 5. Lava returns 30 in the Overworld and 10 in the Nether. 
-    protected int getLevelDecreasePerBlock(ViewableWorld var1) + */ 
-    + @Override 
-        return 1+ public int method_15789(class_4538 worldView) { 
-    }+ return 5
 + }
  
-    /** + /** 
-      +  Water and Lava both return 100.0F. 
-     * @return update rate +  */ 
-     */ + @Override 
-    @Override + protected float method_15784() { 
-    public int getTickRate(ViewableWorld var1) + return 100.0F
-    + } 
-        return 5+
-    }+</yarncode>
  
-    @Override +===== Implementation ===== 
-    protected float getBlastResistance() +Now let's make an actual fluid which will have still and flowing variants. For this tutorial, we will call it Acid. The missing references will be filled in shortly.
-    { +
-        return 100; +
-    }+
  
-    // this seems to determine fluid's spread speed (higher value means faster) +<yarncode java [enable_line_numbers="true"]> 
-    @Override +public abstract class AcidFluid extends TutorialFluid { 
-    protected int method_15733(ViewableWorld var1) + @Override 
-    + public class_3611 method_15751() { 
-        return 4+ return YOUR_STILL_FLUID_HERE
-    }+ }
  
-    // I don't know what this does, but it's present in the water fluid + @Override 
-    @Override + public class_3611 method_15750() { 
-    protected void beforeBreakingBlock(IWorld iWorld_1, BlockPos blockPos_1, BlockState blockState_1) { + return YOUR_FLOWING_FLUID_HERE
-        BlockEntity blockEntity_1 = blockState_1.getBlock().hasBlockEntity() ? iWorld_1.getBlockEntity(blockPos_1) : null; + }
-        Block.dropStacks(blockState_1, iWorld_1.getWorld(), blockPos_1, blockEntity_1)+
-    }+
  
-    // also don't know what it does + @Override 
-    public boolean method_15777(FluidState fluidState_1, BlockView blockView_1, BlockPos blockPos_1, Fluid fluid_1, Direction direction_1) { + public class_1792 method_15774() { 
-        return direction_1 == Direction.DOWN+ return YOUR_BUCKET_ITEM_HERE
-    }+ }
  
-    /** + @Override 
-     * + protected class_2680 method_15790(class_3610 fluidState) { 
-     * @return is given fluid instance of this fluid? + return YOUR_FLUID_BLOCK_HERE.method_9564().method_11657(class_2741.field_12538, method_15741(fluidState)); 
-     */ + }
-    @Override +
-    public abstract boolean matchesType(Fluid fluid_1);+
  
-    /** + public static class Flowing extends AcidFluid { 
-     * Required for entities to behave in this fluid like in water + @Override 
-     */ + protected void method_15775(class_2689.class_2690<class_3611, class_3610builder) { 
-    @Override + super.method_15775(builder)
-    public boolean matches(Tag<Fluidtag_1) + builder.method_11667(field_15900); 
-    + }
-        return tag_1 == FluidTags.WATER+
-    } +
-} +
-</code>+
  
-===== Implementation ===== + @Override 
-Now let's make an actual fluidit will have a //still// and //flowing// variants; will name it "Acid":+ public int method_15779(class_3610 fluidState) { 
 + return fluidState.method_11654(field_15900); 
 + }
  
-<code java> + @Override 
-public abstract class Acid extends BasicFluid + public boolean method_15793(class_3610 fluidState) { 
-+ return false
-    @Override +
-    public Item getBucketItem() + }
-    +
-        return null+
-    +
-    @Override +
-    protected BlockState toBlockState(FluidState var1) +
-    { +
-        return null; +
-    }+
  
-    @Override + public static class Still extends AcidFluid { 
-    public Fluid getFlowing() + @Override 
-    + public int method_15779(class_3610 fluidState) { 
-        return null+ return 8
-    }+ }
  
-    @Override + @Override 
-    public Fluid getStill() + public boolean method_15793(class_3610 fluidState) { 
-    + return true
-        return null+ } 
-    }+
 +
 +</yarncode>
  
-    @Override +Next, we'll make static instances of still and flowing acid variants, and an acid bucket. In your ''ModInitializer'':
-    public boolean matchesType(Fluid fluid_1) +
-    { +
-        return false; +
-    }+
  
