use of com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity in project Create by Creators-of-Create.
the class BeltScenes method depot.
public static void depot(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("depot", "Using Depots");
scene.configureBasePlate(0, 0, 5);
scene.showBasePlate();
scene.idle(5);
scene.world.setBlock(util.grid.at(3, 2, 2), Blocks.WATER.defaultBlockState(), false);
BlockPos depotPos = util.grid.at(2, 1, 2);
scene.world.showSection(util.select.position(2, 1, 2), Direction.DOWN);
Vec3 topOf = util.vector.topOf(depotPos);
scene.overlay.showText(60).attachKeyFrame().text("Depots can serve as 'stationary' belt elements").placeNearTarget().pointAt(topOf);
scene.idle(70);
scene.overlay.showControls(new InputWindowElement(topOf, Pointing.DOWN).rightClick().withItem(new ItemStack(Items.COPPER_BLOCK)), 20);
scene.idle(7);
scene.world.createItemOnBeltLike(depotPos, Direction.NORTH, new ItemStack(Items.COPPER_BLOCK));
scene.idle(10);
scene.overlay.showText(70).attachKeyFrame().text("Right-Click to manually place or remove Items from it").placeNearTarget().pointAt(topOf);
scene.idle(80);
scene.overlay.showControls(new InputWindowElement(topOf, Pointing.DOWN).rightClick(), 20);
scene.idle(7);
scene.world.removeItemsFromBelt(depotPos);
scene.effects.indicateSuccess(depotPos);
scene.idle(20);
scene.world.showSection(util.select.position(depotPos.above(2)), Direction.SOUTH);
scene.overlay.showText(70).attachKeyFrame().text("Just like Mechanical Belts, it can provide items to processing").placeNearTarget().pointAt(util.vector.blockSurface(depotPos.above(2), Direction.WEST));
ItemStack bottle = new ItemStack(Items.BUCKET);
scene.world.createItemOnBeltLike(depotPos, Direction.NORTH, bottle);
scene.idle(20);
scene.world.modifyTileNBT(util.select.position(depotPos.above(2)), SpoutTileEntity.class, nbt -> nbt.putInt("ProcessingTicks", 20));
scene.idle(20);
scene.world.removeItemsFromBelt(depotPos);
scene.world.createItemOnBeltLike(depotPos, Direction.UP, new ItemStack(Items.WATER_BUCKET));
scene.world.modifyTileNBT(util.select.position(depotPos.above(2)), SpoutTileEntity.class, nbt -> nbt.putBoolean("Splash", true));
scene.idle(30);
scene.world.removeItemsFromBelt(depotPos);
scene.world.hideSection(util.select.position(depotPos.above(2)), Direction.SOUTH);
scene.idle(20);
ElementLink<WorldSectionElement> spout = scene.world.showIndependentSection(util.select.position(depotPos.above(2).west()), Direction.SOUTH);
scene.world.moveSection(spout, util.vector.of(1, 0, 0), 0);
BlockPos pressPos = depotPos.above(2).west();
ItemStack copper = new ItemStack(Items.COPPER_INGOT);
scene.world.createItemOnBeltLike(depotPos, Direction.NORTH, copper);
Vec3 depotCenter = util.vector.centerOf(depotPos);
scene.idle(10);
Class<MechanicalPressTileEntity> type = MechanicalPressTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BELT));
scene.idle(15);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makePressingParticleEffect(depotCenter.add(0, 8 / 16f, 0), copper));
scene.world.removeItemsFromBelt(depotPos);
ItemStack sheet = AllItems.COPPER_SHEET.asStack();
scene.world.createItemOnBeltLike(depotPos, Direction.UP, sheet);
scene.idle(20);
scene.world.hideIndependentSection(spout, Direction.SOUTH);
scene.idle(10);
Selection fanSelect = util.select.fromTo(4, 1, 3, 5, 2, 2).add(util.select.position(3, 1, 2)).add(util.select.position(5, 0, 2));
scene.world.showSection(fanSelect, Direction.SOUTH);
ElementLink<WorldSectionElement> water = scene.world.showIndependentSection(util.select.position(3, 1, 0), Direction.SOUTH);
scene.world.moveSection(water, util.vector.of(0, 1, 2), 0);
scene.idle(30);
scene.world.hideSection(fanSelect, Direction.SOUTH);
scene.world.hideIndependentSection(water, Direction.SOUTH);
scene.idle(30);
scene.world.showSection(util.select.fromTo(2, 1, 4, 2, 1, 5).add(util.select.position(2, 0, 5)), Direction.DOWN);
BlockPos armPos = util.grid.at(2, 1, 4);
scene.overlay.showText(70).attachKeyFrame().text("...as well as provide Items to Mechanical Arms").placeNearTarget().pointAt(util.vector.blockSurface(armPos, Direction.WEST));
scene.idle(20);
scene.world.instructArm(armPos, Phase.MOVE_TO_INPUT, ItemStack.EMPTY, 0);
scene.idle(37);
scene.world.removeItemsFromBelt(depotPos);
scene.world.instructArm(armPos, Phase.SEARCH_OUTPUTS, sheet, -1);
}
use of com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity in project Create by Creators-of-Create.
