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Don't propagate adjacent redstone signals for computers (#549)
[PatchWork] Also updated patchwork format information
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patchwork.md
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patchwork.md
@ -9,7 +9,9 @@ SubScript // Desc of commit
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```
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If a edit that is present in CC:T is not needed, I will skip over it.
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Any and all references to an issue number, are to be found on CC:T's repo. not this oen
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Any and all references to an issue number, are to be found on CC:T's repo.
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Lines that are found above a commit in this log like this one, (excluding this one) are comments about how i had to implement things that are not a simple 1:1 (excluding fabric/forge differences) conversion
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```md
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5155e18de279a193c558aa029963486fd1294769
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@ -104,3 +106,19 @@ Fix io.open documentation
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Well, that was silly.
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```
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I set the default properties for computers as `Block.GLASS` and then set their strength to `2F` and their soundgroup to stone
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```
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8472112fc1eaad18ed6ed2c6c62b040fe421e81a
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Don't propagate adjacent redstone signals for computers (#549)
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Minecraft propagates "strong" redstone signals (such as those directly
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from comparators or repeaters) through solid blocks. This includes
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computers, which is a little annoying as it means one cannot feed
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redstone wire from one side and a repeater from another.
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This changes computers to not propagate strong redstone signals, in the
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same way transparent blocks like glass do.
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Closes #548.
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```
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@ -55,6 +55,7 @@ import dan200.computercraft.shared.turtle.items.ItemTurtle;
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import dan200.computercraft.shared.turtle.upgrades.*;
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import dan200.computercraft.shared.util.FixedPointTileEntityType;
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import net.minecraft.block.AbstractBlock;
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import net.minecraft.block.Block;
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import net.minecraft.block.Blocks;
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import net.minecraft.block.Material;
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@ -68,6 +69,7 @@ import net.minecraft.item.ItemGroup;
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import net.minecraft.item.Items;
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import net.minecraft.screen.ScreenHandler;
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import net.minecraft.screen.ScreenHandlerType;
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import net.minecraft.sound.BlockSoundGroup;
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import net.minecraft.util.Identifier;
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import net.minecraft.util.registry.Registry;
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@ -121,8 +123,12 @@ public final class ComputerCraftRegistry {
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public static final BlockCable CABLE = register("cable", new BlockCable(emProperties()));
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private static Block.Settings properties() {
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return FabricBlockSettings.copyOf(Blocks.STONE)
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.strength(2);
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//return FabricBlockSettings.copyOf(Blocks.GLASS)
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// .strength(2);
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return AbstractBlock.Settings.of(Material.GLASS)
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.strength(2F)
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.sounds(BlockSoundGroup.STONE)
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.nonOpaque();
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}
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private static Block.Settings turtleProperties() {
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