WIP; carburization less buggy
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c86f9c4a6e
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c172a508d2
7 changed files with 31 additions and 20 deletions
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@ -27,6 +27,8 @@ namespace ElementalTools
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internal const float maxInnerTemperature = 1000f;
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private PackCarburization_Renderer _cachedRenderer;
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//Recipie Options #1: Charcoal & Bonemeal & Blue-clay
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//Recipie Options #2: Leather & Fat & Blue-clay
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@ -393,13 +395,14 @@ namespace ElementalTools
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#region Firepit
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public IInFirepitRenderer GetRendererWhenInFirepit(ItemStack stack, BlockEntityFirepit firepit, bool forOutputSlot)
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{
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return new PackCarburization_Renderer(this.api as ICoreClientAPI, stack, firepit.Pos, forOutputSlot);
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{
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_cachedRenderer = _cachedRenderer ?? new PackCarburization_Renderer(this.api as ICoreClientAPI, stack, firepit.Pos, forOutputSlot);
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return _cachedRenderer;
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}
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public EnumFirepitModel GetDesiredFirepitModel(ItemStack stack, BlockEntityFirepit firepit, bool forOutputSlot)
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{
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return EnumFirepitModel.Normal;//Or Wide?
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return EnumFirepitModel.Wide;
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}
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#endregion
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@ -329,6 +329,9 @@
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<None Include="assets\fma\shapes\item\arms\seax.json">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Include="modicon.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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</Project>
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@ -173,16 +173,19 @@ namespace ElementalTools
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}
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var steelInfo = inSlot.Itemstack.AsSteelThing( );
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dsc.AppendFormat(Lang.Get(@"prop-metal", Lang.GetUnformatted(@"metalname-" + steelInfo.BaseMetalName)));
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dsc.AppendFormat(Lang.Get(@"fma:prop-metal", Lang.GetUnformatted(@"fma:metalname-" + steelInfo.BaseMetalName)));
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if (steelInfo.Hardenable || steelInfo.Hardness != HardnessState.Soft) {
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dsc.AppendFormat(Lang.Get(@"prop-temper", Lang.GetUnformatted(@"hardness-" + (int)steelInfo.Hardness)));
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}
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if (steelInfo.Sharpenable) {
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dsc.AppendFormat(Lang.Get(@"prop-edge", Lang.GetUnformatted(@"sharpness-" + ( int )steelInfo.Sharpness)));
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}
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dsc.Append(@"<font color='#007F7F'>");
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dsc.AppendFormat(Lang.Get(@"fma:prop-temper", Lang.GetUnformatted(@"fma:hardness-" + (int)steelInfo.Hardness)));
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dsc.Append("</font>");
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}
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if (steelInfo.Sharpenable) {
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dsc.Append(@"<font color='#5C8282'>");
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dsc.AppendFormat(Lang.Get(@"fma:prop-edge", Lang.GetUnformatted(@"fma:sharpness-" + ( int )steelInfo.Sharpness)));
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dsc.Append("</font>");
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}
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}
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/// <summary>
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@ -100,7 +100,9 @@ namespace ElementalTools
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shader.ModelMatrix = carbpack_ModelMatrix
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.Identity( )
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.Translate(pos.X - camPos.X + 0.001f, pos.Y - camPos.Y, pos.Z - camPos.Z - 0.001f)
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.Translate(0f, 1 / 16f, 0f)
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.Translate(0f, 1 / 16f, 0.05f)
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.RotateZDeg(10f)//Tip Pack 'up' at angle
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.RotateXDeg(10f)
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.Values;
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shader.ViewMatrix = renderAPI.CameraMatrixOriginf;
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@ -114,7 +116,7 @@ namespace ElementalTools
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public void OnUpdate(float temperature)
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{
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//Correct GLOW INCANDESCENT level?
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//FIX: make GLOW INCANDESCENT !
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this.glowLevel = ( int )(temperature / 100);
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}
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}
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@ -41,11 +41,11 @@
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"itemdesc-sharpening_stone":"Use in combination with _DULL_ steel items and grease to sharpen",
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"craftinginfo-primitive_steelmaking-title":"Steel making: (Pack Carburization process)",
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"craftinginfo-primitive_steelmaking-text": "So, you want to make steel objects?\n\nYou'll need Lots and Lots of Charcoal!\nMore Iron than you know what to do with!\n\nFirst step: combine Charcoal, Bonemeal and crush by hammering - making <a href='handbook://fma:item-carburization_powder'>Carburization Powder</a>!\n Next make a Coffin or 'Pack' of blue-clay with lots of the previous steps powder packed around an iron item (tool-head, blade, ect...nothing too big). Then Fire it in a furnace or firepit for quite a long time - until it glows RED-HOT! \n\nTake out the 'pack' after its finished heating, and place the pack on any solid surface; break it open! Steel items can also be quenched. To improve edged steel - sharpen after hardening.",
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"metalname-blister_steel":"Blister Steel",
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"metalname-shear_steel":"Shear Steel",
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"prop-metal":"Metal: {0},\n",
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"prop-temper":"Temper: {0},\n",
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"prop-edge":"Edge: {0},\n",
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"metalname-Blister Steel":"Blister Steel",
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"metalname-Shear Steel":"Shear Steel",
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"prop-metal":"Metal: {0}, ",
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"prop-temper":"Temper: {0}, ",
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"prop-edge":"Edge: {0}, ",
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"sharpness-0":"Rough",
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"sharpness-1":"Dull",
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"sharpness-2":"Honed",
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BIN
ElementalTools/modicon.png
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BIN
ElementalTools/modicon.png
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@ -1,12 +1,12 @@
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{
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"type": "code",
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"name": "Era of STEEL.",
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"description" : "The OLD technique for making steel items and Quench-Hardening them.",
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"description" : "Anchient methods for making steel tools & arms; plus Quench-Hardening",
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"authors": ["Melchior"],
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"ModID":"eraofsteel",
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"version": "0.1.4",
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"version": "0.1.4-pre.0",
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"dependencies": {
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"game": "1.17.0",
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"game": "1.17.9",
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"survival": ""
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},
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"website": ""
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