Commit Graph

351 Commits

Author SHA1 Message Date
simibubi
5a7c09aa25 Filtered Basin Processing
- Basins can now be assigned a filter to narrow down the range of recipes that can be applied to its ingredients
- Some random asset updates
2020-09-04 15:16:07 +02:00
simibubi
2855a22221 Grunthog Day
- Migrated Shaped and Shapeless crafting recipes to generated
- Added the reworked spout asset by Kryppers
2020-08-31 12:49:36 +02:00
simibubi
84079c769e Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-08-28 22:45:31 +02:00
simibubi
230a6cf848 Sploosh
- Added the Spout
- Added Safety check to the drain cap rendering condition
Highly unstable
2020-08-28 22:45:27 +02:00
Daniel Amberson
c64d0fd98e more corrections
blockbench also likes putting "create:" in front of vanilla textures

also log waterwheel spokes!
2020-08-28 12:20:07 -05:00
Daniel Amberson
34a3db1c20 hi mixels are bad
I didn't check but I'm pretty sure the only perfectly aligned textures were the axels
2020-08-28 08:17:34 -05:00
Daniel Amberson
1bff36e40f the redstone reciever recieved a replenishing retexture
(and the transmitter too!)

also bark is dumb
2020-08-28 06:43:27 -05:00
Daniel Amberson
d57f5d45ff something??
I got scared these files got overridden in some way so I saved over them and did... something.
2020-08-26 23:21:09 -05:00
simibubi
e52765cce0 Encased and Windowed Pipes
- Added encased and non-opaque versions of the fluid pipe.
- Added new generic te behaviour across pipe blocks for their rims/attachment models
- Pipes and pumps now render a little drain cap when connected to a fluid inventory
2020-08-25 20:12:33 +02:00
simibubi
a4b4c770be Asset Break
- Implemented reworked chute models by Kryppers
- Implemented new basin model by Kryppers
- Chutes now have proper selection bounds
- Some minor texture & model touch-ups
- Fixed symmetry wand position in its GUI
2020-08-24 23:45:37 +02:00
simibubi
2040d66c3e Fundamentals of Fluid Transfer
- Fixed some inconsistencies with a tanks' fluidhandler invalidation when resized
- Patched crashes in present fluid handling of the basin
- Tanks now slightly shade horizontal faces of the contained liquid
- Tanks no longer resend data every tick when filled gradually
- Introduced a new lerped value type with better design decisions
- Refactored Smart tileentity serialization to better support custom overrides in contained behaviours

- Pumps propagate flows in the pipe networks in front and behind itself.
- Pumps collect all possible in and outputs across the reachable pipe graph as endpoints
- Flows move across multiple branches of a pipe network when both are equally viable
- Open-ended pipes are treated as endpoints and leak fluid into and out of a block space
- Open endpoints serialize stateful information about fluid units gathered and held at the interface
- Open endpoints turn a fluid block into 1000 fluid units and back
- Open endpoints undo their transaction when their flow changes from pull to push
- Open endpoints cannot pull fluids back when a full liquid block was not placed yet
- Open endpoints waterlog blocks when the provided fluid is water
- A collision response is triggered when different types of fluids meet at open endpoints
- Fluids are transferred instantly by the throughput of a completed flow per tick
- Pumps cut flows when vital pipes are removed
- Pumps do not lose progress of finished flows when an unrelated part of the pipe network changes
- Pumps do not lose progress of finished flows when reversed
- Pumps distribute their throughput across available input flows evenly
- Pumps distribute gathered input fluid across outputs evenly
- Pumps expose furthest reachable pipefaces to other pumps for chained transfer
- Chained pumps with fully overlapping flow sections provide their endpoints at the entrance of the other pump
- Chained pumps with overlapping flow sections participate in two shared endpoints, one for each pump dominating the contested region
- Chained pumps with overlapping flow only transfer via the optimal of the two possible endpoints based on their speeds
- Chained pumps of equal speed pick one of the two available endpoints deterministically
- Pumps transfer without flows when no pipe is between the pump and the endpoint
- Pumps serialize and recover stateful information about held fluid units at open endpoints
- Chained pumps do not actively transfer when both are partaking with push flows (or both pulling)
- A pull flow originating from an inter-pump endpoint only commences when the corresponding push flow is completed
- Chained pumps re-determine the optimal flow when the speed of one is changed at runtime
- Throughput of chained pumps is determined by their weakest link in terms of speed
- Endpoints created for chained pumps is treated equally to other available endpoints when fluid is distributed
- Pipes do not contain a physical amount of fluid.
- Pipes never hold serialized vital stateful information about fluid transfer.
- Pipes synchronize local flow progress and fluid type to clients
- Flows in a pipe progress with the speed of the network flow
- A networks flow speed depends on the speed of the aggregated pump
- Pipe flows of different flow graphs of different pumps interact with each other
- A collision response is triggered when two different types of fluid meet within a pipe
- Pipes spawn particles to illustrate contained flows/liquids of flows
- The fluid transfer role is exposed through a TE behaviour with some callbacks and properties
- Open endpoints show particles when interacting with in-world fluids
2020-08-24 21:02:03 +02:00
Daniel Amberson
7e3dd8f701 the linear chassis blocks no longer look bad
or, at least, as bad
those bolts didn't look nearly as good as I thought they would
2020-08-12 13:55:45 -05:00
simibubi
7e167f3b29 Couple things, Part I
- Added Foundation and POC of minecart couplings and carriage contraptions. highly unstable
2020-08-05 22:10:05 +02:00
Daniel Amberson
ffe3cf4f71 VERY small nitpick
y'all probably won't even notice it but it bugged the frick out of me
2020-08-05 10:04:53 -05:00
Daniel Amberson
e1131c7ad9 the casings no longer look like garbage
yay
you can actually reasonably build with them now :V
2020-08-05 09:11:11 -05:00
simibubi
a5e666d85e casings, indeed.
- Implemented the new casing variants
- Fixed missing particle textures on cogwheels
- Implemented Copper Tiles
2020-08-05 00:41:07 +02:00
Daniel Amberson
b9fd7b0512 casings!
shadowosteel
2020-08-04 17:16:58 -05:00
Daniel Amberson
6bed40d01b Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-08-04 12:00:55 -05:00
Daniel Amberson
0a34d289a5 brass/andesite cog retexture + others
-brass and andesite cogs got a glowup
-the smouldering blaze now looks properly ominously hot
-owo
2020-08-04 12:00:52 -05:00
Kryppers
79e78fc2d2 Solved the riddle of the extendo_grip
also updated some textures or whatever...
2020-07-27 12:33:19 +01:00
Kryppers
4f8fe51b7f Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-07-27 11:14:03 +01:00
Kryppers
54288e0e2d Polished up the extendo-grip 2020-07-27 11:13:54 +01:00
Daniel Amberson
b5628704f4 cogwheel cleanup
de-noising the large cogwheel and removing the weird atlas-destroying palette from the small cogwheel
2020-07-26 20:29:24 -05:00
Daniel Amberson
531628f784 Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-07-26 19:29:21 -05:00
Daniel Amberson
32f9a39430 cogwheel glowup
the cogwheels no longer have stretched vanilla textures, they now have their own unique textures

also blockbench is dumb and reverted my progress \o/
2020-07-26 19:29:15 -05:00
Kryppers
82b6d635cc copper-tacular!
