Build 1.6-23
Panel components have to be shift-clicked to place them in the world
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@ -1,5 +1,5 @@
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def mainVersion = "1.6"
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def buildNumber = "22"
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def buildNumber = "23"
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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 1.6-23
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- Added a command to allow taking screenshots of Marx generator discharges (/ciw triggermarxscreenshot)
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- Panel components have to be shift-clicked to place them in the world
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- Fixed wire coil crafting
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- Added a recipe for the Seven-Segment displays
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#####Version 1.6-22
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- Added a Seven-Segment display for control panels
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- Panel components update their values as soon as they are changed in the GUI
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@ -169,7 +169,7 @@ public class ItemPanelComponent extends Item implements INetGUIItem {
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@Override
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@Nonnull
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public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, @Nonnull EnumHand hand) {
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if (!worldIn.isRemote) {
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if (!worldIn.isRemote&&!playerIn.isSneaking()) {
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playerIn.openGui(IndustrialWires.MODID, 1, worldIn, 0, 0, hand == EnumHand.MAIN_HAND ? 1 : 0);
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}
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return new ActionResult<>(EnumActionResult.SUCCESS, playerIn.getHeldItem(hand));
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@ -180,25 +180,26 @@ public class ItemPanelComponent extends Item implements INetGUIItem {
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*/
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@Nonnull
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public EnumActionResult onItemUse(EntityPlayer player, World worldIn, BlockPos pos, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) {
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IBlockState iblockstate = worldIn.getBlockState(pos);
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Block block = iblockstate.getBlock();
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if (player.isSneaking()) {
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IBlockState iblockstate = worldIn.getBlockState(pos);
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Block block = iblockstate.getBlock();
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if (!block.isReplaceable(worldIn, pos)) {
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pos = pos.offset(facing);
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}
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ItemStack itemstack = player.getHeldItem(hand);
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if (!itemstack.isEmpty() && player.canPlayerEdit(pos, facing, itemstack) && worldIn.mayPlace(IndustrialWires.panel, pos, false, facing, (Entity) null)) {
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placeBlockAt(itemstack, player, worldIn, pos, facing, hitX, hitY, hitZ);
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SoundType soundtype = worldIn.getBlockState(pos).getBlock().getSoundType(worldIn.getBlockState(pos), worldIn, pos, player);
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worldIn.playSound(player, pos, soundtype.getPlaceSound(), SoundCategory.BLOCKS, (soundtype.getVolume() + 1.0F) / 2.0F, soundtype.getPitch() * 0.8F);
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itemstack.shrink(1);
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return EnumActionResult.SUCCESS;
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} else {
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return EnumActionResult.FAIL;
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if (!block.isReplaceable(worldIn, pos)) {
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pos = pos.offset(facing);
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}
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ItemStack itemstack = player.getHeldItem(hand);
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if (!itemstack.isEmpty() && player.canPlayerEdit(pos, facing, itemstack) && worldIn.mayPlace(IndustrialWires.panel, pos, false, facing, (Entity) null)) {
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placeBlockAt(itemstack, player, worldIn, pos, facing, hitX, hitY, hitZ);
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SoundType soundtype = worldIn.getBlockState(pos).getBlock().getSoundType(worldIn.getBlockState(pos), worldIn, pos, player);
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worldIn.playSound(player, pos, soundtype.getPlaceSound(), SoundCategory.BLOCKS, (soundtype.getVolume() + 1.0F) / 2.0F, soundtype.getPitch() * 0.8F);
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itemstack.shrink(1);
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return EnumActionResult.SUCCESS;
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}
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}
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return EnumActionResult.FAIL;
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}
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private void placeBlockAt(ItemStack stack, EntityPlayer player, World world, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ) {
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@ -156,7 +156,7 @@ ie.manual.entry.industrialwires.redstone1=connectors from Immersive Engineering.
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ie.manual.entry.industrialwires.components.name=Panel Components
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ie.manual.entry.industrialwires.components.subtext=More than just two
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ie.manual.entry.industrialwires.components.general=The settings of any component can be copied to a component of the same type by placing the components directly above each other in a crafting bench. The settings of the upper component will be copied to the lower.<br>Components can be placed in the world to create small control panels containing just that component. These interact with redstone signals in the world directly, just like a lever does, rather than through redstone wire controllers, like normal control panels.
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ie.manual.entry.industrialwires.components.general=The settings of any component can be copied to a component of the same type by placing the components directly above each other in a crafting bench. The settings of the upper component will be copied to the lower.<br>Components can be placed in the world by shift-right-clicking to create small control panels containing just that component. These interact with redstone signals in the world directly, just like a lever does, rather than through redstone wire controllers like normal control panels would.
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ie.manual.entry.industrialwires.button=A simple button that activates a redstone signal when pressed. Its color can be changed. The button either stays on until clicked again (latching) or tuns off after half a second (non-latching).
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ie.manual.entry.industrialwires.label=A text that can be placed on the control panel, for example to indicate the purpose of some other component. The color and obviously the text can be edited.
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ie.manual.entry.industrialwires.indicator_light=A small indicator that brightens as the input redstone signal is increased. The color can be changed.
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