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## Changes.md
138
## Changes.md
@ -1,138 +0,0 @@
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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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@ -1,88 +0,0 @@
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| Method | Description |
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|---------------------------------------|------------------------------------------------------|
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| [`setCursorPos(x, y)`](#setCursorPos) | Sets the cursor position |
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| [`getCursorPos()`](#getCursorPos) | Gets the current cursor position |
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| [`getSize()`](#getSize) | Gets the display size of the connected target |
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| [`isColor()`](#isColor) | Whether the connected display target supports color |
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| [`isColour()`](#isColour) | Whether the connected display target supports colour |
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| [`write(text)`](#writetext) | Writes text at the current cursor position |
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| [`clearLine()`](#clearLine) | Clears the line at the current cursor position |
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| [`clear()`](#clear) | Clears the whole display |
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| [`update()`](#update) | Pushes an update to the display target |
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---
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### `setCursorPos(x, y)`
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Sets the cursor position. Can be outside the bounds of the connected display.
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**Parameters**
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- _x:_ `number` The cursor x position.
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- _y:_ `number` The cursor y position.
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---
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### `getCursorPos()`
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Gets the current cursor position.
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**Returns**
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- `number` The cursor x position.
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- `number` The cursor y position.
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---
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### `getSize()`
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Gets the size of the connected display target.
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**Returns**
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- `number` The width of the display.
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- `number` The height of the display.
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---
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### `isColor()`
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Checks whether the connected display target supports color.
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**Returns**
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- `boolean` Whether the display supports color.
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---
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### `isColour()`
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Checks whether the connected display target supports colour.
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**Returns**
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- `boolean` Whether the display supports colour.
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---
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### `write(text)`
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Writes text at the current cursor position, moving the cursor to the end of the text.
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This only writes to an internal buffer. For the changes to show up on the display [`update()`](#update) must be used.
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If the cursor is outside the bounds of the connected display, the text will not show up on the display.
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This will overwrite any text currently at the cursor position.
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**Parameters**
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- _text:_ `string` The text to write.
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**See also**
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- [`update()`](#update) To push the changes to the display target.
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---
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### `clearLine()`
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Clears the line at the current cursor position.
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**See also**
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- [`update()`](#update) To push the changes to the display target.
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---
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### `clear()`
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Clears the whole display.
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**See also**
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- [`update()`](#update) To push the changes to the display target.
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---
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### `update()`
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Pushes any changes to the connected display target.
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Any changes made are only made to an internal buffer.
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For them to show up on the display they must be pushed to the display using this function.
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This allows for this peripheral to be better multithreaded and for users to be able to change multiple lines at once by
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using multiple [`write(text)`](#writetext) calls and then one [`update()`](#update) call.
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**See also**
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- [`write(text)`](#writetext) To write text to the display target.
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| Method | Description |
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|-------------------------------------------------|----------------------------------------|
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| [`setTargetSpeed(speed)`](#setTargetSpeedspeed) | Sets the target rotation speed |
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| [`getTargetSpeed()`](#getTargetSpeed) | Gets the current target rotation speed |
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---
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### `setTargetSpeed(speed)`
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Sets the rotation speed controller's target speed.
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**Parameters**
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- _speed:_ `number` The target speed in RPM. Must be an integer within the range of [-256..256]. Values outside of this range will be clamped.
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---
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### `getTargetSpeed()`
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Gets the rotation speed controller's current target speed.
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**Returns**
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- `number` The current target rotation speed in RPM.
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| Method | Description |
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|--------------------------------------------------------|--------------------------------------------------------------|
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| [`rotate(angle, [modifier])`](#rotateangle-modifier) | Rotates shaft by a set angle |
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| [`move(distance, [modifier])`](#movedistance-modifier) | Rotates shaft to move Piston/Pulley/Gantry by a set distance |
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| [`isRunning()`](#isRunning) | Whether the gearshift is currently spinning |
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---
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### `rotate(angle, [modifier])`
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Rotates connected components by a set angle.
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**Parameters**
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- _angle:_ `number` Angle to rotate the shaft by in degrees. Must be a positive integer. To do backwards rotation, set _modifier_ to a negative value.
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- _modifier?:_ `number = 1` Speed modifier which can be used to reverse rotation. Must be an integer within the range of [-2..2]. Values out of this range are ignored and the default of 1 is used.
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---
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### `move(distance, [modifier])`
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Rotates connected components to move connected piston, pulley or gantry contractions by a set distance.
