tutorial:fluids
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tutorial:fluids [2019/09/24 11:28] – client side operations (rendering) alexiy | tutorial:fluids [2019/09/24 14:52] – how to add fluids to tags alexiy | ||
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public abstract boolean matchesType(Fluid fluid_1); | public abstract boolean matchesType(Fluid fluid_1); | ||
- | /** | ||
- | * Required for entities to behave in this fluid like in water | ||
- | */ | ||
- | @Override | ||
- | public boolean matches(Tag< | ||
- | { | ||
- | return tag_1 == FluidTags.WATER; | ||
- | } | ||
} | } | ||
</ | </ | ||
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Registry.register(Registry.ITEM, | Registry.register(Registry.ITEM, | ||
} | } | ||
+ | </ | ||
+ | |||
+ | To make the custom fluid behave like water or lava, you must add it to a corresponding fluid tag: make a file " | ||
+ | <code json> | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | ] | ||
+ | } | ||
</ | </ | ||
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Then what's left to do is to create necessary Json files and textures, but you should know how to do that at this point. | Then what's left to do is to create necessary Json files and textures, but you should know how to do that at this point. | ||
+ | |||
+ | ===== Generation in a world ===== | ||
+ | |||
+ | To make acid lakes generate in the world, you can use **net.minecraft.world.gen.feature.LakeFeature**, | ||
+ | <code java> | ||
+ | | ||
+ | LakeFeature acidFeature=Registry.register(Registry.FEATURE, | ||
+ | |||
+ | </ | ||
+ | Then put it into desired biomes to generate: | ||
+ | <code java> | ||
+ | // I tell it to generate like water lakes, with a rarity of 40 (the higher is the number, the lesser is the generation chance): | ||
+ | Biomes.FOREST.addFeature(GenerationStep.Feature.LOCAL_MODIFICATIONS, | ||
+ | </ | ||
+ | This is the end of the tutorial. | ||
+ |
tutorial/fluids.txt · Last modified: 2023/05/04 11:31 by solidblock