Potentially fixed missing textures/models on the mechanical converters in some cases?
Fixed "old" connectors with full storage not working
This commit is contained in:
malte0811 2017-01-11 09:54:46 +01:00
parent 0e613d05b8
commit 3d9f199d66
5 changed files with 38 additions and 2 deletions

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@ -1,5 +1,5 @@
def mainVersion = "1.2"
def buildNumber = "5"
def buildNumber = "6"
// For those who want the bleeding edge
buildscript {

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@ -1,3 +1,9 @@
#####Version 1.2-6
- reduced the discrepancies between IC2 cables and Industrial Wires
- machines don't explode when they shouldn't except in some corner cases
- potentially fixed missing textures on the mechanical converters
- added Chinese translations (thanks SihenZhang)
#####Version 1.2-5 (10,000 download celebratory release)
- added mechanical converters and the rotational motor
- they convert between IE rotational energy (windmill, dynamo etc) and IC2 kinetic energy

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@ -252,6 +252,16 @@ public class TileEntityIC2ConnectorTin extends TileEntityImmersiveConnectable im
relay = nbt.getBoolean("relay");
inBuffer = nbt.getDouble("inBuffer");
outBuffer = nbt.getDouble("outBuffer");
if (nbt.hasKey("maxToNet")) {
maxToNet = nbt.getDouble("maxToNet");
} else {
maxToNet = inBuffer;
}
if (nbt.hasKey("maxToMachine")) {
maxToMachine = nbt.getDouble("maxToMachine");
} else {
maxToMachine = outBuffer;
}
}
@Override
@ -261,6 +271,8 @@ public class TileEntityIC2ConnectorTin extends TileEntityImmersiveConnectable im
nbt.setBoolean("relay", relay);
nbt.setDouble("inBuffer", inBuffer);
nbt.setDouble("outBuffer", outBuffer);
nbt.setDouble("maxToNet", maxToNet);
nbt.setDouble("maxToMachine", maxToMachine);
}
@Override

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@ -2,7 +2,7 @@
"forge_marker": 1,
"defaults": {
"transform": "forge:default-block",
"model": "immersiveengineering:ieSixSides",
"model": "industrialwires:iwSixSides",
"textures": {
},

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@ -0,0 +1,18 @@
{
"elements": [{
"from": [ 0,0,0 ],
"to": [ 16,16,16 ],
"faces": {
"down": { "texture": "#bottom", "uv": [0,0,16,16] },
"up": { "texture": "#top", "uv": [0,0,16,16] },
"north": { "texture": "#north", "uv": [0,0,16,16] },
"south": { "texture": "#south", "uv": [0,0,16,16] },
"west": { "texture": "#west", "uv": [0,0,16,16] },
"east": { "texture": "#east", "uv": [0,0,16,16] }
}
}],
"textures":
{
"particle": "#top"
}
}