Potential fix for routing nodes (I changed nothing, but it now works). Fixed blocks that are solid that did not block sunlight.

This commit is contained in:
WayofTime 2016-04-12 15:25:16 -04:00
parent 0a2dfb4fd4
commit 8571d4d264
8 changed files with 155 additions and 12 deletions

View file

@ -54,6 +54,11 @@ public class ItemNodeRouter extends Item implements INodeRenderer, IVariantProvi
@Override
public EnumActionResult onItemUseFirst(ItemStack stack, EntityPlayer player, World world, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ, EnumHand hand)
{
if (world.isRemote)
{
return EnumActionResult.PASS;
}
TileEntity tileHit = world.getTileEntity(pos);
if (!(tileHit instanceof IRoutingNode))
@ -87,7 +92,7 @@ public class ItemNodeRouter extends Item implements INodeRenderer, IVariantProvi
if (!node.isMaster(master))
{
if (node.getMasterPos().equals(BlockPos.ORIGIN))
if (node.getMasterPos().equals(BlockPos.ORIGIN)) //If the node is not the master and it is receptive
{
node.connectMasterToRemainingNode(world, new LinkedList<BlockPos>(), master);
master.addConnection(pos, containedPos);
@ -112,7 +117,7 @@ public class ItemNodeRouter extends Item implements INodeRenderer, IVariantProvi
if (!pastNode.isMaster(master))
{
if (pastNode.getMasterPos().equals(BlockPos.ORIGIN))
if (pastNode.getMasterPos().equals(BlockPos.ORIGIN)) //TODO: This is where the issue is
{
pastNode.connectMasterToRemainingNode(world, new LinkedList<BlockPos>(), master);
master.addConnection(pos, containedPos);