Fixed rituals not correctly re-activating when taking off a redstone signal after reloading the world.

This commit is contained in:
WayofTime 2016-02-18 12:26:42 -05:00
parent 34a9b5a7ec
commit 19bf728da3
2 changed files with 4 additions and 1 deletions

View file

@ -28,6 +28,7 @@ public class Constants
public static final String CURRENT_RITUAL = "currentRitual";
public static final String CURRENT_RITUAL_TAG = "currentRitualTag";
public static final String IS_RUNNING = "isRunning";
public static final String IS_REDSTONED = "isStoned";
public static final String RUNTIME = "runtime";
public static final String DIRECTION = "direction";
public static final String REAGENT_TANKS = "reagentTanks";

View file

@ -93,6 +93,7 @@ public class TileMasterRitualStone extends TileEntity implements IMasterRitualSt
active = tag.getBoolean(Constants.NBT.IS_RUNNING);
activeTime = tag.getInteger(Constants.NBT.RUNTIME);
direction = EnumFacing.VALUES[tag.getInteger(Constants.NBT.DIRECTION)];
redstoned = tag.getBoolean(Constants.NBT.IS_REDSTONED);
}
@Override
@ -111,6 +112,7 @@ public class TileMasterRitualStone extends TileEntity implements IMasterRitualSt
tag.setBoolean(Constants.NBT.IS_RUNNING, isActive());
tag.setInteger(Constants.NBT.RUNTIME, getActiveTime());
tag.setInteger(Constants.NBT.DIRECTION, direction.getIndex());
tag.setBoolean(Constants.NBT.IS_REDSTONED, redstoned);
}
@Override