Little tweak on the last stage copper oxidisation, plus the sprite set for copper tiles.
2020-07-26 15:57:37 +01:00
Daniel Amberson
b731d2308e there's MORE?
how does this keep happening
2020-07-25 17:41:02 -05:00
Daniel Amberson
f3a8040a25 Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-07-25 17:03:15 -05:00
Daniel Amberson
acb6770c19 FORGOT ONE
how
2020-07-25 17:03:11 -05:00
simibubi
80406e8782 Cleanup crew
- More refactors and enhancements to the blaze burner
2020-07-23 17:41:15 +02:00
simibubi
f5af1cd81e Merge branch 'mc1.15/dev' into mc1.15/collision 2020-07-22 19:07:33 +02:00
simibubi
7994835cb0 Seats, part II
- Any living entity can now use seats
- Fix client sync issues with seats
- Fixed contraptions double-reversing roll and pitch values when communicating to the collision engine
- Seats now transfer their passengers to a contraption when moved and back when disassembled
- Attempted further refinements to the collision response of horizontally rotated contraptions
- Set up a hook to inject custom interaction between players and contraption mounted blocks on right-click
- Seats can now by mounted by players while assembled to a contraption
- Minor refactors to the contraption class
2020-07-22 01:18:09 +02:00
Daniel Amberson
4957434cd0 Electron tube tweak
the actual quartz glass part is no longer nearly as saturated, and has a better visual hint of being translucent
2020-07-20 18:52:18 -05:00
Daniel Amberson
4ac06fb648 General polished item textures
just random item sprites I thought would be good
2020-07-20 16:50:44 -05:00
Daniel Amberson
251bc5fb37 bark is DUMB
don't use bark in your engineering plans for machines, you'll regret it
2020-07-20 16:37:40 -05:00
Kryppers
6076dc22a2 Update brass_tunnel_top_connected.png
fixed up a texture missing from the brass update
2020-07-19 12:11:16 +01:00
simibubi
217138255e Tanks, Obama
- Reworked fluid tanks to incorporate new assets and functionality
2020-07-19 00:22:14 +02:00
simibubi
e276302cee LeastReality's Belt Tunnel Rework
- Replaced belt tunnel assets; adjusted blockstates and animations accordingly
2020-07-16 19:13:00 +02:00
Kryppers
e686906b22 Oxidised blocks 2: Electric Boogaloo
tweaked the oxide textures further based on the team feedback
2020-07-15 20:36:39 +01:00
Daniel Amberson
4a95236b11 Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-07-15 13:47:24 -05:00
Daniel Amberson
346b52fff7 More brass and copper polishing
some other blocks I didn't get to retexture in the first round
2020-07-15 13:47:03 -05:00
Kryppers
b773019a05 Copper Oxidised Blocks
Updated all the copper oxides blocks
2020-07-15 18:19:59 +01:00
Daniel Amberson
6c573e1424 Missed one
how the frick I thought I did this one too--
2020-07-15 07:15:08 -05:00
Daniel Amberson
30cae32805 Polished brass and copper textures
if anything's screwed up then I take no responsibility
2020-07-15 07:08:52 -05:00
0580318b38 new heater fuel and fueling system 2020-07-14 15:54:02 +02:00
a44ef1733b Merge branch 'heatedMixer' into mc1.15/dev 2020-07-12 14:54:03 +02:00
12595490c7 Heater functionality:
- Heated Mixing: Mixing can now require the player to heat the basin (with either the usual fan heaters for a heat level of 1 or the blaze heater for higher heat levels)
- Made mixing brass ingots from copper and zinc ingots require heating (as example)
- added the blaze heater to valid fan heaters
- added TE renderer for fan heater to display a blaze head always facing the player
- added fueling of blaze heater with furnace fuel (onUse event, not with inventory to challenge the automation. To be discussed.)

todo:
- add heat requirement display to JEI
- better item model for blaze heater
- new special fuel for higher heat levels
- fan stoking
2020-07-12 13:13:43 +02:00
ae785b5a66 blaze_heater 2020-07-12 10:57:53 +02:00
simibubi
a0ff70a1bb Not enough polish
- Reworked belt assets and renderer once again
2020-07-12 02:05:29 +02:00
simibubi
1ea7eeb040 Merge branch 'mc1.15/dev' into mc1.15/collision 2020-07-11 12:33:01 +02:00
simibubi
04b81128cd SeatState
- Added textures, models and blockstates for seats
2020-07-11 01:28:37 +02:00
simibubi
367296e6c1 Logistical enhancements and fixes
- Arms can no longer insert into powered brass funnels
- Slight ArmInteractionPoint refactor
- Arms can now interact with Millstones, Basins, Jukeboxes, Crushing Wheels and the Mechanical Saw
- Fixed crash when logging into a world with a running mixer
- Arms now start to dance when one of their in or outputs is a running jukebox
- Arms can now be mounted on the ceiling
- Arms now always prefer the interaction points that were selected first
- Fixed belt funnels not updating their blockstate properly when transitioning from other funnel types
- Vertical funnels next to the end of a belt will now stall the belt when unable to collect incoming items
- Minor model & texture touch ups
- Arm no longer cancels player interaction when its empty handed
- Fixed chutes not vertically interacting with andesite funnels
2020-07-10 19:48:04 +02:00
simibubi
8d056d082a Brass Tunnel connectivity and filtering
- Brass tunnels now visually connect for upcoming splitter functionality
- Added a tileentity behaviour that allows separate filtering for each face
- Added filtering to brass tunnels
2020-07-08 22:24:33 +02:00
simibubi
279504cccf Tunnel clean-up & QOL
- Removed synchronization behaviour of belt tunnels
- Belt tunnels can now be placed on non-reinforced belt segments, and will apply the missing casing automatically
- Bunch more renames
- Small tweaks to the andesite tunnel texture
- Mechanical arms can no longer take from belts covered by a tunnel
- Belt tunnels can now create a window when directly next to a funnel
- Fixed tunnel flaps not being triggered when inserting into a covered belt
2020-07-08 13:41:55 +02:00
simibubi
dbd89199ac Andesite Logistics
- Removed pre-0.3 funnel blocks
- Added andesite variant to reality funnels, without filtering or redstone control
- Added andesite variant to belt tunnels
- Reality Funnel -> Brass Funnel
2020-07-08 01:36:34 +02:00
simibubi
6511cbcd7b Belt casing overhaul
- Sideways and Vertical belts can now be reinforced with casing
- Belts can now be reinforced with andesite casing
- Reinforcing belts no longer consumes the casing block
- Reworked reinforced belt models
- Fixed flipped diagonal belt casing once again
- Fixed belts breaking instantly when punched in survival mode
2020-07-07 16:03:49 +02:00
simibubi
0f4d65778e Belt model polish
- Touched up belt models
- Fixed bottom/top diagonal belt casing being reversed
2020-07-07 00:48:53 +02:00
simibubi
cd189a5fa9 Chute Implementation
- Chutes can now transfer items
- Chutes now propagate air flow from attached fans
- Fixed a few issues with mechanical arms
- Removed unused chute models
- Implemented appropriate interactions between funnels and chutes
2020-07-02 17:23:42 +02:00
simibubi
f820e2be27 Mechanical Arm Implementation
- The arm blockitem can now be used to select inputs & outputs
- Arms now transfer items between inputs and outputs
- Arm support for Belts, Depots and Funnels
- Some safety checks in net code
- Minor refactor to NBTHelper
2020-07-01 22:02:00 +02:00
simibubi
f79d168bc7 Directed Funneling and Chute Funnels
- Added a funnel block variant that interacts with chutes horizontally (same item)
- Belt and Chute Funnels now have a push/pull property
- Removed Chute Ports
2020-06-25 21:38:23 +02:00
simibubi
457050ab2f Powered Funneling
- Tidied up R-Funnel texture sheet