-    // still acid +<yarncode java [enable_line_numbers="true"]> 
-    public static class Still extends Acid +public static class_3609 STILL_ACID; 
-    {+public static class_3609 FLOWING_ACID; 
 +public static class_1792 ACID_BUCKET; 
 +  
 +@Override 
 +public void onInitialize() { 
 + STILL_ACID = class_2378.method_10230(class_7923.field_41173, new class_2960(MOD_ID, "acid"), new AcidFluid.Still()); 
 + FLOWING_ACID = class_2378.method_10230(class_7923.field_41173, new class_2960(MOD_ID, "flowing_acid"), new AcidFluid.Flowing()); 
 + ACID_BUCKET = class_2378.method_10230(class_7923.field_41178, new class_2960(MOD_ID, "acid_bucket"),  
 +        new class_1755(STILL_ACID, new class_1792.class_1793().method_7896(class_1802.field_8550).method_7889(1))); 
 +  
 + // ... 
 +
 +  
 +// ... 
 +</yarncode>
  
-        @Override +To make a custom fluid behave more like water or lava, you must add it to a corresponding fluid tag: For water, make a ''data/minecraft/tags/fluids/water.json'' file and write the identifiers of your fluids in there: 
-        public boolean isStill(FluidState fluidState) +<code json [enable_line_numbers="true"]> 
-        +
-            return true; + "replace": false, 
-        }+ "values": 
 +
 + "your_mod_id:acid", 
 + "your_mod_id:flowing_acid" 
 + ] 
 +} 
 +</code>
  
-        /** +===== Making a fluid block ===== 
-         * @return height of the fluid block +Next we need to create a block which will represent acid in the world. ''<yarn net.minecraft.class_2404>'' is the class we need to use, but since its constructor is protected, we can't construct it directly. Some ways to use it are to make a subclass or an anonymous subclass. Here we will be showing the latter. In your ''ModInitializer'':
-         */ +
-        @Override +
-        public int getLevel(FluidState fluidState) +
-        { +
-            return 8; +
-        } +
-    }+
  
-    // flowing acid +<yarncode java [enable_line_numbers="true"]> 
-    public static class Flowing extends  Acid +public static class_2248 ACID;
-    {+
  
-        @Override +@Override 
-        public boolean isStill(FluidState fluidState) +public void onInitialize() { 
-        + ACID = class_2378.method_10230(class_7923.field_41175, new class_2960(MOD_ID, "acid"), new class_2404(STILL_ACID, FabricBlockSettings.method_9630(class_2246.field_10382)){})
-            return false+  
-        }+ // ... 
 + 
 +</yarncode>
  
-        /** +Now that we have these static objects, we can go back to ''AcidFluid'' and fill in the overridden methods:
-         * @return height of the fluid block +
-         */ +
-        @Override +
-        public int getLevel(FluidState fluidState) +
-        { +
-            return fluidState.get(LEVEL); +
-        }+
  
-        @Override +<yarncode java [enable_line_numbers="true"]> 
-        protected void appendProperties(StateFactory.Builder<Fluid, FluidState> stateFactory$Builder_1) +public abstract class AcidFluid extends TutorialFluid { 
-        + @Override 
-            super.appendProperties(stateFactory$Builder_1); + public class_3611 method_15751() { 
-            stateFactory$Builder_1.add(LEVEL); + return TutorialMod.STILL_ACID; 
-        +
-    } +  
-} + @Override 
-</code>+ public class_3611 method_15750() { 
 + return TutorialMod.FLOWING_ACID; 
 +
 +  
 + @Override 
 + public class_1792 method_15774() 
 + return TutorialMod.ACID_BUCKET
 +
 +  
 + @Override 
 + protected class_2680 method_15790(class_3610 fluidState) { 
 + // method_15741 converts the LEVEL_1_8 of the fluid state to the LEVEL_15 the fluid block uses 
 + return TutorialMod.ACID.method_9564().method_11657(class_2741.field_12538, method_15741(fluidState)); 
 + }
  
-Next, we'll make static instances of still and flowing acid variantsand an acid bucketIn your **ModInitializer**:+ public static class Flowing extends AcidFluid { 
 + @Override 
 + protected void method_15775(class_2689.class_2690<class_3611class_3610> builder) { 
 + super.method_15775(builder); 
 + builder.method_11667(field_15900); 
 + }
  
-<code java>+ @Override 
 + public int method_15779(class_3610 fluidState) { 
 + return fluidState.method_11654(field_15900); 
 + }
  
-     + @Override 
-    public static Acid stillAcid; + public boolean method_15793(class_3610 fluidState) { 
-    public static Acid flowingAcid+ return false
-     + } 
-    public static BucketItem acidBucket;+ }
  
