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Example 56 with WorldSectionElement

use of com.simibubi.create.foundation.ponder.element.WorldSectionElement 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");
}
Also used : Selection(com.simibubi.create.foundation.ponder.Selection) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement)

Example 57 with WorldSectionElement

use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.

the class PistonScenes method poles.

public static void poles(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("piston_pole", "Piston Extension Poles");
    scene.configureBasePlate(0, 0, 5);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
    Selection kinetics = util.select.fromTo(3, 1, 3, 3, 1, 2);
    BlockPos piston = util.grid.at(3, 1, 2);
    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);
    BlockPos leverPos = util.grid.at(3, 2, 4);
    scene.effects.indicateRedstone(leverPos);
    scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
    scene.world.setKineticSpeed(kinetics, 16);
    scene.idle(10);
    scene.overlay.showSelectionWithText(util.select.position(piston), 50).colored(PonderPalette.RED).placeNearTarget().attachKeyFrame().text("Without attached Poles, a Mechanical Piston cannot move");
    scene.idle(60);
    scene.effects.indicateRedstone(leverPos);
    scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
    scene.world.setKineticSpeed(kinetics, 0);
    scene.idle(5);
    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.idle(10);
    scene.overlay.showOutline(PonderPalette.RED, new Object(), util.select.fromTo(piston.east(), piston.east(2)), 100);
    scene.overlay.showSelectionWithText(util.select.fromTo(piston.west(), piston.west(2)), 100).text("The Length of pole added at its back determines the Extension Range").attachKeyFrame().placeNearTarget().colored(PonderPalette.GREEN);
    scene.idle(110);
    scene.world.showSectionAndMerge(util.select.position(piston.north().west()), Direction.EAST, contraption);
    scene.idle(10);
    ElementLink<ParrotElement> birb = scene.special.createBirb(util.vector.topOf(piston.west()), FaceCursorPose::new);
    scene.idle(15);
    scene.effects.indicateRedstone(leverPos);
    scene.world.toggleRedstonePower(util.select.fromTo(leverPos, leverPos.below()));
    scene.world.setKineticSpeed(kinetics, 16);
    scene.world.moveSection(contraption, util.vector.of(-2, 0, 0), 40);
    scene.special.moveParrot(birb, util.vector.of(-2, 0, 0), 40);
}
Also used : FaceCursorPose(com.simibubi.create.foundation.ponder.element.ParrotElement.FaceCursorPose) Selection(com.simibubi.create.foundation.ponder.Selection) BlockPos(net.minecraft.core.BlockPos) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ParrotElement(com.simibubi.create.foundation.ponder.element.ParrotElement)

Example 58 with WorldSectionElement

use of com.simibubi.create.foundation.ponder.element.WorldSectionElement 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);
}
Also used : Selection(com.simibubi.create.foundation.ponder.Selection) Vec3(net.minecraft.world.phys.Vec3) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ItemStack(net.minecraft.world.item.ItemStack) MechanicalPressTileEntity(com.simibubi.create.content.contraptions.components.press.MechanicalPressTileEntity) BeltItemElement(com.simibubi.create.foundation.ponder.element.BeltItemElement)

Example 59 with WorldSectionElement

use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.

the class PulleyScenes method movementModes.

