Thinking Arms
- Ponder Scenes for the Mechanical Arm - Fixed empty basins showing a fluid container tooltip
This commit is contained in:
parent
140cd9a85a
commit
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15 changed files with 733 additions and 67 deletions
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@ -108,9 +108,7 @@ public class AllShapes {
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PUMP = shape(2, 0, 2, 14, 5, 14).add(4, 0, 4, 12, 16, 12)
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.add(3, 12, 3, 13, 16, 13)
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.forDirectional(Direction.UP),
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CRUSHING_WHEEL_CONTROLLER_COLLISION = shape(0, 0, 0, 16, 13, 16)
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.forDirectional(Direction.DOWN)
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CRUSHING_WHEEL_CONTROLLER_COLLISION = shape(0, 0, 0, 16, 13, 16).forDirectional(Direction.DOWN)
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;
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@ -144,12 +142,12 @@ public class AllShapes {
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.add(2, 0, 2, 14, 2, 14)
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.build(),
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SPEED_CONTROLLER = shape(0, 0, 0, 16, 4, 16).add(1, 1, 1, 15, 13, 15)
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.add(0, 8, 0, 16, 14, 16).build(),
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.add(0, 8, 0, 16, 14, 16)
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.build(),
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HEATER_BLOCK_SHAPE = shape(2, 0, 2, 14, 14, 14).add(0, 0, 0, 16, 4, 16)
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.build(),
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HEATER_BLOCK_SPECIAL_COLLISION_SHAPE = shape(0, 0, 0, 16, 4, 16).build(),
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CRUSHING_WHEEL_COLLISION_SHAPE = cuboid(0, 0, 0, 16, 16, 16),
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SEAT = cuboid(0, 0, 0, 16, 8, 16),
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CRUSHING_WHEEL_COLLISION_SHAPE = cuboid(0, 0, 0, 16, 16, 16), SEAT = cuboid(0, 0, 0, 16, 8, 16),
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SEAT_COLLISION = cuboid(0, 0, 0, 16, 6, 16),
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MECHANICAL_PROCESSOR_SHAPE = shape(VoxelShapes.fullCube()).erase(4, 0, 4, 12, 16, 12)
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.build(),
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@ -172,8 +170,10 @@ public class AllShapes {
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GAUGE_SHAPE_UP = shape(1, 0, 0, 15, 2, 16).add(2, 2, 1, 14, 14, 15)
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.build(),
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MECHANICAL_ARM = shape(2, 0, 2, 14, 10, 14).add(3, 0, 3, 13, 14, 13)
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.add(0, 0, 0, 16, 6, 16)
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.build(),
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MECHANICAL_ARM_CEILING = shape(2, 6, 2, 14, 16, 14).add(3, 2, 3, 13, 16, 13)
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.add(0, 10, 0, 16, 16, 16)
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.build(),
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CHUTE = shape(1, 8, 1, 15, 16, 15).add(2, 0, 2, 14, 8, 14)
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.build(),
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@ -1,6 +1,11 @@
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package com.simibubi.create.content.contraptions.goggles;
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import java.text.NumberFormat;
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import java.util.List;
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import java.util.Locale;
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import com.simibubi.create.foundation.utility.Lang;
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import net.minecraft.client.Minecraft;
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import net.minecraft.util.text.ITextComponent;
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import net.minecraft.util.text.StringTextComponent;
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@ -10,10 +15,6 @@ import net.minecraftforge.common.util.LazyOptional;
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import net.minecraftforge.fluids.FluidStack;
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import net.minecraftforge.fluids.capability.IFluidHandler;
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import java.text.NumberFormat;
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import java.util.List;
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import java.util.Locale;
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/*
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* Implement this Interface in the TileEntity class that wants to add info to the screen
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* */
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@ -34,7 +35,8 @@ public interface IHaveGoggleInformation {
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}
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static String format(double d) {
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return numberFormat.get().format(d);
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return numberFormat.get()
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.format(d);
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}
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default boolean containedFluidTooltip(List<String> tooltip, boolean isPlayerSneaking,
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@ -74,7 +76,13 @@ public interface IHaveGoggleInformation {
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isEmpty = false;
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}
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if (tank.getTanks() > 1 || !isEmpty)
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if (tank.getTanks() > 1) {
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if (isEmpty)
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tooltip.remove(tooltip.size() - 1);
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return true;
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}
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if (!isEmpty)
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return true;
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ITextComponent capacity = new StringTextComponent(Lang.translate("gui.goggles.fluid_container.capacity"))
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@ -101,7 +109,10 @@ public interface IHaveGoggleInformation {
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}
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public void update() {
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format = NumberFormat.getInstance(Minecraft.getInstance().getLanguageManager().getCurrentLanguage().getJavaLocale());
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format = NumberFormat.getInstance(Minecraft.getInstance()
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.getLanguageManager()
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.getCurrentLanguage()
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.getJavaLocale());
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format.setMaximumFractionDigits(2);
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format.setMinimumFractionDigits(0);
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format.setGroupingUsed(true);
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@ -498,7 +498,7 @@ public class ArmTileEntity extends KineticTileEntity {
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@Override
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protected Vec3d getLocalOffset(BlockState state) {
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int yPos = state.get(ArmBlock.CEILING) ? 16 - 3 : 3;
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Vec3d location = VecHelper.voxelSpace(8, yPos, 14.5);
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Vec3d location = VecHelper.voxelSpace(8, yPos, 15.95);
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location = VecHelper.rotateCentered(location, AngleHelper.horizontalAngle(getSide()), Direction.Axis.Y);
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return location;
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}
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@ -0,0 +1,611 @@
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package com.simibubi.create.foundation.ponder.content;
