Java Code Examples for net.minecraftforge.fluids.Fluid#setDensity()
The following examples show how to use
net.minecraftforge.fluids.Fluid#setDensity() .
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Example 1
Source File: BlockFluid.java From customstuff4 with GNU General Public License v3.0 | 5 votes |
static Fluid createFluid(ContentBlockFluid content) { Fluid fluid = new Fluid(content.id, content.texStill, content.texFlowing); fluid.setDensity(content.density); fluid.setTemperature(content.temperature); fluid.setGaseous(content.isGaseous); fluid.setViscosity(content.viscosity); fluid.setLuminosity(content.light.get(0).orElse(0)); FluidRegistry.registerFluid(fluid); return fluid; }
Example 2
Source File: ExtendedFluidCollection.java From NewHorizonsCoreMod with GNU General Public License v3.0 | 5 votes |
private static void populateAmmonia() { Fluid tAmmoniaFluid = ModFluidManager.GetNewFluid("Ammonia"); tAmmoniaFluid.setGaseous(true); tAmmoniaFluid.setViscosity(-500); tAmmoniaFluid.setDensity(0); tAmmoniaFluid.setLuminosity(8); tAmmoniaFluid.setTemperature(300); tAmmoniaFluid.setRarity(EnumRarity.epic); // The rarity of the fluid. Used primarily in tool tips. _mAmmonia = new ModSimpleBaseFluid(tAmmoniaFluid, Material.water); // Add potion effects to the fluid if player steps into a pool // Syntax is: new PotionEffect(<potionID>, <duration in ticks>, <level>) // Level 0: Potion Level I // Level 1: Potion Level II // ... // For the duration: Set it low to vanish the effect as soon as the player leaves the pool // If you set the duration to 200, the potion timer will start to tick for 10 seconds after // the player has left the pool. //_mAmmonia.addPotionEffect(new PotionEffect(Potion.blindness.id, 2, 0)); // Same for stacking potion effects, except that you want to set the duration to the amount which will be // ADDED about each 0,5 seconds. So this poison-effect will increase as long as the player has contact with the // fluid block _mAmmonia.addStackingPotionEffect(new PotionEffect(bop_loaded?24:Potion.poison.id, 20, 0)); _mAmmonia.setRegisterBucket(false); // don't register a bucket }
Example 3
Source File: ExtendedFluidCollection.java From NewHorizonsCoreMod with GNU General Public License v3.0 | 5 votes |
private static void populateNitricAcid() { Fluid tNitricAcidFluid = ModFluidManager.GetNewFluid("NitricAcid"); tNitricAcidFluid.setGaseous(false); tNitricAcidFluid.setViscosity(1000); tNitricAcidFluid.setDensity(1); tNitricAcidFluid.setLuminosity(0); tNitricAcidFluid.setTemperature(300); tNitricAcidFluid.setRarity(EnumRarity.epic); // The rarity of the fluid. Used primarily in tool tips. _mNitricAcid = new ModSimpleBaseFluid(tNitricAcidFluid, Material.water); // Add potion effects to the fluid if player steps into a pool // Syntax is: new PotionEffect(<potionID>, <duration in ticks>, <level>) // Level 0: Potion Level I // Level 1: Potion Level II // ... // For the duration: Set it low to vanish the effect as soon as the player leaves the pool // If you set the duration to 200, the potion timer will start to tick for 10 seconds after // the player has left the pool. _mNitricAcid.addPotionEffect(new PotionEffect(Potion.weakness.id, 20, 1)); // Same for stacking potion effects, except that you want to set the duration to the amount which will be // ADDED about each 0,5 seconds. So this poison-effect will increase as long as the player has contact with the // fluid block _mNitricAcid.addStackingPotionEffect(new PotionEffect(Potion.poison.id, 10, 0)); _mNitricAcid.setRegisterBucket(true); // don't register a bucket }
