Is possible to make the dynamos compatible with augments at some point in the future?
[snippity snip]
One change that I do want to see, and it may be something I look into adding and submitting a pull request for, is that the redstone requirement for the Dynamos should be configurable in some way. This would allow Dynamos to be configured to not require a redstone signal, allowing for more compact setups without using EnderIO redstone conduits and such.
Using beta-h right now.
Just a minor bug. When applying label to the Quantum Jar, the label will only be shown on a fixed side and can only be removed from it's opposite side. Shift-right clicking on the label itself will not remove it.
Using beta-h right now.
Just a minor bug. When applying label to the Quantum Jar, the label will only be shown on a fixed side and can only be removed from it's opposite side. Shift-right clicking on the label itself will not remove it.
Glad I could help!
@theflogat is it OK if I PM you? I would like to discuss some ideas for some additions I think would be nice for this mod, but want to run them by you before I start adding things.
static private int sphereID;
static {
BufferedImage bi = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB_PRE);
bi.setRGB(0, 0, Color.WHITE.getRGB());
Sphere sphere = new Sphere();
sphere.setDrawStyle(GLU.GLU_FILL);
sphere.setNormals(GLU.GLU_SMOOTH);
sphere.setOrientation(GLU.GLU_OUTSIDE);
DynamicTexture sphereTexture = new DynamicTexture(bi);
ResourceLocation resourceLocation = Minecraft.getMinecraft().renderEngine.getDynamicTextureLocation("sphere",sphereTexture);
sphereID = GL11.glGenLists(1);
GL11.glNewList(sphereID, GL11.GL_COMPILE);
GL11.glTranslatef((float) 0.50F, (float) 0.50F, (float) 0.50F);
Minecraft.getMinecraft().renderEngine.bindTexture(resourceLocation);
sphere.draw(3/16F, 24, 24);
GL11.glEndList();
}
public void renderSphere(double x, double y, double z) {
GL11.glPushMatrix();
GL11.glTranslatef((float) x, (float) y, (float) z);
GL11.glCallList(sphereID);
GL11.glPopMatrix();
}