- R-Funnels can now be powered by redstone
- Non-mounted R-Funnels are now full hopper-like blocks rather than fixtures
2020-06-25 18:17:37 +02:00
simibubi
a25f90f4ab Diagonal ChuteState
- Chutes can now connect diagonally
2020-06-24 17:25:19 +02:00
Kryppers
bffdaeb344 Update chute.png
Updated the texture for the basic chute block
2020-06-22 18:03:34 +01:00
simibubi
5b07073e00 Logistical Mockups Part III
- Added the depot block
2020-06-20 20:02:27 +02:00
simibubi
769e585e53 Logistical Mockups Part II
- Added mockups for:
  - Packager
  - Chutes & Chute interfaces
  - Least's Reality Funnel (tm)
2020-06-20 16:10:07 +02:00
simibubi
cc6efa5aa2 Logistical Mockups Part I
- Added blockstates and TER for the Mechanical Arm
- Mechanical Arms will start a Grab Rave at random intervals
2020-06-16 12:54:24 +02:00
simibubi
dc1ccb6741 TankState
- Added blockstates and dynamic models for the fluid tank
- "Copper Pipe" -> "Fluid Pipe"
- BlockPartials are no longer an enum
2020-06-15 19:14:03 +02:00
simibubi
0a9816504b PumpState
- Added blockstates, models and TE rendering for mechanical pumps
- Removed unused pipe textures
- Removed hasStaticPart in IWrenchable as it became obsolete in 1.15
- Bumped version
2020-06-15 02:25:33 +02:00
simibubi
20de324b72 PipeState
- Implemented dynamic models and blockstates of copper pipes
2020-06-14 22:24:46 +02:00
a57a35e867 reinforced rails 2020-06-09 23:49:39 +02:00
simibubi
34a16b05bf In memory of Gilded Rose Quartz
- Added the Extendo Grip
- Cart assemblers now center a held minecart on their position
- Fixed Minecart contraptions facing backwards upon assembly
2020-06-06 22:36:58 +02:00
simibubi
e669bb3b27 Added Nixie Tubes 2020-06-05 23:26:22 +02:00
simibubi
cfdc9d0a5e Directional sources of rotation
- Fixed gearbox pretending to be a deployer
- Fixed reversed rendering in the furnace engine TER
- Motors, fans, flywheels and handcranks now reverse their rotation when facing in negative axisdirections. Addresses #236
- Cart assemblers no longer auto-attach to blocks on their sides (top only)
2020-06-04 21:02:29 +02:00
simibubi
daee93dc48 Stone variant recipes
- Setup automated recipes for stone palette blocks and their stairs/slabs/etc
- Fixed datagen putting air blocks as drops for attached logistical blocks
- Fixed recipes and lang entries using outdated registry names
- Fixed kinetic blocks appearing twice in the main creative tab
2020-05-31 19:17:00 +02:00
simibubi
c53f9c2079 Contraption actors and blockzapper screen
- Fixed harvesters and drill animating incorrectly on contraptions
- Ported blockzapper and worldshaper screen
2020-05-28 13:37:15 +02:00
simibubi
3d68bec18a Item registrates, and more porty
- All Items are now using registrate
- Blockzapper now renders an outline around its affected area
- Ported rainbow debug ™️
- Reworked the custom item model/renderer system
- Schematics now preview their structure again
- SuperByteBuffers now support being rendered into non-BufferBuilders
2020-05-28 01:29:26 +02:00
simibubi
785c79786d Get registrated, Part II
- Set up datagen and registrate chains for all remaining blocks
2020-05-22 20:02:07 +02:00
simibubi
8ab9118de2 Get registrated
- Set up datagen and registrate chains for all remaining blocks from the contraptions section
2020-05-21 00:15:02 +02:00
simibubi
ff1f7bd207 Spiffy creative motor
- Motors can now face any direction
- Reworked motor model
- Ported motor to registrate
2020-05-19 01:07:45 +02:00
simibubi
c698aec5d4 Generating complex blockstates
- Added utility for outsourcing blockstate generators into dedicated classes
- Ported Encased belt and Adjustable Pulley
- Updated Forge
2020-05-18 22:01:09 +02:00
simibubi
9c96ee8bb8 Removed Symmetry Particles from block registry
- Fixed fluid rendering in fan recipe JEI
- Made symmetry mirror models partials instead of blockstates
- Ported symmetry wand GUI Screen
2020-05-18 15:51:24 +02:00
simibubi
fb72a686e7 Ported in-world interfaces
- Outlines now support shading/normals
- Refactored Value boxes to use the outliner system
- Ported scrolloption, filter and frequency slot rendering
2020-05-16 17:51:29 +02:00
simibubi
8212d39d95 Ported superglue entityrenderer 2020-05-16 09:57:06 +02:00
simibubi
78b3d2c47e Goodbye, tools
- Removed shadow steel, rose quartz and blazing toolsets
- Removed some other unused assets
- Fixed limesand not registering an item
2020-05-15 02:05:01 +02:00
simibubi
12e0e55b0f Generating Stairs, Slabs and Walls
- All palette variants now have auto-generated stairs, slabs and walls for certain patterns
- Layered variant types have connected textures again
- Centralized all SpriteShifts
2020-05-15 01:23:27 +02:00
simibubi
a070792248 Generating Glass and Window Panes
- Re-implemented framed, tiled glass panes and window panes in the palettes registrate
2020-05-14 19:06:40 +02:00
simibubi
deb03d10de Ported window blocks
- window and glass blocks entered the registrate
- updated palette textures
- removed windowlogging
- removed cocoa logs
2020-05-14 01:23:15 +02:00
simibubi
7536e22eed Connected Textures and Registrate
- CT behaviour is no longer tied to blocks implementing interfaces
- Custom models and connected textures can now be assigned in a custom blockbuider
- Ported framed glass to Palette Registrate
2020-05-13 21:56:46 +02:00
simibubi
bf57058e4e A new home for palette blocks
- Set up datagen for basic palette models and blockstates
- Overgrown blocks now follow foliage colour
- Paved blocks now connect vertically
2020-05-13 01:11:07 +02:00
simibubi
65853c9da0 Creative Crate Revival
- The creative crate is back on the menu
- Schematicannons with creative crates no longer require gunpowder to operate
- Creative crates can now be used for infinite item supply and voiding
- Added a few more advancements
2020-05-07 19:52:36 +02:00
simibubi
6c3c0600d3 Rebooting Advancements
- Reworked basic advancement tree, to be continued
- Removed unused trigger and damage source for sandpaper
- Added some new crate assets
2020-05-06 20:24:04 +02:00
simibubi
ef541493c5 Asset tweak
- Made new belt sprite less aggressive
2020-05-05 20:36:42 +02:00
simibubi
c4513020df Schematics and Entities
- Fixed sidedness issue with glue effect packets
- Fixed duplication issue with Schematic tables
- Schematics can now include entities
- Schematicannons can now print:
    - superglue
    - (filled) item frames
    - (equipped) armor stands
    - end crystals
    - boats and minecarts
    - paintings
- Special blocks/entities placed by a schematicannon can now specify custom item requirements (used currently for belts & superglue)
- Fixed superglue not being rotated/mirrored correctly
2020-05-05 20:21:22 +02:00
simibubi
75638b7c8d Pocket Carts
- Minecarts with mounted contraptions can now be picked up as an item
- Furnace Minecarts can now be used in the cart assembler
- Fixed superglue not re-appearing when moved in piston contraptions
- Fixed deployer not being able to interact with non-living entities
- Fixed Schematic deploy tool outline not rendering at the right location for certain boundary sizes
- Fixed leaking GL texture parameters from outline rendering
- Added Italian localization
- Fixed file extension of Japanese localization
2020-04-30 16:45:35 +02:00
simibubi
885791f878 Cart Rotation Lock
- Minecart assemblers can now be configured to 3 different rotation modes
2020-04-29 23:32:17 +02:00
simibubi
a97418e784 Better Schematics
- Visual rework to Schematic items and their interface
