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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2025-02-10 16:10:05 +00:00

135 Commits

Author SHA1 Message Date
Jonathan Coates
ef0af67e96
Share some dependency exclusion code
- Disable Gradle module metadata for all Minecraft projects
 - Run dependency exclusion code for all projects

We need the former for MDG on 1.21, so might as well do some other
cleanup while we're here.
2025-01-13 00:02:54 +00:00
Jonathan Coates
9a914e75c4
Rethink PlatformHelper.useOn
useOn is now only responsible for firing the actual mod loader events,
and just returns the result of firing that event. The actual calling of
Block.use/Item.useOn now live in TurtlePlaceCommand.

This isn't especially useful for 1.20.1, but is more relevant on 1.21.1
when we look at #2011, as the shared code is much larger.
2025-01-12 22:01:43 +00:00
Jonathan Coates
f881c0ced0
A few more gametests, update to Gradle 8.12
Okay, listen. I started writing a few more gametests (see #1682), and
then thought I'd do a cheeky Gradle update. However, that broke
vanilla-extract[^1], and also triggered a load of deprecation warnings,
and at that point it was too late to separate the too.

[^1]: 8975ed5a7b
2025-01-12 18:26:51 +00:00
Jonathan Coates
0b389e04b0
Move Fabric datagen mixins to datagen module
This way they don't interfere with other mods doing datagen.

Also bump reuse version, to fix issues with globs.
2025-01-12 12:44:57 +00:00
Jonathan Coates
3c46b8acd7
Clean up Javadocs a little
I've no motivation for modding right now, but always got time for build
system busywork!

CC:T (and CC before that) has always published its API docs. However,
they're not always the most helpful — they're useful if you know what
you're looking for, but aren't a good getting-started guide.

Part of the issue here is there's no examples, and everything is
described pretty abstractly. I have occasionally tried to improve this
(e.g. the peripheral docs in bdffabc08e2eb9895f966c949acc8334a2bf4475),
but it's a long road.

This commit adds a new example mod, which registers peripherals, an API
and a turtle upgrade. While the mod itself isn't exported as part of the
docs, we reference blocks of it using Java's new {@snippet} tag.

 - Switch the Forge project to use NeoForge's new Legacy MDG plugin. We
   don't *need* to do this, but it means the build logic for Forge and
   NeoForge is more closely aligned.

 - Add a new SnippetTaglet, which is a partial backport of Java 18+'s
   {@snippet}.

 - Add an example mod. This is a working multi-loader mod, complete with
   datagen (albeit with no good multi-loader abstractions).

 - Move our existing <pre>{@code ...}</pre> blocks into the example mod,
   replacing them with {@snippet}s.

 - Add a new overview page to the docs, providing some getting-started
   information. We had this already in the dan200.computercraft.api
   package docs, but it's not especially visible there.
2025-01-09 20:47:51 +00:00
Jonathan Coates
9bbf3f3e1d
Move datagen to its own source set
MC 1.21.4 means we have to move more data generation code into the
client source set. Given all this code movement, it probably makes sense
to put data generation in a separate source set instead.

1.21.4 also has split data generators for client and server, but neither
mod loader recommends this. This means we can/should merge DataProviders
and ClientDataProviders into a single class.

Data generators are no longer bundled with the jar, which does reduce
file size, but by a tiny amount (~70KiB).
2024-12-05 12:03:45 +00:00
Jonathan Coates
ea670cc358
Try to unify our config files a bit
I've tried so many rewrites of the config system over the last few
months, in an attempt to get started on #1727. All of them stink, so
this is an attempt to apply some of the cleanup.

 - Move some of the common logic into ConfigFile. This means we now
   store more information ourselves for Forge, rather than reading it
   out of the ForgeConfigSpec.

 - Don't include the Range/Allowed keys in the translation key. This was
   mostly there because of how we read comments from Forge, but it never
   made much sense.

 - Remove our separate Trie structure, and just encode the tree as part
   of the children of a Group.
2024-11-24 21:53:04 +00:00
Jonathan Coates
4f66ac79d3
Add redstone relay block (#2002)
- Move redstone methods out of the IAPIEnvironment, and into a new
   RedstoneAccess. We similarly move the implementation from Environment
   into a new RedstoneState class.

   The interface is possibly a little redundant (interfaces with a
   single implementation are always a little suspect), but it's nice to
   keep the consumer/producer interfaces separate.

 - Abstract most redstone API methods into a separate shared class, that
   can be used by both the rs API and the new redstone relay.

