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Example 41 with WorldSectionElement

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

the class BearingScenes method bearingModes.

public static void bearingModes(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("bearing_modes", "Movement Modes of the Mechanical Bearing");
    scene.configureBasePlate(1, 1, 6);
    scene.setSceneOffsetY(-1);
    Selection sideCog = util.select.position(util.grid.at(7, 0, 3));
    Selection cogColumn = util.select.fromTo(6, 1, 3, 6, 4, 3);
    Selection cogAndClutch = util.select.fromTo(5, 3, 1, 5, 4, 2);
    BlockPos leverPos = util.grid.at(5, 3, 1);
    scene.world.setKineticSpeed(sideCog, 4);
    scene.world.setKineticSpeed(cogColumn, -4);
    scene.world.setKineticSpeed(cogAndClutch, 8);
    scene.world.toggleRedstonePower(cogAndClutch);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    scene.idle(5);
    scene.world.showSection(cogColumn, Direction.DOWN);
    scene.idle(5);
    scene.world.showSection(cogAndClutch, Direction.DOWN);
    scene.idle(10);
    BlockPos bearingPos = util.grid.at(5, 2, 2);
    scene.world.showSection(util.select.position(bearingPos), Direction.UP);
    scene.idle(10);
    ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.fromTo(5, 1, 2, 2, 1, 2), Direction.EAST);
    scene.world.configureCenterOfRotation(contraption, util.vector.centerOf(bearingPos));
    scene.idle(20);
    scene.world.toggleRedstonePower(cogAndClutch);
    scene.effects.indicateRedstone(leverPos);
    scene.world.rotateSection(contraption, 0, 55, 0, 23);
    scene.world.rotateBearing(bearingPos, 55, 23);
    scene.idle(24);
    scene.world.toggleRedstonePower(cogAndClutch);
    scene.effects.indicateRedstone(leverPos);
    scene.world.rotateSection(contraption, 0, 35, 0, 0);
    scene.world.rotateBearing(bearingPos, 35, 0);
    Vec3 target = util.vector.topOf(bearingPos.below());
    scene.overlay.showLine(PonderPalette.RED, target.add(-2.5, 0, 3.5), target, 50);
    scene.overlay.showLine(PonderPalette.GREEN, target.add(0, 0, 4.5), target, 50);
    scene.idle(50);
    scene.overlay.showText(100).pointAt(util.vector.blockSurface(bearingPos, Direction.WEST)).placeNearTarget().colored(PonderPalette.RED).attachKeyFrame().text("When Stopped, the Bearing will place the structure at the nearest grid-aligned Angle");
    scene.idle(110);
    scene.overlay.showCenteredScrollInput(bearingPos, Direction.NORTH, 60);
    scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(bearingPos, Direction.NORTH), Pointing.DOWN).scroll().withWrench(), 60);
    scene.idle(10);
    scene.overlay.showText(60).pointAt(util.vector.blockSurface(bearingPos, Direction.WEST)).placeNearTarget().attachKeyFrame().sharedText("behaviour_modify_wrench");
    scene.idle(70);
    scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
    scene.world.toggleRedstonePower(cogAndClutch);
    scene.effects.indicateRedstone(leverPos);
    scene.world.rotateSection(contraption, 0, -55, 0, 23);
    scene.world.rotateBearing(bearingPos, -55, 23);
    scene.idle(24);
    scene.world.toggleRedstonePower(cogAndClutch);
    scene.effects.indicateRedstone(leverPos);
    scene.idle(40);
    scene.overlay.showText(120).colored(PonderPalette.GREEN).pointAt(util.vector.blockSurface(util.grid.at(3, 1, 3), Direction.UP)).text("It can be configured never to revert to solid blocks, or only near the angle it started at");
}
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)

Example 42 with WorldSectionElement

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

the class BearingScenes method mechanicalBearing.

