Fluids are now tracked internally by mod. This allows for the server and the world to specify a "default"

in the case of a possible alternative fluid implementation. If you always called registerFluid, things
should work pretty seamlessly, but if you didn't (gating with an isFluidRegistered check for example)
you should change to register anyway. This way, even if you're not default in the overall instance, you may
become default if you're the only mod present on a server, for example, or in a world save.

This should radically decrease the mixups caused by mod load ordering problems, and other issues around fluid
tracking.
This commit is contained in:
cpw committed 2015-04-11 17:18:53 -04:00
1 parent eb12936a52
commit 9671179453
5 files changed
+145 -12

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@@ -1,10 +1,6 @@
package net.minecraftforge.fluids;
import java.util.Locale;
import com.google.common.base.Strings;
import cpw.mods.fml.common.FMLLog;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;