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import com.simibubi.create.AllBlocks;
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import com.simibubi.create.AllItems;
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import com.simibubi.create.AllShapes;
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import com.simibubi.create.content.contraptions.components.crafter.MechanicalCrafterTileEntity;
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import com.simibubi.create.content.logistics.block.funnel.FunnelTileEntity;
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import com.simibubi.create.content.logistics.block.mechanicalArm.ArmTileEntity.Phase;
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import com.simibubi.create.foundation.ponder.ElementLink;
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import com.simibubi.create.foundation.ponder.SceneBuilder;
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import com.simibubi.create.foundation.ponder.SceneBuildingUtil;
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import com.simibubi.create.foundation.ponder.Selection;
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import com.simibubi.create.foundation.ponder.elements.InputWindowElement;
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import com.simibubi.create.foundation.ponder.elements.WorldSectionElement;
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import com.simibubi.create.foundation.utility.Pointing;
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import net.minecraft.block.Blocks;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.Items;
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import net.minecraft.util.Direction;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Vec3d;
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public class ArmScenes {
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public static void setup(SceneBuilder scene, SceneBuildingUtil util) {
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scene.title("mechanical_arm", "Setting up Mechanical Arms");
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scene.configureBasePlate(0, 0, 5);
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scene.showBasePlate();
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ItemStack armItem = AllBlocks.MECHANICAL_ARM.asStack();
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BlockPos armPos = util.grid.at(2, 1, 2);
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Selection armSel = util.select.position(armPos);
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BlockPos inputDepot = util.grid.at(4, 2, 1);
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Vec3d depotSurface = util.vector.blockSurface(inputDepot, Direction.NORTH);
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Vec3d armSurface = util.vector.blockSurface(armPos, Direction.WEST);
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scene.idle(20);
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scene.world.setKineticSpeed(armSel, 0);
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scene.world.showSection(armSel, Direction.DOWN);
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scene.idle(10);
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scene.effects.indicateRedstone(armPos);
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scene.overlay.showSelectionWithText(armSel, 70)
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.attachKeyFrame()
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.colored(PonderPalette.RED)
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.text("Mechanical Arms have to be assigned their in- and outputs before they are placed")
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.pointAt(armSurface)
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.placeNearTarget();
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scene.idle(80);
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scene.world.showSection(util.select.fromTo(4, 1, 1, 4, 2, 1), Direction.DOWN);
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scene.world.showSection(util.select.fromTo(0, 1, 1, 0, 2, 1), Direction.DOWN);
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scene.world.hideSection(armSel, Direction.UP);
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scene.idle(20);
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scene.overlay.showControls(new InputWindowElement(depotSurface, Pointing.RIGHT).rightClick()
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.withItem(armItem), 50);
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scene.idle(7);
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AxisAlignedBB depotBounds = AllShapes.DEPOT.getBoundingBox();
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.offset(4, 2, 1), 400);
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scene.overlay.showText(70)
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.attachKeyFrame()
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.colored(PonderPalette.INPUT)
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.text("Right-Click inventories while holding the Arm to assign them as Targets")
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.pointAt(util.vector.blockSurface(inputDepot, Direction.WEST))
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.placeNearTarget();
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scene.idle(80);
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BlockPos outputDepot = util.grid.at(0, 2, 1);
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InputWindowElement input =
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new InputWindowElement(util.vector.blockSurface(outputDepot, Direction.NORTH), Pointing.RIGHT).rightClick()
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.withItem(armItem);
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scene.overlay.showControls(input, 20);
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scene.idle(7);
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Object second = new Object();
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, second, depotBounds.offset(0, 2, 1), 100);
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scene.idle(25);
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scene.overlay.showControls(input, 30);
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scene.idle(7);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, second, depotBounds.offset(0, 2, 1), 280);
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scene.overlay.showText(70)
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.colored(PonderPalette.OUTPUT)
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.text("Right-Click again to toggle between Input (Blue) and Output (Orange)")
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.pointAt(util.vector.blockSurface(outputDepot, Direction.WEST))
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.placeNearTarget();
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scene.idle(80);
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scene.world.showSection(util.select.position(1, 1, 0), Direction.DOWN);
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scene.idle(15);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.offset(1, 1, 0), 43);
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scene.overlay.showText(50)
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.colored(PonderPalette.WHITE)
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.text("Left-Click components to remove their Selection")
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.pointAt(util.vector.blockSurface(util.grid.at(1, 1, 0), Direction.WEST))
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.placeNearTarget();
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scene.idle(35);
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scene.overlay
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.showControls(new InputWindowElement(util.vector.topOf(util.grid.at(1, 1, 0)), Pointing.DOWN).leftClick()
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.withItem(armItem), 30);
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scene.idle(50);
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scene.world.showSection(armSel, Direction.DOWN);
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scene.idle(10);
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Vec3d armTop = armSurface.add(0.5, 1.5, 0);
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scene.overlay.showText(70)
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.attachKeyFrame()
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.colored(PonderPalette.GREEN)
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.text("Once placed, the Mechanical Arm will target the blocks selected previously")