the class ProcessingScenes method basin.
public static void basin(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("basin", "Processing Items in the Basin");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.position(1, 1, 2), Direction.DOWN);
scene.idle(10);
BlockPos basinPos = util.grid.at(1, 2, 2);
scene.world.modifyBlock(basinPos, s -> s.setValue(BasinBlock.FACING, Direction.DOWN), false);
scene.world.showSection(util.select.position(basinPos), Direction.DOWN);
scene.idle(10);
Vec3 basinSide = util.vector.blockSurface(basinPos, Direction.WEST);
scene.overlay.showText(80).attachKeyFrame().text("A Basin can hold Items and Fluids for Processing").pointAt(basinSide).placeNearTarget();
scene.idle(10);
ItemStack stack = new ItemStack(Items.BRICK);
for (int i = 0; i < 4; i++) {
scene.world.createItemEntity(util.vector.centerOf(basinPos.above(3)), util.vector.of(0, 0, 0), stack);
scene.idle(10);
}
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.DOWN).withItem(stack), 30);
scene.idle(30);
for (Direction d : Iterate.horizontalDirections) {
scene.overlay.showOutline(PonderPalette.GREEN, new Object(), util.select.position(basinPos.below().relative(d)), 60);
scene.idle(4);
}
scene.overlay.showText(80).attachKeyFrame().colored(PonderPalette.GREEN).text("After a processing step, basins try to output below to the side of them").pointAt(basinSide).placeNearTarget();
scene.idle(90);
ElementLink<WorldSectionElement> depot = scene.world.showIndependentSection(util.select.position(3, 1, 1), Direction.EAST);
scene.world.moveSection(depot, util.vector.of(-2, 0, 0), 0);
scene.idle(10);
scene.world.modifyBlock(basinPos, s -> s.setValue(BasinBlock.FACING, Direction.NORTH), false);
scene.idle(10);
scene.overlay.showText(80).attachKeyFrame().colored(PonderPalette.GREEN).text("When a valid component is present, the Basin will show an output faucet").pointAt(basinSide.add(0.15, 0, -0.5)).placeNearTarget();
scene.idle(90);
scene.world.hideIndependentSection(depot, Direction.EAST);
scene.idle(15);
depot = scene.world.showIndependentSection(util.select.position(0, 1, 1), Direction.EAST);
scene.world.moveSection(depot, util.vector.of(1, 0, 0), 0);
scene.idle(20);
scene.world.hideIndependentSection(depot, Direction.EAST);
scene.overlay.showText(80).text("A number of options are applicable here").pointAt(util.vector.centerOf(util.grid.at(1, 1, 1))).placeNearTarget();
scene.idle(15);
depot = scene.world.showIndependentSection(util.select.position(1, 1, 0), Direction.EAST);
scene.world.moveSection(depot, util.vector.of(0, 0, 1), 0);
scene.idle(20);
scene.world.hideIndependentSection(depot, Direction.EAST);
scene.idle(15);
depot = scene.world.showIndependentSection(util.select.position(1, 1, 1), Direction.EAST);
scene.idle(20);
scene.world.hideIndependentSection(depot, Direction.EAST);
scene.idle(15);
depot = scene.world.showIndependentSection(util.select.fromTo(3, 1, 0, 2, 1, 0), Direction.EAST);
scene.world.moveSection(depot, util.vector.of(-2, 0, 1), 0);
scene.idle(20);
scene.world.hideIndependentSection(depot, Direction.EAST);
scene.idle(15);
depot = scene.world.showIndependentSection(util.select.position(2, 1, 1), Direction.EAST);
scene.world.moveSection(depot, util.vector.of(-1, 0, 0), 0);
scene.idle(25);
BlockPos pressPos = util.grid.at(1, 4, 2);
scene.world.showSection(util.select.position(pressPos), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 4, 3, 1, 1, 5), Direction.NORTH);
scene.idle(10);
Class<MechanicalPressTileEntity> type = MechanicalPressTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basinPos), stack));
scene.world.modifyTileNBT(util.select.position(basinPos), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems", NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, new ItemStack(Blocks.BRICKS))), ia -> ia.getValue().serializeNBT()));
});
scene.idle(4);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos.below().north()), Pointing.RIGHT).withItem(new ItemStack(Items.BRICKS)), 30);
scene.overlay.showText(60).attachKeyFrame().colored(PonderPalette.GREEN).text("Outputs will be caught by the inventory below").pointAt(basinSide.add(0, -1, -1)).placeNearTarget();
scene.idle(70);
scene.world.hideIndependentSection(depot, Direction.NORTH);
scene.idle(10);
scene.world.modifyBlock(basinPos, s -> s.setValue(BasinBlock.FACING, Direction.DOWN), false);
scene.idle(20);
scene.overlay.showText(80).attachKeyFrame().text("Without output faucet, the Basin will retain items created in its processing").pointAt(basinSide).placeNearTarget();
scene.idle(50);
ItemStack nugget = AllItems.COPPER_NUGGET.asStack();
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.RIGHT).withItem(nugget), 30);
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basinPos), nugget));
