Commit graph

538 commits

Author SHA1 Message Date
simibubi
bbe0914b2f SU to confuse you
- Reworked some of the tooltips presented by kinetic components
2020-11-27 13:31:55 +01:00
simibubi
b2e74463e3 All your basin are output to us
- Added useful goggle information to chutes
- (0.3.0) Chutes can no longer carry a fan-like air stream
- Fixed chutes overwriting contained items when picking them up from below
- Basins can now push outputs to any open inventory
- Basin output can now be controlled using a wrench
2020-11-27 01:37:22 +01:00
simibubi
0b24523b8c Get to the copper!
- Some asset rewiring
2020-11-26 00:17:49 +01:00
Daniel Amberson
73e7df4227 "but the copper doesn't look minecraft-y enough!!"
yeah??

here you go, shush
2020-11-25 16:13:45 -06:00
simibubi
8ff98dc3fb Fluid Delivery
- Fluid Tanks and Creative Fluid Tanks now form a combined fluid inventory on contraptions
- Added the Portable Fluid Interface
- Fixed tanks placed with nbt not clamping their contained fluids
- Item Storage information on Contraptions no longer get sent to the client
- Combined fluid storage synchronizes to the client and applies new contents to the corresponding mounted TE renderers
- Fixed motion of dripping potion particles from fluid pipe flow indication
- Portable Storage interfaces now interrupt their connection when receiving redstone power
2020-11-25 18:54:59 +01:00
grimmauld
8dff92e0bf Added chest minecart contraption item and wrenching of chest minecart contraptions 2020-11-17 14:35:07 +01:00
grimmauld
7bd339e655 Fix typo and messed up key 2020-11-17 14:13:53 +01:00
simibubi
e4fa2de11e PR dusting
- Some lang fixes/adjustments
- runData
2020-11-14 22:53:15 +01:00
simibubi
209f26f448
Merge pull request #507 from kohlth/mc1.15/dev
Tweak P.S.I tool tip for clarification
2020-11-14 22:35:57 +01:00
simibubi
95c07b28be
Merge pull request #506 from Creators-of-Create/Noobulus-tooltip-patch-1
Fixed some tooltips
2020-11-14 22:14:37 +01:00
simibubi
9a7596286d JEI Integration: Spout and Drain 2020-11-13 20:56:39 +01:00
simibubi
103c1a7441 Lifeless Flames
- Empty blaziers can now be lit using flint and steel
- Blaze burners now have ambient sounds and sounds played when fed items
2020-11-12 12:58:26 +01:00
kohlth
8b4736c609
PSU minor tooltip tweak for clarification
Made it clearer you insert/extract from the stationary interface
2020-11-11 22:04:40 -06:00
simibubi
675af419ce Fixing user errors
- Added hints when looking at
-    Mechanical arms with no targets
-    Funnels attempted to be used like 0.2 transposers
-    Bearings that require an update to attach to their blocks
- Added some additional feedback when players apply filters
- Spouts now place two blocks above a depot/belt when used
- Basins can no longer be placed directly under a press or mixer
- Fixed prismarine recipe cycles from various mod interactions
2020-11-11 23:59:40 +01:00
simibubi
287db27ef0 The Funnel doesn't end here
- Updated wrench model (Kryppers)
- Funnels on depots and perpendicular to belts use a new model
- Funnels at the end of belts
    - no longer have a directional constraint
    - can now be extended/retracted manually
    - now hold items back at the block boundary
- Extracting Funnels on top of belts can now specify an amount no their filter, taking x items off a nearby stack when possible
- Fixed some issues with belt/funnel interaction
- Items reaching the end of a belt will still be regularly checked by perpendicular funnels in the space
- Contraptions now render blocks in appropriate render layers
- Straight diagonal Chutes now create an intersection when a funnel is directly above them
- Attempted a safety fix to bracket removal from shafts and cogs
- Fixed windmill structures not stalling when their attached network is overstressed
2020-11-11 19:00:31 +01:00
Noobulus
6d1b1e2474
Fixed some tooltips
Added a period to the end of the Spout tooltip to match other tooltips
Fixed the blaze burner tooltip (was using blaze_heater, which I assume is an older name for the block)
2020-11-10 12:14:34 -06:00
simibubi
dbfe7f93fa Spinny vortex
- Crushing wheels no longer z-fight with chutes
- Improved rendering of items and fluids inside basins
2020-11-06 19:45:38 +01:00
simibubi
d5f08aab76 Brackets and spilled potions
- Added wooden and metal brackets
- Brackets can be applied to shafts, cogs and fluid pipes
- Brackets prevent pipes from connecting to adjacent pipes
- Fixed blockzapper not showing up in the searchable creative menu
- Added config values for hose pulleys
- Hose pulleys now extinguish lit waterloggable blocks
- Hose pulley now break blocks that cannot withstand vanilla fluid flows
- Spout is now wrenchable
- Fixed spout not activating properly
- Added fluid particles that supports fluids without a block variant
- Potion fluids now apply their effects to nearby entities when spilling from an open end
- Fixed pumps not rendering fluid particles when spilling/pulling fluids directly
- Hose Pulley no longer accepts fluids that cannot be placed
- Hose Pulleys and open pipes can no longer place water in the nether
- Some Refactors to the particle system
- Reverted reversed crtl activation for schematic tools
- Added a command to fix broken lighting in some of creates models (enables experimental forge block rendering)
- Fixed fluid ingredients in jei once again
- Fixed fluid tag ingredients being resolved on the client
2020-11-04 19:08:01 +01:00
simibubi
e701569fee Automatic Acrobatics
- Added the item drain
- Refactored pulley renderers
- Fixed belt funnel not dropping filters
- Fixed funnel filter slot positioning on upward facing funnels
- Sails can now be sheared
- Fixed the kinetic connectivity of the rotation speed controller
- Valve handles can now by dyed in world
- Seats can now be dyed in world
- Fixed Stockpile Switch emitting redstone power towards its detection target
- Organized Imports
- Fixed server launch issues
2020-10-30 19:28:33 +01:00
simibubi
5abfc15e9e Destroyer of Lakes
- Added the hose pulley
- Added creative tanks
- Fixed sails not getting consumed when placed against each other
- Items can now be inserted onto belts regardless of it moving or not
- Fixed item duplication on stopped belts
- Refactored fluid block rendering in JEI
- Reworked model of the schematic table
2020-10-30 02:16:08 +01:00
Lucas Barcellos
c63d0980ed Update assets for Cinderflour and Blaze Cake 2020-10-28 22:21:03 -03:00
simibubi
b2cd378b52 Back in the early game
- Hand cranks can now be made without the need of brass
- Fixed tooltip referrals
- Crafters can no longer be covered when while they are holding an item
- Pushed some numbers around