public static void mechanicalBearing(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("mechanical_bearing", "Movings Structures using the Mechanical Bearing");
    scene.configureBasePlate(1, 1, 5);
    scene.setSceneOffsetY(-1);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    scene.idle(5);
    scene.world.showSection(util.select.layer(1), Direction.DOWN);
    scene.idle(10);
    scene.world.showSection(util.select.layer(2), Direction.DOWN);
    scene.idle(10);
    Selection cog1 = util.select.position(6, 0, 4);
    Selection cog2 = util.select.position(5, 1, 4);
    Selection cog3 = util.select.position(4, 1, 3);
    Selection cog4 = util.select.position(3, 1, 3);
    Selection all = cog1.copy().add(cog2).add(cog3).add(cog4);
    BlockPos bearingPos = util.grid.at(3, 2, 3);
    scene.overlay.showSelectionWithText(util.select.position(bearingPos.above()), 60).colored(PonderPalette.GREEN).pointAt(util.vector.blockSurface(bearingPos, Direction.WEST)).placeNearTarget().attachKeyFrame().text("Mechanical Bearings attach to the block in front of them");
    scene.idle(50);
    ElementLink<WorldSectionElement> plank = scene.world.showIndependentSection(util.select.position(bearingPos.above().east().north()), Direction.DOWN);
    scene.world.moveSection(plank, util.vector.of(-1, 0, 1), 0);
    scene.idle(20);
    scene.world.setKineticSpeed(cog1, -8);
    scene.world.setKineticSpeed(cog2, 8);
    scene.world.setKineticSpeed(cog3, -16);
    scene.world.setKineticSpeed(cog4, 16);
    scene.effects.rotationSpeedIndicator(bearingPos.below());
    scene.world.rotateBearing(bearingPos, 360, 37 * 2);
    scene.world.rotateSection(plank, 0, 360, 0, 37 * 2);
    scene.overlay.showText(80).pointAt(util.vector.topOf(bearingPos.above())).placeNearTarget().attachKeyFrame().text("Upon receiving Rotational Force, it will assemble it into a Rotating Contraption");
    scene.idle(37 * 2);
    scene.world.setKineticSpeed(all, 0);
    scene.idle(20);
    scene.world.hideIndependentSection(plank, Direction.UP);
    scene.idle(15);
    Selection plank2 = util.select.position(4, 3, 2);
    ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.layersFrom(3).substract(plank2), Direction.DOWN);
    scene.idle(10);
    scene.world.showSectionAndMerge(plank2, Direction.SOUTH, contraption);
    scene.idle(15);
    scene.effects.superGlue(util.grid.at(4, 3, 2), Direction.SOUTH, true);
    scene.idle(5);
    scene.world.configureCenterOfRotation(contraption, util.vector.topOf(bearingPos));
    scene.world.setKineticSpeed(cog1, -8);
    scene.world.setKineticSpeed(cog2, 8);
    scene.world.setKineticSpeed(cog3, -16);
    scene.world.setKineticSpeed(cog4, 16);
    scene.effects.rotationSpeedIndicator(bearingPos.below());
    scene.world.rotateBearing(bearingPos, 360 * 2, 37 * 4);
    scene.world.rotateSection(contraption, 0, 360 * 2, 0, 37 * 4);
    scene.overlay.showText(120).pointAt(util.vector.topOf(bearingPos.above())).placeNearTarget().attachKeyFrame().sharedText("movement_anchors");
    scene.idle(37 * 4);
    scene.world.setKineticSpeed(all, 0);
}
Also used : Selection(com.simibubi.create.foundation.ponder.Selection) BlockPos(net.minecraft.core.BlockPos) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement)

Example 43 with WorldSectionElement

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

the class BearingScenes method stabilizedBearings.