 - Add the new redstone relay block.

The docs are probably a little lacking here, but I really struggled to
write anything which wasn't just "look, it's the same as the redstone
API".
2024-11-12 09:05:27 +00:00
Jonathan Coates
064ff31830
Don't reset client pocket state when changing level
As part of the multi-loader work, we unified some of our event listening
code (0908acbe9bbb63d9c1be513d098e9a14d5bb68e3). This incorrectly caused
client pocket computer state to be reset when the player changes
dimension, rather than when the player (dis)connects.

The server code isn't aware of this behaviour, and so does not resend
pocket computer state when the player moves level. We could change this,
but just fixing when we clear the pocket computer state is a much nicer
fix!

Fixes #2004
2024-10-31 09:33:22 +00:00
Jonathan Coates
ba36c69583
Use ARGB32 to store palette colours
Previously we used an RGBA byte array. However, this comes with some
overhead (extra memory reads, bounds checks).

Minecraft 1.21+ uses ARGB32 colours for rendering (well, in the public
code — internaly it converts to ABGR), so it makes sense to match that
here.

We also add some helper functions for dealing with ARGB32 colours. These
can be removed in 1.21, as Minecraft will have these builtin.
2024-09-11 10:13:39 +01:00
Jonathan Coates
aa8078ddeb
Allow placing printouts in lecterns
- Add a new custom lectern block, that is used to hold the printed
   pages. We have to roll quite a lot of custom logic, so this is much
   cleaner than trying to mixin to the existing lectern code.

 - Add a new (entity) model for printed pages and books placed on a
   lectern. I did originally think about just rendering the item (or the
   in-hand/map version), but I think this is a bit more consistent with
   vanilla.

   However, we do still need to sync the item to the client (mostly to
   get the current page count!). There is a risk of chunkbanning here,
   but I think it's much harder than vanilla, due to the significantly
   reduced page limit.
2024-08-15 21:19:13 +01:00
Jonathan Coates
87dfad026e
Add a test for exploding turtles
There's been a couple of bug reports in the past where the game would
crash if a turtle is destroyed while breaking a block (typically due to
the block exploding). This commit adds a test, to ensure that this is
handled gracefully.

I'm not entirely sure this is testing the right thing. Looking at the
issues in question, it doesn't look like I ever managed to reproduce the
bug. However, it's hopefully at least a quick sanity test to check we
never break this case.
2024-08-14 22:41:31 +01:00
Jonathan Coates
4dd0735066
Register modems as attached to their adjacent block
In c8eadf401190db2b9c3145f768063097b9c345bd we marked our various modems
as "brittle", which ensures they do not pop-off computers when the whole
structure moves.

However, this still requires the modem to be glued — if the modem is
outside the superglue range, it will still pop off. We can fix it by
registering a special "attached check" for the various modem blocks,
which says that the modem should be moved when the adjacent block does.

Fixes #1913
2024-07-26 18:28:13 +01:00
Jonathan Coates
e81af93043
Move JEI to client folder
I hadn't realised this, but plugins are only loaded on the client. This
is useful on 1.21, as we now have easy access to a holder lookup.
2024-06-22 13:23:03 +01:00
Jonathan Coates
6e9799316a
Update ErrorProne 2024-04-28 18:32:19 +01:00
Jonathan Coates
1a87d1bf45
Move shared generated resources to common project
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.
2024-04-26 18:09:08 +01:00
Jonathan Coates
8b2516abb5
Update to latest NullAway
This fixes several issues with @Nullable fields not being checked. This
is great in principle, but a little annoying in practice as MC's
@Nullable annotations are sometimes a little overly strict -- we now
need to wrap a couple of things in assertNonNull checks.
2024-04-06 08:38:44 +01:00
Jonathan Coates
6d14ce625f
Use the correct modem in create:brittle
I tested this in-game, I swear! Just, typically, only with ender and
wired modems.
2024-04-03 09:29:31 +01:00
Jonathan Coates
c8eadf4011
Register CC's modems as brittle
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
2024-04-03 08:44:30 +01:00
Jonathan Coates
57c72711bb
Use a platform method to register item properties
The two mod loaders expose different methods for this (Forge's method
takes a ItemPropertyFunction, Fabric's a ClampedItemPropertyFunction).
This is fine in a Gradle build, as the methods are compatible. However,
when running from IntelliJ, we get crashes as the common code tries to
reference the wrong method.