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**Parameters**
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- _distance:_ `number` Distance to move connected piston, pulley or gantry contraptions by. Must be a positive integer. To do backwards movement, set _modifier_ to a negative value.
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- _modifier?:_ `number = 1` Speed modifier which can be used to reverse direction. Must be an integer within the range of [-2..2]. Values out of this range are ignored and the default of 1 is used.
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---
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### `isRunning()`
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Checks if the sequenced gearshift is currently spinning.
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**Returns**
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- `boolean` Whether the sequenced gearshift is currently spinning.
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@ -1,10 +0,0 @@
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| Method | Description |
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|---------------------------|---------------------------------|
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| [`getSpeed()`](#getSpeed) | Gets the current rotation speed |
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---
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### `getSpeed()`
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Gets the current rotation speed of the attached components.
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**Returns**
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- `number` The current rotation speed in RPM.
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| Method | Description |
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|---------------------------------------------|--------------------------------|
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| [`getStress()`](#getStress) | Gets the current stress level |
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| [`getStressCapacity()`](#getStressCapacity) | Gets the total stress capacity |
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---
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### `getStress()`
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Gets the connected network's current stress level.
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**Returns**
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- `number` The current stress level in SU.
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---
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### `getStressCapacity()`
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Gets the connected network's total stress capacity.
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**Returns**
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- `number` The total stress capacity in SU.
|
@ -1,195 +0,0 @@
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Train schedules are represented by a table in Lua. The table contains a list of entries where each entry has a single instruction and multiple conditions.
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Each instruction and condition has a `data` table that stores specific data about the instruction or condition.
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```lua
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schedule = {
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cyclic = true, -- Does the schedule repeat itself after the end has been reached?
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entries = { -- List of entries, each entry contains a single instruction and multiple conditions.
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{
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instruction = {
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id = "create:destination", -- The different instructions are described below.
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data = { -- Data that is stored about the instruction. Different for each instruction type.
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text = "Station 1",
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},
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},
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conditions = { -- List of lists of conditions. The outer list is the "OR" list
|
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{ -- and the inner lists are "AND" lists.
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{
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id = "create:delay", -- The different conditions are described below.
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data = { -- Data that is stored about the condition. Different for each condition type.
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value = 5,
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time_unit = 1,
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},
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},
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{
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id = "create:powered",
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data = {},
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},
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},
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{
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{
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id = "create:time_of_day",
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data = {
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rotation = 0,
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hour = 14,
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minute = 0,
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},
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||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
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||||
}
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```
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---
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## Instructions
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| ID | Description |
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|----------------------------------------------|---------------------------------|
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| [`"create:destination"`](#createdestination) | Move to a certain train station |
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| [`"create:rename"`](#createrename) | Change the schedule title |
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| [`"create:throttle"`](#createthrottle) | Change the train's throttle |
|
||||
|
||||
---
|
||||
### `"create:destination"`
|
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Moves the train to the chosen train station. This instruction must have at least one condition.
|
||||
|
||||
**Data**
|
||||
- _text:_ `string` The name of the station to travel to. Can include * as a wildcard.
|
||||
|
||||
---
|
||||
### `"create:rename"`
|
||||
Renames the schedule. This name shows up on display link targets. This instruction cannot have conditions.
|
||||
|
||||
**Data**
|
||||
- _text:_ `string` The name to rename the schedule to.
|
||||
|
||||
---
|
||||
### `"create:throttle"`
|
||||
Changes the throttle of the train. This instruction cannot have conditions.
|
||||
|
||||
**Data**
|
||||
- _value:_ `number` The throttle to set the train to. Must be an integer within the range of [5..100].
|
||||
|
||||
---
|
||||
## Conditions
|
||||
Conditions are stored in a list of lists of conditions. The inner lists contain conditions that get `AND`'ed together. They must all be met for that group to be true.
|
||||
The outer list contains the `AND`'ed groups of conditions that get `OR`'ed together. Only one of the groups needs to be true for the schedule to move onto the next instruction.