Example 4
Source File: ExtendedFluidCollection.java From NewHorizonsCoreMod with GNU General Public License v3.0 | 5 votes |
private static void populateFermentedBacterialSludge() { Fluid tFermentedBacterialSludge = ModFluidManager.GetNewFluid("FermentedBacterialSludge"); tFermentedBacterialSludge.setGaseous(false); tFermentedBacterialSludge.setViscosity(1000); tFermentedBacterialSludge.setDensity(1); tFermentedBacterialSludge.setLuminosity(8); tFermentedBacterialSludge.setTemperature(300); tFermentedBacterialSludge.setRarity(EnumRarity.epic); // The rarity of the fluid. Used primarily in tool tips. _mFermentedBacterialSludge = new ModSimpleBaseFluid(tFermentedBacterialSludge, Material.water); // Add potion effects to the fluid if player steps into a pool // Syntax is: new PotionEffect(<potionID>, <duration in ticks>, <level>) // Level 0: Potion Level I // Level 1: Potion Level II // ... // For the duration: Set it low to vanish the effect as soon as the player leaves the pool // If you set the duration to 200, the potion timer will start to tick for 10 seconds after // the player has left the pool. // Same for stacking potion effects, except that you want to set the duration to the amount which will be // ADDED about each 0,5 seconds. So this poison-effect will increase as long as the player has contact with the // fluid block _mFermentedBacterialSludge.addStackingPotionEffect(new PotionEffect(bop_loaded?24:Potion.poison.id, 20, 0)); _mFermentedBacterialSludge.addStackingPotionEffect(new PotionEffect(bop_loaded?25:Potion.moveSlowdown.id, 20, 0)); _mFermentedBacterialSludge.setRegisterBucket(true); // don't register a bucket }
Example 5
Source File: ExtendedFluidCollection.java From NewHorizonsCoreMod with GNU General Public License v3.0 | 5 votes |
private static void populateEnrichedBacterialSludge() { Fluid tEnrichedBacterialSludge = ModFluidManager.GetNewFluid("EnrichedBacterialSludge"); tEnrichedBacterialSludge.setGaseous(false); tEnrichedBacterialSludge.setViscosity(1000); tEnrichedBacterialSludge.setDensity(1); tEnrichedBacterialSludge.setLuminosity(15); tEnrichedBacterialSludge.setTemperature(300); tEnrichedBacterialSludge.setRarity(EnumRarity.epic); // The rarity of the fluid. Used primarily in tool tips. _mEnrichedBacterialSludge = new ModSimpleBaseFluid(tEnrichedBacterialSludge, Material.water); // Add potion effects to the fluid if player steps into a pool // Syntax is: new PotionEffect(<potionID>, <duration in ticks>, <level>) // Level 0: Potion Level I // Level 1: Potion Level II // ... // For the duration: Set it low to vanish the effect as soon as the player leaves the pool // If you set the duration to 200, the potion timer will start to tick for 10 seconds after // the player has left the pool. // Same for stacking potion effects, except that you want to set the duration to the amount which will be // ADDED about each 0,5 seconds. So this poison-effect will increase as long as the player has contact with the // fluid block _mEnrichedBacterialSludge.addStackingPotionEffect(new PotionEffect(bop_loaded?24:Potion.poison.id, 40, 0)); _mEnrichedBacterialSludge.addStackingPotionEffect(new PotionEffect(bop_loaded?25:Potion.moveSlowdown.id, 40, 0)); _mEnrichedBacterialSludge.setRegisterBucket(true); // don't register a bucket }
Example 6
Source File: ExtendedFluidCollection.java From NewHorizonsCoreMod with GNU General Public License v3.0 | 5 votes |
