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Captains log
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## Changes.md
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138
## Changes.md
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## Additions
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- Netherite Backtank
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- Netherite Diving Helmet and Boots
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- Contraption Controls
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- Elevator Pulley
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- Copycat Panels and Copycat Steps
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- Block of Andesite Alloy
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- Block of Industrial Iron
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- Large Water Wheel
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- Mechanical Roller
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- Andesite, Brass and Copper Doors
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- Andesite, Brass and Copper Bars
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- Andesite, Brass and Copper Scaffolding
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- Clipboard
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- Mangrove Windows (1.19)
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## Changes
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- Overhauled models and textures of Andesite & Brass components (Kryppers)
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- Reworked textures of colored blocks such as seats and sails (dani)
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- New filter sprites (vectorwing)
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- Valve handles can now be used to precisely turn mechanical bearings by a set angle
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- Pulley ropes are now climbable
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- Lowered hitbox of seats for improved traversability inside contraptions
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- Improved safety for players standing on vertically moving contraptions
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- Pulley contraptions will now make an effort to place remote players at y values sensible to the client
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- Fixed seated entities on rotating contraptions not rendering at the correct location
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- Deployers no longer fail to activate in chunks claimed or protected by the player that placed them
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- Fixed couplings, schematics and in-world overlays not rendering correctly at coordinates far from the origin
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- Fixed Bearings, Pistons, Pulleys and Gantries powered by a Sequenced Gearshift not moving precisely to its instructions at high speeds
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- Minecart contraptions no longer visually jump to a location when stalled
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- Mechanical bearings now snap to a rounded angle when stopped
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- Contraption storage now accepts more chests and barrels from other mods
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- Players can now open chests and barrels on assembled contraptions
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- Mechanical Pumps no longer reverse direction based on kinetic input
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- Fixed pipe connections pulling fluids with half the speed compared to a directly attached pump
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- Substantially increased speed of visual flow propagation inside pipe networks
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- Portable storage interfaces now stall for longer after an exchange has happened, and shorter otherwise
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- Single train track blocks with slopes connected on either side will angle themselves to create a smoother ascend across both
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- Multiple pulleys can now attach to contraptions in a synchronised group
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- Display Boards now update text instantaneously at high input rpm
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- Diving helmets now always grant aqua affinity
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- Diving helmets can no longer be enchanted with aqua affinity
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- Water wheel fins are no longer directional
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- Water wheels now only have one speed level
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- Water wheels can now take the appearance of any reasonably implemented wood type
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- Added sided door control options to elevator contact and train station UI
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- Liquid can no longer spread perpendicularly on top of water wheels
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- Overhauled UX of scroll values and item filtering
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- Filtered item extraction can now be configured to pull "up to x items" per operation
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- Connected textures now use and apply the getAppearance() standard by Forge, allowing them to connect across other mods' facades, etc. (1.19)
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- Boiler status now highlights information about water flow when insufficient
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- The majority of in-world options no longer require a wrench
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- Chutes can now be encased in Industrial Iron Blocks
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- Chutes are now less prone to resetting shape when moved or rotated
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- Moved metal block variants to Building Blocks tab
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- Changed stonecutting ingredient of metal block variants from sheet to ingot
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- Base stone blocks can now be stonecut back from their cut variants
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- Fixed track placement allowing an s-bend between two sloped track pieces in specific arrangements
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- Fixed funnels losing filters when changing between types
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- New randomised textures for natural palette stone types (Kryppers)
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- Readjusted palette stone generation to use taller layers
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- World generation now places fewer stone type veins by default
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- Fixed lava fans voiding items that have smoking & smelting recipes with different outputs
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- Filter items now filter for their own item type if left empty
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- Valve handles no longer create stress config entries for each dyed variant
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- Place near initial angle mode on bearings now has a smaller interval considered 'near'
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- Players can now take items from saws via right-click
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- Item Drains now accept dropped items as input
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- Train track placement overlay now explicitly mentions the ctrl key