|
||||
|
||||
| ID | Description |
|
||||
|-----------------------------------------------------|-----------------------------------------------------|
|
||||
| [`"create:delay"`](#createdelay) | Wait for a certain delay |
|
||||
| [`"create:time_of_day"`](#createtimeofday) | Wait for a specific time of day |
|
||||
| [`"create:fluid_threshold"`](#createfluidthreshold) | Wait for a certain amount of fluid to be on board |
|
||||
| [`"create:item_threshold"`](#createitemthreshold) | Wait for a certain amount of items to be on board |
|
||||
| [`"create:redstone_link"`](#createredstonelink) | Wait for a redstone link to be powered |
|
||||
| [`"create:player_count"`](#createplayercount) | Wait for a certain amount of players to be on board |
|
||||
| [`"create:idle"`](#createidle) | Wait for cargo loading inactivity |
|
||||
| [`"create:unloaded"`](#createunloaded) | Wait for the current chunk to be unloaded |
|
||||
| [`"create:powered"`](#createpowered) | Wait for the station to be powered |
|
||||
|
||||
---
|
||||
### `"create:delay"`
|
||||
Wait for a set delay. Can be measured in ticks, seconds or minutes.
|
||||
|
||||
**Data**
|
||||
- _value:_ `number` The amount of time to wait for.
|
||||
- _time_unit:_ `number` The unit of time. 0 for ticks, 1 for seconds and 2 for minutes.
|
||||
|
||||
---
|
||||
### `"create:time_of_day"`
|
||||
Wait for a time of day, then repeat at a specified interval.
|
||||
|
||||
**Data**
|
||||
- _hour:_ `number` The hour of the day to wait for in a 24-hour format. Must be an integer within the range of [0..23].
|
||||
- _minute:_ `number` The minute of the hour to wait for. Must be an integer within the range of [0..59].
|
||||
- _rotation:_ `number` The interval to repeat at after the time of day has been met. Check the rotation table below for valid values. Must be an integer within the range of [0..9].
|
||||
|
||||
**Rotation**
|
||||
|
||||
| Rotation | Time Interval |
|
||||
|----------|------------------|
|
||||
| 0 | Every Day |
|
||||
| 1 | Every 12 Hours |
|
||||
| 2 | Every 6 Hours |
|
||||
| 3 | Every 4 Hours |
|
||||
| 4 | Every 3 Hours |
|
||||
| 5 | Every 2 Hours |
|
||||
| 6 | Every Hour |
|
||||
| 7 | Every 45 Minutes |
|
||||
| 8 | Every 30 Minutes |
|
||||
| 9 | Every 15 Minutes |
|
||||
|
||||
---
|
||||
### `"create:fluid_threshold"`
|
||||
Wait for a certain amount of a specific fluid to be loaded onto the train.
|
||||
|
||||
**Data**
|
||||
- _bucket:_ `table` The bucket item of the fluid.
|
||||
- _threshold:_ `number` The threshold in number of buckets of fluid. Must be a positive integer.
|
||||
- _operator:_ `number` Whether the condition should wait for the train to be loaded above the threshold, below the threshold or exactly at the threshold. 0 for greater than, 1 for less than, 2 for equal to.
|
||||
- _measure:_ `number` The unit to measure the fluid in. This condition supports buckets as the only unit. Set to 0.
|
||||
|
||||
**See also**
|
||||
- [Items](#items) How items are represented in Lua.
|
||||
|
||||
---
|
||||
### `"create:item_threshold"`
|
||||
Wait for a certain amount of a specific item to be loaded onto the train.
|
||||
|
||||
**Data**
|
||||
- _item:_ `table` The item.
|
||||
- _threshold:_ `number` The threshold of items. Must be a positive integer.
|
||||
- _operator:_ `number` Whether the condition should wait for the train to be loaded above the threshold, below the threshold or exactly at the threshold. 0 for greater than, 1 for less than, 2 for equal to.
|
||||
- _measure:_ `number` The unit to measure the items in. 0 for items. 1 for stacks of items.
|
||||
|
||||
**See also**
|
||||
- [Items](#items) How items are represented in Lua.
|
||||
|
||||
---
|
||||
### `"create:redstone_link"`
|
||||
Wait for a redstone link to be powered.
|
||||
|
||||
**Data**
|
||||
- _frequency:_ `{ table... }` A list of the two items making up the redstone link frequency.
|
||||
- _inverted:_ `number` Whether the redstone link should be powered or not to meet the condition. 0 for powered. 1 for not powered.
|
||||
|
||||
**See also**
|
||||
- [Items](#items) How items are represented in Lua.
|
||||
|
||||
---
|
||||
### `"create:player_count"`
|
||||
Wait for a certain amount of players to be seated on the train.
|
||||
|
||||
**Data**
|
||||
- _count:_ `number` The number of players to be seated on the train. Must be a positive integer.