2020-10-22 01:48:24 +02:00
simibubi
b14664d45f Windmill is Bearing is Clockwork
- Fixed Mechanical Press animation de-sync between server and client
- The press no longer requires a redstone signal to activate on in-world items
- Fixed spouts and basin trying to create potion buckets
- The Mechanical bearing can no longer generate force from wind
- Added the windmill bearing
- Windmill bearings can be configured to rotate counter-clockwise
- Added Sail Frames and Sails
- Sails can by dyed in-world
- Sails negate fall damage
- Sails attach themselves to blocks and do not require a sticky surface or chassis
- Clockwork bearings can now be configured to switch minute and hour hand aswell as use a 24 hour cycle
- Fixed tunnels with windows occluding block faces directly behind them
- Fixed item model of the mechanical saw
2020-10-22 00:50:17 +02:00
grimmauld
89bad1c192 Add Attribute Filter Lang back in 2020-10-21 19:18:29 +02:00
simibubi
df252b3e30 Catching up
- remapped seat tooltips
- remapped outdated lang keys
- applied changes of #395 to 1.15
- Fixed Schematic hotbar overlay sometimes drawing on top of the item icon
- Fixed mechanical arm lighting and render bounds issues
2020-10-20 13:42:16 +02:00
simibubi
eea9811053
Merge pull request #460 from gamrguy/improved-saws
Improved mechanical saw rendering and contraptions
2020-10-20 12:47:37 +02:00
simibubi
2cc5754b1b
Merge pull request #424 from KhottyManatee55/patch-1
Added Russian translation
2020-10-20 12:45:21 +02:00
Kryppers
e54cdf1c96 Lang file Tweaks 2020-10-20 00:10:19 +01:00
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
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
a2e4cfb66d fixup! Split mixing and mechanical crafting categories 2020-10-16 18:58:35 +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
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
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
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
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
LordGrimmauld
55d91ef4a1 crude heater particles 2020-07-15 13:39:45 +02:00
LordGrimmauld
0580318b38 new heater fuel and fueling system 2020-07-14 15:54:02 +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
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
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
LordGrimmauld
3417ceb4fb Cart Assembler - behaviors, railtype update and texture fixes 2020-06-11 15:26:11 +02:00
LordGrimmauld
282d9d6801 Cart Assembler - States and Drops 2020-06-11 12:57:02 +02:00
LordGrimmauld
63ec7f4dc7 reinforced rail: Tooltip and reworked model/hitbox to better fit minecarts 2020-06-10 20:42:23 +02:00
LordGrimmauld
a57a35e867 reinforced rails 2020-06-09 23:49:39 +02:00
simibubi
285cb52894 Bug and Lang Fixes
- Patched some localization gaps from the registry wipe
- TE's with an ItemStackHandler capability are now viable for mounted storage
- Fixed pulley placing down ropes when destroyed while moving
- Fixed inconsistency with glue removal and placement
2020-06-08 18:40:21 +02:00
simibubi
752bcf06c0 Bug fixes
- Fixed encoding of generated degree symbols in lang
- Fixed pistons along x moving at inconsistent speeds, overshooting their bounds
- Fixed belts along x not moving entities
- Fixed diagonal belts along z teleporting entities miles away
- Fixed tree fertilizer not working
2020-06-08 13:34:51 +02:00
simibubi
c5e783207f Bug Hunt
- Fixed extractors looking for belt inventories too eagerly, adresses #327
- Slightly refactored Extendo Grip handlers
- Fixed missing particle texture of Extendo Grips
- Fixed crash when assembled minecarts pick up the block below their assembler
- Ploughs no longer break blocks if farmland is below them, adresses #345
- Fixed Schematic tools placing lit furnaces, adresses #342
- Super glue can no longer be removed while inbetween two blocks, adresses #341
- Added a safety check in RotationPropagation, addresses #340
2020-06-07 22:40:27 +02:00
LordGrimmauld
ba81d391e7 Force Crafters with a pulse 2020-06-07 19:19:46 +02:00
simibubi
7e2b2ad776 Merge branch 'mc1.15/dev' of https://github.com/Creators-of-Create/Create into mc1.15/dev 2020-06-06 22:37:22 +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
LordGrimmauld
6393adef4b update Cart Assembler tooltip 2020-06-06 19:02:55 +02:00
LordGrimmauld
b70343b32c Cart Assemblers now stop disassembeled minecarts and send assembled minecarts on their way automatically. Power to assemble cart. 2020-06-06 17:19:42 +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
82a2d128f1 Ported ISTERs
- Removed temporary lang partial with entity names
- Fixed and Refactored the item renderers of the Wrench, Blockzappers, Worldshapers, Symmetry Wand and Deforester
- Tweaked blockzapper beam rendering to look less clunky
- Fixed selection of zapper tools not showing after they had been dual-wielded
2020-06-04 15:04:49 +02:00
simibubi
33b5338828 More porty todos
- Added back the silk touch requirement to suitable loot tables
- Added generated recipes and tags for glass and window blocks
- Fixed blockzappers selecting new blocks upon firing
- Removed duplicate recipes and lang entries
- Fixed some outdated translation keys in ui screens
2020-05-31 23:37:31 +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
f9fc00855a Reversed Simi's reverse-rendering
- Fixed all TERs that had their transformations backwards
- Fixed contraptions not rendering tileentities when not near world origin
- Fixed Schematic table crashing on upload
- Made more kinetic blocks non-opaque
2020-05-25 23:09:36 +02:00
simibubi
e9c26eed0a ColorRegistrate
- Added support for Block & ItemColors in CreateRegistrate
- Updated forge and removed obsolete warning suppressions
- Fixed mossy & overgrown block items not having their foliage layer coloured
2020-05-24 03:12:18 +02:00
simibubi
61aab48cdb Merging langs
- Set up a data generator to combine the generated lang from registrate with manual langs from assets/
2020-05-23 21:03:35 +02:00
simibubi
029b7e2123 Merge branch 'master' into mc1.15/dev 2020-05-23 12:15:55 +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
b773ba697f Generating water wheels and fans
- Kinetic TER now renders animated partials in the correct layer
- Ported Water wheel and Encased Fan to registrate
2020-05-19 16:41:54 +02:00
simibubi
aebbec5ffc Generating belts
- Added builder transform for registering stress config values for kinetic blocks
- Created a blockstate generator for belt blocks
- Added belts to registrate
2020-05-19 15:25:21 +02:00
BigDaleAHA
b08d147311
Minor Chinese Lang File Fix (#331)
* Minor Chinese Lang File Fix