- Written Schematics can now be re-used in Schematic Tables
- Schematic and Quill selection is now smoother and more precise
- Schematics no longer re-render their preview every time they are re-positioned
- Schematic tools now move, rotate or flip the schematic more smoothly
- Schematic tools now render the new cuboid outlines rather than plain GL lines
- Fixed Schematics not rendering TileEntities in their preview
- Fixed inconsistent shifting when rotating Schematics with an "odd by even" size
- Fixed typo in Mechanical Press tooltip
2020-04-27 14:04:06 +02:00
simibubi
c62d356f9b Superglue
- Added superglue, an alternative to chassis blocks
- Added some random safety checks
- Fixed some more bad gl states left by event handlers
2020-04-20 23:27:34 +02:00
simibubi
db8e52be2e Bugs & Refactors
- Added new selection/outline particles for use in place of bounding box rendering
- Refactored JEI categories
- Slots for chance outputs now have a slighly different appearance in JEI
- Redstone links no longer cause a redstone update when loaded in
- Redstone links no longer mess up windmill bearings on chunk reload
- Fixed redstone links not working properly after movement in a contraption
- Filter output amounts can no longer be increased beyond the stack limit
- Chassis range visualization now uses the new outline particle
- Kinetic networks are now aware of movement, such as NBT-item placement, schematic placement and other means of tileentity movement and will reset/reconnect
- Fixed pistons/bearings/etc not being movable by chassis
- Fixed pistons/bearings/etc moving a clone of themselves when attached to the initial block
- Fixed pistons/bearings/etc stopping or losing their structure when loaded incorrecly
- Pulleys can now be moved while extended, moving attached ropes and their own attached structure with them
- Brittle blocks such as ladders/torches/etc can no longer be moved unless their attached block is moved
- Fixed mechanical pistons messing up their kinetic information when changing into a different extension state.
- Fixed misplaced client code introduced by a ScreenOpener hotfix
- Fixed inconsistent belt initialization when belts are placed by schematics or structures, causing them to break at random
- Clutches and Gearshifts now await their turn to re-attach when changed, allowing multiple to be used in a network and swapped within one tick without causing components to break.
- Fixed flexcrate interface crashing if the block gets removed while open
- Some additions/modifications in texture assets
- Pistons no longer get blocked by their push limit if the blocks pushed are attached to each other
2020-04-16 20:46:15 +02:00
simibubi
c3f781b762 The Millstone
- Added Millstone
- Added Milling recipe type
- Crushing wheels can apply milling recipes
- Added a command for clearing the buffer cache
- Any cog-containing machine can now connect to large cogwheels
- Added French localization by Kiro
- Removed unused lang entries
2020-03-26 23:03:56 +01:00
simibubi
f9b9659bc6 Bugs, Recipes and Storage Blocks
- Added Zinc and Brass Block
- Added compat for mechanical Saw with BoP's logs
- Fixed Crafters and Mixers not handling container items properly
- Fixed Shafts not dropping when breaking a belt segment with pulley
- Added missing loot table for copper blocks and shingles
2020-03-23 17:04:09 +01:00
simibubi
14e053fafd Sequenced Gearshift
- Added Sequenced Gearshifts
- Fixed custom swords breaking blocks when held in creative mode
- Fixed belts cancelling flight when touched
- Fixed Entities being blocked by contraption boundaries when moved on belts
- Fixed Flexpeater going funky when edited while active
- Fixed Links not firing when placed into a powered location
2020-03-11 21:40:55 +01:00
simibubi
59e9a76e49 Special Tool Tiers
- Added Blazing, Shadow Steel and Gilded Rose Quartz tools with individual traits
2020-03-09 17:46:04 +01:00
simibubi
c3278c91c8 Handheld Worldshaper
- Fixed crash caused by suicidal deployers
- Fixed blockzapper rendering inconsistencies before a block is selected
- Added the Handheld Worldshaper with 3 brushes and 6 modes
- Entities on belts no longer get blocked by entities they are being ridden by
2020-03-05 19:52:10 +01:00
simibubi
068b7c0c37 Rotated Disassembly & Powered Latch
- Chassis blocks now visualize their range blocks when selected with a wrench
- Fixed Bearings and other actors selecting moved blocks as if they were being pushed in a direction
- Fixed Radial chassis not connecting to each other consistently
- Added Powered Latch and Powered Toggle Latch (Redstone circuits)
- Window-logging now works with modded glass panes, that do not have the tag on their item, but the block only
- Chassis can now be edited in bulk by holding down Ctrl
- Chained block movement no longer marks blocks for movement if they are in front of a block breaker
- Making a chassis sticky no longer uses up slime balls
- Chassis can now be made sticky on all sides if a sticky side is clicked once again
- Fixed linear chassis picking up blocks attached to other chassis' lines, even if not sticky
- Fixed horizontal rotation and mirroring of chassis blocks and their sticky sides
- Structures rotated in a Contraption now try to rotate themselves and their blocks toward the nearest axis-alinged direction when disassembled
- Fans no longer shoot testing rays if the target block shape is completely filled or empty (trivial case)
- Fans can now blow through iron bars again
- Fixed crash when adjusting motors
- Fixed missing icons in blockzapper & schematicannon interface
- Reworked the drill model
- Added more tags to #windowable
- Leather horse armor no longer crushes into iron nuggets
2020-02-27 18:09:41 +01:00
simibubi
c7e8698ce8 Inhibiting Contraption Placement
- Pistons, Bearings and Pulleys now have a ScrollInput for selecting when to place moved structures back into the world
- Added copper blocks with oxidation effect
- Pistons and Pulleys no longer move inconsistently when disassembled and assembled at intermediate offsets
2020-02-19 14:08:49 +01:00
simibubi
fb046ddfb7 Refactor in-world Scrollinputs
- Reworked Scollable inputs on blocks to use a unified TE behaviour & generic value box rendering
2020-02-18 15:08:45 +01:00
simibubi
81a2e314bc Contraption bugs and balance
- Added a config option to disable the stress/torque mechanic entirely
- Water wheel speed is halved and now configurable
- Water wheels now validate their current speed from time to time
- Fixed windmill bearings counting their sail blocks incorrectly
- Fixed windmill bearings not assembling when placed in a powered block position
- Fixed Contraption controllers not removing their entity reference on the client when disassembled
- Bearings no longer start rotating when no block was found
- Contraptions no longer move unbreakable blocks
- Pistons no longer assemble the whole line of blocks when retracting
- Non-sticky pistons no longer pull blocks back when assembled
- Pulley no longer assembles when the structure by itself is immovable
- Fixed pistons applying reversed motion in some orientations
- Fixed piston contraptions not including the poles into its render bounds
- Fixed Contraptions not culling backfaces when rendered
- Translucent blocks now get moved to the back of the render order in contraptions, fixes hidden block faces between translucent and non-translucent blocks
- Fixed Contraptions being movable through water, fans and other means of applying motion to entities.
