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Configs
Fluids listed in the blacklist are excluded from automatic Forge fluid registration.
At startup, the mod performs the following steps:
- Reads all fluids defined by NTM
- For each NTM fluid, the mod attempts to register a corresponding Forge fluid
- Skips registration if the fluid is present in the blacklist
If a fluid is blacklisted, no Forge fluid will be generated for it.
Custom mappings allow you to manually define how NTM fluids map to Forge fluids, overriding the automatic behavior.
Each entry uses the following format:
NTM_fluid_ID=forge_fluid_ID
- The key is the NTM fluid ID
- The value is the Forge fluid ID
Tip
You can find all NTM fluid IDs in
Fluids.java
To list all Forge fluids currently registered in your game, use the /dumpregistry command from
BdLib.
Techical detail:
- if another mod already registered a Forge fluid with ID
forge_fluid_ID, boblfuidtranslator will associate the supplied NTM fluid with said Forge fluid - if no other mod registered a Forge fluid with ID
forge_fluid_ID, boblfuidtranslator will- register a new Forge fluid with the specified ID
- associate the supplied NTM fluid with the new Forge fluid
S:mappings <
WATZ=mud_fluid
>
This mapping causes the NTM fluid WATZ to be associated with the Forge fluid mud_fluid.
This mapping is required for Watz fluid to be associated with poisonous mud because the algorithm behind automatic mapping is not smart enough to figure out this edge case.
Tip
If you play with NTM Space, you might want to add this mapping for Potassium Permanganate
S:mappings <
KMnO4=kmno4
>
This section is the related to the config suffix:
# Suffix used for automatically generated Forge fluid IDs.
# Set to empty string for better mod compatibility.
# Default value "_fluid" is kept for backward compatibility with
# older versions of this mod, to avoid breaking existing worlds. [default: _fluid]
S:suffix=_fluid
When the mod automatically creates Forge fluids from NTM fluids, it must generate a Forge fluid ID.
This ID is derived from the NTM fluid name, with an optional suffix appended.
The default value _fluid is intentionally preserved to avoid breaking existing worlds.
Changing the suffix in an existing save may cause previously registered Forge fluids to no longer match their original IDs, potentially leading to missing fluids, broken blocks, or invalid containers.
For this reason, it is not recommended to change the suffix mid-playthrough.
Note
Older versions of the mod appended the suffix by default for balance reasons, but you can choose to remove it if you're starting a new playthrough and prefer mod compatibility over strict balance.