use of WayofTime.bloodmagic.block.BlockDecorative in project BloodMagic by WayofTime.
the class BloodMagicCorePlugin method register.
@Override
public void register(IBloodMagicAPI apiInterface) {
BloodMagicAPI api = (BloodMagicAPI) apiInterface;
// Add forced blacklistings
api.getBlacklist().addTeleposer(RegistrarBloodMagicBlocks.INPUT_ROUTING_NODE);
api.getBlacklist().addTransposition(RegistrarBloodMagicBlocks.INPUT_ROUTING_NODE);
api.getBlacklist().addTeleposer(RegistrarBloodMagicBlocks.OUTPUT_ROUTING_NODE);
api.getBlacklist().addTransposition(RegistrarBloodMagicBlocks.OUTPUT_ROUTING_NODE);
api.getBlacklist().addTeleposer(RegistrarBloodMagicBlocks.ITEM_ROUTING_NODE);
api.getBlacklist().addTransposition(RegistrarBloodMagicBlocks.ITEM_ROUTING_NODE);
api.getBlacklist().addTeleposer(RegistrarBloodMagicBlocks.MASTER_ROUTING_NODE);
api.getBlacklist().addTransposition(RegistrarBloodMagicBlocks.MASTER_ROUTING_NODE);
api.getBlacklist().addTeleposer(RegistrarBloodMagicBlocks.DEMON_CRYSTAL);
api.getBlacklist().addTransposition(RegistrarBloodMagicBlocks.DEMON_CRYSTAL);
api.getBlacklist().addTeleposer(RegistrarBloodMagicBlocks.INVERSION_PILLAR);
api.getBlacklist().addTransposition(RegistrarBloodMagicBlocks.INVERSION_PILLAR);
api.getBlacklist().addWellOfSuffering(new ResourceLocation("armor_stand"));
api.getBlacklist().addWellOfSuffering(new ResourceLocation(BloodMagic.MODID, "sentient_specter"));
api.getValueManager().setSacrificialValue(new ResourceLocation("armor_stand"), 0);
api.getValueManager().setSacrificialValue(new ResourceLocation(BloodMagic.MODID, "sentient_specter"), 0);
api.getValueManager().setTranquility(Blocks.LAVA, new TranquilityStack(EnumTranquilityType.LAVA, 1.2D));
api.getValueManager().setTranquility(Blocks.FLOWING_LAVA, new TranquilityStack(EnumTranquilityType.LAVA, 1.2D));
api.getValueManager().setTranquility(Blocks.WATER, new TranquilityStack(EnumTranquilityType.WATER, 1.0D));
api.getValueManager().setTranquility(Blocks.FLOWING_WATER, new TranquilityStack(EnumTranquilityType.WATER, 1.0D));
api.getValueManager().setTranquility(RegistrarBloodMagicBlocks.LIFE_ESSENCE, new TranquilityStack(EnumTranquilityType.WATER, 1.5D));
api.getValueManager().setTranquility(Blocks.NETHERRACK, new TranquilityStack(EnumTranquilityType.FIRE, 0.5D));
api.getValueManager().setTranquility(Blocks.DIRT, new TranquilityStack(EnumTranquilityType.EARTHEN, 0.25D));
api.getValueManager().setTranquility(Blocks.FARMLAND, new TranquilityStack(EnumTranquilityType.EARTHEN, 1.0D));
api.getValueManager().setTranquility(Blocks.POTATOES, new TranquilityStack(EnumTranquilityType.CROP, 1.0D));
api.getValueManager().setTranquility(Blocks.CARROTS, new TranquilityStack(EnumTranquilityType.CROP, 1.0D));
api.getValueManager().setTranquility(Blocks.WHEAT, new TranquilityStack(EnumTranquilityType.CROP, 1.0D));
api.getValueManager().setTranquility(Blocks.NETHER_WART, new TranquilityStack(EnumTranquilityType.CROP, 1.0D));
api.getValueManager().setTranquility(Blocks.BEETROOTS, new TranquilityStack(EnumTranquilityType.CROP, 1.0D));
handleConfigValues(api);
// Add standard blocks for altar components
api.registerAltarComponent(Blocks.GLOWSTONE.getDefaultState(), ComponentType.GLOWSTONE.name());
api.registerAltarComponent(Blocks.SEA_LANTERN.getDefaultState(), ComponentType.GLOWSTONE.name());
api.registerAltarComponent(Blocks.BEACON.getDefaultState(), ComponentType.BEACON.name());
BlockDecorative decorative = (BlockDecorative) RegistrarBloodMagicBlocks.DECORATIVE_BRICK;
api.registerAltarComponent(decorative.getDefaultState().withProperty(decorative.getProperty(), EnumDecorative.BLOODSTONE_BRICK), ComponentType.BLOODSTONE.name());
api.registerAltarComponent(decorative.getDefaultState().withProperty(decorative.getProperty(), EnumDecorative.BLOODSTONE_TILE), ComponentType.BLOODSTONE.name());
api.registerAltarComponent(decorative.getDefaultState().withProperty(decorative.getProperty(), EnumDecorative.CRYSTAL_BRICK), ComponentType.CRYSTAL.name());
api.registerAltarComponent(decorative.getDefaultState().withProperty(decorative.getProperty(), EnumDecorative.CRYSTAL_TILE), ComponentType.CRYSTAL.name());
BlockBloodRune bloodRune = (BlockBloodRune) RegistrarBloodMagicBlocks.BLOOD_RUNE;
for (BloodRuneType runeType : BloodRuneType.values()) api.registerAltarComponent(bloodRune.getDefaultState().withProperty(bloodRune.getProperty(), runeType), ComponentType.BLOODRUNE.name());
}
Aggregations