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FluidIngredient Refactor to support Create 6.0.7#239

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PssbleTrngle merged 1 commit intoPssbleTrngle:1.21.xfrom
MegalithOfficial:1.21.x
Oct 29, 2025
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FluidIngredient Refactor to support Create 6.0.7#239
PssbleTrngle merged 1 commit intoPssbleTrngle:1.21.xfrom
MegalithOfficial:1.21.x

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Dependency Updates

  • Updated neoforge_version, create_version, ponder_version, and registrate_version in gradle.properties to the latest compatible versions.
    [[1]](diffhunk://#diff-3d103fc7c312a3e136f88e81cef592424b8af2464c468116545c4d22d6edcf19L7-R7) [[2]](diffhunk://#diff-3d103fc7c312a3e136f88e81cef592424b8af2464c468116545c4d22d6edcf19L19-R21)

Mixing Recipe Generation Refactor

  • Removed usage of Create’s deprecated FluidIngredient.fromFluidStack in MixingRecipeGenerator.kt.

  • Implemented NeoForge-compatible fluid handling:

    • Directly iterates over each FluidStack and validates the fluid as a FlowingFluid.
    • Calls builder.require(fluid, amount) for each valid fluid to register it in the recipe.
  • Replaced the old .withFluidIngredients(...) call with the new iterative builder approach.

  • Added a new import for net.minecraft.world.level.material.FlowingFluid and removed the outdated com.simibubi.create.foundation.fluid.FluidIngredient import.

@MegalithOfficial MegalithOfficial changed the title Update to support Create 6.0.7 FluidIngredient Refactor to support Create 6.0.7 Oct 26, 2025

fluids.forEach { fluidStack ->
val fluid = fluidStack.fluid
if (fluid is FlowingFluid) {
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why the check for flowing fluid? Because it would recognize still/flowing water as separate things?

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Yes, the check if (fluid is FlowingFluid) is there because the still and flowing variants are separate fluid types, so only handling the flowing variant avoids treating 'still water' and 'flowing water' as distinct recipe ingredients.

Atleast thats what i understood from the docs.

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that's specifically what crashed me personally, something broke there and it said something about flowing fluid.

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Can you send me the full log? In my end the game launched normally, without errors and i was able to play it without any issue.

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cant, i use curseforge, so i wouldn't know to remove it once the mod updates.

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i can wait, i'll just backport create again.

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cant, i use curseforge, so i wouldn't know to remove it once the mod updates.

Enter to your modpack > 3 dots > Open folder > find the folder that is called "mods" > find the create slice and dice jar file. delete and replace with the temporary fix jar when i send it. Curseforge will recognise it but say its "modified" because its not installed by curseforge itself.

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the exact name of mod should be sliceanddice-forge-4.1.2.jar or sliceanddice-forge-4.1.2.jar.disabled

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i can just keep create unupdated until slice and dice updates.

@PssbleTrngle PssbleTrngle merged commit 0f73f4b into PssbleTrngle:1.21.x Oct 29, 2025
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@MegalithOfficial looks like it works fine, but from my testing the test for FlowingFluid is not necessary, I've added a break-point in the else-branch and that never gets reached

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I'm going to test it further today. If something else occurs, I will let you know.

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thanks, that would be great, but for now it looks like it's working and I'll create a new release for it, thank you very much again for your effort

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3 participants