private static void populateCompressedOxygen() { Fluid tCompressedOxygenFluid = ModFluidManager.GetNewFluid("CompressedOxygen"); tCompressedOxygenFluid.setGaseous(true); tCompressedOxygenFluid.setViscosity(1); tCompressedOxygenFluid.setDensity(1); tCompressedOxygenFluid.setLuminosity(0); tCompressedOxygenFluid.setTemperature(295); tCompressedOxygenFluid.setRarity(EnumRarity.epic); // The rarity of the fluid. Used primarily in tool tips. _mCompressedOxygen = new ModSimpleBaseFluid(tCompressedOxygenFluid, Material.water); // Add potion effects to the fluid if player steps into a pool // Syntax is: new PotionEffect(<potionID>, <duration in ticks>, <level>) // Level 0: Potion Level I // Level 1: Potion Level II // ... // For the duration: Set it low to vanish the effect as soon as the player leaves the pool // If you set the duration to 200, the potion timer will start to tick for 10 seconds after // the player has left the pool. _mCompressedOxygen.addPotionEffect(new PotionEffect(Potion.weakness.id, 20, 3)); // Same for stacking potion effects, except that you want to set the duration to the amount which will be // ADDED about each 0,5 seconds. So this poison-effect will increase as long as the player has contact with the // fluid block _mCompressedOxygen.addStackingPotionEffect(new PotionEffect(Potion.weakness.id, 20, 3)); _mCompressedOxygen.setRegisterBucket(false); // don't register a bucket }
Example 7
Source File: ExtendedFluidCollection.java From NewHorizonsCoreMod with GNU General Public License v3.0 | 5 votes |
private static void populateCompressedNitrogen() { Fluid tCompressedNitrogenFluid = ModFluidManager.GetNewFluid("CompressedNitrogen"); tCompressedNitrogenFluid.setGaseous(true); tCompressedNitrogenFluid.setViscosity(1); tCompressedNitrogenFluid.setDensity(1); tCompressedNitrogenFluid.setLuminosity(0); tCompressedNitrogenFluid.setTemperature(295); tCompressedNitrogenFluid.setRarity(EnumRarity.epic); // The rarity of the fluid. Used primarily in tool tips. _mCompressedNitrogen = new ModSimpleBaseFluid(tCompressedNitrogenFluid, Material.water); // Add potion effects to the fluid if player steps into a pool // Syntax is: new PotionEffect(<potionID>, <duration in ticks>, <level>) // Level 0: Potion Level I // Level 1: Potion Level II // ... // For the duration: Set it low to vanish the effect as soon as the player leaves the pool // If you set the duration to 200, the potion timer will start to tick for 10 seconds after // the player has left the pool. _mCompressedNitrogen.addPotionEffect(new PotionEffect(Potion.weakness.id, 20, 3)); // Same for stacking potion effects, except that you want to set the duration to the amount which will be // ADDED about each 0,5 seconds. So this poison-effect will increase as long as the player has contact with the // fluid block _mCompressedNitrogen.addStackingPotionEffect(new PotionEffect(Potion.weakness.id, 20, 3)); _mCompressedNitrogen.setRegisterBucket(false); // don't register a bucket }
Example 8
Source File: ExtendedFluidCollection.java From NewHorizonsCoreMod with GNU General Public License v3.0 | 5 votes |
private static void populatePollution() { Fluid tPollution = ModFluidManager.GetNewFluid("Pollution"); tPollution.setGaseous(false); tPollution.setViscosity(1); tPollution.setDensity(1); tPollution.setLuminosity(0); tPollution.setTemperature(295); tPollution.setRarity(EnumRarity.epic); // The rarity of the fluid. Used primarily in tool tips. _mPollution = new ModSimpleBaseFluid(tPollution, Material.water); // Add potion effects to the fluid if player steps into a pool // Syntax is: new PotionEffect(<potionID>, <duration in ticks>, <level>) // Level 0: Potion Level I // Level 1: Potion Level II // ... // For the duration: Set it low to vanish the effect as soon as the player leaves the pool // If you set the duration to 200, the potion timer will start to tick for 10 seconds after // the player has left the pool. _mPollution.addPotionEffect(new PotionEffect(Potion.weakness.id, 20, 3)); // Same for stacking potion effects, except that you want to set the duration to the amount which will be // ADDED about each 0,5 seconds. So this poison-effect will increase as long as the player has contact with the // fluid block _mPollution.addStackingPotionEffect(new PotionEffect(Potion.weakness.id, 20, 3)); _mPollution.addStackingPotionEffect(new PotionEffect(Potion.poison.id, 10, 0)); _mPollution.setRegisterBucket(true); // don't register a bucket }
Example 9
Source File: Fluids.java From BaseMetals with GNU Lesser General Public License v2.1 | 5 votes |
private static Fluid newFluid(String modID, String name, int density, int viscosity, int temperature, int luminosity, int tintColor) { Fluid f = new CustomFluid(name,new ResourceLocation(modID+":blocks/"+name+"_still"),new ResourceLocation(modID+":blocks/"+name+"_flow"),tintColor); f.setDensity(density); f.setViscosity(viscosity); f.setTemperature(temperature); f.setLuminosity(luminosity); f.setUnlocalizedName(modID+"."+name); FluidRegistry.registerFluid(f); return f; }
Example 10
Source File: BigReactorSimulator.java From reactor_simulator with MIT License | 4 votes |
public static void init() { ReactorInterior.registerBlock("blockIron", 0.50f, 0.75f, 1.40f, IHeatEntity.conductivityIron); ReactorInterior.registerBlock("blockGold", 0.52f, 0.80f, 1.45f, IHeatEntity.conductivityGold); ReactorInterior.registerBlock("blockDiamond", 0.55f, 0.85f, 1.50f, IHeatEntity.conductivityDiamond); ReactorInterior.registerBlock("blockEmerald", 0.55f, 0.85f, 1.50f, IHeatEntity.conductivityEmerald); ReactorInterior.registerBlock("blockGraphite", 0.10f, 0.50f, 2.00f, IHeatEntity.conductivityGold); // Graphite: a great moderator! ReactorInterior.registerBlock("blockGlassColorless", 0.20f, 0.25f, 1.10f, IHeatEntity.conductivityGlass); ReactorInterior.registerBlock("blockIce", 0.33f, 0.33f, 1.15f, IHeatEntity.conductivityWater); ReactorInterior.registerBlock("blockSnow", 0.15f, 0.33f, 1.05f, IHeatEntity.conductivityWater / 2f); // Mod blocks ReactorInterior.registerBlock("blockCopper", 0.50f, 0.75f, 1.40f, IHeatEntity.conductivityCopper); ReactorInterior.registerBlock("blockOsmium", 0.51f, 0.77f, 1.41f, IHeatEntity.conductivityCopper); ReactorInterior.registerBlock("blockBrass", 0.51f, 0.77f, 1.41f, IHeatEntity.conductivityCopper); ReactorInterior.registerBlock("blockBronze", 0.51f, 0.77f, 1.41f, IHeatEntity.conductivityCopper); ReactorInterior.registerBlock("blockZinc", 0.51f, 0.77f, 1.41f, IHeatEntity.conductivityCopper); ReactorInterior.registerBlock("blockAluminum", 0.50f, 0.78f, 1.42f, IHeatEntity.conductivityIron); ReactorInterior.registerBlock("blockSteel", 0.50f, 0.78f, 1.42f, IHeatEntity.conductivityIron); ReactorInterior.registerBlock("blockInvar", 0.50f, 0.79f, 1.43f, IHeatEntity.conductivityIron); ReactorInterior.registerBlock("blockSilver", 0.51f, 0.79f, 1.43f, IHeatEntity.conductivitySilver); ReactorInterior.registerBlock("blockLead", 0.75f, 0.75f, 1.75f, IHeatEntity.conductivitySilver); ReactorInterior.registerBlock("blockElectrum", 0.53f, 0.82f, 1.47f, 2.2f); // Between gold and emerald ReactorInterior.registerBlock("blockElectrumFlux", 0.54f, 0.83f, 1.48f, 2.4f); // Between gold and emerald ReactorInterior.registerBlock("blockPlatinum", 0.57f, 0.86f, 