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24 lines
1.4 KiB
Java
24 lines
1.4 KiB
Java
package api.hbm.fluidmk2;
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/*
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It's rather shrimple: the shiny new energy system using universal nodespace, but hit with a hammer until it works with fluids.
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Has a few extra bits and pieces for handling, but the concept is basically the same.
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Sounds good?
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*/
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/*
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Quick explanation for implementing new fluids via addon:
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Fluids are subject to /ntmreload so they get wiped and rebuilt using the init function in Fluids, which means that if fluids
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are simply added externally during startup, they are removed permanently until the game restarts. Same concept as with recipes, really.
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To fix this we need to make sure that externally registered fluids are re-registered during reload, for that purpose we have
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IFluidRegisterListener, a simple interface with a small method that runs whenever the fluid list is reloaded. IFluidRegisterListeners
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need to be registered with CompatExternal.registerFluidRegisterListener to be used, make sure to do this during PreInit.
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Inside the IFluidRegisterListener, fluids can be added using CompatFluidRegistry.registerFluid, which will generate a Fluid instance
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using the supplied arguments and automatically register it. Do note that like with custom fluids, fluids need numeric IDs assigned manually.
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To prevent collisions with stock fluids when NTM updates, make sure to choose a high starting ID (e.g. 10,000).
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The fluid created by registerFluid can have traits added to them, just like how NTM does it with its stock fluids.
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*/ |