Its not beautiful, but it at least enables crafting stuff from nothing. I give you the overridden inventory screen (default 'I' key) which you can craft the first assembly table from.
Chessandgo: That could be in part 4 or 5. :)
Also, is anybody good at mod spotlight style videos? I kind of suck at that sort of thing, and could really use some in game footage of this stuff.
Name: Josharias Survival
Summary: A gameplay module that brings together a set of modules that provide a simple "dont die" experience with a focus on advancing your technology.
Current Goal: More interesting underground world generation
Curator: Josharias
Location...
Name: Manual Labor
Summary: Tools a workman needs to make digging and chopping easier.
Current Goal:
Curator: Josharias
Location: https://github.com/Terasology/ManualLabor
Compatibility: Singleplayer, Multiplayer
Gameplay:
Provide a base set of functionality when it comes to the digging part of...
Name: Substance Matters
Summary: A library for defining and using materials. Defines a base set of substances that items can be made from.
Current Goal:
Curator: Josharias
Location: https://github.com/Terasology/SubstanceMatters
Compatibility: Singleplayer, Multiplayer
Design Goals:
Have a...
Hey there Panpan,
This has been fixed in the newer version of this module. I am sorry for the inconvenience, it took me a bit to figure out how to get the scroll viewer to size correctly (as you have already experienced).
Thanks,
Josharias
I was playing around with the sun's LightComponent to see if I could make less things washed out at full sun levels. It seems like most of the light problem is with the lightDiffuseIntensity. Here are some alternate values:
0.5
0.75
1.0
1.5
2.0 (the current default)
Could this be a...
It turns out, the item tooltip architecture could be reused easily for the block tooltips. The WorldlyTooltip fires a GetItemTooltip event that allows addition of tooltip lines. Adding health to the tooltip was a matter of adding this:
@ReceiveEvent
public void...
Fluid transport now interacts directly with FluidInventoryComponent blocks. Multiblock entities still need some support added to BlockNetwork in order to function. I had problems getting the Cooking station to work because of this.
Idea cooking - Fluid Transport
Yay, the first real application of mechanical power!
It still needs a bunch of polish. But the basic mechanics, basically work(tm).
I am such a noob. How do I set this up and build it? Is it possibly only configured for eclipse? I seem to be missing some external dependencies? Do I add it similar to a facade?
Florian, what is the best way to use this system for a screen that is not dependent on a block? I noticed the normal inventory screen does not use it at all. This also pertains to my TerraTech module where I attempted to fake my way through with this code...
@ReceiveEvent
public void...