public static void stabilizedBearings(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("stabilized_bearings", "Stabilized Contraptions");
    scene.configureBasePlate(1, 1, 5);
    scene.setSceneOffsetY(-1);
    Selection beltAndBearing = util.select.fromTo(3, 3, 4, 3, 1, 6);
    Selection largeCog = util.select.position(2, 0, 6);
    BlockPos parentBearingPos = util.grid.at(3, 3, 4);
    BlockPos bearingPos = util.grid.at(3, 4, 2);
    scene.world.showSection(util.select.layer(0), Direction.UP);
    scene.idle(5);
    scene.world.showSection(beltAndBearing, Direction.DOWN);
    scene.idle(10);
    ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(util.select.fromTo(3, 3, 3, 3, 4, 3), Direction.SOUTH);
    scene.world.configureCenterOfRotation(contraption, util.vector.centerOf(parentBearingPos));
    scene.idle(20);
    scene.world.glueBlockOnto(bearingPos, Direction.SOUTH, contraption);
    scene.idle(15);
    scene.overlay.showSelectionWithText(util.select.position(bearingPos), 60).text("Whenever Mechanical Bearings are themselves part of a moving Structure..").attachKeyFrame().placeNearTarget();
    scene.idle(70);
    scene.world.setKineticSpeed(largeCog, -8);
    scene.world.setKineticSpeed(beltAndBearing, 16);
    scene.world.rotateBearing(parentBearingPos, 360, 74);
    scene.world.rotateSection(contraption, 0, 0, 360, 74);
    scene.world.rotateBearing(bearingPos, -360, 74);
    scene.idle(74);
    scene.world.setKineticSpeed(largeCog, 0);
    scene.world.setKineticSpeed(beltAndBearing, 0);
    scene.overlay.showText(60).text("..they will attempt to keep themselves upright").pointAt(util.vector.blockSurface(bearingPos, Direction.NORTH)).placeNearTarget();
    scene.idle(70);
    scene.overlay.showSelectionWithText(util.select.position(bearingPos.north()), 60).colored(PonderPalette.GREEN).text("Once again, the bearing will attach to the block in front of it").attachKeyFrame().placeNearTarget();
    scene.idle(70);
    ElementLink<WorldSectionElement> subContraption = scene.world.showIndependentSection(util.select.fromTo(4, 4, 1, 2, 4, 1), Direction.SOUTH);
    scene.world.configureCenterOfRotation(subContraption, util.vector.centerOf(parentBearingPos));
    scene.world.configureStabilization(subContraption, util.vector.centerOf(bearingPos));
    scene.idle(20);
    scene.overlay.showText(80).text("As a result, the entire sub-Contraption will stay upright");
    scene.world.setKineticSpeed(largeCog, -8);
    scene.world.setKineticSpeed(beltAndBearing, 16);
    scene.world.rotateBearing(parentBearingPos, 360 * 2, 74 * 2);
    scene.world.rotateSection(contraption, 0, 0, 360 * 2, 74 * 2);
    scene.world.rotateBearing(bearingPos, -360 * 2, 74 * 2);
    scene.world.rotateSection(subContraption, 0, 0, 360 * 2, 74 * 2);
    scene.markAsFinished();
    scene.idle(74 * 2);
    scene.world.setKineticSpeed(largeCog, 0);
    scene.world.setKineticSpeed(beltAndBearing, 0);
}
Also used : Selection(com.simibubi.create.foundation.ponder.Selection) BlockPos(net.minecraft.core.BlockPos) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement)

Example 44 with WorldSectionElement

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

the class BeltScenes method directions.

