- Cable and modem can be broken individually
- Ray tracing will go through "holes" in the cable.
- Pick block will determine which part you are looking at.
- Selection box will only highlight the region you are looking at:
modem or cable.
This meant one could perform various illogical actions to
non-full-blocks, such as connecting fences and placing paitings.
We also modify the behaviour of isOpaqueCube and isFullCube for
peripherals, only returning false for the case of modems and cables.
Breaking a disk drive was not stopping the record being played as the
block event never reached the client. Instead, we send a custom packet
which starts/stops music at a given location.
We also remove all the plumbing for eventReceived/sendBlockEvent from
the generic block/tile classes, as they are no longer used.
Closes#443
- Convert most recipes to JSON
- Add JSON factories for impostor and turtle recipes.
- Several mappings changes
- Migrate to Forge's new registry system
Computer now delegates to IComputerEnvironment which, by default, looks
in the following locations:
- Resouce pack files
- The "debug" folder
- The original ComputerCraft jar
This makes use of new pocket computer light access peripherals have and adds said functionality to speaker. If noisy pocket has made sound the pocket computer light will turn dark blue for a second.
This uses a new utility class ArgumentHelper, which provides convenience
methods for parsing arguments from an array of Objects.
The format of error messages has also changed. It now follows a format
similar to Lua's native error messages - including the invalid argument
index, the expected type and the type actually received.
- BlockEvent.BreakEvent and BlockEvent.HarvestDropsEvent are fired when
digging.
- AttackEntityEvent is fired when attacking.
- Various PlayerInteractEvent.* events are fired when placing.
Closes#103, closes#100
Printers use a Terminal to store the page currently being printed.
Printers saved in an older version of ComputerCraft would be missing the
term_palette field, resulting in an NPE when loading the tile.
As a new SoundEvent was being created each time, the actual sound was
not in the registry, resulting in the sound -> id mapping yielding
incorrect values.
This will hopefully make it easier to track down various issues which
might otherwise go unnoticed or provide little information.
The main areas modified are those that external APIs may provide values
for or interact with: various providers and ILuaObject/IPeripheral
implementations. However, we do also log in a couple of other places
which indicate a problem with this, or another, mod.