Commit Graph

401 Commits

Author SHA1 Message Date
simibubi
d973e9bcdd JEI fixes
- Fluids in JEI now display the exact amount required
- Fixed short background of custom compacting JEI
- Fixed localization of sawing recipe category
- Fixed blocks waterlogged by a pump not scheduling a fluid update
2020-10-13 20:39:44 +02:00
Colman Davenport
a28b6bbdc3 Overhaul mechanical saw rendering
- Saws no longer use "RUNNING" blockstate
- Sawblade animates based on input speed
- Saws properly stop animating when inactive
2020-10-12 23:25:35 -04:00
simibubi
afa94c3e77 Blazier updates
- Fixed some sync & block update issues with blaziers
- Changed the fuel pellet item
- JEI can now display fluid in- and outputs of basin recipes
2020-10-12 21:55:09 +02:00
woow101
cbd59871cc
Update advancements.json
Fixed an error in the edit.
2020-10-12 03:12:19 -05:00
woow101
895131ad72
Update advancements.json
Edits to several advancement titles and descriptions for errors and consistency.
2020-10-12 02:28:28 -05:00
simibubi
3956875334 The Coupling Capability
- Fixed concurrency / race condition issues with contraptions loading in during a collision cycle
- Reworked implementation model of minecart tracking and couplings
- Coupling items now get consumed when used in survival mode
- Added some player feedback when couplings cannot be created
- Fixed couplings disappearing on the client due to sync issues
- Wrenches can now remove minecarts in one hit
- Wrenches can now be used to remove couplings from minecarts
- Cart assemblers now attach themselves to the block above, no longer requiring active "sticky-ness" of the contraption towards it
- Minecarts can no longer be moved while a contraption is stalling them
2020-10-08 20:13:17 +02:00
simibubi
378164b8b9 More unfinished basin business
- Fixed players flailing their limbs around while standing still on a moving contraption
- Attempted to reduce drag of remote player positions while on a contraption
- Contraptions no longer log out with the player riding them
- Attribute filters are now made of brass
- Added the ability to disable auto-compat with vanilla recipe types in the configs
- Added a recipe type for custom basin/press compacting
- Basins can now process items and liquids in recipes
- Input items/fluids of a basin can now be extracted or reused in further processing
- A basin diagonally below another basin with collect outputs of recipes processed in the top basin for ease of automation
- (Temporary debug recipes)
2020-10-06 20:43:13 +02:00
simibubi
b14e94929c Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-10-02 14:41:49 +02:00
simibubi
334bde9de5 Quality
- Visual rework of all active UIs
- Fixed large scale renderers such as belts, cannons, pulleys to disappear when partially out of frame
- Schematic and Quill now has the ability to convert a selection to a readied schematic instantly
- Moved option input of cart assemblers to side faces
- Fixed crash when attempting to smelt items on belts/depots
- Stockpile switches can now be inverted
- Fixed stockpile switches not dynamically updating gui indicators frequently enough
- Tanks can no longer be directly interacted with in survival mode
- Sequenced gearshifts now emit a comparator signal based on their current instruction index
- The Piston instruction for sequencers can now accept distances up to 128m
- Fixed some rendering inconsistencies with symmetry mirrors
- Reworked symmetry mirror models to match the tool better
- Attribute filters can now add inverted conditions to the list
- Added the attribute "can be crushed"
- Made the schematicannon interface a little less confusing
- Fixed launched items of the schematicannon rendering warped
2020-10-02 14:28:48 +02:00
d5f2d9b101 fruit loops 2020-10-01 18:49:40 +02:00
simibubi
6e285e2f8b Valves and Valve handles
- Added a straight pipe variant to cut flows using rotational input
- Added a slower more precise variant of the hand crank
- Basins now render their contained fluids
2020-09-25 17:22:16 +02:00
simibubi
d9d5e60606 Workstation transfer, Part I
- Intermediate changes, probably doesn't even compile
2020-09-24 13:39:12 +02:00
simibubi
aef451e3bf Logistics' final stretch, Part II
- Belt observer -> Content observer
- Content observers can now monitor any inventory and funnel transactions
- Stockpile switches no longer only access slots exposed to a specific side of an inventory
- Stockpile switches can now take a filter
2020-09-20 21:34:36 +02:00
simibubi
990d80412e Logistics' final stretch, Part I
- Brass tunnels once again have the ability to synchronize inputs among a chain
- Mechanical arms now have a range limitation
- Mechanical arms now wait with initialization until their area is fully loaded
- Chutes no longer ignore the direction of an attached fans air flow
- Chutes now render particles indicating their movement direction
- Chutes can now pull items up from belts or off the ground
- Fixed item model of shadow casing
- Fixed invisible quads under funnels when no casing is applied to the belt
- Belt mounted funnels can now be perpendicular to the belt theyre on
- Funnels can now transpose items like a hopper when facing down
2020-09-19 15:19:22 +02:00
simibubi
f58a7c8482 Fun with funnels
- Reworked funnel assets
- Andesite funnels can now be controlled via redstone input
- Re-introduced creative mounted storage
2020-09-14 21:10:38 +02:00
simibubi
03cf441674 Distribution modes for tunnels
- Item distribution across belts using brass tunnels can now be configured with a wrench
- Added new icons for the distribution options of arms and tunnels
- Removed obsolete code
- Fixed some weirdness with creative crates and funnels
2020-09-13 22:00:11 +02:00
simibubi
651e06a70a Down the Refactor rabbit hole
- Reworked tileentity behaviours for inventory interaction
- Deployers no longer actively pull items from other inventories
- Some more work on basins
- Added a new inventory type wrapping an itemstack handler that automatically syncs the tile entity. It also implements IInventory for recipe shenanigans
- Held items of a deployer can now only be extracted by other blocks if it does not match the filter
- Fixed excess items not able to be extracted from deployers
- Removed some things
- Funnels no longer actively transpose items between chutes and inventories unless they are vertical
- Chutes can now active pull and insert items from/to inventories above/below them
2020-09-13 00:59:14 +02:00
Kryppers
bf00406cad Mind your fingers
Replaced the terrifying wooden saw bed with something more practical.