public static void directions(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("belt_directions", "Valid Orientations for Mechanical Belts");
    scene.configureBasePlate(0, 0, 5);
    scene.setSceneOffsetY(-1);
    scene.showBasePlate();
    scene.idle(5);
    ElementLink<WorldSectionElement> leftShaft = scene.world.showIndependentSection(util.select.position(4, 1, 0), Direction.DOWN);
    ElementLink<WorldSectionElement> rightShaft = scene.world.showIndependentSection(util.select.position(0, 1, 0), Direction.DOWN);
    scene.world.moveSection(leftShaft, util.vector.of(0, 0, 2), 0);
    scene.world.moveSection(rightShaft, util.vector.of(0, 0, 2), 0);
    scene.idle(1);
    scene.world.moveSection(leftShaft, util.vector.of(-1, 0, 0), 10);
    scene.world.moveSection(rightShaft, util.vector.of(1, 1, 0), 10);
    scene.idle(20);
    Vec3 from = util.vector.centerOf(3, 1, 2);
    Vec3 to = util.vector.centerOf(1, 2, 2);
    scene.overlay.showLine(PonderPalette.RED, from, to, 70);
    scene.idle(10);
    scene.overlay.showLine(PonderPalette.GREEN, to.add(-1, -1, 0), from, 60);
    scene.overlay.showLine(PonderPalette.GREEN, from.add(0, 3, 0), from, 60);
    scene.idle(20);
    scene.overlay.showText(60).colored(PonderPalette.RED).placeNearTarget().pointAt(to).text("Belts cannot connect in arbitrary directions");
    scene.idle(70);
    from = util.vector.centerOf(4, 1, 2);
    to = util.vector.centerOf(0, 1, 2);
    scene.world.moveSection(leftShaft, util.vector.of(1, 0, 0), 10);
    scene.world.moveSection(rightShaft, util.vector.of(-1, -1, 0), 10);
    scene.idle(10);
    scene.overlay.showLine(PonderPalette.GREEN, from, to, 40);
    scene.idle(10);
    scene.overlay.showText(40).colored(PonderPalette.GREEN).placeNearTarget().pointAt(to).attachKeyFrame().text("1. They can connect horizontally");
    scene.idle(20);
    Selection firstBelt = util.select.fromTo(4, 1, 1, 0, 1, 1);
    ElementLink<WorldSectionElement> belt = scene.world.showIndependentSection(firstBelt, Direction.SOUTH);
    scene.world.moveSection(belt, util.vector.of(0, 0, 1), 0);
    scene.idle(20);
    scene.world.hideIndependentSection(belt, Direction.SOUTH);
    scene.idle(15);
    from = util.vector.centerOf(3, 3, 2);
    to = util.vector.centerOf(1, 1, 2);
    scene.world.moveSection(leftShaft, util.vector.of(-1, 2, 0), 10);
    scene.world.moveSection(rightShaft, util.vector.of(1, 0, 0), 10);
    scene.idle(10);
    scene.world.rotateSection(leftShaft, 0, 0, 25, 5);
    scene.world.rotateSection(rightShaft, 0, 0, 25, 5);
    scene.overlay.showLine(PonderPalette.GREEN, from, to, 40);
    scene.idle(10);
    scene.overlay.showText(40).colored(PonderPalette.GREEN).placeNearTarget().pointAt(to).attachKeyFrame().text("2. They can connect diagonally");
    scene.idle(20);
