use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class MovementActorScenes method psiTransfer.
public static void psiTransfer(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("portable_storage_interface", "Contraption Storage Exchange");
scene.configureBasePlate(0, 0, 6);
scene.scaleSceneView(0.95f);
scene.setSceneOffsetY(-1);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
BlockPos bearing = util.grid.at(5, 1, 2);
scene.world.showSection(util.select.position(bearing), Direction.DOWN);
scene.idle(5);
ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.fromTo(5, 2, 2, 6, 3, 2), Direction.DOWN);
scene.world.configureCenterOfRotation(contraption, util.vector.centerOf(bearing));
scene.idle(10);
scene.world.rotateBearing(bearing, 360, 70);
scene.world.rotateSection(contraption, 0, 360, 0, 70);
scene.overlay.showText(60).pointAt(util.vector.topOf(bearing.above(2))).colored(PonderPalette.RED).placeNearTarget().attachKeyFrame().text("Inventories on moving contraptions cannot be accessed by players.");
scene.idle(70);
BlockPos psi = util.grid.at(4, 2, 2);
scene.world.showSectionAndMerge(util.select.position(psi), Direction.EAST, contraption);
scene.idle(13);
scene.effects.superGlue(psi, Direction.EAST, true);
scene.overlay.showText(80).pointAt(util.vector.topOf(psi)).colored(PonderPalette.GREEN).placeNearTarget().attachKeyFrame().text("This component can interact with storage without the need to stop the contraption.");
scene.idle(90);
BlockPos psi2 = psi.west(2);
scene.world.showSection(util.select.position(psi2), Direction.DOWN);
scene.overlay.showSelectionWithText(util.select.position(psi.west()), 50).colored(PonderPalette.RED).placeNearTarget().attachKeyFrame().text("Place a second one with a gap of 1 or 2 blocks inbetween");
scene.idle(55);
scene.world.rotateBearing(bearing, 360, 60);
scene.world.rotateSection(contraption, 0, 360, 0, 60);
scene.idle(20);
scene.overlay.showText(40).placeNearTarget().pointAt(util.vector.of(3, 3, 2.5)).text("Whenever they pass by each other, they will engage in a connection");
scene.idle(35);
Selection both = util.select.fromTo(2, 2, 2, 4, 2, 2);
Class<PortableItemInterfaceTileEntity> psiClass = PortableItemInterfaceTileEntity.class;
scene.world.modifyTileNBT(both, psiClass, nbt -> {
nbt.putFloat("Distance", 1);
nbt.putFloat("Timer", 40);
});
scene.idle(20);
scene.overlay.showOutline(PonderPalette.GREEN, psi, util.select.fromTo(5, 3, 2, 6, 3, 2), 80);
scene.idle(10);
scene.overlay.showSelectionWithText(util.select.position(psi2), 70).placeNearTarget().colored(PonderPalette.GREEN).attachKeyFrame().text("While engaged, the stationary interface will represent ALL inventories on the contraption");
scene.idle(80);
BlockPos hopper = util.grid.at(2, 3, 2);
scene.world.showSection(util.select.position(hopper), Direction.DOWN);
scene.overlay.showText(70).placeNearTarget().pointAt(util.vector.topOf(hopper)).attachKeyFrame().text("Items can now be inserted...");
ItemStack itemStack = new ItemStack(Items.COPPER_INGOT);
Vec3 entitySpawn = util.vector.topOf(hopper.above(3));
ElementLink<EntityElement> entity1 = scene.world.createItemEntity(entitySpawn, util.vector.of(0, 0.2, 0), itemStack);
scene.idle(10);
ElementLink<EntityElement> entity2 = scene.world.createItemEntity(entitySpawn, util.vector.of(0, 0.2, 0), itemStack);
scene.idle(10);
scene.world.modifyEntity(entity1, Entity::discard);
scene.idle(10);
scene.world.modifyEntity(entity2, Entity::discard);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(5, 3, 2), Pointing.DOWN).withItem(itemStack), 40);
scene.idle(30);
scene.world.hideSection(util.select.position(hopper), Direction.UP);
scene.idle(15);
BlockPos beltPos = util.grid.at(1, 1, 2);
scene.world.showSection(util.select.fromTo(0, 1, 0, 1, 2, 6), Direction.DOWN);
scene.idle(10);
scene.world.createItemOnBelt(beltPos, Direction.EAST, itemStack.copy());
scene.overlay.showText(40).placeNearTarget().pointAt(util.vector.topOf(beltPos.above())).text("...or extracted from the contraption");
scene.idle(15);
scene.world.createItemOnBelt(beltPos, Direction.EAST, itemStack);
scene.idle(20);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.idle(15);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.overlay.showText(120).placeNearTarget().pointAt(util.vector.topOf(psi2)).text("After no items have been exchanged for a while, the contraption will continue on its way");
scene.world.modifyTileNBT(both, psiClass, nbt -> nbt.putFloat("Timer", 9));
scene.idle(15);
scene.markAsFinished();
scene.world.rotateBearing(bearing, 270, 120);
scene.world.rotateSection(contraption, 0, 270, 0, 120);
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class MovementActorScenes method harvester.
