Build 6
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:
parent
0e613d05b8
commit
3d9f199d66
5 changed files with 38 additions and 2 deletions
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@ -1,5 +1,5 @@
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def mainVersion = "1.2"
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def buildNumber = "5"
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def buildNumber = "6"
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// For those who want the bleeding edge
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buildscript {
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@ -1,3 +1,9 @@
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#####Version 1.2-6
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- reduced the discrepancies between IC2 cables and Industrial Wires
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- machines don't explode when they shouldn't except in some corner cases
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- potentially fixed missing textures on the mechanical converters
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- added Chinese translations (thanks SihenZhang)
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#####Version 1.2-5 (10,000 download celebratory release)
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- added mechanical converters and the rotational motor
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- 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
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relay = nbt.getBoolean("relay");
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inBuffer = nbt.getDouble("inBuffer");
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outBuffer = nbt.getDouble("outBuffer");
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if (nbt.hasKey("maxToNet")) {
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maxToNet = nbt.getDouble("maxToNet");
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} else {
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maxToNet = inBuffer;
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}
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if (nbt.hasKey("maxToMachine")) {
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maxToMachine = nbt.getDouble("maxToMachine");
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} else {
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maxToMachine = outBuffer;
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}
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}
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@Override
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@ -261,6 +271,8 @@ public class TileEntityIC2ConnectorTin extends TileEntityImmersiveConnectable im
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nbt.setBoolean("relay", relay);
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nbt.setDouble("inBuffer", inBuffer);
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nbt.setDouble("outBuffer", outBuffer);
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nbt.setDouble("maxToNet", maxToNet);
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nbt.setDouble("maxToMachine", maxToMachine);
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}
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@Override
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@ -2,7 +2,7 @@
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"forge_marker": 1,
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"defaults": {
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"transform": "forge:default-block",
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"model": "immersiveengineering:ieSixSides",
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"model": "industrialwires:iwSixSides",
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"textures": {
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},
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@ -0,0 +1,18 @@
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{
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"elements": [{
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"from": [ 0,0,0 ],
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"to": [ 16,16,16 ],
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"faces": {
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"down": { "texture": "#bottom", "uv": [0,0,16,16] },
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"up": { "texture": "#top", "uv": [0,0,16,16] },
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"north": { "texture": "#north", "uv": [0,0,16,16] },
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"south": { "texture": "#south", "uv": [0,0,16,16] },
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"west": { "texture": "#west", "uv": [0,0,16,16] },
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"east": { "texture": "#east", "uv": [0,0,16,16] }
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}
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}],
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"textures":
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{
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"particle": "#top"
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}
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}
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