- Belt segments can no longer be rotated by a wrench
- Hand cranks are now gated behind brass and sheet production
2020-02-16 18:26:06 +01:00
simibubi
b1a0f25f4b Clockwork Bearing and Rope Pulley
- Stationary Contraption Entities no longer sync positions like normal entities
- Flimsy attempts at making linear contraption movement smoother, especially at differing tick speeds between server and client
- Added slot covers for the Mechanical Crafter
- Added the Clockwork Bearing
- Added the Rope Pulley
- Server speed no longer tries to sync when game is paused
- Fixed crash when moving block breakers are loaded in while stalled
- Fixed Cuckoo Clock's angle interpolation when tps is low
2020-02-15 18:54:23 +01:00
simibubi
6537214403 Reworked the Belt Observer
- Belt observers now have four modes with different useful behaviours #83
- Fixed belt actors not syncing when items are not held in place but replaced
- Upward facing deployers can now act as item displays
- Fixed deployer fake players persisting after disassembling a portable contraption
- Creepers no longer take revenge on Deployers by default
2020-02-13 18:35:14 +01:00
simibubi
e0b36a79c9 Mounted Storage and Contraption Stalling
- Saws are now portable and chop trees while mounted
- Portable contraptions can now hold an inventory
- Saw, Drill and Harvester now fill a contraptions internal storage before dropping items
- Mounted blocks can now hold moving contraptions in place
- Saw and Drill now briefly stall contraptions while breaking blocks in front of themselves
- Refactored IHaveMovementBehaviour to IPortableBlock and MovementBehaviour
- Fixed Harvester blades rotating in the wrong direction sometimes
- Shadows on portable contraptions are now a little less aggressive
- Added a block for item exchange with storage on contraptions
- Fixed link range config registering with wrong id
- Added a utility for purposely slowing down animations on the client to match server tps
- Smart Tileentities now lazy tick on initialization
- Fixed crash when breaking active bearings
- Fixed crash when cart assembler fails to assemble a contraption
- Fixed goggles having missing textures
- Reworked Schematicannon Model
- Removed Schematicannon Creatifier from creative tab
2020-02-12 01:36:18 +01:00
simibubi
f739185040 More Item Descriptions
- Motor -> Creative Motor
- Removed schematicannon creative crate from creative tab
- Engines now show stats in their tooltip
- Added some missing tooltips
- Furnace Engine now has a configurable capacity
2020-02-08 20:02:14 +01:00
simibubi
6930c89d61 Final Palettes Push
- Added Scoria (legally distinct from basalt) and Dark Scoria themed blocks
- World gen now spawns 'natural scoria' which is silk touch sensitive
2020-02-08 03:47:27 +01:00
simibubi
394263c04f The Config Rework
- Created a new config foundation
- Moved all configurable values to the new system
- Worldgen can now be controlled by the config
- Worldgen reloads dynamically when the config file changes
- Tweaked Worldgen parameters and reworked feature registration
- Added Create's stone variants to World gen
2020-02-07 19:25:38 +01:00
simibubi
378a1566e4 The Cuckoo Clock
- Added the Cuckoo Clock
- Hand cranks now hold on to their cooldown state on world reload, fixes #79
2020-02-05 23:34:23 +01:00
simibubi
6ea0dbd6ab Added Flywheels and Furnace Engines
- Flywheels and Engines form a powerful rotation source multiblock
- Furnace engines only activate when attached to a running furnace
2020-02-05 12:36:22 +01:00
simibubi
aacc52d84a Refactored animated block partials
- Moved all block partials used only for rendering out of the registry
- Refactored model registry hooks and custom block model handling
- Added a safety layer for all tile entity renderers, addresses #76
- Overstressed indicator no longer shows when the kinetic source changes
- Fixed framed glass rendering glass textures inbetween blocks
- Fixed blockzapper adding itself twice to the item group
- Fixed basing not spawning particles properly
- Updated Forge
- Reworked Schematicannon model
2020-02-04 14:48:21 +01:00
simibubi
b5b1a995d7 Refactored item registering and rendering
- Item holders are now initialized with suppliers
- Reduced redundancies with defining and registering custom item rendering
- Removed the Gardens module
- Fixed some colors in the existing custom item models
2020-02-03 16:47:58 +01:00
simibubi
005a9e3177 Analog Gearshifting
- Added the analog belt pulley, an encased belt with adjustable speed transfer
- Added an analog redstone lever
- Fixed motor values jumping inconsistently
- Stabilized Rotation propagation a little
- Formatted numbers shown when wearing goggles
- Kinetic blocks no longer convey weak redstone power to neighbours
- Removed obsolete overlay text for rainbow debug
- Fixed Deployers not updating placed/removed fluids consistently
- Fixed Crash when entities placed by a deployer drop loot
2020-02-03 00:31:55 +01:00
simibubi
6be5ed3d1b Added Connected Glass Blocks and Panes
- Added vertically connected glass blocks for all wood variants
- Added horizontal and vertical connected windows in a neutral style
- Fixed Oxidizing blocks not progressing when next to enclosed blocks
2020-01-30 22:16:04 +01:00
simibubi
bdaa7e2bed Polishing Assets
- Added missing shafts to item models of kinetic blocks
- Replaced old brass colors in the block textures
2020-01-29 00:15:54 +01:00
Zelophed
c7bd834e7b copper ore :partyparrot:
-changed oxidization behavior to have 8 steps instead of 2
-added copper ore, zinc ore and volcanic rock to ore gen
-added 2 test advancements
2020-01-28 20:36:51 +01:00
simibubi
ad829cfea3 Scrollable Pulse Repeaters
- Kinetic blocks can now be harvested by axes and pickaxes
- Shafts have less obnoxious placement behaviour
- Fixed belts not dropping casings and shafts when broken
- Fixed belt tunnels not synchronizing properly
- Fixed blockzapper rendering strangely when no block is selected
- Funnels can now directly insert items that players activate it with
- Flexpeater -> Adjustable Repeater
- Added the Adjustable Pulse Repeater
2020-01-28 14:41:05 +01:00
simibubi
8259a0c275 JEI Traveling down the Recipe Chain
- Added JEI integration for polishing and the chromatic compound shenanigans
- Added more missing recipes
- Added some machine-specific ingredients
2020-01-27 23:25:59 +01:00
simibubi
5ecfa7792c Light and Shadow
- Added config for disabling sand paper tool repairs
- Fixed belts and filtering renderers leaving behind an undesirable GL state
- Fixed pick block not working on vertical extractors/funnels
- Shadow Steel and Refined Radiance are now obtainable
2020-01-27 14:57:21 +01:00
simibubi
eff0c170b6 The registry super purge
- Removed old Advancement managers
- Removed all unfinished logistical features from the registry
