Instead of ints i've changed it to string IDs too allow for more defined
ids per tile. Should remove any issues with super tiles using the same
packet ID as the tiles that extend them.
This will be the first block of many to have its own config file. The
idea when i created the BlockRegistry was to also implement a system to
allow blocks to declare custom configs. In other words allowing them to
define settings that can easily be linked to the block without large
config files.
Idea is to create a flex-able system to handle block registration,
settings, features, and setup. This include calling methods to register
block ore names, tile entities, and extra settings configuration files.
This will be connected to a more advanced config, id, and a few other
handlers. This way all block/items will be in sync when it comes to
creations, and handling.
The ammount of files in this project are getting out of hand tbh. I will
need to sit down later and sort them all out and remove any that are not
needed.
Not really liking this version and may have to work on it some more. The
idea is to create a way to insert 4 batteries into the machine. Then for
these batteries to visually show on the out side of the machine with
there charging info. As well placing two machine together will need to
effect the render.
Mainly just copied the methods but its needed due to future changes to
these methods that were copied. Mainly the collision methods will need
to be redone when the logic is finished for lay down wires.
This was honestly very stupid why it wasn't working. It all came down
the a method called getOutputdirections. Honestly why did this stupid
enumset stuff return when its a bad way to track connections. It makes
rotation more complex, and can connect is good enough to handle both.
Any complex connection mojo should be handled by the update tick or
custom mod method rather then by default be there.
To be honest adding support for all things electrical will take time.
Main focus is to cover the basic UE machines, and parts. Then i will
move on to IC2 and buildcraft support if its easy to test. As well i
might have to cover mekanism in case it doesn't use the UE interfaces
for its machines.
Honestly i have to say this was done poorly but then again i think this
render is left over from when UE started. Also this will need to be
redone some more later to prevent issues were the client sees a
connection different then the server. A simple boolean array sent by
packet should solve this issue later on.
Not tested nor really done yet. The idea in creating these is to provide
a sure way to test basic functions of machines. Since these debug block
are very simple no real issue should arise of the block failing.
Added a basic packet handler system to the prefab TileEntityMachine
class to make sorting packet data easier for other tiles. This was
original part of assembly line but it seems more fitting to make it part
of the base prefab.