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.pointAt(armTop)
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.placeNearTarget();
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scene.idle(80);
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scene.effects.indicateSuccess(armPos);
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scene.world.showSection(util.select.fromTo(2, 1, 5, 2, 1, 3)
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.add(util.select.position(2, 0, 5)), Direction.DOWN);
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ItemStack copper = AllItems.COPPER_INGOT.asStack();
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scene.world.createItemOnBeltLike(inputDepot, Direction.SOUTH, copper);
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scene.idle(10);
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scene.world.setKineticSpeed(armSel, -48);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
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scene.idle(24);
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scene.world.removeItemsFromBelt(inputDepot);
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scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, copper, -1);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, copper, 0);
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scene.idle(24);
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scene.world.createItemOnBeltLike(outputDepot, Direction.UP, copper);
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scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
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scene.idle(44);
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scene.world.showSection(util.select.fromTo(1, 1, 4, 1, 3, 4), Direction.DOWN);
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scene.idle(5);
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scene.world.showSection(util.select.position(4, 1, 2), Direction.DOWN);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, new Object(), depotBounds.offset(0, 2, 1), 60);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.offset(4, 2, 1), 60);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, new Object(), depotBounds.offset(1, 1, 0), 60);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.offset(1, 3, 4), 60);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, new Object(), depotBounds.offset(4, 1, 2), 60);
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scene.idle(5);
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scene.overlay.showText(80)
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.attachKeyFrame()
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.text("They can have any amount of in- and outputs within their range")
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.pointAt(util.vector.blockSurface(util.grid.at(1, 3, 4), Direction.WEST))
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.placeNearTarget();
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inputDepot = util.grid.at(1, 3, 4);
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outputDepot = util.grid.at(1, 1, 0);
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copper = AllBlocks.COPPER_BLOCK.asStack();
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scene.world.createItemOnBeltLike(inputDepot, Direction.SOUTH, copper);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 2);
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scene.idle(24);
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scene.world.removeItemsFromBelt(inputDepot);
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scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, copper, -1);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, copper, 2);
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scene.idle(24);
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scene.world.createItemOnBeltLike(outputDepot, Direction.UP, copper);
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scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
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scene.world.hideSection(util.select.fromTo(4, 2, 1, 4, 1, 1), Direction.UP);
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scene.idle(2);
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scene.world.hideSection(util.select.fromTo(1, 1, 4, 1, 3, 4), Direction.UP);
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scene.idle(5);
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scene.world.hideSection(util.select.fromTo(0, 1, 1, 0, 2, 1), Direction.UP);
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scene.idle(2);
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scene.world.hideSection(util.select.position(1, 1, 0), Direction.UP);
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scene.idle(5);
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scene.world.hideSection(util.select.position(4, 1, 2), Direction.UP);
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scene.idle(15);
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scene.world.showSection(util.select.fromTo(4, 1, 3, 4, 2, 3), Direction.NORTH);
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scene.idle(5);
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scene.world.showSection(util.select.fromTo(0, 1, 3, 0, 2, 3), Direction.NORTH);
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scene.idle(15);
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Object in = new Object();
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Object out = new Object();
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AxisAlignedBB chestBounds = new AxisAlignedBB(1 / 16f, 0, 1 / 16f, 15 / 16f, 14 / 16f, 15 / 16f);
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AxisAlignedBB funnelBounds = new AxisAlignedBB(0, 0, 8 / 16f, 16 / 16f, 16 / 16f, 16 / 16f);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, in, chestBounds.offset(4, 2, 3), 120);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, out, chestBounds.offset(0, 2, 3), 120);
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scene.overlay.showText(80)
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.attachKeyFrame()
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.text("However, not every type of Inventory can be interacted with directly")
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.colored(PonderPalette.RED)
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.placeNearTarget()
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.pointAt(util.vector.blockSurface(util.grid.at(0, 2, 3), Direction.WEST));
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scene.idle(90);
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scene.world.showSection(util.select.fromTo(4, 1, 2, 4, 2, 2), Direction.SOUTH);
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scene.idle(5);
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scene.world.showSection(util.select.position(0, 2, 2), Direction.SOUTH);
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scene.idle(10);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, in, depotBounds.offset(4, 1, 2), 80);
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scene.idle(5);
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scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, out, funnelBounds.offset(0, 2, 2), 80);
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scene.idle(5);
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scene.overlay.showText(60)
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.text("Funnels and Depots can help to Bridge that gap")
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.colored(PonderPalette.OUTPUT)
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.placeNearTarget()
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.pointAt(util.vector.topOf(util.grid.at(0, 2, 2))
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.add(0, 0, 0.25));
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scene.idle(70);
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ItemStack sword = new ItemStack(Items.GOLDEN_SWORD);
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inputDepot = util.grid.at(4, 1, 2);
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scene.overlay
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.showControls(new InputWindowElement(util.vector.topOf(inputDepot), Pointing.RIGHT).withItem(sword), 30);
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scene.world.createItemOnBeltLike(inputDepot, Direction.SOUTH, sword);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 1);
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scene.idle(24);
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scene.world.removeItemsFromBelt(inputDepot);
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scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sword, -1);
