Java Code Examples for net.minecraftforge.fluids.Fluid#setTemperature()

The following examples show how to use net.minecraftforge.fluids.Fluid#setTemperature() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: FluidLoader.java    From bartworks with MIT License 5 votes vote down vote up
public static Fluid createAndRegisterFluid(String Name, Color color, int temperature){
    Fluid f = new GT_Fluid(Name,"molten.autogenerated",new short[]{(short) color.getRed(),(short) color.getGreen(),(short) color.getBlue(), (short) color.getAlpha()});
    GT_LanguageManager.addStringLocalization(f.getUnlocalizedName(), Name);
    f.setTemperature(temperature);
    FluidRegistry.registerFluid(f);
    return f;
}
 
Example 2
Source File: BlockFluid.java    From customstuff4 with GNU General Public License v3.0 5 votes vote down vote up
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 3
Source File: ExtendedFluidCollection.java    From NewHorizonsCoreMod with GNU General Public License v3.0 5 votes vote down vote up
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 4
Source File: ExtendedFluidCollection.java    From NewHorizonsCoreMod with GNU General Public License v3.0 5 votes vote down vote up
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 5
Source File: ExtendedFluidCollection.java    From NewHorizonsCoreMod with GNU General Public License v3.0 5 votes vote down vote up
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 6
Source File: ExtendedFluidCollection.java    From NewHorizonsCoreMod with GNU General Public License v3.0 5 votes vote down vote up
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 7
Source File: ExtendedFluidCollection.java    From NewHorizonsCoreMod with GNU General Public License v3.0 5 votes vote down vote up
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 8
Source File: ExtendedFluidCollection.java    From NewHorizonsCoreMod with GNU General Public License v3.0 5 votes vote down vote up
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 9
Source File: ExtendedFluidCollection.java    From NewHorizonsCoreMod with GNU General Public License v3.0 5 votes vote down vote up
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 10
Source File: Fluids.java    From BaseMetals with GNU Lesser General Public License v2.1 5 votes vote down vote up
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 11
Source File: BigReactorSimulator.java    From reactor_simulator with MIT License 4 votes vote down vote up
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 12
Source File: BigReactorSimulator.java    From reactor_simulator with MIT License 4 votes vote down vote up
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);
}