Commit graph

518 commits

Author SHA1 Message Date
Kryppers
42f97477cf Up-tip the tools.
Another couple of tooltip updates;

I've still left the smart pipe untouched until I've understood the filtering properly.
2020-10-19 23:16:33 +01:00
simibubi
68840362af Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-10-19 22:07:07 +02:00
simibubi
b7bed44a61 Basic Brewing
- Refactored JEI plugin to use a builder for categories
- The mixer can now process vanilla potion recipes
- JEI support for fluid potion mixing
- Refined some categories to not show obsolete information
- Compacting and automatic vanilla packing are now in separate tabs
- Fluids can now be manually picked up from a basin
- Basins and Spouts can now extract from and fill vanilla potion items
- Improved the filtering for fluid tests, such as the basin recipe and smart pipes
- Fixed CombinedTankWrapper losing nbt data of transferred fluidstacks
2020-10-19 22:07:05 +02:00
Bob Dole
21e19bef9f Merge branch 'mc1.15/dev' into mc1.16/dev
- Resolved merge conflicts
2020-10-18 00:22:25 -04:00
Kryppers
a81a4110d4 Tools: the Tippening.
Fixed an error in my previous commit.

Introduced basic Tooltips for fluid items.

I've left the smart pipe entries as placeholder as I've not tried them out yet.
2020-10-18 00:10:10 +01:00
Kryppers
2cba50c9ab Tool-Tip of the Iceberg
Couple of additional bits of information and some adjustments.

