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The most annoying thing about pocket computers is handling computer
state (label, upgrades, etc...). Unlike other computers, which are tied
to a specific block entity, pocket computers float untethered. We can't
hold a reference to a specific item stack (as the computer might be
moved between inventories, crafted, etc...), so instead we explicitly
sync data between the computer and *current* stack, whenever the holding
player/entity is ticked.
In
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.. | ||
common | ||
common-api | ||
core | ||
core-api | ||
fabric | ||
fabric-api | ||
forge | ||
forge-api | ||
lints | ||
standalone | ||
web | ||
ARCHITECTURE.md |