public static void harvester(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_harvester", "Using Mechanical Harvesters on Contraptions");
scene.configureBasePlate(0, 0, 6);
scene.scaleSceneView(0.9f);
Selection crops = util.select.fromTo(4, 1, 2, 3, 1, 2).add(util.select.fromTo(3, 1, 1, 2, 1, 1).add(util.select.position(2, 1, 3)).add(util.select.position(1, 1, 2)));
scene.world.setBlocks(crops, Blocks.WHEAT.defaultBlockState().setValue(CropBlock.AGE, 7), false);
scene.world.showSection(util.select.layer(0), Direction.UP);
BlockPos bearingPos = util.grid.at(4, 1, 4);
scene.idle(5);
scene.world.showSection(crops, Direction.UP);
scene.world.showSection(util.select.position(bearingPos), Direction.DOWN);
scene.idle(5);
ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.fromTo(4, 2, 4, 2, 2, 5).add(util.select.fromTo(2, 1, 5, 0, 1, 5)), Direction.DOWN);
scene.world.configureCenterOfRotation(contraption, util.vector.centerOf(bearingPos));
scene.idle(10);
for (int i = 0; i < 3; i++) {
scene.world.showSectionAndMerge(util.select.position(i, 1, 4), Direction.SOUTH, contraption);
scene.idle(5);
}
scene.overlay.showText(60).attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(1, 1, 4), Direction.SOUTH)).text("Whenever Harvesters are moved as part of an animated Contraption...");
scene.idle(70);
for (int i = 0; i < 3; i++) scene.world.modifyTileEntity(util.grid.at(i, 1, 4), HarvesterTileEntity.class, hte -> hte.setAnimatedSpeed(-150));
scene.world.rotateBearing(bearingPos, -360, 140);
scene.world.rotateSection(contraption, 0, -360, 0, 140);
BlockState harvested = Blocks.WHEAT.defaultBlockState();
ItemStack wheatItem = new ItemStack(Items.WHEAT);
scene.idle(5);
BlockPos current = util.grid.at(2, 1, 3);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(0, 0.3, -.2), wheatItem);
scene.idle(5);
current = util.grid.at(1, 1, 2);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(0, 0.3, -.2), wheatItem);
scene.idle(5);
current = util.grid.at(3, 1, 2);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(.1, 0.3, -.1), wheatItem);
current = util.grid.at(2, 1, 1);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(.1, 0.3, -.1), wheatItem);
scene.idle(5);
current = util.grid.at(3, 1, 1);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(.1, 0.3, -.1), wheatItem);
scene.idle(5);
current = util.grid.at(4, 1, 2);
scene.world.setBlock(current, harvested, true);
scene.world.createItemEntity(util.vector.centerOf(current), util.vector.of(.2, 0.3, 0), wheatItem);
scene.overlay.showText(80).pointAt(util.vector.topOf(1, 0, 2)).text("They will harvest and reset any mature crops on their way").placeNearTarget();
scene.idle(101);
scene.world.hideSection(crops, Direction.DOWN);
scene.idle(15);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.setBlocks(crops, Blocks.WHEAT.defaultBlockState().setValue(CropBlock.AGE, 7), false);
scene.world.showSection(crops, Direction.UP);
for (int i = 0; i < 3; i++) scene.world.modifyTileEntity(util.grid.at(i, 1, 4), HarvesterTileEntity.class, hte -> hte.setAnimatedSpeed(0));
scene.idle(10);
scene.world.cycleBlockProperty(util.grid.at(1, 1, 5), LinearChassisBlock.STICKY_TOP);
scene.world.glueBlockOnto(util.grid.at(1, 2, 5), Direction.DOWN, contraption);
scene.overlay.showText(60).attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(1, 2, 5), Direction.WEST)).sharedText("storage_on_contraption");
scene.idle(70);
for (int i = 0; i < 3; i++) scene.world.modifyTileEntity(util.grid.at(i, 1, 4), HarvesterTileEntity.class, hte -> hte.setAnimatedSpeed(-150));
scene.world.rotateBearing(bearingPos, -360, 140);
scene.world.rotateSection(contraption, 0, -360, 0, 140);
scene.idle(5);
current = util.grid.at(2, 1, 3);
scene.world.setBlock(current, harvested, true);
scene.idle(5);
current = util.grid.at(1, 1, 2);
scene.world.setBlock(current, harvested, true);
scene.idle(5);
current = util.grid.at(3, 1, 2);
scene.world.setBlock(current, harvested, true);
current = util.grid.at(2, 1, 1);
scene.world.setBlock(current, harvested, true);
scene.idle(5);
current = util.grid.at(3, 1, 1);
scene.world.setBlock(current, harvested, true);
scene.idle(5);
current = util.grid.at(4, 1, 2);
scene.world.setBlock(current, harvested, true);
scene.idle(116);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(1, 2, 5), Pointing.DOWN).withItem(wheatItem), 50);
for (int i = 0; i < 3; i++) scene.world.modifyTileEntity(util.grid.at(i, 1, 4), HarvesterTileEntity.class, hte -> hte.setAnimatedSpeed(0));
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class PistonScenes method movement.