public static void movementModes(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("rope_pulley_modes", "Movement Modes of the Rope Pulley");
    scene.configureBasePlate(0, 0, 5);
    scene.scaleSceneView(0.95f);
    scene.setSceneOffsetY(-1);
    Selection reversable = util.select.fromTo(2, 3, 4, 2, 4, 2);
    BlockPos leverPos = util.grid.at(1, 2, 4);
    BlockPos pulleyPos = util.grid.at(2, 4, 2);
    Selection redstoneStuff = util.select.fromTo(leverPos, leverPos.east());
    BlockPos flowerPos = util.grid.at(2, 1, 2);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    scene.world.showSection(util.select.position(flowerPos), Direction.UP);
    scene.idle(5);
    scene.world.showSection(util.select.fromTo(1, 4, 3, 2, 1, 4), Direction.DOWN);
    scene.idle(10);
    scene.world.showSection(util.select.position(pulleyPos), Direction.SOUTH);
    ElementLink<WorldSectionElement> glass = scene.world.showIndependentSection(util.select.position(pulleyPos.below()), Direction.UP);
    scene.idle(20);
    scene.world.toggleRedstonePower(redstoneStuff);
    scene.effects.indicateRedstone(leverPos);
    scene.world.modifyKineticSpeed(reversable, f -> -f);
    scene.effects.rotationDirectionIndicator(pulleyPos.south());
    scene.world.movePulley(pulleyPos, 2, 40);
    scene.world.moveSection(glass, util.vector.of(0, -2, 0), 40);
    scene.idle(40);
    scene.world.destroyBlock(flowerPos);
    scene.idle(10);
    scene.overlay.showSelectionWithText(util.select.position(flowerPos), 70).text("Whenever Pulleys stop moving, the moved structure reverts to blocks").attachKeyFrame().placeNearTarget().colored(PonderPalette.RED);
    scene.idle(80);
    scene.world.toggleRedstonePower(redstoneStuff);
    scene.effects.indicateRedstone(leverPos);
    scene.world.modifyKineticSpeed(reversable, f -> -f);
    scene.effects.rotationDirectionIndicator(pulleyPos.south());
    scene.world.movePulley(pulleyPos, -2, 40);
    scene.world.moveSection(glass, util.vector.of(0, 2, 0), 40);
    scene.world.hideSection(util.select.position(flowerPos), Direction.DOWN);
    scene.idle(40);
    scene.world.setBlock(flowerPos, Blocks.BLUE_ORCHID.defaultBlockState(), false);
    scene.world.showSection(util.select.position(flowerPos), Direction.DOWN);
    scene.overlay.showCenteredScrollInput(pulleyPos, Direction.UP, 60);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(pulleyPos), Pointing.DOWN).scroll().withWrench(), 60);
    scene.overlay.showText(70).pointAt(util.vector.topOf(pulleyPos)).placeNearTarget().attachKeyFrame().sharedText("behaviour_modify_wrench");
    scene.idle(80);
    scene.world.toggleRedstonePower(redstoneStuff);
    scene.effects.indicateRedstone(leverPos);
    scene.world.modifyKineticSpeed(reversable, f -> -f);
    scene.effects.rotationDirectionIndicator(pulleyPos.south());
    scene.world.movePulley(pulleyPos, 2, 40);
    scene.world.moveSection(glass, util.vector.of(0, -2, 0), 40);
    scene.idle(50);
    scene.overlay.showText(120).colored(PonderPalette.GREEN).pointAt(util.vector.blockSurface(flowerPos, Direction.WEST)).placeNearTarget().text("It can be configured never to revert to solid blocks, or only at the location it started at");
}
Also used : Selection(com.simibubi.create.foundation.ponder.Selection) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement)

Example 60 with WorldSectionElement

use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.

the class DeployerScenes method processing.

