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Rewrote item interface doc + hopping item interface crafting / doc
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9 changed files with 24 additions and 11 deletions
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@ -189,8 +189,11 @@ public final class InitBooklet{
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//Laser Relays
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chaptersIntroduction[8] = new BookletChapter("laserIntro", ActuallyAdditionsAPI.entryLaserRelays, new ItemStack(InitItems.itemLaserWrench), new PageTextOnly(1), new PageTextOnly(2).addTextReplacement("<range>", TileEntityLaserRelay.MAX_DISTANCE), new PageCrafting(3, ItemCrafting.recipeLaserWrench)).setImportant();
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new BookletChapter("laserRelays", ActuallyAdditionsAPI.entryLaserRelays, new ItemStack(InitBlocks.blockLaserRelay), new PageTextOnly(1), new PageTextOnly(2).addTextReplacement("<cap1>", TileEntityLaserRelayEnergy.CAP).addTextReplacement("<cap2>", TileEntityLaserRelayEnergyAdvanced.CAP).addTextReplacement("<cap3>", TileEntityLaserRelayEnergyExtreme.CAP), new PagePicture(3, "page_laser_relay", 0).setNoText(), new PageCrafting(4, BlockCrafting.recipeLaserRelay).setWildcard().setNoText(), new PageCrafting(5, BlockCrafting.recipeLaserRelayAdvanced).setWildcard().setNoText(), new PageCrafting(6, BlockCrafting.recipeLaserRelayExtreme).setWildcard().setNoText());
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new BookletChapter("itemStorage", ActuallyAdditionsAPI.entryLaserRelays, new ItemStack(InitBlocks.blockLaserRelayItemWhitelist), new PageTextOnly(1), new PageTextOnly(2), new PagePicture(3, "page_item_laser_relay_basic", 78), new PagePicture(4, "page_item_laser_relay_fail", 84), new PagePicture(5, "page_item_laser_relay_transfer", 78), new PagePicture(6, "page_item_laser_relay_whitelist_chest", 76), new PagePicture(7, "page_item_laser_relay_whitelist_interface", 75), new PagePicture(8, "page_item_laser_relay_system", 75), new PageTextOnly(9), new PageReconstructor(10, LensRecipeHandler.recipeItemLaser).setWildcard().setNoText(), new PageCrafting(11, BlockCrafting.recipeLaserRelayItemWhitelist).setWildcard().setNoText(), new PageCrafting(12, BlockCrafting.recipeItemInterface).setNoText());
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new BookletChapter("fluidLaser", ActuallyAdditionsAPI.entryLaserRelays, new ItemStack(InitBlocks.blockLaserRelayFluids), new PageTextOnly(1), new PageReconstructor(2, LensRecipeHandler.recipeFluidLaser).setWildcard().setNoText());
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new BookletChapter("itemRelays", ActuallyAdditionsAPI.entryLaserRelays, new ItemStack(InitBlocks.blockLaserRelayItem), new PageTextOnly(1), new PageReconstructor(2, LensRecipeHandler.recipeItemLaser).setWildcard().setNoText()).setSpecial();
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new BookletChapter("itemInterfaces", ActuallyAdditionsAPI.entryLaserRelays, new ItemStack(InitBlocks.blockItemViewer), new PageTextOnly(1), new PageTextOnly(2), new PageCrafting(3, BlockCrafting.recipeItemInterface).setNoText());
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new BookletChapter("itemRelaysAdvanced", ActuallyAdditionsAPI.entryLaserRelays, new ItemStack(InitBlocks.blockLaserRelayItemWhitelist), new PageTextOnly(1), new PageCrafting(2, BlockCrafting.recipeLaserRelayItemWhitelist).setWildcard());
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new BookletChapter("itemInterfacesHopping", ActuallyAdditionsAPI.entryLaserRelays, new ItemStack(InitBlocks.blockItemViewerHopping), new PageTextOnly(1), new PageCrafting(2, BlockCrafting.recipeItemInterfaceHopping).setWildcard().setNoText());
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//No RF Using Blocks
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new BookletChapter("breaker", ActuallyAdditionsAPI.entryFunctionalNonRF, new ItemStack(InitBlocks.blockBreaker), new PageCrafting(1, BlockCrafting.recipeBreaker).setWildcard(), new PageCrafting(2, BlockCrafting.recipePlacer).setWildcard(), new PageCrafting(3, BlockCrafting.recipeLiquidPlacer).setWildcard(), new PageCrafting(4, BlockCrafting.recipeLiquidCollector).setWildcard());
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@ -88,6 +88,7 @@ public final class BlockCrafting{
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public static IRecipe recipePhantomRedstoneface;
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public static IRecipe recipeLaserRelayItemWhitelist;
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public static IRecipe recipeItemInterface;
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public static IRecipe recipeItemInterfaceHopping;
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public static IRecipe recipePlayerInterface;
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public static IRecipe recipeDisplayStand;
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public static IRecipe recipeShockSuppressor;
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@ -274,6 +275,12 @@ public final class BlockCrafting{
