commit | d4b5a6e7dbbaaad663b4fd47a4f8028493b8a6f8 | [log] [download] |
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author | Florian Nücke <florian@nuecke.de> | Mon Feb 09 20:24:31 2015 +0100 |
committer | Florian Nücke <florian@nuecke.de> | Mon Feb 09 20:24:31 2015 +0100 |
tree | 5fb3118875f1840857d19c955736913f20ee041b | |
parent | 30e37daba6978712c61dd8a2eb41691b5b27631c [diff] |
Changed tablet block interaction a bit, closes #905. When doing a "short" right click, tablets will behave as before, i.e. shift-right-click opens their GUI, normal right-click will either activate a block or open the GUI. To "analyze" a block, you'll now have to hold the right mouse button for half a second (or whatever it is you use to draw your bow). This will work when sneaking or not, also allowing inspection of blocks that'd otherwise open their GUI (like chests) or do stuff (like levers).
OpenComputers is a Minecraft mod that adds programmable computers and robots to the game. The built-in computer implementation uses Lua 5.2 and is fully persistent. This means programs will continue running across reloads. For more information, please see the wiki. Feel invited to visit the community forums or drop by in the IRC channel #oc on esper.net.
A few useful links:
###Experimental Builds You can find experimental builds on the build server. Expect these to be generally more unstable than builds marked as releases. Use these at your own risk, but - when using the latest one - please do report bugs you encounter using them. Thanks!
This mod is licensed under the MIT license. All assets are public domain, unless otherwise stated; all are free to be distributed as long as the license / source credits are kept. This means you can use this mod in any mod pack as you please. I'd be happy to hear about you using it, though, just out of curiosity.
###Assets and Localizations
text
or sides
) would help a lot. Thanks!###Bug fixes, features and scripts
####Pull requests The following are a few quick guidelines on pull requests. That is to say they are not necessarily rules, so there may be exceptions and all that. Just try to stick to those points as a baseline.
Also, and this should go without saying, your contributed code will also fall under OC's license, unless otherwise specified (in the super rare case of adding third-party stuff, add the according license information as a LICENSE-???
file, please).
To use the API in your own mod, either get the API JAR from the build server, or if you're using gradle, add a dependency to the maven repo:
repositories { maven { url = "http://maven.cil.li/" } } dependencies { compile "li.cil.oc:OpenComputers:MC1.7.10-1.4.+:api" }
Adjust the version number accordingly to the version you'd like to build against.
To run the mod in your development environment, download the dev
JAR from the build server and drop it into your dev env's eclipse/mods
folder.
Alternatively, leave out the api
classifier and you can build against the dev JAR directly. This way you don't have to add it to your mods folder, but you will have to add -Dfml.coreMods.load=li.cil.oc.common.launch.TransformerLoader
to the VM options in your run configuration.
If you have any questions, please do not hesitate to ask, either in the forums or in the IRC!
Want to tinker with the mod itself? Here is how - for IntelliJ IDEA users. For eclipse I assume the process will be similar.
Important
Clone the repository, then in it rungradlew setupDecompWorkspace
to setup the workspace, including assets and such, thengradlew idea
to create an IntellJ IDEA project.
Open the project and you will be asked to import the Gradle project (check your Event Log if you missed the pop-up). Do so. This will configure additionally referenced libraries.