According to the feedback received from fellow Chinese players, I made some minor fixes and improvements.

* Update zh_cn.json

Co-authored-by: Snownee <1850986885@qq.com>
2020-05-19 11:59:30 +08:00
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
78cee0bd5e Merge branch 'master' into mc1.15/dev 2020-05-18 13:06:58 +02:00
simibubi
4d3f8f993b Another chinese lang update
- Added new zh_cn localization by Big_Dale
2020-05-18 13:01:24 +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
d5ec1d6fef Ported Schematic and Quill handler
- Updated outlines rendered by the schematic and quill
- Removed some now auto-generated leftovers from the asset folder
- Fixed Schematic Table screen not rendering the table properly
2020-05-16 00:13:49 +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
2696fc2a51 BlockState gen progress
- Clutch, Gearshift and Gearbox joined the registrate
- Fixed belt and gearbox items not being assigned creative tabs properly
- Cleaned up and extended the blockstate generator helpers
- Removed advancements from static assets
- Added datagen .cache to gitignore
- Split the palettes section into its own Creative tab
- Fixed Clutch and Gearshift rendering their casing in the TER
2020-05-12 14:06:50 +02:00
simibubi
901c530f62 Merge branch 'master' into mc1.15/dev 2020-05-11 00:23:28 +02:00
Snownee
97aba40cb4 Fix all blockstates 2020-05-08 11:42:54 +08:00
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
Snownee
9b8c985b2b Fix blockstates json 2020-05-07 22:19:06 +08:00
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
0c2a33861e Registrate Progress
- Started moving over a few kinetic blocks from AllBlocks to registrate
- Changed runData to only run client data tasks for now
- Added missing bind to the ContraptionRenderer for Stationary Contraptions
2020-05-04 19:57:16 +02:00
simibubi
e27927de15 Sections
- Removed pseudo-modularity of Create's content
2020-05-02 18:07:46 +02:00
simibubi
901cb00426 merged mc1.15/dev into mc1.15-registrate 2020-05-02 00:34:36 +02:00