ItemStack ingot = new ItemStack(Items.COPPER_INGOT);
scene.idle(30);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.RIGHT).withItem(ingot), 30);
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basinPos), ingot));
ItemStack block = new ItemStack(Items.COPPER_BLOCK);
scene.idle(30);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basinPos), Pointing.RIGHT).withItem(block), 30);
scene.overlay.showText(70).attachKeyFrame().colored(PonderPalette.GREEN).text("This can be useful if outputs should be re-used as ingredients").pointAt(basinSide).placeNearTarget();
scene.idle(80);
scene.world.showSection(util.select.fromTo(2, 2, 5, 4, 1, 2), Direction.DOWN);
scene.rotateCameraY(70);
scene.world.createItemOnBelt(util.grid.at(2, 1, 2), Direction.WEST, block);
scene.idle(40);
scene.overlay.showText(70).text("Desired outputs will then have to be extracted from the basin").pointAt(util.vector.topOf(util.grid.at(3, 1, 2)).subtract(0, 3 / 16f, 0)).placeNearTarget();
scene.idle(80);
Vec3 filter = util.vector.of(2.5, 2.85, 2.5);
scene.overlay.showFilterSlotInput(filter, 80);
scene.overlay.showText(70).text("A Filter might be necessary to avoid pulling out un-processed items").pointAt(filter).placeNearTarget();
scene.idle(40);
scene.markAsFinished();
}
use of com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity in project FrostedHeart by TeamMoegMC.
the class MixinProcessingScenes method pressing.
/**
* @author khjxiaogu
* @reason change mechanical press scene to fit TWR
*/
@Overwrite(remap = false)
public static void pressing(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_press", "Processing Items with the Mechanical Press");
scene.configureBasePlate(0, 0, 5);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.ANDESITE_CASING.getDefaultState(), false);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 4, 3, 1, 1, 5), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 1, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 2, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 4, 2), Direction.SOUTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 1, 1, 1, 1), Direction.SOUTH);
scene.world.showSection(util.select.fromTo(3, 1, 5, 3, 1, 2), Direction.SOUTH);
scene.idle(20);
BlockPos basin = util.grid.at(1, 2, 2);
BlockPos pressPos = util.grid.at(1, 4, 2);
Vector3d basinSide = util.vector.blockSurface(basin, Direction.WEST);
ItemStack copper = AllItems.COPPER_INGOT.asStack();
ItemStack copperBlock = AllItems.COPPER_SHEET.asStack();
scene.overlay.showText(60).pointAt(basinSide).placeNearTarget().attachKeyFrame().text("Pressing items held in a Basin will cause them to be Compacted");
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.DOWN).withItem(copper), 30);
scene.idle(30);
Class<MechanicalPressTileEntity> type = MechanicalPressTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basin), copper));
scene.world.modifyTileNBT(util.select.position(basin), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems", NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, copperBlock)), ia -> ia.getValue().serializeNBT()));
});
scene.idle(4);
scene.world.createItemOnBelt(util.grid.at(1, 1, 1), Direction.UP, copperBlock);
scene.idle(30);
scene.overlay.showText(80).pointAt(basinSide).placeNearTarget().attachKeyFrame().text("Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones");
scene.idle(30);
ItemStack log = new ItemStack(Items.OAK_LOG);
ItemStack bark = new ItemStack(Items.OAK_WOOD);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.DOWN).withItem(log), 30);
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basin), log));
scene.world.modifyTileNBT(util.select.position(basin), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems", NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, bark)), ia -> ia.getValue().serializeNBT()));
});
scene.idle(4);
scene.world.createItemOnBelt(util.grid.at(1, 1, 1), Direction.UP, bark);
scene.idle(30);
scene.rotateCameraY(-30);
scene.idle(10);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.BLAZE_BURNER.getDefaultState().with(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.KINDLED), true);
scene.idle(10);
scene.overlay.showText(80).pointAt(basinSide.subtract(0, 1, 0)).placeNearTarget().text("Some of those recipes may require the heat of a Blaze Burner");
scene.idle(40);
scene.rotateCameraY(30);
scene.idle(60);
Vector3d filterPos = util.vector.of(1, 2.75f, 2.5f);
scene.overlay.showFilterSlotInput(filterPos, 100);
scene.overlay.showText(120).pointAt(filterPos).placeNearTarget().attachKeyFrame().text("The filter slot can be used in case two recipes are conflicting.");
scene.idle(60);
}
use of com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity in project Create by Creators-of-Create.