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- Fixed Mechanical Saws not rendering as animated when using rubidium
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- Fixed a ui element of the Station Screen rendering behind the background
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- Belts printed instantly or via cannon now retain the correct type of casing
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- Scheduled trains no longer slow down for slight ascends/descents on a straight track
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- Fixed saplings and other non-collidables sticking to chassis or super glue
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- Encased Fluid Pipes no longer z-fight on open pipe faces
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- Valve handles now turn twice as quickly
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- Bearings no longer have the angle-indicating nook on their block
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- Depot hitbox is now a simple cuboid
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- Fixed belts encased with andesite briefly showing brass textures
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- Fixed Filters and Attribute Filters not stacking with unmodified, equivalent stacks
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- Fixed Attribute Filters saving the name tag preview item in their data
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- Filters and Schedules can now be reset via crafting
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- Renamed Sails to Windmill Sails
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- Crushing gold ore now yields more experience nuggets
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- Fixed valve pipes sometimes not rotating their indicator fully
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- Horizontal, encased belts now render a support structure when solid blocks are above them
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- Added placement assist for mechanical drills, saws and deployers
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- Mechanical Belts can now be waterlogged
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- Depots and Ejectors can now be Waterlogged
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- Chutes and Funnels can now be Waterlogged
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- Fixed upright mechanical saws only able to be oriented in two directions
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- Deployers now have their filter slot on the side of the block
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- Deployers can now be rotated by wrenching them near the edge of the front face
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- Deployers now set filters on blocks only by targeting any location on a correct side
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- Fixed Schematics loaded for deployer printing not rotating block entity contents
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- Added tripwire to #movable_empty_collider
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- Renamed Stockpile Switch to Threshold Switch
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- Renamed Content Observer to Smart Observer
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- Smart observer and threshold switch can now be oriented to face blocks above or below them
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- Smart observer will now also emit redstone when the block in front of it matches its filter
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- Fixed non-vanilla signs not accepted as valid display targets
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- Brass tunnels with no distribution behaviour no longer show the mode switcher
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- Used more contrasting colours for diode and tunnel value inputs
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- Fixed crash when hose pulley cannot find reference fluid for infinite draining
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- Clipboards can now be used to transfer settings between blocks
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- Clipboards can now be used to manually write to Display Boards and Nixie Tubes
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- Clipboards can now be used as Material Checklists in the Schematicannon
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- Fixed and edited existing tooltips and ponder scenes to include behavioural changes in 0.5.1
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- New ponder scenes for Smart Observer, Threshold Switch, Elevator Pulley, Contraption Controls and Mechanical Rollers
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- Fixed ponder overlay text rendering with wonky pixels
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- Added a ponder category for recently added/changed blocks
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- Renamed Filter to List Filter
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- Deployers can now apply filters to a Redstone link with less required precision
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- Bezier track segments now render with a slight angle to reduce z-fighting
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- Fixed offset shaft rotation on encased large cogwheels
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- Fixed Smart Fluid Pipe not dropping filter when broken
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- Placards and Creative Crates will no longer hold on to special nbt content (except potion data, damage, enchants) of the contained item when imported via Schematicannon
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- Schematicannons can no longer print mobs
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- Fixed item frames not requiring an exact nbt match for printed contents
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- Players can now sneak while using exp nuggets to only consume one item at a time
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- Minecart contraption items can no longer be placed in container items like toolboxes or shulkers (configurable)
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- Implemented ComputerCraft interaction for Speed Controllers, Display Links, Speedometers, Stressometers, Sequenced Gearshifts and Train Stations (caelwarner)
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- Hand crank no longer drains hunger when using the extendo grip (Xstoudi)
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- Fixed Encased Chain Drives not reacting to block rotation and mirroring correctly
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- Open Ended Pipes now correctly handle Builder's Tea (NerdsOfAFeather)
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- Added Config entry for brass tunnel distribution cooldown (Walle123)
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- API for custom bogey & track types (Rabbitminers, techno-sam)
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- Fixed server crash caused by Gantry Contraptions assembling (Lucasmellof)
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- Fix "Lighter than air" fluids displayed incorrectly in spouts (cakeGit)
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- Added rotate and mirror methods to Fluid Pipes (xieve)
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- Chocolate & Honey fluid fog distance is now configurable (radimous)
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- Added a TrackGraph merge event (DaComputerNerd717)
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- Fixed players dismounting when trains get assembled (Equinoxxe)
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- Added GameTests (TropheusJ)
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- Added armor tags (NerdsOfAFeather)