We now pass in the method reference instead, ensuring we use the right
method on each loader.
2024-03-22 20:19:32 +00:00
Jonathan Coates
9b63cc81b1
Custom equality for Fabric's storage types
Double chests peripherals were getting reattached every time there was a
block update, as the inventories were not comparing equal (despite being
so!). We now check for a couple of common cases, which should be enough
for vanilla/vanilla-like inventories.

I actively Do Not Like This Code, but do not see a good alternative.
2024-03-21 19:54:22 +00:00
Jonathan Coates
ab00580389
Simplify the previous patch a little
We can use BlockEntityType.getKey, rather than having to extend our
registry wrappers.
2024-03-17 16:21:56 +00:00
Jonathan Coates
128ac2f109
Better handling when a BE type isn't registered
This should never happen, but apparently it does!? We now log an error
(rather than crashing), and include the original BE (and associated
block), as the BE type isn't very useful.

See #1750. Technically this fixes it, but want to do some more poking
there first.
2024-03-17 16:13:33 +00:00
Jonathan Coates
e92c2d02f8
Fix turtle.suck reporting incorrect error
Our GatedPredicate hack was clever, but also fundamentally didn't work.
The predicate is called before extraction, so if extraction fails (for
instance, canTakeItemThroughFace returns false), then we still think an
item has been removed.

To fix that, we inline StorageUtil.move, specialising it for what we
need.
2024-03-16 21:27:21 +00:00
Jonathan Coates
b7df91349a
Rewrite computer selectors
This adds support for computer selectors, in the style of entity
selectors. The long-term goal here is to replace our existing ad-hoc
selectors. However, to aid migration, we currently support both - the
previous one will most likely be removed in MC 1.21.

Computer selectors take the form @c[<key>=<value>,...]. Currently we
support filtering by id, instance id, label, family (as before) and
distance from the player (new!). The code also supports computers within
a bounding box, but there's no parsing support for that yet.

This commit also (finally) documents the /computercraft command. Well,
sort of - it's definitely not my best word, but I couldn't find better
words.
2024-03-12 20:12:13 +00:00
Jonathan Coates
4daa2a2b6a
Reschedule block entities when chunks are loaded
Minecraft sometimes keeps chunks in-memory, but not actively loaded. If
we schedule a block entity to be ticked and that chunk is is then
transitioned to this partially-loaded state, then the block entity is
never actually ticked.

This is most visible with monitors. When a monitor's contents changes,
if the monitor is not already marked as changed, we set it as changed
and schedule a tick (see ServerMonitor). However, if the tick is
dropped, we don't clear the changed flag, meaning subsequent changes
don't requeue the monitor to be ticked, and so the monitor is never
updated.

We fix this by maintaining a list of block entities whose tick was
dropped. If these block entities (or rather their owning chunk) is ever
re-loaded, then we reschedule them to be ticked.

An alternative approach here would be to add the scheduled tick directly
to the LevelChunk. However, getting hold of the LevelChunk for unloaded
blocks is quiet nasty, so I think best avoided.

Fixes #1146. Fixes #1560 - I believe the second one is a duplicate, and
I noticed too late :D.
2024-02-26 19:25:38 +00:00
Jonathan Coates
27c72a4571
Use client-side commands for opening computer folders
Forge doesn't run client-side commands from sendUnsignedCommand, so we
still require a mixin there.

We do need to change the command name, as Fabric doesn't properly merge
the two command trees.
2024-01-30 22:00:36 +00:00
Jonathan Coates
359c8d6652
Reformat JSON by wrapping CachedOutput
Rather than mixing-in to CachedOutput, we just wrap our DataProviders to
use a custom CachedOutput which reformats the JSON before writing. This
allows us to drop mixins for common+non-client code.
2024-01-21 17:50:59 +00:00
Jonathan Coates
1788afacfc
Remove note about disabling websocket limits
I suspect this was copied from the file limit, which can be turned off
by setting to 0.

Fixes #1691
2024-01-21 16:32:07 +00:00
Jonathan Coates
a617d0d566
Rewrite turtle upgrade modeller registration API
Originally we exposed a single registerTurtleUpgradeModellermethod which
could be called from both Fabric (during a mod's client init) and Forge
(during FMLClientSetupEvent).

This was fine until we allowed upgrades to specify model dependencies,
which would then automatically loaded, as this means model loading now
depends on upgrade modellers being loaded. Unknown to me, this is not
guaranteed to be the case on Forge - mod setup happens at the same time
as resource reloading!