- Added new Crafting ingredients
- Added Sand Paper, for a polishing recipe type and repairing tools
- Changed Blockzapper materials
- Added the ability to include catalyst-ingredients in processing recipes
- Added some ingredient/output count validation for processing recipes
- Deployers now spawn particles when using certain items
- Players can now interact with the deployer to swap held items
- Belts now accept brass casing instead of logistical casing
- Introduced a new material chain
- Added a whole bunch of recipes
2020-01-26 23:58:55 +01:00
simibubi
b8490038fd Double Crates
- FlexCrates -> Adjustable Crates
- Adjustable Crates will now connect to adjacent crates and merge inventories
2020-01-24 22:55:20 +01:00
simibubi
d563abcbdf Place, Use, Take and Poke
- Added the Deployer
- Deployer uses items or an empty hand to activate blocks
- Deployer uses items' inert click behaviour
2020-01-23 22:23:00 +01:00
simibubi
7b4d17daab Not enough Connected Textures
- Added decorative casing blocks
- Added 'layered' variants for all stone types
2020-01-21 01:52:23 +01:00
simibubi
40e9a1ee41 The Filter Brothers
- Torque generators no longer show stress impact levels
- Added Filters for matching outputs against a group of items / nested filters
- Added Attribute Filters for matching outputs against a collection of item properties
- Extraction count on Extractors and Transposers can now be adjusted through scrolling on the value box
2020-01-19 19:29:39 +01:00
simibubi
d40fd52043 Mechanical Crafting
- Crafters now apply crafting recipes to held items and play an animation
- Connected textures now also apply to the sides
- Fixed inventory manipulating behaviours not initializing in time
2020-01-17 13:30:32 +01:00
simibubi
cea90d50e4 Crafter Connectivity
- Mechanical Crafters can now be connected using a wrench
- Connected crafters "share" an input inventory
- Added texture connectivity for all faces
2020-01-15 21:56:53 +01:00
simibubi
07ef48fefb Sprites and CT - Except it works
- Added a few new sprites for crafting ingredients
- Reworked the Connected Texture system
- Added Limestone Layers to test custom CT spriteshifts
- Migrated existing CT blocks to use the new system
- Crushing wheel controllers no longer crash when in a schematic
2020-01-13 21:59:26 +01:00
simibubi
7ff524f616 Sprites and CT
Swapping dev environment, this snapshot does not launch
2020-01-13 20:23:44 +01:00
simibubi
e1a1ce46db Synchronized Flaps
- Belt tunnels can now act as backup-friendly belt mergers
- Funnels can now pick up items touching them when not in belt mode
- Fixed taking items from belts with right-click
- Fixed crash when placing redstone links
2020-01-10 22:55:43 +01:00
simibubi
c682247894 ExtractionBehaviour and Synchronized Extractors
- Added Inventory Manipulation and Extraction Behaviours
- Extractors are now aware of other extractors on the same inventory and will take turns
2020-01-07 17:49:07 +01:00
simibubi
06ddb1fa35 SmartTileEntities and TileEntityBehaviour
- Added a TileEntity behaviour Interface
- Added SmartTileEntities, able to execute behaviours via delegation, replacing old Interface-based approaches
- Re-Implemented Filterable tiles/blocks as a TEBehaviour
- Re-Implemented Redstone-Linkable tiles/blocks as a TEBehaviour
- Added a base block for directional logistical attachments
- Belt Funnels are now Funnels
- Funnels can now face any direction
- Added Transposer blocks and Linked Transposer blocks (missing extraction behaviour)
- Unified in-world itemslot rendering used by filters and links
- Re-designed funnel, belt funnel and belt observer to match the extractor
- Started work on improved logistical casings
2020-01-05 19:41:38 +01:00
simibubi
039edb5519 Omnidirectional Extractors
- Extractors and Linked Extractors have vertical variants
- Minor reworks to Extractor models
2019-12-22 01:31:40 +01:00
simibubi
d8ccfd844c Needs more unused materials
- Added and hid a few items for future recipe changes
- Re-ordered the Creative Tab a little
2019-12-19 22:35:45 +01:00
simibubi
7d9d5307ab Bunch of Model Prototypes
- Started work on models for the Logisitical Crafter, Machine Base, Inserter and Item Collector
2019-12-17 19:27:00 +01:00
simibubi
551af08466 Least's Model Updates
- Changes to Basin and Belt tunnel models
- Belt tunnels have extra states for their blinds
2019-12-16 12:03:42 +01:00
simibubi
7a76f44f9e Merge branch 'master' into 0.2 2019-12-16 11:24:40 +01:00
simibubi
9bd07d4ed0 JEI cleanup
- JEI screens render individual widgets instead of the full white background. Adresses #8
2019-12-13 20:52:42 +01:00
simibubi
fca3b74909 Flicker awareness & Tree cutting
- Kinetic blocks break when their speed updates to frequently
- Fixed Stress gauge not resetting when source was removed
- Fixed Kinetic networks doubling their stress when saving and loading the world
- Fixed Generators not updating network stress when their speed changed
- Fixed Processing saw crashing when used
- Fixed tree cutting algorithm looping indefinitely
- Fixed sourceless kinetic blocks in rainbow debug
- Horizontal saws cut trees in front of them
- Deforester now works in creative mode
2019-12-13 18:15:11 +01:00
simibubi
3989dbc656 Better Encased Belts
- Encased belts can now connect in larger groups
- Kinetic blocks break when their speed changes too frequently
- Removed some unused assets
- Fixed Clutches not working properly
- Organized imports and packages
2019-12-12 10:56:34 +01:00
simibubi
c56fd66012 Measuring Speed and Stress
- Added the Speedometer
- Added the Stress Gauge
2019-12-09 22:58:06 +01:00
simibubi
9f6022f0fe Colors and Sparkles
- Linear Chassis (formerly translation chassis) now connect textures
- Added Engineer's Goggles
- Added Custom Particle for Speed level indications
- Added Volcanic Rock and the ability to give blocks smooth colors based on their position
2019-12-05 23:42:01 +01:00
simibubi
3a7d3f8562 Dangly Flaps
- More progress on Crafter blocks
- Belt tunnels now render dangling flaps reacting to bypassing items
- Made Mechanical Press and Mixer full blocks
2019-11-30 00:27:03 +01:00
simibubi
dd40334a61 PC swap
- Started work on Belt Tunnels and Crafters
2019-11-29 10:06:03 +01:00
simibubi
4e1b33c0ea Connecting the Quads
- Added models and a block interface for connected textures
- Added Framed glass as an example block
2019-11-17 21:25:59 +01:00
simibubi
720a370f2d Getting Shaped
- Added models and textures for the Mechanical Crafter
2019-11-15 11:28:11 +01:00
simibubi
188d01248c Spiffy Crushing Wheel
- Crushing wheels now use a custom texture for more depth and detail
2019-11-07 15:27:35 +01:00
simibubi
5655fa0609 Here to ruin the fun
- Rotational sources can now be connected to each other if their speeds have the same direction. Sources with slower speeds will be overpowered by the others.