|
||||
- _exact:_ `number` Whether the seated player count has to be exact to meet the condition. 0 for the exact amount of players seated, 1 for a greater than or equal amount of seated players.
|
||||
|
||||
---
|
||||
### `"create:idle"`
|
||||
Wait for a period of inactivity in loading or unloading the train. Can be measured in ticks, seconds or minutes.
|
||||
|
||||
**Data**
|
||||
- _value:_ `number` The amount of idle time to meet the condition. Must be a positive integer.
|
||||
- _time_unit:_ `number` The unit of time. 0 for ticks, 1 for seconds and 2 for minutes.
|
||||
|
||||
---
|
||||
### `"create:unloaded"`
|
||||
Wait for the chunk the train is in to be unloaded.
|
||||
|
||||
---
|
||||
### `"create:powered"`
|
||||
Wait for the station to be powered with a redstone signal.
|
||||
|
||||
---
|
||||
## Items
|
||||
In Lua, items are represented with an ID and a count.
|
||||
|
||||
```lua
|
||||
item = {
|
||||
id = "minecraft:stone",
|
||||
count = 1,
|
||||
}
|
||||
```
|
||||
|
||||
- _id:_ `string` The ID of the item.
|
||||
- _count:_ `number` The amount of items in the stack. For the purposes of working with train schedules the count should always be 1. Must be an integer.
|
@ -1,179 +0,0 @@
|
||||
| Method | Description |
|
||||
|-----------------------------------------------------------------|----------------------------------------------------|
|
||||
| [`assemble()`](#assemble) | Assembles a new train at the station |
|
||||
| [`disassemble()`](#disassemble) | Disassembles the currently present train |
|
||||
| [`setAssemblyMode(assemblyMode)`](#setAssemblyModeassemblyMode) | Sets the station's assembly mode |
|
||||
| [`isInAssemblyMode()`](#isInAssemblyMode) | Whether the station is in assembly mode |
|
||||
| [`getStationName()`](#getStationName) | Gets the station's current name |
|
||||
| [`setStationName(name)`](#setStationNamename) | Sets the station's name |
|
||||
| [`isTrainPresent()`](#isTrainPresent) | Whether a train is present at the station |
|
||||
| [`isTrainImminent()`](#isTrainImminent) | Whether a train is imminent to the station |
|
||||
| [`isTrainEnroute()`](#isTrainEnroute) | Whether a train is enroute to the station |
|
||||
| [`getTrainName()`](#getTrainName) | Gets the currently present train's name |
|
||||
| [`setTrainName(name)`](#setTrainNamename) | Sets the currently present train's name |
|
||||
| [`hasSchedule()`](#hasSchedule) | Whether the currently present train has a schedule |
|
||||
| [`getSchedule()`](#getSchedule) | Gets the currently present train's schedule |
|
||||
| [`setSchedule(schedule)`](#setScheduleschedule) | Sets the currently present train's schedule |
|
||||
|
||||
---
|
||||
### `assemble()`
|
||||
Assembles a new train at the station. The station must be in assembly mode prior to calling this function.
|
||||
This function also causes the station to exit assembly mode after the train is done assembing.
|
||||
|
||||
**Throws**
|
||||
- If the station is not in assembly mode.
|
||||
- If the station is not connected to a track.
|
||||
- If the train failed to assemble.
|
||||
- If the station failed to exit assembly mode.
|
||||
|
||||
**See also**
|
||||
- [`setAssemblyMode(assemblyMode)`](#setAssemblyModeassemblyMode) To set the assembly mode of the station.
|
||||
|
||||
---
|
||||
### `disassemble()`
|
||||
Disassembles the station's currently present train. The station must not be in assembly mode.
|
||||
|
||||
**Throws**
|
||||
- If the station is in assembly mode.
|
||||
- If the station is not connected to a track.
|
||||
- If there is currently no train present at the station.
|
||||
- If the train failed to disassemble.
|
||||
|
||||
**See also**
|
||||
- [`setAssemblyMode(assemblyMode)`](#setAssemblyModeassemblyMode) To set the assembly mode of the station.
|
||||
|
||||
---
|
||||
### `setAssemblyMode(assemblyMode)`
|
||||
Sets the station's assembly mode.
|
||||
|
||||
**Parameters**
|
||||
- _assemblyMode:_ `boolean` Whether the station should be in assembly mode.
|
||||
|
||||
**Throws**
|
||||
- If the station fails to enter or exit assembly mode.
|
||||
- If the station is not connected to a track.