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- Major updates now release as patch A
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@ -608,7 +608,7 @@ public abstract class Contraption {
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blockstate = blockstate.setValue(RedstoneContactBlock.POWERED, true);
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blockstate = blockstate.setValue(RedstoneContactBlock.POWERED, true);
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if (AllBlocks.POWERED_SHAFT.has(blockstate))
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if (AllBlocks.POWERED_SHAFT.has(blockstate))
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blockstate = BlockHelper.copyProperties(blockstate, AllBlocks.SHAFT.getDefaultState());
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blockstate = BlockHelper.copyProperties(blockstate, AllBlocks.SHAFT.getDefaultState());
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if (blockstate.getBlock() instanceof ControlsBlock)
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if (blockstate.getBlock() instanceof ControlsBlock && getType() == ContraptionType.CARRIAGE)
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blockstate = blockstate.setValue(ControlsBlock.OPEN, true);
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blockstate = blockstate.setValue(ControlsBlock.OPEN, true);
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if (blockstate.hasProperty(SlidingDoorBlock.VISIBLE))
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if (blockstate.hasProperty(SlidingDoorBlock.VISIBLE))
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blockstate = blockstate.setValue(SlidingDoorBlock.VISIBLE, false);
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blockstate = blockstate.setValue(SlidingDoorBlock.VISIBLE, false);
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@ -21,57 +21,57 @@ public class PonderTag implements ScreenElement {
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public static final PonderTag
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public static final PonderTag
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KINETIC_RELAYS = create("kinetic_relays").item(AllBlocks.COGWHEEL.get(), true, false)
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KINETIC_RELAYS = create("kinetic_relays").item(AllBlocks.COGWHEEL.get())
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.defaultLang("Kinetic Blocks", "Components which help relaying Rotational Force elsewhere")
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.defaultLang("Kinetic Blocks", "Components which help relaying Rotational Force elsewhere")
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.addToIndex(),
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.addToIndex(),
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KINETIC_SOURCES = create("kinetic_sources").item(AllBlocks.WATER_WHEEL.get(), true, false)
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KINETIC_SOURCES = create("kinetic_sources").item(AllBlocks.WATER_WHEEL.get())
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.defaultLang("Kinetic Sources", "Components which generate Rotational Force")
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.defaultLang("Kinetic Sources", "Components which generate Rotational Force")
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.addToIndex(),
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.addToIndex(),
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KINETIC_APPLIANCES = create("kinetic_appliances").item(AllBlocks.MECHANICAL_PRESS.get(), true, false)
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KINETIC_APPLIANCES = create("kinetic_appliances").item(AllBlocks.MECHANICAL_PRESS.get())
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.defaultLang("Kinetic Appliances", "Components which make use of Rotational Force")
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.defaultLang("Kinetic Appliances", "Components which make use of Rotational Force")
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.addToIndex(),
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.addToIndex(),
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FLUIDS = create("fluids").item(AllBlocks.FLUID_PIPE.get(), true, false)
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FLUIDS = create("fluids").item(AllBlocks.FLUID_PIPE.get())
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.defaultLang("Fluid Manipulators", "Components which help relaying and making use of Fluids")
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.defaultLang("Fluid Manipulators", "Components which help relaying and making use of Fluids")
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.addToIndex(),
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.addToIndex(),
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LOGISTICS = create("logistics").item(Blocks.CHEST, true, false)
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LOGISTICS = create("logistics").item(Blocks.CHEST)
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.defaultLang("Item Transportation", "Components which help moving items around")
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.defaultLang("Item Transportation", "Components which help moving items around")
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.addToIndex(),
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.addToIndex(),
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REDSTONE = create("redstone").item(Items.REDSTONE, true, false)
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REDSTONE = create("redstone").item(Items.REDSTONE)
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.defaultLang("Logic Components", "Components which help with redstone engineering")
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.defaultLang("Logic Components", "Components which help with redstone engineering")
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.addToIndex(),
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.addToIndex(),
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DECORATION = create("decoration").item(Items.ROSE_BUSH, true, false)
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DECORATION = create("decoration").item(Items.ROSE_BUSH)
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.defaultLang("Aesthetics", "Components used mostly for decorative purposes"),
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.defaultLang("Aesthetics", "Components used mostly for decorative purposes"),
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CREATIVE = create("creative").item(AllBlocks.CREATIVE_CRATE.get(), true, false)
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CREATIVE = create("creative").item(AllBlocks.CREATIVE_CRATE.get())
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.defaultLang("Creative Mode", "Components not usually available for Survival Mode")
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.defaultLang("Creative Mode", "Components not usually available for Survival Mode")
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.addToIndex(),
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.addToIndex(),
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MOVEMENT_ANCHOR = create("movement_anchor").item(AllBlocks.MECHANICAL_PISTON.get(), true, false)
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MOVEMENT_ANCHOR = create("movement_anchor").item(AllBlocks.MECHANICAL_PISTON.get())
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.defaultLang("Movement Anchors",
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.defaultLang("Movement Anchors",
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"Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways")
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"Components which allow the creation of moving contraptions, animating an attached structure in a variety of ways")
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.addToIndex(),