the class ProcessingScenes method pressing.
public static void pressing(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_press", "Processing Items with the Mechanical Press");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
ElementLink<WorldSectionElement> depot = scene.world.showIndependentSection(util.select.position(2, 1, 1), Direction.DOWN);
scene.world.moveSection(depot, util.vector.of(0, 0, 1), 0);
scene.idle(10);
Selection pressS = util.select.position(2, 3, 2);
BlockPos pressPos = util.grid.at(2, 3, 2);
BlockPos depotPos = util.grid.at(2, 1, 1);
scene.world.setKineticSpeed(pressS, 0);
scene.world.showSection(pressS, Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.fromTo(2, 1, 3, 2, 1, 5), Direction.NORTH);
scene.idle(3);
scene.world.showSection(util.select.position(2, 2, 3), Direction.SOUTH);
scene.idle(3);
scene.world.showSection(util.select.position(2, 3, 3), Direction.NORTH);
scene.world.setKineticSpeed(pressS, -32);
scene.effects.indicateSuccess(pressPos);
scene.idle(10);
Vec3 pressSide = util.vector.blockSurface(pressPos, Direction.WEST);
scene.overlay.showText(60).pointAt(pressSide).placeNearTarget().attachKeyFrame().text("The Mechanical Press can process items provided beneath it");
scene.idle(70);
scene.overlay.showText(60).pointAt(pressSide.subtract(0, 2, 0)).placeNearTarget().text("The Input items can be dropped or placed on a Depot under the Press");
scene.idle(50);
ItemStack copper = new ItemStack(Items.COPPER_INGOT);
scene.world.createItemOnBeltLike(depotPos, Direction.NORTH, copper);
Vec3 depotCenter = util.vector.centerOf(depotPos.south());
scene.overlay.showControls(new InputWindowElement(depotCenter, Pointing.UP).withItem(copper), 30);
scene.idle(10);
Class<MechanicalPressTileEntity> type = MechanicalPressTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BELT));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makePressingParticleEffect(depotCenter.add(0, 8 / 16f, 0), copper));
scene.world.removeItemsFromBelt(depotPos);
ItemStack sheet = AllItems.COPPER_SHEET.asStack();
scene.world.createItemOnBeltLike(depotPos, Direction.UP, sheet);
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(depotCenter, Pointing.UP).withItem(sheet), 50);
scene.idle(60);
scene.world.hideIndependentSection(depot, Direction.NORTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(0, 1, 3, 0, 2, 3), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.fromTo(4, 1, 2, 0, 2, 2), Direction.SOUTH);
scene.idle(20);
BlockPos beltPos = util.grid.at(0, 1, 2);
scene.overlay.showText(40).pointAt(util.vector.blockSurface(beltPos, Direction.WEST)).placeNearTarget().attachKeyFrame().text("When items are provided on a belt...");
scene.idle(30);
ElementLink<BeltItemElement> ingot = scene.world.createItemOnBelt(beltPos, Direction.SOUTH, copper);
scene.idle(15);
ElementLink<BeltItemElement> ingot2 = scene.world.createItemOnBelt(beltPos, Direction.SOUTH, copper);
scene.idle(15);
scene.world.stallBeltItem(ingot, true);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BELT));
scene.overlay.showText(50).pointAt(pressSide).placeNearTarget().attachKeyFrame().text("The Press will hold and process them automatically");
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makePressingParticleEffect(depotCenter.add(0, 8 / 16f, 0), copper));
scene.world.removeItemsFromBelt(pressPos.below(2));
ingot = scene.world.createItemOnBelt(pressPos.below(2), Direction.UP, sheet);
scene.world.stallBeltItem(ingot, true);
scene.idle(15);
scene.world.stallBeltItem(ingot, false);
scene.idle(15);
scene.world.stallBeltItem(ingot2, true);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BELT));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makePressingParticleEffect(depotCenter.add(0, 8 / 16f, 0), copper));
scene.world.removeItemsFromBelt(pressPos.below(2));
ingot2 = scene.world.createItemOnBelt(pressPos.below(2), Direction.UP, sheet);
scene.world.stallBeltItem(ingot2, true);
scene.idle(15);
scene.world.stallBeltItem(ingot2, false);
}
use of com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity in project Create by Creators-of-Create.