|
||||
|
||||
---
|
||||
### `isInAssemblyMode()`
|
||||
Checks whether the station is in assembly mode.
|
||||
|
||||
**Returns**
|
||||
- `boolean` Whether the station is in assembly mode.
|
||||
|
||||
---
|
||||
### `getStationName()`
|
||||
Gets the station's current name.
|
||||
|
||||
**Returns**
|
||||
- `string` The station's current name.
|
||||
|
||||
**Throws**
|
||||
- If the station is not connected to a track.
|
||||
|
||||
---
|
||||
### `setStationName(name)`
|
||||
Sets the station's name.
|
||||
|
||||
**Parameters**
|
||||
- _name:_ `string` What to set the station's name to.
|
||||
|
||||
**Throws**
|
||||
- If the station name fails to be set.
|
||||
- If the station is not connected to a track.
|
||||
|
||||
---
|
||||
### `isTrainPresent()`
|
||||
Checks whether a train is currently present at the station.
|
||||
|
||||
**Returns**
|
||||
- `boolean` Whether a train is present at the station.
|
||||
|
||||
**Throws**
|
||||
- If the station is not connected to a track.
|
||||
|
||||
---
|
||||
### `isTrainImminent()`
|
||||
Checks whether a train is imminently arriving at the station.
|
||||
Imminent is defined as being within 30 blocks of the station.
|
||||
This will not be true if the train has arrived and stopped at the station.
|
||||
|
||||
**Returns**
|
||||
- `boolean` Whether a train is imminent to the station.
|
||||
|
||||
**Throws**
|
||||
- If the station is not connected to a track.
|
||||
|
||||
**See also**
|
||||
- [`isTrainPresent()`](#isTrainPresent) To check if a train is present at the station.
|
||||
|
||||
---
|
||||
### `isTrainEnroute()`
|
||||
Checks whether a train is enroute and navigating to the station.
|
||||
|
||||
**Returns**
|
||||
- `boolean` Whether a train is enroute to the station.
|
||||
|
||||
**Throws**
|
||||
- If the station is not connected to a track.
|
||||
|
||||
---
|
||||
### `getTrainName()`
|
||||
Gets the currently present train's name.
|
||||
|
||||
**Returns**
|
||||
- `string` The currently present train's name.
|
||||
|
||||
**Throws**
|
||||
- If the station is not connected to a track.
|
||||
- If there is currently no train present at the station.
|
||||
|
||||
---
|
||||
### `setTrainName(name)`
|
||||
Sets the currently present train's name.
|
||||
|
||||
**Parameters**
|
||||
- _name:_ `string` What to set the currently present train's name to.
|
||||
|
||||
**Throws**
|
||||
- If the station is not connected to a track.
|
||||
- If there is currently no train present at the station.
|
||||
|
||||
---
|
||||
### `hasSchedule()`
|
||||
Checks whether the currently present train has a schedule.
|
||||
|
||||
**Returns**
|
||||
- `boolean` Whether the currently present train has a schedule.
|
||||
|
||||
**Throws**
|
||||
- If the station is not connected to a track.
|
||||
- If there is currently no train present at the station.
|
||||
|
||||
---
|
||||
### `getSchedule()`
|
||||
Gets the currently present train's schedule.
|
||||
|
||||
**Returns**
|
||||
- `table` The train's schedule
|
||||
|
||||
**Throws**
|
||||
- If the station is not connected to a track.
|
||||
- If there is currently no train present at the station.
|
||||
- If the present train doesn't have a schedule.
|
||||
|
||||
**See also**
|
||||
- [Lua Train Schedules](#Lua-Train-Schedules) How train schedules are represented in Lua.
|
||||
|
||||
---
|
||||
### `setSchedule(schedule)`
|
||||
Sets the currently present train's schedule. This will overwrite the currently set schedule.
|
||||
|
||||
**Parameters**
|
||||
- _schedule:_ `table` The schedule to set the present train to.
|
||||
|
||||
**Throws**
|
||||
- If the station is not connected to a track.
|
||||
- If there is currently no train present at the station.
|
||||
|
||||
**See also**
|
||||
- [Lua Train Schedules](#Lua-Train-Schedules) How train schedules are represented in Lua.
|
@ -1,2 +0,0 @@
|
||||
Just before this PR is about to be merged this /wiki folder will be removed from the PR and the pages will be added to
|
||||
the wiki section of the Create GitHub under API Reference
|
Loading…
Reference in New Issue
Block a user