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'C', "chestWood"));
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recipeItemInterface = RecipeUtil.lastIRecipe();
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//Hopping Item Interface
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GameRegistry.addRecipe(new ShapelessOreRecipe(new ItemStack(InitBlocks.blockItemViewerHopping),
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new ItemStack(InitBlocks.blockItemViewer),
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new ItemStack(Blocks.HOPPER)));
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recipeItemInterfaceHopping = RecipeUtil.lastIRecipe();
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//Ranged Collector
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GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack(InitBlocks.blockRangedCollector),
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" A ", "EHE", " C ",
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@ -1019,16 +1019,19 @@ booklet.actuallyadditions.chapter.spawnerShard.text.1=The <item>Spawner Shards<r
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booklet.actuallyadditions.chapter.spawnerChanger.name=Spawner Changer
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booklet.actuallyadditions.chapter.spawnerChanger.text.1=The <item>Spawner Changer<r> is an item that can be used to <imp>manipulate the mobs<r> that <imp>spawners spawn<r>. <n>This can be accomplished by first of all <imp>picking up<r> the desired mob to spawn with the Changer, killing it in the process. Next, the Changer can be <imp>right-clicked on the spawner<r>, causing the spawner to be changed and the changer itself to <imp>be destroyed<r>. <n><n>This process probably won't work with every type of mob though.
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booklet.actuallyadditions.chapter.itemStorage.name=Laser Relay Item Storage
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booklet.actuallyadditions.chapter.itemStorage.text.1=The basic mechanics of the <item>Item Laser Relay<r> are much the same as any other <item>Laser Relay<r>. Once connected up into a network (or <imp>system<r>), said network will <imp>know about<r> all of the inventories <imp>adjacent to<r> all of the <imp>relays<r> and will be able to interact with them.
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booklet.actuallyadditions.chapter.itemStorage.text.2=However, <item>Item Interfaces<r> are the way to actually communicate and <imp>interact with the entire system<r> at once, meaning you can <imp>pull items out of<r> or <imp>put into<r> an Item Interface via automation, be it Hoppers or ESDs or pipes, and they will <imp>transfer<r> the items into or out of <imp>ALL OF the inventories<r> mentioned previously. <n><n>This isn't really useful for a single inventory, but <imp>very useful<r> if you are planning to build an <imp>automated storage<r>.
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booklet.actuallyadditions.chapter.itemStorage.text.3=Above, you can see <imp>such a system<r>. Putting items into the left chest will cause them to be stored in the one in the middle, and the hopper on the right pulls them out of the chest in the middle. <n><n>This is <imp>more useful<r> with <imp>multiple chests<r>.
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booklet.actuallyadditions.chapter.itemStorage.text.4=The whole <imp>chest<r> part of this is very important, as such a setup as the one seen above <imp>will not work<r>. <n>This is because every system <imp>needs a storage space<r>, and an Item Interface does not count as that.
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booklet.actuallyadditions.chapter.itemStorage.text.5=But how to make a system that transports items <imp>from A to B<r>? <n>Well, just place the relay <imp>directly onto a chest<r> or hopper and the items will just go there. <n>As you can see, the <imp>amount<r> of <item>Item Interfaces<r> in one system <imp>doesn't matter<r>.
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booklet.actuallyadditions.chapter.itemStorage.text.6=Here, you can see the use of an <item>Advanced Item Laser Relay<r>. They can have a <imp>whitelist/blacklist configuration<r> for both connections going into them (inbound, the left side in this case) and out of them (outbound, the right side in this case).
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booklet.actuallyadditions.chapter.itemStorage.text.7=You can also attach these advanced relays to <item>Item Interfaces<r>, which will mean that they will only <imp>have access<r> to certain items from the system. Here, outbound means out of the system, and inbound means into the system.
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booklet.actuallyadditions.chapter.itemStorage.text.8=What you can do is <imp>take this to the next level<r> and build a fully-fledged <imp>storage system<r> with multiple chests. Pulling out of or inputting into an <item>Item Interface<r> here will pull out of <imp>the entire system<r>.
