I was going to treat each mod as a branch of the main focusing on a set
task. However, some fan seem to like the old names, and frankly I do as
well. Not sure what got me started on naming them something else but it
doesn't matter.
Didn't noticed that these needed called inorder to function correctly.
Though i guess the UE loader mod would have covered this for me its
better to be safe than sorry.
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.