public static void movement(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_piston", "Moving Structures using Mechanical Pistons");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0).add(util.select.position(0, 1, 2)), Direction.UP);
Selection kinetics = util.select.fromTo(3, 1, 3, 3, 1, 2);
BlockPos piston = util.grid.at(3, 1, 2);
BlockPos leverPos = util.grid.at(3, 2, 4);
BlockPos shaft = util.grid.at(3, 1, 3);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 3, 3, 2, 5), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.position(piston), Direction.DOWN);
ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.position(3, 1, 1), Direction.DOWN);
scene.world.moveSection(contraption, util.vector.of(0, 0, 1), 0);
scene.idle(20);
scene.world.showSectionAndMerge(util.select.position(piston.north().east()), Direction.DOWN, contraption);
scene.idle(5);
scene.world.showSectionAndMerge(util.select.position(piston.north().east(2)), Direction.DOWN, contraption);
scene.world.showSectionAndMerge(util.select.position(piston.north().west()), Direction.DOWN, contraption);
scene.idle(15);
scene.effects.indicateRedstone(leverPos);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
scene.world.modifyKineticSpeed(kinetics, f -> -f);
scene.effects.rotationDirectionIndicator(shaft);
scene.world.moveSection(contraption, util.vector.of(-2, 0, 0), 40);
scene.overlay.showText(55).pointAt(util.vector.topOf(piston)).placeNearTarget().attachKeyFrame().text("Mechanical Pistons can move blocks in front of them");
scene.idle(65);
scene.overlay.showText(45).pointAt(util.vector.blockSurface(shaft, Direction.SOUTH)).placeNearTarget().text("Speed and direction of movement depend on the Rotational Input");
scene.world.setBlock(util.grid.at(2, 1, 1), Blocks.AIR.defaultBlockState(), false);
scene.world.setBlock(util.grid.at(0, 1, 2), Blocks.OAK_PLANKS.defaultBlockState(), false);
scene.effects.indicateRedstone(leverPos);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
scene.world.modifyKineticSpeed(kinetics, f -> -f);
scene.effects.rotationDirectionIndicator(shaft);
scene.world.moveSection(contraption, util.vector.of(2, 0, 0), 40);
scene.idle(60);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(piston, Direction.WEST), Pointing.DOWN).rightClick().withItem(new ItemStack(Items.SLIME_BALL)), 30);
scene.idle(7);
scene.world.modifyBlock(piston.north(), s -> s.setValue(MechanicalPistonHeadBlock.TYPE, PistonType.STICKY), false);
scene.effects.superGlue(piston, Direction.WEST, true);
scene.idle(33);
scene.effects.indicateRedstone(leverPos);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
scene.world.modifyKineticSpeed(kinetics, f -> -f);
scene.effects.rotationDirectionIndicator(shaft);
scene.world.moveSection(contraption, util.vector.of(-2, 0, 0), 40);
scene.idle(25);
scene.overlay.showText(60).pointAt(util.vector.topOf(piston)).placeNearTarget().attachKeyFrame().text("Sticky Mechanical Pistons can pull the attached blocks back");
scene.idle(20);
scene.world.setBlock(util.grid.at(2, 1, 1), Blocks.OAK_PLANKS.defaultBlockState(), false);
scene.world.setBlock(util.grid.at(0, 1, 2), Blocks.AIR.defaultBlockState(), false);
scene.effects.indicateRedstone(leverPos);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
scene.world.modifyKineticSpeed(kinetics, f -> -f);
scene.effects.rotationDirectionIndicator(shaft);
scene.world.moveSection(contraption, util.vector.of(2, 0, 0), 40);
scene.idle(50);
scene.world.setBlock(util.grid.at(2, 1, 1), Blocks.AIR.defaultBlockState(), false);
ElementLink<WorldSectionElement> chassis = scene.world.showIndependentSection(util.select.fromTo(2, 2, 0, 2, 3, 2), Direction.DOWN);
scene.world.moveSection(chassis, util.vector.of(0, -1, 1), 0);
scene.addKeyframe();
scene.idle(5);
scene.world.showSectionAndMerge(util.select.position(1, 2, 0), Direction.EAST, chassis);
scene.idle(15);
scene.effects.superGlue(piston.west().north(), Direction.WEST, true);
scene.overlay.showText(80).pointAt(util.vector.topOf(piston.west())).placeNearTarget().sharedText("movement_anchors");
scene.idle(90);
scene.effects.indicateRedstone(leverPos);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
scene.world.modifyKineticSpeed(kinetics, f -> -f);
scene.effects.rotationDirectionIndicator(shaft);
scene.world.moveSection(contraption, util.vector.of(-2, 0, 0), 40);
scene.world.moveSection(chassis, util.vector.of(-2, 0, 0), 40);
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class PistonScenes method movementModes.