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scene.idle(20);
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scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, sword, 1);
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scene.idle(24);
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scene.world.flapFunnel(util.grid.at(0, 2, 2), false);
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scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
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scene.idle(5);
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scene.overlay.showControls(
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new InputWindowElement(util.vector.blockSurface(util.grid.at(0, 2, 3), Direction.WEST), Pointing.LEFT)
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.withItem(sword),
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30);
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}
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public static void filtering(SceneBuilder scene, SceneBuildingUtil util) {
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scene.title("mechanical_arm_filtering", "Filtering Outputs of the Mechanical Arm");
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scene.configureBasePlate(0, 0, 6);
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scene.scaleSceneView(0.9f);
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scene.world.setKineticSpeed(util.select.fromTo(4, 1, 4, 6, 0, 5), 0);
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scene.world.showSection(util.select.layer(0), Direction.UP);
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scene.idle(10);
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scene.world.showSection(util.select.fromTo(4, 1, 4, 5, 1, 5), Direction.DOWN);
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scene.idle(10);
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for (int x = 0; x < 2; x++) {
|
||||
scene.idle(3);
|
||||
scene.world.showSection(util.select.position(x + 1, 1, 4), Direction.DOWN);
|
||||
}
|
||||
|
||||
for (int y = 0; y < 3; y++) {
|
||||
for (int x = 0; x < 3; x++) {
|
||||
scene.world.showSection(util.select.position(y == 1 ? x + 3 : 5 - x, y + 1, 1), Direction.DOWN);
|
||||
scene.idle(2);
|
||||
}
|
||||
}
|
||||
scene.world.showSection(util.select.position(2, 1, 1), Direction.EAST);
|
||||
|
||||
ItemStack sand = new ItemStack(Items.SAND, 64);
|
||||
ItemStack sulphur = new ItemStack(Items.GUNPOWDER, 64);
|
||||
scene.world.createItemOnBeltLike(util.grid.at(2, 1, 4), Direction.SOUTH, sand);
|
||||
scene.world.createItemOnBeltLike(util.grid.at(1, 1, 4), Direction.SOUTH, sulphur);
|
||||
|
||||
scene.overlay.showSelectionWithText(util.select.fromTo(2, 1, 4, 1, 1, 4), 60)
|
||||
.text("Inputs")
|
||||
.placeNearTarget()
|
||||
.colored(PonderPalette.INPUT);
|
||||
scene.idle(50);
|
||||
scene.overlay.showSelectionWithText(util.select.fromTo(5, 3, 1, 3, 1, 1), 40)
|
||||
.text("Outputs")
|
||||
.placeNearTarget()
|
||||
.colored(PonderPalette.OUTPUT);
|
||||
scene.idle(50);
|
||||
|
||||
scene.overlay.showText(80)
|
||||
.attachKeyFrame()
|
||||
.text("Sometimes it is desirable to restrict targets of the Arm by matching a filter")
|
||||
.placeNearTarget()
|
||||
.pointAt(util.vector.blockSurface(util.grid.at(3, 3, 1), Direction.WEST));
|
||||
|
||||
scene.idle(90);
|
||||
scene.rotateCameraY(-90 - 30);
|
||||
scene.idle(20);
|
||||
|
||||
scene.overlay.showSelectionWithText(util.select.position(4, 1, 4), 80)
|
||||
.colored(PonderPalette.RED)
|
||||
.text("Mechanical Arms by themselves do not provide any options for filtering")
|
||||
.placeNearTarget();
|
||||
scene.idle(90);
|
||||
|
||||
for (int y = 0; y < 3; y++) {
|
||||
scene.world.showSection(util.select.fromTo(5, y + 1, 2, 3, y + 1, 2), Direction.NORTH);
|
||||
scene.idle(2);
|
||||
}
|
||||
|
||||
Vec3d filterSlot = util.vector.of(3.5, 3.75, 2.6);
|
||||
scene.overlay.showFilterSlotInput(filterSlot, 80);
|
||||
scene.idle(10);
|
||||
scene.overlay.showText(80)
|
||||
.attachKeyFrame()
|
||||
.colored(PonderPalette.GREEN)
|
||||
.pointAt(filterSlot)
|
||||
.text("Brass Funnels as Targets do however communicate their own filter to the Arm")
|
||||
.placeNearTarget();
|
||||
scene.idle(90);
|
||||
|
||||
for (int y = 0; y < 3; y++) {
|
||||
for (int x = 0; x < 3; x++) {
|
||||
ItemStack item = (x + y) % 2 == 0 ? sulphur : sand;
|
||||
scene.overlay
|
||||
.showControls(new InputWindowElement(filterSlot.add(2 - x, -y, 0), Pointing.LEFT).rightClick()
|
||||
.withItem(item), 5);
|
||||
scene.idle(7);
|
||||
scene.world.setFilterData(util.select.position(5 - x, 3 - y, 2), FunnelTileEntity.class, item);
|
||||
scene.idle(4);
|
||||
}
|
||||
}
|
||||
|
||||
scene.world.setKineticSpeed(util.select.fromTo(4, 1, 4, 6, 0, 5), 24);
|
||||
scene.world.multiplyKineticSpeed(util.select.position(5, 1, 5), -1);
|
||||
scene.world.multiplyKineticSpeed(util.select.position(4, 1, 4), 2);
|
||||
scene.idle(10);
|
||||
|
||||
BlockPos armPos = util.grid.at(4, 1, 4);
|
||||
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 1);
|
||||
scene.idle(24);
|
||||
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sand, -1);
|
||||
scene.idle(20);
|
||||
|
||||
scene.overlay.showText(80)
|
||||
.attachKeyFrame()
|
||||
.pointAt(util.vector.topOf(2, 1, 4))
|
||||
.text("The Arm is smart enough not to pick up items it couldn't distribute")
|
||||
.placeNearTarget();
|
||||
scene.idle(90);
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
int index = i * 2 + 1;
|
||||
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, sand, index);
|
||||
scene.idle(24);
|
||||
BlockPos funnelPos = util.grid.at(5 - index % 3, 1 + index / 3, 2);
|
||||
scene.world.flapFunnel(funnelPos, false);
|
||||
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, i == 3 ? ItemStack.EMPTY : sand, -1);
|
||||
scene.world.modifyTileEntity(funnelPos.north(), MechanicalCrafterTileEntity.class, mct -> mct.getInventory()
|
||||
.insertItem(0, sand.copy(), false));
|
||||
scene.idle(10);
|
||||
}
|
||||
|
||||
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
|
||||
scene.idle(24);
|
||||
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sulphur, -1);
|
||||
scene.idle(20);
|
||||
|
||||
scene.rotateCameraY(120);
|
||||
scene.world.setCraftingResult(util.grid.at(3, 1, 1), new ItemStack(Blocks.TNT));
|
||||
|
||||
for (int i = 0; i < 5; i++) {
|
||||
int index = i * 2;
|
||||
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, sulphur, index);
|
||||
scene.idle(24);
|
||||
BlockPos funnelPos = util.grid.at(3 + index % 3, 1 + index / 3, 2);
|
||||
scene.world.flapFunnel(funnelPos, false);
|
||||
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, i == 4 ? ItemStack.EMPTY : sulphur, -1);
|
||||
scene.world.modifyTileEntity(funnelPos.north(), MechanicalCrafterTileEntity.class, mct -> mct.getInventory()
|
||||
.insertItem(0, sulphur.copy(), false));
|
||||
scene.idle(10);
|
||||
}
|
||||
|
||||
scene.idle(120);
|
||||
}
|
||||
|
||||
public static void modes(SceneBuilder scene, SceneBuildingUtil util) {
|
||||
scene.title("mechanical_arm_modes", "Distribution modes of the Mechanical Arm");
|
||||
scene.configureBasePlate(0, 1, 5);
|
||||
scene.world.setBlock(util.grid.at(3, 1, 0), Blocks.BARRIER.getDefaultState(), false);
|
||||
|
||||
scene.world.showSection(util.select.layer(0), Direction.UP);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(util.select.fromTo(3, 1, 4, 4, 1, 5), Direction.DOWN);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(util.select.fromTo(1, 1, 4, 1, 2, 5), Direction.NORTH);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(util.select.fromTo(1, 1, 1, 5, 1, 2), Direction.SOUTH);
|
||||
scene.idle(10);
|
||||
|
||||
AxisAlignedBB depotBox = AllShapes.DEPOT.getBoundingBox();
|
||||
AxisAlignedBB beltBox = depotBox.contract(0, -3 / 16f, 0)
|
||||
.grow(1, 0, 0);
|
||||
BlockPos depotPos = util.grid.at(1, 1, 4);
|
||||
BlockPos armPos = util.grid.at(3, 1, 4);
|
||||
|
||||
scene.overlay.chaseBoundingBoxOutline(PonderPalette.INPUT, depotBox, depotBox.offset(1, 1, 4), 60);
|
||||
scene.overlay.showText(30)
|
||||
.text("Input")
|
||||
.pointAt(util.vector.blockSurface(depotPos, Direction.WEST))
|
||||
.placeNearTarget()
|
||||
.colored(PonderPalette.INPUT);
|
||||
scene.idle(40);
|
||||
scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, depotBox, beltBox.offset(2, 1, 2), 40);
|
||||
scene.overlay.showText(40)
|
||||
.text("Outputs")
|
||||
.pointAt(util.vector.blockSurface(util.grid.at(1, 1, 2), Direction.WEST))
|
||||
.placeNearTarget()
|
||||
.colored(PonderPalette.OUTPUT);
|
||||
scene.idle(50);
|
||||
|
||||
ItemStack item = new ItemStack(Items.SNOWBALL);
|
||||
|
||||
scene.world.createItemOnBeltLike(depotPos, Direction.SOUTH, item);
|
||||
scene.overlay.showText(60)
|
||||
.attachKeyFrame()
|
||||
.text("Whenever an Arm has to choose between multiple valid outputs...")
