- moved fan transparent blocks to block tag
- added blaze heater as transparent
- blaze heater on lowest level is now a valid bulk smokig block
- blaze heater on heat 2 and higher is now a valid bulk smelting block (that requires fuel but does not spill lava or set your house on fire)
- added empty blaze heater
- catching blazes (rclick blazes or a blaze spawner)
- only blaze heaters with blaze can heat basins or power fans
- updated item tooltip to fit the discussed fueling system
- 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
- added Interface IExtendedProcessingRecipe supporting requiredHeat, fluid inputs and fluid outputs
- set Mixing recipes to use the extended serializer in AllRecipeTypes
- removed constructor parameters specifying fluid usage in recipes that do not support fluids (and changed the ConversionRecipe JEI support class back)
- cleaned up annotations, ordered AllRecipeType enum values and imports, reformatted recipe code
- 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
- Fixed dynamic Mechanical Arm parts not being lit correctly
- Fixed Mechanical Arm not always initializing interaction points on the client
- Belt tunnels now create side-openings for belt-like blocks such as the depot
- Belt tunnels no longer create flaps when there is a belt funnel connected to that side
- Brass tunnels can now distribute items among their output sides and other connected tunnels, taking into account their sided 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
- 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
- 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
- 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
- added a block tag non_movable conatining blocks that should not be moved with contraptions
- added a block tag for brittle blocks breaking without support
- moved obsidian from hardcoded to non_movable block tag
- moved flower pots, doors and bells from hardcoded to brittle block tag
- registrate block tagging of brittle blocks
- made immersive engineering connectors non-movable to avoid reported weird behavior
- Made Create cobble stone variants part of forge:cobblestone
- autumnity wood compat
- changed biomes o'plenty flower crushing to milling (as it is with vanilla flowers)
- atmospheric wood and flowers
- autumnity flowers
- blloomful wood and flowers
- botania petal milling to floral powder
- buzzier bees flowers
- druidcraft wood and flowers
- projectvibrantjourneys wood
- upgrade aquatic wood and flowers
This should resolve#389 for the most part.
- 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
- 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
-added two config entries to offset the goggle overlay on x/y axis
-added a command (/create overlay [reset]) to allow editing the overlay position ingame