    Selection secondBelt = util.select.fromTo(3, 3, 2, 1, 1, 2);
    belt = scene.world.showIndependentSection(secondBelt, Direction.SOUTH);
    scene.idle(20);
    scene.world.hideIndependentSection(belt, Direction.SOUTH);
    scene.idle(15);
    from = util.vector.centerOf(2, 4, 2);
    to = util.vector.centerOf(2, 1, 2);
    scene.world.moveSection(leftShaft, util.vector.of(-1, 1, 0), 10);
    scene.world.moveSection(rightShaft, util.vector.of(1, 0, 0), 10);
    scene.idle(10);
    scene.world.rotateSection(rightShaft, 0, 0, -25, 5);
    scene.overlay.showLine(PonderPalette.GREEN, from, to, 40);
    scene.idle(10);
    scene.overlay.showText(40).colored(PonderPalette.GREEN).placeNearTarget().pointAt(to).attachKeyFrame().text("3. They can connect vertically");
    scene.idle(20);
    Selection thirdBelt = util.select.fromTo(2, 1, 3, 2, 4, 3);
    belt = scene.world.showIndependentSection(thirdBelt, Direction.SOUTH);
    scene.world.moveSection(belt, util.vector.of(0, 0, -1), 0);
    scene.idle(20);
    scene.world.hideIndependentSection(belt, Direction.SOUTH);
    scene.idle(15);
    from = util.vector.centerOf(4, 1, 2);
    to = util.vector.centerOf(0, 1, 2);
    scene.world.moveSection(leftShaft, util.vector.of(2, -3, 0), 10);
    scene.world.moveSection(rightShaft, util.vector.of(-2, 0, 0), 10);
    scene.idle(10);
    scene.world.rotateSection(rightShaft, 90, 0, -25, 5);
    scene.world.rotateSection(leftShaft, 90, 0, -50, 5);
    scene.overlay.showLine(PonderPalette.GREEN, from, to, 60);
    scene.idle(10);
    scene.overlay.showText(60).colored(PonderPalette.GREEN).placeNearTarget().pointAt(to).attachKeyFrame().text("4. And they can connect vertical shafts horizontally");
    scene.idle(20);
    Selection fourthBelt = util.select.fromTo(4, 1, 4, 0, 1, 4);
    belt = scene.world.showIndependentSection(fourthBelt, Direction.DOWN);
    scene.world.moveSection(belt, util.vector.of(0, 1 / 512f, -2), 0);
    scene.idle(40);
    scene.world.hideIndependentSection(belt, Direction.UP);
    scene.idle(15);
    scene.world.hideIndependentSection(leftShaft, Direction.UP);
    scene.world.hideIndependentSection(rightShaft, Direction.UP);
    scene.idle(15);
    scene.world.showSection(firstBelt, Direction.DOWN);
    scene.idle(5);
    scene.world.showSection(secondBelt, Direction.DOWN);
    scene.idle(5);
    scene.world.showSection(thirdBelt, Direction.DOWN);
    scene.idle(5);
    scene.world.showSection(fourthBelt, Direction.DOWN);
    scene.idle(10);
    scene.overlay.showText(160).text("These are all possible directions. Belts can span any Length between 2 and 20 blocks");
    scene.markAsFinished();
}
Also used : Selection(com.simibubi.create.foundation.ponder.Selection) Vec3(net.minecraft.world.phys.Vec3) WorldSectionElement(com.simibubi.create.foundation.ponder.element.WorldSectionElement)