|
||||
.pointAt(util.vector.blockSurface(util.grid.at(2, 1, 2), Direction.UP))
|
||||
.placeNearTarget()
|
||||
.colored(PonderPalette.OUTPUT);
|
||||
scene.idle(70);
|
||||
|
||||
Vec3d scrollSlot = util.vector.of(3.5, 1.25, 4);
|
||||
scene.overlay.showFilterSlotInput(scrollSlot, 120);
|
||||
scene.overlay.showText(50)
|
||||
.text("...it will act according to its setting")
|
||||
.pointAt(scrollSlot)
|
||||
.placeNearTarget();
|
||||
scene.idle(60);
|
||||
|
||||
scene.overlay.showControls(new InputWindowElement(scrollSlot, Pointing.RIGHT).scroll()
|
||||
.withWrench(), 40);
|
||||
scene.idle(10);
|
||||
scene.overlay.showText(50)
|
||||
.text("Scrolling with a Wrench will allow you to configure it")
|
||||
.pointAt(scrollSlot)
|
||||
.placeNearTarget();
|
||||
scene.idle(60);
|
||||
|
||||
ElementLink<WorldSectionElement> blockage =
|
||||
scene.world.showIndependentSection(util.select.position(4, 1, 0), Direction.UP);
|
||||
scene.world.moveSection(blockage, util.vector.of(-1, 0, 0), 0);
|
||||
|
||||
for (int i = 0; i < 20; i++) {
|
||||
|
||||
if (i == 2) {
|
||||
scene.overlay.showText(60)
|
||||
.attachKeyFrame()
|
||||
.text("Round Robin mode simply cycles through all outputs that are available")
|
||||
.pointAt(util.vector.blockSurface(util.grid.at(2, 1, 2), Direction.UP))
|
||||
.placeNearTarget()
|
||||
.colored(PonderPalette.OUTPUT);
|
||||
}
|
||||
if (i == 6)
|
||||
continue;
|
||||
if (i == 7) {
|
||||
scene.overlay.showText(60)
|
||||
.attachKeyFrame()
|
||||
.text("If an output is unable to take more items, it will be skipped")
|
||||
.pointAt(util.vector.blockSurface(util.grid.at(3, 1, 2), Direction.UP))
|
||||
.placeNearTarget()
|
||||
.colored(PonderPalette.GREEN);
|
||||
}
|
||||
|
||||
if (i == 12) {
|
||||
scene.world.moveSection(blockage, util.vector.of(-1, 0, 0), 10);
|
||||
scene.world.setBlock(util.grid.at(3, 1, 0), Blocks.BARRIER.getDefaultState(), false);
|
||||
}
|
||||
|
||||
int index = i % 3;
|
||||
|
||||
if (i == 13) {
|
||||
scene.world.setBlock(util.grid.at(2, 1, 0), Blocks.BARRIER.getDefaultState(), false);
|
||||
ElementLink<WorldSectionElement> blockage2 =
|
||||
scene.world.showIndependentSection(util.select.position(4, 1, 0), Direction.UP);
|
||||
scene.world.moveSection(blockage2, util.vector.of(-2, 0, 0), 0);
|
||||
scene.overlay.showText(60)
|
||||
.attachKeyFrame()
|
||||
.text("Prefer First prioritizes the outputs selected earliest when configuring this Arm")
|
||||
.pointAt(util.vector.blockSurface(util.grid.at(3, 1, 2), Direction.UP))
|
||||
.placeNearTarget()
|
||||
.colored(PonderPalette.GREEN);
|
||||
index = 0;
|
||||
}
|
||||
|
||||
if (i == 14)
|
||||
index = 1;
|
||||
if (i == 15)
|
||||
index = 1;
|
||||
if (i >= 16)
|
||||
index = 2;
|
||||
|
||||
scene.idle(5);
|
||||
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
|
||||
scene.idle(12);
|
||||
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, item, -1);
|
||||
scene.world.removeItemsFromBelt(depotPos);
|
||||
scene.idle(5);
|
||||
|
||||
if (i == 9) {
|
||||
scene.overlay.showText(80)
|
||||
.attachKeyFrame()
|
||||
.text("Forced Round Robin mode will never skip outputs, and instead wait until they are free")
|
||||
.pointAt(util.vector.blockSurface(util.grid.at(3, 1, 2), Direction.UP))
|
||||
.placeNearTarget()
|
||||
.colored(PonderPalette.RED);
|
||||
scene.idle(40);
|
||||
scene.world.moveSection(blockage, util.vector.of(1, 0, 0), 10);
|
||||
scene.world.setBlock(util.grid.at(3, 1, 0), Blocks.AIR.getDefaultState(), false);
|
||||
scene.idle(50);
|
||||
scene.world.multiplyKineticSpeed(util.select.fromTo(1, 1, 1, 5, 0, 3), 2);
|
||||
}
|
||||
|
||||
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, item, index);
|
||||
scene.world.createItemOnBeltLike(depotPos, Direction.SOUTH, item);
|
||||
scene.idle(12);
|
||||
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
|
||||
scene.world.createItemOnBelt(util.grid.at(3 - index, 1, 2), Direction.UP, item);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static void redstone(SceneBuilder scene, SceneBuildingUtil util) {
|
||||
scene.title("mechanical_arm_redstone", "Controlling Mechanical Arms with Redstone");
|
||||
scene.configureBasePlate(0, 0, 5);
|
||||
scene.world.showSection(util.select.layer(0), Direction.UP);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(util.select.fromTo(1, 1, 3, 2, 1, 4), Direction.DOWN);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(util.select.fromTo(3, 1, 5, 4, 1, 3), Direction.WEST);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(util.select.position(4, 1, 2), Direction.SOUTH);
|
||||
scene.idle(5);
|
||||
scene.world.showSection(util.select.fromTo(2, 1, 1, 4, 1, 1), Direction.EAST);
|
||||
scene.idle(10);
|
||||
Selection redstone = util.select.fromTo(1, 1, 0, 1, 1, 2);
|
||||
scene.world.showSection(redstone, Direction.SOUTH);
|
||||
|
||||
BlockPos armPos = util.grid.at(1, 1, 3);
|
||||