Tooltip added for white_seat. Needs to be added to the other seat colours.
2020-10-17 20:57:14 +01:00
simibubi
dd95096bfa Smart Fluid Pipes
- Added craftable pipes with filtering capabilities
- Added missing recipe for the Portable Storage Interface
2020-10-17 18:20:05 +02:00
Zelophed
b5802bb0e8 Merge branch 'mc1.15/dev' into mc1.16/dev
# Conflicts:
#	src/generated/resources/.cache/cache
#	src/main/java/com/simibubi/create/compat/jei/CreateJEI.java
#	src/main/java/com/simibubi/create/compat/jei/category/MechanicalCraftingCategory.java
#	src/main/java/com/simibubi/create/compat/jei/category/MixingCategory.java
2020-10-16 19:11:29 +02:00
Zelophed
a2e4cfb66d fixup! Split mixing and mechanical crafting categories 2020-10-16 18:58:35 +02:00
simibubi
69cbfff8ed Merge branch 'mc1.15/dev' into mc1.16/dev 2020-10-14 21:06:46 +02:00
simibubi
62434fd564 That's hot
- Better JEI documentation of heat levels
- Remapped / Adjusted a few tooltips
- Fixed fan processing on item entities happening on both logical sides
2020-10-14 20:52:38 +02:00
grimmauld
277e4ea9d1 Merge remote-tracking branch 'origin/mc1.16/dev' into mc1.16/dev 2020-10-14 16:37:27 +02:00
grimmauld
6200329e43 Fix botania petal milling 2020-10-14 16:36:53 +02:00
Kryppers
40c4059b75 Tooltips? more like Cool-tips!
Fixed a couple of spelling errors.
Added a bunch of Tooltips.
2020-10-13 23:59:02 +01:00
simibubi
f2acea7f77 Merge branch 'mc1.15/dev' into mc1.16/dev 2020-10-13 20:57:30 +02:00
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
cbeb5dc649 Merge branch 'mc1.15/dev' into mc1.16/dev 2020-10-12 22:15:32 +02:00
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
simibubi
df5008e7fd Merge branch 'mc1.15/dev' into mc1.16/dev 2020-10-12 16:25:46 +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
grimmauld
1a4814e724 merge mc1.15/dev into mc1.16/dev 2020-10-10 21:46:40 +02:00
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
grimmauld
36a96d35e3 fix some rendering to use matrix stacks 2020-10-07 22:32:03 +02:00
grimmauld
b9476b58ce bare basin business, but 1.16 2020-10-06 21:42:31 +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
grimmauld
31e35d060f fixed merge conflicts 2020-10-04 01:08:13 +02:00
tterrag
e5179598e3 Get things running, fix forge/mc dependencies and extendo grip 2020-10-03 17:12:32 -04:00
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
grimmauld
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
grimmauld
92a6e32b19 Fixed some more stuff 2020-09-24 16:17:16 +02:00
simibubi
d9d5e60606 Workstation transfer, Part I
- Intermediate changes, probably doesn't even compile
2020-09-24 13:39:12 +02:00
grimmauld
5538441e9f Still 3 digit compile errors? Fixed a bunch, probably broke a bit too 2020-09-23 11:15:32 +02:00
grimmauld
fe92f8fb41 Even more porty 2020-09-22 21:17:11 +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
Zelophed
770fbd6aaa crude dev tool for chunk unloading
- add a dev utility that allows us to force-unload chunks
- move mechanical arm scrollbox
- fix oxidizing blocks trying to access a blockstate from unloaded chunks when on the border
2020-09-04 18:04:00 +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
grimmauld
fc048d4e76 Access transform go poof 2020-09-03 12:41:08 +02:00
grimmauld
7e4ca0475e Add experimental dropper and dispenser movement behaviours.
WIP: (probably) unstable, definitely buggy
Unfinished: Bottles, maybe spawn eggs
2020-09-01 22:41:17 +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
0349217082 Grunt work detected
- Added a foundation for generating recipes of vanilla types
- Transferred a couple recipes from main to generated as POC
2020-08-27 02:35:57 +02:00
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
grimmauld
7493da4543 fix quark wart loop 2020-08-18 23:01:10 +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
tterrag
515eb0026d Improve blaze burner particles
- Now curl around blocks that are placed above
- Spawns a burst of particles when fuel is added
2020-07-28 23:57:29 -04:00
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
LordGrimmauld
e7a851c8c0 Fixed block tag gen and loading, fixed fan generating over extinguished camp fires 2020-07-17 09:40:09 +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
LordGrimmauld
55d91ef4a1 crude heater particles 2020-07-15 13:39:45 +02:00
LordGrimmauld
9fe29193de Heated Mixing JEI support 2020-07-14 19:50:23 +02:00
LordGrimmauld
0580318b38 new heater fuel and fueling system 2020-07-14 15:54:02 +02:00
LordGrimmauld
42b78b01eb Blaze heater fan interaction
- 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)
2020-07-14 00:05:22 +02:00
LordGrimmauld
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
LordGrimmauld
a44ef1733b Merge branch 'heatedMixer' into mc1.15/dev 2020-07-12 14:54:03 +02:00
LordGrimmauld
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
LordGrimmauld
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
LordGrimmauld
d5c98043ad Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-07-06 23:42:45 +02:00
LordGrimmauld
0c6bbcc5ed Brittle and Non-movable block tags
- 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
2020-07-06 23:37:44 +02:00
simibubi
fd2d496882 Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-07-06 22:09:38 +02:00
simibubi
1907e69c35 Tilted belts
- Mechanical belts can now connect vertical shafts together
2020-07-06 22:09:35 +02:00
LordGrimmauld
91b606eb46 sawing support for swamp- and endergetic expansion 2020-07-06 12:18:51 +02:00
LordGrimmauld
d0d981fba5 More compat
- 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)
2020-07-06 11:40:58 +02:00
LordGrimmauld
9ca203a3a6 Recipe Compatibility
- 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.
2020-07-06 09:26:52 +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
Kryppers
bffdaeb344 Update chute.png
Updated the texture for the basic chute block
2020-06-22 18:03:34 +01:00
simibubi
6d79cf16f6 Mockup Fixes 2020-06-21 11:54:27 +02:00
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
simibubi
0d616b7a21 Refactor and Bugs
- Added missing recipe for Dark Scoria
- Refactored Cart Assembler
- Removed reinforced rails from creative tab
- Fixed blockzappers placing waterlogged blocks #350
2020-06-13 20:41:08 +02:00
gloomybanana
3689acd63d
Update zh_cn.json
add the translation of the new entries  ,and fixed the missing localization on 1.15.2version (based on BigDale's localization)
2020-06-12 15:06:38 +08:00