- Added a skeleton for torque mechanics. Very janky and unfinished
2019-11-01 01:09:38 +01:00
simibubi
7304f59f55 Merge branch '0.1.2' into 0.2 2019-10-30 01:23:40 +01:00
simibubi
f2eba6b8fb Mixing it up
- Added the Mechanical Mixer for automated shapeless recipes
- Added the Basin holding multiple items for processing
- Added a Wrench for manipulating Scrollvalues, picking up and rotating kinetic blocks
- Extractors and Funnels now require a block to attach to
- Fixed Animation ticks being synced with the server world time
- Fixed "Magical Soaryn Gears"
- Gearboxes can now connect to each other directly
- Fixed Belt items not stacking even after finishing a link
2019-10-29 19:02:20 +01:00
simibubi
a391d74810 Cart Assembler and Agile Contraptions
- Started generalizing contraptions for other means of transportation
- Added mounted contraptions for minecarts
2019-10-27 14:15:39 +01:00
simibubi
baba95e0eb Spiffy Blockzapper
- Reworked animated models for the Handheld Blockzapper
- Fixed beam render on non-default FOV settings
2019-10-21 23:45:16 +02:00
simibubi
ee75468719 Saw it
- Added the Mechanical Saw
- Bunch of fixes for mechanical blocks
2019-10-19 23:42:44 +02:00
simibubi
d8ab5dc122 Dynamic Render to go
- Added animation capabilities for blocks usable with the mechanical piston
- New models for the harvester and the drill
2019-10-19 15:42:42 +02:00
simibubi
835a4a638b Better Pistons Part I
- Started work on cascading chassis and better block models
2019-10-18 13:14:03 +02:00
simibubi
facef0ddb1 Bug Fixes in 0.1.1a
- Fixed id downcasing not working properly in non-english environments #25
- Removed event subscriber annotations for mod & registry events
- Added more displayable slots in the Washing JEI view
- Fixed Windowed blocks referencing IBakedModel on the server
- Changed stairs to use blockstate supplier
- Fixed Symmetry Wand crashing when configured in the off-hand
- Fixed "Hold Shift" in tooltips not being translated
- Chassis now drop applied slime balls
- Slime Balls are now craftable
- Mechanical Belts now lock living entities in place
- Blockzapper recipes can now be viewed from the uses of their ingredient materials
- Configured FlexPeaters now synchronize with other players
- Fixed client crash when rendering lava in a deployed schematic #15
- Made encased fans a little less expensive
- Added other coral types to tree fertilizer recipe
2019-10-15 22:22:19 +02:00
simibubi
488a9f63a9 Lazy Logisticians
- Added a new Villager type for delivering packages
- Added the Logisticians Table
- Added Package Funnels
- Added a generic colorable indicator tileentityrenderer
2019-10-11 05:56:32 +02:00
simibubi
4e69d98ebc Configurable Logistical Contollers
- Added Containers and GUIs for Logistical Controllers
2019-10-06 21:49:44 +02:00
simibubi
0f9cb916cd Advanced Logistics Headstart
- Added Logistical Controllers
- Added Logistical Casings
- Added the Logistical Index
- Added a Logistical Dial
- Started laying out logic for Logistical Networks
2019-10-05 19:00:43 +02:00
simibubi
0a1b85fe39 Fancy Windows
- Added ability to put glass panes inside partial blocks such as Fences, Stairs and Slabs.
- Added Tiled Glass and Tiled Glass Panes
- Fixed Translation Chassis pulling blocks even without being sticky
- Added Palette Blocks to corresponding tag groups
- Added translation to zh_cn (Thanks to Thirace446)
- Split gearboxes into two interchangeable Items
2019-09-24 14:40:01 +02:00
simibubi
c8872b61b0 Bug Busting 0.1 Part III
- Cached rotating models no longer get their UVs screwed by resource reloading
- Added Limesand and Recipes, Fixes #11
- Added Block Tag for everything usable by the Generating Encased Fan, Fixes #12
- Fixed FlexPeater not able to be configured while pulsing
- Stealth nerfs
- Fixed Blockzapper upgrades not registering correctly, Fixes #14
- Updated Stair recipes, Fixes #10
- Fixed Schematic sender crashing while finishing an upload
- Fixed Corner models for reversed Stair Blocks
- Fixed crash on startup without JEI
2019-09-22 20:23:26 +02:00
simibubi
5c8206030c Bug Busting 0.1 Part I
- Washing recipes can now have stochastic outputs
- Splashing fans no longer spam the extinguish sound
- Mechanical Press now properly registers as a belt attachment
- Improved animations for Mechanical Press
- Fixed Pulse Repeaters staying powered under certain conditions
- Fixed Belt observer state sync issues
- Stopped Filters on tileentities from disappearing
- Fixed Item count not showing on filtered Extractors
- Fixed Filters not being properly handled by Extractors
- Fixed Extractors no longer being redstone locked on world reload
- Fixed Redstone Links being powered inconsistently
- Added a few more processing recipes
2019-09-17 14:57:29 +02:00
simibubi
e95060f997 JEI integration & Placement QOL
- Added JEI support for all added recipe types
- Changed a few recipes
- Kinetic blocks with shafts now try to connect to other shafts when placed
2019-09-16 12:27:28 +02:00
simibubi
47cde5abb2 The Funnel looked too Funny
- Improved the model of Belt Funnel and Pulley
- Added a null check to ServerSchematicLoader ticks. Possibly helps #7
2019-09-13 20:07:27 +02:00
simibubi
ca355d1ec3 Back to Belt
- Mechanical Belts can now be dyed with any color
- Added the Mechanical Press with a new Pressing recipe type
- Added the belt support, purely decorational
- Added the FlexpeaterTM
- Added some unspectacular ingredients and recipes
2019-09-13 18:36:18 +02:00
simibubi
fb35aa7e10 Configurable Chasses
- Removed old chassis blocks
- Added new chasses with configurable range of effect
- Added the mechanical bearing and rotation chassis
- Motor speed can now be configured
2019-09-07 13:12:12 +02:00
simibubi
5e628e18cb Stairs, Slabs, Walls, Repeat
- Added partial versions of the building blocks
2019-09-05 22:23:58 +02:00
simibubi
a62dc492d5 Detect and Filter out
- Added the Detector, along with item filtering interfaces
- Added filtering to Extractors
- Fixed some items jittering on belts
- Added text to Frequency and Filter slot highlighting
2019-09-05 02:16:44 +02:00
simibubi
9420d874fe Smelty on the Belty
- Encased Fans can smelt items
- Added some random textures for future items
- Moved some event calls
- More Renames
2019-09-03 23:03:52 +02:00
simibubi
ebaf22ddcc Pulse Repeaters, Belt Funnels and working Fans
- Added the Pulse Repeater, a simple Pulse former circuit.
- Added a Belt Funnel, along with a generic belt attachment interface.
- Fans now push or pull entities based on their rotation speed.