-    @Override + public static class Still extends AcidFluid { 
-    public void onInitialize() + @Override 
-    + public int method_15779(class_3610 fluidState) { 
-     + return 8
-        stillAcid = Registry.register(Registry.FLUID,new Identifier(MODID,"acid_still"),new Acid.Still())+ }
-        flowingAcid = Registry.register(Registry.FLUID,new Identifier(MODID,"acid_flowing"),new Acid.Flowing()); +
-         +
-        acidBucket=new BucketItem(stillAcid,new Item.Settings().maxCount(1)); +
-        Registry.register(Registry.ITEM,new Identifier(MODID,"acid_bucket"),acidBucket); +
-        +
-</code>+
  
-==== Making a fluid block ==== + @Override 
-Next we need to create a block which will represent acid in the world. **net.minecraft.block.FluidBlock** is the class we need to use, but for "mojang" reasons its constructor is protected. The solution is well-known - make a subclass of it and change the visibility of the constructor:+ public boolean method_15793(class_3610 fluidState) { 
 + return true; 
 +
 +
 +}   
 +</yarncode>
  
-<code java> +===== Rendering setup ===== 
-public class BaseFluidBlock extends FluidBlock +For your fluids to have textures or be tinted with a coloryou will need to register a ''FluidRenderHandler'' for them. Herewe will reuse water's textures and just change the tint color applied to them. To make sure the textures are rendered as translucent, you can use Fabric's ''BlockRenderLayerMap''.
-+
-    public BaseFluidBlock(BaseFluid fluidSettings settings) +
-    { +
-        super(fluidsettings); +
-    } +
-+
-</code>+
  
-Now make a static block instance:+<yarncode java [enable_line_numbers="true"]> 
 +public class TutorialModClient implements ClientModInitializer {
  
-<code java> + @Override 
-    ... + public void onInitializeClient() { 
-     + FluidRenderHandlerRegistry.INSTANCE.register(TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID, new SimpleFluidRenderHandler( 
-    public static FluidBlock acid;+ new class_2960("minecraft:block/water_still"), 
 + new class_2960("minecraft:block/water_flow"), 
 + 0x4CC248 
 + ));
  
-    @Override + BlockRenderLayerMap.INSTANCE.putFluids(class_1921.method_23583(), TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID);
-    public void onInitialize() +
-    { +
-     +
-        ..+
-         +
-        acid=new BaseFluidBlock(stillAcid,FabricBlockSettings.of(Material.WATER).dropsNothing().build()); +
-        Registry.register(Registry.BLOCK,new Identifier(MODID,"acid_block"),acid); +
-    }     +
-</code>+
  
-Now when we have these static objects, we go back to **Acid** class and complete the overridden methods:+ //if you want to use custom textures they needs to be registered. 
 + //In this example this is unnecessary because the vanilla water textures are already registered. 
 + //To register your custom textures use this method. 
 + //ClientSpriteRegistryCallback.event(PlayerScreenHandler.BLOCK_ATLAS_TEXTURE).register((atlasTexture, registry) -> { 
 + //    registry.register(new Identifier("modid:block/custom_fluid_still")); 
 + //    registry.register(new Identifier("modid:block/custom_fluid_flowing")); 
 + //});
  
-<code java> + // ... 
-public abstract class Acid extends BasicFluid + } 
-+} 
-    @Override +</yarncode>
-    public Item getBucketItem() +
-    { +
-        return [ModInitializer].acidBucket; +
-    } +
-     +
-    @Override +
-    protected BlockState toBlockState(FluidState fluidState) +
-    { +
-        //don't ask me what **method_15741** does... +
-        return [ModInitializer].acid.getDefaultState().with(FluidBlock.LEVEL,method_15741(fluidState)); +
-    }+
  
-    @Override +If you want to use your own fluid textures, you can refer to vanilla's assets ((''assets/minecraft/blockstates/water.json''\\ ''assets/minecraft/models/block/water.json''\\ ''assets/minecraft/textures/block/water_still.png''\\ ''assets/minecraft/textures/block/water_still.png.mcmeta''\\ ''assets/minecraft/textures/block/water_flow.png''\\ ''assets/minecraft/textures/block/water_flow.png.mcmeta'')as a template.
-    public Fluid getFlowing() +
-    { +
-        return [ModInitializer].flowingAcid; +
-    }+
  
-    @Override +===== Generation in the world ===== 
-    public Fluid getStill() +TODO Update to 1.19.4
-    { +
-        return [ModInitializer].stillAcid; +
-    } +
- +
-    @Override +
-    public boolean matchesType(Fluid fluid_1) +
-    { +
-        return fluid_1==[ModInitializer].flowingAcid || fluid_1==[ModInitializer].stillAcid; +
-    } +
-     +
-    ..+
-     +
-}    +
 </code> </code>
- 
-Now we can assert that the Acid class is complete. 
tutorial/fluids.txt · Last modified: 2023/05/04 11:31 by solidblock