1.58f, IHeatEntity.conductivityEmerald); ReactorInterior.registerBlock("blockShiny", 0.57f, 0.86f, 1.58f, IHeatEntity.conductivityEmerald); ReactorInterior.registerBlock("blockTitanium", 0.58f, 0.87f, 1.59f, 2.7f); // Mariculture ReactorInterior.registerBlock("blockEnderium", 0.60f, 0.88f, 1.60f, IHeatEntity.conductivityDiamond); ReactorInterior.registerFluid("water", RadiationHelper.waterData.absorption, RadiationHelper.waterData.heatEfficiency, RadiationHelper.waterData.moderation, IHeatEntity.conductivityWater); ReactorInterior.registerFluid("redstone", 0.75f, 0.55f, 1.60f, IHeatEntity.conductivityEmerald); ReactorInterior.registerFluid("glowstone", 0.20f, 0.60f, 1.75f, IHeatEntity.conductivityCopper); ReactorInterior.registerFluid("cryotheum", 0.66f, 0.95f, 6.00f, IHeatEntity.conductivityDiamond); // Cryotheum: an amazing moderator! ReactorInterior.registerFluid("ender", 0.90f, 0.75f, 2.00f, IHeatEntity.conductivityGold); ReactorInterior.registerFluid("pyrotheum", 0.66f, 0.90f, 1.00f, IHeatEntity.conductivityIron); ReactorInterior.registerFluid("life essence", 0.70f, 0.55f, 1.75f, IHeatEntity.conductivityGold); // From Blood Magic StandardReactants.register(); // Register reactant => reactant conversions for making cyanite ReactorConversions.register(StandardReactants.yellorium, StandardReactants.cyanite); ReactorConversions.register(StandardReactants.blutonium, StandardReactants.cyanite); TurbineCoil.registerBlock("blockIron", 1f, 1f, 1f); TurbineCoil.registerBlock("blockGold", 2f, 1f, 1.75f); TurbineCoil.registerBlock("blockCopper", 1.2f, 1f, 1.2f); // TE, lots of mods TurbineCoil.registerBlock("blockOsmium", 1.2f, 1f, 1.2f); // Mekanism TurbineCoil.registerBlock("blockZinc", 1.35f, 1f, 1.3f); TurbineCoil.registerBlock("blockLead", 1.35f, 1.01f, 1.3f);// TE, Mekanism, some others TurbineCoil.registerBlock("blockBrass", 1.4f, 1f, 1.2f); // Metallurgy TurbineCoil.registerBlock("blockBronze", 1.4f, 1f, 1.2f); // Mekanism, many others TurbineCoil.registerBlock("blockAluminum", 1.5f, 1f, 1.3f); // TiCo, couple others TurbineCoil.registerBlock("blockSteel", 1.5f, 1f, 1.3f); // Metallurgy, Mek, etc. TurbineCoil.registerBlock("blockInvar", 1.5f, 1f, 1.4f); // TE TurbineCoil.registerBlock("blockSilver", 1.7f, 1f, 1.5f); // TE, lots of mods TurbineCoil.registerBlock("blockElectrum", 2.5f, 1f, 2.0f); // TE, lots of mods TurbineCoil.registerBlock("blockElectrumFlux", 2.5f, 1.01f, 2.2f); // Redstone Arsenal, note small energy bonus (7% at 1000RF/t output) TurbineCoil.registerBlock("blockPlatinum", 3.0f, 1f, 2.5f); // TE, lots of mods TurbineCoil.registerBlock("blockShiny", 3.0f, 1f, 2.5f); // TE TurbineCoil.registerBlock("blockTitanium", 3.1f, 1f, 2.7f); // Mariculture TurbineCoil.registerBlock("blockEnderium", 3.0f, 1.02f, 3.0f); // TE, note tiny energy bonus! (14% at 1000RF/t output) TurbineCoil.registerBlock("blockLudicrite", 3.5f, 1.02f, 3.5f); // Metallurgy fantasy metals TurbineCoil.registerBlock("blockMithril", 2.2f, 1f, 1.5f); TurbineCoil.registerBlock("blockOrichalcum", 2.3f, 1f, 1.7f); TurbineCoil.registerBlock("blockQuicksilver", 2.6f, 1f, 1.8f); TurbineCoil.registerBlock("blockHaderoth", 3.0f, 1f, 2.0f); TurbineCoil.registerBlock("blockCelenegil", 3.3f, 1f, 2.25f); TurbineCoil.registerBlock("blockTartarite", 3.5f, 1f, 2.5f); TurbineCoil.registerBlock("blockManyullyn", 3.5f, 1f, 2.5f); Fluid fluidSteam = new Fluid("steam"); fluidSteam.setUnlocalizedName("steam"); fluidSteam.setTemperature(1000); // For consistency with TE fluidSteam.setGaseous(true); fluidSteam.setLuminosity(0); fluidSteam.setRarity(EnumRarity.common); fluidSteam.setDensity(6); BigReactors.fluidSteam = fluidSteam; // StandardReactants.yelloriumMapping = Reactants.registerSolid("ingotYellorium", StandardReactants.yellorium); // StandardReactants.cyaniteMapping = Reactants.registerSolid("ingotCyanite", StandardReactants.cyanite); // // ItemStack blockYellorium = blockMetal.getItemStackForMaterial("Yellorium"); // Reactants.registerSolid(blockYellorium, StandardReactants.yellorium, Reactants.standardSolidReactantAmount * 9); // // ItemStack blockBlutonium = blockMetal.getItemStackForMaterial("Blutonium"); // Reactants.registerSolid(blockBlutonium, StandardReactants.blutonium, Reactants.standardSolidReactantAmount * 9); }
Example 11
Source File: BigReactorSimulator.java From reactor_simulator with MIT License | 4 votes |
public static void init() { ReactorInterior.registerBlock("blockIron", 0.50f, 0.75f, 1.40f, IHeatEntity.conductivityIron); ReactorInterior.registerBlock("blockGold", 0.52f, 0.80f, 1.45f, IHeatEntity.conductivityGold); ReactorInterior.registerBlock("blockDiamond", 0.55f, 0.85f, 1.50f, IHeatEntity.conductivityDiamond); ReactorInterior.registerBlock("blockEmerald", 0.55f, 0.85f, 1.50f, IHeatEntity.conductivityEmerald); ReactorInterior.registerBlock("blockGraphite", 0.10f, 0.50f, 2.00f, IHeatEntity.conductivityGold); // Graphite: a great moderator! ReactorInterior.registerBlock("blockGlassColorless", 0.20f, 0.25f, 1.10f, IHeatEntity.conductivityGlass); ReactorInterior.registerBlock("blockIce", 0.33f, 0.33f, 1.15f, IHeatEntity.conductivityWater); ReactorInterior.registerBlock("blockSnow", 0.15f, 0.33f, 1.05f, IHeatEntity.conductivityWater / 2f); // Mod blocks ReactorInterior.registerBlock("blockCopper", 0.50f, 0.75f, 1.40f, IHeatEntity.conductivityCopper); ReactorInterior.registerBlock("blockOsmium", 0.51f, 0.77f, 1.41f, IHeatEntity.conductivityCopper); ReactorInterior.registerBlock("blockBrass", 0.51f, 0.77f, 1.41f, IHeatEntity.conductivityCopper); ReactorInterior.registerBlock("blockBronze", 0.51f, 0.77f, 1.41f, IHeatEntity.conductivityCopper); ReactorInterior.registerBlock("blockZinc", 0.51f, 0.77f, 1.41f, IHeatEntity.conductivityCopper); ReactorInterior.registerBlock("blockAluminum", 0.50f, 0.78f, 1.42f, IHeatEntity.conductivityIron); ReactorInterior.registerBlock("blockSteel", 0.50f, 0.78f, 1.42f, IHeatEntity.conductivityIron); ReactorInterior.registerBlock("blockInvar", 0.50f, 0.79f, 1.43f, IHeatEntity.conductivityIron); ReactorInterior.registerBlock("blockSilver", 0.51f, 0.79f, 1.43f, IHeatEntity.conductivitySilver); ReactorInterior.registerBlock("blockLead", 0.75f, 0.75f, 1.75f, IHeatEntity.conductivitySilver); ReactorInterior.registerBlock("blockElectrum", 0.53f, 0.82f, 1.47f, 2.2f); // Between gold and emerald ReactorInterior.registerBlock("blockElectrumFlux", 0.54f, 0.83f, 1.48f, 2.4f); // Between gold and emerald ReactorInterior.registerBlock("blockPlatinum", 0.57f, 0.86f, 1.58f, IHeatEntity.conductivityEmerald); ReactorInterior.registerBlock("blockShiny", 0.57f, 0.86f, 1.58f, IHeatEntity.conductivityEmerald); ReactorInterior.registerBlock("blockTitanium", 0.58f, 0.87f, 1.59f, 2.7f); // Mariculture ReactorInterior.registerBlock("blockEnderium", 0.60f, 0.88f, 1.60f, IHeatEntity.conductivityDiamond); ReactorInterior.registerFluid("water", RadiationHelper.waterData.absorption, RadiationHelper.waterData.heatEfficiency, RadiationHelper.waterData.moderation, IHeatEntity.conductivityWater); ReactorInterior.registerFluid("redstone", 0.75f, 0.55f, 1.60f, IHeatEntity.conductivityEmerald); ReactorInterior.registerFluid("glowstone", 0.20f, 0.60f, 