- Added little symbols to extractor and funnel item models
2019-08-31 08:37:57 +02:00
simibubi
12baa08232 Merge branch 'Kinetics' of https://github.com/simibubi/Create into 0.1.0 2019-08-29 12:06:04 +02:00
simibubi
ea3260283c Pulse Repeater Models
- Some modeling work done during a Windows update
2019-08-29 12:03:36 +02:00
simibubi
14b06ec22a Alt-Shift-R
- Axis -> Shaft
- Gear -> Cogwheel
- Large_Gear -> Large_Cogwheel
- Axis_Tunnel -> Encased_Shaft
- Half_Axis -> Shaft_Half
- Fixed further name inconsistencies in other Object Holders
- Added Skeleton for Encased Fan
2019-08-29 01:51:28 +02:00
simibubi
cb366a287a Clutch vs Gearshift
- Gearshifter -> Gearshift
- Added the Clutch, using the prior model of the Gearshift
- New Model for Gearshift
- Generalized conditional shaft connectors for rendering
2019-08-28 19:45:41 +02:00
simibubi
22fc9d1100 Logistics Part III
- Fixed Redstone bridges activating inconsistently
- Fixed Redstone bridges breaking on world reload
- Completed the Stockpile Switch
- Added Skeleton for filters
- Added Skeleton for extractors
- Renamed some stuff
2019-08-27 17:35:34 +02:00
simibubi
f5f9ac7989 Logistics Part II
- Added Screens for Flexcrate and Stockswitch
- Added Models for Flexcrate and Stockswitch
- Added Container and Inventory to Flexcrate
- Redstone bridges are now divided into senders and receivers
- Fixed some GUI inconsistencies and repetitive code
2019-08-26 20:17:16 +02:00
simibubi
bbe6150c0f Logistics and Tooltips
- Added an option to register stairs, slabs and other together with the main Block
- Added Skeleton for FlexCrate
- Added Skeleton for Redstone Bridge
- Added Skeleton for Stockpile Switch
- Generalized tooltips between blocks and items
- Added more tooltips to existing blocks
2019-08-25 10:14:15 +02:00
simibubi
efcdd3c03e The Crushing Wheel
- Crushing wheels can now apply recipes to contained items
- Added a new generic recipe type for processing
- Improved Crushing Wheel model
- Improved gui models of large wheels
- Improved gui models of harvesters and drills
- Added several crushing recipes
- Fixed Water wheel updating rotation speeds incosistently
2019-08-22 15:52:15 +02:00
simibubi
911363c6a0 The Water Wheel
- Added the Water Wheel as the first legitimate source of rotational energy
2019-08-20 11:37:32 +02:00
simibubi
ce7356798c Proper Directions
- Added layer of abstraction for Directional Blocks
- Added Cocoa Logs
- Added improved item tooltip framework
2019-08-18 17:02:29 +02:00
simibubi
4cfd7a1bb9 Constructs, Pistons and Blocks
- Added Mechanical Pistons
- Added Chassis blocks for multiblock movement
- Improved memory usage of kinetic renders
- Added Mechanical Harvester
- Added Mechanical Drill
- Visual hints for the Belt connector
- Added Crushing Wheel Model
- Added Encased Belt
- Added Redstone Contact
- Fixed Invalid Schematics crashing on shift-right-click
- Added a variety of building materials
- Updated textures of kinetic blocks to be rotation independent
- Fixed axes rotating with fixed shaded sides
2019-08-17 00:57:36 +02:00
simibubi
a0149425d5 Improved Belts
- Limiting belts to 45 Degree angles allows for actual hitboxes and vanilla model action
- Animation now only moves around the texture coordinates of cached vertices
2019-08-10 01:00:36 +02:00
simibubi
3ec8afd091 Rudimentary Belts
- Second attempt at a practical mechanical belt
2019-08-08 16:19:16 +02:00
simibubi
56c879420b Added Basic Kinetic Blocks
+ Axis
+ Gear
+ Large Gear
+ Axis Tunnel
+ Gearshifter
+ Gearbox

- Added related tileentites and renderers
- Added related models and textures
- Added the Rotation Propagator
2019-08-06 18:13:33 +02:00
simibubi
903ad95bf0 Handheld Blockzapper
+ Added the Handheld Blockzapper Tool
+ Added several craftable upgrades for
the Tool
+ Added animated Models for Symmetry wand and Handheld Blockzapper
- Schematicannon now uses two items for Double Slabs
- Fixed Warn messages for client packets
- Added misc Crafting Ingredients
- Changed recipe unlock triggers
2019-07-28 10:08:49 +02:00
simibubi
e943690baa Shifting Things Around
- Removed some old resources inherited from TMA
- Introduced a new package structure, grouping by modules rather than types
2019-07-23 12:54:53 +02:00
simibubi
dbfb60b809 Fix, Refactor and Polish
- Tidied up and renamed Classes
- Added useful tooltips to all items
- Added tooltips to blueprint overlay tools
- Made Schematic And Quill more bearable to use
- Changed rendering order for blueprint overlay, Fixes Issue #1
2019-07-19 17:50:23 +02:00
simibubi
ebb9d6e490 Survival Proofing
- Fixed Symmetry Wand not using Blocks from the inventory
- Symmetry Wand now drops blocks in the position of the block broken by hand
- Added recipes for all craftables
- Added loot tables for all breakables
- Made Tree Fertilizer texture less unnatural
2019-07-17 21:48:56 +02:00
simibubi
976b7c5bea Tree Proteins
- Added Tree Fertilizer, a kind of bone meal that makes trees grow anywhere
2019-07-17 19:22:52 +02:00
simibubi
d7bcc1ea28 Schematic and Quill
- Added Schematic and Quill for recording schematics in game
- Schematicannon no longer attempts to place liquids
2019-07-17 17:13:09 +02:00
simibubi
a34034379f Schematics Mega Polish
- Schematicannon makes less obnoxious noises
- Schematic Table Container and Gui Improved
- Made New Additions Server Proof
- Server side Schematic handler is less trusting
- Added a Material Checklist for blueprints loaded in the schematicannon
- Added more safety checks regarding Schematics & Chunkloading, Filesystem and Distance
- Added new option for Schematicannon to not replace tileentities
- Schematic upload progress is now handled on the server
2019-07-17 14:36:51 +02:00
simibubi
8372a1eb43 Schematicannon Container
- Made the Schematicannon a proper container
- Added Gui Screen for Schematicannon
- Added a few new Icons
- Fixed Make-Shift registering of Containers
2019-07-16 16:01:51 +02:00
simibubi
01a6d32140 Blueprint Manual Coordinates
- Added a Screen to input coordinates in order to bypass the placement tools
2019-07-15 13:45:13 +02:00
simibubi
56139aab20 Blueprint Placement Tools
- New tools for modifying the blueprints location and orientation
- Fixed client classes loading on physical servers
2019-07-15 12:10:57 +02:00
simibubi
c6c9a8f8eb Schematicannon Physics
- Blocks fired now follow a semi-reasonable trajectory
- Added models and animations
- Added a Creative block for use with the cannon to ignore materials
2019-07-13 12:55:28 +02:00
simibubi
550b477d8d Added Blueprints
- Blueprints are item references to schematic files on the server
- Added a block to upload schematics from the client
2019-07-11 19:55:11 +02:00