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booklet.actuallyadditions.chapter.itemStorage.text.9=To make this system work in more complex situations, the <item>Priority<r> of a Laser Relay can be changed by <imp>holding a Compass<r> and right-clicking on it. A <imp>higher priority<r> means that the Laser Relay will <imp>first receive items<r> and first have them <imp>extracted<r> from it. You could say that it is <i>first in line<r> for being dealt with by an <item>Item Interface<r>. <n>By default, the <item>Advanced Item Laser Relay<r> has a priority <imp>of 10<r>. Priorities can be pretty much infinite and even negative!
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booklet.actuallyadditions.chapter.itemRelays.name=Item Laser Relays
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booklet.actuallyadditions.chapter.itemRelays.text.1=Before we start: The <item>Item Laser Relay<r> system is more <imp>complicated<r> than its Fluid and Energy counterpart, however, it is an <imp>extremely powerful<r> way to manage and transport your items. <n>When connecting an <item>Item Laser Relay<r> to any block that <imp>stores or handles items<r>, it will basically <imp>"know about"<r> the slots they have and what items are in them. <n>That alone isn't particularly useful, however the <item>Item Interface<r> can interact with those items. Check out <imp>its chapter<r> to find out how.
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booklet.actuallyadditions.chapter.itemInterfaces.name=The Item Interface
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booklet.actuallyadditions.chapter.itemInterfaces.text.1=The <item>Item Interface<r> is the way to <imp>interact<r> with an <item>Item Laser Relay<r> network. On its own, such a network will just <imp>"know about"<r> all of the <imp>items and slots<r> that connected containers have. <n>The <item>Item Interface<r>, however, can be used to directly <imp>interact<r> with these items. The way the <item>Item Interface<r> works is that it basically <imp>pretends<r> to be a <imp>very large chest<r> containing <imp>every slot<r> of every container that is connected.
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booklet.actuallyadditions.chapter.itemInterfaces.text.2=What this means is that you can <imp>use a Hopper<r> or any other item transport mechanic on the Item Interface and it will function like a chest, being able to <imp>accept items<r> and have items <imp>pulled out of it<r>. But instead of any items being stored inside of the <item>Item Interface<r> they will go to and be pulled from <imp>the Laser Relay network<r>. <n><n>To actually <imp>connect<r> an <item>Item Interface<r> to a network, just <imp>place<r> an <item>Item Laser Relay<r> next to one.
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booklet.actuallyadditions.chapter.itemRelaysAdvanced.name=Advanced Item Laser Relays
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booklet.actuallyadditions.chapter.itemRelaysAdvanced.text.1=Soon you will find that sometimes you will need to <imp>white- and blacklist<r> what you actaully want to go into a container. <n>The <item>Advanced Item Laser Relay<r> is able to do just that. When <imp>right-clicking<r>, you can configure a <imp>Whitelist<r> or <imp>Blacklist<r> inside of the GUI. <n>This list has two sides, however. The <imp>INBOUND<r> side basically means "things that are trying to go into the container the Relay is attached to", while <imp>OUTBOUND<r> means "things that are trying to exit the attached container".
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booklet.actuallyadditions.chapter.itemRelaysAdvanced.text.2=This doesn't only work on <imp>storage containers<r> in the network, but also for <item>Item Interfaces<r>, meaning that you are able to set up a storage system and only pull out specific items in certain places.
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booklet.actuallyadditions.chapter.itemInterfacesHopping.name=Hopping Item Interface
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booklet.actuallyadditions.chapter.itemInterfacesHopping.text.1=The <item>Hopping Item Interface<r> works the same as a normal <item>Item Interface<r>, meaning that you can <imp>connect<r> them to an <item>Item Laser Relay<r> network by placing one <imp>next to it<r>. <n>However, whereas you need to pipe items into the normal <item>Item Interface<r>, the <item>Hopping Item Interface<r> will <imp>pull and push<r> items <imp>on its own<r>. It has <imp>every functionality<r> that the <item>Hopper<r> has, but instead of storing items in an <imp>internal inventory<r>, it stores them in <imp>the network<r>.
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booklet.actuallyadditions.chapter.banners.name=Additional Banners
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booklet.actuallyadditions.chapter.banners.text.1=For <imp>special items<r> in <imp>Actually Additions<r>, there is also special <item>Banner<r> patterns. All of these just require the <imp>item next to the banner<r> in the crafting grid with, optionally, a <imp>color<r>. You can also combine them with a <item>Shield<r> like normal. <n>The items that have a banner pattern are: <n>The <item>Actually Additions Manual<r> <n>The <item>Phantom Connector<r> <n>The <item>Leaf Blower<r> (not the advanced version) <n>The <item>Drill<r> (only the white one works due to the way banners work)
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