1.75f, IHeatEntity.conductivityCopper); ReactorInterior.registerFluid("cryotheum", 0.66f, 0.95f, 6.00f, IHeatEntity.conductivityDiamond); // Cryotheum: an amazing moderator! ReactorInterior.registerFluid("ender", 0.90f, 0.75f, 2.00f, IHeatEntity.conductivityGold); ReactorInterior.registerFluid("pyrotheum", 0.66f, 0.90f, 1.00f, IHeatEntity.conductivityIron); ReactorInterior.registerFluid("life essence", 0.70f, 0.55f, 1.75f, IHeatEntity.conductivityGold); // From Blood Magic StandardReactants.register(); // Register reactant => reactant conversions for making cyanite ReactorConversions.register(StandardReactants.yellorium, StandardReactants.cyanite); ReactorConversions.register(StandardReactants.blutonium, StandardReactants.cyanite); TurbineCoil.registerBlock("blockIron", 1f, 1f, 1f); TurbineCoil.registerBlock("blockGold", 2f, 1f, 1.75f); TurbineCoil.registerBlock("blockCopper", 1.2f, 1f, 1.2f); // TE, lots of mods TurbineCoil.registerBlock("blockOsmium", 1.2f, 1f, 1.2f); // Mekanism TurbineCoil.registerBlock("blockZinc", 1.35f, 1f, 1.3f); TurbineCoil.registerBlock("blockLead", 1.35f, 1.01f, 1.3f);// TE, Mekanism, some others TurbineCoil.registerBlock("blockBrass", 1.4f, 1f, 1.2f); // Metallurgy TurbineCoil.registerBlock("blockBronze", 1.4f, 1f, 1.2f); // Mekanism, many others TurbineCoil.registerBlock("blockAluminum", 1.5f, 1f, 1.3f); // TiCo, couple others TurbineCoil.registerBlock("blockSteel", 1.5f, 1f, 1.3f); // Metallurgy, Mek, etc. TurbineCoil.registerBlock("blockInvar", 1.5f, 1f, 1.4f); // TE TurbineCoil.registerBlock("blockSilver", 1.7f, 1f, 1.5f); // TE, lots of mods TurbineCoil.registerBlock("blockElectrum", 2.5f, 1f, 2.0f); // TE, lots of mods TurbineCoil.registerBlock("blockElectrumFlux", 2.5f, 1.01f, 2.2f); // Redstone Arsenal, note small energy bonus (7% at 1000RF/t output) TurbineCoil.registerBlock("blockPlatinum", 3.0f, 1f, 2.5f); // TE, lots of mods TurbineCoil.registerBlock("blockShiny", 3.0f, 1f, 2.5f); // TE TurbineCoil.registerBlock("blockTitanium", 3.1f, 1f, 2.7f); // Mariculture TurbineCoil.registerBlock("blockEnderium", 3.0f, 1.02f, 3.0f); // TE, note tiny energy bonus! (14% at 1000RF/t output) TurbineCoil.registerBlock("blockLudicrite", 3.5f, 1.02f, 3.5f); // Metallurgy fantasy metals TurbineCoil.registerBlock("blockMithril", 2.2f, 1f, 1.5f); TurbineCoil.registerBlock("blockOrichalcum", 2.3f, 1f, 1.7f); TurbineCoil.registerBlock("blockQuicksilver", 2.6f, 1f, 1.8f); TurbineCoil.registerBlock("blockHaderoth", 3.0f, 1f, 2.0f); TurbineCoil.registerBlock("blockCelenegil", 3.3f, 1f, 2.25f); TurbineCoil.registerBlock("blockTartarite", 3.5f, 1f, 2.5f); TurbineCoil.registerBlock("blockManyullyn", 3.5f, 1f, 2.5f); Fluid fluidSteam = new Fluid("steam"); fluidSteam.setUnlocalizedName("steam"); fluidSteam.setTemperature(1000); // For consistency with TE fluidSteam.setGaseous(true); fluidSteam.setLuminosity(0); fluidSteam.setRarity(EnumRarity.common); fluidSteam.setDensity(6); BigReactors.fluidSteam = fluidSteam; // StandardReactants.yelloriumMapping = Reactants.registerSolid("ingotYellorium", StandardReactants.yellorium); // StandardReactants.cyaniteMapping = Reactants.registerSolid("ingotCyanite", StandardReactants.cyanite); // // ItemStack blockYellorium = blockMetal.getItemStackForMaterial("Yellorium"); // Reactants.registerSolid(blockYellorium, StandardReactants.yellorium, Reactants.standardSolidReactantAmount * 9); // // ItemStack blockBlutonium = blockMetal.getItemStackForMaterial("Blutonium"); // Reactants.registerSolid(blockBlutonium, StandardReactants.blutonium, Reactants.standardSolidReactantAmount * 9); }