public static void processing(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("deployer_processing", "Processing Items using Deployers");
    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);
    ItemStack tool = AllItems.SAND_PAPER.asStack();
    scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(pressPos.below(), Direction.EAST).add(0, 0.15, 0), Pointing.RIGHT).withItem(tool), 30);
    scene.idle(7);
    scene.world.modifyTileNBT(pressS, DeployerTileEntity.class, nbt -> nbt.put("HeldItem", tool.serializeNBT()));
    scene.idle(25);
    Vec3 pressSide = util.vector.blockSurface(pressPos, Direction.WEST);
    scene.overlay.showText(60).pointAt(pressSide).placeNearTarget().attachKeyFrame().text("With a fitting held item, Deployers can process items provided beneath them");
    scene.idle(80);
    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 Deployer");
    scene.idle(50);
    ItemStack quartz = AllItems.ROSE_QUARTZ.asStack();
    scene.world.createItemOnBeltLike(depotPos, Direction.NORTH, quartz);
    Vec3 depotCenter = util.vector.centerOf(depotPos.south());
    scene.overlay.showControls(new InputWindowElement(depotCenter, Pointing.UP).withItem(quartz), 30);
    scene.idle(10);
    Vec3 targetV = util.vector.centerOf(pressPos).subtract(0, 1.65, 0);
    scene.world.moveDeployer(pressPos, 1, 30);
    scene.idle(30);
    scene.world.moveDeployer(pressPos, -1, 30);
    scene.debug.enqueueCallback(s -> SandPaperItem.spawnParticles(targetV, quartz, s.getWorld()));
    // particle
    scene.world.removeItemsFromBelt(depotPos);
    ItemStack polished = AllItems.POLISHED_ROSE_QUARTZ.asStack();
    scene.world.createItemOnBeltLike(depotPos, Direction.UP, polished);
    scene.idle(10);
    scene.overlay.showControls(new InputWindowElement(depotCenter, Pointing.UP).withItem(polished), 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, quartz);
    scene.idle(15);
    ElementLink<BeltItemElement> ingot2 = scene.world.createItemOnBelt(beltPos, Direction.SOUTH, quartz);
    scene.idle(15);
    scene.world.stallBeltItem(ingot, true);
    scene.world.moveDeployer(pressPos, 1, 30);
    scene.overlay.showText(50).pointAt(pressSide).placeNearTarget().attachKeyFrame().text("The Deployer will hold and process them automatically");
    scene.idle(30);
    scene.world.moveDeployer(pressPos, -1, 30);
    scene.debug.enqueueCallback(s -> SandPaperItem.spawnParticles(targetV, quartz, s.getWorld()));
    scene.world.removeItemsFromBelt(pressPos.below(2));
    ingot = scene.world.createItemOnBelt(pressPos.below(2), Direction.UP, polished);
    scene.world.stallBeltItem(ingot, true);
    scene.idle(15);
    scene.world.stallBeltItem(ingot, false);
    scene.idle(15);
    scene.world.stallBeltItem(ingot2, true);
    scene.world.moveDeployer(pressPos, 1, 30);
    scene.idle(30);
    scene.world.moveDeployer(pressPos, -1, 30);
    scene.debug.enqueueCallback(s -> SandPaperItem.spawnParticles(targetV, quartz, s.getWorld()));
    scene.world.removeItemsFromBelt(pressPos.below(2));
    ingot2 = scene.world.createItemOnBelt(pressPos.below(2), Direction.UP, polished);
    scene.world.stallBeltItem(ingot2, true);
    scene.idle(15);
    scene.world.stallBeltItem(ingot2, false);
}
Also used : Selection(com.simibubi.create.foundation.ponder.Selection) Vec3(net.minecraft.world.phys.Vec3) InputWindowElement(com.simibubi.create.foundation.ponder.element.InputWindowElement) BlockPos(net.minecraft.core.BlockPos) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement) ItemStack(net.minecraft.world.item.ItemStack) BeltItemElement(com.simibubi.create.foundation.ponder.element.BeltItemElement)

Aggregations

WorldSectionElement (com.simibubi.create.foundation.ponder.element.WorldSectionElement)70 BlockPos (net.minecraft.core.BlockPos)64 Selection (com.simibubi.create.foundation.ponder.Selection)60 InputWindowElement (com.simibubi.create.foundation.ponder.element.InputWindowElement)44 Vec3 (net.minecraft.world.phys.Vec3)39 ItemStack (net.minecraft.world.item.ItemStack)34 Entity (net.minecraft.world.entity.Entity)16 Direction (net.minecraft.core.Direction)11 ItemEntity (net.minecraft.world.entity.item.ItemEntity)11 EntityElement (com.simibubi.create.foundation.ponder.element.EntityElement)10 ElementLink (com.simibubi.create.foundation.ponder.ElementLink)9 SceneBuilder (com.simibubi.create.foundation.ponder.SceneBuilder)9 SceneBuildingUtil (com.simibubi.create.foundation.ponder.SceneBuildingUtil)8 AABB (net.minecraft.world.phys.AABB)8 FluidStack (net.minecraftforge.fluids.FluidStack)8 PonderPalette (com.simibubi.create.foundation.ponder.PonderPalette)7 Pointing (com.simibubi.create.foundation.utility.Pointing)6 HarvesterTileEntity (com.simibubi.create.content.contraptions.components.actors.HarvesterTileEntity)5 BeltItemElement (com.simibubi.create.foundation.ponder.element.BeltItemElement)5 BlockState (net.minecraft.world.level.block.state.BlockState)5