Example 45 with WorldSectionElement

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

the class BeltScenes method beltConnector.

public static void beltConnector(SceneBuilder scene, SceneBuildingUtil util) {
    scene.title("belt_connector", "Using Mechanical Belts");
    scene.configureBasePlate(0, 0, 5);
    scene.showBasePlate();
    scene.world.showSection(util.select.position(3, 0, 5), Direction.UP);
    scene.idle(5);
    scene.world.showSection(util.select.fromTo(4, 1, 3, 4, 1, 5), Direction.DOWN);
    ElementLink<WorldSectionElement> shafts = scene.world.showIndependentSection(util.select.fromTo(0, 1, 3, 4, 1, 3), Direction.DOWN);
    scene.world.moveSection(shafts, util.vector.of(0, 0, -1), 0);
    scene.world.setKineticSpeed(util.select.position(0, 1, 3), 0);
    scene.idle(20);
    BlockPos backEnd = util.grid.at(4, 1, 2);
    BlockPos frontEnd = util.grid.at(0, 1, 2);
    ItemStack beltItem = AllItems.BELT_CONNECTOR.asStack();
    Vec3 backEndCenter = util.vector.centerOf(backEnd);
    AABB connectBB = new AABB(backEndCenter, backEndCenter);
    AABB shaftBB = AllBlocks.SHAFT.getDefaultState().setValue(ShaftBlock.AXIS, Axis.Z).getShape(null, null).bounds();
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(backEnd), Pointing.DOWN).rightClick().withItem(beltItem), 57);
    scene.idle(7);
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.GREEN, backEnd, shaftBB.move(backEnd), 42);
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.BLACK, backEndCenter, connectBB, 50);
    scene.idle(20);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(frontEnd), Pointing.DOWN).rightClick().withItem(beltItem), 37);
    scene.idle(7);
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.GREEN, frontEnd, shaftBB.move(frontEnd), 17);
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.BLACK, backEndCenter, connectBB.expandTowards(-4, 0, 0), 20);
    scene.idle(20);
    scene.world.moveSection(shafts, util.vector.of(0, -2, 0), 0);
    scene.world.showSection(util.select.fromTo(0, 1, 2, 4, 1, 2), Direction.SOUTH);
    scene.idle(20);
    scene.overlay.showText(80).text("Right-Clicking two shafts with a belt item will connect them together").attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(2, 1, 2));
    scene.idle(90);
    Vec3 falseSelection = util.vector.topOf(backEnd.south(1));
    scene.overlay.showControls(new InputWindowElement(falseSelection, Pointing.DOWN).rightClick().withItem(beltItem), 37);
    scene.idle(7);
    scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, backEnd, shaftBB.move(backEnd.south(1)), 50);
    scene.overlay.showText(80).colored(PonderPalette.RED).text("Accidental selections can be canceled with Right-Click while Sneaking").attachKeyFrame().placeNearTarget().pointAt(util.vector.centerOf(backEnd.south(1)));
    scene.idle(43);
    scene.overlay.showControls(new InputWindowElement(falseSelection, Pointing.DOWN).rightClick().withItem(beltItem).whileSneaking(), 20);
    scene.idle(60);
    BlockPos shaftLocation = frontEnd.east();
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(shaftLocation), Pointing.DOWN).rightClick().withItem(AllBlocks.SHAFT.asStack()), 50);
    scene.idle(7);
    scene.world.modifyBlock(shaftLocation, s -> s.setValue(BeltBlock.PART, BeltPart.PULLEY), true);
    scene.idle(10);
    scene.overlay.showText(43).text("Additional Shafts can be added throughout the Belt").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(shaftLocation, Direction.NORTH));
    scene.idle(50);
    Selection attachedShafts = util.select.fromTo(0, 1, 1, 1, 1, 1);
    scene.world.showSection(attachedShafts, Direction.SOUTH);
    scene.world.setKineticSpeed(attachedShafts, 32);
    scene.idle(10);
    scene.effects.rotationDirectionIndicator(util.grid.at(0, 1, 1));
    scene.effects.rotationDirectionIndicator(util.grid.at(1, 1, 1));
    scene.idle(20);
    scene.overlay.showText(50).text("Shafts connected via Belts will rotate with Identical Speed and Direction").placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(0, 1, 1), Direction.NORTH));
    scene.idle(60);
    scene.world.hideSection(attachedShafts, Direction.NORTH);
    scene.idle(20);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(shaftLocation), Pointing.DOWN).rightClick().withWrench(), 50);
    scene.idle(7);
    scene.world.modifyBlock(shaftLocation, s -> s.setValue(BeltBlock.PART, BeltPart.MIDDLE), true);
    scene.idle(10);
    scene.overlay.showText(50).text("Added shafts can be removed using the wrench").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(shaftLocation, Direction.NORTH));
    scene.idle(70);
    scene.overlay.showControls(new InputWindowElement(util.vector.topOf(shaftLocation.east()), Pointing.DOWN).rightClick().withItem(new ItemStack(Items.BLUE_DYE)), 50);
    scene.idle(7);
    scene.world.modifyTileNBT(util.select.fromTo(0, 1, 2, 4, 1, 2), BeltTileEntity.class, nbt -> NBTHelper.writeEnum(nbt, "Dye", DyeColor.BLUE));
    scene.idle(20);
    scene.overlay.showText(80).colored(PonderPalette.BLUE).text("Mechanical Belts can be dyed for aesthetic purposes").placeNearTarget().pointAt(util.vector.topOf(shaftLocation.east()));
}
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) AABB(net.minecraft.world.phys.AABB)

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