2020-09-12 21:46:54 +01:00
simibubi
fe2c27db35 Spout refinements
- Fixed upright items rendering inconsistently between belt and depot
- Fixed various timing and sync issues with the spout
- Added a recipe type for spout filling
- Fixed more co-modification on belts
- Item and fluid nbt tags in recipes are now data-generated as json objects rather than strings
- Transported item processing can now leave items behind
- Transported item processing now has more meaningful result data
- Tweaked spout animation
- Fixed cullfaces on spout model
2020-09-11 14:31:26 +02:00
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
00a9b1c6c7 Not enough datagen
- Expanded the RecipeProvider infrastructure
- Migrated mechanical crafting recipes to generated
- Migrated cooking recipes to generated
- Fixed missing particles on vertical motor model
- Adjusted a few recipes
2020-09-04 12:20:19 +02:00
simibubi
213b504854 ProcessingRecipe Refactor
- Reworked and cleaned up Create's ProcessingRecipes
- Prepared ProcessingRecipes for fluid ingredients and outputs
- Added datagen infrastructure to ProcessingRecipes
- Migrated all hand-written ProcessingRecipes to generated
- Removed scrollinput on mixers
- Fixed recipe lookup cache not invalidating on datapack reload
- Removed "catalyst" ingredients
2020-09-04 01:23:09 +02:00
Zelophed
53e0c61da7 Mechanical Arm Round Robin
- added a scroll option to the arm that enables round robin for in- and output
2020-08-31 16:01:26 +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
36d3f7e4a3 today was GREAT
thanks blockbench for auto uv'ing everything
2020-08-28 09:28:04 -05:00
Daniel Amberson
64b4603626 whoops
dumb thing that managed to make it through
2020-08-28 08:19:07 -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
0d1085ef09 Late-night adjustments
- Reduced ambient dripping particles of fluid pipes
- Fixed reversed uvs on encased fans
- Fixed tile entities not being added to contraptions client-side
2020-08-25 23:33:39 +02:00
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
Zelophed
bc5bcd0a6d whoops, forgot about this 😳 👉👈
- encased shaft supports multiple casings, applied with right click
- fix gl state after rendering our cube particle
2020-08-18 13:53:05 +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
KhottyManatee55
7d4adbb38d
The addition of the Russian translation 2020-07-29 13:57:47 +03:00
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
Zelophed
2a3da7e4d0 he do be munching tho
-added sounds to the runData again
2020-07-19 17:08:20 +02:00
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
257dc11f55 Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-07-19 00:32:11 +02:00
simibubi
217138255e Tanks, Obama
- Reworked fluid tanks to incorporate new assets and functionality
2020-07-19 00:22:14 +02:00
Zelophed
b2a5a4822a more changes to heater and particles
-heater now uses a enum for the blaze state
-added new particles for the heater
-changed heaters voxel shape
2020-07-18 20:07:22 +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
55d91ef4a1 crude heater particles 2020-07-15 13:39:45 +02:00
0580318b38 new heater fuel and fueling system 2020-07-14 15:54:02 +02:00
509edd9181 Empty Blaze Heater
- 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
2020-07-13 23:33:55 +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
1907e69c35 Tilted belts
- Mechanical belts can now connect vertical shafts together
2020-07-06 22:09:35 +02:00
simibubi
5cf3dde0a1 Populang hotfix
- Fixed invalid json in populated lang templates
2020-07-02 17:39:31 +02:00
simibubi
9e9dd8b507 Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-07-02 17:25:37 +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
Zelophed
480dcdebed Goggle overlay offset
-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
2020-06-29 01:07:21 +02:00
simibubi
5411bc3565 Dangle Flap Reflappified
- Belt funnels now render with animated flaps
- Extracting funnels can now be given a stack size
- Filtering now supports setting the extraction count for empty filter slots (wildcard)
2020-06-28 18:16:46 +02:00
simibubi
a2c19b21d9 Populang
- Outdated localizations will now have a populated counterpart in the generated assets, for easier maintenance
2020-06-26 01:16:17 +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