BlockPos leverPos = util.grid.at(1, 1, 0);
|
||||
ItemStack item = new ItemStack(Items.REDSTONE_ORE);
|
||||
|
||||
scene.world.createItemOnBeltLike(util.grid.at(4, 1, 1), Direction.SOUTH, item);
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
scene.idle(12);
|
||||
|
||||
if (i == 1) {
|
||||
scene.world.toggleRedstonePower(redstone);
|
||||
scene.effects.indicateRedstone(leverPos);
|
||||
scene.idle(10);
|
||||
|
||||
scene.overlay.showText(60)
|
||||
.colored(PonderPalette.RED)
|
||||
.attachKeyFrame()
|
||||
.pointAt(util.vector.topOf(armPos.up()))
|
||||
.placeNearTarget()
|
||||
.text("When powered by Redstone, Mechanical Arms will not activate");
|
||||
scene.idle(70);
|
||||
scene.world.toggleRedstonePower(redstone);
|
||||
}
|
||||
|
||||
if (i == 2) {
|
||||
scene.idle(60);
|
||||
scene.world.toggleRedstonePower(redstone);
|
||||
scene.idle(3);
|
||||
scene.world.toggleRedstonePower(redstone);
|
||||
scene.effects.indicateRedstone(leverPos);
|
||||
}
|
||||
|
||||
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
|
||||
scene.idle(18);
|
||||
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, item, -1);
|
||||
scene.world.removeItemsFromBelt(util.grid.at(3, 1, 1));
|
||||
scene.idle(5);
|
||||
|
||||
if (i == 1) {
|
||||
scene.world.toggleRedstonePower(redstone);
|
||||
scene.effects.indicateRedstone(leverPos);
|
||||
scene.overlay.showText(60)
|
||||
.pointAt(util.vector.topOf(armPos.up()))
|
||||
.placeNearTarget()
|
||||
.text("Before stopping, it will finish any started cycles");
|
||||
}
|
||||
|
||||
scene.idle(10);
|
||||
|
||||
if (i == 2) {
|
||||
scene.overlay.showText(100)
|
||||
.colored(PonderPalette.GREEN)
|
||||
.attachKeyFrame()
|
||||
.pointAt(util.vector.topOf(armPos.up()))
|
||||
.placeNearTarget()
|
||||
.text("Thus, a negative pulse can be used to trigger exactly one activation cycle");
|
||||
}
|
||||
|
||||
scene.world.instructArm(armPos, Phase.MOVE_TO_OUTPUT, item, 0);
|
||||
scene.world.createItemOnBeltLike(util.grid.at(4, 1, 1), Direction.SOUTH, item);
|
||||
scene.idle(18);
|
||||
scene.world.instructArm(armPos, Phase.SEARCH_INPUTS, ItemStack.EMPTY, -1);
|
||||
scene.world.createItemOnBelt(util.grid.at(3, 1, 3), Direction.UP, item);
|
||||
}
|
||||
|
||||
scene.idle(5);
|
||||
}
|
||||
|
||||
}
|
|
@ -633,11 +633,11 @@ public class BearingScenes {
|
|||
scene.overlay.showControls(input, 30);
|
||||
scene.idle(7);
|
||||
scene.world.setBlock(util.grid.at(2, 3, 1), AllBlocks.DYED_SAILS[DyeColor.BLUE.ordinal()].getDefaultState()
|
||||
.with(SailBlock.FACING, Direction.WEST), true);
|
||||
.with(SailBlock.FACING, Direction.WEST), false);
|
||||
scene.idle(10);
|
||||
scene.overlay.showText(40)
|
||||
.colored(PonderPalette.BLUE)
|
||||
.text("Right Click with Dye to paint them")
|
||||
.text("Right-Click with Dye to paint them")
|
||||
.attachKeyFrame()
|
||||
.pointAt(util.vector.blockSurface(util.grid.at(2, 3, 1), Direction.WEST))
|
||||
.placeNearTarget();
|
||||
|
@ -647,7 +647,32 @@ public class BearingScenes {
|
|||
scene.world.replaceBlocks(util.select.fromTo(2, 2, 1, 2, 4, 1),
|
||||
AllBlocks.DYED_SAILS[DyeColor.BLUE.ordinal()].getDefaultState()
|
||||
.with(SailBlock.FACING, Direction.WEST),
|
||||
true);
|
||||
false);
|
||||
|
||||
scene.idle(20);
|
||||
scene.world.rotateBearing(bearingPos, 90, 33);
|
||||
scene.world.rotateSection(plank, 0, 90, 0, 33);
|
||||
scene.idle(40);
|
||||
|
||||
input =
|
||||
new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 3, 1), Direction.NORTH), Pointing.RIGHT)
|
||||
.withItem(new ItemStack(Items.SHEARS));
|
||||
|
||||
scene.overlay.showControls(input, 30);
|
||||
scene.idle(7);
|
||||
scene.world.setBlock(util.grid.at(3, 3, 2), AllBlocks.SAIL_FRAME.getDefaultState()
|
||||
.with(SailBlock.FACING, Direction.NORTH), false);
|
||||
scene.idle(10);
|
||||
scene.overlay.showText(40)
|
||||
.text("Right-Click with Shears to turn them back into frames")
|
||||
.attachKeyFrame()
|
||||
.pointAt(util.vector.blockSurface(util.grid.at(2, 3, 1), Direction.WEST))
|
||||
.placeNearTarget();
|
||||
scene.idle(20);
|
||||
scene.overlay.showControls(input, 30);
|
||||
scene.idle(7);
|
||||
scene.world.replaceBlocks(util.select.fromTo(3, 2, 2, 3, 4, 2), AllBlocks.SAIL_FRAME.getDefaultState()
|
||||
.with(SailBlock.FACING, Direction.NORTH), false);
|
||||
scene.idle(20);
|
||||
}
|
||||
|
||||
|
|
|
@ -132,6 +132,13 @@ public class PonderIndex {
|
|||
PonderRegistry.forComponents(AllBlocks.STICKER)
|
||||
.addStoryBoard("sticker", RedstoneScenes::sticker, PonderTag.CONTRAPTION_ASSEMBLY);
|
||||
|
||||
// Mechanical Arm
|
||||
PonderRegistry.forComponents(AllBlocks.MECHANICAL_ARM)
|
||||
.addStoryBoard("mechanical_arm/setup", ArmScenes::setup, PonderTag.ARM_TARGETS)
|
||||
.addStoryBoard("mechanical_arm/filter", ArmScenes::filtering)
|
||||
.addStoryBoard("mechanical_arm/modes", ArmScenes::modes)
|
||||
.addStoryBoard("mechanical_arm/redstone", ArmScenes::redstone);
|
||||
|
||||
