In 1.20.1, Forge and Fabric have different "common" tag conventions (for
instance, Forge uses forge:dusts/redstone, while Fabric uses
c:redstone_dusts). This means the generated recipes (and advancements)
will be different for the two loader projects. As such, we run data
generators for each loader, and store the results separately.
However, aside from some recipes and advancements, most resources /are/
the same between the two. This means we end up with a lot of duplicate
files, which make the diff even harder to read. This gets worse in
1.20.5, when NeoForge and Fabric have (largely) unified their tag names.
This commit now merges the generated resources of the two loaders,
moving shared files to the common project.
- Add a new MergeTrees command, to handle the de-duplication of files.
- Change the existing runData tasks to write to
build/generatedResources.
- Add a new :common:runData task, that reads from the
build/generatedResources folder and writes to the per-project
src/generated/resources.
This tells Create that modems will pop-off if their neighbour is moved,
and so changes the order that the block is moved in.
We possibly should use BlockMovementChecks.AttachedCheck instead, to
properly handle the direction modems are facing in. However, this
doesn't appear to be part of the public API, so probably best avoided.
Fixes#948
While ComputerFamily is still useful, there's definitely some places
where it adds an extra layer of indirection. This commit attempts to
clean up some places where we no longer need it.
- Remove ComputerFamily from AbstractComputerBlock. The only place this
was needed is in TurtleBlock, and that can be replaced with normal
Minecraft explosion resistence!
- Pass in the fuel limit to the turtle block entity, rather than
deriving it from current family.
- The turtle BERs now derive their model from the turtle's item, rather
than the turtle's family.
- When creating upgrade/overlay recipes, use the item's name, rather
than {pocket,turtle}_family. This means we can drop getFamily() from
IComputerItem (it is still needed on to handle the UI).
- We replace IComputerItem.withFamily with a method to change to a
different item of the same type. ComputerUpgradeRecipe no longer
takes a family, and instead just uses the result's item.
- Computer blocks now use the normal Block.asItem() to find their
corresponding item, rather than looking it up via family.
The above means we can remove all the family-based XyzItem.create(...)
methods, which have always felt a little ugly.
We still need ComputerFamily for a couple of things:
- Permission checks for command computers.
- Checks for mouse/colour support in ServerComputer.
- UI textures.
This attempts to reduce some duplication in recipe serialisation (and
deserialisation) by moving the structure of a recipe (group, category,
ingredients, result) into seprate types.
- Add ShapedRecipeSpec and ShapelessRecipeSpec, which store the core
properties of shaped and shapeless recipes. There's a couple of
additional classes here for handling some of the other shared or
complex logic.
- These classes are now used by two new Custom{Shaped,Shapeless}Recipe
classes, which are (mostly) equivalent to Minecraft's
shaped/shapeless recipes, just with support for nbt in results.
- All the other similar recipes now inherit from these base classes,
which allows us to reuse a lot of this serialisation code. Alas, the
total code size has still gone up - maybe there's too much
abstraction here :).
- Mostly unrelated, but fix the skull recipes using the wrong UUID
format.
This allows us to remove our mixin for nbt in recipes (as we just use
our custom recipe now) and simplify serialisation a bit - hopefully
making the switch to codecs a little easier.
- Remove some unused translation keys.
- Run tools/language.py to sort the current translations and remove the
aforementioned unused keys.
- Update turtle tool impostor recipes - these now include the tool NBT!
- Use GuiGraphics for rendering UI elements. Almost definitely some
z-fighting issues slipped in here.
- Use Forge's loot modifier system for handling treasure disks. I have
mixed feelings about this - it's a nice system, but also is far less
efficient than the previous approach.
- Regenerate data. This is the brunt of the commit, but nothing
especially interesting here.
- Add a new recipe type for turtle overlays, and recipe generator
support for this recipe.
- Add trans and rainbow flags.
- Exclude .license files from the generated jar. I'm not thrilled on
the whole .license file system, but it's kinda the easiest way.
- Regenerate data. Yes, this is 90% of the commit :D.
We define a tag which allows specifying which blocks can be used. Right
now this is is just cauldrons and hives, as they have "placing into"
semantics.
Closes#1305. Many thanks to Lindsay-Needs-Sleep for their initial work
on this!
Fixes#1008. I believe also fixes#854.
It's much less aggressive than dunking it in a cauldron, so won't damage
any of your precious electronics.
I had this idea back in 2017 (dan200/ComputerCraft#230). Can't believe
it took me almost 6 years to implement.
In older versions we just used a hard-coded list of items and
superclasses. This was somewhat ugly, and so in 1.19.3 I tried to make
this code more generic.
However, this has a lot of unintended consequences - for instance
turtles can now throw ender pearls, which is definitely not intended!
By using a tag, we can emulate the old behaviour, while still allowing
modders and pack devs to add additional items if needed.
Lots of minor changes, but nothing too nasty - just tedious.
Known bugs/issues:
- REI and JEI haven't been updated at the time of writing, so our usage
of their APIs may be incompatible.
- Crash when opening the config UI in Fabric, as forgeconfigapi-port
hasn't been updated yet.
Will hold off on doing a release until those mods have updated.
- Add support for Fabric. This is mostly pretty simple, though does
require a lot more mixins than Forge.
Half this diff is due to data generators: we run them separately as
some aspects (recipes mostly) are different between the loaders.
- Add integration with Iris (same as our Oculus support) and REI
(mostly the same as our JEI support).
- Generic peripherals only support inventories (or rather
InventoryStorage) right now. Supporting more of the Fabric storage
API is going to be tricky due to the slotted nature of the API: maybe
something to revisit after Transfer API V3 (V4?, I've lost track).
Note, this does /not/ mean I will be publishing a Fabric version of
CC:T. My plan is to rebase CC:R on top of this, hopefully simplifying
the maintenance work on their end and making the two mods a little more
consistent.