the class ProcessingScenes method compacting.
public static void compacting(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_press_compacting", "Compacting items with the Mechanical Press");
scene.configureBasePlate(0, 0, 5);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.ANDESITE_CASING.getDefaultState(), false);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(1, 4, 3, 1, 1, 5), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 1, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 2, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 4, 2), Direction.SOUTH);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 1, 1, 1, 1), Direction.SOUTH);
scene.world.showSection(util.select.fromTo(3, 1, 5, 3, 1, 2), Direction.SOUTH);
scene.idle(20);
BlockPos basin = util.grid.at(1, 2, 2);
BlockPos pressPos = util.grid.at(1, 4, 2);
Vec3 basinSide = util.vector.blockSurface(basin, Direction.WEST);
ItemStack copper = new ItemStack(Items.COPPER_INGOT);
ItemStack copperBlock = new ItemStack(Items.COPPER_BLOCK);
scene.overlay.showText(60).pointAt(basinSide).placeNearTarget().attachKeyFrame().text("Pressing items held in a Basin will cause them to be Compacted");
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.DOWN).withItem(copper), 30);
scene.idle(30);
Class<MechanicalPressTileEntity> type = MechanicalPressTileEntity.class;
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basin), copper));
scene.world.modifyTileNBT(util.select.position(basin), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems", NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, copperBlock)), ia -> ia.getValue().serializeNBT()));
});
scene.idle(4);
scene.world.createItemOnBelt(util.grid.at(1, 1, 1), Direction.UP, copperBlock);
scene.idle(30);
scene.overlay.showText(80).pointAt(basinSide).placeNearTarget().attachKeyFrame().text("Compacting includes any filled 2x2 or 3x3 Crafting Recipe, plus a couple extra ones");
scene.idle(30);
ItemStack log = new ItemStack(Items.OAK_LOG);
ItemStack bark = new ItemStack(Items.OAK_WOOD);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(basin), Pointing.DOWN).withItem(log), 30);
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.start(Mode.BASIN));
scene.idle(30);
scene.world.modifyTileEntity(pressPos, type, pte -> pte.makeCompactingParticleEffect(util.vector.centerOf(basin), log));
scene.world.modifyTileNBT(util.select.position(basin), BasinTileEntity.class, nbt -> {
nbt.put("VisualizedItems", NBTHelper.writeCompoundList(ImmutableList.of(IntAttached.with(1, bark)), ia -> ia.getValue().serializeNBT()));
});
scene.idle(4);
scene.world.createItemOnBelt(util.grid.at(1, 1, 1), Direction.UP, bark);
scene.idle(30);
scene.rotateCameraY(-30);
scene.idle(10);
scene.world.setBlock(util.grid.at(1, 1, 2), AllBlocks.BLAZE_BURNER.getDefaultState().setValue(BlazeBurnerBlock.HEAT_LEVEL, HeatLevel.KINDLED), true);
scene.idle(10);
scene.overlay.showText(80).pointAt(basinSide.subtract(0, 1, 0)).placeNearTarget().text("Some of those recipes may require the heat of a Blaze Burner");
scene.idle(40);
scene.rotateCameraY(30);
scene.idle(60);
Vec3 filterPos = util.vector.of(1, 2.75f, 2.5f);
scene.overlay.showFilterSlotInput(filterPos, 100);
scene.overlay.showText(120).pointAt(filterPos).placeNearTarget().attachKeyFrame().text("The filter slot can be used in case two recipes are conflicting.");
scene.idle(60);
}
Aggregations