// Mechanical Piston
|
||||
PonderRegistry.forComponents(AllBlocks.MECHANICAL_PISTON, AllBlocks.STICKY_MECHANICAL_PISTON)
|
||||
.addStoryBoard("mechanical_piston/anchor", PistonScenes::movement, PonderTag.KINETIC_APPLIANCES,
|
||||
|
@ -296,6 +303,7 @@ public class PonderIndex {
|
|||
.add(AllBlocks.CREATIVE_FLUID_TANK);
|
||||
|
||||
PonderRegistry.tags.forTag(PonderTag.ARM_TARGETS)
|
||||
.add(AllBlocks.MECHANICAL_ARM)
|
||||
.add(AllItems.BELT_CONNECTOR)
|
||||
.add(AllBlocks.CHUTE)
|
||||
.add(AllBlocks.DEPOT)
|
||||
|
|
|
@ -13,6 +13,9 @@ public enum PonderPalette {
|
|||
MEDIUM(0xFF_0084ff),
|
||||
FAST(0xFF_ff55ff),
|
||||
|
||||
INPUT(0xFF_4f8a8b),
|
||||
OUTPUT(0xFF_ffcb74),
|
||||
|
||||
;
|
||||
|
||||
private int color;
|
||||
|
|
|
@ -61,7 +61,7 @@ public class PonderTag implements IScreenRenderable {
|
|||
|
||||
SAILS = new PonderTag("windmill_sails").item(AllBlocks.WINDMILL_BEARING.get(), true, true)
|
||||
.defaultLang("Sails for Windmill Bearings",
|
||||
"Blocks that count towards the strength of a Windmill Contraption when assembled"),
|
||||
"Blocks that count towards the strength of a Windmill Contraption when assembled. Each of these have equal efficiency in doing so."),
|
||||
|
||||
// FLUID_TRANSFER = new PonderTag("fluid_transfer").idAsIcon(),
|
||||
//
|
||||
|
|
|
@ -61,6 +61,12 @@ public class PonderTagScreen extends NavigatableSimiScreen {
|
|||
items.clear();
|
||||
PonderRegistry.tags.getItems(tag)
|
||||
.stream()
|
||||
.filter(rl -> tag.getMainItem()
|
||||
.isEmpty()
|
||||
|| tag.getMainItem()
|
||||
.getItem()
|
||||
.getRegistryName()
|
||||
.equals(rl))
|
||||
.map(key -> {
|
||||
Item item = ForgeRegistries.ITEMS.getValue(key);
|
||||
if (item == null) {
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
"credit": "Made with Blockbench",
|
||||
"parent": "block/block",
|
||||
"textures": {
|
||||
"2": "create:block/brass_casing_belt",
|
||||
"6": "create:block/crafter_top",
|
||||
"7": "create:block/brass_block",
|
||||
"particle": "create:block/crafter_top"
|
||||
|
@ -9,15 +10,15 @@
|
|||
"elements": [
|
||||
{
|
||||
"name": "Base",
|
||||
"from": [2, 0, 2],
|
||||
"to": [14, 6, 14],
|
||||
"from": [0, 0, 0],
|
||||
"to": [16, 6, 16],
|
||||
"faces": {
|
||||
"north": {"uv": [2, 0, 14, 6], "texture": "#6"},
|
||||
"east": {"uv": [2, 0, 14, 6], "texture": "#6"},
|
||||
"south": {"uv": [2, 0, 14, 6], "texture": "#6"},
|
||||
"west": {"uv": [2, 0, 14, 6], "texture": "#6"},
|
||||
"up": {"uv": [2, 2, 14, 14], "texture": "#7"},
|
||||
"down": {"uv": [2, 2, 14, 14], "texture": "#6"}
|
||||
"north": {"uv": [8, 12.5, 16, 15.5], "texture": "#2"},
|
||||
"east": {"uv": [8, 12.5, 16, 15.5], "texture": "#2"},
|
||||
"south": {"uv": [8, 12.5, 16, 15.5], "texture": "#2"},
|
||||
"west": {"uv": [8, 12.5, 16, 15.5], "texture": "#2"},
|
||||
"up": {"uv": [0, 0, 16, 16], "texture": "#7"},
|
||||
"down": {"uv": [0, 0, 16, 16], "texture": "#6"}
|
||||
}
|
||||
}
|
||||
],
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
"credit": "Made with Blockbench",
|
||||
"parent": "block/block",
|
||||
"textures": {
|
||||
"3": "create:block/brass_casing_belt",
|
||||
"5": "create:block/mechanical_arm",
|
||||
"6": "create:block/crafter_top",
|
||||
"7": "create:block/brass_block",
|
||||
|
@ -52,9 +53,9 @@
|
|||
},
|
||||
{
|
||||
"name": "ConnectorR",
|
||||
"from": [5, 12, 0],
|
||||
"to": [7, 14, 6],
|
||||
"rotation": {"angle": 45, "axis": "x", "origin": [8, -4, 5]},
|
||||
"from": [5, 7.02944, 12],
|
||||
"to": [7, 9.02944, 18],
|
||||
"rotation": {"angle": 22.5, "axis": "x", "origin": [8, 8, 17]},
|
||||
"faces": {
|
||||
"east": {"uv": [15, 0, 16, 3], "rotation": 90, "texture": "#5"},
|
||||
"south": {"uv": [15, 0, 16, 1], "rotation": 90, "texture": "#5"},
|
||||
|
@ -65,9 +66,9 @@
|
|||
},
|
||||
{
|
||||
"name": "ConnectorR",
|
||||
"from": [9, 12, 0],
|
||||
"to": [11, 14, 6],
|
||||
"rotation": {"angle": 45, "axis": "x", "origin": [12, -4, 5]},
|
||||
"from": [9, 7.02944, 12],
|
||||
"to": [11, 9.02944, 18],
|
||||
"rotation": {"angle": 22.5, "axis": "x", "origin": [8, 8, 17]},
|
||||
"faces": {
|
||||
"east": {"uv": [15, 0, 16, 3], "rotation": 90, "texture": "#5"},
|
||||
"south": {"uv": [15, 0, 16, 1], "rotation": 90, "texture": "#5"},
|
||||
|
@ -78,9 +79,9 @@
|
|||
},
|
||||
{
|
||||
"name": "UpperBody",
|
||||
"from": [4.5, 11, -10],
|
||||
"to": [11.5, 15, 1],
|
||||
"rotation": {"angle": 45, "axis": "x", "origin": [8, -4, 5]},
|
||||
"from": [4.5, 6.02944, 2],
|
||||
"to": [11.5, 10.02944, 13],
|
||||
"rotation": {"angle": 22.5, "axis": "x", "origin": [8, 8, 17]},
|
||||
"faces": {
|
||||
"north": {"uv": [11, 9, 14.5, 11], "texture": "#5"},
|
||||
"east": {"uv": [14, 3.5, 16, 9], "rotation": 270, "texture": "#5"},
|
||||
|
@ -92,9 +93,9 @@
|
|||
},
|
||||
{
|
||||
"name": "Head",
|
||||
"from": [4, 16.5, 4],
|
||||
"to": [12, 20.5, 8],
|
||||
"rotation": {"angle": 0, "axis": "y", "origin": [8, 2, 8]},
