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author | Mary <33456283+FourIsTheNumber@users.noreply.github.com> | 2024-08-29 11:15:21 -0400 |
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committer | GitHub <noreply@github.com> | 2024-08-29 17:15:21 +0200 |
commit | 03f8ac57b99f8fa26975151ad39cb1a78667db73 (patch) | |
tree | 1f61751081785526d26875383cc344be5ada9e32 /src/main/java/gregtech/common/blocks/GT_Item_Glass1.java | |
parent | 7d3ddfa1a325d7b2f0248bc771a5c0dcbc6eb839 (diff) | |
download | GT5-Unofficial-03f8ac57b99f8fa26975151ad39cb1a78667db73.tar.gz GT5-Unofficial-03f8ac57b99f8fa26975151ad39cb1a78667db73.tar.bz2 GT5-Unofficial-03f8ac57b99f8fa26975151ad39cb1a78667db73.zip |
Compressor Multiblock (#2861)
* Compressor boilerplate
* Getting test structure working
* Structure fixes
* Implemented basic HIP and Black Hole structure elements complete with heat and black hole stabilization mechanics
* Cooling glow, also HIP cools much slower than it heats
* Got blue cooling texture working
* spotless :3
* Force structure checks every 10 seconds like nano forge
* Neutronium compressor recipemap created
* Various strange changes attempting to get a neutronium compressor map working. Shelved for now
* Absolutely going hog wild with neutronium testing
* BIG RECIPE
* Added Ollie author tag
* Added a bunch of neutronium compressor recipes
* Deeply cursed recipemap combining
* Neutronium compressor structure
* Black hole requirement for recipes established
* Black hole implementation changed
* Added black hole catalyzation
* spotless
* Removed neutronium compressor recipes from gt5u
* Made eternal singularity work somehow
* Boilerplate for new hatches
* Tinkering
* Split the multi in 4
* Fix refactor
* Implemented the new black hole mechanic with catalysts.
* Give speed bonuses/nerfs to recipes based on black hole. Shuffled some logic around
* Imported real structures
* Proper HIP implementation with heat sensor
* Cut HIP mechanics from Neutronium
* Restore Gangue for use in a black hole recipe
* Made Gangue blocks load
* sa+update deps
* Added t1/t2 casings
* Temporary casings for neutronium
* SA from merge
* Temporary HIP Textures
* Temporary Black Hole textures
* Support machinemode for black hole, support special value for compression
* Don't let neutronium compressor do black hole recipes
* Get all of the numbers in
* Tooltip adjustments for readability
* Casing fix and more tooltips
* Correct structure tooltips
* Improve legibility of HIP tooltip
* 1 parallel per tier when overheated
* Lost my privates
* Fixed modern cast and imported the new textures
* Removed very unnecessary logic
* Nerf HIP parallels to 4 to make black hole better
* Change all special value stuff to proper metadata
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Co-authored-by: Martin Robertz <dream-master@gmx.net>
Diffstat (limited to 'src/main/java/gregtech/common/blocks/GT_Item_Glass1.java')
-rw-r--r-- | src/main/java/gregtech/common/blocks/GT_Item_Glass1.java | 21 |
1 files changed, 21 insertions, 0 deletions
diff --git a/src/main/java/gregtech/common/blocks/GT_Item_Glass1.java b/src/main/java/gregtech/common/blocks/GT_Item_Glass1.java index 7fbb33ff6e..e8d0b6c236 100644 --- a/src/main/java/gregtech/common/blocks/GT_Item_Glass1.java +++ b/src/main/java/gregtech/common/blocks/GT_Item_Glass1.java @@ -1,6 +1,12 @@ package gregtech.common.blocks; +import java.util.List; + import net.minecraft.block.Block; +import net.minecraft.entity.player.EntityPlayer; +import net.minecraft.item.ItemStack; + +import gregtech.api.util.GT_LanguageManager; /** * The glass types are split into separate files because they are registered as regular blocks, and a regular block can @@ -9,7 +15,22 @@ import net.minecraft.block.Block; */ public class GT_Item_Glass1 extends GT_Item_Casings_Abstract { + protected final String chemicalGlassTooltip = GT_LanguageManager.addStringLocalization( + getUnlocalizedName() + ".0.tooltip", + "Able to resist the most extreme chemical conditions."); + protected final String hawkingGlassTooltip = GT_LanguageManager.addStringLocalization( + getUnlocalizedName() + ".4.tooltip", + "Controls the outward flow of Hawking Radiation to stabilize a black hole."); + public GT_Item_Glass1(Block block) { super(block); } + + @Override + public void addInformation(ItemStack aStack, EntityPlayer aPlayer, List<String> aList, boolean aF3_H) { + switch (getDamage(aStack)) { + case 0 -> aList.add(chemicalGlassTooltip); + case 4 -> aList.add(hawkingGlassTooltip); + } + } } |