public static void movementModes(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_piston_modes", "Movement Modes of the Mechanical Piston");
scene.configureBasePlate(0, 0, 5);
Selection rose = util.select.fromTo(0, 2, 2, 0, 1, 2);
scene.world.showSection(util.select.layer(0).add(rose), Direction.UP);
Selection kinetics = util.select.fromTo(3, 1, 3, 3, 1, 2);
BlockPos piston = util.grid.at(3, 1, 2);
BlockPos leverPos = util.grid.at(3, 2, 4);
BlockPos shaft = util.grid.at(3, 1, 3);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 3, 3, 2, 5), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.position(piston), Direction.DOWN);
ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.position(3, 1, 1), Direction.DOWN);
scene.world.moveSection(contraption, util.vector.of(0, 0, 1), 0);
scene.idle(20);
scene.world.showSectionAndMerge(util.select.position(piston.north().east()), Direction.DOWN, contraption);
scene.idle(5);
scene.world.showSectionAndMerge(util.select.position(piston.north().east(2)), Direction.DOWN, contraption);
scene.world.showSectionAndMerge(util.select.position(piston.north().west()), Direction.DOWN, contraption);
scene.idle(5);
scene.world.showSectionAndMerge(util.select.position(piston.north().west().above()), Direction.DOWN, contraption);
scene.idle(15);
scene.effects.superGlue(piston.west(), Direction.UP, true);
scene.idle(10);
scene.effects.indicateRedstone(leverPos);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
scene.world.modifyKineticSpeed(kinetics, f -> -f);
scene.effects.rotationDirectionIndicator(shaft);
scene.world.moveSection(contraption, util.vector.of(-2, 0, 0), 40);
scene.idle(40);
scene.world.destroyBlock(util.grid.at(0, 1, 2));
scene.world.destroyBlock(util.grid.at(0, 2, 2));
scene.idle(10);
scene.overlay.showSelectionWithText(rose, 70).text("Whenever Pistons stop moving, the moved structure reverts to blocks").attachKeyFrame().colored(PonderPalette.RED);
scene.idle(80);
scene.effects.indicateRedstone(leverPos);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
scene.world.modifyKineticSpeed(kinetics, f -> -f);
scene.effects.rotationDirectionIndicator(shaft);
scene.world.moveSection(contraption, util.vector.of(2, 0, 0), 40);
scene.world.hideSection(rose, Direction.UP);
scene.idle(50);
scene.world.setBlock(util.grid.at(0, 1, 2), Blocks.ROSE_BUSH.defaultBlockState(), false);
scene.world.setBlock(util.grid.at(0, 2, 2), Blocks.ROSE_BUSH.defaultBlockState().setValue(DoublePlantBlock.HALF, DoubleBlockHalf.UPPER), false);
scene.world.showIndependentSection(rose, Direction.DOWN);
scene.overlay.showCenteredScrollInput(piston, Direction.UP, 60);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(piston), Pointing.DOWN).scroll().withWrench(), 60);
scene.overlay.showText(70).pointAt(util.vector.topOf(piston)).placeNearTarget().attachKeyFrame().sharedText("behaviour_modify_wrench");
scene.idle(80);
scene.effects.indicateRedstone(leverPos);
scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
scene.world.modifyKineticSpeed(kinetics, f -> -f);
scene.effects.rotationDirectionIndicator(shaft);
scene.world.moveSection(contraption, util.vector.of(-2, 0, 0), 40);
scene.idle(50);
scene.overlay.showText(120).colored(PonderPalette.GREEN).pointAt(util.vector.blockSurface(util.grid.at(0, 1, 2), Direction.WEST)).placeNearTarget().text("It can be configured never to revert to solid blocks, or only at the location it started at");
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement 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);
}
Aggregations