Unfortunately there's not really a salvageable way of fixing this with
the current API. Forge now uses a registration event-based system,
meaning we can guarantee all modellers are loaded before models are
baked.
2024-01-16 23:00:49 +00:00
Jonathan Coates
1d6e3f4fc0
Change ComponentLookup to use ServerLevel
Makes this more consistent with the rest of the peripheral code, and our
changes in 1.20.4.
2024-01-15 08:28:59 +00:00
Jonathan Coates
30dc4cb38c
Simplify our networking multi-platform code
Historically we used Forge's SimpleChannel methods (and
PacketDistributor) to send the packets to the client. However, we don't
need to do that - it is sufficient to convert it to a vanilla packet,
and send the packet ourselves.

Given we need to do this on Fabric, it makes sense to do this on Forge
as well. This allows us to unify (and thus simplify) a lot of how packet
sending works.

At the same time, we also remove the handling of speaker audio during
decoding. We originally did this to avoid the additional copy of audio
data. However, this doesn't work on 1.20.4 (as packets aren't
encoded/decoded on singleplayer), so it makes sense to do this
Correctly(TM).

This also allows us to get rid of ClientNetworkContext.get(). We do
still need to service load this class (as Forge's networking isn't split
up in the same way Fabric's is), but we'll be able to drop that in
1.20.4.

Finally, we move the record playing code from ClientNetworkContext to
ClientPlatformHelper. This means the network context no longer needs to
be platform-specific!
2024-01-14 22:53:36 +00:00
Jonathan Coates
be4512d1c3
Construct ComponentAccesses with the BE
After embarrassing, let's do some proper work.

Rather than passing the level and position each time we call
ComponentAccess.get(), we now pass them at construction time (in the
form of the BE). This makes the consuming code a little cleaner, and is
required for the NeoForge changes in 1.20.4.
2024-01-14 17:46:37 +00:00
Jonathan Coates
272010e945
Require Minecraft 1.20.1
Closes #1671
2024-01-08 21:33:55 +00:00
Jonathan Coates
f115d43d07
Fix some dependencies not appearing in the POM
Again! This time it was just the night-config ones.
2024-01-03 21:05:03 +00:00
Jonathan Coates
e3bda2f763
Add command computers to the operator blocks tab
Fixes #1666
2024-01-03 18:42:31 +00:00
Jonathan Coates
234f69e8e5
Add a MessageType for network messages
Everything old is new again!

CC's network message implementation has gone through several iterations:

 - Originally network messages were implemented with a single class,
   which held an packet id/type and and opaque blobs of data (as
   string/int/byte/NBT arrays), and a big switch statement to decode and
   process this data.

 - In 42d3901ee37892e259de26ebb57cf59ce284416e, we split the messages
   into different classes all inheriting from NetworkMessage - this bit
   we've stuck with ever since.

   Each packet had a `getId(): int` method, which returned the
   discriminator for this packet.

 - However, getId() was only used when registering the packet, not when
   sending, and so in ce0685c31f7315d15d3250c6c8605171b33aa99f we
   removed it, just passing in a constant integer at registration
   instead.

 - In 53abe5e56eec6840890770b6ec36a5d009357da7, we made some relatively
   minor changes to make the code more multi-loader/split-source
   friendly. However, this meant when we finally came to add Fabric
   support (8152f19b6efd71b66c3821ad94aacaddb7d26298), we had to
   re-implement a lot of Forge's network code.

In 1.20.4, Forge moves to a system much closer to Fabric's (and indeed,
Minecraft's own CustomPacketPayload), and so it makes sense to adapt to
that now. As such, we:

 - Add a new MessageType interface. This is implemented by the
   loader-specific modules, and holds whatever information is needed to
   register the packet (e.g. discriminator, reader function).

 - Each NetworkMessage now has a type(): MessageType<?> function. This
   is used by the Fabric networking code (and for NeoForge's on 1.20.4)
   instead of a class lookup.

 - NetworkMessages now creates/stores these MessageType<T>s (much like
   we'd do for registries), and provides getters for the
   clientbound/serverbound messages. Mod initialisers then call these
   getters to register packets.

 - For Forge, this is relatively unchanged. For Fabric, we now
   `FabricPacket`s.
2024-01-03 10:23:41 +00:00
Jonathan Coates
9d8c933a14
Remove several usages of ComputerFamily
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.
2023-12-20 14:17:38 +00:00
Jonathan Coates
cf6ec8c28f
Add a slightly cleaner system for excluding deps
Previously we prevented our published full jar depending on any of the
other projects by excluding the whole cc.tweaked jar. However, as Cobalt
also now lives in that group, this meant we were missing the Cobalt
dependency.