|
||||
"from": [4, 11.59915, 0.63821],
|
||||
"to": [12, 15.59915, 4.63821],
|
||||
"rotation": {"angle": -22.5, "axis": "x", "origin": [8, 14, 3]},
|
||||
"faces": {
|
||||
"north": {"uv": [7, 9.5, 9, 13.5], "rotation": 90, "texture": "#5"},
|
||||
"east": {"uv": [7, 13.5, 9, 15.5], "texture": "#5"},
|
||||
|
@ -106,23 +107,23 @@
|
|||
},
|
||||
{
|
||||
"name": "Base",
|
||||
"from": [2, -16, 2],
|
||||
"to": [14, -10, 14],
|
||||
"from": [0, -16, 0],
|
||||
"to": [16, -10, 16],
|
||||
"rotation": {"angle": 0, "axis": "y", "origin": [8, -8, 8]},
|
||||
"faces": {
|
||||
"north": {"uv": [2, 0, 14, 6], "texture": "#6"},
|
||||
"east": {"uv": [2, 0, 14, 6], "texture": "#6"},
|
||||
"south": {"uv": [2, 0, 14, 6], "texture": "#6"},
|
||||
"west": {"uv": [2, 0, 14, 6], "texture": "#6"},
|
||||
"up": {"uv": [2, 2, 14, 14], "texture": "#7"},
|
||||
"down": {"uv": [2, 2, 14, 14], "texture": "#6"}
|
||||
"north": {"uv": [8, 12.5, 16, 15.5], "texture": "#3"},
|
||||
"east": {"uv": [8, 12.5, 16, 15.5], "texture": "#3"},
|
||||
"south": {"uv": [8, 12.5, 16, 15.5], "texture": "#3"},
|
||||
"west": {"uv": [8, 12.5, 16, 15.5], "texture": "#3"},
|
||||
"up": {"uv": [0, 0, 16, 16], "texture": "#7"},
|
||||
"down": {"uv": [0, 0, 16, 16], "texture": "#6"}
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ClawBase",
|
||||
"from": [5, 15.5, 1],
|
||||
"to": [11, 21.5, 3],
|
||||
"rotation": {"angle": 0, "axis": "y", "origin": [8, 2, 8]},
|
||||
"from": [5, 10.59915, -2.36179],
|
||||
"to": [11, 16.59915, -0.36179],
|
||||
"rotation": {"angle": -22.5, "axis": "x", "origin": [8, 14, 3]},
|
||||
"faces": {
|
||||
"north": {"uv": [12, 0, 15, 3], "texture": "#5"},
|
||||
"east": {"uv": [12, 0, 13, 3], "texture": "#5"},
|
||||
|
@ -134,23 +135,23 @@
|
|||
},
|
||||
{
|
||||
"name": "ClawTop",
|
||||
"from": [5.5, 20.5, -3],
|
||||
"to": [10.5, 22.5, 2],
|
||||
"rotation": {"angle": -22.5, "axis": "x", "origin": [8, 21.5, 2]},
|
||||
"from": [5.5, 5.96489, -2.07049],
|
||||
"to": [10.5, 10.96489, -0.07049],
|
||||
"rotation": {"angle": 45, "axis": "x", "origin": [8, 14, 3]},
|
||||
"faces": {
|
||||
"north": {"uv": [9.5, 1.5, 12, 2.5], "rotation": 180, "texture": "#5"},
|
||||
"east": {"uv": [9.5, 0, 12, 1], "rotation": 180, "texture": "#5"},
|
||||
"south": {"uv": [9.5, 0, 12, 1], "rotation": 180, "texture": "#5"},
|
||||
"west": {"uv": [9.5, 0, 12, 1], "rotation": 180, "texture": "#5"},
|
||||
"up": {"uv": [9.5, 0, 12, 2.5], "rotation": 180, "texture": "#5"},
|
||||
"down": {"uv": [9.5, 0, 12, 2.5], "rotation": 180, "texture": "#5"}
|
||||
"north": {"uv": [9.5, 0, 12, 2.5], "texture": "#5"},
|
||||
"east": {"uv": [9.5, 0, 12, 1], "rotation": 270, "texture": "#5"},
|
||||
"south": {"uv": [9.5, 0, 12, 2.5], "rotation": 180, "texture": "#5"},
|
||||
"west": {"uv": [9.5, 0, 12, 1], "rotation": 90, "texture": "#5"},
|
||||
"up": {"uv": [9.5, 0, 12, 1], "rotation": 180, "texture": "#5"},
|
||||
"down": {"uv": [9.5, 1.5, 12, 2.5], "texture": "#5"}
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "ClawBottom",
|
||||
"from": [5.5, 14.5, -3],
|
||||
"to": [10.5, 16.5, 2],
|
||||
"rotation": {"angle": 22.5, "axis": "x", "origin": [8, 15.5, 2]},
|
||||
"from": [5.5, 8.18885, -4.72832],
|
||||
"to": [10.5, 10.18885, 0.27168],
|
||||
"rotation": {"angle": 0, "axis": "x", "origin": [8, 14, 3]},
|
||||
"faces": {
|
||||
"north": {"uv": [9.5, 0, 12, 1], "rotation": 180, "texture": "#5"},
|
||||
"east": {"uv": [9.5, 1.5, 12, 2.5], "rotation": 180, "texture": "#5"},
|
||||
|
@ -162,9 +163,9 @@
|
|||
},
|
||||
{
|
||||
"name": "ClawConnector",
|
||||
"from": [6.5, 17.5, 3],
|
||||
"to": [9.5, 19.5, 4],
|
||||
"rotation": {"angle": 0, "axis": "y", "origin": [8, 2, 8]},
|
||||
"from": [6.5, 12.59915, -0.36179],
|
||||
"to": [9.5, 14.59915, 0.63821],
|
||||
"rotation": {"angle": -22.5, "axis": "x", "origin": [8, 14, 3]},
|
||||
"faces": {
|
||||
"east": {"uv": [10.5, 2.5, 11, 3.5], "texture": "#5"},
|
||||
"west": {"uv": [11.5, 2.5, 12, 3.5], "texture": "#5"},
|
||||
|
@ -282,8 +283,8 @@
|
|||
"scale": [0.25, 0.25, 0.25]
|
||||
},
|
||||
"gui": {
|
||||
"rotation": [30, 225, 0],
|
||||
"translation": [0, 3, 0],
|
||||
"rotation": [30, 135, 0],
|
||||
"translation": [0, 4.25, 0],
|
||||
"scale": [0.45, 0.45, 0.45]
|
||||
},
|
||||
"head": {
|
||||
|
|
BIN
src/main/resources/ponder/mechanical_arm/filter.nbt
Normal file
BIN
src/main/resources/ponder/mechanical_arm/filter.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/mechanical_arm/modes.nbt
Normal file
BIN
src/main/resources/ponder/mechanical_arm/modes.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/mechanical_arm/redstone.nbt
Normal file
BIN
src/main/resources/ponder/mechanical_arm/redstone.nbt
Normal file
Binary file not shown.
BIN
src/main/resources/ponder/mechanical_arm/setup.nbt
Normal file
BIN
src/main/resources/ponder/mechanical_arm/setup.nbt
Normal file
Binary file not shown.
Loading…
Reference in a new issue