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.addToIndex(),
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CONTRAPTION_ACTOR = create("contraption_actor").item(AllBlocks.MECHANICAL_HARVESTER.get(), true, false)
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CONTRAPTION_ACTOR = create("contraption_actor").item(AllBlocks.MECHANICAL_HARVESTER.get())
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.defaultLang("Contraption Actors",
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.defaultLang("Contraption Actors",
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"Components which expose special behaviour when attached to a moving contraption")
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"Components which expose special behaviour when attached to a moving contraption")
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.addToIndex(),
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.addToIndex(),
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CONTRAPTION_ASSEMBLY = create("contraption_assembly").item(AllItems.SUPER_GLUE.get(), true, false)
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CONTRAPTION_ASSEMBLY = create("contraption_assembly").item(AllItems.SUPER_GLUE.get())
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.defaultLang("Block Attachment Utility",
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.defaultLang("Block Attachment Utility",
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"Tools and Components used to assemble structures moved as an animated Contraption")
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"Tools and Components used to assemble structures moved as an animated Contraption")
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.addToIndex(),
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.addToIndex(),
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SAILS = create("windmill_sails").item(AllBlocks.WINDMILL_BEARING.get())
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SAILS = create("windmill_sails").item(AllBlocks.WINDMILL_BEARING.get(), true, true)
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.defaultLang("Sails for Windmill Bearings",
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.defaultLang("Sails for Windmill Bearings",
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"Blocks that count towards the strength of a Windmill Contraption when assembled. Each of these have equal efficiency in doing so."),
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"Blocks that count towards the strength of a Windmill Contraption when assembled. Each of these have equal efficiency in doing so."),
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ARM_TARGETS = create("arm_targets").item(AllBlocks.MECHANICAL_ARM.get())
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ARM_TARGETS = create("arm_targets").item(AllBlocks.MECHANICAL_ARM.get(), true, true)
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.defaultLang("Targets for Mechanical Arms",
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.defaultLang("Targets for Mechanical Arms",
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"Components which can be selected as inputs or outputs to the Mechanical Arm"),
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"Components which can be selected as inputs or outputs to the Mechanical Arm"),
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@ -84,13 +84,11 @@ public class PonderTag implements ScreenElement {
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"Components that have been added or changed significantly in the latest versions of Create")
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"Components that have been added or changed significantly in the latest versions of Create")
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.addToIndex(),
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.addToIndex(),
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DISPLAY_SOURCES = create("display_sources").item(AllBlocks.DISPLAY_LINK.get(), true, false)
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DISPLAY_SOURCES = create("display_sources").item(AllBlocks.DISPLAY_LINK.get(), true, true)
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.item(AllBlocks.DISPLAY_LINK.get(), false, true)
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.defaultLang("Sources for Display Links",
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.defaultLang("Sources for Display Links",
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"Components or Blocks which offer some data that can be read with a Display Link"),
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"Components or Blocks which offer some data that can be read with a Display Link"),
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DISPLAY_TARGETS = create("display_targets").item(AllBlocks.DISPLAY_LINK.get(), true, false)
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DISPLAY_TARGETS = create("display_targets").item(AllBlocks.DISPLAY_LINK.get(), true, true)
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.item(AllBlocks.DISPLAY_LINK.get(), false, true)
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.defaultLang("Targets for Display Links",
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.defaultLang("Targets for Display Links",
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"Components or Blocks which can process and display the data received from a Display Link");
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"Components or Blocks which can process and display the data received from a Display Link");
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@ -158,7 +156,7 @@ public class PonderTag implements ScreenElement {
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}
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}
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public PonderTag item(ItemLike item) {
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public PonderTag item(ItemLike item) {
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return this.item(item, true, true);
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return this.item(item, true, false);
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}
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}
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@Override
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@Override
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@ -4,6 +4,7 @@ import java.text.NumberFormat;
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import java.util.Locale;
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import java.util.Locale;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.Minecraft;
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import net.minecraft.util.Mth;
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public class LangNumberFormat {
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public class LangNumberFormat {
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@ -25,6 +26,8 @@ public class LangNumberFormat {
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}
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}
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public static String format(double d) {
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public static String format(double d) {
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if (Mth.equal(d, 0))
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d = 0;
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return numberFormat.get()
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return numberFormat.get()
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.format(d)
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.format(d)
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.replace("\u00A0", " ");
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.replace("\u00A0", " ");
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