Rather than specifying a wildcard, we now exclude the dependencies when
adding them to the project.
2023-12-16 22:35:15 +00:00
Jonathan Coates
2043939531
Add compostors to the list of usable blocks
Fixes #1638
2023-11-22 18:24:59 +00:00
Jonathan Coates
84a799d27a
Add abstract classes for our generic peripherals
This commit adds abstract classes to describe the interface for our
mod-loader-specific generic peripherals (inventories, fluid storage,
item storage).

This offers several advantages:
 - Javadoc to illuaminate conversion no longer needs the Forge project
   (just core and common).

 - Ensures we have a consistent interface between Forge and Fabric.

Note, this does /not/ implement fluid or energy storage for Fabric. We
probably could do fluid without issue, but not something worth doing
right now.
2023-11-22 18:20:15 +00:00
Jonathan Coates
76968f2f28
Track allocations while executing computers
This adds a new "java_allocation" metric, which tracks the number of
bytes allocated while executing the computer (as measured by Java). This
is not an 100% reliable number, but hopefully gives some insight into
what computers are doing.
2023-11-09 18:36:35 +00:00
Jonathan Coates
aee382ed70
Replace Fabric JUnit hacks with fabric-loader-junit
Also configure some of our common JUnit run configurations via Gradle -
I end up setting these up in every worktree anyway - so let's just do it
once.
2023-10-26 22:06:40 +01:00
Jonathan Coates
6656da5877
Remove disable_lua51_features config option
In practice, we're never going to change this to true by default. The
old Tekkit Legends pack enabled this[^1], and that caused a lot of
problems, though admittedly back in 2016 so things might be better now.

If people do want this functionality, it should be fairly easy to
replicate with a datapack, adding a file to rom/autorun.

[^1]: See https://www.computercraft.info/forums2/index.php?/topic/27663-

      Hate that I remember this, why is this still in my brain?
2023-10-25 08:59:55 +01:00
Jonathan Coates
e67c94d1bd
Fix a couple of future deprecations in Gradle 2023-10-19 18:28:15 +01:00
Jonathan Coates
0ff58cdc3e
Unify the generic peirpheral system a litte
Allows registering arbitrary block lookup functions instead of a
platform-specific capability. This is roughly what Fabric did before,
but generalised to also take an invalidation callback.

This callback is a little nasty - it needs to be a NonNullableConsumer
on Forge, but that class isn't available on Fabric. For now, we make the
lookup function (and thus the generic peripheral provider) generic on
some <T extends Runnable> type, then specialise that on the Forge side.
Hopefully we can clean this up when NeoForge reworks capabilities.
2023-10-17 21:59:16 +01:00
Jonathan Coates
93ad40efbb
Ensure the terminal exists when creating a monitor peripheral
Previously we had the invariant that if we had a server monitor, we also
had a terminal. When a monitor shrank into a place, we deleted the
monitor, and then recreated it when a peripheral was requested.

As of ab785a090698e6972caac95691393428c6f8370b this has changed
slightly, and we now just delete the terminal (keeping the ServerMonitor
around). However, we didn't adjust the peripheral code accordingly,
meaning we didn't recreate the /terminal/ when a peripheral was
requested.

The fix for this is very simple - most of the rest of this commit is
some additional code for ensuring monitor invariants hold, so we can
write tests with a little more confidence.

I'm not 100% sold on this approach. It's tricky having a double layer of
nullable state (ServerMonitor, and then the terminal). However, I think
this is reasonable - the ServerMonitor is a reference to the multiblock,
and the Terminal is part of the multiblock's state.

Even after all the refactors, monitor code is still nastier than I'd
like :/.

Fixes #1608
2023-10-09 22:09:01 +01:00
Jonathan Coates
905d4cb091
Fix crash when joining a dedicated server
We can't use FriendlyByte.readCollection to read to a
pre-allocated/array-backed NonNullList, as that doesn't implement
List.add. Instead, we just need to do a normal loop.

We add a couple of tests to round-trip our recipe specs. Unfortunately
we can't test the recipes themselves as our own registries aren't set
up, so this'll have to do for now.
2023-10-08 15:22:32 +01:00
Jonathan Coates
e6125bcf60
Try to make recipe serialisers more reusable
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.
2023-09-23 18:24:02 +01:00
Jonathan Coates
b1248e4901
Add a tag for blocks wired modems should ignore
Includes wired modems (as before), but can be extended by other mods if
needed.
2023-09-11 21:29:17 +01:00