#fluid registry issue
27 messages · Page 1 of 1 (latest)
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well i guess its a bug
default void texture(ResourceLocation target, LoadedTexture texture) {
if (texture.width <= 0 || texture.height <= 0) {
ConsoleJS.CLIENT.error("Failed to save texture " + target);
return;
}
add(new GeneratedData(target.withPath(ID.PNG_TEXTURE), texture::toBytes));
if (texture.mcmeta != null) {
add(new GeneratedData(target.withPath(ID.PNG_TEXTURE_MCMETA), () -> texture.mcmeta));
}
}
whad should i do?
that error, as you posted the source-code for, only happens when texture.width <= 0 || texture.height <= 0
The texture is either
- malformed/incorrect img type
- named incorrectly
- in the wrong location
- missing entirely
Check everything, and make sure that the texture is located in INSTANCEFOLDER/kubejs/assets/kubejs/textures/block/
Where INSTANCEFOLDER is the main folder for your pack, which houses the /mods, /config folders etc
r u using custom textures?
No I'm not
and u not need it, right?, u r good with normal textures?
i am
u can use this script
StartupEvents.registry('fluid', event => {
event.create('kubejs:example_fluid', 'thin') //in this line u can replace "thin" for "thick" and those arguments works like ".thinTexture" and ".thickTexture" respectively.
.tint(0xFF0000) //this line is for color and it also handle ".bucketColor" argument in one
.displayName('Example Fluid')
})
mhm
it's for KubeJS NeoForge 1.21.1 newest version
let me know any future issues
the regular wiki is supposed to have the necessary information, but they still haven't updated it
I discovered and created this script thanks to an extensive reading of the code responsible for fluid registry
-# yup, I read all the code in the GitHub repository
ill be posting here if something
this is also thanks to the fact that there don't seem to be many people on this server who know about this and want to help xD
I'll keep an eye, luck
thanks

that actually worked
tysm